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Class Package - Warrior v1.5

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0% found this document useful (0 votes)
202 views20 pages

Class Package - Warrior v1.5

Uploaded by

Warbacon
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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WARRIOR CLASS PACKAGE

THESE MATERIALS ARE FROM July 9, 2024. BEFORE STARTING EACH


SESSION, WE RECOMMEND CHECKING TO SEE IF THERE ARE ANY UPDATES.
Contained within is everything you need to play the Warrior class.
For character creation, you'll only need to print out pages 2-11 of this package.
When you level up, print out the next applicable level page of this package.
We welcome you to fill out the Player Survey using the QR code below or
at www.daggerheart.com/play each time you play a session of Daggerheart.
This is the best way to give us feedback about your experience.

daggerheart.com/play
CHARACTER CREATION

1 CHOOSE A CLASS. 6 CHOOSE STARTING WEAPONS. 11 ANSWER BACKGROUND QUESTIONS.


Your class represents what kind of Decide what kind of weapons you want Use the background questions on your
character you’ll be playing and will give to start the game with, and record their character guide as a jumping off point
you access to certain abilities and spells details in the appropriate spaces. to build out your character’s history, or
during the game. Take the character make up your own.
sheet specific for this class.
7 CHOOSE STARTING ARMOR 12 GENERATE EXPERIENCE.
Use all of the choices and backstory
2 CHOOSE A SUBCLASS. Take one of the available starting armors,
you’ve made about your character
and record its details in the appropriate
Each class has a number of subclasses spaces. so far to generate their Experience,
to choose from that help better define a set of narrative words or phrases
what kind of focus you’d like your that represent the kinds of things
character to have. Take the Foundation they’ve learned or become on
card for your chosen subclass. 8 TAKE YOUR STARTING INVENTORY. their journey so far. Assign both +2
modifiers.
The starting inventory for your class
3 CHOOSE A HERITAGE. is listed on your character guide.
Heritage is made up of both an Ancestry Record those items in the Inventory 13 RECORD YOUR NAME & PRONOUNS.
and a Community card. These two cards section of your character sheet. Create a name for your character and
that establish your physical appearance choose what pronouns they use. Then
and the kind of environment you grew 9 CHOOSE YOUR DESCRIPTION.
share your character with the rest of
up in. Make choices from the available options the table when they’re ready.
on your character guide or create your
own. This will help you start to build out
4 SET YOUR TRAITS & EVASION.
your character’s look and attitude. 14 CREATE CONNECTIONS.
Distribute the values -1, 0, 0, +1, +1, +2 across Ask any of the Connection questions
your Character Traits. When rolling, you’ll add on your character guide to the other
the value of that Character Trait to the roll. 10 TAKE DOMAIN DECK CARDS. characters at the table, or generate
Then record your starting Evasion score. Each class is made up of two different your own. Use this as an opportunity
domains, listed below the class name on to also discuss how you all met, what
5 SET YOUR THRESHOLDS & HOPE. the character sheet. Choose two cards brought you together, and why you’ve
total from the Level 1 cards in those decided to travel as a party.
Each class will start with its own Damage
domains from the domain decks. You may
Thresholds detailed on the character sheet
share these decks with other classes. If
under the Hit Points section. Record these
in their appropriate spaces. Then take
you do, make sure to talk with them about
what cards they’re interested in as well.
You’re now
2 Hope to start the game. ready to play!

first names FAMILY NAMES Experiences

Alucard, Ambrose, Astrid, Ash, Bellamy, Calder, Abbot, Advani, Agoston, Baptiste, Belgarde, Backgrounds like:
Calypso, Clover, Chartreuse, Dahlia, Darrow, Blossom, Chance, Covault, Dawn, Dennison, Bodyguard, Con Artist,
Deacon, Elowen, Emrys, Fable, Fiorella, Flynn, Drayer, Emrick, Foley, Fury, Gage, Gallamore, Merchant, Noble, Pirate
Gerard, Harlow, Hadron, Indigo, Inara, Jasper, Grove, Hartley, Humfleet, Hyland, Jones, Characteristics like:
Kai, Kismet, Leo, Marigold, Maverick, Mika, Jordon, Knoth, Lagrange, Lockamy, Lyon, Affable, Survivor, Sticky
Moon, Nyx, Phaedra, Quill, Raphael, Ronan, Marche, Merrell, Newland, Novak, Orwick, Fingers, Intimidating
Roux, Reza, Saffron, Sierra, Skye, Talon, Thea, Overholt, Pray, Pyre, Rathbone, Rose,
Triton, Vala, Velo, Wisteria, Yarrow, Zahara. Seagrave, Spurlock, Thorn, Tringle, Warren, Specialties like:
Worth, York, Zimarik Navigator, Sharpshooter,
region names Swashbuckler, Inventor
PLACE NAMES Skills like: Barter, Repair,
Watcher’s Ravine, Shattered Peaks, Holdland, Tracking, Quick Hands
Davesh Pass, Branishar, Crown of the World, Stone’s Throw, Golden Goose, Black Willow,
South Choir, Xuria, Wilting Valley, Bonecross, Limping Liar, Menagerie, Great Expectations, Phrases like: Nature’s
Roaming Sea, Mistvale, Hadriel’s Wall, Wicked Smile, Crow’s Nest, Balking Tide, Figero, Friend, This Is Not A
Bloomfare, Cloud Isles, Revenance, Mountains Idle Fiend, Quiet Magnitude, Nero’s Compass, Negotiation, Catch Me
of Creation, Sunbearer’s Crescent. Netherwell, Kross, Hollow Keep, Salute, If You Can, Never Again,
Hearthbreak, Parting Gift, Fool’s Gold. Knowledge is Power

© 2024 Daggerheart v1.5 Open Beta


name pronouns

WARRIOR heritage Subclass


blade & bone
level
Daggerheart open beta v1.5

agility strength FINESSE Instinct presence knowledge

evasion armor Sprint Lift Control Perceive Charm Recall


Leap Smash Hide Sense Perform Analyze
Start at 10 Maneuver Grapple Tinker Navigate Deceive Comprehend

Hit Points & Stress active weapons


Start Major Threshold at 7 and Severe Threshold at 14. PROFICIENCY

MINOR major severe PRIMARY


Damage Damage Damage
Mark 1 HP Mark 2 HP Mark 3 HP NAME TRAIT & RANGE DAMAGE DICE

hp
FEATURE

STRESS

hope
secondary
Spend a Hope to use an experience or help an ally.

NAME TRAIT & RANGE DAMAGE DICE

Warrior’s Hope: Spend three Hope to reroll any number of FEATURE


your damage dice on an attack.

experience
active armor

NAME BASE SCORE

FEATURE

INVENTORY

gold

HANDFULS BAGS CHEST

class feature

Battle Strategist
After a successful attack roll, you can describe how you
outmaneuver your target, then mark a Stress to deal them a inventory weapon PRIMARY SECONDARY
Stress.

Attack of Opportunity NAME TRAIT & RANGE DAMAGE DICE


If an adversary attempts to leave your Melee range, make an
Agility reaction roll against their difficulty. Choose one effect
on a successful roll, or two on a critical success: FEATURE

• Keep them from moving.


• Deal your primary weapon damage.
inventory weapon PRIMARY SECONDARY
• Move with them.
Combat Training
Ignore burden when equipping weapons. Whenever you deal NAME TRAIT & RANGE DAMAGE DICE
physical damage, add your level to its value.
FEATURE

© 2024 Daggerheart v1.5 Open Beta


WARRIOR You run into battle without hestation or caution, knowing you can strike down
whatever enemy may stand in your path.
Character guide

SUGGESTED TRAITS: INVENTORY: CHARACTER DESCRIPTION:


+2 Agility, +1 Strength, 0 Finesse,
TAKE: Choose one (or more) from each line,
+1 Instinct, -1 Presence, 0 Knowledge
a torch, 50ft of rope, basic supplies, or make your own
SUGGESTED PRIMARY WEAPON: and a handful of gold.
Clothes that are: reinforced, weathered,
Longsword - Agility Melee - d8+3 (Phy) - Two-Handed THEN CHOOSE BETWEEN: patched, sleek, royal, bold, sparing
a minor health potion OR a minor stamina Eyes like: fire, lilacs, endless ocean, night, ivy,
SUGGESTED ARMOR:
potion. seafoam, earth, winter, carnations
Chainmail - Armor Score 5
Feature: Heavy (−1 to Evasion) AND EITHER: Body that’s: lanky, tall, curvy, rotund, short,
the drawing of a lover OR a sharpening stone. thin, toned, stocky, broad, carved, tiny
The color of: obsidian, rose, falling snow, fine
sand, ashes, clover, sapphire, wisteria
Attitude like: a gladiator, a hired hand,
a dedicated soldier, a bull, a hero

background questions connections

Answer the following background questions or make your own. After sharing your characters, ask any of these questions
to the others in your party or make your own.
Who taught you to fight, and why did they stay behind when you
We knew each other long before this party came together. How?
left home?

Somebody defeated you in battle years ago and left you to die.
What mundane thing off the battlefield do you usually help me with?
Who was it, and why did it feel like such a betrayal?

What legendary place have you always wanted to visit,


and why is it so special? What fear am I helping you to overcome?

Then work with the GM to generate two starting Experiences for your character.

LEVELS 2-4 LEVELS 5-7 LEVELS 8-10


At Level 5, take an additional Experience At Level 8, take an additional Experience
At Level 2, take an additional Experience and
and clear all marks on Character Traits. and clear all marks on Character Traits.
increase your Proficiency by +1.
Then increase your Proficiency by +1. Then increase your Proficiency by +1.

Choose two available options from the list Choose two from the list below or any unmarked Choose two from the list below or any unmarked
below and mark them. from the previous tier and mark them. from the previous tiers and mark them.

Increase two unmarked Character Increase two unmarked Character Traits Increase two unmarked Character
Traits by +1 and mark them. by +1 and mark them. Traits by +1 and mark them.
Permanently add one Hit Point Slot. Permanently add one Hit Point Slot. Permanently add one Hit Point Slot.
Permanently add one Stress Slot. Permanently add one Stress Slot. Permanently add one Stress Slot.
Increase two Experiences by +1. Increase two Experiences by +1. Increase two Experiences by +1.
Permanently add one Armor Slot. Choose an additional domain card at your Choose an additional domain card at your
level or lower (up to Level 7). level or lower.
Add +1 to your Evasion.
Permanently add two Armor Slots or add +1 Permanently add two Armor Slots or add
Choose an additional domain card at to your Evasion. +1 to your Evasion.
your level or lower (up to Level 4).
Increase your Major Damage Increase your Major Damage
Increase your Major Damage Threshold by +1. Threshold by +1.
Threshold by +1.
Increase your Severe Damage Increase your Severe Damage
Increase your Severe Damage Threshold by +2. Threshold by +2.
Threshold by +1.
Take an upgraded subclass card. Then Take an upgraded subclass card. Then cross
Then increase your Severe Damage cross out the multiclass option for this tier. out the multiclass option for this tier.
Threshold by +2 and choose a new Domain
Deck card at your Level or lower. Increase your Proficiency by +1. Increase your Proficiency by +1.
Multiclass: Choose an additional class for Multiclass: Choose an additional class for
your character, then cross out an unused your character, then cross out an unused
“Take an upgraded subclass card” and the “Take an upgraded subclass card” and the
other multiclass option on this sheet. other multiclass option on this sheet.
Increase your Damage Thresholds: Major by +1 and Increase your Damage Thresholds: Major by +2 and
Severe by +3. Then choose a new Domain Deck Severe by +4. Then choose a new Domain Deck card
card at your Level or lower. at your Level or lower.
© 2024 Daggerheart v1.5 Open Beta
This section denotes your class. Each class is made up of This section gives you a place to record your name,
two domains. You’ll choose the majority of your abilities pronouns, heritage (the combination of your community
and spells from these domains. and ancestry), and subclass. There is also a space to
record your level.

Evasion represents your ability to not be hit by an attack. This area contains your six character traits. These are
The GM will roll against this number when seeing if an what you will use as your primary modifiers on action
adversary hits you. If you do get hit, you’ll be able to mark rolls. They have descriptions beneath each to remind you
armor slots (the boxes to the right of “armor”) to reduce how to use them.
the incoming damage by your armor score (the number
in “armor”).

The two smaller boxes are your damage thresholds. This is the section for your active weapons. Along with a
Whenever you take damage, compare it to the numbers name, weapons have an associated trait that you will roll
here. If the incoming damage is minor, you mark one when using them for an attack. They also have a range
hit point. If it is major, you mark two hit points. If it is (melee, very close, close, far, or very far). The GM will tell
severe, you mark three hit points. If you should ever you what range a target is in. Damage dice are what kind
need to mark stress and can’t, you mark a hit point. of dice you’re rolling when you make a successful attack,
and the type is either physical or magic. Proficiency
If you ever mark your last hit point, you must make a tells you how many damage dice you roll. The Feature on
death move. a weapon gives you any special ability or requirement it
has.
This is where you record your Hope. You may spend Weapons are either one-handed or two-handed. You'll
Hope to use an Experience (details below), help an ally, see the appropriate amount of hands are already filled for
or utilize a Hope Feature. When you help an ally, you the weapon you've taken.
explain how you’re aiding them and roll a d6 advantage
die they add to their action roll total. You start with 2
Hope marked.
You also have a unique Hope Feature from your class in
this section.

This is the section for your armor. Along with a name,


Experience represents the particular specializations armor has a base score that will contribute towards
your character has. These are narrative tags that you your armor score. The Feature on armor gives you any
create to reflect what your character is skilled in. When special ability or requirement it has.
they apply to the scene, you can spend Hope before the
action roll to add their value as a modifier. You will earn
more of these throughout a campaign.

This is where you keep track of your gold during a


campaign. If you should mark your tenth handful, you
Inventory is where you will store all of your items and
instead mark a bag and erase all your handfuls. If you
consumables.
should mark your tenth bag, you insead mark a chest and
erase your bags. You start with one handful of gold.

Every class starts with a unique Class Feature that sets


them apart from other classes. Make sure to read through
them before you begin playing.

This is where you would store any weapon you want


to carry, but not have active. While in your inventory,
Features from these weapons have no effect.

SLIDE THIS OUT TO THE LEFT OF SLIDE THIS OUT TO THE RIGHT OF
YOUR CHARACTER SHEET. YOUR CHARACTER SHEET.

© 2024 Daggerheart v1.5 Open Beta


EQUIPMENT
starting Primary weapons ­— Physical

Name Trait Range Feature Damage Damage Type Burden


Battleaxe Strength Melee d10+3 Phy
Warhammer Strength Melee Heavy: -1 to Agility. d12+3 Phy
Greatsword Strength Melee Massive: -1 Agility, roll one extra damage die d10+3 Phy
and drop the lowest.
Mace Strength Melee d8+1 Phy
Broadsword Agility Melee Reliable: +1 to attack rolls with this weapon. d8 Phy
Longsword Agility Melee d8+3 Phy
Cutlass Presence Melee d8+1 Phy
Rapier Presence Melee Quick: Mark stress to attack an additional d8 Phy
target in range.
Dagger Finesse Melee d8+1 Phy
Quarterstaff Instinct Melee d10+3 Phy
Halberd Strength Very Close d8+2 Phy
Spear Finesse Very Close d8+2 Phy
Shortbow Agility Far d6+3 Phy
Crossbow Finesse Far d6+1 Phy
Longbow Agility Very Far Cumbersome: -1 to Evasion. d6+3 Phy

starting Primary weapons ­— magic

Name Trait Range Feature Damage Damage Type Burden


Arcane Gauntlets Strength Melee d10+3 Mag
Hallowed Axe Strength Melee d10+1 Mag
Hand Runes Instinct Very Close d10 Mag
Glowing Rings Agility Very Close d10+2 Mag
Shortstaff Instinct Close d8+1 Mag
Returning Blade Finesse Close d8+1 Mag
Wand Knowledge Far d6+1 Mag
Dualstaff Instinct Far d6+3 Mag
Scepter Presence Far Versatile: Presence Melee - d10 d6 Mag
Greatstaff Knowledge Very Far Powerful: Roll one extra damage die and d6 Mag
drop the lowest.

starting secondary weapons


Name Trait Range Feature Damage Damage Type Burden
Round Shield Strength Melee Protective: Add +1 to your armor score. d4 Phy
Tower Shield Strength Melee Barrier: Add +3 to your armor score, -2 to d6 Phy
Evasion.
Small Dagger Finesse Melee Paired: +2 to Primary Weapon damage in d8 Phy
melee.
Shortsword Agility Melee Paired: +2 to Primary Weapon damage in d8 Phy
melee.
Whip Presence Very Close Whipcrack: Mark stress to scatter enemies d6 Phy
in melee back to close range.
Grappler Finesse Close Hook: On a successful attack, you may also d6 Phy
pull the target into melee with you.
Hand Crossbow Finesse Far d6+1 Phy

Starting Armor
Name Feature Base Score
Gambeson Armor Flexible: +1 to Evasion 3
Leather Armor 4
Chainmail Armor Heavy: -1 to Evasion. 5
Full Plate Armor Very Heavy: -2 to Evasion and -1 Agility. 6

© 2024 Daggerheart v1.5 Open Beta


PLAY GUIDE
ACTION ROLLS ACTION ROLL RESULTS QUICK REFERENCE
• On a critical success, you get what you want and Advantage: Add a d6 advantage die to your roll.
Describe what you want to do and a little more. Gain a Hope and clear a Stress.
work with the GM to determine Disadvantage: Subtract a d6 disadvantage die from
whether a roll is necessary to • On a success with Hope, you pull it off well and your roll.
accomplish it. If it is... get what you want. Gain a Hope.
Help An Ally: Spend a Hope and roll a d6 advantage
• On a success with Fear, you get what you want, die to add to their roll. If more than one advantage
but it comes with a cost or consequence. You might die is being used on the roll, they only take the
get attacked, get limited information, attract highest result.
+1 Agility, +1 Thief danger, etc.
Group Action: Nominate a leader of the action. All
• On a failure with Hope, things don’t go to plan. other participants in the group action make reaction
Decide what modifiers apply. Spend
Hope to add an Experience. You probably don’t get what you want and must rolls. Any successes give the leader a +1 modifier.
face the consequences. Gain a Hope. Any failures give the leader a -1 modifier. After all
• On a failure with Fear, things go really bad. You other participants have contributed, the leader
probably don’t get what you want, and there is a makes an action roll including these new modifiers.
major consequence or complication because of it. If the action tracker is active, the leader adds action
6 12 tokens for everyone who participated.
Tag Team Roll: Each player can choose one time per
DAMAGE ROLLS session to spend three Hope and initiate a Tag Team
Roll your Duality Dice and add
After a successful attack, roll a number of weapon Roll with another PC. When you do, work with your
them together along with your
modifiers. dice equal to your proficiency and add them chosen partner to describe how you combine your
together. actions in a unique and exciting way. You both make
6 6 separate action rolls, but before resolving the roll’s
If the attack roll was a Critical Success: Take the
outcome, choose one of the rolls to apply for both
maximum potential value of all your damage dice
of your results. If the action tracker is active, this
“20 with Fear!” added together, and add it as a modifier to your
roll only takes one action token. On a roll with Hope,
damage roll.
Tell the GM the result and the PC whose action roll was used gains the Hope. If
6
which Duality 2
Die 1rolled you Tag Team on an attack roll and it succeeds, you
higher.
Reaction rolls both roll damage, then add it together to determine
the damage dealt. If the action tracker is active, only
Reaction rolls work just like action rolls, but don’t place one token.
generate Hope and Fear (or GM moves), and don’t
require placing an action token on the tracker. Vulnerable: A condition that allows any rolls against
6 6 that creature to be at advantage.

USING ARMOR Restrained: A condition that keeps the target from


moving.
Critical Success!
If you are taking damage, you may mark armor slots
If the Hope and Fear die both land to reduce the amount by your armor score. Multiple Temporary: When a spell, condition, etc. is
on the same number,
armor slots may be marked to reduce the damage temporary, it means the GM must end it on a GM
it’s a critical success. move.
further.

Downtime represents moments of respite within the perilous journey player characters

DOWNTIME
are on together. It is not only an opportunity to recover and prepare for what lies ahead,
but also a time to share more quiet, intimate scenes that help to build or showcase the
relationships characters have with one another.

SHORT REST LONG REST


Each player may swap any number of domain cards in their Loadout for Each player may swap any number of domain cards in their Loadout for
domain cards in their Vault, then choose two options below. They may repeat domain cards in their Vault, then choose two options below. They may repeat
the same action twice if they’d like. The GM gains a Fear and may tick a long- the same action twice if they’d like. The GM gains two Fear and may tick a
term countdown. long-term countdown twice.
• Tend to Wounds • Tend to All Wounds
Describe how you temporarily patch yourself up and clear 1d4 hit points. You Describe how you patch yourself up and remove all marked Hit Points. You
may choose to do this on an ally instead. may choose to do this on an ally instead.
• Clear Stress • Clear All Stress
Describe how you blow off steam or pull yourself together, and clear 1d4 Describe how you blow off steam or pull yourself together, and clear all
stress. marked Stress.
• Repair Armor • Repair All Armor
Describe how you spend time quickly repairing your armor and clear 1d4 used Describe how you spend time repairing your armor and clear all of its Armor
Armor Slots. You may choose do this to an ally’s armor instead. Slots. You may choose do this to an ally’s armor instead.
• Prepare • Prepare
Describe how you are preparing for the next day’s adventure, then gain Hope. Describe how you are preparing for the next day’s adventure, then gain Hope.
If you choose to Prepare with one or more members of your party, you may If you choose to Prepare with one or more members of your party, you may
each take two Hope. each take two Hope.
• Work on a Project
Establish or continue work on a project. The GM might ask for a roll to
determine how much to tick down on the completion track.
© 2024 Daggerheart v1.5 Open Beta
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5
character creation cards: Ancestry DAGGERHEART OPEN BETA V1.5
character creation cards: COMMUNITY DAGGERHEART OPEN BETA V1.5
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 1
blade: level 1 bone: level 1 SUBCLASS: FOUNDATION
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 2
blade: level 2 bone: level 2
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 3
blade: level 3 bone: level 3
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 4
blade: level 4 bone: level 4
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 5
blade: level 5 bone: level 5 SUBCLASS: SPECIALIZATION
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 6
blade: level 6 bone: level 6
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 7
blade: level 7 bone: level 7
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 8
blade: level 8 bone: level 8 SUBCLASS: MASTERY
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 9
blade: level 9 bone: level 9
character creation cards: DOMAIN DAGGERHEART OPEN BETA V1.5

Warrior
LEVEL 10
blade: level 10 bone: level 10

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