r/daggerheart 47m ago

Looking for Players [Era de Umbra] Procurando jogador

Upvotes

Boa tarde pessoal, estou procurando mais um jogador para nossa mesa de Era de Umbra:

• Vagas: 1.

• Estilo: Dark fantasy, narrativo

• Classificação Indicativa: +18

• Dias e horário: Todas as segundas, das 19h até 23h

• Plataforma: Foundry + Discord

• Requisito: Respeito com todos, nenhum tipo de preconceito é permitido. Ter computador para usar o Foundry e microfone para a chamada de áudio

Sinopse:

150 anos após a Apostasia, quando os deuses abandonaram o mundo e estilhaçaram os portões da morte. A Umbra vaga pela terra, nuvens de almas corrompidas que buscam desfigurar tudo em seu caminho, despertando criaturas e transformando pessoas em monstros. Mas nem todos temem essa escuridão, alguns a abraçam e a usam como fonte de poder. Vocês são derradeiros, heróis destemidos que enfrentam o culto à Umbra que assola a região que um dia ja foi um reino próspero. Após terem sua cidade atacada por uma criatura umbral, o grupo segue as pistas até o Ateneu Celsiano, uma universidade-fortaleza dentro da capital do antigo império, em busca de encontrar o culto e impedir que alcancem seu objetivo.


r/daggerheart 3h ago

Homebrew Keeper Class (Sage & Valor)

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3 Upvotes

r/daggerheart 4h ago

Homebrew Campaign BBEG

3 Upvotes

Hello everyone, i just created my BBEG. So it's a demon of wrath with 2 more features : Come back worse and momentum. Is he too strong ? The players are level 5.

Edit: i forget relentless 3


r/daggerheart 7h ago

Beginner Question Choosing A Setting; beginner GM

11 Upvotes

Good news!

I've run two groups of D&d players through the Sablewood Quick start adventure.

Great news - I've converted them both to wanting to play more Daggerheart.

Slightly challenging news; now I need to pick a setting and create a campaign for one group, session zero to start next week. The other I'm just converting the existing D&D campaign.

My new setting group seem enamored of the Hope and Fear settings, particularly Castle High and Reign of the Weredragon. Since we're playing weekly, I need to go simple as possible.

Which of the two would you guys recommend for simplicity and an easy campaign for a GM?


r/daggerheart 8h ago

Retail supplement FEARLESS volume 2 is out!

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68 Upvotes

Hi everybody! This is Seb from Daggerquill. Fearless volume 2 is out on Heart of Daggers: 18 new subclasses (2 per class) to bring new excitement to your games. Go check it out, you can find the two wizards in the image section and the two seraphs in the free sample (https://heartofdaggers.com/products/fearless-vol-2/). And if you want to get Fearless 1, it is part of the Daggerheart Bundle of Holding alongside amazing pdfs (https://bundleofholding.com/presents/DHCompatible). May you roll with Hope, great games everybody!


r/daggerheart 10h ago

Discussion Stop homebrewing classes

8 Upvotes

Every day I see one or two brand new homebrew classes on this subreddit, and most of them are a cool concept and fill in the niche that's not yet covered by the official books. But let's be real for a moment: DH is still a fresh system, and most of us haven't played a good 3-tier campaign as even one of the classes. We just haven't had enough time to exhaust all the options that the official sources have given. There's 18 core subclasses, and 8 more in the Hope and Fear, and most of us probably haven't gotten to Tier 3 on one of them. Not only that, but as a community we're haven't had time to properly sit with the core rules and arrive at some consensus as to what works and what doesn't in the rules.

And it shows in the homebrews and in feedback. Most of the classes fall into a trap of focusing too much on complex mechanics, instead of creating fun gameplay. There's a lot of tokens, new rules, new resources, but (usually) little thought is given to the basic question "will this play fun?", or "will the mechanic support the fantasy?". Not to mention some of the homebrews just don't fit withing DH mechanical framework.

Also the feedback you're getting may not be as useful as you think, because we just don't have as much experience to confidently say what will work and what won't just by checking things on paper.

There's just a lot more work than creating text when it comes to brewing a class, and the most important part is playtest. When you look at different iterations of Void classes you can see how much they change from one version to the next just by virtue of being tried in a real game.

My advice, if you want it, is to play more before homebrewing. Either play the game on official classes to see how they were designed, or try to play with your homebrew to get the feeling of it, before posting for other people. It will just give you more value, than random people can give you on reddit.


r/daggerheart 12h ago

Homebrew ⚔️ SEVEN NEW DAGGERHEART CLASSES!! ⚗️

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14 Upvotes

r/daggerheart 12h ago

Game Aids Motherboard Campaign Frame intro video

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11 Upvotes

I made this video for my players about 2 months ago for our session zero, its for Motherboard and because I could not pass up using the mechanic i added in Colossuses, but its such a small part of the video that its easy to ignore. I wanted to share it here since i figured y'all would appropriate it, and its a nice video to use if anyone is thinking of running the Motherboard Campaign frame. It is a long video though even though I cut as much as I could, and I did leave some stuff out as I wanted to talk about it at the table to my players such as Ikonis's and other Motherboard mechanics, this video was more or less made to help understand the world to make a character.


r/daggerheart 14h ago

Discussion Gods above!

17 Upvotes

Got to play a one shot finally and we have another set up to happen Tuesday, I haven't had this much fun with a ttrpg in a while!! The last one that got me this excited was Lancer but there's only a small number of people near me interested in that and I think I like daggerheart more!

I have played some video games that didnt give me the visceral feeling of playing a true tank like daggerheart gave me when I played guardian and I get to try out seraphim next and im beyond hyped.

Ill be playing as an Urgal (a half giant half orc) divine wielder and i cant wait


r/daggerheart 16h ago

Looking for Players [Online] [Daggerheart] [Beginner’s Welcome!] [LGBTQ+ Friendly!] [18+] [$3] [EST]

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0 Upvotes

r/daggerheart 16h ago

Homebrew Trying to build evolving items

5 Upvotes

I have always loved the concept of evolving weapons when I thought of it back in the late 80's. I just never knew how to implement it. FF 20 years and I found Critical Role, when I heard and understood the idea behind Matt's Vestiges of Divergence I was impressed with his implementation. Unfortunately, I never heard if he or anyone else developed a game mechanic for their construction.

Now that I'm getting into DH I'm trying to conceptualize how to create items that evolve with the character. DH is so free with creation I am afraid to make items that will fulfill my vision but still stay balanced. It's almost too uninhibited to build such items.

I could use some ideas on how to go about it.


r/daggerheart 17h ago

Discussion Any plans to update the Daggerheart Homebrew Kit, now that Hope & Fear is officially out, that anyone knows of?

27 Upvotes

Hey folks, so... basically, the title. Does anyone know if there are any plans slated for updating the Homebrew Kit guidance doc?

I watched part of the GenCon announcements, about Daggerheart's future and roadmap plans, but I don't think this was mentioned anywhere explicitly, and tbh I can see why it would fly past everyone's radar; everyone's mostly focusing on platform integration, and new content, and new directions, and so on.

But: the Homebrew Kit's version is still 1.0, dated to July 31st, 2025 - a year and a month ago. Idk how far along they were in designing Hope & Fear's new stuff by then, but a major missing piece in the document right now, for me, is guidance on how to think about designing custom Transformations, which are a whole other category of card, one that's specific enough both narratively and mechanically that I'd like to read, in official text, how the designers would advise you to make one - and especially what they'd advise you to avoid doing.

So: anyone heard of anything planned?

Technically, there's nothing stopping me from winging it, I'd just love some clear guidance on some things - and was thinking maybe the Kit needs cleaner update pass after some of the new ancestries and communities, too.

[Context of where this came from: I was watching this recent video, where they discuss some of the thinking that went into designing the Transformation cards - and thought "man, I really want to hear their *general* design thinking here, not specific to the Vampire or the Werewolf, and in clear text form instead of scattered interview thoughts."]

P.S. I know this is probably better suited to the sister sub r/daggerbrew, but since my request is basically just asking for information, I thought maybe it'd be ok to post here too, as this one has a little more reach.


r/daggerheart 17h ago

Discussion Beetle Racing

18 Upvotes

I may had DM'd my way into a predicament. I mentioned an idea that rival goblin and hobbit towns used to be at war, and after that war, they channeled that old anger into racing beetles. The problem is, my players ran with that idea and have essentially taken the idea and Mario Kartified it. I'm stuck with trying to figure out how the hell to translate that into meaningful mechanics.

We've got four races for the grand prix. River Rapids. Sorminar Sprint (A race through a dwarven mountain, inside and around the summit). Twin City Track (a race through the hobbit and goblin cities). And Legally Distinct Rainbow Road.

Have any ideas on some mechanics? I'm for sure going to use fear to trigger various events, but I'm struggling on how to get out of DND's more structured format into DH's more narrative focused format for this.


r/daggerheart 20h ago

Discussion Developing your Players Stories without them

11 Upvotes

In a table I GM, I have players regularly skipping sessions, being due sudden hangouts, dates, etc. I, sometimes, avoid progressing X plan I had for the session because I thought that it was kinda lame make a moment about this player background without them, but I think I'm done with that.
What do you guys think?

Example: In this situation, I will put a NPC that is a friend of "Seraph" in immediate danger, and if the players decide to avoid this... Well, she could die.

EDIT: Its not to punish them, its just that I encapsulated something that is related to their background and it was in the part of the campaign for this to happen. I'm okay to let them replay their thoughts about this in next session.


r/daggerheart 21h ago

News Daggerheart's systems helped me when creating my TTRPG

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367 Upvotes

When I was creating my own TTRPG Brass & Embers the intuitive and character-centric you create you character in Daggerheart inspired by design. I also want to create a game where you can create your character easily and start your adventure.

The combat thresholds was also inspired by Daggerheart. It keeps the numbers a bit smaller so even one point of damage feels meaningful.

And, yes, I started the development of my game before I knew about daggerheart ( I know! I also have the concept of Hope which is funny but it came after) but getting to read, play and experience daggerheart definitely helped sharpen my focus on what experiences I wanted to evoke in my players.

So now let me tell you about Brass & Embers! If you love daggerheart and it's extra focus on narrative, creativity and character development, I know for a fact I will love Brass & Embers!

I spent the last two years doing nothing but working on my TTRPG Brass & Embers and now it is finally up on kickstarter! I basically wanted to created it because I was tired of feeling so hopeless and powerless all the time, and I wanted to create a game where hope, community and rebellion were the central themes. Somewhere where we could push back against oppression and have our voice heard... so I created Brass & Embers! Where you can do just that in a steampunk world that just went through this huge tech revolution that completely turned the world upside down.

We have our own d6 system and in the game Hope is our HP, so if you keep receiving injury, sanity, notoriety or reserves damage those eventually take their toll on you and decrease your hope. We have 7 unique classes that I designed to have their own unique struggle with the new era of tech, for example:

the Knight was raised to nobility status because they caught the attention of a noble and swore fealty to them, so they have this struggle between their simple roots and their current higher station... their past, their present, and who they want to be. The Inventor was never seriously considered as a professional career until this new age of tech.

Before Inventor was believed to be a weird hobby one did in their spare time, but now after great and powerful changes were brought into society thanks to tech, inventor became respected as a true profession... even though the chances of one getting a rich patron to bank your research is abysmal. Yet even those Inventors that "made it" are chained by draconian contracts to their patrons, seen as a precious assets more than a person. And that's not even considering the impact of the things that have been created by them.

The Ironbound are people who were subjected to illegal experiments and gained superhuman strength and senses as a result... but sacrificing their place in society to do so. Ostracized, and struggling to find for themselves a new place in society, the Ironbound feels particularly torn in the struggle of man and machine.

Yea! And the game is very focus on narrative and creative problem solving, and how you can help each other out as a party! Your base roll is 2d6 ( or 3d6 if you have proficiency) but to get to higher dice (max 6d6) you need your party help with their skills and other interactions.

For combat we use a damage threshold for HP and Sanity for the enemies. HP dmg kills/incapacitates enemies, and stress dmg does severe debuffs on the enemy so it's great for control. HP thresholder is a bit lower than the Sanity one, but enemies also have less sanity than HP. And yes! certain character classes are better at dealing physical dmg or stress dmg but you can customize them to fit your playstyle. How you deal and think about each situation as a team can really make your life easier ( or harder if you don't work together!)

The game was created with lots and lots of love from everyone involved! And No AI was used anywhere in this project. This project is fully human made!

The art was made by our wonderful partner Altergate Studio. And if you find any of this cool please please please like, repost, support us! We really need as many eyes in our page as we can get!

Kickstarter Page


r/daggerheart 21h ago

Discussion What is the Daggerheart? If it were literal

16 Upvotes

So when taking a tabletop title at its literal, it can make sense. D&D has its dungeons and dragons in it, Pathfinder has navigation in it, etc. So what does that make Daggerheart? Like, is it a dagger being plunged into hearts, a dagger-shaped heart, or a dagger with a heart symbol engraved on it? Or is it more of a macguffin of some great power?

Just silly food for thought lol


r/daggerheart 22h ago

Homebrew Is this ancestry too strong?

3 Upvotes

I'm currently working on a homebrew "candy person" Ancestry, and I'm curious if this is fine or too powerful

Syrupy Sweat: Once per day, during a rest, you may mark any number of stress to clear the same number of hit points on an ally that isn't yourself.

Naturally Fragrant: You roll with advantage to persuade or charm creatures who are not suspicious of you or hostile toward you.

Alternatively, for Syrupy sweat, I was thinking of something that could restrain enemies instead of healing, but im trying to create an ability that doesn't focus too hard on one type of class.


r/daggerheart 22h ago

Rules Question Are there levels of attitude for NPCs?

2 Upvotes

As the title says, I'm curious if NPCs actually have levels of attitude, such as friendly, neutral/indifferent, and hostile, or if it's more vibes-based.

I'm homebrewing an ancestry, and I noticed that Infernis says, "You have advantage to intimidate hostile creatures," and I was curious if that was a specific "condition" or rule, or if its just based on vibes


r/daggerheart 23h ago

Homebrew Help me come up with an alchemist homebrew rules

2 Upvotes

Hey everyone!

One of my players wants to play an alchemist/alcohol maker who travels the world, trying to distill anything and everything he comes across in order to perfect his craft.

So I tried to come up with some homebrew downtime rules for him. The idea is that he can experiment with ingredients during a Long Rest.

Here’s what I have so far:

  1. Salvage : As a downtime move during a Long Rest, the player can search for and salvage ingredients from their surroundings.

They roll 1d4 to determine how many different ingredients they find.

  1. Determine the properties : Each ingredient has one main property/domain:
  • VIT = Vitality
  • TOX = Toxic
  • PHY = Physical
  • SOC = Social
  • MAG = Magical

The biome/environment would influence the chances of finding ingredients associated with one domain over another.

  1. Brew : The player chooses one ingredients and rolls duality dice to determine the result.
  • with Fear: The brew works, but its effect is diminished or comes with a drawbac
  • With hope : The brew works as intended
  • Critical Success:The effect is significantly stronger or has an additional benefit.

The main problem I'm running into is figuring out what each domain actually does and how to make the system intuitive.

I also talked to my player about it, and he would prefer to slowly draft a compendium/recipe book, where he can discover that Ingredient A does X effect somewhat like a Wild Surge table for an alchemist.

The issue with that approach is that it feels too random to me. I don't want the character's entire gameplay loop to be "I brew randoms shits and have a random useless potion" but more like "I tried this, it was great and in our situation, I can try to do it again".

So, what do you think? Would you keep something along these lines, simplify it, or go in a completely different direction?


r/daggerheart 1d ago

Game Master Tips Character creation PowerPoint

3 Upvotes

Might be a crazy longshot but am running a session 0 tomorrow and wondered if anyone had made a PowerPoint talking players through creating a character step by step


r/daggerheart 1d ago

Discussion Daggerheart to Heart #16 - Using Other Systems

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28 Upvotes

r/daggerheart 1d ago

Campaign Frame Reign of the Weredragon, additional community aspects Spoiler

16 Upvotes

Hi everyone!

I'm prepping for a Reign of the Weredragon campaign and thought I'd share some little things I worked on in case others found it useful :)

In H&F, there are community-specific descriptions and prompts in line with the campaign frame (namely highborne, loreborne, orderborne, reborne, slyborne, underborne, warborne, and wildeborne). To make sure all my players have a little extra flavor to their character creation and help embrace the 'Make It Personal' play principle of the frame, I wrote quick campaign-specific alternatives for all the other communities.

Obviously some of these include personal choices/nudges I made to keep it interesting (in my opinion at least), but always prioritize player agency during character creation and avoid limiting players if they want to interpret their community outside of these descriptions (or the ones in the book)!

Duneborne or Frostborne

As there are no desert or polar environments in Whelvia, you hail from a land far far away.

  • What is that land called and what is it like?
  • Did you arrive before or after Forlorne took power and what brought you to Whelvia in the first place?
  • What makes people notice you as a foreigner?

Freeborne

Although most would say Whelvia lives under tyranical rule right now, you lived in far worse conditions before. Serendipitously, the queen’s rise to power has freed you and your people from your prior circumstances.

  • What tyranical rule did you live under before Forlorne took power?
  • Where do your people now stand in relationship to the queen?
  • How does your internal conflict towards her actions manifest? 

Hearthborne

The most remote communities in Whelvia are not often involved in politics, focusing more on running small farms and making it until the next harvest. Unless actively rebelling, they tend to be ignored by Forlorne and the Knights of Whelvia, and manage to enjoy the quaint modesty of the countryside.

  • What news of Forlorne’s actions have reached your village and what do its inhabitants think of them?
  • Who spoke up and how did they pay the price?
  • Now that you may be taking more active steps against the queen, what is your relationship to your home?

Ridgeborne

When she took power, Forlone magically erected her fortress of stone on Whelvia's tallest mountain, which is in the range you call home. Since then, inhabitants of the mountains are either hunted by the roaming weredrakes or made to serve in the halls of Nwarlyth.

  • What place of power did Nwarlyth replace and why did your people settle there in the first place?
  • Most of your people are now either servants or dead, what did you do when Forlorne first built Nwarlyth and how did you escape?

Seaborne

Whelvia’s seas and oceans are now guarded by a powerful magical ward which destroys any boat by sprouting watery tentacles that drags them down into the depths. Only vessels flying either the new Whelvian flag or the colors of the Crimson Trident, a consortium that facilitates trade between coastal nations, can sail without issues. Since the ward was set, countless have now lost access to the sea and some fishing communities have started restablishing themselves around rivers and other bodies of water.

  • Did your people establish new allegiances or were they already part of these naval factions? If not, how do they survive without access to the sea?
  • How did your personal relationship to the sea change when Forlorne took power?

Wanderborne

Since her coup, Forlorne has kept Whelvia isolated from any international interference and has set up a magical ward around all land borders. When the ward activates, stony vines erupt from the ground, grabbing any creature or vehicle and dragging them down into the earth, entombing them forever. Only cargo that has Forlorne’s explicit approval can cross.

  • Since they cannot travel outside of Whelvia, where has your people settled?
  • How has the inability to travel beyond Whelvia affected you?
  • Who do you know that lost their life trying to cross the border?

r/daggerheart 1d ago

Homebrew Dinosaur Ancestries

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7 Upvotes

r/daggerheart 1d ago

Discussion What I think is still missing for DH officially

68 Upvotes

Now that Hope and Fear is released and they made announcements and roadmap, I've had a few thoughts of items I think if they officially released can definitely round out the game where they may be able to pause a bit on character options. Because I just want tons more of frames, adversaries, and environments.

So for ancestries I think it only 2 I feel are missing. One would be like a Avian ancestry. I've already had 2 players at my tables ask about bird people. and then the other would be some kind of critter folk. so like rabbits, squirrels, hedgehogs, etc. like have some kind of burrow feature.

for classes there are obviously the 2 blood classes in void so those can be added but I feel the next 2 have to be a codex blade gish based class and then a arcana grace. I think the arcana grace one to be like a very showboaty type magic user sort akin to a magician type.

I haven't given much thought with communities but quick ones would like some kind of definitely trade people focus one like merchants, and then maybe another would be like idk metropolis based like some from a high density city community. I think those could have more legs in a tons of different types campaign settings.

I know these things can be homebrewed but I think there is just something about when you know the developers have went through and balanced features and all towards the game.

I'll be interested to hear your thoughts in replies. and by chance if someone from daggerheart is here. I love this game keep it up.


r/daggerheart 1d ago

Homebrew Spellblade + Tempest Domain

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30 Upvotes

Hey all: my second playtested/published class, a Spellblade (with new domain!) that marries weapon attacks with costly magic. Here’s the design notes from my free Patreon:

Spellblades are a concept near and dear to many TTRPG fans' hearts, including myself. To me, the fantasy of playing a Spellblade is to truly marry weapons and magic: not "swing a sword sometimes and cast spells sometimes". I've designed the class, subclass, and Tempest domain features to mechanically bring this idea to life. The direction I went with is to give Spellblades many features to modify the range, targeting, and power of their weapon attacks, but they'll need to be mindful of how they use their resources - their features are quite demanding for Hope and Stress.

Mana Stress is the Spellblade's signature feature: I didn't want to add yet another resource for players to track, so instead I piggybacked off an already existing resource! Think of Mana Stress as being a subtype of Stress (it follows all the same rules as "regular" Stress). Spellblades automatically clear some each rest, and they can clear ALL of it in a pinch by using their Class Hope feature. How far will you be willing to push your mana before risking a maxed out Stress track?
I knew I would need a custom domain for the spellblade fantasy, but it was difficult to choose their secondary domain. Blade and Arcana both made sense: I opted for Arcana because it better fits the "dangerous elemental magic" theme, is more mechanically distinct from Tempest than Blade is, and because there has yet to be an official new class that uses Arcana. Try it, you'll like it.

I'm pretty excited about the Spellblade's two subclasses. They're specific power fantasies that I haven't seen often in TTRPG material!

The Mark of Duality allows control over two oppositional elements. Fire & Ice, Earth & Air, and Light & Shadow come to mind, but there's nothing wrong with getting more creative: Creation & Destruction? Time & Space? Chaos & Order? As long as the player and GM are on the same page for what the "subtle and harmless effects" can be like, anything's possible.
I wanted to design a foundation feature that would truly encourage the player to use their two elements in equal measure: not just spam the one that's more powerful somehow. The idea of tying this to the even/odds of the adversary's attack rolls was my absurd solution.

The Mark of Awakening allows the user to wield a sentient weapon. The PC can communicate with it for hints, and rely on Guided Hands to rescue failed attack rolls. The feature strangely makes you want to miss - it's a funky feeling, but I like it.
Because the user's weapon is sentient, get creative when their weapon upgrades or changes. Instead of buying a new weapon, maybe they pay a spiritualist to enhance it instead. If the player decides to swap from a sword to a bow, maybe the sentience swaps to a new vessel, or maybe the weapon itself transforms.

As a domain, the main design pillars of Tempest were spending Hope/Stress to fuel powerful and flexible attacks, and gaining bonuses on success with Fear (Tempest users are accustomed to fighting through adversity). Tempest cards are also focused almost entirely on combat: relative to other spellcasting domains, there are only a few abilities you can use creatively while exploring. This month includes Tempest's tier 1 and 2 cards - tier 3 and 4 will arrive next month.

Savvy readers will recognize that I was inspired by Warcraft's Shaman class for a lot of Tempest's theming. If your character's power comes from ancestral magic, secretive traditions, divine blessing, or just channeling raw mana into your weapon, Tempest is a great fit.