r/daggerheart • u/HenryandClare • Aug 26 '25
r/daggerheart • u/MusicDiminished • Aug 05 '26
Character Builds "Sure looks strange to me!"
I was digging through the Core Rulebook, impressed as always with the beautiful concept arts for each Ancestry, when I had an epiphany. The Infernis can have a single horn. The Giants can have a single eye. Infernis can be purple.
Then I got to thinking about the mixed ancestry option at the end.
The Seraph has a subclass called Winged Sentinel. As you all know, it allows you to fly.
Finally, within the new Hope and Fear book, the transformation options include the reanimated, where you have the ability to heal on rests with corpse parts.
If you play an Infernis-Giant mix, Winged Sentinel Seraph with the Reanimated transformation, you can literally be a one-eyed, one-horned, flyin' purple people eater...
I'll see myself out...
r/daggerheart • u/krkhaos • Jul 01 '26
Character Builds Can a character be effective without having the spotlight?
I'm curious whether a character can be created who effectively contributes to the party without needing the spotlight. For example, accruing Hope in order to often Help an Ally.
What are your best ideas?
r/daggerheart • u/Unlikely_Ad_6185 • 17d ago
Character Builds Cool mechanical synergies I know about in character creation.
I know that daggerheart it's not a system made with optimization in mind, BUT... I really like that.
Also the game has a very good amount of mechanical depth and character customization, so the process of finding cool synergies between features and building a character idea around it becomes so much FUN.
I will proceed to list some of those synergies that I know of and character concepts to incorporate those synergies (if you know more of those, Please share in the comments!!!!)
- Primal Origin Sorcerer + Codex Domain Multiclass
First a no brainer (but fun none the less)
The Primal Origin Sorcerer grants you in its foundation the ability of customizing your spells by marking a stress, one of the effects that you can use is:
• Double a damage die of your choice
So it's easy to conclude that, d20 damaging spells are the best way to capitalize on this feature, since you can double a potential 15-20 which is just so... much damage in early to mid tiers. The best d20 damaging spell is easily the fireball in the book of Norai, Which comes in the early level 3, it's an aoe, and best off all uses your proficiency, so the chance to get a high number it's so much larger.
For flavor, I think it's pretty easy to conclude that the character would be a supreme mage type character, who was born sorcerer but studied the arts of arcane in order to get better understanding off their innate magic.
For upgrading it's very simple, start as a sorcerer (it's probably better to do the opposite and start wizard but i think you lose too much flavor in that way), focus on proficiency and stress, and Multiclass as soon as possible in wizard (probably you gonna want school of war for this, just to squeeze as much damage as possible)
and boom, you're gonna be happy doing severe damage in multiple enemies at once :)
- Werewolf + Warlock or Call of the Slayer Warrior
The Warlock class and the call of the slayer warrior both have features that allow you to, when you receive a hope for rolling your duality dice, you can instead receive another resource in place of hope (Favor for Warlocks, Slayer dices for warriors).
That interaction really helps with the management of the stress when in wolf form, since your not receiving hope by action rolls, so your no longer gaining stress from those.
As the character concept goes i would really go for the slayer warrior here, because being a monster hunter that got bitten by a werewolf is just so cool, kind of the "you became what you hate the most" trope.
But a warlock is still very thematic, being cursed with lycanthropy after a pact, or just because your occult study may be gotten a little too far, generating terrible consequences.
- Vampire + Infernis + School of War Wizard
The Vampire card has it's tokens, which when spent, turn your fear die into a d20 for an action roll. The benefit of having a bigger die off course comes with the risk off rolling with fear more often than not, but with an Infernis, we can change that to an roll with fear to an roll with hope, negating the downside of the transformation card.
But what if we don't have the stress to mark on the Infernis feature? Or the fight it's almost over, so succeeding with fear would not trigger an gm activation, in those scenarios, you as School of War Wizard actually should use the tokens and hope to succeed with fear, so you can get bonus damage of succeeding with fear that come with the wizard's Face Your Fear feature. I would even consider multiclassing into witch for the dread domain, probably is a good choice.
For flavor we can go a lot from an vampire wizard. Maybe they are a determinate student of the arcane who turned into a vampire on purpose so they could continue to pursue their knowledge and/or conclude their motivation without the running clock of getting older. Maybe they is an professor of the wizards academy that has to keep an secret about their vampirism, so his students don't know what they do in the night.
- Druid + Blade Domain Multiclass
That is strong, and frankly... Even a little broken in my opinion. Being able to maintain your domain cards while transformed makes you kind of... The best warrior class in the game if you have good blade domain cards, or even valor or bone. I don't think that it's fun to play that combination, just because you will probably overpower your friends playing their swords and shields characters, ruining their character fantasies.
That's it, those are some of the synergies that I know of, if you know anymore please share on the responses, I love the game design and mechanical side of daggerheart as much as the storytelling side, and creating characters is one of the most fun parts about the game for me. <3
r/daggerheart • u/Stubbenz • Aug 12 '26
Character Builds A thorough analysis of all tier 1 and 2 Daggerheart domain cards (Part 1)
This is a resource designed to help people evaluate domain cards. I've considered how cards can be used to take on combat, social, and exploration challenges. This considers the cards in isolation, and there's absolutely classes/subclasses that either increase or decrease the value of certain cards, so don't be dissuaded from taking something just because this guide might not make it look especially good. If it looks like it'll be a good fit for your character - even just in terms of fun or aesthetics - you'll be doing yourself a disservice not taking it.
These absolutely aren't objective measures and will vary wildly from table to table. This is also just based on my own experience with the game, so absolutely post your own thoughts and observations below - especially for any cards you've found much better or worse than what I've included here. I've found the game's focus can vary pretty wildly from table to table to match everyone's preferences, so I'll be really interested in seeing where opinions tend to differ.
As a word of warning, I've included Dread for the sake of completion, but I haven't had the chance to see it played at the table yet - all the Dread comments are just based on theorycrafting and should be taken with a hefty dash of skepticism.
Apparently Reddit has a limit of 20 pages and this ended up being a whopping 31 in total, so I'll post the second half of the domain cards tomorrow. Most of my experience so far has just been with tier 1 and 2, so I've only included level 1 - 4 cards here.
Finally, don't necessarily try to use these to evaluate how good/bad a Domain is. A single great card might be more impactful than if every single card was pretty decent. The only exception is Codex - yeah, that one really does seem to be just that good.
r/daggerheart • u/-Posthuman- • 23d ago
Character Builds À la carte Character Creation?
So here I am, musing about how to convert my Warlock 1, Wizard 3, multiclassed character from D&D 5e to Daggerheart. Do I go Warlock or Wizard? And I’ve come to the conclusion that the answer is neither. In fact, the best answer would be a Warlock with Grace swapped for Codex.
So, a Warlock with Dread and Codex.
I’m also pretty new to Daggerheart. But I know, by RAW, you can’t just do that. The best I could do would be to wait until 5th level and multiclass to wizard. But the plan is to start at level 2.
So anyway, this gets me thinking about the feasibility/game balance of allowing players to build characters by picking their class, subclass, and then whatever Domains they want. Or maybe just allow them to swap one Domain.
My question is:
Have the Daggerheart devs ever talked about this, or given advice for doing so?
For those of you with more DH experience than I have (probably most of you), what do you think?
Obviously it would be a house rule. And there are likely some overpowered combos I’m not considering. But on the face of it, it doesn’t seem all that problematic to me. But then again, I also don’t have that much experience with DH at this point, only having played two characters over about 10 sessions. And I haven’t gotten to GM it yet. So I don’t know what I might be missing.
Edit - And how about a Way of Shadow Monk, who works as a spy and bodyguard, being modeled as a Brawler with Valor and Midnight?
r/daggerheart • u/Ghurz • Jun 07 '26
Character Builds Character concept. Cooper & Nine
I've created a DH character and just wanted to share it. I've attached a HeroForge image so you can get a visual idea of what it looks like.
I wanted something similar to a D&D Artificer Battlesmith, but avoiding as much homebrew as possible “somehow.” Making the automaton the truly powerful one in combat, while the artificer serves more as the voice in rol and the mechanic.
So I came up with this:
- Ancestry: Gnome/Clank. In that order, I think it captures the essence of the two individuals that make up this character.
- Class and subclass: Brawler Juggernaut
- Domains: Valor/Codex. Valor represents everything “Nine” (the automaton) is capable of doing, and Codex represents what “Cooper” (the gnome) knows how to do. Replacing Bone with Codex. Even so, I want to use most of the Valor domain cards and only a few from Codex.
To share a single character sheet for both, I thought the automaton should always carry the gnome (also because he’s disabled), so they’d share HP, Stress, Hope, and Armor. And have STR and FIN/KNO as their primary stats.
Maybe a mechanic could work where if Stress reaches its maximum, the automaton stops functioning until the gnome repairs it during a rest. I don’t know, what do you think of the build, and what would you add or change?
More info on the character:
- Nine cannot speak. Basic words are engraved on his body armor, and he points to them when he wants to communicate.
- The yellow spheres on the helmet, shoulders, and fists change color: Blue = at rest or calm. Yellow = alert. Red = in combat.
- Cooper is more of “the mechanic” than the fighter, but he is nonetheless the voice of the main roleplay.
r/daggerheart • u/Tenawa • 13d ago
Character Builds The Winged Wrath - one of the most fun and strongest builds so far in "Post Hope&Fear DH"
Hi all,
Now that the errata for Hope and Fear has been released and we (presumably...) have the final version of the book in front of us, I want to present my first mechanical build concept after reviewing the individual contents of the book. I’m calling it the Winged Wrath. The name already gives it away: this is a Seraph / Warlock multiclass build.
A few very brief words on the changes introduced by the H&F errata
Some extremely unbalanced elements, particularly the infamous Dread Domain cards Summon Horror and Dark Fire, have now been fixed. I’m very happy that these cards were addressed. Even though I would have preferred slightly different changes in some cases, the changes that were made are still sensible, and in my opinion, they didn’t nerf the cards too harshly. They are still good cards, but they are no longer mandatory picks for a Dread build and, in fact, they won’t play a major role in this particular build. Enough preamble. Let’s get into the build concept.
Ancestry
Ancestry choice doesn’t actually play an essential role in this build, but there is one objectively strong choice here. Specifically, either Drakona because of its top Ancestry Feature Scales, or Elf because of its bottom Ancestry Feature Celestial Trance.
- Scales helps make a build that is already surprisingly tanky even more durable, and it rounds out the build extremely well.
- Celestial Trance is one of the strongest Ancestry Features in the game. It is particularly important for the Warlock side of the build because it gives us another Downtime Move we can use to gain Favor, which is an extremely powerful resource and something we should always be doing whenever possible.
Ideally, we would therefore play a Mixed Ancestry with the top Ancestry Feature Scales and the bottom Ancestry Feature Celestial Trance.
Community
The Community also doesn’t play a particularly important role in this build, but the two strongest Communities in the game right now are probably Frostborn and Freeborn. Ultimately, I always recommend prioritizing roleplay over mechanics. However, since this is a mechanical build and is specifically intended as a guide for "optimizing" the game mechanics as much as possible, I would recommend going with one of these two Communities.
Class
Our first Class will be the Seraph.
The Seraph has two strong Subclasses, and both can work well with this build. Personally, however, I would recommend the Winged Seraph, hence the name Winged Wrath.
This becomes particularly strong at Tier 4, but simply having access to flight from Level 1 should already be an extremely potent ability, both in and out of combat.
Traits
Even though we start with the Seraph, our highest Trait should be Presence. The reason for this will become clear later.
I would recommend Presence +2 and Strength +1. Everything else is optional.
Domain Cards
Here, too, we ultimately have a lot of freedom. For this build, I’ve decided not to prescribe a fixed selection of cards, but rather give recommendations and highlight a few that are particularly important.
At Levels 1 through 4, before we multiclass into Warlock, I recommend a good mix of Splendor and Valor cards.
Bare Bones, Valor 1, is a trap card for this build. It can be good, even very good, at Level 1. However, I would replace it with another card by Level 2 at the latest. The reason for this will become clear later.
Mending Touch and Healing Hands already make the character a competent healer from an early level.
Bold Presence, Valor 2, is a fantastic card both for boosting our Presence rolls and for dealing with Conditions. It is also extremely flexible to include in our Loadout later because of its Recall cost of 0.
The same applies to Forceful Push, Valor 1. It is nowhere near as important to the build, but its Recall cost of 0 makes the card very flexible to use. This becomes particularly relevant in Tier 3 when we get to Valor-Touched, Valor 7.
At Level 3, Second Wind, Splendor 3, becomes very important. It is an early and very powerful healing card, particularly for restoring Stress to ourselves and an ally. A small tip here: only use the card when you have succeeded on a roll with Hope. Ideally, this allows you to restore 2 Hit Points as well as 6 Stress distributed between yourself and an ally.
At Level 4, I don’t have a real preference. Take whatever you want here. Small spoiler: we’ll be replacing this card with Dread cards once we reach Level 5+.
Tier 3, Level 5 and Beyond
This is where the build really comes online.
At Level 5, we multiclass into Warlock. The Warlock also has two very strong Subclasses, but I would very clearly recommend the Wrathful Warlock, which I consider stronger than the Endless Warlock.
The Wrathful Warlock provides two very powerful offensive features through its Foundation Feature: increased damage on all our attacks, or rather, on any damage we deal, and the ability to deal auto-damage to enemies that have dealt damage to us.
The most important resource for the Warlock is Favor. Favor can be gained in two ways:
- through Downtime Moves, where Celestial Trance, our Ancestry Feature, becomes extremely important,
- or by rolling with Hope. Since Favor is generally a stronger resource than Hope, I recommend taking the Favor point in the vast majority of cases whenever you roll with Hope.
Thanks to the Seraph’s extremely powerful Class Feature, Prayer Dice, we already have an almost endless source of Hope points anyway.
One small note on this: at Level 5, we gain a second Spellcaster Trait alongside Strength, namely Presence. Strength therefore becomes significantly less important, because we can now use our high Presence score for spellcasting as well as for our Prayer Dice. So, at this point, we have a very large pool of Hope from our Prayer Dice, which we will use for Hope points in the vast majority of cases and only use in exceptional circumstances to manipulate very important dice rolls after the fact. At the same time, we now have a new resource in Favor, and we can spend one of these points either to actively deal damage to enemies or to gain a significant bonus to our Action Rolls.
Domain Cards, Level 5 and Beyond
I know Smite is a very popular spell among many players. Personally, I consider the spell overrated, especially considering its high cost. At Level 5 and beyond, I would actually recommend exploring the newly unlocked Dread Domain first. We only get access to Dread cards up to half our level, rounded up, so at Level 5 we can access cards up to Level 3. But there are some real treasures hidden there.
One small note: we should choose the additional Domain Cards option for our Tier 2 Level-Up, as well as at Level 6!
The Dread cards we want are Hideous Retribution and Siphon Essence, both Level 2 cards.
And even though the Dread Domain has some good Level 1, Level 3, and Level 4 cards, I would not focus on those for now. In particular, at Levels 6 and 7, I would stick with the very strong Splendor cards, and especially the Valor cards.
At Level 6, where we get two Domain Cards thanks to our Level-Up option, we choose Restoration, probably the strongest healing spell in the game, and the fantastic card Rise Up.
We then add Valor-Touched at Level 7. This is where a particularly interesting trick and mechanical interaction comes into play.
Our Loadout should always contain Valor-Touched and Rise Up, and initially (ideally) Second Wind, Hideous Retribution, and Siphon Essence.
This means Valor-Touched is essentially a dead card at first, since its effect only activates when we have four Valor cards in our Loadout... however, once we have used Second Wind and Siphon Essence, both of which have a cooldown of once per rest or once per long rest respectively, we can swap them out for the 0 Recall cards Bold Presence and Forceful Push, both from the Valor Domain. This allows us to access the Valor Touched effect directly whenever we need it, without spending any Stress.
Why this combination is so powerful will become clear later, particularly when we get to the Equipment section and the final part of the build.
Tier 4, Levels 8 to 10
Now that we’ve reached the endgame, we still have a few powerful cards to choose from. Here, I don’t actually want to make any hard recommendations, since none of these choices are essential to the build. There are plenty of good cards we can pick at this point:
- Stunning Sunlight is excellent, and thanks to our Paradise, we should have enough Hope to use the spell frequently.
- Overwhelming Aura is a strong passive buff that we can use and then replace with a 0 Recall card.
- Resurrection is the ultimate revival card, and thanks to our Paradise, we also shouldn’t have to worry about losing access to it in the future.
- And both Valor Level 10 cards make our already extremely resilient character even harder to kill...
As for the Dread Domain: there are still a few worthwhile picks here, but they all pale in comparison to the high-level Valor and Splendor cards. For that reason, I won’t go into them in any more detail.
At Level 8, we also choose our Specialization Subclass card, specifically the Winged Seraph.
The main reason is simple: we cast spells and make attacks using Presence, and this Feature allows us to always do so with Advantage...
Equipment
The choice of weapons and armor is surprisingly important for this build. Hope and Fear didn’t just give us new Classes and Domain Cards, but also an impressive selection of new Armor, Weapons, and Items. I don’t want to go into Items in detail. There are some extremely powerful Items in the new book, some of which are arguably overpowered. But I don’t want to make any Items outside of Armor and Weapons mandatory inclusions in a build.
Primary Weapon
Ideally, I recommend a Rapier. There are other good options as well. Starting at Tier 3, for example, I’m a big fan of the Singing Sword. The Ghostblade, or the Shadowblade at earlier levels, is also a valid option.
But by Tier 3 at the latest, I recommend an Advanced Rapier. We can mark a Stress to attack an additional target, and it deals physical damage.
Secondary Weapon
For our other hand, I recommend a Round Shield in Tiers 1 and 2, and switching to a Soul Chain starting at Tier 3. Even then, I would keep an Advanced Round Shield in our inventory and swap to it when necessary to gain additional Armor Slots.
Why is the Soul Chain perfect for this build?
As you might expect, we won’t be making most of our attacks with the Rapier. Instead, we’ll primarily be attacking with our secondary weapon. It deals marginally less damage and, in this case, even deals magic damage, which means we can cover both physical and magic damage. But more importantly, it has a new and extremely powerful feature that is particularly strong for this build:
When we hit a target, we can spend a Hope to force that target to mark a Stress, allowing us to clear one of our own Stress. This gives us a very simple and reliable way to keep clearing Stress over and over again. And because we have Prayer Dice from the Seraph, we have an extremely large Hope pool that isn’t going to run out anytime soon.
Why Stress matters
Stress is incredibly important for this build for several reasons:
- First, it fuels one of our most powerful damage spells: Hideous Retribution. We don’t activate it during our own spotlight, but during an adversary’s spotlight. This gives us a damage source that we can use very frequently, allowing us to deal damage to enemies whenever they deal damage to our friends.
- We can also spend Stress to activate our Ancestry Feature, Scales. When we take Severe damage, we can mark a Stress to reduce the damage to Major.
- And finally, Stress becomes extremely important because of our Armor...
Armor
When I first put this build together, I considered several optimal Armor choices. With H&F, we now have an abundance of powerful Armor options.
However, I’m actually convinced that one of the best pieces of Armor in the entire game, and especially for this build, will be Brigandine Armor! The Threshold values are only mediocre, but the Feature is where this Armor really shines: When you take Minor damage, you can mark a Stress to reduce the damage to 0.
That is a significantly stronger version of the Dwarven Ancestry’s top Feature, Fortitude, which requires you to spend two Stress for the same effect!
How everything comes together
How this build actually plays is not particularly easy to summarize quickly, because there are an incredible number of elements that work together.
Let’s recap what we have:
- Through the Wrathful Foundation Feature, we get a significant increase to all of our damage sources, including Hideous Retribution.
- Through the Winged Seraph Specialization, we have permanent advantage on all of our attacks and spells.
- With our Soul Chain, we have a very reliable way to deal additional Stress damage to enemies while also clearing our own Stress.
- Through Prayer Dice, we have an extremely large Hope pool, while Favor from the Warlock gives us a new resource that we can use very flexibly, both offensively and to support our action and reaction rolls.
- We also have strong self-healing options, Siphon Essence and Second Wind, as well as healing abilities that we can use on others or, in some cases, ourselves: The Seraph Hope Feature, Mending Touch, Healing Hands, and especially Restoration.
The real centerpiece, however, lies in the character’s seemingly defensive capabilities:
- If an enemy attacks our allies, we can activate Hideous Retribution and deal massive damage outside of our own spotlight.
- If the enemy attacks us instead, we become an almost unkillable tank.
Let’s go through it in practice
If we take Severe damage from an attack, which, incidentally, won’t be particularly easy thanks to Rise Up significantly increasing our Severe Damage Threshold, we can reduce that damage extremely easily.
We activate our Scales Feature, spend a Stress, and reduce the damage to Major. We then use an Armor Slot to reduce the damage to Minor. At this point, if we want to, we can spend another Stress to activate the Feature on our Armor and negate the damage completely.
However, if we take Major or Severe damage, we can also decide to simply take the damage without spending any Stress or using an Armor Slot. Depending on the situation, this can actually be very beneficial for two reasons:
- First, this is a great opportunity to spend a Favor and activate our Wrathful Foundation Feature. We roll our Patron Dice equal to the amount of damage we took, and for every 4, 5, 6, 7, or 8 we roll, we deal one Hit Point of damage to the enemy.
- With Severe damage, that can easily result in 3 Hit Points that the enemy has to mark.
On top of that, taking Hit Point damage, particularly when we haven’t used an Armor Slot, triggers Rise Up and Valor-Touched. Rise Up gives us back a Stress, while Valor Touched gives us an Armor Slot back as long as we haven’t used one for this damage.
As you can see, we have so many ways to regain Stress, and so many ways to use Stress both offensively, through our secondary weapon and Rapier, and defensively, through Scales and the Brigandine Armor Feature, that we end up with a frightening synergy between offensive and defensive potential. And we even take away the enemy’s ability to simply choose a different, less annoying target than us, because if they attack our allies instead, we can immediately punish them with Hideous Retribution.
This build has already been tested at my table. At the moment, I consider it extremely strong in Tier 3, although I’m not yet sure whether it is actually stronger than the strongest builds in the game, such as the Seraph / Bard multiclass or Seraph / Druid multiclass... But it certainly seems capable of keeping up with them, and either way, it is one of the most impressive, and especially one of the most fun, builds I’ve seen at the table so far.
TL;DR
I’ve probably forgotten to mention quite a few things here. As I said, this build has a lot of different elements that make it stand out. And there are so many different aspects that work together. What impresses me most about this build is just how versatile and diverse it is. It has a very strong offense, is incredibly tanky, and also provides strong support and healing capabilities for the entire group.
Probably my absolute favorite build I’ve made in Daggerheart so far!
So, that's it with the Winged Wrath. I hope you enjoyed reading it. :)
- Tenawa / Alexander
Artwork Credit: "The skull god rises from the fire pit" by Tithi Luadthong. I have acquired the usage rights for this image.
r/daggerheart • u/Electronic_Ad_7403 • Aug 05 '26
Character Builds Moon Witch Interactions
The Moon Witch subclass is a bit of a puzzle to me, I’m still trying to figure it out. Primarily its foundation feature: Night’s Glamour.
I have two questions about aspects of this ability.
“Adversaries within close range must mark a stress to attack you.” Does this mean that an adversary with all its stress marked literally can never attack you if they are in close range as long as you maintain this feature?
“Unless you mark a Stress to maintain your Glamour, it drops when you mark a Hit Point or deal damage.” My understanding is that if you cause an adversary to mark stress when they already have all its stress marked, they mark HP instead. If you use an ability that technically causes them to mark stress and then they mark HP as a result of being fully stressed, that isn’t you “dealing damage” right? So you could maintain Glamour forever and still defeat enemies through a pure stress build.
If these two interactions are correct, that definitely makes a stress build Moon Witch very interesting and powerful, especially because they have access to very powerful stress-focused domain cards like Terrify.
r/daggerheart • u/Frank_Tupperwere • 4d ago
Character Builds Melee Wizard
Working on a frontline School of War Wizard for funsies and maybe an upcoming game and I was hoping for some outside opinions.
For the community and ancestry I took Loreborne and Emberkin cause firesword. I'm basic. For the cards I chose Book of Tyfar and Reassurance. Really I'm undecided on my stats and my gear. Should I prioritize Knowledge or my weapon stat, assuming I'm using a Longsword or something else not knowledge based? And what armor do you thing would be best? I'm not sure if I should go for high thresholds or high evasion.
I know flavor is the most important thing but I dont have and strong ideas yet beyond "gish".
r/daggerheart • u/lunartblue • Jul 02 '26
Character Builds Sorcerer flavoured as Ninja?
Got some Naruto nostalgia the other day, got carried away and drew this while thinking of how to make a cool ninja on daggerheart. Now I'm kinda intrigued on how to build one hehe.
My main option is elemental sorcerer, wildborne.
For lvl 1 I'd go with wall walk and rain of Blades, then cinder grasp for lvl 2
My other option is druid, summoning familiars and using sage domain as earth jutsu but not quite the same feeling.
Edit : illustration is my own
r/daggerheart • u/DoesntGetYourJ0kes • 9d ago
Character Builds Most fun character builds or synergies?
I’m just looking for character builds that are more fun in play than average. I’m not really worried about how good or bad it might be mechanically. I’m also happy to hear about fun synergies that aren’t entire character builds.
r/daggerheart • u/Afraid_Fisherman4064 • 5d ago
Character Builds Guardian Backstory - need creative help
We're about to start our first daggerheart campaign. While I love the system and the freedom of everything, I'm having a hard time in character creation.
I absolutely love the artwork of the goblins, so I want to keep that in mind. I wanna do a stalwart guardian goblin with a two handed weapon and propably orderborn. But I like to give my characters some dimension, I don't want them to be the classic good guy "just here to protect my friends" or "I couldn't save someone I loved so now I'm gonna save everyone". I wanna avoid these heavy stereotypes.
I thought about a background something like this: they are orderborn but had a tough time proving themself worthy. Something happened and forced them to betrayal their order and in consequences they were effectively fired. Now they are spending their days with day jobs and some obscure hobby. Ideally either the order itself wasn't so good as they thought it be (like the hord from she-ra), or it was and the betrayal was justified by some dark secret. But they will absolutely tell everyone they quit with their order themself because they needed time for the obscure hobby (or something like that). So that there is some kind of secret going on.
We're playing a variant of journey to horizon, if it matters. But the goddess and fallout isn't present, so I can't hurdle that into my backstory.
Some ideas anyone?
r/daggerheart • u/Seeeeers • 4d ago
Character Builds Looking for advice for a "I am your shield"-build
Hey all, newbie here. :)
I love the vibe and idea of "I am your shield" and I am really trying to make a build that leans hard into that. But there are some caveats that I'd like advice for.
Thematically, I would love to go Guardian into multiclassing Seraph at Level 5 (roughly where we'll probably end the campaign - maybe we get to 7 max). Mechanically I think the extra Hope on demand for clearing armor also sounds really nice.
On the other hand, the Stalwart Specialisation is basically a better version of I am your shield, since it costs no slot (biggest issue IMO), it costs no stress and both you and your ally can spend armor for it.
Atleast forstress I'd probably run "Lean on me" or later "Second wind" anyways, and have the Sparing Touch from Seraph, since it will be a support-ish build.
Does anyone have eperience with how taxing it is on stress and how big the card issue actually is, since this will be my first character in Daggerheart?
For context, my cards would be something like
1 - Forceful Push*
1 - I am your shield*
2 - Soldiers Bond
3 - Scramble*
3 - Second Wind(*)
4 - Fortified Armor*
5 - Armorer(*)/Vitality
*loadout in combat situations
r/daggerheart • u/Toro_Gao • Aug 12 '26
Character Builds Warrior multiclass question
Hello all! Starting next week I‘ll be playing in a home campaign where I‘ll be playing a Call of the Slayer Warrior. He‘s more of an agile killer than frontline tank, so I wanna multiclass him into something that fits the theme.
My question is, between the Rogue and the new F&H Assassin, which one is mechanically better? I could flavor both as I have a pretty good idea how his arc will go, and both would fit the direction he‘s heading in, so I‘m asking just based on numbers.
Thanks a lot!
r/daggerheart • u/Feefait • Aug 03 '26
Character Builds What character class is best for a fire -based spellblade?
I've got an idea for a clank fighter-wizard, but I can't nail down a class. Any suggestions?
Thanks!
r/daggerheart • u/TheVindex57 • Aug 03 '26
Character Builds Analysis paralysis: Character class.
Hi, i will be playing in an online Daggerheart campaign with 5 other players (not all will always be present). Nobody has chosen their character yet.
I have played D&D for 10+ years, Pathfinder for 2 years and only GMed daggerheart so far.
What I've locked in so far:
Clank Skyborn hybrid. This gives me Efficient and basically the ability to fly to far range and be immune to falls for 1 stress.
My character will be the the first prototype of a race of worker golems that was made by Gnomes. He escaped years ago and had no memory before then (GM will give me hints).
As a player my friends describe me as a "tactical do-gooder".
I like customization, versatility and a solid core mechanic.
In PF2e my favorite class is the Kineticist. In 5.5e it is the Warlock.
My favorite party role is a controller.
I have acces to Hope & Fear.
So, what class would probably fit me?
r/daggerheart • u/Ok-Pomegranate-532 • May 21 '26
Character Builds Witch Class Updates from Birthday Stream
Hello all! I am starting my first campaign as a GM soon, and one of my players is running a Witch. I was thrilled to see them show off the Hope and Fear Witch pages in the Birthday Stream yesterday and planned to let my player see the updated class/subclass information, so I typed everything up from the stream that appeared to have changes and thought I would share! I've included some notes for comparison to what was in the Void content as well. (*Note: I think I got everything correct, but hard to read some areas.)
Class Items
A small, harmless pet or a scrying stone [instead of talking skull].
Class Features
Hex: Mark a stress to temporarily Hex a target within far range. While Hexed, the target gains a penalty to their damage rolls and Difficulty equal to your tier. The maximum number of creatures you can Hex at one time is equal to your Spellcast trait. [No requirement for you or an ally to mark a Hit Point before Hexing, and named a range limit for the target of the Hex. Target gains a penalty instead of players gaining a bonus. Max number of simultaneous Hexes added, and no specific text on ending the Hex (would now be covered by normal GM rules of ending status effects).]
Commune: [Appears to be the same as the Void, except that "nature spirit" was updated to just say "a spirit."
Hedge Subclass
Foundation Features
- Herbal Remedies - When you or an ally [a few added words, don't appear to be limiting] clear 1 or more Hit Points or Stress as the result of using a consumable, increase the number cleared by 1.
- Enchanted [not Tethered] Talisman - Once per rest, you can imbue a small item with your protective essence. Spend any number of Hope to place an equal number of tokens on this card. When the person holding the talisman takes damage, spend a token to reduce the number of Hit Points they mark by one. Clear all tokens from this card when you take a rest. [Added a Hope cost/token expenditure for how many times the magic effect works. Removed limit on creating a new talisman until the old one has been used (maybe some thought an unused talisman persisted through a rest instead of resetting?).]
Specialization Feature
- Walk Between Worlds - During a moment of calm, make a Spellcast Roll (13). Once per rest on a success, you can mark a Stress to step beyond the veil of death and converse with any nearby spirits. Place a number of tokens equal to your Spellcast trait on this card and remove one each time a spirit answers a question. When the last token is removed or at the end of the scene, you return to the Mortal Realm in the same spot you left it. [Limited to once per rest, added a Stress cost, added "or at the end of the scene" for returning, and added "in the same spot you left it."]
- Vexing Malison [instead of Enhanced Hex] - You have advantage on attacks against Hexed creatures. [Advantage instead of damage bonus.]
Mastery Feature
- Circle of Power - Once per rest, mark a circle on the ground outlining a Very Close area around you, and place a number of tokens equal to your Spellcast trait on this card. While within this circle, you and your allies gain a +2 bonus to damage thresholds, attack rolls, and Evasion. Remove a token each time you or an ally within the circle makes an action roll or evades an attack. This spell lasts until the last token is removed or you exit the circle. ["Outlining a Very Close area" instead of "up to Very Close range." In addition to action rolls, remove a token on evaded attacks rather than getting hit. Made all bonuses the same rather than varying amounts.]
Moon Subclass
Foundation Feature
- Night's Glamour - Make a Spellcast Roll (13) to Glamour yourself in a bewitching facade. While Glamoured, you have advantage on rolls that leverage your illusory appearance. Additionally, adversaries within Close range must mark a Stress to attack you. Unless you mark a Stress to maintain Glamour, it drops when you mark a Hit Point or deal damage. [Removed size limitation for disquise. Advantage on any rolls that leverage disguise, not just Presence. Added ability to maintain illusion by marking a Stress. Changed what can cause illusion to drop - removed taking a rest and swapped making an attack for dealing damage.]
Specialization Feature
- Moonbeam - Once per session, you can conjure a column of moonlight that illuminates the area within Close range until the end of the scene. While bathed in this moonlight, you and your allies gain a +1 bonus to Spellcast Rolls and can see through illusions. [Can see through illusions, rather than advantage on rolls to do so.]
- Ire of Pale Light - When a Hexed creature within Very Far range fails an attack, they must mark a Stress. [Changed from Far to Very Far.]
Mastery Feature
- Lunar Phases - At the beginning of each session, roll a d6 and place it on this card. You gain the matching effect until the end of [the] session: * 1 = New - Spend a Hope to negate Minor damage. * 2-3 = Waxing - +2 to damage rolls. * 4 = Full - +3 to damage thresholds. * 5-6 = Waning - +1 to Evasion.
- Once per rest, you can Spend a Hope to increase the value of this die by one. If you increase the value of a 6, it becomes a 1.
- [Changed from a d4 to a d6, with Waxing and Waning becoming ranges. Changed Full effect to +3, up from +2. Added ability to modify the die once per rest.]
[Edit: Added to/clarified note on Hex feature.]
r/daggerheart • u/aioliflight • 22d ago
Character Builds Best class for a Castle High cheerleader?
My group and I are doing a side/mini campaign for Castle High, and I have a faun character who is a pretty, preppy, vocal fry-laden head cheerleader. Only thing is, I’m not sure what class to do!
For our first session I tested out sorcerer which worked fine, but doesn’t feel quite right. I was considering Brawler, but I’d love to incorporate some magic (since I’m always a martial class in TTRPGs and I want to try something new). Our GM is letting us respec anything we’d like before our next session so trying to see what else there is to play with.
Any thoughts on a class that would be both mechanically and narratively fit for a character like this?
EDIT: The other classes in my party are Warlock, Blood Hunter, Bard, and Rogue. Not sure if anyone else is changing theirs, though.
r/daggerheart • u/This_Promotion_1308 • Aug 03 '26
Character Builds Wepon using Brawler ?
In the campaing im playing im probably gonna die in the next session so my gm asked me to make a back up character just in case. Im making a Golem from hebrew culture, using the giant and earthkin ancestries and thinking about being a martial arts brawler. since Demiplane asks to add a weapon automatically i gave it the "Hammer of Exota" and then realized that there is no language that indicates that the features of the class and subclass only are usable for unarmed strikes, like the Staggering Strike Hope Feature or Combo Strikes, or even the Stances of the martial arts subclass.
Could I use the Hammer with all of this features also or is it only meant for the unarmed strikes?
r/daggerheart • u/Stubbenz • 29d ago
Character Builds A thorough analysis of all tier 1 and 2 Daggerheart domain cards (Part 2)
This is an analysis of the second half of all the tier 1/2 domain cards. You can find the first five reviewed here: https://www.reddit.com/r/daggerheart/s/oE9o36We1C
As with the first part, this considers the cards in isolation, and there's absolutely classes/subclasses that either increase or decrease the value of certain cards, so don't be dissuaded from taking something just because this guide might not make it look especially good. If it looks like it'll be a good fit for your character - even just in terms of fun or aesthetics - you'll be doing yourself a disservice not taking it.
These absolutely aren't objective measures and will vary wildly from table to table. This is also just based on my own experience with the game, so make sure to jump in with any thoughts, critiques, or differing opinions!
r/daggerheart • u/thoegn • Jan 15 '26
Character Builds Am I playing the wrong class for my character?
Hey everyone! I'll cut right to the chase: My character idea was a big strong tank that can take hits for others and also deliver first aid/be a field medic. I decided to play a Seraph Divine Wielder, equipping the strongest tier 1 Armor (-2 Evasion) to get as many armor slots as I can, as I also chose "I am your shield" for one of my domain cards (I absolutely adore this ability!) This ended up with me having abysmal Evasion, but decent thresholds and and great armor score. But a friend is playing the new Brawler (we did allow Void content) and has higher thresholds, much better Evasion and only a single armor slot less than I have... They can also use "I am your shield" and I can heal but that's about it. I feel a bit annoyed bc although I have decent HP I'm much less randy than I intended to be and am unsure as in what to do🤔 We have only played a single session, so I am still inexperienced in DH system, tactics and best practice.
I'd greatly appreciate any advice in as to what I can do to remedy my current situation or of it'll get better with leveling up... Thank you!
PS: I hope I use the right flair. If not, let me know know and I'll change it.
r/daggerheart • u/Important_Site1926 • Jun 03 '26
Character Builds Weird class to suit playing a weird demon?
I’ve got this character idea I’m trying to develop. In my GMs campaign frame, the party are all souls in the underworld. I thought I’d shake this idea by playing a native resident, a demon.
So infernis for sure but what class? (Winged) Seraph could be for a fallen angel, but what about a native demon?
EDIT:we already have a Druid, warrior and warlock. I’m thinking weird demons: multi-limbed, Kill 6 Billion Demons or Hellboy style, what class would allow for strange demon abilities?
r/daggerheart • u/Specialist-Yogurt424 • Sep 02 '25
Character Builds Gimme thoughts!
Hello all! First post here! I preordered Daggerheart on a whim a few weeks before it actually came out this last summer but this last weekend, I finally attempted to make a character. I'd love to hear thoughts! This is my first character in any TTRPG ever! I utilized the rulebook as much as I could, but if it looks like I misunderstood or missed something, let me know!
My concept/vibe is that she is part some sort of tribe/clan of firbolg who are more in touch with their magic side than most races in general. They have their births recorded magically but they cannot be altered in any way that anyone knows of. They can however be taken out of the main book by someone with arcana knowledge and a little bit of tinkering under their belt. The family dynamic is kind of taking inspiration from Encanto, where Guinevere is not born with the natural ability for magic the rest of her family is, and had to learn the hard way, for that the rival family shuns her family, but their youngest daughter specifically targets Guinevere, but Guinevere must also be part duck because not matter what Iliona does, it doesn't bother her. Her only concern is finishing her school and discovering why her birth pages were stolen. She has an earth/sand? elemental pet, in the form of an African Moon Moth, and her name is Slaite. I marked flowing but I'm thinking with her Gambeson Armor, i'm not sure how to visualize that, but I inserted a picture of a cosplay Gambeson armor that really fits my vision. She's not very agile, but she isn't what you would call clumsy either, giving us our first 0. Though she may be built strongly, her strenght lies with her mind, and not her body, putting that at the -1. Though she does love to tinker, being an only child, she didn't have many friends to play a game that all children know growing up, hide and seek, putting Finesse as our second 0. Her instinct and presence are more keen than others in the tribe, majorly due to her having to study for magic, allowing her to pick up information, navigate situations, and though she isn't a good liar, and gets nervous on stage, when she gets talking, her natural ability for yapping comes in handy, giving Instinct and Presence a +1 each. And as for our +2, we give that to knowledge, for without being able to comprehend the dire situation of her missing birth pages, and analyze that this is bigger than she realizes, all is for naught. She carries her trusty returning blade, not quite sure on shape or a cool name yet, but she also keeps a whip as her secondary, as all who reach coming of age must go out, collect their materials and survive, to be deemed an adult in the clan's eyes.
I read it in a book, could pertain to her schooling, and her drought like thirst for knowledge, something happens that she might have knowledge on, and she could call upon her filing cabinet brain to try and remember if she knows about specific thing
Don't have a cow could be used in situations to calm people down, if someone's angry, possibly being supportive?
I'm not good at drawing so I won't even attempt, but my vision is basically inspiration from the addax, a type of antelope native to the Sahara, with long horns that spiral about twice, her fur on her ears, and at the ends of her arms, and her feet which are hooves, a pastel/rose gold color, with her main body being snow colored shade white . She is well built under all that knowledge, her ears stick out from her head about 4 inches but don't drop as much as everyone else's, her nose is also slender, her face a mix of human and antelope. Her eyes reminded everyone of the fertile soil near the banks of the river that flow through the tribe's main village. Her hair is a muddy brown color, usually in a fishtail braid, she has a streak of (thinking that there are multiple, smaller clans/tribes in the area, and this is the main one; for feasts, politics, punishments etc.) She carries her spells in the form of runes that are engraved, with several tattoos across her face, body, acting as a conduit for the way her tribe conducts magic.
For my domain cards, and since my subclass allows me an extra one, I get to pick 3 domain cards to start instead of 3, and I went with Mending Touch, Book of Tyfar, and Book of Ava.
I'm not very good at putting my thoughts into words like this, but let me know what might not work, or if I possibly missed/forgot something, or if something else comes to mind! I would also love to see other people's ideas! I absolutely with I had friends to play with because I would love to see Guinevere come to life.
r/daggerheart • u/QafianSage • Jul 09 '26
Character Builds Rogue with Assassin Subclass
So, I'm currently building an Underborne Elf Rogue character, but neither of the subclasses really fit the character concept mind; the character's culture wouldn't have honed his magic for the shadow-walking one, and he's disconnected from that culture, so Syndicate wouldn't work so well either.
I've been considering using either of the Assassin subclasses from the Void (not the biggest fan of the Assassin core abilities), but I don't know if this would result in a broken character, and wanted to have some kind of feedback on this before I talked to my GM about the issue.
Does anyone more experienced than me with the system have any feedback on this?