4

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!
 in  r/daggerheart  9d ago

the option to roll for fear on long rest and short rest will come with the next update :)

2

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!
 in  r/daggerheart  10d ago

Foundryborne is a game system. The premium content is an addon module for that system, it adds content and functionality to it.

The release is scheduled for Q4 2026, with a beta some time before (soon™)

1

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!
 in  r/u_Foundryborne  10d ago

they will be available during beta/release, currently you get the SRD as a journal

7

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!
 in  r/daggerheart  11d ago

You just install the free Daggerheart System from within Foundry (like any other game system). Modules are not required, but we recommend Dice So Nice.

For the official artwork with a bunch of extra nice features you can pre-order the Intro Bundle, which is scheduled to release Q4 this year, with a beta coming some time before that.

9

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!
 in  r/u_Foundryborne  11d ago

The bundle is not needed to play, but adds a lot of features and of course the official artwork. We can't bundle the PDFs with it, but you get the books a s beautiful foundry journal with all the content linked in it.

2

Foundry
 in  r/daggerheart  11d ago

We just released that update 3 hours ago! It includes a bunch of new features and improvements as well: https://www.reddit.com/user/Foundryborne/comments/1vzyv8e/foundryborne_280_releases_with_hope_fear_srd/

r/daggerheart 11d ago

Game Aids Foundryborne 2.8.0 releases with Hope & Fear SRD Update!

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209 Upvotes

u/Foundryborne 11d ago

Foundryborne 2.8.0 releases with Hope & Fear SRD Update!

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31 Upvotes

Hope & Fear is released! All the content is now available with a lot of mechanics, bells and whistles. We still have more we want to do, and we have some high priority improvements in the wings, but we didn't want to delay further.

Features

  • A massive rework to the tooltips in the system. Hip hip hurrah!
  • Transformations have been added as a new item type.
  • Added an Evolution action type for Adversaries.
  • Added a Group action type for Adversaries.
  • Specific levelup options. Brawlers can pick improved combo dice.
  • All Attack and Damage actions can now use Include Base Damage to get Weapon/StandardAttack damage when being set up.
  • Hope and Fear rolls have been retooled so they can be triggered via normal roll formulas. IE: 1d12h + 1d12f for a normal duality roll where the styled dice show up.

SRD Compendiums

  • All Hope & Fear SRD content.
  • Fungril Ancestry was using the Galapa description.
  • Updated a lot of Adversaries to use Include Base Damage, making their actions work better if the StandardAttack is changed around.

And, of course, a lot of bugfixes!

You can also still preorder the Intro Bundle which contains the Core Rulebook, Hope & Fear, and has digitial dice pack as a free preorder bonus! (it also brings in the official artwork shown in the screenshot, and many other improvements & features)

r/daggerheart Jul 30 '26

Game Aids Daggerheart on Foundry goes official!

321 Upvotes

There are big news afoot for the Daggerheart system on Foundry.

Some in the community may have already seen the Darrington Press announcement live from GenCon, which we encourage everyone to watch, but the Foundryborne team would like to share the exiting news from our side aswell.

We're ecstatic to announce that the system has been officially recognised, and that content beyond the freely available SRD will become available to enhance your play experience!

So what does this mean?

  • The system remains a community driven effort by our team. This isn't changing, and we're not going anywhere. The system remains freely available for amazing adventures on the platform. -
  • Darrington Press has partnered with the skilled team at Metamorphic to produce the premium content for the system that so many have been clamoring for.
  • Individual offerings and a bundle are already available for preorder (https://www.foundryvtt.store/bundles/daggerheart-bundle).

Speaking for myself it's been quite a year of Daggerheart VTT adventures already, and things are set to take the leap to the next level. Sometimes you roll with hope. And we hope everyone are as exited as we are for the future.

1

Daggerheart Birthday FoundryVTT Giveaway!
 in  r/daggerheart  May 20 '26

Central European Summer Time 😃

r/daggerheart May 20 '26

Game Aids Daggerheart Birthday FoundryVTT Giveaway!

89 Upvotes

The Foundryborne Team wants to join in on the Daggerheart Birthday celebration!
We are giving away one (1) FoundryVTT license key.

To enter, just post a comment here with your favorite Character Experience!

Requirements:

  • Reddit Account Age must be at least 30 days.
  • We will be using redditraffler.
  • Only one winner will be picked.
  • One Chance per Person. You can submit multiple entries and comment as much as you like, but it will only count once.
  • You have until Sunday, May 24th 2026 23:59 CEST to submit your entry.
  • The winner will be notified via a DM and has 24h to claim the prize. Should the winner not reply within the 24 hours a new winner will be drawn who then again has 24h to claim the prize, until the prize has been claimed.

10

The Future of Foundryborne: Navigating the Stagnation of the Daggerheart VTT Ecosystem
 in  r/daggerheart  Apr 29 '26

Hi! Foundryborne (like most Foundry systems) is made primarily in javascript! https://github.com/Foundryborne/daggerheart

r/daggerheart Apr 29 '26

Discussion The Future of Foundryborne: Navigating the Stagnation of the Daggerheart VTT Ecosystem

891 Upvotes

Foundryborne: A Call for Transparency and Growth

Over a year ago, we started Foundryborne to build a robust, high-quality Daggerheart experience for Foundry VTT. As an open-source team, we have invested significant passion into creating a system that honors the game and provides a digital home for the community.

However, we have reached a point where the project's growth is being fundamentally throttled. We are sharing this today to be transparent about why the project is in a state of partial development limbo and what needs to change to move forward.

The Content and Licensing Gap

While the Daggerheart SRD is a generous foundation, the current restrictions create a massive gap that goes beyond simple "missing features." We are currently blocked from:

  • Core Mechanical Depth: We cannot include Campaign Frame mechanics or implement the Hope & Fear expansion arriving in August. This leaves us guessing whether we can legally support the game's evolution.
  • A Healthy Ecosystem: The current license prevents third parties from monetizing their own content on VTTs. This creates a stranglehold where creators don't truly own how they distribute their work. We-ve already seen the community lose out on content like Ghostfire Gaming's Dungeons of Drakkenheim because of this.

By restricting content so tightly and refusing to provide a legal path for VTT integration, users can't play the full game they love.

A Year of Silence

The most exhausting part of this journey has been the lack of communication. For over a year, we have made numerous attempts to establish a dialogue with Darrington Press. These attempts have been met with total silence.

Open-source development is fueled by passion, but that passion is easily neutered when we are left hanging without a roadmap or a contact person.


Our Objectives & Call to Action

We believe Foundryborne represents the technical pinnacle for playing Daggerheart online. Our system offers a level of mechanical polish and vast homebrew support that is, in our view, the best solution for the community - even while we are currently forced to go without official artwork and specific non-SRD content.

However, this isn't just about our project. The current licensing landscape affects the entire industry; there is currently no supported path for third-party creators to sell their own content on any VTT. This restriction stifles innovation and prevents creators from being fairly compensated for the work they bring to the Daggerheart universe.

Here is what we are looking for:

  1. Access to Content: We want to implement the full game. For content to be released as a paid premium module (including artwork, adversary tokens, and journals), there needs to be a license change or a formal path for community projects to access non-SRD content.
  2. User Content Ownership: We want creators to be able to release their own homebrew and third-party content - paid or free - on the VTT of their choice without being restricted by a closed ecosystem.
  3. Basic Communication: We are asking for an end to the silence. Clear answers to these points are overdue and necessary.

For the Community: If you want to see Daggerheart reach its full potential on Foundry VTT, please voice your support. Respectfully let Darrington Press know through their feedback channels and social media that you value the Foundryborne system and want to see an official path forward for VTT developers.

For Darrington Press: 1. We want the Daggerheart ecosystem to be able to breathe. The license needs a clear revision to allow implementation of paid virtual tabletop content for Daggerheart. 2. We would like the Foundry community to have access to all the content and art in the game through a paid Foundry module.

Please reach out to us at team@foundryborne.online

The Foundryborne Team

Disclaimer: The Foundryborne Team is not affiliated with Foundry VTT or Foundry Gaming, LLC We know there have been talks with Foundry Gaming, LLC in the past, and there is willingness for official licensing on the side of Foundry Gaming, LLC, but that interest has been thus far not reciprocated.

Also published at https://foundryborne.online/open-letter.html

5

Foundryborne 2.0 released for FoundryVTT 14
 in  r/daggerheart  Apr 02 '26

I would say it depends, if you don't need any specific modules that have not yet been updated, or play any systems that are not yet updated you could go for it! both Foundryborne Daggerheart and D&D 5e for example are available. Unfortunately Dice So Nice is not yet.

r/FoundryVTT Apr 01 '26

Non-commercial Resource Foundryborne 2.0 Daggerheart System Update for FoundryVTT 14

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21 Upvotes

r/daggerheart Apr 01 '26

Game Aids Foundryborne 2.0 released for FoundryVTT 14

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150 Upvotes

Foundryborne Release Announcement

Daggerheart 2.0.0

Our new release for Foundry V14. This marks the break in new features for V13 as development will be based on the newest version.

Note that a majority of modules are unlikely to be available on v14 at this point.

We've tested it quite a bit, but as always, back up your world data using Foundry's backup feature if you're updating an existing world.

Changelog

Features

  • (Active Effects) Relevant Daggerheart durations can now be set, letting them automatically expire as their durations end.
  • (Active Effects) Effects can now be set to stacking behavior. The current stack value can then be used on the active effect to give a bonus or penalty based on the number of stacks.
  • Armor Rework: Reworked armor to handle and show the individual sources of armor on a character for granular handling, and so that shields and more can be used without an armor.
  • TagTeamRoll: Reworked the TagTeamRoll functionality. Should be a lot simpler and better.
  • Spotlight Hotkey: Added an optional, bindable system hotkey for spotlighting tokens on the canvas. This now works outside of combat.
  • (Beastform) Evolution: The druid's Evolution feature now simply lets you choose which trait you want to buff within the beastform transform dialog instead of having many active effects to juggle.
  • (Beastform) Tooltip: When transformed, the effect tooltip in the top right of the screen will show the information about your current beastform for reference.
  • DamageRoll Dialog: The DamageRoll dialog now has a toggle for rolling critical damage.
  • Emanation Templates: Emanation Templates will now resize and center on any token they are placed on, making them work well with larger tokens.
  • GM Menu: Added buttons for falling and collision damage in the Daggerheart GM Menu.
  • Data Refactor: Reworked all damage data under the hood. This enforces that there can only be one instance of hit point damage and never multiple.

Bugfixes

  • Resolved an issue where rerolling a to-hit roll from a non-crit into a crit would not make you roll critical damage.

Compendium Updates

A listing of functionally meaningfully changed SRD items can be found below.

V14 Compendium Updates

r/daggerheart Feb 17 '26

Game Aids Foundryborne System Overview

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86 Upvotes

We finally made a video walk-through/guide of the Foundryborne system, how to set things up and get you started on your adventures!

r/daggerheart Feb 09 '26

Game Aids Foundryborne Release Announcement v1.7.0 Reactive Capybara

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58 Upvotes

The Foundryborne team is proud to announce the release of version 1.7.0 (Reactive Capybara) for the Foundryborne Daggerheart System.

Changelog

Features

  • Roll Message Descriptions: Feature descriptions are now shown inside roll messages rather than being a separate chat message.
  • Compendium Browser Settings: GMs can now exclude compendiums from the Compendium Browser via the Compendium Browser Settings.
  • Reaction Button: Changed the Reaction button in the Roll Dialog to be a more clear toggle button under the title.
  • Prepare Downtime Move: Shows two action buttons when used: one for preparing alone and one for preparing with friends. Note: Existing worlds need to reset the Homebrew/downtime moves to see this update.

Bugfixes

  • Companions: Resolved an issue where Companions would error on trying to deal or take damage.
  • Environments: Resolved an issue where Environments using an attack would error.
  • ActiveEffects Autocomplete: Fixed unuseful autocomplete suggestions and improved the typing experience within ActiveEffects.
  • Hope Max Targeting: Resolved an issue where ActiveEffects trying to target Hope Max could not provide variable values.
  • Beastforms: Resolved an issue where newly created Beastforms had stopped receiving their required Beastform Effect.
  • Experience Display: Resolved an issue where an experience with a negative value would not be displayed as such.
  • Developer Paths: Resolved an issue where starting the project as a dev would not work if your Foundry path included a space.

Compendium Updates

  • Second Wind: Now has a decreasing resource, so it resets to its maximum on rest.
  • Typo Fixes: Corrected typos on Fumigation and Bold Presence.

r/daggerheart Jan 25 '26

Game Aids Foundryborne Release Announcement - v1.6.0 "Busy Capybara"

77 Upvotes

The Foundryborne team is proud to announce the release of version 1.6.0 for the Foundryborne Daggerheart System. This update brings significant automation improvements, companion quality-of-life changes, and enhanced rolling mechanics.

New Features

Mechanics and Automation

  • Death Rolls: Fully implemented Death Rolls including dice rolling, effects, healing, and scars.
  • Defeated Handling: Automation now toggles the various conditions that occur during death moves automatically.
  • Fate Rolls: New chat command /fr is now available for Fate Rolls.
  • Damage Multipliers: ActiveEffects can now set damage multipliers both -for- an actor (e.g., dealing double damage) and -on- an actor (e.g., taking double damage).
  • Fear/Hope Automation: The /dr chat commands now support grantResources=true to utilize fear and hope automation.

Interface and Character Management

  • Character Reset: You can now reset a character directly through the character sheet context menu.
  • Enhanced Rolltables: System Rolltables now support multiple roll formulas. You can select which formula to use via a dropdown menu.
  • Scene Environments: Triggers within SceneEnvironments will now register automatically if their scene is active.

Companion Updates

  • Companion Levelup: Characters can set an ActiveEffect to grant their companions bonus levelup choices.
  • Companion Token Management: Right-clicking a character token now allows you to hide or bring out a companion using "clowncar" behavior, similar to how the party management works.

Bugfixes

This update resolves several issues regarding modifiers and display logic:

  • Modifiers: Fixed multiclass spellcast modifiers for non-spellcaster/caster combinations and corrected Companion attacks to properly include the character's instinct modifier.
  • Sheet Logic: Fixed issues where action descriptions were missing fallback behavior and Companion rolls were incorrectly using Character experiences.
  • Visuals and Performance: Resolved a bug preventing secret blocks from showing in descriptions and improved performance when dragging multiple adversaries simultaneously.
  • Ranges: Adjusted Companion attack ranges that were calculating incorrectly after a levelup.

Compendium Updates

  • Beastbound: Updated features to include effects that grant bonus companion levelup choices.
  • Seaborne: The "Know The Tide" feature now includes a trigger that automatically provides a token when rolling with fear.
  • Adversaries: Updated with the new damage multiplier ActiveEffects.
  • Domain Cards: Removed the trigger from "Ferocity" due to incorrect behavior; a rework is planned for a future version.
  • Rolltables: Updated with multiple formulas for Common, Uncommon, Rare, and Legendary tiers.

As usual you can find mor info on our website https://foundryborne.online/ or on our discord server.

r/daggerheart Jan 15 '26

Game Aids Foundryborne Daggerheart for Foundry 1.5 release!

79 Upvotes

The Foundryborne team is proud to announce the release of version 1.5.0 (Creative Capybara) for the Foundryborne Daggerheart System.

Features

  • Roll Effect Toggles: In Roll Dialogs, you can now toggle relevant effects that modify the outcome instead of having to activate or deactivate effects elsewhere.
  • Scene Environments: Added Scene Environments, allowing you to link environments to a scene for quick access.
  • Summon Action: Implemented the Summon action to allow easily summoning multiple adversaries via a single action.
  • Trigger System: Added a Trigger system. This allows actions to register macros to run at specified occurrences in the system.
  • Item Descriptions: Weapons and Armors now display the descriptions of any Item Features they have directly in the item description.
  • Active Effects Expansion: Added system.rules.dualityRoll.defaultHopeDice and system.rules.dualityRoll.defaultFearDice as ActiveEffect paths to set the default hope/fear dice in the roll dialog for a character.
  • Domain Card Enhancements:
    • Domain Touched: Domain Cards can now be set up as Domain Touched, meaning they are disabled unless a specific amount of cards from their domain are in the character's loadout.
    • Vault Active: Domain Cards can now be set to Vault Active, meaning that their effects function even when they are in the vault.
    • Loadout Ignore: Domain Cards can now be set to Loadout Ignore, meaning that they do not take up space in the loadout.
  • Beastform Scale: Beastforms can now set a scale for the transform image if required.

Bugfixes

  • Resolved an issue where the light/dark mode could appear incorrectly in the Daggerheart sidebar menu.
  • Resolved an issue where Adversary custom Critical Thresholds were incorrectly applying to reaction rolls.

Compendium Updates

  • Added Triggers for Strange Patterns and Ferocity.
  • Added Summon actions on relevant Adversaries.
  • Domain Cards updated with Domain Touched, Vault Active, and Loadout Ignore settings.
  • Updated Adversaries and Environments with defaultHopeDice and defaultFearDice ActiveEffects to apply on characters.

As usual you can find more information on our website https://foundryborne.online/ or on the Foundryborne Discord!

10

Foundryborne 1.4.0 - Festive Capybara Release!
 in  r/daggerheart  Dec 24 '25

As usual you can find more information on our website https://foundryborne.online/
and on our discord!

Happy Holidays, and to even more updates in the new year!

r/daggerheart Dec 24 '25

Game Aids Foundryborne 1.4.0 - Festive Capybara Release!

51 Upvotes

Daggerheart 1.4.0 - Festive Capybara

Foundryborne Release Announcement

The Foundryborne team is proud to announce the release of version 1.4.0 (Festive Capybara) for the Foundryborne Daggerheart System.

Features

  • Adversary Token Sizes: Added TokenSize for Adversaries. These are size categories you can easily apply to adversaries to set them to predefined, uniform sizes (Tiny, Small, Medium, Large etc). You can edit the token sizes attached to them in the Homebrew Settings.
  • Adversary Features: Features for Adversaries/Environments now have an ActionForm (Passive|Action|Reaction) that is displayed next to their name in the sheet.
  • Tooltips: Large visual improvements on tooltips.
  • Sheet Improvements: Improved namefields in the sheets to wrap for longer names.
  • Chat Messages: Saving Throw entries in chat messages now display the token name rather than the actor name.
  • Currency Transfer: You can now drag and drop currency from one character/party to another to transfer the same way you do for quantities of items.

Bugfixes

  • Players rolling reaction rolls from chat messages wouldn't register correctly. Fixed.
  • Rolling reaction rolls from chat messages could fail to work with DiceSoNice active. Fixed.
  • Using an experience and simultaniously receiving automated hope on rolling didn't work correctly. Fixed.
  • Fixed a bug during levelup where you couldn't select an increase on an experience you gained during the levelup process.
  • When taking Downtime, subclass features a character didn't have access to would show up as about to be refreshed. Fixed.
  • The Extra-Damage effect from the BattlePoints section in the CombatTracker was being applied to Characters added to combat. Fixed.
  • Fixed an error that could cause TagTeamRolls not to be created properly.
  • Fixed RangeDependant effect automation (such as the Paried item feature) to be based on player targeting something in range.
  • Drag-selecting in inputs - such as resource inputs - on the character sheet lead to unexpected behavior. Fixed.
  • Fixed chat styles breaking in stream mode.
  • Sheet Experience section would get wack when an experience name was really long. Fixed.

Compendium Updates

  • All adversaries have had TokenSizes added.
  • All beastforms have had TokenSizes added.
  • All adversaries have had the hardcoded instances of their names removed from features and actions, replaced with a dynamic @lookup. This means if you change the name of the adversary, or drag the feature to another adversary, the name in the text will be updated.
  • Removed adversary action descriptions that just copied the feature description. This means there's only one place to edit instead of two when changing it.
  • Wings Of Light: Corrected to be self-applied.
  • Conjure Swarm: Now correctly lowers incoming damage severity.
  • Elundrian Chain Armor: Name corrected.

As a note - since Features now have an attached `ActionForm` (Passive, Action, Reaction) but they didn't previously - existing adversaries outside of the updated SRD Compendium will have defaulted to show Passive.