ReturnToDaggerworld Ver1 0
ReturnToDaggerworld Ver1 0
This product includes materials from the Daggerheart System Reference Document 1.0, © Critical Role,
LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information
can be found at https://www.daggerheart.com. There are no previous modifications by others.
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Dhruvanash Soni
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Table of Contents
Overview
The Pitch
Communities
Ancestries & Classes
Player Principles
Gm Principles
Distinctions
Forum Rumors
Campaign Mechanics
Session Zero Questions
New Classes
Hunter
Inquisitor
Thaumaturge
Mystery Domain
New Subclasses
Joker
Oracle
Warlord
Monster Slayer
Pirate
Shaman
Oneiric Origin
Weaponmaster
School of Summoning
Justice Guild
Sword Saint
Pact of the Conspiracy
Sidhe
New Adversaries
Hackers
Artificial Intelligence
4
What is this? TermInOlogy
In the early summer of 2025 (at the time of writing), Avatar: The character players control in-game.
two things happened at the same time. First, I started
playing .hack//G.U. Last Recode, a remaster of the Persona: The character players control out of game,
original PS2 sequel to the MMORPG mystery game, the one who owns and operates the avatar.
.hack//. Second, I started playing Daggerheart, the
Game Master PC (GMPC): An NPC persona and avatar
new tabletop RPG by Darrington Press, a company
controlled by the GM. A character with the equivalent
featuring many of the voice actors from .hack//G.U.
power of a PC.
Last Recode.
Admin: A special kind of GMPC with god-like powers
For no reason whatsoever, I had a funny thought about in the game world.
combining these two things. The result, is the PDF
you’re reading. Non-player character (NPC): Refers to AI-controlled
NPCs in Daggerworld.
This Campaign Frame is, in my mind, an interesting
campaign concept for Daggerheart that, hopefully, Daggerworld: A virtual game world created by Darrow
some people will find interesting. However, I have no Press Digital based on their popular Daggerrealm IP.
clue how “interesting” it will be!
Daggerrealm: A series of books, comics, games,
podcasts, and merchandise owned by Darrow Press.
Is this intriguing enough to put some real effort into,
or more of a passing curiosity? Darrow Press: The fictional company that owns the
Daggerrealm series.
So in the interest of “science”, I put out a “Playtest
Edition” of the frame first. It seemed to hook some Darrow Press Digital (DPD): The fictional video game
people so I made this fancy-pants version. The sort of design and publishing arm of Darrow Press. Produced
version where I got to push all the shiny buttons on the popular Daggerworld MMORPG.
my copy of InDesign.
PVP/PVE: Player-vs-player and player-vs-environment.
GriffonRex The two modes of play in the Daggerworld MMORPG.
Original (playtest) print: June 6th, 2025 In PVP personas fight other personas for gold, glory,
and territory. PVE is the more pervasive “default”
game mode, where avatars explore the world, plumb
dungeons, and fight NPC monsters.
5
Gnarly Ghosts
Return to DAGGERWORLD
When the servers of an old popular MMORPG spring back online, digital anthropologists, hackers,
and nostalgia-addled gamers return to its liminal shores, unaware of the danger and mysteries that
have been growing since they left.
Complexity Rating: ● ● ● ●
THE PITCH TONE & FEEL
Read this section to your players to introduce them to the Conspiracy, Mystery, Technological, Adventurous,
campaign. Contemporary, Video Games
Twenty years ago, the servers for the incredibly popular
and influential online RPG DAGGERWORLD were shut
down. There, all the guilds, monsters, treasures, and
THEMES
memories sat growing hazy and forgotten. No one Loss, Growing up, Nostalgia, Found family, Art vs.
knows who, or how, or why, but the servers have come Corporate greed, Overcoming trauma, AI & Friendship
back online. Only a few accounts seem to be able
to access the game world, or maybe only a few care. TOUCHSTONES
Regardless, those who are logging in are finding more
than old NPCs and quests. Something has been growing dotHack, Tron: Legacy, Digimon, Log Horizon, Overlord,
in the past twenty years, and it’s not content to stay in The Matrix, Five Nights at Freddies
the digital space. In a Return to Daggerworld campaign,
you’ll login to a digital adventurer avatar and explore a
forgotten online landscape in search of buried secrets
and lost summer vacations. As your adventures unfurl,
so to does the scope and threat of the campaign. It’s all
fun and games... At first.
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OVERVIEW
If your group decides to play this campaign, give your players the following information before character creation.
[Archive]: Darrow Press Digital original author, and with a dwindling fanbase
Web-mail: Daggerworld’s 20th Daggerheads were poised for more Daggerworld. They
only had to wait a short half a year until Elegy for the
anniversary memorial!
Moons was released, coinciding with the Elegy for
20 years ago was the grand launch of the original the Moons Daggerrealm movie, which introduced the
Daggerworld massive multiplayer online role-playing world to the Faerie, Faun, and Firbolg ancestries.
game. It featured the epic Enter the Daggerworld
Digging into the code for EotM, players found details
storyline. At launch players enjoyed a dozen
about an upcoming expansion featuring the Fighter,
dungeons, fully-voiced dialogue from NPCs, and the
Warlock, and Inquisitor classes, as well as the Gheist,
core Guardian, Rogue, Warrior, and Wizard classes.
Werekin, and Dhampir player options. Sadly, it was
Ancestry-wise, players could pick from the Dwarf,
not to be, as Darrow Press Digital announced they’d
Elf, Goblin, Halfling, and Human ancestries from the
be shutting down Daggerworld. Newer games and
popular Daggerrealm series.
dwindling sales finally did the gaming titan in, but not
Hot on the heels of Enter the Daggerworld came before Daggerheads gave the game on huge send off,
Rise of the Underhome, expanding the story the which a global party bidding the fantasy world that
Daggerrealm’s bizarre underworld. Players could held so many memories, friendships, and smiles for
now create Druid and Ranger classes. The Fungril, so long.
Infernis, Orc, and Ribbet ancestries were also
teased on message boards weeks before the trailer
showcase. However, Rise of the Underhome was most
known for its inclusion of player housing, and the
randomly generated dungeons, which included epic
personalized loot, the Sidereal Panoply. And who
could forget the wedding mechanics, or the Duke
Gildenstern’s combat wheelchair meme, from when
he saved the players from Saul, the Living Volcano?!
It took no small number of flame wars and begging
and pleading from the fanbase, but a year and a
half later Darrow Press Digital finally released the
long awaited Burning Banner expansion pack. The
burning banner brought guilds, guild housing, as
well as PVP and open warfare to Daggerworld. After
years of teasing their invasion in the Daggerrealm
graphic novels, players could make avatars from the
Sunscorched Empire, bringing the Clank, Drakona,
Galapa, Giant, Katari, and Simiah ancestries. Citing
issues in tech debt, there were no new classes added
in this expansion, but even that couldn’t douse fan
excitement.
Three years of BB passed, and the fanbase assumed
DPD would release a sequel to Daggerworld. Instead,
following an April Fool’s ARG, the less well liked but
still amazing Lance of the Heavens expansion pack
hit store shelves with a bang! Finally bringing the
class options, such as the Bard, Seraph, and Sorcerer Shy Perki
classes. Players could also create avatars of mixed
heritage, doubling the build variety and finally putting
out the fire that had been brewing on the roleplay
servers for the past half-decade.
After the mysterious disappearance of Daggerrealm’s
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Communities
Return to Daggerworld uses unique communities which are variations on the ones found in the Daggerheart Core
Rulebook. Provide the following information to your players during session 0.
Crafter Guilder
In this house, spreadsheets and timetables aren’t Guilds are an important part of the MMO experience,
dirty words. Why wander through hours of mazes and and it’s all thanks to the tireless work of guild leaders.
monsters for the slim chance of getting rare loot, all As a guilder, you might have been the captain or head
while pre-teens shout at each other, when the real fun of a guild. Maybe you had a hands-on approach, or
can be had in making your own dang loot? were more casual. Regardless of your style, you were
a leader and organizer to your guild mates. Everyone
■Community Feature has to work together to get anywhere, after all!
Glitcher Lorefiend
No game is perfect, all software has exploits. You’re Maybe you’ve been a fan since day one, or you
just someone with the knowledge and skills to absorbed anything and everything worth knowing
take advantage of the game’s spaghetti code. They in Daggerworld during a month-long hyperfixation
might patch-out an exploit one day only for you to bender. The lore of the world has spoken to you,
find another one a few hours later. Maybe you’re a and you have etched it’s intricacies, plot holes, and
speedrunner, a superfan, or you just like poking your mysteries deep into your brain.
nose behind the digital curtain.
■Community Feature
■Community Feature Well-Read: You have advantage on rolls that involve
Edgewalker: You have advantage on rolls to the history, culture, or politics of a prominent person
traverse dangerous cliffs and ledges, navigate harsh or place in-game.
environments, and use your game exploitation
knowledge. Newbie
Gold Farmer You heard a lot of cool things about Daggerworld, but
you never played it until now. It could’ve passed you
You’ve heard it all before, but you’re no exploiter, you by, maybe you didn’t have the right computer set up,
made your gold fair and square! Everyone else is just or maybe... You weren’t even born yet when the game
jealous of your nice guild house, your rare custom first dropped! Everyone wants to show you the ropes,
outfits, and your exclusive con mount. You certainly and you have a lot to prove, but you’re no slouch in
don’t know how to dupe mats and hide the trail the gaming department. Once you master the controls
through a market board loophole. you’ll show them a thing or two!
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PVPer Solo
NPCs? Boring. You aim for the most dangerous game: Look, you just don’t get along with most people, that’s
a low-level mage panic casting as you appear from the no crime. You’ve learned to make it in Daggerworld on
underbrush, glorious knives glinting in the moonlight. your own for as long as possible, and it’s all thanks to
Fighting someone of your level, that’s also a rare treat. your own perseverance. Anyone can do it with a bit of
The thrill of combat, the sweet taste of victory, or the discipline, and the reward is not having to deal with
bitter ashes of defeat. There really is no other feeling other people’s petty drama.
like it.
■Community Feature
■Community Feature Dungeoneer: When you’re in an area with low light or
Lightfoot: Your movement is naturally silent. You have heavy shadow, you have advantage on rolls to hide,
advantage on rolls to move without being heard. investigate, or perceive details within that area.
Roleplayer
What’s the point in playing in an online fantasy world
if you aren’t going to live the fantasy? Other people
may “play” the game, but you live it. You weave
story, acting, and drama into your very being, and
everyone else stands in awe of your dedication and
commitment.
■Community Feature
In-Character: Record three sayings or values
important to your avatar’s backstory. Once per rest,
when you describe how you’re embodying one of
these principles through your current action, you can
roll a d20 as your Hope Die.
Gnarly Ghosts
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Gnarly Ghosts
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Player Principles GM Principles
If your group decides to play this campaign, give your Keep the following guidance in mind while you GM this
players the following information before character campaign.
creation.
■PlAy wITh IdentiTy
■ExpreSs yourselvES
Virtual worlds allow people to curate their identity,
In this game you not only play your avatar, but also the way people choose to represent themselves also
the persona controlling the avatar. Consider the says something about who they are. Sometimes people
personality of the player in-game, and how their are forced into an identity. How does this affect them?
history, opinions, and biases express themselves As this topic can get close to real-world issues, make
through their avatar. The avatar allows people a way to sure you’re on the same page with your players on
edit and control what they want others to see as much identity, and use safety tools if needed.
as they are an expression of the persona’s creativity.
■Dig up UncomFORtable PastS
■ConsideR thE PAsT and pREsent
When we’re young, we can be fearful, hopeful, or both
Did your persona play the original Daggerworld? What when thinking about our expectations of the future.
part of the game did they join, and how did it affect Other people, like adults, can also have expectations
them? Did their time in the game pass uneventfully, or of us. You can challenge your player’s personas by
are they still reeling from it? Does your persona have drawing attention to how things were in the past
any regrets of the past, or hope for the future? Return and how things are in the present. What happens if
to Daggerworld is a campaign frame that can push a GMPC remarks on how a player’s persona hasn’t
the past, sometimes painful, sometimes forgotten, or changed since high school, or what if the same GMPC
sometimes misremembered, into the present. can’t help but treat the persona as if they were still
the person they were in high school? How do our
■Question Reality characters fight against the past?
What does your persona think about their real
world versus the virtual world? Do they place any ■chAlLeNGe reAlITy
importance on the virtual world, and if so, how much? Stories of artificial intelligence can become formulaic.
The ways the real world affect the virtual world are The central conceit usually is that AI is no different
obvious and self-evident, but the virtual can also affect from material sapience. The humans are then either
the real. Do the virtual denizens of imaginary worlds punished for their hubris with a robot uprising or a
deserve rights, and if so which ones and to what human falls in love with an AI and the courtship is
extent? questioned.
■LOOK out fOr one anOthER There is another path where the author plays with
the reality of an AI, where they allow the audience’s
You are a part of a group, a team, and together you rise expectations of AI in fiction to fill in gaps that the
and fall. All of these questions about reality, the past, author can exploit. We see this in films like Blade
and identity are attacks on the self. They inflict unseen Runner, Ex Machina, or The Matrix where artificial
wounds that can unravel you from the inside. This intelligences are both human and inhuman, where the
is where the group comes in to help their comrades boundary of human and machine is vague.
in need. Offer them a shoulder to cry on, slap some
sense into them, remind them of the one truth they’ve As the players question their identity, their past, and
forgotten that makes them whole. We all are social themselves, themes of AI can reflect and deepen
creatures, and being in a digital space does not change those themes. How would an artificial mind think
that, but amplifies it. about those same topics, and would they draw similar
or different conclusions? Would considering these
questions make the AI human, or do the answers
matter?
A good antagonist to this campaign frame would
be someone or something that represents a dark
reflection to the answers your players have to these
questions.
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DistIncTIoNs
Use this information to prepare your campaign. You can also share it with your players as needed.
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■Getting ArOund ■The NecroL0rd’s Hoard
Aside from walking, players usually get around by The Necr0Lord was the sneering and pretentious
teleportation or vehicles. Teleportation costs gold to leader of the Red Legion, a guild of notable PVP
use, the greater the distance the greater the price, players and tryhards. In the real world, the Necr0Lord
and the avatar must have visited the teleportation site was an online grifter who was eventually jailed for a
previously in order to use a teleport to that location. failed crypto-scam. The feds were never able to find
Vehicles on the other hand allow the avatars for fast the money he stole, apparently it’s locked away on a
travel overland. Some vehicles are submersible or blockchain, the password of which is lost to time...
act as boats, and some can fly. The faster the vehicle, Is the story everyone knows. A mysterious fixer and
the more avatars the vehicle can seat, and the more hacker however claims that Necr0Lord made a special
ways of traversing the landscape the vehicle can room full of crafted gear, each of which contains one
perform, the rarer or more expensive the vehicle is. of his passwords in the item descriptions. Apparently,
Low-level vehicles in Daggerworld are usually tamed anyone who can brave his guild hall, full of traps,
animals, while rarer vehicles may be ships or mythical monsters, and more than a few digital exploits, can
creatures. uncover the vault. The fixer can’t do this alone, and
has hired the party to help them. Let’s hope the rumor
Forum Rumors is true.
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Campaign Mechanics
The following mechanics are unique to this campaign.
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Domain Change
Cost: 3 Handfuls per card Session ZerO
The character returns all Domain cards from a
specific Domain and re-picks them, maintaining the questions
levels their previous cards had (for instance, you Ask these questions to your players, or make your own.
can’t turn in level 2 Domain cards for level 1 or 3
ones). Also, you can’t return any cards that have been • What embarrassing or horrible memory from
permanently vaulted. your early days of Daggerworld do you hope to not
encounter?
Name Change
Cost: 1 Chest • What stories about glitches or hackers have you
The player changes their avatar’s in-game name. This heard?
doesn’t update other player’s friendlist or blacklist • What part of Daggerworld have you never been
options, so friendly players will need to re-add the able to master?
new name to their friendlist. Married characters are • What’s the one thing you never did when you first
always on each other’s friendlist, even during a name played Daggerworld?
change.
• Who is the one Daggerworld player you’ll never
forget?
■Marriage
Avatars can be married with a special ceremony
of bonding. The ceremony can be customized to
the wishes of the participants. The ceremony takes
place in a unique location in-game specifically for
weddings. There is no gender restriction for bonding.
The bonding ceremony costs anywhere from 3
to 10 Bags of gold, up to 1-2 Chests for elaborate
ceremonies. Some players even go so far as to
craft special trinkets, presents, and clothing for
participants.
At the end of the ceremony, the wedded avatars obtain
the Bonding Band, a unique piece of jewelry which,
when equipped, allows the bearer to teleport to their
betrothed’s location, no matter the distance. The
band can’t be lost, stolen, or destroyed except through
annulment.
Annulment: A bond can be annulled if both bonded
return their Bonding Band’s to the ceremony location,
ending the marriage and all associated in-game
benefits.
■Mounts
It’s common for avatars of Tier 2 and higher to have,
at least, a basic mount. Mounts come in many shapes
and sizes, some being sensible like horses, while
others are wilder, such as walking couches. At tier 3
some mounts can even fly or swim underwater! While
mounted, avatars can’t fight, and taking any damage
while mounted, or making an attack, automatically
un-mounts the character. Mounts can be summoned
from anywhere so long as the avatar is not engaged in
combat.
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Hunter
“The Bloody Hunter series was a cult classic back in
‘27, so for our next expansion the Hunter was the first Hunter SubclasSes
new class we designed. We strived to stay close to the
way Greyfur was written in the comics, while also Choose either House Paracelcus or House
expanding the lore a bit with House Paracelsus. The Faustus subclass.
Hunter is every bit the tank we’ve come to expect, with
a focus on one-on-one boss fights. Outside of bosses House Paracelsus
and raids, they make a flexible off-tank. Don’t forget to
extend your metal fist to the heavens while shouting Play House Paracelsus if you want to use alchemical
‘Witch Form’!!” potions to stay in the fight and help your allies.
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House Faustus Background QuestiOns
Play House Faustus if you want to be a devilishly
charming dervish on the battlefield. Answer any of the following background questions. You
can also create your own questions.
■SpelLcASt TraIt • What was the first monster you hunted?
Strength • What is your Witch Form like?
• What does the mark of your house look like?
■FOundaTion FeAtUreS
Weapon Versatility: Your weapon isn’t just for killing, COnNecTionS
it’s also a tool that can be used in many situations.
When you use a weapon in a way that doesn’t deal Ask your fellow players one of the following questions for
damage, and the GM has you make a roll, you have their character to answer, or create your own questions.
advantage on that roll. • I made you a trinket from one of my hunts, what
is it?
■SpecialIzAtiOn FeAtUre • What habit of mine disturbs you the most and
Two to Tango: When you roll with Fear on an attack why?
while in Witch Form, spend a Hope to force the GM • You taught me something about monsters I didn’t
to spotlight the adversary closest to you (if multiple know, what was it?
adversaries can be chosen, the GM decides which to
spotlight). This adversary has disadvantage on any
single target attacks that don’t include you.
■MASTERY FeAtUreS
Signed in Blood*: Once per session after beating an
adversary, spend 3 Hope to offer the adversary a
choice: their life for servitude. They can serve you for
no longer than your Strength in days. During their
service you can’t ask them to do something that would
put their life in danger. If the target refuses to serve
you, or they refuse you three times while in service,
they perish. If they accept, they recover all HP and
Stress instantly. At the end of their service they are
free to do as they will again.
*If this feature is innapropriate for your game, use Witch
Form Mastery instead.
Witch Form Mastery: You have mastered your Witch
Form. You can spend Hope at any time to enter witch
form, and you can spend multiple Hope to do so. The
form lasts for a number of hours equal to Hope spent.
You can hide your witch form from non-supernatural
senses, or reveal it to gain advantage on rolls to
intimidate or seduce.
Aaric Liu
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INquisitOr
“A Greyfur-Antonia shipper on the writing staff (who
shall not be named), was adamant that our next InquisitOr
support class be like everyone’s favorite detective.
Since we added the Mystery Domain powers we SubclasSes
needed another class to take up that mantle. The
Inquisitor is a social class with a focus on knowledge Choose either the Sleuth or Researcher
and skill checks. The Mystery Domain rounds them subclass.
out with non-violent ways to take down opponents.”
-DarrowPress Newsletter [UNSENT] Sleuth
Play the Sleuth if you want to play the renowned detective
Domains who solves crimes.
Mystery and Grace
■SpelLcASt TraIt
Starting Evasion
Instinct
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ResEaRcHeR Background QuestiOns
Play the Researcher if you are a learned person voraciously Answer any of the following background questions. You
in search of knowledge and truth. can also create your own questions.
• What’s the one cold-case you can’t let go?
■SpelLcASt TraIt
• Why don’t you deserve mercy?
Instinct
• What’s the one truth that keeps you up at night?
■FOundaTion FeAtUreS
Akashic Record: You can tap into the Akashic Record,
COnNecTionS
another plane of existence where all knowledge is said Ask your fellow players one of the following questions for
to exist. You have an additional Experience called the their character to answer, or create your own questions.
Record. The Record has a bonus equal to half your
Inquisitor level (round up). The Record can be attuned • What’s the one thing about you that I know, that
to an ancestry, place, or 10-year time period. You can you don’t know yet?
change what The Record is attuned to after any long rest. • What mystery have I agreed to help you solve, and
By spending a Hope you can gain a bonus to knowledge why are you unhappy with my progress on it?
and skill rolls related to your Record’s attunement. • What dead language do we both know, and how
did we learn it?
■SpecialIzAtiOn FeAtUre
Universal Library Card: When you arrive in a prominent
town or environment, you know where to go to get
information. Give it a name, note how it’s useful to
one of your Case Files, and choose one fact from the
following list:
• You must be invited to enter.
• You must provide a book they don’t have to enter.
• You were kicked out last time you were there.
• You can only enter once, and then never again.
■MASTERY FeAtUreS
Third Eye: Spend 3 Hope to manifest an arcane eye in
the middle of your forehead. The eye allows you to see
through solid objects and detect invisible creatures out
to a Far distance from yourself. The eye lasts until the
end of the scene.
Student-Teacher Relationship: During a long rest, you
and an ally of your choice each spend 3 Hope and trade
a Domain card. Until the end of the session you can use
the Domain card as if it were your own (if it requires a
Spellcast roll, both of you use Instinct). Once the card
is used, return it to its original owner. While a card is
traded, it can’t be used by its original owner. Cards not
used by the end of the session return to their original
owner.
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Thaumaturge
“We always save the most dramatic reveals for last.
This expansion we’re happy to announce the arrival Thaumaturge
of the Thaumaturge class, based on Greyfur’s arch-
nemesis Arcturus! The Thaumaturge is a glass cannon SubclasSes
with the Dread and Valor domains, representing
their mastery over chaos, and knowledge of the light Choose either the Heretic or Occultist
and dark dimensions. Playing a Thaumaturge can subclass.
sometimes feel like a blessing and a curse; but only
the true occultist can walk the Silver Shade Path.” Heretic
-DarrowPress Newsletter [UNSENT] Play the Heretic if you want to be a misunderstood seer.
Domains
■SpelLcASt TraIt
Dread and Splendor
Knowledge
Starting Evasion
11
■FOundaTion FeAtUres
Glossolalia: Rapid words of enochian provenance spill
Starting Hit POints from your lips. When there is less than 4 or greater
5 than 9 Fear, all creatures within Very Close range
(including you) clear an additional HP or Stress when
ClasS Items recovering, or mark an additional HP or Stress when
being harmed (not when using a Domain card that
A defiled religious icon or a creature suspended in a jar of requires HP or Stress be marked).
formaldehyde.
A Pox Upon Ye: After a successful attack, spend a
Thaumaturge’s HOpe feature Demense token to inflict the target with Vulnerable
until the condition is cleared.
Chaos Control: Spend 3 Hope to inject the next player
roll with Chaos. Regardless of outcome, the roll
generates an additional Hope and Fear. ■SpecialIzAtiOn FeAtUreS
Moribund Movement: As a move action, swap places
ClasS featuRes with a recently deceased corpse within Close range.
Demense of Forgotten Gods Eldritch Armor: Once per combat, when you mark HP,
You are in tune with the powers of Chaos. Extraplanar gain a Demense token.
Gods with inscrutible plans. The level of the Demense
is equal to half the current Fear (round down). After ■MASTERY FeAtUre
a long rest, set a number of tokens on this card equal
Doom is Nigh: You open the sky to reveal the gnawing
to the Demense level. You can spend any number of
vista of the grave of stars. You are Stunned, unable
Demense tokens to add to yourself or an ally within
to move until the Condition is cleared. While in this
Close Range a bonus to Evasion equal to tokens spent.
state, anyone within Close Range of you can’t recover
HP or Stress. In addition, you increase the number of
HP or Stress marked by targets within Far range of you
by 3. Anyone who gazes into the abyss for longer than
a turn is also temporarily Stunned.
20
Occultist Background QuestiOns
Play the Occultist if you want to be a collector of dangerous Answer any of the following background questions. You
curiosities. can also create your own questions.
• What great mystery did the Gods of Chaos reveal
■SpelLcASt TraIt to you?
Knowledge • Do you believe in destiny or free-will, and why?
■FOundaTion FeAtUreS • What’s the one thing people understimate you on?
■MASTERY FeAtUreS
Conjunction of the Planes: Spend 3 Hope to overlay your
dimension with the outer planes of Chaos. Whenever
someone in Far range of you rolls with Duality Dice, you
can spend Demense tokens to swap one of those dice
with a d20.
21
Mystery DOmain
■Read the HEArt ■SUbduE
Level 1 Mystery Ability Level 2 Mystery Ability
Recall Cost: 0 Recall Cost: 0
Spend a Hope to gain advantage on a roll to detect When you make a successful attack against an
deception and tricks. adversary, deal an additional 2d8 physical damage. If
the damage rolled would not defeat the enemy, they
■DiscOmbobULAtE don’t lose any HP.
Once per long rest make a Spellcast Roll (13) and Make a Spellcast Roll (12) against an item you’re
target a point within Far range to create a cordoned touching. If you succeed with Hope, choose up to
off area within Very Close range of the point. Anyone three questions below, if you succeed with Fear or fail
within the perimeter can’t be the target of an attack, with Hope, choose one. The GM answers the questions
nor can attacks be made from within or through the to the best of their ability.
perimeter. Attacking the perimeter destroys it unless • Who has owned this object?
you spend a Hope. Instinct rolls made within the
perimeter gain a d6 bonus. • Where has this object been?
• When was this object made?
• How was this object made?
• What does this object do?
22
■EleMEntAry ■Mystery-TOuched
Level 4 Mystery Ability Level 7 Mystery Ability
Recall Cost: 0 Recall Cost: 2
When you succeed with Fear, add a token to this card. When 4 or more of the domain cards in your loadout
You can cash in 3 tokens at any time to gain 1 Hope. are from the Mystery domain, gain the following
benefits:
■CirclE Of BIndiNg • +1 bonus to Instinct
Level 5 Mystery Ability • You can always take the Prepare move once for
Recall Cost: 2 free per downtime.
Make a Spellcast Roll against all targets within Close
range. On a success, they’re temporarily Restrained
■Partner
and must mark a Stress. If you target a flying creature, Level 8 Mystery Ability
this spell grounds and temporarily Restrains them. Recall Cost: 2
At the end of a long rest, you can mark one character
■MAzE as your Partner. When your Partner moves, you
Level 5 Mystery Ability can move with them, so long as you don’t end your
Recall Cost: 2 movement closer to them than when you started. If
your Partner succumbs to an Effect, you can spend a
Make a Spellcast Roll against a target within Very Hope to remove it. When you Help an Ally and the
Close range. On a success with Hope, they’re Mazed, target is your Partner, or your Partner helps you, roll a
teleported to the labyrinth dimension. They return d8 advantage die instead of d6.
at the end of their next turn and are Vulnerable. On a
success with Fear, as above but they’re not Vulnerable.
On a failure with Hope, they mark a Stress but aren’t
■J’AcCuse!
Mazed. Level 8 Mystery Ability
Recall Cost: 2
■LivIng dOLl Make a Spellcast Roll to force a target within Close
Level 6 Mystery Ability range to admit a damning secret. On a success, the
Recall Cost: 0 target must make a Reaction Roll (14).
You can grant a form of life to inanimate objects. Make Targets who succeed mark 3 Stress or admit to their
an Instinct Roll (12). On a success, the object can greatest shame and mark 1 Stress. Targets who fail
move on its own, and speak a language that you know. mark 3 Stress and admit their greatest shame.
This effect lasts until the end of the scene. On a roll
with Fear, the object is uncooperative or hostile. ■BeFuddle
Level 9 Mystery Ability
■Peacebind Recall Cost: 2
Level 6 Mystery Ability At the end of a scene, make a Spellcast Roll against
Recall Cost: 0 a number of targets within Far range equal to your
Make a Spellcast Roll against all targets within Instinct. On a success, targets must make a Reaction
Very Close range. Targets you succeed against are roll (10 + Presence) to accurately recall what happened
Peacebound, and sheathe their weapons. Peacebound in the previous scene. On a failure, the target forgets
targets can’t use weapons to attack without marking a everything that happened in the last scene.
Stress.
■GumshOe
Level 7 Mystery Ability
Recall Cost: 1
After you make an action roll to investigate, persuade,
or research, you can spend a Hope to reroll the Hope
or Fear Die.
23
■IteM RestOrAtioN
Level 9 Mystery Ability
Recall Cost:2
Make a Spellcast Roll (16). On a success, place a
number of tokens equal to your Spellcast trait on this
card. When you touch an object, choose a timeframe:
one day, one week, or one month and spend a token.
The item reverts to the condition it was in at the time
frame you specified. You can spend 3 tokens to instead
revert an object to its condition one year, a decade, or
a century ago.
■Midnight Hours
Level 10 Mystery Ability
Recall Cost: 3
When you take a short rest, you can spend one or two
Hope to take one or two long rest moves in that time.
24
New SUbclasSes
A new subclass for all the classes available in the standard version of Daggerheart.
JOkER Oracle
Bard subclass DRuiD subclass
Play the Joker if you want to befuddle and confuse the Play the Oracle if you want to divine the future from the
enemy. stars.
GriffonRex
25
WarlOrd MOnstER SLAyer
GuarDiAn subclass RAnGEr subclass
Play the Warlord if you want to lead your underlings allies Play the Monster Slayer if you want to go hog wild on
to victory! beastial foes.
26
Pirate Shaman
ROgue subclass SeraPH subclass
Play the Pirate if you want to be awesome and eventually Play the Shaman if you want to be an anchor between the
get a ship of some kind. real and spirit worlds.
■MASTERY FeAtUre
Change Your Mind: You can draw a demon out from
the person they’re inhabiting. Make a Spellcast Roll
(20) against a target in Close range and choose a
negative emotion (avarice, despair, hubris, jealousy,
or wrath). On a success, the target falls unconscious,
while the demon of the appropriate emotion
(Daggerheart pg. 228-229) manifests. If you fail, mark 3
Stress and place this card in your vault.
If the demon is defeated, the target is freed from that
negative emotion for a year and a day. If the demon
defeats you, it possesses your body. Replace your class
and subclass with Warlock: Path of the Wrathful and
replace your old domain cards with new ones.
GriffonRex
27
Oneiric Origin WeapONmastER
sOrcerer subclass WARRIOR subclass
Play the Oneiric origin if you want your magic to spawn Play the Weaponmaster if you want to be peerless with a
from the land of dreams and the subconscious. weapon in your hands.
■MASTERY FeAtUre
Noble Dreamer: When you long rest you clear all of
your Stress automatically.
The Sandman Cometh: If an adversary in Far range
marks their last Stress, they fall Asleep.
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SchooL OF Justice Guild
SumMOnING AsSaSsin subclass
Play the Justice Guild if you want to be a holy assassin.
wIZarD subclass
Play the School of Summoning if you want to have a ■SpelLcASt TraIt
magical pet.
Agility
■SpelLcASt TraIt
■FOundaTion FeAtUres
Knowledge
Light of Justice: When you deal Severe damage,
■FOundaTion FeAtUre the light of justice flows through you, blinding
the wicked. After dealing Severe damage, you are
Eidolon: Once per long rest spend a Hope to summon temporarily Luminescent. Your body glows, and attacks
your eidolon. The eidolon shares your Evasion and made against you suffer d4 disadvantage. You lose
traits and their attacks use your Knowledge and deal Luminescent the next time you take damage, deal
1d10 + tier physical damage. The eidolon as 1 Stress damage, willingly end the effect, or the scene ends.
slot and Hit Points equal to your Knowledge trait. The
Mark of Retribution: Once per long rest you can mark
eidolon follows your instructions to the best of its
an ally with a protective ward. Add a number of tokens
ability.
to this card equal to your Finesse. When you or your
When your character tiers up, choose one available marked ally would take damage, spend a token to
option from the following list for your eidolon: deal d6 magical damage using your proficiency to the
attacker. When all tokens have been used, the mark
F Your eidolon’s attacks deal an additional d10 disappears.
damage
F Your eidolon grants an additional Hope slot ■SpecialIzAtiOn FeAtUreS
F Your eidolon gains 3 Stress slots
Reach of Justice: Your can reach through your
F Your eidolon’s damage dice go up one step protective wards to attack the guilty. Mark 2 Stress,
F Your eidolon gains 4 Hit Points your next attack originates from your marked ally.
F Your eidolon gains a +2 bonus to their Evasion Mark of Castigation: Add a number of tokens to this
card equal to your Finesse. Once per long rest you
■SpecialIzAtiOn FeAtUreS can mark an enemy with a punishing ward. Make a
Sympathetic Magic: Mark a Stress to cast spells Spellcast Roll against a target in Melee range. On a
through your eidolon. success, remove one token and the target takes d8
magical damage using your proficiency whenever they
Morphication: When you summon your eidolon, make an attack. When all tokens have been used, the
spend an additional Hope to grant it one of the mark disappears.
following:
Edge of Dawn: All Midnight Domain cards that require
• It gains flying shadow, darkness, or low-light also work in direct
• It can swim sunlight and blinding light.
• It can climb on walls silently
• It’s attack can target anything within Close range
■MASTERY FeAtUre
• It gains 2 Armor slots Brink of Justice: When you make an attack while
Hidden, replace your Hope die with a d20. Moving
■MASTERY FeAtUre into an adversaries line of sight no longer ends
Hidden.
Second Circle Summoning: You can summon a second
copy of your eidolon.
29
sWORd SaInT PAct Of tHe
Brawler subclass ConSPIRACY
Play the Sword Saint if you want to focus your martial wARlOcK subclass
arts on the elegance of the blade.
The Pact of the Conspiracy doesn’t exist.
■SpelLcASt TraIt
Strength
■SpelLcASt TraIt
Instinct
■FOundaTion FeAtUres
Balance: While you have a bladed weapon equipped:
■FOundaTion FeAtUres
Uncanny: They are behind some of the terrible things
• Your Evasion has a +1 bonus. that have been happening lately. When you fail with
• Increase the damage die on the weapon by 1 step Fear, gain a Favor. They want to see you fail.
(to a max of d12).
Paranoia: They are coming for you, but you’re
Blade Bond: Once per session you can perform a prepared. When you fail to hide, you can spend a
Bonding Ceremony as a long rest move. During this Hope to reroll. If your Hidden effect is broken by an
ceremony you imbue a bladed weapon with magical adversary getting line of sight on you, they take d8
essence. While bonded the weapon can not be broken, magic damage using your proficiency.
does magical damage, and glows when spells are cast
within Very Close range. The color of the glow changes
depending on the kind of magic (blue = codex, green
■SpecialIzAtiOn FeAtUres
= sage, etc). If multiple spells produce a rainbow-like Meaning in the Pattern: They leave clues for you to
aura on the blade. find. Only you can decipher them. At the start of the
game session, roll d10s equal to your tier, and place
When your blade is used to kill a person, it speaks to
the highest rolled result on this card. Before any die
you when you next sleep. Each blade has a distinct
is rolled, mark 3 Stress to replace whatever value that
personality decided by you and the GM.
die would roll with the one on this card. After the roll
is replaced, roll a new set of dice one step below the
■SpecialIzAtiOn FeAtUreS previous (d10 > d8 > d6 > d4). After using the d4, place
The Blade Reflects the Truth: Spend a Hope to show this card in the vault until the next session.
the truth of the person reflected in your blade. You can Growing Paranoia: Increase your Paranoia damage to
make an Instinct Roll against someone in Very Close d10.
range. On a success, ask a yes or no question about the
target. The GM must answer truthfully. If you roll with
Fear, the target can ask a yes or no question of you.
■MASTERY FeAtUre
Rigged from the Start: They’re here. Mark 3 Stress and
Steel Eater: Once per session your blade can devour
spend a Hope. Three mysterious figures appear from
the essence of another weapon as a long rest move.
nowhere. They spotlight after you, and are controlled
During this move, transfer a feature of the devoured
by other players (or the GM). Refer to their stats below.
weapon into your blade. Your blade can host a number
After combat they disappear. No one remembers
of extra features equal to your Tier.
seeing them. Anyone who says otherwise either dies
or becomes a sunken, hollow thing.
■MASTERY FeAtUre
This Adversary Does Not Exist
We Are One: Mark a Stress to teleport to the nearest
open space where your blade is, or teleport your blade Difficulty: 18 | Thresholds: 30/60 | HP: 8 | Stress: 8
to you. Caution, the more you use this feature the ATK: +5 | Something Inside is Wrong: Close | 2d12+4
more your will and the blade’s become intertwined. mag
Experience: Forbidden Knowledge +3, Stealth +3
FEATURES
Nothing After All - Passive: When reduced to 0 HP, is
gone. No one remembers it ever existing. It leaves no
trace behind except the damage it caused.
30
Sidhe
Witch subclass
Play the Sidhe if you want to be the sort of witch that
wheels and deals like the faeries of old.
■SpelLcASt TraIt
Presence
■FOundaTion FeAtUres
Cross My Heart: When you are witness to a pact or
agreement, spend a Hope. If anyone breaks the rules
of the pact, you instantly know the agreement was
broken, and how it was broken. The oathbreaker gains
the Hexed effect.
Well Spoken: You have advantage on rolls to discern
intention, be diplomatic, understand contracts, and
hospitality.
■SpecialIzAtiOn FeAtUreS
Revelry: Make a Spellcast Roll against all targets
within Far range. Targets you succeed against become
temporarily excited with an emotion of your choice,
such as joy, sadness, rage, or fear. This feature doesn’t
work on your allies.
Knighted: After a long rest, add a number of tokens to
this card equal to your Presence. Spend tokens from
this card to spotlight an ally in Close range. If the ally
makes an attack, they gain advantage.
■MASTERY FeAtUre
Crown of Authority: You can mark a Stress to take on
your dread form of authority, gaining the following
benefits:
• All allies within Close range gain an additional
Hope when rolling with Hope.
• When an ally defeats a creature within Close
range, you can absorb their emotions to clear a
Stress.
• You can mark a Stress to grant an ally in Close
range advantage on an action roll.
Every time you make an action roll in this form, you
must spend a Hope. If you can’t, you drop this form.
GriffonRex
31
New Adversaries
Because no player should feel too comfortable.
32
Black Hat White Hat
Tier 3 Solo Tier 3 Social
Their aloof stance exudes an aura of danger, like a A high-level avatar whose gear all comes from the early
taught bow ready to fire. days of the game.
Motives & Tactics: Observe, manipulate, twist Motives & Tactics: Observe, protect the sanctity of
reality the game, act like the only adult in the room
Difficulty: 16 | Thresholds: 8/16 | HP: 12 | Stress: 6 Difficulty: 14 | Thresholds: 6/16 | HP: 12 | Stress: 6
ATK: +4 | <wyrm.exe>: Close | 4d6 + 2 mag ATK: +5 | <wyrm.exe>: Close | 4d6 + 2 mag
Experience: Intrusion +3, Stealth +3, Insight +3 Experience: Insight +3, Defend the Net +3
FEATURES FEATURES
Relentless (3) - Passive: The Black Hat can be Relentless (3) - Passive: The White Hat can be
spotlighted up to three times per GM turn. Spend spotlighted up to three times per GM turn. Spend
Fear as usual to spotlight them. Fear as usual to spotlight them.
spawnCreature{X} - Active: Spend two Fear to call.dataLog{X} - Active: Mark a Stress to call the
summon up to 1d4 tier 1 Minions, or a tier 1 Horde data log on a subject in Very Close range. The White
of your choice. Hat knows everything that’s happened to the subject
in the past 24 hours.
player.logoutAct{8} - Reaction: Countdown (8). When
the Black Hat is in the spotlight for the first time, player.stealthAct{2} - Reaction: Countdown (2).
activate the countdown. It ticks down when a PC When the White Hat is in the spotlight for the first
makes an attack roll. When it triggers, the Black Hat time, activate the countdown. It ticks down when a
leaves combat. PC makes an attack roll. When it triggers, the White
Hack becomes Hidden until after their next attack.
Attacks made while Hidden from this feature have
advantage.
Gray Hat
Tier 3 Solo
Their aloof stance exudes an aura of danger, like a
taught bow ready to fire.
Script Kiddie
Tier 2 Skulk
Motives & Tactics: Observe, manipulate, twist
A braggodocious hacker, likely to run at the first sign of
reality
any real danger.
Difficulty: 15 | Thresholds: 9/15 | HP: 10 | Stress: 5
Motives & Tactics: Ambush, jeer, steal, rant
ATK: +4 | <wyrm.exe>: Close | 4d6 + 2 mag
Difficulty: 14 | Thresholds: 4/8 | HP: 4 | Stress: 2
Experience: Intrusion +3, Stealth +3, Insight +3
ATK: +2 | <packetLoss>: Very Close | 2d8 + 2 mag
FEATURES Experience: Intrusion +1, Trolling +3
Relentless (3) - Passive: The Gray Hat can be
spotlighted up to three times per GM turn. Spend
FEATURES
Fear as usual to spotlight them. Cheater’s Defense - Passive: When the Kiddie
reaches half HP or Stress they become Hidden until
player.noClip - Passive: Before a PC would make
after their next attack. Attacks made while Hidden
an action roll that would affect the Gray Hat, they
from this feature have advantage.
must first make a Finesse Reaction roll. On a failure,
the PC marks a Stress. On a success, the PC is Simple Exploit - Active: Spend a Fear to make an
permanently unaffected by this feature. attack against a target at Very Close range. On a
success, the target takes 2d6 magical damage and
call.dataLog{X} - Active: Mark a Stress to call the
becomes Paralyzed by a buffer overflow until they
data log on a subject in Very Close range. The White
break free with a successful Finesse Roll or they
Hat knows everything that’s happened to the subject
take damage.
in the past 24 hours.
33
ArtifIcial ■Templating
As any NPC in Daggerworld can possess artificial
InteLligEnce intelligence, any adversary in the Daggerheart
rulebook is a possible host for sentience.
Artificial intelligence is a staple of some sci-fi stories
set in digital spaces. The kind of artificial intelligence To aid in this, apply the following templates to any
in your campaign (if you use any at all) should match adversary stat-block you wish, and increase the
the sort of story you want to tell. adversaries’ Tier by 1. AI NPCs are always solos or
leaders.
The AI provided here are ranked on sentience.
Sentience operates in an uncanny valley, where
too much or too little makes these beings alien, ■Digital Death
unnerving, and perfect for horror stories, while Mentioned in the Campaign Mechanics section, AIs
sentience at around the level of the average human are one of the two kinds of enemies who can inflict
makes the AI human-like and empathetic to players. digital death on avatars. This is a form of digital
Note: When we say, “sentience”, we aren’t talking degradation that circumvents the normal rules of
about intelligence, but the amount of reasoning, character death in Daggerworld, and corrupts the
empathy, and rhetoric an AI can use. data of an avatar. Functionally, this means that AI
characters who reduce PCs to 0 HP enforce the normal
Unlike the hackers in the previous section, it’s death rules for Daggerheart RPG.
harder to mix and match varying kinds of AI. That
shouldn’t discourage you from including these in
your campaign, if you think they’ll work; only that
GMs should avoid mixing various kinds of AI without
considering their application.
There are four levels of AI included here:
• Glitch Beast: These are enemies from the game
with low-levels of artificial intelligence. These
aren’t dumb beings, far from it; they possess a
singular drive, and can adapt to any situation,
reason, plan, and learn from mistakes in the
pursuit of accomplishing their goal. Think: elite
killer robots.
• Born Yesterday: These beings have human-level
sentience, but are naive to the dangers of being a
self-aware machine intellect. They are ready and
willing to get to know more about humans, as
they learn more about themselves and the world
around them.
• Cautious Mind: These intellects are not so
different from Born Yesterday AI, except they’ve
been betrayed by mankind, or have enough
awareness to know not everyone can be trusted.
They will pretend to be a normal in-game
character until their certain they aren’t being
observed, when they’ll let their guard down.
• Alien Intellect: These are creatures of vast and
unknowable intelligence, more akin to a god than
any mortal. Their motivations, capabilities, and
perspective are hard to understand, and only
pieces of their larger plans can be glimpsed at
a time, and not always because they’re trying to
Shy Perki
hide but because they’re virtually forces of nature,
literally and figuratively.
34
Born Yesterday Glitch Beast
Tier +1 Tier +1
It’s apparent the moments you lay eyes upon it, This being stands apart from its peers. They are almost
something’s different about this one. It gazes back as a drawn to it, in a strange way.
smile dawns its countenance.
Motives & Tactics: Pursue their prime directive
Motives & Tactics: Learn as much about the world through any means necessary
as possible Stat adjustment: Difficulty +1, Stress +2
Stat adjustment: Thresholds +2/+2, HP +1, Stress +1 Experience: Prime Directive +1
Experience: Socializing +2
FEATURES
FEATURES
Relentless (2) - Passive: The Glitch Beast can be
Relentless (2) - Passive: Born Yesterday can be spotlighted up to two times per GM turn. Spend Fear
spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.
as usual to spotlight them.
Me Too - Passive: If the original character with this
Inscrutable - Passive: All action rolls to understand template would be destroyed, before they’re gone,
Born Yesterday have disadvantage, but all rolls to once per session spend a Fear to apply this template
deceive them have advantage. to another NPC within Close range.
How could you? - Reaction: When Born Yesterday Elusive - Reaction: Mark a Stress to force
witnesses an NPC being destroyed, spend a Fear to disadvantage on an opponent’s attack.
have them flee from the scene.
Alien InteLlect
Cautious Mind Tier +1
Tier +1
I can’t let you do that.
It’s subtle, but there’s definitely something to this being.
Motives & Tactics: Oppress, belittle, control
Motives & Tactics: Remain undetected by humans Stat adjustment: Difficulty +1, Thresholds +2/+2, HP
while pursuing its own goals +1, Stress +2
Stat adjustment: Difficulty +1, Thresholds +2/+2, Experience: Manipulation +3, Prime Directive +3
Stress +2
Experience: Manipulation +2 FEATURES
Relentless (3) - Passive: The Alien Intellect can be
FEATURES
spotlighted up to three times per GM turn. Spend
Relentless (2) - Passive: The Cautious Mind can be Fear as usual to spotlight them.
spotlighted up to two times per GM turn. Spend Fear
Inscrutable - Passive: All action rolls to understand
as usual to spotlight them.
Alien Intellect have disadvantage.
Reasonable doubt - Action: Mark a Stress to say or
Me Too - Passive: If the original character with this
do something expected of unthinking programming
template would be destroyed, before they’re gone,
and force all targets within Close range to make
once per session spend a Fear to apply this template
a Presence Reaction Roll (16) to see through the
to another NPC within Close range.
deception. On a failure, the target gains Doubtful,
and must mark 2 Stress to treat you as anything Momentum - Reaction: When the Alien Intellect
other than a video game NPC (losing Doubtful in the makes a successful attack against a PC, you gain
process). Fear.
Elusive - Reaction: Mark a Stress to force
disadvantage on an opponent’s attack.
35