Rules reference
Advancement in Daggerheart
How progression works and how to track it. Daggerheart is a heroic fantasy tabletop RPG by Darrington Press that uses a unique 2d12 Hope and Fear dice system. Players create heroes defined by their ancestry, community, class, and subclass, then embark on adventures where narrative control shifts between players and the GM based on which die rolls higher.
Key points
Advancement is about tracking change over time and keeping it transparent to the table.
Copyable facts
- 2d12 Hope & Fear system: Narrative control shifts based on which die rolls higher
- 9 classes with 2 subclasses each: Bard, Druid, Guardian, Ranger, Rogue, Seraph, Sorcerer, Warrior, Wizard
- 19 ancestries: Clank, Daemon, Drakona, Dwarf, Elf, Faerie, and more
- 6 traits: Agility, Strength, Finesse, Instinct, Knowledge, Presence
- Domain card system: Class abilities that grow with your character
- Critical success on doubles: Both dice showing the same number
Advancement workflow
- Record XP gains (and why) after each session.
- Spend XP intentionally toward concept.
- Keep history so changes are auditable.
Examples
Example: Avoid XP drift
Record XP gains/spends right after sessions and keep a short history so the table can audit decisions later.
Example: Buy toward concept
Spend to reinforce what you want to do in scenes, not to chase every niche option.
Common mistakes (smallest fix)
- Mistake: XP drift (nobody remembers what changed). Fix: Record gains/spends right after sessions and keep a short history.
- Mistake: Buying upgrades that don’t show up in play. Fix: Spend toward your concept and the scenes you actually get.
Daggerheart FAQ
How does the Hope and Fear system work in Daggerheart?
What are the classes in Daggerheart?
What are domain cards in Daggerheart?
How do traits work in Daggerheart?