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Rules reference

Attributes in Daggerheart

What attributes mean and how to use them at the table. 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

Attributes describe your broad capability. In play, they usually combine with skills (or directly with a roll mechanic) to resolve actions.

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
What’s in this system
Examples
Example: Attributes set your default approach

If you want to solve problems physically, invest in physical attributes; if you want social leverage, invest socially. Your skills make that approach reliable.

Example: Don’t spread too thin

Pick 1–2 ‘core’ attribute areas for your concept and accept a weakness to keep choices meaningful.

Common mistakes (smallest fix)
  • Mistake: Spreading points evenly. Fix: Pick 1–2 strengths that match your concept and accept a weakness.
  • Mistake: Ignoring how attributes connect to rolls. Fix: Check what combines with skills (or what the system uses most) and build around that.

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?

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