Thu, May 22nd 2025 12:41   Edited on Tue, Dec 2nd 2025 06:20

Examples

 
Tue, Dec 2nd 2025 06:20   Edited on Tue, Dec 2nd 2025 08:02

Charming Eyes - Level 4 Ability, Grace 0
Your eyes are imbued with hypnotic magic.
While remaining eye contact with a humanoid, you may spend a hope to charm them.
While Charmed, a target's attention is fixed on you, and they become unable to attack you.
Mark a Stress, then make a Spellcast Roll against the Charmed target to let them follow a command given by you.
The Charm, as well as any commands given to the target end after 5 seconds of losing eye contact.
 
 

Adversary

Construct - Tier 1 Solo
A roughly humanoid being of stone and steel, assembled and animated by magic.

Motives and Tactics: Destroy environment, serve creator, smash target, trample groups

Difficulty: 13 | Thresholds: 7/15 | HP: 9 | Stress: 4
ATK: +4 | Fist Slam: Melee | 1d20 phy

Features

Relentless (2) - Passive: The Construct can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight them.

Weak Structure - Passive: When the Construct marks HP from physical damage, they must mark an additional HP.

Trample - Action: Mark a Stress to make an attack against all targets in the Construct’s path when they move. Targets the Construct succeeds against take 1d8 physical damage.

Overload - Reaction: Before rolling damage for the Construct’s attack, you can mark a Stress to gain a +10 bonus to the damage roll. The Construct can then take the spotlight again.

Death Quake - Reaction: When the Construct marks their last HP, the magic powering them ruptures in an explosion of force. Make an attack with advantage against all targets within Very Close range. Targets the Construct succeeds against take 1d12+2 magic damage.

Ancestry Card

Simiah
Simiah resemble anthropomorphic monkeys and apes with long limbs and prehensile feet.   Natural Climber: You have advantage on Agility Rolls that involve balancing and climbing.   Nimble: Gain a permanent +1 bonus to your Evasion at character creation.

Community Card

Wildborne
Being part of a wildborne community means you lived deep within the forest.   Lightfoot: Your movement is naturally silent. You have advantage on rolls to move without being heard.

Domain Card

Rune Ward - Level 1 Spell, Arcana 0
You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8 . If the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.

Environment

Raging River - Tier 1 Traversal
A swift-moving river without a bridge crossing, deep enough to sweep away most people.

Impulses: Bar crossing, carry away the unready, divide the land

Difficulty: 10
Potential Adversaries: Beasts (Bear, Glass Snake), Jagged Knife Bandits (Hexer, Kneebreaker, Lackey, Lieutenant, Shadow, Sniper)

Features

Dangerous Crossing - Passive: Crossing the river requires the party to complete a Progress Countdown (4). A PC who rolls a failure with Fear is immediately targeted by the “Undertow” action without requiring a Fear to be spent on the feature.
Have any of the PCs forded rivers like this before? Are any of them afraid of drowning?

Undertow - Action: Spend a Fear to catch a PC in the undertow. They must make an Agility Reaction Roll. On a failure, they take 1d6+1 physical damage and are moved a Close distance down the river, becoming Vulnerable until they get out of the river. On a success, they must mark a Stress.
What trinkets and baubles lie along the bottom of the riverbed? Do predators swim these rivers?

Patient Hunter - Action: Spend a Fear to summon a Glass Snake within Close range of a chosen PC. The Snake appears in or near the river and immediately takes the spotlight to use their “Spinning Serpent” action.
What treasures does the beast have in their burrow? What travelers have already fallen victim to this predator?

Character Sheet

Dagmar Heart
Pronouns she/her
Heritage Loreborne Elf
Loreborne
Being part of a loreborne community means you’re from a society that favors strong academic or political prowess.   Well-Read: You have advantage on rolls that involve the history, culture, or politics of a prominent person or place.
Elf
Elves are typically tall humanoids with pointed ears and acutely attuned senses.   Quick Reactions: Mark a Stress to gain advantage on a reaction roll.   Celestial Trance: During a rest, you can drop into a trance to choose an additional downtime move.
Level 2
Class Sorcerer, Primal Origin
Domains Arcana , Midnight , Sage
Attributes
AGI
0
Sprint
Leap
Maneuver
STR
-1
Lift
Smash
Grapple
FIN
+1
Control
Hide
Tinker
INS   
+2
Perceive
Sense
Navigate
PRE
+1
Charm
Perform
Deceive
KNO
0
Recall
Analyze
Comprehend
Damage and Health
Evasion 10
Armor
Stress
Minor
Damage
7 Major
Damage
13 Severe
Damage
HP:
Sorcerer Hope
Hope
Hope FeatureVolatile Magic: Spend 3 Hope to reroll any number of your damage dice on an attack that deals magic damage.
Experience
Experience Score
Royal Mage 2
Not On My Watch 2
Class Feature

ARCANE SENSE: You can sense the presence of magical people and objects within Close range.

MINOR ILLUSION: Make a Spellcast Roll (10). On a success, you create a minor visual illusion no larger than yourself within Close range. This illusion is convincing to anyone at Close range or farther.

CHANNEL RAW POWER: Once per long rest, you can place a domain card from your loadout into your vault and choose to either:

  • Gain Hope equal to the level of the card.
  • Enhance a spell that deals damage, gaining a bonus to your damage roll equal to twice the level of the card.

Weapons
Proficiency
  Wepaon P/S Trait Range Dam. Dice Type Size
Dualstaff P Instinct Far d6+3 mag 2h
Dagger P Finesse Melee d8+1 phy 1h
Whip S Presence Very Close d6 phy 1h
Feature: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Armor
  Armor Base Thresholds Base Score
Gambeson Armor 5/11 3
Feature: Flexible: +1 to Evasion
Gold
Handfuls:       Bags:       Chest:  
Inventory

Minor Stamina Potion (clear 1d4 stress)



Domain Cards
Rune Ward - Level 1 Spell, Arcana 0
You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it's important to you. The ward's holder can spend a Hope to reduce incoming damage by 1d8 . If the Ward Die result is 8, the ward's power ends after it reduces damage this turn. It can be recharged for free on your next rest.
Rune Ward
The trinket is a hollow bone with a handful marbles inside.
Unleash Chaos - Level 1 Spell, Arcana 1
At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.
Unleash Chaos
Tokens:
Floating Eye - Level 2 Spell, Arcana 0
Spend a Hope to create a single, small floating orb that you can move anywhere within Very Far range. While this spell is active, you can see through the orb as though you’re looking out from its position. You can transition between using your own senses and seeing through the orb freely. If the orb takes damage or moves out of range, the spell ends.
Floating Eye
Wall Walk - Level 1 Spell, Arcana 1
Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.
Wall Walk
Vault
Cinder Grasp - Level 2 Spell, Arcana 1
Make a Spellcast Roll against a target within Melee range. On a success, the target instantly bursts into flames, takes 1d20+3 magic damage, and is temporarily lit On Fire. When a creature acts while On Fire, they must take an extra 2d6 magic damage if they are still On Fire at the end of their action.
Cinder Grasp
Description
Dagmar Heart embodies grace, her elven blood clear in her slender form and subtly pointed ears. Though but twenty-five summers have passed, an ageless wisdom deepens her emerald gaze, holding the secrets of ancient magic. Her long, black hair, often braided with charms and feathers, flows like shadowed rivers, hinting at her primal bond. Pale skin, kissed with a faint, silvery sheen, sometimes glows with arcane symbols when she weaves her spells. Clad in robes of midnight and forest, Dagmar moves with quiet might, a serene yet potent blend of arcana and nature.
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. - Character Sheet v1.00 made by Tillerz - Updated: 2025-05-25
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