Using This Book¶
The Daggerheart Core Rulebook is divided into five chapters.
Chapter One: Preparing for Adventure¶
This chapter covers everything you need to know to make a character in the Daggerheart system.
Chapter Two: Playing an Adventure¶
This chapter details the core game mechanics you'll need to play a session, as well as how to level up your character, multiclass to access new domains, and use special equipment you might discover during play.
Chapter Three: Running an Adventure¶
This chapter is specifically for the GM, giving you the tools you'll need to run sessions and campaigns. In addition to detailing the core GM mechanics, this chapter guides you on using safety tools, running session zero, customising campaign maps, planning story arcs, and more.
Chapter Four: Adversaries and Environments¶
This chapter provides rules and stat blocks for filling your world with challenging adversaries and dynamic environments. You can use the pregenerated adversary and environment stat blocks, or follow this chapter's guidance to create your own.
Chapter Five: Campaign Frames¶
This chapter provides campaign frame options you can use to structure long-term play.
Appendix¶
Lastly, this is where domain card text, character sheets, character guides, maps, and all other reference documentation for the game can be found.