Combat

Physical Conflicts & Damage

Core Mechanics

Though Daggerheart relies on the same flow of collaborative storytelling in and out of combat, physical conflicts rely more heavily on several key mechanics related to attacking, maneuvering, and taking damage.

Evasion

Evasion represents a character's ability to avoid attacks and other unwanted effects. Any roll made against a PC has a Difficulty equal to the target's Evasion.

A PC's Base Evasion is determined by their class, but can be modified by domain cards, equipment, conditions, and other effects.

Note: Attacks rolled against adversaries use the target's Difficulty instead of Evasion.

Hit Points & Damage Thresholds

Hit Points (HP) represent a character's ability to withstand physical injury. When a character takes damage, they mark 1 to 3 HP, based on their damage thresholds:

1

Minor

If damage is below the Major threshold, mark 1 HP.

2

Major

If damage is at or above Major but below Severe threshold, mark 2 HP.

3

Severe

If damage is at or above the Severe threshold, mark 3 HP.

If incoming damage is ever reduced to 0 or less, no HP is marked.

A PC's damage thresholds are calculated by adding their level to the listed damage thresholds of their equipped armor. A PC's starting HP is based on their class, but they can gain additional Hit Points through advancements, features, and other effects.

An adversary's Damage Thresholds and HP are listed in their stat blocks.

Falling & Recovery

When You Fall

When a character marks their last Hit Point, they fall. If a PC falls, they make a death move.

Recovery

Characters can clear Hit Points by taking downtime moves or by activating relevant special abilities or effects.

Optional Rule: Massive Damage

If a character ever takes damage equal to twice their Severe threshold, they mark 4 HP instead of 3.