Reference Pages
Combat
Physical Conflicts & Damage
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:
Minor
If damage is below the Major threshold, mark 1 HP.
Major
If damage is at or above Major but below Severe threshold, mark 2 HP.
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.