### Seraph Class Core Attributes Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Seraph.md Outlines the fundamental statistics, domains, and starting equipment for the Seraph class in Daggerheart. ```APIDOC DOMAINS: Splendor & Valor STARTING EVASION: 9 STARTING HIT POINTS: 7 CLASS ITEMS: A bundle of offerings or a sigil of your god ``` -------------------------------- ### Guardian Class Core Attributes Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Guardian.md Defines the foundational statistics and starting items for the Guardian class in Daggerheart. ```APIDOC GuardianClassAttributes: Domains: - Valor - Blade StartingEvasion: 9 StartingHitPoints: 7 ClassItems: - "A totem from your mentor" - "A secret key" ``` -------------------------------- ### Daggerheart SRD: Example NPC Features Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Core GM Mechanics.md This section provides concrete examples of features that can be assigned to important Non-Player Characters (NPCs) in Daggerheart to allow them to mechanically interact with the game system. Each feature includes a choice (if applicable), a trigger, and an effect. ```APIDOC ARCANE HOLD: Choice: When the battle begins, choose a favored PC. Trigger: The first time during a battle the favored PC is within Close range and hit with an attack. Effect: Make an attack roll with a +6 modifier against the adversary. On a success, the target is temporarily Restrained by tendrils of powerful magic. VOLLEY OF ARROWS: Trigger: A battle begins and this NPC is involved. Effect: Activate a countdown (Loop 3). It ticks down when a PC misses an attack. When it triggers, this NPC releases a volley of arrows at a target of the PCs’ choice, dealing 2d8+3 physical damage. MENTOR: Choice: When the battle begins, choose a protégé PC. Trigger: Your protégé is within Close range and fails an attack roll. Effect: Move into Melee range with the PC and give them advice or guidance. The next attack roll they make has advantage. REGROUP: Choice: When a battle begins, choose a point within Far range. Trigger: All PCs have marked all of their Armor Slots. Effect: Teleport all PCs and this NPC to the chosen spot and clear an Armor Slot on each target. INTO THE NIGHT: Trigger: The PCs start a long rest with this NPC. Effect: Roll 1d4. On a 2 or less, this NPC steals 1 handful of gold from the party while they are sleeping, then disappears into the night. ``` -------------------------------- ### Sorcerer Class Definition and Core Attributes Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Sorcerer.md Defines the Sorcerer character class, including its core attributes, starting stats, and class-specific items. ```APIDOC Sorcerer: description: A character class for innate magic users who cultivate their powers. domains: - Arcana - Midnight starting_evasion: 10 starting_hit_points: 6 class_items: - A whispering orb - A family heirloom ``` -------------------------------- ### Daggerheart SRD: Fate Roll Examples Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Core GM Mechanics.md This section illustrates how Game Masters can use 'Fate Rolls' in Daggerheart to introduce elements of pure chance into the narrative. Examples demonstrate how to establish stakes, interpret outcomes, and utilize Duality Dice (Fear or Hope Die) for various scenarios. ```APIDOC Fate Roll Examples: - "Roll your Fear Die. On a 4 or lower, the fire spreads beyond this house." - "I think it’s really up to chance whether reinforcements will make it to you in time. Go ahead and roll your Fear Die—that’ll determine the starting size of the countdown. When that triggers, reinforcements will arrive in your Far range." - "Go ahead and roll your Hope Die to see how big the crowd at the inn is tonight. The higher the roll, the bigger the crowd." - "Make a roll using your Hope Die to determine the number of Stamina Potions the shop has in stock." ``` -------------------------------- ### Environment Benchmark Statistics by Tier Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Environments.md Provides a reference table for standard damage dice and difficulty values for environments, categorized by PC tier, to assist in balancing and adapting environments for different party levels. ```APIDOC EnvironmentBenchmarkStatistics: Tier 1: Damage Dice: "1d6+1 to 1d8+3" Difficulty: 11 Tier 2: Damage Dice: "2d6+3 to 2d10+2" Difficulty: 14 Tier 3: Damage Dice: "3d8+3 to 3d10+1" Difficulty: 17 Tier 4: Damage Dice: "4d8+3 to 4d10+10" Difficulty: 20 ``` -------------------------------- ### Environment Stat Block Schema Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Environments.md Defines the structured data for an environment's mechanical and descriptive statistics, including its name, tier, type, description, impulses, difficulty, potential adversaries, features, and feature questions. ```APIDOC EnvironmentStatBlock: name: string tier: integer (PC tier the environment is designed to challenge) type: string (Explorations, Socials, Traversals, Events) description: string (evocative one-line summary) impulses: string (manner/mode environment pushes/pulls people) difficulty: integer (standard Difficulty for action rolls) potential_adversaries: string (or list of strings) features: string (or list of strings) feature_questions: string (or list of strings) ``` -------------------------------- ### APIDOC: Tavern Feature - Someone Comes to Town (Action) Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Local Tavern.md Outlines an action to introduce a significant NPC into the tavern scene. It includes prompts for the Game Master to determine the NPC's awareness of the PCs and their purpose in town. ```APIDOC Feature: Someone Comes to Town Type: Action Description: Introduce a significant NPC who wants to hire the party for something or who relates to a PC’s background. GM_Prompts: - Did they know the PCs were here? - What do they want in this town? ``` -------------------------------- ### Group Attack Action Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Cult Initiate.md Explains the Group Attack action, including its cost (Spend a Fear), target selection, movement, shared attack roll mechanics, and combined physical damage output. ```Game Mechanics Group Attack - Action: Spend a Fear to choose a target and spotlight all Cult Initiates within Close range of them. Those Minions move into Melee range of the target and make one shared attack roll. On a success, they deal 5 physical damage each. Combine this damage. ``` -------------------------------- ### APIDOC: Tavern Feature - Bar Fight (Action) Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Local Tavern.md Details an action to initiate a bar fight in the tavern. It specifies the cost (spending Fear), the movement penalty and damage incurred during the fight, how PCs can provoke it, and prompts for the Game Master regarding its origin and resolution. ```APIDOC Feature: Bar Fight Type: Action Cost: Spend a Fear Description: Have a bar fight erupt in the tavern. Movement_Penalty: - When a PC tries to move through the tavern while the fight persists, they must succeed on an Agility or Presence Roll or take 1d6+2 physical damage from a wild swing or thrown object. Activation: - A PC can try to activate this feature by succeeding on an action roll that would provoke tavern patrons. GM_Prompts: - Who started the fight? - What will it take to stop it? ``` -------------------------------- ### Druid Class Feature: Wildtouch Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Druid.md Explains the 'Wildtouch' feature, which grants the ability to perform harmless, subtle nature-related effects at will, such as causing a flower to grow, summoning a gust of wind, or starting a campfire. ```APIDOC Wildtouch: You can perform harmless, subtle effects that involve nature—such as causing a flower to rapidly grow, summoning a slight gust of wind, or starting a campfire—at will. ``` -------------------------------- ### Conscript Minion Core Statistics Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Conscript.md Provides the core combat and defensive statistics for the Conscript minion, including difficulty, health, stress, attack, and damage ranges. ```APIDOC Difficulty: 12 Thresholds: None HP: 1 Stress: 1 ATK: 0 Spears: Very Close Damage: 6 phy ``` -------------------------------- ### Cult Initiate Basic Information and Stats Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Cult Initiate.md Overview of the Cult Initiate's role, motives, and core combat statistics including difficulty, HP, Stress, and Attack values. ```Game Mechanics Tier 2 Minion A low-ranking cultist in simple robes, eager to gain power. Motives & Tactics: Follow orders, gain power, seek forbidden knowledge Difficulty: 13 | Thresholds: None | HP: 1 | Stress: 1 ATK: 0 | Ritual Dagger: Melee | 5 phy ``` -------------------------------- ### Adversary Stat Block Benchmarks by Tier Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Adversaries.md Provides a table outlining benchmark statistics for adversaries across different tiers, including Attack Modifier, Damage Dice, Difficulty, and Damage Thresholds. ```APIDOC Adversary_Stat_Benchmarks: Statistic: Attack Modifier: Tier 1: +1 Tier 2: +2 Tier 3: +3 Tier 4: +4 Damage Dice: Tier 1: 1d6+2 to 1d12+4 Tier 2: 2d6+3 to 2d12+4 Tier 3: 3d8+3 to 3d12+5 Tier 4: 4d8+10 to 4d12+15 Difficulty: Tier 1: 11 Tier 2: 14 Tier 3: 17 Tier 4: 20 Damage Thresholds: Tier 1: Major 7 / Severe 12 Tier 2: Major 10 / Severe 20 Tier 3: Major 20 / Severe 32 Tier 4: Major 25 / Severe 45 ``` -------------------------------- ### Minion Passive Ability Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Cult Initiate.md Describes the Minion (6) passive ability, detailing how the Cult Initiate is defeated and how additional minions are defeated when a PC deals sufficient damage. ```Game Mechanics Minion (6) - Passive: The Initiate is defeated when they take any damage. For every 6 damage a PC deals to the Initiate, defeat an additional Minion within range the attack would succeed against. ``` -------------------------------- ### APIDOC: Tavern Feature - Mysterious Stranger (Action) Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Local Tavern.md Describes an action to introduce a mysterious stranger in the tavern. It provides prompts for the Game Master to define the stranger's motivations, impressions of the PCs, and unique characteristics. ```APIDOC Feature: Mysterious Stranger Type: Action Description: Reveal a stranger concealing their identity, lurking in a shaded booth. GM_Prompts: - What do they want? - What’s their impression of the PCs? - What mannerisms or accessories do they have? ``` -------------------------------- ### Encounter Building Rules Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Adversaries.md Provides a formula and guidelines for calculating Battle Points to create balanced combat encounters based on the number of PCs and desired difficulty, along with adversary costs. ```APIDOC Encounter_Battle_Points_Calculation: Base_Points: (3 * number_of_PCs_in_combat) + 2 Adjustments: -1: for an easier or shorter fight -2: if using 2 or more Solo adversaries -2: if adding +1d4 (or a static +2) to all adversaries’ damage rolls +1: if choosing an adversary from a lower tier +1: if not including any Bruisers, Hordes, Leaders, or Solos +2: for a harder or longer fight Adversary_Costs: 1 point: for each group of Minions equal to the size of the party. 1 point: for each Social or Support adversary. 2 points: for each Horde, Ranged, Skulk, or Standard adversary. 3 points: for each Leader adversary. 4 points: for each Bruiser adversary. 5 points: for each Solo adversary. ``` -------------------------------- ### Guardian Subclass Choices Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Guardian.md Lists the available subclasses for the Guardian class. ```APIDOC GuardianSubclasses: Choices: - Stalwart - Vengeance ``` -------------------------------- ### Daggerheart SRD: Hope and Fear Metacurrencies Overview Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Making Moves and Taking Action.md Defines Hope and Fear as cosmic forces and metacurrencies in Daggerheart, outlining their general purpose, maximum limits, and persistence across game sessions for both players and the GM. ```APIDOC Metacurrency: Hope Purpose: Powers PC abilities and features. Max: 6 Hope. Persistence: Carries over between sessions. Metacurrency: Fear Purpose: Powers GM abilities, adversaries, and environments. Max: 12 Fear. Persistence: Carries over between sessions. ``` -------------------------------- ### Daggerheart SRD: Hope Metacurrency Usage and Actions Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Making Moves and Taking Action.md Details how Player Characters (PCs) gain and spend Hope, including specific actions such as Helping an Ally, Utilizing an Experience, Initiating a Tag Team Roll, and Activating Hope Features, along with associated costs and effects. ```APIDOC Metacurrency: Hope Initial: 2 Hope at character creation. Gain: Throughout play. Max: 6 Hope. Persistence: Carries over between sessions. Spending Hope (Player Actions): - Help an Ally: Cost: 1 Hope (implied by context, "spend Hope"). Action: Describe how you help, roll an advantage die. Effect: Acting player adds highest result from multiple helpers to total. - Utilize an Experience: Cost: 1 Hope per Experience (implied by "spend multiple Hope to utilize multiple Experiences"). Action: Spend Hope on a relevant roll. Effect: Add Experience modifier to result. - Initiate a Tag Team Roll: Cost: 3 Hope. Action: Combine actions of two PCs. Effect: Both players roll, choose which set of results to apply. - Activate a Hope Feature: Cost: Specified amount of Hope (e.g., Class Hope features cost 3 Hope). Action: Activate feature. Note: Hope gained from a roll can be spent on that feature. ``` -------------------------------- ### APIDOC: Tavern Feature - Sing for Your Supper (Passive) Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Local Tavern.md Details a passive ability where a PC can perform for guests to earn gold. It specifies the Presence Roll requirement, the amount of gold earned on success (with critical success bonus), and the consequence of failure. ```APIDOC Feature: Sing for Your Supper Type: Passive Description: A PC can perform one time for the guests. Mechanic: Presence Roll Success: - On success: Earn 1d4 handfuls of gold. - On critical success: Earn 2d4 handfuls of gold. Failure: - On failure: Mark a Stress. ``` -------------------------------- ### Guardian Background Questions Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Guardian.md Prompts for character backstory development specific to the Guardian class. ```APIDOC BackgroundQuestions: - "Who from your community did you fail to protect, and why do you still think of them?" - "You've been tasked with protecting something important and delivering it somewhere dangerous. What is it, and where does it need to go?" - "You consider an aspect of yourself to be a weakness. What is it, and how has it affected you?" ``` -------------------------------- ### Companion Case Magical Item Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the Companion Case, a magical item designed to protect small animal companions. ```APIDOC Item: Companion Case Type: Magical Item, Protective Storage Capacity: Fits a small animal companion Effect: While companion is inside, animal and case are immune to all damage and harmful effects ``` -------------------------------- ### Define FAILED EXPERIMENT Creature Stats and Abilities Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Failed Experiment.md This entry details the game statistics, motives, tactics, and unique features of the 'FAILED EXPERIMENT' creature. It includes combat stats, resistances, and special actions. ```APIDOC FAILED EXPERIMENT: Type: Tier 2 Standard Description: A magical necromantic experiment gone wrong, leaving them warped and ungainly. Motives & Tactics: - Devour - Hunt - Track Stats: Difficulty: 13 Thresholds: 12/23 HP: 3 Stress: 3 ATK: +1 Bite and Claw: Type: Melee Damage: 2d6+5 phy Experience: Copycat +3 Features: Warped Fortitude: Type: Passive Description: The Experiment is resistant to physical damage. Overwhelm: Type: Passive Description: When a target the Experiment attacks has other adversaries within Very Close range, the Experiment deals double damage. Lurching Lunge: Type: Action Description: Mark a Stress to spotlight the Experiment as an additional GM move instead of spending Fear. ``` -------------------------------- ### Weaponmaster Abilities and Stats Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Weaponmaster.md Documentation for the Weaponmaster's core statistics and unique combat abilities, including their triggers, costs, and effects within the game system. ```APIDOC Stats: Difficulty: 14 Thresholds: 8/15 HP: 6 Stress: 3 ATK: +2 Weapon: Claymore (Very Close, 1d12+2 phy) Abilities: Goading Strike: Type: Action Effect: - Make a standard attack against a target. - On success: Mark 1 Stress to Taunt the target until their next successful attack. - Taunted target: The next time they attack, they have disadvantage against targets other than the Weaponmaster. Adrenaline Burst: Type: Action Usage: Once per scene Cost: Spend 1 Fear Effect: - Clear 2 HP. - Clear 2 Stress. Momentum: Type: Reaction Trigger: When the Weaponmaster makes a successful attack against a PC. Effect: - Gain 1 Fear. ``` -------------------------------- ### Grasping Vines - Action Documentation Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Burning Heart of the Woods.md Describes the 'Grasping Vines' action, where animated vines ensnare PCs, requiring an Agility Reaction Roll to avoid being Restrained and Vulnerable, and detailing escape conditions and damage taken during escape attempts. ```APIDOC Grasping Vines: Type: Action Effect: Animate vines bristling with thorns whip out from the underbrush to ensnare the PCs. Target must succeed on an Agility Reaction Roll or become Restrained and Vulnerable. Escape Conditions: - Successful Finesse or Strength Roll - Deal 10 damage to the vines Consequence on Escape Roll: Take 1d8+4 physical damage and lose a Hope. ``` -------------------------------- ### Sorcerer Subclass Options Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Sorcerer.md Lists the available subclass choices for sorcerers. ```APIDOC Sorcerer.subclasses: options: - Elemental Origin - Primal Origin ``` -------------------------------- ### Move as Unit - Action Ability Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Spellblade.md Explains the 'Move as Unit' action, which allows the Spellblade to spotlight up to five allies within Far range by spending 2 Fear, facilitating coordinated movement or targeting. ```APIDOC Move as Unit - Action: Spend 2 Fear to spotlight up to five allies within Far range. ``` -------------------------------- ### Beastform Options: Category Structure Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Druid.md Outlines the common details included for each Beastform category, such as Creature Category, Character Trait, Attack Rolls, Evasion, Advantage, and Features, providing a structured overview of how Beastforms are defined. ```APIDOC Creature Category: Each category’s name describes the common role or behavior of creatures in that category (such as Agile Scout). This name is followed by a few examples of animals that fit in that category (in this example, fox, mouse, and weasel). Character Trait: While transformed, you gain a bonus to the listed trait. For example, while transformed into an Agile Scout, you gain a +1 bonus to your Agility. When this form drops, you lose this bonus. Attack Rolls: When you make an attack while transformed, you use the creature’s listed range, trait, and damage dice, but you use your Proficiency. For example, as an Agile Scout, you can attack a target within Melee range using your Agility. On a success, you deal d4 physical damage using your Proficiency. Evasion: While transformed, you add the creature’s Evasion bonus to your normal Evasion. For example, if your Evasion is usually 8 and your Beastform says “Evasion +2,” your Evasion becomes 10 while you’re in that form. Advantage: Your form makes you especially suited to certain actions. When you make an action or reaction roll related to one of the verbs listed for that creature category, you gain advantage on that roll. For example, an Agile Scout gains advantage on rolls made to sneak around, search for objects or creatures, and related activities. Features: Each form includes unique features. For example, an Agile Scout excels at silent, dexterous movement—but they’re also fragile, making you more likely to drop out of Beastform. ``` -------------------------------- ### BATTLE BOX Entity Definition Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Battle Box.md Defines the 'BATTLE BOX' game entity, including its core statistics, passive abilities, actions, and reactions, as a structured API-like specification. ```APIDOC BATTLE BOX: Type: Tier 2 Solo Construct Description: A cube-shaped construct with a different rune on each of their six sides. Motives & Tactics: Change tactics, trample foes, wait in disguise Stats: Difficulty: 15 Thresholds: 10/20 HP: 8 Stress: 6 ATK: +2 Slam: Type: Melee Damage: 2d6+3 physical Experience: Camouflage +2 Features: Relentless: Type: Passive Description: The Box can be spotlighted up to two times per turn. Spend Fear as usual to spotlight them. Usage: (2) Randomized Tactics: Type: Action Description: Mark a Stress and roll a d6. The Box uses the corresponding move. Cost: Mark 1 Stress Roll: d6 Outcomes: 1 (Mana Beam): Description: The Box fires a searing beam. Attack: Against a target within Far range. On Success: Deal 2d10+2 magic damage. 2 (Fire Jets): Description: The Box shoots into the air, spinning and releasing jets of flame. Attack: Against all targets within Close range. On Success: Targets take 2d8 physical damage. 3 (Trample): Description: The Box rockets around erratically. Attack: Against all PCs within Close range. On Success: Targets take 1d6+5 physical damage and are Vulnerable until their next roll with Hope. 4 (Shocking Gas): Description: The Box sprays out a silver gas sparking with lightning. Effect: All targets within Close range must succeed on a Finesse Reaction Roll or mark 3 Stress. 5 (Stunning Clap): Description: The Box leaps and their sides clap, creating a concussive boom. Effect: All targets within Very Close range must succeed on a Strength Reaction Roll or become Vulnerable until the cube is defeated. 6 (Psonic Whine): Description: The Box releases a cluster of mechanical bees whose buzz rattles mortal minds. Effect: All targets within Close range must succeed on a Presence Reaction Roll or take 2d4+9 direct magic damage. Overcharge: Type: Reaction Description: Before rolling damage for the Box’s attack, you can mark a Stress to add a d6 to the damage roll. Additionally, you gain a Fear. Trigger: Before rolling damage for the Box's attack Cost: Mark 1 Stress Effect: Add 1d6 to damage roll, gain 1 Fear. Death Quake: Type: Reaction Description: When the Box marks their last HP, the magic powering them ruptures in an explosion of force. Trigger: When the Box marks their last HP Effect: All targets within Close range must succeed on an Instinct Reaction Roll or take 2d8+1 magic damage. ``` -------------------------------- ### Daggerheart Game Rule: Multiple Damage Sources Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Attacking.md Clarifies how damage from multiple simultaneous sources is handled. All damage dealt concurrently is totaled before being compared against the target's damage thresholds. ```APIDOC MultipleDamageSources: Calculation: Damage dealt simultaneously is totaled Application: Totaled damage compared to target's thresholds ``` -------------------------------- ### Minor Stamina Potion Recipe Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the recipe to craft a Minor Stamina Potion as a downtime activity. ```APIDOC Recipe: Minor Stamina Potion Type: Crafting Recipe Activity: Downtime move Ingredient: Bone of a creature Result: Craft a Minor Stamina Potion ``` -------------------------------- ### Daggerheart SRD: Fear Metacurrency Usage by Game Master Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Making Moves and Taking Action.md Explains how the Game Master (GM) gains Fear whenever a player rolls with Fear, and how the GM can spend Fear at any time to make or enhance GM moves or to use Fear Features. ```APIDOC Metacurrency: Fear Gain: GM gains Fear whenever a player rolls with Fear. Max: 12 Fear. Persistence: Carries over between sessions. Spending Fear (GM Actions): - Make or enhance a GM move. - Use a Fear Feature. Timing: Can be spent at any time. ``` -------------------------------- ### Fungril Network Ability Documentation Source: https://github.com/seansbox/daggerheart-srd/blob/main/ancestries/Fungril.md Describes the Fungril Network ability, which allows Fungril to communicate with others of their ancestry over any distance by making an Instinct Roll. ```APIDOC Ability: Fungril Network Description: Use mycelial array to speak with others of your ancestry. Activation: Make an Instinct Roll (12). Effect on Success: Communicate across any distance. ``` -------------------------------- ### Haunted City Game Mechanics and Features Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Haunted City.md Detailed documentation for the 'Haunted City' location, outlining its difficulty, potential adversaries, and unique passive and action-based features that affect gameplay and player interactions. ```APIDOC Haunted City: Type: "Tier 2 Exploration" Description: "An abandoned city populated by the restless spirits of eras past." Impulses: - "Misdirect and disorient" - "Replay apocalypses both public and personal" Difficulty: 14 Potential Adversaries: - "Ghosts (Spectral Archer, Spectral Captain, Spectral Guardian)" - "(ghostly versions of other adversaries (see “Ghostly Form”))" Features: Buried Knowledge: Type: "Passive" Description: "The city has countless mysteries to unfold. A PC who seeks knowledge about the fallen city can make an Instinct or Knowledge Roll to learn about this place and discover (potentially haunted) loot." Outcomes: Critical Success: "Gain valuable information and a related useful item." Success with Hope: "Gain valuable information." Success with Fear: "Uncover vague or incomplete information." Any Failure: "Mark a Stress to find a lead after an exhaustive search." GM_Questions: - "What secret secrets does the city contain?" - "Why have so many ghosts lingered here?" - "What doomed adventurers have met a bad fate here already?" Ghostly Form: Type: "Passive" Description: "Adversaries who appear here are of a ghostly form. They have resistance to physical damage and can mark a Stress to move up to Close range through solid objects." GM_Questions: - "What injuries to their physical form speak to their cause of death?" - "What unfulfilled purpose holds them in the Mortal Plane?" Dead Ends: Type: "Action" Description: "The ghosts of an earlier era manifest scenes from the past, such as a street festival, a city council, or a heist. These hauntings change the layout of the city around the PCs, blocking the way behind them, forcing a detour, or presenting them with a challenge, such as mistaking them for rival thieves during the heist." GM_Questions: - "What do the ghosts want from you?" - "What do you need from them?" Apocalypse Then: Type: "Action" Description: "Spend a Fear to manifest the echo of a past disaster that ravaged the city. Activate a Progress Countdown (5) as the disaster replays around the PCs. To complete the countdown and escape the catastrophe, the PCs must overcome threats such as rampaging fires, stampeding civilians, collapsing buildings, or crumbling streets, while recalling history and finding clues to escape the inevitable." GM_Questions: - "Is this the disaster that led the city to be abandoned?" - "What is known about this disaster, and how could that help the PCs escape?" ``` -------------------------------- ### Guardian Connections Questions Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Guardian.md Prompts for developing inter-character relationships and connections within the party, specific to the Guardian. ```APIDOC ConnectionsQuestions: - "How did I save your life the first time we met?" - "What small gift did you give me that you notice I always carry with me?" - "What lie have you told me about yourself that I absolutely believe?" ``` -------------------------------- ### Momentum Reaction Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Kraken.md Outlines the Kraken's reaction ability to gain Fear whenever it successfully lands an attack against a Player Character (PC). ```APIDOC Momentum - Reaction: When the Kraken makes a successful attack against a PC, you gain a Fear. ``` -------------------------------- ### Volcanic Dragon Entity Reference Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Volcanic Dragon Obsidian Predator.md A structured reference detailing the Volcanic Dragon's attributes, statistics, and abilities, presented as an API-like specification for its in-game behavior and interactions. ```APIDOC VOLCANIC DRAGON: OBSIDIAN PREDATOR Type: Tier 4 Solo Description: A massive winged creature with obsidian scales and impossibly sharp claws. Motives & Tactics: Defend lair, dive-bomb, fly, hunt, intimidate Stats: Difficulty: 19 Thresholds: 33/65 HP: 6 Stress: 5 ATK: +8 Obsidian Claws: Range: Close Damage: 4d10+4 physical Experience: Hunt from Above +5 Features: Relentless: Type: Passive Value: 2 Description: Can be spotlighted up to two times per GM turn. Spend Fear as usual to spotlight. Flying: Type: Passive Description: While flying, gains +3 Difficulty. Obsidian Scales: Type: Passive Description: Resistant to physical damage. Obsidian Tail: Type: Action Cost: Mark a Stress Target: All targets within Close range Success: 4d6+4 physical damage, knocked to Far range and Vulnerable until next roll with Hope. Dive-Bomb: Type: Action Condition: If flying Cost: Mark a Stress Effect: Choose point within Far range, move there, attack all targets within Very Close range. Success: 2d10+6 physical, mark a Stress, lose a Hope. Erupting Rage: Type: Reaction (Phase Change) Trigger: When marks last HP Effect: Replace with Molten Scourge and immediately spotlight. ``` -------------------------------- ### Sorcerer Background Questions Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Sorcerer.md Provides prompts for developing a sorcerer's personal history and character. ```APIDOC Sorcerer.background_questions: - What did you do that made the people in your community wary of you? - What mentor taught you to control your untamed magic, and why are they no longer able to guide you? - You have a deep fear you hide from everyone. What is it, and why does it scare you? ``` -------------------------------- ### APIDOC: Tavern Feature - What's the Talk of the Town (Passive) Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Local Tavern.md Describes a passive ability allowing a PC to gather information from tavern patrons. It outlines the Presence Roll mechanic, success and critical success conditions for gaining details, and the penalty for failure. ```APIDOC Feature: What's the Talk of the Town Type: Passive Description: A PC can ask the bartender, staff, or patrons about local events, rumors, and potential work. Mechanic: Presence Roll Success: - On success: Pick two details. - On critical success: Pick three details. Failure: - On failure: Pick one detail and mark a Stress. Information_Details: - A fascinating rumor with a connection to a PC’s background - A promising job for the party involving a nearby threat or situation - Local folklore that relates to something they’ve seen - Town gossip that hints at a community problem ``` -------------------------------- ### Glamour Stone Magical Item Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the Glamour Stone, a magical item allowing the user to memorize and recreate appearances as an illusion. ```APIDOC Item: Glamour Stone Type: Magical Item Effect: Memorize appearance of target, Recreate guise as illusion Activation: Activate stone Cost: Spend 1 Hope ``` -------------------------------- ### Charcoal Constructs - Action Documentation Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Burning Heart of the Woods.md Outlines the 'Charcoal Constructs' action, where warped animals trample an area, requiring targets within Close range to make an Agility Reaction Roll to mitigate significant physical damage from the attack. ```APIDOC Charcoal Constructs: Type: Action Effect: Warped animals wreathed in indigo flame trample through a point of your choice. Targets: All targets within Close range of that point. Action: Make an Agility Reaction Roll. Failure: Take 3d12+3 physical damage. Success: Take half damage. ``` -------------------------------- ### Minor Health Potion Recipe Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the recipe to craft a Minor Health Potion as a downtime activity. ```APIDOC Recipe: Minor Health Potion Type: Crafting Recipe Activity: Downtime move Ingredient: Vial of blood Result: Craft a Minor Health Potion ``` -------------------------------- ### APIDOC: Ambush Feature - Relative Strength Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Ambushed.md Defines the difficulty of the ambush environment based on the highest difficulty adversary present. ```APIDOC Feature: Relative Strength Type: Passive Effect: The Difficulty of this environment equals that of the adversary with the highest Difficulty. ``` -------------------------------- ### Sorcerer Connections Questions Source: https://github.com/seansbox/daggerheart-srd/blob/main/classes/Sorcerer.md Offers questions to facilitate character interaction and shared history with other players. ```APIDOC Sorcerer.connections_questions: - Why do you trust me so deeply? - What did I do that makes you cautious around me? - Why do we keep our shared past a secret? ``` -------------------------------- ### APIDOC: Ambush Feature - Surprise! Source: https://github.com/seansbox/daggerheart-srd/blob/main/environments/Ambushed.md Describes an action where ambushers reveal themselves, causing the party to gain Fear and shifting the spotlight to an ambushing adversary. ```APIDOC Feature: Surprise! Type: Action Effect: The ambushers reveal themselves to the party, you gain 2 Fear, and the spotlight immediately shifts to one of the ambushing adversaries. ``` -------------------------------- ### Lasketider Boots Item Description Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Describes the Lasketider Boots, which allow the wearer to walk on water as if it were soft ground. ```APIDOC You can walk on the surface of water as if it were soft ground. ``` -------------------------------- ### Skeleton Key Magical Item Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the Skeleton Key, a magical key that provides an advantage when opening locked doors. ```APIDOC Item: Skeleton Key Type: Magical Item, Utility Usage: To open a locked door Effect: Gain advantage on the Finesse Roll ``` -------------------------------- ### Minion (6) Passive Ability Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Conscript.md Describes the Conscript's Minion ability, where it is defeated by any damage and allows for defeating additional minions based on damage dealt by a PC. ```APIDOC Minion (6) - Passive: The Conscript is defeated when they take any damage. For every 6 damage a PC deals to the Conscript, defeat an additional Minion within range the attack would succeed against. ``` -------------------------------- ### Spellblade Core Statistics and Abilities Overview Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Spellblade.md Defines the fundamental combat and general statistics for the Spellblade character, including its tier, motives, tactics, difficulty, health, stress, attack modifiers, and primary weapon details. ```APIDOC Tier: 1 Leader Motives & Tactics: Blast, command, endure Difficulty: 14 Thresholds: 8/14 HP: 6 Stress: 3 ATK: +3 Empowered Longsword: Melee | 1d8+4 phy/mag Experience: Magical Knowledge +2 ``` -------------------------------- ### Hopekeeper Locket Item Description Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Explains the Hopekeeper Locket's function, allowing a user with sufficient Hope to imbue it and later regain Hope when at zero. ```APIDOC During a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re-imbued before it can be used this way again. ``` -------------------------------- ### Daggerheart Adversary Features: Actions and Reactions Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Adversaries.md Defines various special abilities an adversary can perform, categorized into Actions (active abilities) and Reactions (triggered abilities). Each entry specifies the feature's name, type, trigger conditions, and effects, providing a structured overview for Game Masters. ```APIDOC Adversary Features: Actions: Haymaker: Type: Action Description: Make an attack against a target within Very Close range. On a success, deal X direct physical damage. Shredding Strike: Type: Action Description: Make an attack against a target within Very Close range. On a success, deal X physical damage and the target must mark an Armor Slot without gaining its benefit (they can still use armor to reduce the damage). More Where That Came From: Type: Action Description: Summon three Jagged Knife Lackeys, who appear at Far range. Reactions: Heavy Hitter: Type: Reaction Trigger: When this adversary deals damage with a standard attack Effect: You can spend a Fear to gain a +X bonus to the damage roll. Team-Up: Type: Reaction Trigger: When another adversary within Very Close range of this adversary deals X damage to a creature Effect: You can mark a Stress to make a standard attack against that same creature. On a success, combine the damage. Momentum: Type: Reaction Trigger: When this adversary makes a successful attack against a PC Effect: You gain a Fear. ``` -------------------------------- ### Grapple and Drown Action Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Kraken.md Explains the Kraken's action to grapple a target, dragging them underwater, restraining them, and making them vulnerable until they break free or the Kraken takes significant damage. ```APIDOC Grapple and Drown - Action: Make an attack roll against a target within Close range. On a success, mark a Stress to grab them with a tentacle and drag them beneath the water. The target is Restrained and Vulnerable until they break free with a successful Strength Roll or the Kraken takes Major or greater damage. While Restrained and Vulnerable in this way, a target must mark a Stress when they make an action roll. ``` -------------------------------- ### Lorekeeper Magical Item Details Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Loot.md Documentation for the Lorekeeper, a magical book that helps track and gain advantage against hostile creatures. ```APIDOC Item: Lorekeeper Type: Magical Item, Utility, Book Capacity: Stores name and details of up to 3 hostile creatures Effect: Gain +1 bonus to action rolls against stored creatures ``` -------------------------------- ### Daggerheart SRD: Advantage and Disadvantage Dice Mechanics Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Making Moves and Taking Action.md Explains how Advantage and Disadvantage dice modify action and reaction rolls in Daggerheart, including their effects, how they are granted, and rules for cancellation and stacking with other sources. ```APIDOC Mechanic: Advantage Description: Increases chances of success. Effect: Roll a d6 advantage die with dice pool, add result to total. Mechanic: Disadvantage Description: Represents additional difficulty. Effect: Roll a d6 disadvantage die with dice pool, subtract result from total. Rules: - Granted/imposed by mechanical triggers or GM discretion. - Help an Ally: PC rolls own advantage die, added to acting player's total. - Cancellation: Advantage and disadvantage dice cancel one-for-one if added to same dice pool. - Stacking: Effects from sources not affecting own dice pool (e.g., Help an Ally) stack. ``` -------------------------------- ### Adversary Fear Features Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Adversaries.md Describes special actions adversaries can perform by spending Fear points, such as the 'Explosion' action. ```APIDOC Explosion - Action: Cost: Spend a Fear Effect: Erupt in a fiery explosion. Attack: Make an attack against all targets within Close range. Damage: Targets the adversary succeeds against take 1d8 magic damage. Knockback: Targets are knocked back to Far range. ``` -------------------------------- ### Daggerheart SRD: Average Costs for Goods and Services Source: https://github.com/seansbox/daggerheart-srd/blob/main/contents/Core GM Mechanics.md This table provides a reference for the average costs of various goods and services within the Daggerheart system, expressed in units of 'Handfuls', 'Bags', and 'Chests' of gold. GMs can adjust these prices to fit their campaign setting. ```APIDOC Meals for a party of adventurers per night: 1 Handful Standard inn room per night: 1 Handful Luxury inn room per night: 1 Bag Carriage ride: 2 Handfuls Mount (horse, mule, etc.): 3 Bags Specialized tools: 3 Handfuls Fine clothing: 3 Handfuls Luxury clothing: 1 Bag Tier 1 equipment (weapons, armor): 1–5 Handfuls Tier 2 equipment (weapons, armor): 1–2 Bags Tier 3 equipment (weapons, armor): 5–10 Bags Tier 4 equipment (weapons, armor): 1–2 Chests ``` -------------------------------- ### Bear Creature Stat Block Source: https://github.com/seansbox/daggerheart-srd/blob/main/adversaries/Bear.md Defines the core statistics and characteristics of the Bear creature, including its tier, type, motives, combat stats, and experience modifiers. ```APIDOC Bear: Type: Tier 1 Bruiser Description: A large bear with thick fur and powerful claws. Motives & Tactics: - Climb - Defend territory - Pummel - Track Stats: Difficulty: 14 Thresholds: 9/17 HP: 7 Stress: 2 ATK: +1 Claws: Type: Melee Damage: 1d8+3 phy Experience: Ambusher: +3 Keen Senses: +2 ```