But where should someone new to Daggerheart start?

For this guide, well be looking at how to create a character using from start to finish.

Heres everything you should probably know to create wondrous and unique characters in Daggerheart.

A Ribbet, a Firbolg, and a Human character in Daggerheart in a split image

Daggerheart is currently in open beta.

Some elements of this guide may be updated at a later time to reflect changes upon release.

For the open beta, there are several familiar and new classes to choose from.

A collage of an orc, giant and spellcaster of Daggerheart official artwork

Adventurers by Geoffrey Ernault

Onceyouve selected a class, you cantake the corresponding character sheetandcharacter guideassociated with your class.

These sheets are whereyoull fill in important character information, as well asfindyour class feature and other abilities.

Youll also want tochoose a subclass.

Five adventurers of different heritages from the tabletop game Daggerheart standing side by side.

Adventurers by Geoffrey Ernault

Each class has two options.

Class

Subclass Options

Bard

Wordsmith,for bards that are clever and silver-tongued.

Troubador, for bards that focus primarily on music-based magic.

A magical bard with horns and cow-like ears in the tabletop game Daggerheart playing a magical instrument.

A Firbolg Bard by Bear Frymire

Druid

Warden of the Elements,for druids that encapsulate many different forms of nature.

Warden of Renewal,for druids that want to magically heal their friends and allies.

Guardian

The Stalwart, for guardians focused on tanking and taking lots of damage.

A Ribbet character with a quarterstaff fights in water in Daggerheart.

A Ribbet Warrior by Bear Frymire

The Vengeance, for guardians that want to seek revenge on enemies.

Ranger

The Wayfinder, for rangers who are expert hunters and trackers.

The Beastbound, for rangers that wish to form meaningful connections with an animal companion.

A Clank character looks on at mysterious ghosts shrouded in an ethereal light in Daggerheart.

A Clank Spectre by Anthony Jones

Seraph

The Winged Sentinel, for seraphs that take to the skies and attack aerially.

The Divine Wielder, for seraphs that wield legendary blades or other weapons.

Rogue

The Nightwalker,for rogues interested in lurking magically in the shadows.

An adventurer in Daggerheart stands up to a monster with large horns and many hands.

An Encounter by Bear Frymire

The Syndicate, for rogues allied with useful connections and factions.

Sorcerer

The Primal Origin, for sorcerers who are highly versatile and especially powerful.

The Elemental Origin, for sorcerers who serve as conduits for elemental magic.

Two adventurers in Daggerheart work together to secure a rope to the mast of a ship.

Sailor Adventurers by Eliot Baum

Warrior

The Call of the Slayer, for warriors who mow down enemies in droves.

The Call of the Brave, for warriors that wish to wield the power of their enemies.

Wizard

The School of Knowledge, for wizards that have a versatile knowledge of the vast world.

Featured Image, with a man practicing with a spellbook, a nature priest, and a wizard practicing magic.

The School of War, for wizards with a penchant for violence.

Choosing A Heritage

Heritage is similar tospecies in Dungeons & Dragons.

However, in Daggerheart,heritage hastwo separate functions.

Tabletop

These are calledAncestry and Community.

Each character guide has a suggested way todistributestat modifiersto your character.

These stat modifiershelp to determinewhatcharacter is good or bad at.

Daggerheart

When creating a new character, you canfreely distribute the below trait modifiersto each of these skills.

Here’s a quick breakdown of these abilities.

Whenenemies make attacksagainst your character,they roll against your evasion to see if the attack hits.

As yougain Hope, you canuse itto cast spells and use other abilities.

Fear is a currency that the GM trackson their end.

Choose Starting Equipment

Daggerheart features a decentamount of starting equipmentfrom which you’re able to choose.

Formagic weapons, youneedto have the Spellcast ability.

Heres an overview of the throw in of starting equipment youll choose.

Each character guide offerssome starting questionsto ask of your characterto help determine their background.

Here are some sample background questions.

These questions are just jumping off points, but by no means should they limit your personal creativity.

Experiences

From there, you’re able to work with your GMtocraft two starting Experiences.

An experience can be eithera word or a short phrasethathelps grant insight into yourcharacter or party’s backstory.

Think of these as beingsimilar to the skill proficienciesyou gainwhenyou choose a background in Dungeons & Dragons.

For example, the domain known as Codex is shared by bards and wizards.These are the domainsand theircorresponding classes.

When creating a new character, you mayselect two level one domain cards.

you could take one from each deck or two from the same.

Each time you gain a level, it’s possible for you to choose additional domain cards.

Connections arerepresentations of your relationships and dynamicswith the rest of your party.

Each character guide offers starting connection questions that you’re free to ask of your fellow players.

Its also perfectlyokaynot to have fully formed dynamics fleshed outat the get-go.

What is homebrew, and how do you do it?