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dh-players

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This skill should be used when the GM needs to help players create Daggerheart characters, select a class/ancestry/community, define Experiences with bounded constraints, choose domain cards, or handle level advancement (1-10). Provides templates for character sheets, session state, and Experience definitions to prevent semantic drift during gameplay.

General

What this skill does


# Character Creation and Advancement Skill

Guide players through creating and advancing Daggerheart characters following SRD rules.

**Authoritative Source**: For exact rule wording, use the `dh-rules` skill to reference `srd/contents/Character Creation.md`.

## File Structure

Character files follow the corvran directory structure with Daggerheart-specific content:

```
players/
  {character-slug}/
    sheet.md   # Use sheet-template.md format (traits, HP, Stress, Hope, domain cards, current status)
    story.md   # Use story-template.md format (objectives, story arcs, recent events)
```

The `sheet.md` contains character data including current game state (HP, Stress, Hope, conditions). The `story.md` tracks narrative elements like objectives and story arcs.

## Character Creation Overview

Follow these steps to create a new character:

1. **Choose a Class and Subclass** - Class determines HP, Stress, Evasion, domain access; subclass grants Foundation card
2. **Select an Ancestry** - Grants two ancestry features and narrative elements
3. **Select a Community** - Grants a community feature reflecting upbringing
4. **Assign Trait Modifiers** - Distribute +2, +1, +1, +0, +0, -1 among the six traits
5. **Record Additional Info** - Level, Evasion, HP, Stress slots, starting Hope
6. **Choose Equipment** - Weapons, armor, and starting gear
7. **Create Background** - Answer background questions from character guide
8. **Define Experiences** - Create two Experiences at +2 each with explicit scope
9. **Select Domain Cards** - Choose two cards from your class's domains
10. **Create Connections** - Establish relationships with other PCs

## The Six Traits

Daggerheart characters have six traits that measure their capabilities:

| Trait | Measures | Common Uses |
|-------|----------|-------------|
| Agility | Speed, reflexes, coordination | Dodging, acrobatics, quick reactions |
| Strength | Physical power, endurance | Lifting, breaking, melee damage |
| Finesse | Precision, dexterity, fine control | Picking locks, delicate work, ranged attacks |
| Instinct | Awareness, intuition, quick reactions | Sensing danger, reading situations |
| Presence | Charisma, willpower, force of personality | Persuasion, intimidation, spellcasting |
| Knowledge | Learning, memory, reasoning | Recalling lore, deduction, arcane magic |

### Trait Modifiers

At character creation, assign the modifiers **+2, +1, +1, +0, +0, -1** to your character's traits in any order you wish. Place higher modifiers in traits that match your class's primary abilities for optimal effectiveness.

## Classes

Daggerheart features 9 classes:

| Class | Primary Traits | Role | Domains |
|-------|----------------|------|---------|
| Bard | Presence, Knowledge | Support, inspiration | Codex, Grace |
| Druid | Instinct, Agility | Nature magic, shapeshifting | Sage, Arcana |
| Guardian | Strength, Agility | Protection, defense | Valor, Blade |
| Ranger | Instinct, Finesse | Tracking, ranged combat | Bone, Sage |
| Rogue | Finesse, Agility | Stealth, precision | Midnight, Grace |
| Seraph | Presence, Strength | Divine power, healing | Splendor, Valor |
| Sorcerer | Presence, Instinct | Innate magic, elements | Arcana, Midnight |
| Warrior | Strength, Finesse | Combat, martial prowess | Blade, Bone |
| Wizard | Knowledge, Presence | Learned magic, versatility | Codex, Splendor |

Each class provides:
- Starting trait modifier spread
- Base Evasion
- HP and Stress slots
- Class features
- Domain access (2 domains)
- Starting equipment

## Subclasses

Characters choose a subclass at character creation and take its **Foundation** card. Each class has two subclass options in the SRD. Subclasses provide:
- A Foundation card with starting subclass abilities
- Additional subclass features at levels 2, 6, and 10
- Thematic specialization within the class's role

## Ancestries

Ancestries represent your character's heritage. Each ancestry provides:
- Two ancestry features (choose from options)
- Physical characteristics guidance
- Narrative hooks

### SRD Ancestries

- Clank (Constructed beings)
- Drakona (Draconic lineage)
- Dwarf (Mountain folk)
- Elf (Fey-touched)
- Faerie (Small magical beings)
- Faun (Nature-connected)
- Firbolg (Giant-kin)
- Fungirl (Fungal beings)
- Galapa (Turtle folk)
- Giant (Towering humanoids)
- Goblin (Small and cunning)
- Halfling (Small and lucky)
- Human (Adaptable)
- Infernis (Hell-touched)
- Katari (Cat folk)
- Orc (Strong and proud)
- Ribbet (Frog folk)
- Simian (Ape folk)

**Mixed Ancestry**: Take the top (first-listed) ancestry feature from one ancestry and the bottom (second-listed) ancestry feature from another.

## Communities

Communities represent where your character was raised. Each community provides:
- One community feature
- Social connections
- Cultural background

### SRD Communities

- Highborne (Nobility)
- Loreborne (Scholars)
- Orderborne (Military/Law)
- Ridgeborne (Mountain dwellers)
- Seaborne (Coastal/Sailors)
- Skyborne (Aerial/High places)
- Underborne (Underground)
- Wanderborne (Travelers/Nomads)
- Wildborne (Wilderness)

## Experiences

Experiences represent your character's background and training. At character creation, your PC gets **two Experiences, each with a +2 modifier**. When making a move, you can spend a Hope to add a relevant Experience's modifier to an action or reaction roll.

### Experience Structure

Use the bounded constraint format to prevent semantic drift:

```
references/experience-template.md
```

Each Experience defines:
- **Modifier**: The bonus applied (starts at +2 at character creation)
- **Narrative Origin**: How the character acquired this experience
- **Applies When**: Specific situations where it applies (positive scope)
- **Does NOT Apply**: Explicit exclusions

**Important constraints**: An Experience can't be too broadly applicable (e.g., "Lucky" or "Highly Skilled" could apply to any roll). It also can't grant specific mechanical benefits like magic spells or special abilities.

### Critical Guidance for Experiences

**Treat Experiences as bounded permissions, not general traits.**

- Only apply an Experience when the action clearly falls within its positive scope
- When scope is unclear, default to NOT applying the bonus
- Experiences do not grant abilities; they modify action rolls within their scope

## Combat Stats

### Evasion

Your character's starting **Evasion is determined by their class**. Copy this number into the Evasion field.

Evasion can be modified by ancestry features, subclass features, armor, weapons, and magic items. **Evasion is NOT modified by traits.**

Attackers must meet or exceed your Evasion with their attack roll to hit you.

### Hit Points (HP)

Characters have HP slots (typically 6). Damage is applied based on thresholds:
- Below Major threshold: Mark 1 HP
- Meets/exceeds Major: Mark 2 HP
- Meets/exceeds Severe: Mark 3 HP

**Damage Thresholds**:
- Major = Level + Armor Major Base
- Severe = Level + Armor Severe Base

When all HP slots are marked, the character is dying.

### Stress

Characters have Stress slots (typically 6). Stress accumulates from:
- Narrative consequences
- Failed Fear rolls
- Certain ability effects

**At Maximum Stress**: Gain the Vulnerable condition.

### Armor

Armor provides:
- **Armor Score**: Reduces incoming damage
- **Armor Slots**: Can mark slots instead of HP (1 slot = 1 HP regardless of threshold)
- **Threshold Bonuses**: Adds to Major/Severe thresholds

## Hope

Characters can hold up to 6 Hope tokens. **At character creation, start with 2 Hope.**

**Gaining Hope**: When your hope die is higher on an action roll

**Spending Hope**: Reroll a die, boost damage, activate certain class features

Hope tokens persist between sessions until spent.

## Domain Cards

Characters choose domain cards from their class's accessible domains.

### Domain Card Selection

At character creation:
1. Identify your class's two domains
2. Select starting domain cards (number per 

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