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Daggerheart Dungeon Crawler Experiment

Necrorifter

Lord of the Death and the Wanderer of the Reality.
Joined
Nov 2, 2021
Messages
10,036
Likes received
14,993
Link to Daggerheart System

This is just my solo game in an attempt to test how to write a dungeon crawler with the Daggerheart system without the use of a map in QQ.

Class (Domains): Warrior (Blade and Bone)
Name: Necro
Pronouns: He/Him
Heritage (Community and Ancestry): Ridgeborne Drakona
Subclass: Call of the Slayer
Level: 1
iu

Evasion: 9
Armor:

Agility: 0
  • Sprint
  • Leap
  • Maneuver
Strength: +2
  • Lift
  • Smash
  • Grapple
Finesse: -1
  • Control
  • Hide
  • Tinker
Instinct: +1
  • Perceive
  • Sense
  • Navigate
Presence: 0
  • Charm
  • Perform
  • Deceive
Knowledge: 0
  • Recall
  • Analyze
  • Comprehend

Damage & Health
Add your current level to your damage thresholds.
Minor Damage (Mark 1 HP) -> 8 -> Major Damage (Mark 2 HP) -> 17 -> Severe Damage (Mark 3 HP)

HP: 6/6/12
Stress: 6/6/12
Hope: 2/6 (Spend a Hope to use an experience or help an ally.)

Hope Feature:
  • No Mercy: Spend 3 Hope to gain a +1 bonus to your attack rolls until your next rest.

Experience: Incredible Strength +2, Sellsword +2

Active Weapons
Proficiency: 1/6
Primary
  • Name: Greatsword, Trait & Range: Strength Melee, Damage Dice & Type: d10+3 phy, Two-Handed, Feature: Massive: −1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Secondary
  • Name: None, Trait & Range: None, Damage Dice & Type: None, Feature: None

Active Armor
  • Name: Full Plate Armor, Base Thresholds: (8 / 17), Armor Score: 4, Feature: Very Heavy: −2 to Evasion; −1 to Agility

Inventory
  • Torch (useful for illuminating a dark room)
  • 50 feet of rope (useful for climbing a wall or rappelling down a cliff)
  • Basic supplies (tent, bedroll, tinderbox, rations, etc.)
  • A handful of gold (record this in the Gold field of your character sheet)
  • Your choice of a Minor Health Potion (clear 1d4 Hit Points)

Gold
  • Handfuls: 1/10
  • Bags: 0/10
  • Chest: 0/1

Class Feature
  • Attack of Opportunity: If an adversary within Melee range attempts to leave that range, make a reaction roll using a trait of your choice against their Difficulty. Choose one effect on a success, or two if you critically succeed:
    • They can't move from where they are.
    • You deal damage to them equal to your primary weapon's damage.
    • You move with them.
  • Combat Training: You ignore burden when equipping weapons. (Normal rule is that you can only either wield a two-handed primary weapon, or a one-handed primary weapon and a one-handed secondary weapon. However, this allows you to have a two-handed weapon in primary and either a two-handed or a one-handed secondary weapon, and vice versus.) When you deal physical damage, you gain a bonus to your damage roll equal to your level.

Cards
  • Community:
    • Steady: You have advantage on rolls to traverse dangerous cliffs and ledges, navigate harsh environments, and use your survival knowledge.
  • Ancestry
    • Scales: Your scales act as natural protection. When you would take Severe damage, you can mark a Stress to mark 1 fewer Hit Points.
    • Elemental Breath: Choose an element for your breath (such as electricity, fire, or ice). You can use this breath against a target or group of targets within Very Close range, treating it as an Instinct weapon that deals d8 magic damage using your Proficiency.
  • Subclass
    • Slayer: You gain a pool of dice called Slayer Dice. On a roll with Hope, you can place a d6 on this card instead of gaining a Hope, adding the die to the pool. You can store a number of Slayer Dice equal to your Proficiency. When you make an attack roll or damage roll, you can spend any number of these Slayer Dice, rolling them and adding their result to the roll. At the end of each session, clear any unspent Slayer Dice on this card and gain a Hope per die cleared.
  • Domains
    • Not Good Enough
      • Level 1 Blade Ability
      • Recall Cost: 1
      • When you roll your damage dice, you can reroll any 1s or 2s.
    • Whirlwind
      • Level 1 Blade Ability
      • Recall Cost: 0
      • When you make a successful attack against a target within Very Close range, you can spend a Hope to use the attack against all other targets within Very Close range. All additional adversaries you succeed against with this ability take half damage.
 
[Work-In-Progression]​

It was dark in the dungeon that Necro had reached, only barely illuminated by the flickering torch in his hand. The darkness does not fear him as he feels the weight of the trusty greatsword on his back, a weapon that carried him through many battles. He was paid by the local village to eliminate this dungeon infested with goblins. Upon reaching a stone door, he can hear noises behind it and knows there are monsters. He inspects the red potion by his hip, ensuring it is secured for emergency.

He drew up his greatsword, prepared to charge through the door.
 

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