1. Identity
Name, pronouns, class, and heritage tell everyone who you are starting as. You can still make the hero yours through voice, choices, and small details.
2. Heritage
Heritage combines ancestry and community. Ancestry is what kind of being you are. Community is the culture, place, or way of life that shaped you.
3. Class
Class is your adventure job. Warrior protects and strikes. Rogue sneaks and bargains. Ranger scouts. Guardian shields. Sorcerer bends magic into results.
4. Traits
Daggerheart uses traits instead of a giant skill list: Agility, Strength, Finesse, Instinct, Presence, and Knowledge. Kyle will help choose which one fits your action.
5. Hope and Fear
Most uncertain actions use two twelve-sided dice: one Hope die and one Fear die. Add them together. The higher die colors what happens next.
6. Experiences
Experiences are useful backstory phrases. If your sheet says you are Affable, Nature's Friend, or Not On My Watch, you can spend Hope when that experience clearly helps.
7. HP, Stress, Armor, Evasion
HP tracks serious harm. Stress tracks pressure or strain. Armor can soften hits. Evasion is how hard you are to hit. You do not need to calculate alone.
8. Connection questions
Connection prompts help the party feel like a crew from minute one. You can answer, adjust, or pass. Collaboration is mandatory; discomfort is not.
Optional: what should I look at first during play?
Start with your name, your class, your best traits, your Experiences, and your main weapon or feature. Everything else can wait until it matters.
Optional: what is Demiplane for?
Demiplane's Daggerheart tools can help experienced or curious players browse and experiment with Level 1 characters online. Printed sheets will still be provided at the event.
Optional: do I need to memorize any of this?
No. Kyle will teach as you play. The page exists for curiosity, not compliance. Management has been asked to stop calling curiosity a deliverable.