Communities#
A community represents the culture, environment, and values a character was raised among. It is fully decoupled from ancestry — any character may take any community regardless of their lineage. A Ursinor raised in a city grows up differently than one raised in a forest clan. A Mustelin from a noble house carries different instincts than one from the docks.
Your community shapes how you move through the world, what you reach for instinctively, and what your upbringing gave you that nothing else could.
Core Daggerheart Communities#
Highborne
You're accustomed to a life of elegance, opulence, and prestige within the upper echelons of society. Status, titles, and wealth define the world you were raised in — and the expectations placed on you within it.
Privilege
You have Advantage on rolls to consort with nobles, negotiate prices,
or leverage your reputation to get what you want.
Loreborne
You're from a society that favors strong academic or political prowess — historical preservation, political advancement, scientific study, or the compilation of lore and mythology.
Well-Read
You have Advantage on rolls that involve the history, culture, or
politics of a prominent person or place.
Orderborne
You're from a collective that focuses on discipline or faith, united around a common value or goal — a god, doctrine, ethos, or shared purpose.
Dedicated
Record three sayings or values your upbringing instilled in you. Once
per rest, when you describe how you're embodying one of these
principles through your current action, you can roll a d20 as your
Hope Die.
Ridgeborne
You've called the rocky peaks and sharp cliffs of the mountainside home — thriving in terrain that defeats most others.
Steady
You have Advantage on rolls to traverse dangerous cliffs and ledges,
navigate harsh environments, and use your survival knowledge.
Seaborne
You lived on or near a large body of water — built by it, shaped by it, dependent on it.
Know the Tide
You can sense the ebb and flow of life. When you roll with Fear, place
a token on your community card. You can hold a number of tokens equal
to your level. Before you make an action roll, you can spend any number
of these tokens to gain a +1 bonus to the roll for each token spent.
At the end of each session, clear all unspent tokens.
Slyborne
You come from a group that operates outside the law — criminals, grifters, con artists. Bound not by respectability but by a strict code of their own.
Scoundrel
You have Advantage on rolls to negotiate with criminals, detect lies,
or find a safe place to hide.
Underborne
You're from a subterranean society — burrows, caverns, or the deep places beneath civilization.
Low-Light Living
When you're in an area with low light or heavy shadow, you have
Advantage on rolls to hide, investigate, or perceive details within
that area.
Wanderborne
You've lived as a nomad, forgoing a permanent home and experiencing a wide variety of cultures. Defined by movement rather than place.
Nomadic Pack
Add a Nomadic Pack to your inventory. Once per session, you can spend
a Hope to reach into this pack and pull out a mundane item that's
useful to your situation. Work with your GM to figure out what item
you take out.
Wildborne
You lived deep within the forest — defined by dedication to the conservation of your homeland and deep ties to the natural world.
Lightfoot
Your movement is naturally silent. You have Advantage on rolls to move
without being heard.
The Void Communities#
The following communities come from The Void, a playtest supplement for Daggerheart. They are available in this campaign but players should be aware they may be subject to revision as the system develops.
Duneborne
You've made a home among the shifting sands and arid climate of the desert.
Oasis
During a short rest, you or an ally can reroll a die used for a
downtime action.
Freeborne
You're from a collective that lived under tyrannical rule and is now liberated.
Unbound
Once per session, when you make an action roll with Fear, you can
change it to a roll with Hope instead.
Frostborne
You come from a place of snow and ice.
Hardy
Once per rest, you can Help an Ally traverse difficult terrain without
spending a Hope.
Hearthborne
You come from humble origins, having lived in a small village or the countryside.
Close-Knit
Once per long rest, you can spend any number of Hope to give an ally
the same number of Hope.
Reborne
You were once a member of another community, but you can no longer remember it. At any point, when you've discovered the community you were once part of, or have joined a new one, you can permanently trade this card for that one instead.
Found Family
Once per session, you can spend a Hope to use an ally's community
ability. When you do, your ally gains a Hope.
Warborne
You come from a place that is, or was, ravaged by war.
Brave Face
Once per session, when an attack would cause you to mark a Stress, you
can spend a Hope instead.
Soulstone Communities#
The following communities were developed specifically for the Moonshroud Realms setting.
Guildborne
You were raised in a community shaped by craft, trade, and shared labor. Guilds, workshops, and civic responsibility define daily life.
Practical Expertise
When you attempt a task involving craft, tools, trade, logistics, or
organized labor, you may spend 1 Hope to gain Advantage on the roll.
This includes repairing or constructing something, negotiating trade
or contracts, organizing workers or coordinating effort, and evaluating
goods, craftsmanship, or materials.
Gutterborne
You were raised in dense urban environments — alleys, markets, rooftops, tunnels, and crowded streets.
Urban Instinct
Once per scene, when you enter a new urban environment, ask the GM
one of the following — they must answer truthfully based on what can
be immediately perceived:
- Where is the quickest way out?
- Where could someone hide here?
- What here looks out of place?
Roadborne
You were raised among messengers, caravan runners, or quick-moving travel clans where speed and timing were essential.
Momentum Step
Once per scene, when you move to a new position and immediately take
an action, gain +1 on that roll.
Thresholdborne
You were raised near places where the world once thinned — ancient crossings, forgotten shrines, boundary stones, or quiet glades where the veil between realms was said to waver. Your people value vigilance, restraint, and the quiet duty of watching for what should not be.
Liminal Awareness
Once per scene, when you enter a new location, you may ask the GM one
of the following — they must answer truthfully, though the answer may
be incomplete or impressionistic:
- What here feels out of place or unnatural?
- What hidden path, passage, or boundary might exist here?
- What force or presence is subtly influencing this place?
- What is the most immediate danger here?