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?
This campaign is set in the Moonshroud Realms, a world created by Sandy Lawson and published by Grim Press. Used with permission. Support Grim Press on Patreon