DAGGERVAULT

CORE and HOMEBREW* SPELLS AND ABILITIES
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  • Finesse (2)
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  • Agility (9)

RUNE WARD

Level
1
Arcana
Spell
0

You have a deeply personal trinket that can be infused with protective magic and held as a ward by you or an ally. Describe what it is and why it’s important to you. The ward’s holder can spend a Hope to reduce incoming damage by 1d8. If the Ward Die result is 8, the ward’s power ends after it reduces damage this turn. It can be recharged for free on your next rest.

UNLEASH CHAOS

Level
1
Arcana
Spell
1

At the beginning of a session, place a number of tokens equal to your Spellcast trait on this card. Make a Spellcast Roll against a target within Far range and spend any number of tokens to channel raw energy from within yourself to unleash against them. On a success, roll a number of d10s equal to the tokens you spent and deal that much magic damage to the target. Mark a Stress to replenish this card with tokens (up to your Spellcast trait). At the end of each session, clear all unspent tokens.

WALL WALK

Level
1
Arcana
Spell
0

Spend a Hope to allow a creature you can touch to climb on walls and ceilings as easily as walking on the ground. This lasts until the end of the scene or you cast Wall Walk again.

GET BACK UP

Level
1
Blade
Ability
1

When you take Severe damage, you can mark a Stress to reduce the severity by one threshold.

DEFT MANEUVERS

Level
1
Bone
Ability
0

Once per rest, mark a Stress to sprint anywhere within Far range without making an Agility Roll to get there. If you end this movement within Melee range of an adversary and immediately make an attack against them, gain a +1 bonus to the attack roll.

BOOK OF AVA

Level
1
Codex
Grimoire
2

Power Push: Make a Spellcast Roll against a target within Melee range. On a success, they’re knocked back to Far range and take d10+2 magic damage using your Proficiency.

Tova’s Armor: Spend a Hope to give a target you can touch a +1 bonus to their Armor Score until their next rest or you cast Tova’s Armor again.

Ice Spike: Make a Spellcast Roll (12) to summon a large ice spike within Far range. If you use it as a weapon, make the Spellcast Roll against the target’s Difficulty instead. On a success, deal d6 physical damage using your Proficiency.

DEFT DECEIVER

Level
1
Grace
Ability
0

Spend a Hope to gain advantage on a roll to deceive or trick someone into believing a lie you tell them.

PICK AND PULL

Level
1
Midnight
Ability
0

You have advantage on action rolls to pick nonmagical locks, disarm nonmagical traps, or steal items from a target (either through stealth or by force).

GIFTED TRACKER

Level
1
Sage
Ability
0

When you’re tracking a specific creature or group of creatures based on signs of their passage, you can spend any number of Hope and ask the GM that many questions from the following list:

• What direction did they go?

• How long ago did they pass through?

• What were they doing in this location?

• How many of them were here?

When you encounter creatures you’ve tracked in this way, gain a +1 bonus to your Evasion against them.

BOLT BEACON

Level
1
Splendor
Spell
1

Make a Spellcast Roll against a target within Far range. On a success, spend a Hope to send a bolt of shimmering light toward them, dealing d8+2 magic damage using your Proficiency. The target becomes temporarily Vulnerable and glows brightly until this condition is cleared.

BARE BONES

Level
1
Valor
Ability
0

When you choose not to equip armor, you have a base Armor Score of 3 + your Strength and use the following as your base damage thresholds:

• Tier 1: 9/19

Tier 2: 11/24

Tier 3: 13/31

Tier 4: 15/35

NOT GOOD ENOUGH

Level
1
Blade
Ability
1

When you roll your damage dice, you can reroll any 1s or 2s.

WHIRLWIND

Level
1
Blade
Ability
1

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.

I SEE IT COMING

Level
1
Bone
Ability
0

When you’re targeted by an attack made from beyond Melee range, you can mark a Stress to roll a d4 and gain a bonus to your Evasion equal to the result against the attack.

UNTOUCHABLE

Level
1
Bone
Ability
1

Gain a bonus to your Evasion equal to half your Agility.

BOOK OF ILLIAT

Level
1
Codex
Grimoire
2

Slumber: Make a Spellcast Roll against a target within Very Close range. On a success, they’re Asleep until they take damage or the GM spends a Fear on their turn to clear this condition.

Arcane Barrage: Once per rest, spend any number of Hope and shoot magical projectiles that strike a target of your choice within Close range. Roll a number of d6s equal to the Hope spent and deal that much magic damage to the target.

Telepathy: Spend a Hope to open a line of mental communication with one target you can see. This connection lasts until your next rest or you cast Telepathy again.

BOOK OF TYFAR

Level
1
Codex
Grimoire
1

Wild Flame: Make a Spellcast Roll against up to three adversaries within Melee range. Targets you succeed against take 2d6 magic damage and must mark a Stress as flames erupt from your hand.

Magic Hand: You conjure a magical hand with the same size and strength as your own within Far range.

Mysterious Mist: Make a Spellcast Roll (13) to cast a temporary thick fog that gathers in a stationary area within Very Close range. The fog heavily obscures this area and everything in it.

ENRAPTURE

Level
1
Grace
Spell
0

Make a Spellcast Roll against a target within Close range. On a success, they become temporarily Enraptured. While Enraptured, a target’s attention is fixed on you, narrowing their field of view and drowning out any sound but your voice. Once per rest on a success, you can mark a Stress to force the Enraptured target to mark a Stress as well.

INSPIRATIONAL WORDS

Level
1
Grace
Ability
1

Your speech is imbued with power. After a long rest, place a number of tokens on this card equal to your Presence. When you speak with an ally, you can spend a token from this card to give them one benefit from the following options:

• Your ally clears a Stress.

• Your ally clears a Hit Point.

• Your ally gains a Hope.

When you take a long rest, clear all unspent tokens.

RAIN OF BLADES

Level
1
Midnight
Spell
1

Spend a Hope to make a Spellcast Roll and conjure throwing blades that strike out at all targets within Very Close range. Targets you succeed against take 1d8+2 magic damage using your Proficiency. If a target you hit is Vulnerable, they take an extra 1d8 damage.

UNCANNY DISGUISE

Level
1
Midnight
Spell
0

When you have a few minutes to prepare, you can mark a Stress to don the facade of any humanoid you can picture clearly in your mind. While disguised, you have advantage on Presence Rolls to avoid scrutiny. Place a number of tokens equal to your Spellcast trait on this card. When you take an action while disguised, spend a token from this card. After the action that spends the last token is resolved, the disguise drops.

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Mag Dmg: Spell/Ability deals magic damage
Phy Dmg: Spell/Ability deals physical damage
Bonus to damage: bonus such as flat bonus, more dice or bonus to proficiency
Bonus to atk rolls: bonus to your attack rolls
Bonus to SC rolls; bonus to Spellcast rolls
Bonus to action rolls: bonus to action rolls
Bonus to trait: gives a bonus to a trait or more traits, includes bonuses to Evasion.
Agility: the card mentions your agility in a bonus or a roll
Strength: the card mentions your strength in a bonus or a roll
Finesse: the card mentions your finesse in a bonus or a roll
Instinct: the card mentions your instinctin a bonus or a roll
Presence: the card mentions your presence in a bonus or a roll
Knowledge: the card mentions your knowledge in a bonus or a roll
Cause Stress: Spell/Ability causes the target to mark Stress
Healing: Spell/Ability clears hit points or is related to dying
Critical: something happens on a critical success
Condition: Spell/Ability inflicts a condition likeVulnerable, Hidden, Restrained… or reduces Difficulty
Protection: Spell/Ability reduces damage, or deals with armor slots
Utility: illusions, teleport, mind reading, movement, targets mark stress… all useful!
Duality: Spell/Ability lets you reroll, replace, change duality dice
Fear: Spell/Ability gives the GM a Fear or lets you take a Fear from the GM
Advantage: Spell/Ability gives advantage to attack rolls or action rolls
Disadvantage: Spell/Ability gives disadvantage to attack rolls or action rolls
Spend Hope: Spell/Ability costs you Hope
Mark Stress: Spell/Ability costs you Stress
Gain Hope: Spell/Ability lets you or an ally gain Hope
Clear Stress: Spell/Ability lets you or an ally clear Stress
No Cost: no Hope or Stress cost, not rest limited, or always on
Rest Ltd: once per rest/long rest
Tokens: Spell/Ability uses tokens
Questions: the card involves asking GM or NPC questions, or getting information