house rules

House Rule #9 – Sorcerers

House Rule #9 – Sorcerers

We use the game mostly RAW. Here are some of the changes we use at my table. Elemental origin A small boost in elemental damage from Foundation. It feels nice…
Read more
House Rule #8 – Seraphs

House Rule #8 – Seraphs

We use the game mostly RAW. Here are some of the changes we use at my table. Winged sentinel The mastery feature needed less swinginess. MASTERY FEATURE Power of the…
Read more
House Rule #7 – Rogues

House Rule #7 – Rogues

We use the game mostly RAW. Here are some of the changes we use at my table. Syndicate Minor tweak at foundation, and a gold and damage buff at specialization.…
Read more
House Rule #6 – Rangers

House Rule #6 – Rangers

We use the game mostly RAW. Here are some of the changes we use at my table. Beastbound A small buff to your ability to tag team with your Companion.…
Read more
House Rule #5 – Bards

House Rule #5 – Bards

We use the game mostly RAW. Here are some of the changes we use at my table. Troubadour Added a second ability to specialization in addition to Maestro, and a…
Read more
House Rule #1 – Criticals

House Rule #1 – Criticals

Compared to other TTRPGs based on D&D, that I have homebrewed extensively for years, I find that Daggerheart needs very few adjustments to deliver a highly satisfying gaming experience on…
Read more
Daggerquill.com is an independent website and is not affiliated with, endorsed by, or sponsored by Darrington Press or Critical Role.This website includes materials from the Daggerheart System Reference Document 1.0, © Critical Role, LLC. under the terms of the Darrington Press Community Gaming (DPCGL) License. More information can be found at https://www.daggerheart.com.