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Daggerheart Loot Generator

Free Generator

Daggerheart Loot Generator

Roll random loot from the official Daggerheart SRD — consumables, items, weapons, and armor, filtered by category and tier.

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Roll for Loot

Applies to weapons & armor. Consumables and items appear at any tier.

Your Loot

Set your filters and hit Roll Loot to fill the hoard.

Tips

Leave Category on Any for a mixed hoard, or narrow it to stock a specific shop.

Set Tier to match your party so weapons and armor land level-appropriate.

Bump How many up to 10 to roll a full treasure pile in one click.

Use Share to send a roll config to your co-GM, or Copy to drop the hoard into your notes.

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Daggerheart Loot, Rolled from the SRD

Daggerheart handles rewards differently from gold-and-magic-item systems. Loot is utility- and story-first: single-use consumables, reusable items and relics, and tiered weapons and armor. This generator rolls straight off the official Daggerheart System Reference Document, so every result is table-ready — weapons and armor come with their full stat blocks, and consumables and items with their one-line effects.

The Four Loot Buckets

  • Consumables — single-use rewards like Health Potions, Bolster Potions, and stranger brews. Tier-agnostic.
  • Items — reusable gear and relics, from a Premium Bedroll to a Gem of Insight. Narrative and utility focused.
  • Weapons — Tier 1-4, each with a trait, range, damage die, burden, and a feature.
  • Armor — Tier 1-4, each with a base score, damage thresholds, and a feature.

Rolling Loot by Rarity

The official Daggerheart SRD rolls consumables and items by rarity on d12 tables — Common is 1d12 or 2d12, Uncommon 2d12 or 3d12, Rare 3d12 or 4d12, and Legendary 4d12 or 5d12, so rarer loot needs higher totals. This generator handles that rolling for you across the full SRD lists, so you can skip the dice and get a table-ready result in one click.

Using the Generator at the Table

Rolling a single reward after a session? Leave the category on Any. Stocking a merchant? Filter to Weapons or Armor at your party's tier. Building a treasure hoard for the end of an arc? Turn the quantity up and roll a mixed pile. Prefer to browse instead of roll? The complete weapon, armor, item, and consumable lists are below. Once your party has their loot, generate the characters carrying it with our free Daggerheart character creator.

Daggerheart Loot Generator FAQ

What loot does this Daggerheart generator include?

Everything in the official Daggerheart SRD loot lists: 60 consumables, 60 items, all SRD weapons, and all SRD armor. Each weapon and armor result includes its full stat block — tier, trait, range, damage, burden, and features — so you can drop it straight onto a character sheet.

How does loot work in Daggerheart?

Daggerheart loot leans narrative and utility rather than gold-piece pricing. The GM typically hands out consumables (single-use, like a Health Potion), items (reusable gear and relics), and gear (weapons and armor by tier). This tool rolls on those SRD lists so you can generate a reward, a shop stock, or a treasure hoard in seconds.

How do you roll for random loot in Daggerheart?

The official Daggerheart SRD generates consumables and items by rarity, rolling d12s and matching the total on the loot table: Common is 1d12 or 2d12, Uncommon is 2d12 or 3d12, Rare is 3d12 or 4d12, and Legendary is 4d12 or 5d12 — higher rarities roll more dice for higher totals. This generator does that rolling for you across the full SRD lists, so you can skip the dice and get a result instantly.

What weapons and armor are in Daggerheart?

Daggerheart groups weapons and armor into tiers 1-4. The full SRD lists — every weapon with its trait, range, damage, burden, and feature, and every armor with its base score, thresholds, and feature — are browsable in the reference tables below the generator, in addition to being rollable above.

What do the tiers mean?

Weapons and armor in Daggerheart are grouped into tiers 1-4, matching a party’s level bracket (Tier 1 = levels 1, Tier 2 = 2-4, Tier 3 = 5-7, Tier 4 = 8-10). Pick a tier to keep gear level-appropriate. Consumables and items are tier-agnostic, so they can appear at any tier.

Is this official Daggerheart content?

The data comes verbatim from the Daggerheart System Reference Document 1.0, used under the Darrington Press Community Gaming License. This tool is made by Minva and is not affiliated with or endorsed by Darrington Press or Critical Role.

Can I use this for a shop or treasure hoard?

Yes — set the quantity up to 10 to roll a whole batch at once. Filter to Weapons or Armor for an armory, Consumables for an apothecary, or leave it on Any for a mixed hoard. Copy or share the result to bring it to the table.

Daggerheart Weapons (SRD List by Tier)

Every weapon in the Daggerheart System Reference Document, grouped by tier. Each shows its trait, range, damage die, burden, and feature. Roll a random one above, or browse the full list here.

Tier 1 Weapons

NameTraitRangeDamageBurdenFeature
Arcane GauntletsStrengthMeleed10+3 magTwo-Handed
BattleaxeStrengthMeleed10+3 phyTwo-Handed
BroadswordAgilityMeleed8 phyOne-HandedReliable: +1 to attack rolls
CrossbowFinesseFard6+1 phyOne-Handed
CutlassPresenceMeleed8+1 phyOne-Handed
DaggerFinesseMeleed8+1 phyOne-Handed
DualstaffInstinctFard6+3 magTwo-Handed
Glowing RingsAgilityVery Closed10+2 magTwo-Handed
GrapplerFinesseClosed6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
GreatstaffKnowledgeVery Fard6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
GreatswordStrengthMeleed10+3 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
HalberdStrengthVery Closed10+2 phyTwo-HandedCumbersome: -1 to Finesse
Hallowed AxeStrengthMeleed8+1 magOne-Handed
Hand CrossbowFinesseFard6+1 phyOne-Handed
Hand RunesInstinctVery Closed10 magOne-Handed
LongbowAgilityVery Fard8+3 phyTwo-HandedCumbersome: -1 to Finesse
LongswordAgilityMeleed10+3 phyTwo-Handed
MaceStrengthMeleed8+1 phyOne-Handed
QuarterstaffInstinctMeleed10+3 phyTwo-Handed
RapierPresenceMeleed8 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Returning BladeFinesseClosed8 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Round ShieldStrengthMeleed4 phyOne-HandedProtective: +1 to Armor Score
ScepterPresenceFard6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8.
ShortbowAgilityFard6+3 phyTwo-Handed
ShortstaffInstinctClosed8+1 magOne-Handed
ShortswordAgilityMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
Small DaggerFinesseMeleed8 phyOne-HandedPaired: +2 to primary weapon damage to targets within Melee range
SpearFinesseVery Closed8+3 phyTwo-Handed
Tower ShieldStrengthMeleed6 phyOne-HandedBarrier: +2 to Armor Score; -1 to Evasion
WandKnowledgeFard6+1 magOne-Handed
WarhammerStrengthMeleed12+3 phyTwo-HandedHeavy: -1 to Evasion
WhipPresenceVery Closed6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.

Tier 2 Weapons

NameTraitRangeDamageBurdenFeature
Bladed WhipAgilityVery Closed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
BlunderbussFinesseClosed8+6 phyTwo-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Casting SwordStrengthMeleed10+4 magTwo-HandedVersatile: This weapon can also be used with these statistics—Knowledge, Far, d6+3.
Devouring DaggerFinesseMeleed8+4 magOne-HandedScary: On a successful attack, the target must mark a Stress.
Ego BladeAgilityMeleed12+4 magOne-HandedPompous: You must have a Presence of 0 or lower to use this weapon.
Elder BowInstinctFard6+4 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Finehair BowAgilityVery Fard6+5 phyTwo-HandedReliable: +1 to attack rolls
Gilded FalchionStrengthMeleed10+4 phyOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
GreatbowStrengthFard6+6 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Hammer of ExotaInstinctMeleed8+6 magTwo-HandedEruptive: On a successful attack against a target within Melee range, all other adversaries within Very Close range must succeed on a reaction roll (14) or take half damage.
Improved Arcane GauntletsStrengthMeleed10+6 magTwo-Handed
Improved BattleaxeStrengthMeleed10+6 phyTwo-Handed
Improved BroadswordAgilityMeleed8+3 phyOne-HandedReliable: +1 to attack rolls
Improved CrossbowFinesseFard6+4 phyOne-Handed
Improved CutlassPresenceMeleed8+4 phyOne-Handed
Improved DaggerFinesseMeleed8+4 phyOne-Handed
Improved DualstaffInstinctFard6+6 magTwo-Handed
Improved Glowing RingsAgilityVery Closed10+5 magTwo-Handed
Improved GrapplerFinesseClosed6+2 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Improved GreatstaffKnowledgeVery Fard6+3 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Improved GreatswordStrengthMeleed10+6 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Improved HalberdStrengthVery Closed10+5 phyTwo-HandedCumbersome: -1 to Finesse
Improved Hallowed AxeStrengthMeleed8+4 magOne-Handed
Improved Hand CrossbowFinesseFard6+3 phyOne-Handed
Improved Hand RunesInstinctVery Closed10+3 magOne-Handed
Improved LongbowAgilityVery Fard8+6 phyTwo-HandedCumbersome: -1 to Finesse
Improved LongswordAgilityMeleed10+6 phyTwo-Handed
Improved MaceStrengthMeleed8+4 phyOne-Handed
Improved QuarterstaffInstinctMeleed10+6 phyTwo-Handed
Improved RapierPresenceMeleed8+3 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Improved Returning BladeFinesseClosed8+3 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Improved Round ShieldStrengthMeleed4+2 phyOne-HandedProtective: +2 to Armor Score
Improved ScepterPresenceFard6+3 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+3.
Improved ShortbowAgilityFard6+6 phyTwo-Handed
Improved ShortstaffInstinctClosed8+4 magOne-Handed
Improved ShortswordAgilityMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved Small DaggerFinesseMeleed8+2 phyOne-HandedPaired: +3 to primary weapon damage to targets within Melee range
Improved SpearFinesseVery Closed8+6 phyTwo-Handed
Improved Tower ShieldStrengthMeleed6+2 phyOne-HandedBarrier: +3 to Armor Score; -1 to Evasion
Improved WandKnowledgeFard6+4 magOne-Handed
Improved WarhammerStrengthMeleed12+6 phyTwo-HandedHeavy: -1 to Evasion
Improved WhipPresenceVery Closed6+2 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Keeper's StaffKnowledgeFard6+4 magTwo-HandedReliable: +1 to attack rolls
Knuckle BladesStrengthMeleed10+6 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Parrying DaggerFinesseMeleed6+2 phyOne-HandedParry: When you are attacked, roll this weapon's damage dice. If any of the attacker's damage dice rolled the same value as your dice, the matching results are discarded from the attacker's damage dice before the damage you take is totaled.
Returning AxeAgilityClosed6+4 phyOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Scepter of EliasPresenceFard6+3 magOne-HandedInvigorating: On a successful attack, roll a d4. On a result of 4, clear a Stress.
Spiked ShieldStrengthMeleed6+2 phyOne-HandedDouble Duty: +1 to Armor Score; +1 to primary weapon damage within Melee range
Steelforged HalberdStrengthVery Closed8+4 phyTwo-HandedScary: On a successful attack, the target must mark a Stress.
Urok BroadswordFinesseMeleed8+3 phyOne-HandedDeadly: When you deal Severe damage, the target must mark an additional HP.
Wand of EnthrallmentPresenceFard6+4 magOne-HandedPersuasive: Before you make a Presence Roll, you can mark a Stress to gain a +2 bonus to the result.
War ScytheFinesseVery Closed8+5 phyTwo-HandedReliable: +1 to attack rolls
Yutari BloodbowFinesseFard6+4 magTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.

Tier 3 Weapons

NameTraitRangeDamageBurdenFeature
Advanced Arcane GauntletsStrengthMeleed10+9 magTwo-Handed
Advanced BattleaxeStrengthMeleed10+9 phyTwo-Handed
Advanced BroadswordAgilityMeleed8+6 phyOne-HandedReliable: +1 to attack rolls
Advanced CrossbowFinesseFard6+7 phyOne-Handed
Advanced CutlassPresenceMeleed8+7 phyOne-Handed
Advanced DaggerFinesseMeleed8+7 phyOne-Handed
Advanced DualstaffInstinctFard6+9 magTwo-Handed
Advanced Glowing RingsAgilityVery Closed10+8 magTwo-Handed
Advanced GrapplerFinesseClosed6+4 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Advanced GreatstaffKnowledgeVery Fard6+6 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Advanced GreatswordStrengthMeleed10+9 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Advanced HalberdStrengthVery Closed10+8 phyTwo-HandedCumbersome: -1 to Finesse
Advanced Hallowed AxeStrengthMeleed8+7 magOne-Handed
Advanced Hand CrossbowFinesseFard6+5 phyOne-Handed
Advanced Hand RunesInstinctVery Closed10+6 magOne-Handed
Advanced LongbowAgilityVery Fard8+9 phyTwo-HandedCumbersome: -1 to Finesse
Advanced LongswordAgilityMeleed10+9 phyTwo-Handed
Advanced MaceStrengthMeleed8+7 phyOne-Handed
Advanced QuarterstaffInstinctMeleed10+9 phyTwo-Handed
Advanced RapierPresenceMeleed8+6 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Advanced Returning BladeFinesseClosed8+6 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Advanced Round ShieldStrengthMeleed4+4 phyOne-HandedProtective: +3 to Armor Score
Advanced ScepterPresenceFard6+6 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+4.
Advanced ShortbowAgilityFard6+9 phyTwo-Handed
Advanced ShortstaffInstinctClosed8+7 magOne-Handed
Advanced ShortswordAgilityMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced Small DaggerFinesseMeleed8+4 phyOne-HandedPaired: +4 to primary weapon damage to targets within Melee range
Advanced SpearFinesseVery Closed8+9 phyTwo-Handed
Advanced Tower ShieldStrengthMeleed6+4 phyOne-HandedBarrier: +4 to Armor Score; -1 to Evasion
Advanced WandKnowledgeFard6+7 magOne-Handed
Advanced WarhammerStrengthMeleed12+9 phyTwo-HandedHeavy: -1 to Evasion
Advanced WhipPresenceVery Closed6+4 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Axe of FortunisStrengthMeleed10+8 magTwo-HandedLucky: On a failed attack, you can mark a Stress to reroll your attack.
Black Powder RevolverFinesseFard6+8 phyOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Blessed AnlaceInstinctMeleed10+6 magOne-HandedHealing: During downtime, automatically clear a Hit Point.
BraveswordStrengthMeleed12+7 phyTwo-HandedBrave: -1 to Evasion; +3 to Severe damage threshold
BucklerAgilityMeleed4+4 phyOne-HandedDeflecting: When you are attacked, you can mark an Armor Slot to gain a bonus to your Evasion equal to your available Armor Score against the attack.
Double FlailAgilityVery Closed10+8 phyTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
FirestaffInstinctFard6+7 magTwo-HandedBurning: When you roll a 6 on a damage die, the target must mark a Stress.
Flickerfly BladeAgilityMeleed8+5 phyOne-HandedSharpwing: Gain a bonus to your damage rolls equal to your Agility.
GhostbladePresenceMeleed10+7 phy or magOne-HandedOtherworldly: On a successful attack, you can deal physical or magic damage.
Gilded BowFinesseFard6+7 magTwo-HandedSelf-Correcting: When you roll a 1 on a damage die, it deals 6 damage instead.
Hammer of WrathStrengthMeleed10+7 phyTwo-HandedDevastating: Before you make an attack roll, you can mark a Stress to use a d20 as your damage die.
Hand SlingFinesseVery Fard6+4 phyOne-HandedVersatile: This weapon can also be used with these statistics—Finesse, Close, d8+4.
Ilmari's RifleFinesseVery Fard6+6 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Labrys AxeStrengthMeleed10+7 phyTwo-HandedProtective: +1 to Armor Score
Mage OrbKnowledgeFard6+7 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Meridian CutlassPresenceMeleed10+5 phyOne-HandedDueling: When there are no other creatures within Close range of the target, gain advantage on your attack roll against them.
Powered GauntletKnowledgeClosed6+4 phyOne-HandedCharged: Mark a Stress to gain a +1 bonus to your Proficiency on a primary weapon attack.
Retractable SaberPresenceMeleed10+7 phyOne-HandedRetractable: The blade can be hidden in the hilt to avoid detection.
Runes of RuinationKnowledgeVery Closed20+4 magOne-HandedPainful: Each time you make a successful attack, you must mark a Stress.
Spiked BowAgilityVery Fard6+7 phyTwo-HandedVersatile: This weapon can also be used with these statistics—Agility, Melee, d10+5.
Talon BladesFinesseClosed10+7 phyTwo-HandedBrutal: When you roll the maximum value on a damage die, roll an additional damage die.
Widogast PendantKnowledgeClosed10+5 magOne-HandedTimebending: You choose the target of your attack after making your attack roll.

Tier 4 Weapons

NameTraitRangeDamageBurdenFeature
Aantari BowFinesseFard6+11 phyTwo-HandedReliable: +1 to attack rolls
BloodstaffInstinctFard20+7 magTwo-HandedPainful: Each time you make a successful attack, you must mark a Stress.
BraveshieldAgilityMeleed4+6 phyOne-HandedSheltering: When you mark an Armor Slot, it reduces damage for you and all allies within Melee range of you who took the same damage.
Curved DaggerFinesseMeleed8+9 phyOne-HandedSerrated: When you roll a 1 on a damage die, it deals 8 damage instead.
Dual-Ended SwordAgilityMeleed10+9 phyTwo-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Extended PolearmFinesseVery Closed8+10 phyTwo-HandedLong: This weapon's attack targets all adversaries in a line within range.
Floating BladeshardsInstinctClosed8+9 magOne-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Fusion GlovesKnowledgeVery Fard6+9 magTwo-HandedBonded: Gain a bonus to your damage rolls equal to your level.
Hand CannonFinesseVery Fard6+12 phyOne-HandedReloading: After you make an attack, roll a d6. On a 1, you must mark a Stress to reload this weapon before you can fire it again.
Impact GauntletStrengthMeleed10+11 phyOne-HandedConcussive: On a successful attack, you can spend a Hope to knock the target back to Far range.
Knuckle ClawsStrengthMeleed6+8 phyOne-HandedDoubled Up: When you make an attack with your primary weapon, you can deal damage to another target within Melee range.
Legendary Arcane GauntletsStrengthMeleed10+12 magTwo-Handed
Legendary BattleaxeStrengthMeleed10+12 phyTwo-Handed
Legendary BroadswordAgilityMeleed8+9 phyOne-HandedReliable: +1 to attack rolls
Legendary CrossbowFinesseFard6+10 phyOne-Handed
Legendary CutlassPresenceMeleed8+10 phyOne-Handed
Legendary DaggerFinesseMeleed8+9 phyOne-Handed
Legendary DualstaffInstinctFard8+12 magTwo-Handed
Legendary Glowing RingsAgilityVery Closed10+11 magTwo-Handed
Legendary GrapplerFinesseClosed6+6 phyOne-HandedHooked: On a successful attack, you can pull the target into Melee range.
Legendary GreatstaffKnowledgeVery Fard6+9 magTwo-HandedPowerful: On a successful attack, roll an additional damage die and discard the lowest result.
Legendary GreatswordStrengthMeleed10+12 phyTwo-HandedMassive: -1 to Evasion; on a successful attack, roll an additional damage die and discard the lowest result.
Legendary HalberdStrengthVery Closed10+11 phyTwo-HandedCumbersome: -1 to Finesse
Legendary Hallowed AxeStrengthMeleed8+10 magOne-Handed
Legendary Hand CrossbowFinesseFard6+7 phyOne-Handed
Legendary Hand RunesInstinctVery Closed10+9 magOne-Handed
Legendary LongbowAgilityVery Fard8+12 phyTwo-HandedCumbersome: -1 to Finesse
Legendary LongswordAgilityMeleed10+12 phyTwo-Handed
Legendary MaceStrengthMeleed8+10 phyOne-Handed
Legendary QuarterstaffInstinctMeleed10+12 phyTwo-Handed
Legendary RapierPresenceMeleed8+9 phyOne-HandedQuick: When you make an attack, you can mark a Stress to target another creature within range.
Legendary Returning BladeFinesseClosed8+9 magOne-HandedReturning: When this weapon is thrown within its range, it appears in your hand immediately after the attack.
Legendary Round ShieldStrengthMeleed4+6 phyOne-HandedProtective: +4 to Armor Score
Legendary ScepterPresenceFard6+9 magTwo-HandedVersatile: This weapon can also be used with these statistics—Presence, Melee, d8+6.
Legendary ShortbowAgilityFard6+12 phyTwo-Handed
Legendary ShortstaffInstinctClosed8+10 magOne-Handed
Legendary ShortswordAgilityMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary Small DaggerFinesseMeleed8+6 phyOne-HandedPaired: +5 to primary weapon damage to targets within Melee range
Legendary SpearFinesseVery Closed8+12 phyTwo-Handed
Legendary Tower ShieldStrengthMeleed6+6 phyOne-HandedBarrier: +5 to Armor Score; -1 to Evasion.
Legendary WandKnowledgeFard6+10 magOne-Handed
Legendary WarhammerStrengthMeleed12+12 phyTwo-HandedHeavy: -1 to Evasion
Legendary WhipPresenceVery Closed6+6 phyOne-HandedStartling: Mark a Stress to crack the whip and force all adversaries within Melee range back to Close range.
Magus RevolverFinesseVery Fard6+13 magOne-HandedReloading: After you make an attack, roll a d6. On a result of 1, you must mark a Stress to reload this weapon before you can fire it again.
Midas ScytheKnowledgeMeleed10+9 magTwo-HandedGreedy: Spend a handful of gold to gain a +1 bonus to your Proficiency on a damage roll.
Primer ShardInstinctVery Closed4 phyOne-HandedLocked On: On a successful attack, your next attack against the same target with your primary weapon automatically succeeds.
Ricochet AxesAgilityFard6+11 phyTwo-HandedBouncing: Mark 1 or more Stress to hit that many targets in range of the attack.
Siphoning GauntletsPresenceMeleed10+9 magTwo-HandedLifestealing: On a successful attack, roll a d6. On a result of 6, clear a Hit Point or clear a Stress.
Sledge AxeStrengthMeleed12+13 phyTwo-HandedDestructive: -1 to Agility; on a successful attack, all adversaries within Very Close range must mark a Stress.
Swinging RopebladePresenceClosed8+9 phyTwo-HandedGrappling: On a successful attack, you can spend a Hope to Restrain the target or pull them into Melee range with you.
Sword of Light & FlameStrengthMeleed10+11 magTwo-HandedHot: This weapon cuts through solid material.
ThistlebowInstinctFard6+13 magTwo-HandedReliable: +1 to attack rolls
Wand of EssekKnowledgeFard8+13 magOne-HandedTimebending: You can choose the target of your attack after making your attack roll.

Daggerheart Armor (SRD List by Tier)

All Daggerheart SRD armor by tier, with base score, damage thresholds, and feature.

Tier 1 Armor

NameBase ScoreThresholdsFeature
Chainmail Armor47 / 15Heavy: -1 to Evasion
Full Plate Armor48 / 17Very Heavy: -2 to Evasion; -1 to Agility
Gambeson Armor35 / 11Flexible: +1 to Evasion
Leather Armor36 / 13

Tier 2 Armor

NameBase ScoreThresholdsFeature
Elundrian Chain Armor49 / 21Warded: You reduce incoming magic damage by your Armor Score before applying it to your damage thresholds.
Harrowbone Armor49 / 21Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
Improved Chainmail Armor511 / 24Heavy: -1 to Evasion
Improved Full Plate Armor513 / 28Very Heavy: -2 to Evasion; -1 to Agility
Improved Gambeson Armor47 / 16Flexible: +1 to Evasion
Improved Leather Armor49 / 20
IronTree Breastplate Armor49 / 20Reinforced: When you mark your last Armor Slot, increase your damage thresholds by +2 until you clear at least 1 Armor Slot.
Rosewild Armor511 / 23Hopeful: When you would spend a Hope, you can mark an Armor Slot instead.
Runetan Floating Armor49 / 20Shifting: When you are targeted for an attack, you can mark an Armor Slot to give the attack roll against you disadvantage.
Tyris Soft Armor58 / 18Quiet: You gain a +2 bonus to rolls you make to move silently.

Tier 3 Armor

NameBase ScoreThresholdsFeature
Advanced Chainmail Armor613 / 31Heavy: -1 to Evasion
Advanced Full Plate Armor615 / 35Very Heavy: -2 to Evasion; -1 to Agility
Advanced Gambeson Armor59 / 23Flexible: +1 to Evasion
Advanced Leather Armor511 / 27
Bellamoi Fine Armor511 / 27Gilded: +1 to Presence
Bladefare Armor616 / 39Physical: You can't mark an Armor Slot to reduce magic damage.
Dragonscale Armor511 / 27Impenetrable: Once per short rest, when you would mark your last Hit Point, you can instead mark a Stress.
Monett's Cloak616 / 39Magic: You can't mark an Armor Slot to reduce physical damage.
Runes of Fortification617 / 43Painful: Each time you mark an Armor Slot, you must mark a Stress.
Spiked Plate Armor510 / 25Sharp: On a successful attack against a target within Melee range, add a d4 to the damage roll.

Tier 4 Armor

NameBase ScoreThresholdsFeature
Channeling Armor513 / 36Channeling: +1 to Spellcast Rolls
Dunamis Silkchain713 / 36Timeslowing: Mark an Armor Slot to roll a d4 and add its result as a bonus to your Evasion against an incoming attack.
Emberwoven Armor613 / 36Burning: When an adversary attacks you within Melee range, they mark a Stress.
Full Fortified Armor415 / 40Fortified: When you mark an Armor Slot, you reduce the severity of an attack by two thresholds instead of one.
Legendary Chainmail Armor715 / 40Heavy: -1 to Evasion
Legendary Full Plate Armor717 / 44Very Heavy: -2 to Evasion; -1 to Agility
Legendary Gambeson Armor611 / 32Flexible: +1 to Evasion
Legendary Leather Armor613 / 36
Savior Chainmail818 / 48Difficult: -1 to all character traits and Evasion
Veritas Opal Armor613 / 36Truthseeking: This armor glows when another creature within Close range tells a lie.

Daggerheart Consumables (SRD List)

The 60 single-use consumables from the Daggerheart SRD loot table.

Stride PotionYou gain a +1 bonus to your next Agility Roll.
Bolster PotionYou gain a +1 bonus to your next Strength Roll.
Control PotionYou gain a +1 bonus to your next Finesse Roll.
Attune PotionYou gain a +1 bonus to your next Instinct Roll.
Charm PotionYou gain a +1 bonus to your next Presence Roll.
Enlighten PotionYou gain a +1 bonus to your next Knowledge Roll.
Minor Health PotionClear 1d4 HP.
Minor Stamina PotionClear 1d4 Stress.
Grindletooth VenomYou can apply this venom to a weapon that deals physical damage to add a d6 to your next damage roll with that weapon.
Varik LeavesYou can eat these paired leaves to immediately gain 2 Hope.
Vial of MoondripWhen you drink the contents of this vial, you can see in total darkness until your next rest.
Unstable Arcane ShardYou can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 1d20 magic damage.
Potion of StabilityYou can drink this potion to choose one additional downtime move.
Improved Grindletooth VenomYou can apply this venom to a weapon that deals physical damage to add a d8 to your next damage roll with that weapon.
Morphing ClayYou can spend a Hope to use this clay, altering your face enough to make you unrecognizable until your next rest.
Vial of DarksmokeWhen an adversary attacks you, use this vial and roll a number of d6s equal to your Agility. Add the highest result to your Evasion against the attack.
Jumping RootEat this root to leap up to Far range once without needing to roll.
Snap PowderMark a Stress and clear a HP.
Health PotionClear 1d4+1 HP.
Stamina PotionClear 1d4+1 Stress.
Armor StitcherYou can use this stitcher to spend any number of Hope and clear that many Armor Slots.
Gill SalveYou can apply this salve to your neck to breathe underwater for a number of minutes equal to your level.
Replication ParchmentBy touching this piece of parchment to another, you can perfectly copy the second parchment's contents. Once used, this parchment becomes mundane paper.
Improved Arcane ShardYou can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 2d20 magic damage.
Major Stride PotionYou gain a +1 bonus to your Agility until your next rest.
Major Bolster PotionYou gain a +1 bonus to your Strength until your next rest.
Major Control PotionYou gain a +1 bonus to your Finesse until your next rest.
Major Attune PotionYou gain a +1 bonus to your Instinct until your next rest.
Major Charm PotionYou gain a +1 bonus to your Presence until your next rest.
Major Enlighten PotionYou gain a +1 bonus to your Knowledge until your next rest.
Blood of the YorgiYou can drink this blood to disappear from where you are and immediately reappear at a point you can see within Very Far range.
Homet's Secret PotionAfter drinking this potion, the next successful attack you make critically succeeds.
Redthorn SalivaYou can apply this saliva to a weapon that deals physical damage to add a d12 to your next damage roll with that weapon.
ChannelstoneYou can use this stone to take a spell or grimoire from your vault, use it once, and return it to your vault.
Mythic DustYou can apply this dust to a weapon that deals magic damage to add a d12 to your next damage roll with that weapon.
AcidpasteThis paste eats away walls and other surfaces in bright flashes.
Hopehold FlareWhen you use this flare, allies within Close range roll a d6 when they spend a Hope. On a result of 6, they gain the effect of that Hope without spending it. The flare lasts until the end of the scene.
Major Arcane ShardYou can make a Finesse Roll to throw this shard at a group of adversaries within Far range. Targets you succeed against take 4d20 magic damage.
FeatherboneYou can use this bone to control your falling speed for a number of minutes equal to your level.
Circle of the VoidMark a Stress to create a void that extends up to Far range. No magic can be cast inside the void, and creatures within the void are immune to magic damage.
Sun Tree SapConsume this sap to roll a d6. On a result of 5-6, clear 2 HP. On a result of 2-4, clear 3 Stress. On a result of 1, see through the veil of death and return changed, gaining one scar.
Dripfang PoisonA creature who consumes this poison takes 8d10 direct magic damage.
Major Health PotionClear 1d4+2 HP.
Major Stamina PotionClear 1d4+2 Stress.
Ogre MuskYou can use this musk to prevent anyone from tracking you by mundane or magical means until your next rest.
WingsproutYou gain magic wings that allow you to fly for a number of minutes equal to your level.
Jar of Lost VoicesYou can open this jar to release a deafening echo of voices for a number of minutes equal to your Instinct. Creatures within Far range unprepared for the sound take 6d8 magic damage.
Dragonbloom TeaYou can drink this tea to unleash a fiery breath attack. Make an Instinct Roll against all adversaries in front of you within Close range. Targets you succeed against take 2d20 physical damage using your Proficiency.
Bridge SeedThick vines grow from your location to a point of your choice within Far range, allowing you to climb up or across them. The vines dissipate on your next rest.
Sleeping SapYou can drink this potion to fall asleep for a full night's rest. You clear all Stress upon waking.
Feast of XuriaYou can eat this meal to clear all HP and Stress and gain 1d4 Hope.
Bonding HoneyThis honey can be used to glue two objects together permanently.
Shrinking PotionYou can drink this potion to halve your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Agility and a -1 penalty to your Proficiency.
Growing PotionYou can drink this potion to double your size until you choose to drop this form or your next rest. While in this form, you have a +2 bonus to Strength and a +1 bonus to your Proficiency.
Knowledge StoneIf you die while holding this stone, an ally can take a card from your loadout to place in their loadout or vault. After they take this knowledge, the stone crumbles.
Sweet MossYou can consume this moss during a rest to clear 1d10 HP or 1d10 Stress.
Blinding OrbYou can activate this orb to create a flash of bright light. All targets within Close range become Vulnerable until they mark HP.
Death TeaAfter you drink this tea, you instantly kill your target when you critically succeed on an attack. If you don't critically succeed on an attack before your next long rest, you die.
Mirror of MarigoldWhen you take damage, you can spend a Hope to negate that damage, after which the mirror shatters.
StardropYou can use this stardrop to summon a hailstorm of comets that deals 8d20 physical damage to all targets within Very Far range.

Daggerheart Items (SRD List)

The 60 reusable items and relics from the Daggerheart SRD loot table.

Premium BedrollDuring downtime, you automatically clear a Stress.
Piper WhistleThis handcrafted whistle has a distinctive sound. When you blow this whistle, its piercing tone can be heard within a 1-mile radius.
Charging QuiverWhen you succeed on an attack with an arrow stored in this quiver, gain a bonus to the damage roll equal to your current tier.
Alistair's TorchYou can light this magic torch at will. The flame's light fills a much larger space than it should, enough to illuminate a cave bright as day.
Speaking OrbsThis pair of orbs allows any creatures holding them to communicate with each other across any distance.
ManaclesThis pair of locking cuffs comes with a key.
Arcane CloakA creature with a Spellcast trait wearing this cloak can adjust its color, texture, and size at will.
Woven NetYou can make a Finesse Roll using this net to trap a small creature. A trapped target can break free with a successful Attack Roll (16).
Fire JarYou can pour out the strange liquid contents of this jar to instantly produce fire. The contents regenerate when you take a long rest.
Suspended RodThis flat rod is inscribed with runes. When you activate the rod, it is immediately suspended in place. Until the rod is deactivated, it can't move, doesn't abide by the rules of gravity, and remains in place.
Glamour StoneActivate this pebble-sized stone to memorize the appearance of someone you can see. Spend a Hope to magically recreate this guise on yourself as an illusion.
Empty ChestThis magical chest appears empty. When you speak a specific trigger word or action and open the chest, you can see the items stored within it.
Companion CaseThis case can fit a small animal companion. While the companion is inside, the animal and case are immune to all damage and harmful effects.
Piercing ArrowsThree times per rest when you succeed on an attack with one of these arrows, you can add your Proficiency to the damage roll.
ValorstoneYou can attach this stone to armor that doesn't already have a feature. The armor gains the following feature. Resilient: Before you mark your last Armor Slot, roll a d6. On a result of 6, reduce the severity by one threshold without marking an Armor Slot.
Skeleton KeyWhen you use this key to open a locked door, you gain advantage on the Finesse Roll.
Arcane PrismPosition this prism in a location of your choosing and activate it. All allies within Close range of it gain a +1 bonus to their Spellcast Rolls. While activated, the prism can't be moved. Once the prism is deactivated, it can't be activated again until your next long rest.
Minor Stamina Potion RecipeAs a downtime move, you can use the bone of a creature to craft a Minor Stamina Potion.
Minor Health Potion RecipeAs a downtime move, you can use a vial of blood to craft a Minor Health Potion.
Homing CompassesThese two compasses point toward each other no matter how far apart they are.
Corrector SpriteThis tiny sprite sits in the curve of your ear canal and whispers helpful advice during combat. Once per short rest, you can gain advantage on an attack roll.
Gecko GlovesYou can climb up vertical surfaces and across ceilings.
LorekeeperYou can store the name and details of up to three hostile creatures inside this book. You gain a +1 bonus to action rolls against those creatures.
Vial of Darksmoke RecipeAs a downtime move, you can mark a Stress to craft a Vial of Darksmoke.
BloodstoneYou can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Brutal: When you roll the maximum value on a damage die, roll an additional damage die.
GreatstoneYou can attach this stone to a weapon that doesn’t already have a feature. The weapon gains the following feature. Powerful: On a successful attack, roll an additional damage die and discard the lowest result.
GliderWhile falling, you can mark a Stress to deploy this small parachute and glide safely to the ground.
Ring of SilenceSpend a Hope to activate this ring. Your footsteps are silent until your next rest.
Calming PendantWhen you would mark your last Stress, roll a d6. On a result of 5 or higher, don’t mark it.
Dual FlaskThis flask can hold two different liquids. You can swap between them by flipping a small switch on the flask’s side.
Bag of FicklesandYou can convince this small bag of sand to be much heavier or lighter with a successful Presence Roll (10). Additionally, on a successful Finesse Roll (10), you can blow a bit of sand into a target’s face to make them temporarily Vulnerable.
Ring of ResistanceOnce per long rest, you can activate this ring after a successful attack against you to halve the damage.
Phoenix FeatherIf you have at least one Phoenix Feather on you when you fall unconscious, you gain a +1 bonus to the roll you make to determine whether you gain a scar.
Box of Many GoodsOnce per long rest, you can open this small box and roll a d12. On a result of 1-6, it’s empty. On a result of 7-10, it contains one random common consumable. On a result of 11-12, it contains two random common consumables.
Airblade CharmYou can attach this charm to a weapon with a Melee range. Three times per rest, you can activate the charm and attack a target within Close range.
Portal SeedYou can plant this seed in the ground to grow a portal in that spot. The portal is ready to use in 24 hours. You can use this portal to travel to any other location where you planted a portal seed. A portal can be destroyed by dealing any amount of Magic damage to it.
Paragon’s ChainAs a downtime move, you can meditate on an ideal or principle you hold dear and focus your will into this chain. Once per long rest, you can spend a Hope to roll a d20 as your Hope Die for rolls that directly align with that principle.
Elusive AmuletOnce per long rest, you can activate this amulet to become Hidden until you move. While Hidden in this way, you remain unseen even if an adversary moves to where they would normally see you.
Hopekeeper LocketDuring a long rest, if you have 6 Hope, you can spend a Hope to imbue this locket with your bountiful resolve. When you have 0 Hope, you can use the locket to immediately gain a Hope. The locket must be re‑imbued before it can be used this way again.
Infinite BagWhen you store items in this bag, they are kept in a pocket dimension that never runs out of space. You can retrieve an item at any time.
Stride RelicYou gain a +1 bonus to your Agility. You can only carry one relic.
Bolster RelicYou gain a +1 bonus to your Strength. You can only carry one relic.
Control RelicYou gain a +1 bonus to your Finesse. You can only carry one relic.
Attune RelicYou gain a +1 bonus to your Instinct. You can only carry one relic.
Charm RelicYou gain a +1 bonus to your Presence. You can only carry one relic.
Enlighten RelicYou gain a +1 bonus to your Knowledge. You can only carry one relic.
Honing RelicYou gain a +1 bonus to an Experience of your choice. You can only carry one relic.
Flickerfly PendantWhile you carry this pendant, your weapons with a Melee range that deal physical damage have a gossamer sheen and can attack targets within Very Close range.
Lakestrider BootsYou can walk on the surface of water as if it were soft ground.
Clay CompanionWhen you sculpt this ball of clay into a clay animal companion, it behaves as that animal. For example, a clay spider can spin clay webs, while a clay bird can fly. The clay companion retains memory and identity across different shapes, but they can adopt new mannerisms with each form.
Mythic Dust RecipeAs a downtime move, you can use a handful of fine gold dust to craft Mythic Dust.
Shard of MemoryOnce per long rest, you can spend 2 Hope to recall a domain card from your vault instead of paying its Recall Cost.
Gem of AlacrityYou can attach this gem to a weapon, allowing you to use your Agility when making an attack with that weapon.
Gem of MightYou can attach this gem to a weapon, allowing you to use your Strength when making an attack with that weapon.
Gem of PrecisionYou can attach this gem to a weapon, allowing you to use your Finesse when making an attack with that weapon.
Gem of InsightYou can attach this gem to a weapon, allowing you to use your Instinct when making an attack with that weapon.
Gem of AudacityYou can attach this gem to a weapon, allowing you to use your Presence when making an attack with that weapon.
Gem of SagacityYou can attach this gem to a weapon, allowing you to use your Knowledge when making an attack with that weapon.
Ring of Unbreakable ResolveOnce per session, when the GM spends a Fear, you can spend 4 Hope to cancel the effects of that spent Fear.
Belt of UnityOnce per session, you can spend 5 Hope to lead a Tag Team Roll with three PCs instead of two.

This product 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. There are no previous modifications by others.

Daggerheart Loot Generator & SRD Tables — Weapons, Armor, Items | Minva