
Daggerheart RPG Hope & Fear
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Daggerheart
Hope & Fear
Expansion · Standard EditionThe first expansion for Critical Role's RPG doubles the narrative toolkit. Four new classes, over one hundred thirty adversaries, and a new dark magic that changes everything.
What it is
The expansion that takes Daggerheart into darker territory
Daggerheart: Hope & Fear is the first official expansion for Critical Role and Darrington Press's RPG. A volume of about 200 pages accompanied by a box of cards, accessories, and rip pads for adversary sheets. A true extension, not just a support booklet.
Four new classes enter the game — Witch, Warlock, Brawler, Assassin — each with two distinct subclasses. Along with them comes the Dread Domain, a new set of macabre magic cards dedicated to witches and warlocks, capable of shifting the tone of a campaign towards dark fantasy horror.
For GMs, it's a goldmine: over one hundred thirty new adversaries, twenty-eight ready-to-use environments, four new campaign frames, and a Transformations system that allows characters to become a Vampire, Werewolf, Reanimated, Shapeshifter, Ghost, or Demigod. New Community and Ancestry cards complete the package.
Why it matters
Daggerheart was already a solid system. Hope & Fear doesn't rewrite it — it opens it up. It adds the possibility of horror, gothic, supernatural campaigns, without needing to rebuild the rules from scratch.
The secret of Hope & Fear in one line
The Transformations are the boldest move. An RPG that tells you "your character can become a vampire halfway through the campaign" is playing on a different narrative level from everything else.
From the rulebook analysis
Daggerheart: Hope & Fear
What the expansion contains
Eight new features that change the campaign
4 new classes
Witch, Warlock, Brawler, Assassin. Each with 2 unique subclasses, for a total of 8 new subclass cards included in the box.
Dread Domain
A new magic domain, complete set of cards. Unlocks the macabre arsenal of witches and warlocks — gothic and dark spells.
6 Transformation cards
New mechanic: the character can become a Vampire, Werewolf, Reanimated, Shapeshifter, Ghost, or Demigod. At creation or mid-campaign.
130+ adversaries
Ready to use for the GM. Plus two rip pads of blank sheets to create new ones on the fly during the session.
28 environments + 4 frames
Twenty-eight ready narrative environments and four new campaign frames: each frame is a complete setting for playing entire campaigns.
6 Community cards
Duneborne, Hearthborne, Frostborne, Warborne, Freeborne, Reborne. Six new communal origins to combine with any class.
6 Ancestry cards
Skykin, Tidekin, Earthkin, Emberkin, Gnome, and Aetheris. Six new ancestries with unique traits to enrich the character gallery.
Rip pads included
Character sheets, adversary sheets, maps, player and GM references. Detachable pages designed to be used up at the table.
The mechanical novelty
The six transformations that break the mold
The Transformations system is Hope & Fear's most ambitious move. At the start of a campaign or at any time thereafter, a character can undergo a supernatural metamorphosis that changes their powers and narrative. Six distinct options:
When a player at the table decides to become a vampire halfway through the campaign, the story you tell changes forever. Hope & Fear exists for that moment.

Daggerheart RPG Hope & Fear
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