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Daggerheart Fear Tracker

Daggerheart Fear Tracker

Track your Fear pool, budget it by scene, run countdowns, and roll SRD-grounded GM moves — the whole GM side of the screen in one free tool.

Fear Pool

0

of 12 Fear

Fear carries over between sessions — this tracker remembers it.

Scene Budget
Countdowns

Track looming events — a ritual completing, a patrol returning, air running out. Advance a countdown as a GM move; at zero, it happens.

GM Move Oracle

Pick the roll result and get an SRD-grounded move — soft consequences for Hope, hard ones for Fear.

Tips for Tracking Fear

Use + / − on your keyboard to adjust the pool without touching the mouse mid-scene.

Pick a scene type and the tracker shows the SRD's suggested spend range against your current pool.

Spend a Fear decrements the pool and rolls what the spend could look like in one click.

Your pool and countdowns persist between visits — Fear carries over between sessions, so the tracker does too.

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How Fear works in Daggerheart

Daggerheart hands the GM a single resource to manage: Fear. Every time a player rolls with Fear, you take one. The party rests? You take more. You can bank up to 12 at a time, it carries over between sessions, and you spend it to make the story bite — interrupting the players to seize the spotlight, making extra GM moves, or unleashing an adversary's Fear Feature.

The interesting part is the spending rhythm. Hoard Fear and scenes go flat; the SRD's own advice is spend fast, spend often, spend big. That's what the scene budget in this tracker is for — it puts the SRD's suggested range next to your live pool so you can see at a glance whether you're building tension or sitting on it.

Fear spending by scene

  • Incidental (01 Fear) — A catch-up between PCs; gathering information; resupplying; resting during downtime.
  • Minor (13 Fear) — A travel sequence; a minor skirmish that introduces new foes or signals future trouble.
  • Standard (24 Fear) — A substantial battle with a notable objective; perilous travel; a tense social encounter.
  • Major (48 Fear) — A large battle with a Solo or Leader adversary; a character-defining personal scene.
  • Climactic (612 Fear) — A major confrontation with the villain of a story arc; an epic set piece battle.

The GM move oracle

A Fear pool tells you when to act; the move oracle helps with what. Pick the roll result — Success with Fear, Failure with Hope, Failure with Fear — and it rolls from the SRD's consequence lists for exactly that situation: minor complications for the softer results, major ones when things go truly wrong. The “need inspiration” option draws from the full Example GM Moves list for those moments when the fiction doesn't hand you an obvious answer.

Rolling loot for the aftermath? The Daggerheart loot generator covers the full SRD reward tables, and the character creator handles the player side of the table. For the rules behind all of this, our guides to Daggerheart combat and the nine classes go deeper.

Daggerheart Fear Tracker FAQ

What is Fear in Daggerheart?

Fear is the GM's metacurrency. You gain a Fear whenever a player rolls with Fear, when the party takes a rest, or when an ability tells you to. You spend it to interrupt the players and steal the spotlight, make an additional GM move, activate an adversary's or environment's Fear Feature, or add an adversary's Experience to a roll.

How much Fear can the GM have in Daggerheart?

Twelve. The pool is capped at 12 Fear at one time, and unspent Fear carries over between sessions — which is why this tracker saves your pool between visits.

How much Fear do you start with?

At the start of a campaign, the GM begins with 1 Fear per PC in the party. A table of four starts you at 4 Fear.

How much Fear should I spend in a scene?

The SRD gives spending guidance by scene weight: 0–1 Fear for incidental scenes, 1–3 for minor ones, 2–4 for standard scenes, 4–8 for major scenes, and 6–12 for climactic confrontations. The scene budget selector in this tracker shows the range next to your current pool.

What are GM moves in Daggerheart?

GM moves are how you change the story in response to the players' actions — an adversary attacks, a new threat appears, a PC marks a Stress, the stakes rise. Softer moves fit rolls with Hope; harder moves fit rolls with Fear. The oracle in this tool rolls from the SRD's own move lists based on what just happened at the table.

Is this an official Daggerheart tool?

No. The move lists and Fear rules come 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.

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