HeroQuest ‒ Custom Heroes
Version 1.5
Created by DracoDruid [@GMBinder | @Reddit]
Format: DIN A4
Creating Your Hero
This small homebrew allows players to design their own individual heroes to go onto the adventures of HeroQuest
In order to create your own hero, you assign dice and points towards your hero's attributes and abilities.
Don't worry you can always go back and reassign your attributes if you need to.
1. Body & Mind
Distribute 10 points freely among your Body and Mind scores. Some special abilities require your hero to have a certain amount of Body or Mind points.
2. Attack, Defend & Movement
Distribute 7 dice freely among the three dice attributes: Attack, Defend, and Movement.
You can also retain any number of dice from this pool, in order to buy Special Abilities (e.g. Spells) in the following step.
3. Special Abilities
In the final step, you "pay dice" in order to give your hero special abilities. Each special ability "costs" 1 die. These dice are subtracted from your 7 dice total and can't be assigned towards your Attack, Defend, or Movement.
You can choose from the following list:
Danger Sense
Requires Mind 3+
When you Jump A Trap, you only spring the trap if you roll a black shield.
When you spring a trap, you only suffer damage if you roll a black shield on the combat dice.
When you reveal a Wandering Monster, you can roll twice your Defend dice against its initial attack.
Explorer
Requires Mind 3+
You can Search For Secret Doors and Search For Traps as a single action. You choose which is revealed first.
If you Search for Treasure and have to draw a card from the Treasure Card deck, you can draw two cards. Choose one and shuffle the other back into the deck.
Gifted
You can distribute an additional 2 points among your Body and Mind scores.
Inspiring Leader
Requires Mind 3+
On each of your turns, choose any one ally you can "see". That ally can add one additional die on their next Attack, Defend, or Movement roll. The die must be used before the beginning of your next turn.
Magic Resistance
Requires Body 7+
If a spell is cast on you, you can choose to roll one combat die. If you roll any shield, the spell has no effect on you.
Metamagic
Requires one or more Spell Sets
As an Action, you can regain one spell you already cast during this Quest. You can do so only once per Quest.
Mind over Matter
You can't use any armor and only wield the dagger and the quarterstaff.
If you choose this ability, you gain one additional die instead of having to pay one.
Skirmisher
Requires Body 6+
You can take your Action in between your movement. You can pick up an item without using your Action.
Slayer
Requires Body 6+
Choose one of the following Monster Types:
- Greenlings: Goblins, Orcs, Fimir
- Undead: Skeletons, Zombies, Mummies
- Chaos: Chaos Warriors, Gargoyles, Ogres
When you Attack a Monster of the chosen type, you can add one additional Skull to your Attack roll.
When a Monster of the chosen type attacks you, you can add one additional White Shield to your Defend roll.
Spell Set
Requires Mind 4+
At the start of a Quest, you can choose one of the available Spell decks (Earth, Fire, etc.).
You can choose this ability multiple times, but no more than your Mind –3.
Trap Expert
Requires Mind 3+
You can Disarm A Trap as if possessing a Tool Kit.
If you also possess a Tool Kit, you only spring a trap while disarming it, if you roll a black shield.
Weapon Expert
Requires Body 8+
You can wield both a Shield and a two-handed weapon and your movement is not reduced by the Plate Mail.
4. Hero Advancement (Optional)
Whenever you successfully complete one Quest Book as the same Hero, you may assign one additional die to either your Attack, Defend, or Movement score, or choose an additional special ability.
If you are no longer playing the official Quest Books, you can advance your Hero after successfully completing 10 Quests.
Example Heroes
Hero | Att | Def | Mov | Body | Mind | Abilities |
---|---|---|---|---|---|---|
Barbarian | 3 | 2 | 2 | 8 | 2 | — |
Dwarf | 2 | 2 | 2 | 7 | 3 | Trap Expert |
Elf | 2 | 2 | 2 | 6 | 4 | Spell Set (1) |
Wizard | 1 | 2 | 2 | 4 | 6 | Mind over Matter, Spell Set (3) |
Brute | 3 | 1 | 2 | 9 | 1 | Magic Resistance |
Cleric | 1 | 2 | 2 | 5 | 5 | Spell Set (2) |
Jack | 2 | 2 | 2 | 8 | 4 | Gifted |
Knight | 2 | 2 | 2 | 8 | 2 | Weapon Expert |
Monk | 3 | 2 | 2 | 7 | 3 | Mind over Matter, Skirmisher |
Noble | 2 | 2 | 2 | 7 | 3 | Inspiring Leader |
Ranger | 2 | 2 | 2 | 7 | 3 | Slayer (Greenlings) |
Paladin | 2 | 2 | 2 | 8 | 2 | Slayer (Chaos) |
Scout | 1 | 2 | 2 | 7 | 3 | Danger Sense, Explorer |
Templar | 1 | 2 | 2 | 6 | 4 | Slayer (Undead), Spell Set (1) |
Witch | 1 | 2 | 2 | 5 | 5 | Metamagic, Mind over Matter, Spell Set (2) |
New Spell Sets
The following Spell Sets are added to the game.
Light Spells
Bless
This spell may be cast on any one Hero, including yourself. That Hero may roll 1 extra combat die on Attack and Defend rolls. The spell is broken when the Hero can no longer see a Monster.
Detect Evil
You may ask the Evil Wizard player to lay out the Monsters (but no doors or furniture) of one room anywhere on the gameboard at once. If that room is empty you may not try again. The Monsters can't move or take actions until a door to the room is opened.
Holy Touch
This spell may be cast on any one Hero, including yourself. Its divine energy will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.
Alternatively, you can attack one adjacent Monster with 1 Body Point of damage. Undead cannot defend against this spell.
Mentalist Spells
Mindblast
You may direct this mental assault at any target within your line of sight. You attack the target with three attack dice and they must defend with as many dice as they have Mind points. Undead are immune to this spell.
Mind-Control
This spell may be cast on any one Monster, temporarily taking control of its body. Roll a number of combat dice equal to your Mind. If your roll equal to or more skulls than the Monster's Mind Points, you can immediately move and attack with the Monster.
Panic
This spell may be cast on any one Monster, filling its mind with terror. On its next turn, the target cannot move closer towards you and can neither attack nor cast a spell. Undead are immune to this spell.
Nature Spells
Barkskin
This spell may be cast on any one Hero, including yourself. The Hero may reroll one failed combat die when defending. The spell is broken when the Hero suffers one point of Body damage.
Entangle
This spell may be cast on any one Monster, locking it in place. Until the end of your next turn, the target cannot move and must roll one less die when attacking or defending.
Healing Herbs
This spell may be cast on any one Hero, including yourself. Applying these herbs will immediately restore up to 4 lost Body Points, but does not give a hero more than his starting number.
Revised Equipment
Weapons
Weapon | Attack Dice | Price | Notes |
---|---|---|---|
Dagger | 1D | 25 gp | Throw |
Short Sword | 2D | 150 gp | — |
Broadsword | +1D | 250 gp | — |
Longsword | +1D | 350 gp | Reach, Two-handed |
Hatchet | 2D | 200 gp | Throw |
Battle Axe | +1D | 250 gp | — |
Great Axe | +2D | 400 gp | Two-Handed |
Quarterstaff | 1D | 100 gp | Reach, Two-handed |
Spear | 2D | 250 gp | Reach |
Lance | +1D | 350 gp | Reach, Two-handed |
Sling | 1D | 50 gp | Ranged |
Bow | 2D | 250 gp | Ranged |
Crossbow | 3D | 350 gp | Ranged |
Weapon Special Rules
Consult the following list for explanation:
Attack Dice: You can roll the listed number of attack dice or add a number of dice to your hero's attack dice.
Ranged: You can attack enemies you can "see", but not directly adjacent to you.
Reach: You can attack enemies that are directly or diagonally adjacent to you.
Throw: You can attack an enemy you can "see" within a number of squares equal to your Body score. If you do, place a marker on the enemy square. You must stop your Movement on this square and use your Action to pick up your weapon. Otherwise, it is lost.
Two-handed: You can't use a Shield when wielding this weapon.
Armor
Armor | Defend Dice | Price | Notes |
---|---|---|---|
Gambeson | — | 300 gp | Reroll |
Chain Mail | +1D | 500 gp | — |
Plate Mail | +2D | 850 gp | Slow |
Shield | +1D | 250 gp | Free Hand |
Helmet | — | 200 gp | Reroll |
Armor Special Rules
Consult the following list for explanation:
Defend Dice: You can add a number of dice to your hero's Defend dice.
Free Hand: You can't wield a two-handed weapon when wielding a Shield.
Reroll: You can always reroll one of your Defend dice, taking the second result.
Slow: When rolling for Movement, you must divide the result by 2 (rounded down).