(HeroQuest) Custom Heroes GM Binder PDF
(HeroQuest) Custom Heroes GM Binder PDF
(HeroQuest) Custom Heroes GM Binder PDF
This small homebrew allows players to design their own Magic Resistance
individual heroes to go onto the adventures of Requires Body 7+
HeroQuest If a spell is cast on you, you can choose to roll one
In order to create your own hero, you assign dice and combat die. If you roll any shield, the spell has no effect
points towards your hero's attributes and abilities. on you.
Don't worry you can always go back and reassign your
attributes if you need to. Metamagic
Requires one or more Spell Sets
1. Body & Mind As an Action, you can regain one spell you already cast
during this Quest. You can do so only once per Quest.
Distribute 10 points freely among your Body and Mind
scores. Some special abilities require your hero to have Mind over Matter
a certain amount of Body or Mind points. You can't use any armor and only wield the dagger and
the quarterstaff.
2. Attack, Defend & Movement If you choose this ability, you gain one additional die
instead of having to pay one.
Distribute 7 dice freely among the three dice attributes:
Attack, Defend, and Movement. Skirmisher
You can also retain any number of dice from this Requires Body 6+
pool, in order to buy Special Abilities (e.g. Spells) in You can take your Action in between your movement.
the following step. You can pick up an item without using your Action.
Mentalist Spells
Example Heroes
Mindblast
Hero Att Def Mov Body Mind Abilities You may direct this mental assault at any target within
your line of sight. You attack the target with three attack
Barbarian 3 2 2 8 2 —
dice and they must defend with as many dice as they
Dwarf 2 2 2 7 3 Trap Expert have Mind points. Undead are immune to this spell.
Elf 2 2 2 6 4 Spell Set (1)
Mind-Control
Mind over Matter,
Wizard 1 2 2 4 6 This spell may be cast on any one Monster, temporarily
Spell Set (3)
taking control of its body. Roll a number of combat dice
Brute 3 1 2 9 1 Magic Resistance equal to your Mind. If your roll equal to or more skulls
than the Monster's Mind Points, you can immediately
Cleric 1 2 2 5 5 Spell Set (2)
move and attack with the Monster.
Jack 2 2 2 8 4 Gifted
Knight 2 2 2 8 2 Weapon Expert Panic
This spell may be cast on any one Monster, filling its
Mind over Matter,
Monk 3 2 2 7 3 mind with terror. On its next turn, the target cannot
Skirmisher
move closer towards you and can neither attack nor
Noble 2 2 2 7 3 Inspiring Leader cast a spell. Undead are immune to this spell.
Ranger 2 2 2 7 3 Slayer (Greenlings)
Paladin 2 2 2 8 2 Slayer (Chaos)
Danger Sense,
Nature Spells
Scout 1 2 2 7 3
Explorer
Barkskin
Slayer (Undead), This spell may be cast on any one Hero, including
Templar 1 2 2 6 4
Spell Set (1) yourself. The Hero may reroll one failed combat die
Metamagic, when defending. The spell is broken when the Hero
Witch 1 2 2 5 5 Mind over Matter, suffers one point of Body damage.
Spell Set (2)
Entangle
This spell may be cast on any one Monster, locking it in
place. Until the end of your next turn, the target cannot
New Spell Sets move and must roll one less die when attacking or
defending.
The following Spell Sets are added to the game.
Healing Herbs
Light Spells This spell may be cast on any one Hero, including
yourself. Applying these herbs will immediately restore
Bless up to 4 lost Body Points, but does not give a hero more
This spell may be cast on any one Hero, including than his starting number.
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.
Attack Defend
Weapon Dice Price Notes Armor Dice Price Notes
Longsword +1D 350 gp Reach, Two-handed Shield +1D 250 gp Free Hand
Helmet — 200 gp Reroll
Hatchet 2D 200 gp Throw
Battle Axe +1D 250 gp —
Armor Special Rules
Great Axe +2D 400 gp Two-Handed Consult the following list for explanation:
Defend Dice: You can add a number of dice to your
Quarterstaff 1D 100 gp Reach, Two-handed
hero's Defend dice.
Spear 2D 250 gp Reach Free Hand: You can't wield a two-handed weapon
Lance +1D 350 gp Reach, Two-handed when wielding a Shield.
Reroll: You can always reroll one of your Defend dice,
Sling 1D 50 gp Ranged taking the second result.
Bow 2D 250 gp Ranged Slow: When rolling for Movement, you must divide
Crossbow 3D 350 gp Ranged the result by 2 (rounded down).