HeroQuest Player's Handbook

Human Characters

Magic Users

Humans make up the bulk of the population of the HeroQuest/Warhammer world. While most human adventurers are clumsy and loudmouthed compared to their demihuman companions, they are fierce warriors, and a proud people.

Alchemist Neutral • Light Fighter

You are a creator of potions and you practice a skill part magic, part science. Seen as a boon by your companions, you are ever on the lookout for your magical components as you fight the legions of Chaos.

Special Abilities

Exact Dosage You have extensive knowledge of potions and magical brews, and know exactly how much each hero requires for maximum effect. When you or any ally uses a potion, roll 1D10:
1–4: Exact dosage is the full container.
5–8: Exact dosage is ½ container. (2 Uses)
9–0: Exact dosage is ⅓ container. (3 Uses)
A potion may only be tested for dosage once.
Alchemy Once per room you may search for components with which to make potions. At the end of each game (or during the game if you encounter an alchemist's bench) you may attempt to make a potion from scratch using collected components. You must have the potion's recipe.
Attack Dice1
Defend Dice2
Body Points5
Mind Points5
Feat of Strength11
Feat of Dexterity11
Starting ArmorNone
Starting WeaponsDagger
Bard Good • Light Fighter

An entertainer by trade, your carefree nature and cheerful heart endear you to your companions. You have the gift of musical magic and are a well-trained acrobat. In tight situations, you've also been known to "sing" with your sword, killing your enemies with an impish grin.

Special Abilities

Musical Voice You were born with the gift of musical magic and cast spells by singing them. You may sing 16 manna points of magic (or [1D6 × 4], whichever is higher). See the Bard Songs.
Acrobat You gain +1 defend against projectile weapons and spells, and are not hindered by furniture in your way (except cupboards, bookcases, and fireplaces). When standing on furniture, you gain +1 Attack when using a projectile weapon.
Attack Dice2
Defend Dice2
Body Points6
Mind Points4
Feat of Strength10
Feat of Dexterity18
Starting ArmorNone
Starting WeaponsShortsword
MiscellaneousLute
Mages

The Mage is a spell sword — a spell caster who is trained in both magic and combat.

Elemental Mage Updated Neutral • Light Fighter

You are the Elemental Mage, a master of both magic and the sword. You have spent your life studying your chosen element and how it reacts and interrelates to the others, and now you see that fine balance being disrupted by the forces of Chaos. You have decided that, in order for your powers to grow, this Chaotic influence must be destroyed.

Special Abilities

Magic You have devoted yourself to one specific elemental art. You may cast 16 manna points of magic (or [1D6 × 4], whichever is higher) from one SPECIFIC school of elemental magic. The Elemental Mage's specialization in one specific element also allows them to use less manna to cast spells. An Elemental Mage spends 3 points of Manna to cast level 1 spells, 6 points to cast level 2, 9 points to cast level 3, and so on.
Elemental Reflection The Mage is becoming an elemental creature, gaining one extra die in defense against all spells and effects of their element, but taking extra damage from spells of the opposing element (e.g. a fire mage gains extra defense from fire spells but takes extra damage from icicle spells). The Mage also gains one extra combat die when attacking any other elemental. See Magical Resistance and Vulnerability for details.
Attack Dice2
Defend Dice2
Body Points5
Mind Points5
Feat of Strength12
Feat of Dexterity12
Starting ArmorNone
Starting WeaponsShortsword
Time Mage Neutral • Light Fighter

You are a student of the magics of Time and Space; however, you lack the wisdom and long-term view of the Chronomancer. Impulsive and quick to anger, you see Time as your instrument, and you are determined to have your name go down in history as a hero of the highest degree.

Special Abilities

Chronomancy You are a light fighter with skill in Cosmic/Time Magic. You may cast 16 Manna Points of magic (or [1D6 × 4], whichever is higher) from the Temporal Spells.
Stop Blade Once per quest you may enchant one bladed weapon with the "Stop Time" spell for 2D6 rounds. If you make a successful attack (and the target loses at least 1 Body Point), the victim is "stopped" for 4 turns. The spell can be resisted by rolling 1D6 per Mind Point — if at least one 6 is rolled, the spell is broken.
Attack Dice2
Defend Dice2
Body Points5
Mind Points5
Feat of Strength12
Feat of Dexterity12
Starting ArmorNone
Starting WeaponsShortsword
Wizards and Archmages

A Wizard is one who has spent their entire life in the study of magic; however, the term "Wizard" refers to the generalist spellcaster, whereas an Archmage is the master of a very specific school of magic.

Wizard Updated Neutral • Non-Proficiency

You are the Master of Elemental Magic and Light Magic. Your command of the Elemental forces that surround you establishes you as a dangerous opponent and your skill in Light Magic makes you a powerful healer.

Special Abilities

Magical Tome Your leather-bound tome of magic holds great power, capable of holding many spells which may be cast at any time. The tome holds 40 points of manna (or [(1D6+1D8) × 4], whichever is higher) of the Elemental Spells and Light Spells.
Magical Sight Your endless devotion to the magical arts has transformed you into a creature not entirely human. Upon entering any corridor or room, you automatically detect magic users, doors, artifacts, and any other magic-bearing items within.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsStaff
Elemental Archmage New Neutral • Non-Proficiency

You are the Master of one specific school of Elemental Magic. You may choose either Geomancer (Earth), Hydromancer (Water), Pyromancer (Fire), or Aeromancer (Air/Wind).

Special Abilities

Magical Tome Your leather-bound tome of magic holds great power, capable of holding many spells which may be cast at any time. The tome holds 40 points of manna (or [(1D6+1D8) × 4], whichever is higher) of spells from one specific Element. The Elemental Archmage, due to their specialization, also uses less manna to cast spells. The Elemental Archmage uses 3 Manna points to cast level 1 spells, 6 Manna points to cast level 2 spells, 9 points to cast level 3, and so on.
Elemental Reflection The Elemental Archmage is becoming an elemental creature, gaining one extra die in defense against all spells and effects of their element, but taking extra damage from spells of the opposing element (e.g. a fire mage gains extra defense from fire spells but takes extra damage from icicle spells). The Mage also gains one extra combat die when attacking any other elemental. See Magical Resistance and Vulnerability for details.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsStaff
Auromancer New Neutral • Non-Proficiency

You are the Master Light and a beacon of Hope on the battlefield. Your powerful banishment magic and powerful healing ability make you a sought-after companion.

Special Abilities

Magical Tome Your leather-bound tome of magic holds great power, capable of holding many spells which may be cast at any time. The tome holds 40 points of manna (or [(1D6+1D8) × 4], whichever is higher) of spells from the school of Light.
Radiant Presence The Auromancer is permanently wreathed in a faint holy light. Any Undead or Chaos monster that begins its turn within 2 spaces of the Auromancer takes 1 Body Point of undefendable radiant damage automatically — no spell required, no Manna cost. This aura cannot be suppressed.

The flip side: the Auromancer can never truly hide. Spells and abilities that rely on darkness or concealment cannot be cast on or applied to the Auromancer.
Attack Dice1
Defend Dice2
Body Points4
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsStaff
Chronomancer Updated Neutral • Non-Proficiency

You are an ancient wizard who appears to be young. You have spent your life studying the universe and the essence of time and space. You have traveled through the cosmos and seen great civilizations. Now you fight for the side of light and the Emperor, for you realize that the fate of this world hangs in the balance.

Special Abilities

Magic You may cast 40 points of manna (or [(1D6+1D8) × 4], whichever is higher) from the Temporal Spells. Some Temporal Spells may be cast as immediate reactions — at any time, including on another player's turn or during Zargon's turn. Simply declare the spell and as long as you have sufficient manna remaining, it is allowed. Casting an immediate reaction spell does not count as your action unless cast on your own turn.
Fate As master of the ways of time and magic, you begin each game with 2D4 Fate Points. These may be used on any roll at the table — yours, Zargon's, or any other Hero's. One Fate Point rerolls one die.
Attack Dice1
Defend Dice2
Body Points4
Mind Points6
Feat of Strength6
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsStaff
Seer Good • Non-Proficiency

You are the old and wizened master of Faerie Majik. Life in your beloved forests has come to a halt now that the forces of Light and Darkness have clashed in a mighty battle. Your precognitive abilities have shown you that you must do all you can to ensure the survival of all you hold dear.

Special Abilities

Mystic Aura You are surrounded by a halo of golden sparkles — the effect of several tiny faeries cloaking your being. Each faerie holds a spell within it, granting up to 40 manna points of magic (or [(1D6+1D8) × 4], whichever is higher) of Faerie Magic. These faeries also form a protective cloak of Majik, raising your defend by 1 and granting 1D6 extra defense against psychological spells. Note: unlike other armor effects, the Mystic Aura stacks with other armor.
Premonition Your affiliation with the Faerie has given you the ability to see into the future. Once per game, you may have the contents of any room disclosed without activating any of the monsters within.
Attack Dice1
Defend Dice3
Body Points5
Mind Points7
Feat of Strength6
Feat of Dexterity6
Starting ArmorMystic Aura
Starting WeaponsStaff
Warlock New Updated Neutral • Non-Proficiency

You are a shadowmancer and a spellcaster who has gained their power by bonding with a sinister creature, allowing you to assume its winged form.

Special Abilities

Magic The being you have bonded yourself to allows you to cast 40 points of manna (or [(1D6+1D8) × 4], whichever is higher) from the Darkness Spells.
Demonform The Warlock may assume the form of their symbiote. While in this winged form, the Warlock ignores pit traps and may roll 1 extra Combat Die each time they attack, however, they revert back to their true form if they take a point of damage. They regain the use of this ability every time they get the killing blow on a monster.
Attack Dice1
Defend Dice2
Body Points4
Mind Points5
Feat of Strength6
Feat of Dexterity6
Starting ArmorNone
Starting WeaponsStaff

✦ Footnotes

*(1) This character was originally created by Karnov, and I overhauled it.

*(2) While this character is mine, I felt I needed to give credit to Karnov, from whom the magic and the idea came.

*(3) I have introduced a manna system for the magic — see the spells for clarification. I have also altered the Seer by upping the Human defend. See the Elven Seer for clarification. Also worth noting: the Mystic Aura, unlike other armor effects, stacks. Thus, when the Human Seer dons Leather Gloves, their defend goes to THREE, not two.

*(4) The Time Mage was shamelessly ripped off Karnov's page.

*(5) The changes to the Wizard are: 1) I changed the magic system to a manna system (see the spells for clarification); and 2) I changed Magical Sight so that the Wizard sees not secret doors, but anything magical.