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Dungeon HeroPowers
Dungeon HeroPowers
Overview Resting
This rules set aims to expand gameplay and player When in the Main Gallery / Great Hall or any
engagement without upsetting (too much) the core cleared Chamber, a Hero can give up their turn to
game mechanics. Presented here are new passive and rest. After resting, a Hero regains 1 Power token.
active abilities for eight Heroes. Wizards regain 4 spells after resting.
The Rogue sneaks through the dungeon, looking for The Dwarf is a stalwart, eager warrior, charging
hidden passages to gain an advantage against unaware headlong into the darkness and growing more
opponents. determined against proven opponents.
Passive: Sneak—You detect secret doors on a die roll Passive: Stalwart—Roll an extra die against Monsters
of 3 to 6. If you move through a secret door, you gain that have attacked you at least once.
+1 move and +1 to your attack roll this turn. You gain
Power: Barrel Charge—You can Expend 1 Power to
this bonus for each door you move through, not each
increase your movement by 5, but your movement
time you move through a door.
must end in an uncleared room or Chamber.
Power: Vanish—You can Expend 1 Power to ignore
a Monster attack and move up to 3 spaces. You
may also use this Power to avoid being stopped by a The Fighter and the Paladin
Monster while moving.
The Elf is the consummate scout, moving quickly The strongest base combatants in the game, the
through the dungeon and sniping foes from afar. Fighter and the Paladin excel at killing monsters and
clearing Chambers. They'll find the best Treasure for
Passive: Eagle Eye—You can attack revealed Monsters their efforts on levels 3-5.
from up to 3 spaces away, as long as you can see
them (you can't see through hidden doors you haven't The Fighter is a skilled mercenary, efficiint with a
discovered or around corners). If your attack is blade and effective at slaying monsters
successful, you may move up to 3 spaces, collecting
any Treasure you move over along the way. Passive: Loot the Bodies—When you clear a
Chamber, draw two Treasures of the appropriate
Power: Whisper Dash—You can Expend 1 Power level; keep one and return the other to its draw pile.
and move up to 6 spaces, passing through Chambers,
rooms, and Monsters. You may reveal any hidden Power: Backswing—You can Expend 1 Power to
Monsters and Treasures you pass through. reroll 1 or 2 dice from a missed attacked against a
Monster.
Passive: Spellcasting—At game start, you gain 5-10 You begin play with a familiar, either a Flame Imp
spells (roll one die and add 4 to the result). You may or a Spark Imp. You may give up your movement to
then choose spells from Fireball, Lightning Bolt, and summon or swap a familiar. While active, a familiar
Teleport, up to your starting number of spells.You allows you to attack from safety using a spell, either
can recover 4 spells when you rest. Wizards cannot Fireball or Lightning Bolt. Familiars remain active
wield Magic Swords. until they've destroyed 3 Monsters before they must
be resummoned.
Power: Quickening—You can Expend 1 Power to cast
a spell or swap the spell you've cast after a Monster is Power: Eldritch Pact—You can Expend 1 Power to
revealed. You can Expend 1 Power while resting to summon or swap your familiar at any time, without
recover all your spells. giving up your movement.