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Huge Handbook of Heroes

for One Deck Dungeon


1. Assassin
2. Bard
3. Burglar
4. Cleric
5. Diviner
6. Monk
7. Scout
8. Sorcerer
9. Warlock
10.Wizard

Overview

These heroes were designed to add variety to playstyle. In particular, they are
designed to change the cost and benefits of certain actions such as fleeing and leaving
an open door, or choosing a peril over a combat.

Peril and/or Combat

The heroic abilities and skills do not list peril or combat. They can be used in either
if they can mechanically do so. For example, Vital Strike uses a pink die to change a
yellow die, perils do not have two colors of dice so Vital Strike canot be used for a
peril.

Also, an ability or skill can only be used if dice of that color are used in that peril.
For example, Healing requires blue dice. It cannot be activated with black dice
during a strength or agility peril.
Assassin

Trained to hunt down individuals, the


assassin regards each boss as just another
job.

Stats

The assassin has the standard seven dice and


five hearts. Four agility make her good at
agility perils.

Ambush

The assassin can get a black die for every


encounter, if she never flees. This makes
fleeing a tougher choice.

Vital Strike

The assassin can use her extra agility to


improve her strength. She does not get an
extra strength die, but can get a higher single
die.

Bard

A teller of tales, the bard is inspired to go on


adventurers of her own. Evil needs to be
defeated, and she needs new tales to tell.

Stats

The bard has the standard seven dice and


five hearts. Her stats are not focused, but
she will have a three for any peril.

Skilled

The bard gets a black die for perils but not


combat. She prefers skills to fighting.

Inspiration

The bard can increase three dice of any color


by one. She cannot raise one die by three.
This helps in combat and peril to get
individual dice as high as she needs.
Burglar

The burglar is a thief more than a fighter, but


she will face the dungeon and the boss if no
one else will.

Stats

The burglar has the standard seven dice and


five hearts. Five agility make her excellent
at agility perils.

Theft

Once per floor, the burglar can just take a


card as loot without having to face it as a
challenge. This cannot be saved up per floor
(it wakes up the other monsters).

Patience

The burglar can use multiple dice for any


challenge, even those with a single box. She
does not need to get a single die high
enough for a box, just enough total.

Cleric

The cleric protects her congregation with the


aid of her god. If the god wills that she face
a dungeon and a boss, so be it.

Stats

The cleric has the standard seven dice and


five hearts. Four mana make her good at
mana perils, but is generally weak for
combat.

Blessing

The cleric starts with six black dice and does


not get more. She can choose when to use
them and can use all of them at once.

Healing

The cleric can spend mana to avoid taking


damage or to heal damage already taken.
She is better at surviving than fighting.
Diviner

The diviner has seen the dangers of the


dungeon but she knows that the boss must
be defeated.

Stats

The diviner has the standard seven dice and


five hearts. Four mana make her good at
mana perils, but is generally weak for
combat.

Divination

At the cost of time, the diviner can see her


dice roll before deciding whether to flee. So
she can avoid disasters if she is willing to
take the time.

Guidance

The diviner can get one good die by


spending mana.

Monk

The monk has been training since childhood


for whatever fate has in store for her. She
will face it bravely and serenely.

Stats

The monk has eight dice and five hearts.


Her extra stat is balanced by her poverty.

Meditation

The monk can add a die each turn if she is


willing to spend the time to meditate. But
she can only use one heroic die at a time.

Poverty

The monk can have one fewer item but one


more skill than their level would normally
allow. She starts with an extra stat and not
with a real skill.
Scout

The scout is headed for the dungeon because


she has never been there before. And since
no one has ever returned from it alive, that
means she will be the first.

Stats

The scout has the standard seven dice and


five hearts.

Scouting

The scout places doors face up when


exploring. This helps choose which doors to
enter, but does make some encounters harder
with a lot of open doors.

Equipment

The scout discards a yellow die to roll a


black die, representing carrying extra
equipment. Be prepared.

Sorcerer

The sorcerer is a creature of magic. Power


flows through her.

Stats

The sorcerer has the standard seven dice and


five hearts. Four mana make her good at
mana perils, but is generally weak for
combat.

Study

Cards that have a mana die as their item are


worth two additional experience points if
used to level.

Channeling

The sorcerer can increase all of her blue dice


by one.
Warlock

The warlock has made a pact with a devil


for power. Now she tries to use her power
to earn back her soul.

Stats

The warlock has the standard seven dice and


five hearts. Four mana make her good at
mana perils, but is generally weak for
combat.

Blood Sacrifice

The warlock can add two black dice to any


encounter but always pays for it in blood.
This can be done after the dice are rolled.

Dark Pact

The warlock can use mana for strength.

Wizard

The wizard has learned to use magic to


accomplish her goals. Now that she has
power she uses it to defeat evil.

Stats

The wizard has the standard seven dice and


five hearts. Four mana make her good at
mana perils, but is weak for combat.

Conjure

The wizard can swap an item she is using


with an item on a card that she used to level.
This lets her use valuable cards to level, then
get the item back. It also lets her adjust her
items to prepare for the boss.

Mirror Image

The wizard can make more and flexible dice


but at a cost in power. X can go up to eight
to create two dice that are sixes.

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