Barbarian

4 skill branches

Brutal Strikes

raw damage / cleave

  1. Relentless Advance
    1 SP Passive
    Offense
  2. Bonecrusher
    2 SP Passive
    Offense
  3. Mighty Cleave
    3 SP Passive
    Offense Multi-attack
  4. Reckoning Blow
    4 SP Action-1/quest
    Offense Burst
Side skills:
Shield Splitter
2 SP Passive
Offense Weapon-Specialist

Blood Fury

momentum & kill-chains

  1. Savage Momentum
    1 SP Passive
    Momentum Mobility
  2. Blood Frenzy
    2 SP Passive
    Offense Momentum
  3. Blood Path
    3 SP Passive
    Mobility Momentum
  4. Fury Unleashed
    3 SP Passive
    Offense Survival-Synergy

Iron Resolve

toughness & presence

  1. Warborn Reflexes
    1 SP Passive
    Defense Initiative
  2. Iron Will
    2 SP Action-1/quest
    Defense
  3. Intimidating Roar
    3 SP Passive
    Defense Control
  4. Heroic Endurance
    4 SP Action-1/quest
    Defense Last-Stand

Juggernaut

charge, knockback, leadership

  1. Predator’s Lunge
    1 SP Action
    Offense Mobility
  2. Thunderstrike
    2 SP Passive
    Offense Control
  3. Juggernaut Charge
    3 SP Action-1/quest
    Control Mobility
  4. War Cry
    4 SP Action-1/quest
    Support Offense

Dwarf

4 skill branches

Living Bulwark

defense & mitigation

  1. Stalwart
    1 SP Passive
    Defense Status-Resist
  2. Stonewall
    2 SP Passive
    Defense Aura
  3. Rockslide Blow
    2 SP Passive
    Defense Control
  4. Stonehide
    3 SP Action-1/quest
    Defense Mitigation

Trapmaster

traps & hazard dominance

  1. Trap Reflex
    1 SP Passive
    Defense Traps
  2. Pressure Plate Sense
    2 SP Passive
    Utility Traps
  3. Master Disarm
    3 SP Action-1/quest
    Utility Traps
  4. Tunnel Fighter
    3 SP Passive
    Offense Environment

Prospector & Runemaster

wealth, lore, runes

  1. Prospector’s Eye
    1 SP Passive
    Utility Economy
  2. Vein of Fortune
    2 SP Action-1/quest
    Utility Treasure-Filter
  3. Rune Marker
    3 SP Action-1/quest
    Utility Mobility Runes

Shield Tactician

control, positioning, protection

  1. Shield Bash
    1 SP Passive
    Offense Control
  2. Ironfoot Kick
    2 SP Passive
    Defense Control
  3. Lockdown Strike
    3 SP Action-1/quest
    Control Lockdown
  4. Shield Brother
    4 SP Passive
    Defense Bodyguard

Elf

4 skill branches

Wind Dancer

mobility & evasion

  1. Quickstep
    1 SP Passive
    Mobility
  2. Agile Retreat
    2 SP Passive
    Mobility Defense
  3. Shadow Veil
    2 SP Action-1/quest
    Defense Evasion
  4. Dancer’s Dodge
    3 SP Passive
    Defense Evasion
  5. Breeze Step
    4 SP Passive
    Mobility Terrain

Shadow Blades

precision & multi-target melee

  1. Dual Strike
    1 SP Action
    Offense Multi-attack
  2. Silent Blade
    2 SP Passive
    Offense Stealth
  3. Blade Dance
    3 SP Action
    Offense AoE
  4. Clever Cover
    3 SP Passive
    Defense Environment

Spellblade

melee–magic synergy

  1. Spellmark
    1 SP Passive
    Offense Setup
  2. Spell Flurry
    2 SP Passive
    Offense Chain
  3. Arcane Slash
    3 SP Action-1/quest
    Offense Hybrid
  4. Nature’s Focus
    3 SP Action-1/quest
    Offense Spell-Boost
  5. Arcane Backup
    5 SP Action-1/quest
    Spell-Recovery

Wild Scout

scouting, utility, information

  1. Keen Eyes
    1 SP Passive
    Utility Search
  2. Foresight
    2 SP Passive
    Utility Information
  3. Clever Cover
    3 SP Passive
    Defense Environment

Wizard

4 skill branches

Power Well

spell recovery & amplification

  1. Arcane Bolt
    1 SP Action
    Offense Ranged
  2. Mana Tap
    2 SP Action-1/quest
    Spell-Recovery
  3. Mana Surge
    3 SP Action-1/quest
    Spell-Amplification
  4. Spell Bypass
    3 SP Action-1/quest
    Utility Positioning
  5. Starfire
    4 SP Action-1/quest
    Offense Burst

Binding Circle

control magic & battlefield shaping

  1. Telekinetic Push
    1 SP Action
    Control Movement
  2. Gravitic Pull
    2 SP Action
    Control Positioning
  3. Runes of Binding
    3 SP Action
    Control Lockdown
  4. Ether Pulse
    4 SP Action-1/quest
    Control AoE

Mystic Aegis

defense & movement magic

  1. Mystic Ward
    1 SP Action
    Defense Buff
  2. Mirror Image
    3 SP Action-1/quest
    Defense Negation
  3. Weave Shield
    3 SP Passive
    Defense Support
  4. Ether Step
    3 SP Action-1/quest
    Mobility Escape
  5. Astral Step
    4 SP Action-1/quest
    Mobility Terrain

Seer’s Path

insight, information, tempo

  1. Arcane Sight
    1 SP Passive
    Utility Exploration
  2. Seer
    2 SP Action-1/quest
    Utility Foresight
  3. Quick Casting
    3 SP Action-1/quest
    Utility Tempo

Mechanics & FAQ

This section summarises how custom skills, Skill Points, and loadouts work alongside the core HeroQuest rules.

XP vs Skill Points

  • Hero XP tracks how many quests a hero has completed; it is never spent and is mainly for campaign difficulty / future content.
  • Skill Points (SP) are earned at the end of each completed quest and are the only currency used to buy skills and extra skill slots.

Advancement Between Quests

  • At the end of each quest, a hero may take one advancement total: either unlock a new skill or buy one extra skill slot.
  • Banking SP does not increase how many advancements you may take at once; it only gives more options when choosing that single advancement.

Unlocking New Skills

  • Skills are unlocked in order along a branch (the order shown in each column).
  • To unlock the next skill, you must already own the previous one on that branch, have equipped it for the quest, and have used it at least once in that quest.
  • You must also pay that skill’s SP cost shown in the tree.

Skill Slots & Loadouts

  • Each hero starts with 1 skill slot.
  • You may buy extra slots for 1 SP each, up to a maximum of 4 total slots per hero.
  • A hero may own many skills but may only equip as many as their slot count when preparing for a quest.
  • Equipped skills can come from any branches, including multiple skills on the same branch.

Timing Tags on Skills

  • Passive – always on while equipped; no action cost and no per‑quest limit.
  • Action – using the skill replaces your normal action on your turn (you still may have moved, per HeroQuest’s move/act rules).
  • Action – 1/quest – as above, but each card can only be used once per quest.

Knockback & Forced Movement (Optional)

  • Some skills can push enemies back in a straight line away from the attacker.
  • Movement stops early if blocked by walls, heroes, monsters, doors, or furniture; no extra attacks or actions are granted by the movement itself.
  • This is an optional system used where a skill explicitly calls for knockback or forced movement.

Using This Visualiser

  • Each column shows a branch for a hero, from top (first unlock) to bottom (capstone).
  • The gold SP tag shows how many Skill Points it costs to unlock that skill.
  • Hover over a skill to see a short rules summary in a tooltip.
  • For full flavour text and card art prompts, refer to your separate design documents.