chromaticdragon's heroes v2
DESCRIPTION
For DDASTRANSCRIPT
RAVIEL
Aasimar Ninja
Brought up in a secret monastery as an
orphan, you are now a Ninjutsu master and
seek to learn of your parent’s killers.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 7 +1A
AT-WILL POWER
WALL-RUNNING SLASHYou slash out at your foes as
you run along the wall.
If you used your innate
ability this turn, attack
AT-WILL POWER
ACROBATIC STRIKEYou use your agility to gain an
advantage over your foe.
Attack an adjacent
monster. +1 ATK for
AT-WILL POWER
SHURIKEN THROWYou flick a shuriken at your
foe.
Attack a monster
within 1 tile.
UTILITY POWER
POISONED EDGEYou smear deadly poison onto
your weapon.
Use at the start of your
hero phase. Gain +1
DMG until end of your
next Hero phase.
Flip after use.
UTILITY POWER
REFLECT INTO EYESThe monster is blinded by the
reflection from your blade.
When an adjacent
monster attacks you, it
RACIAL POWER
AASIMAR SENSESDescended from Angels,
Aasimar are unusually
perceptive.
If a hero on your tile
draws an Encounter
card, you may choose
to discard it.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
RUN ON WALLSThe ninja arts allow you to
move speedily along walls.
You may move up to
double your speed if
every space is adjacent
to a wall-face.
Flip after use.
UTILITY POWER
SMOKE BOMBYou disappear in a cloud of
smoke…
When you are attacked,
take no damage and
remove yourself from
the board. At the start
of your next Hero
phase, place yourself
anywhere.
Flip after use.
Select the following Power Cards:
Aasimar Senses (Racial)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
ability this turn, attack
each monster that was
adjacent to your path.
+6 ATK / 1 DMG.
monster. +1 ATK for
each movement point
not used this turn.
+6 ATK / 1 DMG.
within 1 tile.
+7 ATK / 1 DMG.
DAILY POWER
COUNTER-STRIKEYou dodge with a double-flip
and attack your foe’s back.
If you are adjacent to a
wall-face and an
adjacent monster
misses you, attack that
monster.
+8 ATK / 3 DMG.
(miss 1 damage)
Flip after use.
DAILY POWER
HIDDEN BLADEYour prepare a nasty surprise
as you slide out your carefully
hidden blade.
Before an adjacent
monster attacks you,
attack that monster.
+8 ATK / 2 DMG.
Flip after use.
DAILY POWER
SHURIKEN STORMYour unleash a hail of
shurikens at your foes.
Attack each monster
within 1 tile.
+8 ATK / 1 DMG.
Flip after use.
monster attacks you, it
misses. The monster
suffers -2 AC until end
of your next Hero
phase.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
AT-WILL POWER
LEAPING STRIKEThe will of the Raven Queen
gives you strength as you leap
towards your foe.
Move up to 1 tile away
and attack an adjacent
AT-WILL POWER
ISOLATING STRIKEYou trick your opponent into
following you as you suddenly
turn and strike.
Your hero and a
monster on your tile
UTILITY POWER
OATH OF ENMITYYou make an oath to the
Raven Queen.
If no Monsters are
marked at the start of
your Hero phase, place
a token on a Monster
worth 2XP or more.
You may re-roll your
die once per attack on
this monster.
MAK’IL
Drow Avenger
A renegade Drow and holy agent of the
Raven Queen, you have been sent forth to
exterminate her enemies.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 7 +1A
AT-WILL POWER
DIVINE ALACRITYThe will of the Raven Queen
guides your strikes against
overwhelming foes.
Attack up to 2 adjacent
monsters.
UTILITY POWER
ASTRAL CLOAKWith a glimmer of silvery mist,
you fade from view and re-
appear a short distance away.
When a monster is
revealed within 1 tile of
you, place your hero up
to 2 tiles away.
Flip after use.
UTILITY POWER
DIVINE RESOLVEThe power of your Queen
sustains you, allowing you to
ignore an injury.
When hit by an attack,
take no damage. Other CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
SHADOW HARVESTYou chant a prayer of harvest
to the Raven Queen as your
foe takes his last breath.
If you attack and kill
the Monster having
your Oath of Enmity
token, you regain 1 HP.
UTILITY POWER
RAVEN QUEEN’S WILLThe Raven Queen shows her
approval as you slay a minion
of her hated foe.
When you kill a
Monster, you may heal
up to it’s XP worth of
HP amongst any heroes
within 1 tile.
Flip after use.
and attack an adjacent
monster.
+7 ATK / 1 DMG.
monster on your tile
moves 1 tile away to
adjacent squares.
Attack the monster.
+7 ATK / 1 DMG.Select the following Power Cards:
Oath of Enmity (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
monsters.
+6 ATK / 1 DMG.
DAILY POWER
DEATH’S DOORThe Raven Queen, God of
Death, calls upon those who
are near their end.
All monsters within 1
tile of you that only
have 1 HP remaining
are killed.
Flip after use.
DAILY POWER
FATE OF RETRIBUTIONThe Raven Queen spins a fate
of retribution upon your foes.
Attack an adjacent
monster. Until your
next hero phase, any
monster that hits you
takes 1 damage.
+8 ATK / 2 DMG.
Flip after use.
DAILY POWER
WINTER’S FURYThe Raven Queen bestows
her power as Patron God of
Winter.
Attack all monsters on
a tile within 1 tile of
you.
+7 ATK / 2 DMG
(miss 1 damage)
Flip after use.
take no damage. Other
effects still apply.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
SILVARA
Elf Bard
With charming wit, a pure heart and songs
of legend, you are the soul of your party.
AC HP Speed Surge Add
Lvl 1 14 7 6 4
Lvl 2 15 9 6 5 +1D
Lvl 3 16 11 6 6 +1U
Lvl 4 17 13 6 7 +1A
AT-WILL POWER
SONG OF SEEKINGYour magical melody guides
your arrow to it’s target.
Attack a monster
within 2 tiles. Gain +1
AT-WILL POWER
LURE THE ENEMYAn enemy is drawn to your
song as an ally waits in
ambush.
Move a monster within
2 tiles of you 1 tile
AT-WILL POWER
DEFT STRIKEYour allies distract your foe as
you move in for a quick strike.
Attack an adjacent
monster. Before or
UTILITY POWER
AURAL MASTERYYou focus on a sound you
heard, filtering out all other
noise.
During your exploration
phase, draw a tile and
place it next to any
unexplored edge. Do
not draw an Encounter
card.
Flip after use.
UTILITY POWER
SPIRITED SONGYou sing a high-spirited song,
boosting your allies’ resolve.
Instead of attacking,
each other hero within
UTILITY POWER
LUCKY CHARMYou knew that four leaf clover
would bring luck!
Ignore the damage
from 1 attack.
If you attack and roll a
natural 20, you may
unflip this card instead.
Flip after use.
CRITICAL HIT: At Level 2, if you attack and
INNATE ABILITY
PARTY MUSEYour suffering increases your
friend’s resolve.
When a hit does 2 or
more damage to you,
an ally regains 1 HP.
Select the following Power Cards:
Lucky Charm (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
within 2 tiles. Gain +1
ATK for each tile the
monster is away from
you.
+6 ATK / 1 DMG.
2 tiles of you 1 tile
nearer. Another hero
may attack it with an
At-Will power if
possible.
monster. Before or
after your attack, you
may move 2 squares.
+1 ATK for each other
hero on your tile.
+6 ATK / 1 DMG.
DAILY POWER
SONATA OF WARDrawing your bowstring, you
sing an aria of war before
unleashing your arrow.
Attack a monster
within 2 tiles. All other
heroes may move up to
2 squares.
+7 ATK / 3 DMG
(miss 1 damage).
Flip after use.
DAILY POWER
LUCK OF THE GODSYou sing praises to the gods as
you get a lucky break.
Deal 2 damage to an
adjacent monster.
If you kill it, draw 3
Treasure cards and
keep 1.
Flip after use.
DAILY POWER
POETIC JUSTICEYou dance with your blade
amidst the horde of monsters,
impressing your allies.
Attack each adjacent
monsters. For each hit,
a hero within 1 tile
regains 1 HP.
+7 ATK / 1 DMG.
Flip after use.
UTILITY POWER
TUNE OF DISSOLUTIONYou play a sweet and innocent
tune, dispersing evil magic.
Instead of attacking,
discard a permanent
card in play.
Flip after use.
each other hero within
1 tile rolls a die. If the
result is 11-20, that
hero may unflip 1
power or regain 1 HP.
Flip after use.
CRITICAL HIT: At Level 2, if you attack and
roll a natural 20. you deal +1 damage if you
did not level up.
TELERI
Elf Druid
Nature has been defiled by the encroaching
evil. You have prepared well and now is the
time for balance to be restored.
AC HP Speed Surge Add
Lvl 1 14 7 6 4
Lvl 2 15 9 6 5 +1D
Lvl 3 16 11 6 6 +1U
Lvl 4 17 13 6 7 +1A
AT-WILL POWER
FLESH-EATING SWARM(Insect Swarm) You crawl all
over your foes, attacking with
a multitude of bites.
Attack each monster on
your tile twice. If a
monster is hit by both
attacks, it takes 1
damage.
+7 ATK / SPECIAL.
AT-WILL POWER
EXPLODING SEED(Elf) You cast a large seed at
your foe which explodes upon
impact.
Attack a monster up to
1 tile away. If you hit,
attack each monster
that was adjacent to
the first target.
+6 ATK / 1 DMG.
AT-WILL POWER
FERAL CHARGE(Feline) You charge and
pounce at your foe with a
fierce roar.
Attack an adjacent
monster. If you hit and
the monster was not
adjacent to you at the
start of your Hero
phase, attack it
again.
+7 ATK / 1 DMG.
DAILY POWER
THORN BLIGHT(Elf) A Thorn Blight wraps
itself around your foe.
Deal 1 damage to a
monster within 1 tile.
DAILY POWER
FELINE FURY(Feline) You leap into a horde
of foes and savagely attack
with claws and fangs.
Place yourself onto any
square within 1 tile and
DAILY POWER
SMOTHERING ATTACK(Insect Swarm) You cover your
foe entirely, immobilizing it.
Attack a monster on
your tile. On its next
activation, the monster CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
SHAPECHANGERNature has bestowed on you
the power to change forms.
At the end of your Hero
phase, you may change
to another form:
UTILITY POWER
SCATTERING SWARM(Insect Swarm) You scatter
and regroup nearby.
Instead of attacking,
place a token here.
Remove the token
while in Insect form.
You take no damage
from an attack. Put
your hero on a
square within
1 tile.
Select the following Power Cards:
Focus on Form (Utility)
2 At-Will powers (include Exploding Seed)
1 Utility power
1 Daily power (different Form vs Utility)
Add the indicated power when you level up
monster within 1 tile.
At the start of your
Hero phase, attack this
monster again.
+7 ATK / 1 DMG.
Flip after use.
square within 1 tile and
attack each adjacent
monster.
+9 ATK / 1 DMG.
Flip after use.
activation, the monster
does nothing and deals
1 damage to you.
+7 ATK / 3 DMG.
(miss 1 damage)
Flip after use.
UTILITY POWER
SCENT OF HEALING(Elf) You create a herbal mix
that releases an invigorating
scent.
Instead of attacking,
place a token here.
Remove the token
while in Elf form. All
heroes on your
tile heal 1 HP.
UTILITY POWER
PREDATOR’S INSTINCT(Feline) Felines are capable
stalk-and-ambush predators.
Instead of attacking,
place a token here.
Remove the token
while in Feline form.
Attack a monster
revealed within
1 tile with Feral
Charge.
UTILITY POWER
FOCUS ON FORMYour dedication to a form
allows greater use of its
powers.
If you do not change
form at the end of your
Hero phase, you gain +1
ATK on all your attacks
until end of your next
Hero phase.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
to another form:
. Elf
. Feline
. Insect Swarm
You can only use
powers for your form.
LEGOLAS
Elf Seeker
You spoke your vow and forged a bond with
the primal spirits, swearing to safeguard
the land from harm.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 7 +1A
AT-WILL POWER
STINGING SWARMYour arrow bursts into a
swarm of stinging insects,
attacking nearby foes.
Attack a monster
within 2 tiles. If you hit,
AT-WILL POWER
SCREECHING SHOTYour arrow releases a
screeching hawk spirit,
drawing your foe’s attention.
Attack a monster
within 2 tiles. Hit or
AT-WILL POWER
BURROWING SHOTBeetle spirits bind with your
arrow, burrowing deep into
your foe’s flesh.
Attack a monster
within 2 tiles. If hit, the
UTILITY POWER
FEYJUMP SHOTYour arrow phases through
the Feywild, reappearing soon
after.
Your next At-Will
power can shoot
through walls.
Flip after use.
RACIAL POWER
ELVEN ACCURACYThe elves are renowned for
their accuracy.
Instead of attacking,
place a token on this
card.
Remove the token to
gain +2 ATK bonus for
an At-Will attack.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
HUNTER’S INSTINCTYears of hunting in the wild
have enhanced your ability to
sense danger.
When a monster is
revealed within 1 tile of
INNATE ABILITY
INEVITABLE SHOTOnce you’ve set your target,
its demise is inevitable.
When you attack and
miss, place a token
here.
Remove the token to
re-roll the die once
when you attack.
Select the following Power Cards:
Elven Accuracy (Racial)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
within 2 tiles. If you hit,
attack each monster
adjacent to the target.
+6 ATK / 1 DMG.
within 2 tiles. Hit or
miss, the hero closest
to your target may
move up to 2 squares.
+6 ATK / 1 DMG.
within 2 tiles. If hit, the
monster takes 1
damage at the end of
it’s next activation.
+6 ATK / 1 DMG.
DAILY POWER
SERPENT ARROWThe spirit of a great serpent
winds around and constricts
your foes.
Attack each 1-square
monster within 1 tile.
Move every monster
hit to a tile within 1 tile
of you.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
SPIRIT RIDERA malformed spirit latches
onto your foe, slashing nearby
enemies.
Attack a monster
within 2 tiles. When
this monster hits a
hero, deal 1 damage to
an adjacent monster.
+8 ATK / 1 DMG.
Flip if you hit.
DAILY POWER
PRIMAL HUNTERThe spirit of the Primal Hunter
blazes ahead, lighting up the
dark and striking your foe.
Place a tile on an un-
explored edge within 1
tile. Attack a revealed
monster.
+8 ATK / 2 DMG.
Flip after use.
UTILITY POWER
RAPID SHOTYou unleash two shots in quick
succession, trading accuracy
for expediency.
You may attack with
two At-Will powers this
turn at different
targets. Both attacks
suffer -1 ATK.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
revealed within 1 tile of
you, immediately
attack it with an At-Will
power.
Flip after use.
ILIKAN
Goliath Barbarian
Exiled from your tribe and guided by primal
spirits, you have come to free the land from
the tainted grasp of those corrupting it.
AC HP Speed Surge Add
Lvl 1 13 12 6 6
Lvl 2 14 14 6 7 +1D
Lvl 3 15 16 6 8 +1U
Lvl 4 16 18 6 9 +1A
AT-WILL POWER
AVALANCHE STRIKEWith one outstretched hand
you swing your blade in an
overhead arc.
Attack a monster up to
2 squares away.
AT-WILL POWER
SKULLCRUSHERYou attempt a confidence
boosting head-bashing display
of strength.
Attack 2 adjacent
Monsters. If you hit
both, deal 1 damage to
INNATE ABILITY
RAGEYour wounds fuel your rage as
you plough into your foes.
If your HP is equal or
less than your Surge,
roll a die after you hit a
monster. If the result is
10 or less, you do +1
damage.
UTILITY POWER
INDOMITABLE STRIDEYou force your way through
any mental or physical
constraints.
If you are Immobilized,
Slowed or Dazed, you
may place the marker
UTILITY POWER
CRUSHING HUGIgnoring the painful strike, you
grab and crush your enemy in
a bear-hug.
When attacked by an
adjacent monster, it
automatically hits.
Deal 2 damage to the
monster.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
RAGEBLOOD VIGORAt the peak of your rage, you
shake off your injuries through
sheer force of will.
If you are reduced to 0
HP, roll a die. If the
result is 10 or less, you
gain 1 HP.
AT-WILL POWER
SWEEPING STRIKEYou swing your mighty blade
in a round-house strike.
Attack each adjacent
Select the following Power Cards:
Rageblood Vigor (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
Attack a monster up to
2 squares away.
+7 ATK / 1 DMG.
Monsters. If you hit
both, deal 1 damage to
each and you or
another hero within 1
tile regains 1 HP.
+7 ATK / SPECIAL.
DAILY POWER
RAGING BULLYou call upon the bull spirit as
you charge at your enemy.
Move up to your speed
and attack an adjacent
monster. Hit or miss,
move the monster 1
tile away.
+7 ATK / 3 DMG
(miss 1).
Flip after use.
DAILY POWER
CLEARING THE PATHShoving away the monsters
surrounding you, you lunge at
your target.
Move all adjacent
monsters up to 1 tile
away. Move up to your
speed and attack an
adjacent monster.
+8 ATK / 2 DMG
(miss 1).
Flip after use.
DAILY POWER
ALMIGHTY CLEAVEThe fury of your primal rage
strikes doubt into your foes.
Attack each monster on
your tile. For any
Monster within 1 tile,
you may move its card
to the left of its player.
+7 ATK / 2 DMG
(miss 1).
Flip after use.
UTILITY POWER
INTIMIDATING SHOUTYou unleash a ferocious
warcry at first sight of your
enemy.
When exploring a new
tile, the revealed
Monster or Monsters
do not activate this
turn.
Flip after use.
Slowed or Dazed, you
may place the marker
on this card instead.
Flip when there
are 2 Conditions
on this card.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
Attack each adjacent
monster.
+6 ATK / 1 DMG.
2
2
DAILY POWER
AUGMENTYou channel psionic energy
into a reservoir of power,
using it to boost your attacks.
Use this together with
another power and
JAREL
Half-Elf Ardent
The psionic energy of your emotions inspire
and empower your allies to greater deeds
of heroism.
AC HP Speed Surge Add
Lvl 1 16 8 6 4
Lvl 2 17 10 6 5 +1D
Lvl 3 18 12 6 6 +1U
Lvl 4 19 14 6 7 +1A
AT-WILL POWER
DISTRACTING STRIKEThe fury of your swordplay
demands your foe’s attention.
Attack an (all) adjacent
monster(s). Hit or miss,
AT-WILL POWER
ENERGIZING STRIKEThe energy and emotion of
your attack flows into your
allies.
Attack an adjacent
monster. If you hit, an
ally within 1 tile heals
UTILITY POWER
ARDENT SURGEYou send a surge of powerful
emotion that revives a
faltering ally.
Play during any hero
phase. An ally within 1
tile heals 1 HP and
gains +1 ATK for their
next attack.
Flip after use.
UTILITY POWER
MENTAL FURYThe fury of your emotions
lends strength to your ally’s
strike.
Until the start of your
next hero phase, any
UTILITY POWER
BEND SPACEYou bend the space between
an ally and a foe.
Play during any hero
phase. The active hero
may use an At-Will
power against a
monster anywhere on
the board.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
ARDENT OUTRAGEYour anger is felt by nearby
foes, causing them to stumble.
When a Healing Surge
is used, place it here.
All monsters on your
tile suffer -1 AC for
each Healing Surge
used.
another power and
gain the benefit of that
power’s Augment text.
Flip after use.Select the following Power Cards:
Ardent Surge (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
monster(s). Hit or miss,
a hero on your tile (all
heroes within 1 tile)
may move up to 2
squares.
+7 ATK / 1 DMG
DAILY POWER
AUGMENTYou channel psionic energy
into a reservoir of power,
using it to boost your attacks.
Use this together with
another power and
gain the benefit of that
power’s Augment text.
Flip after use.
AT-WILL POWER
FOCUSING STRIKEYou attack with a calm and
clear mind, helping your allies
overcome their problems.
Attack an adjacent
monster. If you hit, a
hero (all heroes) within
1 tile discards a
condition.
If miss, do not flip
Augment.
+6 ATK / 1(2) DMG
AT-WILL POWER
MINDLINK STRIKEYour anger empowers a
nearby ally to strike.
A hero on your tile
attacks with an At-Will
power.
Two heroes within 1
tile attack with an
At-Will power.
ally within 1 tile heals
1(2) HP.
If miss, do not flip
Augment.
+6 ATK / 1(2) DMG
next hero phase, any
other hero on your tile
deals +1 DMG.
Flip after use.
UTILITY POWER
SHARED VIGORYou create an expanse of
glittering energy to invigorate
your allies.
If a hero within 1 tile
uses a Healing Surge, all
allies within 1 tile of
the active hero heal 1
HP.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
XANTH
Half-Elf Demon Adept Sorceror
You seek more power in your desire to rid
the world of great evil, even to the extent of
binding the service of demons…
AC HP Speed Surge Add
Lvl 1 14 6 6 3
Lvl 2 15 8 6 4 +1D
Lvl 3 16 10 6 5 +1U
Lvl 4 17 12 6 6 +1A
INNATE ABILITY
DEMONSKINThe skin of the demon you
defeated serves as protection
and a magical conduit.
Each time you are hit
by an attack, roll a die.
If it’s even, reduce the
damage by 1.
AT-WILL POWER
CHAOS BOLTA wild prismatic bolt leaps
from your hand and screams
towards your enemy.
Attack a monster
within 1 tile. If you miss
AT-WILL POWER
DEMONIC TENTACLEWith a demonic shriek, a fiery
clawed tentacle lashes out
from the Abyss at your foe.
Attack a monster up to
2 tiles away. If you miss
UTILITY POWER
DEMONIC FAVORYour dire situation forces you
to accept a demonic favor.
Choose another hero
within 1 tile. That hero
loses 1 HP. You regain 2
HP.
Flip after use.
UTILITY POWER
FAVOR OF CHAOSYour innate connection to
arcane energy makes chance
your friend.
Use during any hero
phase.
UTILITY POWER
DEMONFIRE SHIELDUsing the demonskin as a
conduit, you form a shield of
hellfire.
Until the start of your
next hero phase, any
adjacent monster that
attacks and hits you
takes 1 damage.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
AT-WILL POWER
DEMON-SOUL BOLTSA volley of howling, demonic
souls torn from the Abyss
batters your foes.
Attack up to 3 monsters
within 1 tile. If all miss,
UTILITY POWER
TELEPORT STORMA vortex of multi-colored
lights swirl around allies and
foes alike.
Play during your hero
phase. You may swap
the position of any
monsters and heroes
within 1 tile of you.
Flip after use.
Select the following Power Cards:
Demonfire Shield (Utility power)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
Attack a monster
within 1 tile. If you miss
and the die roll is even,
another monster on the
tile takes 1 damage.
+6 ATK / 1 DMG.
Attack a monster up to
2 tiles away. If you miss
and the die roll is odd,
take 1 damage.
+7 ATK / 2 DMG.
DAILY POWER
BLADES OF MARILITHA Marilith answers your call,
slashing swords surround you.
Attack up to 6 times
against monsters on
your tile. Each time you
miss, you take 1
damage.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
CHAOS ORBYou hurl an orb of chromatic
arcane energy into the midst
of your foes.
Each monster on a tile
within 1 tile of you
takes damage. Roll a
die for each monster:
1-5: 0 DMG
6-15: 1 DMG
16-20: 3 DMG
Flip after use.
DAILY POWER
WILD MAGIC BLASTYou become a conduit as raw
arcane energy explodes
outward from you.
Attack each monster
and other hero within 1
tile.
+6 ATK / 2 DMG.
Flip after use.
Use during any hero
phase.
Re-roll any die up to 2
times.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
Attack up to 3 monsters
within 1 tile. If all miss,
take 1 damage. An un-
used attack is counted
as a miss.
+6 ATK / 1 DMG.
INNATE ABILITY
STALK PREYYour stalk your prey and
position for the kill.
If there are no
monsters within 1 tile
at the start of your
Hero phase, you gain +2
ATK when making
adjacent attacks this
turn.
NAK’TOR
Half-Orc Assassin
Having completed your training in the
Shadowfells, you are ready to take on any
quest that will challenge your skills.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 6 +1A
AT-WILL POWER
SHADOW STRIKEYou lunge at your foe from the
shadows, taking them by
surprise.
Attack an adjacent
monster. If you are
AT-WILL POWER
EXECUTIONER’S CHAINYou use your chain to pull your
foe next to you.
Choose a monster
AT-WILL POWER
SHADOW DARTSYou launch a volley of
shadowy darts at your foe.
Attack a monster
within 1 tile. If the
UTILITY POWER
SHADOW STEPYou traverse the shadow
paths from one creature to
another.
Play during your Hero
phase if you are
adjacent to a monster
UTILITY POWER
MELT INTO SHADOWSYou melt into the shadows
evading your foe’s attack .
If you are adjacent to a
wall-face and get hit by
a monster, it misses
instead. Until the start
of your next Hero
phase, you gain
+2 AC.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
SHADOW FORMYour assume a shadowy form,
imperceptible to your foes.
Instead of attacking,
place a token here.
The next attack that
targets you is an
automatic miss.
Discard the token.
Select the following Power Cards:
Shadow Form (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
monster. If you are
adjacent to a wall-face,
you may re-roll your die
once.
+6 ATK / 1 DMG.
Choose a monster
within 1 tile. Place the
monster adjacent to
you and attack it.
+6 ATK / 1 DMG.
within 1 tile. If the
monster is adjacent to
a wall-face, you may re-
roll your die once.
+6 ATK / 1 DMG.
DAILY POWER
TREACHEROUS SHADESYou seize control of the
shadows and turn them
against your enemies.
Attack each monster on
a tile within 1 tile of
you.
+7 ATK / 2 DMG.
(miss 1 damage)
Flip after use.
DAILY POWER
ENGULFING SHADOWThe shadows converge and
engulf your foe.
Attack a monster
within 1 tile. X is equal
to 2x the number of
heroes and monsters
on its tile.
+X ATK / 3 DMG.
Flip after use.
DAILY POWER
SHADOW ASSASSINYour shadow leaps from you,
attacking foes as you do.
Use an At-Will attack
twice this turn. Each
does +1 DMG. You may
attack a different
monster with each
attack.
Flip after use.
UTILITY POWER
WHISPERING SHADOWThe shadows speak to you
revealing what lies in the
darkness ahead.
Play at the end of your
Hero phase. You may
explore an unexplored
edge up to 1 tile away.
Do not draw an
Encounter card.
Flip after use.
adjacent to a monster
or hero. Place yourself
adjacent to any other
monster or hero.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
RED SONJA
Human Barbarian
The last survivor of an annihilated tribe,
you roam the savage lands in search of
vengeance and redemption.
AC HP Speed Surge Add
Lvl 1 14 9 6 5
Lvl 2 15 11 6 6 +1D
Lvl 3 16 13 6 7 +1U
Lvl 4 17 15 6 8 +1A
AT-WILL POWER
WHIRLWIND CLEAVEYou twirl your blade to strike
at your numerous foes.
Attack up to 2 adjacent
AT-WILL POWER
DETERMINED STRIKEBeing outnumbered steels
your determination.
Attack an adjacent
AT-WILL POWER
UNBALANCED BLOWYou turn your body off-
balance to swing your blade
with greater strength.
Attack an adjacent
monster. You suffer -1
UTILITY POWER
SURGE OF WRATHThe wrath of your lost tribe
flows in your veins.
You may attack twice
using At-Will powers
this turn.
Flip after use.
UTILITY POWER
PANTHER’S AGILITYYour muscles tense as you
heighten your awareness of
your surroundings.
If you are attacked, the
attack misses. Gain +2
UTILITY POWER
DEADLY REVERSALYou dodge with your sword
ready and use your foe’s
weight to your advantage.
If an adjacent monster
attacks and misses you,
deal it 2 DMG.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
TRIBAL VENGEANCEAdversity fuels your desire to
avenge your ill-fated tribe.
If you take 3 or more
damage from a single
attack, unflip a Utility
power.
Flip after use.
Select the following Power Cards:
Surge of Wrath (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
Attack up to 2 adjacent
monsters.
+6 ATK / 1 DMG.
Attack an adjacent
monster. You gain +1
ATK for each other
monster on your tile.
+7 ATK / 1 DMG.
monster. You suffer -1
AC until the start of
your next Hero phase.
+5 ATK / 2 DMG.
DAILY POWER
RAGE OF REDEMPTIONYou attack furiously, seeking
to redeem yourself.
Attack all adjacent
monsters. Until your
next Hero phase, any
adjacent monster that
hits you takes 1
damage.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
CRIMSON FURYYou direct all your pain at your
enemy.
Attack an adjacent
monster.
+X ATK / 4 DMG
(miss 2).
X is your number of
wounds.
Flip after use.
DAILY POWER
BLOOD OF THE TRIBECalling upon your ancestors,
you leap upon your enemies
with unnatural ferocity .
When you use a
Healing Surge, do not
attack or move this
turn. Deal 2 damage to
each monster on your
tile.
Flip after use.
attack misses. Gain +2
AC until end of your
next Hero phase.
Flip after use.
UTILITY POWER
SAVAGE PAYBACKPain only strengthens your
resolve.
If you are hit by a
monster, you gain +3
ATK until the end of
your next Hero phase.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
UTILITY POWER
FOGYou condense the air and
create a heavy fog.
Place Freezing Cloud
token within 1 tile of
STRATACUS
Human Windrider Elementalist
A master controller of wind and air, you
have been sent to help contain the growing
threat to your kingdom.
AC HP Speed Surge Add
Lvl 1 14 6 6 3
Lvl 2 15 8 6 4 +1D
Lvl 3 16 10 6 5 +1U
Lvl 4 17 12 6 6 +1A
AT-WILL POWER
WIND BLASTA tornado strikes your foes,
tossing them away from you.
Attack each monster on
your tile. After the
AT-WILL POWER
STONE FLYYou levitate a fist-sized rock
and send it hurtling towards
your foe.
Attack a monster
within 2 tiles.
AT-WILL POWER
RAGDOLL SPECIALA strong gust of wind violently
flings your foe into another.
Move a non-Large
monster on your tile
adjacent to another
INNATE ABILITY
WALK ON AIRClouds form under your feet
as you ride the wind.
You may move up to
double your normal
speed if moving along a
straight section of tiles.
UTILITY POWER
BUFFETING WINDSA forceful wind prevents your
foes from advancing.
Choose up to 2
adjacent tiles in the
same direction. Until
your next Hero phase,
all monsters on these 2
tiles skip any tactic that
needs them to
move.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
DEFLECTING WINDYou surround yourself with a
cone of wind.
Instead of attacking,
place a token here.
Remove the token to
gain +3 AC until
your next Hero
phase.
UTILITY POWER
DEFLECTING WINDYou surround yourself with a
cone of wind.
Instead of attacking,
place a token here.
Remove the token to
gain +3 AC until
your next Hero
phase.
token within 1 tile of
you. Until start of your
next Hero phase, all
heroes on this tile gain
+2 AC.
Flip after use.Select the following Power Cards:
Deflecting Wind (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
your tile. After the
attack, move each
monster up to 1 tile
away.
+5 ATK / 1 DMG.
Attack a monster
within 2 tiles.
+6 ATK / 1 DMG.
adjacent to another
monster within 1 tile.
Attack both. +1 ATK per
square between
them.
+4 ATK / 1 DMG.
DAILY POWER
STORM RIDERYou ride a lightning storm
over your foes, leaving a trail
of destruction.
Instead of moving,
move your hero up to 2
tiles away. Attack each
monster on a tile along
your path.
+6 ATK / 1 DMG.
Flip after use.
DAILY POWER
AIR ELEMENTALYou summon an Air Elemental
to attack your foes.
Place Air Elemental
token adjacent to a
monster within 1 tile of
you and attack it.
+7 ATK / 2 DMG and Air
Elemental can be used
again next turn.
Flip after it misses
or does not attack.
DAILY POWER
SLICING WINDWith a wave, intense winds
whip towards your foes, each
as sharp as a knife edge.
Make 3 attacks against
any monster or
monsters within 2 tiles.
+8 ATK / 1 DMG.
Flip after use.
UTILITY POWER
LEVITATEYour levitate your allies along
with yourself.
Instead of moving,
move all heroes on
your tile 2 tiles away to
the same tile.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
UTILITY POWER
ANGEL OF VICTORYDivine music inspires your
party to attack relentlessly
with only victory in mind.
Play during your Hero
phase. Any hero may
re-roll their attack,
once per attack.
Flip if a hero
misses an attack.
THERESA
Human Preserving Invoker
As a flame of hope, you wield powers of
divine radiance that heal and inspire your
allies while burning and blinding your foes.
AC HP Speed Surge Add
Lvl 1 14 6 6 3
Lvl 2 15 8 6 4 +1D
Lvl 3 16 10 6 5 +1U
Lvl 4 17 12 6 6 +1A
AT-WILL POWER
VANGUARD LIGHTNINGDivine lightning arcs radiate
ahead of you, ready to scorch
any approaching foes.
Do not attack. Until
start of your next Hero
AT-WILL POWER
SUN STRIKEA beam of radiant energy
bathes your foes in searing
light and forces them to move.
Attack each monster on
your tile. Move each
AT-WILL POWER
LUMINOUS CASCADEBrilliant fire burns your foe
and cascades all around.
Attack a monster
within 1 tile. Until the
UTILITY POWER
SHIELD OF DIVINITYA brilliant shield of light
appears, blinding the foe who
sought to harm your ally.
When a monster within
1 tile hits an ally, it
misses instead and
INNATE ABILITY
SPIRITUAL HEALINGThe spirit soars as victory is
achieved in battle.
Instead of attacking,
you may spend 5XP to
let a hero within 1 tile
heal 2 HP.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
DIVINE RESURGENCEThe gods enervate their
champion and punish her foes.
When you use a
Healing Surge, each
monster within 1 tile
takes 1 damage and
each ally on your tile
heals 1 HP.
Flip after use.
Select the following Power Cards:
Divine Resurgence (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
start of your next Hero
phase, attack each
monster revealed
within 1 tile of you.
+5 ATK / 1 DMG.
your tile. Move each
monster on your tile 1
tile away.
+6 ATK / 1 DMG.
within 1 tile. Until the
end of your next Hero
phase, allies gain +1
ATK when attacking
monsters on this tile.
+6 ATK / 1 DMG.
DAILY POWER
ANGEL OF BLADESAn angel appears wielding
blades of vengeance and pain.
Place 3 tokens on this
card. After a hero
within 1 tile of you is
attacked, you may
remove a token to
attack that monster.
+8 ATK / 2 DMG.
(miss 1 damage)
Flip after use.
DAILY POWER
CASCADE OF FIVE SUNSThe many suns of the Astral
Sea sear your foes with waves
of radiant energy.
Each monster on a tile
within 2 tiles is
attacked thrice. Each
roll applies to all
affected monsters.
+6 ATK / 1 DMG.
Flip after use.
DAILY POWER
RADIANT SUNBURSTRadiant sunlight sears your
foes and brings respite to your
allies.
Attack each monster
within 1 tile.
+7 ATK / 1 DMG and a
hero within 1 tile heals
1 HP.
Flip after use.
UTILITY POWER
WARD OF DIVINE LIGHTA column of blinding light
sustains your life and shields
you from harm.
When you are reduced
to 0 HP, ignore the
damage instead. You
gain +3 AC until the
start of your next Hero
phase.
Flip after use.
misses instead and
suffers -2 AC until the
end of your next Hero
phase.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
INNATE ABILITY
UNARMED COMBATWearing armor only hinders
your style of fighting.
If you are hit, roll a die.
If you roll higher than
the attack die, the
attack misses.
KATO
Human Monk
Hailing from a mysterious land, your body is
a living weapon and you possess incredible
mental discipline.
AC HP Speed Surge Add
Lvl 1 13 9 6 5
Lvl 2 14 11 6 6 +1D
Lvl 3 15 13 6 7 +1U
Lvl 4 16 15 6 8 +1A
AT-WILL POWER
WHIRLING MANTISWith a swift flowing move,
you attack two foes with quick
jabs.
Attack two monsters
that were adjacent to
AT-WILL POWER
COBRA STRIKEYour body coils back like a
snake as you prepare to strike
with superhuman speed.
You may only move 2
squares this turn.
Attack an adjacent
AT-WILL POWER
CRANE KICKYou launch a flying kick at
your foe and propel yourself
to a better position.
Attack a monster on
your tile. If you hit, put
your hero on a square
UTILITY POWER
JUDO THROWAs your foe lunges forward,
you grab and use it’s
momentum to throw it.
Play when an adjacent
monster attacking you
UTILITY POWER
DRUNKEN STAGGERTaking a swig of wine, your
drunken movement confuses
your foes.
Play during your Hero
phase. Until the start of
your next Hero phase,
you gain +3 to your
Unarmed Combat
roll.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
MIND OVER BODYYou have incredible mental
and physical discipline.
Instead of attacking,
place a token here.
Remove the token to
discard a Condition
marker on you.
Select the following Power Cards:
Mind Over Body (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
that were adjacent to
you during your
movement.
+6 ATK / 1 DMG.
Attack an adjacent
monster. If you do not
move, this attack
automatically hits.
+9 ATK / 1 DMG.
your hero on a square
within 1 tile. If you
miss, place yourself
adjacent to the
monster.
+7 ATK / 1 DMG.
DAILY POWER
JAWBREAKER COMBOYou launch a series of blows
on your foe which culminates
in a jaw-breaking attack.
Attack an adjacent
monster up to 3 times
until you miss. If all hit,
deal 1 extra damage.
+9 ATK / 1 DMG.
Flip after use.
DAILY POWER
FOUR-ARMED DEITYYour fists become a blur as
you strike all around you.
Make a total of 4
attacks against
adjacent monsters. Any
monster hit twice is
moved 1 tile away.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
IRON DRAGONSteeling your body, you grab
your foe and head-butt it.
Attack an adjacent
monster. Until start of
your next Hero phase,
reduce any damage you
take by 1.
+8 ATK / 2 DMG.
Flip after use.
UTILITY POWER
TAI-CHI DEFLECTIONYou deflect your foe’s attack
and use the energy to hit with
a counter-attack.
Play when an adjacent
monster hits you. You
take no damage and
deal 1 damage to it
instead.
Flip after use.
monster attacking you
misses. Place it 1 tile
away and deal it 1
damage.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
DUKUN
Human Shaman
Aroused from your peaceful commune with
spirits, you seek to purge the disturbance
that is threatening both worlds.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 7 +1A
AT-WILL POWER
SPIRIT BONDYou bond with your spirit as
both strike in unison at your
foes.
Attack an adjacent
monster and another
AT-WILL POWER
SAVAGE BLOWPrimitive but deadly, you
swing your club at your foe.
Attack an adjacent
AT-WILL POWER
ANGRY BIRDSA flock of blood-red avian
spirits appears, ravaging your
foes with their claws.
Attack all monsters on
your tile or your Spirit’s
UTILITY POWER
SHAMANIC HEALINGYou send forth spirits of light
to nurse your ally’s wounded
soul.
Play after any Villain
phase. An ally at
UTILITY POWER
CLEANSING SPIRITSRadiant spirits negate the evil
magic permeating the air.
Play during your Hero
phase. Discard an
Environment or Curse
card in play.
Flip after use.
INNATE ABILITY
SUMMON SPIRITSensing impending danger,
you send your Spirit to aid
your allies.
Your Daily lets you
summon a spirit. Place
its token on your tile.
At the start of your
Hero phase, you may
move it 1 tile. Summon
and Discard count as
attack actions.
CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
CALL TO SPIRITSensing impending danger,
you call to your Spirit for help.
Play after any
exploration phase.
Move your Spirit to any
tile.
Flip after use.
UTILITY POWER
SPIRIT DIVINITYYou pray for a departing spirit,
gaining a favor of divinity.
Instead of drawing a
Treasure card, look at
the top 3 cards of any
deck. Place the cards
back on top of the deck
in the same order.
Flip after use.
Select the following Power Cards:
Call to Spirit (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
monster and another
monster on your
Spirit’s tile. If both hit,
you regain 1 HP.
+6 ATK / 1 DMG.
Attack an adjacent
monster. If your spirit is
on your tile, the attack
does +1 DMG.
+7 ATK / 1 DMG.
your tile or your Spirit’s
tile. If attacking with
your Spirit, do not draw
a Treasure card.
+5 ATK / 1 DMG.
DAILY POWER
WORLD SERPENTYou summon World Serpent,
keeper of the natural order.
All heroes on World
Serpent’s tile gain +1
ATK and may re-roll
adjacent attacks, once
per attack. Discard to
deal 1 damage to all
monsters within
1 tile.
Flip upon discard.
DAILY POWER
GHOST PANTHERYou summon Ghost Panther,
the primal stalker.
All heroes on Ghost
Panther’s tile can
explore an unexplored
edge on its tile. Discard
for all monsters on its
tile to skip their next
activation phase.
Flip upon discard.
DAILY POWER
GREAT BEARYou summon Great Bear,
protector of the world.
All heroes on Great
Bear’s tile gain +1 AC
and can re-roll the die
when attacked, once
per attack. Discard for
all heroes on the same
tile to regain 2 HP.
Flip upon discard.
phase. An ally at
0 HP regains 2 HP.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
WARDUKE
Human Warlord
The mystery of your purpose keeps your
allies wary but nobody questions your
mastery of the battlefield.
AC HP Speed Surge Add
Lvl 1 16 10 6 5
Lvl 2 17 12 6 6 +1D
Lvl 3 18 14 6 7 +1U
Lvl 4 19 16 6 8 +1A
AT-WILL POWER
HORNED SHIELDYou raise your horned shield,
ready to bash your opponents
if they fumble.
Instead of attacking,
you gain +1 AC until the
start of your next Hero
AT-WILL POWER
BELLIGERENT BLOWYou attack your foe with a
backhand swipe, showing
your disdain for the weak.
At any time during your
movement, attack an
AT-WILL POWER
EXPLOITING STRIKEYour combat experience
exposes a weakness in the
enemy’s defenses.
Attack an adjacent
monster. Until end of
your next Hero phase,
INNATE ABILITY
BATTLE EXPERIENCEYou are quick to grasp the
weakness of your foes.
When attacking a
monster type that is in
the XP pile, you gain +1
ATK.
UTILITY POWER
BATTLEFIELD MASTERYYou shout orders to your
allies, bringing order to chaos.
Play during your Hero
phase. Each hero within
1 tile may choose to
regain 1 HP or move
their speed.
Flip after use.
UTILITY POWER
DUNGEON EXPERIENCEYou recognize the signs of a
foe you previously defeated.
Use if a monster type
revealed within 1 tile is CRITICAL HIT: At Level 2+, if you attack and
UTILITY POWER
TACTICAL BRILLIANCEWary as they may be, your
allies trust your battlefield
experience.
Instead of attacking,
place a token here.
Remove the token to
have a hero within 1
tile roll the attack die
before choosing a
target.
Select the following Power Cards:
Tactical Brilliance (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
start of your next Hero
phase.
Any adjacent monster
that misses you
takes 1 damage.
movement, attack an
adjacent monster. You
automatically hit 1XP
monsters.
+5 ATK / 1 DMG.
your next Hero phase,
any hero attacking this
monster gains
+2 ATK.
+6 ATK / 1 DMG.
DAILY POWER
VICIOUS SETUPYour cunning strike creates an
opening for your ally.
Attack an adjacent
monster. After the
attack, an ally adjacent
to this monster can use
an At-Will power.
+8 ATK / 2 DMG
Flip after use.
DAILY POWER
LEAD THE ATTACKTaking the lead, you show
your allies the path to victory.
Move your speed and
attack an adjacent
monster. Until the start
of your next Hero
phase, all heroes gain
+2 ATK.
+7 ATK / 3 DMG
(miss 1 damage)
Flip after use.
DAILY POWER
SCORNFUL RAGEFilled with scorn, you put an
end to the weak with ruthless
efficiency.
Do not move or attack
this turn. All 1XP and
2XP monsters on your
tile take 1 damage.
Flip after use.
UTILITY POWER
TACTICAL RETREATAccessing the new threat, you
warn your allies of the danger.
When a monster is
revealed within 2 tiles
of you, all heroes
within 1 tile of you may
choose to move 1 tile
away.
Flip after use.
revealed within 1 tile is
in the XP pile. It does
not activate this turn.
(tap the Monster card)
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
2
PRINCE DASTAN
Human Rogue
From a lowly street urchin, you have risen
to the ranks of royalty through heroic deeds
and now seek to defend your people.
AC HP Speed Surge Add
Lvl 1 15 8 6 4
Lvl 2 16 10 6 5 +1D
Lvl 3 17 12 6 6 +1U
Lvl 4 18 14 6 7 +1A
INNATE ABILITY
SURVIVAL INSTINCTYour survival instincts and
amazing agility serve you well.
You are immune to
miss damage and
effects.
AT-WILL POWER
BOLO THROWThis weapon can disable an
opponent but is difficult to
master.
Attack a monster
within 1 tile. If you hit,
the monster does
AT-WILL POWER
RISKY BLOWYou strike at your enemy’s
weak spot but leave yourself
open to an counter-attack.
Attack an adjacent
monster. If you miss,
UTILITY POWER
EVASIVE MANEUVERYou tuck in your knees and
launch into an evasive
maneuver.
Until your next hero
phase, ignore any
attack if you can roll
equal or less than the
attack roll.
Flip after use.
UTILITY POWER
PILFERLife in the palace has not
dulled your more questionable
skills.
Use when adjacent to a
monster. Instead of
UTILITY POWER
SKILLED ACROBATYou spent years traversing the
rooftops of your great city.
Instead of attacking,
place a shield token on
this card.
You may discard the
token to move 1 tile
away at the end of any
Exploration phase.
CRITICAL HIT: At Level 2+, if you attack and
AT-WILL POWER
GRAPPLING STRIKEThe grappling claws on your
gauntlet have gotten you out
of many dangerous situations.
Attack an adjacent
monster. Move
UTILITY POWER
ROGUE’S LUCKYour heroic deeds owe as
much to luck as to your skill in
combat.
Choose 1 of the below:
.Your hit does +1
damage.
.Your attack
automatically hits.
Flip after use.
Select the following Power Cards:
Skilled Acrobat (Utility power)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
within 1 tile. If you hit,
the monster does
nothing on its next
activation. Does not
affect large monsters.
+5 ATK / 1 DMG.
Attack an adjacent
monster. If you miss,
you take 1 damage.
+7 ATK / 2 DMG.
DAILY POWER
DAGGER OF TIMELegends speak of your ability
to manipulate past events.
Attack a monster
within 2 tiles. Until the
end of your next hero
phase, each die roll
may be re-rolled once.
+8 ATK / 2 DMG.
Flip after use.
DAILY POWER
GAUNTLET SPECIALAs your gauntlet latches onto
the far wall, you draw your
blade with a sly grin.
Choose a wall facing
you in a straight line.
Move adjacent to that
wall and attack each
monster on a tile along
the path.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
GRAND TRICKERYSome of the stories about you
are more than mere fiction.
Take control of all
Monsters adjacent to
you. During the Villain
phase, each of these
Monsters attacks
another monster
adjacent to you.
+9 ATK / 1 DMG.
Flip after use.
Use when adjacent to a
monster. Instead of
attacking, draw a
Treasure card.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
Attack an adjacent
monster. Move
adjacent to a wall
directly facing you
within 1 tile.
+7 ATK / 1 DMG.
UTILITY POWER
TRIUMPHANT VIGOROne victory gives you strength
to achieve the next.
When you kill a
Monster, heal HP equal
THORN
Shifter Warden
Chosen by the spirits as champion of your
tribe, you have trained hard and now
prepare to unleash the beast within…
AC HP Speed Surge Add
Lvl 1 15 10 6 5
Lvl 2 16 12 6 6 +1D
Lvl 3 17 14 6 7 +1U
Lvl 4 18 16 6 8 +1A
AT-WILL POWER
WARDEN’S FURYYou lash out furiously to
protect your allies.
Attack an adjacent
AT-WILL POWER
CRIPPLING STRIKEYou deal a crippling blow to
your foe, impeding it’s next
attack.
Attack an adjacent
monster. If you hit, the
AT-WILL POWER
THORN WHIPA thorn whip sprouts from
your blade, grasping and
pulling your foe nearer.
Attack a monster
within 1 tile. Hit or
UTILITY POWER
FONT OF LIFEPrimal energy pulses from the
ground beneath your feet,
giving you strength.
When you are afflicted
with a Condition, you
may place the marker
on this card instead.
Flip when there are
2 markers on this
card.
RACIAL POWER
LONGTOOTH SHIFTINGYour unleash the beast within
you...
Instead of attacking,
place a token on this
card.
Discard this token on
your hero phase to
attack an adjacent
monster with Bite.
+6 ATK / 1 DMG.
CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
GUARDIAN MIGHTYour pain unleashes the beast
within and you take on a
savage countenance.
Any monster on your
tile that attacks
another hero suffers -1
ATK.
Monster, heal HP equal
to the monster’s XP.
Put the Monster card
into the discard pile.
Flip after use.Select the following Power Cards:
Longtooth Shifting (Racial)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
Attack an adjacent
monster. You gain +1
ATK for each monster
within 1 tile of you.
+6 ATK / 1 DMG.
monster. If you hit, the
monster’s next attack
deals -1 damage.
+6 ATK / 1 DMG.
within 1 tile. Hit or
miss, place the monster
anywhere on your tile.
+6 ATK / 1 DMG.
DAILY POWER
FORM OF THE THORN
GUARDIANThorns protrude from your
body and armor.
When an adjacent
monster attacks and
misses you, deal 1
damage to it. Discard to
attack each monster on
your tile twice.
+6 ATK / 1 DMG.
Flip upon discard.
DAILY POWER
FORM OF THE GOLD
DRAGONYour armor takes on the gold-
sheen of the fire-breathing
Gold Dragon.
You gain +1 ATK and +1
AC. Discard to attack
each monster on a tile
within 1 tile.
+7 ATK / 2 DMG
(miss 1).
Flip upon discard.
DAILY POWER
FORM OF SPRING
RENEWALRadiant light surrounds and
lifts you as you move speedily
towards your foes.
You gain +2 AC and +1
Speed. Discard to heal 2
HP and attack each
monster within 1 tile.
+6 ATK / 1 DMG.
Flip upon discard.
UTILITY POWER
WARDING VINESSpectral vines bloom around
you to shield you and your
allies.
Place 3 tokens on your
tile. Each time a hero
on this tile takes
damage, discard a
token to reduce the
damage by 1.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
2
LORD VADER
Tiefling Battlemind
You prepare to use the full force of your
potent physical and psionic powers to
avenge your family.
AC HP Speed Surge Add
Lvl 1 15 10 6 5
Lvl 2 16 12 6 6 +1D
Lvl 3 17 14 6 7 +1U
Lvl 4 18 16 6 8 +1A
DAILY POWER
AUGMENTYou channel psionic energy
into a reservoir of power,
using it to boost your attacks.
Use this together with
another power and
AT-WILL POWER
IMPERIOUS STRIDEYou dull your foe’s senses as
you stride past them.
At anytime during your
move, you may attack a
AT-WILL POWER
BRILLIANT RECOVERYUpon missing, you shift your
grip with incredible speed.
Attack an (all) adjacent
monster(s). If you miss,
UTILITY POWER
MIND SPIKEYou force your foe to feel the
pain that it inflicted on your
ally.
When a monster within
1 tile hits another hero,
deal the same damage
to the monster.
Flip after use.
UTILITY POWER
PSIONIC CADAVERYou use raw psionic energy to
push your body past it’s
normal limits.
If you drop to 0 HP, you
remain in play until end
UTILITY POWER
BLURRED STEPYou use your psionic powers
to confuse a foe.
Instead of attacking,
place a token on this
card.
Remove the token
during any Villain phase
to move 1 square.
CRITICAL HIT: At Level 2+, if you attack and
INNATE ABILITY
PSIONIC COMPULSIONYou create a psionic link with
your foe, drawing its attention
to you.
If there are no
monsters adjacent to
you, you may force a
Monster within 1 tile to
ignore other heroes.
AT-WILL POWER
TWISTED COMPULSIONYou trick the enemy into
mistaking friend for foe.
A Monster on your tile
(within 1 tile) attacks
another monster
adjacent to it and does
nothing on its next
activation (tap the
monster card).
+8 ATK / 1 DMG
DAILY POWER
AUGMENTYou channel psionic energy
into a reservoir of power,
using it to boost your attacks.
Use this together with
another power and
gain the benefit of that
power’s Augment text.
Flip after use.
Select the following Power Cards:
Blurred Step (Utility)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
AT-WILL POWER
PSIONIC REBUKEYour unleash an unrelenting
psionic assault upon your foes.
Attack a (all)
monster(s) within 1
tile. If hit, the monster
does nothing on its
next activation. (tap
the monster card)
+8 ATK / SPECIAL
another power and
gain the benefit of that
power’s Augment text.
Flip after use.
move, you may attack a
(each) monster that
was adjacent to your
path.
+6(7) ATK
/ 1(2) DMG
monster(s). If you miss,
attack one more time
with +1 ATK and -1
DMG.
+4 ATK / 2 DMG
remain in play until end
of your next hero
phase.
Flip after use.
UTILITY POWER
SPEED OF THOUGHTYou move in a blink of an eye,
reaching your foe before it
acts.
If you did not attack on
your turn, you may
immediately move 1
tile and attack after
your Exploration phase.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
2
EINSTEIN
Warforged Artificer
A master of magical artifice, you seek out
knowledge of your kind's arcane origins.
AC HP Speed Surge Add
Lvl 1 14 7 6 4
Lvl 2 15 9 6 5 +1D
Lvl 3 16 11 6 6 +1U
Lvl 4 17 13 6 7 +1A
AT-WILL POWER
WHIRLING STAFFUsing your ball-jointed wrist,
you twirl your staff as you
swing it around.
Attack all adjacent
monsters.
AT-WILL POWER
STATIC SHOCKA chain of electrical sparks
leap from your staff towards
your foes.
Attack a monster
within 1 tile. If it hits,
AT-WILL POWER
ELECTRICAL DISCHARGEA build-up of electricity
discharges from your staff and
sends your enemy flying.
Attack an adjacent
monster. After the
INNATE ABILITY
ARCANE
REJUVENATIONYou are a master at drawing
energy from artifices.
Instead of attacking, a
hero on your tile may
heal 2 HP if a hero on
your tile can discard a
Treasure item.
UTILITY POWER
REMOTE CONTROLYour staff flies from your
hands as if alive, controlled by
your artifices.
Until the end of your
next Hero phase, you
UTILITY POWER
IRON HIDE INFUSIONGrey metal dust fuses onto
skin, making it as tough as
plate armor.
Until the start of your
next Hero phase, all
heroes on your tile take
1 less damage from any
attacks.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
RACIAL POWER
WARFORGED RESOLVEWarforged are well-known for
their tenacity and hardiness.
Play during your Hero
phase. You regain 2 HP.
Flip after use.
Select the following Power Cards:
Warforged Resolve (Racial)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
monsters.
+5 ATK / 1 DMG.
within 1 tile. If it hits,
roll a 2nd attack against
another monster
adjacent to the first.
+6 ATK / 1 DMG.
monster. After the
attack, move the
monster 1 tile away.
+6 ATK / 1 DMG.
DAILY POWER
SCYTHEJAWYou summon a trapjaw
construct.
Place Scythejaw within
1 tile of you. Until the
start of your next hero
phase, any monster
entering this tile is
attacked.
+8 ATK / 1 DMG.
Flip after use.
DAILY POWER
GUARDIAN ARMORYou summon a defender
construct.
Place Guardian Armor
adjacent to you. It
follows you and is not
affected by Conditions.
When it is destroyed,
you lose 1 HP.
16 AC / 3 HP.
Flip after use.
DAILY POWER
HAMMERERYou summon an attacking
construct.
Place Hammerer
adjacent to you. Until
the start of your next
hero phase, any
adjacent monster that
targets you is attacked
first.
+7 ATK / 2 DMG.
Flip after use.
UTILITY POWER
VORPAL EDGEDChromatic dust fuses onto
your weapons, endowing
them with unusual sharpness.
Until the end of your
next Hero phase, each
hero on your tile deals
+1 damage on the first
monster they hit.
Flip after use.
next Hero phase, you
can make an At-Will
attack from a square up
to 2 tiles away.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
AEGIS
Warforged Paladin
You ally with noble friends to help free the
innocent from the oppression of evil.
AC HP Speed Surge Add
Lvl 1 17 10 5 5
Lvl 2 18 12 5 6 +1D
Lvl 3 19 14 5 7 +1U
Lvl 4 20 16 5 8 +1A
AT-WILL POWER
ZEALOUS STRIKEYou whisper a prayer to your
deity as you strike at your foe.
Attack an adjacent
AT-WILL POWER
STEADFAST BLOWThe odds against you fuel your
determination, adding
strength to your attack.
Attack an adjacent
monster. If there is
AT-WILL POWER
SHIELDING SMITEYou raise your shield, ready to
strike if the enemy breaches
your defense.
Do not attack. Until the
start of your next Hero
INNATE ABILITY
HOLY DEFENDERAs a paladin, you take it upon
yourself to defend your allies.
Instead of attacking,
place a token here.
Remove the token to
prevent damage from 1
attack to an adjacent
ally.
UTILITY POWER
MARTYR’S BLESSINGDespite your pain, you chant a
prayer of salvation for your
allies.
When you are hit, your
allies regain X HP. Total
UTILITY POWER
BEACON OF JUSTICEYour sword shines with a
radiant light, inspiring your
allies to strike the enemy.
Until the end of your
next Hero phase, all
heroes within 1 tile of
you gain +2 ATK.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
RACIAL POWER
WARFORGED RESOLVEWarforged are well-known for
their determination and
hardiness.
Play during your Hero
phase. Regain 2 HP.
Flip after use.
Select the following Power Cards:
Warforged Resolve (Racial)
2 At-Will powers
1 Utility power
1 Daily power
Add the indicated power when you level up
Attack an adjacent
monster. You gain +1
ATK for each XP the
monster is worth.
+6 ATK / 1 DMG.
monster. If there is
another monster
adjacent to you, this
attack does +1 DMG.
+6 ATK / 1 DMG.
start of your next Hero
phase, you gain +1 AC.
The first adjacent
monster that hits you
takes 1 damage.
DAILY POWER
MARTYR’S CHARGEYou eschew defense and
unleash an all-out attack on
your foe.
Move adjacent to a
monster within 1 tile
and attack it. You take
1 damage.
+6 ATK / 4 DMG
(miss 2 damage)
Flip after use.
DAILY POWER
HALLOWED CIRCLEA circle of glowing holy
symbols hover around you.
Attack each monster
within 1 tile. Until start
of your next Hero
phase, all allies within 1
tile gain +2 AC.
+7 ATK / 1 DMG
Flip after use.
DAILY POWER
HOLY JUDGEMENTHoly flames streak towards
your foe as you call upon your
deity to avenge an unjust.
Deal 3 damage to a
monster within 1 tile
that reduced an ally to
0 HP.
Flip after use.
allies regain X HP. Total
X may not exceed the
damage you took.
Flip after use.
UTILITY POWER
MARTYR’S SHIELDRadiant energy erupts from
your shield, blocking your
friends from harm.
When an attack targets
more than 1 hero on
your tile, you are hit
but the attack misses
your allies.
Flip after use.
CRITICAL HIT: At Level 2+, if you attack and
roll a natural 20, you deal +1 damage if you
did not level up.
2
2