- Race - Special Ability
Human - Versatile: Add 1 to your choice of Body Points, Mind Points, or Movement.
Dwarf - +1BP, -1MP, Sturdy: Ignore the movement penalty while heavy armor is worn.
Elf - -1BP, +1MP, Bow Precision: Once per Quest, reroll one attack made with a bow.
Dragonkin - Breath Weapon: Once per Quest, as an action, breathe fire (or ice or acid, etc., your choice at creation) in a straight line up to 3 squares. All monsters and heroes in that line take 1BP of damage that cannot be defended.
Halfling - Find Food: As an action, search any room containing furniture for food, once. Roll 1d6. On a 4, 5, or 6 you find food that can heal 1BP if you eat it during the quest. After the quest, unused food is spoiled.
Class - Feature
Assassin - Avoidance: If a Hazard card is pulled when searching for treasure, roll one combat die. If you roll a skull, disregard that card and pull another.
Bard - 6 Bard Songs (done)
Bravo - Opportunistic: You can split your movement phase up with an action.
Berserker - Rage: Subtract up to 3 Defend Dice to add to your Attack Dice.
Cleric - 6 Cleric Spells (TBD)
Druid - 6 Druid Spells (done, 3 Plant and 3 Animal)
Duelist - Riposte: If you get hit with 2

Elementalist -- Aeromancer - 9 Air spells*
Elementalist -- Aquamancer - 9 Water spells*
Elementalist -- Geomancer - 9 Earth spells*
Elementalist -- Pyromancer - 9 Fire spells*
Hunter - Favored Enemy: You pick one monster type (goblin, fimir, etc.). Against that monster type, you can roll 1 extra attack die.
Knight - Chivalrous Defense: One adjacent Hero has Defend Dice equal to the Knight’s.
Monk - Whirlwind Attack: Sacrifice your move action to attack more than one adjacent enemy. Split your attack dice between adjacent enemies.
Necromancer - 9 Necromancer Spells (TBD)
Paladin - Valorous Defense: While defending from attacks, you can roll both


Ranger - Archer: Your range with bows is doubled.
Warlord - Tactical Maneuvering: Switch places with one monster as your action, if you roll at least 1

Warrior -Weaponmaster: Your weapons and armor do not get damaged no matter how many

*Some of the text from the spell cards from Phoenix's excellent Imperial Academy are cut off. How can I see what the full text says? http://heroquestbyphoenix.yeoldeinn.com ... pells1.pdf
So far, this accounts for 11 “fighter” classes, 5 “caster” classes, and 3 “hybrid” classes (can cast + melee), for a total of 19 classes now. I would like to round out the class list at 20, and I’m currently looking at three options, 2 of which are hybrids and 1 full caster: Time Mage, Swordmage, or bringing back the Illusionist.
Time Mage would have 6 spells - things like Haste (attack twice), Slow (reduce monsters’ movement), and Recall Time (allow a reroll), etc.
Swordmage would probably only have 3 spells which are more self-buffing, as he is more melee-capable than the other six-spell’d hybrids now, but not so much as pure fighters. The Swordmage is most similar to the Elf in theory, but in practice, he believes he is like a one-man wrecking crew. His spells do stuff like imbue his weapon with magic, or reduce an opponent’s attack, or even shoot an explosive fireball from the tip of his blade. It’s pretty badass.
Finally, Illusionist is a full 9-spell caster who would focus on stuff like disappearing, causing fear, illusory walls of stone or fire, and so forth.
Of course, I could also just include all 3 and bring the total to 22!
