by Soul Reaver » June 4th, 2025, 8:43 pm
I based the Druid on ideas from Banjo's homebrew Heroquest rules but made some adjustments of my own. I haven't tested these but think they'll be interesting.
So first, the Druid him/herself:
Body Points: 6
Mind Points: 4
Attack: 1 die
Defend: 2 dice
Move: 2 dice
Starts with 1 Totem of their choice
No starting weapon or armour
May not use any metal weapons or armor
May use Druid spells
May use Totems
The druid isn't a wizard, so they can't use wizard-only items (though they can brew potions at an alchemist's bench for free just like a wizard can in the Rise of the Dread Moon rules).
There are 2 types of Druid spells: basic druid spells and Shapeshift spells.
Basic Druid Spells
At the start of the Quest, the Druid picks 3 spells from the deck of 'known' basic Druid spells. There are 3 spells in that deck to start with:
1. Bestial Strength: can only be cast on the druid. Gives them +1 combat die when attacking an adjacent enemy. Broken when the druid takes any Body damage.
2. Pixie: restores 1 Body Point to all heroes (including the druid) in the same room or corridor as the druid OR reveals all traps and secret doors in every room or corridor that the druid has at least partial line of sight into
3. Tanglevines: cast on one monster. It cannot move, attack or defend. The spell can be broken immediately or on a future turn by the monster rolling 1 red die for each of its attack dice (to a minimum of two). It has to roll 5 or 6 on two or more dice for the spell to break.
The druid also has the option to 'purchase', for 200 gold coins, one additional random spell from the 'unknown' spell deck, in order to add it to the 'known' spell deck. This doesn't increase the total number of spells they can pick for a Quest, it just increases the selection they can pick from. This can only be done once after each Quest, so it'll take at least 3 Quests before they can buy all 3. The 'unknown' spells are:
1. Bark Skin: can only be cast on the druid. Gives them +1 combat die when defending. For every Body Point you lose, roll 1 combat die - if you roll a skull, the spell is broken. The spell is also broken if you suffer any Body damage from fire.
2. Bird Flock: swarms all monsters in the spellcaster's room. All affected monsters miss their next turn unless they can roll 3 skulls between them using their Attack dice. Any monster that rolls may not move or perform other actions that turn.
3. Lifeforce: cast on any hero, including yourself. Restores 4 Body Points.
There are also 6 animal Totems: Bear, Wolf, Tiger, Deer, Eagle and Ferret. The Druid starts with one of their choice. Others can be bought as equipment between quests, each costing 300 gold coins - the druid can only hold one copy of each type. Each Totem the Druid has gives them access to the corresponding Shapeshift spell.
The druid may cast a Shapeshift spell at the start of their turn, before moving or performing an action. It does not use up their action to do this - however, if something (eg, a Tempest spell) would prevent the druid from taking an action, they cannot cast the Shapeshift spell either.
When they cast the Shapeshift spell, the druid turns into the corresponding animal, and gains its stats and abilities as given.
The druid can still search for traps, secret doors, treasure etc and can open doors in animal form.
He does not gain any benefits from equipment (including not being able to use potions) nor cast spells while shapeshifted.
He may choose, at the start of any of his turns, to break the shapeshift spell and transform back into a druid, but he will have to wait until next turn to cast another Shapeshift spell. If a Druid stops a spell in this way, he regains use of the spell.
A shapeshift spell will also break if the druid suffers any Body damage. If that happens, he does not regain the spell.
The forms are as follows:
Bear:
Attack: 3 dice
Defend: 5 dice
Wolf:
Attack: 3 dice
Defend: 2 dice
May attack diagonally
Tiger:
Attack: 4 dice
Defend: 2 dice
Eagle:
Attack: 1 dice
Defend: 3 dice
Line of sight is not blocked by heroes or monsters. May attack any target within line of sight. May move over monsters. Ignores all floor traps.
Deer:
Attack: 2 dice
Defend: 2 dice
Move: 3 dice
If moving before attacking, will attack with +1 combat die, and if any skull is scored, the target is knocked directly back 1 square if possible. Only fails jumps if rolls a black skull.
Ferret:
Attack: 1 die
Defend: 3 dice
Can disarm traps in the same way as the Dwarf. Ignores all floor traps (ie, Pit, Spear, or Falling Blocks traps), automatically detects any floor traps that they move over (if possible), and can ignore all Body damage caused by any floor traps except if they fail trying to disarm them.
I think the above will make for an interesting, versatile druid that will, once able to, frequently change forms on the fly to handle a variety of different scenarios. They are very much glass cannons and will need to be protected, but used strategically I think they'll be fun and interesting.
Last edited by
Soul Reaver on June 8th, 2025, 3:46 pm, edited 1 time in total.