Category:Healers: Difference between revisions

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Heroes of the Healer archetype.
Heroes of the Healer archetype.
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  |category    = Healers
  |namespace    =
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  |table        = class="wikitable sortable",-, Name, Exp, Spd, {{Heart}}, {{Fatigue}}, {{Shield}}, {{Willpower}}, {{Might}}, {{Knowledge}}, {{Awareness}}, Ability, Feat
  |tablerow    = [[%PAGE%¦%%]], ²{ValidateExpansionCode¦%%}², %%, %%, %%, %%, %%, %%, %%, %%, %%, %%
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[[Category:Archetypes]]
[[Category:Archetypes]]

Revision as of 07:33, 4 August 2017

Heroes of the Healer archetype.

Name Exp Spd Heart Fatigue Shield Willpower Might Knowledge Awareness Ability Feat
Andira Runehand DJ02 4 12 4 Gray 4 2 3 2 Each time you suffer 1 or more damage from an adjacent figure, that figure suffers 1 damage. Action: Attack a monster adjacent to you and choose yourself or a hero within 3 spaces of you. The chosen hero recovers health equal to the damage you deal on the attack.
Brother Gherinn DJ27 3 12 4 Gray 4 1 4 2 Each time you perform an attack, after the dice are rolled, you may suffer 1 Heart to add +1 Heart to the results. Limit once per attack. Use after you defeat a monster. Roll 2 red power dice. You and each hero within 3 spaces of you recover Heart equal to the Heart rolled.
Andira Runehand DJ28 4 12 4 Gray 4 2 3 2 Each time a hero within 3 spaces of you suffers 1 or more Heart from an attack, the figure that performed the attack suffers 1 Heart. Action: Choose 1 hero within 3 spaces of you. Then, perform an attack that targets a monster within 3 spaces of you. The chosen hero recovers Heart equal to twice the amount of Heart the target monster suffers from this attack.
Avric Albright DJ01 4 12 4 Gray 4 2 3 2 Each hero within 3 spaces of you (including yourself) gains "Surge: Recover 1 Heart" on all attack rolls. Action: Roll 2 red power dice. Each hero within 3 spaces of you (including yourself) may recover Heart equal to the Heart rolled.
Brother Glyr DJ02 2 12 3 Gray 3 4 1 3 In addition to your 2 actions on your turn, you always receive 2 movement points. Use at the start of your turn to recover all Fatigue. Until the start of your next turn, each time you suffer 1 or more Heart, you suffer 1 fewer Heart, to a minimum of 0.
Aurim DJ02 5 8 5 Gray 3 2 4 2 Each time you use a Potion, you and each hero adjacent to you are affected. Use at the start of your turn to draw a Search card.
Brother Gherinn DJ02 3 12 3 Gray 4 1 4 2 Each time you perform an attack, before the dice are rolled, you may suffer 1 Heart to gain +1 Heart to the results. Use after you defeat a monster to roll 2 red power dice. You and each hero within 3 spaces of you recover Heart equal to the Heart rolled.
Elder Mok DJ02 4 10 4 Gray 4 2 3 2 Each time another hero within 3 spaces of you recovers 1 or more Heart, you recover 1 Heart. Each time another hero within 3 spaces of you recovers 1 or more Fatigue, you recover 1 Fatigue. Use at the start of your turn to look at the overlord's hand of Overlord cards. Discard 1 card of your choice.
Ispher DJ02 4 8 4 Gray 3 2 3 3 You cannot be Poisoned. At the start of your turn, recover 1 Heart. Action: Recover all Heart.
Jonas the Kind DJ02 4 8 4 Gray 4 2 3 2 During each round in which you do not perform an attack, you gain 1 additional brown die to your defense pool. Action: Test Willpower for each minion monster within 3 spaces of you. For each test you pass, that monster performs 1 attack, declaring itself as the target. You spend any surges and make other decisions for the attack.
Okaluk and Rakash DJ02 2 8 3 Gray 3 3 2 3 In addition to your 2 actions on your turn, you always receive 4 movement points. Action: You may revive all knocked out heroes within 3 spaces of you. Make one roll and apply it to all knocked out heroes.
Sahla DJ02 4 10 4 Gray 3 2 3 3 At the start of your turn, you may test Willpower. If you pass, discard 1 Condition card from yourself or an adjacent hero. Use at the start of your turn and choose a hero in your line of sight. Until the end of your turn, you may use any 1 of that hero's skills as if it were your own.
Sahla DJ29 4 10 4 Gray 3 2 3 3 At the start of your turn, you may test Willpower. If you pass, discard 1 condition from 1 figure within 3 spaces of you. Then, choose 1 figure within 3 spaces of you to gain that condition. Use at the start of your turn and choose a hero in your line of sight. Until the end of your turn, you may use 1 of that hero's skills as if it were your own.
Ulma Grimstone DJ04 4 8 5 Gray 3 2 4 2 Each time a hero within 3 spaces of you (including yourself) would draw a Search card, he may instead reveal Search cards until he finds a Potion. He may take that card and shuffle the rest back into the deck. Use during your turn to flip one of your facedown Potion Search cards faceup. In addition, each hero adjacent to you may also flip one of their facedown Potion Search cards faceup.
Rendiel DJ07 5 10 4 Gray 5 2 3 1 Each time you revive a hero, you recover 2 Heart and 2 Fatigue. Action: Revive an adjacent, knocked-out hero. Instead of rolling 2 red power dice, that hero recovers all Heart and Fatigue.
Elder Mok DJ26 4 10 4 Gray 4 2 3 2 Once per turn, when another hero within 3 spaces of you recovers 1 or more Heart or Fatigue, you may recover 1 Heart or 1 Fatigue. Use at the start of your turn to look at the overlord's hand of Overlord cards. The overlord discards 1 card of your choice.
Serena DJ17 3 8 6 Brown 5 1 3 2 Each time you are targeted by an attack,a hero adjacent to you may suffer 1 Fatigue to declare himself as the target of the attack instead. Range and line of sight are still measured to your space. Action:Test Willpower and Knowledge.For each test you pass, each hero within 3 spaces of you recovers 3 Heart and 1 Fatigue.
Okaluk and Rakash DJ33 2 8 3 Gray 3 3 2 3 At the start of your turn, you gain 4 movement points. Use during your turn, even if you are knocked out. Roll 2 red power dice. You and each knocked-out hero within 3 spaces of you recover Heart equal to the Heart rolled.
Jonas the Kind DJ32 4 10 4 Gray 4 2 3 2 Each hero within 3 spaces of you that has not performed an attack this round adds 1 Shield to each of his defense rolls. Action: Test Willpower for each minion monster within 3 spaces of you. Each time you pass, perform an attack with that monster that targets itself.
Augur Grisom DJ05 3 12 5 Gray 3 4 2 2 Each other hero within 3 spaces of you gains:
Each time a monster misses or deals no Heart on an attack targeting you, recover 1 Heart.
Use during your turn. Each hero in your line of sight recovers 2 Heart and 2 Fatigue.
Ispher DJ30 4 10 4 Gray 3 2 3 3 You cannot be Poisoned. At the start of your turn, recover 2 Heart. Action: Choose yourself or an adjacent hero. That hero recovers 8 Heart and discards all conditions.
Ashrian DJ01 5 10 4 Gray 3 2 2 4 When a minion monster begins its activation adjacent to you, it is Stunned. Action: Choose a monster within 3 spaces of you. Each monster in that monster group is Stunned.