Heroic Actions

Core Rules v2 p. 13

On your turn, heroes get 3 actions to attack, move around the battlefield, cast spells, etc. Generally doing any single thing in combat costs 1 action. Some very strong spells or special abilities may take more time and thus cost more actions.

All 3 actions recharge at the end of your turn, so there’s no need to save them up. Spend them all on your turn and when you’re done, you get them all back!

Free Actions These do not cost an action or any other resource (e.g., mana) unless otherwise specified. Heroes can do simple tasks (open an unlocked door, shout a simple phrase, drop an item, end concentration, etc.) for free 1/ turn.

Official Variants

1

Boon & Bane Actions

Variant

Core Rules v2 pp. 54, 55

For more tactical depth, whenever a hero gains an action, they instead gain 1 random boon, bane, or normal action (the same KEY attribute must be used for both):

  • Boon Action. Gain advantage when rolling, +KEY Defense, or +2 Speed with this action.
  • Bane Action. Gain disadvantage when rolling, –KEY Defense, or –2 Speed with this action.
  • Normal Action. Spend this action as normal.

FAQs

1

Can spells and abilities exceed the normal action cap?

Official

Core Rules v2 p. 55

Spells/Abilities like Heart’s Fire and Electrocharge can bring you above your normal action cap.

Related Rules

6
AssessCombat / Actions
AttackCombat / Actions
Cast SpellCombat / Actions
Heroic ReactionsCombat / Reactions
MoveCombat / Actions
Turns, Rounds & EncountersCombat / Encounter Flow