Hero points represent a character's potential for greatness — the moments where fate tips in a hero's favour despite terrible odds. They allow player characters to nudge die rolls, act unexpectedly, or even cheat death outright.

Optional Rule. Hero points are an opt-in variant. The GM decides whether they are available in the campaign. They apply only to player characters — NPCs, animal companions, familiars, cohorts, and mounts never receive hero points.

Starting & Earning Hero Points

1
Starting hero point at 1st level
+1
Gained each time a character levels up
3
Maximum held at any one time

Hero points do not renew over time or with rest. Once spent, they are gone forever. A character who dies retains any hero points they had; if they had none, they gain 1 upon being returned to life by magic such as raise dead or resurrection.

The Antihero. A player may choose to opt out of the hero point system entirely. Such characters never receive hero points and can never benefit from them, but gain a bonus feat at 1st level in exchange. The GM decides whether antiheroes are permitted in the campaign.

Awarding Hero Points

Beyond the standard level-up grant, the GM may award hero points for the following circumstances. These are suggestions — the GM is the final arbiter of when and how many are given.

  • Character Story. Completion of a written character backstory earns 1 hero point. If the GM weaves that backstory into a pivotal in-game moment and the character resolves it, they earn another. Painting a miniature or drawing a character portrait may also qualify.
  • Completing Plot Arcs. When PCs successfully conclude a major story arc or meaningfully advance the campaign narrative, each participant may receive 1 hero point.
  • Faith. In deity-centric campaigns, hero points may represent divine favour. Upholding a faith's tenets in a grand way or defeating a major enemy of the faith can earn one. These may be temporary — unspent points fade at session's end.
  • Group Service. Out-of-game acts of generosity (hosting, providing food, helping clean up) may earn a hero point. This is a gift, not a payment.
  • Heroic Acts. Exceptionally heroic deeds — slaying a dragon solo after the party fled, rescuing villagers while grievously wounded, or any action of comparable selfless daring — may earn a point. The deed must not have required spending a hero point to pull off.
  • Return from the Dead. A character who dies with no hero points remaining gains 1 point when restored to life.
GM Note. Hero points do not dramatically increase PC power, but they do give players a meaningful edge at critical moments. Their greatest value is dramatic tension — a spent hero point should be described with style and flair. Used sparingly on major villains (via feats or items), they can enhance memorable encounters without undermining the system. Overuse of NPC hero points breeds player resentment.

Spending Hero Points

Spending a hero point requires no action, though the action it modifies still consumes your action as normal. You may spend at most 1 hero point per round — the sole exception being Cheat Death, which costs 2 and may be used at any time.

Use Cost When Effect
Act Out of Turn 1 HP Any time Take your turn immediately, moving your initiative to just before the current creature. You may only take a move or standard action on this turn.
Bonus 1 HP Before or after a roll Before roll: +8 luck bonus to one d20 roll.
After roll: +4 luck bonus to that roll.
Aiding another (same location, able to influence the outcome): +4 before / +2 after.
Extra Action 1 HP Your turn Gain an additional standard or move action this turn.
Inspiration 1 HP Any time Petition the GM for a hint about what to do next. If the GM rules there is no useful information to give, the hero point is not spent.
Recall 1 HP Any time Recall a spell already cast or regain one use of a special ability that recharges daily.
Reroll 1 HP After a roll Reroll any one d20 roll just made. You must accept the second result, even if it is worse.
Special 1 HP Any time Petition the GM to attempt something normally near-impossible (cast a spell one level above your maximum, bypass a creature's DR entirely, Diplomacy a raging dragon). Requires a difficult check or attack roll penalty. No additional hero points may be spent on the attempt by anyone.
Cheat Death 2 HP When killed The character survives, left at negative hit points but stable (exact circumstances determined by the GM). This is the only way to spend more than 1 hero point in a round. May also be used to prevent the death of a familiar, animal companion, eidolon, or special mount — but not another PC or NPC.

Hero Point Feats

These feats enhance a character's capacity to store and gain hero points.

  • Blood of Heroes — Gain 2 hero points per level instead of 1. (Requires Hero's Fortune)
  • Hero's Fortune — Gain 1 hero point immediately; raise your maximum to 5.
  • Luck of Heroes — When spending a hero point on a reroll or pre-roll bonus, roll a d20; on a 16+ the point is not spent. (Requires Hero's Fortune; cannot apply to Cheat Death)

Hero Point Spells

These spells grant temporary hero points or interfere with their use.

  • Heroic Fortune — Grant target 1 temporary hero point that must be spent before the spell's duration ends.
  • Heroic Fortune, Mass — As heroic fortune, affecting multiple targets.
  • Malediction — Touch a dying creature; if it fails its save it dies and you gain 1 hero point per 5 HD (max 3) lasting a number of minutes equal to its HD.
  • Severed Fate — Target is shaken and cannot use hero points for the duration.
  • Unravel Destiny — Target suffers −2 per hero point it possesses on all checks; spending points removes the penalty but deals 2d6 damage per point spent.

Hero Point Magic Items

These items grant or interact with hero points outside the normal economy.

  • Elixir of Luck — Grants 3 hero points (self-only) that don't count against your maximum; must be used within 1 hour. Limit once per month.
  • Hero's Blade — +2 longsword holding 6 hero points the wielder can spend freely (don't count against maximum). Points don't recharge.
  • Reaver's Scythe — +2 keen unholy scythe; kills that drop a creature to −1 hp or lower may instantly slay it (Will DC 14 negates) and grant the wielder 1 hero point lasting 1 hour.
  • Ring of Heroes — Grants the Luck of Heroes feat; can be activated once to gain 1 hero point immediately, but doing so permanently destroys the ring's power.
  • Staff of Fortune — Ivory-and-gold staff; casts heroic fortune (1 charge) or mass heroic fortune (2 charges).