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Epic Hero and Villain Feat Cards 7 18 Card Epic Clash Booster
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Epic Hero and Villain Feat Cards 7 18 Card Epic Clash Booster

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Epic Hero and Villan Feat Cards Epic Clash Booster 

What is it?

18 Card Booster That puts the best of the heroes powers vs. The best of the villain powers into the game in one set!

These cards are dangerous, and powerful!

Introduces 2 new game mechanics, Clone and Restock.

Adds 1 player worth of cards to your current set.

What's Featured? Holy Shield Warrior/Rahm the Eternal Knight

And New/More powerful abilites for BOTH SIDES!

These fit easily into the 120 Card tuckboxes that come with the Basic, Expert, or Ultimate Abilites Booster Sets.

And aready come as part of the  Complete Set OR the Complete Basic Set.

This is only if you decide to buy the set piece by piece!

Printed on Drive Thru RPG US Poker Card, Premium Card Stock, Low-gloss UV Coating

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Note: For some reason Placement Marks Show up in some Previews, But don't worry they don't show up on the cards or the .PDFs

What are they?

Epic Hero and Villain Feat Cards are a powerful new tabletop role playing game aid that allows you to make interesting, engaging, and challenging alterations to game play and dice rolls at the flick of a card. They allow your hero to mimic the luck, guile, skill, and challenging adventures like some of your favorite heroes in fantasy novels and movies.

They work best with D&D, Pathfinder and D20 based systems, because they are based around the D20 being the Attack and Skill Roll die.

What do they do?

Epic hero and villain cards allow your character in the role-playing game to survive the situations and be the hero when normally, the dice don't agree.

The game is about the story. Not the rules.

Never lose a character again to a bad dice roll. GM's never lose the fun in a game again due to overpowered characters or hero point or action point binging.

They allow you a get out of jail free card for bad situations. Adventure stronger, harder and be more awesome. They allow you to roll what you need to roll when you need to roll it. Avoid that nasty killing blow at the last second, and live long enough to see your enemy vanquished. It's a hero's luck and skill that you control.

Turn hack and slash combat, and static abilities, and bad rolls into dynamic, back and forth, fantasy movie or novel style dramatic, tide turning tooth and nail combat that the whole table will enjoy.


They give you a host of abilities to use when you need them. Some lasting only moments, some seconds, some as long as danger is present, and some for as long as the game play that day.

The players can play a card at any time.

Add a bonus to an attack roll, increase your damage for a round, even take an extra turn when you need it. Be the epic hero you've always wanted to be. Choose one and enhance your hero's abilities at any time, or better yet be a hero, re-inspire teamwork and play them on a friend or ally.

Every card has 4 Unique Heroic options.

Select an ability. Hand the card to the GM. And leap into heroic action!

And then, it’s the GM's Turn.

After you use hero and villain cards to enhance your game, save your character, or give you that that shining moment, they go over to the GM. Used Hero cards become GM Villain Cards with different uses and different possibilities. Used just like hero cards, they allow the GM to shift the tide in the Villians favor, or further against the heroes, with the forces he already has planned. Have your villains absorb the strongest of player magic, unharmed. Grant attacks to their raging armored warriors, even ride out the player characters direct assault upon a single, powerful foe.

Every card has 3 Villainous options.

Select a villainous ability. Choose your targets and truly challenge your heroes.

Negate that lucky critical hit. Ride out a magical onslaught. Say no to the instant kill attack. Fortify a villains defenses against a party of heroes and make them really fight for their victory. Weak, boring, "insert monster here" fight? Spend a villain card to make them ALL win the initiative, and see how boring combat is after that.

4 Power levels.

Each shining green orb in the upper right corner of the card represents one power level. New and more powerful abilities become available as your power grows. Master deck manipulation and gain access to abilities far beyond your power.

Balanced. And Fun.

It doesn’t create or enable super powered players to run rampant over your game. In fact it’s the opposite. A simple use of 1 villain card in the right place can breathe life into even the most expected fights. This is Balance. This is Fun. This Player Agency Made real.

Threat rising. Heroes needed.

The GM builds his own hand of cards from the ones that were played by the heroes during the game. The storyteller can play cards just like the players at anytime to alter or enhance the game action, excitement, drama, or danger, at the flick of a card.

Its more than just a simple add on.

Each hero manages his own heroic deck of cards. Your fate and your fortune are always in your hands! Do you tempt the hand of fate by burning through them? Handing them en mass over to the storyteller as you do amazing deeds, only for the GM to use them later? Or do you conserve them? Using them only when necessary and restricting the GM's supply of card surprises? Your hero, your choice!

More than just simple mechanics.

Extra icons change the cards into their own game.

Though the mechanics are simple, they can become quite involved! Manipulate your deck, draw cards ,trade cards with allies, share cards, or recharge your own heroic stack. Give cards to bolster an ally's dwindling heroic stack. Pay for redrawing and shuffling your hand with a tithe of one card to the GM.

Once the cards start flying, they really start flying.

It’s a fix.

My Tabletop RPG group tends to play without a healer. These cards don’t fill the gap completely, but they allow for a team of 4-6 adventures to survive fights and skirmishes that would murder a healer dependent party. 6 Fighters? No problem. Have a gritty realistic or low magic campaign and still have fun.

No more gear dependency.

Spend your gold on something that you want rather than what you "need". Want boots of sneaking, but need a ring of defense? You can now spend your gold on something else and you can cancel at least half of the “must have” magic items off your list, because Epic hero and villain cards become your heroes toolkit.

No more min maxing necessary.

Don’t spend your nights up on the internet trying to build the level 6 character with 7 different classes just to have the bonuses and immunities and skills to get through the game. Play an adventurer. And go on a dangerous and thrilling and unexpected adventures. With the stuff your character is wearing. And the class he currently is in. And still have a chance of surviving till the next game.

GM's Best Friend. 

Do you like modules or like co-opting them for ideas from time to time, but you find the encounters or boss fights under powering so you do some “player restructuring?” Changing monsters, weakening bosses, adding minions, etc. because of action economy? No more funwork. These cards close the gap without you rewriting pre-written stories.

Add On-The-Fly excitement to your game. Just play the cards.

"No Disintegrations."

Bring boss fights to life. Make bosses fight like a boss.

Save a card or two for the boss fight and give it a try. Ride out the player’s wave of attacks against a single foe. Take the fight to the players and make your villain a villain. Give your game those tense, exciting, Epic style tooth and nail combats each and every game. Boss fights were never like this before.

Handle the super characters.

Don’t bother to worry about min/maxers. Someone in your game can't be hit, damaged , killed, or even so much as be given a parking ticket in your game due to some creative rules-fu? No matter. These cards make your game cheese proof. Don’t stay up all night finding ways to make them feel excitement or threatened. Don’t flood the game with cheese monsters who can automatically hit him or her and overcome their defenses.

Unscripted danger around any corner you choose. With the flick of a card.

With a simple play of a few cards, all players are reminded that there characters are mortal. And danger is a part of adventure. Bring back player agency, danger, and adventure to any campaign without changing anything else. Just add these cards.

Epic Abilities Ahead!

Use your mastery of managing your deck, or Trade 5 power cards in to level up into an epic hero. Draw 1 card from your choice of epic hero deck.

Each Epic Hero Deck has 7 or more different cards each representing an aspect of character play. For instance, War has Two-Handed, Dual-weild, Agile Fighter, Sword and Shield, Rage Fighter, Ranged, and Warrior
Each Epic Hero Deck has 7 or more different cards each representing an aspect of character play. For instance, War has Two-Handed, Dual-weild, Agile Fighter, Sword and Shield, Rage Fighter, Ranged, and Warrior
Each Epic Ability Grants a powerful new permanent game ability, 6 heroic charges (tracked with dice), 4 heroic abilities to use at will, and a drop ability - an ability you can use for simply discarding the card - even when it's empty!
Each Epic Ability Grants a powerful new permanent game ability, 6 heroic charges (tracked with dice), 4 heroic abilities to use at will, and a drop ability - an ability you can use for simply discarding the card - even when it's empty!

Permanently Enhanced.

Each epic hero cards grants a powerful permanent ability that lasts your character all game, 6 heroic charges and 4 abilities that he may use at any time at the cost of a heroic charge. When the charges are spent, the hero may power them using face down cards from his deck, or he may use the drop ability. The last icon on the Epic Hero card is 1 last ditch ability that the card can provide, as it is discarded.

With Epic Good Comes Epic Evil.

Once one player on the table has achieved epic level. The GM may now bring Epic Villain cards into play as well. Epic villain cards work differently as they grant global bonuses to each and every monster in game, and also come with a number of villainous charges.

Please pledge your support and receive this wonderful game add-on Given the chance, we believe it will add a lifetime of unexpected fun and adventure to your tabletop roleplaying experience.

Support us today and your games will leap to a new level with you at the helm! Given the chance, and continued support, we can make this game the epic add-on to your Tabletop Rpg that makes your games unforgettable!

There are 234 cards in the total set. 90 Hero Villain cards in the basic Set. 4 18 Card boosters, 36 Epic Hero Ability Cards, 18 Epic Villain Ability Cards, and 14 Deck Bonus and 4 Ultimate Cards. Every 20 Hero and Villain cards seats a a player at a table and the GM

What's Inside?

The 90 Card Expert set (with Featured new Art)

The 18 Card Champion Expansion (with Featured New Art)

The 18 Card Scourge Expansion (with Featured New Art)

The 18 Card Epic Clash Expansion (with Featured New Art)

The 18 Card legendary Expansion

36 Epic Hero Ability Cards and 18 Epic Villain Ability Cards

Each Epic Hero Deck has 7 or more different cards each representing an aspect of character play. For instance, War has Two-Handed, Dual-weild, Agile Fighter, Sword and Shield, Rage Fighter, Ranged, and Warrior

36 Cards with 6 Heroic Paths - ALL EPIC!

7 War - Two handed, Rage Fighter, Agile Fighter, Ranged, Dual Weild, Sheilded and Warrior!

7 Divine - Acolyte, Divine Force, Restoration, Crusader, Divine Mystic, Preacher, and Seer!

8 Guile - Stealth Master, Stalker, Shadow Hand, Zealot, Martial Artist, Arcane Blade, Sleuth and Tactician!

7 Magic - Spellflinger, Arcane battery, Archmage, Warcaster, Arcane Scholar, Holy Mage, Warlock

7 Hybrid - Divine Fighter, Arcane Fighter, War Bard, Divine Warrior, Spirit Warrior, Fated Hero, War Mage

And Last, But not least, 18 Deck Bonus Dual Art Cards Featuring 4 Ultimate Hero Cards!

This set contains A list of options available to the Deck Bonus Abilty Cards so you don't have to remember!

Its just a simple card with Dual/Hybrid Art on both sides.

The Ultimate Card

The Ultimate Card can be used 3 times before it is discarded. Each time it is used, It gains a Different Ability.

1st Play - Mimic any Hero Card in any players hand in the game. If you recall a certain text word for word exactly. You can use it even if it's still in the deck.

2nd Play - 2nd level - Select any 1 Epic  Hero Path, turn them all over and choose the Epic Hero Card from that path that you want.

3rd Play- Select any 1 of the Following Options:

Give Any 1 Epic Card in play 12 Charges

Distribute 8 Epic Card Charges amongst any number of Player’s Epic Hero Cards.

Choose 1 Epic Hero Ability Card in Play - it costs Zero slots. Now you may have 1 More Epic Hero Ability Card in play!

And Comes with 2 120 Card Tuck Boxes! YOU GET EVERYTHING!

Printed on Drive Thru RPG US Poker Card, Premium Card Stock, Low-gloss UV Coating



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File Last Updated:
September 09, 2017
This title was added to our catalog on September 09, 2017.