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Hero's Journey Template: All 12 Stages for Novels

Map all 12 stages of the Hero's Journey on a visual canvas, not a static PDF. Free to start - plan your monomyth in Skrib and draft it in the same place.

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This template includes both a Plan and a Draft

 

Chapter 1: Ordinary World

Establish the hero's normal life before disruption. Emotional baseline is negative: comfortable but incomplete, a wound or want simmering underneath. Conflict: the hero vs. the limits of their ordinary world, an inner lack they may not yet see.

Chapter 2: Call to Adventure

The inciting incident disrupts the status quo. Emotional turn: unease and excitement awaken together. Conflict: the hero vs. the summons to change, pulled between the unknown and the safety of the life left behind.

Chapter 3: Refusal of the Call

The hero hesitates or resists out of fear. Emotional turn: fear and doubt, the drag of comfort. Conflict: the hero vs. their own fear and self-protective excuses.

Chapter 4: Meeting the Mentor

A guide gives advice, training, or a tool. Emotional turn: reassurance and growing readiness. Conflict: the hero vs. their own unpreparedness, a gap in ability or belief the mentor helps close.

Chapter 5: Crossing the Threshold

The hero commits and enters the special world. Emotional turn: commitment, resolve and momentum, thrill mixed with fear. Conflict: the hero vs. the threshold and its guardian, the finality of leaving home.

Chapter 6: Tests, Allies and Enemies

The hero learns the rules and forms bonds. Emotional turn: wins and setbacks alternate, camaraderie and friction. Conflict: the hero vs. the trials and players of the special world.

Chapter 7: Approach to the Inmost Cave

Preparation for the major challenge ahead. Emotional turn: rising tension, anticipation and dread, resolve hardening. Conflict: the hero vs. the approaching danger and their own last doubts.

Chapter 8: The Ordeal

The central crisis; the hero faces death or their greatest fear. Emotional turn: the lowest point, terror and near-defeat followed by survival. Conflict: the hero vs. their deepest fear and the antagonist at full force.

Chapter 9: Reward (Seizing the Sword)

The hero survives and gains something. Emotional turn: relief and elevation, hard-won confidence tinged with cost. Conflict: the hero vs. the temptation to rest too soon and the strings attached to the prize.

Chapter 10: The Road Back

The hero commits to returning to the ordinary world. Emotional turn: renewed urgency, resolve met by fresh danger. Conflict: the hero vs. the pursuing forces and the temptation to abandon the mission.

Chapter 11: Resurrection

A final, climactic test; the hero is purified and transformed. Emotional turn: the final crucible, darkest peril giving way to true triumph. Conflict: the hero, now transformed, vs. the antagonist and their old self, decisively.

Chapter 12: Return with the Elixir

The hero comes home changed, with something to share. Emotional turn: resolution, wholeness, peace. Conflict: resolved; the hero shares the boon, proving the journey's worth.

 

Hero's Journey Template: All 12 Stages for Novels template

Hero’s Journey Template

The oldest story structure, in a workspace built for it

From the Odyssey to Star Wars, the Hero’s Journey has shaped the stories people remember. Joseph Campbell called it the monomyth; Christopher Vogler turned it into the 12-stage roadmap screenwriters and novelists use today.

Skrib turns those 12 stages into an interactive canvas. Map the Ordinary World, follow your protagonist through the Ordeal, and bring them home changed - all on one Board you can see at a glance.

What are the 12 stages of the Hero’s Journey?

1. The Ordinary World - Who your hero is before anything changes.

2. The Call to Adventure - The problem that won’t leave them alone.

3. Refusal of the Call - The fear that makes the stakes real.

4. Meeting the Mentor - The guidance that makes going possible.

5. Crossing the Threshold - The point of no return.

6. Tests, Allies, Enemies - The new world teaches its rules.

7. Approach to the Inmost Cave - Preparation, doubt, and the calm before.

8. The Ordeal - The moment your hero could lose everything.

9. Reward (Seizing the Sword) - What they take from surviving it.

10. The Road Back - Consequences follow them home.

11. The Resurrection - The final test that proves the change is real.

12. Return with the Elixir - Home again, carrying something worth the journey.

Why map the monomyth in Skrib?

A journey is a shape. It deserves better than a bulleted document.

See the arc, not the list. All 12 stages sit on one infinite canvas, so you can spot a thin second act before you write 30,000 words into it.

Track transformation, not just plot. Run your character’s inner arc alongside the outer journey and colour-code where they actually change.

Build the world beside the story. Drop maps, references, images, and research files onto the Board next to the stage they belong to.

Adapt the shape to your story. Merge stages, split the Ordeal, reorder freely. The framework guides you; it doesn’t trap you.

Draft in the same studio. Move from Board to manuscript in one click, with every version kept in your Library.

Who is the Hero’s Journey template for?

Fantasy and sci-fi novelists building long, transformation-driven arcs across a series.

Screenwriters working in adventure, action, and coming-of-age.

Game writers mapping a player’s arc through quests and branching paths.

Students and teachers learning or teaching narrative structure with a visual reference.

Any writer who has a hero and a world, but not yet a road between them.

Start the journey

Twelve stages. One canvas. Your story.

Open Hero's Journey Template: All 12 Stages for Novels in your own studio

Free to start. Rename it, cut it, build on it — it is yours from the first click.

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