Limited Edition Paperback Books. Starting out, they chose between two class features: At level 5 you can use oof bard daily powers a day, but no more than one a level. One-Hour Review: Heroes of the Feywild Or perhaps they are seeking one out, to find out some need piece of historical information. Or if you have no card in your hand you may draw a card. Thankfully, they can use this once per day, otherwise I can see this constantly used and abused the way paladins would perpetually detect evil in prior editions.
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Now, we have the opportunity to check this new book in detail, and therefore share our experiences and opinion with our readers. As we already talked about it in our previous article here , Wizard of the Coast released a new book filled with character options, titled Heroes of the Feywild. As we mentioned, Heroes of the Feywild gives us a new setting to use as a background for our characters.
We receive a description of the setting, and a lots of options from new races to subclasses and possible backgrounds. The book is divided into 5 chapters, dealing with the various aspects of the theme. The outlook of the book is what we expect from a WoTC product, however, maybe because of the theme I really enjoyed the artwork even more than I used to.
The first chapter, "Into the Bright" gives us the background information on the Feywild, the land where fairy tales come from. The descriptions are good for set the mood for the setting, but it seems to me that they contain few practical information. They provide some ideas for adventurers venturing there, and possible dangers, overall the GM has to spend a great deal of time if he want to include the Feywild in his campaign.
However, if you use this only for the backstory for several characters, than this part is more than enough to help. In the second chapter we receive the first new options for characters in the book : the three new races.
These are the Hamadryad, the Satyr and the Pixie. The other two races, the pixie and the satyr in the Heroes of Feywild captured my imagination much more than the Hamadryads. The pixies are something entirely new compared to standard DnD races, and they are very favorful to use. The Shrink ability is a great equalizer here, which enables them to use items, created for normal sized creatures without penalty.
The satyrs in the other hand, are much closer to a standard character, but I think their background and abilities are well executed, so we get what we would like to from such character. The next chapter is about new subclasses and powers for the barbarian, bard, druid and wizard classes.
The bard received a new, very interesting optional class feature, Songs of Influence, which seems a very nice option to use. The Skald subclass is another nice option, replacing some traditional bard abilities for some combat and healing related powers, and above all, he receives Master of Story and Song. The later basically gives a really great versatility with daily powers. At least, the new powers for the classes are good, as for the barbarian.
It1s recommended to take her some powers from the Heroes of the Feywild book as she gains levels, to make here even more "witch-like".
The chapter 4 offers us a lots of Feywild related options, like fey-themed paragon paths, epic destinies, feats, items, and the very interesting fey gifts. We receive 4 character themes available at first level in the book :the Fey beast tamer, the Sidhe lord, the Tuathan and the Unseelie agent, both with very unique abilities on their own.
My personal favorite is the Fey beast tamer, with 4 different exotic companions to choose from. They are very useful assistance in any close combat encounter, and their auras are useful. The other themes are also usable, only the Sidhe lord left me uninterested.
The new feats are also good, giving the chance to subclasses to gain some other class related abilities and vice-versa. We also receive an arcane familiar feat, and some upgrades to it, which could be useful, especially for a witch. I really liked the new gear available in the Heroes of the Feywild, and the magic items too, but the really interesting things are the fey gifts. These are abilities, much like a magic item, but they cannot be traded away or lost - they become inherent to the character.
Fey magic gifts fall into a category with divine boons, legendary boons, and grandmaster training, and share the same rules characteristics with them.
The 5th, and final chapter is about creating a background for our Feywild related character. It could be used for a somewhat random background generation to a character, if you would like to.
DUNGEONS AND DRAGONS HEROES OF THE FEYWILD PDF
This book contains exciting new character builds and options that are thematically rooted to the Feywild, a wild and verdant plane of arcane splendor, full of dangerous and whimsical creatures. Characters who trace their origins or backgrounds to the Feywild gain access to unique feats, powers, and mechanics. The book explores what makes fey-themed characters so fun and distinct. This extraplanar wilderness of deep forests and jagged mountains is largely unexplored for a reason, being inhabited by fierce beasts, vicious fey, and primal giants. The Feywild takes the role as the traditional land of faerie, full of strange magic; fey lords and ladies of incomparable power; and foul, twisted things that prey on children and the unwary alike. This book is a far cry from early 4e rulebooks that focused solely on rules and left out story.
Player's Option Heroes of the Feywild 4th Edition Dungeons & Dragons Supplement D&D