Player’s Option: Heroes of the Feywild enables players to weave the acclaimed Star Wars Roleplaying Game and the D&D Essentials line. Heroes of the Feywild is a 4th edition Dungeons & Dragons rules supplement published in November The book introduces three new player races. Player’s Option: Heroes of the Feywild: A 4th edition Dungeons & Dragons . It’s been a while since I read a D&D book (almost two years) so I was very.

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Wizards of the Coast Release Date: Wizard of the Coast Store Locator. Fourth Edition brought many changes to Dungeons and Dragonsamong them a revamped cosmetology. Gone was the Great Wheel cosmology and in its place was the World Axis cosmology. The many planes of existence in the Great Wheel were consolidated into six planes in the World Axis. The ethereal plane disappeared altogether, and two new planes were given birth, the Shadowfell and the Feywild.

Both the Shadowfell and the Feywild represent mirrored version of the world, but with a twist. The Shadowfell is if dark powers overtook the world and left it in ruins, whereas the Feywild is the fairy tale version of the world, if your fairy tales are written by the Brothers Grimm.

Heroes of the Feywildplayers now have the opportunity to create characters indigenous to the world and experience firsthand that not all fairy tales have happy endings. Heroes of the Feywild starts off by giving you background on the Feywild itself. Three new races are introduced: Hamadryads, pixies, and satyrs. The Hamadryads are part nymph and part dryad. They seek to protect their woodland and will often seek revenge against those that defile it. They also have a special bond with a tree, call their Home Tree.

This is reminiscent of the bond a Dryad will have with a specific tree, but the Hamadryads are able to leave the tree, unlike their Dryad brethren. They also have a racial utility power that represents their split origin, Hamadryad Aspects. This encounter power allows them to, as a minor action, either cause every enemy that can see you to grant combat advantage until the end of your next turn or gain a resist 5 to all damage until the end of your next turn, and as you increase your levels, the damage resistance increases, up to resist 15 once you hit level The natural beauty and charm powers mixed with the deep connection with nature, reminds me so much of Ms.

Not to mention, the art for the Hamadryad depicts one with red hair, wearing green armor, with vines wrapping around her. While the Hamadryads may take me to Gotham, the next race takes me to Neverland; Pixies. So yes, you can now be Tinkerbell. You are even given Pixie Dust as a racial power that allows the target to fly up to 6 squares as a free action to complete the Peter Pan analogy.

They are curious and eternally childlike, just like you would imagine. They are also tiny in size, making playing one rather interesting since most equipment and loot they will come across will be too large for them to use. To help combat this issue, they have a second racial utility power, Shrink.

This encounter power lets them shrink an object intended for medium or small creatures to a size appropriate to a tiny creature. Thematically, pixies are very appropriate for the Feywild. They are almost a necessity for the fairy tale feel the Feywild conveys. Unlike the Satyr of Narnia, in the Feywild they have a humanoid face and lack the body hair, so really the Feywild Satyr have more in common with the appearance of the Fauns of Narnia than the Satyr.

The Satyr in the Feywild are extremely curious and want to explore and experience the world around them, but they are quite cautious about it, so a Kender they are not.


They have the curiosity of a Kender, but with better impulse control. All Satyrs are male and are born when a Satyr and a nymph mate. Their nymph lineage shows itself in their Racial Ability, Lure of Enchantment.

Like the Pixie, I could see myself playing a Satyr Bard, with the pan flute as his instrument of choice. It would be a good fit, since Satyrs get a racial bonus in charisma and bluff. Lewis as I am J. First up is the new Barbarian subclass, the Berserker. The way this is accomplished is through its combination of class features. Berserkers possess Defender Aura which creates an Aura 1 that causes enemies in the aura to take a -2 to their attack rolls if their attack does not include either the Berserker or an ally of the Berserker in the aura, for a minor action.

This encourages to the Berserker to rush into combat and tie up enemies while their allies strike from a distance.

Player’s Option: Heroes of the Feywild: A 4th edition Dungeons & Dragons Supplement

They also have the Vengeful Guardian class feature, that grants you an opportunity attack against enemies in your aura that attack an ally of you, without targeting you or an ally with a defender aura. Plus you gain a bonus 1D8 damage to feywilr opportunity attack.

Once engaged with the enemy if the Berserker uses a primal attack power or spends a minor action when bloodied the striker portion of their class kicks in by the way of Berserker Fury. This cancels their aura but all basic attacks deal 1D8 extra damage, a bonus that increases as the Berserker increases in level.

Also some power grant additional bonuses when using Hegoes Fury. So the Berserker starts of combat as a defender but then, as the battle goes on, shifts into more of a striker roll. This is a great character class that wants to play a character that will always be in dungfons middle tje a swarm of baddies and have the potential to lay them all out, kind of reminiscent of a short Canadian mutant prone to a berserker rage.

The next class is a subset of the Bard, the Skald. They are best described as part historian, part war reporter. Skalds are the ones that pass down the wisdom and advice of past civilizations as well as observer and pass on the major events of their time. They are well respected across board and only the most vile and dishonorable would attack one.

And in the Feywild they are treated as dignitaries, no matter where they are from or what kingdom they find themselves in. I understand their place in the world and the purpose they serve, but feywil a player run around with a diplomatic immunity of sorts, could be rdagons disruptive in the wrong hands.

I would use this more as an Sragons class, having the players come across a traveling Skald that gives them information pertaining to a far off land. Or perhaps they are seeking fywild out, to find out some need piece of historical information. As a class feature they can use their charisma instead of strength for attack and damage rolls. This is a great boon since charisma is the most important stat for a skald.

They also have an aura 5 that can be used twice an encounter that grants an additional 1D6 hit points to healing surges used in the aura. And this power increases 1D6 for every 5 levels of the Skald. Also possess The Song of Rest. If the Skald plays an instrument or sings during a short rest each character regains additional hit points equal to the Skalds charisma modifier for each healing surge spent. And now we get to the feature that most interested me, Master of Story and Song.

One-Hour Review: Heroes of the Feywild

This grants the Skald two daily bard powers at the first level, instead of one. They can only use one a day, but they possess two daily powers. At level 5 you can use two bard daily powers a day, but no more than one a level. And at level 9 you can use three bard daily attack powers. To me this is huge. I really like two daily powers at the first level. Mechanically, I like the class. The extra healing from its aura is nice and I really like the option possessing two or three daily powers presents.


Still a player character running around from a start with a lesser version of diplomatic immunity bothers me. Unless I had a specific idea for using that as part of my game, I would have a hard time letting my player play a Skald because of it.

Now we move on to a subclass of druid, the Protector. The Protector is a primal controller that presents two different flavors depending on your choices during character creation. The next class feature is Druid Circle. The Druid Circle represents the druidic circle that taught you your powers, and you are presented with two choices: Circle of Renewal or Circle of Shelter.

Members of the Circle of Renewal are driven to restore life in places ravaged by war and unnatural threats. The Protector also has Primal Guardian that lets them use their constitution modifier instead of dexterity or intelligence when determining armor class. The other option for Druid Circle, Circle of Shelter, is focused on protecting nature from monsters, dark magic and uncaring humanoids.

Heroes of the Feywild review – A marvellous book for D&D 4E – Merric’s Musings

Between the two I find Circle of Renewal more appealing. I like the healing and I like the AC bonus. Now that the druid circle has been chosen, the Protector now gets to choose three primal attunement powers. There are 5 druid utility powers to choose from offering a variety of minor, but useful, effects. Air Spirit lets you conjure an air spirit to manipulate small objects. Heroed of the Ths give you bonuses to detect poisons and diseases, as well as sense the presents of a corpse, which is great if your party is searching for cadavers.

Call of the Spirits lets you light candles and torches with your fingertips or cause a lit fire to burn brighter, as well as open unlocked doors. Verdant touch lets you turn difficult terrain into normal terrain for a turn as long as it was composed of grass, brush, vines or other undergrowth not created by a power.

You can also use this to cause plant life to begin growing in barren terrain. And last power is my favorite, Vine Rope. This lets you as a minor action pull 50 feet of vine from the ground and it acts as a silk rope for the rest of the encounter.

Heroes of the Feywild review – A marvellous book for D&D 4E

So if you have a protector in your group you never have to worry about carrying rope again. How often has an adventure party been want for a rope? So being able to create 50ft of rope on demand is awesome in my book. Just what that creature is depends on what druid circle you selected.

If you selected Circle of Renewal, you summon creatures from the deserts, like a giant cobra or desert hawk. Circle of Shelter summons creatures from the forest and jungle, like a grizzly bear dunfeons hunting tiger.

There herose three different tiers of creatures you can summon, depending on your level and two creatures per tier.