Yesterday, I shared my overall impressions of Heroes of the Feywild. Races We get three new races here: Pixies, satyrs and hamadryads. All of them have optional racial utility powers that you can take instead of a class utility power at levels 2, 6, 10, 16 and 22 which I find to be very cool. WotC apparently started doing this with Heroes of Shadow, and I never really noticed. The pixie The pixie is polarizing, to be sure.
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My main nitpick is some of the art; there are pieces that aim to feature iconics and tell a kind of story, and those I like.
I really think they should have tapped Tony DiTerlizzi for this project. Despite that it is a superb player resource. Chapter 1: Into the Bright The first fifteen pages depict the Feywild from the perspectives of both an outsider and native, as well as taking a close look at major locations there.
This is great food for thought for helping players set their expectations, as well as figure out how much they know, and how much do they think they know. The rest is great for players making fey creatures, as well as DMs that want some great adventure sites as well as a roster of the fey courts.
Chapter 2: Races of the Fey What with the previews we already knew a good deal about the pixie and satyr, and the hamadryad by name at least. They get a bonus to Wisdom and either Intelligence or Charisma, gain a bonus to Diplomacy and Nature, are female only, fey origin, can ignore difficult terrain that is based around trees and undergrowth, can last a lot longer—and gain a bonus—when dealing with starvation, gain a bonus on saves against daze, dominate, and stun, and can use hamadryad aspects.
They can also pick from racial utilities that allow them to do stuff like gain temp hps and a bonus to AC and Fortitude with the side effect of fire vulnerability , or gain phasing and insubstantial for a turn along with a short-shift. Chapter 3: Classes There are four new subclasses, complete with backwards compatible powers for their parent classes.
Berserkers are martial and primal defender and strikers. One of their defining features is that they gain a passive benefit depending on which terrain they favor: arid desert gives you fire resistance and a huge bonus to AC and Reflex in cloth armor, frozen land gives you cold resistance and a bonus to Fort and Will, and temperate land gives you a damage bonus when using a shield and a boost to Speed when charging.
Like knights they have a defender aura, but when they get to smack someone for violating it they deal scaling bonus damage. The problem is that when they use a primal attack—either an encounter or daily attack—they enter a berserker rage, which lasts for the rest of the encounter and shuts down the aura, but you deal bonus damage and some of your attacks gain extra benefits.
This creates an interesting class dynamic in which you start out as a defender though your triggered aura attacks gain a damage bonus , but can switch over to striker as the situation warrants.
Not all of the encounter and daily powers are primal, so you can opt to just take the martial ones if you want to stick with a defender. Skalds use their at-wills and dailies to modify the other affects of the aura, granting allies that hit enemies temp hps, or a bonus to their damage, attack roll, or defenses.
Like most subclasses, they are centered around basic melee attacks. Not only can they use their Charisma modifier when handling them, but their encounter spells trigger on successful hits.
There is also a pretty extensive section of class features at the start of the section that you can swap out with existing bard features, giving you benefits of attracting attendants when in town, gain an audience with a political figure, or get free stuff like carts or carriages. Sentinels were kind of a step back to 3rd Edition druids in that they could heal allies and got an animal companion. Depending on your circle the power also lets your allies heal more when they burn a surge next to or inside it, or simply ignore it as it does not come equipped with friendly fire.
You do not gain daily powers as you level up, instead gaining the ability to summon more—and better—monsters over time. For example, at 1st-level you can summon a giant cobra or desert hawk, but once you hit level 15? Eventually you can conjure blue dragons and rocs, but baby steps, ya know? Otherwise they still get a nice collection of evocations to choose from, including dailies for other druids.
We got a taste of witches previously , and since this section is going on long enough will just gloss over it. It is a wizard subclass that gets a familiar right out of the gate, which lets you swap out your daily attack and utility spells. Basically it is a spellbook with no limits. You also pick a coven, dark or new moon which means generally evil or good respectively.
Chapter 4: Character Options This chapter has new themes, paragon paths, epic destinies, feats, and loot both mundane and magical. Skipping over the fey beast tamer we get the sidhe lord. These guys are fey only, and start you out with a daily summon that basically spends most of its time taking hits for you until it runs out of hit points.
The level 5 feature has some good social applications, allowing you and your allies to receive free room and board in any place that recognizes your house.
At level 10 when your summon teleports you can also teleport with it as long as you are next to it. The utilities allow you to have an ally burn an action point to take a standard action, gaining the action point if they do so, move you and your summon with a speed bonus with the same move action and gaining temp hps to boot , and—my personal favorite—create a pact with an ally, allowing them to yank your encounter and daily powers to recharge their own, as well as nabbing their healing surges for your own personal use.
At 5th-level you ignore cover and concealment after using second wind, and at level 10 you can change into a bird if you picked up the level 2 utility that lets you change your shape, or treat modified 20 death saves as a nat 20 with the added perk of standing up as a free action. These guys get to choose between two utilities. At level 2 you can pick from rolling a 20 and saving the result for later or changing into a tiny fey or natural beast, at level 6 you can force a target to always speak the truth or mark a target gaining temp hps each time you hit the target , and at level 10 you can force an attack to be redirected to another target or generate an aura that causes all weapons to gain Brutal and slow enemies, or burn it during an extended rest to reduce the time to 4 hours.
Last but not least is the unseelie agent. Any race can go with these guys, gaining the ability to conjure a magical, shadow-wrought weapon as an encounter spell. It can be ranged or melee, and the enhancement bonus scales as you level.
Not bad, which is nice because the level 5 feature lets you speak the Unseelie Fey language, making it about as useful as Druidic or Theives Cant in past editions. Level 10 wraps things up by letting you roll Intimidate twice. Moving on to paragon paths, there is one intended for each of the subclasses in the book. My favorite is the legendary witch, predictably an extension of the witch subclass that gives you varying spells based on your coven except for level 16, where they all gain a sustain fly encounter.
Mostly I like it for the level 20 daily, which lets you turn into a nightmare or unicorn depending on your taste. There are only three epic destinies. One has you become the champion of Queen of Summer, a master of the Wild Hunt complete with a daily 26 that lets you summon hounds , and a witch queen that is good for even vanilla wizards.
There are also a lot of pretty cool feats, including race support—if a bit anemic—for everything fey. There is some old stuff like Totem Expertise and Arcane Familiar, though two-handed weapons get some love with Two-Handed Weapon Expertise bonus damage when charging.
A lot of this stuff seems better fleshed out, I guess? There are not a lot of magic items, and one of them is your run of the mill magic totem. There are some interesting bits though, such as the hill tamer crook, which reduces a hill to level terrain. Definitely room for player creativity, especially given that there is no maximum size.
Since it is level 12, this is not something that just anyone will have, and I could see a short adventure where players have to steal one of these things. The lowliest gift allows you to give a bunch of critters with the Mount keyword a speed bonus outside of combat, with the best allowing you to sense birds within a half mile of you, and see through their eyes if you want.
Without going through all the potentials you determine who raised you eladrin nobility, feydark refugees, etc , and depending on the result get to choose from several areas where you grew up, ranging from an eladrin city to the Isle of Dread to one of the fomorian cities.
Category Archives: heroes of the feywild
Mijas Korobokuru — Hengeyokai — Spirit Folk. Some of them involve skill or stat checks and making or failing those rolls affects the next section you go to in the book. A gift for transmutation magic? Pixie — 1d4chan Most critically, they get uses of Summon Natural Ally instead of regular Daily attacks, letting them fill the battlefield with relatively self-sufficient summoned monsters from wolves to bulettes to I really think they should have tapped Tony DiTerlizzi for this project. The basic way it works is, he starts out as a somewhat below-par, but still relatively potent, Knight-like Martial Defender. Page 1 of 1 Start over Page 1 of 1.
HEROES OF THE FEYWILD PIXIE PDF
My main nitpick is some of the art; there are pieces that aim to feature iconics and tell a kind of story, and those I like. I really think they should have tapped Tony DiTerlizzi for this project. Despite that it is a superb player resource. Chapter 1: Into the Bright The first fifteen pages depict the Feywild from the perspectives of both an outsider and native, as well as taking a close look at major locations there. This is great food for thought for helping players set their expectations, as well as figure out how much they know, and how much do they think they know. The rest is great for players making fey creatures, as well as DMs that want some great adventure sites as well as a roster of the fey courts. Chapter 2: Races of the Fey What with the previews we already knew a good deal about the pixie and satyr, and the hamadryad by name at least.
Review of Heroes of the Feywild, part 2: Races and Classes