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.
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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. Instead, story and new options are beautifully intertwined, with art and prose that complement the game rules perfectly. Places of Mystery. Crystal stone towers that sparkle like starlight, with ancient noble houses full of corrupt and treacherous politics. Timeless forest cities whose very existence is art. Shimmering ruins that shift between worlds. Icicle-fortresses of glacial spires, keeping watch over a frozen land.
Buried cities of malformed giants, twisted inside nightmare tunnels. I think I like the presentation of these places as character origins because people sometimes complain about missing the "magic and sense of wonder" of gaming that they felt in their youth.
For me, origin locations like these restore that missing element in spades. Race and Class. Hamadryads, pixies, and satyrs are presented as new races. Whether you want to play a wild queen of the fey, a dedicated and whimsical mischief-maker, or a wild reveler, there are solid rules to do so.
Pixies can even fly—well, flutter—something that 4e usually restricts but which remains balanced in a group of non-fey adventurers. New subclasses include berserker barbarians, bardic skalds, druidic protectors, and wizardly witches.
A slew of new powers, class abilities, and options accompany these new subclasses. There are rules for character themes, paragon paths, feats, gear, magic items, and the like. Build Your Story. Incredibly flavorful locations, examples, advice, and events are all presented to help build such a game. About the Creators. He is the co-designer of Lords of Waterdeep, a board game you probably want to go buy right now.
Trust me. Claudio Pozas is a fantasy artist from Brazil whose talents also encompass game design. You can see his work at claudiopozas. Please feel free to mail corrections, comments, and additions to kevin. Customers Who Bought this Title also Purchased.
DND HEROES OF THE FEYWILD PDF
Kigasida This cancels their aura but all basic attacks deal 1D8 extra damage, a bonus that increases as the Berserker increases in level. Chapter 1 and Chapter 5 The first chapter is called Into the Bright and seems intended to be a crash-course in the Feywild for the uninitiated. Mike Mearls is the dark hope of chaotic evil: Andrew Zimmerman-Jones of Black Gate commented: The way you use these cards is you build a deck minimum of 10 cards, and at least 3 of each type and at the beginning of an encounter dd shuffle your deck and draw a single cards. You may also like. No class restrictions apply to this theme but you must be a Fey race, so Elves, Eladrin, Half-Elves or any of the faces found in this book are fair game. They are merely a foot tall and are considered small creatures.
Realms of the Feywild – A land of mystery and oddity
It is a land of contradictions, bright and yet dark, beautiful yet deadly, and full of endless wonder. Many iterations and stories, which are often termed as fairy tales, can colloquially be synonymous with some of the many denizens of the Feywild. You can refer back to our article discussing how to play the fey and greater fey that inhabit this beautiful but perilous realm here. The Feywild is often described as beautiful, robust, and sometimes tranquil. When describing the scenery for the Feywild, always try and the natural beauty of the environment while only foreshadowing the hidden perils lurking underneath the foliage. Tall, viridian trees gently bustled from the refreshing autumn breeze, the sky was draped in gradients of reddish-orange to soft indigo.