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Player's Option: Heroes of the Feywild: A 4th edition Dungeons & Dragons Supplement (4th Edition D&D) Hardcover – November 15, 2011


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Product Details

  • Series: 4th Edition D&D
  • Hardcover: 160 pages
  • Publisher: Wizards of the Coast; 4th edition edition (November 15, 2011)
  • Language: English
  • ISBN-10: 0786958367
  • ISBN-13: 978-0786958368
  • Product Dimensions: 8.6 x 0.5 x 11.2 inches
  • Shipping Weight: 1 pounds
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (15 customer reviews)
  • Amazon Best Sellers Rank: #151,400 in Books (See Top 100 in Books)

Editorial Reviews

About the Author

RODNEY THOMPSON is a game designer at Wizards of the Coast whose recent design credits include the Dark Sun® Campaign Guide, the Monster Vault™ boxed set, and numerous game supplements for the Star Wars Roleplaying Game Saga Edition.

STEVE TOWNSHEND is a freelance game designer whose previous writing credits include Demonomicon™ and Monster Vault: Threats to the Nentir Vale™.

Customer Reviews

Offers locations, backgrounds, and even paragon paths and epic destinies.
JohnG1701
This is, hands down, my favorite 4e player-oriented book since ... well at least since Heroes of the Forgotten Kingdoms, but probably before that, too.
William M. Wilson
Races like the hamadryad, pixie and satyr as finally available for play in 4.0!
ladypaladin

Most Helpful Customer Reviews

46 of 47 people found the following review helpful By William M. Wilson on November 17, 2011
Format: Hardcover Verified Purchase
Wow. This is, hands down, my favorite 4e player-oriented book since ... well at least since Heroes of the Forgotten Kingdoms, but probably before that, too. There's a wealth of great, mechanically-deep and interesting stuff in here for players. As a note, the options here are pretty complex - probably the most intricate since psionics, if not moreso - and some are just game-changing.

-=-=-=-=-=-=-

Quick, Capsule Summary:

Positives: Three new and incredibly interesting subclasses, design that integrates 4e from the PHBs to the Essentials line, a great collection of feats, some great themes, well-written flavor text even if some of it is a re-tread, and at least two well-designed (though somewhat setting-specific) races, out of the three presented.

Negatives: The fourth class is more stuff for Wizards, there's at least one fairly bland new race, potential power creep from some of the themes, and ... well, I kinda hate the cover art; it's too dark and almost looks like a misprint. It looks very amateurish on Amazon's page, and sadly, their image is pretty accurate.

-=-=-=-=-=-=-

So the main question on many players' minds from the announcement of this book was, "Will this book build on all of 4e, or mostly just build on the Essentials line, like Heroes of Shadow did?"

In what I hope is the way forward, the answer is "All of the above." Everything here is self-contained - you can run any of the new options out of the box no matter if you're running an Essentials-only, non-Essentials, or Kitchen Sink game.
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8 of 9 people found the following review helpful By Michael J. Tresca VINE VOICE on December 11, 2011
Format: Hardcover
Faeries are the new vampires. If you need any evidence, just take a look at the two new television series, Grimm and Once Upon a Time, and the avalanche of Snow White-related movies on the horizon. This makes Heroes of the Feywild's (HOTF) debut perfectly timed. It doesn't hurt that my alias, Talien, is based on a character from a MUD who was a satyr paladin. Heroes of the Feywild lets you play a satyr. Not a half-satyr, a SATYR. It was love at first pan flute.

4E critics who believe that every splatbook is just a big pile of stat blocks will find evidence to the contrary in HOTF. There's several pages dedicated to backgrounds, Feywild lands, attitudes of characters from those lands, and plenty of fairytales. Every story begins with "Once upon a time..."

HOTF has three themes it returns to repeatedly: fey, storybook, and savagery. The fey part is easy - they don't call it Feywild for nothing - and everything, from the artwork to the descriptions of the various lands, drips with faerie politics. The pixie race and the character themes of Sidhe Lord, Tuathan, and Unseelie Agent all flesh out the fey world in game mechanics. There are even fey magic gifts that can act as alternative rewards to magic items.

On the savage side, there's plenty here. For those old enough to remember, Dragon Magazine #109 debuted the half-nymph and half-satyr, and the new hamadryad and satyr races bare more than a passing resemblance to these early incarnations. There's a berserker path for barbarians, a skald path for bards, and a protector (rather uninspired name) for druids. The paragon paths and epic destines continue these savage concepts - who doesn't want to become a Witch King?

The storybook side is really where HOTF shines.
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5 of 6 people found the following review helpful By BSW on December 3, 2011
Format: Hardcover Verified Purchase
This review is directed towards those of you who, like me, decided to begin playing D&D for the first time and only use the Essentials line because it is simplified/easier for beginners and is more current/updated game mechanics. Many people who are D&D veterans or began playing with the core 4th edition rulebooks do not like Essentials. As such, they were disappointed when Heroes of Shadow was released under the pretense that it was useful to both Core and Essentials players, but was really more directed towards Essentials. Heroes of the Feywild has done a much better job at making the book for both Core and Essentials player, which has made the Core players happy. Despite that I really like this book, I must make a complaint that it is different from the other "Heroes" books and caused me some concern. This review will primarily deal with my complaints about the way character classes are set up. The first three "Heroes" books took you through each level for your class and told you exactly what you would get. HotF does not do that however. It gives you the setup for the first level, then powers for levels 1-30, and then directs you towards a chart in the back of the book that is to be used for all four character classes in the book. This is at first unsettling because it makes you think that each class follows a similar pattern. It is also concerning because some levels tell you to replace one of your old encounter or daily attacks for a new one. You think, "I never had to get rid of powers and replace them before! Do I get less powers than other characters?" After do some calculations and reading each class in detail I realized this wasn't true, and so I'll clear some things up.Read more ›
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