Ready to explore your character's wild side?
Player’s Option: Heroes of the Feywild enables players to weave elements of the Feywild into their existing and future characters, in much the same way that Player’s Option: Heroes of Shadow gave players reasons to explore their characters’ dark connections to the Shadowfell.
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.
Player's Option: Heroes of the Feywild (2011) does a superb job of tying characters into the primal power and untapped magic of the Feywild. 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. In Heroes of the Feywild, players gain options for embracing the Feywild and using the world's bright reflection as a source of power.
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. I haven't necessarily been a fan of every 4e rulebook, but this one gets it right.
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.
Well, whatever else you might want to say about it, the Feywild isn't boring.
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. Wherever your hero comes from, it's likely a place of fascinating mystery that's full of secrets to be discovered.
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. I'm particularly impressed by the gorgeous art in these sections, which ties in nicely to new story elements.
Build Your Story. Player's Option: Heroes of the Feywild provides excellent support for DMs who want to run a campaign set or centered in the Feywild. Incredibly flavorful locations, examples, advice, and events are all presented to help build such a game. When character upbringing includes entries for Foster Parents (Cruel) and Foster Parents (Kind), it's fairly clear that the authors understand that the Feywild is meant to be more than just a leafy dungeon.
If you're playing 4e and want to reinvigorate your game with a sense of wonder, or if you are a long-time lover of Grimm's Fairy Tales, Heroes of the Feywild is highly recommended. Don't miss this one; the rather plain stats and rules reflected in the online DDI Compendium don't nearly do it justice.
About the Creators. Rodney Thompson is a game designer whose co-wrote the acclaimed Star Wars Roleplaying Game and the D&D Essentials line. He is the co-designer of Lords of Waterdeep, a board game you probably want to go buy right now. Trust me. It's that good.
Claudio Pozas is a fantasy artist from Brazil whose talents also encompass game design. You can see his work at claudiopozas.com.
Steve Townshend has worked on Monster Manual 3, Demonomicon, D&D Encounters, Monster Vault: Threats to the Nentir Vale, and lots more. You've seen his work in Dragon and Dungeon magazines.
About the Product Historian
History and commentary of this product was written by Kevin Kulp, game designer and admin of the independent D&D fansite ENWorld. Please feel free to mail corrections, comments, and additions to email@example.com.