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Rechan

Adventurer
I think I'll go ahead and just comb that thread for the good bits and repost them here. I'll edit this post as I go.



Barbarian Stuff

Barbarian - Berserker - Martial and Primal Defender and Striker. Str primary Dex secondary. Defender Aura, defensive bonuses, a retribution power of "Vengeful Guardian" that puts more oomph on your MBA, and a 'Berserker Fury' that can be entered that will activate riders on some new attack powers.

Poised Defender - Untyped +2 to AC when Defensive Aura is active and not in heavy armor.

Berzerker defender mechanic: The Vengeful Guardian works like the Knight, but does a 1d8 damage on the MBA. After level 21 the Berzerker does half-damage on a miss.

Berzerker striker mechanic.

Berserker Fury
When you use a barbarian primal attack power, you enter your Berserker Fury until the end of the encounter. Alternatively, you can use a minor action while you are bloodied to enter the fury. The fury has the following effects.
* Your defender aura ends, if it was active, and you cannot use defender aura or vengeful guardian until the fury ends.
* Some of your powers, such as your barbarian martial at-will attack powers, gain additional benefits, as noted in those powers.
* Your melee basic attacks deal 1d8 extra damage. This extra damage increases to 2d8 at 11th level and 3d8 at 21st level.

Berserkers have a "Heartland" class feature, in which they get 1st and 4th level benefits based on an area that they've learned to fight in (they get these benefits no matter where they are.
Arid Desert - AC and Ref bonuses in cloth, no armor, and without a shield. Tier-scaling fire resistance later.
Frozen Land - Fort and Will bonuses. Tier-scaling cold resistance later.
Temperate Land - Go one-handed weapon and shield to get +2 bonus to damage rolls with that weapon. +1 speed to charging later.

Stalk and Strike | Barbarian Attack 1
At-Will * Martial, Weapon
Standard Action Melee weapon
Effect: You shift 2 squares before the attack.
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Level 21: 2[W] + Strength modifier damage.
Berserker Fury: This attack gains the primal keyword and deals 1d8 extra damage.
Level 11: 2d8 extra damage.
Level 21: 3d8 extra damage.

Level 1 Dailies:

Life-Ending Strike (Primal): Melee weapon; one creature; Str vs AC; Hits for 4[W] + Str mod; half damage on a miss; can be used in place of a MBA on a charge.

Sweeping Cut (Martial): Close burst 1; each enemy you can see in the burst; Str vs AC; 2[W] + Str mod damage and knocks the target prone; half damage on a miss.

The level 9 ones are a little more distinct: both are single target and do half damage on a miss; the primal one does 1[W] higher damage, and pushes and prones the target as an effect; the martial one has the effect of increasing the defender aura radius and allowing the barbarian to shift one before making a Vengeful Guardian attack.

39 freely poachable class powers evenly split between Martial and Primal.

Bard Stuff

Bard - Skald - Arcane and Martial Leader, Cha-MBA's with one-handed weapons, a 'spellbook' mechanic for daily attack powers, Song of Rest, Skill Versatility, Words of Friendship.
4 at-will attack powers that affect Skald's Aura, seem to be poachable

Cha primary, Int secondary (but few powers have int riders)

Skald's Aura | Bard Utility
Encouter * Aura, Healing, Martial
Minor Action Personal
Effect: You activate an aura 5 that lasts until the end of the encounter. If the aura ends prematurely for any reason, you can reactivate it during the encounter as a minor action.
Twice per encounter but only once per turn, you or any ally in the aura can use a minor action to spend a healing suge and regain 1d6 additional hit points. Alternatively, you or any ally can use a minor action to allow an adjacent ally to spend a healing surge and regain the additional hit points.
(It's innovative design stuff like this that makes me LOVE THIS BOOK.)
Level 6: 2d6 additional hit points.
Level 11: 3d6 additional hit points.
Level 16: 4d6 additional hit points, and the healing can be used 3 times per encounter.
Level 21: 5d6 additional hit points, and the healing can be used 3 times per encounter.
Level 26: 6d6 additional hit points, and the healing can be used 3 times per encounter.

Book of Stories
You gain two 1st-level bard daily attack powers of you choice, but each day you can use only one bard daily attack power.
When you gain a bard daily attack power at 5th level, you can use two bard daily attack powers per day, but no more than one of a particular level. Similarly, after you gain a bard daily attack power at 9th level, you can use three bard daily attack powers per day, but still no more than one of a particular level.
At level 15, 19, 25, and 29, you gain a bard daily attack power of your level or lower without having to replace a power, but the number that you can use per day remains at three.

Powers

Bolstering Speech | Bard Attack 1
You offer up a story that inspires and reinforces the morale of your allies, urging them to fight past their pain.
At-Will * Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: EAch time you hit an enemy with a basic attack, one of your allies in the aura gains temporary hit points equal to your Charisma modifier.

Song of Savagery | Bard Attack 1
At-Will * Martial
Minor Action Personal
Effect: Until the end of the encounter or until you use another bard at-will attack power, your skald's aura gains the following effect: Each time you hit an enemy with a basic attack, one of your allies in the aura gains a +4 power bonus to his or her next damage roll before the end of your next turn.

Alter Fate | Bard Attack 7
Encounter * Arcane
Immediate Reaction Ranged 10
Trigger: An enemy within 10 squares of you is hit by your ally's attack.
Target: The triggering enemy
Effect: The target takes 1d12 extra damage from the attack.

True Urge to Victory | Bard Attack 23
Encounter * Arcane
Immediate Reaction Ranged 10
Trigger: An ally within 10 squares of you ends his or her turn without having attacked.
Target: The triggering ally
Effect: The target can either make a basic attack or charge an enemy as a free action, even if the target is dominated or stunned. If the attack hits, it deals 3d10 extra damage.

45 freely pickable powers for other bards. There are no Skald-specific encounter powers encorporating the aura. A significant number of powers are non-attacking interrupts or reactions, however. The most common triggers are an ally hitting an enemy or being hit by one. Some very very nice options for ability-independent multiclassing, or Lazylords in particular.


Druid stuff

Druid - Protector - Primal Controller, uses of Summon Natural Ally instead of Daily attack powers, no wild shape or Ritual Casting, choose a 'school' to gain either the defensive bonuses or speed bonuses like Primal Guardian/Predator, three nature-themed cantrips

Nature's Growth an encounter power useable as a minor action that creates a zone of difficult terrain for all creatures but you, zone size scales with tier. The zone lasts until the end of the encounter to boot! Guardians buff healing to allies in or adjacent to the zone, and Predators make the zone ally-friendly (difficult terrain only affects enemies).


Summon Nature's Ally power: It takes the place of daily powers, with increased uses at level 5 and 9. Primal Predators choose from one list of summons, with more options available as they level up, and Primal Guardians choose from another. SNA takes a standard action to summon and unlike normal Druid summons, you do not immediately make the standard action attack. However, as far as I can tell the summons do get to use their instinctive actions on the turn you summon them so it's basically a wash.

Pretty much all of the instinctive actions are standardized to "attack adjacent enemy if you can, otherwise move adjacent." This is unfortunate, as there is nothing like Summon Giant Toad that can reliably attack from a distance. This is going to make summons with movement-denying control effects much more valuable (the Primal Predator SNA options have an advantage here, since there's one that prones at every level).

Predators:
Level 1: Grizzly Bear or Pack Wolf
Level 15: Dire Bear or Hunting Tiger
Level 29: Dire Lion or Raptor Behemoth

Guardians:
Level 1: Giant Cobra or Desert Hawk
Level 15: Bulette or Venomous Scorpion
Level 29: Blue Dragon Wyrmling or Desert Roc


Summon Natural Ally (Primal Predator) Level 1: Grizzly Bear

Standard "uses your defenses", HP=bloodied, etc.
Speed 6

Standard Action (at-will)
Attack: Melee 1 (one creature) your level +5 vs Reflex
Hit: 2D8+your Wis mod damage, and the target is grabbed if the bear has no creatures grabbed. The grab lasts until the end of your next turn.
Sustain minor: The grab persists until the end of your next turn.

Minor: Walk, shift, run, stand up, squeeze, or crawl.

Instinctive: Sustains grab if it's grabbing, attacks adjacent enemy if it's not grabbing, moves its speed adjacent to enemy if it can't do the above.


Powers
41 freely selectable class powers for druids.

Cantrip
Vine Rope | Druid Utility
At-Will * Primal
Minor Action Personal
Effect: You draw a vine from the ground that is up to 50 feet in length. The vine functions as a silk rope and lasts until the end of the encounter or until you use this power again. You can cause the vine to vanish as a minor action.

Wind Wall | Druid Attack 3
Encounter (Implement, Primal, Zone)
Standard Action
Area Wall 8 within 10 squares
Target: Each enemy in the wall
Attack: Wisdom vs Fortitude
Hit: 2D6+Wis mod damage, and you can slide the target 1 square.
Effect: The wall creates a zone that lasts UEoYNT. The zone grants superior cover against ranged attacks made through it that target AC or Reflex.

Swarm of Scarabs | Druid Attack 7
Encounter * Implement, Primal, Zone
Standard Action Close blast 5
Target: Each creature in the blast
Attack: Wisdom vs Reflex
Hit: 2d6 + Wisdom modifier damage
Effect: The burst creatures a zone that lasts until the end of your next turn. Creatures grant combat advantage while in the zone. Any creature that ends is turn int he zone takes damage equal to your Constitution or Dexterity modifier.

Charm Beast | Druid Attack 7
Encounter (Charm, Implement, Primal)
Standard Action
Ranged 5
Target: 1 creature
Attack: Wisdom vs Will. You gain a +2 bonus to the attack roll when using this power against a beast.
Hit: The target is dominated UEoYNT.
Miss: The target is dazed UEoYNT.

Grasp of Winter | Druid Attack 7
Encounter (Cold, Implement, Primal)
Standard Action
Ranged 10
Target: 1 creature
Attack: Wisdom vs Reflex
Hit: 2D8+Wis mod cold damage
Effect: The target is restrained until the end of your next turn.

Based on my first scan-through, Druids got a nice boost. They have a LOT of encounter powers that damage on a hit but control with an effect. They also get some neat encounter walls in Heroic tier, and an at-will that is similar to the Invoker's Hand of Radiance but with some actual control tacked on.

Witch Stuff

Wizard - Witch - Arcane Controller, Witch's Familiar, daily utility power that allows you to get limited information about what is going to occur in the future, Cantrips, choice of Coven that determines 1st level encounter attack power and grants skill bonuses

At-Will

Witch Bolt | Wizard Attack 1
You hurl a bolt of crackling energy, forming a line of lightning between you and your foe.
At-Will * Arcane, Evocation, Implement, Lightning
Standard Action Ranged 5
Target: One creature
Attack: Intelligence vs Reflex
Hit: 1d10 + Intelligence modifier lightning damage.
Level 21: 2d10 + Intelligence modifier lightning damage.
Sustain Standard: Reroll the damage and deal it to the target again. Once the target is out of range, you can't sustain this power.

Breath of Night | Wizard Attack 1
At-Will * Arcane, Cold, Evocation, Implement
Standard Action Close burst 1
Target: Each creature in the burst
Attack: Intelligence vs Fortitude
Hit: 1d6 + Intelligence modifier cold damage, and you push the target up to a number of squares equal to your Wisdom modifier.
Level 21: 2d6 + Intelligence modifier cold damage

Powers
1 new cantrip
42 freely selectable class powers.

The choice of Coven only locks a witch into their first encounter power. All other encounter powers are chosable.

Aside from the epic destiny, the Witch receives no additional built in support for having a familiar.


Witch Queen Epic Destiny

21 - Familiar carries your soul to safety the first time each day you would die.
24 - Second wind grants bonuses to saving throws and damage resistance
26 - Utility power that targets you or an ally, granting an encounter-long buff to initiative, skills, and defenses.
30 - At the end of a short rest, confer with your familiar to switch encounter attack powers.


Themes
Fey Beast Tamer
Tuathan

"Tuathan Animal Shape" is a Level 2 Utility option, NOT a hard-wired theme feature.

Tuathans get to make choices of their class features as they level.

Level 1 options
Continue the Story - double-roll Endurance checks, bonus to death saving throws
Shapechanger's physique - double-roll Athletics check

Level 5
Heightened Senses - Ignore any cover or concealment when you second wind
The Tables Are Turned - Gain combat advantage against those flanking you when you second wind

Level 10
Flying Animal Shape (requires Tuathan Animal Shape) - fly speed 6 in Tiny animal form
Heroic Recovery - Effect-ending and healing bonuses to results of 20 or higher on death saving throws

Unseelie Agent

Initial feature is an encounter power which lets them create a melee or ranged weapon with which they are proficient out of shadow. The effective enhancement bonus and crit damage scale every five levels. Special language at Lvl4. Lvl10 feature allows you to roll twice on Intimidate checks. Utility power augments the shadow blade.

Utilities for this theme:

Utility 2: Gain darkvision, your eyes can shed bright light as a free action.
Attack 3: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes extra damage and is slowed UEoYNT.
Attack 5: Trigger: you hit an enemy with your shadow weapon; effect: enemy takes ongoing 10 cold and necrotic (falls prone after each failed save)
Utility 6: Become invisible until end of encounter, or until you move or attack (it's an encounter power)
Utility 10: Whisper a message and a creature on your plane hears it. Message lost if creature not on your plane (and you know if that's the case).

Sidhe Lord

Introductory power grants you a daily power to summon a "Sidhe House Guard", a medium creature that follows most summoned creature rules, but lacks any instinctive actions. Level 5 gives social bonuses if you're in a city that recognizes your house's prestige. Level 10 allows you to tag along with the House Guard when it teleports.

Sidhe House Guard | Summoned Creature
Medium fey humanoid
HP - your healing surge value; Healing Surges - none, but you can lose a healing surge for the guard if an affect allows it to spend one
Defenses - your defenses, not including any temporary bonuses or penalties
Speed 6
Standard Action (melee, not melee basic) (weapon) * At-Will
Attack: Melee 1 (one creature); your level + 7 vs AC
Hit: 1d8 + highest ability modifier damage.
Level 21: 2d8 + highest ability modifier damage.
Move Action (teleportation) * Encounter
Effect: The guard teleports up to 6 squares.
Immediate Interrupt * At-Will
Trigger: You are hit by a melee attack or a ranged attack while the guard is adjacent to you.
Effect: The attack hits the guard instead of you.


Feats

Barb Feat
Berserk Vitality - Barbarian, Berserker Fury class feature - When you enter your Berserker Fury, you gain temporary hit points equal to your healing surge value.

Bard Feat
Skald Training - Bard, majestic word power - You swap your majestic word for the skald's aura power. You and your allies can use minor actions to benefit from the aura only as many times during an encounter as you would be able to use majestic word.

2 Druid feats
1 Feat allows PHB druids to get access to Summon Nature's Ally.
1 Feat allows Protectors access to Wild Shape and using a regular daily when they would have access to an SNA.

Multiclass Feats

Battle Berserker - Str 13, any class but barbarian - Barbarian: Skill training, berserker fury 1/day
Harbinger of Nature's Wath - Wis 13, any class but druid - Druid: Nature skill, nature's growth 1/day, staff and totem proficiency
Master of Stories - Cha 13, any class but bard - Bard: Skill training, skald's aura 1/encounter, wand proficiency
Witchcraft Initiate - Int 13, any class but wizard - Wizard: Arcana skill, augury, orb, staff, and wand proficiency

1 Elf Feat

Gnome feats

Fading Sneak - Fade away, trained in Stealth - Reroll a Stealth check
Fading Target - Fade away - Use fade away when an enemy misses
Ghost Feint - Ghost sound, trained in bluff - +5 to Bluff when you use ghost sound

Pixie Feats

Flitting Harrier - Lvl 11 - No opportunity attacks for entering or leaving an enemy's space.
Streak of Light - Gain combat advantage against enemies you charge.
Teeny Target - Gain partial cover when in small or larger ally's space.

Satyr feats

Honeyed Words - Lure of enchantment - Reroll a Bluff check or a Diplomacy check
Powerful Lure - Level 11, lure of enchantment - Slide enemies farther with lure of enchantment
Walk among Men - Appear as an eladrin, elf, or human.

3 Wilden feats

Fey Feats - Not a bloodline or subtype.

Fey Bond - Trained in Arcana - Gain Elven, +2 to Bluff and Diplomacy checks
Fey Cantrip - Fey origin or Fey Bond - Gain a cantrip
Fey Shift - Level 21, fey origin or Fey Bond - Teleport 2 squares as move action. (Teleport is a feature, not a power or a movement speed)

Eladrin feats

Fey Duelist - requires Fey step - Use (and expend) Fey Step to gain combat advantage against each enemy that is adjacent to you.
Fey Thievery - requires Fey step - Use fey step to perform Thievery checks at range.

Hamadryad feats

Guardian of the Towering Oak - Hamadryad aspects - Reroll a Diplomacy check or an Intimidate Check.
Guardian of the Weeping Willow - Level 11, hamadryad aspects - Ignore forced movement as an immediate interrupt.

Familiar Feats
Arcane Porter - Your familiar can carry a 5-pound object.
Familiar's Vitality - Your familiar improves your second wind.

Totem Expertise - ignore partial cover and partial concealment

Two Handed Weapon expertise - UNTYPED scaling dmg bonus to charge attacks


Race Stuff

3 new races with 5 racial utility power options each

Hamadryad
Wis and Int or Cha
FEMALE ONLY race.

Bonuses to Diplomacy and Nature.

Hamadryad Aspects | Hamadryad Racial Utility
Drawing on fey magic, you call on your primal beauty and strength to thwart your foes.
Encounter
Minor Action Personal
Effect: Choose one of the following aspects each time you use this power. You gain that aspect's benefits.
* Spellbinding Beauty: Every enemy that can see you grants combat advantage to you until the end of your next turn.
* Wooden Form: You gain resist 5 to all damage until the end of your next turn.
Level 11: Resist 10.
Level 21: Resist 15.

Racial utility powers available:

Fey Mind Mirror | Hamadryad Utility 22
Daily
Immediate Interrupt Special
Trigger: You are subject to an enemy's dazing, dominating, or stunning effect that a save can end.
Effect: You make a saving throw against the effect. If your saving throw is successful, the triggering enemy must make a saving throw against the same effect. If that enemy's saving throw fails, the enemy is subjected to the effect (save ends). If your saving throw fails, you do not expend this power.

Channel the Unseelie | Satyr Utility 22
Daily * Polymorph
Minor Action Personal
Effect: you transform into the form of a satyr of the night, and you remain int hat form until the end of the encounter. While in this form, you have partial concealment, and when you would normally have partial concealment because of dim light, you are instead invisible. Additionally, you take only half damage from necrotic attacks.

Gift of Flight | Pixie Utility 10
Encounter
Minor Action Close burst 10
Target: Each ally in the burst
Effect: Each target gains a fly speed of 6 until the end of his or her next turn. If the target doesn't land at the end of this movement, he or she descends to the ground without taking falling damage.


Pixies

A sidebar:
"Because you are Tiny, you can enter the space of a Small or larger creature and end your turn there (forced movement must still end in an unoccupied space, unless noted otherwise). TWO CREATURES ARE CONSIDERED ADJACENT IF THEY ARE IN THE SAME SQUARE.


Paragon Paths
Deadly Berserker (berserker only)
Master Skald (guess...)
Legendary Witch
Inner Circle Initiate (protector)

Epic Destinies
Shiradi Champion (any nonevil)
Wild Hunter
Witch Queen (detailed in Witch entry)


Gear

3 new Totems
7 new Wondrous Items
4 new Consumables
13 new Alternative Rewards
 
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tuxgeo

Adventurer
< . . . massive snippage . . . >
Witch Stuff

Wizard - Witch - Arcane Controller, Witch's Familiar, daily utility power that allows you to get limited information about what is going to occur in the future, Cantrips, choice of Coven that determines 1st level encounter attack power and grants skill bonuses

At-Will

Witch Bolt | Wizard Attack 1
You hurl a bolt of crackling energy, forming a line of lightning between you and your foe.

< . . . further massive snippage >

Should be: "You hurl a bolt of cackling energy, . . ."

(Just for tradition's sake, mind you. . . .)
 

Neverfate

First Post
Been following on the original thread, but Rechan has definitely put together the highlights. I have to say, I am really impressed with what I am reading so far. I thought Heroes of Shadow (our last player-ony splat book) was awful. Honestly, I was expecting Shade Vampires all over again, but I look at these ideas implemented in HoFW and I'm reminded of what the R&D team can do within a system that's nearly 4 years old.

Also it looks like they listened to the feedback.

1 Class and Race feats are back. And other than the Eladrin ones which seem uninspired, the other ones are great. Also, Paragon and Epic prerequisites are back too (which I am all for).

2 Interchangeable class powers and features (even though at the cost of a feat for Bards) was something we eventually got for some of the other "Heroes Of..." options via Dragon, but now they're in the book.

3 Expertise Feats. Totem Expertise: After a year of asking, so that alone is worth it. Also another expertise option (which unfortunately increases charging optimization) at least gives Heavy Blade wielders another, less defensive Expertise option.
 

gyor

Legend
Hamadryad's racial power rocks, either become wood or give everyone else wood, hehe. Seriously though I'm liking the Hamadryad so far, would make a great retrution avenger, perfect stats and 15 damage reduction racial encounter power.
 

Rechan

Adventurer
Hamadryad's racial power rocks, either become wood or give everyone else wood, hehe. Seriously though I'm liking the Hamadryad so far, would make a great retrution avenger, perfect stats and 15 damage reduction racial encounter power.
Hamadryads are girls only, bare in mind.
 

Vael

Legend
Oh, I'm getting excited about this book. I like that the Protector is more strongly linked to the Druid, sharing build power riders.

Skalds, if I'm reading this right, can actually really nova their encounter heals on a target.

Pixie Barbarian, yo. Pick-wielding, raging Pixie, getting CA every charge. I may never need another race after the Pixie.
 


... is anyone else seeing the exploit potential in a half-elf multiclassing bard and then getting an extra rider on all their melee basic attacks?

And berserker fury's interesting in that any "classic" barbarian attack powers will cause you to enter it. (It also makes the executioner look slightly silly with that extra 1d8 as the executioner does d8 but only wields one handed weapons).
 

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