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D&D 5E 5e Feywild/Shadowfell/Elemental Chaos Sourcebooks: Pitch Your Ideas!

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First Post
So, back towards the end of 4th edition, WoTC put out three sourcebooks - the Heroes of the X line - that gave PC related options tying into three of the planes; the Feywild, the Shadowfell, and the Elemental Chaos. Even despite the fact that these were written under the Essentials rules, these were still really interesting sourcebooks, and I really enjoyed them.

Which brings me to ask: if WoTC decided to release equivalent sourcebooks for 5th edition, what do you think they could include in them? I want you guys to really go nuts and suggest whatever you feel might be appropriate!

For my own thoughts? Well...

Feywild:
Eladrin Sub/Race - Whether as their own distinctive race of "Arch Elves" with subraces based on the different factions of the Court of Stars, or just the Feywild Elf subrace, this is a natural place to put them.

Feywild Gnome Subrace - This would be a more mystical, illusionist-aspected subrace for the gnome.

Hengeyokai Races - Hey, in 4e, they were given an origin story as denizens of the Feywild. If we can't get an Oriental Adventures for whatever reason, then the Feywild book is the next best thing for adding kitsunes, tanuki, bakeneko and all their friends. I will repeat my stance that they NEED to have something more than just the one trick to define them, though.

Nymph Race - We had Hamadryads in 4e's Heroes of the Feywild. Nymphs could come in a variety of subraces to represent different "fey maiden" archetypes.

Satyr Race - Again, they were in 4e's Heroes of the Feywild, so why not?

Centaur Race - Centaurs are known to prosper in the Feywild, and have a long tradition of being considered a "sylvan" race in D&D, so why not? They have been playable in AD&D and 3rd edition.

Fairy Race - The Sprite has been a PC race at least twice, and the Pixie was playable in Basic, so a singular race to represent the "small, flying elf-like fey race" seems a logical fit to me.

Fighter Subclass: Hedgeknight - A fighter who studies under faerie tutors and patrols regions where the borderlands between the feywild and the material overlap. Somewhere between an Enchantment & Transmutation-wielding Eldritch Knight and a Fighter/Sorcerer.

Cleric Subclass: Faerie Domain - Not sure what this would give, honestly, but it seems a fitting addition.

Sorcerer Subclass: Glamourweaver - A sorcerer born with fey blessings or blood, instinctively able to wield fey magic to their own uses. More or less the enchanter/transmuter of sorcerous origins.

Warlock Options: Archfey Patrons - What better sourcebook than a Feywild one for giving new Invocations or perhaps even whole new "subpacts" for Warlocks who swore an oath to one of the Archfey?

Wizard Subclass: Sidhe Scholar - This is a wizard tradition based on studying the magic of the faeries and learning under the tutelage of high-ranking members of the Court of Stars. Taking its name from a fey-themed variant Druid of 3e, this would be sort of a hybrid of wizard and druid, granting access to nature-themed magic, much like the Theurgy tradition.

List of Archfey


Shadowfell:
Revenant Race - We saw this in UA already, and this would be the perfect place to present it officially.

Dhampyr/Vryloka Race - D&D needs a playable vampire. Dhampyrs are iconic gothic/dark/horror fantasy creatures, it's really surprising we've never had them. 4e actually gave us two interpretations of the archetype; the Dhampyr proper, a feat-based "template race" representing mortals tainted by vampiric ancestry, and the Vryloka, a race of humans who turned themselves into living vampires in an effort to attain vampiric power for themselves. It'd be nice to have both, as the lore is unique, but mechanically it would be hard to distinguish them. But hey, if Plane Shift can give us full-fledged vampire PCs without convoluted rules...

Fighter Subclass: Graveknight - This is one of the ideas I'm willing to admit is weak. It's mostly a necromantic equivalent to the Eldritch Knight... man, I really fell short in this part.

Cleric Subclass: Undeath Domain - I'm personally ambivalent about this; I like that wizard necromancers finally took mastery over the field of necromancy, but still, the "priestly necromancer" does have its place in D&D lore. This would be a villainous option, or at least aimed at darker heroes; worshippers of Vecna, Orcus, the Blood of Vol or... whatever that positive undead ancestor-worship faith of Eberron's elves was.

Druid Subclass: Circle of Fungus/Spores - The "creepy fungus druid" archetype could honestly fit either here or in the Feywild book, but I think the Shadowfell is the more "intuitive" fit for most people.

Sorcerer Subclass: Graveborn - I know we have the Shadow Mage for Sorcerers already, but it's more of a Shadowcaster homage than anything. This would be the necromancer option for sorcerers, the intuitive wielder of necrotic energy.

Wizard Subclass: Nethermancer - This would be the Shadowcaster wizard tradition, although I admit it may be hard to distinguish from the Shadow Magic origin for Sorcerers.


Elemental Chaos:
Norker Race - A long stretch, I know, but these stony-skinned goblinoids were denizens of the elemental chaos in 4e, and I'm just not sure of what other elemental PC races there are.

New Genasi Subraces - Genasi have a LONG history outside of the classic quartet. Ice, Storm, Magma, Ash, Plague, Void... there's so many to choose from just looking at the Paraelemental Genasi froM Dragon #247 and the variant Genasi from 4th edition. Heck, they could even throw Chinese 5 Elements style a bone by giving us Wood and Metal Genasi.

Fighter Subclass: Primordial Warden - This would be a fighter that summons elemental energy into their body and uses it to empower themselves. A nod to 4e's Warden, this guy would be all about special stances that give unique bonuses, such as a burning aura or indestructible iron skin.

Cleric Subclass: Elemental Domains - Because we have Tempest, but we don't really have the traditional earth or fire clerics available yet.

Druid Subclass: Pillar Tender - These are planar druids who focus their attention on the Pillars of Creation; the metaphysical constructs that are the umbilical cables of the world. They attempt to keep the elements in balance, to avoid things like Athas. Elemental resistances and shapeshifting.

Sorcerer Subclass: Chaostender - This would be more of a Wild Mage/Elementalist blend; a sorcerer who specializes in doing multiple damage-type elemental attacks and changing the elements around them. At higher levels, this could let them reshape things on the battle-field, whilst at low levels, they can do things like change up elemental types for their spells.

Sorcerer Subclass: Elemental Origins - This is a catch-all for the Element Sorcerer; the Aeromancer, Aquamancer, Geomancer, and Pyromancer. We've seen foundations of this in Unearthed Arcana (Stone, Sky, Sea, Phoenix) already, so this is a natural route to take.

Warlock Subclass: Archomental Patron - I'm unsure of how this would work as a generic Patron, given the Archomentals (Primordials) of 4e were a pretty varied bunch, but it could have a tinge of chaos to it; multiple elemental attacks and the like.

Warlock Subclass: Sha'ir - I'm honestly unsure of this, because one could argue that an Archomental Warlock with a Pact of the Familiar (Gen) would translate this class well.

Wizard Subclass: Elementalist - To make this different to the Elemental Sorcerers, an Elementalist Wizard is a master of ALL elements, freely using all forms of elemental power at the same time. This avoids the pitfall of "no element but Fire is combat capable" that 2e & 3e's Elementalist fell into.

List of Archomentals
 

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I would like to see an adventure. A fey module for levels 10-12 or something. Maybe a grand plan to invade the material world, but not like the big gith invasion Dragon did. I could see taking over part of a town or ruined castle and somehow changing the local environment. PCs deal with that and it leads to a crossover to the fey realm to stop the archlord.

I guess this could also be elemental in nature as well
 

In regards to OP saying Grave Knight being a weak idea as he described it, I had a player who took Eldritch knight that utilized Necromancy and Conjuration (instead of Abj & Evoc). We modified thing further with a bit of necrotic damage with weapon attacks (fairly light mainly for flavour) and some intimidation bonus. This proved to be a highly effective and flavourful character that will not soon be forgotten. The player (and I as DM agree) thought this was the perfect Dark Knight trope.
 
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For comparison's sake, these are the content lists of the original 4e sourcebooks that inspired me to make this thread.

Player's Option: Heroes of the Feywild
* Details on the Feywild itself, including notable locations, fey factions, and a general overview of the plane.
* Multiple short fiction snippets (the "Bard's Tale" sidebars).
* Hamadryad race
* Pixie race
* Satyr race
* Essentials Barbarian Subclass: The Berserker
* Essentials Bard subclass: The Skald
* Essentials Druid subclass: The Protector
* Essentials Wizard subclass: The Witch
* Character Theme - Fey Beast Tamer: A character accompanied by a faerie animal companion.
* Character Theme - Sidhe Lord: An heir to one of the aristocratic lineages of the Feywild's Court of Stars, restricted to Half-Elves and Fey-typed races.
* Character Theme - Tuathan: A human or half-elf whose fey ancestry gives them either the ability to "talecraft", shapeshifting, or both.
* Character Theme - Unseelie Agent: A power-seeker willing to serve one of the Shadow-touched fey for greater power.
* Paragon Paths: Deadly Berserker (Berserkers), Master Skald (Skalds), Legendary Witch (Witches) and Inner Circle Initiate (Protectors).
* Epic Destinies: Shiradi Champion (a faithful servitor & guardian of the Summer Queen), Wild Hunter (a member of the elite band of warriors who punish fey oathbreakers), and Witch Queen (pinnacle of witch power).
* Feats
* Familiars
* Magic Items
* Character generation table themed for a character from the Feywild or heavily connected to the Feywild

Player's Option: Heroes of Shadow
* Details on what Shadow Magic is and why it is considered a "supplemental" power source.
* Some details on the Shadowfell.
* New Essentials Class: Assassin (Executioner)
* New Essentials Class: Vampire
* Essentials Paladin Subclass: Blackguard
* Essentials Warlock Subclass: Binder
* Essentials Warpriest Domain: Death
* Essentials Hexblade Pact: Gloom Pact
* Essentials Mage Schools: Necromancy & Nethermancy
* Revenant race (a Crow-inspired half-dead soul seeking revenge)
* Shade race (a human offshoot with innate abilities to manipulate shadows)
* Vryloka race (a human offshoot with the powers of a living vampire)
* Fluff detailing the potential shadow magic connections of Dwarves, Eladrin, Elves, Halflings and Humans.
* Paragon Path - Battleweaver: An arcanist who seeks to master the art of using illusion to better control the battlefield.
* Paragon Path - Dark Watcher: An agent of good who uses the cloak of shadows to better fight against evil.
* Paragon Path - Disciple of Razaundra: A gloom pact warlock who has sworn service to a shadow demon.
* Paragon Path - Dusk Oracle: A necromancer-diviner, specialized in learning from the whispering voices of the dead.
* Paragon Path - Nocturnal: A primalist who has forged bonds with the spirits of nocturnal and shadow-stalking beasts.
* Paragon Path - Ravenkin: An arcanist whose destiny is of interest to the Raven Queen, earning them her favor in the form of a shadowy raven familiar.
* Paragon Path - Shadow Dancer: A mystic who turns to shadow magic to heighten their adeptness with teleportation.
* Paragon Path - Shadow Shaper: A wizard who uses shadow magic to enhance their prowess with illusion spells.
* Paragon Path - Shadowthief: An arcanist who has learned to feed on the shadows of others to enhance their own power.
* Paragon Path - Veiled Master: A master in the arts of blind combat.
* Epic Destiny - Guardian of the Void: A cosmic champion, selected to battle those who seek immortality through the profane secrets of the Echoing Void.
* Epic Destiny: Keeper of the Everflow: A guardian of the stream of spirits that pass through the Shadowfell and seek their destiny beyond.
* Epic Destiny - Marshal of Letherna: A champion of the Raven Queen, entrusted with leading her forces against her enemies.
* Epic Destiny - Twilight Tribune: An agent of fate and death, dedicated to the destruction of the undead.
* New Feats
* New Equipment

Player's Option: Heroes of the Elemental Chaos
* Details on what Elemental Magic is and why it is considered a "supplemental" power source.
* Details on the Elemental Chaos.
* Locations of note within the Elemental Chaos.
* An overview examination of the races most aligned with Elemental energies; Dragonborn, Drow, Dwarves, Genasi, Half-Orcs & Orcs, and others besides.
** Mention is made of both the Forgeborn, "elemental touched dwarves" introduced in Dragon, and the Urdunnir, stone-manipulating dwarves from AD&D.
* Examination of how elemental power is acquired.
* Details on the various primordials.
* Examination of how to use elemental wielders in your games.
* Character Theme - Demon Spawn: You possess demonic ancestry.
* Character Theme - Earthforger: You have the ability to manipulate the earth as an extension of your will.
* Character Theme - Elemental Initiate: You are student of philosophy in regards to the influences exerted by the elements over mortal bodies, minds and souls.
* Character Theme - Firecrafter: You have the ability to manipulate fire as an extension of your will.
* Character Theme - Ironwrought: Your affinity for elemental metal turns you into a being of living iron.
* Character Theme - Janissary: You belong to the armies of elementally-imbued warrior-slaves of the genies.
* Character Theme - Moteborn: You were born in the Elemental Chaos, and thus remain unusually adept at surviving there.
* Character Theme - Primordial Adept: You seek to harness the powers of the primordials to your own ends.
* Character Theme - Watershaper: You have the ability to manipulate water as an extension of your will.
* Character Theme - Windlord: You have the ability to manipulate wind as an extension of your will.
* New Primal Aspect for 4e Druid: Primal Wrath.
* New subclasses for Essentials Druid: the Druid of the Wastes.
* Sidebar detailing three spirits of the wastes; the Biter with a Thousand Fangs, Bone Vulture, and Old Tortoise.
* Two new Monastic Traditions for Monks; the fire-wielding Desert Wind style and the battlefield-controlling Eternal Tide style.
* New Sorcerer Subclass: the Elementalist.
* Elemental Pact for classic & Hexblade Warlocks.
* New Wizard Subclass: Sha'ir.
* Paragon Path - Demon-Bound: Barely tamed demonic essence infuses you with greater killing power.
* Paragon Path - Doomlord: You are a servitor of entropy, philosophically driven to destruct order, especially when it manifests as corruption and tyranny.
* Paragon Path - Elemental Anchorite: You are a driven student of the arts of elemental power.
* Paragon Path - Elemental Savant: You're an Elementalist of uncanny strength and skill.
* Paragon Path - Favored Sha'ir: Your bonds with genies go well beyond those of other sha'ir, making you notably stronger.
* Paragon Path - God Warder: You are one of the faithful orders charged by the gods with standing watch over the imprisoned primordials, and with battling the agents of the primordials.
* Paragon Path - Herald of Vezzuvu: Loyal service to the Queen of the Burning Mountain earns you great powers over fire, stone and magma.
* Paragon Path - Legendary Hexblade (Elemental)
* Paragon Path - Prince of Genies: You have found a sealed genie in a vessel, and your efforts to free it allow you to tap its powers.
* Paragon Path - Reforged Soul: You take your elemental affinity to its limits by transforming forever into an elemental being.
* Paragon Path - Speaker of Xaos: Training with the Xaositects has given you potent and versatile elemental magics to wield.
* Epic Destiny - Emergent Primordial: You transform into a new Primordial.
* Epic Destiny - Lord of Chaos: You are an heir to the traditions of the Reigar, a being able to shape raw chaos energy into physical reality.
* New feats
* Elemental companion creatures.
* Elemental magical items.
 

So, doesn't anybody have any ideas for this? I would have thought that folks would love to see some more fantastical "plane-focused" material in their games, especially since the big rumor is that 2018 will finally see official plane-related content from 5e.
 

I think the biggest parts of said books would be a chapter on how to evoke the flavour in your adventures, a chapter on new creatures and npc's, A chapter on hazards and encounters and a chapter with a few PC subclasses, feats, spells and backgrounds. Maybe a couple of new races and how to fit them in a normal game or how to adventure in the setting with normal PC's.
 

For elemental, do Phoenix, Sea, and Stone/Metal origins for Sorcerer. I like your Archmental Patron idea for Warlock. I'd bring back Jannassairy Paragon Path, but I'd make it for Paladins (elemental Paladin Oath), Shi'iar Wizard (Shi'iar have always been wizards, not Warlocks, even in 4e).

For Feywild I'd go with witch subclass for Wizard, which would add some primal, Druidic magic to the Wizard. For Sorcerer, I'd go with Nymph Bloodline, enchantment/seduction focus, Oath of the Ruby, an oath dedicated romance, passion, love, and lust, Way of the Treant Monk.

Shadowfell bring back Vryloka, Shadar Kai, and, Shades. Sorcerer Origin: Vampric Embrace (you've been turned into a Vampire, Lycanthrope Fighter Subclass (but with different kinds of werecreatures), Circle of Spores, Conclave/Archetype Pychpomp for Ranger (guides and protects the souls of the dead on their journey to their final place of rest, keeping away demons, Succibi/Incubi, devils, and undead, and Night Hags and anything else that might prey upon dead souls.
 


For elemental, do Phoenix, Sea, and Stone/Metal origins for Sorcerer. I like your Archmental Patron idea for Warlock. I'd bring back Jannassairy Paragon Path, but I'd make it for Paladins (elemental Paladin Oath), Shi'iar Wizard (Shi'iar have always been wizards, not Warlocks, even in 4e).

For Feywild I'd go with witch subclass for Wizard, which would add some primal, Druidic magic to the Wizard. For Sorcerer, I'd go with Nymph Bloodline, enchantment/seduction focus, Oath of the Ruby, an oath dedicated romance, passion, love, and lust, Way of the Treant Monk.

Shadowfell bring back Vryloka, Shadar Kai, and, Shades. Sorcerer Origin: Vampric Embrace (you've been turned into a Vampire, Lycanthrope Fighter Subclass (but with different kinds of werecreatures), Circle of Spores, Conclave/Archetype Pychpomp for Ranger (guides and protects the souls of the dead on their journey to their final place of rest, keeping away demons, Succibi/Incubi, devils, and undead, and Night Hags and anything else that might prey upon dead souls.

I have to say, even if the Sha'ir was built to a Wizard chassis, flavorwise it does feel a Genie-patronized Warlock with a Pact of the Familiar. But... a unique Wizard tradition with a special familiar and enhanced "flexible" spellcasting abilities might work.

I must confess that I'm not a huge fan of shades or the idea of vampire sorcerer/werebeast fighter.

That said, I love your idea for to make the Genie Janissary of 4e into a Paladin subclass. Whilst I do associate that more with arcane power, it still works well off of the paladin chassins.

Also, the Oath of the Ruby idea? That is brilliant; it really feels like a solid alternative to the Oath of the Ancients for a fey-aligned paladin - heck, there was an Archfey in 4e called the Prince of Hearts who specialized in championing love. In fact... his nemesis the Prince of Frost might be a good patron for an "Oath of the Garnet" that serves as an antipaladin counterpart - and/or as a darker, icy version of the Oath of the Ruby, as the Prince of Frost alternatively tries to snuff love out and to protect it.
 

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