Forgotten Realms: Heroes of Faerun - First Impressions

A first look at one-half of the new Forgotten Realms books.
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Forgotten Realms: Heroes of Faerun is an extensive player-facing book that brings the Forgotten Realms to life, serving as one-half of the most extensive campaign setting materials released by Wizards of the Coast for D&D 5th Edition. The new book serves as a strong template as to how Wizards of the Coast should present future campaign setting materials, providing not only a veritable smorgasbord of player material, but also surprisingly deep dives into the lore of Faerun. While these deep dives don't reach the depths of some of the splatbooks released during 2nd and 3rd Edition, this presents the Forgotten Realms as a vibrant and rich setting that's far more than generic fantasy.

While a more extensive review will be coming from EN World soon, here's our first thoughts on the new book after a readthrough:

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D&D's New Design Ethos On Display
One of my biggest criticisms of the 2024 Player's Handbook and Dungeon Master's Guide was that they over-stripped the lore from the game. Although the intent was to provide as few barriers for players to create their own vision of characters and worlds, it was deflating to see elves, dwarves, and other core species watered down to generic and uninspiring forms.

However, this approach makes a lot more sense when presented next to Heroes of Faerun. Instead of leaning away from any defining characteristics, the book leans into the different cultures and ethoses of all the core races. In the Forgotten Realms, aasimar are a rarity, tieflings are persecuted in Elturel due to the events of Descent Into Avernus, and Lolth-worshipping drow enslave surface dwellers. There's still wiggle room in case a player wants to make a character that askews one of these generalities, but there's a lot more detail about the core species (both in the Character Species section and the Guide to the Realms book) than I expected.

Beyond the character species, you can see how the ethos has shifted from the previous Fifth Edition. The Player's Handbook and other core rulebooks are a "lean" core, with obvious gaps in lore meant to be filled by these new campaign setting books. It extends beyond lore as well - the setting specific backgrounds, spells, and even subclasses go a long way in building out robust Forgotten Realms characters that Fifth Edition generally lacked.

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Underwhelming Subclasses But Strong Feats and Backgrounds
In terms of the actual player material, I was disappointed by the subclass material but loved the feats, backgrounds, and spells. The Banneret continues to be one of the most underwhelming martial subclasses available. While Wizards abandoned the original Purple Dragon Knight concept from the UA due to the purple dragon knights not actually having or riding dragons (something, ironically that Heroes of Faerun depicts multiple times via artwork), reverting back to the original 5th Edition design was incredibly disappointing. A few other subclasses simply didn't move the needle with me, although I admit I'm usually sitting behind the DM's Screen, so I could be missing some of the appeal. My favorite subclasses were the Oath of the Noble Genies Paladin subclass and the Winter Walker Ranger, both of which seem very flavorful.

While I found myself underwhelmed by the subclasses presented in the book, I was pleasantly surprised by the amount of other player-facing material in this book. They really made Heroes of Faerun feel like a true player-facing book instead of a book with a smattering of player material and then a bunch of setting lore. There are 16 backgrounds, 34 feats, 19 spells and the brand new Circle Casting mechanic (which truthfully doesn't feel like something players will use very often.) I can't remember another campaign setting book that had this much player content in it, even in the boxed sets that contained books solely focused on player content.

One small thing that I wished we would have seen in this book is more lineage options related to species. Heroes of Faerun tries to explain that sun elves and moon elves are "culturally distinct" but I feel like there was probably room to include lineage options that present alternative options to the ones we see in the Player's Handbook. I don't see much of an issue saying the sun elves would have distinct magical abilities from moon elves or more generic high elves and I feel like it would be another way D&D could make these player-facing books feel more distinct and additive.

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One of the Best Forgotten Realms Books In a Long Time
As someone who came into D&D with Fifth Edition, I've always found Wizards' presentation of the Forgotten Realms to be underwhelming. This was the marquee world, the place where all of Fifth Edition's adventures (until more recent years) took place. And yet, despite the overwhelming number of new members, we rarely got a book that actually showcased what the Forgotten Realms was. The Sword Coast Adventurer's Guide was a joke, and the campaign books usually featured slivers of the world as opposed to a full-fledged presentation of what this world was about. There was just a weird understanding that everyone knew what the Forgotten Realms was and that mentality (which extended far past the era when Wizards was catering solely to pre-existing fans) made the Realms feel like generic fantasy.

Heroes of Faerun corrects this with gusto. Even though this is the player-facing book, there is a ton of new information that I (a D&D veteran that owns every Fifth Edition book) never knew about. If I were a new player, I'd love having this book and would probably insist on trying out a Forgotten Realms campaign. This book showcases how the Forgotten Realms is anything but generic fantasy and honestly, something like this book was long overdue.
 

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Christian Hoffer

Christian Hoffer

I finally had a chance to give Heroes of Faerûn a good look yesterday. I haven’t read it cover to cover, but I spent a good time with it. The following is from a DM perspective:

Part of me likes the idea of a player-focused book. If this were truly 100% player focused, I would just skip it and move on, because I play 2014 5e, don’t think I’ll ever move to 2024, and most of these things were either available before (subclasses) or I’m unlikely to ever allow in a campaign (circle casting). But there’s quite a lot of DM material in this book, including a sort of gazetteer for the world.

The gazetteer really should have been in a DM-facing product, especially since it spoils several past adventures completely and also some key surprise hooks with art (why would they choose to do that?). Otherwise it’s very brief but nice. Good art throughout, somewhat confusing organization. They really knocked gazetteers out of the park with Explorer’s Guide to Wildemount, and I wish they had followed that format mostly.

The player-facing info on species is just palpably inferior to the player-facing section on races from the SCAG. The SCAG had tons of issues and a horrible gazetteer, but the Races of the Realms section was mostly great, including also brief descriptions of deities typically worshipped and some more cultural stuff. This is like a pared-down version of that, sometimes just clearly edited.

The deities section itself is a vast improvement over the SCAG and I generally like it. It is disappointing not to see some key other deities that are comparably much more popular. Corellon and Moradin get named references, and Bahamut gets an easter egg, but it’d be on average more helpful to have Corellon than, say, Leira. It is not clear to me why Lolth and Eilistraee were selected but not others. Some info under some deities and their factions should also clearly be on a DM-facing side.

They excelled at deities in Mythic Odysseys of Theros and I wish they had used something more similar to that, even if for a more limited number of deities. Maybe the top 10 or 20.

The factions bit at the end is nice, and I love the use of concept art for all the factions. It’s not as good or as useful as the ideal treatment of factions WotC previously did in Guidmaster’s Guide to Ravnica, and I’d really have liked something more similar to that, which I repurpose constantly for multiple settings. There’s some confusion on the factions as well: why is the tourney part of the Order of the Gauntlet’s iconography, our knights templar, rather than the Purple Dragon Knights, our Camelot stand-ins?

Overall, I think it’s mostly ok, but that is because I (a) have a very lengthy 5e collection and my players don’t really need these player options, and (b) have seen WotC do phenomenal work in exactly the topics covered and wish this was a bit closer to those past publications in format. I look forward to reading Adventures in Faerûn next when I have some time; I know I’ll probably like that more.
 

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Players need a gazetteer to be able to place themselves in the world. That was one of my biggest issues getting into 5e D&D as a player; it was almost impossible for me to find context for my characters' beliefs, upbringing or playstyle since there was barely any lore for any part of the world after 4e.

I've found that. DM buys all the books players have no idea.

BG3 has changed things a lot around Karsus, Dead 3, Shar ad Selune. Old hat to fans of FR .

Alot have just discussed FR as Elminsters and other epic casters playground. Theres a bit more to it than that.
 

I'm heavily biased towards the art of the 2E era, the 80s and 90s stuff. 3E art, for all its comic book goofiness, was at least a bold departure and an attempt to do something new. This 5e stuff, especially 5.5, is just boring digital brush strokes with really juvenile, silly looking subject material. This hero art looks like something from a little kids game. There's no sense of danger. I guess that is entirely by design.
 

One of the things that I found interesting about this book (and the DM focused one) was the lack of NPC's. There's no Rogue's Gallery in here, very little on any major figures in the Realms outside of brief notations on the rulers of varying realms. I don't think this is necessarily a bad thing (as one of the player's in my regular group noted, it makes things centered around the PC's and whatever your campaign is) but it is different than previous iterations. (this also may be a result of the loss of the fiction lines, etc)

I don't mind it, and it's not like I felt that they'd cut them in favor of something poor. Doing something different is ok by me.
 

One thing I forgot in my previous post: why does the player-facing book have Home Plane in the gods table? That’s just alignment with extra steps.

Interesting that they stuck very closely to the 2e planar allotment for these deities, which in some cases has ceased to make much sense in the intervening two decades of lore development for either the deity or the plane. I understand they couldn’t use 3e’s (since 3e used a different cosmology for FR), but still, they could have adapted it.
 

One thing I forgot in my previous post: why does the player-facing book have Home Plane in the gods table? That’s just alignment with extra steps.
The denizens of an alignment plane arent necessarily the same alignment as the plane.

Perhaps the ambiguity helps players formulate their own concept of the sacred for their character concepts.
 

The denizens of an alignment plane arent necessarily the same alignment as the plane.
The authors clearly think that the god’s residence in the plane tell the player something, otherwise they wouldn’t have included it. I checked the 2024 DMG, which has the following to say about it, after stating that gods aren’t bound by mortal concepts of alignment:

That said, gods tend to live on the Outer Planes most closely match their general alignment tendencies, so it's safe to assume that the teachings of a god who resides in Pandemonium (a plane of rampant chaos and evil), encourage behavior that is Chaotic Evil, while a god who resides in Elysium (the plane of pure good) encourages Neutral Good behavior.

Bhaal, whose characterization (and alignment) moved from lawful evil (2e) to neutral evil (SCAG) to chaotic evil (Descent Into Avernus) over the past 30 years, probably shouldn’t be in Gehenna any longer even if we say he no longer has an alignment. His teachings encourage behavior that is chaotic evil. It also has nothing to do with Gehenna, plane of boundless egoism and avarice.

The same book states that the planes slowly bend you to their alignment. Even if we assume the god is immune, his servitors and petitioners are not.

Either way, I’m getting sidetracked. My initial point was that most players don’t know what to do with this information. If it is meant to indicate alignment of teachings, then it’s really alignment with extra steps. A change in header to “encouraged behavior” would have sufficed. If it’s not meant to convey that because plane is not a reliable proxy, it’s not very useful to the player.

This is a very minute portion of the book. My main points were all contemplated in the original comment.
 

Forge of the Artificer seems to do a lot of this stuff, too, and I would not be surprised if Planescape or Spelljammer got similar releases down the road.

Thing is is that FotA is backed up by Wayfarer's Guide and E:RftLW.

Planescape isn't, it and Spelljammers products were mostly so bad they made the SCAG look good.

So the next 5e Planescape and Spelljammer products have nothing to lean on, except Spelljammer races. I mean at least the AiF & HoF have the SCAG to help give an idea of what happened in the Southern regions and a deeper look at history and so on.
 

Thing is is that FotA is backed up by Wayfarer's Guide and E:RftLW.

Planescape isn't, it and Spelljammers products were mostly so bad they made the SCAG look good.

So the next 5e Planescape and Spelljammer products have nothing to lean on, except Spelljammer races. I mean at least the AiF & HoF have the SCAG to help give an idea of what happened in the Southern regions and a deeper look at history and so on.
The Spelljammef and Planescape sets were small, but they had a lot of good stuff. A similar expansion could fit nicely with those sets.
 

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