Saturday, October 29, 2022

100 Days of Halloween: 4e Witches

Yesterday I took a look at the World of the Witch for 4E. Today I want to re-reflect on the official witch from 4e in Heroes of the Feywild. I also want to go over the Heroes of Shadow. While there are no witches in that volume they very well could have been.

Heroes of Shadow (4e)Heroes of the Feywild (4e)

Player's Option: Heroes of Shadow (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

The Shadowfell is now a feature of the D&D 4 landscape and many products have discussed it including many of the adventures and Monster Manuals. With the Player's Option book we get classes and races based on the shadow realms and how they can be used.

One of D&D4's greatest strengths was its modularity. Adding or subtracting material from the game was easier than ever before. It is a feature that 5e adopted, though not as radically as 4e. Adding more classes then never felt like a bloat since you could limit the number of classes or races or any other feature. The Player's Option books were that in execution. Heroes of Shadow introduces the Assassin class, the Blackguard Paladin option, the Vampire class, the Binder option for Warlocks, and additions to other classes such as clerics (death domain), warlocks (gloom pact for hexblades), and the Necromancy and Nethermancy schools for wizards. Since classes are so detailed this covers the majority of the book.

The Vampire class should be mentioned since it is different. The idea behind it is that no matter what a person was before this, they are now a vampire and they can progress in power as a vampire. Not for everyone, I am sure but there was an elegance to it that can't be denied. It also worked quite well, to be honest.

There are some new races of course. The Revenant is back from the dead with the power of the Raven Queen with them. The Shade has traded some of their mortality for Shadow stuff. This is the best version of the Shade since 1st ed. The Vryloka are living vampires, one of my favorites in 4e, and variations on Dwarves, Elves/Eladrin, Halflings, and Humans.

There are new Paragon Paths for many classes and Epic Level Destinies. A handful of new feats and some new equipment.

It is a fun set of options that really had the feel of the shadow-soaked 4e world down.

Plenty of great ideas for a 5e game using the same classes (all have 5e counterparts) or as fluff for other versions of the game.

Player's Option: Heroes of the Feywild (4e)

PDF and Hardcover book. 160 pages. 

For this review, I am considering the hardcover version I purchased when new and the PDF from DriveThruRPG.

In general like Heroes of Shadow, Heroes of the Feywild assumes that these characters are either from or have strong ties to their "homeland" in this case the Feywild. IF you have any interest at all in the Feywild or any sort of land of the Faerie (such as Avalon, Alfheim, or any number of others) then this is a good book. While not really compatible with older editions of D&D there is still plenty that can be used. The feats even are written that they could even be used with Pathfinder or D&D 3.x. I found plenty I can use for my current 3.x game that I run with the kids and Ghosts of Albion. I actually ended up liking this book more than the Heroes of Shadow book out earlier.

The Witch The witch is a new "sub-class" of the wizard that basically learned in the Feywild. On one level I didn't like this since the witch isn't really a type of wizard. But in reading it I can get past it since the witch is only a type of wizard "mechanically", she uses the same rules as a wizard and thus all the same powers, feats, magic items, Paragon Paths, and Epic Destinies the wizard can use. In this respect, it makes her more like what I have done in the past where wizards and witches are both a type of "magic-user". It gives the witch a lot of power to choose from.

The witch has two builds or covens she can choose from, a Full Moon Coven and a Dark Moon Coven, or if you prefer a good witch and a bad witch. The covens have some powers associated with them, but the witch is still free to choose powers as she sees fit. Only Paragon Path is given, the Legendary Witch, and it focuses on the two covens. It lacks any strong thematic element, but this is a complaint I have had of the Paragon Paths of the post-Essentials line. The Epic Destiny, the Witch Queen, though is quite good. I had done something similar as a Prestige Class for 3.5. This one is different but there are some interesting powers and effects.

I might try a multi-classed witch/warlock, but that might be splitting my roles a bit too much

Powers and Spells What sets this Witch apart from another Wizard or a Warlock are her spells and powers. The witch relies on her familiar to learn magic. Something I have seen more and more of late in FRPG versions of the witch. Her magic has a distinct feel to it different than that of the warlock, even if there seems to be some overlap. Witches do get a minor healing power from the Full Moon Coven, and her magics in general are more subtle. She does not, for example, have a fireball-like spell, but she can change monsters into other animals and they take damage for it. Heavy on the charms and transformations. Lots of powers with the Psychic keyword. Some are similar in theme to the Warlock; Horde of Puckish Sprites is not too different, save in level than Pixie War Band.

I would like to see more about the relationship between Witches and Warlocks. Especially given the Fey commonalities and interactions with Patrons. I think I'll have to write that myself now given that the 4e is a dead game line.

Non-Witch Material There are three new races to play that are well suited to a Feywild/Faerie World sort of game. The Hamadryad, the Satyr, and the Pixie. All have something very interesting about them and I'll stat up some witches for each race as well. There are other class builds as well the Berserker (Barbarian), Protector (Druid), and Skald (Bard). All great for a pseudo-Celtic-themed game of D&D. Just add Player's Handbook 2 to the mix to get the base Bard and Gnome and you are set. Honestly, there is enough here to run a high-magic game and never leave the Feywild.

Overall I am very pleased with this book. It's not perfect, but it is very, very close.

4e books



The Other Side - 100 Days of Halloween


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