
The Dungeons & Dragons Forgotten Realms: Heroes of Faerun – Player Expansion is, first and foremost, more than a mouthful. That's likewise true of its companion piece, the Forgotten Realms: Adventures in Faerun – Dungeon Master Expansion.
Heroes of Faerun is the slimmer (and slimmer-priced) of the duology. It aims to hook players specifically with a laundry list of items that typically get players hot and bothered:
...and a partridge in a pear tree. It's that first bullet, however, that can excite players' imaginations. Players often brainstorm what they'd like to become; what they want to be when they grow up. Perhaps they have a (mean) Dungeon Master (that's me) that starts their players at Level 1 with a baseline character class, e.g., Fighter, Wizard, Cleric, Rogue. Or perhaps they have a (nice) Dungeon Master (not me) that lets the players start at Level 3—where subclasses unlock.
In Heroes of Faerun, those eight subclasses are:
While that covers eight of the baseline character classes, it leaves out the Barbarian, Druid, Monk, Warlock, and Artificer. That last one gets its own book: Eberron: Forge of the Artificer, which we'll dig into in the coming weeks.
But let's take a quick gander at one of those eight subclasses that do emerge in the Forgotten Realms.
"Inspire allies with primal tales." While Druids didn't get a new subclass in this book, the College of the Moon (Bard) traces its lineage to the druidic circles of the Moonshae Isles. These Bards are drawing directly from the fey energies inherent to the Moonshaes. They grow into the following benefits:
More subclass overviews to come. Next up is the Knowledge Domain (Cleric) who will unearth secrets and master the mind. Or go straight to the subclass of your choice over on D&D Beyond.