Analysing the Origin Feats From Lorwyn First Light

The Lorwyn: First Light release brings two new origin FEATs, based on the contrasting magic of Lorwyn & Shadowmoor

Child of the Sun reflects the warm, radiant power of Lorwyn’s bright courts, while Shadowmoor Hexer channels the darker curse magic of Shadowmoor.

Together, they act as a metaphor for the dual nature of the setting’s magic, giving players thematic new options to try in a campaign based in this iconic MTG plane.

lowryn cover
The species of Lorwyn gather around a book – Wizards of the Coasr

What is it?

Child of the Sun grants some light based protective magic and a free use of Faerie Fire. It represents a character touched by radiant power, offering some fun flavor and a bit of tactical support for the party.

What advantages does it offer?

The feat provides two benefits. First, you and allies within 10 feet gain advantage on saving throws to avoid or end the blinded condition, helpful in theory, but a little niche, most parties don’t face this condition every session.

Second, you gain Faerie Fire, can cast it once per long rest without a spell slot, and more importantly, taking damage can’t break your concentration on that free casting. Because Faerie Fire is fairly strong for helping the rest of the party in a fight, this part of the feat at least delivers some reliable value at early levels.

Faerie fire prevents targets becoming invisible, this is not the kind of enemy you face all the time, but when you do, they can be very difficult to pin down. As such, you won’t use this part of the spell constantly, but when you do, you will be glad of it. If the spell hits its target, the creature is lit up for the spell’s duration, enabling advantage on attacks against it. Once this is activated, focussing more on that creature will be really effective, as the attacks are much more likely to land, making for quite an explosive round.

Is it good?

Overall, Child of the Sun is a decent option with one standout feature. Its anti-blindness aura is too situational to matter often, but the free, damage proof Faerie Fire cast is quite strong. It’s not a top tier origin feat, but it’s worthwhile if you want early access to a decent support spell or you’re leaning into a radiant, sun based character concept.

Shadowmoor Elf - Wizards of the Coast
Shadowmoor Elf – Wizards of the Coast

What is it?

Shadowmoor Hexer is themed around the eerie curse magic of Shadowmoor. It grants built in access to the Hex spell, on theme with the Shadowmoor effect, letting you mark enemies with lingering misfortune. The feat leans into a curse focused character identity, rewarding you when foes you have hexed attack you.

What advantages does it offer?

The main feature is that the feat gives you Hex always prepared, plus one free casting of the spell per long rest. This is solid utility for any character who wants the spell but doesn’t naturally have it with their chosen class. The signature perk, curse magic, returns psychic damage equal to your proficiency bonus whenever a creature under the Hex hits you with an attack roll. So overall the main advantage is some incremental damage that adds up over the course of an encounter.

Is it good?

Shadowmoor hexer is stronger than it looks at first, especially for characters who attack a lot and don’t already already have other abilities to use their concentration on.

Hex is a good damage booster for martial builds that want consistent, repeatable bonus damage, and unlike feats such as magic initiate, you normally can’t pick up hex or hunter’s mark through origin feats. 

Options like fey touched or shadow touched can provide access to Hex, but those are general feats rather than origin feats so Shadowmoor hexer gives you hex from level 1 for non-warlock classes.

As an origin feat, shadowmoor hexer gives you guaranteed access to hex for free once per long rest, which is quite solid value, and adds a small but reliable psychic retaliation rider that triggers whenever your cursed target hits you. The extra damage scales pretty well, but for characters already planning to use hex as part of their kit, this feat is worth considering.

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Kinsbaile village – Wizards of the Coast

Child of the Sun and Shadowmoor Hexer bring flavorful utility to Lorwyn: First Light. Child of the Sun offers a niche defensive benefit and a reliable use of faerie fire, making it appealing for parties who can capitalise on the advantage against enemies it grants. Shadowmoor hexer stands out for granting access to hex, a solid damage booster that is rarely available through origin feats, plus a small but consistent boost of retaliatory damage. 

While neither feat is overly powerful, both provide useful thematic options that complement a variety of builds. If you create a character with these feats, you will find yourself using them often, as they are straightforward and fairly flexible, and while there are probably better options they are not bad at all.


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