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You may have looked at both the title of whatever I posted What's the point of having special classes designed only for
this in, and the title of this document and general and just solo play? You've already made every official class workable
been met with a bit of confusion... What the hell is a Fable... in a solo play setting, why not just expand on those instead of
Whatever? What's the point of having that previous title? Why making these... Fable classes?
not just call it Vampire or whatever the class is called after The reason behind that is well... For one the other classes
saying Fable? Well that's for important reason... Because will still be receiving work and adjustments obviously, but
Fable is a new tier of class I'll be using to distinguish this Fable Classes intend to fulfill a new power fantasy.
homebrew from regular classes. Fable Classes are purposely stronger than traditional
classes, even by my legendary standpoint. They serve to allow
your player to achieve truly magnificent heights and fulfill
Unintended for Party Play power fantasies that traditional D&D simply cannot fill... Of
You should not use this class if you are apart of a party (Aka a course normal D&D can't fill it for obvious reasons-it doesn't
group of other players who want to play their own want to detract from the rest of the party.
characters). The only scenario in which this may be suitable Additionally, every Fable class will have a feature related to
for party play is if every character at the table is using a Fable creating a Lair and then at a later level will gain the ability to
class (Which is not something I would recommend to the DM have Lair Actions.
but hey, you do you) Finally every Fable follows a unique Flaws and Merits
The Fable subset of classes is one intended for solo play, system that allows you to customize your Fable characters
aka one player and one DM at a table. This is also meant to strengths and weaknesses.
be used in conjunction with my Legendary Player Characters
document that adds a lot of power to solo play in general. Being a Fable
If you like this class for solo play but not the other stuff in This isn't just a typical class one can take because it's strong
Legendary Player Characters, then that's no problem! Just or because it fits their build... Being a Fable defines a
remove the mentions of legendary actions and legendary characters very being, and should not be shoved off to the
ability score improvements from this document! wayside.
Legendary Player Characters Fable classes can not be taken after level 1, meaning you
As previously mentioned, this class is intended to be used in can not multiclass them (If your first class was a Fable one
tandem with the Legendary Player Characters document, then you could multiclass into non-Fable ones as normal)
and as such refers to legendary actions and legendary feats. If you become a Fable class via some method in RP (Such
The rules for Legendary Actions won't be listed here in this as a high level wizard succeeding in a Lichdom ritual)
class, those can all be found from the document linked below, then replace all of your current class levels with that of the
as can all of the legendary feats. respective Fable class.
If you'd lose features such as magic from the Fable
transformation, it should be flavored as the violent change
overwhelming you and alterring your very mind.
Fable Vampire
H
e would find her... No matter the cost, no Unholy Origins
matter if he had to tear heaven out of hell just
to find her bones. Tatyana was his and his Vampires, while being undead, are not at all like what most
alone, that is what the eldest vampire knew as people think of when they think undead. They aren't no
he stood above his dark domain. zombie or skeleton that a necromancer can raise, they are
The family sits about their bloodsoaked intelligent, they are sentient... They could be among you.
table, idly chatting and laughing amongst The most common way people say to become a vampire is
each other. All of them grow silent as the chef comes out with to have one turn you, but in reality, most of the time someone
todays meal: A squirming and gagged half-elf on a silver is turned they don't actually become the vampire people think
platter. Each one salivates at this rare morsel of hybrid blood, of... They become a vampire spawn, or just some simple
as they prepare to dig in... mindless undead. Nevertheless they are completely under the
Someone was there... She knew there was. Stalking in the control of the one who sired them.
shadows, within the streets. She quickened her pace and So how does one become a true vampire exactly? Well,
tripped over her own feet. A well dressed gentleman catches there's a ritual true vampires can perform to turn a mortal
her arm and gruffs about how she should be more careful... into another true vampire, but most do not as it is more
She's too busy apologizing to register when he lunges for her competition. Another way is if a vampire spawn has their sire
neck. die... The spawn will be left famished, no less than a mere
Vampires are creatures of the night, undead who can be beast for a time... But if they survive long enough, they will
both eloquent and bestial depending on the person in become a true vampire like their master.
particular. Then there's the unknown method people do not know of...
The kiss of love from a succubus. When succubi kiss
Blood is All someone, they do so with coldness, to drain their lifeforce...
But if a succubus truly loves a humanoid and they kiss them?
The power of a vampire is what they hunger for most: Blood. Their kiss will turn the person into a true vampire.
The blood of the living is what they thirst for, it's what they
need to survive and it's what they use to perform their unholy Quick Build
feats of power. First make your highest ability score Dexterity, then your
choice of Intelligence or Charisma. Take the hermit
Creating a Fable Vampire background.
The vampire fantasy is one that many people love and it's one Choose the Sunlight Sensitivity, Sunlight Hyper-
that many also may look to D&D to fulfill. This class intends Sensitivity, Running Water and Forbiddance vampire flaws.
to fill that fantasy by offering a much more unique and in Finally choose the Among the Dead, Hungering Bite,
depth vampire than 5e's fairly bland one puts forth. Spider Climb, and Vampiric Claws vampire merits.
Fable Vampire
Proficiency Blood Manifestations
Level Bonus Pool Features Known
1st +2 5 Bloodthirst, Dark Bloodline, Vampiric Marks -
2nd +2 6 Unholy Manifestations 3
3rd +2 7 Bloodline Feature 3
4th +2 8 Ability Score Improvement 4
5th +3 9 Extra Attack 4
6th +3 10 Bloodline Feature 4
7th +3 11 Evasion 4
8th +3 12 Ability Score Improvement 5
9th +4 13 Resting Place, Legendary Ability Score Improvement 5
10th +4 14 Bloodline Feature 5
11th +4 15 Latent Blood 5
12th +4 16 Ability Score Improvement 6
13th +5 17 Lair Actions 6
14th +5 18 Bloodline Feature 6
15th +5 19 Ravenous Appetite 6
16th +5 20 Ability Score Improvement 7
17th +6 21 Extra Attack (2), Legendary Ability Score Improvement 7
18th +6 22 Bloodline Feature 7
19th +6 23 Ability Score Improvement 8
20th +6 24 Vampire Lord 8
Equipment
Class Features You start with the following equipment, in addition to the
Your Class gains the following features equipment granted by your background:
Hit Points (a) 2 Simple melee weapons or (b) 1 simple ranged
Hit Dice: 2d8 weapon and 20 ammunition for it.
Hit Points at 1st Level: 16 + your Constitution modifier (a) Leather Armor
Hit Points at Higher Levels: 2d8 (or 10) + your Constitution (a) a pack relevant to the class or (b) an explorer's pack
modifier per Vampire level after 1st. Any other items relevant to the class
Proficiencies
Armor: Light Armor, Medium Armor Vampire DC
Weapons: Simple Weapons, Longswords, Rapiers, Various points in this document will refer to your
Shortswords Vampire DC. Choose either Intelligence or
Tools: None Charisma, whichever one you chose is what you
use for your Vampire DC.
Saving Throws: Dexterity, Charisma Vampire DC = 8 + Proficiency Bonus + Chosen
Skills: Choose two from Acrobatics, Athletics, Deception, Ability Score Modifier.
Insight, Intimidation, Investigation, Perception, Persuasion Your Chosen Ability Score is also your Vampire
and Stealth Ability Score. You'll use it for attack rolls if an
ability specifies it uses your Vampire ability score.
Bloodthirst Dark Bloodline
Upon choosing this class at 1st level, you gain a thirst for Finally at 1st level, your bloodline of darkness courses
blood that demands to be sated. You gain a Blood Pool equal through to the surface. Choose one of the Bloodlines listed at
to the amount shown in the class table. the end of this document.
At every Dusk, your Blood Pool depletes by an amount
equal to your proficiency bonus. If there is not enough blood Feral Bloodline: Page 8
in the pool to be depleted, then it depletes the remaining Noble Bloodline: Page 9
amount and you gain a level of exhaustion every 12 hours
until you sate your remaining thirst. This exhaustion can not Phantom Bloodline: Page 10
be removed by any means except drinking blood. Sage Bloodline: Page 11
To sate your thirst, you must drink the blood of other
creatures. As an action you may begin to drink the blood of a Warlord Bloodline: Page 12
creature within 5-feet of you that is either willing,
incapacitated, or has been dead for no longer than 1 hour.
Every turn (Six seconds if not in combat) the creature rolls Vampire Traits
one of its hit die, losing Max HP equal to the amount rolled.
Each time this occurs, your Blood Pool replenishes by 1. Max It's not listed in any of the 1st level features, but as
HP lost this way is recovered once they recover the hit die a Fable Vampire, you gain the Undead creature type
expended (Reminder: Long resting recovers half of your in addition to humanoid. You gain the following
maximum hit die) effects:
If the creature can not roll anymore hit die, your Blood You are affected by anything that would affect
Pool won't replenish by draining from them, but they still either of your creature types, but healing that
suffer the Max HP decrease. If a creatures max HP is does not work on undead still does not work on
reduced to 0 from this feature, they die. you
From dead creatures, they have half of their maximum hit
die remaining, and you can only drain that amount from them Surfaces that would display reflections normally
for your blood pool. do not for you. You also do not have a shadow.
If you drink from a creature while your blood pool is full, You do not need to eat or drink normal food.
you instead regain an expended hit die. If you have no You do not age, can not be aged magically, and
expended hit die, you recover HP equal to the amount the can not die of old age.
creature lost.
Vampiric Marks
Additionally at 1st level, your vampirism shows its ugly face in
the form of Vampiric Marks. Upon choosing this class you
must choose any number of vampire flaws (Detailed at the
end of this document) you must take at least three flaws.
For every flaw you have, you gain one vampire merit (Also
detailed at the end of this document)
Your vampire Marks define who you are as a vampire, your
weaknesses and strengths. You should choose flaws and
merits that reflect your vampires backstory, and perhaps
relate to how they became one.
You can not change your flaws or merits once you gain
them. However whenever you gain the Legendary Ability
Score Improvement feature, you may additionally choose
another vampire flaw and merit to gain the benefits of. This is
optional and you do not have to take a new flaw at those
levels.
Vampiric Flaws are on page 13
Vampiric Merits are on page 14
Unholy Manifestations Resting Place
Upon reaching 2nd level in this class, you begin to be able to Once you reach 9th level, you are able to designate your
subject your will onto the world around you. This is resting place. Over the course of 7-days, you may perform a
represented by your Unholy Manifestations. The various ritual over a small/moderately sized location (Up to DM
manifestations and what they do are detailed later in this discretion what is allowed). The ritual requires you to take a
document. long rest in the location each of the seven days. Examples of
You know a number of manifestations equal to the amount fitting locations would be a small crypt or graveyard, a
shown in the class table, you may learn any you meet the decrepit manor, a rundown temple that was important to you,
prerequisites for. Upon leveling up in this class, you may or something similar.
exchange one manifestation you know for another you meet The chosen location becomes your resting place. The
the prerequisites for. location designated as your resting place and the area
Manifestations are vampire powers that require a more surrounding it within 300-feet are unable to be consecrated
active touch. They are similar to vampire merits in a sense of as per the Hallow spell.
being benefits, a good example of what would be a Short and Long rests you take within your resting place
manifestation is a vampires shapeshifting or their charm complete in half the amount of time they normally would, and
feature. you are immune to scrying effects and other such divination
Manifestations often consume blood from a vampires magic while within your resting place.
Blood pool, so while the manifestations are incredibly You may choose up to two of the following effects, the
powerful, it does make the vampire hungrier faster... It also location and the area within 300-feet of your resting place
means that a starving vampire is a weak one, as they are take on the chosen effects:
unable to wield their manifestations in battle. Wolves, bats, rats and other vermin are noticeably more
The list of Manifestations begins on Page 15. plentiful around your lair, liking to take up home there.
Ability Score Improvement Plants within the range wither, and their stems and
branches become twisted and thorny.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Shadows cast within the range seem abnormally gaunt
by 2, or you can increase two ability scores of your choice by and sometimes move as if they were alive.
1. As normal, you can’t increase an ability score above 20 A creeping fog clings to the ground within range.
using this feature. Alternatively, you can choose a feat (see Occasionally the fog takes eerie forms of your choice,
Chapter 6 for a list of feats). such as grasping claws or writhing serpents.
When you reach 9th and 17th level, you gain a Legendary
Ability Score Improvement. You may either gain the benefits
of a regular ASI as per the rules up above, or you may take a If you declare a new location to be your resting place, the
Legendary Feat, which are listed in the Legendary Player old one loses all of these effects after 1 day has passed. If you
Characters document. die, these effects fade over the course of 2d6 days.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach
17th level in this class.
Upon reaching 11th level, you may use your Bloodthirst
ability in place of one of your attacks.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of
certain area effects, such as a red dragon's fiery breath or an
ice storm spell. When you are subjected to an effect that
allows you to make a Dexterity saving throw to take only half
damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
Latent Blood Ravenous Appetite
Once you reach 11th level, you begin to have a backup Beginning at 15th level, you have been drinking from your
storage of blood in case of emergency. You have a number of prey for so long that you've gotten... Scarily good at it.
Latent Blood points equal to your proficiency bonus. Whenever you drink from a creature as per your Bloodthirst
When you would use a point from your Blood Pool to fuel ability, you are instead able to drink two hit die at once rather
an Unholy Manifestation, you may instead use one of your than only one.
Latent Blood points. This ability functions with the Hungering Bite Vampire
Whenever you finish a long rest, you regain 1 expended Merit if you possess it.
latent blood point. You may use this feature a number of times equal to your
proficiency bonus, regaining all expended uses upon
Lair Actions completing a long rest.
Upon reaching 13th level, your resting place offers you far Vampire Lord
more capabilities than one could expect. While within your
resting places area, you may take Lair Actions. When Finally at 20th level, you have reached a level beyond any
creating your resting place, choose 3 of the options listed mere true vampire... You are a vampire lord. You gain the
below. following benefits:
Every round at Initiative Count 20, you may choose one of
the selected options and have its effects trigger. You may not Whenever you complete a long rest in your Resting Place,
select the same lair action two rounds in a row. you gain temporary hit points equal to half your hit point
You may change your resting places active Lair Actions as maximum.
apart of a long rest. Whenever you use a lair action, you may instead choose to
Animate Shadow. You animate the shadow to rise against use two at the same time. If you do so, you can not take a
the owner. Target a creature you can see that has a shadow bonus action on your next turn.
within your lair, the target must succeed on a Charisma
saving throw against your Vampire DC or have its shadow You do not die as a result of reaching 6 levels of
detach from it. exhaustion.
The Shadow uses the Shadow statblock, and while it is out
it is an ally to you (Roll initiative for the shadow). After 1 hour
has passed, the shadow is slain, or the owner is slain the
shadow disappears and the creature regains its shadow.
Call Damned. A restless spirit rises and strikes one of your
foes! Choose a creature you can see within your lair, a spirit
using the Spectre statblock rises and makes one attack
against that creature before disappearing.
Command Thralls. Undead creatures of your choice allied
to you within the lair may immediately use their reaction to
make an attack against a creature within range.
No more than 3 undead can attack at once from this
feature.
Quick Feast. If a blooded creature you can see is missing
more than half of its maximum hit points, you can draw some
of their lost blood to yourself. You regain one point for your
Blood Pool.
A creature can only be affected by this ability once per day.
Seal Crypt. You target any number of windows or doors
you can see within your lair, you can cause them to open or
close. If a creature wishes to force open a door or window
closed by this feature, they must succeed on an athletics
check against your Vampire DC.
Feral Bloodline Beasts Endurance
An ancient beast stirs within your blood... You are not the Starting at 10th level, your unlocked power grants stronger
picture perfect representation of class and wealth that a lot of skin. Provided you have at least 1 restraint level unlocked,
people tend to associate vampires with... You are a savage you have resistance to nonmagical bludgeoning, piercing and
brute who seeks to tear your victims to shreds and feast on slashing damage.
them like an animal. If you already have resistance to one of the damage types,
this feature turns that resistance into nonmagical immunity.
Restraint Level Unleashed Merits
Upon choosing this archetype at 1st level, you begin to When you reach 14th level, you begin to be able to take on the
unshackle the restraints of your vampirism. aspects of other vampires. When you unlock a new restraint
As a bonus action on your turn, you may unlock a restraint level, you may gain the benefits of a Vampire Merit of your
level. You have a total number of restraint levels equal to your choice until you no longer have that restraint level unlocked.
proficiency bonus, and you start at 0. A restraint level remains
unlocked until you return to level 0 on your turn as an action,
or until you die. You gain the following benefits depending on When Hope Is Lost
your current restraint level unlocked: Finally at 18th level, you are able to achieve the true apex of
Your Vampire Bane is increased by an amount of d4's vampire kind... As an action on your turn and by reducing
equal to twice your current restraint level. This only your HP to 1, you may immediately become your max
applies for your vampire bane dealing damage to you. restraint level. You gain the following benefits:
You suffer a penalty on saving throws against your You are immune to all damage, suffering damage from a
vampire flaws equal to twice your current restraint level. vampire flaw or being exposed to one nullifies this
immunity until the end of your next turn.
Your AC is increased by an amount equal to your current Manifestations have their cost reduced to 0. If the
restraint level. manifestation scales off of points spent, you are
Your movement speeds increase by an amount equal to 5 considered to have spent an amount equal to your
x Your current restrain level. proficiency bonus.
When you take the attack action on your turn, you may Your Blood Pool no longer has a maximum, and can hold
make an additional number of attacks equal to one third of an infinite amount of points.
your restrain level (Rounded down) If a blooded creature dies within 1 mile of you, you gain 1
Manifestations you use cost 1 less blood point to activate blood point.
(Minimum of 1. If your restraint level is 4 or greater, this
minimum becomes 0) At the start of each of your turns, you must expend 1 blood
point or this state ends and you return to restraint level 0.
Feral Skills After exiting this state, you can not use it again until 1 week
has passed.
Upon reaching 3rd level, your bloodline begins to show itself
with some unique skills.
Choose 2 of the following skills: Animal Handling,
Athletics, Perception and Survival. You gain proficiency in the
chosen skill, if you already have proficiency in a chosen skill,
you gain expertise in it instead (You add double your
proficiency bonus to checks made with it)
Tame the Beast
When you reach 6th level in this class, you have begun to
restrain yourself to draw prey closer for the hunt. While at
restraint level 0, you have advantage on non-intimidation
Charisma checks.
While at restraint level 1 or higher, you have advantage on
intimidation checks.
Noble Bloodline
Charm and guile flows within your blood itself. You are the
definition of high class, no one could expect such unholy
tastes beneath your high functioning persona, could they
now?
Air of Superiority
Beginning at 1st level when you choose this archetype, you
gain an air of superiority that is expected of your status.
When you make an ability check or saving throw, you may
choose to add 1d10 to the roll.
Upon using this feature, you may not do so again until
completing a short or long rest. You may use this feature
again early by expending 2 blood points.
Noble Skills
Upon reaching 3rd level, your bloodline begins to show itself
with some unique skills.
Choose 2 of the following skills: Deception, Insight,
Performance and Perception. You gain proficiency in the
chosen skill, if you already have proficiency in a chosen skill,
you gain expertise in it instead (You add double your
proficiency bonus to checks made with it)
Nobles Tongue
Beginning at 6th level, you are adept at communicating with
all walks of life. You can understand all spoken languages,
and creatures who can understand at least 1 language
understand what you are saying.
Save Face
Upon reaching 10th level, you begin to able to stave off your
flaws to maintain your imposing presence. When you would
suffer damage or disadvantage on a roll due to a vampire
flaw, you may choose to negate the damage or disadvantage.
You may use this ability a number of times equal to your
proficiency bonus, you regain all expended uses upon
completing a long rest.
Soothing Guile
Once you reach 14th level, you begin to know how to season
your meals properly with honeyed words and lies. You add
your proficiency bonus on all checks made against creatures
whomst blood you have drunk.
This feature stacks with regular proficiency and expertise.
Noble Aura
Finally at 18th level, you become the icon of class and
nobility. You gain a bonus to all saving throws and ability
checks equal to your vampire ability score.
Phantom Bloodline Skulk
You are a predator through and through... You don't need to Once you reach 6th level, you become more adept at dipping
be a savage beast, you don't need lies and wits... You don't in and out of the shadows. While in an area of dim light or
need magic and you certainly don't need blades. You lay darkness, you can take the hide action as a bonus action.
within the shadows, stalking your prey for the time they are Additionally while in dim light or darkness, all of your
least prepared... speeds increase by 10-feet.
Stain Credit
In all of my homebrew I use watercolor stains created by
u/flamableconcrete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, so
huge thank you to him! You can find all stains I use on his
website, watercolors.giantsoup.com.
Other Homebrew
You may recognize me for other homebrews such as the
Siphoner class and my project to turn every league of legends
champion into a subclass, if you want to be alerted as soon as
all of those are publically available, join the discord!
https://discord.gg/c4T35TqbqT
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