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A New Power Level What's the Point?

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.

Sinister Strikes Blood to Darkness


Beginning at 1st level, you begin to mark your prey. As a Once you reach 10th level, you begin to spread darkness as
bonus action on your turn, you may mark a creature within you move. As an action and by expending at least one blood
60-feet of you as your prey. You have advantage on checks point, you may dispel all light within 120-feet of you.
made to track your prey, and when you successfully damage If the light is magical, it is not dispelled if it is cast at a
your prey with a weapon attack, you deal 1d6 bonus necrotic higher level than the number of blood points you spent.
damage.
The mark lasts for 24 hours or until the creature is slain. Darkness to Blood
You may use this feature a number of times equal to your Beginning at 14th level, you begin to convert the shadows to
proficiency bonus, regaining all expended uses upon that which you so crave. While in an area of dim light or
completing a long rest. darkness, you may gulp down the shadows as an action,
regaining all expended Latent Blood Points.
Phantom Skills Once you use this feature, you may not do so again until
Upon reaching 3rd level, your bloodline begins to show itself you complete a long rest.
with some unique skills.
Choose 2 of the following skills: Acrobatics, Deception, Life Disruption Strikes
Sleight of Hand and Stealth. You gain proficiency in the Finally at 18th level, your attacks begin to take on a visage of
chosen skill, if you already have proficiency in a chosen skill, death as you strike.
you gain expertise in it instead (You add double your While in an area of dim light or darkness, your weapon
proficiency bonus to checks made with it) attacks deal an additional die of necrotic damage, and your
strikes against creatures marked by Sinister Strikes suffer
2d6 bonus damage, rather than 1d6 from that feature.
If you are at 4 or less blood points, your ravenous appetite
is enough to make you get desperate. Allowing this feature to
work even if you are not in dim light or darkness.
Dusk of Serenity
Sage Bloodline When you reach 18th level, you finally understand what
Magic is such a powerful thing... Given your unlimited makes blood magic flow. You learn a 5th level spell of your
lifespan, you were bound to start finding it curious, so why choice from the sorcerer or wizard spell list. You may
not start early! Using the blood that powers your entire being, exchange this spell for another upon completing a long rest.
you fuel dastardly spells to fulfill your dark needs and desires. Your spellcasting ability for this spell is whatever your
Vampire Modifier is.
Forbidden Arcana When you wish to cast this spell, you must expend 10 blood
When you choose this bloodline at 1st level, you begin to points.
understand the forbidden arts of magic. You learn 3 1st level
spells of your choice from the sorcerer or wizard spell list.
You may exchange these spells for other ones upon
completing a long rest.
Your spellcasting ability for these spells is whatever your
Vampire Modifier is.
When you wish to cast one of these spells, you must
expend blood points equal to twice the spells level.
Sage Skills
Upon reaching 3rd level, your bloodline begins to show itself
with some unique skills.
Choose 2 of the following skills: Arcana, Medicine, Nature
and Religion. 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)
Dark Arts
As you reach 6th level, your understanding of Blood Magic
begins to heighten. You learn 2 2nd level spells of your choice
from the sorcerer or wizard spell list. You may exchange
these spells for other ones upon completing a long rest.
Your spellcasting ability for these spells is whatever your
Vampire Modifier is.
When you wish to cast one of these spells, you must
expend 4 blood points.
Black Magic
As you reach 10th level, you begin to grow a deeper respect
for blood magic and what it can do for you. You learn 2 3rd
level spells of your choice from the sorcerer or wizard spell
list. You may exchange these spells for other ones upon
completing a long rest.
Your spellcasting ability for these spells is whatever your
Vampire Modifier is.
When you wish to cast one of these spells, you must
expend 6 blood points.
Shadow Spells
Beginning at 14th level, your magic begins to bubble and
fester, wanting to be unleashed. You learn 4th level spells of
your choice from the sorcerer or wizard spell list. You may
exchange these spells for other ones upon completing a long
rest.
Your spellcasting ability for these spells is whatever your
Vampire Modifier is.
When you wish to cast one of these spells, you must
expend 8 blood points.
Warlord Bloodline Techniques of Blood
Ferals are savage but combat is still something to respect... Upon choosing this bloodline at 1st level, you begin to
Warlords desire combat much like those of the Feral develop techniques to better be a skilled fighter.
bloodline, but they have a lot more grace and technique than You gain 2 Superiority Dice, which are d6's. You also learn
those sloppy brutes do. Armed with the finest equipment, 2 maneuvers of your choice from the battle master list. If a
they duel their foes, relishing when they finally face worthy maneuver requires a saving throw, your DC is equal to 8 +
opponents. Your Proficiency Bonus + Your choice of Strength or
Dexterity modifier.
You regain all expended superiority die upon completing a
short or long rest, and upon leveling up in this class, you may
exchange one maneuver you know for another.
Warriors Armory
Additionally upon choosing this bloodline at 1st level, you
gain proficiency in Martial weapons, Heavy Armor, and
Shields.
Warlord Skills
Upon reaching 3rd level, your bloodline begins to show itself
with some unique skills.
Choose 2 of the following skills: Acrobatics, Athletics,
Investigation and Persuasion. 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)
Growing Skill
Upon reaching 6th level, your fighting skills grow
considerably. You gain an additional superiority die, and they
grow to a d8. You learn one additional maneuver of your
choice.
Blood Soaked Combat
Once you reach 10th level, you begin to trade your blood for
further superiority over your foes. When you would expend a
superiority die to use a maneuver, you can instead expend 2
blood points.
Dead Paragon
Beginning at 14th level, your skills have further grown to be
something to behold. You gain an additioanl superiority die,
and they grow to a d10. You learn two additional maneuvers
of your choice.
Drink from the Warrior
Finally at 18th level, you learn how to drain from your foes in
the middle of intense combat. When a creature fails a saving
throw against one of your maneuvers, you gain 1 blood point.
You can not use this feature if you used Blood Soaked
Combat to use the maneuver.
Vampire Flaws Vampire Bane
Your weaknesses as a vampire define you... It's how strapping As a vampire grows in power, so does their weaknesses...
adventurers take you down when faced with your This is represented by your Vampire Bane.
overwhelming power. As mentioned previously, choose any Flaws will specify when they use your Vampire Bane die
number of flaws below (Your choices should reflect your (Typically for calculating damage).
backstory in some way) Your Vampire Bane die is a number of d4's equal to your
You may choose a number of Vampire Merits (Listed on the proficiency bonus. So if your proficiency bonus is 4, then your
next page) equal to the number of flaws you have. You must Bane die would be 4d4.
choose at least 3 flaws.
If you have an idea for a flaw that's not here, talk with your Running Water
DM to see how you two could work it out! If you end your turn in running water (Such as from a stream
If a flaw deals damage to you, you can not benefit from or rain) you suffer your Vampire Bane in acid damage.
immunity or resistance to the damage, or suffer vulnerability
from it (Unless it's apart of another flaw) Spice Allergy
Fear of Holy Speech Choose a common spice or food (Such as Garlic, Salt,
Pepper, Bread, ect) while within 15-feet of the chosen spice or
A creature within 60-feet of you who knows the Celestial food, you have disadvantage on all attack rolls, ability checks,
language can speak it on their turn (No action required) if you and saving throws.
can hear them, you suffer your Vampire Bane in radiant You may choose this flaw multiple times, choosing a
damage. different spice or food each time-to a maximum of three
A creature may damage you this way only once on each of times.
their turns. Your DM can rule that the chosen spice or food isn't
common enough in the particular setting.
Forbiddance
You cannot enter a residence without an invitation from one Sunlight Hyper-Sensitivity
of its occupants. Requires Sunlight Sensitivity Flaw
If you attempt to do so, you are shunted away and suffer You suffer your Vampire Bane in radiant damage whenever
your Vampire Bane in force damage. you start your turn in sunlight.
Holy Sensitivity Sunlight Sensitivity
You are vulnerable to radiant damage, and can never benefit You have disadvantage on all attack rolls and ability checks
from immunity or resistance to it. If you deal radiant damage while in sunlight.
to a creature in some way (Through class feature, spell, item
ect) you suffer the same amount of radiant damage you dealt. Stake to the Heart
Metal Allergy If a piercing weapon made of wood is driven into your heart
while you are incapacitated, you become paralyzed until it is
Choose one of the following types of metal: Copper, Gold, removed.
Iron, Platinum or Silver. If a creature critically hits on an attack roll against you with
Whenever you make contact with the chosen metal on your such a weapon, they may lodge it into your heart instead of
turn, you suffer your Vampire Bane in poison damage. This dealing damage.
contact damage may only be taken once per turn.
Weapons made of the metal deal bonus damage equal to Wealth Hatred
your Vampire Bane in poison damage against you.
You may choose this flaw multiple times, choosing a Choose one of the following wealth statuses: Rich or Poor.
different metal each time. You have disadvantage on attack rolls against creatures
who are considered the chosen wealth status, and while
Perfume Aversion within 60-feet of a creature who is of the chosen wealth
status, you have disadvantage on all ability checks and saving
You have disadvantage on attack rolls against any creature throws.
wearing perfume or carrying an open container of it. If you Work with your DM to decide what your Vampire considers
are within 15-feet of a source of perfume, you additionally to fall into each of these classes... Maybe your Vampire
have disadvantage on all ability checks and saving throws. considers anyone with less than 200 gold to be poor? Or they
classify poor as less than 15 gold, and rich to be more than
Reflection Envy 200 gold, with the inbetween being your average person.
No vampire can see their reflection, but you are hit especially
hard by this. Whenever you look into a surface that would
normally reveal your reflection (Such as still water or a
mirror) you suffer your Vampire Bane in psychic damage.
Vampire Merits Mist Travel
Obviously, being a vampire isn't all just flaws... There's You are able to pass through a space as narrow as 1 inch
strengths to it too, the sheer power that would actually make wide without squeezing. When you do so, you transform into
people seek out vampirism despite its potential flaws. mist.
Vampire merits are basically passive effects you possess due
to your unholy nature, and are entirely unaffiliated from your Skills of the Vampire
manifestations, and thus do not influence your current Blood You gain proficiency in 2 additional skills from the Vampire
Pool at all (Unless specified) skill list.
Among the Dead Spider Climb
Creatures with the undead type recognize you as their own, You gain a climbing speed equal to your walking speed. You
unless given a reason for provocation (Such as from you are able to move up, down, and across vertical surfaces and
attacking them, or being ordered by their master) they will be upside down along ceilings, while leaving your hands free.
neutral towards you.
Supernatural Speed
Dark Mind Your base walking speed increases by 5-feet, and you can
You have advantage on saving throws against being charmed dash as a bonus action on your turn.
or frightened. When you dash as a bonus action this way, you may not use
your action to dash.
Eyes of Night
You can see in dim light within 120-feet of you as if it were Supernatural Strength
bright light and in darkness as if it were dim light. You You count as one size larger when determining your carrying
discern colors in that darkness as shades of gray. capacity and the weight you can push, drag, or lift.
Hungering Bite Turn Immunity
Your fanged maw becomes a weapon. You may attack with Prerequisite: Turn Resistance
your bite when you take the attack action, its damage die is You are immune to effects that turn undead.
1d4 and it deals piercing damage. You may only make one
bite attack each turn. Turn Resistance
Your fangs have the finesse property. When you
successfully hit a creature with this attack, you may You have advantage on saving throws against effects that turn
immediately use your bonus action to feed from them as per undead.
your Bloodthirst ability.
When you reach 6th level in this class, this attack is Unholy Resilience
considered magical for the purposes of overcoming immunity You gain resistance to Cold and Necrotic damage.
and resistance.
When you reach 11th level in this class, this attacks Vampiric Claws
damage die increased to 2d4.
You gain the ability to use your hands as if they were claws.
In Tune with Humanity You may attack with these claws when you take the attack
action, their damage die is 1d6 and they deal slashing
Prerequisite: You do not have "In Tune with the Monster" damage.
The amount of blood drained from your Blood Pool at dusk Your claws have the finesse and light properties. When you
is decreased by 1. successfully hit a creature with your claws, you may grapple
Your Vampire Bane decreases by 1d4. them instead of dealing damage.
When you reach 6th level in this class, this attack is
In Tune with the Monster considered magical for the purposes of overcoming immunity
Prerequisite: You do not have "In Tune with Humanity" and resistance.
Your Blood Pool maximum increases by an amount equal When you reach 11th level in this class, this attacks
to your proficiency bonus. damage die increased to 2d6.
You are aware of the presence of all alive, blooded
creatures within 120-feet of you. This does not tell you their
exact location, but you know they are there and how many
there are.
Fearless Eyes
Unholy Manifestations Prerequisite: 5th Level
Below is a list of all of the Unholy Manifestations you are able As a bonus action and by expending 2 or more blood
to choose from. The rules for the Manifestations are points, your eyes become empowered. For the next hour, you
mentioned previously. can see through magical darkness and illusions.
If the illusion was cast at a higher level than the amount of
Animal Bond blood points you expended, you can not see through it.
As an action and by expending 1 blood point, you cast the
Speak with animals spell. Fetid Speech
Prerequisite: 9th Level
Beast Mask As an action and by expending 3 blood points, you cast
As an action and by expending 1 blood point, you may Speak with Dead.
shapechange into a bat or a wolf. You can not use equipment
while in either form, however you can use any feature you Memory Shaper
gain from this class while in them. Prerequisite: 13th Level
While you are a bat, you gain a flying speed equal to your As an action and by expending 10 or more blood points
normal forms base walking speed. (Maximum of 18) you may cast the Modify Memory spell on a
While you are a wolf, you are considered to always be creature you have charmed. They have disadvantage on their
under the effects of the dash action. saving throw against it.
For every hour you remain in one of these forms, you must For every 2 bloodpoints you spend, you cast it at a level
expend an additional blood point to remain in it, or the form higher than 5th (12 = 6th level, 14 = 7th level, ect)
ends. You revert to your true form if you die or end it early as
a bonus action. Minds Tricks
Charm As an action and by expending 2 blood points, you replicate
the effects of the Silent Image spell, using your vampire DC.
Prerequisite: 7th Level Beginning at 11th level, you may instead expend 6 blood
As an action and by expending 1 blood point, you may points to replicate the effects of the Major Image spell, also
attempt to magically charm a humanoid within 30-feet of you using your vampire DC.
who can see you. The creature must succeed on a Wisdom
saving throw or become charmed by you. If the target Misty Escape
succeeds, they cannot be charmed by this feature for 24
hours. Prerequisite: 9th Level
While charmed this way, the creature regards you as a When you are reduced to 0 HP, provided you are not under
trusted friend to be heeded and protected. Although the the effects of one of your vampire flaws, you may turn into a
creature isn't under your control, it takes your requests cloud of mist. If you can not turn into a cloud of mist or you
favorably, and is a willing target for your Bloodthirst ability. choose not to, you begin making death saving throws as
Each time you or one of your companions do anything normal.
harmful to the target, it can repeat the saving throw, ending While in mist form, you have a flying speed of 30-feet and
the effect on itself on a success. Otherwise, the effect lasts 1 are immune to all damage and conditions. If air can pass
hour or until you die, are on a different plane of existence through a space, you can too, but you can't pass through
than the target, or you take a bonus action to end the effect. water.
You may extend the duration of the charm on a creature by If you make it to your Resting Place within 2-hours of
1 hour by expending 1 point from your blood pool. becoming mist, you revert to your true form and become
stable. Regaining 1 hitpoint after an hour has passed. If you
Children of the Night can not make it to your Resting Place in time, you die.
As an action and by expending 3 blood points, you may call Predator
forth creatures of the night to come to your aid. 1d4 rounds
after using this feature, 2d4 swarms of bats or rats (Your Prerequisite: 11th Level
choice) come to your aid. As an action and by expending 1 blood point while in an
The swarms are your ally and remain for 1 hour. They area of dim light or darkness, you become Invisible. You
disperse early if you call a new swarm or if you dismiss them remain invisible until you step into an area of bright light or
(No action required) You can not use this feature if you are until you attack a creature.
affected by one of your Vampire flaws. While invisible from this feature, you can not be detected
by divination magic, and your movements make no sound.
Deaths Speed
As a bonus action you may expend a number of blood points
up to twice your proficiency bonus.
For each blood point expended, your speed increases by
10-feet for 1 minute.
Regeneration Unholy Heart
At the start of your turn, provided you have at least 1 hit As a bonus action you may expend a number of blood points
point, you may expend a blood point (No action required) if up to your proficiency bonus, for each point expended, your
you do so, you immediately recover your Vampire Bane in hit Constitution score and Constitution score maximum
points. increases by 1.
You can not use this feature if you suffered radiant damage This lasts a number of minutes equal to your level in this
or were under the detriments of one of your vampire flaws in class.
the past round.
Unholy Might
Skin Mask As a bonus action you may expend a number of blood points
As an action and by expending 1 blood point, you may up to your proficiency bonus, for each point expended, your
shapechange into a new humanoid form. You may choose all Strength score and Strength score maximum increases by 1.
the details of this form, their gender, height, weight, This lasts a number of minutes equal to your level in this
appearance, ect. Your statistics do not change however. class.
For every hour you remain in this shapechange, you must
expend an additional blood point to remain in it, or the form Unholy Sight
ends. You revert to your true form if you die or end it early as As a bonus action you may expend a number of blood points
a bonus action. up to your proficiency bonus, for each point expended, your
If you have spent a total of 250 hours over the course of 30 Wisdom score and Wisdom score maximum increases by 1.
days in a single form from this feature, it becomes a signature This lasts a number of minutes equal to your level in this
form. You still require to spend a blood point to enter the class.
form, but you can remain in that form for an unlimited
amount of time without spending additional blood points.
Unholy Speech
Spawn of Death As a bonus action you may expend a number of blood points
Prerequisite: 3rd Level up to your proficiency bonus, for each point expended, your
When you kill a creature using your Bloodthirst ability, you Charisma score and Charisma score maximum increases by
may choose to reanimate them. By expending 1 blood point, 1.
the creature will rise as a Zombie after 1d6 rounds. This lasts a number of minutes equal to your level in this
Undead raised this way obey your every command and last class.
for 24 hours before crumbling. If they are within your Resting
Place, this timer is suspended until they leave your Resting Unholy Wits
Place As a bonus action you may expend a number of blood points
When you reach certain levels in this class, you may up to your proficiency bonus, for each point expended, your
expend more blood points to raise stronger undead. Intelligence score and Intelligence score maximum increases
Level 5. 2 Blood Points, Shadow. by 1.
Level 9. 3 Blood Points, Ghoul. This lasts a number of minutes equal to your level in this
Level 13. 4 Blood Points, Wight. class.
Level 17. 5 Blood Points, Vampire Spawn.
Level 20. 24 Blood Points. The creature becomes a true Unkillable
vampire, they are not under your control in any way and will
not crumble. Either use the Vampire statblock or make them When you begin your turn with 0 HP, before making death
a 1st level Fable Vampire (Dm discretion) saving throws you may expend 1 blood point (No action
required) If you do so, you immediately recover 1 HP.
Unchained
As an action and by expending 3 blood points, you end an Vampires Invincibility
effect causing you to be Charmed or Frightened. As an action and by expending 6 blood points, you may
immediately regrow a lost limb or appendage.
Unholy Form
As a bonus action you may expend a number of blood points Vampyrs Hidden Path
up to your proficiency bonus, for each point expended, your As a bonus action, you may expend 1 blood point to teleport
Dexterity score and Dexterity score maximum increases by 1. to an unoccupied location within 30-feet of you.
This lasts a number of minutes equal to your level in this
class.
Legendary Traits
Here you will find the Legendary actions that only an
Vampire of the appropriate level can learn (If a Vampire
specific Legendary action requires 2 actions, you must be a
level 11 Vampire to know it for example)
Call Lair
Cost: 2 Actions
If you are within your resting place, you use a legendary
action available to it.
Flee Weakness
Cost: 1 Action
If you can see a vampire flaw, you may move up to twice
your speed without provoking attacks of opportunity. You
must end this movement further away from the flaw then you
started.
Light Snack
Cost: 1 Action
You use Bloodthirst on an eligible creature.
Soul Summon
Cost: 3 Actions
If you have the Soulthirst ability (Detailed below) then you
use Legions of the Damned.
Unholy Power
Cost: 2 Actions
You use a Vampiric manifestation that has a usage time of
1 action or bonus action.
VARIANT
Legions of the Damned
I want to make this completely clear so no one Any soul that you have within their soul sanctum can be
complains about how broken it is... This is summoned by you as an action, the souls use their statistics
completely optional and is ill advised to be used they had before death and are an ally to you, obeying your
for every vampire. The point of it is for people who every command and they are unable to be controlled by
want to be even more high powered, and the DM is anyone else by any means.
fine with it for the solo game in particular. You can summon a number of souls at once with this
Soulthirsting is meant to be a reference to feature equal to your vampire ability modifier (Minimum of 1).
Alucard from Hellsing Ultimate, and allows a player Despite the limit on summoning them at once, you can have
to replicate the sheer durability and army an indefinite amount of souls summoned from their soul
summoning he could achieve. sanctum via this feature.
Souls summoned this way are permanently freed if they
are reduced to 0 HP, and you can not re-add them to their
soul sanctum. You can dismiss any and all active souls as a
Soulthirst free action on their turn, doing so returns them to the
Everything you find on this page is completely optional, it is sanctum.
not something intended to be used for every Fable Vampire Summoned souls can not be healed by any means, and
and a vampire with these features will be extraordinarily while inactive in the soul sanctum, they recover health at a
more powerful than normal, even by Fable standards. rate of 1 HP per 24 hours.
Soulthirst is a feature in which a vampire can consume the
souls of those they kill, storing them within a reservoir known Siphon Soul
as the Soul Sanctum. Vampires who use and abuse the soul Finally, using the Soul Sanctum you are able to achieve a
sanctum are almost entirely evil. Because while drinking visage of true immortality and invincibility. At any time and
blood is still a hostile thing, a vampire could still maintain regardless of current circumstances you may permanently
their morality and goodness while doing it since it's out of destroy a soul within your sanctum, doing so causes you to
survival... But using the soul sanctum involves inprisoning recover HP equal to the souls current HP within the
and destroying souls permanently, it is undoubtedly an evil sanctum, regenerate all missing limbs or body parts you may
thing. possess, and you may end any conditions on yourself.
The Soulthirst is something exceedingly rare as it is You may even use this feature when dead, causing you to
powerful, less than 0.1% of vampires possess it, and a large return to life. To do so there must be at least a scrap of your
majority don't even know it exists (Even the most seasoned of body remaining, no matter how small. You return to life from
vampire hunters may be unaware of the soulthirst) that scrap, regenerating your body in full. An example of
So with that in mind... How does someone even get the which you could not return to life from are being burned to a
Soulthirst? Well, remember how it was earlier mentioned that crisp or being disintegrated.
a way to become a vampire was a kiss of true love from a Paranoid soulthirst vampires could theoretically tear off a
succubus? Well, to get the Soulthirst, a mortal must receive a finger and hide it away somewhere, so if something does
kiss of true love from a succubus queen (Such as Malcanthet) destroy their true body, they could regenerate from the finger
Needless to say that is borderline impossible, to achieve or other body part they hid away.
genuine love with a queen of lust... But some mortals have
managed it before, and those mortals became vampires with True Weakness
the Soulthirst.
This is something to work out with the DM. But every
Soul Sanctum soulthirst vampire has a very unique and strange weakness
that renders them unable to call on their soul sanctum.
If you kill a humanoid with your bloodthirst ability, you can The weakness tends to be extremely specific and difficult
consume their soul too, adding them to an endless pit within to figure out... Perhaps your true weakness is for someone to
yourself known as the soul sanctum. A vampires soul sing a specific song in a specific language, or to be struck in
sanctum can have an unlimited number of souls in it. Souls the knee by a spike made of adamantine.
within the soul sanctum can not be resurrected by any means When exposed to your true weakness, you can not access
short of a wish spell or divine intervention, upon which they your soul sanctum in any way until a minute has passed
are freed from the sanctum. without you being exposed to your true weakness.(Meaning
Beginning at 10th level, you do not need to kill a creature no healing, and if you die while unable to access your soul
directly to consume their soul. By consuming a hit die worth sanctum, you will not be able to use your soul sanctum to
of blood from a humanoid that has died within the past 24 revive yourself)
hours, you consume their soul and add them to the soul
sanctum.
Credits and Thanks!
Artist Credit Patron Thanks!
I am no artist, just someone with a lot of homebrew ideas and This homebrew was supported for by my patrons on
a vague ability in graphic design. All artwork I use in this https://www.patreon.com/Zellorea. If you wish to support me
document is credited below, please show respects to the or encourage me to make more things like this or update this
artist and if the original artist sees this and feels I did not in the future, that's the best way to do it!
properly credit them/does not wish for their artwork to be A thank you to my current supporting patrons! Their
used, contact me at u/Zellorea and I will rectify this as soon names are listed below as a show of my immense
as possible. appreciation towards them.
Cover page art by jch15jch15 on Deviantart! Savior: Amelia Strange
Art on 3rd page by Edcel Mendoza on Artstation! Renowned Hero: InsaneInsanity
Art on 5th page by Natitorn Poungtawai on Artstation! Mercenary: Deathknight
Art on Feral subclass page by Atreon on Deviantart! Folk Hero: Nate Meyer
Art on Noble subclass page by Depingo on Deviantart!
(Made for Magic the Gathering so it is owned by WotC)
Art on Phantom subclass page by FASSLAYER on
Deviantart!
Art on Sage subclass page by Chirun on Deviantart!
Art on Warlord subclass page by David Escribano Herrero
on Artstation!

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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