A New Power Level

You may have looked at both the title of whatever I posted this in, and the title of this document and general and just been met with a bit of confusion... What the hell is a Fable... Whatever? What's the point of having that previous title? Why not just call it Vampire or whatever the class is called after saying Fable? Well that's for important reason... Because Fable is a new tier of class I'll be using to distinguish this homebrew from regular classes.

Unintended for Party Play

You should not use this class if you are apart of a party (Aka a group of other players who want to play their own characters). The only scenario in which this may be suitable for party play is if every character at the table is using a Fable class (Which is not something I would recommend to the DM but hey, you do you)

The Fable subset of classes is one intended for solo play, aka one player and one DM at a table. This is also meant to be used in conjunction with my Legendary Player Characters document that adds a lot of power to solo play in general.

If you like this class for solo play but not the other stuff in Legendary Player Characters, then that's no problem! Just remove the mentions of legendary actions and legendary ability score improvements from this document!

Legendary Player Characters

As previously mentioned, this class is intended to be used in tandem with the Legendary Player Characters document, and as such refers to legendary actions and legendary feats.

The rules for Legendary Actions won't be listed here in this class, those can all be found from the document linked below, as can all of the legendary feats.


What's the Point?

What's the point of having special classes designed only for solo play? You've already made every official class workable in a solo play setting, why not just expand on those instead of making these... Fable classes?

The reason behind that is well... For one the other classes will still be receiving work and adjustments obviously, but Fable Classes intend to fulfill a new power fantasy.

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 power fantasies that traditional D&D simply cannot fill... Of course normal D&D can't fill it for obvious reasons-it doesn't want to detract from the rest of the party.

Additionally, every Fable class will have a feature related to creating a Lair and then at a later level will gain the ability to have Lair Actions.

Finally every Fable follows a unique Flaws and Merits system that allows you to customize your Fable characters strengths and weaknesses.

Being a Fable

This isn't just a typical class one can take because it's strong or because it fits their build... Being a Fable defines a characters very being, and should not be shoved off to the wayside.

  • Fable classes can not be taken after level 1, meaning you can not multiclass them (If your first class was a Fable one then you could multiclass into non-Fable ones as normal)

  • If you become a Fable class via some method in RP (Such as a high level wizard succeeding in a Lichdom ritual) then replace all of your current class levels with that of the 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

He would find her... No matter the cost, no matter if he had to tear heaven out of hell just to find her bones. Tatyana was his and his alone, that is what the eldest vampire knew as he stood above his dark domain.

The family sits about their bloodsoaked table, idly chatting and laughing amongst each other. All of them grow silent as the chef comes out with todays meal: A squirming and gagged half-elf on a silver platter. Each one salivates at this rare morsel of hybrid blood, as they prepare to dig in...

Someone was there... She knew there was. Stalking in the shadows, within the streets. She quickened her pace and tripped over her own feet. A well dressed gentleman catches her arm and gruffs about how she should be more careful... She's too busy apologizing to register when he lunges for her neck.

Vampires are creatures of the night, undead who can be both eloquent and bestial depending on the person in particular.

Blood is All

The power of a vampire is what they hunger for most: Blood. 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 feats of power.

Creating a Fable Vampire

The vampire fantasy is one that many people love and it's one that many also may look to D&D to fulfill. This class intends to fill that fantasy by offering a much more unique and in depth vampire than 5e's fairly bland one puts forth.


Unholy Origins

Vampires, while being undead, are not at all like what most people think of when they think undead. They aren't no zombie or skeleton that a necromancer can raise, they are intelligent, they are sentient... They could be among you.

The most common way people say to become a vampire is to have one turn you, but in reality, most of the time someone is turned they don't actually become the vampire people think of... They become a vampire spawn, or just some simple mindless undead. Nevertheless they are completely under the control of the one who sired them.

So how does one become a true vampire exactly? Well, there's a ritual true vampires can perform to turn a mortal into another true vampire, but most do not as it is more competition. Another way is if a vampire spawn has their sire die... The spawn will be left famished, no less than a mere beast for a time... But if they survive long enough, they will become a true vampire like their master.

Then there's the unknown method people do not know of... The kiss of love from a succubus. When succubi kiss someone, they do so with coldness, to drain their lifeforce... But if a succubus truly loves a humanoid and they kiss them? Their kiss will turn the person into a true vampire.

Quick Build

First make your highest ability score Dexterity, then your choice of Intelligence or Charisma. Take the hermit background.

Choose the Sunlight Sensitivity, Sunlight Hyper-Sensitivity, Running Water and Forbiddance vampire flaws.

Finally choose the Among the Dead, Hungering Bite, Spider Climb, and Vampiric Claws vampire merits.

Fable Vampire
Level Proficiency
Bonus
Blood
Pool
Features Manifestations
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

Class Features

Your Class gains the following features

Hit Points


  • Hit Dice: 2d8
  • Hit Points at 1st Level: 16 + your Constitution modifier
  • Hit Points at Higher Levels: 2d8 (or 10) + your Constitution modifier per Vampire level after 1st.

Proficiencies


  • Armor: Light Armor, Medium Armor
  • Weapons: Simple Weapons, Longswords, Rapiers, Shortswords
  • Tools: None

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose two from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) 2 Simple melee weapons or (b) 1 simple ranged weapon and 20 ammunition for it.
  • (a) Leather Armor
  • (a) a pack relevant to the class or (b) an explorer's pack
  • Any other items relevant to the class
Vampire DC

Various points in this document will refer to your Vampire DC. Choose either Intelligence or Charisma, whichever one you chose is what you use for your Vampire DC.

Vampire DC = 8 + Proficiency Bonus + Chosen Ability Score Modifier.

Your Chosen Ability Score is also your Vampire Ability Score. You'll use it for attack rolls if an ability specifies it uses your Vampire ability score.

Bloodthirst

Upon choosing this class at 1st level, you gain a thirst for blood that demands to be sated. You gain a Blood Pool equal to the amount shown in the class table.

At every Dusk, your Blood Pool depletes by an amount equal to your proficiency bonus. If there is not enough blood in the pool to be depleted, then it depletes the remaining amount and you gain a level of exhaustion every 12 hours until you sate your remaining thirst. This exhaustion can not be removed by any means except drinking blood.

To sate your thirst, you must drink the blood of other creatures. As an action you may begin to drink the blood of a 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 one of its hit die, losing Max HP equal to the amount rolled. Each time this occurs, your Blood Pool replenishes by 1. Max HP lost this way is recovered once they recover the hit die expended (Reminder: Long resting recovers half of your maximum hit die)

If the creature can not roll anymore hit die, your Blood Pool won't replenish by draining from them, but they still suffer the Max HP decrease. If a creatures max HP is reduced to 0 from this feature, they die.

From dead creatures, they have half of their maximum hit die remaining, and you can only drain that amount from them for your blood pool.

If you drink from a creature while your blood pool is full, you instead regain an expended hit die. If you have no expended hit die, you recover HP equal to the amount the 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


Dark Bloodline

Finally at 1st level, your bloodline of darkness courses through to the surface. Choose one of the Bloodlines listed at the end of this document.

  • Feral Bloodline: Page 8

  • Noble Bloodline: Page 9

  • Phantom Bloodline: Page 10

  • Sage Bloodline: Page 11

  • Warlord Bloodline: Page 12

Vampire Traits

It's not listed in any of the 1st level features, but as a Fable Vampire, you gain the Undead creature type in addition to humanoid. You gain the following effects:

  • You are affected by anything that would affect either of your creature types, but healing that does not work on undead still does not work on you

  • Surfaces that would display reflections normally do not for you. You also do not have a shadow.

  • You do not need to eat or drink normal food. You do not age, can not be aged magically, and can not die of old age.

Unholy Manifestations

Upon reaching 2nd level in this class, you begin to be able to subject your will onto the world around you. This is represented by your Unholy Manifestations. The various manifestations and what they do are detailed later in this document.

You know a number of manifestations equal to the amount shown in the class table, you may learn any you meet the prerequisites for. Upon leveling up in this class, you may exchange one manifestation you know for another you meet the prerequisites for.

Manifestations are vampire powers that require a more active touch. They are similar to vampire merits in a sense of being benefits, a good example of what would be a manifestation is a vampires shapeshifting or their charm feature.

Manifestations often consume blood from a vampires Blood pool, so while the manifestations are incredibly powerful, it does make the vampire hungrier faster... It also means that a starving vampire is a weak one, as they are unable to wield their manifestations in battle.

  • The list of Manifestations begins on Page 15.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Alternatively, you can choose a feat (see Chapter 6 for a list of feats).

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 Legendary Feat, which are listed in the Legendary Player Characters document.

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.


Resting Place

Once you reach 9th level, you are able to designate your resting place. Over the course of 7-days, you may perform a ritual over a small/moderately sized location (Up to DM discretion what is allowed). The ritual requires you to take a long rest in the location each of the seven days. Examples of fitting locations would be a small crypt or graveyard, a decrepit manor, a rundown temple that was important to you, or something similar.

The chosen location becomes your resting place. The location designated as your resting place and the area surrounding it within 300-feet are unable to be consecrated as per the Hallow spell.

Short and Long rests you take within your resting place complete in half the amount of time they normally would, and you are immune to scrying effects and other such divination magic while within your resting place.

You may choose up to two of the following effects, the location and the area within 300-feet of your resting place take on the chosen effects:

  • Wolves, bats, rats and other vermin are noticeably more plentiful around your lair, liking to take up home there.

  • Plants within the range wither, and their stems and branches become twisted and thorny.

  • Shadows cast within the range seem abnormally gaunt and sometimes move as if they were alive.

  • A creeping fog clings to the ground within range. Occasionally the fog takes eerie forms of your choice, such as grasping claws or writhing serpents.

If you declare a new location to be your resting place, the old one loses all of these effects after 1 day has passed. If you die, these effects fade over the course of 2d6 days.

Latent Blood

Once you reach 11th level, you begin to have a backup storage of blood in case of emergency. You have a number of Latent Blood points equal to your proficiency bonus.

When you would use a point from your Blood Pool to fuel an Unholy Manifestation, you may instead use one of your Latent Blood points.

Whenever you finish a long rest, you regain 1 expended latent blood point.

Lair Actions

Upon reaching 13th level, your resting place offers you far more capabilities than one could expect. While within your resting places area, you may take Lair Actions. When creating your resting place, choose 3 of the options listed below.

Every round at Initiative Count 20, you may choose one of the selected options and have its effects trigger. You may not select the same lair action two rounds in a row.

You may change your resting places active Lair Actions as apart of a long rest.

Animate Shadow. You animate the shadow to rise against the owner. Target a creature you can see that has a shadow within your lair, the target must succeed on a Charisma saving throw against your Vampire DC or have its shadow detach from it.

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.


Ravenous Appetite

Beginning at 15th level, you have been drinking from your prey for so long that you've gotten... Scarily good at it. Whenever you drink from a creature as per your Bloodthirst ability, you are instead able to drink two hit die at once rather than only one.

This ability functions with the Hungering Bite Vampire Merit if you possess it.

You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.

Vampire Lord

Finally at 20th level, you have reached a level beyond any mere true vampire... You are a vampire lord. You gain the following benefits:

  • Whenever you complete a long rest in your Resting Place, you gain temporary hit points equal to half your hit point maximum.

  • Whenever you use a lair action, you may instead choose to use two at the same time. If you do so, you can not take a bonus action on your next turn.

  • You do not die as a result of reaching 6 levels of exhaustion.

Feral Bloodline

An ancient beast stirs within your blood... You are not the picture perfect representation of class and wealth that a lot of people tend to associate vampires with... You are a savage brute who seeks to tear your victims to shreds and feast on them like an animal.

Restraint Level

Upon choosing this archetype at 1st level, you begin to unshackle the restraints of your vampirism.

As a bonus action on your turn, you may unlock a restraint level. You have a total number of restraint levels equal to your 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 your current restraint level unlocked:

  • Your Vampire Bane is increased by an amount of d4's equal to twice your current restraint level. This only applies for your vampire bane dealing damage to you.

  • You suffer a penalty on saving throws against your vampire flaws equal to twice your current restraint level.

  • Your AC is increased by an amount equal to your current restraint level.

  • Your movement speeds increase by an amount equal to 5 x Your current restrain level.

  • When you take the attack action on your turn, you may make an additional number of attacks equal to one third of your restrain level (Rounded down)

  • Manifestations you use cost 1 less blood point to activate (Minimum of 1. If your restraint level is 4 or greater, this minimum becomes 0)

Feral Skills

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.


Beasts Endurance

Starting at 10th level, your unlocked power grants stronger skin. Provided you have at least 1 restraint level unlocked, you have resistance to nonmagical bludgeoning, piercing and slashing damage.

If you already have resistance to one of the damage types, this feature turns that resistance into nonmagical immunity.

Unleashed Merits

When you reach 14th level, you begin to be able to take on the aspects of other vampires. When you unlock a new restraint level, you may gain the benefits of a Vampire Merit of your choice until you no longer have that restraint level unlocked.

When Hope Is Lost

Finally at 18th level, you are able to achieve the true apex of vampire kind... As an action on your turn and by reducing your HP to 1, you may immediately become your max restraint level. You gain the following benefits:

  • You are immune to all damage, suffering damage from a vampire flaw or being exposed to one nullifies this immunity until the end of your next turn.

  • Manifestations have their cost reduced to 0. If the manifestation scales off of points spent, you are considered to have spent an amount equal to your proficiency bonus.

  • Your Blood Pool no longer has a maximum, and can hold an infinite amount of points.

  • If a blooded creature dies within 1 mile of you, you gain 1 blood point.

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. After exiting this state, you can not use it again until 1 week has passed.

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

You are a predator through and through... You don't need to be a savage beast, you don't need lies and wits... You don't need magic and you certainly don't need blades. You lay within the shadows, stalking your prey for the time they are least prepared...

Sinister Strikes

Beginning at 1st level, you begin to mark your prey. As a bonus action on your turn, you may mark a creature within 60-feet of you as your prey. You have advantage on checks made to track your prey, and when you successfully damage your prey with a weapon attack, you deal 1d6 bonus necrotic damage.

The mark lasts for 24 hours or until the creature is slain.

You may use this feature a number of times equal to your proficiency bonus, regaining all expended uses upon completing a long rest.

Phantom Skills

Upon reaching 3rd level, your bloodline begins to show itself with some unique skills.

Choose 2 of the following skills: Acrobatics, Deception, Sleight of Hand and Stealth. 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)


Skulk

Once you reach 6th level, you become more adept at dipping in and out of the shadows. While in an area of dim light or darkness, you can take the hide action as a bonus action.

Additionally while in dim light or darkness, all of your speeds increase by 10-feet.

Blood to Darkness

Once you reach 10th level, you begin to spread darkness as you move. As an action and by expending at least one blood point, you may dispel all light within 120-feet of you.

If the light is magical, it is not dispelled if it is cast at a higher level than the number of blood points you spent.

Darkness to Blood

Beginning at 14th level, you begin to convert the shadows to that which you so crave. While in an area of dim light or darkness, you may gulp down the shadows as an action, regaining all expended Latent Blood Points.

Once you use this feature, you may not do so again until you complete a long rest.

Life Disruption Strikes

Finally at 18th level, your attacks begin to take on a visage of death as you strike.

While in an area of dim light or darkness, your weapon 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.

Sage Bloodline

Magic is such a powerful thing... Given your unlimited lifespan, you were bound to start finding it curious, so why not start early! Using the blood that powers your entire being, you fuel dastardly spells to fulfill your dark needs and desires.

Forbidden Arcana

When you choose this bloodline at 1st level, you begin to 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.

Dusk of Serenity

When you reach 18th level, you finally understand what makes blood magic flow. You learn a 5th level spell of your choice from the sorcerer or wizard spell list. You may exchange this spell for another upon completing a long rest.

Your spellcasting ability for this spell is whatever your Vampire Modifier is.

When you wish to cast this spell, you must expend 10 blood points.

Warlord Bloodline

Ferals are savage but combat is still something to respect... Warlords desire combat much like those of the Feral bloodline, but they have a lot more grace and technique than those sloppy brutes do. Armed with the finest equipment, they duel their foes, relishing when they finally face worthy opponents.


Techniques of Blood

Upon choosing this bloodline at 1st level, you begin to develop techniques to better be a skilled fighter.

You gain 2 Superiority Dice, which are d6's. You also learn 2 maneuvers of your choice from the battle master list. If a maneuver requires a saving throw, your DC is equal to 8 + 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

Your weaknesses as a vampire define you... It's how strapping adventurers take you down when faced with your overwhelming power. As mentioned previously, choose any number of flaws below (Your choices should reflect your backstory in some way)

You may choose a number of Vampire Merits (Listed on the next page) equal to the number of flaws you have. You must choose at least 3 flaws.

If you have an idea for a flaw that's not here, talk with your DM to see how you two could work it out!

If a flaw deals damage to you, you can not benefit from immunity or resistance to the damage, or suffer vulnerability from it (Unless it's apart of another flaw)

Fear of Holy Speech

A creature within 60-feet of you who knows the Celestial language can speak it on their turn (No action required) if you can hear them, you suffer your Vampire Bane in radiant damage.

A creature may damage you this way only once on each of their turns.

Forbiddance

You cannot enter a residence without an invitation from one of its occupants.

If you attempt to do so, you are shunted away and suffer your Vampire Bane in force damage.

Holy Sensitivity

You are vulnerable to radiant damage, and can never benefit from immunity or resistance to it. If you deal radiant damage to a creature in some way (Through class feature, spell, item ect) you suffer the same amount of radiant damage you dealt.

Metal Allergy

Choose one of the following types of metal: Copper, Gold, Iron, Platinum or Silver.

Whenever you make contact with the chosen metal on your turn, you suffer your Vampire Bane in poison damage. This contact damage may only be taken once per turn.

Weapons made of the metal deal bonus damage equal to your Vampire Bane in poison damage against you.

You may choose this flaw multiple times, choosing a different metal each time.

Perfume Aversion

You have disadvantage on attack rolls against any creature wearing perfume or carrying an open container of it. If you are within 15-feet of a source of perfume, you additionally have disadvantage on all ability checks and saving throws.

Reflection Envy

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 Bane

As a vampire grows in power, so does their weaknesses... This is represented by your Vampire Bane.

Flaws will specify when they use your Vampire Bane die (Typically for calculating damage).

Your Vampire Bane die is a number of d4's equal to your proficiency bonus. So if your proficiency bonus is 4, then your Bane die would be 4d4.

Running Water

If you end your turn in running water (Such as from a stream or rain) you suffer your Vampire Bane in acid damage.

Spice Allergy

Choose a common spice or food (Such as Garlic, Salt, Pepper, Bread, ect) while within 15-feet of the chosen spice or food, you have disadvantage on all attack rolls, ability checks, and saving throws.

You may choose this flaw multiple times, choosing a different spice or food each time-to a maximum of three times.

Your DM can rule that the chosen spice or food isn't common enough in the particular setting.

Sunlight Hyper-Sensitivity

Requires Sunlight Sensitivity Flaw

You suffer your Vampire Bane in radiant damage whenever you start your turn in sunlight.

Sunlight Sensitivity

You have disadvantage on all attack rolls and ability checks while in sunlight.

Stake to the Heart

If a piercing weapon made of wood is driven into your heart while you are incapacitated, you become paralyzed until it is removed.

If a creature critically hits on an attack roll against you with such a weapon, they may lodge it into your heart instead of dealing damage.

Wealth Hatred

Choose one of the following wealth statuses: Rich or Poor.

You have disadvantage on attack rolls against creatures who are considered the chosen wealth status, and while within 60-feet of a creature who is of the chosen wealth status, you have disadvantage on all ability checks and saving throws.

Work with your DM to decide what your Vampire considers to fall into each of these classes... Maybe your Vampire 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 200 gold, with the inbetween being your average person.

Vampire Merits

Obviously, being a vampire isn't all just flaws... There's strengths to it too, the sheer power that would actually make people seek out vampirism despite its potential flaws. Vampire merits are basically passive effects you possess due to your unholy nature, and are entirely unaffiliated from your manifestations, and thus do not influence your current Blood Pool at all (Unless specified)

Among the Dead

Creatures with the undead type recognize you as their own, unless given a reason for provocation (Such as from you attacking them, or being ordered by their master) they will be neutral towards you.

Dark Mind

You have advantage on saving throws against being charmed or frightened.

Eyes of Night

You can see in dim light within 120-feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness as shades of gray.

Hungering Bite

Your fanged maw becomes a weapon. You may attack with your bite when you take the attack action, its damage die is 1d4 and it deals piercing damage. You may only make one bite attack each turn.

Your fangs have the finesse property. When you successfully hit a creature with this attack, you may immediately use your bonus action to feed from them as per your Bloodthirst ability.

When you reach 6th level in this class, this attack is considered magical for the purposes of overcoming immunity and resistance.

When you reach 11th level in this class, this attacks damage die increased to 2d4.

In Tune with Humanity

Prerequisite: You do not have "In Tune with the Monster"

The amount of blood drained from your Blood Pool at dusk is decreased by 1.

Your Vampire Bane decreases by 1d4.

In Tune with the Monster

Prerequisite: You do not have "In Tune with Humanity"

Your Blood Pool maximum increases by an amount equal to your proficiency bonus.

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.


Mist Travel

You are able to pass through a space as narrow as 1 inch wide without squeezing. When you do so, you transform into mist.

Skills of the Vampire

You gain proficiency in 2 additional skills from the Vampire skill list.

Spider Climb

You gain a climbing speed equal to your walking speed. You are able to move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.

Supernatural Speed

Your base walking speed increases by 5-feet, and you can dash as a bonus action on your turn.

When you dash as a bonus action this way, you may not use your action to dash.

Supernatural Strength

You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Turn Immunity

Prerequisite: Turn Resistance

You are immune to effects that turn undead.

Turn Resistance

You have advantage on saving throws against effects that turn undead.

Unholy Resilience

You gain resistance to Cold and Necrotic damage.

Vampiric Claws

You gain the ability to use your hands as if they were claws. You may attack with these claws when you take the attack action, their damage die is 1d6 and they deal slashing damage.

Your claws have the finesse and light properties. When you successfully hit a creature with your claws, you may grapple them instead of dealing damage.

When you reach 6th level in this class, this attack is considered magical for the purposes of overcoming immunity and resistance.

When you reach 11th level in this class, this attacks damage die increased to 2d6.

Unholy Manifestations

Below is a list of all of the Unholy Manifestations you are able to choose from. The rules for the Manifestations are mentioned previously.

Animal Bond

As an action and by expending 1 blood point, you cast the Speak with animals spell.

Beast Mask

As an action and by expending 1 blood point, you may shapechange into a bat or a wolf. You can not use equipment while in either form, however you can use any feature you gain from this class while in them.

While you are a bat, you gain a flying speed equal to your normal forms base walking speed.

While you are a wolf, you are considered to always be under the effects of the dash action.

For every hour you remain in one of these forms, you must expend an additional blood point to remain in it, or the form ends. You revert to your true form if you die or end it early as a bonus action.

Charm

Prerequisite: 7th Level

As an action and by expending 1 blood point, you may attempt to magically charm a humanoid within 30-feet of you who can see you. The creature must succeed on a Wisdom saving throw or become charmed by you. If the target succeeds, they cannot be charmed by this feature for 24 hours.

While charmed this way, the creature regards you as a trusted friend to be heeded and protected. Although the creature isn't under your control, it takes your requests favorably, and is a willing target for your Bloodthirst ability.

Each time you or one of your companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 1 hour or until you die, are on a different plane of existence than the target, or you take a bonus action to end the effect.

You may extend the duration of the charm on a creature by 1 hour by expending 1 point from your blood pool.

Children of the Night

As an action and by expending 3 blood points, you may call forth creatures of the night to come to your aid. 1d4 rounds after using this feature, 2d4 swarms of bats or rats (Your choice) come to your aid.

The swarms are your ally and remain for 1 hour. They disperse early if you call a new swarm or if you dismiss them (No action required) You can not use this feature if you are affected by one of your Vampire flaws.

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.

Fearless Eyes

Prerequisite: 5th Level

As a bonus action and by expending 2 or more blood points, your eyes become empowered. For the next hour, you can see through magical darkness and illusions.

If the illusion was cast at a higher level than the amount of blood points you expended, you can not see through it.

Fetid Speech

Prerequisite: 9th Level

As an action and by expending 3 blood points, you cast Speak with Dead.

Memory Shaper

Prerequisite: 13th Level

As an action and by expending 10 or more blood points (Maximum of 18) you may cast the Modify Memory spell on a creature you have charmed. They have disadvantage on their saving throw against it.

For every 2 bloodpoints you spend, you cast it at a level higher than 5th (12 = 6th level, 14 = 7th level, ect)

Minds Tricks

As an action and by expending 2 blood points, you replicate the effects of the Silent Image spell, using your vampire DC.

Beginning at 11th level, you may instead expend 6 blood points to replicate the effects of the Major Image spell, also using your vampire DC.

Misty Escape

Prerequisite: 9th Level

When you are reduced to 0 HP, provided you are not under the effects of one of your vampire flaws, you may turn into a cloud of mist. If you can not turn into a cloud of mist or you choose not to, you begin making death saving throws as normal.

While in mist form, you have a flying speed of 30-feet and are immune to all damage and conditions. If air can pass through a space, you can too, but you can't pass through water.

If you make it to your Resting Place within 2-hours of becoming mist, you revert to your true form and become stable. Regaining 1 hitpoint after an hour has passed. If you can not make it to your Resting Place in time, you die.

Predator

Prerequisite: 11th Level

As an action and by expending 1 blood point while in an area of dim light or darkness, you become Invisible. You remain invisible until you step into an area of bright light or until you attack a creature.

While invisible from this feature, you can not be detected by divination magic, and your movements make no sound.

Regeneration

At the start of your turn, provided you have at least 1 hit point, you may expend a blood point (No action required) if you do so, you immediately recover your Vampire Bane in hit points.

You can not use this feature if you suffered radiant damage or were under the detriments of one of your vampire flaws in the past round.

Skin Mask

As an action and by expending 1 blood point, you may shapechange into a new humanoid form. You may choose all the details of this form, their gender, height, weight, appearance, ect. Your statistics do not change however.

For every hour you remain in this shapechange, you must expend an additional blood point to remain in it, or the form ends. You revert to your true form if you die or end it early as a bonus action.

If you have spent a total of 250 hours over the course of 30 days in a single form from this feature, it becomes a signature form. You still require to spend a blood point to enter the form, but you can remain in that form for an unlimited amount of time without spending additional blood points.

Spawn of Death

Prerequisite: 3rd Level

When you kill a creature using your Bloodthirst ability, you may choose to reanimate them. By expending 1 blood point, the creature will rise as a Zombie after 1d6 rounds.

Undead raised this way obey your every command and last for 24 hours before crumbling. If they are within your Resting Place, this timer is suspended until they leave your Resting Place

When you reach certain levels in this class, you may expend more blood points to raise stronger undead.

Level 5. 2 Blood Points, Shadow.

Level 9. 3 Blood Points, Ghoul.

Level 13. 4 Blood Points, Wight.

Level 17. 5 Blood Points, Vampire Spawn.

Level 20. 24 Blood Points. The creature becomes a true vampire, they are not under your control in any way and will not crumble. Either use the Vampire statblock or make them a 1st level Fable Vampire (Dm discretion)

Unchained

As an action and by expending 3 blood points, you end an effect causing you to be Charmed or Frightened.

Unholy Form

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Dexterity score and Dexterity score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.


Unholy Heart

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Constitution score and Constitution score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.

Unholy Might

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Strength score and Strength score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.

Unholy Sight

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Wisdom score and Wisdom score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.

Unholy Speech

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Charisma score and Charisma score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.

Unholy Wits

As a bonus action you may expend a number of blood points up to your proficiency bonus, for each point expended, your Intelligence score and Intelligence score maximum increases by 1.

This lasts a number of minutes equal to your level in this class.

Unkillable

When you begin your turn with 0 HP, before making death saving throws you may expend 1 blood point (No action required) If you do so, you immediately recover 1 HP.

Vampires Invincibility

As an action and by expending 6 blood points, you may immediately regrow a lost limb or appendage.

Vampyrs Hidden Path

As a bonus action, you may expend 1 blood point to teleport to an unoccupied location within 30-feet of you.

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

I want to make this completely clear so no one complains about how broken it is... This is completely optional and is ill advised to be used for every vampire. The point of it is for people who want to be even more high powered, and the DM is fine with it for the solo game in particular.

Soulthirsting is meant to be a reference to Alucard from Hellsing Ultimate, and allows a player to replicate the sheer durability and army summoning he could achieve.

Soulthirst

Everything you find on this page is completely optional, it is not something intended to be used for every Fable Vampire and a vampire with these features will be extraordinarily more powerful than normal, even by Fable standards.

Soulthirst is a feature in which a vampire can consume the souls of those they kill, storing them within a reservoir known as the Soul Sanctum. Vampires who use and abuse the soul sanctum are almost entirely evil. Because while drinking blood is still a hostile thing, a vampire could still maintain their morality and goodness while doing it since it's out of survival... But using the soul sanctum involves inprisoning and destroying souls permanently, it is undoubtedly an evil thing.

The Soulthirst is something exceedingly rare as it is powerful, less than 0.1% of vampires possess it, and a large majority don't even know it exists (Even the most seasoned of vampire hunters may be unaware of the soulthirst)

So with that in mind... How does someone even get the Soulthirst? Well, remember how it was earlier mentioned that a way to become a vampire was a kiss of true love from a succubus? Well, to get the Soulthirst, a mortal must receive a kiss of true love from a succubus queen (Such as Malcanthet)

Needless to say that is borderline impossible, to achieve genuine love with a queen of lust... But some mortals have managed it before, and those mortals became vampires with the Soulthirst.

Soul Sanctum

If you kill a humanoid with your bloodthirst ability, you can consume their soul too, adding them to an endless pit within yourself known as the soul sanctum. A vampires soul sanctum can have an unlimited number of souls in it. Souls within the soul sanctum can not be resurrected by any means short of a wish spell or divine intervention, upon which they are freed from the sanctum.

Beginning at 10th level, you do not need to kill a creature directly to consume their soul. By consuming a hit die worth of blood from a humanoid that has died within the past 24 hours, you consume their soul and add them to the soul sanctum.


Legions of the Damned

Any soul that you have within their soul sanctum can be summoned by you as an action, the souls use their statistics they had before death and are an ally to you, obeying your every command and they are unable to be controlled by anyone else by any means.

You can summon a number of souls at once with this feature equal to your vampire ability modifier (Minimum of 1). Despite the limit on summoning them at once, you can have an indefinite amount of souls summoned from their soul 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 free action on their turn, doing so returns them to the sanctum.

Summoned souls can not be healed by any means, and while inactive in the soul sanctum, they recover health at a rate of 1 HP per 24 hours.

Siphon Soul

Finally, using the Soul Sanctum you are able to achieve a visage of true immortality and invincibility. At any time and regardless of current circumstances you may permanently destroy a soul within your sanctum, doing so causes you to recover HP equal to the souls current HP within the sanctum, regenerate all missing limbs or body parts you may possess, and you may end any conditions on yourself.

You may even use this feature when dead, causing you to return to life. To do so there must be at least a scrap of your body remaining, no matter how small. You return to life from that scrap, regenerating your body in full. An example of which you could not return to life from are being burned to a crisp or being disintegrated.

Paranoid soulthirst vampires could theoretically tear off a finger and hide it away somewhere, so if something does destroy their true body, they could regenerate from the finger or other body part they hid away.

True Weakness

This is something to work out with the DM. But every soulthirst vampire has a very unique and strange weakness that renders them unable to call on their soul sanctum.

The weakness tends to be extremely specific and difficult to figure out... Perhaps your true weakness is for someone to sing a specific song in a specific language, or to be struck in the knee by a spike made of adamantine.

When exposed to your true weakness, you can not access your soul sanctum in any way until a minute has passed without you being exposed to your true weakness.(Meaning no healing, and if you die while unable to access your soul sanctum, you will not be able to use your soul sanctum to revive yourself)

Credits and Thanks!

Artist Credit

I am no artist, just someone with a lot of homebrew ideas and a vague ability in graphic design. All artwork I use in this document is credited below, please show respects to the artist and if the original artist sees this and feels I did not properly credit them/does not wish for their artwork to be used, contact me at u/Zellorea and I will rectify this as soon as possible.

  • Cover page art by jch15jch15 on Deviantart!

  • Art on 3rd page by Edcel Mendoza on Artstation!

  • Art on 5th page by Natitorn Poungtawai on Artstation!

  • Art on Feral subclass page by Atreon on Deviantart!

  • 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


Patron Thanks!

This homebrew was supported for by my patrons on https://www.patreon.com/Zellorea. If you wish to support me or encourage me to make more things like this or update this in the future, that's the best way to do it!

A thank you to my current supporting patrons! Their names are listed below as a show of my immense appreciation towards them.

  • Savior: Amelia Strange

  • Renowned Hero: InsaneInsanity

  • Mercenary: Deathknight

  • Folk Hero: Nate Meyer