Homebrew Fable 1.2 Species Details

Fable are succinct fictional story, in prose or verse, that features animals, legendary creatures, plants, inanimate objects, or forces of nature that are anthropomorphized, and that illustrates or leads to a particular moral lesson.

What most people don't know is that fables can manifest into actual beings of magic, created by old tales. They can vary of form, aspect, size and colours, as each one has his own story. They usually live observing the folk of their villages and have no rulers or leader, as they are free spirits, bounded only to the people that tell their tales, as without them, they can't exist. In many countries, fables are sought after by collectors of exotic animals, as even if they are a very unknown race, some circles are most aware of their existance. Their unique charactersitics attract many hunters and exotic nobles who wish to aquire a being that is unique in nature.

Fable 1.2 Traits

Fables start with a change of form and a cantrip of their choice that relates to their story amongst other things.

Of all colors and size

Facial characteristics, skin colors or even size are not bound to race, but depend on the fable or legend from which they come. Still your size cannot be smaller than Tiny or larger than Large.
Your walking speed is 30ft.
Fables do not age, but they can wither into nothing if they are forgotten. Their lifespan is directly related to people who believe in them. It takes some time for a story to be considered a fable and for a fable to be born from it, but once they do, as long as one single person believes in them, they can stay alive. If a fable is killed, their corpse will disappear after an hour. Somewhere, they will be reborn without any memories, as the story is still alive, even if the avatar of it died.
You are considered fey in nature.

Childhood friends

Due to their magic, a strange sense of familiarity washes of a person that grew up hearing stories about the fables, even if they don't recognise you. Fables have an advantage in Deception, Intimidation, Performance and Persuasion skill checks if they are used in response to or against people who believe or have believed in them before. 

Your own story

Fables get an additional cantrip related to their story (the story which they originate from), either related to any other class or one of the player's choice (previously consulted with the DM).

Magical beings

The fables are traceable by methods of detecting magical objects. Arcane nullification effects negatively affect these beings to their essence. Effects that nullify magical properties cause them to fall to the ground, without forces to move and without magical abilities. Being the target of dispell magic or similar effects may cause you to become stunned and drop to the ground prone. You have to make a constitution saving throw when affected (of DC equal to the caster's spell DC) to be able to move again. You may try and succeed each end of your turn.

Despite that, they themselves can detect magic 1 time per long rest in an area with 30ft. radio. Once you reach 3rd level, you may do it twice, and when you reach 5th level, thrice per long rest.

Among us

Fables can change their appearance and size (by one category below or above their usual one) for 1 hour once each long rest. This is not considered a spell, but rathera racial trait. At 7th level, you may do this twice per long rest.

Ability score increase

An ability score of your choice increases by 2, and a different ability score of your choice increases by 1.

Languages

You can speak, read, and write Common and one extra language of your choice. Fables typically learn the languages of other peoples they deal with, which are usually the ones that originated their story.

Previous Versions

Name Date Modified Views Adds Version Actions
6/14/2021 8:27:06 AM
15
2
1.0
Coming Soon

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