Fable Wolf (5e Class)
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History of the Pack
Fable Wolves are beings who just want to live a quiet life amongst normal people. Unfortunately, that is often unattainable due the history of what they are. No matter how docile or helpful they become, they are often seen as monsters. They are intelligent wolf like creatures who over time learned how to transform into humanoid forms and attempted to join society when all the other Fables had to join the civilized world. The earliest and most famous, or infamous Fable Wolf was known simply as "The Big Bad Wolf". But he later went by "Bigby" once the Fables left their home lands. He was feared by all and was known as one of the most powerful and destructive Fables to ever exist. A near unkillable monster that ate as it pleased with strength like nothing most Fables had ever seen. On top of that, his lungs could produce winds powerful enough to reduce entire buildings to rubble. Eventually, he was able to control his animal instincts and after many years, was finally accepted by the other Fables. His descendants inherited his abilities, and despite the good deeds later performed by Bigby, they still get some dirty or scared looks from ordinary people. Many Fable Wolves today need to hone and train their abilities to reach what Bigby was capable of, but pushing them far enough may cause the beast within to rise. The most important thing both the Fable Wolves themselves and others must understand about them, is that they are not people who can turn into wolves. They are wolves that have learned to be people.
Creating a Fable Wolf
|Bigby Wolf, the original Fable Wolf|
- Quick Build
You can make a Fable Wolf quickly by following these suggestions. First, Constitution should be your highest ability score, followed by Strength. Second, choose the Soldier or Outlander background.
As a Fable Wolf you gain the following class features.
- Hit Points
Armor: Light & Medium Armor
Weapons: Simple Weapons
Tools: 1 set of Artisan's Tools
Saving Throws: Strength and Constitution
Skills: Choose 3 from: Animal Handling, Athletics, Intimidation, Investigation, Nature, Perception, Stealth, and Survival
Your ability save DC is 8 + proficiency + your Charisma modifier
You start with the following equipment, in addition to the equipment granted by your background:
- A dagger
- A pack of cigarettes
- An explorer or dungeoneer's pack
|Features||Fabled Fury||Primal Claws|
|1st||+2||Heightened Senses, Fable Durability||0||0|
|4th||+2||Ability Score Improvement||3||1d6|
|8th||+3||Ability Score Improvement||4||1d8|
|12th||+4||Ability Score Improvement||5||1d10|
|13th||+5||Legend of the Wolfman||5||1d10|
|15th||+5||Ferocious Will to Fight||5||1d10|
|16th||+5||Ability Score Improvement||5||1d10|
|19th||+6||Ability Score Improvement||6||1d12|
|20th||+6||The Big Bad Wolf||Unlimited||1d12|
At 1st level, your unique heritage lets you detect things much easier. You have advantage on Investigation and Perception checks that rely on hearing or smell.
"Fables are tough to kill." Your body is far more resilient and tough than a non-Fable. At 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Strength modifier + your Constitution modifier. On top of this, certain body parts like eyes, ears, teeth, etc. will grow back relatively fast if lost. However, you have a vulnerability to silvered weapons.
At 2nd level, you can let loose the beast within, just a little. Enough to take out your target, but not enough to revert to what the people fear. This feature alters your appearance as well. You grow more hair around your arms and face, and you grow sharp claws. As a bonus action, you can gain the following benefits for 1 minute:
- You have advantage on Strength checks and Strength saving throws.
- You become proficient in unarmed strikes and they deal increased damage. This damage increases with your level according to the Primal Claws chart.
- You have resistance to bludgeoning, piercing, and slashing damage.
If are able to cast spells, you cannot concentrate on them while in Fabled Fury.
This feature ends early if you are knocked unconscious or on your turn as a bonus action. Once you have used this feature a number of times allowed by the Fabled Fury, you must finish a long rest before doing it again.
At 3rd level, you choose how you assimilate into the civilized world. Will you become the vengeful arm of justice, or keen mind that defends citizens and seeks out evil. You may choose from any of the subclasses listed at the bottom of this page.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
By 7th level, your instincts are so honed that you have advantage on initiative rolls.
Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your Fabled Fury before doing anything else on that turn.
At 9th level, you pull deep from your heritage and learn how speak like your ancestors. You can now speak with any creature deemed a canine or canine relative.
At 10th level, word of your ferocity has reached most ears and your mere presence is enough to scare people. You now have advantage on all Intimidation checks and gain proficiency if you do not already. If you do, you gain expertise. If you already have expertise in Intimidation, you may apply this bonus to any other Charisma based skill.
Legend of the Wolfman
At 13th level, you can change into a form much closer to your true heritage. When you use Fabled Fury, you can expend an extra use of it for the same bonus action to enter this heightened form. This new form is quite a bit larger than your regular humanoid form and looks much more like a traditional werewolf.
While in this heightened form, you gain these additional benefits:
- You gain an extra 10ft of movement.
- You gain a +2 bonus AC
- If you use the attack action to use your Primal Claws you can make an additional attack with them as a bonus action.
Most Fables need to use special magic deemed "Glamours" to appear normal and humanoid. You other the other hand had it naturally, appearing as whatever race you were born as. But now, you can choose your appearance. At 14th level, you can cast Disguise Self at will.
Ferocious Will to Fight
The natural call to fight is strong within you. At 15th level, when you are reduced to 0 Hit Points but not killed outright, you stay up and take your turn as normal until you fail you fail your first death saving throw. You still make death saving throws at the beginning of your turn as normal.
At 18th level, the honing of your unique abilities and nature as a Fable has granted you a healing Factor. At the beginning of your turn, if you at not at maximum Hit Points, you regain 10 Hit Points. This cannot heal you above your maximum.
The Big Bad Wolf
At 20th level, you unchain the beast you have kept locked away within yourself. This is your true form, the original form of Bigby that you can now use. As a full-turn action, you can transform into the Big Bad Wolf for 1 minute. You can only do this once per long rest. While transformed, use the following stat block:
Large beast, player's alignment
Saving Throws Str +11, Dex, +8 Con +11
Multiattack. You can make 3 attacks per turn. One with your Bite and two with your Claws. Your attacks are magical.
Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.
Claws Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage..
Huff and Puff (Recharge 5-6). You exhale a storm of torrential winds in a 60ft cone that can knock down the strongest of structures and opponents. Everything in the cone must make a DC 19 Strength saving throw. On a failed save, each creature is flung back 30ft as far as possible and is knocked prone. They are moved half as far and are not knocked prone on a successful save. When a creature is flung into a wall with this ability, they take 5d10 bludgeoning damage from the sheer force of the wind. If they are struck by another object due to this ability, they take extra damage depending on what hit them (DM's choice).
Not many can sneak by the ears and nose of a Fable Wolf. Even those who have barely explored their abilities are known for being incredible trackers and keen for noticing small details. Bigby obviously knew this, and used his skills to become the sheriff of Fabletown and hopefully become its protector. Some Fable Wolves try to follow in his footsteps and use their natural skills and abilities to enter similar lines of work. Police, investigators, private eyes, or even bounty hunters. If a Fable Wolf pursues such training and profession, clients know that nothing gets by them. And targets know that the wolf will hunt them down.
- Master Investigator
When you choose this Assimilation at 3rd level, you gain proficiency in Investigation and Perception. If you are already proficient in these skills, you gain Expertise in both.
- Ear for Deceit
At 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
- Magic Familiarity
You have discovered that your natural affinity to magical items and detecting their presence. At 6th level, you can cast Detect Magic a number of times equal to your Intelligence modifier per long rest.
- The Negotiator
At 11th level, you learn to talk your way out of what could be a dangerous situation. As an action, you can force one creature you see within 60ft to make an Insight check against your save DC. On a failed check, the creature views you and your allies as friendly and will not attack. This lasts until you do something considered hostile to that creature or after 1 hour. You can do this a number of times equal to your Charisma modifier before needing a short rest.
- The Nose Knows
Nothing gets by you. Even the smallest and stealthiest of creatures can't sneak past you. At 17th level, you now instantly detect the location of any creature that has a distinct smell within 30ft of you.
Also, once per long rest, you can automatically succeed any check required to track a creature by scent.
Back when Bigby was trying to start a new life, it was no surprise that almost all the other Fables still feared him. "You at a lot of people back in the day." He was reminded of this by one of the Three Little Pigs whose houses he destroyed. Even after his numerous good deeds and clear change of heart, many were still cautious of him. Ever since then, Fable Wolves have been notable for their difficulty acquiring friends due to their intimidating nature. Because of this, some Fable Wolves become so fed up with what society says they are, that they embrace the label that has been placed upon them. They know people are afraid of them, and they use that fear to command respect. They make sure to remind everyone, to be be scared of The Big Bad Wolf.
- Fear Tactics
At 3rd level, you can strike fear into the hearts of even the bravest men. While in Fabled Fury you can use an action to force 1 creature you see within 60ft to make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. The creature may repeat the saving throw at the end of each of its turn, ending the effect on it. You can do this a number of times equal to your Charisma modifier.
- Brutal Predator
At 6th level, you become an expert of attacking unsuspecting prey. When you attempt a melee attack against a creature that is surprised and hit, that attack is treated as a critical. You can only use this feature once per combat initiative.
- Go for the Throat
At 11th level, you have mastered going for your opponent's weak points to bring them down. While in Fabled Fury you no longer suffer penalties during called shots. For example, if your DM imposes disadvantage on the attack roll or increases the AC for attacking a specific part of a target, these penalties no longer apply to you.
- Fear the Wolf
Your brutality in combat is far over the top, and any that witness it are reminded why the Big Bad Wolf is to be feared. At 17th level, whenever you reduce a creature to 0 Hit Points or score a critical hit, every hostile creature within 10ft of you must make a Wisdom saving throw. On a failed save, the creature is frightened of you for 1 minute. The creature may repeat the saving throw at the end of each of its turn, ending the effect on it.
Prerequisites. To qualify for multiclassing into the Fable class, you must meet these prerequisites: 13 in Constitution and be bitten by a Fable Wolf.
Proficiencies. When you multiclass into the Fable Wolf class, you gain the following proficiencies: Intimidation and Simple Weapons.