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Mythical Magic 80
Introduction 3
Artificer/Bard Tables ..................................................................82
Mechanics 4 Cleric/Druid Tables ....................................................................83
Paladin/Ranger Tables .............................................................. 84
Legendary Actions ........................................................................... 4 Sorcerer/Warlock Tables ..........................................................85
Legendary Feats ............................................................................5-8 Wizard/AT and EK Tables ........................................................ 86
Mythic Feats ................................................................................ 9-10
Auric Emotions 88
Legendary Official Classes 11
Anger .............................................................................................90
Artificer .........................................................................................12 Determination ............................................................................. 91
Barbarian ..................................................................................... 15 Excitement ...................................................................................92
Bard ...............................................................................................18 Fear ................................................................................................93
Cleric .............................................................................................21 Kindness .......................................................................................94
Druid ............................................................................................. 24 Love ...............................................................................................95
Fighter .......................................................................................... 27 Sadness ........................................................................................ 96
Monk ............................................................................................. 30
Paladin ..........................................................................................33 Signs of Labors 97
Ranger .......................................................................................... 36 What are Labors? ....................................................................... 98
Rogue ............................................................................................ 39
Sorcerer ........................................................................................42 Final Notes 101
Warlock .........................................................................................45
Wizard ...........................................................................................48 Balancing Encounters .............................................................101
Level by Level Creation Guide .............................................. 102
Legendary Homebrew Classes 51 Changelog ..................................................................................103
Darach .......................................................................................... 52 Credits ................................................................................104-105
Incarnate ...................................................................................... 55
Siphoner .......................................................................................58
Fable Classes 61
Vampire ........................................................................................ 63
Sneak Attack
Rogue, despite the flavor and thematic of the class-
is one of the most team reliant classes due to how
sneak attack works. Despite this, Sneak Attack will
be receiving no changes in this document (At least
not yet)
This is because the existence of Tasha's has
given Rogues access to the Aim cunning action,
which allows for sneak attack to be used in solo
play.
Legendary Traits
Here you will find the Legendary actions that only a Rogue of
the appropriate level can learn (If a Rogue specific Legendary
action requires 2 actions, you must be a level 11 Rogue to
know it for example)
Assassins Majesty
Cost: 1 Legendary Actions
You may coat a weapon or ammunition in poison, provided
you possess both on you.
Disarm
Cost: 1 Action
You may attempt to disarm a creature of an item they are
holding, you may use your Acrobatics modifier for this
instead of your Athletics modifier.
Ever Cunning
Cost: 1 Action
You may gain the benefits of cunning action on your next
turn without expending your bonus action.
Improbable Dodge
Cost: 1 Legendary Action
You can use your Uncanny Dodge feature against the next
attack that hits you before the beginning of your next turn,
without expending your reaction.
Shadow Slip
Cost: 2 Legendary Actions
Provided you are in an area of dim light or darkness, you
may make a Stealth check. To any creature who has a passive
perception of less than 5 or more than your stealth check,
you are considered invisible.
This lasts until you enter an area of bright light, until you
take a harmful action against a creature, or until the end of
your next turn. You may expend 2 legendary actions at the
end of your turn when this effect would end to allow it to
persist, using the check you initially rolled.
Weak Spot
Cost: 1 Action
The next attack you hit before the end of your next turn
applies sneak attack, regardless of any other circumstances
of the attack.
The Sorcerer
A Legendary Sorcerer is a conduit of arcane energy and
power, who owes their magical prowess to the might within
their blood.
Hit Dice: 2d4
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 2d4 (or 6) + your
Constitution modifier per Sorcerer level after 1st
The Sorcerer receives the following changes when being a
Legendary Character.
Legendary Ability Score
Improvement
When you gain this feature, you can take a Legendary Feat.
Alternatively, you may gain the benefits of a normal Ability
Score Improvement.
The Sorcerer gets this feature at levels 7 and 15.
No Changes Needed
The Sorcerer base class features and all subclass features do
not require any changes to steer away from teamplay. As a full
caster who relies entirely on spells, it makes sense that the
features aren't geared towards allies specifically.
Legendary Traits
Here you will find the Legendary actions that only a Sorcerer
of the appropriate level can learn (If a Sorcerer specific
Legendary action requires 2 actions, you must be a level 11
Sorcerer to know it for example)
Arcane Leftovers
Cost: 1 Legendary Action
If you used 2 or more sorcery points on your last turn,
regain 1 sorcery point.
Conversion
Cost: 2 Legendary Actions
You use Font of Magic
Metamagic Preparation
Cost: 1 Legendary Action
The next time you use metamagic before the end of your
next turn, it costs 1 less sorcery points (To a minimum cost of
0)
Overload
Cost: 3 Legendary Actions
The next damaging spell you cast before the end of your
next turn deals double damage.
You suffer force damage equal to the spells damage, and
the damage you take can not be reduced in any way.
Reconfigure Magic
Cost: 1 Legendary Action
You exchange a metamagic ability you know for another.
Wellspring of Magic
Cost: 1 Legendary Action
The next spell you cast before the end of your next turn
does not require material components (Provided the
components do not have a gold cost or are consumed) and its
DC is increased by 2.
If the spell uses an attack roll, that roll is instead increased
by 2.
The Warlock
A Legendary Warlock is a slave and servant to their patron,
one who most perform all of their bidding. The dark deeds
their patron may demand of them drives many to isolation.
Hit Dice: 2d6
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 2d6 (or 8) + your
Constitution modifier per Warlock level after 1st
The Warlock receives the following changes when being a
Legendary Character.
Legendary Ability Score
Improvement
When you gain this feature, you can take a Legendary Feat.
Alternatively, you may gain the benefits of a normal Ability
Score Improvement.
The Warlock gets this feature at levels 7 and 15.
No Changes Needed
The Ranger base class features and all subclass features do
not require any changes to steer away from teamplay. These
are for the same reasons as Sorcerer.
Legendary Traits
Here you will find the Legendary actions that only a Warlock
of the appropriate level can learn (If a Warlock specific
Legendary action requires 2 actions, you must be a level 11
Warlock to know it for example)
Dark Gift
Cost: 1 Legendary Action
You use a feature from one of your invocations that would
normally require an action to use (Such as Fiendish Vigor)
Foul Beam
Cost: 1 Legendary Action
You cast Eldritch Blast, when cast this way, you only fire
one beam.
Masters Knowledge
Cost: 1 Legendary Action
You cast a cantrip you know from your Pact of the Tome.
Masters Pet
Cost: 1 Legendary Action
Your familiar from Pact of the Chain may use its reaction to
take an action in its statblock.
Masters Trinket
Cost: 1 Legendary Action
Provided you are wearing your talisman from Pact of the
Talisman, you fall under the effects of the Bless spell until the
end of your next turn.
Masters Weapon
Cost: 1 Legendary Action
You may morph your weapon gained from Pact of the
Blade into another eligible weapon for it. Regardless of
whether you change it or not, you may make an attack with
the weapon.
The Wizard
A Legendary Wizard is an explorer and searcher of
knowledge, most will go to any means necessary to uncover
the mystical arts of the arcane, which can lead them to
isolation.
Hit Dice: 2d4
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 2d4 (or 6) + your
Constitution modifier per Wizard level after 1st
The Wizard receives the following changes when being a
Legendary Character.
Legendary Ability Score
Improvement
When you gain this feature, you can take a Legendary Feat.
Alternatively, you may gain the benefits of a normal Ability
Score Improvement.
The Wizard gets this feature at levels 7 and 15.
Projected Ward
6th Level Abjuration Wizard Feature
Rather than the normal Project Ward feature, you gain the
following: Your Arcane Ward's HP is now equal to three
times your wizard level + your intelligence modifier rather
than two times.
This increases to four times at level 10 and five times at
level 14.
Legendary Traits
Here you will find the Legendary actions that only a Wizard
of the appropriate level can learn (If a Wizard specific
Legendary action requires 2 actions, you must be a level 11
Wizard to know it for example)
Adjustment
Cost: 1 Legendary Action
If you are holding your spellbook, you may exchange a spell
you have prepared from it for another spell within it.
Cantrip Majesty
Cost: 1 Legendary Action
If you cast a cantrip on your next turn, you may do so as a
bonus action. If you cast a cantrip this way, its damage die
total is reduced to its minimum level amount.
Fine Casting
Cost: 1 Legendary Action
The next time you cast a spell before the end of your next
turn, it is cast at 1 level higher than the slot expended.
Prepared Reaction
Cost: 2 Legendary Actions
The next time before the end of your next turn you would
use your reaction to cast a spell, it does not consume your
reaction.
Quick Recovery
Cost: 2 Legendary Actions
You immediately use Arcane Recovery.
Supreme Magic
Cost: 3 Legendary Actions
You cast a spell of 7th level or lower that you know,
expending spell slots or usages as normal.
The Darach
A regular Darach is already a vile and immensely powerful
beast, turning into monstrous forms to tear apart their
enemies... A Legendary Darach is one who has fully
embraced the beast within, becoming a creature that even the
most seasoned of monster hunter fears.
Hit Dice: 2d8
Hit Points at 1st Level: 16 + your Constitution modifier
Hit Points at Higher Levels: 2d8 (or 10) + your
Constitution modifier per Darach level after 1st
The Darach receives the following changes when being a
Legendary Character.
Original Creator
This class was made by me! You can find more of
my works on Reddit, I make a lot of subclasses and
then make a class every so often!
To find the full, most recent document of the
Darach class, click here. Please do note that in the
current link the class is called Skinwalker, Darach
and Skinwalker are the same class, it's just the
name has been changed to Darach since that
document was published.
No Changes Needed
The Darach base class features and all subclass features do
not require any changes to steer away from teamplay.
Legendary Traits
Here you will find the Legendary actions that only a Darach
of the appropriate level can learn (If a Darach specific
Legendary action requires 2 actions, you must be a level 11
Darach to know it for example)
Beastly Sense
Cost: 1 Action
Choose a creature that you have seen or smelt within the
past minute. If they are still within 300-feet of you, you
become aware of their exact location.
Bloodlust
Cost: 1 Action
You make one attack with your Natural Weapons gained
from Inner Beast. If the attack misses, you may reroll the
attack roll, and you must use the new roll.
Darwinism
Cost: 3 Actions
Choose an adaptation you know that has an energy cost of
5 or less. Until the end of your next turn, you gain the benefits
of the chosen adaptation, and it does not count against your
energy limit.
Fast Adaptation
Cost: 2 Actions
You use your Natural Adaptation ability.
Quick Shift
Cost: 1 Action
You use your Semishift ability, expending a usage as
normal.
Stalk
Cost: 1 Action
You take the hide action.
The Incarnate
A regular Incarnate is already somewhat of a legendary
beast, becoming a gargatuan creature to throw hands with
other titans... Legendary ones just are ones who have
embraced their soul and wield it in a way few other
Incarnates do.
Hit Dice: 2d8
Hit Points at 1st Level: 16 + your Constitution modifier
Hit Points at Higher Levels: 2d8 (or 10) + your
Constitution modifier per Incarnate level after 1st
The Incarnate receives the following changes when being a
Legendary Character.
Original Creator
This class was not made by me! It was created by
u/23BLUENINJA on reddit, with help from
u/goopman1 with balancing. I in no way have
helped in the creation of the base class, I have only
done the Legendary sections found in this
document.
To find the full, most recent document of the
Incarnate class, click here
Primordial Reincarnation
14th Level Celestial Incarnate Feature
After emerging from your egg at the end of this feature, you
gain the benefits you would normally give to your
companions upon death as well. When you gain these
benefits, they last 24 hours.
So in other words, you gain temporary hit points equal to
your Incarnate level, and for the next 24 Hours you have
advantage on all ability checks, attack rolls and saving throws
you make.
Strength of a Kaiju (Titanus Form)
Legendary Traits Cost: 3 Actions
Here you will find the Legendary actions that only an Until the end of your next turn, your size category
Incarnate of the appropriate level can learn (If an Incarnate increases by 1 stage.
specific Legendary action requires 2 actions, you must be a At the end of your turn when this feature would end, you
level 11 Incarnate to know it for example) may instead immediately expend your three legendary
actions for the round to extend the duration until the end of
Adaptation your next turn.
Cost: 2 Actions
Choose a Mutation you meet the prerequisites for. Until the
end of your next turn, you gain the benefits of the chosen
Mutation.
Bad Breath
Cost: 2 Actions
You use the Primordial Breath weapon you gained from
your Primordial Soul, expending Primordial Energy dice as
normal.
Celestial uses their Celestial Healing feature.
Fey uses their Solar Rays feature.
Fiend uses their Flaming Wings feature.
Plant uses their Corrosive Sap feature.
(It is unadvised for Soul of the Elemental, Giant or Ooze to
take this Legendary action, as they can not use it)
Energy Coating
Cost: 1 Action
You use your Empower ability from the Primordial Energy
feature.
Growth Spurt
Cost: 1 Action
You use your Titanus Form ability if it is not currently
active, expending a use as normal.
Mutant Ability
Cost: 2 Actions
You use an ability you have from your Mutations that
requires an action or bonus action to use, expending any
resources required as normal.
Primordial Action
Cost: 1+ Actions
You expend a number of primordial energy dice equal to
the amount of actions used to use this Legendary action. You
may use any feature that requires expending Primordial
energy dice as an action or bonus action, using the die rolled
previously for said feature.
Recharge
Cost: 1 Action
You use your Generate ability from the Primordial Energy
feature.
The Siphoner Light of Rejuvenation
A regular Siphoner is one who feasts on blood and energy, 14th Level Redeemed Siphoner Feature
then wields it as a weapon against their foes. A legendary While in initiative, there is no limit to the amount of times
Siphoner is one who doesn't just feed on their power source... you can benefit from this features healing. Other creatures
They are their power source, they are the embodiment of are still restricted however.
what they wield.
Hit Dice: 2d8 Field Commander
Hit Points at 1st Level: 16 + your Constitution modifier 7th Level Tyrant Siphoner Feature
Hit Points at Higher Levels: 2d8 (or 10) + your You may use this feature on yourself, allowing you to use
Constitution modifier per Siphoner level after 1st your reaction to make an attack when a creature fails its
The Siphoner receives the following changes when being a saving throw against one of your archaic arts.
Legendary Character.
Original Creator
This class was made by me! You can find more of
my works on Reddit, I make a lot of subclasses and
then make a class every so often!
To find the full, most recent document of the
Siphoner class, click here.
Preserver of Life
3rd Level Martyr Feature
All healing you administer or receive is increased by an
amount equal to your proficiency bonus. This can only occur
once per spell or effect (I.E goodberry will only receive this
effect once per casting, not once per berry)
Others Matter More
3rd Level Martyr Feature
Your AC is increased by 1 for every creature within 30-feet
of you, up to a maximum of a fourth of your Siphoner level
(Rounded down, minimum of 1)
(Note: I'm not a fan of this variant but I couldn't think of
anything else, I'd love suggestions if you think you have a
better one)
Legend Beyond the Grave
7th Level Martyr Feature
After being reduced to 0 HP, you may continue taking
actions as normal. You perform death saves as normal, and if
you suffer 3 failed saving throws then you die as normal.
Unbreaking
18th Level Martyr Feature
You only die if you receive 6 failed death saving throws, and
attack rolls have disadvantage against you while you are at 0
HP.
Legendary Traits
Here you will find the Legendary actions that only a Siphoner
of the appropriate level can learn (If a Siphoner specific
Legendary action requires 2 actions, you must be a level 11
Siphoner to know it for example)
Arcane Flesh
Cost: 1 Action
You use your Infused Flesh ability.
Blood Protection
Cost: 1 Action
Until the end of your next turn, you no longer suffer the AC
penalty from Better When Bleeding.
Drainers Fury
Cost: 3 Actions
You use Siphon Life twice, or make two attacks with
Vampires Claw.
Forbidden Arts
Cost: 1 Action
You perform an Archaic Art you know that is usable with
your Archaic Attack feature.
Manifest Energy
Cost: 2 Actions
You gain a temporary hit die until the end of your next turn,
this hit die can be used to fuel your Archaic Arts and nothing
else. It disappears if it is unspent at the end of your next turn.
Siphon Self
Cost: 1 Action
Roll 1d8 + Your Constitution modifier. You subtract the
total from your Crimson Resevoir and regain an expended hit
die.
Superior Forbidden Arts
Cost: 3 Actions
You perform any Archaic Art you know that requires an
action or bonus action to take.
Thief of Blood
Cost: 2 Actions
Target a hostile creature within 60-feet of you that is at less
than half its hit point maximum. You recover an expended hit
die, and that creature can not be targeted by this ability again
until 1d4 rounds have passed.
A New Power Level What's the Point?
What the hell is a Fable... Whatever? What's the point of What's the point of having special classes designed only for
having that previous title? Why not just call it Vampire or solo play? You've already made every official class workable
whatever the class is called after saying Fable? Well that's for in a solo play setting, why not just expand on those instead of
important reason... Because Fable is a new tier of class I'll be making these... Fable classes?
using to distinguish this homebrew from regular 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.
Unintended for Party Play Fable Classes are purposely stronger than traditional
You should not use this class if you are apart of a party (Aka a classes, even by my legendary standpoint. They serve to allow
group of other players who want to play their own your player to achieve truly magnificent heights and fulfill
characters). The only scenario in which this may be suitable power fantasies that traditional D&D simply cannot fill... Of
for party play is if every character at the table is using a Fable course normal D&D can't fill it for obvious reasons-it doesn't
class (Which is not something I would recommend to the DM want to detract from the rest of the party.
but hey, you do you) Additionally, every Fable class will have a feature related to
The Fable subset of classes is one intended for solo play, creating a Lair and then at a later level will gain the ability to
aka one player and one DM at a table. have Lair Actions.
This has all been balanced and used with the intention of Finally every Fable follows a unique Flaws and Merits
being comboed with everything else in the document! 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
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
Emotion Traits
Every odd numbered overall level (Not a specific classes level List of Emotions
if you are a multiclass) your emotions grow. This is
represented by you taking an Emotion trait from one of the Below you can find a list of all currently available Auric
trees your character can take from. Emotions, more will be added as this document is updated of
For clarification, these are the following levels at which you course.
can take an emotion trait: 1, 3, 5, 7, 9, 11, 13, 15, 17 and 19. Anger (Offense and Durability)
Emotion traits are broken up into 5 tiers, each one
representing a level of power above the previous. In order to Determination (Refusing Death and Failure)
take an emotion trait in a higher tier than 1, you must meet Excitement (Movement and Offense)
the level prerequisite for the tier, and you must have the
previous tier in that tree. Fear (Debuffing and Illusions)
Example: Lin is level 5 as previously stated, and it's at this
level she can start taking tier 2 Emotion traits. The traits she Kindness (Buffing and Healing)
has already taken are in the Anger and Determination trees. Love (Companionship and Buffing)
Her Level 5 trait could be a tier 2 from either the Anger or
Determination trees, However she could not choose a tier 2 Sadness (Debuffing and Durability)
trait from the Love tree. This is because she doesn't have a
tier 1 love trait yet.
Meaning she can choose a tier 1 or 2 trait from Anger or Emotion DC
Determination, or a tier 1 trait from Love for this level.
Emotions are often associated with Charisma in 5e,
and that's not a bad thing... But at the same time
Is this Necessary? that makes this whole system really limiting in
terms of builds. Which is why I decided to have it
Something I'm inevitably expecting is people who
work for any mental score.
don't like this feature, and that's completely fine! It
Your Emotion DC is equal to 8 + Your
doesn't fit for every game, setting, or even every
Proficiency Bonus + Your Highest Mental Score
character. Just because you don't like this feature
(Intelligence, Wisdom or Charisa)
though, doesn't mean you should just not use
Legendary PCs if you were thinking about it.
This feature is entirely optional, you, as a DM,
can choose whether or not you'll allow your player
to use it. The intention is to give the player
character more tools and abilities in order to lessen
the power gap between solo play and group play
aside from just adding legendary actions.
If you don't like it, you can just decide to not use
it and use the rest of what you find/like in the
document!
Inner Rage
Anger Tier 3
Anger is a powerful and chaotic emotion, one that causes you You gain a single usage of the Barbarian classes Rage
to fuel yourself on instinct alone. Giving into anger is feature. If you already have that feature, you gain an
dangerous but potentially oh so delicious. additional usage for it and your rage damage bonus increases
by 1.
Armor of Anger
Tier 1 Pursuit of Hatred
Whenever a creature successfully damages you with a Tier 3
weapon attack, you may use your reaction to make a weapon When moving towards creatures you are hostile to, every 2
attack against them. If the attack hits, instead of doing feet of movement only requires 1 foot of movement for you.
damage, you reduce the amount of damage of their attack to
0. Rip and Tear
Explosive Aggression Tier 4
When you reduce a creature to 0 HP, you may immediately
Tier 1 use your bonus action to make a weapon attack or cast a
Whenever you successfully hit a creature with a weapon cantrip.
attack, you may roll 1d8. If you roll an 8 on the die, you deal
an additional 8 damage of the weapons type to the target Rising Anger
creature.
Tier 4
Short Fuse Whenever you make an ability check, if the checks modifier
is lower than your intimidation modifier, you may use your
Tier 1 intimidation modifier instead.
Whenever you make an Intimidation check, you may
instead make a weapon attack in place of the check. This Threatening Aura
weapon attack can not target a creature, and instead is a
show of intimidation for the purposes of the check. Tier 4
When a creature deals damage to you, you may use your
Force Hate (LA) reaction to force them to make a wisdom saving throw with
the DC being equal to the damage they just dealt. On a failed
Tier 2 save, they become frightened of you until the end of their next
(1 Action) - Choose one creature that you can see within turn.
120-feet of you. You may invoke a feeling of hatred towards
yourself with that person. Endless Anger
If the creature does not take a harmful action against you
on their next turn (Such as forcing you to make a saving Tier 5
throw or at least attempting to attack you) then they suffer Whenever you roll the maximum result on a damage die
psychic damage equal to twice your proficiency bonus. for a weapon attack, you may roll the die again and add the
result to the damage (This can scale infinitely)
Fury's Guidance
Tier 2 Invoke Aggression (LA)
You have advantage on saving throws against being Tier 5
charmed or frightened. (2 Actions) - Make an athletics (Strength) or intimidation
(Charisma) check, all creatures within 60-feet must succeed
Unrestrained on a Wisdom saving throw with the DC being equal to your
check.
Tier 2 On a failed save, a creatures mind becomes muddled with
At the start of a turn, if a creature is causing you to be aggression. They become unable to tell the difference
grappled or restrained, you may deal bludgeoning damage to between friend or foe, seeing everyone as hostile to
them equal to your proficiency bonus. They must be within 5- themselves.
feet of you for you to do this. This effect lasts for 1 minute, a creature may repeat the
saving throw at the end of each of their turns, using your
Enemies Surround You initial check as the DC.
Tier 3
Once per long rest, you may cast the Enemies Abound Soldiers Fury
spell. Your spellcasting ability for this spell is your choice of Tier 5
Intelligence, Wisdom, or Charisma. Whenever you make a saving throw, you may instead make
If you have the Rage class feature, you may cast and a weapon attack and use the total rolled for the saving throw.
concentrate on this spell while in your Rage.
Energize
Determination Tier 4
The drive to complete your goals, the feeling within that Every time you finish a short rest, you remove 1 level of
refuses to let you give up in battle... That is determination. exhaustion if you have any.
Deny Get Up Stronger
Tier 1 Tier 4
When a creature would move you against your will, you Every time you are reduced to 0 HP, you gain a Luck Point
may use your reaction to cause that creature to be unable to as per the Lucky feat. You may have no more than 3 Luck
move you until the beginning of their next turn. Points at once from this feature.
Fight through Pain Will of Steel
Tier 1 Tier 4
You are treated as having 2 less levels of exhaustion than When making a concentration check, if the dice roll is
you actually do (Meaning you do not start receiving the below 10, it is treated as a 10.
downsides of exhaustion until 3 levels, and you are only
considered to have 1 level) Power of Oneself (LA)
Never Falter Tier 5
(2 Actions) - You end all effects of your choice on yourself.
Tier 1
When you would be reduced to 0 HP, you are instead Refuse Death
reduced to 1 HP. Once you use this feature, you may not do
so again until you complete a long rest. Tier 5
When you would die, roll a d20. If you roll a 10 or higher,
Don't Let Them Win you immediately revive in the place you died having gained
the benefits of a long rest.
Tier 2 Each time this effect successfully triggers, the roll required
When you make a contested ability check against another to revive is increased by 1 (From 10 to 11, 11 to 12, ect)
creature, you may choose to swap your rolls (This does not
swap the modifiers, just the plain dice roll) Who Decided That?
I Refuse Tier 5
Creatures can not effect your rolls unless you allow them
Tier 2 to (Such as forcing disadvantage on you, a divination wizard
Creatures can't scry you, read your mind, or speak to you attempting to change your roll, ect)
with telepathy unless you allow it.
Unrelenting
Tier 2
When you fail an ability check, you may immediately roll
the check again. If you fail the check again, you gain a level of
exhaustion.
Dominant Mind
Tier 3
You can not be forced to do things against your will, such as
from the Suggestion spell or a vampires charm feature.
Never Die
Tier 3
If you start your turn with 0 HP, you may gain a level of
exhaustion to restore hit points equal to three times your
level.
Only Fail Once
Tier 3
When you fail on an attack roll, ability check, or saving
throw you gain advantage on your next roll of the same type.
Excitement Exciting Move (LA)
Tier 4
Amp it Up (Costs 1 Action) You move up to twice your movement
Tier 1 speed without provoking attacks of opportunity.
After moving 30 or more feet, the next weapon attack that
you hit with before the start of your next turn deals additional Hyper Dodge
force damage equal to your proficiency bonus. Tier 4
When you are subjected to an effect that allows you to
Unpredictable make a Dexterity saving throw to take only half damage, you
Tier 1 instead take no damage if you succeed on the saving throw,
While you are moving, you are considered to have half- and only half damage if you fail.
cover.
Surging Flow
Excitable Aura Tier 4
Tier 1 Once per long rest, you may take two actions and bonus
Creatures within 15-feet of you (Including yourself) can not actions on your turn instead of one.
be put to sleep involuntarily (Whether it be by magic, drug,
alcohol, ect) Jittery
Tier 5
Dashing Offensive As a bonus action on your turn and by expending 30-feet of
Tier 2 movement, you may take the dodge action.
When you use your action to take the dash action, you may
make a weapon attack as a bonus action. Release Momentum
Tier 5
Equal and Opposite As an action on your turn, you may reduce your movement
Tier 2 speed to 0 and then make a weapon attack against a creature
At the end of your turn, if you had used your full movement within reach. For every 10-feet of movement you lost from
on your turn, your AC increases by an amount equal to your this action, the attack deals an additional 1d6 force damage.
proficiency bonus until the start of your next turn. If you can make more than one attack, you may make the
same amount with this action, although only the first one that
On your Toes! hits deals the bonus damage.
Tier 2 Hyperactive
Your walking speed increases by an amount equal to 5
times your proficiency bonus. Tier 5
You gain an additional action on your turn, as per the Haste
Bloodrush spell. This effect stacks with the Haste spell and the True
Instinct legendary feat.
Tier 3
As an action, you may enter a rush of excitement, gaining
the benefits of the Haste spell. This does not require
concentration and is nonmagical.
After the Haste ends, you gain 2 levels of exhaustion. You
may not use this feature again until you complete a long rest.
Can't Stay Still!
Tier 3
If a creature moves within 10-feet of you, you may
immediately use a legendary action or your reaction to move
up to half your movement speed.
No Limits to Fun
Tier 3
Nonmagical difficult terrain does not effect you.
Behold Terror
Fear Tier 4
Herald of Fear When you use an effect that would frighten a single
Tier 1 creature, you may target a second one within range.
Creatures that are frightened suffer a -5 penalty to all
attack rolls against you. The creature does not need to be Seeing Double
frightened by you specifically for this feature to work. Tier 4
When a frightened creature targets you with an attack, they
Subsist on Fright must roll 1d20. On a roll of 11 or higher, the attack hits you
Tier 1 as normal. On a roll of 10 or lower, the attack automatically
When you fail a saving throw, you may immediately expend misses.
your reaction or a legendary action. As apart of this reaction,
you end an effect you put on a creature that's causing them to Unseen Terror
be feared. Tier 4
If you do so, you instead succeed on the saving throw. Creatures that can not see you have disadvantage on
saving throws against being frightened by you.
Worst is yet to Come
Tier 1 Feast on their Fear
When you deal 12 a more damage to a creature in a single Tier 5
instance, you may halve the damage dealt to cause them to be For every creature you have successfully Frightened since
frightened of you for the next 1d6 rounds. your last long rest, you have a +1 bonus to all saving throws.
Everlasting Nightmare Immense Dread
Tier 2 Tier 5
Effects you have that cause creatures to be frightened have All creatures of your choice within 15-feet of you suffer a
their duration doubled. penalty to all d20 rolls they make equal to half your
proficiency bonus (Rounded down)
Fearful Pursuit Creatures immune to being frightened are not affected by
Tier 2 this ability.
The range of your spells and effects that inflict the
Frightened condition is doubled. Nightmare Link (LA)
Tier 5
Willing Fear (Costs 2 Actions) - Choose a creature you can see within
Tier 2 60-feet of you. Until the end of your or their next turn
As a reaction to being damaged by a creature, you may (Whichever comes second) you are under the effects of the
cause yourself to become frightened of that creature until the Bless spell, and the chosen creature is under the effects of
end of your next turn (Ignoring any immunities to the the Bane spell.
condition you may have) if you do so, you reduce the damage
taken to 0.
Are you Scared? (LA)
Tier 3
(Costs 1 Action) - You cast the Cause Fear spell at 1st level
without expending a spell slot. The DC for this spell uses
your emotion DC.
Primal Fear
Tier 3
As an action you may target a creature immune to being
frightened. The creature must suceed on a wisdom saving
throw against your Emotion DC or lose their immunity to
being frightened for the next hour.
Paralyzing Fright
Tier 3
Creatures frightened by you have their speed reduced to 0.
Kindness My Disadvantage
Tier 3
When a creature would roll with disadvantage, you can
Kindness Needs Two take it on instead-suffering disadvantage on your next roll and
Legendary PCs is intended for solo games, but this removing theirs.
emotion is impossible to have solo features for. So
many features involve other creatures, perhaps Save a Life
NPC allies?
Tier 3
As an action you can cast the Revivify or Raise Dead spell
without expending material components or a spell slot. When
Benevolence cast this way, you gain levels of exhaustion equal to the spells
level.
Tier 1
When you cast a beneficial spell on another creature that Be Kind and Share!
doesn't require concentration, you gain its benefits too.
Tier 4
Complimenting When a creature other than yourself within 120-feet of you
is healed in some way, you may also heal for the same
Tier 1 amount.
After spending 1 minute observing or conversing with a
creature, you can determine what they would most Foe to Friend
appreciate to be complimented on.
Tier 4
Transfer Pain (Costs 2 Actions) - Target a hostile creature within 60-feet
of you and make a Persuasion check with a DC equal to triple
Tier 1 the creatures CR. On a successful check, provided the
As an action, you may reduce your HP by any amount to creature does not have a significant reason to hate you, they
restore health to a creature within 5-feet of you by an equal become an ally to you.
amount.
Gift of Magic
Draught of Life (LA)
Tier 4
Tier 2 By touching a creature, you or they may expend a spell slot
(Costs 1 Action) - You or a creature within 60-feet of you to restore a spell slot of an equal level to the other person.
may expend a hit die and recover hit points equal to the
amount rolled (Adding constitution modifier as normal) Health of a Saint
Encouragement Tier 5
When you would roll for healing, you instead use the
Tier 2 maximum result.
When a creature succeeds on a saving throw, you may use
your reaction to allow them to use one of your legendary Soul of Kindness
actions immediately.
Tier 5
Rewarded Kindness If you haven't damaged or negatively affected another
creature within the past 24-hours, you automatically
Tier 2 succeeed on all saving throws.
For every time you have bestowed a beneficial effect on a
creature since your last long rest (DM discretion for what is They Return your Kindness
considered a beneficial effect) you gain a +1 bonus to all
Intelligence, Wisdom and Charisma ability checks. Tier 5
All creatures within 60-feet of you are considered to be
Bond Beyond Time linked to you as per the Warding Bond spell. Damage they
take is not transferred to you however.
Tier 3
Over the course of a minute, you may converse with a
willing creature and bond with them. Each of you choose a
class feature or feat you possess, the other creature gains the
benefit of the chosen feature.
Both creatures lose access to the features they gained
when you use this ability again.
Love Spread the Love (LA)
Tier 3
Charm Defense (Costs 1 Action) - You cast the Charm Person spell at 1st
Tier 1 level without expending a spell slot. The DC for this spell
You are always aware of when you get charmed, and you uses your emotion DC.
can end a charm on yourself by expending a spell slot of 1st
level or higher (No action required). If you do not have spell A Better Friend
slots, you can use a hit die instead. Tier 4
Charmed creatures are also considered to be charmed by
Heart of Love you, even if you weren't the one who charmed them.
Tier 1
When a creature attempts to attack you or force you to Friends on the other Side
make a saving throw, they must succeed on a Wisdom saving Tier 4
throw against your Emotion DC. On a failed saving throw, Spells you cast that summon creatures have their casting
they are charmed by you until the start of your next turn. On a time reduced to 1 action if they require longer.
successful saving throw, they are immune to this feature until
the start of your next turn. Loving Embrace
Reality of Forgiveness Tier 4
Tier 1 You have resistance to all damage while you have a
You project an aura of forgiveness, when a creature would summoned creature.
attempt to speak a lie within 30-feet of you, they must
succeed on a Charisma saving throw against your Emotion Friend to All
DC or be unable to lie. Tier 5
Spells you cast that summon creatures do not require
Charming Mantra concentration for you.
Tier 2
For every creature you have charmed since your last long Kindred Spirit
rest, you gain a +1 bonus to Persuasion and Performance Tier 5
checks you make. Over the course of a week, you may form an inseperable
bond with a creature whom you share mutual love or deep
Loving Leap (LA) kinship (DM discretion) upon completion, the creature
Tier 2 becomes your Kindred.
(Costs 1 Action) - You move up to your speed, if you end Your kindred can transfer all damage you take to itself, and
your movement within 5-feet of an allied creature, both of you if your kindred is dead, you may expend a 5th level spell slot
gain temporary HP equal to your level. or half of your maximum hit die as an action to bring it back
to life in a space within 30-feet of you, with it having gained
the benefits of a long rest.
Summon Allies Your kindred is considered to be a summoned creature for
Tier 2 the purposes of your Love features.
Provided you possess the material component needed for
the spell, you can cast any spell that starts with the word The Strongest Emotion
Summon at its lowest level without expending a spell slot. Tier 5
Your casting ability is your Emotion ability score. Creatures you have not damaged within the past hour can
When casting with this feature, the component used can not willingly harm you.
not be used to cast this spell again until 1 month has passed.
Friends to Love
Tier 3
Creatures you summon have a bonus to all attack, damage
and saving throw rolls equal to your proficiency bonus.
Love Knows no Bounds
Tier 3
You are permanently under the effects of the Tongues spell.
Sadness We both Fail
Tier 3
Can't Clean When you make an attack roll against a creature or force a
Tier 1 creature to make a saving throw, you may cause the roll to
The area within 10-feet of you is treated as difficult terrain hit/the creature to automatically fail the saving throw. If you
for creatures other than you. do, you suffer all adverse effects of the attack/saving throw as
well (Including damage)
Consume Negativity
Tier 1 Alone
As an action you may target a willing creature that is Tier 4
experiencing negative emotions within 5-feet of you. That While no ally creature is within 15-feet of you, attack rolls
creature can not experience those emotions again until they have disadvantage against you.
complete a long rest, and you are considered to have had 24
hours worth of nourishment. I Can't
Tier 4
Skin of Regrets When you are prompted to roll a saving throw, you may
Tier 1 choose to automatically fail. If you do so, you have advantage
You have a pool of hit points equal to twice your level. on your next saving throw.
When you suffer damage, your pool takes the damage
instead. Excess damage from the pool transfers over to you. Weaponize Despair (LA)
Your pool fully replenishes itself at the end of every long rest Tier 4
and can not otherwise be restored. (Costs 1 Action) - Make an attack roll against a creature
within range. On a hit, instead of dealing damage, the
No creature is afflicted with one of the following conditions of
Tier 2 your choice until the end of their next turn: Blinded,
You can't be Blinded or Deafened, your life is already hard Deafened, Frightened, or Poisoned.
enough.
Anxiety Bubble
Pitiable Tier 5
Tier 2 As an action, you may increase your AC by an amount
Every time a creature successfully hits you with a weapon equal to your Emotion modifier (Minimum of 1) until the start
attack on their turn, your AC increases by 2 until the end of of your next turn. As apart of this action, you may cast a
their turn. cantrip or make a single weapon attack.
Why Me? Despair
Tier 2 Tier 5
When a creature targets you with an attack, you may use As a bonus action on your turn, you may activate or
your reaction to force them to make a Wisdom saving throw deactivate an aura of despair. While this aura is active, you
against your Emotion DC. On a failed save, they must choose and all creatures within 30-feet of you are under the effects of
a new creature within range or waste their attack. the Slow spell.
Numb to Pain Shared Depression (LA)
Tier 3 Tier 5
As a reaction to taking damage, you may halve that (Costs 3 Actions) - Target a creature you can see within 60-
instance of damage. If your reaction is unavailable, you may feet of you, that creature must succeed on a Charisma saving
instead expend a legendary action. throw against your Emotion DC. On a failed saving throw you
may reduce one ability score of theirs by an amount equal to
To Sad to Die your proficiency bonus.
This reduction lasts until you use this feature on them
Tier 3 again successfully or until an hour has passed.
When you are reduced to 0 HP while under the effects of a
condition/effect, you may end the effect to instead be reduced
to 1 HP.
Signs of Labors Baring Marks
One of the many famous stories of Heracles (Or Hercules, Every mark has a cost to bare and reap the benefits of, this
however you'd like to put it) is the 12 labors he had to endure cost is represented by their indenture cost. Every legendary
to atone for murdering his wife while under the influence of character has 7 indents as previously mentioned that can be
Hera. Each was a monumental task that showed for his used to benefit from the power of marks, this does not mean
immense strength. that they can bare 7 different marks however.
This feature is a reference to that, as your character Many marks have a different identure cost, meaning how
completes incredible tasks, they will receive what is known many indents they require to gain the benefits of. For
as a Mark, a non-physical representation of their incredible example, the mark of Chromatic Dragonslaying could cost 4
deed. marks to gain the benefits of, while the mark of the Troll
Hunter would cost 3.
A creature can not have marks equipped whose total
What is a Mark? indenture cost exceeds their total indents.
A mark is a medal upon the soul or spiritual energies that a Upon completing a long rest, you may equip a mark that
legendary being possesses. Only a legendary creature may you have enough available indents for. However to remove an
earn and wield marks. It is said that they are earned upon equipped mark, you must complete 7 long rests (Or 1 week)
completing a significant task, such as killing a mighty with having the intention to remove it. If you do, you unequip
creature like a dragon or giant. it and no longer gain its benefits.
Legendary beings use these marks to heighten their own Keep track of all the marks you get however-even if you
abilities and grow their power. A legendary beings soul aren't using one or you unequip it, you still have completed
possesses 7 indents in which they can bare the power of the legendary task to be worthy of it! You can re-equip it
marks, although some may possess more. following the rules listed above.
Experience Limits
Character Daily Average Easy Average Medium Average Hard Average Deadly
Level Limit Encounter Encounter Encounter Encounter
1st 900 75 150 225 300
2nd 1800 150 300 450 600
3rd 3600 225 450 675 1200
4th 5100 375 750 1125 1500
5th 10500 750 1500 2250 3300
6th 12000 900 1800 2700 4200
7th 15000 1050 2100 3150 5100
8th 18000 1350 2700 4200 6300
9th 22500 1650 3300 4800 7200
10th 27000 1800 3600 5700 8400
11th 31500 2400 4800 7200 10800
12th 34500 3000 6000 9000 13500
13th 40500 3300 6600 10200 15300
14th 45000 3750 7500 11400 17100
15th 54000 4200 8400 12900 19200
16th 60000 4800 9600 14400 21600
17th 75000 6000 11700 17700 26400
18th 81000 6300 12600 18900 28500
19th 90000 7200 14700 21900 32700
20th 120000 8400 17100 25500 38100
Level 10 - Lins new maximum HP is 134.
Level by Level Creation Level 11 - At level 11, Lin can now use 2 legendary actions
per round. She also takes the I refuse trait from the
Guide Determination emotion. Her new maximum HP is 148. She
In order to alleviate any confusion there may be regarding can now take Paladin legendary actions that require 2
creating a Legendary PC and the steps you need to take, expended actions.
below you can find a level by level guide for how you create a Level 12 - At level 12, Lin stops taking Paladin levels and
Legendary PC! We will be using the character previously multiclasses into Bard. She gains those features as normal,
mentioned as the example, Lin Rouanet. and her new maximum HP is 160 (Bards hit die is smaller
than Paladins ofc)
Starting Out Level 13 - At level 13, Lins emotion tier limit becomes 4,
and she chooses the Alone trait from Sadness. She also
Level 1 - Lin determines her stats as normal (Up to DM how learns a new legendary action, and she chooses True Smite.
that is, whether point buy or rolling) ending up with the stats Her new maximum HP is 172.
below. She chose the Fallen Aasimar race, and the stats listed Level 14 - At level 14, Lins new maximum HP is 184.
use Aasimar stat adjustments. Level 15 - At level 15, Lin chooses the Weaponize Despair
18 Strength trait from the Sadness emotion. Her new maximum HP is
8 Dexterity 196. Lin gains an ASI from Bard, and uses it to increase her
14 Constitution Charisma to 20.
13 Intelligence Level 16 - At level 16, her new Maximum HP is 208. She
10 Wisdom additionally can now choose Bard legendary actions that only
18 Charisma require 1 expended action.
She chooses the Far Traveler background, and chooses her Level 17 - At level 17, Lin can now take 3 legendary
languages and skill proficiencies as she normally would. She actions per round, however she is still limited to only taking
decides to be a paladin, meaning her starting HP is 18, since Paladin legendary actions that require 1 or 2 expended
the legendary paladins hit die is 2d8 and her constitution actions, and Bard actions that require 1 expended action. Her
modifier is +2. new tier limit is 5, and she chooses the Anxiety Bubble trait
Now, Lin chooses her first auric emotion trait. She chooses from Sadness. Her new maximum HP is 220. She learns the
Explosive Aggression from the Anger emotion. Discord legendary action from bard.
Level 2 - Lin gains spellcasting and divine smite from Level 18 - Lin is now a level 7 bard, and she gains the
Paladin, and her new maximum HP becomes 30. I won't legendary feat from the class. She takes Swift Strikes a
often mention it, but her spellcasting trait is increasing as second time. Her new maximum HP is 232.
normal. Level 19 - Lin gains her final emotion trait, and chooses
Level 3 - Lin chooses her Paladin oath, deciding on Shared Depression from Sadness. She also gains an ASI
Conquest. She then takes Fight through Pain from the from Bard, and uses it to increase her Constitution to 16. Her
Determination emotion. Her new maximum HP becomes 42. new maximum HP is 263.
Level 4 - Lin takes the tough feat, making her new Level 20 - Lin has reached level 20, the point where she
maximum HP 62. can't grow anymore (Unless you're using epic levels or some
Level 5 - Lin gains her legendary actions, choosing similar system) Her new maximum HP is 276. She ends as a
Overcome, Strike and Move as her starting ones. She can level 11 Paladin and level 9 Bard. She takes the Material
now use 1 Legendary action per round, choosing from her Bane mythic feat as you always get one upon hitting level 20.
list. She chooses the Skin of Regrets trait from Sadness at
level 5, and now she can't take a trait from any emotion other
then Anger, Determination or Sadness. Her new maximum Lins Labors
HP is 76. Lin's Signs of Labors and her bared marks are not
Level 6 - Lins new maximum HP is 90. listed because those are things that are earned
Level 7 - Lin chooses the Pitable trait from Sadness, and depending on the campaign, like magic items, and
her new maximum HP is 90. aren't apart of traditional character creation.
Level 8 - Lin uses her ASI to increase her strength score
to 20. Her new maximum HP is 104.
Level 9 - Lin learns a new legendary action as her
proficiency bonus increases, she chooses Ever Watchful. She
also gains a legendary feat, as Paladin gets it at that level-she
chooses Swift Strikes. Finally she chooses Numb to Pain
from Sadness for her emotion trait as her new tier limit is 3.
Her new maximum HP is 118.
Changelog
Version 2.0
The main goal of this update was to improve the strength of
characters before receiving their Legendary Actions and
Feats. As previously the only bonus was just more health.
Added a new class type known as Fable Classes!
Added the Fable Vampire class.
Added the Darach, Incarnate and Siphoner classes!
Added a new skill tree-style system known as Auric
Emotions! Alongside 7 Emotions to choose from.
Added a new system known as Signs of Labors! Alongside
15 marks to unlock and equip.
Added a variant magic rework called Mythical Magic!
Adjusted Supernatural Influence Legendary Feat to be
more build inclusive.
Added the Following Legendary Feats (13): Chaos Caster,
Dark Stalker, Genius Wordsmith, Great Weapon
Empyrean, Latent Magical Power, Legendary Polearm
Master, Mage Punisher, Peak Athlete, Pit Fighter, Precise
Shooter, Soul Crusher, Soul Piercer, and Soul Slasher.
Every Class received new class specific legendary actions!
Now each class has at minimum 6 Legendary actions
unique to the class.
Fixed up some wording and various typos.
Added the variant Fatigue rule for legendary actions that
involve weapon attacks.
Added a Level by Level creation guide.
Added a balancing metric for encounters with Legendary
PCs.
Legendary actions you can take per round is now
determined by overall level rather than class level.
Overhaul to credits page, you can now click on the artists
name and instantly be brought to their post on the artwork
in particular that was used.
Version 1.0
The first version of this document. Contained the following:
All 13 Base Classes
21 Legendary Feats
12 Mythic Feats
Base legendary action rules and at least 2 unique actions
to each class.
Credits and Thanks!
Artist Credit Fable Vampire Credits
I am no artist, just someone with a lot of homebrew ideas and Every credit here is in reference to art used in the Fable
a vague ability in graphic design. All artwork I use in this Vampire section of this document, when it says [insert
document is credited below, please show respects to the number] page please refer to the 2nd and 4th page in the
artist and if the original artist sees this and feels I did not Fable Vampire section.
properly credit them/does not wish for their artwork to be
used, contact me at u/Zellorea and I will rectify this as soon Cover page art by jch15jch15 on Deviantart!
as possible. Art on 2nd page by Edcel Mendoza on Artstation!
Cover Page Art by Astri Lohne on Artstation Art on 5th page by Natitorn Poungtawai on Artstation!
Official Class Art by JsnCstr on Deviantart
Art on Feral subclass page by Akreon on Deviantart!
Artificer Art by Svetlin Velinov on Artstation Art on Noble subclass page by Depingo on Deviantart!
Barbarian Art by Mikel_BK on Twitter (Made for Magic the Gathering so it is owned by WotC)
Bard Art by Sagasketchbook on Deviantart Art on Phantom subclass page by FASSLAYER on
Cleric Art by Saranit Klinklaykun on Artstation Deviantart!
Art on Sage subclass page by Chirun on Deviantart!
Druid Art by Robynn Frauhn on Twitter
Art on Warlord subclass page by David Escribano Herrero
Fighter Art by Sean Tay on Artstation on Artstation!
Monk Art by LucasAsn on Deviantart
Paladin Art by Atey Ghailan on Artstation
Ranger Art by SteveGibson on Deviantart
Rogue Art by Straban on Deviantart
Sorcerer Art by Gobeur on Deviantart
Warlock Art by SKtneh on Deviantart
Wizard Art by ADPong on Deviantart
Class Icons on each class page belongs to WotC
Homebrew Class Icons on each homebrew class page
belongs to Game-Icons.net
Legendary Homebrew Classes Art by theDURRRRIAN on
Deviantart
Darach Art by by BlazeMalefica on Deviantart
Incarnate Art by Chris Voy on Artstation
Siphoner Art by Fei HU on Artstation
Fable Classes art by Katorius on Deviantart
Mythic Magic art by Fellfyre on Twitter
Auric Emotions art by Claparo-Sans on Deviantart
Signs of Labors art by mist XG on Artstation
104
Stain Credit Co-Contributors
The people below have helped in the making of this
In all of my homebrew I use watercolor stains created by document! (What they helped in is beside their name)
u/flamableconcrete aka Jared Ondricek. These brews and
PDFs would not look nearly as nice without his creations, so u/23BLUENINJA, owner of the Incarnate class and
huge thank you to him! You can find all stains I use on his helped with the creation of its legendary version.
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.
Renowned Hero: InsaneInsanity
Mercenary: Deathknight
Folk Hero: Nate Meyer