Faebles are fairytale characters who live on the Mortal Plane. They are immortal but can be killed, though the realm may restore a fallen faeble to life. Faebles are aware of their nature and try to hide their status from mortals. Some faebles are based on urban legends, while the mortal subjects of tall tales may become faebles themselves.


First, select a race and replace that race’s age, alignment, rarity, and language sections with the following.

Age. Faebles are the same age as in their stories. They have the mental maturity of their physical age. They are ageless.

Alignment. Faebles cover the alignment spectrum, depending on their role in their tale. Since such tales are moralistic in nature, faebles are typically either lawful good or chaotic evil; however, some side characters might be neutral.

Rarity. Mythical. People are familiar with the faeble’s tale, but one isn’t expected to enter the Mortal Plane.

Languages. You speak, read, and write Common and Whimsy in addition to your other racial languages.

Second, add the following trait to your character.

Recurring Character. When you die, you return to life with all hit points and Hit Dice seven days later. Magic that traps your soul or any effect that destroys your body completely prevents this trait from functioning. If your tale has been forgotten by the citizens of the world, this trait also does not function. Lastly, add one additional trait to your character from the list below. Work with your GM to choose one that is appropriate for your faeble. If none of those listed below express the story of your character, with the consent of your GM, you can design a different ability that captures their flavor.

  • Conjure Candy. You can cast create food and water, only the food is tasty candy and the water is carbonated soda.
  • Healing Kiss. You can cast cure wounds without verbal components, but your touch must be in the form of a kiss. Your target must be a willing participant.
  • Huff and Puff. You know the gust of wind spell and can cast it without material components. The wind emanates from your mouth, and for its duration you do not need to breathe.

Human Form. You can alter your form to appear to be a specific humanoid that can pass for human. This appearance is unique to you and doesn’t change. While in this form, you lack your natural weapons. You can maintain the form indefinitely as if concentrating on a spell. Only injury can break your concentration, but you can maintain it by succeeding at a DC 10 Wisdom check.

Long Hair. The hair on your head grows at an accelerated rate of 6 feet per 24 hours. When bundled, your hair is considered rope.

Turn into Frog. You can use your action to change your form to a frog. Your gear melds into the new form. You can’t activate, wield, or otherwise benefit from any of your equipment.

What Nice Clothes You Have. You have proficiency in the Deception and Performance (acting) skills, and in the use of a disguise kit.

Section 15: Copyright Notice

Tales of Arcana Race Guide © 2021 Arcanomicon, LLC Author(s) Matt Knicl, Chris S. Sims

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