Cosplayer

Cosplayers are theatrical chameleons who perform roles with uncanny commitment. They craft costumes and act out archetypes — from gallant knights to eccentric wizards to who-knows-what squirrel — channeling the mechanics of those roles through theater, props, and practiced trickery. They are performers first, improvisers second, and adventurers third.

Class Features

Hit Die d8
Primary Ability Charisma, Dexterity
Saving Throws Dexterity, Charisma

Proficiencies

Armor Light armor
Weapons Simple weapons, Hand crossbows, Shortswords
Tools Disguise kit, Three artisan's tools of your choice
Skills Choose two from Acrobatics, Performance, Deception, Insight, Sleight of Hand, Persuasion

Starting Equipment

• A set of appropriately flashy clothes or a suit of light costume armor (your choice)
• A signature prop (dagger or wand) and a disguise kit
• Entertainer's pack or Burglar's pack
• Three artisan's tools of your choice

Class Resources

Masquerade Points 5 (After a long rest (some subclass features and the Perfect Masquerade can alter maximum and recovery))

Class Abilities

Martial Abilities

Resource Masquerade Points
Impromptu Persona
Bonus Action 1-3 MP Level 1

You quickly adopt a persona's superficial mechanical trappings for a short time (30 seconds — 5 rounds). Choose a persona template (e.g., 'Wizardly', 'Knightly', 'Clerical', 'Warlockish', 'Squirrelly'). The persona grants one temporary mechanical benefit (see below). Activating costs 1–3 MP depending on potency.

Buff Effect
Conditions: Grants benefits appropriate to persona (e.g., +2 to a specific skill, minor damage type change, small temporary HP)
Duration: 30 seconds
Signature Move
Bonus Action 1 MP Level 2

A practiced flourish turned into combat effect. As a bonus action expend 1 MP to add +2 to an attack roll or grant an ally +2 to AC until your next turn.

Buff Effect
Duration: Until your next turn
Prop Trick
Action 1 MP Level 1

You use a prop to create a single, reliable effect: a smoke bomb (creates lightly obscured area), a flash (blinds briefly), or a sticky net (restrain attempt). Costs 1 MP and an improvised prop (free in your costume arsenal).

Control Effect
Saving Throw: Dexterity (if relevant)
Conditions: Obscured, blinded (1 round), or restrained (save ends)
Duration: Varies by prop (1 round to save ends)
Roleplay Riposte
Reaction 1 MP Level 2

When an enemy misses you with an attack, you can use your reaction and spend 1 MP to deliver a theatrical riposte: make a melee attack with advantage and add +1d6 theatrical damage (thematic type).

Prerequisites:

Must be wearing a costume

Damage Effect
Damage: 1d6 theatrical (bludgeoning/slashing/force as appropriate) (Increases at higher levels via subclass features)
Performance of Presence
Action 2 MP Level 5

As an action you can perform to command a battlefield presence. Spend 2 MP: allies within 15 feet gain temporary hit points equal to your Charisma modifier + your level divided by 2 (rounded down). Enemies in the area must succeed on a Wisdom save or be dissuaded (disadvantage on opportunity attacks for 1 round).

Buff Effect
Saving Throw: Wisdom
Conditions: Temporary HP, Disadvantage on opportunity attacks for failed save
Duration: 1 round for restriction; temp HP lasts 1 minute
Borrowed Feat
Action 3 MP Level 6

You may briefly emulate a single minor class feature of a performed archetype (no more powerful than a 1st-level feature) for 1 minute. Costs 3 MP. Examples: lay-on-hands (small heal), second wind, minor cantrip effect, +1 to saving throws vs one school. DM adjudicates what qualifies.

Prerequisites:

Must have previously studied the archetype (training during downtime or DM permission)

Utility Effect
Duration: 1 minute

Transformations

Apprentice Wizard
30 seconds 1 MP Level 1

A classic wizard persona: robes, a faux wand, and bursts of 'arcane' energy. Mechanically you can hurl small magical flourishes — choose one: Eldritch Spark (1d6 force, ranged 30 ft), Arcane Shield (+1 to AC for 1 round), or Study (grant ally advantage on next Intelligence check).

Changes:

+1 to Arcana checks while active, Gain a minor ranged magical flourish (1d6)

Special Actions:

Eldritch Spark (Ranged flourish), Arcane Shield (temporary AC buff)

Limitations:

Cannot actually use real spells or consume spell slots, Effects are limited in power and last short time

Black Knight
1 minute 2 MP Level 1

A grim, armored persona with heavy theatrics. Grants a flavor of heavy armor while costume pieces are worn: +1 AC and advantage on Intimidation checks, and a charge attack that can shove (Strength check) when you spend 2 MP.

Changes:

+1 AC, Advantage on Intimidation

Special Actions:

Gloom Charge (shove attempt with extra damage on success)

Limitations:

Costume armor is not actual heavy armor for proficiency checks; medium-armor proficiency still required to wear real heavy sets

Pious Paladin
10 minutes 1-2 MP Level 2

A convincingly righteous cosplayer that performs healing gestures and righteous strikes. Spend 2 MP to heal 1d8 + Cha mod to an ally and as a reaction spend 1 MP to add radiant-flavored damage (+1d6) to an attack.

Changes:

Access to small healing and radiant-themed damage

Special Actions:

Lay-on-Show (minor heal), Cosmetic Smite (+1d6 radiant)

Limitations:

Cannot channel real divine spells or affect undead beyond theatrical damage

Devilbound Sorcerer
3 rounds 3 MP Level 4

A dark, pactlike persona that channels infernal flair. Grants a short-lived damage-over-time flair (1d4 fire/necrotic per turn for 3 turns) when you expend 3 MP to unleash a 'pact'.

Changes:

Minor damage-over-time on enemies

Special Actions:

Infernal Calling (3 MP, DOT)

Limitations:

Has temptation drawbacks if roleplayed (e.g., social complications), Not an actual pact with a patron

Glamorous Warlock
1 minute 2 MP Level 4

A theatrical warlock persona that can invoke a themed 'hex' — impose -1 to an ability check of a target or grant yourself a small eldritch blast (1d8) once per activation. Costs 2 MP.

Changes:

Minor debuff on enemies or single-target ranged flourish

Special Actions:

Thematic Hex (debuff), Eldritch Tinct (1d8 ranged)

Limitations:

Cannot grant invocations or true warlock features

Squirrelly
5 minutes 1 MP Level 1

A comedic small-animal persona. Grants climb speed equal to walking speed, advantage on Dexterity (Acrobatics) and a quick slash attack (1d4) as a bonus action. Lasts up to 5 minutes.

Changes:

Climb speed, Small bonus attack

Special Actions:

Bouncy Dash (bonus action leap that avoids opportunity attacks)

Limitations:

Low direct damage; best for mobility and disruption

Trickster Bard
1 minute 1-2 MP Level 1

A persona of song and mischief — you can grant an ally a Bardic Inspiration-like d6 to add to a roll (1 MP), or perform a distracting ditty that imposes -1 to enemy attack rolls for one round (2 MP).

Changes:

Grant ally inspiration die (d6), Small debuff to enemies

Special Actions:

Inspire (grant d6), Distracting Melody (debuff)

Limitations:

Inspiration die is d6 and does not scale unless improved via features

Masked Cleric
1 round (or instantaneous for condition removal) 2-4 MP Level 6

A ceremonial persona focused on protective and minor restorative gestures. Spend 2 MP to grant resistance to one damage type for 1 round to an ally or to remove one condition (poisoned/paralyzed) if you spend 4 MP.

Changes:

Condition removal/short resistance

Special Actions:

Resist Ward (2 MP), Cleansing Scene (4 MP)

Limitations:

Cannot truly resurrect or cast cleric spells

Auras

Audience's Favor
10-foot radius (30-foot at 15th) 2 MP Level 7

You create an encouraging atmosphere. Allies in a 10-foot radius (30 feet at 15th level) gain a +1 (then +2) bonus to Persuasion and Performance checks and regain 1 MP when they succeed on an attack roll while benefiting from your aura. Activation is 2 MP and lasts 1 minute.

Effect:

Bonus to social checks and occasional MP regain

Activation:

2 MP

Stage Calm
10-foot radius 1 MP Level 5

When activated (1 MP), enemies who enter your aura (10-foot radius) must make a Wisdom save or have disadvantage on initiative and on saving throws against being charmed for 1 round. Lasts for 1 minute.

Effect:

Debuffs enemy initiative and susceptibility

Activation:

1 MP

Spotlight of Safety
Self-centered 15-foot cone 3 MP Level 15

At higher levels you can place a protective spotlight (as a bonus action, costs 3 MP) that grants allies inside it a +2 to saving throws vs. fear and charm and halves damage from one source once for each ally while active (1 minute).

Effect:

Protection and damage mitigation

Activation:

3 MP

Companions

Plush Familiar
Construct-like familiar (noncombat)
Level 1

A well-crafted plush companion that reacts to your performances. The plush grants minor benefits: once per short rest it can provide advantage on one Performance or Deception check for its master, and it can act as a messenger or minor distraction (action).

Statistics:
HP 5 + your Charisma modifier
AC 12
STR 3
DEX 14
CON 10
INT 6
WIS 12
CHA 8
Speed:
Walk 20 ft.
Skills:

Performance + your proficiency

Senses:

Passive Perception 10

Features:

Provides advantage on one social check per short rest., Can perform simple actions to distract or fetch props., Functions as a roleplaying tool; can be sacrificed for a powerful performance (DM adjudicated).

Commands:

Fetch (action), Distract (bonus action), Comfort (grants +1 to saves once per long rest)

Scaling:

Level 6: Plush grants advantage on two checks per short rest and gains +1 AC.

Level 14: Plush can grant a one-time 1d6 temporary damage boost to an ally once per long rest.

Stage Raven
Mechanical familiar (noncombat scout)
Level 3

A mechanical raven prop that scouts and performs. It has limited flight and can deliver a small flare or drop a smoke pellet once per short rest.

Statistics:
HP 8 + your Charisma modifier
AC 13
STR 4
DEX 16
CON 10
INT 8
WIS 12
CHA 6
Speed:
Walk 5 ft.
Fly 40 ft.
Skills:

Perception + your proficiency

Senses:

Low-light vision, Passive Perception 12

Features:

Can scout up to 120 feet away and return., Once per short rest can create a smoke cloud or tiny flare for distraction/escape., Can deliver tiny objects or messages.

Commands:

Scout (action), Deliver (action), Distract (bonus action)

Scaling:

Level 10: Raven's scouting range increases and it can create a larger area of minor concealment.

Class Features

Masquerade (Level 1)

You gain a pool of Masquerade Points (MP) equal to 5 at 1st level. You spend MP to fuel cosplaying abilities: activating persona transformations, borrowing a small mechanical effect from an emulated archetype, or gaining advantage on a performance/role check. You regain all MP after a long rest. (Several features increase MP maximum.)

Costume Arsenal (Level 1)

You have studied techniques for quick costume changes and carry a variety of props. You gain proficiency with disguise kit, and you can don or remove a costume (including armor pieces that fit) as a bonus action. While wearing an appropriate costume, you can adopt one low-level cosmetic trait of the emulated archetype (visual flourish, voice, simple prop effect) granting roleplaying advantage and small mechanical bonuses described by specific transformations.

Improv: Signature Move (Level 2)

At 2nd level you learn to turn theatrical flourishes into mechanical effects. As a bonus action you can expend 1 MP to perform a Signature Move: grant yourself a +2 bonus to one attack roll, saving throw, or ability check, or force a single enemy to make a Wisdom save (DC = 8 + your proficiency + your Charisma modifier) or be distracted (disadvantage on its next attack).

Resource Cost: 1 MP

Borrowed Expertise (Level 3)

At 3rd level you can emulate a particular class skillset more deeply. When you pick a persona (see Transformations) you may declare one skill or tool that persona is 'expert' in; for 1 hour you have expertise (double proficiency) in that skill. Using this requires 1 MP. You can use this feature a number of times equal to your Charisma modifier (minimum once), regaining uses after a long rest.

Resource Cost: 1 MP per use

True to Role (Level 5)

At 5th level your impersonations become convincing in social and magical contexts. When you use a persona transformation that replicates a spellcasting class or divine role, any effect of that transformation that requires a Charisma (Deception/Performance) check or opposed check gains a +proficiency bonus to the roll. Additionally, once per long rest you may spend 3 MP to have a persona ability you use be treated as one tier higher for damage or effect (e.g., a low-tier elemental flourish deals one die higher).

Resource Cost: 3 MP (optional boost)

Stage Presence (Aura) (Level 7)

At 7th level you exude an aura of performance. As a bonus action you may activate an aura (10-foot radius) that lasts for 1 minute or until you dismiss it. Allies in the aura gain +1 to saving throws and advantage on Charisma (Performance) checks. Activating costs 2 MP. At 15th level, the radius increases to 30 feet and bonuses increase to +2.

Resource Cost: 2 MP

Chameleon Craft (Level 10)

At 10th level you can customize your costume arsenal between rests. You can permanently attune three minor magical trinkets into your costumes (DM's approval) and swap which trinket is active as part of a long rest. Additionally, your costume changes are now silent and take no more than a single object interaction in combat.

Master of Masque (Level 14)

At 14th level your Masquerade pool increases by 3 and you gain 'Seamless Persona': you may maintain two active persona transformations at once (each consumes their MP cost separately) and suffer no penalties from changing roles mid-combat. Once per day you may spend 5 MP to make a persona effect you use ignore resistance to its damage type.

Perfect Cosplay (Capstone) (Level 20)

At 20th level your craft becomes legendary. Your MP pool increases by 5. When you use a transformation you may spend an extra 5 MP to permanently gain one non-magical trait of the emulated archetype (appearance, minor ability or proficiency) until you change it by spending a short rest and choosing anew. Once per long rest you may perform a Perfect Masquerade: for 1 minute you and up to six willing allies who don costumes you lead are under the effects of a simultaneous, potent suite of persona abilities (advantage on social checks, +2 to attack rolls, temporary hit points equal to your level at start).

Resource Cost: 5 MP (Perfect Masquerade)

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