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
Proficiencies
Starting Equipment
Class Resources
Class Abilities
Martial Abilities
Impromptu Persona
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.
Signature Move
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.
Prop Trick
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).
Roleplay Riposte
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).
Must be wearing a costume
Performance of Presence
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).
Borrowed Feat
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.
Must have previously studied the archetype (training during downtime or DM permission)
Transformations
Apprentice Wizard
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).
+1 to Arcana checks while active, Gain a minor ranged magical flourish (1d6)
Eldritch Spark (Ranged flourish), Arcane Shield (temporary AC buff)
Cannot actually use real spells or consume spell slots, Effects are limited in power and last short time
Black Knight
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.
+1 AC, Advantage on Intimidation
Gloom Charge (shove attempt with extra damage on success)
Costume armor is not actual heavy armor for proficiency checks; medium-armor proficiency still required to wear real heavy sets
Pious Paladin
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.
Access to small healing and radiant-themed damage
Lay-on-Show (minor heal), Cosmetic Smite (+1d6 radiant)
Cannot channel real divine spells or affect undead beyond theatrical damage
Devilbound Sorcerer
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'.
Minor damage-over-time on enemies
Infernal Calling (3 MP, DOT)
Has temptation drawbacks if roleplayed (e.g., social complications), Not an actual pact with a patron
Glamorous Warlock
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.
Minor debuff on enemies or single-target ranged flourish
Thematic Hex (debuff), Eldritch Tinct (1d8 ranged)
Cannot grant invocations or true warlock features
Squirrelly
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.
Climb speed, Small bonus attack
Bouncy Dash (bonus action leap that avoids opportunity attacks)
Low direct damage; best for mobility and disruption
Trickster Bard
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).
Grant ally inspiration die (d6), Small debuff to enemies
Inspire (grant d6), Distracting Melody (debuff)
Inspiration die is d6 and does not scale unless improved via features
Masked Cleric
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.
Condition removal/short resistance
Resist Ward (2 MP), Cleansing Scene (4 MP)
Cannot truly resurrect or cast cleric spells
Auras
Audience's Favor
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.
Bonus to social checks and occasional MP regain
2 MP
Stage Calm
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.
Debuffs enemy initiative and susceptibility
1 MP
Spotlight of Safety
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).
Protection and damage mitigation
3 MP
Companions
Plush Familiar
Level 1A 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).
Performance + your proficiency
Passive Perception 10
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).
Fetch (action), Distract (bonus action), Comfort (grants +1 to saves once per long rest)
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
Level 3A 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.
Perception + your proficiency
Low-light vision, Passive Perception 12
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.
Scout (action), Deliver (action), Distract (bonus action)
Level 10: Raven's scouting range increases and it can create a larger area of minor concealment.
Class Features
Masquerade (Level 1)
Costume Arsenal (Level 1)
Improv: Signature Move (Level 2)
Resource Cost: 1 MP
Borrowed Expertise (Level 3)
Resource Cost: 1 MP per use
True to Role (Level 5)
Resource Cost: 3 MP (optional boost)
Stage Presence (Aura) (Level 7)
Resource Cost: 2 MP
Chameleon Craft (Level 10)
Master of Masque (Level 14)
Perfect Cosplay (Capstone) (Level 20)
Resource Cost: 5 MP (Perfect Masquerade)
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