Nobody

Nobodys are the small, overlooked presence who find power in being ignored. They are experts at turning anonymity into a tool—stealing a glance, slipping a note, or letting others take the spotlight while quietly shaping outcomes. They are supportive, quiet manipulators of scenes, and their strength lies in being expendable and unmemorable.

Class Features

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

Proficiencies

Armor Light armor
Weapons Simple weapons, Shortsword, Shortbow
Tools Disguise kit, Thieves' tools
Skills Choose 3 from Stealth, Insight, Perception, Deception, Sleight of Hand, Performance

Starting Equipment

• A shortsword and a light crossbow with 20 bolts
• A shortbow and quiver of 20 arrows
• Burglar's pack and a disguise kit

Class Resources

Obscurity Points (OP) 5 (Short rest (full pool replenished))

Class Abilities

Martial Abilities

Resource Obscurity Points
Study (class action)
Action 1 OP Level 1

You quietly observe to learn a target's habits or a social scene. See Third Wheel's Eye feature.

Utility Effect
Conditions: Learn predisposition (lying, distracted, focused on someone else)
Duration: 1 minute
Sideline Boon
Bonus Action 1 OP Level 2

Grant small unnoticed assistance to an ally (bonus action). See Sideline Boon feature.

Buff Effect
Duration: Until start of next turn (applies to one roll)
Becoming Nobody
Action 2 OP Level 3

Become lightly obscured and harder to perceive for a short time.

Stealth Effect
Conditions: Advantage on Stealth checks, Disadvantage for sight-based detection
Duration: 1 minute
Unclaimed Coin
Action 1 OP Level 5

Gain a small extra loot or clue when searching.

Utility Effect
Conditions: Find small valuable or gain advantage on Investigation/Perception
Duration: Instantaneous
Blank Slate
Action 2 OP Level 6

Quick, convincing disguise for social blending.

Utility Effect
Conditions: Advantage on deception/performance to maintain identity, Observers have disadvantage recalling specifics later
Duration: 8 hours
Pocket of Privacy (Aura)
Bonus Action (to activate) 1 OP Level 7

10-foot aura grants allies small stealth and social bonuses when unengaged.

Buff Effect
Conditions: +2 to Stealth checks for allies, +1 to Insight and Deception
Duration: Until dismissed or combat begins
Echo Laugh
Action 2 OP Level 9

Create a brief distraction to impose penalties.

Debuff Effect
Saving Throw: Wisdom
Conditions: -2 to attack rolls and Perception for 1 round on failed save
Duration: 1 round
Sidestep Rescue
Reaction 1 OP Level 10

Swap places with an ally and impose disadvantage on an attack.

Control Effect
Conditions: Swap places; impose disadvantage if you are unseen, If hit, you take half damage instead of the ally
Duration: Instantaneous
Unremarkable Presence
Passive / Reaction 2 OP (reaction) Level 11

Enemies have disadvantage to hit you if they began their turn unable to notice you. Can redirect charm/fright spells by spending OP.

Defense Effect
Conditions: Disadvantage to hit when unnoticed, Spell redirection against charm/fear (reaction)
Duration: Instantaneous or ongoing while unnoticed
Sideline Boon (Improved)
Bonus Action 1 OP Level 13

Stronger sideline aid, may affect two creatures.

Prerequisites:

Sideline Boon

Buff Effect
Conditions: +1d6 to one roll (or to two creatures if 1 OP)
Duration: Until start of next turn
Invisible Aid
Action 3 OP Level 14

Provide Help at range without observers noticing.

Buff Effect
Conditions: Help effect at range; advantage for social checks, Observers treat success as luck
Duration: 1 minute or until used
Summon Host's Pet
Bonus Action 0 OP (summoning free) Level 15

Summon your bonded companion to aid you. See Companion entry.

Companion Effect
Duration: Until dismissed or destroyed
Shadow Repeat
Action 3 OP Level 17

Reproduce a nonmagical action you've seen recently with advantage.

Utility Effect
Conditions: Perform action with advantage and treat as proficient
Duration: Instantaneous
Final Fade
Action 5 OP Level 20

A long-rest ultimate of perfect forgettability. See Final Fade feature.

Utility Effect
Conditions: Immune to divination, indistinguishable in memory, undetectable by nonmagical observation
Duration: 10 minutes

Transformations

Become Nobody (Improved)
1 minute (base) 2 OP (base); +1 OP to fuzz memories Level 3

A transformation of social presence rather than form. At higher level your fade grows stronger: you can spend extra OP to not only be lightly obscured but to become effectively invisible to passive recall (for the duration, creatures that fail a Wisdom(Perception) check to notice you remember you as 'someone' but cannot later identify specifics).

Changes:

Advantage on Stealth, Disadvantage for sight-based detection, Memory fuzzing on observers if additional OP spent

Special Actions:

Hide as bonus action if lightly obscured

Limitations:

Effect ends if you attack, cast a revealing spell, or make a loud action

Blend Into The Crowd
8 hours 2 OP Level 6

You take on the role of a background fixture for up to 8 hours: you can impersonate an audience member, a servant, a decoy—giving you advantage on extended social infiltration and letting you pass as a nonthreatening NPC. This form is nonmagical mimicry plus subtle compulsion on memories.

Changes:

Advantage on deception and performance when maintaining the role, Observers cannot place you as an intruder without DC check

Special Actions:

Remain in role until you break it

Limitations:

Cannot cast spells or take combat actions without breaking the role

Auras

Pocket of Privacy
10-foot radius 1 OP Level 7

A 10-foot radius aura centered on you while active. Allies inside who are unengaged gain +2 Stealth and +1 Insight/Deception; hostiles have disadvantage to notice social acts within the aura if you spend 1 OP to activate it.

Effect:

+2 Stealth to allies; +1 Insight/Deception; disadvantage to outsider Perception if activated

Activation:

Bonus action to activate (1 OP)

This aura can be toggled on or off.

Companions

Host's Pet
Familiar-like
Level 15

A small, charming companion that is usually overlooked: a shabby spaniel, scrawny ferret, or grumpy parrot. The pet is a magical, quasi-familiar bond—a social and scouting aid rather than a combat powerhouse.

Statistics:
HP 5 + your level (reappears if destroyed after long rest or reconstitute with 2 OP)
AC 12
STR 6
DEX 14
CON 10
INT 6
WIS 12
CHA 10
Speed:
Walk 30 ft.
Skills:

Stealth + proficiency, Perception + proficiency

Senses:

Passive Perception 12

Features:

Unobtrusive Scout: The pet can move into small spaces, find hidden doors, and use the Help action to grant advantage on Stealth or Perception checks., Distracting Whimsy: Once per short rest, the pet can create a brief commotion to grant advantage on one ally attack or trick an NPC into misremembering a small detail., Comforting Nudge: The pet can restore 1d4 hit points to an ally by licking or nuzzling as an action when the ally is at 0 HP (usable once per long rest); the pet must then rest for an hour.

Commands:

Scout (go to a location and return, giving an oral/written report), Distract (spend an action to draw attention, imposing disadvantage on Perception for 1 round), Deliver (carry a small item or note up to 1 hour)

Scaling:

Level 15: Companion HP increases to 8 + your level; gains +1 to attack rolls of distractions and +1 to passive Perception.

Level 18: Pet can take the Dodge or Help action as a reaction twice per short rest; reconstitution cost reduced to 1 OP.

Class Features

Wallflower's Grace (Level 1)

At 1st level you are practiced at being unnoticed. While you aren't wearing heavy armor, you gain proficiency in Stealth. If you already have proficiency, you instead gain expertise (double proficiency) in Stealth. Additionally, when you start combat while unseen and not actively engaging a foe, you add your proficiency bonus to initiative rolls.

Obscurity Pool (Level 1)

You have a pool of Obscurity Points (OP) that fuel a Nobody's tricks. Your Obscurity Points maximum equals 1 + your proficiency bonus at 1st level and increases as shown in the class table (for simplicity in many campaigns: +1 OP at levels 5, 9, 13, and 17). You regain all OP on a short rest. You expend OP to use many class abilities.

Third Wheel's Eye (Level 1)

Also at 1st level, you can quietly observe and catalogue. As an action, you can Study a social situation or a single creature you can see. For 1 minute you gain advantage on Insight and Deception checks related to that target or situation and you learn whether the creature is predisposed to lie, is distracted, or is secretly focused on someone else. Using Study costs 1 OP.

Resource Cost: 1 OP

Sideline Boon (Level 2)

Starting at 2nd level you can turn your ignored presence into subtle aid. As a bonus action you can spend 1 OP to grant one creature within 30 feet a +1d4 bonus to one ability check, attack roll, or saving throw made before the start of your next turn. This bonus represents a small unnoticed shove, a whisper, or a misdirecting glance only the target realizes.

Resource Cost: 1 OP

Becoming Nobody (Level 3)

At 3rd level you learn to fade into anonymity. As an action, you can spend 2 OP to become lightly obscured to magical and mundane senses for up to 1 minute: you have advantage on Stealth checks, creatures that rely on sight have disadvantage to detect you, and you can attempt to hide even if only lightly obscured. Making an attack, casting a spell, or forcing interaction ends the effect on you.

Resource Cost: 2 OP

Unclaimed Coin (Level 5)

At 5th level your habit of lingering where things are left pays off. When you Search a scene or loot a creature, you can spend 1 OP to find an extra small item of value or information (worth 1d6 × 10 gp or a useful clue), or to gain advantage on a single Investigation or Perception check.

Resource Cost: 1 OP

Blank Slate (Level 6)

At 6th level you can adopt a bland, forgettable persona. You can use your disguise kit to create a disguise in 1 minute, or spend 2 OP to assume a more thorough, socially convincing false identity for 8 hours (providing advantage on performance/deception to maintain the identity and disadvantage to senses trying to recall you later).

Resource Cost: 2 OP

Pocket of Privacy (Aura) (Level 7)

Starting at 7th level you exude a small 10-foot aura of oblivion while you are not in combat or while you are unengaged by enemies. Allies in the aura who are also unengaged by enemies gain a +2 bonus to Stealth checks and a +1 bonus to Insight and Deception checks. Hostiles have disadvantage on Perception checks to notice social actions within the aura if you spend 1 OP to activate it; activation lasts until you or an ally in the aura attacks or until you dismiss it (bonus action).

Resource Cost: 1 OP (to activate)

Echo Laugh (Level 9)

At 9th level you can manufacture a brief distraction. As an action you can spend 2 OP to cause a 15-foot-radius area within 60 feet to erupt in a faint, ambiguous commotion (laughter, a dropped tray, murmurs). Creatures in the area must succeed on a DC equal to 8 + your proficiency bonus + your Wisdom modifier Wisdom saving throw or be distracted: they take a −2 penalty to attack rolls and Perception (passive and active) for 1 round. Creatures that succeed are immune to this effect for 1 minute.

Resource Cost: 2 OP

Sidestep Rescue (Level 10)

At 10th level, as a reaction when an ally within 5 feet is targeted by an attack you can spend 1 OP to swap places with them (teleporting to their unoccupied space) and impose disadvantage on the triggering attack if you are unseen to the attacker. If the attacker still hits, you take half the damage instead of your ally (rounded down).

Resource Cost: 1 OP

Unremarkable Presence (Defense) (Level 11)

At 11th level your anonymity becomes defensive. When you are unnoticed by a creature at the start of that creature's turn, that creature has disadvantage to hit you. Additionally, once per short rest when you would be targeted by a magical effect that would charm or frighten you, you may spend 2 OP to force the caster to re-target the spell at a different creature within range (chosen by you) if possible; otherwise the spell fails.

Resource Cost: 2 OP

The Sideline's Boon (Improved) (Level 13)

At 13th level the bonus you grant as Sideline Boon improves. That bonus increases to +1d6 and you may spend 1 OP to grant it to two creatures within 30 feet instead of one.

Resource Cost: 1 OP

Prerequisite: Sideline Boon

Invisible Aid (Aid Unseen) (Level 14)

At 14th level you can assist without drawing attention. As an action you may spend 3 OP to provide a creature you can see with the benefit of a Help action at range (within 60 feet) in such a way that observers do not realize help was given (no threat, no visible aid). The Help lasts for up to 1 minute or until the creature makes an attack. If the target would make a social check, they gain advantage and observers treat the success as mundane luck rather than obvious assistance.

Resource Cost: 3 OP

Host's Pet Companion (Level 15)

At 15th level you can bond with a small, overlooked companion that is studied to be forgotten by others—an architecture of the 'party pet'. This companion obeys simple commands, can scout, distract, or slip messages, and scales modestly with your level. See the Companion entry for full statistics. Summoning or dismissing the companion is a bonus action. If the companion is reduced to 0 HP, it disappears and can be re-summoned after a long rest or by spending 2 OP to reconstitute it in 1 hour.

Resource Cost: 2 OP (to reconstitute)

Shadow Repeat (Level 17)

At 17th level you can copy a small action you observed up to 1 minute earlier. As an action, you spend 3 OP to perfectly reproduce a nonmagical action you saw (a shove, a lockpick attempt, a quick sign) with advantage and treat it as if you had proficiency at that task for the roll. Once you use Shadow Repeat, you must finish a short or long rest to use it again unless you spend 2 OP to reuse it after taking a short rest.

Resource Cost: 3 OP

Final Fade (Level 20)

At 20th level you can become utterly unremarkable. Once per long rest, as an action, spend 5 OP to enter a 10-minute state where you are immune to divination magic, indistinguishable in memory from any number of other faces (creatures can't recall specifics about you without a great investment of magic or time), and undetectable by nonmagical observation unless you choose to be noticed. You still interact physically; if you attack or cast a spell that reveals your identity, the state ends early.

Resource Cost: 5 OP

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