Nibbler
About this class
A creature of instinct, cunning, and conditioning, you live by reward and thrive on opportunity. Whether trained under careful guidance or acting on your own clever impulses, every trick you perform is a calculated exchange—effort for reward, risk for gain. Some like you dazzle crowds with practiced routines, while others slip through shadows, taking what they please. In the end, it’s all the same: you act, and you are rewarded.
Domains
Bone
Sage
Starting stats
Hope feature
Class features
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Pocketful of Tricks
Your owner never begins an adventure empty-handed. Through clever preparation and a pouch full of treats and trinkets, you ensure they are always ready for success.
At the beginning of each session, roll a number of Trick Dice equal to your Spellcast Trait. Give these dice to your owner.
Your owner may spend a Trick Die after any roll has been made, but before the outcome is resolved, to gain one of the following benefits:
Add the die’s result to the Hope total of an action roll.
Increase your owner’s Evasion by the die’s result against a single incoming attack.
Clear Stress equal to the die’s result.
Gain Hope equal to the die’s result.
Add the die’s result to a successful damage roll.
Only one Trick Die may be spent per roll or triggering event unless the GM rules otherwise.
All unused Trick Dice are lost at the end of the session.
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Treats
Places Tokens on your Character Sheet. These are your Treats, you start with 3. During a rest, spend one of your downtime moves to play with your owner. When you do, gain Treats equal to your Spellcast Trait. You may be able to buy Treats at a Pet Shop, consult with your GM to determine where those might be.
Class items
- A whistle you use to signal for attention.
Character questions
Background prompts
- Who first taught you your tricks, and what did they want from you in return?
- When did you first realize you could choose when to listen… and when not to?
- Why do you stay with your current companion, even when you don’t have to?
Connection prompts
- What trick of mine always impresses you, no matter how many times you’ve seen it?
- I once refused to help until I got what I wanted. What did I demand, and did you give in?
- What’s the most valuable thing you’ve caught me trying to steal?
Subclass cards
Printable via header menu
The Showstopper
Foundation
SPELLCAST TRAIT: Agility
Performer’s Perch: You may perch on a willing creature within Close range.
While perched on a creature, they gain a +1 bonus to Evasion.
When an ally within Close range is targeted by an attack, but before the outcome is determined, you may mark a Stress to immediately leap to them and perch on their shoulder.
You can only perch on one creature at a time.
Treat-Fueled Frenzy: Mark a Stress to work yourself into an excited frenzy until you deal Severe damage. On a successful attack while in this frenzy, you may spend any number of Treats to gain a +1d6 damage bonus for each Treat spent.
Consume 3 Treats touch a creature and clear 2 Hit Points or 2 Stress from them.
Consume 3 Treats to describe what you do in this moment and roll with Advantage on Agility Action Rolls.
Consume 2 Treats to describe how you set the stage for your owner and perform a Tag Team Attack with them. Your owner’s roll has advantage.
The Showstopper
Specialization
Bigger Treat Pouch: You now gain a bonus to your Treat capacity equal to your Proficiency
Consume 3 Treats to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty. (This effect does not stack)
Once per rest Consume 3 Treats to roll a d20 as your Hope die on your next attack.
Once per long rest consume 3 Treats to give yourself and all allies within Close range a Hope
Bounding Assault: When you prepare a Treat-empowered attack, you may mark an additional Stress to increase its range by one step (Melee to Very Close, Very Close to Close, etc.).
The Showstopper
Mastery
Consume 5 Treats when you or your Perched ally would mark Hit Points from an attack, you may reduce the damage by 2 Hit Points and immediately reposition them to a safe location within Far range.
Once per long rest consume 6 Treats to clear 2 Hit Points and Two Stress to all Allies within Far range.
One More Trick!: You refuse to settle for an average performance. After rolling damage, you may Consume 1 Treat to reroll any number of your damage dice. You may continue spending Treats to reroll the same dice as many times as you'd like.
Grand Finale: When your owner would mark their last Hit Point, you may mark 2 Stress to turn the moment into a Grand Finale.
Describe how you intervene in a dazzling, desperate display.
Roll a number of d6 equal to your Agility.
If at least one die shows a 6, your owner remains in the fight and splits 6 points between Hit Points and Stress. If no dice show a 6, your owner marks their last Hit Point as normal.
After resolving this ability, you gain +3 Treats.
You may only use this feature once per rest.
The Cutpurse
Foundation
SPELLCAST TRAIT: Finesse
Sticky Fingers:: You have a knack for taking advantage of every opening.
Once per round, when you succeed on a roll against an adversary you gain +1 Treat.
Additionally, you may spend Treats to perform the following:
4 Treats: Impose -2 to an adversary’s difficulty (cannot be stacked)
3 Treats: Roll with Advantage on Agility or Finesse-based actions
3 Treats: After you succeed on a roll, you may immediately reposition anywhere within Far range
The Cutpurse
Specialization
Light Fingers: You are quick, precise, and always looking for something to take.
You have Advantage on Finesse rolls.
When you succeed on a Finesse-based roll, you gain +2 Treats. You can only gain Treats from this feature once per round.
The Cutpurse
Mastery
Grand Larceny: You don’t just steal from enemies, you steal from the moment itself. When you succeed on a roll, you may spend 5 Treats to perform Grand Larceny.
The GM loses 1d4 Fear
You gain +2 Treats
Your owners next attack has advantage
Additionally, your owners next successful attack Critically Succeeds.
You may only use this feature once per rest.
Nibbler
A creature of instinct, cunning, and conditioning, you live by reward and thrive on opportunity. Whether trained under careful guidance or acting on your own clever impulses, every trick you perform is a calculated exchange—effort for reward, risk for gain. Some like you dazzle crowds with practiced routines, while others slip through shadows, taking what they please. In the end, it’s all the same: you act, and you are rewarded.
Domains
Bone + Sage
Starting Evasion
13
Starting Hit Points
4
Class Items
- • A whistle you use to signal for attention.
Nibbler’s Hope Feature
Look What I Can Do : Spend 3 Hope to describe what you do to impress or assist your owner, gaining 1d6 Treats.
Class Features
Pocketful of Tricks
Your owner never begins an adventure empty-handed. Through clever preparation and a pouch full of treats and trinkets, you ensure they are always ready for success. At the beginning of each session, roll a number of Trick Dice equal to your Spellcast Trait. Give these dice to your owner. Your owner may spend a Trick Die after any roll has been made, but before the outcome is resolved, to gain one of the following benefits: Add the die’s result to the Hope total of an action roll. Increase your owner’s Evasion by the die’s result against a single incoming attack. Clear Stress equal to the die’s result. Gain Hope equal to the die’s result. Add the die’s result to a successful damage roll. Only one Trick Die may be spent per roll or triggering event unless the GM rules otherwise. All unused Trick Dice are lost at the end of the session.
Treats
Places Tokens on your Character Sheet. These are your Treats, you start with 3. During a rest, spend one of your downtime moves to play with your owner. When you do, gain Treats equal to your Spellcast Trait. You may be able to buy Treats at a Pet Shop, consult with your GM to determine where those might be.
Nibbler Subclasses
Choose either the The Showstopper or The Cutpurse subclass.
The Showstopper
Play the Showstopper if you want to dazzle the battlefield with tricks, timing, and perfectly rewarded performances.
Spellcast Trait
Agility
Foundation Features
Performer’s Perch: You may perch on a willing creature within Close range.
While perched on a creature, they gain a +1 bonus to Evasion.
When an ally within Close range is targeted by an attack, but before the outcome is determined, you may mark a Stress to immediately leap to them and perch on their shoulder.
You can only perch on one creature at a time.
Treat-Fueled Frenzy: Mark a Stress to work yourself into an excited frenzy until you deal Severe damage. On a successful attack while in this frenzy, you may spend any number of Treats to gain a +1d6 damage bonus for each Treat spent.
- Tricks for Treats:
Consume 3 Treats touch a creature and clear 2 Hit Points or 2 Stress from them.
Consume 3 Treats to describe what you do in this moment and roll with Advantage on Agility Action Rolls.
Consume 2 Treats to describe how you set the stage for your owner and perform a Tag Team Attack with them. Your owner’s roll has advantage.
Specialization Feature
Bigger Treat Pouch: You now gain a bonus to your Treat capacity equal to your Proficiency
- Enhanced Tricks:
Consume 3 Treats to temporarily Distract a target within Close range, giving them a -2 penalty to their Difficulty. (This effect does not stack)
Once per rest Consume 3 Treats to roll a d20 as your Hope die on your next attack.
Once per long rest consume 3 Treats to give yourself and all allies within Close range a Hope
Bounding Assault: When you prepare a Treat-empowered attack, you may mark an additional Stress to increase its range by one step (Melee to Very Close, Very Close to Close, etc.).
Mastery Feature
- Elite Tricks:
Consume 5 Treats when you or your Perched ally would mark Hit Points from an attack, you may reduce the damage by 2 Hit Points and immediately reposition them to a safe location within Far range.
Once per long rest consume 6 Treats to clear 2 Hit Points and Two Stress to all Allies within Far range.
One More Trick!: You refuse to settle for an average performance. After rolling damage, you may Consume 1 Treat to reroll any number of your damage dice. You may continue spending Treats to reroll the same dice as many times as you'd like.
Grand Finale: When your owner would mark their last Hit Point, you may mark 2 Stress to turn the moment into a Grand Finale.
Describe how you intervene in a dazzling, desperate display.
Roll a number of d6 equal to your Agility.
If at least one die shows a 6, your owner remains in the fight and splits 6 points between Hit Points and Stress. If no dice show a 6, your owner marks their last Hit Point as normal.
After resolving this ability, you gain +3 Treats.
You may only use this feature once per rest.
The Cutpurse
Play the Cutpurse if you want to steal advantage, outmaneuver your enemies, and always come out ahead.
Spellcast Trait
Finesse
Foundation Features
Sticky Fingers:: You have a knack for taking advantage of every opening.
Once per round, when you succeed on a roll against an adversary you gain +1 Treat.
Additionally, you may spend Treats to perform the following:
4 Treats: Impose -2 to an adversary’s difficulty (cannot be stacked)
3 Treats: Roll with Advantage on Agility or Finesse-based actions
3 Treats: After you succeed on a roll, you may immediately reposition anywhere within Far range
Specialization Feature
Light Fingers: You are quick, precise, and always looking for something to take.
You have Advantage on Finesse rolls.
When you succeed on a Finesse-based roll, you gain +2 Treats. You can only gain Treats from this feature once per round.
Mastery Feature
Grand Larceny: You don’t just steal from enemies, you steal from the moment itself. When you succeed on a roll, you may spend 5 Treats to perform Grand Larceny.
The GM loses 1d4 Fear
You gain +2 Treats
Your owners next attack has advantage
Additionally, your owners next successful attack Critically Succeeds.
You may only use this feature once per rest.
Background Questions
Answer any of the following, or create your own.
- • Who first taught you your tricks, and what did they want from you in return?
- • When did you first realize you could choose when to listen… and when not to?
- • Why do you stay with your current companion, even when you don’t have to?
Connections
Ask one of the following, or improvise.
- • What trick of mine always impresses you, no matter how many times you’ve seen it?
- • I once refused to help until I got what I wanted. What did I demand, and did you give in?
- • What’s the most valuable thing you’ve caught me trying to steal?
Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.