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The Showstopper • The Cutpurse

Subclasses Designed by Fear Daddy

About these subclasses

The Nibbler is a unique support-focused homebrew class designed around a Treat-based resource system. Agile, loyal, and endlessly clever, the Nibbler empowers allies through teamwork, positioning, and perfectly timed assistance. Rather than dominating the battlefield through damage, this class shines by enhancing the success of others.

This class was created in response to a player who wanted to portray a support-oriented pet. Inspired by that concept, the Nibbler offers a dynamic and cinematic playstyle centered on mobility, cooperation, and resource management.

This version represents a Beta Playtest. While the core mechanics are in place, refinement is ongoing. Current development is focused primarily on the Showstopper subclass. Once it has been thoroughly tested and balanced, attention will shift to the Cutpurse subclass and its thematic adjustments.

As with all homebrew content:

What works at my table may not work at yours.

Feedback is welcome, and adjustments will be made as the class evolves through playtesting.

If you’re looking for a whimsical yet tactical support companion—and your GM approves—the Nibbler may be the perfect addition to your adventure.

Designed for class

Nibbler
Homebrew class
Nibbler

Subclass details

The Showstopper

The Showstopper

Spell trait: Agility

Play the Showstopper if you want to dazzle the battlefield with tricks, timing, and perfectly rewarded performances.

Foundation
Tier 1

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
Tier 2

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
Tier 3
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

The Cutpurse

Spell trait: Finesse

Play the Cutpurse if you want to steal advantage, outmaneuver your enemies, and always come out ahead.

Foundation
Tier 1

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
Tier 2

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
Tier 3

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.

Printable cards

Foundation / Specialization / Mastery
The Showstopper
Nibbler

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.

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Showstopper
Nibbler

The Showstopper

Specialization

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.).

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Showstopper
Nibbler

The Showstopper

Mastery

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Cutpurse
Nibbler

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

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Cutpurse
Nibbler

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing
The Cutpurse
Nibbler

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.

Daggerheart Compatible. Daggerheart.comDaggerheart Compatible Logo
Card Backing

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