Nightmare Performer

Born from the tragic intersection of showbiz and supernatural horror, the Nightmare Performer is an animatronic entity cursed to roam the twilight hours. Once a beloved attraction, its gears and circuitry became intertwined with restless, vengeful spirits. Now, it stalks the night with an uncanny mix of theatrical charm and lethal precision. Every creak of its metal joints and every echo of its synthesized laugh is a reminder of lost innocence and the dark price of fame. Its existence blurs the line between life and automata, drawing both pity and terror in equal measure.

Class Features

Hit Die d10
Primary Ability Charisma, Constitution
Saving Throws Charisma, Constitution

Proficiencies

Armor Light Armor, Medium Armor
Weapons Simple Weapons, Improvised Weapons
Tools Tinker’s Tools, Disguise Kit
Skills Performance, Intimidation, Acrobatics, Perception

Starting Equipment

• A finely crafted mechanical mallet (as an improvised melee weapon)
• A set of eerie performance costumes and masks
• Tinker’s Tools and a small stage lantern

Class Resources

Performance Tokens 5 (After a short rest)

Class Abilities

Martial Abilities

Resource Performance Tokens (d6)
Encore Strike
Action 1 Performance Token Level 1

A precise, bone-chilling melee attack that capitalizes on a foe's moment of weakness. When you hit an enemy with a melee attack, expend 1 Performance Token to deal an extra 1d8 psychic damage.

Damage Effect
Damage: 1d8 psychic (+1d8 per 5 levels)
Duration: Instantaneous
Haunting Clamor
Action 1 Performance Token Level 3

Unleash a disorienting burst of sound and static that rattles enemy senses. As an action, expend 1 Performance Token to force creatures within 10 feet to make a Constitution save (DC = 8 + proficiency bonus + Charisma modifier) or have disadvantage on their next attack.

Debuff Effect
Saving Throw: Constitution
Conditions: disadvantage on next attack
Duration: 1 round
Mechanical Resurgence
Bonus Action 1 Performance Token Level 5

Channel your internal clockwork vitality to mend your grievous wounds. As a bonus action, expend 1 Performance Token to regain hit points equal to 1d10 + your level.

Healing Effect
Duration: Instantaneous
Clockwork Flurry
Bonus Action 1 Performance Token Level 7

When engaged in melee combat, you can harness bursts of mechanical speed. Once per turn, after you take the Attack action, expend 1 Performance Token to make an extra attack as part of the same action.

Prerequisites:

Must be wielding a melee weapon

Damage Effect
Damage: 1d6 slashing
Duration: Instantaneous
Uncanny Stare
Action 1 Performance Token Level 9

Your glowing, mechanical eyes instill paralyzing dread. As an action, expend 1 Performance Token to force one target within 30 feet to make a Wisdom save or be unable to move until the start of its next turn.

Control Effect
Saving Throw: Wisdom
Conditions: immobilized
Duration: 1 round
Curtain Call
Action 2 Performance Tokens Level 11

You create a dramatic distraction that disrupts enemy coordination. As an action, expend 2 Performance Tokens to force all enemies within 15 feet to make a Dexterity save or have their movement halved until the end of their next turn.

Debuff Effect
Saving Throw: Dexterity
Conditions: movement halved
Duration: 1 round
Phantom Bash
Reaction 1 Performance Token Level 13

A heavy, echoed strike that reverberates with spectral might. When you score a critical hit, you may expend 1 Performance Token to add an extra 2d6 necrotic damage.

Prerequisites:

Critical hit required

Damage Effect
Damage: 2d6 necrotic
Duration: Instantaneous
Dreadful Overture
Action 2 Performance Tokens Level 15

You unleash a wave of terror as your form momentarily glitches between man and machine. As an action, expend 2 Performance Tokens to impose the frightened condition on all enemies within 20 feet (DC = 8 + proficiency bonus + Charisma modifier) for 1 round.

Condition Effect
Saving Throw: Wisdom
Conditions: frightened
Duration: 1 round
Animatronic Rampage
Action Variable (1 per extra attack) Level 17

In a frenzy of gears and malice, you attack with relentless force. When you use the Attack action, you can make an additional attack for each enemy adjacent to you. Each bonus attack deals 1d8 extra damage, but costs 1 Performance Token each.

Damage Effect
Damage: 1d8 slashing (+1d8 per 5 levels)
Duration: Instantaneous
Final Performance
Action All remaining Performance Tokens Level 20

At the pinnacle of your eerie career, you channel all your animatronic fury into one grand display. As an action, expend all remaining Performance Tokens to deal massive damage in a 20‐foot cone. Creatures caught in the blast must make a Constitution save (DC = 8 + proficiency bonus + Charisma modifier) or take 6d10 psychic damage (half damage on a success).

Damage Effect
Saving Throw: Constitution
Damage: 6d10 psychic
Duration: Instantaneous

Transformations

Night Mode
1 minute 1 Performance Token Level 5

Embrace your darker programming as you shift into a more fearsome form. Your eyes glow with a sinister light, and your movements become eerily silent. In this state, gain advantage on Stealth checks and add an extra 1d6 damage to melee attacks for 1 minute.

Changes:

Advantage on Stealth checks, Melee attacks deal extra 1d6 damage

Special Actions:

Gain bonus movement speed (10 feet increase)

Limitations:

Cannot use abilities that require vocal components

Spotlight Overdrive
1 minute 2 Performance Tokens Level 15

At the peak of your performance, you transform completely into a terrifying spectacle of light and darkness. This transformation heightens your physical prowess and instills paralyzing fear in nearby foes. For 1 minute, you gain increased attack speed, resistance to non-magical damage, and any creature that starts its turn within 10 feet must succeed on a Wisdom save or be stunned until the end of its turn.

Changes:

Increased attack speed, Resistance to non-magical damage

Special Actions:

Once per turn, add an extra attack as part of the Attack action

Limitations:

Concentration required, and you cannot cast spells or use other transformations simultaneously

Auras

Stage Fright Aura
10-foot radius Level 3

Your uncanny presence radiates an aura of terror. Allies within a 10-foot radius gain a bonus to saving throws against charm and fear effects, while enemies have disadvantage on saving throws against being frightened.

Effect:

Allies +1 bonus vs. fear, enemies disadvantaged on fear saves

Activation:

Passive

Creeping Dread Aura
15-foot radius Level 10

An oppressive, almost tangible dread emanates from you. Enemies that start their turn within a 15-foot radius of you must succeed on a Wisdom save or have their movement reduced by 10 feet for that turn.

Effect:

Enemies reduce movement by 10 feet on a failed Wisdom save

Activation:

Passive

Companions

Ghost Performer
Spirit
Level 7

A spectral remnant of a bygone show, this ghostly companion echoes your performance to harry your foes. The Ghost Performer can distract enemies, granting you tactical advantages in combat.

Statistics:
HP 15
AC 12
STR 8
DEX 14
CON 10
INT 10
WIS 12
CHA 16
Speed:
Walk 30 ft.
Skills:

Performance, Stealth

Senses:

darkvision 60 ft.

Features:

Can impose disadvantage on one enemy’s attack roll per turn while adjacent

Commands:

Attack, Distract, Observe

Scaling:

Level 7: Increases damage bonus of distraction effect by 1d4

Class Features

Haunted Presence (Level 1)

Your mere appearance, a mix of mechanical precision and eerie theatrics, unsettles foes. Once per short rest, you can force creatures within 10 feet to make a Wisdom save (DC = 8 + proficiency bonus + Charisma modifier) or become frightened until the end of your next turn.

Mechanical Resilience (Level 2)

Your animatronic construction grants you extra durability. When you are reduced below half your hit points, you gain temporary hit points equal to your level. This ability recharges after a short rest.

Stage Whisper (Level 5)

You can use your uncanny acoustic abilities to mimic sounds and voices, creating distractions. As an action, you can project deceptive sounds within 30 feet; creatures may be misled or distracted, granting you advantage on your next attack roll against one affected target until the end of your turn.

Unsettling Encore (Level 10)

Once per long rest, after being critically hit, you can unleash a burst of terrifying energy. All creatures within a 15-foot radius must make a Wisdom save or be frightened for 1 minute. Creatures that succeed have disadvantage on subsequent saves against this effect for 1 minute.

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