Anime Girl, Variant (5e Class)
From D&D Wiki
- 1 Anime Girl
- 2 Welcome to the Anime Girl class
- 2.1 Creating an Anime Girl
- 2.2 Class Features
- 2.2.1 Table: The Anime Girl
- 2.2.2 Magical Cluelessness
- 2.2.3 Senpai!
- 2.2.4 dere
- 2.2.5 Don't You Love Me?
- 2.2.6 Horrible Squeal
- 2.2.7 Cuteness
- 2.2.8 Ability Score Increase
- 2.2.9 Sailor Moon Syndrome
- 2.2.10 Facetagram
- 2.2.11 Senpai's so Cute!
- 2.2.12 Senpai, You Are Amazing
- 2.2.13 Senpai, Don't Leave Me
- 2.2.14 Don't Hurt Senpai!
- 2.2.15 Textbook of Love
- 2.2.16 Ultimate Annoyance
- 2.2.17 All Hail Lord Senpai
- 2.2.18 Do You Love Me?
- 3 subclasses
- 3.1 tsundere
- 3.2 yandere
- 3.3 kuudere
- 3.4 dandere
- 4 Multiclassing
Parody of school animes. You are an annoying pest, trying to win the heart of your Senpai. note this is not the original class cheack out anime girl in the april fools section
Welcome to the Anime Girl class
Creating an Anime Girl
Why did you decide to make your life a cliche? Why do you like your Senpai? Which Sailor Moon is your favorite? What Anime do you like and how do they effect your world view? How did you end up in this realm?
- Quick Build
You can make an anime girl quickly by following these suggestions: First, charisma should be your highest ability score, followed by wisdom. Second, choose the lover background.
As a Anime Girl you gain the following class features.
- Hit Points
Weapons: Improvised weapons
Saving Throws: Wisdom, charisma
Skills: Choose two from acrobatics, athletics, medicine, nature, persuasion, and stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Revealing clothes(Common Clothes, but gives +1 Charisma against attracted targets) or (b) Cross dressing equipment (Common Clothes, but allows for male Anime Girls)
- An implausibly light backpack containing an endless supply of notebooks.
- A flip phone (trinket)
|1st||+2||Senpai! ,dere , Magical Cluelessness|
|2nd||+2||Don't You Love Me?|
|3rd||+2||Horrible Squeal, dere improvement|
|4th||+2||Ability Score Improvement, Cuteness|
|5th||+3||Sailor Moon Syndrome, dere improvement|
|7th||+3||Senpai's So Cute|
|8th||+3||Ability Score Improvement|
|9th||+4||Senpai Is Amazing, dere improvement|
|10th||+4||Senpai, Don't Leave Me, dere improvement|
|11th||+4||Don't Hurt Senpai, dere improvement|
|12th||+4||Ability Score Improvement|
|14th||+5||Horrible Squeal improvement|
|15th||+5||Textbook of Love, dere improvement|
|16th||+5||Ability Score Improvement, dere improvement|
|17th||+6||Ultimate Annoyance, dere improvement|
|18th||+6||All Hail Lord Senpai|
|19th||+6||Ability Score Improvement|
|20th||+6||Do You Love Me?, dere improvement|
At certain points in an Anime Girl’s progression, she will learn some spells. Her spell casting ability is the sum of her Wisdom and Charisma modifiers, reflecting her being a magical girl.
Starting at level 1 you become emotionally attached to a Senpai and cling to him always. This character can be an NPC or PC and of any gender. By staying close to Senpai you benefit from his armor class, i.e. your armor class is the max of either. Furthermore, you have advantage on charisma and wisdom checks and saving throws on or against Senpai. If Senpai dies, it will take your character 2 in-game months to recuperate before choosing a new senpai.
Don't You Love Me?
At level 2, whenever you see your Senpai and every third minute, you must take an action to make a DC 10 wisdom saving throw or be forced to yell, "Senpai, don't you love me?!" On a success, you have advantage on saving throws until your next turn and disadvantage on saving throws for “Don’t you love me” until you fail. If you fail, you pass the next wisdom saving throw you make.
Starting at level 3, You can cast thunderwave as a first level spell without material components at will, provided senpai is within its range. Having heard this many times before, senpai has advantage on the saving throw.
Starting at level 14, you choose the level of the spell. It cannot have a level above 9.
Starting at level 4, whenever someone misses an attack against you, you can use your reaction to cast charm person without material components.
Starting at level 11, you may instead cast dominate beast or dominate person.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Sailor Moon Syndrome
Beginning at the 5th level, when you roll initiative, you can replace your roll with a 20. If you do, whatever items are in your hands are put into your backpack and your phone is in both of your hands.
Starting at level 6, you can cast message, clairvoyance, and comprehend languages at will and you have the first level class features from each of senpai’s classes.
Senpai's so Cute!
Starting at level 7, once per minute, if senpai is within 60 feet, you must spend your action to yell, "Ooh, Senpai's so cute!" If Senpai can hear you, dispel all spells affecting him, he fails any stealth rolls he makes in his next turn, and the concentration of anyone who can hear you is broken. Feeling emboldened from your declaration, senpai gains all the benefits of the help action.
Senpai, You Are Amazing
Starting at 9th level, you admire your Senpai so much that you think he is the greatest thing in the world. Senpai has resistance to all damage that he doesn’t already have resistance to as long as you have taken the help action to help him in your last turn.
Senpai, Don't Leave Me
Starting at level 10, if your Senpai is more than 60ft away from you, remove all of his levels of exhaustion and you gain those levels. Both of these effects end if senpai moves within 60 feet.
Don't Hurt Senpai!
Starting at 11th level, when within 60 feet of your Senpai, attacks against senpai have disadvantage.
Textbook of Love
At level 15 all of your attempts to seduce Senpai and make Senpai your own have been written down in your book. You can cast Glibness on yourself at will while the book is in your hand.
At level 17 your personality effects other people so negatively that when you speak and talk about Senpai you hurt people. Once per round, as an interaction, a reaction, an action, or as all of your movement, you can talk about how amazing Senpai is. Everyone who can hear you except you and senpai suffers 1d10 psychic damage and gains resistance to non-psychic damage until their next turn.
All Hail Lord Senpai
Beginning at level 18, your faith in Senpai is so great that you can make other people think that as well. You can take an action, an interaction, and senpai’s reaction to force senpai to cast dominate person as a 9th level spell without material, somatic, or verbal components.
Do You Love Me?
At level 20, once per long rest, as an action, you can ask your senpai the important question: "Do you love me senpai?". If senpai can hear you, he may use his reaction to say yes or no. If he says yes, both you and he cast wish. If he says no, both you and he cast power word kill. Furthermore, if he has said yes ever, the two of you can only take long rests at the same time in the future and the both of you resting cannot be interrupted but your constant giggling interrupts the long rests of anyone who can hear you.
Tsundere is a Japanese term for a character development process that depicts a person who is initially cold before gradually showing a warmer, friendlier side over time.
Close, but not too close.
At first level, if Senpai is farther than 60 feet away you must get closer and can’t take any actions until you do. If Senpai is 10 feet away you have to back away first thing on your turn. However when Senpai is between 15 and 30 feet away you have advantage on all saving throws and ability checks.
At 3rd level Senpai and you have begun to learn the best distance for each other. When you and Senpai are 15 feet away from each other you have higher senses and have advantage on all saves and attack rolls. You also gain +1 one to all rolls for each turn you are near each other.
At 5th level, if Senpai is within 15 feet of you and is below half health you can enter a rage. You deal triple damage and take 1.5 damage. You can also cast mass cure wounds at will without any verbal, material or other components. However the moment Senpai is safe you deal and take half of all damage.
Closer… but still at a distance
At 9th level, if senpai is farther than 100 feet away you must get closer and can’t take any actions until you do. If senpai is 5 feet away you have to back away first thing on your turn. However when senpai is between 10 and 40 feet away you have advantage on all saving throws and ability checks.
At 10th level, senpai and you are getting a better range that suits you both better. When you and senpai are 20 to 10 feet away from each other you have higher senses and have advantage on all saves and attack rolls. You also gain +1 to all rolls for each turn you are near each other.
Numbness of hurting senpai
At 11th level, you can go into senpai rage if senpai is within 30 feet of you and below half health, when in senpai rage take 0.75 damage instead. The rest of the effects of senpai rage stays the same.
At 15th level, you can be any distance from senpai and have no distance penalty (only those in “close, but not too close” and “closer… but still at a distance”). However when senpai is between 0 and 45 feet away you have advantage on all saving throws and ability checks.
At 16th level, senpai and you have found a way to get over the distance thing of yours, when you and senpai are 0 to 20 feet away from each other you have higher senses and advantage on all saves and attack rolls. You also gain +1 to all rolls for each turn you are near each other but when you are 0 feet away from each other it is a +2 instead of a +1.
Must heal senpai
At 17th level, when in senpai rage mass cure wounds can be used as a bonus action instead.
At level 20, you have finally finished your character development. Senpai can never learn about this trait until he/she says yes to do you love me. Once the necessities have been set you and senpai can give each other piggyback rides for free if your carrying capacity is more than each other's weight which sets your distance to 0 costs a free action to accomplish and the one being piggybacked can't move or get off the other but the one giving the piggy back moves the other as they move. You get one boost for being at 0 distance choose 1 of the following:
- Improved “senpai rage”
if Senpai is within 0 feet of you and is below half health you can enter a rage. You deal six times damage and take 0.5 damage. You can also cast mass cure wounds at will without any verbal, material or other components at the beginning of your turn. However the moment Senpai is safe you take double damage until the end of your turn 2 turns from now.
- Improved “what distance”
when you and senpai are 0 feet away from each other you have higher senses and advantage on all saves and attack rolls. You also gain +4(+proficiency modifier for other than damage) on all rolls.
- Improved “trust”
At 0 distance, you have advantage+triple your proficiency modifier on all saving throws and ability checks. you can change this boost during a long rest
A fictional character who fits the archetype of being genuinely romantic, loving, kind, merciful, sparing, sweet and gentle, but is at the same time brutal, psychotic or deranged in behavior.
At first level, you have proficiency with knives. When you critical with a knife either cut off a limb or do 4 times the amount of rolled damage. If senpai sees you attack a creature, take 8d8 psychic non-lethal damage.
Don't touch my senpai
At 3rd level, You get advantage on attacks against creatures who have attacked senpai in the past 24 hours. If a creature attacks senpai you may take a reaction to attack the creature first if the monster is killed senpai does not get attacked you can do this reaction equal to the amount of your charisma modifier per long rest.
At 5th level, instead of taking a normal attack action you can lower your ac (or whatever ac you are using) by 20 until your next turn but deal twice the damage and cut off a limb. On a crit if the creature is large or smaller it dies but if it is larger deals 5 times damage and cuts off two limbs. you can do this action equal to the amount of your charisma modifier per long rest
At 9th level, you may take an extra attack action, if you are dual wielding knives you use both with one attack action using the same roll for both and on a critical you can cut off 2 limbs or deal 6 times the amount of damage and since you are less afraid of senpai seeing you attack someone instead of taking 8d8 non-lethal psychic damage instead take 4d8 non-lethal psychic damage.
Senpai is MINE!!!
At 10th level, you get advantage on attacks against creatures who have charmed, seduced or tried to get senpai to like them. If “don’t touch my senpai” advantage is in effect you can add your dexterity, strength, and charisma modifiers to the damage. if you use brutal with this crits will kill huge as well. ====not yet completed==== not completed yet cheack again later
At 10th level, when taking the brutal action lower ac by 15 instead of 20, deal 3x the amount of damage instead of 2x. When critical, huge now gets insta KO'd and for gargantuan and higher deal 8 times damage and cut of as many limbs as you can reach.
At 13th level when you dash at an enemy and in the end be right in front of the enemy your can use a free action to attack the enemy once and a critical hit with this will cut of all limbs you can reach and each limb cut off you do 2d10 slashing damage + the regular knife damage. the 4d8 non-lethal psychic damage will be turned into a 1d4 -1 non-lethal psychic damage.
Senpai is for me only
At 16th level, you get advantage on attacks against creatures who have talked to senpai in the past hour. If one of “don’t touch my senpai” or “Senpai is MINE!!!” is in effect you can add your dexterity, strength, and charisma modifiers to the damage, and if you use brutal with this crits will kill huge as well. If both of “don’t touch my senpai” and “Senpai is MINE!!!” is in effect you can add all your ability score modifiers to the damage, and if you use brutal with this and it crits it will kill anything.
At 17th level, once per long rest you can auto kill (one creature with a cr of 1/4 your level or lower or just hit and deal damage) on an attack and do twice the damage and have +5 on attack rolls for the rest of the turn.
A life for a life
At 20th level, after senpai dies for 10 minutes if you kill a creature roll a d20 on a 15-19 you cast true resurrection on senpai it happens immediately but senpai only has 1 hit point, on a 20 just cast true resurrection on senpai, on a 1 this ability ends.
A kuudere, sometimes written as kūdere or just kudere, refers to a character who is often cold, blunt, and cynical. They may seem very emotionless on the outside, but on the inside they're very caring — at least when it comes to the ones they love.
At first level, choose a weapon of choice to have proficiency with and gain +5 to initiative. You have the ability to be calm and collected which gives you advantage against attack rolls as you calculate the enemies weak points and exploit them.
At 3rd level, you can’t be surprised at all and take your turn even if you would have been surprised.
At 5th level, you automatically pass all charisma saving throws as you dont give a fuck about the person for example charming you.
I will go
At 9th level, gain +10 to initiative as you have quick reflexes and will react quickly to situations.
At 10th level, when monsters surprise people they get cocky and will leave a window for attack which you take advantage of if anyone in an encounter is surprised go first otherwise go at the time you roll for initiative.
At 11th level, as someone makes you roll a charisma saving throw you get a free attack action against them as they waste time which you will use.
At 15th level,gain +15 to initiative as your reaction time is godly and will react immediately to the situation
At 16th level, when an encounter starts immediately surprise everyone except those who are surprising someone.
At 17th level, any ally in a 15 foot radius gets advantage on charisma cheeks as your sympathy towards them lets them forget about the person making them make a saving throw.
At 20th level, you have learned how to increase your max pitch making the thunderwave spell’s (from horrible squeal) max level increase from 9 to your total level.
A dandere character is one who is normally quiet and silent, possibly to the point of coming across as emotionless at times, but will suddenly become talkative and sweet and cute when alone with the right person if they manage to push the right button to get them to pour their heart out, revealing that they're actually just shy.
At 1st level, your movement speed is increased by 20 feet
at 3rd level, you are awkward in battle making the enemies within hearing distance make a DC 10+charisma modifier or run away from you, if an enemy succeeds they do not need to make the saving throw for 24 hours, does not reveal location.
at 5th level, your natural ability to hide in corners and be completely silent gives you advantage on stealth checks.
at 9th level, you have adapted to say as little words necessary and to be as quiet as possible making it seem as if you don't talk making it so that when you need a verbal component for something you don't.
at 10th level, as you have become less and less noticed you have gained an expertise in stealth and if an enemy has already seen you but you haven't attacked it you can take a stealth action as if they hadn't.
at 11th level, you have learned to not respond to people for any reason so if you are forced to tell someone something you can choose to be silent
at 15th level, you have been so ignored by enemies that you gain sneak attack damage as the same as that on the rouges sneak attack table. you can also roll stealth after you have attacked to stay in stealth.
at 16th level, as you are so cute and outgoing with friends if you are only with people you trust you can have them all heal their level d4 health equal to your charisma modifier after each long rest.
at 17th level, as you have run away from more people you have learned more about running away and your movement speed has increased by another 20 feet and your climbing and swimming speed has increased by 20.
at 20th level, if a character can reference a dandere character they may use any ability that character can do.
In order to multiclass in or out of this class, you must have an intelligence score below 10 and a charisma over 12.