Anime Girl (5e Class)

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Anime Girl[edit]

Parody of school animes. You are an annoying pest, trying to win the heart of your Senpai.

Welcome to the Anime Girl class[edit]

Creating an Anime Girl[edit]

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.

Class Features

As a Anime Girl you gain the following class features.

Hit Points

Hit Dice: 1d8 per Anime Girl level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Anime Girl level after 1st


Armor: None
Weapons: Improvised weapons
Tools: None
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)

Table: The Anime Girl

Level Proficiency
1st +2 Senpai! ,Plot , Magical Cluelessness
2nd +2 Don't You Love Me?
3rd +2 Horrible Squeal
4th +2 Ability Score Improvement, Cuteness
5th +3 Sailor Moon Syndrome
6th +3 Facetagram
7th +3 Senpai's So Cute , Plot improvement
8th +3 Ability Score Improvement
9th +4 Senpai Is Amazing
10th +4 Senpai, Don't Leave Me
11th +4 Don't Hurt Senpai
12th +4 Ability Score Improvement
13th +5 Cuteness improvement
14th +5 Horrible Squeal improvement , Plot improvement
15th +5 Textbook of Love
16th +5 Ability Score Improvement
17th +6 Ultimate Annoyance
18th +6 All Hail Lord Senpai
19th +6 Ability Score Improvement
20th +6 Do You Love Me?

Magical Cluelessness[edit]

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.


At level 1, choose a Plot for your life to follow. The plots are: Tragedy, Comedy, and Adventure.

Don't You Love Me?[edit]

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.

Horrible Squeal[edit]

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[edit]

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[edit]

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![edit]

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[edit]

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[edit]

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![edit]

Starting at 11th level, when within 60 feet of your Senpai, attacks against senpai have disadvantage.

Textbook of Love[edit]

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.

Ultimate Annoyance[edit]

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[edit]

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?[edit]

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.



Starting at level 1 when you choose this plot, you make a mortal enemy. You do not know who it is. You also learn the Vicious Mockery cantrip.

Drama queen[edit]

Starting at level 7, you learn the spell friends.

Evil Everywhere[edit]

Starting at level 14, you can cast detect evil and good and protection from good and evil at will.


Starting at level 1 when you choose this plot, increase your Charisma score by 4 to a maximum of 24.

What’s so funny?[edit]

Starting at level 7, you learn the Tasha’s Hideous Laughter spell and can cast it at will.

Laughter is the Best Medicine[edit]

Starting at level 14, whenever you cast Tasha’s Hideous Laughter on a friendly creature, it gains the effects of the Heal spell.


Starting at level 1 when you choose this class, choose a class. If senpai dies, you can immediately pick a new senpai of the chosen class.

Someone to fight for[edit]

Starting at level 7, as long as either you or senpai are not in combat, you both gain 2d4 temporary hit points when taking an action other than attack or help.

Got your back[edit]

Starting at level 14, Senpai cannot be flanked


In order to multiclass in or out of this class, you must have an intelligence score below 10.

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