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: 1d6 per Anime Girl level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Anime Girl level after 1st

Proficiencies

Armor: Schoolgirl uniform
Weapons: Textbook (Melee weapon, 1d4 improvised bludgeoning damage.)
Tools:
Saving Throws: charisma
Skills: persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Sailor Uniform (Common Clothes, but gives +1 Charisma against attracted targets) or (b) Cross dressing equipment (Common Clothes, but allows for male Anime Girls)
  • A personal gadget used as an focus for your sailor moon transformation
  • A flip phone. (Cannot be transmitted, requires infrastructure to work)

Table: The Anime Girl

Level Proficiency
Bonus
Features
1st +2 Senpai!
2nd +2 Don't You Love Me?
3rd +2 Horrible Squeal
4th +2 Ability Score Improvement, Cuteness
5th +3 Sailor Moon Syndrome
6th +3 Texting of a Teenager
7th +3 Senpai's So Cute
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
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?

Senpai![edit]

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?[edit]

At level 2, whenever you see your Senpai you must make a DC 20 wisdom check or be forced to yell, "Senpai, don't you love me?!"

Horrible Squeal[edit]

At level 3 Whenever your Senpai is within 60 feet of you, you can use your action to let out a prolonged squeal. Anyone within 60 feet of you must make a DC 15 Wisdom check or leave the area, including Senpai.

At level 14 the DC of the saving sinks to 12 for Senpai and rises to 18 for everyone else.

Cuteness[edit]

At level 4, whenever anyone makes an attack against you they must succeed a wisdom saving throw of 8 + charisma + proficiency bonus. If they fail, they are compelled to stop attacking you and pat your head. Every round the attacker is under this effect they have a chance of breaking it by repeating the saving throw and succeding.

At 13th level, the DC for this effect is increased to 12 + charisma + proficiency bonus. When this effect is broken and the target stops patting you, as a reaction, you can make puffy eyes and say, "why did you stop," and the person will instantly be under the effect of this ability again. The DC to break this effect remains the same.

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, whenever you want to participate in battle you have to perform a sailor moon transformation (e.g. say, "[insert planet] [insert fluff] Power! Make Up!" and wave a specific item around as catalyst.) This syndrome also makes you need to play a video game every 10 minutes or take 1d10 psychic damage.

Texting of a Teenager[edit]

At level 6 you can use your action or bonus action to text anyone that has interacted with you in the past. They appear after a turn has passed and can be commanded to the called person's abilities.

Senpai's so Cute![edit]

At level 7 Whenever you see Senpai or are in combat with Senpai, you must spend your action to yell, "Ooh, Senpai's so cute!" If Senpai can hear you he must make a wisdom saving throw of DC 10 + your charisma. On a success, Senpai gets 2d12 of bardic inspiration. On a failure, Senpai cannot do anything but feel weird and depressed for 2 turns.

Senpai, You Are Amazing[edit]

At 9th level, you admire your Senpai so much that you think he is the greatest thing in the world. Whenever your senpai makes any type of roll within a 10ft radius from you, he has advantage in all rolls.

Senpai, Don't Leave Me[edit]

At level 10, if your Senpai is more than 60ft away from you, you cannot move from your spot and instantly fail any ability checks and saving throws. If your senpai comes within 5ft of you within your next turn you have the opposite of this effect.

Don't Hurt Senpai![edit]

At 11th level, if your senpai were to take an attack you can use your reaction to take the hit for him if your senpai were to go unconscious or be on death saving throw's you can trade all of your hit points for senpai's hit points. Senpai will have all his hit points regained and be cured of any status effects you in return will take all of the damage and status effects that your senpai may have had.

Textbook of Love[edit]

At level 15 all of your attempts to seduce Senpai and make Senpai your own have been jotted down in your book. You wonder why Senpai has not fallen for you and you start to wonder whether it is only Senpai that does not acknowledge you or no one acknowledges you. As an action you can cast the Charm Person spell without the use of a spell slot the target does not have advantage on the saving throw the DC for the saving throw is also 12 + charisma + wisdom.

Ultimate Annoyance[edit]

At level 17 your personality effects other people so negatively that when you speak and talk about Senpai you hurt people. Only once per target as an interaction you can talk about how amazing Senpai is. If the target can hear you they suffer 10d10 psychic damage. After this attack ends the target is compelled to attack you, just to shut you up.

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. As an action and interaction you can make a target of your choice make a wisdom saving throw with DC 15 + your wisdom + your charisma + Senpai's charisma modifier. If the target fails the saving throw they must only think of Senpai and protect them at all costs. Your Senpai gains control of the target. You may only use this feature once every 5 fights.

Do You Love Me?[edit]

At level 20, once per combat as an action you ask your senpai the important question, "Do you love me senpai?" Your senpai must then succeed a DC 22 wisdom saving throw.

On a fail, Senpai either rejects you or missed his chance to reply in the heat of the battle. You feel so much loss and defeat that you collapse, your armor class is reduced by 10* and cannot do anything for the rest of the fight. Your Senpai, after seeing your reaction, also feels bad, after failing the saving throw senpai is reduced to 10% of his current hit points and for the rest of the fight will not be able to gain any health back. He will also have disadvantage on all rolls.

On a success, Senpai responds with, "I love you too." Once this happens you feel so much excitement and so much rush that you could do anything for the rest of the fight. You are invulnerable to all types of damage and any type of effect. You succeed on any role and you become proficient in unarmed strikes. When you make an unarmed strike the strike does 6d12 bludgeoning damage and 2d10 psychic. (It does this psychic damage because the enemy cannot believe you became this strong from a confession.) You also have 120ft flying speed. For combat, all other class features will have no effect until the end of combat. After the battle has ended senpai comes to your rescue and you two will always be together.

* Which is equivalent to the base AC a character gets. Since you do not want to move, only your armor remains to shield you against the enemies.

Multiclassing[edit]

There are no prerequisites when multiclassing in this class



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