Gamer (5e Class)

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Masters of W, A, S, and D.[edit]

You wanna teleport? You want the power of words? You want a gun with no reload? Well then, bucko, have I got the class for you.

Creating a Gamer[edit]

Quick Build

You can make a (media-stereotype) Gamer quickly by following these suggestions. First, dexterity should be your highest ability score, followed by Intelligence. Second, choose the Serial Killer background (it's in the homebrew backgrounds). Third, choose Killer's Dagger, Arrow Pistol, Jean vest and dice set

Class Features

As a Gamer you gain the following class features.

Hit Points

Hit Dice: 1d12 per Gamer level
Hit Points at 1st Level: 12 + Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Gamer level after 1st


Armor: Video Game Merchandise T-Shirts, Jean vests (more of a me thing) (you can find those after the stereotypes section)
Weapons: killer's dagger, arrow pistol
Tools: any one gaming set, any one music set and Steam (the platform, not the water thing)
Saving Throws: dexterity, intelligence
Skills: Choose three from Arcana, History, Investigation, Performance, Slight of Hand or, Stealth


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

  • Killer's Dagger, Pistol, 20 Crossbow Bolts
  • (a) Video Game Merchandise T-Shirt or (b) Cosplay Armor or (c) Jean Vest
  • (a) Copy of Psychonauts or (b) Copy of Doom (1993) or (c) Copy of Tetris or (d) Copy of Cuphead
  • Nintendo Switch, cardboard (It's a special surprise too that'll help us later)
  • If you are using starting wealth, you have 4d6 x 5 ep in funds.

Table: The Gamer

Level Proficiency
1st +2 Save Files
2nd +2 Nintendo Labo: Robot Kit
3rd +2 Influence from chosen game
4th +2 Ability Score Improvement
5th +3 Wii Would Like to Play, Gaster Blaster
6th +3 Legends of Rock!
7th +3 Hadouken
8th +3 Ability Score Improvement
9th +4 Time Bubble
10th +4 Animatronic Jaw
11th +4 Wraith Possesion
12th +4 Ability Score Improvement
14th +5 Cheat Codes
15th +5 Aperture Science Handheld Portal Device
16th +5 Ability Score Improvement
17th +6 Fungal Friend
18th +6 Cosplay Armor
19th +6 Ability Score Improvement
20th +6 Killstreak

Save Files[edit]

At first level, once every two minutes, you can SAVE your current position. You can load it once every 60 seconds (Doesn't delete progress).

Arrow Pistol[edit]

Just a hand crossbow with a different name.

Killer's Dagger[edit]

10 gp 1d6 poison, 2 lb. Finesse, light

Nintendo Labo: Robot Kit[edit]

At the second level, you gain proficiency in The Nintendo Labo Robot Kit. A barely noticable illousion of an outline of a robot appears around you when you equip the Robot Kit. It takes 3.5 hours to build using the cardboard and Nintendo switch. 1 sp, 2d6 bludgeoning + Dex or Str modifier, 4 lb.


At the second level, you also choose a stereotype!. Choose between Discord Mod, Basement Dweller, "Gamer Girl", and Twitch Streamer, all detailed at the end of the class description. Your choice grants you features at level two and never again.

Influence from chosen game[edit]

At third level, you have played enough of your selected video game to learn a new ability from it.

Chose Psychonauts = To make a difference


cantrip conjuration

Casting Time: 1 action

Range: 30 feet

Target: A point you choose within range

Components: V S

Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magic items, or carry more than 10 pounds.

Chose Doom (1993) = Rip and Tear!

Gamer Rage

In battle, you fight with primal Ferocity. On Your Turn, you can enter a rage as a bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a bonus Action.

Once you have raged the maximum number of times for your Gamer level, you must finish a Long Rest before you can rage again. You may rage 3 times at 3rd Level, 4 at 6th, 5 at 12th, and 6 at 17th.

Chose Tetris = "Playing 'Tetris' for 15 minutes is like meditation." ~ Ezra Koenig

Pajitnov's Four


Casting Time: 1 action

Range: 20 feet

Target: Any one creature

Components: V

Duration: Instantaneous

A collection of four blocks falls from the sky (or ceiling). They deal 1d4 bludgeoning damage at 3rd level, 1d8 at 6th, 1d12 at 9th, and finally 2d6 at the 15th level. They can be teal, blue, orange, yellow, green, purple or yellow.

Chose Cuphead = Don't Deal With the Devil


3 evocation

Casting Time: 1 action

Range: 150 feet

Target: A point you choose within range

Components: V S

Duration: Instantaneous

A bright streak flashes from your pointer finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Ability Score Improvement[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.

Wii Would Like to Play[edit]

At level five, you gain a manual of features that gives you the ability to cast spells and cantrips, using a wiimote.

Gaster Blaster[edit]

You turn the first page of the manual and memorize the button combo to summon a...

Gaster Blaster

Necromancy cantrip

Casting Time: 1 action

Range 120 feet

Components: S

Duration: Instantaneous

One of your eyes ignites into colored flame, and a floating, intangible skull appears within five feet of you. It fires a beam of energy at one target. Make a ranged spell attack. On a hit, the beam deals 1d10 force damage. The skull then vanishes. You can choose the shape of the skull and the beam’s color. The beam and the eye colors are the same. The spell summons more than one at higher levels. When you reach 5th level, you can summon two. Level 11 grants three beams and 17 gives four. Each beam requires a separate roll. They can fire at different targets or the same one.

Credit to u/Mechamn42 for creating it

Legends of Rock![edit]

You've been playing Guitar Hero and are given a shell of a guitar for you Wiimote that grants you the ability to cast vicious mockery.

Enchantment cantrip

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 2d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

At Higher Levels. This spell’s damage increases by 1d4 when you reach 11th level (3d4), and 17th level (4d4).


Street Fighter is a classic, anyone has at least heard of Ryu's famous Hadouken. Over years of pretending like you can do so, you have accidentally mastered the craft as well. The Hadouken works like so:

Range: 60 Feet

Casting Time: 1 action

Target: Any one creature

Duration: Instantaneous

You choose one target, and channel all of your stress into a bright blue ball of energy. It uses 8d6 + Wisdom, Force, and you can use it once per long rest.

Time Bubble[edit]

You have (somehow) mastered Psyking's Time bubble. You can now freeze a creature/object in its tracks. The target must beat a DC 15 dexterity saving throw.

Animatronic Jaw[edit]

At tenth level, you can now craft an endoskull to simultaneously bite and grab your target. To build the endoskull, you must beat DC 12 dex, 10 str, and 16 int saving throws.

EndoBite. Melee Weapon Attack: add dexterity modifier to hit, reach 5 ft. , one creature. Hit: 1d8 piercing damage, and the target must succeed on a DC 14 dexterity saving throw or be grappled. On a fail, you can hit the target with an unarmed strike.

Wraith Possession[edit]

You can mount possess monsters aslong as you beat an intelligence saving throw equal to their intelligence score or higher. On a success the target is under your control until they are killed.


You have learned a new button combination that grants you the following ability.

Dissonant Whispers

Casting Time: 1 action

Range: 60 feet

Components: V

Duration: Instantaneous

You scream a brand slogan that any one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.

Cheat Codes[edit]

You find a few scribbles on the back of your manual, they have the word "cheats" underlined above of it. You memorize both.

Dispel Magic

3 abjuration

Casting Time: 1 action

Range: 120 feet

Target: One creature, object, or magical effect within range

Components: V S

Duration: Instantaneous

Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.

At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

True Sight

6 divination

Casting Time: 1 action

Range: Touch

Target: The willing creature you touch

Components: V S M (An ointment for the eyes that costs 25 gp; is made from mushroom powder, saffron, and fat; and is consumed by the spell) Duration: 1 hour

This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.

Aperture Science Handheld Portal Device[edit]

This gauntlet has a white shell with a glowing gem placed directly in the center at the top. The shell covers the entirety of the forearm of the wearer. There are three claw like appendages at the end surrounding a glowing gem.

Anyone who stares directly into the glowing gem at the end must succeed on DC 15 constitution saving throw, or be blinded for 1d8 minutes.

The gauntlet can cast the spells Arcane Gate and Telekinesis, each spending 2 or 1 of the 4 charges respectively. These spells differ than their normal casting in the ways described below.

The gauntlet regains 1d4 charges daily at dawn (up to 4 charges), unless specified otherwise.

Arcane Gate can only be cast against a flat surface (2½x5 ft minimum), and the bonus action can instead be used to move a portal rather than turn it. Also, despite the spell's 500 ft range, a portal can be moved to the moon if it is visible. Any creature or loose object within 10 ft of the portal remaining on earth is sucked in, and the portal is closed after 1 round. Doing this uses all charges left in the gauntlet and it regains no charges the next dawn.

Telekinesis can only pick up items within 5 ft and that fit within a 5 ft cube and can only hold them directly in front of the gauntlet, but has no weight limit.

Originally made by u/calpin99

Fungal Friend[edit]

You gain a pot

You've now found a small living mushroom to aid you in your adventure. If it dies, it can be planted in the pot and will grow back after a long rest.

Myconid Adult

Medium plant (myconid), lawful neutral

Armor Class 12 (natural armor)

Hit Points 22 (4d8 + 4)

Speed 20 ft.

Proficiency Bonus +2

STR 10 (+0)

DEX 10 (+0)

CON 12 (+1)

INT 10 (+0)

WIS 13 (+1)

CHA 7 (-2)

Senses darkvision 120 ft., passive Perception 11

Languages Common

Challenge 1/2 (100 XP)

Distress Spores. When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.


Fist. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.

Pacifying Spores (3/Day). The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Rapport Spores. A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren’t undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.

Haha, Weeb![edit]

You can now craft Cosplay Armor, 1 ep, 18 + Dex Modifier, 65 lb


Whenever you kill a creature, you gain another turn. This can only happen once per turn and it must be directly after the killing turn

Discord Mod[edit]

So... You're one of those people? A discord mod? A STINKING DISCORD MOD?! Alright, good luck with extremely low charasma.

You have the personality of used gym socks.

You see that charisma score? Knock off five.

The average discord mod is bigger than a bowl of oranges

You have a speed of 20 feet

Basement Dweller[edit]

Well, well, look who’s inside again...

Can you turn the light off?

Darkvision: Thanks to your inexposure to sunlight, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only Shades of Gray.

Brr! It's cold down here.

You have immunity to cold damage.

Just one more level, then I'll shower.

You have resistance to Necrotic Damage.

"Gamer Girl"[edit]

Alright... *sigh*


You are proficient in charisma saving throws, persuasion, deception and, performance.

"My animals are well loved..."

You have disadvantage on all animal handling checks.

Twitch Streamer[edit]

You are NOT a horrible person(?)

Hands slipped!

You get a minus one to your dexterity.

"Hello everybody, my name's Markiplier, and..."

You get a plus two to your charisma


Video Game Merchandise T-Shirts

1 gp, 11 + Dex modifier, 2 lb.

Jean vests

10 gp, 11 + Dex modifier, 5 lb.


You need an Inteligence Score of 15 and a dexterity score of 10.

(0 votes)

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