Waifu (5e Class)

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The Waifu[edit]

All of the best Waifus in one place! (kind of...) This class focuses on helping party members.

Welcome to the Waifu class[edit]

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Waifus! Waifus! Waifus!

Creating a Waifu[edit]

Were you trapped in a box and carried around by your brother? were you afraid when your idol was? are you a tailed fox sent to this realm to service a person? do you like blowing up stuff? do you get called useless? were you dressed up with a disguise and had tequila to fool a couple of soldiers? why were you brought to this land?

Quick Build

You can make a waifu quickly by following these suggestions: First, Charisma should be your highest ability score, followed by Constitution or Wisdom. Second. Background can be anything that fits the archetypes.

Class Features

As a Waifu you gain the following class features.

Hit Points

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

Proficiencies

Armor: Light, Medium armor.
Weapons: Simple and martial melee weapons.
Tools: Gaming set.
Saving Throws: Charisma, Constitution
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation or perfomance.

Equipment

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

  • (a) Fasionable clothes (1+ to Wisdom) or (b) Revealing clothes. (1+ to Charisma)
  • (a) Dungeoneer’s Pack or (b) Scholar's Pack or (c) Explorer's Pack.
  • One simple or martial melee weapon of your choice.
  • (a) A manga book or (b) A packet of Pocky
  • If you are using starting wealth, you have 5d4 x 10 gp in funds.

Table: The Waifu

Level Proficiency
Bonus
Features Magical Points
1st +2 Waifu Welfare, Fan Service -
2nd +2 Itai! -
3rd +2 Waifu Path, "Baka!", Magical Points 3 +cha
4th +2 Ability Score Improvement 4 +cha
5th +3 Extra Attack, Waifu Path Feature 5 +cha
6th +3 Overprotectiveness 6 +cha
7th +3 Waifu Path Feature 7 +cha
8th +3 Ability Score Improvement 8 +cha
9th +4 Horrible Singing 9 +cha
10th +4 Waifu Path Feature 10 +cha
11th +4 B-Bakemono... 11 +cha
12th +4 Ability Score Improvement 12 +cha
13th +5 Waifu Path Feature 13 +cha
14th +5 Together Forever 14 +cha
15th +5 Waifu Path Feature 15 +cha
16th +5 Ability Score Improvement 16 +cha
17th +6 Baka! Improvement 17 +cha
18th +6 Yume 18 +cha
19th +6 Ability Score Improvement 19 +cha
20th +6 Waifu Path Final Feature 20 +cha

Waifu Welfare[edit]

Starting at 1st level, you as the Waifu of your group have brought inspiration and welfare. You can use this on yourself. As an action, you yell out inspirational words to your Allies. Any allied creature you choose that is within hearing distance will add your Charisma modifier to their attack, damage, skill checks and saving throws until the beggining of your next turn.

You can use this as much as your Charisma modifier before needing to take a long rest.

At 15th level, you have inspired a lot of people in your life, requiring you to come up with a better way to inspire your allies. When using the Waifu Welfare feature the affected creature will now also add your Charisma modifier to their critical hit radius (ex: your charisma has a bonus of +4, so their ratios will now be 16), to their AC and to their ability checks.

Fan Service[edit]

Also at 1st level, in the eyes of humanoid creatures, you are a Queen, a Beauty, an Adorable person, a Waifu. You have proficiency in all Charisma skills, if you already had proficiency you will gain expertise instead.

Itai![edit]

Beginning at 2nd level, you have experienced enough pain for you and others to tolerate it. As an reaction to receiving damage, you increase your AC by your proficiency bonus and gain resistance to all damage types until the end of your next turn. When you use this feature, all friendly creatures within 15 feet of you get a 1+ to AC. You can use this feature a number of times equal to your Charisma modifier before needing to take a long rest.

Waifu Path[edit]

At 3rd level, all Waifus choose a specified path to follow that shapes their abilities of the Waifu's powers and their destiny. All Waifu paths are listed at the end of this class description at the Waifu Paths.

You gain additional features from your path at 5th, 7th, 10th, 13th, 15th, and 20th level.

Some of your Waifu features require the target to make a saving throw, which is calculated as it follows:

Waifu DC= 8 + your proficiency bonus + your Charisma modifier

Baka![edit]

At 3rd level, you realize that humanoid creatures can sometimes do some dumb stuff. As a bonus action, you can point at a target and say the words "Baka!". The creature that was yelled at must make a Wisdom saving throw against your Waifu DC. On a failure, the creature will be frightened for 1 minute. On a success, the creature doesn't get frightened and becomes immune to the "Baka!" feature for the next 24 hours. The creature can repeat it's Wisdom saving throw at the beggining of it's turns, ending the effect early on a success.

This can be used as much as your cha modifier before needing to take a long rest.

Magical Points[edit]

At 3rd level, you sense your magical powers growing, gaining a grasp on the full extent of your magic. You have as many magical points as your class level + your Charisma modifier.

You regain all expended points after taking a long rest. Or 1d4 + your Charisma modifier when taking a short rest.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Overprotectiveness[edit]

At 6th level, you have grown quite found of those you care about, and will do anything to protect them. As a reaction for 1 Magical Point, when you witness a ally receiving an attack roll you may give the roll disadvantage. On a hit, the damage is halved.

At 12th level, when using this feature you put the attacked creature under the Waifu Welfare feature until the beggining of your next turn.

Horrible Singing[edit]

At 9th level, no one has told you that your singing is bad because they are afraid that it might break your heart. As a bonus action and 2 Magical Points, when in combat, you can roll a Charisma (Performance) check to see if you are singing wonderfully or not. If rolled a 13 or lower, every hostile creature within 60-feet must roll a Constitution Saving throw. On a failure, they will become deafened for 1 minute and take thunder damage equal to your Charisma modifier. On a success, they will not be deafened and will take half as much damage(rounded down).

On a critical failure, they will also be stunned.

If rolled a 14 or higher, all allied creatures will be put under the Waifu Welfare feature, and all hostile must roll a an Wisdom saving throw or become charmed until the end of your next turn.

B-Bakemono...[edit]

At 11th level, you are really afraid of monsters specially if they're big. Whenever you witness a large-sized or bigger Monstrosity or Aberration type creature, you are automatically frightened. Your allies will have to protect you when you get frightened, all of them get put under the Waifu Welfare until the creature is unconscious or is not a threat anymore.

Furthermore, you must attempt a Wisdom saving throw against your passive perception + half the creature's CR(rounded down) at the beginning of your turn. If you succeed then you are no longer frightened from this feature, and you gain immunity to it for the next 24 hours. All allies under Waifu Welfare will lose the benefits of it at the end of your next turn. On a failure, you will remain frightened. You may reattempt the save at the start of your next turn, the DC is reduced by a -1 each time you fail and will reset when you pass. (You cannot choose to fail the save on purpose.)

This feature turns into an damagemultiplier 2x when you are the Bully, Boxed Demon or Highschool Devil

Together Forever[edit]

At 14th level, whether it's your sibling, lover, crush, or whatever. Your bond together won't be broken, fighting together makes you one. When in combat as a reaction and 3 Magical Points, when near an ally, you may attack with any friendly creature together during their turn using a ranged or melee attack, both will gain advantage in their rolls. If one of you gets a critical hit, both of you do. This can be used as much as your Charisma modifier.

Baka! Improvement[edit]

At 17th level, people are really stupid sometimes but you now you know how to handle it. Any creature under the Baka! feature gets put under the dominate person spell for a number of hours equal to your Charisma modifier(minimum 1) or until freed. You can't have more than 2 creatures on your command.

Yume[edit]

At 18th level, during a long rest, you must roll a 1d12 and suffer or enjoy these outcomes:

  • 1: Anxiety. You are afraid for the rest of the day. If your in battle and there's more hostile creatures than half of your proficiency bonus you will receive disadvantage in all attack rolls.
  • 2: Sallow. You feel no sympathy or grief over anything you do, and people sense regret when talking to you. You have disadvantage on all charisma checks and saving throws.
  • 3: Prideful. You are prideful in your fights and get put under the Waifu Wellfare effect when entering combat.
  • 4: Hopeful. You feel hopeful when talking or interacting with people, people often wanna accompany you on your journeys or give you rewards for just meeting them.
  • 5: Despair. In moments where you can't do anything, you begin kneeling and crying in place like you are hopeless. When combat begins you must make a DC 20 Wisdom saving throw, on a failure you are stunned for the rest of the battle, or until an allied creature makes a Persuasion check against your Waifu DC and succeds.
  • 6: Empathy. When you witness an ally being attacked, you take 2d10 non-lethal psychic damage. In addition, any conditions affecting one of your allies will also affect you while they have it.
  • 7: Admiration. When you are witnessing an ally attacking a creature, you they will get advantage on their first attack roll and will deal one extra dice of damage.
  • 8: Calmness. When a creature tries to make you frigthened, you automatically succeed and get advantage on your attack rolls against it for the number of rounds the frighthened condition would have lasted.
  • 9: Loneliness. You feel sadness and loneliness when you talk with someone. When talking to people they will ignore and leave you alone like your not there.
  • 10: Optimism. Positive and hopeful emotion that encourages you to look forward to a bright future, one in which you believe that things will mostly work out, Sometimes you must really go for it. You have advantage on everything you want to try and accomplish.
  • 11: Depression. You feel like no one likes you and you feel that you are useless and people would be better off without you, when not talking to someone dear to you before entering a second long rest you will end your life. If you choose to talk about your problems to your partner you will get out of this state and be immune to it for 2d4 months.
  • 12: Love. perhaps the strongest of all positive emotions, love is a feeling of deep and enduring affection for someone, along with a willingness to put their needs ahead of your own; it can be directed towards an individual, a group of people, or even all humanity. You and the people you treasure for your life become resistant to all damage and don't suffer from any condition and you can't be surprised attacked.

Every effect lasts until a new dawn, expect effect 11.

Waifu Archetypes[edit]

The following are archetypes found within the series themself and are intended to try and be balanced. (more will be added)

Waifu Path Alignment: The Boxxed Demon[edit]

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Nezuko Kamado from Demon Slayer
Th-thank god ar... are okay. Thank god.
To Tanjiro Kamado

You've got visibly large, prominent fangs, and sharp, claw-like nails that fade to red where they point. Your hair changes to a long, black and reaches just below your waist, turning a flame-orange color as it passes your elbows, and appears to be crimped into large, straight ridges, worn side-swept drastically to your left. you have soft-looking, pale pink eyes that appear a lighter color around the rims of your irises.

Enhanced Physical Prowess
You have received a huge amount of their blood by accident, enhancing your physical capabilities to superhuman levels.
  • Enhanced Strength: Despite you never being formally trained, your naturally enhanced physical strength allows you to easily fight against demons or other creatures. You get a +1 to your Strength score and a +1 to your AC.
  • Enhanced Regeneration: You possess a tremendous regeneration ability that enables you to restore severed limbs within seconds. The true nature of this ability is solidifying your blood from your severed body parts that you could manipulate at will. For every 1 turn, you regenerate 1d4, you are also immune to any bleed effect being caused on you. At 10th level, the heal die increases to 2d4. Outside of combat, you regenerate 1 hitpoint per minute. The use of healing potions does not heal you, otherwise, healing spells do heal.
  • Sunlight Vulnerability: While you are in direct sunlight you take 2d4 radiant damage every minute and are vulnerable to radiant damage. If you take radiant damage, your regeneration doesn't function until one minute passes. When in combat and in direct sunlight, you take radiant damage each time you start your turn.
Natural Claws

At 3rd level, you don't know how to use weapons as a normal human would, but you can attack people with your claw-like hands you deal 1d6 Slashing damage, the damage die increases at 5th level, by 1d8. And attacking people now inflects bleed effect dealing 1d4 necrotic damage for two turns unless the creature is considered undead or doesn't bleed. At 9th level = 1d10, 1d6 bleeding, At 11th = 1d12, 1d8 bleeding, At 14th level = 2d6, 2d4 bleeding, At 17th level = 2d8, 3d4 bleeding. If a creature would be set to bleed again, they instead don't.

Size Manipulation

At 5th level, upon being transformed into a Demon, you displayed the basic ability to change and alter your body's size and height, you are able to shrink yourself into the physical size of a small child in order to fit inside a box or a basket in order to hide from sunlight when traveling through during the daytime with your partner or team and could enlarge yourself into a bigger form, in order to fight against larger sized creatures.

  • Size Small: As an action and 1 Magical Point, you can change your size to small and get the benefits of being able to dodge certain attacks, any attacks made against you in this form has disadvantage if you see the attacker, and you make Dexterity saving throws with advantage, you also make Strength saving throws with disadvantage, your melee attacks damage rolls is halved, your AC increases by 1, your speed increases by 15 feet. You will remain in this form until you use a free action to shift back.
  • Size Large: As an action and 1 Magical Points, you can change your size to large and get the benefits of being able to tank attacks, any attack made against you is made with advantage but the damage is halved, Your movement speed is decreased by 5 feet, your AC decreases by 1, and your damage rolls increases by 2, and you make Strength saving throws with advantage, you make Dexterity saving throws with disadvantage, you are also immune to being frightened. You will remain in this form until you use a free action to shift back.

This feature can be used as much as your proficiency bonus, you regain the ability to use it after a long rest. You can't use this feature with the "Itai!" feature.

Blood Demon Art, Exploding Blood

At 7th level, you can ignite your blood, turning it into engulfing flames, you are capable of controlling your flames into being lethal or non-lethal at will. However, these flames can only affect any creature that is hostile except those who are Humans. As an action and 3 Magical Points, you cut your hand and throw your blood at creatures, this deals 5d6 fire damage, the range of the attack is 60 feet in a cone range. Any creature within 5 feet of the attacked creature takes the same damage. Any hit creatures get put on fire for 1d4 turns and take 1d4 fire damage per turn. This fire can not be put out by any normal means. You become unconscious for 1 turn. This can be used again after a long rest.

some extra features:

  • As an action, you can cast produce flame utilizing your blood, you can light torches, ropes, and anything flammable, and if you would use this while attacking with your claws or by hurling it, the fire will only affect those whose aren't humans or anything close to a human, like a dwarf or an elf.
  • As a reaction and 3 Magical Points, just before an ally attacks with a melee weapon, you can combine your demon blood art with melee weapons, making it stronger and deadlier, You add 4d4 fire damage to damage rolls made with weapons.
  • As a reaction and 2 Magical Points, you can stop upcoming projectile attacks, like arrows, bolts, bullets. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your Waifu level. furthermore, you can use this on a creature that is 20 feet away from you.
  • As a bonus action and 2 Magical Points, you can stop any creature that is under a mind-control spell or anything similar by making the creature reroll the saving throw with advantage, if they fail, the creature will remain under the spell.
  • As an action and 1 Magical Point, you can use your blood to heal undead/fiend type creatures for 2d8 healing.

(These extra features don't count for becoming unconscious) These extra features can be used a number of times equal to your wis modifier before needing to take a long rest.

Power Restoration

Your most defining trait as a demon is your ability to continuously restore your power, without any training or consuming humans. At 9th level, if you lost a limb or fall unconscious by falling to 0 hit points. You can spend 4 Magical Points, to restore your lost limb or wake up from being unconscious with 1 hitpoint and becoming more powerful than before, all of your ability scores increase by 2 for 1 minute, during this mode you gain the following abilities:

  • Your Natural Claws slashing damage increases by a +2.
  • The damage die of your Blood Demon Art's initial hit increases by 1 (6d4 fire).
  • Your Healing die increases by 2 (4d8).
  • Your AC increases by 2.

You can use this feature once per long rest.

Power Growth

You are shown to be able to grow stronger without any training or consuming humans. At 11th level, every feature in Enhanced Physical Prowess increases by 1 this goes for dices too. You can use Size Manipulation as much as you like without spending any magical points. Additionally, you gain resistance to damage from non-magical piercing, slashing, and bludgeoning, using your Blood Demon Art doesn't make you unconscious anymore.

Sunlight Resistance

At 14th level, you developed immunity from sunlight, now being able to completely walk and go about in the daytime without being burnt to ash. Furthermore, you are also now not vulnerable to radiant damage.

Demon Transformation

At 20th level, when you are in a dire situation, you can transform into a berserk-like state, with demon crests, that appear as vine tattoos that circle your body, your veins popping out and a single horn protruding from your right forehead side. As an action and 10 Magical Points. You gain the following benefits when being in this mode:

  • All of your abilities don't cost any Magical Points.
  • You gain 10d10 Temporary hit points.
  • You have advantage on all saving throws.
  • Every attack you make is made with advantage.
  • Your Blood Demon Art deals double damage.
  • If you score a critical hit you will dismember a limb of your choosing.

This form enhances your fighting ability, at the cost of you becoming more demon-like, including the need to feed on human blood. The only way this form can be stopped is by the partner singing a lullaby to you.

Waifu Path Alignment: The Useless Goddess[edit]

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Aqua from Konosuba
Huh? You’re supposed to be some game otaku shut-in. Why are you so reliable?
Aqua to Kazuma

Your hair turns to a blue color that is now or is waist-long that is partially tied into a loop with a water-molecule-shaped clip. As a goddess, you gain certain features:

  • Magical Expertise: Your Magical Points are multiplied by 2. (rounded up if needed)
  • Immortal-mortal: You have advantage on rolling Death saving throws.
  • Nature's Beauty: You can make two fans appear on both hands and a pot of soil appear on top of your head. Spouts of water will emerge from each fan while a flower grows in the pot that will eject blossoms once fully grown. This feature can be used as much as your Charisma modifier, This can be reused after a long rest. (literally does nothing)
  • Holy Aura: Any undead or fiends that attack you suffer from 1d8 Radiant damage. At 5th level, the damage die increases by 2d6. At 7th level, 2d8. At 9th, 3d6. At 11th, 4d8. At 20th, 3d10.
  • Goddess Spell-casting saves: You gain a spell casting DC for most of your abilities, the DC is equal to your Waifu DC.
  • Undead/Fiends Detection: You can detect any fiends/undead just by you smelling. You have advantage on perception checks against fiends and undead. At 9th level, you know the presence of any Undead/Fiend creature type within 60-feet of you, but not exactly where.
  • Water: As a Goddess of Water, you can create water, all water you produce automatically has holy attributes. Their potency is such that they can rejuvenate people and even damage undead, you can also manipulate water from a distance of 120 feet the more, undead/fiends creatures who touch the water take 2d4 Radiant damage.
Goddess' Might

As a Goddess, you will definitely have magic powers to aid your party. At 3rd level, you gain the following abilities to use:

  • Purification: For 1 Magical point, you have the power to purify water, from contaminated hot springs to coffee and tea or anything similar through mere contact.
  • Reflect: As a reaction and for 2 Magical point, whenever an enemy misses an attack on you, you can force them to take 2d6 radiant damage as they hit a mirror image of themselves.
  • Heal: For 1 Magical point, as an action, you may heal yourself or others for 2d6 by either touching or ranged. The range for this is 15 feet. If you touch a creature to heal them you instead add your Holy Aura die to the healing. At 6th level, the healing die increases to 3d4.
  • Detect Magic: For 2 Magical points and an action, you gain the ability to cast detect magic.
Aqua Goddess

As a Goddess, it is confirmed that you're magical, and you unlocked some more powers to further aid your party. At 5th level, you gain the following features:

  • Turn Undead: As an action and 3 Magical points. you purify any undead or creature with your goddess might, the creature roll a Constitution saving throw against your spell save. On a fail, the creature takes 2d8 radiant damage, if a creature would die from this, then its spirit leaves its body, and the body gets turned into dust. On a success, would only take half, and if it would die from this, its body doesn't get burnt to ashes.
  • Force Fire: As a bonus action and 1 Magical point. You may make all hostile creatures within 20-feet of you, put their attention on you, the creatures must make a Wisdom saving throw contested against your spell save. all creatures that failed, roll with disadvantage against you for 1d4 turns.
  • Create Water: As an action and 2 Magical points. You may summon water of out your hands and shoot them as beams from each hand, the range for this attack is 60 feet, the force of the water beams deal 2d10 Force damage + the radiant damage from Water.
  • Exorcism: As an action and 2 Magical points. If a creature is under any sort of mind control spell or condition, making the creature reroll the saving throw with advantage, if they fail, the creature will remain under the spell. Furthermore, you may spend an extra 3 Magical points to free them out of this, but, the creature takes 2d8 Psychic damage.
  • Detect Evil and Good: As an action and 2 Magical points. you gain the ability to cast detect evil and good.
Supporting Goddess

At 7th level, you are too magical and Godnessful but more supportive than the other ones to aid your party once more. As an action, either you or a friendly creature within 60 feet of you, you may enhance their physical body to push their limits further beyond, they begin radiating a glow and sparkle with a color representing the magical increase, you must roll a 1d6 and get the following benefits to use on yourself or others:

  • 1: Increase Strength (Red): Your/Their Strength score increases by a +1 and you/they gain an extra 2d4 to damage rolls made with melee attacks, for 3 turns.
  • 2: Improve Speed (Blue): Your/Their Speed increase by 15 feet, and they/you are able to use the dodge action as a bonus action, for 3 turns.
  • 3: Enhance Defense (Yellow): Your/Their AC is increased by a +2, for 3 turns.
  • 4: Enhance Magic (Purple): You/They have advantage against spells and other magic effects, for 3 turns.
  • 5: Invigorating Essense (Green): At the end of your/their turn, you/they may be able to spend one hit die to regen hit points equal to the roll, doing so does cost you spend 1 Magical point per hit die roll, this lasts for 3 turns even if you/they didn't spend a hit die.
  • 6: Versatile Actor (White): You can turn an ally into a super actor, mimicking anyone's voice.

You can use this feature 3 times per day. You can not stack the AC increase with "Itai!"

God's Blessing

At 9th level, your Goddess powers are evolving into more and better abilities that can be used to aid or protect your party, you have obtained the following abilities:

  • Seal: As a reaction and 1 Magical point, you may seal a magical item's ability away until the end of your next turn. Depending on the item's rarity if it would be a very rare amulet or a legendary sword, the cost of Magical points would increase by 1 for each level of rarity of items. (i.e. If it was a rare item, it would cost 3 Magical points instead) The starting cost would be 1 Magical point if the item is of the rarity of common.
  • Break Spell: As an action and 3 Magical points, you may nullify any creature's spell or ability that requires time to cast, the creature must roll a Constitution with disadvantage against your spell save. On a failure, they lose concentration. On a success, the creature becomes immune to your Break Spell feature for the next 24 hours.
  • Master Artist: You are an extremely talented artist, utilizing the magic of radiance to fix anything that was broken. For 2 Magical points, you may repair any item just by touching it with your finger and if the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded, the requirement for this is that you need at least a bit of the item or the item itself. Furthermore, you may also repair anything that is a structure with the cost of Magical points costing more depending on the DM, if they allow you or not.
  • Sacred Highness Heal: You can use a better and improved version of Heal, for 3 Magical points and as an action, you may heal yourself or others for 5d8 by either touching or ranged. The range for this is increased to 30 feet. If you would instead touch a creature to heal them you add your Holy Aura die to the healing with it being increased to the next set of die (i.e. If the Holy Aura die is 3d4, it would instead be a 3d6).
A loving Hand for Our Party

At 11th level, you are slowly becoming a fully powerful Goddess to reclaiming what was once yours, you gain even more abilities:

  • Magic Barriers and Circles: As an action and 3 Magical points, you form a magical large sphere from where you are standing with the radius of it being 15 feet, the sphere has an AC of 12 and hit points equal to half of your maximum rounded down, nothing can enter this sphere unless you allow it to do so, if the sphere's hit points fall to 0, it will shatter and disappear entirely. Creatures whose CR is 1/4th of your level (rounded to closest CR) are unable to damage the barrier unless they cast a spell like dispel magic then the barrier would disappear, or if it gets damaged by a spell, like wall of fire or any spell that deals damage, it would get damaged. The barrier has resistance to non-magical bludgeoning/slashing/piercing and it's vulnerable to force damage. You would require concentration up to 10 minutes or until you stop this as a free action. Additionally, you may spend an extra 3 Magical points to increase the size of the sphere equal to the size of the structure that you are in when casting this spell, when the barrier is hit during this, it will send off an alarm three times as loud. And it doesn't require you to hold concentration, it also lasts for 24 hours or until you end it as a bonus action.
  • Sacred Dispel: For 1 Magical point, at your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner’s attunement to the object so it can be removed or discarded.
  • Night Vision: You gain the ability to see in total darkness within a radius of 120 feet, and an extra 30 feet of dim light.
  • Resurrection: For 4 Magical points, you touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return a creature to life that has died of old age, nor can it restore any missing body parts. You can resurrect anyone as much as you like, but, you cannot resurrect those whose physical form has been digested or completely destroyed.
Sacred Magic

At 14th level, you are so close to getting your full potential, but you have gained some more abilities and powers:

  • Scry/Mental Immunity: If anyone attempts to see your location/future/mind or attempts mind manipulation like controlling you, it will result in seeing a blinding bright light like a flashbang making the creature blinded, If the creature has immunity they can't see your location/future/mind.
  • Sacred Create Water: For 5 Magical points, you can summon a large amount of water which can make you use Create Water without spending any magical points for shooting them, You gain 1d8 water beams, you can fire them at once or one water beam each turn, each beam deals 1d10 force + 1d4 radiant damage, and all of them at once would deal (amount of beams rolled)d10 + d4 for each beam.
  • Sacred Turn Undead: For 6 Magical points and an action. You can cast a more powerful and improved version of Turn Undead. In preparation, you have to draw a detailed magical circle beforehand taking 30 seconds to do so. You strike the ground in the middle of the circle, creating a burst of divine energy that ripples outward from you. Each creature you choose within 45 feet of the circle must succeed on a Constitution saving throw against your spell save or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. Furthermore, if a creature would die from this, then its spirit leaves its body, and the body gets turned into dust.
  • Sacred Exorcism: A stronger and more refined version of Exorcism. When you free a creature under mind control or anything similar using Exorcism, you may spend an extra 3 Magical points to deal an extra 4d8 radiant damage, and the freed creature becomes immune from any mind control spell for 24 hours.
Requimed Goddess

At 20th level, You have finally acquired your full power, making you get this ability:

  • God Blow: for 12 Magical Points and an action, you conjure a powerful punch or "lethal fist" that can destroy and purify enemies with one blow, the creature must succeed an (10 + dex mod + Proficiency bonus) DC Dexterity saving throw, on a success, the creature gets their hitpoints reduces to half of their maximum and have disadvantage on everything for 1d4 turns. on fail, the creature's hitpoints get reduced to 0, and if they get attacked while in this state their body disintegrates into nothing.

This feature can be used once per long rest.

Waifu Path Alignment: The Dragon From Another World[edit]

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Ilulu, Elma, Fafnir, Tohru, Lucoa and Kanna from Miss Kobayashi's Dragon Maid.
I was raised to repay all favors, even if owed to foolish, inferior humans!
Tohru to Kobayashi

Your body begins to become more scaly in more ways than one, you sprout a tail, horns and claws to strike your foes down with. You even gain a new organ. You remain very similar to your old form but have transformed partially into a powerful beast of terror.

  • Dragon Claws:

You have a natural weapon that deals 1d8 + your Strength mod Slashing damage.

  • Dragon Teeth:

You have a natural weapon that deals 1d6 + your Strength mod Piercing damage and the target is grappled (escape DC 9 + your proficiency bonus + your Strength modifier) Until this grapple ends, the target is restrained, and you can’t constrict another target.

  • Scale Tail:

You have a natural weapon that deals 1d4 + your Strength mod Bludgeoning damage, you may make an attack with this weapon as a bonus action. You also gain a swimming speed of 30 feet when using your tail in water. You are also able to rip off your tail. If you choose to eat it, you gain 2d6 hit points and 2 Magic Points, however, if another creature eats your tail, they take 2d6 poison. If you roast the tail, the tail heals a creature instead of harming them. The tail regrows after consumption by you or another creature, but cannot be eaten again until after a short rest.

  • Draconic Element:

You may choose one of the following; Fire, Cold, Lightning, Poison, Radiant, Force, or Acid. This damage type will be your permanent Draconic Element, this can only be chosen once and never again.

Dragon Breath Blast

At level 3rd, your new organ in your chest has grown a full function. You have access to a breathe weapon that deals 1d8 + Constitution mod of the Draconic Element you selected for 2 Magic Points. At 5th level, the damage die increases by 2d6. At 7th level, 2d8. At 9th level, 3d6. At 11th level, 3d8. At 14th level, 3d10. At 17th level, 4d10. At level 20, 7d10. This breathe weapon can either fire in a 15-foot line, 15-foot cone or maybe spat out in a ball and explode in a select area in your line of sight of 30 feet away from you and attack any enemy within 5 feet of where it landed. This damage counts as magical for the purpose of overcoming resistances.

Scale Mail

Upon reaching level 5th, your scales are finally fully grown. You gain a natural AC equal to 13 + your Dexterity mod. This is not removed when wearing a shield or item that magically increases your AC.

Elder Endurance

Once you reach level 7th, your Ancient Dragon lineage has finally begun to surround and shine through your scales. When you are subjected to an effect that requires a Constitution saving throw or checks, such as a spell or a condition that applies damage or an effect, you gain a benefit towards it. When targeted by a spell, if you succeed in the check you take no damage, but if you fail you only take half. When targeted by a condition, you gain advantage against it if a Constitution check or saving throw is required.

Draco Wings

At level 9th, you finally can sprout your beautiful wings and fly. You gain a flying speed of 30 feet, but you may multiply it by 2 by using 1 Magical point, if you dash while using this feature, you must use another 1 Magical point to move 60 feet.

Eternal Enhancement

Beginning at level 11th, you have figured out a way to allow your attacks to do further damage to your enemy by using your Draconic Element. By spending 1 Magical Point, you add 1d6 of your Draconic Element's damage onto one of your unarmed weapon attacks with a limit of half your Charisma mod rounded up. When attacking this way, your attacks count as magical and count immunities to both the unarmed weapon's damage and your Draconic Element damage as only resistances. Additionally, when your hit points are depleted to 0 or below from an enemy's attack action, you may instead sacrifice your tail to take all damage done to you, causing it to fall off and you take none of the damage that caused it to fall off. You do not regain use of this until after a long rest and 3 Magical Points.

Wyvern Gates

Upon reaching level 14th, you have begun to tap into your draconic magic even further. You may now use the following gates:

  • Dimension Gate: You may use the spell Dimension Door for 3 Magical points. You may also use this spell to teleport somewhere safe into another dimension you know, or even somewhere you know in another dimension.
  • Time Gate: You may use this feature within combat as an action or out of combat to turn back time on nonliving objects, such as traps or objects that have been destroyed or moved within the past 10 minutes. You may use a Time Gate for 1 Magical point.
  • Invisibility Gate: You may become invisible as an action for 2 Magical points for 2 rounds, after which you cannot become invisible again for 1 round.
Terrifying Scaled Tyrant

Once you reach level 20th, you have reached the peak of draconic power. With your power completely unlocked and with 20 Magic Points, you are able to transform into a dragon with the stat block of an Adult Red Dragon for 24 hours, in this time you are able to use all other magical abilities you have for 0 Magical points. The stat block's breathe weapon's damage changes to your own Draconic Element damage type. After the 24 hours duration, you gain third level of exhaustion until a long rest. After using this ability 5 times if the chances arise, you no longer gain the third level of exhaustion when using this feature.

Waifu Path Alignment: The Bully[edit]

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Hayase Nagatoro from Don’t Toy with me, Miss Nagatoro
You're such a creep, Senpai!♥
Nagatoro towards Senpai

Your hair begins to sport a dark black tint and your skin begins to tan. You begin to manifest a very mischievous magical force and personality, in addition you gain muscle memory to your body of different types of training.

  • Sadistic Survivor: You gain proficiency in Strength (athletics), but if you already have proficiency in this skill, you gain expertise.
  • Nimble Trickster: You gain proficiency in Dexterity (acrobatics), but if you already have proficiency in this skill, you gain expertise.
  • Senpai Scarer: You gain proficiency in Charisma (intimidation), but if you already have proficiency in this skill, you gain expertise.
Expert Athlete

At level 3rd, you have manifested your muscle memory into multiple fighting styles of martial arts. Your martial arts die is a 1d6 + Strength mod. The martial tactics you learn include:

  • Boxing, Art of Quick Fist: By attacking with your bare hands alone, you are able to make another quick attack as a bonus action.
  • Judo, Art of The Gentle Way: When an opponent within 5 feet of you attempts to attack you and misses, you may use 2 Magical Points to make a reaction and grab their arm or weapon, pull them forward, grab their forearm, turn around and throw them onto the floor as you follow suit on top of them, they are considered Prone and Grappled as you yourself are considered Prone until they escape your grapple or you let go of them.
  • Muay Thai, Art of Eight Limbs: By using one of your Fists, Elbows, Knees or Shins, you may make an unarmed strike against your opponent that may render them Incapacitated until their next turn. On a successful hit, your enemy must make a 8 + your proficiency bonus + your Strength or Dexterity mod or they are Incapacitated until their next turn.
  • Capoeira, Art of the Flying Foot: By making an unarmed strike with your foot, you make an attack that almost looks like a dance, by using 1 Magical Point, you throw your enemy off guard with what looks like a dance and can attack them at advantage.
  • Koi's Grace: Not only does your body remember training, it remembers how to swim more than ever before. You have a swimming speed of 35.

The damage your martial arts die increases at level 5 to a 1d8, at level 8 to a 1d10, at level 12 to a 2d8, at level 16 to a 2d10 and at level 20 to a 3d8.

Additionally, you may make another unarmed strike when using your attack action by using 1 Magical point. This does not have a limit.

Twisted Tease

Upon reaching level 5th, your mischievous antics begin to envelop your ”Itai!” feature and turn it into a tease towards your peers for getting hurt. The enemy doesn't mess with your friends, you do! When using ”Itai!, the 1+ to an ally's AC turns to a 3+, but the 3+ you gain turns to a 2+ but you deal +3 damage. This additional damage increases by 3+ at levels 8, 12, 16 and 20. Additionally, you may expend 2 Magical Points when first entering this state to allow you to make another attack for the rest of ”Itai!”.

Transformation, Cat Fighter

Beginning at level 7th, your trickster magic is able to physically manifest into… a cat outfit?! For 2 Magical points and a Bonus Action, you are shrouded in a bright light and don a cheerleader-like outfit with comical cat paws and real cat ears, a tail, and other attributes. When you are subjected to something that requires a Dexterity saving throw or checks, you gain advantage. Your normal Bludgeoning damage with unarmed strikes becomes magical Slashing. You gain a +15 to your movement speed and gain a +1 to AC. This transformation lasts 3 rounds but can be ended prematurely.

Shielding Sadodere

At 9th level, your feelings from deep within you cannot stop you anymore, your mischief turns to passion, which begins to envelop your Overprotectivness feature. When using the Overprotectivness feature, instead of healing your ally for the damage they took, as a reaction you may use half your movement speed to run to their aid and jump in front of them, taking the damage that would have been dealt to them instead, after the enemy is finished attacking you, you heal the temporary hit points they would have received as actual hit points instead.

Transformation, Demon Lord

Upon reaching level 11th, you can harness your mischief into a new form of raw evil power equal to the power of a Demon Lord. For 3 Magical points and a Bonus Action, you are shrouded by a dark magical light that dons you with a demonic leotard, horns, demonic claws, wings, and an imp tail. You are able to use your new form's wings to gain a flying speed of 40, your unarmed strikes now deal +5 damage and your attacks deal Magical Slashing and count immunities as resistances. When you are subjected to something that requires a Strength or Charisma saving throw or check, you gain advantage. You also gain a +2 to AC. This transformation uses 2 Magical points per round you have it active.

Secret Admirer

Starting at level 14th, the passion you have for another will allow you to make them and you stronger than ever before. Your burning passion sets your Together Forever ablaze. When using your Together Forever feature, you may let your ally use the extra attacks you have.

Ultimate Sadist

Finally, at level 20th, you have finally recognized your passion as love for one or many of your allies. You benefit from all of your features by using 0 Magical Points and you have unlocked a new martial arts fighting style:

Super Senpai Savior, Art of The Loving Fist

When you and your lover are near, you are able to take them by the hand and make one super-powered attack of fiery love. You take all of the extra attacks you can make into one attack and that deals Magical Fire damage that automatically hits the enemy and is a critical hit. This move uses 20 Magical Points.

Waifu Path Alignment: The Highschool Devil[edit]

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Do not view this page if you are a minor or are offended by such material.
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Rias Gremory from High School DxD

(This might be the most powerful archetype that might exist in this class.)

So you were the one who called me.
To Issei upon death

Your hair color is now a permanent Crimson and your power of charming people has gotten you, two servants you get this feeling of being very kind and compassionate, optimist, to your servants and people close to you. People easily make you angry and violent whenever they insult your servants.

Enhanced Durability:

Expert Tactician:

  • You have advantage in Intelligence (Arcana) Checks when attempting to identify magic spell's schools, you can also sense magic particles or energy within 10-feet of you but without the knowledge of the spell itself.

Devilish Spell-casting saves:

  • You gain a spell casting DC for most of your abilities, the save is equal to 8 + your Charisma mod + your proficiency bonus, these abilities do count as spells making it so you can get disabled with spells like dispel magic or anything similar.

Stealth Expert:

  • You have advantage in Dexterity (Stealth) Checks when attempting to hide during nighttime, it doesn't matter if you're in a place that is well-lit, but just as long as its night time or if the sun is covered, like an eclipse.

Flight:

  • Like a devil, you have wings. As an action, twice per day, you gain a flying speed equal to your movement speed, these pairs of wings last for 4 hours once activated, and you regain their uses of it after a short rest.
Castling

At 3rd level, for 3 Magical points. You can teleport yourself and one other willing creature within 10-feet of you to any place you spent at least 2 days in or are very familiar with, you cannot use this feature during combat or if you are under half of your maximum hitpoints, and once you teleport, your hit points would get reduced to half of your maximum and you would gain the reduced hit points as temporary hit points, you can't heal to your maximum hit points unless you lose the temporary hit points. You can't use this feature until you take a long rest and would be at your maximum hit points. Furthermore, you also gain one Necromancy School cantrip of your choosing.

Oppai Beam

At 5th level, as an action and 1 Magical point. You may enlarge your breast to project a red beam of light, making a ranged attack that deals 3d6 force damage, your breast will shrink in size after being used to fire the beam. This can be used as much as your Charisma mod.

Expert Magician

At 7th level, you are shown to be proficient in using magic, and by turning your demonic powers into greater abilities, you gain the following abilities:

  • Healing: As an action and 1 Magical Point. You may heal someone for 2d4 healing by touching them. The effects of healing can be greatly increased if the injured person and both parties are completely nude in skin-to-skin contact for better effectiveness, the healing die would change to 2d10. This can be used as much as your proficiency bonus. At 9th level, the healing effect increases to 2d8. And the better effectiveness 4d10.
  • Summoning Magic: As a free action and 1 Magical Point, you summon a bat-like familiar to guide you through battles or when you are stuck. While in combat, you may ask your familiar to distract a creature by slashing at them with their claw, they deal 1d4 slashing damage and with an attack modifier of -2, their hit points are 1/4 of yours. If the familiar lands a hit on a creature, you can attack the said as a reaction action if you are within 5-feet of said creature, if your attack lands then the creature skips its bonus action at the start of its turn. This can be used once per long rest.
  • Memory Alteration: As an action, For 3 Magical Points, you can attempt to reshape another creature's memories, you can cast modify memory once per long rest.
Forbidden Invade Balor the Princess

At 9th level. As an action, for 5 Magical points. You summon a familiar named Gasper and have them melt into their shadows to fuse with you, covering you in darkness. This results in a form of a dark beast in the shape of a human enveloped in a deep red aura of destruction, a third eye with a deep red pupil emerges on your forehead, and you gain ten wings, any attacks made in this form deal double damage, you also get a 4+ to AC and attack rolls. Your flying speed increases by 60-feet. Any attacks made against you during this form deal double damage, You gain advantage when attacking during this form, and creatures have advantage when attacking you. This form lasts for 1 minute. You can't use this feature until you complete a long rest.

Crimson Extinct Dragonar

At 11th level, As an action and 6 Magical points. You summon a familiar named Issei where they use their Red Wyverns for you both to sync both your auras and the Wyverns attach themselves to you, creating your own version of Issei's Scale Mail. The armor boosts your abilities until you reach your limit. when using this your AC, Attack, and Damage rolls increase by 5. as long as you are in this mode you become weaker after each turn you take, the total decreases by 1 each turn, after your fifth turn. Your real total AC starts to get lower and your total HP decreases by 10 each turn. You can use an Action to get out of the armor this takes 2 turns to do so. If your hitpoints gets to 0, you become unconscious for 1d4 days. You can use this twice per long rest.

Power of Destruction

At 14th level, as an action and 4 Magical points, your hair changes to blonde. A unique form of demonic power that allows you to release energies that can disintegrate matter both living and inanimate, with relative ease. You are further able to control the shape and power of the technique such as creating multiple softball-sized bullets to lessen the destructive force yet increase the range of your attack. In the large form, you deal 5d8 force damage and a range of 30-feet, in the bullets form, you deal 10d4 force damage 60-feet.

Extinguished Star

At 20th level, as an action and 12 Magical points, your hair changes to blonde. This technique is made due to the change in your demonic power and due to the influence of Issei's power, you manipulate your {{#inpage|Power of Destruction}} into compression of an unimaginable amount of demonic power it takes on the form of an enormous sphere with a mixture of crimson and black aura radiating from it that moves toward your enemies at slow speeds. The Extinguished Star has a strong magnetic force, which pulls enemies towards it and disintegrated similar to a black hole. Any hostile creature must roll a Dexterity saving throw against your spellcasting DC. On a fail, all creatures will get sucked into the black hole and be sent to a void of emptiness that has no sound or color while being stuck in there they start getting stabbed by Needles of Starlight, taking 10d10 Magical Piercing damage per minute. until they die or find a way to get let free. On a success, the succeeded creatures don't get pulled in but instead get attacked for 5d10 Magical Piercing damage.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Waifu class, you must meet these prerequisites: Charisma 17 and Wisdom 13

Proficiencies. When you multiclass into the Waifu class, you gain the following proficiencies: Light armor, Medium armor, Simple weapons, Martial weapons.


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