Waifu (5e Class)

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The Waifu

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

Welcome to the Waifu class

Waifus! Waifus! Waifus!

Creating a Waifu

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: 1d10 per Waifu level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + 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 or Wisdom.
Skills: Choose three from persuasion, deception, insight, investigation, perception, athletics, acrobatics, medicine, stealth, survival, intimidation, 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

LevelProficiency
Bonus
FeaturesMagical Points
1st+2Waifu Welfare, Fan Service0
2nd+2"Itail!"0
3rd+2Waifuness, "Baka!"3
4th+2Ability Score Improvement3
5th+3Waifu Path Feature, Extra Attack4
6th+3Overprotectiveness4
7th+3Waifu Path Feature5
8th+3Ability Score Improvement, Horrible Singing5
9th+4Waifu Path Feature6
10th+4"B-Bakemono..."6
11th+4Waifu Path Feature7
12th+4Ability Score Improvement7
13th+5Together Forever8
14th+5Waifu Path Feature8
15th+5Waifu Welfare Improvement9
16th+5Ability Score Improvement9
17th+6"Baka!" Improvement10
18th+6Yume12
19th+6Ability Score Improvement15
20th+6100% Waifu20

Waifu's Features and Abilities

Waifu Welfare

At 1st level, you as the Waifu of your group have brought inspiration and welfare. As an action, you yell out inspirational words to your foe, Any allied creature you choose that is within hearing distance, gets put under the inspiration effect, while also getting a +2 to attack, and a 1d4 to damage rolls until the end of the Waifu's next turn. You can use this once per long rest.

Fan Service

Starting at level 1, in the eyes of humanoid creatures, You are a queen, a beauty, an adorable person, a Waifu, You have proficiency in all Charisma checks and skills.

"Itai!"

Beginning at 2nd level, You have experienced pain enough for you and others to tolerate pain, As an action, you can activate "Itai!" and increase your AC by 3+ and get resistance to all damage. all friendly creatures within 15 feet of you get a 1+ to AC. this effect last for the end of your third turn. you can use it once per long rest.

Waifuness

At 3rd level, Waifus can 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.

You gain additional features from your alignment at 5th, 7th, 9th, 11th, 14th, and 20th level.

"Baka!"

You realize humanoid creatures can sometimes do some dumb stuff. At 3rd level, you can point at someone and say the words "Baka!" the creature that was yelled at must make a (12 + Charisma mod) Constitution saving throw. On a fail, the creature gets frightened for 1d2 turns. On a success, the creature doesn't get frightened and becomes immune to the "Baka!" feature for the next 24 hours.

This can be used as much as your charisma mod.

At 5th level the duration increases to 1d4, at 9th 1d6, at 11th 2d4.

Extra Attack

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

Overprotectiveness

At 6th level, You start to realize that your allies don't have to suffer, As a reaction and 1 Magical Point, When you witness an ally being hit, you halve the damage and give them 5d5 temporary hit points. this can be used once per long rest.

At 12th level, When using this feature you put the attacked creature under the Waifu Welfare feature. this can be used as much as your Constitution modifier.

Horrible Singing

At 8th level, No one has told you that your singing is bad because they are afraid that they 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 creature within hearing distance must roll a (12 + cha mod) DC Constitution Saving throw. On a fail, All failed creatures become deafened and stunned for 1d8 turns. If rolled a 14 or higher, all allied creatures get put under the Waifu Welfare and all hostile become charmed for 2d4 turns.

"B-Bakemono..."

At 10th level, When you see a Large-sized monster you are automatically frigthened until the monster is taken care of or proves they are non-hostile. Your partner will have to protect you when you get frigthened they get put under the Waifu Welfare

Together Forever

At 13th 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 your partner, you may attack with your partner together during their turn, both of you never miss an attack together and deal one more damage die. if one of you gets a critical attack, both of you do. this can be used as much as your Dexterity modifier.

Waifu Welfare Improvment

At 15th level, You have inspired a lot of people in your life. When using the Waifu Welfare feature the affected creature automatically gets a critical once, Their critical hits for attack rolls are now 18-20 while under the Waifu Welfare, While also the damage die increases to 2d4 and get a 5+ to attack rolls and a +2 to AC.

"Baka!" Improvement

At 17th level, People are really stupid sometimes but you know how to handle it. Any creature under the "Baka!" feature gets put under the dominate person spell for 2d4 hours or until freed. You can't have more than 2 creatures on your command.

Yume

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 and get disadvantage on everything depending on attacks.
  • 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: Pride. You are prideful in your fights and get put under the Waifu Welfare effect.
  • 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, You are stunned during this state or until you get pushed out of crying.
  • 6: Empathetic pain. When you witness an ally being attacked, you take 1d10 non-lethal damage.
  • 7: Admiration. When you witness an ally attacking a creature you may make them get advantage on their first hit on it and boost their damage roll by one extra die.
  • 8: Calmness. When a creature tries to make you frigthened, you become immune and get advantage on everything against it.
  • 9: Loneliness. You feel sadness and loneliness when you take with someone. when talking to people they will ignore and leave you alone like you 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 your partner or 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 person you treasure for your life become resistant to all damage and don't suffer from any condition and you can't be surprised attacked. for a whole day

You may spend 5 Magical Points to rid one of these Yume's. but you can only get rid of them once.

Waifu Archetypes

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

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 +2 Strength and a +1 to 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. Every turn you finish you regenerate 2d4, You are also immune to any bleed effect being caused on you. At 10th level, the heal die increases to 3d14.
  • Demonic Immortality: Demons possess eternal youth and can live for centuries, sometimes even longer if they're incredibly strong. They can't die through conventional means. but can be killed by sunlight or by a magical slashing or piercing weapon being aimed at your neck. you still take normal damage but it won't kill you if you get below 0.

Unamred Slashing Damage

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 1d10. and attacking people now inflects bleed effect dealing 1d4 necrotic damage for two turns. At 9th level = 1d12, 1d6 bleeding, At 11th = 1d14, 1d8 bleeding, At 14th level = 2d8, 2d6 bleeding, At 17th level = 4d5, 3d6 bleeding. If a creature is set to bleeding again they take half of the bleeding damage instead.

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 decrease by half of the damage die, you get an extra attack action, 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 2 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 increases by 3, and your damage die for slashing increases by 2 dice. and you make Strength saving throws with advantage, you also 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.

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 fiends and non-humans. As an action and 2 Magical Points, you cut your hand and throw your blood at creatures, this deals 5d5 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 2d6 turns and take 2d4 fire damage per turn. this fire can not be put out by any normal means, after the effects of the ability you become unconscious for 1d2 turns. and some extra features:

  • As a free action and 1 Magical Point, 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 1 Magical Point, You can stop upcoming projectile attacks, like arrows, bolts, bullets, and under level 5 magic spells.
  • As an action and 1 Magical Point, You can use your blood to heal undead creatures for 2d8 necrotic healing.

(These extra features don't count for becoming unconscious)

these features can be used as much as your wis modifier.

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 you can spend 2 Magical Points, to restore your lost limb or wake up from being unconscious 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:

  • If you score a critical hit you will dismember a limb of your choosing.
  • Your unarmored slashing damage increases by 2.
  • Your Blood Demon Art die increases by 1.
  • Your Healing die increases by 2.
  • 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.

Sunlight Resistance

At 14th level, You developed immunity from sunlight, now being able to completely walk and goa bout in the daytime without being burnt to ash.

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.

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.

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Waifu Path Alignment: The Useless Goddess

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:

Immortal-mortal
You are Immortal, But, you still take damage as a normal being would. and if you get killed you would instead get teleported to heaven and then come back after 2d4 days, the timer can be lowered by 2d2 days if you succeed in all of your death saving throws.
Party Tricks
Before gaining any skills/spells useful in adventures, You can use Waifu Welfare on all of your party members as a free action, also getting advantage on all Charisma checks and 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 does nothing)
Holy Aura
Any undead or fiends that touches or attacks you suffers from 1d8 Radiant damage. At 5th level, the damage die increases by 2d6. At 7th level, 2d8. At 9th, 3d6. At 11th, 3d8. At 20th, 5d10.
Undead Attraction
Any nearby undead creature that can see you focuses on you.
Undead/Fiends Detection
You can detect any fiends/undead just by you smelling.
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, undead creatures who touch the water takes 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: For 2 Magical Points, As a reaction, You create a transparent wall of light that reflects any upcoming attack.
  • Heal: For 1 Magical Point, As a bonus action, You may heal yourself or others for 2d6. the range for this is 15 feet. If you touch a creature to heal them you add your Holy Aura die to the healing. At 6th level, the healing die increases to 3d5.

Aqua Goddess

As a Goddess, It is confirmed that you're magical, and you unlocked some more powers, At 5th level, you gain the following features:

  • Turn Undead: As an action and 3 Magical Points. Undead creatures who are at half of their hit points, You purify with your abilities making the undead creature roll a (8 + con modifier + proficiency bonus) DC Constitution saving throw. On a fail, the undead creature's spirit leaves its body, and the body gets turned into dust. On a success, the undead creature takes 2d6 Radiant damage instead.
  • Force Fire: As a bonus action and 1 Magical Point. You may make all monster put their attention on you.
  • 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. or can be safely drunk, if the creature who drunk it is not undead, the creature gets cured of any condition, curse or spells effect.
  • Exorcism: This is effective against fiends, and those who are possessed by them, If a creature is under any sort of mind control spell or condition, you may spend 2 Magical Points to free them out of it.

Supporting Goddess

At 7th level, You are too Magical and Godnessful but more supportive than the other ones: As an action, you must roll a 1d6 and get the following benefits to using on yourself or others:

  • 1: Increase Strength: Your/Their Strength increases by a +3 and damage rolls made with melee increase by 2d4
  • 2: Improve Speed: Your/Their Speed increase by 15 feet and if you/they are getting attacked any attack against you/them, is made with disadvantage and if an attack lands on you/them, the damage is halved, until the end of your turn.
  • 3: Enhance Defense: Your/Their AC is increased by a +4, until the end of your next turn.
  • 4: Enhance Magic: You/They have advantage against spells and other magic effects, and have resistance to damage from spells that don't have a saving throw to halve the damage, until the end of your turn.
  • 5: Blessing: You/They have inexplicable luck that seems to kick in at just the right moment. You/They have 3 luck points. Whenever you/they make an attack roll, an ability check, or a saving throw, you/they can spend one luck point to roll an additional d20. You/They can choose to spend one of your/their luck points after you/they roll the die, but before the outcome is determined. You/They choose which of the d20s is used for the attack roll, ability check, or saving throw. You/They can also spend one luck point when an attack roll is made against you/them. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours/theirs.
  • 6: Versatile Actor: You can turn an ally into a super actor, mimicking anyone's voice.

You can use this feature as much as your con modifier, that maximum is 3.

God's Blessing

At 9th level, You Goddess powers are evolving into more and better abilities, you have obtained the following abilities:

  • Seal: As a reaction and 2 Magical Points, You may seal a magical item's ability away until the end of your next turn.
  • Break Spell: As an action and 3 Magical Points, you may nullify any creature's spell or ability that requires time to cast, making them lose concentration and becoming stunned for 1 turn.
  • Master Artist: You are an extremely talented artist, For 2 Magical Points, You may repair any item just by touching it with your finger and you lift off any curses on the item, the requirements for this is you need at least a bit of the item or the item itself.
  • Sacred Highness Heal: Your Heal becomes improved, Your Heal die is increased to 5d10 Radiant healing, And your Holy Aura die when healing by touching a creature increases to 5d5 Radiant healing. The requirements for this improved ability: 3 Magical Points.

A loving Hand for Our Party

At 11th level, You are slowly becoming a fully powerful Goddess, You gain even more abilities:

  • Magic Barriers and Circles: As an action and 3 Magical Points, You summon a magic circle that repels ghosts, undead, fiends, and monsters. the range of this is circle is 60 feet, if you are about to enter a long rest, you may spend one more Magical Point to protect a building that can be as big as a mansion. however, extremely powerful fiends can still break through it.
  • Scared Dispel: For 1 Magical Point, You can lift a curse from any creature made by anyone.
  • Night Vision: You can now see as well in the dark as daytime.
  • Resurrection: For 6 Magical Points, you are able to resurrect anyone who has recently died. you can resurrect anyone as much as you like, but, you cannot resurrect those whose physical form have been digested or completely destroyed.

Scared 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 4 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 can fire 2d4 water beams at once or each turn. At 20th level, You can summon forth a large amount of water rivaling that of biblical floods. When fired, the large amount of water could flood an entire city and destroy subsequent buildings and structures.
  • Scared Turn Undead: For 4 Magical Points and an action. A more powerful version of Turn Undead, when you cast this spell, you can purify even a lich, the range of this is 30 feet in a circle, which does the Turn Undead at triple (the damage and it can be used on a fully healed undead creature, the DC changes to [Your con score + con mod - 1/3 of your characters level rounded up]). In preparation, you have to draw a detailed magical circle beforehand taking 30 seconds to do so.
  • Sacred Exorcism: A stronger version of Exorcism. You fire it like a laser from your forehead (you hold two peace-signs to your forehead while doing this) this spell is potentially powerful enough to even destroy a demon, when you free a creature under control the controller gets damaged for 4d8 Radiant damage, and the freed creature becomes immune from any mind control spell for the 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, if you use this feature you will disappear from the ground and appear from heaven after 2d4 Weeks to aid your party once more.
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Waifu Path Alignment: The Highschool Devil

Attention!
This page contains adult content which some may find offensive.
Do not view this page if you are a minor or are offended by such material.
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

You gain a +2 to Strength and Dexterity, +1 to Charisma.

Expert Tactician
You have expertise in intelligence (Arcana) Checks.
Stealth Expert
You have expertise in Dexterity (Stealth) Checks.
Flight
As a devil you have wings, You have a 45 in flying speed.

Castling

At 3rd level, For 2 Magical Points. you can teleport yourself and others to other people you have encountered. this requires concentration for 1 minute. this can be used as much as your wis mod and can not be used in combat.

Oppai Beam

At 5th level, As an action and 1 Magical Point. You may enlarge your breast to project a red light from your breast dealing 3d10 force damage, your breast will shrink in size after being used to fire the beam this recharges after 1d5 days.

Expert Magician

At 7th level, You are shown to be proficient in using magic you gain the following abilities:

Healing
As an action and 1 Magical Point. You may heal someone for 2d4 Radiant Healing by touching them. The effects of healing can be greatly increased if the injured person and both parties to be completely nude in skin to skin contact for better effectiveness, the healing die would change to 3d8. this can be used as much as your proficiency bonus. At 9th level, The healing effect increases to 2d6. 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 district the attacker by slashing at it with their claw they deal 1d4 slashing damage and have same hit points as you. if the familiar lands a hit you can attack it as a free action and it skips its turn. this can be used as much as your con modifier.
Memory Alteration
As an action, For 3 Magical Points, You may alter a humanoid's memories to your likings, this effect can be broken by casting remove curse on the person or if the devil chooses to bring them back.

Forbidden Invade Balor the Princess

At 9th level. As an action, for 4 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 and also, a third eye with a deep red pupil and gain ten wings, attacks made in this form gets double damage, you also get a 4+ to AC and attack rolls. your flying speed increases to 70. any attacks made against you in this form get times 1.5 on damage rolls. this form lasts for 1 minute. after the form finishes you get a third level of exhaustion and can be used once per 1d3 weeks.

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 yours to create 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 3 turns to do so. you become unconscious for 1d4 days.

Power of Destruction

At 14th level, As an action and 7 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 5d10 force damage, in the bullets form you deal 20d5 force damage. when you finish your attack after this you must roll a (10 + con mod + wis mod) constitution saving throw or be knocked unconscious for the rest of the battle and gain 4th level of exhaustion that can not be cured by any spell.

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 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 near enemies must roll a (15 + proficiency bonus) DC Dexterity saving throw. on a fail. all failed 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 succeded creatures don't get pulled in but instead get attacked for 5d10 Magical Piercing damage. you suffer from 5th level of exhaustion and take double damage until you are freed from the level of exhaustion, you can't use this feature for 1d10 days.

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gollark: Basic religion is when you pray to one apioform, fancy religion is where you pray to apioforms generally, or invisible apioforms in the sky.
gollark: Replying to https://discord.com/channels/346530916832903169/348702212110680064/747850111677366394No. It still makes your decisions/beliefs stupider.
gollark: Replying to https://discord.com/channels/346530916832903169/348702212110680064/747849927887028334Just donate x% of your income to efficient charities or something.
gollark: Am I still allowed to worship apioforms?
gollark: yes.
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