Magical Girl (5e Class)

From D&D Wiki
Jump to navigation Jump to search
512px-Searchtool.png The main contributor(s) of this page determined that this page should be reviewed. Reason: Fixed up initial wording, now to get through some balancing and brainstorming. Just go a tad easy, I freak out easy at sudden edits.


You can help D&D Wiki by reviewing this page. When this page has been reviewed so that this template is no longer applicable please remove this template. If you do not understand how to review this page please leave comments on this page's talk page before making any edits.
All pages needing to be reviewed

Implements

An implement is created when a young child (Usually Girl) is visited by an avatar of some emotion

Creating a Magical Girl

Keep these in mind when creating a Magical Girl. How did you encounter the Incubator? What was your wish? Was it wealth? Power? Is it to make someone in your debt? Or to help that someone?

Class Features

As a Magical Girl you gain the following class features.

Hit Points

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

Proficiencies

Armor: Shields
Weapons: Simple Weapon, One Martial Weapon of your choice
Tools: None
Saving Throws: Constitution and choose one: Strength, Dexterity, Charisma
Skills: Choose Any 1 skill and choose another from Athletics, Acrobatics, Persuasion, Intimidation, or Deception

Equipment

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

  • (a) one Melee weapon of your Choice or (b) one Ranged weapon of your Choice
  • Set of common clothing
  • (a) A Shield or (b) One Simple Weapon of your Choice

Table: The Magical Girl

Level Proficiency
Bonus
Wish Points Features
1st +2 40 Soul Gem, Magical Outfit, Soul Weapon, Dream Harvest
2nd +2 45 Magical Archetype
3rd +2 50 Meek
4th +2 55 Ability Score Improvement
5th +3 60 Incubator's Power
6th +3 65 Void Shell
7th +3 70 Savior/Hollow
8th +3 75 Ability Score Improvement
9th +4 80 Unstable Emotions, Flashy Transformation
10th +4 85 Soul Weapon Upgrade
11th +4 90 Magical Outfit Upgrade
12th +4 95 Ability Score Improvement, Soul Crystal
13th +5 100 Monstrous Rampage/Savior Martyr
14th +5 105 Weapon Cloning, Ultimate Attack
15th +5 110 Grand Spell/Doppel
16th +5 115 Ability Score Improvement
17th +6 120 Ultimate Form
18th +6 125 Wish of the Century
19th +6 130 Ability Score Improvement
20th +6 135 Godly ascension/Ultimate Rebellion


Soul Gem

You've made your wish and now your soul resides within a special item we call a "Soul Gem." This can take the shape of either a Necklace, a Ring, or even an Earring. This is how you utilize your Wish Powers. Because of this, however, you cannot attune to other Magical Weapons. Keep in mind, certain actions consume your Wish Point pool; we'll abbreviate it as WP from here on out. Your soul gem will start with 40 WP and gain an additional 5 each time you level up. These are used to fuel your various spells and abilities. If your Soul Gem loses all its WP, you will have 1 hour to regain at least 1 WP before you must make a death save (DC 17) on successful save "You hold on to hope and gain 5 WP" but fail the roll and you turn in to a Berzerk Beast and you will be treated as "Dead" (Your Teammates can't use any Resserection spells until the Beast is slain). Should the event you turn into a beast comes about, your allies will have to quell your form to access your soul once more. [The Beast's stats are treated as such: AC 17 HP 50 + 25 x Magical girl level, Str 22(+6) Dex 16(+3) Con 10(+0) Int 6(-2) Wis 10(+0) Chr 10(+0), still may need to find a decent template and/or creature to link here, or functionally re-work the concept].

Beware, if this Soul Gem were to be more than 50 feet away from your current body, you will lose control of it. While separated from your body, or your body dies, this Gem is important as it's the culmination of your being, and though it may be "durable", it is not indestructible. The Gem itself has AC: 10 HP: 5 + 5 x Magical girl level, and no form of Magic, not even a Wish spell, can remove the magic that binds you to this Gem. However, without a body to shield your gem from danger, your Gem is Vulnerable to all Damage Types. So long as your Soul Gem exists, so do you.

In the (unfortunate) event that you're only separated from your Soul Gem, you can attempt a Wisdom and Constitution save (DC20). Succeed 1 of the saves and "you're able to move but barely" your movement speed is reduced to 5ft and you gain Disadvantage on any further rolls. Succeed both saves and "your will goes beyond your Gem even if for a short time". you gain no penalties for 1d4 hour(s) after which you gain the penalties as if you only succeed 1 saving throw. Failing both rolls or choosing not to roll at all will render you "Incapacitated" until your Soul Gem is returned.

In the (more unfortunate) event that your physical body dies, your soul will remain dormant inside of its Soul Gem, and you are aware of a potential host within 100ft of you (Potential Hosts are any Living Humanoid creatures with 10 or more Intelligence). You have 72 hours to find a new host before you forcibly take over the nearest Humanoid target within 10 ft of your Gem. Once you forcefully try to take over a new body that you've found, the creature must make a Wisdom Saving Throw (DC= 8+ Your Charisma Modifier + Your Proficiency Bonus) or have its Soul and Will suppressed/ejected and allow you to take over the body. If the target makes a successful save, you and the host fights inside of the host's soul. You and make opposing Wisdom saving throws which if you win you take over the host as normal if not then you're ejected from the host and take 1d6 of psychic damage. After forcefully taking a new host, you go into an unconscious state for 24 hours while your new body reforms into the shape that it was before your previous body died, you slightly change your height but can't go beyond the size level of what it was. If the creature willingly accepts you (no mind control/altering spells) no rolls are required but you still going into an unconscious state for 24 hours and the body will reshape itself into your previous form before your body died. Regardless if you did it forcefully or willingly If you desire you may take 1 language, tool, or Weapon (one kind Ex: Longsword or Shortbows) proficiency from the body, you can only do this once every week as you still need to get used to the new knowledge you've just obtained. (also if you took the body willingly this implies that you and that person will technically share a body with you taking main control you can use it for roleplay or something but this gives no other abilities other than character development and extra roleplaying.)

Magical Outfit

You aren't at your prime until you trigger your Magical Powers. As you roll initiative you can spend 1 WP, you can touch your Soul Gem to activate your Magical Outfit. Your Magical Outfit allows you to be ready for combat and takes whatever shape you may want, be it full armor or a pretty little outfit. In the event where you are caught by surprise or an effect doesn't allow you to transform as you roll initiative you can use a bonus action to Transform or Untransform if you want, your Armor Class becomes 12 + your Charisma Modifier or your Dexterity Modifier. It will shimmer away when you're knocked unconscious or until you touch your Soul Gem again, fading away instantaneously. If you are not in combat while in your Magical Outfit, you will have Disadvantage on all Charisma except performance, Stealth, and Sleight of hand checks until you deactivate your Magical Outfit.

Your Outfit has 1 Magic Property Slots. By spending a Long Rest, you may transfer a single Magical Effect of your choice to your Outfit, but it will consume the Armor in the process. If the Item has Sentience, it will cost 25 WP to copy a single effect of your choice to your Outfit, but you cannot take any more effects from the Sentient item. You also cannot fuse Cursed Armor to your Outfit. Removing an effect costs 25 WP and a Long Rest to complete, but you cannot add an effect to your Outfit for 24 hours once it's removed. you must spend 5 WP every 2 days onward to maintain your outfit's new magical effects.

Soul Weapon

Each Magical Girl has a weapon (or weapons, if one prefers dual-wielding some weapons) that fit their personal desires. You must complete either a Short or Long Rest to bond a weapon to your Soul Gem. These weapons are yours, and yours alone which means no one else may use them. These weapons are bound to you permanently and cannot be changed once you form the bond also attacks with these weapons are counted as nonmagical unless you bonded with a magical weapon. Weapons bonded to you cannot be stolen or otherwise lost. You may only have 2 Weapons bonded to you; choose wisely. When bonded to a Soul Weapon you instantly gain proficiency with it and can add your proficiency bonus to your attack roll with newly bonded Soul Weapon.

Summoning your Soul Weapon is similar to your Magical Outfit; Whenever you roll initiative or you may use a Bonus Action to summon one of your Soul Weapons if you couldn't summon your weapon for some reason or Dismissed it during combat. Doing so costs 1 WP to per weapon summon. These weapons are unique in the aspect they only appear with your outfit. When you are not in your Magical Outfit, these weapons do not weigh you down.

Since you've most likely bonded with a nonmagical weapon, each nonmagical weapon you are bonded to has 1 Magical Property Slot to fill as you desire, like your Magical Outfit. During a Long Rest, you may move one Magic Property to one of your Soul Weapons, but doing so will consume the Magical Weapon. If the weapon in question has Sentience, you may use 25 WP to copy one effect of your choosing from the chosen Sentient Weapon during a Long Rest, If you happened to somehow bond with a magic weapon the weapon also has 1 extra "Magical Property Slot" but you can only use one magic effect on the weapon at a time. You cannot take any abilities from Cursed Weapons, however. If you wish to remove an Ability, it will require 25 Wish Points and a Long Rest to complete, though you cannot add an ability to the weapon for 24 hours once an effect is removed; your weapon needs to adjust to the removal of some abilities. Like your outfit, your weapon also requires you to use 5 WP every 2 days to maintain the effects.

Dream Harvest

As a Magical Girl, you need to keep your Soul Gem filled with Wish Points. Every time you use magic, your Soul Gem will lose its natural power. After combat roll, you may harvest these things called Dream Shards that are produced from a creature's natural dreams and desires. With your special connection to the Wish Power, this is what allows you to see these unusual shards. Dream Shards can be used to give your Soul Gem its Wish Power again. Once the battle ends, roll 1d6 and gain that many Small Dream Shards then if you want can flip a coin on Heads you gain double the amount but on Tails, you gain only 1 Small Dream Shard (or none if you rolled 1). To use a Dream Shard you need to simply grab it then hold it up to your Soul Gem to consume. You can hold unlimited amounts of Small Dream Shards in a special pouch on your Magical Outfit that recovers 1d6+ your Wisdom Modifier Wish Points. By making a Perception check (DC21), you can instead find a Large Dream Shard that can recover all lost Wish Points, but can only hold 2 of these Shards, and can only find one per encounter.

Magical Archetype

Your powers have come along nicely and allow you to expand your magical powers into one of these archetypes.

  • Dream Keeper: You choose to keep people safe and happy or act as support more than anything. You don't like the nasty front of combat, and would rather stay out of combat as much as possible.

At 2nd Level, you awaken latent magic within your soul. Choose either the Cleric spell list or Bard Spell list; you gain access to that spellcasting type; your Spell Save DC becomes 8 + your Charisma Modifier + Your Proficiency Bonus. and your Soul Weapon acts as an Arcane Focus for your spells. You know 2 cantrips and 2 1st Level spells from your chosen spell list. Casting 1st Level Spells require 5 WP for each spell used. Each spell level takes 5 WP per level (such as 2nd level spells are 10 WP, 3rd level spells are 15 WP, etc). You are also allowed to gain new spells per level (for a simple way to see the spell spread look at the ranger class spell progression). At 3rd level you get 3 1st level spells, at level 5 you get 4 1st level spells and 2 2nd level spells, at 7th level you gain a 3rd 2nd level spell, at 9th level, you gain 2 3rd level spells, and then at 11th level, you gain a 3rd 3rd level spell, etc.

  • Hope Bringer: You desire to act as the paragon to justice, becoming the beacon of hope to the people you help. You prefer taking the battle to the front line, desiring to drive injustice back!

At 2nd level, you may choose a fighting style to compliment your preferred combat style.

  • Dueling: While you are wielding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
  • Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the roll is a 1 or a 2. The weapon must have the Two-Handed or Versatile property for you to gain this benefit.
  • Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose Disadvantage on the attack roll. You must be wielding a shield.
  • Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Also, while you have your Magical Outfit active you are aware of your surroundings within a 15 ft. sphere around you; you cannot be surprised as easily, and you have Advantage on all Athletics and Acrobatics checks that is not Difficult Terrain.

  • Soul Sniper: You prefer to act as the rogue type, keeping out of the front lines as much as possible. You can still provide covering fire from a range, but as long as you aren't involved in the battle directly, you could care less.

At 2nd level you realize you can output tons of magical power, your Spell casting modifier is Charisma, and your Save DC becomes 8 + your Charisma Modifier + Your Proficiency Bonus. Instead of using normal ammunition for your Ranged weapon, you may instead use your WP to generate ammunition for your weapon. Using ammo costs 2 WP per shot, and gain 1d4 dmg. You also gain the Archery fighting style, granting a +2 bonus to attack rolls made with Ranged weapons. You gain access to the Wizard spell list or the Sorcerer spell list. You know 2 cantrips and 2 1st level spells. Casting 1st Level Spells require 5 WP for each spell used. Each spell level takes 5 WP per level (such as 2nd level spells are 10 WP, 3rd level spells are 15 WP, etc). You are also allowed to gain new spells per level (for a simple way to see the spell spread look at the ranger class spell progression). At 3rd level you get 3 1st level spells, at level 5 you get 4 1st level spells and 2 2nd level spells, at 7th level you gain a 3rd 2nd level spell, at 9th level, you gain 2 3rd level spells, and then at 11th level, you gain a 3rd 3rd level spell, etc.

  • Magical Gunner: Seems you have a talent to manifest these "Hand Cannons". You have knowledge of mechanisms possibly no one else has.

At 2nd level, By using 10 WP You can Manifest These "Hand Cannon(s)" instead of your Soul weapon, these count as your Soul weapon(s) instead. these "Hand Cannons" can come in any shape and size as long as it fits in your hand(s) if it's one-handed it does 2d8 of Perircing Damage and can fire 3 shots, if it's two-handed do 2d10 of Piercing damage and can fire 2 shots. When you have 0 Shots left the "Hand Cannon" disappears and you must Manifest another one. You must have a free hand(s) to manifest these "Hand Cannons" and can't manifest one and two-handed at the same time, Soul Weapon improvement applies to these "Hand Cannons" and you can't have your Soul weapon(s) out unless it's a shield, You can dismiss it like any soul weapon and they use Dexterity to attack like bows and crossbows.

Meek

Starting at 3rd level, you look powerless and unimportant. Whenever you roll initiative, you can attempt a Deception vs their insight instead of transforming. If you win they see you as just a commoner or whatever is normal in that area, and Meek is activated, If you fail however you start the battle as normal but without your magical outfit. While Meek is activated you gain Advantage on stealth as long as you don't trespass and enemies will not target you if there are more prominent targets, if there aren't then they can attack you if they are willing to attack/kill a commoner. If you attack an enemy, use any of your Magical Girl abilities, or transform while they see you Meek will end and enemies will begin to see you as a threat.

Ability Score Increase

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.

Incubator's Power

The Incubator is a powerful being and the only reason for these magical girls is the provide energy to the entire universe. Once per long rest, you may spend 10 WP to reroll any roll, but you must accept the new roll even if it's lower than your first. While wearing your Magical Outfit you can spend 5 WP to increase your movement speed by 10ft until your next long rest (can stack).

Void Shell

You find out the truth about your body, learning that your body has no soul, and has since been operating more like a zombie following orders. The thought horrifies you initially, but you can use this new knowledge to your benefit. As a Bonus Action, you can block out all pain and gain Temporary HP equal to Magical Girl level x 1d6 and increase your damage by an additional 1d6, but you find it sluggish to move. All your movement options are reduced to 10 feet and can't take an Interaction, Bonus Action, or Reaction until you deactivate this form. It takes an Action to return your body to normal, and Temporary HP gained this way is lost. You may only use this ability once per Short or Long Rest.

Savior/Hollow

Choose Savior or Hollow.

  • Savior: They want to keep their friends safe. when an ally is attacked roll 1d6 to boost an ally's ac. 1 WP to cast it but the cost will rise by 1 WP every time, it will be more expensive(3rd time casting it = 3 WP ). Small Dream Shards now restores 1d10 + Wisdom Modifier of WP. While in an area with sunlight you can heal yourself or an ally for 2d6, you can only use this feature once per long rest.
  • Hollow: They go all out on a baddie by hacking away at their enemy. With their soul weapon, they charge the enemy and do a flurry of slashes until miss. Cost 5 WP to cast and 5 extra for each consecutive attack after the second. Small Dream Shards now restores 1d8 + Wisdom Modifier of WP. "You can attack and move through shadows no matter who they belong to." you can teleport through shadows and attack through shadow in a 150ft radius that you can see, you can only use this feature 2 x your Wisdom Modifier (Minimum 2) every long rest.

Unstable Emotions

This mental disease you call "Emotion" holds quite some power in your world. Mental Disease, you ask? That's what The Incubator calls it. If an ally of your party or somebody close to you is killed, as a reaction you go into a tantrum of rage and vengeance, making all your abilities cost only 1 Wish Point (except Doppel) while the ability is active and add +2 to all of your future attack rolls. This lasts for only 1 minute(10 Combat Turns) but resets every time a group member falls in combat. It can be triggered again as long as it's not the same person.

Flashy Transformation

You shine so much when you transform that it's blinding, literally. Whenever you transform you can expend 5 WP to emit a Blinding light as you transform, For that turn everyone except you in a 50ft radius is blinded until the start of their next turn also your movement speed is cut in half during your next turn, You can only use this feature once per short rest.

Weapon Cloning

Sometimes, you need a bit of extra stopping power. As your action and the cost of 5 WP per weapon (Up to 5 weapons), you create a weak but stable copy of your weapon that deals the same amount of slashing, bludgeoning, or Piercing damage (whatever type your weapon deals) If you hit the weapon remains but if you miss the weapon shatters. You may choose to have these weapons attack a single target, or each weapon attacks a separate target (One weapon per target). If you chose a ranged weapon for this ability, you fire up to 3 projectiles per ranged weapon that deal half the damage type (Ex: 1d8 Damage, roll 5, becomes 2 (rounded down)) as the cloned weapon and can target a single target or spread among separate enemies (can have multiple projectiles attack one target). Cloned weapons last for 1d10 turns (roll when you summon them) afterward they dissipate and you can not summon more Cloned weapons until your first batch of cloned weapons has shattered or dissipated. If you use this ability, you cannot use Extra Attack if you have it.

Magical Outfit Upgrade

The control of your Soul Gem stabilized enough to make your defense tougher, your Outfit to look a little different (If you desire), and looks more normal. Your AC is now 14 + Your Dexterity modifier or Your Charisma Modifier, Additionally, while you're wearing your Magical Outfit, you no longer have Disadvantage on all Charisma, Stealth, and Sleight of hand Checks outside of combat and gain Advantage on Performance.

Monstrous Rampage/Savior Martyr

While using Void Shell you activate Monstrous Rampage/Savior Martyr depending on which one you chose.

  • Monstrous Rampage: You understand you're no longer truly "alive" and lessen your grip on sanity to cause havoc for 5 minutes. You can use 20WP to gain increased strength and power in exchange for your sanity, Once this is done it cannot be undone until the 5 minutes (30 turns) run out. You will continually fight until time runs out or someone is willing to knock you out. While in this form, you do an additional 2d8s to your attack roll and add 2d6s to your damage roll plus this includes the bonuses from Void Shell. If all enemies in sight are defeated and the time limit is not up you will automatically launch attacks against the nearest living target be it friendly, neutral, or hostile.
  • Magical Martyr: You use your body's special properties to lessen the pain of others, You can jump in front of an attack be it magical or physical. You can jump in front of an ally within your original movement speed(usually 30ft) to transfer the attack to yourself. If Physical you take the attack as normal, If magical you can choose to attempt a Constitution Saving Throw(DC is 2 + SpellCaster DC)(Only After Damage is rolled) to absorb the attack and use the energy as your own. On a Success gain Temporary WP equal to the rolled damage (Temporary WP is like Temp HP) which will only disappear if you're knocked unconscious or you take a long or short rest, Upon Failure your Soul Gem will take the full damage type equal to the roll. You can only use this feature as many times as your Constitution Modifier (minimum of once).

Soul Weapon Upgrade

Your Soul Weapons' bond to you has grown even more powerful and changes its shape (if you desire), and extending its powers. Your Soul weapons now deal one additional 1d6 of your weapon's damage type.

Ultimate Attack

By focusing your Wish Powers on your weapon, you can unleash your most powerful attack. Once per long rest, by spending 40 WP you unleash this powerful attack. Enemies within a 40 ft. area around you make a Dexterity Saving Throw DC 17, or take 5d10 of force, slashing, bludgeoning, or thunder damage (depending on weapon and choice), and on a Success half the damage.

Each Magical Girl usually gives this attack its own unique name and flavor depending on their preferred choice of weapons and fighting style.

Soul Crystal

Your soul gem has survived and grown with you for this long, becoming a Soul Crystal proper. You regain 10 WP during a Short Rest and 20 WP during a Long Rest. Your Soul Crystal becomes more durable and protected; your Crystal's stats are now AC: 15, HP: 30 + 20 x Magical girl level, and has Immunity to Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, and Thunder damage and Resistance to Nonmagical Bludgeoning, Piercing, and Slashing Damage. You can now be 100 feet away from it now before losing control of your body. However once 3 attacks from a magical source are landed on your Soul Crystal, the Crystal loses all Resistances. To recover this special shell, you must complete a Long Rest.

Grand Spell/Doppel

Choose one Grand Spell or Doppel

  • Grand Spell: You have your greatest Magical trump card. you can choose any 1 spell from any spell list and by paying 5 x Spell level WP to cast the spell, if the spell increases in power at higher spell levels you can spend the appropriate WP as if you using that spell level (Ex: Burning Hands is 1st level spell 5 WP, use 3rd level Burning Hands 15 WP). During a long rest, you can choose to change Your Grand Spell into another spell.
  • Doppel: You harness the beast within. Gain the ability to access your "Berzerk Beast" form and can control it by fusing with the form, you and your beast form must be connected in some way to maintain this ability. You gain 100 of Temp Hp and Temp WP (You roll for both at the same time) and the Transformation lasts until you dismiss it, Run out of Temp HP, or expend all of your Temp WP. When transformed you gain access to the following abilities:

Magic Burst: as an action, you can expend the remainder of your Temp WP to deal Force damage to all in a 100ft. Everyone in the area must make a Dexterity Saving throw with a DC of 15 + Magical girl Charisma Modifier or take damage equal to the Temp WP spent and take a quarter of the damage (Rounded up)on a success.

Doppel Cry: as a reaction, when damaged you can make your Doppel emit a cry. all enemies in 100ft must make a Wisdom Saving Throw (DC = Magical girl level) or be Frighted and Deafened

Doppel Follow-up: after you make an attack you can expend 5 WP to make another attack with your Doppel dealing 1 extra die of damage of your current soul weapon (Ex: Greataxe 1d12, Doppel Damage 2d12)

Doppel Rush: as an action, you can expend X WP (up to 50) cover yourself and your Doppel in a blanket of energy, and charge the enemy to deal 1d10 of force damage for every 5 WP you expended. Your target must succeed a Strength saving throw (DC = 15 + Magical Girl Charisma Modifier) or be knocked prone and back by 15ft

Doppel Cannon: as an action, you can expend 20 WP your Doppel fires a beam of energy in a 5ft by 50ft line, Anyone within that line must make a Dexterity Save with a DC of 15 + Magical girl Charisma Modifier or take 4d12 of force damage or 2d12 on a successful save.

You can only use this feature once per long rest. Still Developing the Doppel

Wish of the Century

Under Development

Ultimate Form

Under Development


Godly Accenssion/Ultimate Rebelion

Reaching your full potential does have its merits, your magical powers have peaked and you gain the ability to have the power of a god or Rebel against them. Choose 1 Godly Accenssion or Ultimate Rebelion

  • Godly Accenssion Under Devlopment
  • Ultimate Rebelion Under Devlopment

Multiclassing

Prerequisites. To qualify for multiclassing into the Magical Girl class, you must meet these prerequisites: Strength or Dexterity: 15 Wisdom: 13

Proficiencies. When you multiclass into the Magical Girl class, choose 1 from the following proficiencies: Athletics, Acrobatics, Persuasion, Intimidation, or Deception


Back to Main Page5e HomebrewClasses

FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Puella Magi Madoka Magica franchise, and/or include content directly affiliated with and/or owned by Shaft. D&D Wiki neither claims nor implies any rights to Puella Magi Madoka Magica copyrights, trademarks, or logos, nor any owned by Shaft. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png