Magical Child (5e Class)

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{{stub|Missing class feature at 5th level.}

Magical Child[edit]

Magical child is also known as magical girl and magical boy. While the former is more common, the latter exist as well.

Magical Gift[edit]

Magical child obtains or grew up with magical power hidden away. They often gain the power from a life changing event. They often fight for a cause they believe in and achieve their goal after a long struggle. By utilizing their magical power, they can transform into another form, which is more battle-ready. Without using their unusual magic power, they have limited power and could barely be useful in fights.

Creating a Magical Child[edit]

Quick Build

You can make a magical child quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. You may also want to have decent constitution since a magical child can be weak while not transformed.

Class Features

As a Magical Child you gain the following class features.

Hit Points

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

Proficiencies

Armor: None
Weapons: Simple weapons
Tools: 1 tool of your choice
Saving Throws: Dexterity, Charisma
Skills: Choose two of the following: Acrobatics, arcana, history, performance, persuasion, religion, stealth.

Equipment

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

Table: The Magical Child

Level Proficiency
Bonus
Features Transformation Limit Cantrips Known Spells Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th
1st +2 Fighting Style, Pseudo Spellcasting, Magic Identity 1 2 0
2nd +2 Magic Gear, Reserved Energy 1 2 2 2
3rd +2 Condensed Magic 1 2 3 3
4th +2 Ability Score Improvement 1 2 4 3
5th +3 1 3 4 4 2
6th +3 Magic Identity Feature 1 3 5 4 2
7th +3 Magic Conversion 2 3 5 4 3
8th +3 Ability Score Improvement 2 3 6 4 3
9th +4 2 4 6 4 3 2
10th +4 Magic Identity Feature 2 4 7 4 3 2
11th +4 Peer Assistance 2 4 7 4 3 3
12th +4 Ability Score Improvement 2 4 8 4 3 3
13th +5 3 5 8 4 3 3 1
14th +5 Magic Identity Feature 3 5 9 4 3 3 1
15th +5 Mystical Vow 3 5 9 4 3 3 2
16th +5 Ability Score Improvement 3 5 10 4 3 3 2
17th +6 3 6 10 4 3 3 3 1
18th +6 Magic Identity Feature 3 6 11 4 3 3 3 1
19th +6 Ability Score Improvement 4 6 11 4 3 3 3 2
20th +6 Secret Hero 4 6 12 4 3 3 3 2

Fighting Style[edit]

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

  • Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

  • Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

  • Defense

While you are wearing armor, you gain a +1 bonus to AC.

  • Dueling

When 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 new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.

  • Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.

  • 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.

  • Superior Technique

You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)

You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.

  • Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll

  • Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

  • Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Pseudo Spellcasting[edit]

When you obtain or discover your magic at 1st level, you have learned to use the magical power to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the Magical Child spell list. However, pseudo spellcasting can only be done while transformed with Magical Identity.

Spell Slots The magical child table shows how many spell slots you have to cast your magical child spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell magic missile and have a 1st-level and a 2nd-level spell slot available, you can cast magic missile using either slot.

Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the Magical Child spell list.

The Spells Known column of the Magical Child table shows when you learn more magical child spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level.

Additionally, when you gain a level in this class, you can choose one of the magical child spells you know and replace it with another spell from the magical child spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability Charisma is your spellcasting ability for your magical child spells. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a magical child spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Magical Identity[edit]

Also starting at 1st level, your power gives you a unique identity. Using these identities also enables you to transform and use Pseudo Spellcasting. You also obtain both offense and defense means. Choose one of the identities below. Your choice grants you features at 1st level and again at 6th, 10th, 14th, and 18th level. Magical Identities

Magic Gear[edit]

Also at the 2nd level, you can unlock 1 gear that is not accessible normally until you are transformed. You gain 1 additional gear at 7th, 11th, and 15th level.

  • Mystical Weapon

you can start to manifest a weapon. When you pick this gear, select a weapon of your choice and it can do the damage type of your choice as well with a +1. You also gain proficiency while holding the weapon. This weapon is considered magical. You can manifest this weapon only when transformed and by using your reaction. You may pick Mystic Weapon again at a higher level to gain +1 on the weapon each time up to a maximum of +3.

  • Protective Trinket

This trinket act as a protective charm. Once per turn, you can use your reaction to increase your AC by 2 or increase all of your saving throws by 1 until the start of your next turn. You may pick Protective Trinket only once more at a higher level. When you do, you gain both effects when you use your trinket.

  • Magic Conductor

You create an object that will help you cast your spell when you transform. The first spell you cast per turn gains a bonus DC equal to half of your proficiency bonus. (Round down)

  • Mobile Support

You can manifest an object that can help you move. You can gain either flight or swim speed of 40 ft. This gear manifest with your transformation. You may pick Mobile Support only once more at a higher level

  • Magic Core

You start having a magic core showing up on your body. When you cast a spell of 2nd level or higher, you have a 50% chance to recover a spell slot that is at least 1 level lower. This can only happen a number of times equal to your Charisma modifier, regaining all expended uses after finishing a long rest.

Reserved Energy[edit]

Also at the 2nd level, you have learned your shortcoming. When you can no longer transform, you have saved enough power to quickly recover one use of transformation. You regain one use of transformation after finishing a short rest.

Condensed Magic[edit]

At the 3rd level, you are now capable of controlling the magic and focus them on one point to assist in your attack. When you make a spell or weapon attack, you can consume a spell slot.

  • Spell attacker. Increase your spell attack modifier equal to the level of spell slot consumed. In addition, you also add that many die to the damage roll.
  • Physical attacker. Increase your melee or ranged attack modifier equal to the level of spell slot consumed. In addition, you do an additional 1d4 damage of the damage type. If you are using your Mystic Weapon, change the d4 to the weapon die instead, up to a maximum of d8.

Ability Score Improvement[edit]

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Magic Conversion[edit]

Starting at the 7th level, you start to understand how your transformation is connected to your magic. During a short rest, you can convert the use of transformation to recover up to 3 levels worth of spell slots. You may use however many transformations you have remaining during this time.

Peer Assistance[edit]

At 11th level, you notice all action is connected to magic in someway. You figured out how to use magic to temper with the outcome. You can use your action to increase another character's ability check equal to your Charisma modifier. You can use this feature a number of times equal to your proficiency bonus and you recover all used charges on a long rest.

Mystical Vow[edit]

When you reach the 15th level, you have a full understanding of your power, yourself, and most likely your goal. Select one of the following vows.

Justice

Your goal is now to make sure to purge all evil or good (Choose one). When you deal damage to creatures of such alignment, you deal bonus 2d6 force damage.

  • Correction

You know what is best and believe your ideal is truly the right one. Select between Chaotic or Lawful, you have +2 AC and +1 to all saving throws when fighting against an enemy with such alignment

  • Friendship

Being with friends is the most important. Having an ally helps you fight. Your first weapon or spell attack has advantage if there is an ally within 5 ft of your target.

  • Solitary

Being around people hinders your concentration. You can utilize ambient magic to better protect yourself. Gain 2d10 temporary hit points at the start of your turn.

Secret Hero[edit]

At level 20, you are now able to manifest power greater than your limit. With an action, you can use your action to enter Hero Mode. You gain the following benefit during your current transformation. You can only use this feature once, being able to do so again after finishing a long rest.

  • You are now considered a legendary creature. Obtain 1 use of legendary save and have 2 legendary actions per turn.
  • Legendary actions
  1. You can cast a 2nd level or lower spell. If you want to cast a 3rd level or higher, it must be a bonus action or react speed spell.
  2. You can make a single weapon attack
  3. You can quickly move at half speed while not provoking an attack of opportunity

Magical Identities[edit]

Natural Magical Identity[edit]

Magical child with Natural Magic Identity is born with great latent magic potential, similar to that of a sorcerer.

Innate Transformation

As you awaken to your magic at 1st level, you gain the ability to swiftly enter a transformed state without effort. When you are transformed and not wearing armor, your AC is 13 + Charisma modifier. You may still use a shield and receive this bonus. You can transform at any time and it lasts 1 hour. Your transformation comes undone if you fall unconscious.

Ritual Casting

Also at 1st level, while transformed or not, you can cast ritual spells.

Preferred Element

At 6th level, choose one of the damage types: acid, cold, fire, lightning, poison, or thunder.

When you cast a spell, you can replace the damage type with your chosen preferred element.

Magical Coordination

At 10th level, when you are making a skill check using Strength or Dexterity, you can add your Charisma modifier to it.

Magic Adaptability

When you reach 14th level, you can attune to 1 additional magic item and you only need 1 minute to attune to any magic item.

Mana Overflow

At 18th level, you can use 1 additional use of your transformation to use Mana Overflow with a bonus action. When you do, your speed is doubled. Your AC and saves against spells is also increased by 2. However, the duration of Mana Overflow only lasts for 1 minute. Once you use this feature, you must finish a long rest before using it again.

Cursed Magic Identity[edit]

You are cursed and have managed to use it to your benefit.

Dark Armorfication

At 1st level, you can transform using the cure within you. You cannot wear armor while transformed. Your new AC is 13 + Charisma. While transformed, each curse on you also provides 1 additional AC. Your transformation lasts 30 minutes. Your transformation comes undone if you fall unconscious.

Curse of Antimagic

Also at 1st level, your spells cannot be countered. However, you have 50℅ to require an extra spell slot of the same level to cast the spell successfully. You may also accumulate levels to match the intended spell level. If you cannot provide the extra spell slot needed, the spell fizzles.

Curse of Internal Explosion

At 6th level, your curse grew stronger than you expected. Your spell DC is increased by 1 for each curse you have. However, when you take magical damage, you will take extra 2d4 force damage.

Second Stage

When you reach 10th level, your curse grew once again. However, you manage to put it to good use this time. When you transform using Dark Armorfication, each curse also provides +1 to saving throws against magical effects.

Curse of Pain

Starting at the 14th level, you are now in constant pain while transformed. If you are to make a concentration check, you have a disadvantage. However, when you hit an enemy with any damage type, it gains vulnerability of that type until the end of your next turn. If it has resistance or is immune, it does not gain vulnerability.

Super Armorfication

At the 18th level, your curse has become one with you. Your transformation with Armorfication gains more benefit. While transformed, you can use a bonus action to spend 1 additional transformation use to gain the following benefit for 1 minute. You can use this feature once, being able to do so again after finishing a long rest.

  • Gain 2 temporary hit points per magical child level
  • You gain Extra Attack
  • When you save against a magical effect that deals damage, you take quarter damage and do not trigger Curse of Internal Explosion.
  • If you are out of spell slot, you gain a single 1st and 2nd level spell slot.

Bonded Magic Identity[edit]

Your magical power is due to you forming some kind of bond with a magical creature from an unknown plane.

Dress Up

Starting at 1st level, you can transform and may look completely different. While transformed, you have AC equal to 10 + Dexterity + Charisma. Your transformation lasts for 30 minutes. Your transformation comes undone if you fall unconscious.

Body Enhancement

Also at 1st level. While transformed, you add 10 ft to your walking speed.

Super Reflex

Starting from the 6th level, whenever you make an attack and hit your target, you can use your bonus action to attack again.

In addition, if an enemy within 5 ft misses an attack against you, you may use your reaction to attack once with a melee attack. If the enemy had advantage against you, you cannot use your Super Reflex to attack back.

Powerup Transformation

At the 10th level, when you transform, you can use your bonus action to consume 1 more transformation to gain 1 of the following benefits. When you do, extend your transformation duration by 30 minutes. You may use this feature multiple times.

  • Power Strike: If you have a Mystical Weapon, you can use your Charisma modifier for attack and damage calculation.
  • Superior Defense: When you take damage, you receive 1d8 + Charisma modifier less damage
  • Finisher: You can spend 1 or more spell slots to finish a critically injured enemy. A critically injured enemy is defined as a creature whose current hit points are less than or equal to 1/4 their maximum hit points. For each level of spell slot spend, it deals 2d6 force damage. If the target creature's current hit points are greater than 1/4 their maximum hit points, or saves against your spell DC, this attack does half damage.
Enhanced Stamina

At the 14th level, you can hardly feel tired anymore. You can benefit from a long rest after only 6 hours, 2 of which can be spent doing light activity.

In addition, when you transform, your duration is doubled. This also affects the extended duration of Powerup Transformation.

Everlasting Warrior

When you reach the 18th level, your soul and your bonded creature become closely tied. Once per week, if you are to die as a result of failing death save or an attack, your bonded partner and you teleport up to 1 mile away. When you do, you do not die and regain 1 hit point. If you were not in the material plane, you are now in the material plane.

Seeded Magic Identity[edit]

Your magical power is from an object that is implanted into you. It could be from a magic item or a body part.

Magic Veil

Starting at 1st level, you can cover yourself in a protective sheet of magic. This is considered your transformation. While transformed, you lose 1/4th of yourhit points and gain temporary hit points equal to 5 times your proficiency bonus with your lost hit points. This transformation lasts for 1 hour. Your transformation comes undone if you run out of temporary hit points.

Magic Soldier

Also at 1st level. You have learned how to fight like a soldier. You are now proficient in 2 martial weapons of your choice. When you are using these weapons, you can use your Charisma for attack and damage instead of Strength or Dexterity.

In addition, you do not need to transform to use your spellcasting ability.

Extra Attack

Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Magic Imbue

When you reach 10th level, you can make your magic soldier weapon gain one of the following features. It takes 1 minute to imbue your weapon. You can imbue 1 additional feature at level 14 and 18.

  • Extension: Your melee weapon gains +5 ft reach.
  • After Image: Your first attack each turn with your melee weapon has advantage
  • Elemental Enchant: Your weapon deals additional 1d6 cold, fire, or lightning damage
  • Wind Tunnel: Your ranged weapon attack doubles in its range.
  • Magic Ammunition: You no longer need to have arrows, bolts, or bullets. In addition, your attack is magical and your first shot per turn has advantage.
Magical Feast

At the 14th level, you can instinctively know the densest area of a creature’s magic. You can spend a turn by using your action and bonus action to cut open a corpse and consume the flesh with the most magic in it. When you do, you recover hit points and spell slots depending on the size. Once you use this feature, you must finish a long rest before using it again.

  • Small Creature

Recover 1d8 hit points and a 4th level spell slot

  • Medium Creature

Recover 2d8 hit points and a 3rd level spell slot

  • Large Creature

Recover 3d8 hit points and a 2nd level spell slot

  • Huge Creature

Recover 4d8 hit points and a 1st level spell slot

Magic Shell

When you reach 18th level, you have mastered the usage of the magic veil. While transformed, you can use your bonus action to consume 1 more transformation usage to gain the following.

When you transform, you no longer lose hit points. However, you still gain extra temporary hit points equal to 1/4th of your maximum hit points. Your magic imbued weapon bonus doubled

Magical Child Spell List[edit]

You choose your spells from the magical child spell list.

Cantrips

blade ward, booming blade, chill touch, control flames, encode thoughts, fire bolt, friends, frostbite, green-flame blade, light, mage hand, mending, message, minor illusion, prestidigitation, ray of frost, resistance, true strike.

1st Level

absorb elements, alarm, armor of Agathys, burning hands, chaos bolt, comprehend languages, create or destroy water, cure wounds, detect evil and good, detect magic, guiding bolt, faerie fire, feather fall, hellish rebuke, ice knife, identify, magic missile, shield, zephyr strike.

2nd Level

Aganazzar’s scorcher, alter self, arcane lock, blur, darkness, darkvision, detect thoughts, enlarge/reduce, flame blade, hold person, lesser restoration, locate object, knock, misty step, see invisibility, shadow blade, shatter, warding wind.

3rd Level

clairvoyance, daylight, dispel magic, elemental weapon, fireball, flame arrows, fly, haste, life transference, lightning arrow, Melf’s minute meteors, motivational speech, slow, spirit guardians, Tidal Wave, tongues, water breathing.

4th Level

arcane eye, banishment, blight, confusion, dimension door, elemental bane, freedom of movement, guardian of faith, ice storm, locate creature, polymorph, secret chest, stone shape, stoneskin.

5th Level

arcane hand, awaken, cone of cold, far step, holy weapon, maelstrom, mass cure wounds, modify memory, seeming, swift quiver, telekinesis.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the magical child class, you must meet these prerequisites: Dexterity 13, Charisma 13

Proficiencies. When you multiclass into the magical child class, you gain the following proficiencies: Simple Weapons

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