Magical Girl, Variant (5e Class)

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Magical Girl[edit]

How did you come to be?[edit]

This Magical Girl class is based on Puella Magi Madoka Magica.

A Magical girl is created when a young child (usually a girl) is visited by an avatar of some emotion. 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? And What was your dream? To be a chef, an astronaut, a Famous hero, etc.?

Creating a Magical Girl[edit]

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A group of Magical Girls ready for battle, source [1]

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, Magical Outfit
Weapons: Simple Weapons, Soul Weapons
Tools: One artison's tools.
Saving Throws: Dexterity and Charisma
Skills: Choose any two skills.

Equipment

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

  • Soul Gem
  • Set of common clothing
  • (a) A Shield or (b) One Simple Weapon of Your Choice
  • (a) Explorer's Pack or (b) Entertainer's Pack

Table: The Magical Girl

Level Proficiency
Bonus
Wish Power Features Incubator Invocations Known
1st +2 2 Soul Gem, Wish Power, Magical Outfit -
2nd +2 4 Magical Archetype 2
3rd +2 6 Incubator Invocation 2
4th +2 8 Ability Score Improvement 2
5th +3 10 Extra Attack 4
6th +3 12 Magical Archetype (2) 4
7th +3 14 Evasion 4
8th +3 16 Ability Score Improvement 4
9th +4 18 Unstable Emotions 6
10th +4 20 Magical Archetype (3) 6
11th +4 22 Hope Collector 6
12th +4 24 Ability Score Improvement 6
13th +5 26 Magical Boons 8
14th +5 28 Magical Archetype (4) 8
15th +5 30 Witch's Resistance 8
16th +5 32 Ability Score Improvement 8
17th +6 34 Controlled Emotions 10
18th +6 36 Magical Archetype (5) 10
19th +6 38 Ability Score Improvement 10
20th +6 40 Divine Ascension 10

Soul Gem[edit]

Starting at 1st level, you've made your wish to the incubator, your soul now resides within a special item called "Soul Gem." Your Soul Gem can take the shape of any tiny sized object.

Your soul resides in the Soul Gem, even if you die your soul would still be inside the artifact.

Soul Gem Separation. Separating yourself from your soul gem causes you to lose control of your body. If your Soul Gem were to be more than 60 feet away from yourself, you fall unconscious.

Soul Gem Durability. While separated from your body, your soul gem becomes hittable. The Gem has an AC of 10 + your Charisma modifier, hit points equal to your Magical Girl level times five.

Soul Gem Healing. The gem can only recover with magic. A creature within 5 feet of the gem can spend a spell slot to regain a number of hit points equal to the spell level added twice. If the wish spell is cast, the soul gem regains hit points up to its maximum. Whenever you gain a level on the Magical Girl class, the soul gem regains 5 hit points up to its maximum.


Soul Gem Destruction. If your soul gem were to be destroyed, you are killed outright and cannot be revived by any means outside divine intervention.

Wish Power[edit]

Also at 1st level, your soul gem allows you to harness the power of wishes, allowing you to cast spells and such. You have a number of Wish Points equal to your Magical Girl level added twice. Whenever you use Wish Point, it is spent.

Regaining Wish Power. Your soul gem can regain its wish power by collecting the wishes of other creatures. Whenever you finish battle, you regain 2 wish power per creature killed. Also, whenever you kill a creature you regain a number of wish power equal to the creature's Charisma modifier (minimum of 1).

You cannot regain wish power above your maximum.

Reaching 0 Wish Power. If your soul gem loses all wish power, it means you are close to becoming a witch. If you reach 0 wish power, you have a number of days equal to your Charisma modifier to regain at least 1 wish power.

If you cannot regain at least 1 wish power in that time, you must make a DC 25 Wisdom saving throw. On a success, you now have 1 more day to regain wish power. On a failure, your soul falls to despair and you become a Witch, losing control of your character. After dying like this, you cannot be revived through any means short of divine intervention or the wish spell.

Magical Equipment[edit]

Also at 1st level, you gain a magical outfit, which you may use to protect yourself in battle.

Magical Outfit

Whenever you roll for initiative (or as a bonus action while in combat), you can touch your Soul Gem to activate your Magical Outfit, a set of exotic clothing.

While wearing your Magical Outfit your AC is 12 + your Dexterity modifier. You also gain advantage in Dexterity (Acrobatics) checks and your movement speed increases by 10.

You may deactivate your magical outfit at will, and it automatically deactivates whenever you are knocked unconscious.

Soul Weapon

Each Magical Girl has a weapon that fits their fighting style. It can be any non-magical weapon of your choice, however once chosen it cannot be changed. You may have two soul weapons if one of them has the light property.

If it is a ranged weapon, it generates ammunition magically.

Your soul weapon is summoned as part of using your Magical Outfit.

Magical Archetype[edit]

At 2nd level, you have found your way as a magical girl, and you chose to follow said path. You can choose one of the Magical Archetypes available at the end of the class description.

Your archetype grants you features at 2nd level, 6th, 10th, 14th and 18th levels.

Incubator Invocation[edit]

At 3rd level, you learned that by becoming a magical girl, you have obtained certain special powers from the Incubator. You start out with two Incubator Invocations of your choice that you meet the requirements of.

You gain more invocations as you gain levels in the Magical Girl class, as shown in the Invocations Known table.

Whenever you gain a level in this class, you may change one of your Incubator Invocation for another one of your choice that you meet the prerequisites of.

Ability Score Increase[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, increase two ability scores of your choice by 1, or a feat. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack[edit]

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

Evasion[edit]

At 7th level, your speed prowess as a magical girl allows you to avoid certain area effects. Whenever you make a Dexterity saving throw, you take half as much damage on a failure and no damage on a success.

Unstable Emotions[edit]

At 9th level, being a magical girl takes a huge toll on your mental health, and your unstable emotions can make you act recklessly. You can enter the unstable emotions state whenever one of the following conditions happens:

  • You become are reduced to half your maximum hit points.
  • Your Wish Power is reduced to half its maximum.
  • A friendly creature you can see is reduced to 0 hit points.

While under the unstable emotions state, you gain the following benefits:

  • You have advantage in Dexterity saving throws.
  • You can take one additional bonus action on your turn, which may only be used for taking the Hide, Dash or Disengage actions.
  • You cannot deal non-lethal damage.
  • Your damage rolls deal additional damage equal to your proficiency bonus.

Whenever you end a turn on this state, you receive 1d4 psychic damage. Also, you cannot deal non-lethal damage while on this state.

This state lasts for 1 minute or until the battle ends (whichever comes sooner). The state also ends if you fall unconscious.

If you trigger one of the conditions while fighting, the duration resets.

Hope Collector[edit]

At 11th level, you have improved the amount of Wish Power you gain from others. Whenever you gain wish power, the amount is doubled. This still cannot make your wish power go above your maximum.

Magical Boon[edit]

At 13th level, your experience as a magical girl has granted you a magical boon. Choose one of the following magical boons:

Magical Armor. Your soul outfit makes you more resistant to damage. While wearing your magical outfit, you gain a reduction equal to your proficiency bonus to all damage but psychic.

Magical Spell. You have learned a special spell unique to yourself. You learn a spell from any spell list of your choice that cannot be the Wish spell. You may cast it once per long rest without spending Wish Power or a spell slot. The spell level cannot be greater than your proficiency bonus.

You may change the chosen spell every time you gain a level in this class.

Magical Weapon. Your soul weapon has reached the pinnacle, becoming extremely effective in combat. Your Soul Weapon now deals 1d12 additional damage of any damage type of your choice (this cannot be changed once chosen). Additionally, the weapon now counts as magical if it didn't before.

Witch's Resistance[edit]

At 15th level, due to fighting more and more against supernatural beings, your soul gem started empowering your body to fight them. You have advantage on saving throws against magical effects.

Controlled Emotions[edit]

At 17th level, you finally managed to control your deep and wild emotions. You can now activate the unstable emotions state as a bonus action. You can do this a number of times equal to your proficiency bonus. You regain all uses after taking a long rest.

Also, you do not take psychic damage while under the unstable emotions state.

Divine Ascension[edit]

Finally at 20th level, you have reached the pinnacle of a magical girl, becoming something not even the Incubator thought you could reach. Your power is divine, your power is truth, you have ascended into a higher state. You gain the following benefits:

  • Your Charisma score increases by 4 and its maximum becomes 24.
  • You become proficient with all saving throws.
  • You become immune to the charmed and frightened conditions.
  • You are immune to psychic damage.
  • You regain all of your Wish Power whenever you take a long rest and half as much whenever you take a short rest.

Magical Archetypes[edit]

Dream Keeper[edit]

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A Dream Keeper holding it's soul gem, [2]

A Dream Keeper is a magical girl that lives to help others both phiscally and emotionally, being the beacon of hope that keeps their dreams intact.

Spellcasting

You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your contract with the Incubator, magic that you can use it in different situations to fight Witches.

Dream Keeper Table
Magical Girl Level Cantrips 1st 2nd 3rd 4th 5th
1st level - - - - - -
2nd level 2 2 - - - -
3rd level 2 3 - - - -
4th level 2 3 - - - -
5th level 3 4 2 - - -
6th level 3 4 2 - - -
7th level 3 4 3 - - -
8th level 3 4 3 - - -
9th level 3 4 3 2 - -
10th level 3 4 3 2 - -
11th level 4 4 3 3 - -
12th level 4 4 3 3 - -
13th level 4 4 3 3 1 -
14th level 4 4 3 3 1 -
15th level 4 4 3 3 2 -
16th level 4 4 3 3 2 -
17th level 5 4 3 3 3 1
18th level 5 4 3 3 3 1
19th level 5 4 3 3 3 2
20th level 5 4 3 3 3 2
Cantrips

You know two cantrips of your choice from the cleric spell list. Whenever you gain a level on this class, you may change a cantrip you know for another.

You gain more cantrips as you level, as shown at the Dream Keeper table.

Spell Slots

The Dream Keeper table shows how many spell slots you have to cast your 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Wish Power Drain

Casting spells drains part of your soul gem. Whenever you cast a spell, you spend 1 wish power per level of the spell.

Spells Known of 1st Level and Higher

You know a number of spells of your choice from the cleric spell list equal to your Magical Girl level + your Charisma modifier (minimum of three spells).

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th 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 Cleric spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your cleric spells. Your magic comes from the heart and soul you pour into your performance. 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 cleric 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

Power of Friendship

Starting at 2nd level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond of friendship among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Protective Friendship

At 6th level, the friendship that carry your bond protects your allies. Whenever a creature affected by your Power of Friendship takes damage, they can use their reaction to reduce the damage by 1d10 + your Charisma modifier.

Friendship Never Ends

At 10th level, the friendship that keeps you and your group together never allows for any of you to fall. Whenever a creature is reduced to 0 hit points but not killed outright and is currently benefitting from Power of Friendship, they may choose to fall to 1 hit point instead. They may do this once per Power of Friendship use.

Sharing is Caring

At 14th level, you can share your benevolence with your friends. Whenever you cast a self or touch range spell on yourself, all creatures benefitting from Power of Friendship also receive the effects of the spell (this doesn't make you or another creature receive the effect of the spell).

The Extent of One's Bond

At 18th level, no matter where, your bond will prevail. The Power of Friendship is increased to 60 feet. Additionally, whenever a creature reduces their damage taken, they have resistance to said damage.

Hope Bringer[edit]

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A Hope Bringer fighting against a powerful witch, [3]

You desire to act as the paragon of 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!

Spellcasting

You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your contract with the Incubator, magic that you can use it in different situations to fight Witches.

Hope Bringer Table
Magical Girl Level 1st 2nd 3rd 4th 5th
1st level - - - - -
2nd level 2 - - - -
3rd level 3 - - - -
4th level 3 - - - -
5th level 4 2 - - -
6th level 4 2 - - -
7th level 4 3 - - -
8th level 4 3 - - -
9th level 4 3 2 - -
10th level 4 3 2 - -
11th level 4 3 3 - -
12th level 4 3 3 - -
13th level 4 3 3 1 -
14th level 4 3 3 1 -
15th level 4 3 3 2 -
16th level 4 3 3 2 -
17th level 4 3 3 3 1
18th level 4 3 3 3 1
19th level 4 3 3 3 2
20th level 4 3 3 3 2


Spell Slots

The Hope Bringer table shows how many spell slots you have to cast your 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Wish Power Drain

Casting spells drains part of your soul gem. Whenever you cast a spell, you spend 1 wish power per level of the spell.

Spells Known of 1st Level and Higher

You know a number of spells of your choice from the paladin spell list equal to half your Magical Girl level + your Charisma modifier (minimum of two spells).

Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th 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 Cleric spells you know and replace it with another spell from the Cleric spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your paladin spells. Your magic comes from the heart and soul you pour into your performance. 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 paladin 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

Hope

Starting at 2nd level, you have learned how to push your body into a state of hope and determination that powers you up. As a bonus action, you can entter your hope state for 1 minute. For the duration, you gain the following benefits:

  • You have advantage on Strength checks and saving throws.
  • When you make a melee weapon attack using Strength, you deal additional damage equal to your proficiency bonus.
  • You have resistance to bludgeoning, slashing and piercing damage.
  • You have advantage against being frightened.

Your Hope ends early if you gain the frightened condition or if you're knocked unconscious. You may also end your hope as a bonus action.

You can use this feature a number of times equal to your proficiency bonus. You regain all uses after finishing a long rest.

Weapon of Hope

At 6th level, you can cast your magical power to fill your weapon with hope. When you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Aberration or a Monstrosity, to a maximum of 6d8.

Bringer of Hope

At 10th level, your mere presence brings hope to the battlefield. Whenever you or a friendly creature within 30 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

Determination

At 14th level, nothing, not even god himself can stop you from bringing hope. If you drop to 0 hit points while you're in hope mode and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Unbreakable

At 18th level, your hope has made you truly unbreakable. You have resistance to all damage but psychic while under the effects of Hope. Additionally, you now have advantage on the con saving throw caused by Determination.


Magical Gunner[edit]

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A Magical Gunner holding her weapons, [4]

The Magical Gunners prefer a explosive aproach, creating various ranged weapons that deal lots of damage.

Fire Arm Proficiency

You are adept at utilizing and creating firearms. You gain proficiency in firearms. Additionally, due to your constant use of weapons you have learned a particular fighting style:

Controlled Shot. When you hit a creature with a two-handed ranged weapon, you can roll one additional damage die but must choose one damage die to remove.

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

Magical Defense. You gain a +1 to AC while wearing your magical outfit.

Point-Blank Shooter. When you make a ranged attack against a target within 5 feet of you, you do not have disadvantage in the attack roll. When you make an opportunity attack, you can replace its one melee attack with one ranged attack.

Sharpened Shot. You gain a +2 bonus to damage rolls you make using ranged weapons.

Hand Cannon

Starting at 2nd level, you have been granted the ability to generate one use weapons. As a bonus action for 1 Wish Power, you summon up to two Modern firearms.

The weapon counts as magical, and has a number of ammunition equal to your Charisma modifier (minimum of 1). It deals force damage instead of their normal damage type.

After spending the weapon's ammunition or 1 minute passes, it dissapears.

Anything that would affect your soul weapon also affects your hand cannons.

Quick Burst

At 6th level, you can give single shots in exchange of the weapon's duration being shortened. When you make a ranged weapon attack roll with one of your hand cannons, you can make the weapon instantly dissapear after the roll. However, the damage roll adds one additional damage die and adds your modifier twice.

Magical Ribbon

At 10th level, you have obtained a magical ribbon which may aid you in battle. Your ribbon is always equipped with you while you're wearing a Magical Outfit. It has the same statistics of a whip, however it deals one additional damage die and deals force damage instead of slashing.

Whenever you hit a creature with your whip, you may choose to force them to make Strength saving throw (DC 8 + your proficiency bonus + your Charisma modifier). On a failure, they become restrained by the ribbon.

They may repeat the saving throw at the beginning of their turns.

Aberrations and Monstrosities have disadvantage on the saving throw.

Tiro Finale

At 14th level, you have learned your finishing move. You can spend 4 wish power as an action to summon a giant version of a modern firearm. It follows the same rules of the hand cannons, except it only has one bullet and cannot benefit from quick burst.

If you hit with the weapon, it deals maximum damage and the damage is doubled.

Improved Extra Attack

At 18th level, you can now attack thrice instead of twice when you take the attack action.

Soul Sniper[edit]

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A soul Sniper with multiple weapons by her side, [5]

You are focused on overwhelming your opponents with powerful spells, staying in a safe distance from afar.

Spellcasting

You have learned to untangle and reshape the fabric of reality in accordance with your perceptions of reality and history. Your spells are part of your contract with the Incubator, magic that you can use it in different situations to fight Witches.

Soul Sniper Table
Magical Girl Level Cantrips 1st 2nd 3rd 4th 5th
1st level - - - - - -
2nd level 2 2 - - - -
3rd level 2 3 - - - -
4th level 2 3 - - - -
5th level 3 4 2 - - -
6th level 3 4 2 - - -
7th level 3 4 3 - - -
8th level 3 4 3 - - -
9th level 3 4 3 2 - -
10th level 3 4 3 2 - -
11th level 4 4 3 3 - -
12th level 4 4 3 3 - -
13th level 4 4 3 3 1 -
14th level 4 4 3 3 1 -
15th level 4 4 3 3 2 -
16th level 4 4 3 3 2 -
17th level 5 4 3 3 3 1
18th level 5 4 3 3 3 1
19th level 5 4 3 3 3 2
20th level 5 4 3 3 3 2
Cantrips

You know two cantrips of your choice from the sorcerer spell list. Whenever you gain a level on this class, you may change a cantrip you know for another.

You gain more cantrips as you level, as shown at the Soul Sniper table.

Spell Slots

The Soul Sniper table shows how many spell slots you have to cast your 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 cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.

Wish Power Drain

Casting spells drains part of your soul gem. Whenever you cast a spell, you spend 1 wish power per level of the spell.

Spells Known of 1st Level and Higher

You know a number of spells of your choice from the sorcerer spell list equal to your Magical Girl level + your Charisma modifier (minimum of two spells).

The Spells Known column of the Soul Sniper table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 4th 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 sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your sorcerer spells. Your magic comes from the heart and soul you pour into your performance. 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 sorcerer 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

Metamagic

Starting at 2nd level, you have always been above other magical girls in magic power, being able to twist your spells to suit your needs.

Miracle Points

To use Metamagic you must spend Miracle points, which are all regained at the end of a long rest. You have a number of miracle points equal to your Magical Girl level, regaining all of your Miracle Points at the end of a long rest.

You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th levels.

Careful Spell. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 Miracle point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Distant Spell. When you cast a spell that has a range of 5 feet or greater, you can spend 1 Miracle point to double the range of the spell. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.

Empowered Spell. When you roll damage for a spell, you can spend 1 Miracle point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.

Extended Spell. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Miracle point to double its duration, to a maximum duration of 24 hours.

Heightened Spell. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 2 Miracle points to give one target of the spell disadvantage on its first saving throw made against the spell.

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 Miracle points to change the casting time to 1 bonus action for this casting.

Redirect Spell. If you make an attack roll for a spell and miss, you can spend 2 Miracle points to reroll the d20, and you must use the new roll. You can use Redirect Spell even if you have already used a different Metamagic option during the casting of the spell.

Seeking Spell. When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 Miracle point to ignore the effects of half- and three-quarters cover against targets of the spell.

Subtle Spell. When you cast a spell, you can spend 1 Miracle point to cast it without any somatic or verbal components.

Transmuted Spell. When you cast a spell that deals a type of damage from the following list, you can spend 1 Miracle point to change that damage type to one of the other listed types: Acid, Cold, Fire, Lightning, Poison, Thunder.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of Miracle points equal to the spell's level to target a second creature in range with the same spell (1 Miracle point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.


Miracle Guidance

At 6th level, you can rise against all odds by using all of your power, potentially turning your failure into a success. When you make an ability check that fails, you can spend 1 Miracle point to reroll the d20, and you must use the new roll, potentially turning the failure into a success.

Magical Secrets

By 10th level, you have searched far and wide, learning spells magical girls shouldn't even be close to obtaining.

Choose two spells from any classes, including this one. A spell you choose must be of a level you can cast, as shown on the Soul Sniper table, or a cantrip.

The chosen spells count as Sorcerer spells for you and are not included in the number in the Spells Known column of the Soul Sniper table.

You learn two additional spells from any classes at 13th level and again at 17th level.

Miracle Recovery

At 14th level, your miracles come back faster. You regain all of your Miracle points on a short or long rest.

True Power

At 18th level, your power has increased to such level that you come close to the Incubator themself. You gain four spells of your choice from the Sorcerer spell list, one 6th level, one 7th level, one 8th level and one 9th level. You can cast each once per long rest without spending a slot, however you still spend the necessary Wish Power.

Battle Master[edit]

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A Weapon Master ready for battle, [6]

You are specialized in combat with melee weapons, being a combatant ready for everything and to fight off waves of countless enemies.

Fighting Style

You have grown accustomed to fighting in a certain way due to your training with weapons, acquiring your very own fighting style. You choose one of the following fighting styles:

Blind Warrior. You have blindsight with a range in feet equal to 5 times your proficiency bonus. In that range, you can see invisible targets and anything that isn't behind total cover or hidden from you.

Classical Swordplay. While wielding a finesse weapon and no other weapons, you gain a +1 bonus to your attack rolls and AC so long as you are not wearing Armor or wielding a Shield.

Dual Wielding. When you take the Attack action while two-weapon fighting, you can make the single bonus attack with your off-hand weapon as part of your Attack action, instead of your bonus action, adding your ability modifier to the damage of this attack.

Great Weapon Fighting. You add your proficiency bonus to damage rolls with Heavy Weapons.

Heavyweight Fighting. While you are wielding a heavy melee weapon, you gain a +1 bonus to damage rolls and you have advantage on Strength (Athletics) checks to Shove.

Magical Defense. You gain a +1 bonus to your AC while wearing your Magical Outfit.

Lightfoot Fighter. While wielding a light melee weapon, you gain a +10 to your walking speed and do not take opportunity attacks from the last creature you attacked on your turn as long as it was made with a light weapon.

Protector. When a creature you can see hits you, or a target within 5 feet, with a melee attack, you can use a reaction to add your proficiency bonus to the target's Armor Class against that attack. You must be wielding a melee weapon.

Two-Weapon Fighting. When you engage in two-weapon fighting with at least one single-handed ranged weapon, you can add your ability modifier to the damage of the second attack.

Whenever you gain an ability score, you may change your fighting style for another one of your choice.

Magical Fighting Techniques

Starting at 2nd level, your mastery with weapons has made you create tons of fighting techniques.

Fighting Techniques. You learn two techniques of your choice. You can only use one spectacle per attack. You can use more than one spectacle per turn, however you cannot use more than one spectacle on one attack. You gain two additional spectacles at 5th, 9th, 11th and 17th level.

Every time you gain a level in the Magical Girl class, you can change one Fighting Technique you know for another you meet the requirements of.

Battle Dice. You have a number of battle dice equal to your Magical Girl level, which are d6s. A battle dice is expended when you use it. You regain all expended battle dice when you finish a short or long rest. At 5th level, the dice becomes a d8. At 11th level, the dice becomes a d10. At 17th level, the dice becomes a d12.

Saving Throws. Some of your Fighting Techniques require your target to make saving throws against the spectacle’s effects. The saving throw DC is calculated as it follows:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Weapon Style

At 6th level, you have developed an affinity to a certain style of weapon. You must choose one of the following weapon styles:

Heavy. Whenever you hit a creature with a heavy weapon, you may add your ability modifier one additional time in the damage.

Light. Whenever you make an additional attack with two-weapon fighting, you add your Dexterity modifier to the attack roll.

Reach. Whenever you take the attack action while wielding a reach weapon, the first attack you make has its reach increased by 5 feet (10 feet of reach would become 15 feet).

Thrown. Whenever you make a ranged attack with a thrown weapon, your total range is doubled.

Versatile. Whenever you attack with a versatile weapon, you gain the benefits of the versatile weapon with or without wielding it with two hands.

Whenever you gain an ability score, you may change your weapon style.

Unbreakable

At 10th level, you can overcome obstacles with sheer force of will. Whenever you fail a saving throw, you can reroll the save with a +5 bonus. You must use the new roll, even if its a failure.

You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest.

Fighter's Spirit

At 14th level, you can go beyond your limits just for a moment. On your turn, you can take one additional action.

You can use this feature twice, regaining all uses at the end of a short or long rest.

Improved Extra Attack

At 18th level, you can attack thrice instead of twice when taking the attack action.

Incubator Invocations[edit]

Aberrant Jump

Prerequisites: Must be 5th level.

You can cast jump at will, without expending a spell slot or material components.

Armor Absorption

Prerequisites: Must be 9th level.

Your outfit can absorb the properties of other magical armors, essentially evolving.

During a short or long rest, you can make a 1 hour ritual that makes the magical properties of an armor be transferred to the outfit. At the end of the ritual, the armor is destroyed and your outfit gains the magical properties once belonging to the destroyed item, filling one of your magical slots.

You have a number of magical slots equal to half your proficiency bonus (rounded down).

You can remove any properties at the end of a short or long rest.

AC increases can only come from one property at once, meaning that if two magical properties give AC increases you can only benefit from one of your choice.

Armored Outfit

Prerequisites: Must not have the Medium Outfit invocation.

Your outfit became extremely durable, however you sacrificed both your flexibility and mobility. Your AC while wearing the magical outfit is now 18.

However, you don't have advantage on Dexterity (Acrobatics) checks and won't gain additional movement speed. Also, you gain disadvantage in Dexterity (Stealth) checks while wearing the magical outfit.

Bloodthirsty

Prerequisites: Must be 9th level.

When your emotions take over your mind, you enter a state where you only wish for blood. While under the Unstable Emotions state, you deal additional damage equal to your Charisma modifier, regaining hit points equal to the additional damage dealt.

Charming Influence

Prerequisites: Must have proficiency in Persuasion.

You have a charming aura around you, which you can use to convince others. You gain a number of Charming Dice equal to your proficiency bonus. Your Charming Dice is a d6.

Whenever you make a Deception or Persuasion check against a creature of the opposite gender or that feels attraction to you, you can add your charming dice to the result.

Doppel

Prerequisites: Must be 17th level

You have learned how to harness the witch within your heart. As a bonus action, you can enter your witch form. You gain temporary hit points equal to the amount of hit points your witch would have.

You have the statistics of the witch and may do any actions it would be able to do. You can end this form at will.

Even if you activate this form again, any damage dealt to the temporary hit points will remain. If the temporary hit points reach 0, the form ends and you cannot enter your witch form anymore.

All temporary hit points are regained at the end of a long rest.

Empowered Girl

You count as one size larger for all intents and purposes, however you still don't grow in size.

Empty Mind

Your body is a mere shell, making focusing on things only needing the brain in your soul gem. You have advantage on Constitution saving throws that you make to mantain concentration on a spell.

Expert

Your time as a magical girl made you specialize with certain skills. You gain expertise in two skills of your choice.

Flight

Prerequisites: Must be 9th level.

You can cast fly on yourself at will, without spending a spell slot or material components.

Fusionism

Prerequisites: Must be able to cast spells.

Whenever a creature casts a spell within your reach, you can cast a spell of the same school of magic alongside them as a reaction.

Many Faces

You can cast disguise self at will, without spending a spell slot or material components.

Magic Vigor

Prerequisites: Must be 5th level.

Your body is an empty shell, however it is constantly being reinforced with magic. Whenever you finish a short or long rest, you gain temporary hit points equal to your level + your Charisma modifier (minimum of 1).

These temporary hit points last until the end of your next short or long rest or until they are reduced to 0.

Magical Detection

You can cast detect magic at will, without spending a spell slot or material components.

Medium Outfit

Prerequisites: Must not have the Heavy Outfit invocation.

Your outfit grew more durable, losing its flexibility but granting more protection. Your AC while wearing the magical outfit is now 14 + your Dexterity modifier. However, you don't have advantage on Dexterity (Acrobatics) checks.


Soul Attack

Prerequisites: Must be 11th level.

You became better with your soul weapon, allowing for yourself to find more opportunities to attack. Whenever you take the attack action, you can make one additional attack that must use your soul weapon.

Soul Heal

Prerequisites: Must be 9th level.

Your soul gem can be used to heal yourself and others. While holding your soul gem, you can spend wish power up to your Charisma modifier (minimum of 1) as a bonus action. A willing creature within reach regains hit points equal to 5 times the amount spent.

For every 10 hit points healed, you can remove a condition or a disease afflicting the creature. On the case of exhaustion, you only heal one level.

Signature Spell

Prerequisites: Must be able to cast spells.

You have one spell which became your favorite. Choose one of your spells. Whenever you cast it, you don't need to use any material or vocal components and it costs half as much Wish Power (rounded down, minimum of 1).

You can choose your signature spell at the end of a long rest.

Speed of Magic

Prerequisites: Must be 9th level.

You can cast freedom of movement once yourself without expending a spell slot. You regain ability to do so after a short or long rest.

Speedster

Prerequisites: Must be 5th level, must not have the Armored Outfit invocation.

You grow faster once you wear your magical outfit. While wearing your magical outfit, you can take the dash action as a bonus action.

Also, the bonus to speed is increased to +30.

Surge of Power

Prerequisites: Must be 5th level

You can cast enhance ability at will, without needing to spend a spell slot or material components.

You can do this a number of times equal to your proficiency bonus, regaining all uses after receiving a long rest.

Telepathy

Prerequisites: Must be 5th level.

You can speak telepathically to any creature you can see within 120 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.

Ultimate Soul Weapon

Prerequisites: Must be 14th level, must have Magical Weapon feature.

Your soul weapon has been enhanced to the maximum. Your soul weapon now has a +3 to attack and damage rolls, unless it already has an attack bonus.

Versatile Skillset

You gain proficiency in two skills of your choice, or proficiency in one skill and one tool.

Witch Hunter

You are set on hunting witches, that is your purpose. You deal 1d6 additional damage whenever you hit an Aberration or Monstrosity type creature.

Also, you have advantage on Wisdom (Survival) to track these creatures down.

Weapon Bounding

Prerequisites: Must have the Battle Master Archetype.

You can bound with different weapons to grant them magical properties. You can make a 1 hour ritual during a short or long rest to bond with a weapon.

After bonding with a weapon, it dissapears and becomes your soul weapon. Whenever your soul weapon(s) is summoned, you may choose to summon said weapon instead. Anything that benefits your soul weapon also benefits the bounded weapon.

You can bond with magical weapons using this invocation, but not with cursed or sentient items (unless they're willing).

Witch[edit]

Witch, Gargantuan Aberration (Witch), Any Chaotic

Armor Class 15 (Natural Armor)
Hit Points 28 (2d20 +7)
Speed 60ft.

STR 16 (+3) DEX 11 (0) CON 24 (+7) INT 4 (-3) WIS X (x) CHA X (x)

Damage Immunitites Bludgeoning, Piercing and Slashing from non-magical attacks.
Damage Resistances
Damage Vulnerabilities None
Condition Immunities charmed, frightened. Senses Passive Perception equals to your own.
Languages None


Freedom of Movement. The Witch ignores difficult terrain, and magical effects can't reduce its speed or cause it to be restrained. It can spend 5 feet of movement to escape from nonmagical restraints or being grappled.

Magical Attacks. The Witch's attacks are considered magical.

Siege Monster. The Witch deals twice as much damage to objects and structures.


Actions
Slam. Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (2d6) bludgeoning damage.

Magical Blast. Ranged Spell Attack: +X to hit, reach 120/300 ft., one target. Hit: 11 (2d10) force damage.

Take as Many Lives as You've Saved[edit]

The power of a Witch is defined by the strength of a magical girl. You must take the following into account when making a Witch sheet:

Attacker. For every Extra attack a Witch gain, they can make one additional action during their turn. They can only use the Magical Blast action once per turn.

Body. The Witch gains a bonus to it's Strength, Dexterity and Constitution scores equal to the Magical Girl's proficiency bonus.

Mind. The Witch uses the Magical Girl Wisdom and Charisma scores. The Witch uses its charisma modifier to attack with the Magical Blast action.

Power. The Witche's damage dice are increased by the Magical Girl's proficiency bonus.

Proficient. The Witch uses the Magical Girl proficiency bonus. Also, the Witch has proficiency in Strength, Dexterity and Constitution saving throws.

Vitality. The Witch gains 2 hit dice per level above 1st a Magical Girl has.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Magical Girl class, you must meet these prerequisites: Charisma 13

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