Magical Girl (5e Class)
From D&D Wiki
- 1 implements
- 2 Creating a Magical Girl
- 3 Class Features
- 4 Soul Gem
- 5 Magical Outfit
- 6 Soul Weapon
- 7 Dream Harvest
- 8 Magical Archetype
- 9 Meek
- 10 Ability Score Increase
- 11 Incubator's Power
- 12 Void Shell
- 13 Savior/Hollow
- 14 Emotion
- 15 Weapon Cloning
- 16 Magical Outfit Upgrade
- 17 Monstrous Rampage
- 18 Soul Weapon Upgrade
- 19 Ultimate Attack
- 20 Soul Crystal
- 21 Magical Blessing
- 22 Witch Formation
- 23 Magical Paradise
- 24 Multiclassing
An implement is created when a young human child is visited by a 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?
As a Magical Girl you gain the following class features.
- Hit Points
Weapons: Simple Weapons, Martial Weapons
Saving Throws: Charisma and choose one: Strength or Dexterity
Skills: Choose two from Perception, Persuasion, Acrobatics, Athletics, Deception, or Sleight of Hand
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 Shield
|1st||+2||55||Soul Gem, Magical Outfit, Soul Weapon, Dream Harvest|
|4th||+2||70||Ability Score Improvement|
|8th||+3||90||Ability Score Improvement|
|11th||+4||105||Magical Outfit Upgrade|
|12th||+4||110||Ability Score Improvement|
|14th||+5||120||Soul Weapon Upgrade|
|16th||+5||130||Ability Score Improvement|
|18th||+6||140||Wish of the Century|
|19th||+6||145||Ability Score Improvement|
|20th||+6||150||Witch Formation, Magical Paradise|
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. You soul gem will start with 55 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 turn into a Beast. Should the event you turn into a beast comes about, your allies will have to quell your form for you to turn you back to normal. [The Beast's stats are treated as such: AC 17 HP 300 Str 24(+7) Dex 18(+4) Con 10(+0) Int 6(-2) Wis 10(+0) Chr 10(+0), 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: 300, 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 your physical body dies, your soul will remain dormant inside of its Soul Gem, and you are aware of 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 try to take over the 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 removed to allow you to take over the body. If the Target makes a successful save, you and the host have a fight inside of the host's soul. You will be at your peak power in that given time and the host in their current state (HP, Fatigue, Used Spell Slots, ect.). After taking a new host, you go into an unconscious state for 24 hours while your new body reforms into the shape that you wish for it to be, but cant go beyond one size bigger that what it was. You will also gain any stats that were higher than yours (except for scores that go above 20), and you may take one trait or language of your choice while you have control of that body.
You aren't at your prime until you trigger your Magical Powers. As a Bonus Action and 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. While active, your Armor Class becomes 12 + your Charisma Modifier + your Dexterity Modifier. It will not shimmer away 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 checks (Except for Strength and Dexterity checks) until you deactivate your Magical Outfit.
Your Outfit has 3 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, and completing the Ritual gives you a level of Exhaustion. 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.
Each Magical Girl has a weapon (or weapons, if one prefers dual-wielding some weapons) that fits 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 also bound to you permanently and cannot be changed once you form the bond. Weapons bonded to you cannot be broken, stolen, or otherwise lost. You may only have 3 Weapons bonded to you; choose wisely.
Summoning your Soul Weapon is similar to your Magical Outfit; you may use a Bonus Action to summon one of your Soul Weapons. Doing so costs 1 WP to 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 three Magical Property Slots 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, though you will gain one level of Exhaustion from this and you cannot add another ability from that weapon ever again. 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.
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, you may harvest these things called Dream Seeds 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 seeds. Dream Seeds can be used to give your Soul Gem its Wish Power again. Once the battle ends, all enemies will drop Small Dream Seeds, you need to simply grab it then hold it up to your Soul Gem to consume. You can hold unlimited amounts of Small Dream Seeds in a special pouch on your Magical Outfit that recover 1d6+ your Wisdom Modifier Wish Points. By making a Perception Check (DC 18), you can instead find a Large Dream Seed that can recover all lost Wish Points, but can only hold 5 of these seeds, and can only find one per encounter.
Your powers have come along nicely and allows you to expand your magical powers into one of three 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. either the Cleric spell list, or Bard Spell list; you gain access to that spellcasting type; your Spell Save DC becomes 8+your Charisma Modifer+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 30 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 have 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 5 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.
Starting at 3rd level, you look powerless and unimportant to any hostile intent. Whenever you roll initiative, as long as you don't do anything that makes you a target, Meek will activate and stay active. Summoning your Soul Weapon and/or Magical Outfit, already having your Soul Weapon and/or Magical Outfit active, or using a Spell or other ability that uses WP will cause enemies to be alert to your powers and Meek will deactivate and cannot be used again until all enemies are removed from combat. At the start of each of your turns, you make a Deception Check DC 10. Success prevents all enemies from targeting you for attacks or spells, and you may move as you wish. If you fail, an enemy succeeds an Investigation Check DC 17 plus your charisma modifier, or you use any of your Magical Girl abilities, 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 you 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.
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 20 WP to reroll any 1 or 2 you roll, but you must accept the new roll even if it's a 1 or a 2. While wearing your Magical Outfit, and if you can't fly naturally your fly speed becomes 30 ft. Your fly speed increases by 20 Ft. every 5 levels.
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 [Your Level] d6 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.
Depending on whether you are a Helper or Pounder. Helper's get the ability Savior, which they can roll 1d4 to boost an ally's ac if they are getting attack so they don't get hit for only that attack. 1 WP to cast it but if you cast it again, it will be more expensive(3rd time casting it = 3 WP ). Doing this in a area that is lit up, will grant an additional bonus of 2d4 and you can move twice as fast in daylight. Hollow is for the Pounders, 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 if they do kill an enemy this way, they get a special Dream seed that restores 10 WP. Also, while being in or touching a shadow, you can move your body or anything that you own though it to another shadow that you can see(you can have the same object come out of multiple shadows, including shadows made by the objects that pass through them).
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, making all your abilities cost no Wish Points while the ability is active. (besides Witch Formation) This lasts for only 2 minutes, but resets every time an group member falls in combat. It can be triggered again even if the same person was revived and dies again.
Sometimes, you need a bit of extra stopping power. As your action and the cost of 10 WP per weapon (Up to 5 weapons) you create a weak but stable copy of your weapon that only deals 1d4 of slashing, bludgeoning, or Piercing damage (whatever type your weapon deals). You may choose to have these targets attack a single target, or each weapon attacks a single target. If you chose a ranged weapon for this ability, you fire up to 5 projectiles that deals 1d4 piercing damage either on a single target, or spread among separate enemies If you use this ability, you cannot use Extra Attack if you have it.
Magical Outfit Upgrade
Your control of your Soul Gem stabilized enough to make your defense tougher and causing your Outfit to look a little different (If you desire). Your AC is now 14+ Your Dexterity modifier + Your Charisma Modifier, and you gain an additional Magical Property Slot. Additionally, while you're wearing your Magical Outfit, you do not have Disadvantage on all Skill Checks outside of combat.
When you are in your Husk-Like Body form, you can activate Monstrous Rampage where you cause havoc for 10 minutes. Once this is done, it cannot be undone until the 10 minutes run out. In or out of combat you will fight until time runs out or someone is willing to knock you out. While in this form, you do an additional 2d10s plus 2d4s to your attack roll including the bonuses from Husk-Like Body.
Soul Weapon Upgrade
Your Soul Weapons' bond to you has grown even more powerful and changes it's shape (if you desire), and extending its powers. All your weapons now have one additional Magical Property Slot. Your weapons now deal one additional Damage Die of your weapon's damage type.
By focusing your Wish Powers into your weapon, you can unleash your most powerful attack. Once per long rest, by spending 50 WP you unleash this powerful attack. Enemies within a 40 ft. area around you makes a Dexterity Saving Throw DC 17, or take 5d8 Force damage.
Each Magical Girl usually gives this attack their own unique name and flavor depending on their preferred choice of weapons and fighting style.
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: 450, and has Immunity to Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, and Thunder damage and Resistance to Nonmagical Bludgeoning, Piercing, and Slashing Damage. You can 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 becomes Vulnerable to Nonmagical Bludgeoning, Piercing, and Slashing. To recover this special shell, you must complete a Long Rest.
Your allies can always use a little boost of energy and morale now and then. By paying 10 WP per ally, you can give one ally either a boost to their Defense, Offense, or Magic until the end of your next turn. If you boost Defense, you grant your ally a +1 to their Armor Class that lasts till your next turn. If you boost Offense, you grant your ally a +1 to their hits. If you boost their Magic, you increase their Spellcasting ability by +1. If an attack is landed on you during this time, the focus that boosts your allies is broken, and they instead suffer a -1 penalty to the previously boosted area until the end of your next turn.
Wish Power is what keeps your inner Witch contained. But as you've gained more power, you can now control a fraction of the Witch without it consuming you. Once per Short or Long Rest, instead of activating your Magical Outfit, you can instead tap into the power of your inner Witch. You gain 260 Temporary Hit Points that lasts until you run out of Temporary HP, or you choose to deactivate the ability. Although you can't use most of your previous abilities nor can you attack normally, your Witch Formation has a unique set of abilities that can be used. All abilities require an Action to use, and your Attack modifier is Charisma while in this form.
- Spirit Attack: Deals 3d8 Force Damage. The attack itself resembles your personality and your spirit, but the general effect is usually the same.
- Will of Nature: Costs 25 Temporary HP per target to use and deals 2d12 Force damage, though this may change depending on the environment, you can use the nearby area to your advantage, manipulating it to strike at your opponents.
- Flurry Strikes: Costs 15 Temporary HP per attack up to a maximum of 45 Temporary HP, and deals 1d10 Force damage per strike, you focus your attacks on a singular target, striking repeatedly with the power of your Spirit.
- Illusory Doppelganger: Costs 20 Temporary HP per clone up to a maximum of 60 Temporary HP, you create 1-3 clones of yourself that only have 100 HP and cannot use the Illusory Doppelganger ability, but can use Spirit Attack, Will of Nature, and Flurry Strikes for the same costs. Once a Doppelganger's HP reaches 0, they will vanish instantly.
Reaching your full potential does have its merrits. By using 100 Wish Points, you create a special plane of existence. This plane looks exactly how the player describes it; Enemies cannot spawn naturally on this plane, only through them entering the plane through a created portal, or through other magical means. The Magical Girl who created this plane can use and reshap the the environment as they wish and can tell of all happenings while on the plane. Once this plane is created, the Magical Girl be able to come and go from this plane as she chooses by concentrating for 1 minute and using 10 Wish Points, or by spending 20 Wish Points and 1 action, creates a doorway on a location of the caster's choice that they can see that lasts for 1 hour. Once the doorway vanishes, any beings or items on this plane remain on the plane, and items occurring naturally on the plane cannot be removed from this plane.
Prerequisites. To qualify for multiclassing into the Magical Girl class, you must meet these prerequisites: Strength or Dexterity: 15 Intelligence: 18
Proficiencies. When you multiclass into the Magical Girl class, you gain the following proficiencies: Perception and Acrobatics