Magical Girl (5e Class)

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Magical Girl[edit]

Soul Understanding[edit]

You have become a magical girl, so you now understand more about your and others' souls. You gain resistance to Psychic Damage and can cast the Telepathy Spell for free.

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]

puella-magi-madoka-magica.jpeg
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 Weapon, Soul Weapons
Tools: None
Saving Throws: Constitution and Charisma
Skills: Choose Any 1 skill and 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 (This'll be your soul weapon)
  • Set of common clothing
  • (a) A Shield or (b) One Simple Weapon of Your Choice

Table: The Magical Girl

Level Proficiency
Bonus
Maximum Wish Points Features
1st +2 30 Soul Gem, Magical Outfit, Soul Weapon, Dream Harvest
2nd +2 35 Magical Archetype
3rd +2 40 Incubator's Power, Gem Charge
4th +2 45 Ability Score Improvement
5th +3 50 Extra Attack, Void Shell
6th +3 55 Savior/Hollow, Magical Archetype feature
7th +3 60 Magical Speed, Soul Heal
8th +3 65 Ability Score Improvement
9th +4 70 Unstable Emotions, Magical Archetype feature
10th +4 75 Reinforced Magical Outfit, Reinforced Soul Weapon
11th +4 80 Soul Crystal
12th +4 85 Ability Score Improvement
13th +5 90 Weapon Cloning
14th +5 95 Ultimate Attack
15th +5 100 Extra Attack
16th +5 105 Ability Score Improvement
17th +6 110 Grand Spell/Doppel
18th +6 115 Awakened Form
19th +6 120 Ability Score Improvement
20th +6 125 Godly ascension/Ultimate Rebellion

Soul Gem[edit]

Starting at 1st level, you've made your wish and now your soul resides within a special item called a "Soul Gem." This can take the shape of either a Necklace, a Ring, an Earring, or even nowhere at all and just hide it in your torso or wherever inside your body you want. This is how you utilize your Wish Powers however Because of this, you cannot attune to other Magical Weapons or Armors unless you make them your Soul Weapon.

Your soul gem will start with 30 WP and gain an additional 5 each time you level up. These are used to fuel your various spells and abilities.

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 + your Constitution modifier HP: 5 + 5 x your 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. So long as your Soul Gem exists, so do you. If your soul gem is shattered then it is the equivalent of your soul being shattered, even if somehow someone fixes the gem to its original state your soul is still shattered therefore you're still dead and at that point, only a wish spell would have a chance of bringing you back.

The gem can only recover HP with magic, once per day you or an ally can spend a spell slot to recover a number of HP equivalent to the level of the spell slot spent. The wish spell recovers all HP. However, the gem recovers HP equal to your proficiency when you level up.

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 "unconscious" (But not as 0 Hitpoints) until your Soul Gem is returned in which afterward you instantly wake up.


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 the host's soul. You and the resisting creature make Charisma check vs Wisdom saving throw which if you win you take over the host as normal, if not then you're ejected from the host, and your soul gem gains a death save failure, you cannot remove death save failures until you get a new body and when you receive 3 failures your Soul gem will crack and shatter over the course of an hour and during this time you cannot attempt to find or forcefully take over a new body unless someone willingly gives you theirs.

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. If you die during that week period you will die as normal and cannot be revived with a resurrection spell and must be revived by other means.

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 16), on successful save You hold on to hope and gain 5 WP, failure will result in you turning into a Berserk Witch and you will be treated as "Dead" (Your allies can't use any Resurrection spells until the Beast is slain). Should the event you turn into a witch comes about, your allies will have to defeat your form to access your soul once more.


Guargantuan aberration, chaotic evil


Armor Class 20 (Natural Armor)
Hit Points 50 + 50 x your Magical Girl level
Speed The same as yours


STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 16 (+3) 6 (-2) 10 (+0) 8 (-1)

Saving Throws Con +5, Cha +1
Damage Resistances All non-magical damage
Senses passive Perception 10
Languages
Challenge equal to your Magical Girl level ( XP)


Immutable Form. The Witch is immune to any spell or effect that would alter its form

Frightening Presence. At the beginning of its turns, the witch will force any creatures to attempt a Wisdom saving throw with a 20 DC. On a failure, the targets are frightened of the witch. On a success, they become immune to this effect for 24 hours.

Take As Many Lives As You Saved. The witch adds one additional dice to all damage rolls for each level the Magical Girl had before transforming into the witch.

Magical Beast. All of the Witch's attacks are considered magical.

Siege Monster. The witch deals double damage to objects and structures.

ACTIONS

Multiattack. The witch can do as many attacks as the magical girl could make.

Magic Slam. Melee Weapon Attack: +6 +your magical girl proficiency bonus to hit, reach 10 ft., one target. Hit: 6 (1d6 + 6) Bludgeoning Damage.

Magical Projectiles. Ranged Weapon Attack: +3 +your magical girl proficiency bonus to hit, reach 30/60 ft., one target. Hit: 10 (2d8 +3) Force Damage.



Magical Outfit[edit]

You aren't at your prime until you trigger your Magical Powers.

Starting at the 1st level, whenever you roll for initiative, you can spend 1 WP and 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 can be a full set of armor or a pretty little outfit. If 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, Regardless of what your armor looks like, your AC becomes 12 + your Charisma Modifier + your Dexterity Modifier and counts as light armor, you can spend additional WP to get +1 AC for each WP spent, with the maximum amount you can spend is equal to half your proficiency bonus (Rounded down). 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'll have Disadvantage in Stealth and Sleight of hand checks until you deactivate your Magical Outfit. This outfit while active cannot be counter-spelled and is not affected by anti-magic fields but can be counter-spelled or canceled by an anti-magic field during the transformation but not while the outfit is manifested.

Your Outfit has 1 Magic Property Slot. 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 week onward to maintain your outfit's new magical effects. This Feature takes up one of your attunement slots while it's active. If you have no available attunement slots, you may remove an attunement but cannot re-attune the removed attunement until a short or long rest.

Soul Weapon[edit]

Each Magical Girl has a weapon (or weapons, if one prefers dual-wielding weapons) that fits their desires.

Starting at 1st level, These weapons are yours and yours alone which means no one else may use them. These weapons are bound to you permanently also attacks with these weapons are counted as nonmagical unless you bonded with a magical weapon. Weapons bonded to you cannot be used for attacks by other creatures unless you allow them and can be summoned when initiative is rolled or using a bonus action, However, your soul weapon can still break and if it/they ever do, you can dismiss and resummon it to repair the weapon. You must complete either a Short or Long Rest to bond a weapon to your Soul Gem. You may only have 2 Weapons bonded to you at a time and must use a long rest to unbound the soul weapons, after which the weapon will revert to its original form. While Soul Weapons are dismissed they are stored in a sort of pocket dimension and weigh half of the weapon's normal weight while being carried and/or wielded.

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 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 only weigh you down half as much.

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 transfer the weapon's Sentient to your soul weapon 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 week to maintain the effects. Like your Magical Outfit, your Soul weapon(s) takes up an attunement slot while active but only if the soul weapon has a magical effect that's not a +1, +2, or +3 weapon, Multiple active Soul weapons with magical effects count as 1 attunement slot. If you have no available attunement slots, you may remove an attunement but cannot re-attune the removed attunement until a short or long rest.

Dream Harvest[edit]

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.

Starting at 1st level, after combat you may harvest these things called Dream Shards that are produced from a creature's natural dreams and desires. Your special connection to Wish Power is what allows you to see these unusual shards.

Dream Shards can be used to restore your Soul Gem's power. Once combat ends, you gain 2 Small Dream Shards for every creature reduced to 0 hit points. To use a Dream Shard you need to simply grab it and 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 1d8 of WP by each you consume.

During combat, you may consume up to 1 + your proficiency bonus of Dream shards as a bonus action and restore the appropriate amount of WP but be warned, doing so will leave your soul gem vulnerable to attacks until the start of your next turn your soul gem will take equal to half the damage you take.

If you desire you can make a Charisma check (DC20), you can attempt to fuse four small Dream shards into a Large Dream Shard that can recover half of your maximum Wish Points. (If the check is failed you lose the original four dream shards). You must spend an action to consume them, but can only hold an amount of these Shards equal to your proficiency bonus, and can only fuse one per day. These ones are even more dangerous to your Soul Gem, making any damage you receive also damage your Soul Gem.

Magical Archetype[edit]

Your powers have come along nicely and allow you to expand your magical powers into one of these archetypes and allow choose your path. At 2nd level, you can choose between Dream Keeper, Hope Bringer, Soul Sniper, Magical Gunner, or Miracle Chef, all described at the end of the class description. These archetypes grant you features at 2nd, 6th, and 9th levels.

Incubator's Power[edit]

The Incubator is a powerful being and is willing to share a small fraction of its power to aid your fate and keep you going.

At 3rd level, once per long rest, you may spend 10 WP to reroll any roll, but you must accept the new roll regardless of the new result. While wearing your Magical Outfit you can spend 10 WP to take one additional action, once per long rest.

Gem Charge[edit]

You can share the power of your gem to boost your allies in many different ways. At 3rd level, by using an action and spending X WP one of the following effects will take place. These effects stack as you charge your ally more and more but do not stack if another magical girl also Gem Charges the same ally. (EG. charging 10 WP will give both the 5 and 10 Bonus.)
5= Your ally gains 1d8 of Temp Hit Points and +10 to their walking speed.
10= Your ally gains an additional 1d8 for their attack.
15= Your ally gains an additional 1d8 for their damage.
20+= Your ally gains Advantage on the next attack, Ability check, or saving throw and another for every 10 extra WP you charge them.

If the charge was 20 or Higher your ally gains a level of Exhaustion after the charge fades. You can only charge 1 ally at a time and their charge fades after a minute but you can reset the time by charging them at least 10 WP. Once the Charge on your ally fades completely, you can't charge another ally until you have a short or long rest. If the ally you have charged falls in battle, all of the previous boosts and consequences go to you.

At 10th level, the bonus increases to 1d10.

At 13th level, the bonus increases to 1d12.

At 15th level, the bonus increases to 2d8.

At 20th level, the bonus increases to 3d10.

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. At 15th level, you may attack three times and four when you reach 20th level in this class.

Void Shell[edit]

You find out the truth about your body, learning your soul has been ripped out of your body and shoved into a small fragile gem. The thought horrifies you initially, but you can use this new knowledge to your benefit.

Starting at 5th level, as an Action, you can block out all pain and gain Temporary HP equal to half of your Magical Girl level x 1d6 and you may add 1d8 to all damage rolls, but you find it sluggish to move. All your movement options are reduced by 10 feet and can't take Reactions until you deactivate this form. You may deactivate this feature using a bonus action to return your body to normal, any Temporary HP gained this way is lost. You may only use this ability once per Short or Long Rest.

Savior/Hollow[edit]

At 6th level, you begin deciding your fate as a magical girl. Will you use your powers to save others and do good deeds, or use them for yourself and your desires? All features of this class that apply only to allies now apply to you as well this includes spells or items that grant buffs or effects.

Savior

They want to keep their friends safe
You have decided to take care of the people you hold dear, and will now protect everyone from the forces of evil! When you choose this fate, your alignment will become any kind of "good". (Lawful Good, Neutral Good, Chaotic Good)

  • Friends Come First!

When an ally is attacked and before the attack roll is called, you can jump in the way of the attack taking half the damage of the attack, and if the attack affects an area you can choose to take the damage for your ally but in addition, you still take the damage you would've normally taken, you can only use this ability twice per long rest. Also, Small Dream Shards now restores 1d12 of WP.

  • Savior Regeneration

Your will to protect your friends is so strong that you may regain forces just to save them. After you have taken damage, you may regain 1d6 Hit Points as a reaction. For each attack you have taken in that turn, you will add an extra d6 to the roll.

  • Savior's Duty

When you are reduced to 0 hit points but have 1 or more allies in at least 100ft of you, you will be reduced to 1 hit point instead and will gain 5 temporary hit points for every ally within range. You can do this once per long rest.


Hollow

They're relentless attackers who will keep on attacking until either they or their opponent falls.
You have gained powers that people would beg to have even a mere fraction, so why protect those below you? You use your power for you, and only you, focusing on your own hopes and dreams, all features of this class that apply only to allies now apply only to you unless you choose otherwise. This includes spells or items that grant buffs or effects. When you choose this fate your alignment becomes any kind of evil. (Lawful Evil, Neutral Evil, Chaotic Evil)

  • Blood Thirst

With your soul weapon, you can charge the enemy and do a flurry of attacks until you miss. Whenever you miss an attack roll with your soul weapon, you can spend 10 WP to reroll the attack. You may keep spending until you hit your attack, for every missed attack you will add 1 dice of damage. Small Dream Shards now restores 1d10 of WP. When you use this feature the attack roll bonus is halved, rounded down.

  • Hollow Hatred

You truly hate enemies who stand in your way, if you fought with an enemy for 3 rounds and he has not fallen to 0 hit points yet, you can use your bonus action to spend 10 WP and gain 2 extra dice of damage against that specific creature for 1 minute. You can use this once per long rest.

  • Hollow Endurance

You will do anything for your enemies to fall, and you will not go down until you have crushed them. When you would fall to 0 hit Points, you may fall to 1 Hit Point instead, in your next turn your attack action has advantage. You can do this once per long rest.

Choose between these two carefully, since your alignment will define class features later on.

Magical Speed[edit]

At 7th level, you need to appear in just a second to save people, so you have learned to go faster. While you have your magical outfit equipped, you will gain +10 ft. of movement speed.

Your speed increases as you gain levels in the magical girl class, at 10th level you will gain +15 ft., +20 ft. at 13th, +25 ft. at 16th, and +30 ft. at 19th level.

In addition, while wearing your magical outfit you can do the dash or dodge action as a bonus action, and you can choose between strength and dexterity to define the height of your jump.

Soul Heal[edit]

At 7th level, you may use your soul gem to heal other wounds or effects. As a bonus action you can heal 1d12 Hit Points for yourself or your allies and can choose to remove one of their negative status effects, the condition can be blinded, deafened, paralyzed, or poisoned. At 10th level you heal 2d10, 3d10 at 13th,4d10 at 15th, 5d10 at 18th. You can use this three times per long rest but can have 1 extra use for each 5 WP you spend.

Unstable Emotions[edit]

Starting at 9th level, when you have extreme feelings you call upon "Emotion" in its highest form. If an ally of your party or somebody close to you within your sight range is knocked down to 0 hit points or less, as a reaction you can go into a tantrum of rage and vengeance using it as a fuel source.

While your unstable emotions are active you will gain the following benefits:

  • You will add +2 to all of your Weapon damage rolls
  • Your attacks now score a critical on a 19.
  • Every attack you make will roll one extra damage die.

This feature lasts for only 1 minute but the duration can reset every time a different group member falls in combat. It can be triggered again as long as it's not the same person, the users reset at a short rest or long rest.

At 13th level, your emotions have grown even stronger, making your abilities more powerful in this state. Your benefits will be changed to those below:

  • You will add +4 to all your Weapon damage rolls.
  • Your attacks now score a critical with an 18.
  • You will roll two extra damage dice.

Reinforced Magical Outfit[edit]

Starting at 10th level, the control of your Soul Gem stabilized enough to make your defense as tough as it can be, your Outfit will now look a little different (If you desire), and looks more "normal". Your AC while wearing the outfit is now 14 + Your Dexterity modifier + Your Constitution Modifier.

Additionally, while you're wearing your Magical Outfit, you no longer have Disadvantage on all Stealth, and Sleight of Hand Checks outside of combat and you must choose between gaining advantage on the ability check of Performance or Persuasion if you are a Savior and Deception or Intimidation if you are a Hollow every time you wear the outfit.

Reinforced Soul Weapon[edit]

Starting at 10th level, your Soul Weapons' bond to you has grown even more, making them more powerful than ever. Their appearance changes and their shape as well (if you desire), extending their powers. Your Soul weapons now deal one additional 1d6 of your weapon's damage type if they are one-handed. In case they are two-handed weapons they deal one additional 1d8 of your weapon's damage type instead. They are now impossible to destroy by non-magical means.

Soul Crystal[edit]

Your soul gem has survived and grown with you for this long, becoming a Soul Crystal. Starting at 11th level, 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 + your Constitution modifier, HP: 30 + 20 x Magical girl level, and has Immunity to Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, and Thunder damage and Resistance to Non-magical Bludgeoning, Piercing, and Slashing Damage. You can now be 100 feet away from it before losing control of your body. However, once 3 attacks from a magical source are landed on your Soul Crystal, the Crystal loses all immunities and resistances. To recover this special shell, you must complete a Long Rest.

Weapon Cloning[edit]

At 13th level, you need a bit of extra stopping power, so you learned Weapon Cloning. 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 and can target a single target or spread among separate enemies (can have multiple projectiles attack one target). Cloned weapons last for 1d10 turns afterward they dissipate and you can not summon more Cloned weapons until your first batch of cloned weapons has shattered or dissipated.

Ultimate Attack[edit]

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 of 14 + your Proficiency bonus, or take (Proficiency)d8 of force, slashing, bludgeoning, or thunder damage (depending on your weapon and choice), and on a Success half the damage. You recover 2 WP for every enemy killed with the ultimate attack.

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

At 15th level, the die increases to d10.

At 20th level, the die increases to d12.

Grand Spell/Doppel[edit]

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 except Wish or Miracle, and pay 5 x Spell level WP to cast the spell at its lowest level. 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 Temp Hp equal to your maximum Hp and 100 Temp WP, The transformation lasts for 10 minutes and the Transformation lasts until you dismiss it, Run out of Temp HP, or you expend all of your Temp WP. When transformed you gain access to the following abilities:

Magical Burst: As an action plus a bonus action, you can expend the remainder of your Temp WP to deal Force damage to all creatures in a 35ft radius. Everyone (including allies) in the area must make a Dexterity Saving throw with a DC of 13 + Magical girl Charisma Modifier or take damage equal to the Temp WP spent and take a quarter of the damage (Rounded down)on a successful save.

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. You can only use this ability once per transformation

Doppel Follow-up: After you make an attack you can expend 5 WP to make another attack with your Doppel dealing damage equal to your current equipped soul weapon (Ex: Greataxe 1d12, Doppel Damage 1d12), you can use this ability once per turn and does not require an action or bonus action but requires you to use the attack action FIRST.

Doppel Crash: As an action, you can expend 10 WP to cover yourself and your Doppel in a blanket of energy and charge the enemy to deal 1d10 of force damage. 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 4d8 of force damage or Half on a successful save.

If you Are forcefully removed from your Doppel, run out of Temp HP, or use Magical Burst while in this form do a Constitution saving throw (DC=25) to see if you pass out or not from the physical and mental stress you went through if you fail the constitution saving throw; you'll be passed out for 1d4 Hours and be considered unconscious.

You regain the use of your Doppel after 2 long rests.

Awakened Form[edit]

At 18th Level, you gain the ability to go beyond your limits with a flashy new and powerful transformation. This form may look however you want and you may change what it looks like for each use of this feature. You may use a bonus action to expend half of your current WP to go into this form and gain the following benefits:

  • You will be under the effects of the haste spell for the duration
  • You gain temp hp equal to half of your current HP
  • You gain a flying speed equal to your walking speed
  • All WP costs are halved
  • You add your proficiency bonus to all skills, attacks, and saving throws.
  • You may roll double the damage rolled for one of your attacks in your turn
  • You may Restore Hitpoints equal to the expended WP (You heal after you get the Temp hp)
  • Your power in this state is so great that you radiate bright light for 20 feet and dim light for another 20 feet.
  • Anyone facing you must make a Constitution saving throw DC 8 + proficiency bonus, becoming blinded for 1 turn on a failed save.

This feature lasts for 1 minute plus an extra 6 seconds/1 round for every 10WP (Rounded down) used to activate this ability. You may exit this form as a free action. You may use this feature once per long rest.

Godly Accenssion/Ultimate Rebelion[edit]

Starting at 20th level you Reached your full potential and doing so has 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 Accession or Ultimate Rebellion

Godly Accession
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A Magical girl who became a Goddess to protect everyone, [2]

You must have a good alignment
You become what they call and worship "A God" Your Soul Gem becomes the Holy Gem and cannot be separated from you unless your physical body dies. You may cast Resurrection and Mass Cure Wounds without expending WP, Spell slots, or Material Components once per long rest. You also gain the ability to make any roll of a creature that you can see a 1 or 20 as a reaction 3 times per long rest.

Once per long rest as a reaction you can redirect to an enemy or nullify an attack directed to an ally unless it's an area attack. Lastly, You gain resistance to all damage types and immunity to psychic damage.


Ultimate Rebellion
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A Magical Girl who became the Devil for her own twisted ambitions, [3]

You must have an evil alignment
You become what they fear and call "The Devil" Your Soul Gem becomes the Dark Gem and cannot be separated from you unless your physical body dies. You can regain half of your current WP as a bonus action once per long rest but your current WP can't surpass your maximum WP. You also may cast Modify Memory without expending WP, Spell slots, or Verbal Components twice per long rest. Finally, You gain 1 Legendary Action in which you may do the following:

Time Stop: You may use 1 Legendary action and expend 50 WP to cast Time Stop as a Reaction But it only lasts for 12 seconds (2 combat rounds). During the time stop, any damage to a creature will not end time stop, The first melee attack against a creature is automatically a Critical Hit, and any further melee attacks are made with advantage, and any spells or ranged attacks will stop right before they hit the target and must make a Dexterity saving throw of 15 + Your Spellcasting modifier once the time stop ends. (If don't have a Spellcasting modifier just use the highest among INT, WIS, and CHA for the Spellcasting modifier calculation.) also, any creature that can cast time stop may cast it as a reaction using the appropriate materials and spell slots.

Counter Spell: You may use 1 Legendary action to cast counterspell at the lowest level without using WP but you may add 5 WP to add increase the level it is cast at.

Life Drain: Whenever you deal damage, You may use 1 Legendary action to heal HP equal to half of the dealt damage.

Magical Archetypes[edit]

Dream Keeper[edit]

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A Dream Keeper holding it's soul gem, [4]

You choose to keep people safe and happy or act as support more than anything.

Dream Magic

At 2nd Level, you awaken latent magic within your soul, which manifests itself as a form of helping others. You gain access to the Cleric Spell list; your Spellcasting modifier is Charisma, 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 must spend 5 WP per level of the spell you cast, and you will know a number of spells equal to your magical girl level + Your spellcasting modifier.

Dream Keeper Spell Table
— Spell Slots per Spell Level —
Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 4 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 2 2 1 1 1 -
16th 5 4 3 3 3 2 1 1 1 -
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1
Saving Lifes Is My Duty

Starting at 6th level, you now prioritize others' lives above your own. You will gain additional reactions equal to your Charisma modifier, which can only be used to cast spells that give Hit Points or Temporary hit points to your allies.

Protective Magic

At 9th level, your mere use of magic has been centered around protecting people's hopes. For every spell you cast, a number of allies equal to your proficiency bonus will regain 1d4 Hit Points per level of the cast spell.

Hope Bringer[edit]

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A Hope Bringer fighting against a powerful witch, [5]

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!

Hope Casting

You have gained powerful magical abilities, which are used to enhance your own strength and your weapons. You will gain access to the Paladin Spell list.

Spell save DC = 8 + proficiency bonus + your Strength or Charisma Modifier
Spell attack modifier = proficiency bonus + your Strength or Charisma Modifier

Hope Bringer Spell Table
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd - - - - -
3rd 2 - - - -
4th 3 - - - -
5th 3 - - - -
6th 4 2 - - -
7th 4 2 - - -
8th 4 3 - - -
9th 4 3 - - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 3 - -
13th 4 3 3 - -
14th 4 3 3 2 -
15th 4 3 3 2 -
16th 4 3 3 3 -
17th 4 3 3 3 2
18th 4 3 3 3 2
19th 4 3 3 3 3
20th 4 3 3 3 3
Hope Mode

Starting at 2nd level, you can push your body beyond limits to win against your adversaries. As a bonus action for 10 WP, you can enter your Hope state gaining the following benefits:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus.
  • You have resistance to bludgeoning, piercing, and slashing damage.
  • You cannot concentrate on spells due to the strain on your body, but you can still cast them.

Your Hope mode lasts for 1 minute. It ends early if you are knocked unconscious or if you run out of Wish Points. You can also end it early as a bonus action.

Battle Awareness

At 6th level, 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, anyone within your 15ft radius has disadvantage on Stealth Checks and Sleight of Hand Checks against you.

In addition, while wearing your magical outfit you will have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.

While on Hope Mode, your sphere increases to 30ft.

The Saviour Of All

At 9th level, your mere presence brings hope to the people around you. Every ally or loved one within at least 15ft of you will add your Charisma modifier to their AC. In addition, as a reaction, you can impose disadvantage in an attack roll against an ally within the range.

While on Hope Mode, your range will increase to 20 ft, and the allied creatures will now add half of your proficiency bonus to their AC as well.

Magical Gunner[edit]

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A Magical Gunner holding her weapons, [6]

Seems you have the talent to manifest these "Hand Cannons". You have knowledge of mechanisms possibly no one else has. These "Hand Cannons" can be Laser guns, actual guns, or maybe a Nerf gun that has darts that explode on impact.

Gun Casting

You learned new magical abilities to enhance your aim, making you always hunt down and hit your target! You will gain access to the Ranger Spell list.

Spell save DC = 8 + proficiency bonus + your Dexterity or Charisma Modifier
Spell attack modifier = proficiency bonus + your Dexterity or Charisma Modifier

Magical Gunner Spell Table
— Spell Slots per Spell Level —
Level 1st 2nd 3rd 4th 5th
1st - - - - -
2nd 2 - - - -
3rd 2 - - - -
4th 3 - - - -
5th 3 - - - -
6th 4 2 - - -
7th 4 2 - - -
8th 4 3 - - -
9th 4 3 - - -
10th 4 3 2 - -
11th 4 3 2 - -
12th 4 3 3 - -
13th 4 3 3 - -
14th 4 3 3 2 -
15th 4 3 3 2 -
16th 4 3 3 3 -
17th 4 3 3 3 2
18th 4 3 3 3 2
19th 4 3 3 3 3
20th 4 3 3 3 3
Hand Cannon

At 2nd level, you have learned how to manifest these hand cannons using your Wish Points. They are a set of various weapons that can become useful for every situation. These weapons may be summoned on your Initiative and will count as your soul weapon. The list of weapons you can summon is down below:

Revolver
WP Cost: 3
Damage: 2d4 Piercing
Ammunition: 1 shot + your proficiency bonus
Range: 40/80 fts.
Properties: Light


Light Musket
WP Cost: 3
Damage: 1d10 Piercing
Ammunition: 3 shots
Range: 50/100 fts.
Properties: Light


Heavy Musket
WP Cost: 3
Damage: 1d12 Piercing
Ammunition: 2 shots
Range: 100/150 fts.
Properties: Two-Handed


Rocket Launcher
WP Cost: 5
Damage: 4d6 Force
Ammunition: 1 shot
Range: 150/300 fts.
Properties: Two-Handed

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 two different "Hand Cannons" at the same time, Soul Weapon improvement applies to these "Hand Cannons", you can't have your Soul weapon(s) out unless it's a shield. You can dismiss it like any soul weapon, and you use your dexterity modifier for every Hand Cannon

Quick Manifestations

At 6th level, you have learned how to get get your weapons out quicker. You can now spend your reaction instead of a bonus action to summon your hand cannons.

Enhanced Cannon Shots

At 9th level, by enhancing your focus you can deal the most damage to your enemies. Once per turn, you may spend WP equal to the amount of the Hand Cannon you are currently using to double your damage with hand cannons for the turn. You can do this equal to the amount of your proficiency bonus per long rest.

Soul Sniper[edit]

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A soul Sniper with multiple weapons by her side, [7]

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 Spellcasting modifier is Charisma, 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 gain access to the Sorcerer spell list.

You must spend 5 WP per level of the spell you cast, and you will know a number of spells equal to your magical girl level + Your spellcasting modifier.

Soul Sniper Spell Table
— Spell Slots per Spell Level —
Level Cantrip 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st - - - - - - - - - -
2nd 2 3 - - - - - - - -
3rd 2 4 2 - - - - - - -
4th 3 4 3 - - - - - - -
5th 3 4 3 2 - - - - - -
6th 3 4 3 3 - - - - - -
7th 3 4 3 3 1 - - - - -
8th 4 4 3 3 2 - - - - -
9th 4 4 3 3 3 1 - - - -
10th 4 4 3 3 3 2 - - - -
11th 4 4 3 3 3 2 1 - - -
12th 5 4 3 3 3 2 1 - - -
13th 5 4 3 3 3 2 1 1 - -
14th 5 4 3 3 3 2 1 1 - -
15th 5 4 3 3 2 2 1 1 1 -
16th 5 4 3 3 3 2 1 1 1 -
17th 5 4 3 3 3 2 1 1 1 1
18th 5 4 3 3 3 3 1 1 1 1
19th 5 4 3 3 3 3 2 1 1 1
20th 5 4 3 3 3 3 2 2 1 1
Metamagic

At 6th level, your inner magical girl power has given you the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th levels.

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 level. If you run out of miracle points, you can spend 10 WP to regain 1 miracle point, being able to do this equal to your proficiency bonus per long rest.

You can use only one metamagic option on a spell when you cast it unless otherwise noted.

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 3 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.

Seeking 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 Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Seeking Spell(UA). 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 sorcery 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 sorcery 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 sorcery 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 sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery 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.

Magic Prowess

At 9th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level spell and a 2nd-level spell that you know. You can cast those spells at their lowest level without expending a spell slot or WP. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

You can do this as your proficiency bonus per long rest. Whenever you complete a long rest, you can change one of the spells.

Weapon Master[edit]

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A Weapon Master ready for battle, [8]

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

Many Weapons

Gain an extra Soul Weapon slot. Gain another upon reaching 7th level.

Fighting Style

At 2nd level, you may choose a fighting style to complement 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.

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 and redirect the attack to yourself. 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.

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. As an added bonus if you pick the Unarmed Fighting Style, Your Unarmed strikes do magical bludgeoning damage.

Whenever you gain an ability score, you may switch a fighting style you know for another.

Relentless Attacker

At 6th level, you have been training your techniques to gain powerful new maneuvers which can be used on many different occasions.

  • Manuevers: You learn three maneuvers of the Fighter class of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 9th, 13th, and 17th levels. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
  • Miracle Dice: You have four Miracle dice, which are d8s. A Miracle die is expended when you use it. You regain all of your expended Miracle dice when you finish a short or long rest. You gain another Miracle die at 9th level and one more at 15th level.

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

Weapon Lord

At 7th level you may ignore the two handed and heavy requirements for one weapon if you attempt to dual weild weapons. The other weapon in your other hand may not have the heavy or two handed requirements.

Critical Points

At 9th level, you can hit your enemies on their most vital points, making you a precise yet deadly attacker. You will now score a critical in a 19 instead of 20 on melee attacks. In addition, you will now roll one additional die for your critical hits (Or triple the damage if using double the damage critical system).

Starting at 14th level, you will now roll two additional die for your critical hits (Or four times the damage if using double the damage critical system).

Magical Duel

At 13th level, your fighting technique allowed you to force your opponents to duel with you. As a bonus action, you can spend WP equal to your magical girl level, forcing a creature within your movement speed range to duel with you. The duel will last for 1 minute, ending sooner if someone that is not you attack's the creature, or if you attack any other creature.

While in the duel, you will receive the following benefits while attacking the creature:

  • You will gain a +2 to your attack and damage rolls.
  • You can do one additional attack action.
  • Your AC increases by the amount of weapons you are wielding in your hand.

While in the duel, the targeted creature will receive the following if she tries to attack anything but you:

  • Its attack and damage rolls will be reduced by your proficiency bonus.
  • Its movement speed will be reduced by half while trying to reach other creatures but you.
  • Its features like legendary resistance, do not work in any creatures but you.

You may use this feature as much as half your proficiency bonus(Rounded down) per long rest.

Miracle Chef[edit]

A miracle chef and her creations

You seem to enjoy the concept of cooking and serving food to the point of making it viable yet tasty in combat.

When you select this subclass you gain the chef feat

Magic Constitution.

Your hit die is increased to 1d10 instead of 1d8 along with this add +2 to your max hp.

Made With Love And Magic.

Whenever someone consumes food that you cooked within 30 feet of you, You regain 1WP.

At 2nd level, you gain proficiency in survival (If you're already proficient in survival you gain expertise) and a permanent extra soul weapon that takes the shape of a pan, pot, etc that act as a set of cooks utensils. You can summon your magic cookware at will as a bonus action without using any wish points, however, this magical cookware falls under the improvised weapon category no matter the circumstance and may be held with one hand. You can use the cookware as an arcane focus if you wish. You can use this ability an equal amount of times to half your magical girl level per long or short rest, when used You can use your action and spend 5WP to cook food on the spot, this food is tasty enough to heal wounds and you can quickly consume it or give it to any ally within 10ft to heal 1 of their hit dice of Hit Points plus your proficiency bonus. you can use 10 WP in your cooking to add an extra hit dice of healing,

You also gain the ability to expend 1 WP as a bonus action to heat your pan to add 1d6 of fire damage whenever you attack, you're also allowed to apply this ability to any METAL weapon (clubs with metal pieces in it don't count). You can use this ability to heat metal objects besides your cookware but will take about a minute to warm up (this ability is equivalent to the "Heat Metal" spell except that it takes one minute for the effect to take place). Also as a reaction, you can use your cookware as a makeshift shield to block small projectiles (like arrows, magic missiles, and the sort) to gain +2 AC against ranged attacks (this stacks with regular shields) and -2 damage from magic missiles (-2 damage per individual missile). you can also cook a decent meal with almost nothing and will sedate any medium-sized hungry being (for those survivalist DnD players or if the situation calls for it).

If you have Reinforced Soul Weapon the cookware now deals 1d8.

At 6th Level, Your cooking has been enhanced by your magic to a point where It not only closes wounds Rapidly but also enhances the consumers body. As a part of a short rest or by spending 1hour you may attempt to cook a meal infused with magical power. This meal can feed up to 4 + your proficiency bonus creatures. Make a survival check with your cooks utensils DC-18 (If failed the food is eddible but provides no additonal benefits), on a success the consumers may take 5 minutes to eat the food and then roll hit dice up to your proficiency bonus without spending them, Then chose one ability score, for the next 12 hours any skill checks or saving throws that use that ability gain a bonus equal to your proficiency modifier. A creature may only benefit from the ability score increase once per day.

At 9th level, when you use your cookware as a reaction you can return half the damage of the attack to the sender. Along with this the treat mechanic listed in the chef feat is enhanced. The Treats now give temporary hit points equal to double your proficiency modifier and for one hour after consumption gain a +1 to their AC. You may spend 10 WP to gain +2 AC instead.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Magical Girl class, choose 1 from the following proficiencies: Athletics, Acrobatics, Persuasion, Intimidation, or Deception and you gain proficiency in soul weapons


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