Magical Girl (5e Class)

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Magical Girl

Soul Understanding

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?

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

A Magical girl is created when a young child (Usually Girl) is visited by an avatar of some emotion but can be male if you so desire. 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

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


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


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
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 and Gem Charge
4th +2 45 Ability Score Improvement
5th +3 50 Extra Attack
6th +3 55 Savior/Hollow
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 Soul Weapon
11th +4 80 Reinforced Magical Outfit
12th +4 85 Ability Score Improvement, Soul Crystal
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

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.

Keep in mind, certain actions consume your Wish Point pool. 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. 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 Berzerk Beast and you will be treated as "Dead" (Your Teammates can't use any Resserection spells until the Beast is slain). Should the event you turn into a beast comes about, your allies will have to quell your form to access your soul once more. [The Beast's stats are treated as such: AC 18 HP 50 + 50 x Magical girl level, Str 22(+6) Dex 16(+3) Con 10(+0) Int 6(-2) Wis 10(+0) Chr 10(+0), it has resistance to nonmagical weapons and it is immune to being Charmed, Frightened, and Stunned.

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 + Wisdom HP: 5 + 5 x Magical girl level, and no form of Magic, not even a Wish spell, can remove the magic that binds you to this Gem. However, without a body to shield your gem from danger, your Gem is Vulnerable. 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 wish spell would have a chance of bringing you back.

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 you 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 of 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.

Magical Outfit

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

Starting at the 1st level, whenever you roll the 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. In the event where you are caught by surprise or an effect doesn't allow you to transform as you roll initiative you can use a bonus action to Transform or Untransform if you want, 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 (maximum 15 WP). 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 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

Each Magical Girl has a weapon (or weapons, if one prefers dual-wielding some 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's 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

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 Shards that are produced from a creature's natural dreams and desires. With your special connection to Wish Power, this is what allows you to see these unusual shards. Dream Shards can be used to restore your Soul Gem's power. Once combat ends and you are safe you gain 2 Small Dream Shards. To use a Dream Shard you need to simply grab it then hold it up to your Soul Gem to consume. You can hold unlimited amounts of Small Dream Shards in a special pouch on your Magical Outfit that recovers 1d8 of WP by default. If you desire you can make a Perception check (DC21), you can instead find a Large Dream Shard that can recover half of your maximum Wish Points but can only hold 5 of these Shards and only find one per encounter. During combat, you may consume up to 3 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.

Magical Archetype

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

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

At 2nd Level, you awaken latent magic within your soul. you gain access to the Cleric and Paladin 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 know 1 cantrip 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 wizard class spell progression). At 3rd level you get 4 1st level spells and 2 2nd level spells, at level 5 you get 3 2nd level spells and 2 3th level spells, at 7th level you gain your first 4th level spell, at 9th level, you gain 3 4rd level spells and your first 5th level spell, and then at 11th level, you gain a 2nd 5th level spell and a 6th level spell, etc.

At 9th level, for every spell you do, your allies regain 1d4 Hit Points, with this increasing by 1d4 for each spell used. This skill resets after you ended battle.

  • 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 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.

Also, while you have your Magical Outfit active: You are aware of your surroundings within a 15 ft sphere around you. You cannot be surprised as easily, anyone within your 15ft radius has disadvantage on Stealth Checks and Slight of Hand Checks, and you have Proficiency on all Athletics and Acrobatics checks that is not Difficult Terrain regardless if you're proficient or not in Athletics or Acrobatics if you're already proficiency in Athletics and/or Acrobatics you gain expertise instead.

At 9th level, your mere presence brings hope to the people around you. Every ally or loved one at least 15ft from you gain half your AC.

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

At 2nd level you realize you can output tons of magical power, your 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.

Instead of using normal ammunition for your Ranged weapon, you may instead use your WP to generate ammunition for your weapon. Generating ammo this way costs 2 WP per shot and you may add 1d6 to the damage. 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 and 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 wizard class spell progression). At 3rd level you get 4 1st level spells and 2 2nd level spells, at level 5 you get 3 2nd level spells and 2 3th level spells, at 7th level you gain your first 4th level spell, at 9th level, you gain 3 4rd level spells and your first 5th level spell, and then at 11th level, you gain a 2nd 5th level spell and a 6th level spell, etc.

At 9th level, you may focus all of your damage dealth in combat, you can double it, and add all the damage for the next attack you hit. You can only use this twice per long rest.

  • Magical Gunner: Seems you have a 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.

At 2nd level, By using 10 WP You can Manifest These "Hand Cannon(s)" instead of your Soul weapon whenever you roll initiative, these count as your Soul weapon(s) instead. These "Hand Cannons" can come in any shape and size as long as it fits in your hand(s) if it's one-handed it does 1d10 of Piercing Damage, has a range of 50/100 ft, and can fire 3 shots before being dismissed, if it's two-handed do 1d12 of Piercing damage, has a range of 100/150 ft and can fire 2 shots before being dismissed. Starting at 7th level, you gain access to a powerful cannon(whatever you want it's basically a rocket launcher.) by expending 20 WP you summon this "Cannon" in your hands which does 4d12 of fire damage in 30ft radius, has a range of 75 ft, requires two-hands, and has 1 shot before being dismissed.

When you have 0 Shots left the "Hand Cannon"/"Cannon" disappears and you must Manifest another one. You must have a free hand(s) to manifest these "Hand Cannons" and can't manifest a one-handed and two-handed cannon 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, You use your dexterity modifier for attack and damage with the "Hand Cannons", and the "Cannon" makes ranged attack with your dexterity modifier for both attack and damage. (Please ask your DM if this Archetype is ok in your session first)

At 9th level, you can double the damage of your hand cannons for 30 seconds, and may redo an missed attack roll, you must keep the second result.

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

At 2nd level, you gain proficiency in survival (If you're already proficient in survival you can just add your proficiency bonus again) and a permanent extra soul weapon that takes the shape of a pan, pot, etc. 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. You can use the cookware as an arcane focus if you wish. thrice per long rest, you can use your action 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. you can use 5 WP in your cooking to add an extra hit dice of healing, you can only use this ability equal to your magical girl level per long rest. 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 but will take about a minute to warm up (this ability is equivalent to the "Heat Metal" spell except that it takes a bit 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-size 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 9th level, when you use your cookware as an reaction you can return half the damage of the attack to the sender.

Incubator's Power and Gem Charge

  • Incubator's Power: 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.

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 increase your movement speed by 10ft until your next long rest (cannot stack).

  • Gem Charge: You can share the power of your gem to boost your allies.

By spending X WP the following effect 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 goes 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

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.

Void Shell

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. 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.

Extra Attack

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 instead.


Choose Savior or Hollow.


"They want to keep their friends safe." When an ally is attacked and before the attack roll is called, you can jump in the way of the attack taking the 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.

  • Savior's Willpower

When you are reduced to 0 hit points but have 1 or more allies in at least 50ft of you, you will be sent to 1 hit point instead and will gain 5 temporary hit points for every ally close to you. You can do this once per long rest.


"They're relentless attackers who will keep on attacking until either them or their opponent falls." With their soul weapon, they charge the enemy and do a flurry of slashes until they miss. It cost 5 WP to cast and 10 extra for each consecutive attack afterward, for every missed slash you add 1 dice of damage. Small Dream Shards now restores 1d10 of WP.

  • Hollow Hatred

You truly hate enemies who stand in your way, if you fought with an enemy for 3 turns and he has not fallen yet, you will now gain 2 extra dices of damage against the specific enemy. You can do this once per long rest.

  • Hollow Endurance

You will do anything for your enemies to fall, and you will not go dowm 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.

Magical Speed

At 7th level, while you have your magical outfit equipped, you gain +10 x double of your magical girl level of Walking Speed. You can also do the dash action and dodge action as a bonus action, and may jump with the dexterity modifier instead of strenght.

Soul Heal

At 7th level, you may use your soul gem to heal other wounds or effects. You can heal 1d12 Hit Points for yourself or your allies, and can choose to remove one of their negative status effects. At 10th level you heal 2d10, 3d10 at 13th,4d10 at 15th, 5d10 at 18th. You can use this three times per battle, but can have 1 extra use for each 5 WP you spend.

Unstable Emotions

You call upon "Emotion" in its highest form. If an ally of your party or somebody close to you is knocked down to 0 hit points or less, as a reaction you go into a tantrum of rage and vengeance using it as a fuel source. While the ability is active you add +2 to all of your future attack rolls, Increases Crit range by 1 (EX: 19 and 20 are now Crits, also stacks with other similar abilities), and roll an extra die of damage(EX: a 1d8 Longsword now does 2d8 and 1d12 Greataxe now does 2d12). This ability lasts for only 1 minute (10 Combat Turns) but the duration can reset every time an applicable group member falls in combat. It can be triggered again as long as it's not the same person, the uses reset at an short rest.

At 13th level, while the ability is active you add +4 to all of your future attack rolls, Increases Crit range by 2 (EX: 18 and 20 are now Crits, also stacks with other similar abilities).

Weapon Cloning

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 (roll when you summon them) afterward they dissipate and you can not summon more Cloned weapons until your first batch of cloned weapons has shattered or dissipated.

Reinforced Magical Outfit

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

Reinforced Soul Weapon

Your Soul Weapons' bond to you has grown even more powerful and changes its shape (if you desire), and extending its powers. Your Soul weapons now deal one additional 1d6 of your weapon's damage type and two-handed weapons deal one additional 1d8 of your weapon's damage type instead of the 1d6. They are also impossible to destroy by non-magical means.

Ultimate Attack

By focusing your Wish Powers on your weapon, you can unleash your most powerful attack. Once per long rest, by spending 40 WP you unleash this powerful attack. Enemies within a 40 ft. area around you make a Dexterity Saving Throw of 14 + your Proficiency bonus, or take 5d10 of force, slashing, bludgeoning, or thunder damage (depending on your weapon and choice), and on a Success half the damage.

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

Soul Crystal

Your soul gem has survived and grown with you for this long, becoming a Soul Crystal. You regain 10 WP during a Short Rest and 20 WP during a Long Rest. Your Soul Crystal becomes more durable and protected; your Crystal's stats are now AC: 15, HP: 30 + 20 x Magical girl level, and has Immunity to Cold, Fire, Force, Lightning, Necrotic, Poison, Radiant, and Thunder damage and Resistance to 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 Resistances. To recover this special shell, you must complete a Long Rest.

Grand Spell/Doppel

Choose one Grand Spell or Doppel

  • Grand Spell: You have your greatest Magical trump card. you can choose any 1 spell from any spell list except Wish or Miracle, 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

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 individual 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 gain a 2nd action (like haste)
  • 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. (If you are already proficient in that roll you may add your proficiency bonus again)
  • You may roll double the die for all of your attacks
  • You may Restore Hitpoints equal to the expended WP (You heal after you get the Temp hp)

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

Starting at 20th level you Reached your full potential and doing so does 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 Accenssion: 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 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. Lastly, You gain resistance to all damage types.

  • Ultimate Rebelion: 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, they also gain this feature's benefits.

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.


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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