The Magical Girl Pact, Variant (5e Subclass)
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The Magical Girl, Variant
Warlocks from the Magical Girl pact are most often bulbs of brightness and positivity, empowered by the bonds they create with the people around them. Their patrons are mysterious creatures, often taking the form of a talking animal, which have incomprehensible motivations. Not everyone is suited to connect with such power, as the Magical Girl patrons seek the young and idealistic. Only the ones with pure hearts can reach the full potential of their mysterious powers.
- Expanded Spell List
The Magical Girl pact lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.
|1st||faerie fire, animal friendship|
|2nd||calm emotions, healing spirit|
|3rd||aura of vitality, fast friends|
|4th||aura of purity, conjure woodland beings|
|5th||animate objects, circle of power|
- Bonus Cantrips
At 1st level, you learn the Light and Friends cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. As addition, once per short rest, when you finish the casting of Friends, the target of the spell must throw a Wisdom saving throw against your Spell Save DC. On a fail, the target doesn’t realize you casted the spell and doesn’t become hostile.
- Empowered Catalyst
At 1st level, you patron grands you a magical staff to channel your magic with. You can choose the way the staff looks, but it must be within the quarterstaff statistics. Applying additional things such as spikes do not increase the damage output. The staff has the game statistics of a quarterstaff and could be used as a pact weapon (if Pact of the Blade is chosen). While holding the staff, you can use it to perform the somatic and material components of spells (unless the material components cost money or are consumed).
- Magic Girl Inspiration
Starting at 6th level, your presence in an inspiration and brings hope to the people around you. You get a number of Bardic Inspiration dice equal to half your Charisma modifier (rounded down & minimum of one). You regain all expended uses when you finish a long rest. Your Magical Girl Inspiration die is a d6. The die becomes a d8 at 10th level and d10 at 14th. Each Magical Girl die you spend drains ever so little from your vitality. You apply half the roll of the Magical Girl die (rounded down) as psychic damage dealt to you. Also, the physical damage dealt by Empowered Catalyst is considered magical for the purpose of ignoring resistances and immunities against nonmagical attacks.
- Loved by Fate
At 10th level, as a reaction, when you or a creature up to 5ft of you takes damage, you can immediately expend one use of your Magical Girl Inspiration to potentially cause the attack to miss.
- Friendship is Magic
Starting 14th level, the power of love and friendship allows you to take on the burden of your friends. When an allied creature within 30ft enters the dead condition, you can use your reaction (on the same turn) to extract half of your current hit points (rounded up) to immediately heal the downed creature with the extracted amount (rounded down) plus your Charisma modifier. After reviving a creature this way, you suffer one level of exhaustion and the hit points you have lost cannot be gained back until you finish a long rest. You must finish a long rest before you can use this feature again. Additionally, if you have less than or exactly 10 hit points when you use this feature, you die, dissolving into a pile of silver and gold dust, and restore the max hit points of the downed creature.