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Magical Girl

A
demon rages through the hallways of the
Arcane College, tearing students in half as they
flee. One apprentice stands defiant, placing her
fingertips on a jeweled bracelet. With a sudden
flash, the girl transforms into a statuesque
figure in magnificent white robes.
A young squire presents his signet ring to the blackguard. A
swirling mist fills the area- and when it clears, a knight in
shimmering golden armor stands where the squire was
standing. He draws his oversized greatsword, and smirks
beneath his armor.
Despite the name, Magical Girls are not necessarily
female, but the most iconic characters of this class are.
Magical Girls are mundane people with the extraordinary
ability to transform into a powerful alternate form.
Keeping a Promise
There are two sources of a Magical Girl's power: a magical
promise, and a heirloom given to the character. The Magical
Girl makes a promise, and is given the heirloom. The
heirloom allows the magical girl to transform.
Transformation gives the Magical Girl the power to complete
her promise. It is a cyclical relationship that constantly
reminds the Magical Girl what she is fighting for.
Naturally, the new form provided by the transformation
tends to embody the ideals of the promise. The new form may
look and act more like the heirloom’s original owner than the
Magical Girl using it.
The Power of Friendship
A Magical Girl feels empowered by the presence of her
friends. These are the ones whom she truly cares about, and
may be the reason for her promise.
When a Magical Girl is not giving their all in combat to
protect their ideals, they are often found engaging in a
multitude of light hobbies. From making friendship bracelets,
to brewing tea, and napping to their heart's content.
Among most groups of friends, disputes are sure to take
place over a conflict of priorities. Most Magical Girls strive to
serve as an adequate seer to propose a middleground or
compromise to make everyone happy. Magical Girls most
often don't have a strong opinion on the sides of these types
of disputes and would be most accepting of whichever
method their friends would be happiest with. They would
rather have everyone get along as a tight-knit family, as
opposed to a group of rascals who would be better off
separating.
An act of true seperation from a very close friend, would be
heartrendingly painful to a Magical Girl, even to the point
where they may lose their own way.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
/U/SHYWINDS
1
Creating a Magical Girl
Magical Girl
Level Proficiency Bonus Features Spells Known Slot Level
1st +2 Magical Promise, Transformation (2/rest) - -
2nd +2 Charm Casting, Fighting Style 2 1st
3rd +2 Magical Charms 3 1st
4th +2 Ability Score Improvement 3 1st
5th +3 Extra Attack 4 2nd
6th +3 Promise Feature 4 2nd
7th +3 Power of Friendship 5 2nd
8th +3 Ability Score Improvement 5 2nd
9th +4 Magical Charm 6 3rd
10th +4 Promise Feature 6 3rd
11th +4 Transformation (+1 Spell Slot) 7 3rd
12th +4 Ability Score Improvement 7 3rd
13th +5 Magical Charm 8 4th
14th +5 Promise Feature 8 4th
15th +5 Strength of Spirit 9 4th
16th +5 Ability Score Improvement 9 4th
17th +6 Magical Charm 10 5th
18th +6 Power of Friendship Improvement 10 5th
19th +6 Ability Score Improvement 11 5th
20th +6 Promise Fulfilled 11 5th

Creating a Magical Girl


As you are creating a Magical Girl, the most important
Class Features
question is “what do you want to transform into?” Is your As a magical girl, you gain the following class features.
transformation some kind of beast-like form, a knight in
shining armor, or an older, more regal version of your current Hit points
self? Second, what does your transformation do? Do you rely Hit Dice: 1d8 per magical girl level
on martial prowess or magical ability? This should tell you Hit Points at 1st Level: 8 + your Constitution modifier
which Magical Promise to make. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
The next step is to consider who your character made a modifier per magical girl level after 1st
promise to, as well as why. Is your Magical Promise with a
ghost that lives in your Heirloom, an extra-planar being such Proficiencies
as an angel, or an ideal? What can you do to fulfill that Armor: Light armor
promise? Once your original goal is completed, how can you Weapons: Simple weapons
continue to uphold the terms of your Magical Promise? Tools: None
Saving Throws: Charisma, Constitution
Quick Build Skills: Choose two from Acrobatics, Arcana, Insight,
You can quickly make a Magical Girl by following these Perception, or Persuasion.
suggestions. Charisma should be your highest ability score,
followed by Dexterity or Constitution. Second, choose the
Folk Hero background.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
2 /U/SHYWINDS
While you are wielding your radiant weapons, you may
Equipment transform your current weapon (or weapons) into a different
You start with the following equipment in addition to the option on the list above, or dispel your radiant weapons
equipment gained by your background. completely, as a bonus action. If you do not have your radiant
Your heirloom, which could be (a) a signet ring, (b) an weapons in hand, you may use your action to conjure them.
amulet, (c) a set of fine clothes, or (d) a martial weapon of Charm Casting
your choice.
(a) A quarterstaff or (b) a dagger. At 2nd level, Magical Girls gain access to a unique form of
(a) a diplomat's pack or (b) a scholar's pack. Spellcasting called Charm Casting, which can only be
And a bag with Two tomes of lore on subjects of your accessed by their transformed selves.
choice.
Spells Slots
Magical Promise Each time you Transform, you gain one spell slot; if you revert
At 1st level, you declare a magical promise that you must back to your normal form, the spell slot is wasted. The level of
never break, and this will determine the abilities and the the spell slot is shown on the Magical Girl table. At 11th level,
manifestations of your transformation with either a Promise you gain a second spell slot whenever you Transform.
of Friendship, a Promise of Safety, a Promise of
Understanding, or a Promise of Retribution, each of which is Spells Known of 1st Level and Higher
detailed at the end of the class description. Your choice You know two 1st level spells of your choice from the magical
grants you features at 1st level and again at 6th, 10th, and girl spell list.
14th level. The Spells Known column of the magical girl table shows
when you learn more magical girl spells of your choice of 1st
Transformation level or higher. A spell you choose must be of a level no higher
than what's shown in the table's Slot Level column for your
At 1st level, as a bonus action you may undergo a magical level.
transformation into your alternate form. The transformation
generally has a cosmetic change. This could be something Spellcasting Ability
minor, such as a difference in hair color, or it could be a major Charisma is your spellcasting ability for your magical girl
change, such as a new outfit suddenly appearing over your spells, so you use your Charisma whenever a spell refers to
clothing. Transforming requires the magical girl's heirloom. your spellcasting ability. In addition, you use your Charisma
In order to transform, you must be able to take actions, and modifier when setting the saving throw DC for a magical girl
your heirloom must be on your person. You have two uses of spell you cast and when making an attack roll with one.
your Transformation at first level, which return after a short Spell Save DC = 8 + your proficiency bonus + your
or long rest. While you are transformed, you gain the Charisma modifier
following traits: Spell Attack Modifier = your proficiency bonus + your
Armor Class. While you are transformed and not wearing Charisma modifier
armor, your armor class is equal to 10 + your Dexterity
Modifier + your Charisma modifier. You can use a shield and Spellcasting Focus
still gain this benefit. When you cast a spell that requires a material component,
Duration. You can maintain your Transformation for up to you must use your heirloom as a spellcasting focus.
one hour. If you are knocked unconscious, your
transformation ends early. Fighting Style
Size. You become a medium humanoid creature, You adopt a particular style of fighting as your specialty.
regardless of what your original form was. Choose one of the following options. You can't take a Fighting
Radiant Weapons. When you transform, you may choose Style option more than once, even if you later get to choose
to summon one or more weapons from the list below: again.
Up to two thrown weapons which, if thrown, dissipate and
reappear in your hands at the end of your turn. Archery
Any nonmagical weapon with the ammunition property, You gain a +2 bonus to ranged attack rolls you make with
which has unlimited ammunition. ranged weapons.
Two light weapons.
Up to two one-handed weapons, or one-handed weapon Defense
and a shield. While you are wearing armor, you gain a +1 bonus to AC.
A two-handed weapon.
These weapons are made of radiant energy, and shed
bright light in a 5-foot radius. Since these weapons are made
of light, they deal radiant damage, instead of their normal
damage type. These radiant weapons cannot be wielded by
anyone other than you, and dissipate as soon as they leave
your hand.
MAGICAL GIRL | CREATED BY
FREELANCE GM, REVISED BY
/U/SHYWINDS 3
Great Weapon Fighting Magical Promise
When you roll a 1 or 2 on the damage die for an attack you Every magical girl makes a promise that is personal to
make with a melee weapon you are wielding with two hands, themselves. The magical promise you choose reflects the
you can re-roll the die and must use the new result even if it is reason you take up arms.
a 1 or 2. The weapon must have the two-handed or versatile
property to gain this benefit. Promise of Friendship
Two Weapon Fighting The Magical Girl dedicates herself to her allies, their
When you engage in two-weapon fighting, you can add your ambitions, and their goals. Your transformation is an idol of
ability modifier to the damage of the second attack. sorts, a beautiful and inspiring leader.
Magical Charms Irresistable
A magical girl's powers adjust themselves to be more in tune At 1st level, you add 1/2 your proficiency bonus to Charisma
with their wielder's personality. checks you are not proficient in. While you are transformed,
At 3rd level, you gain two magical charms of your choice. you have advantage on Performance and Persuasion checks.
Your magical charm options are detailsed at the end of the Beacon of Inspiration
class description. You may only take a charm once, unless the Starting at 1st level, your transformation is a beacon of
charm says otherwise. You gain an additional charm at 9th, inspiration to your allies. While you are transformed, you may
13th, and 17th levels. use your reaction to add 1d4 to one ability check, attack roll,
or saving throw made by a friendly creature within 30 feet of
Ability Score Improvement you who can see you.
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
16th, and 19th level, you can increase one ability score of Inspiring Strike
your choice by 2, or you can increase two ability scores of At 6th level, your fighting style shifts to aiding your allies
your choice by 1. As normal, you can't increas an ability score more than fighting alone. When you take the attack action,
above 20 using this feature. you may forfeit your second attack in order to give an ally
within 5 feet of your target advantage on their next attack roll
Extra Attack against that creature.
Beginning at 5th level, you can attack twice, instead of once, Improved Inspiration
whenever you take the Attack action on your turn. Beginning at 10th level, you may use your Beacon of
Inspiration ability even if you are not transformed. If you are
Power of Friendship transformed, friendly creatures add 1d8 to their roll, instead
At 7th level, you become immune to being charmed or of 1d4.
frightened, so long as there is an ally within 30 feet.
Additionally, allies within 30 feet have Advantage on saving Passive Inspiration
throws against being charmed or frightened. At 18th level, you At 14th level, your presence becomes an intoxicating aura of
are immune to being charmed or frightened so long as you confidence. While you are transformed, friendly creatures
can see an ally, and allies within 60 feet have advantage within 30 feet of you may roll 1d4 and add the result to one
against being charmed or frightened. ability check, attack roll, or saving throw they make before the
beginning of your next turn.
Strength of Spirit
Promise of Safety
At 15th level, your dedication to your promise is so strong, it
manifests as a protective barrier. When you need to make a The Magical Girl swears to defend the innocent, and protect
saving throw using an ability other than Charisma, you may the weak. Your transformation is an avatar of battle, capable
choose to make a Charisma saving throw instead. You may do of taking on threats significantly more dangerous than you
this a number of times per day equal to your Charisma could hope to defeat alone.
modifier. You regain expended uses when you complete a
long rest. Weapon training
At 1st level, you gain proficiency with martial weapons,
Promise Fulfilled medium armor, and shields.
At 20th level, you can find strength in your abilities, even Skilled Charger
when it seems hopeless or futile. If you roll initiative and have At 6th level, you become especially adept at rushing your foes.
no uses of Transformation left, you regain one use. If you move at least 20 feet in a straight line before making a
melee weapon attack, you have advantage on your next attack
roll.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
4 /U/SHYWINDS
Retribution
One Body, Two Souls As a reaction to taking damage, you may target the creature
Beginning at 10th level, your transformation can protect you that dealt damage to you with the fury of your Promise. For
from mortal harm. If you would be reduced to 0 hit points, or the next minute, you have advantage on all attack rolls
killed outright while you are transformed, you may end your against that creature. Once the effect ends, you can't use this
Transformation in order to go to 1 hit point instead. feature again until you finish a short rest.
Purging Transformation Ferocity
At 14th level, your transformation reinvigorates your body. At 6th level, you ferociously assault your chosen foes. Once
You can transform as long as you are conscious, even if you per turn, you may add your Charisma modifier to the damage
are not capable of taking actions. If you are incapacitated, roll of an attack you make.
paralyzed, petrified, poisoned, restrained, or stunned,
transforming immediately ends any number of those Bathe in Blood
conditions currently affecting you. At 10th level, your need for retribution has descended into
outright bloodlust. Whenever you kill an enemy targeted by
Promise of Understanding your Retribution ability, you gain temporary hit points equal
The Magical Girl's promise is to solve a mystery that eluded to your Charisma modifier plus your Magical Girl level.
the one the promise was made to. Your transformation is a
beacon of light against the darkness of ignorance. Unstoppable!
At 14th level, your perverted sense of justice has all but
Radiant Blast consumed you. While you are transformed, you stubbornly
Whenever you take the Attack action, you may substitute one refuse to die. If you would be reduced to 0 hit points, or killed
or more of your attacks with a blast of brilliant energy. This outright, you may attempt a Constitution saving throw with a
blast has a 60ft range, and requires a ranged Spell attack to DC equal to 5 + the damage taken. On a success, you drop to
hit. On a successful hit, a blast deals 1d6 radiant damage, 1 hit point instead.
plus your Charisma modifier. While you are transformed, the
damage increases to 1d8 radiant damage, plus your charisma Magical Charms
modifier. If a magical charm has prerequisites, you must meet them to
learn it. You can learn the charm at the same time you meet
Comprehension its prerequisites. A level prerequisite refers to your level in
You gain proficiency with 2 languages, 2 tools, or 1 language this class.
and 1 tool of your choice.
Awoken Familiar
Radiant Salvo You can cast Find Familiar once per day, without a material
At 6th level, if you use the Attack action to make two or more component. Your familiar can speak any languages you know,
Radiant Blast attacks, you may make a third Radiant Blast and has an Intelligence and Wisdom score of 11+ your
attack as a bonus action. Charisma modifier. Your familiar can cast Augury once per
short or long rest. When you reach 9th level, it can cast
Magical Understanding Divination once per long rest.
By 10th level, your Promise has given you a level of clarity
that other people do not possess. You gain proficiency in Altered Ability
Wisdom Saving Throws. While you are transformed, you have When you choose this charm, pick an ability score. That
advantage on all saving throws against spells. ability score has a +2 bonus while you are transformed, but
cannot be increased above 20. At 17th level, this Charm can
Intense Radiance increase an ability score above 20, to a maximum of 22.
At 14th level, any Radiant damage you deal ignores resistance
to radiant damage. Blinding Transformation
You may only have one Transformation effect
Promise of Retribution Your transformation is especially bright. Creatures within
Sometimes, the Magical Girl’s promise is not a positive one. 15 feet of you that can see you must make a Constitution
This corrupted promise results in a fearsome alternate form. saving throw against your Spell Save DC. On a failure, that
The Magical Girl becomes vicious and violent, constantly creature is blinded for a number of rounds equal to your
teetering on the edge of becoming something monstrous. Charisma modifier. At the end of their turn, affected creatures
may make a new saving throw, ending the blindness on a
Negative Energy successful save.
Your radiant weapons are vicious and cruel. They deal
necrotic damage instead of radiant damage.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
/U/SHYWINDS 5
Finishing Move!
Durable Form Prerequisite: 13th level
When you transform, you gain a number of Temporary Hit When you hit a creature with a weapon or spell attack, you
points equal to 2d4 plus your Charisma modifier. The may declare a Finishing Move before you roll damage. Your
number of dice increases to 3d4 at 9th level, 4d4 at 13th level, target must immediately make a Constitution saving throw. If
and 5d4 at 17th level. the enemy has more than 1/4 its hit points remaining, it
automatically passes this saving throw. On a successful
Elemental Favor result, the creature takes normal damage from the attack. On
Choose acid, cold, fire, lightning, or thunder. You are resistant a failed saving throw, the Finishing Move becomes a critical
to that kind of damage, even while you are not Transformed. hit. If the amount of damage dealt is enough to kill the
At 13th level, you become immune instead. Additionally, while creature, you regain one use of this ability. Otherwise, you
you are transformed, your radiant weapons may deal that may not use this ability again until you complete a long rest.
kind of damage instead of radiant damage. If you have the
Promise of Understanding, your Radiant Blasts can also deal Light Step
the chosen type of damage instead of radiant damage. You You can cast Feather Fall at-will without expending a spell
may take this Charm multiple times, but you must choose a slot. While you are transformed, your jump distance is tripled.
different damage type each time. At 13th level, you gain a fly speed equal to your walking speed
while you are transformed.
Elemental Transformation
You may only have one Transformation effect Lingering Magic
When you pick this Charm, choose acid, cold, fire, or When your Transformation ends, any un-used spell slots you
lightning. Creatures within 10 feet of you must make a have are not wasted. Instead, you may use those Spell Slots in
Dexterity saving throw against your Spell Save DC. On a your normal form. These spell slots last until you Transform
failure They take 4d6 damage of the chosen type, or half as again, or take a short rest.
much on a successful save. The damage increases to 6d6 at
9th level, 7d6 at 13th level, and 8d6 at 17th level. Mass Appeal
Prerequisite: Promise of Friendship, 9th level
Explosive Transformation You may cast Dominate Person or Geas without expending
You may only have one Transformation effect a spell slot. Once you do, you may not cast either spell again
When you transform, there is a thunderous explosion. until you complete a long rest. If you are at least 13th level,
Creatures within 10 feet must make a Constitution saving you may cast Mass Suggestion while you are transformed.
throw. On a failure, they take 2d6 Thunder damage and are Once you do, you may not do so again until you complete a
pushed 10 feet away from you. On a successful save, they long rest.
take half damage and are not pushed. The damage increases
to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level. Enhanced Weapons
Prerequisite: Promise of Safety
Extra Magic Choose one or two weapons you possess, or your radiant
Prerequisite: Promise of Understanding weapons. While you are wielding those weapons, they count
Choose two spells from any class's spell list. The spells as Magical. At 13th level, the weapons become oversized
must be a level you can cast with a casting time of one action, while you are transformed, dealing 1d8 additional damage.
bonus action, or reaction. You add the chosen spells to your
list of Spells Known. At 9th, 13th, and 17th level, you may Misty Transformation
choose to learn 1 additional spell. You may only have one Transformation effect
Swirling fog or thick smoke exudes from you out to a 10-
Fearsome Transformation foot radius when you transform. This fog provides 3/4 cover,
You may only have one Transformation effect and lasts for a number of rounds equal to your Charisma
Your transformation is terrible to behold. Creatures within modifier, or until it is dispersed by a strong wind.
10 feet of you must make a Wisdom saving throw against
your Spell Save DC or become frightened for a number of Sacrifice
rounds equal to your Charisma modifier. At the end of their Prerequisite: 9th level
turn, affected creatures may make a new saving throw, ending Add Revivify to your list of spells known. You can cast
the fear effect on a successful save. Revivify without expending a spell slot, and without a
material component, by ending your transformation. If you
cast Revivify this way, you must also expend all of your hit
dice, roll them, and take that much necrotic damage.
Additionally, you may not transform again until you take a
long rest.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
6 /U/SHYWINDS
Summoned Armor
You may create a suit of radiant armor by attuning to a suit of
armor you possess for 1 hour. In order to attune to the armor,
you must be proficient in its use. If the suit of armor is on the
same plane of existence, you may summon it as part of your
transformation. The armor immediately teleports onto your
body.

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
/U/SHYWINDS 7
Magical Girl Spell List
1st Level Searing Smite 3rd Level Death Ward
Bless Thunderous Smite Blinding Smite Dimension Door
Charm Person Wrathful Smite Blink Freedom of Movement
Compelled Duel Counterspell Staggering Smite
Cure Wounds 2nd Level Daylight Wall of Fire
Divine Favor Darkvision Dispel Magic
Expeditious Retreat Gust of Wind Elemental Weapon 5th Level
Fog Cloud Magic Weapon Fear Banishing Smite
Guiding Bolt Mirror Image Fireball Cone of Cold
Healing Word Misty Step Lightning Bolt Destructive Smite
Hex Scorching Ray Revivify Flame Strike
Magic Missile Shatter Sending Raise Dead
Shield Suggestion 4th Level Wall of Force
Sleep Warding Bond Banishment
3rd Level

MAGICAL GIRL | CREATED BY


FREELANCE GM, REVISED BY
8 /U/SHYWINDS

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