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Level Proficiency Bonus Features Mana Max Spell Level

1st +2 Regalia, 2 1
Bestowment [2]
2nd +2 Path 2 1
3rd +2 Bestowment 3 2
4th +2 Ability Score 4 2
Improvement
5th +3 Path 5 3
6th +3 Bestowment 6 3
7th +3 Bestowment 7 4
8th +3 Ability Score 8 4
Improvement
9th +4 Bestowment 9 5
10th +4 Path 10 5
11th +4 Bestowment 11 5
12th +4 Ability Score 12 5
Improvement
13th +5 Bestowment 13 5
14th +5 Bestowment 14 5
15th +5 Path 15 5
16th +5 Ability Score 16 5
Improvement
17th +6 Bestowment 17 5
18th +6 Bestowment 18 5
19th +6 Ability Score 19 5
Improvement
20th +6 Path 20 5

HIT POINTS:

Hit Dice: 1d8 per Magical Girl Level


st
Hit Points at 1 Level 8+ your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magical Girl level after first

PROFIENCIES:

Armor: None

Weapons: Simple weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose any two


A strange magical animal enters a peasant girl’s room at night, offering her power
unimaginable in exchange for entering an unbreakable contract.

Calling upon the power of an ancient past life, a wood elf transforms into a powerful
war-maiden, laying waste to the orcs threatening her village.

Shouting a triumphant battlecry, an aged grandmother raises a foci into the air,
returning to her youth. Her sword makes quick work of the werewolf in her kitchen.

Warriors of justice, soldiers of love, heroes of light and life, magical girls are united in
the dream of a world without evil. Powered by the raw magic of Hope, they take
perfected forms, doing battle with creatures otherwise far beyond their competency,
demons, undead, evildoers, and the corrupt.

[More Flavor Text/Descriptions]

REGALIA:

In her natural state, a magical girl is frail, weak, and mundane, a normal young girl
completely unready for the enemies of Hope. But through the powers of light, she can
take on the form of a heroic entity. As a bonus action on your turn, you can activate your
Regalia, with the following effects.

-Your Armor Class equals 10+your Dexterity Modifier+ your Charisma modifier.

-Your clothing, previous armor, as well as any worn or carried equipment you choose to,
is fused with your new form, becoming inaccessible as long as your Regalia is active.

-You gain the use of Bestowments.

-You take the appearance of any creature of your Size and Race, wearing whatever
clothing or armor-like clothing you choose. The clothing chosen does not affect your
statistics. This form is preset when one becomes a magical girl.

BESTOWMENTS:

Bestowments are the bread and butter of magical girls, the application of their arcane
might to improve their bodies and perform acts of wonder. Bestowments effects only
apply and can only be used when one’s Regalia is active. Many Bestowments cost
Mana to activate. Mana is the arcane resource of Hope by which magical girls perform
their miraculous abilities. Once expended, Mana is restored to full after a short or long
rest.

DARK VISION: A magical girl gains darkvision out to a distance of 60 feet.

SPEED INCREASE: A magical girls’ speed increases by 10 feet, and then by an


addition 5 feet each time this Bestowment is selected.

JUMP: The light of Hope allows a magical girl to reach new heights. She is always
counted as though under the effects of a Jump spell, tripling her high and long jump
distance.

FAMILIAR: A magical girl gains a familiar as per the Find Familiar spell. This familiar
has an INT of 10, is often of unusual appearance for its species, and speaks one
language you know.

MAGIC WEAPON: A magical girl can summon a weapon in which she is proficient
either as part of summoning her Regalia, or as an action at any point afterwards. This
weapon can be dismissed as an action, and counts as magical for the purposes of
overcoming resistance and immunity to nonmagical attacks and damage.

MAGIC SHIELD: A magical girl can summon a shield either as part of summoning her
Regalia, or as an action at any point afterwards. This shield can be dismissed as an
action. As a reaction while holding this shield, a magical girl can cast Shield as the spell
at the price of 2 Mana. A magical girl must be proficient in shields to take this
Bestowment.

MAGIC TRICKS: A magical girl learns two cantrips from any classes spell list.

MAGIC TALENT: A magical girl learns a single spell from the Evocation, Abjuration, or
Transmutation schools, regardless of class list, of a level she can cast [shown above]
She does so by spending Mana of an amount determined by the level of the spell.
These spells use her Charisma to determine Spell Attack and Spell DC.

Level Mana Cost


1 2
2 3
3 4
4 5
5 6
Ability Score Improvement:

Level 4th, 8th, 12th , 16th, 19th.

PATH:

At level 2, a magical girl undergoes a specialization, focusing her ability into one of two
skillsets. The Senshi is a battlehardened warrior that approaches enemies head on,
striking through their defenses with waves of magic before cutting them to pieces with
melee weapons. The Lightbringer focuses on the arcane aspects of the magical girl.

SENSHI
Level 2: At second level a Senshi becomes proficient with shields and martial weapons

Level 5: Extra Attack

Level 10: At tenth level, a Senshi adds her Charisma modifier to the damage done with
all weapons.

Level 15: At fifteenth level, a Senshi becomes immune to the charmed, frightened, and
paralyzed conditions.

Level 20: At twentieth level, a Senshi can become an avatar of Hope. As an action, you
undergo an additional more powerful transformation, taking on new Regalia. While
wearing this, you are under the following effects.

-Your Armor Class equals 13+your Dexterity Modifier+ your Charisma modifier.

-Your clothing, previous armor, as well as any worn or carried equipment you choose to,
is fused with your new form, becoming inaccessible as long as your Regalia is active.

-You gain the use of Bestowments.

-You gain resistance to piercing, slashing, and bludgeoning damage.

-You gain Extra Attack [2]

This transformation lasts for one hour, or until you dismiss it as an action. After taking
this form you must perform a long rest before you can take it again.
LIGHTBRINGER

Level 2: At second level a Lightbringer gains the Ritual Caster feat.

Level 5: At fifth level a Lightbringer gains two additional Bestowments of her choice.

Level 10: At tenth level a Lightbringer adds her Charisma modifier to the damage of any
cantrip she casts.

Level 15: At fifteenth level, as a reaction, a Lightbringer can spend 3 Mana to gain
advantage on any saving throw.

Level 20: At twentieth level a Lightbringer regains one Mana at the beginning of each of
her turns.

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