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The Magical Girl Pact Flair

For some warlocks it is not about who the pact is with, but Starting at 6th level, the power you have gained as a part of
what the pact is for. Magical Girls can make their pacts with a your pact improves further, based on the boon you have
multitude of beings, from ancient horrors to benevolent chosen.
deities or even powerful magical items. No matter the source, Pact of the Blade
a Magical Girl's power is used with flair and heart as she You learn a cantrip of your choice from the following list:
strikes at the emotional (and sometimes physical) hearts of booming blade, greenflame blade, lightning lure, sword
her enemies. burst. If you know all of these cantrips, you learn a warlock
Transformation Sequence cantrip of your choice.
At 1st level, your patron grants you access to a small You gain proficiency with medium armor and shields.
extradimensional space for you to store some of your You can summon your pact weapon as a part of your
equipment for ease of access in times of need. transformation sequence.
This extradimensional space is limited and can be used to You can use your pact weapon as a spellcasting focus and
hold: can use somatic components while wielding your pact
weapon even if your other hand is occupied.
Two one-handed items/weapons OR a two handed If you cast a cantrip which requires a weapon attack with
item/weapon (and up to one "quiver" of any ammunition your action (such as booming blade), you may use your
that weapon uses) bonus action to cast an additional cantrip which requires a
One set of armor or clothing weapon attack.
Up to three magic items which you are attuned to. Pact of the Chain
As an action, you can store one or multiple items that fit When you use your action to cast a cantrip, you can use a
these criteria in this extradimensional space. bonus action to have your familiar use its reaction to make
As an action, you can initiate your transformation. When one attack.
you do so, any equipment of your choice is swapped out with When summoned, your familiar gains temporary hit points
items from the extradimensional space. Items not swapped equal to your Charisma modifier times half your level.
out are either destroyed or dropped at your feet, your choice. These hit points last until they are lost or the familiar is
Magical items cannot be destroyed by this feature. dismissed.
Reverting the transformation is also an action. If your If your familiar is adjacent to you, you can use your
original gear was swapped with your magical gear, it is reaction to cause any attack targeting your familiar to
returned to you. Otherwise you must retrieve it yourself. target you instead.
If you die, any items stored in your extradimensional space If you are adjacent to your familiar and you are attacked,
appear in the nearest unoccupied space beside you. you can use your reaction to cause any attack targeting you
to target your familiar instead.
Expanded Spell List Your familiar learns a number of spells equal to your
The Magical Girl lets you choose from an expanded list of Charisma modifier from your warlock spell list with a
spells when you learn a warlock spell. The following spells are maximum level of half of your proficiency bonus. It can
added to the warlock spell list for you. cast each of these spells once per day. The save DC of
these spells is equal to your spell save DC.
Magical Girl Expanded Spells
Spell Pact of the Tome
Level Spells You can now copy down warlock spells into your tome. This
1st Bless, Command, Healing Word follows the same rules as copying spells into a wizard's
spellbook, however you can also copy down warlock cantrips.
2nd Aid, Magic Weapon, Zone of Truth At the end of a long rest, you can swap out a number of
3rd Beacon of Hope, Revivify, Spirit Guardians spells known equal to your Charisma modifier with spells
from your book of the same level or lower. You cannot swap
4th
Aura of Life, Aura of Purity, Conjure Woodland "out" a cantrip, though you can still swap one "in". These
Beings swapped spells remain until you use this feature again.
5th Circle of Power, Greater Restoration, Hallow

Improved Transformation
By 6th level, you no longer need to save animation budget by
going through your full transformation sequence every time
you do it. You can choose to use a bonus action to transform
into/back from your alternate outfit if you so wish.

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This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
Power of Friendship Final Form
Beginning at 10th level you gain the ability to channel the Starting at 14th level, you gain the ability to tap into a reserve
support of your friends and those who depend on you into one of energy when the situation turns dire. You gain the ability to
powerful strike. As an action, you can begin to channel this transform into a second form. When you gain this feature,
ability as if concentrating on a spell. If your concentration is select one Final Form. Each option has a unique trigger and
broken, all progress is lost and you must start over. benefits. Once you have used your Final Form you cannot use
On your turn you can use an action to unleash your stored it again until after a long rest.
power. Choose a point within 120 feet, all creatures within a
15 foot radius of that feet must make a Constitution saving Mankai
throw, taking 5d6 damage of a type of your choice (typically As a reaction when you take damage and would end up at
radiant or force) on failure and half on success. Additionally, fewer than half hit points, you can choose to halve the
any creature which failed its saving throw is unable to regain incoming damage and transform. Your movement speed
hit points and makes all attacks at disadvantage until the end increases by 15 feet, opportunity attacks against you are made
of your next turn. with disadvantage, and you can add your spellcasting modifier
While you are channeling the ability, nearby allies (who to any and all concentration checks you make. For the
have at least 10 class levels) can use their action, reaction, or duration, whenever you deal damage with a spell or an attack
bonus action (maximum of one of these per round) to increase you deal additional damage to one target equal to your
the damage of the ability by 2d6. Any creatures under 10th spellcasting modifier.
level can still support you, but must use their action to do so
and only increase the damage by 1d6. The maximum strength Unyielding
of this ability is 20d6. As a reaction when you are reduced to 0 hit points, you
Once you have used this ability, you regain use of it after a immediately regain hit points equal to your warlock level +
long rest. If your concentration is broken, you regain use of your Charisma modifier. You have resistance to all damage for
this feature after 1 minute. the duration of the transformation. During the transformation
when you start your turn at under half hit points, you regain
hit points equal to your Charisma modifier and gain
temporary hit points equal to your Charisma modifier.
Defender
As a reaction when an ally you can see is reduced to 0 hit
points, you gain a fly speed of 40 feet and can move up to your
movement speed towards that ally without provoking
opportunity attacks. If you end your movement adjacent to
that ally you can suffer the damage instead of them.
For the duration of the transformation, all allies within 30
feet of you reduce all damage taken by your Charisma
modifier (minimum 1). Additionally, when you use your action
to stabilize a creature you can use your spell attack bonus
instead of making a medicine check, and if you beat a DC of
20 when stabilizing, they immediately regain an amount of hit
points equal to your Charisma modifier.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.
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