The Magical Girl
For some warlocks it is not about who the pact is with, but what the pact is for. Magical Girls can make their pacts with a multitude of beings, from ancient horrors to benevolent deities or even powerful magical items. No matter the source, a Magical Girl's power is used with flair and heart as she strikes at the emotional (and sometimes physical) hearts of her enemies.
Transformation Sequence
At 1st level, your patron grants you access to a small extradimensional space for you to store some of your equipment for ease of access in times of need.
This extradimensional space is limited and can be used to hold:
- Two one-handed items/weapons OR a two handed item/weapon (and up to one "quiver" of any ammunition that weapon uses)
- One set of armor or clothing
- Up to three magic items which you are attuned to.
As an action, you can store one or multiple items that fit these criteria in this extradimensional space.
As an action, you can initiate your transformation. When you do so, any equipment of your choice is swapped out with items from the extradimensional space. Items not swapped out are either destroyed or dropped at your feet, your choice. Magical items cannot be destroyed by this feature.
Reverting the transformation is also an action. If your original gear was swapped with your magical gear, it is returned to you. Otherwise you must retrieve it yourself.
If you die, any items stored in your extradimensional space appear in the nearest unoccupied space beside you.
Expanded Spell List
The Magical Girl 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.
Magical Girl Expanded Spells
| Spell Level | Spells |
|---|---|
| 1st | Bless, Command, Healing Word |
| 2nd | Aid, Magic Weapon, Zone of Truth |
| 3rd | Beacon of Hope, Revivify, Spirit Guardians |
| 4th | Aura of Life, Aura of Purity, Conjure Woodland Beings |
| 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.
Pact Flair
Starting at 6th level, the power you have gained as a part of your pact improves further, based on the boon you have chosen.
Pact of the Blade
- You learn a cantrip of your choice from the following list: booming blade, greenflame blade, lightning lure, sword burst. If you know all of these cantrips, you learn a warlock cantrip of your choice.
- You gain proficiency with medium armor and shields.
- You can summon your pact weapon as a part of your transformation sequence.
- You can use your pact weapon as a spellcasting focus and can use somatic components while wielding your pact weapon even if your other hand is occupied.
- If you cast a cantrip which requires a weapon attack with your action (such as booming blade), you may use your bonus action to cast an additional cantrip which requires a weapon attack.
Pact of the Chain
- When you use your action to cast a cantrip, you can use a bonus action to have your familiar use its reaction to make one attack.
- When summoned, your familiar gains temporary hit points equal to your Charisma modifier times half your level. These hit points last until they are lost or the familiar is dismissed.
- If your familiar is adjacent to you, you can use your reaction to cause any attack targeting your familiar to target you instead.
- If you are adjacent to your familiar and you are attacked, you can use your reaction to cause any attack targeting you to target your familiar instead.
- Your familiar learns a number of spells equal to your Charisma modifier from your warlock spell list with a maximum level of half of your proficiency bonus. It can cast each of these spells once per day. The save DC of these spells is equal to your spell save DC.
Pact of the Tome
You can now copy down warlock spells into your tome. This follows the same rules as copying spells into a wizard's spellbook, however you can also copy down warlock cantrips.
At the end of a long rest, you can swap out a number of spells known equal to your Charisma modifier with spells from your book of the same level or lower. You cannot swap "out" a cantrip, though you can still swap one "in". These swapped spells remain until you use this feature again.
Power of Friendship
Beginning at 10th level you gain the ability to channel the support of your friends and those who depend on you into one powerful strike. As an action, you can begin to channel this ability as if concentrating on a spell. If your concentration is broken, all progress is lost and you must start over.
On your turn you can use an action to unleash your stored power. Choose a point within 120 feet, all creatures within a 15 foot radius of that feet must make a Constitution saving throw, taking 5d6 damage of a type of your choice (typically radiant or force) on failure and half on success. Additionally, any creature which failed its saving throw is unable to regain hit points and makes all attacks at disadvantage until the end of your next turn.
While you are channeling the ability, nearby allies (who have at least 10 class levels) can use their action, reaction, or bonus action (maximum of one of these per round) to increase the damage of the ability by 2d6. Any creatures under 10th level can still support you, but must use their action to do so and only increase the damage by 1d6. The maximum strength of this ability is 20d6.
Once you have used this ability, you regain use of it after a long rest. If your concentration is broken, you regain use of this feature after 1 minute.
Final Form
Starting at 14th level, you gain the ability to tap into a reserve of energy when the situation turns dire. You gain the ability to transform into a second form. When you gain this feature, select one Final Form. Each option has a unique trigger and benefits. Once you have used your Final Form you cannot use it again until after a long rest.
Mankai
As a reaction when you take damage and would end up at fewer than half hit points, you can choose to halve the incoming damage and transform. Your movement speed increases by 15 feet, opportunity attacks against you are made with disadvantage, and you can add your spellcasting modifier to any and all concentration checks you make. For the duration, whenever you deal damage with a spell or an attack you deal additional damage to one target equal to your spellcasting modifier.
Unyielding
As a reaction when you are reduced to 0 hit points, you immediately regain hit points equal to your warlock level + your Charisma modifier. You have resistance to all damage for 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.