The Magical Girl

by Serifina

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The 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.

Creating a Magical Girl

As you are creating a Magical Girl, the most important question is “what do you want to transform into?” Is your transformation some kind of beast-like form, a knight in shining armor, or an older, more regal version of your current self? Second, what does your transformation do? Do you rely on martial prowess or magical ability? This should tell you which Magical Promise to make.

The next step is to consider who your character made a promise to, as well as why. Is your Magical Promise with a ghost that lives in your Heirloom, an extra-planar being such as an angel, or an ideal? What can you do to fulfill that promise? Once your original goal is completed, how can you continue to uphold the terms of your Magical Promise?

The Magical Girl
Level Proficiency Bonus Features Spells Known Spell Slots Slot Level
1st +2 Magical Promise, Transformation (2/rest) 0 0
2nd +2 Charm Casting, Fighting Style 2 2 1
3rd +2 Magical Charms 3 2 1
4th +2 Ability Score Increase 3 2 1
5th +3 Extra Attack 4 2 2
6th +3 Promise Feature 4 2 2
7th +3 Power of Friendship 5 2 2
8th +3 Ability Score Increase 5 2 2
9th +4 Magical Charm 6 2 3
10th +4 Promise Feature 6 2 3
11th +4 Transformation 7 3 3
12th +4 Ability Score Increase 7 3 3
13th +5 Magical Charm 8 3 4
14th +5 Promise Feature 8 3 4
15th +5 Strength of Spirit 9 3 4
16th +5 Ability Score Increase 9 3 4
17th +6 Magical Charm 10 3 5
18th +6 Power of Friendship Improvement 10 3 5
19th +6 Ability Score Increase 11 3 5
20th +6 Promise Fulfilled 11 3 5

Quick Build

You can quickly make a Magical Girl by following these suggestions. Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Folk Hero background.

Class Features

As a magical girl, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per magical girl level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magical Girl level after first level

Proficiencies


  • Armor: Light Armor
  • Weapons: Simple Weapons
  • Tools: None

  • Saving Throws: Constitution, Charisma
  • Skills: Choose two from Acrobatics, Arcana, Insight, Perception, or Persuasion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Your heirloom, which could be (a) a signet ring, (b) an amulet, (c) a set of fine clothes, or (d) a martial weapon of your choice
  • (a) A quarterstaff or (b) a dagger
  • (a) A diplomat's pack or (b) a scholar's pack

Heirloom

At first level, you possess a unique heirloom that grants your magical powers. The heirloom can be any piece of mundane gear you possess, but it is typically a piece of jewelry or other trinket. You can use your heirloom as a spellcasting focus, and you must have your heirloom on your person to be able to use the Magical Girl's Transformation feature. If this heirloom is lost, you may use an action to summon it back to your hand. If it is destroyed, or lost on another plane of existence, you may perform a ritual during a short rest to recreate it.

Magical Promise

At first level, a Magical Girl makes a promise to an extraordinary being in exchange for power. This Magical Promise determines the abilities and the manifestations of the Magical Girl's transformation. Choose the Promise of Friendship, Promise of Safety, Promise of Understanding, or Promise of Retribution, all detailed at the end of the class description. Your choice grants you class features at 1st, 6th, 10th, and 14th levels.

Transformation

As a bonus action, you can undergo a magical transformation into your alternate form. The transformation generally has a cosmetic change. This could be something minor, such as a difference in hair color, or it could be a major change, such as a new outfit suddenly appearing over your clothing. Transforming requires the Magical Girl's heirloom. In order to transform, your Heirloom must be on your person. You have two uses of your Transformation at first level, which return after a short or long rest.

While you are transformed and not wearing armor, your armor class is equal to 10 + your Dexterity Modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Transforming helps disguise the Magical Girl's true identity. Unless someone sees you transform, they are unable to connect your transformed self with your true self. In addition, magical divination cannot reveal the true identity of a magical girl.

You can maintain your Transformation for up to one hour. If you are knocked unconscious, your transformation ends early. You may also end your transformation as a bonus action.

Radiant Arsenal

At first level, you choose on weapon or weapon set as your radiant arsenal. You may summon these as an action, or they may be summoned as part of transforming.

  • Up to two thrown weapons which, if thrown, dissipate and reappear in your hands at the end of your turn.
  • Any weapon with the ammunition property, which has unlimited ammunition. The ammunition, once fired, dissipates at the end of your turn.
  • Two light weapons.
  • Up to two one-handed weapons, or one-handed weapon and a shield.
  • 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. If dropped, they dissipate. While you are wielding your radiant weapons, you may transform your current weapon (or weapons) into a different option on the list above, or dispel your radiant weapons completely, as a bonus action.

Charm Casting

At second level, Magical Girls gain access to a unique form of Spellcasting called Charm Casting, which can only be accessed while in their transformed state.

Spell Slots

The Magical Girl table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your magical girl spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Bless, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher

At 1st level, you know two 1st-level spells of your choice from the magical girl spell list.

The Spells Known column of the magical girl table shows when you learn more Magical Girl spells of your choice of 1st level and 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 level. When you reach 6th level, for example, you learn a new Magical Girl spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the Magical Girl spells you know and replace it with another spell from the Magical Girl spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Charisma is your spellcasting ability for your Magical Girl spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Magical Girl spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus +

your Charisma modifier

Spell attack modifier = your proficiency bonus +

your Charisma modifier

Spellcasting Focus

You can use your heirloom as a spellcasting focus for your magical girl spells.

Fighting Style

At second level, the Magical Girl may also choose a fighting style from the list below:

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

When you roll a 1 or 2 on the damage die for an attack you make with a melee weapon you are wielding with two hands, you can re-roll the die and must use the new result even if it is a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Magical Charms

At third level, a magical girl's powers manifest themselves to be more in tune with their wielder's personality. At third level, you may choose two magical charms from the list below. You get one additional charm at 9th, 13th, and 17th levels. You may only take a magical charm once, unless the charm says otherwise. Additionally, when you gain a level in this class, you may choose one of the magical charms you know, and replace it with another magical charm you could learn at that level.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action.

Power of Friendship

At 7th level, you become immune to being charmed or frightened, so long as there is an ally within 30 feet. Additionally, allies within 30 feet have advantage on saving throws against being charmed or frightened. At 18th level, you are immune to being charmed or frightened so long as you can see an ally, and allies within 60 feet have advantage against being charmed or frightened.

Strength of Spirit

At 15th level, your dedication to your promise is so strong, it manifests as a protective barrier. When you need to make a saving throw using an ability other than Charisma, you may choose to make a Charisma saving throw instead. You may do this a number of times equal to your Charisma modifier. You regain expended uses when you complete a long rest.

Promise Fulfilled

At 20th level, you can find strength in your abilities, even when it seems hopeless or futile. If you roll initiative and have no uses of Transformation left, you regain one use.

Promises

Magical girls make promises, to themselves or others, and that promise gives them power. The promise you make determines what powers you receive.

Promise of Friendship

The Magical Girl dedicates herself to her allies, their ambitions, and their goals. Your transformation is an idol of sorts, a beautiful and inspiring leader.

Irresistible

At first level, you add 1/2 your proficiency bonus to Charisma checks you are not proficient in. While you are transformed, you have advantage on Charisma (Performance) and Charisma (Persuasion) checks.

Beacon of Inspiration

Starting at first level, your transformation is a beacon of inspiration to your allies. While you are transformed, you may use your reaction to add 1d4 to one ability check, attack roll, or saving throw made by a friendly creature within 30 feet of you who can see you.

Inspiring Strike

At sixth level, your fighting style shifts to aiding your allies more than fighting alone. When you take the attack action, you may forfeit your second attack in order to give an ally within 5 feet of your target advantage on their next attack roll against that creature.

Improved Inspiration

Beginning at 10th level, you may use your Beacon of Inspiration ability even if you are not transformed. If you are transformed, friendly creatures add 1d8 to their roll, instead of 1d4.

Passive Inspiration

At 14th level, your presence becomes an intoxicating aura of confidence. While you are transformed, friendly creatures within 30 feet of you may roll 1d4 and add the result to one ability check, attack roll, or saving throw they make on their turn.

Promise of Safety

The Magical Girl swears to defend the innocent, and protect the weak. Your transformation is an avatar of battle, capable of taking on threats significantly more dangerous than you could hope to defeat alone.

Weapon Training

At first level, you gain proficiency with martial weapons, medium armor, and shields.

Skilled Charger

At sixth level, you become especially adept at rushing your foes. 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.

One Body, Two Souls

Beginning at 10th level, your transformation can protect you from mortal harm. If you would be reduced to 0 hit points, or killed outright while you are transformed, you may end your Transformation in order to go to 1 hit point instead.

Purging Transformation

At 14th level, your transformation reinvigorates your body. You can transform as long as you are conscious, even if you normally could not. If you are incapacitated, paralyzed, petrified, poisoned, restrained, or stunned, transforming immediately ends any number of those conditions currently affecting you.

Promise of Understanding

The Magical Girl's promise is to solve a mystery that eluded the one the promise was made to. Your transformation is a beacon of light against the darkness of ignorance.

Radiant Blast

When you take the Attack action, you may substitute one or more of your attacks with a blast of brilliant energy. This blast has a 60ft range, and requires a ranged Spell attack to hit. On a successful hit, a blast deals 1d6 radiant damage, plus your Charisma modifier. While you are transformed, the damage increases to 1d8 radiant damage, plus your charisma modifier.

Comprehension

You gain proficiency with 2 languages, 2 tools, or 1 language and 1 tool of your choice.

Radiant Salvo

At sixth level, if you use the Attack action to make two Radiant Blast attacks, you may make a third Radiant Blast attack as a bonus action.

Magical Understanding

By 10th level, your Promise has given you a level of clarity that other people do not possess. You gain proficiency in Wisdom Saving Throws. While you are transformed, you have advantage on all saving throws against spells.

Intense Radiance

At 14th level, any Radiant damage you deal ignores resistance to radiant damage.

Promise of Retribution

Sometimes, the Magical Girl’s promise is not a positive one. This corrupted promise results in a fearsome alternate form. The Magical Girl becomes vicious and violent, constantly teetering on the edge of becoming something monstrous.

Negative Energy

Your radiant weapons are vicious and cruel. They deal necrotic damage instead of radiant damage.

Retribution

In response to taking damage, you may use your reaction to target the creature that dealt damage to you with the fury of your Promise. Until that creature is dead, or reduced to 0 hit points, you gain a bonus to attack rolls equal to your Charisma bonus, and damage rolls equal to your proficiency bonus. You may use this ability a number of times equal to your Charisma modifier. You regain all uses of this ability when you take a long rest.

Ferocity

At sixth level, you ferociously assault your chosen foes. Once per turn, you may add your Charisma modifier to the damage roll of an attack you make.

Bathe in Blood

By 10th level, your need for retribution has descended into outright bloodlust. Whenever you kill an enemy targeted by your Retribution ability, you gain temporary hit points equal to your Charisma modifier plus your Magical Girl level.

Unstoppable!

At 14th level, your perverted sense of justice has all but consumed you. While you are transformed, you stubbornly refuse to die. If you would be reduced to 0 hit points, or killed outright, you may attempt a Constitution saving throw with a DC equal to 5 + the damage taken. On a success, you drop to 1 hit point instead.

Magical Charms

Altered Ability

When you choose this charm, pick an ability score. That ability score has a +2 bonus while you are transformed, but cannot be increased above 20. At 17th level, this Charm can increase an ability score above 20, to a maximum of 22. You may choose this magical charm more than once, but each time you must choose a different ability score.

Awoken Familiar

You gain the ability to cast Find Familiar. Your familiar can speak any languages you know, and has an Intelligence and Wisdom score of 11+ your Charisma modifier. Your familiar can cast Augury once per short or long rest. When you reach 9th level, it can cast Divination once per long rest.

Blinding Transformation

You may only have one Transformation effect.


Your transformation is especially bright. Creatures within 15 feet of you that can see you must make a Constitution saving throw against your Spell Save DC. On a failure, that creature is blinded for a number of rounds equal to your Charisma modifier. At the end of their turn, affected creatures may make a new saving throw, ending the blindness on a successful save.

Durable Form

When you transform, you gain a number of Temporary Hit points equal to 2d4 plus your Charisma modifier. The number of dice increases to 3d4 at 9th level, 4d4 at 13th level, and 5d4 at 17th level.

Elemental Favor

Choose acid, cold, fire, lightning, or thunder. You are resistant to that kind of damage, even while you are not Transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage. You may take this Charm multiple times, but you must choose a different damage type each time.

Elemental Transformation

You may only have one Transformation effect. When you pick this Charm, choose acid, cold, fire, or lightning. Creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure They take 4d6 damage of the chosen type, or half as much on a successful save. The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

Enhanced Weapons

Prerequisite: Promise of Safety


Choose one or two weapons you possess, or your radiant weapons. While you are wielding those weapons, they count as Magical. At 13th level, the weapons become more potent while you are transformed, dealing 1d8 additional damage of the same kind of damage they normally deal.

Explosive Transformation

You may only have one Transformation effect.


When you transform, there is a thunderous explosion. Creatures within 10 feet must make a Constitution saving throw. On a failure, they take 2d6 Thunder damage and are pushed 10 feet away from you. On a successful save, they take half damage and are not pushed. The damage increases to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.

Extra Magic

Prerequisite: Promise of Understanding


Choose two spells from any class's spell list. The spells must be a level you can cast with a casting time of one action, bonus action, or reaction. You add the chosen spells to your list of Spells Known. At 9th, 13th, and 17th level, you may choose to learn 1 additional spell.

Fearsome Transformation

You may only have one Transformation effect.


Your transformation is terrible to behold. Creatures within 10 feet of you must make a Wisdom saving throw against your Spell Save DC or become frightened for a number of rounds equal to your Charisma modifier. At the end of their turn, affected creatures may make a new saving throw, ending the fear effect on a successful save.

Finishing Move!

Prerequisite: 13th level


When you hit a creature with a weapon or spell attack, you may declare a Finishing Move before you roll damage. Your target must immediately make a Constitution saving throw. If the enemy has more than 1/4 its hit points remaining, it automatically passes this saving throw. On a successful result, the creature takes normal damage from the attack. On a failed saving throw, the Finishing Move becomes a critical hit, and deals additional damage equal to your magical girl level. If the amount of damage dealt is enough to kill the creature, you regain one use of this ability. Otherwise, you may not use this ability again until you complete a long rest.

Light Step

You can cast Feather Fall at will, without expending a spell slot or material components. While you are transformed, your jump distance is tripled. At 13th level, you gain a fly speed equal to your walking speed while you are transformed.

Magical Soul

You gain the ability to cast spells while not transformed.

Mass Appeal

Prerequisite: Promise of Friendship, 9th level


You may cast Dominate Person or Geas without expending a spell slot. Once you do, you may not cast either spell again until you complete a long rest. If you are at least 13th level, you may cast Mass Suggestion while you are transformed. Once you do, you may not do so again until you complete a long rest.

Misty Transformation

You may only have one Transformation effect.


Swirling fog or thick smoke exudes from you out to a 10-foot radius when you transform. This fog provides 3/4 cover, and lasts for a number of rounds equal to your Charisma modifier, or until it is dispersed by a strong wind.

Sacrifice

Prerequisite: 9th level.


Add Revivify to your list of spells known. You can cast 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.

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. When your transformation ends, the armor returns to its previous location.

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

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