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# Magical Girls Facing a dragon as it breathes hot air all around her, a young girl holds her ring high and disappears in a blinding light, only to reappear in magnificent robes. She closes her eyes and utters a chant, purging the dragon in a blast of magic. Clutching a staff in quivering hands, a small elven boy transforms into a knight clad in armour, and smirks down at the group of kobolds who had once been prepared to murder him. Despite the name, Magical Girls can be either male or female. They are shining beacons of light in a world of darkness, spreading hope to all those who see them as they strike down monstrous creatures. ### A Magical Girls Wish A Magical Girl is created through a wish they make to a higher being. Their wish often defines what sort of Magical Girl they are, whether they are on the frontlines in battle, or heal and support their allies. A wish is often granted by a Deity, though other beings, such as Archfey and Celestials, can also grant wishes. However, as expected, The Higher Being often asks for something in return. In this case, it is serving them as a Magical Girl. A wish can be anything, ranging from getting a simple object, or compelling someone to fall in love with them. Often, the greater the wish, the more powerful the Magical Girl. A wish, once granted, will always manifest in a physical form, though the form differs depending on the wish that was made. ### Battle Avatars A mortal body is not ideal for a fighting environment. As such, they are capable of taking on forms more prepared for battle. Though it may not always seem it, the clothes they wear are suffice for any battle, whether they like to stay on the sides to support allies or charge headfirst into battle. A Magical Girls Battle Avatar often bears some sort of resemblance to the being whom granted a Magical Girls wish, whether it simply be a change of hair or eye colour, or a whole new set of clothes replacing the ones currently on the Magical Girl. ### Creating a Magical Girl AS you create your Magical Girl, think of the wish they made, and how it affected their life. Also think about who they prayed to. Did they pray to their God, or did they make a wish to a creature they came across during their travels? Did they wish for something mundane, such as a small object or food item, or did they wish for something larger, such as riches or fame? Did suddenly having power after previously having none change their life completely? Do you still communicate with the being who granted your wish? If so, do you have a good or bad relationship? Do they occasionally help you in your journey, or do they trip you up when they can? Do you take joy in your work as a Magical Girl, or do you begrudgingly do as you're told? #### Quick Build You can make a Magical Girl quickly by following these steps. First, have Charisma or Dexterity as your highest score, followed by the other as your second highest. Second, choose the Folk Hero background. \pagebreak ## Magical Girl Table
| Level | Proficiency Bonus | Features | Spells Known | Spell Slot Level | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Magical Wish, Transformation | 0 | 0 | | 2nd | +2 | Fighting Style, Spellcasting | 2 | 1 | | 3rd | +2 | Feather Step | 3 | 1 | | 4th | +2 | Ability Score Improvement | 3 | 1 | | 5th | +3 | Extra Attack | 4 | 2 | | 6th | +3 | Magical Wish Feature | 4 | 2 | | 7th | +3 | Radiant Attack | 5 | 2 | | 8th | +3 | Ability Score Improvement | 5 | 2 | | 9th | +4 | Weaponry Cloning | 6 | 3 | | 10th | +4 | Wish Feature | 6 | 3 | | 11th | +4 | Never Going Down | 7 | 3 | | 12th | +4 | Ability Score Improvement | 7 | 3 | | 13th | +5 | Evil To Good | 8 | 4 | | 14th | +5 | Wish Feature | 8 | 4 | | 15th | +5 | Radiant Attack Improvement | 9 | 4 | | 16th | +5 | Ability Score Improvement | 9 | 4 | | 17th | +6 | Friendship | 10 | 5 | | 18th | +6 | Wish Feature | 10 | 5 | | 19th | +6 | Ability Score Improvement | 11 | 5 | | 20th | +6 | Truest Friends | 11 | 5 |
### Class Features As a Magical Girl, you gain the following class features. #### Hit Points **Hit Dice:** 1d10 per Magical Girl level **Hit Points at 1st level:** 10 + your constitution modifier **Hit Point at higher levels:** 1d10 (or 6) + your constitution modifier per Magical Girl level after first level #### Proficiencies **Armour:** Light armour, shields **Weapons:** Simple weapons, Martial Weapons **Tools:** None **Saving Throws:** Charisma, Dexterity **Skills:** Choose two from Acrobatics, Deception, Persuasion, Perception, or Animal Handling #### Equipment You start with the following equipment, in addition to the equipment granted by your background. * The result of your wish, if it was physical (Up to your DM) * (a) dagger or (b) handaxe * (a) dungeoneers pack or (b) explorers pack * and a backpack with a tome of lore on something of your choice ### Magical Wish A Magical Girl's power is defined by the wish that they make. At level one, choose a Magical Girl archetype from the list at the bottom of the sheet. A Magical Girls wish grants them abilities at levels 1, 6, 10, 14, and 18. The abilities vary depending on the type of wish that the Magical Girl makes. \pagebreak ### Transformation Also starting at level 1, a Magical Girl can access the power of their wish to transform into their Battle Avatar. Transforming takes a bonus action to do, and you cannot be unconscious, restrained, or otherwise incapacitated before transforming. You also must have your manifested wish on you. You can transform only 2 times per rest. While you are transformed, you gain the following benefits: **Armour Class:** Your armour class is equal to 13 + your charisma modifier, provided that you are not wearing armour already **Duration:** Your transformation lasts for 1.5 hours, and ends early if you are knocked unconscious **Identity:** Unless you have transformed directly in front of someone, you cannot be linked to your Magical Girl form unless a DC 18 Investigation or Perception check is passed. **Magical Weapons:** When you transform, your hope manifests into a physical form, which takes the shape of either: * up to two thrown weapons * one two-handed weapon * a weapon with the ammunition property, which has unlimited ammunition * two light weapons, or one light weapon and a shield These weapons are made purely from the hope created by your wish, and, as a result of such, they deal radiant damage rather than their normal damage type. They cannot be held by anyone other than yourself, and as soon as they leave your hand or hit their target, they dissipate into mist. Should you not summon your weapons when you transform, you can use a bonus action to summon them. You can also use a bonus action to make them dissipate or change their form into one of the other weapon choices listed above. Lastly, when transformed, you gain an amount of spell slots equal to your Charisma Modifier divided by 2, rounded down. If you transform back without using spell slots, your remaining spell slots are wasted. ### Fighting Style At second level, a Magical Girl has trained enough to adopt a particular fighting style from the list below. #### Archery You gain a +2 attack to rolls with ranged weapons. #### Defense While using armour, you gain a +1 bonus to AC #### Dueling While wielding only a one-handed weapon, you gain a +2 bonus to damage rolls with that weapon #### Two-Weapon Fighting While using two weapons, you can add your ability modifier to the attack roll of your second weapon. ### Spellcasting Over time, the power of your wish has unlocked new abilities within you, and, as such, you are now able to cast spells. At 2nd level, you gain the ability to cast spells from the Magical Girl spell list. The level and amount of spell slots are shown on the table above. All spell slots are the level of your highest possible spell level. Additionally, Magical Girls do not prepare spells. Rather, you have a list of spells known which you can cast at any time, provided it is of a level which you can cast and you have a spell slot available. The Magical Girl Spell list is shown at the bottom of the sheet. **Spellcasting Ability** Your Spellcasting ability is Charisma. **Spell Save DC** is 8 + your proficiency bonus + your charisma modifier. **Spell Attack Bonus** is your proficiency bonus + your charisma modifier. **Spellcasting Focus** If a spell requires a focus, you must use your manifested wish. ### Feather Step By 3rd level, your wish has started to enhance your physical body. Your jump distance in your Magical Girl form is tripled, and in your regular form, it is doubled. ### Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or two ability scores by 1. As normal, you cannot increase an ability score over 20 using this feature. ### Extra Attack Beginning at 5th level, you can choose to attack twice, instead of once, whenever you take the attack action on your turn. ### Radiant Attack Starting at 7th level, all of your weapons deal radiant damage instead of their normal attack type, whether you are transformed or not. At 15th level, your attacks ignore resistance to radiant damage. ### Weaponry Cloning Once you reach 9th level, as an action, you can clone your Magical Weapons an amount of times equal to 1d4 + your proficiency bonus. As a reaction to an attack, you may launch up to half of your weapon clones at the creature who attacked you. The weapon clones do 1d6 damage, regardless of what weapon they are. If your Magical Weapon is ranged, you create ammunition instead. At 14th level, this increases to 2d4, and at 18th level, it increases to 3d4. ### Never going down At 11th level, your wish augments you once more, and from now on, if you are knocked unconscious, or killed, you can end your transformation to come back to life with 1 healthpoint. \pagebreak ### Evil To Good At the 13th level, using a spell slot and an action, you can switch the alignment of one evil creature that you can touch. You can do this once per long rest. ### Friendship Beginning at 17th level, you and allies who are within 60 feet of you have advantage on saving throws of any kind. ### Truest Friends At 20th level, your wish has reached the hearts of your friends as well. You can find hope in your friends, even when the world seems dark. If you are out of transformation uses, you regain a use if an ally is within 60 feet of you. ## Magical Girl Archetypes A Magical Girls Wish changes the type of powers she has. There are four different types, as listed below. The four most common wishes are the Wish of Souls, the Wish of Sins, the Wish of Hope, and the Wish of Destitution. Each have their own abilities, activated at levels 1, 6, 10, 14, and 18. ### The Wish of Souls A Magical Girl who has made a wish of souls has made a wish related to helping others. They harness great power, intense to the point that their wish can only be manifested into a precious gem. The gem can also take the form of being a part of jewelry. Once transformed, your gem turns into your weapon. #### Radiant Transformation Your transformation is one of light, one of hope. Every time you transform, everyone within 10 feet of you who are not considered an ally must make a dexterity saving throw against your spell save DC. Those who fail take 1d8 radiant damage, which increases to 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 15th level. Once you reach 10th level, your transformation ignores resistance to radiant damage. #### Resistance At 6th level, your gem has evolved to increase your tolerance to attacks. You gain resistance to either piercing, slashing, or bludgeoning damage, your choice. #### Expert Rusher Starting at 10th level, you become adept at rushing into battle. If your initiative is higher than over half the enemies in battle, you have advantage on attack rolls for the next two rounds. #### Enhanced Attacks At 14th level, your gem grants you the ability to do increased damage on attacks. You can now add your Charisma modifier onto attacks that you make when transformed. #### Magical Clones By 18th level, your gems power is fully unlocked. From now on, your cloned weapons do 2d8 damage rather than 1d6 damage when they are launched. ### The Wish of Sins A Magical Girl who has made a Wish of Sins has made a greedy wish, one for themselves rather than for the good of anyone else. As a result, their magic is dark and sinful. Your manifested wish takes the form of a ring with an emblem emblazoned on it. #### Sinful Magic The Sins have corrupted your Magical Weapons, as well as your transformation. Your Magical Weapons deal necrotic damage rather than radiant damage. When you transform, all creatures within 10 feet of you must make a dexterity saving throw against your spell save DC. If they fail, they take 1d8 necrotic damage, which increases to 2d8 at 10th level. #### Corrupted Cantrips At 6th level, you gain access to the following cantrips with no material components necessary: Infestation, Primal Savagery, and Acid Splash. Again at 15th level, you learn sword burst and Vicious Mockery. At your choosing, the cantrips can deal necrotic damage instead of their normal damage they do, with all the same other effects. #### Sinful Whispers Your wish has caused the whispers of sinners to circle your thoughts. Luckily, beginning at 10th level, you can use an action and a spell slot to send the whispers towards one of your enemies. Unless they succeed a Charisma save against your Spell Save DC, they take 1d8 necrotic damage for every turn until they succeed their save. However, if they succeed their initial save, you instead take 1d8 necrotic damage. #### Corrupted Spells At 14th level, You can cast the following spells at will: Animate Undead, Vampiric Touch, and Crown of Madness. These spells count as Magical Girl spells for you, and you can only cast them while transformed. At 19th level, you learn Blight, Summon Greater Demon, Negative Energy Flood and Finger of Death. You can cast these spells an amount of times equal to your Charisma modifier + your proficiency bonus per long or short rest. #### Necrotic Blast Starting at 18th level, you can harness the Sinful energy emanating from your wish, and send it towards an enemy of your choice. As an attack, you can send a blast of energy towards a creature within 30 feet of you. On contact, it deals 3d8 necrotic damage. This can be used for both of your attack actions, but you cannot target the same creature twice during a round. As a bonus action, you can also send a much weaker blast towards an enemy within 15 feet of you, which deals 1d6 necrotic damage instead, though it can be used against an enemy which has been targeted by one of your full blasts. ### The Wish of Hope A Magical Girl who has made a Wish of Hope has made a wish for the better of the future. Their powers are related to helping those around them, rather than themselves. Their wish has manifested into a small piece of clothing. Perhaps a small hairpiece, or a pair of shoes. \pagebreak #### Hopeful Transformation Your transformation is one of hope, that resonates in the very hearts of your allies. When you transform, all allies within 15 feet of you gain an amount of temporary healthpoints equal to 1d10 + your Magical Girl level. #### Fairy Friend Once you reach 6th level, your wish allows you to summon a familiar to help you further in battle. The familiar can take the form of any animal, as long as it is not self-aware. Also, the max CR of the animal can only be 2. At 12th level, that is raised to a CR of 4, and at 18th level, that is raised to a CR of 8. The familiar has the stats of whichever form it takes, but it is considered a Fey creature. Should your familiar die, you can summon it once more during a long rest. While the familiar is summoned, you and all allies within 15 feet of the familiar gain +1 on saving throws. This increases to +2 at the 12th level, and +4 at the 18th level. You and the familiar can communicate telepathically. Lastly, the familiars intelligence and wisdom are equal to 11 + your wisdom or intelligence modifier. #### Friendly Attacks Beginning at 10th level, you choose to help your allies instead of directly attack. Instead of using an attack action, you may grant one ally within 10 feet of you an additional attack. Alternatively, you can use your second attack to heal an ally within 10 feet of you an amount of hitpoints equzl to 1d10 + half your Magical Girl level, rounded down. You can do this an amount of times equal to your proficiency bonus + your charisma modifier. #### Words of Health From 14th level onwards, you can cast Mass Healing Word as your highest possible Spell Slot level without expending a spell slot an amount of times equal to your Charisma modifier. It counts as a Magical Girl spell for you. Once you reach 17th level, you cast it as a 7th level spell, and at 20th level, you cast it as a 9th level spell. #### Clerical Healing At 18th level, your wish's effects are fully unlocked. You can now cast any spell from the Cleric spell list of 7th level or lower at 7th level. You can cast an amount of spells equal to your Magical Girl level divided by two, rounded up. ### The Wish of Destitution Not all wishes are made by choice. Some are made out of desperation. A Magical Girl who has made a Wish of Destitution has wished to be saved from a terrible fate, such as death or something similar. Your manifested wish takes the form of a weapon(s of your choice, which you are automatically proficient with. This takes the place of your Magical Weapon, though you still can summon a Magical Weapon as a bonus action after transforming. #### Desperate Transformation Your transformation attempts to wipe the minds of those around you, so that they do not remember the state of desperation you once were in. When you transform, everyone within 10 feet of you must make an intelligence saving throw against your spell save DC. If they fail, they take 1d8 psychic damage, and they cannot connect you to your normal form, even if they succeed an investigation check. If they succeed the saving throw, they do not take the psychic damage, but they still cannot discern who you are. #### Desperation The memories of your past still haunt you, and cause you to revert to a form of pure desperation not to go back to your old life. At 6th level, you can cast the cantrip 'Primal Savagery' as if it was a Magical Girl cantrip. #### Destitute Screech Your wishgranter descends upon you, mocking you with memories of who you once were. Starting at 10th level, you can use your second attack to let out a vicious scream as your wishgranter reminds you of your destitution. All creatures within 20 feet of you must make a constitution save against your spell save DC or take 2d10 force damage. #### Frightening Aura From 14th level on, as an action, you can make your enemies feel the same way you did before your wish was made. Choose up to 6 enemies within 30 feet of you. They must make a wisdom saving throw or be frightened for an amount of turns equal to your charisma modifier + your proficiency bonus. They can make a wisdom saving throw at the end of every turn. On a successful throw, they are released from the frightened effect. #### Desperate Wish From 18th level onwards, when you are on low health, you think of your old life, and how you wish to never return to that. If you are on 10 or less healthpoints, you can cast the spell Wish by ending your transformation and being knocked prone. If you use Wish for any effect other than copying a spell, you do not take the effects of being stressed as usual. You can do this once per long rest. \pagebreak # Magical Girl Spell List ## 1st Level ##### Animal Friendship ##### Armor of Agathys ##### Bless ##### Charm Person ##### Compelled Duel ##### Cure Wounds ##### Detect Magic ##### Expeditious Retreat ##### Fog Cloud ##### Guiding Bolt ##### Healing Word ##### Heroism ##### Hex ##### Magic Missile ##### Protection from Evil and Good ##### Shield ##### Shield of Faith ##### Sleep ##### Searing Smite ##### Thunderous Smite ##### Wrathful Smite ## 2nd Level ##### Branding Smite ##### Calm Emotions ##### Darkvision ##### Enhance Ability ##### Find Steed ##### Flame Blade ##### Magic Weapon ##### Mirror Weapon ##### Misty Step ##### Prayer of Healing ##### Scorching Ray ##### Shadow Blade ##### Spiritual Weapon ##### Warding Bond ##### Zone of Truth ## 3rd Level ##### Aura of Vitality ##### Beacon of Hope ##### Blinding Smite ##### Counterspell ##### Daylight ##### Dispel Magic ##### Elemental Weapon ##### Fireball ##### Lightning Bolt ##### Revivify ##### Slow ## 4th Level ##### Aura of Life ##### Aura of Purity ##### Death Ward ##### Dimension Door ##### Find Greater Steed ##### Guardian of Faith ##### Mordenkainen's Faithful Hound ##### Staggering Smite ## 5th Level ##### Banishing Smite ##### Cone of Cold \pagebreak ##### Dawn ##### Destructive Wave ##### Dispel Evil and Good ##### Flame Strike ##### Holy Weapon ##### Raise Dead ##### Skill Empowerment ##### Wall of Force ##### Wall of Light