Magical Girl, Variant (5e Class)
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- 1 Magical Girl!
- 1.1 Welcome Everyone!
- 1.2 Creating a Magical Girl
- 1.3 Class Features
- 1.3.1 Table: The Magical Girl
- 1.3.2 Magical Garments
- 1.3.3 Magical weapon
- 1.3.4 Wait.. I'm Magic
- 1.3.5 Magical Partner
- 1.3.6 Magical Assist
- 1.3.7 Ability Score Increase
- 1.3.8 I'll get stronger too.
- 1.3.9 Extra Magic
- 1.3.10 Magical Friendship
- 1.3.11 Magical Mistake
- 1.3.12 Magical Garments Second Form
- 1.3.13 Magical Weapon MK2
- 1.3.14 Magical Mayhem
- 1.3.15 Right, Magic...
- 1.3.16 Magical Garments Third Form
- 1.3.17 Garment magic
- 1.3.18 Magical Assist Extremes
- 1.4 Multiclassing
I am pretty down to earth so don't expect this to be crazy official with lore. That takes away at least half of what makes D&D fun! Also taking lots of inspiration from the other magical girl class because it seems like fun to have a party of magical girls! This class is not by any means perfect so please just take it as a template and go wild. I get weird and use Recharge (X-Y). At the start of each of the players turns, roll a d6. If the roll is one of the numbers in the recharge notation, the player regains the use of the ability. The ability also recharges when the player finishes a short or long rest. I am so sorry I use this so much.
Creating a Magical Girl
Making a Magical Girl means that you will have a lot to keep up with. You have to juggle all of your magic and its crazy effects along side being a good team player. It will take a lot of time to learn all of the small things your good at, so you will miss a lot of opportunities as you play. The further you go the more you have to keep up with, so I recommend keeping a note pad with what each Garment form gives you and there draw backs.
As a Magical Girl you gain the following class features.
- Hit Points
Armor: Light Armor
Saving Throws: Charisma, Dexterity or Wisdom
Skills: Choose 2. Deception, Perspiration, Persuasion, Athletics, Acrobatics, or Insight.
You start with the following equipment, in addition to the equipment granted by your background:
- a melee weapon or a ranged weapon
- (a) a dungeoneer’s pack or (b) an explorer’s pack
|Spells Known||Cantrips Known||Features||—Spell Slots per Spell Level—|
|1st||+2||0||0||Magical Garments First Form, Magical Weapon MK1||2||—||—||—||—||—||—||—||—|
|2nd||+2||2||3||Wait.. I'm Magic, Magical Partner||3||—||—||—||—||—||—||—||—|
|4th||+2||3||3||Ability Score Improvement, I'll get stronger too.||4||3||—||—||—||—||—||—||—|
|8th||+3||4||5||Ability Score Improvement||4||3||3||2||—||—||—||—||—|
|9th||+4||4||5||Magical Garments Second Form||4||3||3||3||1||—||—||—||—|
|10th||+4||5||6||Magical Weapon MK2||4||3||3||3||2||—||—||—||—|
|12th||+4||6||6||Ability Score Improvement||4||3||3||3||2||1||—||—||—|
|14th||+5||7||6||Magical Garments Third Form, Garment Magic||4||3||3||3||2||1||1||—||—|
|15th||+5||7||6||Magical Assist Extremes||4||3||3||3||2||1||1||1||—|
|16th||+5||8||6||Ability Score Improvement||4||3||3||3||2||1||1||1||—|
|19th||+6||9||7||Ability Score Improvement||4||3||3||3||3||2||1||1||1|
Your magical garment is what you will use as your armor. You are bound to your Magical Garments and they can not be unbound by any means. You also can not wear another armor. If you run out of spell slots you can no longer use this form (Your out of magic), so be careful. When you are in your magical garments your AC becomes 13 + Charisma and Dexterity Modifiers. To summon your magical garments takes a bonus action. Wearing your Magical Garments for longer than an hour is taxing and will cause you to lose one of your highest spell slots.
Your magical weapon works as your arcane focus to cast spells. You are bound to your magical weapons and can not be unbound by any means. You can not use any weapon besides your magical weapon(s). You can have up to 2 magical weapons of your choice.
Wait.. I'm Magic
How could I forget that I'm magic. Just make sure your party has what it needs. Pick one of the following. (They will affect you later) Your spell casting modifier is Proficiency + Charisma, and your spell save DC is 11 + Charisma modifier.
Starting at 2nd level with the support style you can get spells off of the wizard spell list.
- Spell Sniper
Starting at 2nd level, you can use your bonus action and one spell slot, to empower your ranged attacks with a spell. Your weapon is only empowered for one turn. The level of the weapons spell depends on what level you cast the spell. The spell slot you use must be equal to the level of the spell you empower your weapon with. You can use spells off of the Ranger or Sorcerer spell list. You gain the archery style, +2 to attack rolls with a bow.
Starting at 2nd level, you can use your bonus action and one spell slot, to empower your melee attacks with a spell. Your weapon is only empowered for one turn. The level of the weapons spell depends on what level you cast the spell. The spell slot you use must be equal to the level of the spell you empower your weapon with. You can use spells off of the Paladin or Wizard spell list. You gain one of the following fighting styles: Dueling: While you are wielding a Melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose Disadvantage on the attack roll. You must be wielding a shield. Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Your Magical Partner will finally appear before you. Cosmetically this creature can look like anything from the monster manual or your imagination, but its size is tiny. Your Magical Partner can float no matter what they look like and has a speed of 30 ft. Your magical partner must be within 30 ft of you at all times or he goes back to his pocket dimension. Your magical partner can speak and knows one language you know along with common. Your magical partner has the same level as you and will help you along your journey. If your magical partner is killed then he will enter magical slumber. You can use a 1st level spell slot to bring them back immediately, or your partner will come back after a long rest. Your partner's spell casting modifier is 12 + Wisdom + Your proficiency. Your magical partner has the following stats: Armor class: 13 Hit Dice: 1d4 Hit Points at 1st Level: 4 + Constitution modifier Hit Points at Higher Levels: 1d4 + 1 per level after 1st Str:5 Int:13 Dex:16 Wis:14 Con:8 Chr:12
When a friendly creature would be hit by an attack you can use your reaction and one spell slot to add 1d4 to the friendly creature's armor class. If the creature does not get hit because of this effect you regain the same level spell slot used to cast Magical Assist.
- Spell Sniper
When a friendly creature is hit, you can use your reaction and one spell slot to shoot a magical blast at the enemy. The target creature has to make a constitution saving throw. The save DC is 13 + Charisma mod, if they fail the enemy is knocked prone.
Once per long rest, when a friendly creature would be hit you can use your reaction and one spell slot to blink next to an ally within your movement and take the hit for them. You take half damage.
Ability Score Increase
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 you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
I'll get stronger too.
When your magical partner is in 4th, 8th, 12th, 16th, and 19th levels, you can increase your skill level by 2, or increase by 2 skills of your choice by 1.
You can use a spell slot to give yourself another action. Recharge (5-6)
- Spell Sniper
Once per long rest, you can use your bonus action to enchant your weapon with a 2nd Level or lower spell without using a spell slot.
Why hit once when you can hit twice... *Cough* Magically. You get extra attack.
Now that you have had time to get to know your partner, they can help you in all kind of ways.
Once per long rest, Your magical partner will protect you from any fatal attack. If you are protected this way your partner must go into Magical Slumber.
- Spell Sniper
Recharge (6), you can use your bonus action to order your partner to cast a 1st level spell from your known spells. This does not take a spell lot.
When you land an attack with a melee weapon your magical partner will give you all of there magic granting you an additional 2d4 damage. Your partner can only do this once per long rest, but after the second time they must enter magical slumber to recharge their magic.
You try to cast any spell but instead it failed. Every time you cast a spell or empower a weapon, roll a D20 if it is 3 or less, your spell fails a dark cloud of energy consumes the area around you in a 30 ft radius. The dark cloud is magical darkness that disperses after 6 seconds. Every creature within a 30 ft radius (including you) makes a constitution saving throw. Spell save DC is 14. Every creature that fails the saving throw takes 2d6 magic force damage. If the creature succeeds take half damage. "Oops!"
Magical Garments Second Form
You now have even more access to your magic. Your magical garments now have a completely different look. Recharge (4-6) if you deactivate this form or swap to another form. If you are in this form for longer than 30 min, it will cost you 1 of your highest level spell slots. If you can not pay this cost your garments disappear. When you use Magical Garments Second Form your armor class becomes 10 + Charisma and Dexterity Modifiers. Your speed becomes 50 and you can now jump three times your normal jump height. You take half fall damage while you are in Magical Garments Second Form. Magical Garments Second Form can be used as a free action or a reaction. You can still use Magical Garments First Form.
Magical Weapon MK2
You start to understand the limits of your magical weapon and can push it to its limit.
You can use your action, a spell slot, and concentrate to make your weapon float and stay with a friendly creature. The friendly creature will heal 2d4 per round as long as your weapon is within 5 ft of them. For each time you use this effect it will take your highest level spell slot. This ability will last until you say so or you run out of spell slots. You can only cast non-concentration spell why this ability is active and you can not make weapon attacks.
- Spell Sniper
Once per long rest, You can use your bonus action to empower your weapon with a 4th level spell or lower with out using a spell slot. This ability is not the same as extra magic so they can both be used.
You get extra attack 2.
If you roll a 1 for Magical Mistake, in addition to the effects of Magical mistake, you will cast magic missile at the highest level spell slot you have. After the magical darkness clears you are at the ready with as many magic missiles as possible. You can not control the wild magic and you must hit as many creatures as possible.
There is so much more you can learn about magic. Magic is the only thing holding your life together at this point. There is not a single thing you can do with out your magic, well that was until now! The fact is magic has lost its shine. Being magic was fun while it lasted, but there has to be something else out there for you... Yeah no that is not gonna happen. You have much more control over your magic. Recharge (5-6). If Magical Mistake or Magical Mayhem would activate you can use your reaction to ignore the effects of Magical Mistake and Magical Mayhem.
Magical Garments Third Form
Normally your magical garments protect you from harm that may come your way, but Magical Garments Third Form is used when you or your party is pined down with no other options. Recharge (5-6) if you deactivate this form or swap to another form. If you are in this form longer than 5 minuets, then it will cost you 2 of your highest level spell slots. If you can not pay this cost your garments will disappear. Magical Garments Third Form must be used as an action. Your AC becomes 10 + Dexterity Modifier, and you can not use your reaction while in this form.
All friendly creatures within your movement heal 2d4 on their respective turns.
- Spell sniper
Your normal ranged attacks become 2d6, and you can use your bonus action to make a ranged weapon attack.
You can use your Bonus action to cause a pink magical explosion within a 50 ft range. The explosion has a radius of 15 ft. Any creature (including you) caught in this magical explosion must make a Charisma saving throw DC 14 + Charisma modifier. If the creature fails the saving throw they are charmed for 1 round. If you charm yourself, you must use all of your movement and actions to show everyone how (cute, pretty, beautiful, or attractive) you are.
Depending on which garment your wearing you will gain the flowing abilities.
While you are in your Magical Garment First Form, you can use your action and 2 spell slots to let out a flash of light. All creatures that can see you are blind for two rounds.
While you are in your Magical Garment Second form, You can use a Bonus action and two spell slots to boost your speed and jump height (Your speed becomes 70 and you can now jump 4 times your normal jump height.) Add your dexterity modifier to your armor class (10 + Chr + Dex + Dex), and you do not provoke opportunity attacks. This last for 1 minute.
While you are in Magical Garment Third form, You can use a Bonus action and 3 spell slots to:
Boost your heals by 2d8 for 2 rounds.
- Spell Sniper
Boost your damage with normal ranged attacks by 2d6 for 2 rounds.
You can not be charmed by your own abilities. If you attack any creature that is charmed by you they take an additional 2d4's per attack.
Magical Assist Extremes
Pushing your magic to the limit is what matters when your friends need you the most. In addition to Magical Assist you gain the following abilities:
You can use your bonus action and a spell slot to give a friendly creature 3d10 temporary hit points.
- Spell Sniper
Twice per long rest, when a creature is knocked prone by one of your attacks, You can make an opportunity attack with a ranged weapon.
If you take damage for a friendly creature, Regain 2d8 hit points. If this exceeds your maximum hit points, the excess becomes temporary hit points.
Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:
Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:
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