Magical Girl (5e Subclass)

From D&D Wiki

Jump to: navigation, search

Magical Girl Warrior[edit]

e-dooit-7.jpg
Magical Girl by LEEBACK 이뒤

Barbarian, Sorcerer and Warlock Subclass

Endowed with fantastic powers, Magical Girl Warriors undergo flashy transformations to fight monsters and defend the realm. Each Magical Girl has been approached by a Tiny Mentor, a magical familiar who offers the character a chance to change their destiny. This offer will be agreed between the player and the DM, but generally is a pact to serve-- either to serve a specific deity or purpose, or to serve the "greater good." Magical girls are often guardians, chosen by a powerful entity to protect a particular world, plane, object, or the general people from the forces of evil. They may also be sent on a mission to reclaim or capture something in pursuit of their destiny. In exchange, the character is offered power, beauty, and charm; occasionally the deal also includes a specific benefit for the character, such as a granted wish.

Magical Girls are not all female, despite what the name implies. The subclass is named in honor of the Magical Girl Warrior trope in anime. The characters may or may not be called 'Magical Girls' within the narrative; the player and DM may choose a different moniker.

Sorcerous Origin: Sorcerers from the Magical Girl origin have been touched by a supernatural form of magic that allows them to undergo a transformation, enhancing their natural powers.

Otherworldly Patron: Warlocks from the Magical Girl subclass are granted this transformative power by their patron as part of a pact. Sometimes the warlock may perceive the intent of the pact to be different than the express instructions from their patron, which may put the patron and the PC in conflict.

Primal Path: Barbarians who choose the Magical Girl path combine the rage of the barbarian with the magical girl's transformation abilities.

This subclass is based on the mechanics introduced on the UA 79 - Strixhaven

Tiny Mentor[edit]

At 1st level, you gain the company of a tiny familiar that aids you in your tasks and guides you. You can spend a spell slot to cast Find Familiar. When you cast this spell using this feature, choose a form to your familiar. The form cannot change after you choose it, always summoning the same familiar whenever you cast the spell. In addition, your Tiny Mentor has an Intelligence score equal to your Charisma score.

Barbarian: You can cast Find Familiar a number of times equal to your Rages per day.

Transformation Sequence[edit]

At 1st level, after you accept the Tiny Mentor's offer, you can activate your transformation using your action, staggering both friends and enemies with flashing visuals. Your body is magically levitated 10 feet into the air and your body starts to glow, as a magical suit magically starts to don itself on your body. For some magical girls, a characteristic song can also be heard for the duration of the transformation. You can choose the appearance of the suit. All creatures in a 30-foot radius that are able to see you must succeed on a Wisdom saving throw, or are charmed by you until the start of your next turn. At the start of your next turn, you slowly descend to the ground, harmlessly.

In addition, while the transformation is active, you gain the following benefits for the next minute:

  • You can use your Charisma modifier, instead of Strength or Dexterity, for Strength and Dexterity checks, attack rolls and damage rolls.
  • Your movement speed increases by 10 feet.
  • Your attacks with weapons and unarmed strikes are considered magical for the purposes of overcoming resistances and immunity to non-magical damage.
  • Your AC can be increased to 13 + your Charisma modifier. If your AC is already higher than this, your AC remains unchanged.

You can use a transformation sequence a number of times equal to your proficiency bonus, and regain your uses of it after completing a long rest.

Abbreviated Transformation Sequence[edit]

At 3rd level, you can activate your Transformation Sequence as a bonus action, enabling you to take an action in the same turn. Abbreviated transformation does not charm any creatures, but all personal benefits of the transformation are retained. You may still choose to activate the full-length sequence to charm creatures within 30 feet of you, but the extended sequence will take a full turn.

Barbarian: At 3rd level, your Rage is tied to your transformations. Entering Rage as a bonus action automatically triggers an Abbreviated Transformation Sequence. From 3rd level forward, you can transform as many times per day as you are able to enter Rage. (See the Barbarian table.)

Magical Protector[edit]

After 3rd level, when a creature is attacked within 5 feet of you, you may Defend that creature using your Reaction. You summon a magical shield and physically move to protect the creature, reducing that damage by your Charisma modifier + your proficiency bonus.

Magical Warrior[edit]

Sorcerer or Warlock: After 6th level, while the transformation is active, you can attack twice, instead of once, when you take the Attack action on your turn.

Barbarian: After 6th level, when transformed, your attacks are granted an additional 1d4 radiant damage. (Barbarians already have an extra attack by this level.)

Tiny Mentor Improvement[edit]

At 6th level, your Tiny Mentor evolves to a new form of the player's choosing, a Tiny creature with a CR equal to 1 or lower. Your Tiny Mentor is a fey, regardless of the chosen form. In addition, the Tiny Mentor now has proficiency in one of the following skills: Arcana, History, Religion or Nature.

Power of Friendship[edit]

After 10th level, you know that the true power lies in the relationships with your friends. When transformed, you gain the following additional benefits:

  • Whenever a creature other than you within 30 feet takes damage from a melee or ranged attack, you can use your reaction to throw your magical shield and impose disadvantage on the attack.
  • Allies within 30 feet gain a bonus 1d4 radiant damage to their damage rolls.
  • Allies within 30 feet gain a bonus 1d4 to healing rolls while you are transformed.

Heroic Spirit[edit]

At 14th level, you reach the true potential of your innate magical power through your transformations. While transformed, you gain the following additional benefits:

  • You gain a flying speed equal to your movement speed.
  • Once per turn, when you hit a creature with an attack with a weapon or unarmed strike, you cause additional radiant damage equal to half your magical girl level.
3.00
(4 votes)

Back to Main Page5e HomebrewCharacter OptionsSubclasses

Home of user-generated,
homebrew pages!


Advertisements: