1575783-Dnd Magical Girl Subclasses
1575783-Dnd Magical Girl Subclasses
MAGICAL GIRLS
For Barbarians, Clerics, Druids, Fighters, Paladins, Rangers, Rogues, Sorcerers,
Warlocks, and Wizards!❤
Huge thanks to my brave and magical playtesters: Marcus, Marcus, Alex, Alexander,
and Luka!
A NOTE ON TRANSFORMATION
The subclasses described are left intentionally vague in terms of actual
physical description of the transformations involved. Aesthetic is a big part of
being a magical girl, and any player choosing to play as one would be doing
themselves a disservice by not taking the time to sit down to consider how
exactly they want their magical girl and their transformation sequence to look.
Regardless of whether it is copied off of your favourite anime or meticulously
designed from scratch, one ribbon at a time, you are encouraged to update
and upgrade your outfit as your character gains levels. Please also note that
not all subclasses described here transform, out of respect for the girls who
are magical in everything they do all hours of the day, as well as those who
take the time to put on their own handcrafted outfits before going into battle.
GET BEHIND ME
At 10th level, you become an expert
at putting yourself between your
friends and the things that would
harm them.
Whenever an ally within 10 feet of
you has to make a dexterity saving
throw, regardless of whether you
are a target of the same effect or
not, you can use your reaction to
switch places with them, letting
them automatically succeed on the
saving throw. In exchange you take
the effects of failing the saving
throw. If switching positions would
put the allied creature out of harm’s
way entirely (such as outside the
blast radius of a fireball) they suffer
no effects, as if they had never had
to make the saving throw to begin
with.
STRENGTH OF HEART You can only use this feature before
When you choose this path at 3rd any rolls have been made.
level, the strength of your
friendship empowers you to take on THEY’RE WITH ME
a new magical appearance while Beginning at 14th, you don’t let
you rage. If an allied creature takes anyone get in between you and
those you care about. When one of
your allies reaches 0 hit points after
taking damage from an attack or
spell, and the attacker is within the
range of your movement speed, you
can immediately move up to them
without provoking opportunity
attacks and make one melee attack
using your reaction.
BARD & MONK
MIRACLE DOMAIN
CALL ON FORTUNE
Starting at 6th level, you have
a knack for rolling with
unpredictable circumstances. Once
in between long rests you can
attempt to cast a spell from the
cleric spell list that you have not
prepared. Make an ability check
using Wisdom of DC 10 + the spell
level, at the level at which you wish
to cast it. On a success you may
cast the spell once using a spell slot
as normal.
Once you use this feature
successfully, you cannot use it
- Cover a vertical surface in
DRUID scalable foliage up to 10 feet
(Athletics check DC 10)
- Make a 10 foot square into
Some magical girls have an difficult terrain
attunement to nature and use a - Create half cover, or a hiding
power set which echoes this spot for one medium or
connection. These magical girls smaller sized creature (Hiding
favour beautiful flowers and still requires that you take
adorable animals, but can typically the Hide action)
go toe to toe with the ugliest of - Removing any vines you have
creatures. They are often found conjured
forging new friendships out of these
encounters, using gentle empathy You learn the t hornwhip
and care for all living things as cantrip if you don't already have it.
immense sources of power. Its damage die increases to d8s for
you, while you are transformed.
METAMORPHOSIS
The vine occupies the space
At 2nd level, you learn to
of a 5-foot wide straight line which
transform, costing one use of your
reaches up to 20 feet from your
wildshape, into a fiercely adorable
position in any direction you
version of yourself which has visible
choose. Its space counts as difficult
animal features such as snake eyes,
terrain. As part of giving it
bunny ears, a fox tail, or even wings
directions, you can move it to
sprouting from your back. Choose
anywhere within 20 feet of you, as
an animal which meets the criteria
long as it fulfills the criteria of being
of your normal wildshape, and
a continuous line, originating from
choose up to three of the following
your position.
traits to adapt. The trait may
replace a feature you already have
ENCHANTED PETALS
(for example one Darkvision for
At 10th level, the flowers that
another), if so, you decide which one
adorn your magical form become
you use. You can swap any of the
magically alluring. Choose two
features at any time as a bonus
spells from any class spell list which
action by spending one use of
belong to the Enchantment school
wildshape.
of magic, of 5th-level or lower. While
transformed, you can cast these
One type of movement speed. CHIMAERA
One skill proficiency. From 10th level you can combine
Total AC animal traits from multiple animals.
One sense, such as darkvision, or When you transform, you can
truesight. choose two animals to adapt traits
One ability score (potentially from, and match as you like.
changing your maximum hit points
while transformed) IMPROVED CHIMAERA
One damage resistance or Starting at 14th level, you can
immunity choose up to five traits to adapt
One condition immunity from the list, instead of three, and
One feature (such as keen smell, or you can combine the traits of up to
flyby) four animals when you transform.
Up to two actions, neither of which
can be multiattack.
SIGNATURE WEAPON
Your form comes with a
signature weapon. At 7th level,
choose one type of weapon or a
shield. While transformed, you are
able to summon a magical version
of this weapon, as part of your
transformation action, adorned in
any way you choose. You can only
use this weapon while transformed.
The first time you summon it, you
get to choose the damage type of
this weapon. Choose either the
weapon’s regular damage type, or
MAGICAL TRANSFORMATION
one of the following: cold, fire,
Starting at 3rd level, you gain
lightning, force, psychic, thunder, or
a beautiful magical alter ego into
radiant.
which you can transform. As a
bonus action on your turn, you
UPGRADED SIGNATURE WEAPON
assume a different appearance
From 10th level, your
which renders you magically
signature weapon becomes more
unrecognisable to anyone who
versatile. If your signature weapon
doesn’t know of your
isn’t a ranged weapon, you learn
transformation.
how to fire magical projectiles from
The transformation lasts for
it. To use this attack option, make a
10 minutes, until you choose to
ranged spell attack, targeting a Rig. One object that isn’t being worn
creature within 120 feet of you using or carried, within range of your
Constitution as your spellcasting signature weapon becomes imbued
ability. On a hit, the target takes with magical energy. The next
damage of the same type as your creature that comes into contact
normal signature weapon, equal to with it within the next hour, takes
1d8 + your Constitution modifier. 4d6 damage of the same type as
If your signature weapon is a your weapon normally deals. You
ranged weapon, you gain the ability can rig up to 8 items, each as a
to transform it into a magical melee separate action.
weapon and back again, as part of Pursue. You make one ranged
an attack. This melee weapon uses attack as part of this action. Next
the statistics of a rapier or a time you make a ranged attack
longsword (your choice). against the same target before the
end of your next turn, your range is
POWER ATTACKS doubled.
At 15th level, you get to Envelop. The energy of your
choose one additional effect you signature weapon surrounds you
can create with your signature and lashes out at those who would
weapon. Creating the effect takes hurt you. For 1 minute or until your
an action. concentration breaks (as if
concentrating on a spell), you have
Obscure. You create a a +1 bonus to AC, and any creature
20-foot-radius sphere of mists, that hits you with a melee attack
bubbles, sparkles, rose petals, takes 1d6 damage of the same type
feathers or other distracting as your weapon deals.
illusion of your choice centered on
you. The sphere spreads around SURGE OF DEVOTION
corners, and its area is heavily From 18th level you learn how
obscured. The effect lasts for 1 to empower those around you.
minute or until your concentration While you are transformed, when a
breaks (as if concentrating on a creature within 5 feet of you casts a
spell). spell or uses a feature which
Bind. The next time you hit a huge expends a spell slot (such as divine
or smaller creature with a melee smite), you can use your reaction to
attack using your signature weapon add your magic essence to theirs,
before the end of your next turn, causing the spell to have the effect
that creature’s speed becomes 0, it would have if it were cast using a
for 1 minute or until your spell slot three levels above the
concentration breaks (as if spell slot that the caster used.
concentrating on a spell). Until then Using this feature immediately
you are disarmed of your weapon transforms you back to your normal
until you choose to release them as form, and you cannot transform
a free action, at which point the again until you finish a long rest.
weapon appears in your hand.
PALADIN
Healing Touch (1/Day). The alicorn Magic Resistance. The alicorn has
touches another creature with its advantage on saving throws
horn. The target magically regains against spells and other magical
11 (2d8 + 2) hit points. effects.
ETHEREAL HUNTER
Beginning at 15th level, you
learn how to utilise the veil between
worlds to improve your archery. You
can make ranged attacks against
creatures on the ethereal plane, as
if they were material. Also, by letting CONSTELLATION MAGIC
your arrows traverse the ethereal Starting at 3rd level, you
plane, you can ignore cover given learn an additional spell when you
by non-living things. reach certain levels in this class, as
shown in the Constellation Archer
Spells table. The spell counts as a
ranger spell for you, but it doesn't
count against the number of
RANGER ARCHETYPE: Ranger spells you know.
CONSTELLATION ARCHER
The magical and beautiful archers Constellation Archer spells
of the celestial domain. Cloaked in 3rd faerie fire
stars and mystery, constellation 5th s kywrite
archers are known for their 9th melf's minute meteors
pinpoint aim and otherworldly 13th divination
grace. 17th w all of light
DRAPED IN NIGHT
At 3rd level, you gain the
ability to transform into a glittering
version of yourself, shrouded in
stars. This shroud of astral magic
renders you disguised in such a way
as to make you recognizable only to (perception) check to spot you, and
creatures of your choosing. creatures of your choosing within 10
The transformation requires feet of you.
a bonus action to activate, and
lasts for 10 minutes or until you SAGITTARIUS
choose to end it as a free action. Starting at 11th level, you can
Upon transforming, you gain three activate any number of your motes
star-like motes of light in orbit at the same time, against different
around your person. targets. Additionally, immediately
As a bonus action on after a target has been hit by one
subsequent turns, you can activate of your motes, any creature within 5
your stars to make a ranged spell feet of it can use its reaction to
attack against a creature within 120 make a melee attack against this
feet. On a hit, the target takes 1d6 target.
radiant damage, and starts to shed
dim light in a 10 foot radius. An
affected creature or object cannot
benefit from being invisible, and STARFALL
any time an affected creature or From 15th level, the powers of
object is the target of an attack you the heavens are at your command.
can use your reaction to grant Once, in between long rests, you
advantage to that attack roll. This can cast the d awn spell, as a 5th
effect lasts for 1 minute. level spell, requiring no material
The number of motes that component.
materialise when you transform,
increases to four at 9th level, and
five at 14th level.
STARLIGHT SHROUD
At 7th level, you have gained
better control over the light and
darkness that accompany your
astral shroud.
As a bonus action, you can
make the light that radiates from
you glow so bright that the area
within 20-feet of you becomes
brightly lit. Any creature within 5
feet of you when you activate this
feature must succeed on a
constitution saving throw against
your spell save DC or be blinded
until the end of their next turn.
Inversely, you can make the
light around you dimmer, imposing
disadvantage on any Wisdom
choose two questions from this list
which the DM will answer truthfully.
ROGUE - What here (if anything) would
be easiest to sell for a decent
ROGUISH ARCHETYPE: reward?
KAITOU CATGIRL - What here is most precious to
its owner?
- What here can I take without
FELINE FEATURES
anyone noticing its absence?
At 3rd level, you gain a
- What item(s) are most likely to
number of catlike features:
be magical?
Cat ears, which sit on top of
- What here is most expensive?
your head and confer the benefit of
keen hearing, giving you advantage
You can forgo one of the
on Wisdom (perception) skill checks
questions to instead ask for the
that rely on hearing.
location of a specific item, you know
Darkvision out to 60 feet,
to be part of this set of valuables.
unless you already have darkvision,
in which case your darkvision
IMPROVED FELINE FEATURES
extends an additional 30 feet.
Starting at 9th level, your
A tail, which gives you
speed increases by 10 feet. Your
advantage on Dexterity (Acrobatics)
natural weapons also become
skill checks to keep your balance.
magical for the purpose of
Advantage on Dexterity
overcoming resistances to
(Sleight of hand) to catch strings,
nonmagical weapon damage.
ropes, and similar objects
Natural weapons in the form
CAT FORM
of claws, which deal slashing
From 13th level, you can cast
damage equal to 1d4 + your
the charm person s pell once in
Dexterity modifier. You are
between short or long rests, using
proficient when using your natural
Charisma as your spellcasting
weapons, and they qualify for the
ability (spell save DC 8 + your
use of sneak attack.
proficiency bonus + your charisma
You can talk to and
modifier). You can also use an
understand cats.
action to turn into a tiny cat, using
the statistics in the player's
CAT’S THIEVING EYE
handbook, for up to an hour or
You are an expert at picking
until you choose to transform back.
out the most valuable item in a
If you are able to cast spells you
treasure horde. Once in between
cannot cast them while in this form,
long rests, you can spend 1 minute
except for the use of charm person
appraising a set of valuables that
which you gain from this class.
you can see, such as the contents
of a safe, a small vault or crypt, or a
DESTRUCTION
trophy room. If you do, you may
Starting at 17th level, you gain
the ability to summon feline friends
to help in your escapades. As an
action, you can magically summon
5d4 cats, which appear within 20
feet of you. The cats regard you as
their leader and follow your orders
to the best of their ability. You can
use this ability while transformed.
The cats remain with you for an
hour, or until you dismiss them as a
bonus action.
Once you have used this
feature, you must finish a short or
long rest before you can use it
again.
SORCERER
COMBAT FORM
At 1st level, you gain a
transformation, using a bonus
action, which turns you into a
magically powered and adorned
version of yourself. You can stay in
this form for up to 10 minutes or
until you choose to transform back
to your regular form as a bonus
action. When you transform, your
speed increases by 10 feet for the
rest of your turn, and you gain
temporary hit points equal to three
times your Warlock level.
You can use this feature a
number of times equal to your
Charisma modifier (minimum of 1)
between long rests.
PUNISH EVIL
You are not the first of your To aid you in your quest, you
type of magical girl. Maybe you are granted access to the weapons
stumbled upon an abandoned used by magical girls. Whenever
transformation trinket or an old you hit a creature with a melee
weapon. Maybe an animal attack, you can have the target
companion came to seek your aid suffer the effects of one beam of
and asked you to take up the your eldritch blast.
mantle and stand against evil.
Maybe the lingering presence of a EXTRA ATTACK
fallen magical girl or an entire From 6th level, you can attack
civilization of magic is guiding you twice when you take the attack
and lending you strength. action on your turn and, while you
Regardless, you chose to become are transformed, you can use
something extraordinary when Charisma instead of Strength and
offered the opportunity. Dexterity when making weapon
attacks. If you use your action to spellcasting rule of one spell
cast a spell using one of your per turn.
warlock spell slots you can use a - Deal 100 damage to one
bonus action to make one melee creature you can see within
attack on your turn. 30 feet.
Once you have used this feature
GRANTED WISH you immediately drop to 0 hit
At 10th level, you gain points, and start making death
additional powers based on what saving throws on your next turn.
drove you to become a magical girl Once you have used this feature
in the first place. This feature can you must wait a week before you
be used a number of times equal to can use it again.
your Charisma modifier (minimum
of 1), while transformed. You get all
uses of the feature back after a
Boons
long rest. Choose one of the
Tome: your book of Shadows
following:
could be any repository of
Power. As a bonus action, you
information from the magical girls
gain advantage on all ability checks
who came before you. It could be
and attack rolls you make until the
a diary left by your predecessors,
end of your next turn.
an enchanted compact mirror
Justice. You may turn an
filled with memories, a precious
attack roll that hit, that isn’t a
music box which plays a
critical hit into a critical hit.
bittersweet romantic melody, or
Friendship. You can give
an instruction manual on magical
yourself or an ally you can see
combat.
within 30 feet, advantage on one
Blade: magical girls use all kinds
type of saving throw, or immunity to
of weapons so there's no limit to
the charmed and frightened
what kind of weapon you could
conditions until the end of your
come to use. Decide whether it fits
next turn.
your hand perfectly from the
moment you pick it up or whether
FINALE
you have to grow worthy of it as
At 14th level, you learn to
you come into your own as a
unleash your magical power in a
magical girl.
magnificent blaze of glory, reserved
Chain: magical girls are known to
for enemies who require that you
have adorable animal
give your everything. On a turn
companions as mascots and
after you have transformed, you
helpers. Cats and catlike
can use use this feature as an
creatures are common but don't
action to do one of the following:
let that limit you. Work with your
- Make up to five melee
DM to find appropriate creature
attacks.
statistics.
- Cast up to three spells,
ignoring the usual
card in your deck at 5th, 9th, 13th,
and two at 18th level. If one of your
cards is destroyed you can repair
or fashion a replacement for the
cost of 100 gp. Making a card
requires a week of crafting in a
WIZARD magical study or workshop.
Using one of these cards, you
ARCANE TRADITION: can use your reaction to try to
CARDCAPTOR catch a spell that is being cast by a
caster you can see. You expend a
spell slot, and make a contested
ability check using your Intelligence
against the casters spellcasting
ability. If you win the contest and
the spell slot you expended is equal
to or higher than the level of the
spell being cast, the spell has no
effect and is stored in the card.
Either way, any material
components used by the spell are
used up.
A card can hold one spell.
The spell becomes available for you
to cast as if it were a prepared spell
in your spell book, but using the
spell attack bonus and spell save
DC of the original caster and
requiring no material component,
as long as you have access to the
card. You can empty a card of its
magic as part of a long rest.
SPELL REPOSITORY
Starting at 6th level, you can
store your own spells in your cards,
by spending an hour channeling
the magical energy and expending
the spell slot required to cast the
MAGIC DECK spell. As long as the spell remains
At 2nd level, you gain a set of stored in the card, you cannot
cards in addition to your spellbook, regain the spell slot you used to
which serve as reservoirs of spells capture it.
and other forms of magical energy. You can charge your cards
Your deck starts out with 3 empty with spells for your allies to use, in
cards, and you gain one additional this way. A creature of intelligence
10 or higher, that holds one of your card. Three successes render the
cards which has been imbued with creature immune to this feature for
a spell, can cast the stored spell 24 hours.
once, using your spell attack bonus A creature that has been
and spell save DC. The card then captured in this way is
becomes emptied again. incapacitated, cannot be targeted
by spells and is bound to the card,
HEART OF THE CARDS until you choose to release it as an
Beginning at 10th level, while action. The creature is aware of its
all your cards are filled, given that surroundings from within the card
they are filled with different spells, through sight and hearing, but can
you can draw a random card as an only communicate through the
action on your turn, and changing of the appearance of the
immediately trigger the effect of the surface of the card (such as
card (either a spell effect or modifying an illustration or writing).
releasing a creature) without
expending a spell slot. The card is
then destroyed.
ARCANE CAPTOR
From 14th level, you can use
your cards to capture and store
magical creatures and beings. As
an action on your turn you can
force one magical creature that is
not native to the material plane
(such as an elemental or fey) to
make a Charisma saving throw.
On a failed save the
creature’s speed becomes 0. It
repeats the saving throw at the
start of its turn, keeping track of
failures and successes separately.
You are unable to cast spells or
move until the creature has either
succeeded three times and freed
itself or been captured by you. If
either you or the creature are
moved away, or you become
incapacitated, the creature is freed
automatically.
A creature which fails three
saving throws against this effect
(including the initial saving throw),
before having succeeded three
times, becomes captured in the