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1575783-Dnd Magical Girl Subclasses

This document outlines various magical girl subclasses for Dungeons & Dragons 5e, including unique abilities and transformations for classes such as Barbarians, Clerics, Druids, and more. Each subclass emphasizes themes of friendship, optimism, and empowerment, encouraging players to creatively design their characters' appearances and abilities. The document also includes specific features and spells associated with each subclass, enhancing the magical girl experience in gameplay.
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0% found this document useful (0 votes)
228 views26 pages

1575783-Dnd Magical Girl Subclasses

This document outlines various magical girl subclasses for Dungeons & Dragons 5e, including unique abilities and transformations for classes such as Barbarians, Clerics, Druids, and more. Each subclass emphasizes themes of friendship, optimism, and empowerment, encouraging players to creatively design their characters' appearances and abilities. The document also includes specific features and spells associated with each subclass, enhancing the magical girl experience in gameplay.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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5e 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.

​ agical girl ​and all other seemingly gendered language


Please also note that m
is used gender neutrally here. There are magical girls of every gender.
damage since your last turn, while
BARBARIAN you rage, your rage does not
automatically end on that turn,
even if you haven’t attacked or
taken damage yourself. You also
PRIMAL PATH: PATH OF gain the Protection fighting style
FRIENDSHIP (see the Fighter fighting style class
feature), even while you are not
raging.
Among the strongest sources of
power that a magical girl can use is
PART OF A TEAM
friendship. Cherishing your friends
Starting at 6th level, you can forego
and keeping them in your heart
an attack to use the aid action.
gives you the strength to overcome
Additionally, if an ally within 30 feet
anything! And if someone were to
of you has taken damage since
try to hurt your friends they would
your last turn, and you are raging,
rue the day to say the least.
you can make an extra attack as a
bonus action.

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

The Bard class already comes with


a wonderful subclass that is
extremely well suited for playing
magical girls; The College of
Glamour. There is very little we
could write to improve on it except
to give some flavor suggestions.
- Consider giving your
character a separate stage
persona for performances to
play up the secret identity
part of the magical girl genre.
- Work with your DM to decide
what your fan following is like,
as well as rivals and secret
admirers.
- Create names for your
signature spells and class
features, to yell when you use
them.
- Use your ​vicious mockery​ to
tell Evil off, in the name of
Love, Friendship, and Beauty.

For the Monk class, we’d suggest


playing a fire-themed magical girl,
using the Path of the Sun Soul.
Monks already comfortably
personify many essential magical
girl powers such as grace, power,
determination, mystical attunement,
belief, and spunk.
CLERIC

MIRACLE DOMAIN

Clerics of the Miracle domain know


that anything is possible and
dedicate themselves to this
message; the tide can always turn
and light can burst suddenly in the
darkest of places. Eternal optimists,
keepers of hope, and heralds of
unforeseeable undeniable good,
they often worship the positive
aspects of the gods of fortune or
work their miracles by the power of
their faith in the triumph of good,
alone. They are often travelers and
adventurers since miracles come to
those who look for them, and, after
all, fortune favours the bold.

MIRACLE DOMAIN SPELLS


1st guiding bolt, shield
3rd beacon of hope, skywrite
5th create food and water,
daylight STUBBORN FAITH
7th death ward, freedom of Also at 1st level, you can push
movement yourself beyond your limits, with
9th passwall, reincarnate faith alone. When you are reduced
to 0 hit points, you can make a
SMALL IMPOSSIBILITIES Wisdom saving throw of DC 20 or
At 1st level, you can perform half the damage taken, whichever is
minor miracles.You learn the higher. On a success, you drop to 1
resistance, true strike, ​and hit point instead.
thaumaturgy ​cantrips if you don’t Once you use this feature
already know them. successfully, you can't use it again
until you finish a short or long rest.

CHANNEL DIVINITY: MIRACULOUS


SELF
As an action, you undergo a
transformation which makes you
appear as a more magical and
wonderful version of yourself, again until you finish a short or
translating your stubborn optimism long rest.
into physical resilience. While in this
form, which lasts for 10 minutes
unless you end (requiring no PRAYER OF PERSEVERANCE
action), you have a bonus +1 to AC. At 8th level, you get an extra
Additionally, while in this reserve of energy to make the
form, you can use your reaction impossible possible. As an action on
whenever a creature within 30 feet your turn, while you are
of you fails a saving throw, fails a transformed, you can roll a d4 and
skill check, or is missed by an attack regain a spell slot of a level equal to
roll, to roll a d20 and attempt to the number rolled. If you have not
change the outcome of what just spent any spell slots of the level you
occurred. On a 20 you create the rolled, the action is wasted.
miraculous circumstances needed You have to finish a long rest
for the saving throw or skill check to before you can use this feature
succeed, or attack to hit as if the again.
original dice roll had been just
enough (after including static HERALD OF LUCK
magical bonuses such as a Starting at 17th level, your
paladin’s aura or a magical item, optimism and good fortune starts
but not for random bonuses such to rub off on those around you.
​ less ​or Bardic Inspiration).
as b Whenever you change a dice roll to
The minimum number you a success, you can restore hit
need to roll to alter fate changes as points equal to the number rolled
you gain levels in this class. It on your die, divided as you choose,
becomes 18 at 5th level, 16 at 9th to up to 7 creatures within 30 feet of
level, 14 at 13th level, 12 at 17th level you.
and 10 at 20th level.

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.

CIRCLE OF FLOWERS AND THORNS AND TENDRILS


VINES From 6th level, the power and
versatility of your vines and flowers
increase. As a bonus action, after
FLOWER FORM
you have summoned a vine, you
Starting at 2nd level, when
may direct it to take any of the
you join this circle, you gain the
following actions. The vine counts
ability to magically transform into a
as a plant creature, which acts on
beautiful and fierce magical version
your turn in the initiative, following
of yourself, adorned with flowers.
your instructions to the best of its
This transformation costs one use
ability. If no instructions are given, it
of your wildshape and functions
does nothing, or continues with the
just like wildshape normally does as
latest action it was instructed to
if you had transformed into a
take (such as holding a grapple).
creature with the same statistics as
your normal form with an additional
Protect​. You designate a creature
+2 to your Wisdom score.
within 5 feet of the vine, for it to
While transformed you have
protect. The creature has half-cover
limited influence over plants, which
against ranged attacks and the first
includes the ability to summon and
melee attack against it before the
shape vines. These vines can be
start of your next turn has
used in the following ways,
disadvantage.
requiring an action on your turn to
Grapple​. The vine attempts to
shape.
grapple a Huge or smaller creature
- Bridge a ten foot gap for
within 5 feet of it. You use the vine's
careful crossing by creatures
Strength score (see below) to
no heavier than 250 lbs.
resolve the grapple. If the target is
Medium or smaller, you have
advantage on the check. While the spells, requiring no material
vine is grappling the target, you can component, using your druid spell
use a bonus action to have the slots.
hand constrict it. When you do In addition, the magic
so, the target takes bludgeoning inherent in your summoned vines
damage equal to 2d8 + your increases, and you gain the ability
spellcasting ability modifier. to use them to deliver spell effects
Lash Out.​ The vine strikes one with the range of touch, from spells
creature or object within 5 feet of it. which you cast.
Make a melee spell attack for the
vine. On a hit, the target takes 2d8 FLORAL MAJESTY
magical piercing damage. At 14th level, plant creatures
The vines damage die immediately bow to your authority
increases to d10 at 11th level, and as regent. You can have up to three
d12 at 14th level. separate vines active, which can be
given separate directions.
The vine has AC 14, and hit Additionally, you can choose any
points equal to your hit point point within 60 feet of you, which
maximum. It has a Strength of 18 contains plants or natural terrain,
(+4), and otherwise use your stats. It as point of origin for your vines.
is vulnerable to fire damage. If it is
reduced to 0 hit points it is
destroyed and you can not use your
vine features again, until you’ve CIRCLE OF MEW MEW
finished a long rest.

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.

Unless you have switched


them using this feature, you use
your own ability score and
proficiency bonus to resolve any
actions you take in this form. For
example, you use your Strength
score to resolve attack rolls to bite
or claw. You are considered
proficient in any natural weapons
you acquire.

While in this form you can


choose to have your AC be equal to
10 + your Dexterity modifier + your
Wisdom modifier.
Your transformation ends
after 10 minutes, if you end it as a
bonus action, or if your hit points
become 0.

WEAPONRY OF THE WILD


Starting at 6th level you can
attack twice whenever you take the
attack action on your turn. Your
attacks using natural weapons
while transformed count as magical
for the purpose of overcoming
resistance and immunity to
nonmagical attacks and damage.
transform back to your normal form
(requiring no action), or until you
FIGHTER are reduced to 0 hit points. Once
you have transformed back to your
MARTIAL ARCHETYPE: normal form, you must finish a short
PRETTY GUARDIAN or long rest before you can
transform again. Starting at 7th
level, you can transform twice in
These are the brave soldiers who
between rests.
stand against evil in the name of
Though the uniform of your
love. A typical pretty guardian has a
transformed self may look however
closely protected civilian identity,
you choose, it has the same
knowing that evil will not hesitate to
protective properties as plate mail
strike the people she cares for if
armor (AC 18), with no strength
she is unable to keep her two lives
requirement and without imposing
separate.
disadvantage on Dexterity (Stealth)
checks.
While in this form, you can
move as if affected by the ​jump
spell.

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

OATH OF THE ALICORN


RIDER
Alicorns are magical creatures
which serve as the sacred
protectors of the realms of dreams,
at particular odds with Nightmares.
At times when a dire threat
emerges, alicorns may bond with
brave souls on the material plane
and share their magic.

TENETS OF THE ALICORN


Champion dreams.​ Protect those
who dare to dream.
Lead the lost out of their
nightmares​. Fight hurtful cynicism
and harmful delusions, even if it
takes you into their darkness.
Courtesy. ​When confronted by that
which you do not understand, be CHANNEL DIVINITY
courteous and steadfast. Dispel When you take this oath at
hurtful illusions, and let the rest be. 3rd level, you gain the ability to
Respect the weird and wonderful​. change your form for a limited
Strangeness is a gift. amount of time, taking on the
Healing​. Aid those on the journey to appearance of a powerful and
recovery. Be humble, patient, and beautiful knight. Using your
empathetic to their struggles. channel divinity you transform for
up to 10 minutes, or until you
OATH SPELLS choose to transform back to your
3rd ​feather fall, zephyr strike normal form using a bonus action.
5th f​ ind steed, calm emotions During this time you have
9th ​sending, remove curse advantage on saving throws made
13th​ find greater steed, to avoid falling off your mount. If
hallucinatory terrain you fall off your mount and
17th​ dream, banishing smite descend no more than 10 feet, you
can land on your feet if you're not
incapacitated. Mounting or
dismounting a creature costs you
only 5 feet of movement, rather
than half your speed. You also
choose one of the following options,
when you transform:
Unicorn’s Grace.​ The cost of
neutralising poison or curing
disease with your Lay On Hands
feature is decreased to 3, and the
effects extends to additionally
curing the following conditions:
paralyzed, frightened, and petrified.
When you restore hit points to a
creature using Lay On Hands, the
creature regains an additional d4
hit points for every 5 hit points
spent from your pool. ALICORN
Pegasian Swiftness.​ Your Large celestial, lawful good
speed, or the speed of your mount,
increases by 10 feet, the first round Armor Class 12
after your transformation, and for Hit Points 14 (2d10 + 2)
the rest of your turn after you use Speed 50 ft., fly 80 ft.
your divine smite.
STR DEX CON INT WIS CHA
ALICORN BOND 14(+2) 15(+2) 12(+1) 11(+0) 12(+1) 16(+3)
Starting at 7th level, you are
able to summon an Alicorn (see Damage resistances​ poison
below) when you cast f​ ind steed​. Senses​ darkvision 60ft., passive
When you gain the ability to cast Perception 13
find greater steed ​you can use it to Languages​ Celestial, Elvish, Sylvan,
summon a Greater Alicorn. telepathy 60ft.
Challenge​ 2
KNIGHT OF COURAGE
When a creature with 10 ft of Charge​. If the alicorn moves at least
you uses an effect that attempts to 20 feet straight toward a target and
frighten its target, you can use your then hits it with a horn attack on
reaction to make a melee attack the same turn, the target takes an
against that creature. extra 5 (1d8) piercing damage. If the
target is a Large or smaller
PROTECTOR OF DREAMS creature, it must succeed on a DC
At 20th level, you no longer 13 Strength saving throw or be
have to choose between the knocked prone.
Unicorn's Grace and Pegasian
Swiftness, you instead have the Magic Weapons.​ The alicorn's
benefits of both as long as you are weapon attacks are magical.
transformed.
ACTIONS 15 Strength saving throw or be
knocked prone.
Multiattack.​ The alicorn makes two
attacks: one with its hooves and one Innate spellcasting. ​The alicorn can
with its horn. innately cast the following spells,
requiring no material component. (
Horn.​ M​ elee Weapon Attack:​ +2 to Spellcasting ability Charisma, spell
hit, reach 5 ft ., one target. save DC 15, +7 to hit with spell
Hit: 7 (1d8 + 2) piercing damage. attacks)
At will: ​detect evil and good, calm
Hooves​. ​Melee Weapon attack​: +3 to emotions, minor illusion
hit, reach 5 ft., one target. Hit: 9 (2d6 1/day each: ​dispel evil and good,
+ 2) bludgeoning damage dream

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.

Magic Weapons.​ The alicorn's


GREATER ALICORN weapon attacks are magical.
Large celestial, lawful good
ACTIONS
Armor Class 14
Hit Points 52 (7d10 +14) Multiattack. ​The alicorn makes two
Speed 60 ft., fly 100 ft. attacks: one with its hooves and one
with its horn.
STR DEX CON INT WIS CHA
18(+4) 18(+4) 15(+2) 11(+0) 17(+3) 16(+3) Horn.​ M​ elee Weapon Attack:​ +7 to
hit, reach 5 ft ., one target.
Damage Immunities​ poison Hit: 8 (1d8 + 4) piercing damage.
Condition Immunities​ charmed,
paralyzed, poisoned Hooves.​ ​Melee Weapon attack:​ +6 to
Senses​ darkvision 60ft., passive hit, reach 5 ft., one target. Hit: 11(2d6
Perception 13 + 4) bludgeoning damage
Languages​ Celestial, Elvish, Sylvan,
telepathy 60ft. Healing Touch (3/Day). ​The alicorn
Challenge​ 6 touches another creature with its
horn. The target magically regains
Charge.​ If the alicorn moves at least 11 (2d8 + 2) hit points. In addition, the
20 feet straight toward a target and touch removes all diseases and
then hits it with a horn attack on neutralizes all poisons afflicting the
the same turn, the target takes an target.
extra 9 (2d8) piercing damage. If the
target is a Large or smaller
creature, it must succeed on a DC
Spirit Guide spells
3rd ​find familiar
5th c​ alm emotions
RANGER ​ peak with dead
9th s
13th ​banishment
RANGER ARCHETYPE: SPIRIT 17th d ​ ispel evil and good
GUIDE
PURIFICATION
At 7th level you learn how to
Spirit guide rangers serve to
combat the harmful influence of
uphold the balance between the
malicious spirits. As a 10-minute
realms of mortals and the many
ritual, which can be part of a short
spirits that inhabit the world, from
or long rest, you can touch a
ghosts to minor nature deities to
creature, and attempt to end any
sentient emotional echoes that
possession, corruption or condition
linger and cause trouble. In this
affecting that creature. To do so,
capacity, spirit guides are more
make a Wisdom ability check DC 10
than simple monster hunters: they
+ the CR (minimum of 1) of the
often seek to broker peace and to
creature which caused the effect
understand the supernatural and
you are trying to end.
mystical. All this, while also being
By expending one of your
capable fighters with highly
Ranger spell slots, you can reduce
specialised knowledge, in case
the difficulty of this check by 2 times
something truly malicious should
the level of spell slot you expend.
appear.
SEANCE
Bonus proficiencies:
From 11th level, during a long
At 3rd level, you become
or short rest, you can call on
proficient in the religion and
nearby spirits to give you some
arcana skills, if you weren’t already,
information about the region. The
and you gain advantage on Wisdom
information is not guaranteed to be
(insight) checks while interacting
current or accurate. Though many
with undead, fey and celestials. You
spirits are talkative and happy to
also learn two languages of your
help, some spirits may ask for a
choice.
price in exchange for their service.
Make a wisdom check and consult
SPIRIT GUIDE MAGIC
the following table
Starting at 3rd level, you
learn an additional spell when you
ROLL
reach certain levels in this class, as
9 or lower: you accidentally
shown in the Spirit Guardian Spells
summon a malicious spirit, such as
table. The spell counts as a ranger
a wraith or similar being of the DM’s
spell for you, but it doesn't count
choosing.
against the number of Ranger
10-11: your ritual fails,or summons
spells you know.
spirits with no useful information.
12-15: at a small price, such as a
favour or a token of gratitude, you
may ask five questions of the spirits
in the region, four of which will be
answered truthfully.
16+: the spirit you summon is
willing to help, going as far as to
guide you to a destination within a
mile-wide radius of which it has
knowledge.

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

NIGHT SKY’S GUIDANCE


Starting at 3rd level, you are
considered to be under the effects
of the ​guidance​ spell, as long as
you can see the stars.

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

SORCEROUS ORIGIN: MAGIC


STARLIGHT PRINCESS

Grace, responsibility and majesty.


As the reincarnations or
descendants of cosmic royalty,
these magical girls typically
struggle, but ultimately thrive,
under the burden of a glorious
destiny. They are often the leaders
and hearts of their magical girl
groups, and are likely to find
themselves in the center of bright
lovely friendships and miraculous
romances.

EXPANDED SPELL LIST


1st command, cure wounds
2nd aid, warding bond
3rd beacon of hope, spirit
guardians
4th find greater steed,
compulsion
5th circle of power, legend lore

STATE OF GRACE SUPERIOR METAMAGIC


Starting at 1st level, you have Starting at 6th level, these
the ability to assert your magical additional metamagic options are
majestic nature by transforming available to you while transformed.
into a splendid vision of grace. This
transformation lasts for 10 minutes Commanding spell. ​When you cast
or until you choose to drop it as a a spell against a creature, you can
bonus action. While transformed in set up your allies to follow your
this way, any damage caused by lead. You can spend 1 sorcery point,
spells to allied creatures within 30 to let an allied creature within 5 feet
feet of you is reduced by 3. of the target of your spell make a
At 8th level this reduction melee attack against it immediately,
becomes 8, and at 14th level it using their reaction.
becomes 17.
Emboldening spell. ​When you target
an allied creature with a spell you
can spend 1 sorcery point to give mile of you, and must use
them temporary hit points equal to their reaction to deliver the
3 times the spell level. If you cast a spell when you cast it. If the
spell which targets multiple spell requires an attack roll,
creatures, you may split the you use your attack modifier
temporary hit points among them for the roll.
as you choose. You can only have one protector at
a time. Choosing a new protector
Maneuvering spell. ​When using an can be done as part of a long rest.
action to cast a spell, you may
spend 1 sorcery point to let an ally DESTINY’S CHOSEN
within 30 feet of you move up to Beginning at 18th level, if you
their movement speed, without die you are immediately brought
provoking opportunity attacks. back to life as if by the
reincarnation spell. Once you have
TREASURED PROTECTOR used this feature you must wait 60
At 14th level, you are able to days before you can use it again.
pick out those who will aid you in
your glorious destiny, whether by
recognizing their valor from a past
life, or elevating them for their
loyalty in this one.
You choose one willing
creature to be your protector. While
bonded in this way, both you and
the creature gain a +1 bonus to AC.
This creature also gains the
following traits:
- Protector fighting style
- Knowledge of where you are
and any conditions placed
upon you, as well as whether
you have more or less than
half your maximum hit points,
or at 0 hit points.
- Limited telepathic
communication, with you that
lets both of you share
images, feelings, and
impressions while you are on
the same plane of existence.
- When you cast a spell with a
range of touch, your
protector can deliver the
spell as if it had cast the
spell. They must be within 1
MAGICAL LEGACY EXPANDED
WARLOCK SPELL LIST
1st jump, false life
OTHERWORLDLY PATRON: 2nd blur, warding bond
MAGICAL LEGACY PATRON 3rd blinding smite, life
transference
4th conjure minor elementals,
freedom of movement
5th holy weapon, conjure volley

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

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