Magical Promise
At 1st level, you declare a magical promise that you must
never break, and this will determine the abilities and the
manifestations of your transformation with either a Promise
of Friendship, a Promise of Safety, a Promise of
Understanding, or a Promise of Retribution, each of which is
detailed at the end of the class description. Your choice
grants you features at 1st level and again at 6th, 10th, and
14th level.
Soul Gem
You've made your wish and now your soul resides within a special item we call a "Soul Gem." This can take the shape of either a Necklace, a Ring, or even an Earring. This is how you utilize your Wish Powers. Because of this, however, you cannot attune to other Magical Weapons. Keep in mind, certain actions consume your Wish Point pool; we'll abbreviate it as WP from here on out. You soul gem will start with 55 WP and gain an additional 5 each time you level up. These are used to fuel your various spells and abilities. If your Soul Gem loses all its WP, you will have 1 hour to regain at least 1 WP before you turn into a Beast. Should the event you turn into a beast comes about, your allies will have to quell your form for you to turn you back to normal. [The Beast's stats are treated as such: AC 17 HP 300 Str 24(+7) Dex 18(+4) Con 10(+0) Int 6(-2) Wis 10(+0) Chr 10(+0), may need to find a decent template and/or creature to link here, or functionally re-work the concept].
Beware, if this Soul Gem were to be more than 50 feet away from your current body, you will lose control of it. While separated from your body, or your Body dies, this Gem is important as it's the culmination of your being, and though it may be durable, it is not indestructible. The Gem itself has AC: 10 HP: 300, and no form of Magic, not even a Wish spell, can remove the magic that binds you to this Gem. However without a body to shield your gem from danger, your Gem is Vulnerable to all Damage Types. So long as your Soul Gem exists, so do you.
Transformation
You aren't at your prime until you trigger your Magical Powers. As a Bonus Action and 1 WP, you can touch your Soul Gem to activate your Magical Outfit. Your Magical Outfit allows you to be ready for combat and takes whatever shape you may want, be it full armor or a pretty little outfit.
Armor Class
While active, your Armor Class becomes 12 + your Charisma Modifier + your Dexterity Modifier. It will not shimmer away until you touch your Soul Gem again, fading away instantaneously. If you are not in combat while in your Magical Outfit, you will have Disadvantage on all checks (Except for Strength and Dexterity checks) until you deactivate your Magical Outfit.
Soul Weapons
When you transform, you may choose
to summon one or more weapons from the list below as a bonus action and 1 WP:
-Up to two thrown weapons which, if thrown, dissipate and
reappear in your hands at the end of your turn.
-Any non-magical weapon with the ammunition property,
which has unlimited ammunition.
-Two light weapons.
-Up to two one-handed weapons, or one-handed weapon
and a shield.
-A two-handed weapon.
These weapons are made of radiant energy, and shed
bright light in a 5-foot radius. Since these weapons are made
of light, they deal radiant damage, instead of their normal
damage type. These radiant weapons cannot be wielded by
anyone other than you, and dissipate as soon as they leave
your hand.
While you are wielding your radiant weapons, you may
transform your current weapon (or weapons) into a different
option on the list above as a bonus action and 1 WP.
Charm Casting
At 2nd level, Magical Girls gain access to a unique form of
Spellcasting called Charm Casting, which can only be
accessed by their transformed selves.
Fighting Style
Starting at level 2 you adopt a particular style of fighting as your specialty.
Choose one of the following options. You can't take a Fighting
Style option more than once, even if you later get to choose
again.
Archery
You gain a +2 bonus to ranged attack rolls you make with
ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Great Weapon Fighting
When you roll a 1 or 2 on the damage die for an attack you
make with a melee weapon you are wielding with two hands,
you can re-roll the die and must use the new result even if it is
a 1 or 2. The weapon must have the two-handed or versatile
property to gain this benefit.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Magical Charms
A magical girl's powers adjust themselves to be more in tune
with their wielder's personality.
At 3rd level, you gain two magical charms of your choice.
Your magical charm options are detailed at the end of the
class description. You may only take a charm once, unless the
charm says otherwise. You gain an additional charm at 9th,
13th, and 17th levels.
Meek
Starting at 3rd level, you look powerless and unimportant to any hostile intent. Whenever you roll initiative, as long as you don't do anything that makes you a target, Meek will activate and stay active. Summoning your Soul Weapon and/or Magical Outfit, already having your Soul Weapon and/or Magical Outfit active, or using a Spell or other ability that uses WP will cause enemies to be alert to your powers and Meek will deactivate and cannot be used again until all enemies are removed from combat. At the start of each of your turns, you make a Deception Check DC 10. Success prevents all enemies from targeting you for attacks or spells, and you may move as you wish. If you fail, an enemy succeeds an Investigation Check DC 17 plus your charisma modifier, or you use any of your Magical Girl abilities, Meek will end and enemies will begin to see you as a threat.
Ability Score Improvement
When you reach 4th level, and again at 6th, 8th, 12th, 14th,
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 increas an ability score
above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action and spend 3 WP on your turn.
Power of Friendship
At 7th level, you become immune to being charmed or
frightened, so long as there is an ally within 30 feet.
Additionally, allies within 30 feet have Advantage on saving
throws against being charmed or frightened. At 18th level, you
are immune to being charmed or frightened so long as you
can see an ally, and allies within 60 feet have advantage
against being charmed or frightened.
Strength of Spirit
At 15th level, your dedication to your promise is so strong, it
manifests as a protective barrier. When you need to make a
saving throw using an ability other than Charisma, you may
choose to make a Charisma saving throw instead. You may do
this a number of times per day equal to your Charisma
modifier. You regain expended uses when you complete a
long rest.
Promise Fulfilled
At 20th level, you can find strength in your abilities, even
when it seems hopeless or futile. If you roll initiative and have
no Wish Points left, you regain 20.
Magical Paradise
Reaching your full potential does have its merits. By using 100 Wish Points, you create a special plane of existence. This plane looks exactly how the player describes it; Enemies cannot spawn naturally on this plane, only through them entering the plane through a created portal, or through other magical means. The Magical Girl who created this plane can use and reshape the the environment as they wish and can tell of all happenings while on the plane. Once this plane is created, the Magical Girl be able to come and go from this plane as she chooses by concentrating for 1 minute and using 10 Wish Points, or by spending 20 Wish Points and 1 action, creates a doorway on a location of the caster's choice that they can see that lasts for 1 hour. Once the doorway vanishes, any beings or items on this plane remain on the plane, and items occurring naturally on the plane cannot be removed from this plane.
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Magical Charms
If a magical charm has prerequisites, you must meet them to
learn it. You can learn the charm at the same time you meet
its prerequisites. A level prerequisite refers to your level in
this class.
Awoken Familiar (10WP)
You can cast Find Familiar once per day, without a material
component for 10 WP. Your familiar can speak any languages you know,
and has an Intelligence and Wisdom score of 11+ your
Charisma modifier. Your familiar can cast Augury once per
short or long rest. When you reach 9th level, it can cast
Divination once per long rest.
Durable Form (5WP)
When you transform you may spend 5WP, you gain a number of Temporary Hit
points equal to 2d4 plus your Charisma modifier. The
number of dice increases +1d4 when you spend an additional 5WP for a max of 5d4
(EX: 5WP=2d4, 10WP=3d4, 15WP=4d4, 20WP=5d4)
Elemental Favor (15WP)
As a bonus action and 15WP choose acid, cold, fire, lightning, or thunder. You are resistant
to that kind of damage, even while you are not Transformed.
At 13th level, you become immune instead. Additionally, while
you are transformed, your radiant weapons may deal that
kind of damage instead of radiant damage. If you have the
Promise of Understanding, your Radiant Blasts can also deal
the chosen type of damage instead of radiant damage. You
may take this Charm multiple times, but you must choose a
different damage type each time.
Elemental Transformation (10WP)
When you transform you may spend an additional 10WP to use Transformation effects.
You may only have one Transformation effect.
When you pick this Charm, choose acid, cold, fire, or
lightning. Creatures within 10 feet of you must make a
Dexterity saving throw against your Spell Save DC. On a
failure They take 4d6 damage of the chosen type, or half as
much on a successful save. The damage increases to 6d6 at
9th level, 7d6 at 13th level, and 8d6 at 17th level.
Explosive Transformation (5WP)
When you transform you may spend an additional 5WP to use Transformation effects.
You may only have one Transformation effect.
When you transform, there is a thunderous explosion.
Creatures within 10 feet must make a Constitution saving
throw. On a failure, they take 2d6 Thunder damage and are
pushed 10 feet away from you. On a successful save, they
take half damage and are not pushed. The damage increases
to 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.
Fearsome Transformation(5WP)
When you transform you may spend an additional 5WP to use Transformation effects.
You may only have one Transformation effect.
Your transformation is terrible to behold. Creatures within
10 feet of you must make a Wisdom saving throw against
your Spell Save DC or become frightened for a number of
rounds equal to your Charisma modifier. At the end of their
turn, affected creatures may make a new saving throw, ending
the fear effect on a successful save.
Finishing Move!
Prerequisite: 13th level
When you hit a creature with a weapon or spell attack, declare a Finishing Move before you roll damage. Your
target must immediately make a Constitution saving throw. If
the enemy has more than 1/4 its hit points remaining, it
automatically passes this saving throw. On a successful
result, the creature takes normal damage from the attack. On
a failed saving throw, the Finishing Move becomes a critical
hit. If the amount of damage dealt is enough to kill the
creature, you regain one use of this ability. Otherwise, you
may not use this ability again until you complete a long rest.
Light Step (5WP)
You can cast Feather Fall at-will without expending a spell
slot. While you are transformed, you may spend 5 WP to triple your jump distance.
At 13th level, you gain a fly speed equal to your walking speed
while you are transformed.
Mass Appeal
Prerequisite: Promise of Friendship, 9th level
You may cast Dominate Person or Geas without expending
a spell slot. Once you do, you may not cast either spell again
until you complete a long rest. If you are at least 13th level,
you may cast Mass Suggestion while you are transformed.
Once you do, you may not do so again until you complete a
long rest.
Enhanced Weapons (5WP)
Prerequisite: Promise of Safety
Choose one or two weapons you possess, or your radiant
weapons. While you are wielding those weapons when you spend 5WP and a bonus action, they count
as Magical. At 13th level, the weapons become oversized
while you are transformed, dealing 1d8 additional damage.
Misty Transformation (5WP)
When you transform you may spend an additional 5WP to use Transformation effects.
You may only have one Transformation effect.
Swirling fog or thick smoke exudes from you out to a 10-
foot radius when you transform. This fog provides 3/4 cover,
and lasts for a number of rounds equal to your Charisma
modifier, or until it is dispersed by a strong wind.
You start with the following equipment, in addition to the equipment granted by your background: (a) one Melee weapon of your Choice or (b) one Ranged weapon of your Choice Set of common clothing A Shield
Charm Casting
At 2nd level, Magical Girls gain access to a unique form of
Spellcasting called Charm Casting, which can only be
accessed by their transformed selves.
Spells Slots
Each time you Transform, you gain the ability to cast spells using your WP.
You may spend 3 WP to create a level 1 spell slot/ 6WP = a level 2 spell slot/ 10WP = a level 3 spell slot/ 15WP = a level 4 spell slot/ Spend 200WP = a level 5 spell slot
You know two 1st level spells of your choice from the magical
girl spell list.
The Spells Known column of the magical girl table shows
when you learn more magical girl spells of your choice of 1st
level or higher. A spell you choose must be of a level no higher
than what's shown in the table's Slot Level column for your
level.
Spellcasting Ability
Charisma is your spellcasting ability for your magical girl
spells, so you use your Charisma whenever a spell refers to
your spellcasting ability. In addition, you use your Charisma
modifier when setting the saving throw DC for a magical girl
spell you cast and when making an attack roll with one.
Spell Save DC = 8 + your proficiency bonus + your
Charisma modifier
Spell Attack Modifier = your proficiency bonus + your
Charisma modifier
Spellcasting Focus
When you cast a spell that requires a material component,
you must use your soulgem as a spellcasting focus.
Magical Promise
Every magical girl makes a promise that is personal to
themselves. The magical promise you choose reflects the
reason you take up arms.
Promise of Friendship
The Magical Girl dedicates herself to her allies, their
ambitions, and their goals. Your transformation is an idol of
sorts, a beautiful and inspiring leader.
Irresistible
At 1st level, you add 1/2 your proficiency bonus to Charisma
checks you are not proficient in. While you are transformed,
you have advantage on Performance and Persuasion checks.
Beacon of Inspiration
Starting at 1st level, your transformation is a beacon of
inspiration to your allies. While you are transformed, you may
use your reaction to add 1d4 to one ability check, attack roll,
or saving throw made by a friendly creature within 30 feet of
you who can see you.
Inspiring Strike
At 6th level, your fighting style shifts to aiding your allies
more than fighting alone. When you take the attack action,
you may forfeit your second attack in order to give an ally
within 5 feet of your target advantage on their next attack roll
against that creature.
Improved Inspiration
Beginning at 10th level, you may use your Beacon of
Inspiration ability even if you are not transformed. If you are
transformed, friendly creatures add 1d8 to their roll, instead
of 1d4.
Passive Inspiration
At 14th level, your presence becomes an intoxicating aura of
confidence. While you are transformed, friendly creatures
within 30 feet of you may roll 1d4 and add the result to one
ability check, attack roll, or saving throw they make before the
beginning of your next turn.
Promise of Safety
The Magical Girl swears to defend the innocent, and protect
the weak. Your transformation is an avatar of battle, capable
of taking on threats significantly more dangerous than you
could hope to defeat alone.
Weapon training
At 1st level, you gain proficiency with martial weapons,
medium armor, and shields.
Skilled Charger
At 6th level, you become especially adept at rushing your foes.
If you move at least 20 feet in a straight line before making a
melee weapon attack, you have advantage on your next attack
roll.
One Body, Two Souls
Beginning at 10th level, your transformation can protect you
from mortal harm. If you would be reduced to 0 hit points, or
killed outright while you are transformed, you may end your
Transformation in order to go to 1 hit point instead.
Purging Transformation
At 14th level, your transformation reinvigorates your body.
You can transform as long as you are conscious, even if you
are not capable of taking actions. If you are incapacitated,
paralyzed, petrified, poisoned, restrained, or stunned,
transforming immediately ends any number of those
conditions currently affecting you.
Level | Proficiency | Features | Spells Known | Spell Slot Level |
---|---|---|---|---|
1 | +2 | Magical Promise, Soul Gem, Transformation | Spells Known:0 | |
2 | +2 | Charm Casting, Fighting Style | Spells Known:3 | Slot Level:1st |
3 | +2 | Magical Charms, Meek | Spells Known:3 | Slot Level:1st |
4 | +2 | Ability Score Improvement | Spells Known:3 | Slot Level:1st |
5 | +3 | Extra Attack | Spells Known:4 | Slot Level:2nd |
6 | +3 | Promise Feature | Spells Known:4 | Slot Level:2nd |
7 | +3 | Power of Friendship | Spells Known:5 | Slot Level:2nd |
8 | +3 | Ability Score Improvement | Spells Known:5 | Slot Level:2nd |
9 | +4 | Magical Charm | Spells Known:6 | Slot Level:3rd |
10 | +4 | Promise Feature | Spells Known:6 | Slot Level:3rd |
11 | +4 | Spell Slot +1 | Spells Known:7 | Slot Level:3rd |
12 | +4 | Ability Score Improvement | Spells Known:7 | Slot Level:3rd |
13 | +5 | Magical Charm | Spells Known:8 | Slot Level:4th |
14 | +5 | Promise Feature | Spells Known:8 | Slot Level:4th |
15 | +5 | Strength of Spirit | Spells Known:9 | Slot Level:4th |
16 | +5 | Ability Score Improvement | Spells Known:9 | Slot Level:4th |
17 | +6 | Magical Charm | Spells Known:10 | Slot Level:5th |
18 | +6 | Power of Friendship Improvement | Spells Known:10 | Slot Level:5th |
19 | +6 | Ability Score Improvement | Spells Known:11 | Slot Level:5th |
20 | +6 | Promise Fulfilled Magical Paradise | Spells Known:11 | Slot Level:5th |