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Magical Boy


Hit Points

Hit Dice: d8 per Magical Boy level
Hit Points at first Level: Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Magical Boy level after 1st

Proficiences

Armor: Shields
Weapons: Simple, martial weapons
Tools: None
Saving Throws: Charisma, Constitution
Skills: Choose two from Perception, Persuasion, Acrobatics, Athletics, Deception, or Sleight of Hand

Class Features

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.   ---------------------------------------------------------------------   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.
 


Starting Equipment

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


Spellcasting

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.
 


Subclass Options

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.  

Promise of Understanding

The Magical Girl's promise is to solve a mystery that eluded
the one the promise was made to. Your transformation is a beacon of light against the darkness of ignorance. Radiant Blast Whenever you take the Attack action, you may substitute one or more of your attacks with a blast of brilliant energy. This blast has a 60ft range, and requires a ranged Spell attack to hit. On a successful hit, a blast deals 1d6 radiant damage, plus your Charisma modifier. While you are transformed, the damage increases to 1d8 radiant damage, plus your charisma modifier. Comprehension You gain proficiency with 2 languages, 2 tools, or 1 language and 1 tool of your choice. Radiant Salvo At 6th level, if you use the Attack action to make two or more Radiant Blast attacks, you may make a third Radiant Blast attack as a bonus action. Magical Understanding By 10th level, your Promise has given you a level of clarity that other people do not possess. You gain proficiency in Wisdom Saving Throws. While you are transformed, you have advantage on all saving throws against spells. Intense Radiance At 14th level, any Radiant damage you deal ignores resistance to radiant damage.  

Promise of Retribution

Sometimes, the Magical Girl’s promise is not a positive one. This corrupted promise results in a fearsome alternate form. The Magical Girl becomes vicious and violent, constantly teetering on the edge of becoming something monstrous. Negative Energy Your radiant weapons are vicious and cruel. They deal necrotic damage instead of radiant damage. Retribution As a reaction to taking damage, you may target the creature that dealt damage to you with the fury of your Promise. For the next minute, you have advantage on all attack rolls against that creature. Once the effect ends, you can't use this feature again until you finish a short rest. Ferocity At 6th level, you ferociously assault your chosen foes. Once per turn, you may add your Charisma modifier to the damage roll of an attack you make. Bathe in Blood At 10th level, your need for retribution has descended into outright bloodlust. Whenever you kill an enemy targeted by your Retribution ability, you gain temporary hit points equal to your Charisma modifier plus your Magical Girl level. Unstoppable! At 14th level, your perverted sense of justice has all but consumed you. While you are transformed, you stubbornly refuse to die. If you would be reduced to 0 hit points, or killed outright, you may attempt a Constitution saving throw with a DC equal to 5 + the damage taken. On a success, you drop to 1 hit point instead.


LevelProficiencyFeaturesSpells KnownSpell Slot Level
1+2Magical Promise, Soul Gem, TransformationSpells Known:0
2+2Charm Casting, Fighting StyleSpells Known:3Slot Level:1st
3+2Magical Charms, MeekSpells Known:3Slot Level:1st
4+2Ability Score ImprovementSpells Known:3Slot Level:1st
5+3Extra AttackSpells Known:4Slot Level:2nd
6+3Promise FeatureSpells Known:4Slot Level:2nd
7+3Power of FriendshipSpells Known:5Slot Level:2nd
8+3Ability Score ImprovementSpells Known:5Slot Level:2nd
9+4Magical CharmSpells Known:6Slot Level:3rd
10+4Promise FeatureSpells Known:6Slot Level:3rd
11+4Spell Slot +1Spells Known:7Slot Level:3rd
12+4Ability Score ImprovementSpells Known:7Slot Level:3rd
13+5Magical CharmSpells Known:8Slot Level:4th
14+5Promise FeatureSpells Known:8Slot Level:4th
15+5Strength of SpiritSpells Known:9Slot Level:4th
16+5Ability Score ImprovementSpells Known:9Slot Level:4th
17+6Magical CharmSpells Known:10Slot Level:5th
18+6Power of Friendship ImprovementSpells Known:10Slot Level:5th
19+6Ability Score ImprovementSpells Known:11Slot Level:5th
20+6Promise Fulfilled Magical ParadiseSpells Known:11Slot Level:5th

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Kindle the Wordz.

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