The Magical Girl (5e Subclass)

The Magical Girl

Warlock Subclass


Magical Girl Expanded Spells

1st Level: Bless, Guiding Bolt

2nd Level: Find Steed, Prayer of Healing

3rd Level: Aura of Vitality, Crusader's Mantle

4th Level: Aura of Life, Find Greater Steed

5th Level: Dawn, Dispel Evil and Good


Transformation Sequence

Starting at 1st level, your pact grants you the ability to infuse your body with the magic of your patron, becoming a creature of magic and power in the process. As a bonus action you can go through a flashy transformation. While in this transformed state, you gain proficiency in medium armor, heavy armor and shields as well as proficiency with martial weapons. You also get to summon a set of armor, up to two weapons and a shield from an interdemensional space, which are automatically equipped to you as part of the process. You can store the armor and weapon for this transformation there during a long rest and extract it from there at the same time. If you are already wearing armor and weapons while you transform, you may store them in the interdimensional space for the duration of your transformation as well. If you summon a weapon this way, it counts as your spellcasting focus for the duration of your transformation. Additionally, once per turn, you get to add your charisma modifier to any weapon or spell damage roll for the duration of the transformation. This magical form lasts for a number of turns equal to half your warlock level, rounded down, plus your proficiency bonus, or until you end it early. When your transformation ends, your equipment returns to the interdimensional space, returning eventual equipment stored there in the process to your body, equipped again.

Once you use this feature, you can't use it again until you finish a short or long rest.


True Form

Starting at 6th level, your body has grown accustomed to the power granted to you by your patron. While transformed, you gain an additional benefit based on your pact:

Pact of the Blade: You may summon your pact weapon as part of your transformation bonus action. While you are transformed, the fighting abilities granted by your patron flow through you through the weapon he has granted you. Whenever you transform, you get to pick a fighting style out of archery, great weapon fighting, defense, dueling, protection, or two weapon fighting. For the duration of your transformation, you posess the given fighting style.

Pact of the Tome: Upon your transformation, the true magical power your patron grants you surges through your body. For the duration of your transformation, you gain a temporary pact magic spellslot. You may use it like a normal pact magic spellslot until the end of your transformation, when it vanishes.

Pact of the Chain: In your transformed state, the true form of your magical companion is realized. When you engage your transformation with a pact of the chain familiar present, it gains temporary hit points equal to two times your warlock level until your transformation ends. In addition, you get to have your familiar use its attack action by commanding it as a bonus action for the duration of your transformation.

Pact of the Talisman: Once you transform, the supportive power of your patron allows you to inspire those around you. For the duration of your transformation, as a bonus action, you may grant the boon of your talisman to a number of allies equal to your charisma modifier. Until the beginning of your next turn, they may add a d4 to any one roll they fail, potentially turning it into a success.


Protector from Above

Starting at 10th level, your powers have increased to a point where not even gravity holds dominion over you anymore. While transformed as part of your Transformation Sequence ability, you gain a flying speed equal to your current speed.


Finishing Move

Starting at 14th level, while transformed as part of your Transformation Sequence ability, you can activate your finishing move. The effect of the move is determined by your pact boon. Once you use this feature you can't do so again until after you finish a long rest and your transformation ends immediately, no matter how much longer it would have lasted otherwise.

Pact of the Blade: You put your heart and soul into one final strike of ultimate power. As an action on your turn you may make a single weapon attack at advantage. The attack counts as a critical hit.

Pact of the Tome: You summon your magical might and fury to deliver a fatal blow against your enemy. Activate this ability as a bonus action. The next damaging spell you cast deals the maximum amount of damage.

Pact of the Chain: The bond between you and your familiar is so strong, your allies can feel it deep in their hearts. As an action, you can cause your familiar and yourself to radiate an aura of support. While attacking an enemy within 5 ft of either of you, creatures friendly to you get advantage on their attack rolls until the start of your next turn.

Pact of the Talisman: You release the power stored in your talisman to show the power of your patron to all those around you. As an action, chose any number of creatures within a 60ft radius of you. They roll a wisdom saving throw against your spell save DC at disadvantage. If they succeed, they are your choice of charmed or frightened of you until the end of your next turn. If they fail, they are either charmed, frightened or paralized until the end of your next turn.



Back to Main Page 5e Homebrew Character Options Subclasses

gollark: No, it will be stored in osmarksbank™ using advanced blockchain and cloud.
gollark: I will use my future vast wealth to set up a charity to promote potatOS use in schools.
gollark: Plus, contingency™.
gollark: You can use stonks™ to get something like ~5%/year average growth.
gollark: It's not "nothing".
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.