Magical Girl (Yaranaika): Difference between revisions
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==Magical Girl Features== | ==Magical Girl Features== | ||
===Level 1: Magical Girl Powers=== | ===Level 1: Magical Girl Powers=== | ||
'''''Transformation.''''' It takes one full round for you to transform, but traditionally nobody ever interferes or attempts to prevent you from transforming. Everyone just politely waits that | '''''Transformation.''''' It takes one full round for you to transform, but traditionally nobody ever interferes or attempts to prevent you from transforming. Everyone just politely waits that your transformation is over. But, a particularly evil enemy (a big boss) ''might'' attempt to stop you. In these rare cases, GM will decide what happens and maybe makes a dice roll. | ||
Your features work only when you are transformed, unless otherwise said. You can always use your armor, skill, tool, and weapon proficiencies. When you transform, your armor (except shield) and clothing meld into your new form and you can't use their features. Of course you can take off your armor and items, transform, and put them back on, but that takes several rounds. There are MGPs for these things. | Your features work only when you are transformed, unless otherwise said. You can always use your armor, skill, tool, and weapon proficiencies. When you transform, your armor (except shield) and clothing meld into your new form and you can't use their features. Of course you can take off your armor and items, transform, and put them back on, but that takes several rounds. There are MGPs for these things. |
Revision as of 13:30, 1 June 2025
Primary Ability | Charisma |
Hit Point Die | D8 per Magical Girl level |
Saving Throw Proficiencies | Dexterity and Charisma, second varies |
Skill Proficiencies | Choose 2: Acrobatics, Athletics, Intimidation, Perception, Performance, Persuasion, Religion |
Weapon Proficiencies | Simple and Martial weapons |
Tool Proficiencies | None |
Armor Training | Light armor and Shields |
Starting Equipment | 50 GP |
Magical Girl (魔法少女, mahō shōjo) is a heroine that has mysterious powers, which are either bestowed by supernatural beings such as gods or spirits, or innates powers that the heroine is born with. Most magical girls gain or find their powers between the ages of 10 and 14. The magical girls "transformation" symbolizes the maturation from childhood to womanhood. Adventuring magical girls are usually grown-ups. Note that you can also choose another gender; "magical girls" are usually girls, but not always.
Your spell focus is your transformation. When you are transformed, you don't need any other spell focus. You may own a "magic wand" or another item, but you don't actually need it (although you may believe so). Your transformed form resembles you, but has a completely different outfit. A half mask appears and covers your eyes in some outfits. Your transformation outfit is always same, but it might change in some circumstances.
If you become Incapacitated or drop down to 0 Hit Points, you immediately transform back to your normal "mortal" form. If you were flying, you (and your possible familiar) are automatically affected by Feather Fall.
Level | Proficiency Bonus |
Class Features | Magical Girl Powers |
Focus Points |
---|---|---|---|---|
1 | +2 | Magical Girl Powers, Familiar | 1 | — |
2 | +2 | Magical Girl's Focus | 3 | 2 |
3 | +2 | Magical Girl Subclass | 3 | 3 |
4 | +2 | Ability Score Improvement | 3 | 4 |
5 | +3 | 5 | 5 | |
6 | +3 | Subclass feature | 5 | 6 |
7 | +3 | 6 | 7 | |
8 | +3 | Ability Score Improvement | 6 | 8 |
9 | +4 | 7 | 9 | |
10 | +4 | 7 | 10 | |
11 | +4 | Subclass feature | 7 | 11 |
12 | +4 | Ability Score Improvement | 8 | 12 |
13 | +5 | 8 | 13 | |
14 | +5 | 8 | 14 | |
15 | +5 | 9 | 15 | |
16 | +5 | Ability Score Improvement | 9 | 16 |
17 | +6 | Subclass feature | 9 | 17 |
18 | +6 | 10 | 18 | |
19 | +6 | Epic Boon | 10 | 19 |
20 | +6 | Goddess | 10 | 20 |
Magical Girl Features
Level 1: Magical Girl Powers
Transformation. It takes one full round for you to transform, but traditionally nobody ever interferes or attempts to prevent you from transforming. Everyone just politely waits that your transformation is over. But, a particularly evil enemy (a big boss) might attempt to stop you. In these rare cases, GM will decide what happens and maybe makes a dice roll.
Your features work only when you are transformed, unless otherwise said. You can always use your armor, skill, tool, and weapon proficiencies. When you transform, your armor (except shield) and clothing meld into your new form and you can't use their features. Of course you can take off your armor and items, transform, and put them back on, but that takes several rounds. There are MGPs for these things.
At 1st level, you gain one MGP, and more of them as you progress. See Magical Girl Powers in the table for the number.
Familiar. You are able to cast Find Familiar spell as a Ritual. Your familiar and all the benefits and features bestowed by it remain even while you are not transformed.
Level 2: Magical Girl's Focus
Your focus and martial training allow you to harness a well of extraordinary energy within yourself. This energy is represented by Focus Points. Your Magical Girl level determines the number of points you have, as shown in the Focus Points column of the Magical Girl Features table.
You can expend these points to enhance or fuel certain Magical Girl features. You start knowing three such features: Extra Attack, Patient Defense, and Step of the Wind, each of which is detailed below. When you expend a Focus Point, it is unavailable until you finish a Short or Long Rest, at the end of which you regain all your expended points.
Some features that use Focus Points require your target to make a saving throw. The save DC equals 8 plus your Charisma modifier and Proficiency Bonus.
Extra Attack. You can expend 1 Focus Point to make a single extra Attack as a Bonus Action.
Patient Defense. You can take the Disengage action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and the Dodge actions as a Bonus Action.
Step of the Wind. You can take the Dash action as a Bonus Action. Alternatively, you can expend 1 Focus Point to take both the Disengage and Dash actions as a Bonus Action, and your jump distance is doubled for the turn.
List of Magical Girl Powers
Magical Girl Powers are quite similar to Warlock's Eldritch Invocations.
Spells from MGPs can be dispelled normally.
Armored Girl
Your armor becomes part of your outfit and you gain its benefits (and possible Disadvantage to Stealth). Magic armor also keeps its power(s).
Flight
Prerequisite: Level 7+ Magical Girl
You can cast Fly spell at will (as a 3rd level spell), but only on yourself and your familiar only.
Improved Outfit
While transformed, you keep all the benefits of magical clothing or other worn magical things.
Magical Girl Deflection
While transformed, you add your Charisma modifier to your Armor Class.
Magical Girl Power
While transformed, you add 1d6 Radiant damage to your weapon damage and Unarmed Strike (when using Damage option).
Magical Girl Radiance
Prerequisite: Level 7+ Magical Girl
While transformed, you emanate a 60-feet radius sunlight, equivalent to Daylight spell (as a 3rd level spell).
Magical Girl Subclass: TODO
This page is unfinished!