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{{ClassWithTools|Magical Girl|Charisma|D8|Dexterity and Charisma, second varies|''Choose 2:'' [[Acrobatics]], [[Athletics]], [[Intimidation]], [[Perception]], [[Performance]], [[Persuasion]], [[Religion]]|Simple and Martial weapons|None|[[Light armor|Light armor]] and [[Shields]]|50 GP}}
{{ClassWithTools|Magical Girl|Charisma|D8|Dexterity and Charisma|''Choose 2:'' [[Acrobatics]], [[Athletics]], [[Intimidation]], [[Perception]], [[Performance]], [[Persuasion]], [[Religion]]|Simple and Martial weapons|None|[[Light armor|Light armor]] and [[Shields]]|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 are innate 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.
'''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 are innate 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.



Revision as of 15:20, 1 June 2025

Wikipe-tan
Core Magical Girl Traits
Primary Ability Charisma
Hit Point Die D8 per Magical Girl level
Saving Throw Proficiencies Dexterity and Charisma
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 are innate 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.

Magical Girl Features
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 Heightened Magical Girl's Focus 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.

While transformed, 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. Your familiar, if within 5 feet of you, gains the same benefits.

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. Your familiar, if within 5 feet of you, gains the same benefits.

Level 10: Heightened Magical Girl's Focus

Your Extra Attack, Patient Defense, and Step of the Wind gain the following benefits.

Extra Attack. You can expend 1 Focus Point to use Extra Attack and make two extra attacks with it instead of one, as a Bonus Action.

Patient Defense. When you expend a Focus Point to use Patient Defense, you gain a number of Temporary Hit Points equal to two times your Proficiency Bonus. Your familiar, if within 5 feet of you, also gains same amount of Temporary Hit Points.

Step of the Wind. When you expend a Focus Point to use Step of the Wind, you can choose a willing creature within 5 feet of yourself that is Large or smaller. You move the creature with you until the end of your turn. The creature's movement doesn't provoke Opportunity Attacks. Your familiar, if within 5 feet of you, also moves with you.

Level 20: Goddess

While transformed, you can take a Magic Action and spend a Focus Point to cast Wish spell without suffering any stress. Reshaping Reality still has all its other risks.

List of Magical Girl Powers

Magical Girl Powers are quite similar to Warlock's Eldritch Invocations. You can only take a MGP once, unless said otherwise.

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

Prerequisite: Level 3+ Magical Girl

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).

Signature Element Weapon

Prerequisite: Signature Weapon MGP for the weapon

While transformed, your chosen weapon causes extra 1d6 damage of Cold, Fire, Lightning or Thunder type. You choose the type while you take this MGP and it will not change after that. You can take this MGP several times, each time for a different weapon.

Signature Weapon

You can use the mastery properties of your chosen weapon or your Unarmed Strike. You can take this MGP several times, each for a different weapon. You need to carry your chosen weapon for it to be included in your transformation.

While transformed, your signature weapon or its ammunition is considered a magic weapon.

If your signature weapon is magical, it keeps its magic while you are transformed, but two similar effects overlap instead of adding to each other. E.g. if you have a Flame Tongue weapon, taking Signature Element Weapon (Fire) would not add any more Fire damage. But if you take Signature Element Weapon (Cold), that would add 1d6 Cold damage.

Your Magical Girl Radiance works just fine with your signature weapons; so your Flame Tongue greatsword could do 2d6 (slashing) + 2d6 (fire) + 1d6 (cold) + 1d6 (radiant) + your Strength mod. of damage!

Signature Weapon Extra Attack

Prerequisite: Signature Weapon MGP for the weapon, level 5+ Magical Girl

While transformed, you can attack twice instead of once whenever you take the Attack action on your turn with your Signature Weapon. You can take this MGP several times, each time for a different weapon.

Signature Weapon Improved Critical

Prerequisite: Signature Weapon MGP for the weapon, level 3+ Magical Girl

While transformed, your signature weapon scores a Critical Hit on a roll of 19 or 20 on the d20. You can take this MGP several times, each time for a different weapon.

Signature Weapon Two Extra Attacks

Prerequisite: Signature Weapon Extra Attack MGP for the weapon, level 11+ Magical Girl

While transformed, you can attack three times instead of once whenever you take the Attack action on your turn with your Signature Weapon. You can take this MGP several times, each time for a different weapon.

Signature Weapon Tactician

Prerequisite: Signature Weapon MGP for the weapon, level 9+ Magical Girl

While transformed, when you attack with a weapon whose mastery property you can use, you can replace that property with the Push, Sap, or Slow property for that attack. You can take this MGP several times, each time for a different weapon.

Magical Girl Subclass: Protector

Level 3: Protector's Cure

While transformed, if you take a Magic Action and spend one Focus Point, you can cure wounds of yourself or another creature within 5 feet of yourself. Target regains 3d8 + your Charisma modifier Hit Points.

The number of dice increases by your Mgical Girl levels: at 5th level, 4d8; at 7th level, 5d8; at 9th level, 6d8; at 11th level, 7d8; at 13th level, 8d8; at 15th level, 9d8; and finally at 17th level, 10d8.

Level 6: Protector's Restoration

While transformed, if you take a Magic Action and spend one Focus Point, you can heal yourself or another creature within 5 feet of yourself. Target is affected by Lesser Restoration as it was cast as a 2nd-level spell.

NOTE: if used against Poisoned condition, this also cures disease.

Level 11: Protector's Heal

While transformed, if you take a Magic Action and spend one Focus Point, you can cast Heal yourself or another creature within 5 feet of yourself. The spell is cast at 6th level.

Level 17: Protector's Mass Heal

While transformed, if you take a Magic Action and spend one Focus Point, you can cast Mass Heal as a 9th-level spell.

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