Magical Girl (Yaranaika): Difference between revisions
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On a magic weapon, the effects are cumulative. E.g. if you have a ''[[Flame Tongue]]'' weapon, taking Signature Element Weapon (Fire) adds 2d6 fire damage instead of just 2d6. | On a magic weapon, the effects are cumulative. E.g. if you have a ''[[Flame Tongue]]'' weapon, taking Signature Element Weapon (Fire) adds 2d6 fire damage instead of just 2d6. | ||
This is not an ongoing effect | This is not an ongoing effect and can't be dispelled—but it can be ''countered'' by ''[[Counterspell]]'' or some other similar effect. This power is equivalent to a 3rd-level spell. | ||
===Signature Weapon=== | ===Signature Weapon=== |
Revision as of 16:54, 13 June 2025

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: magical girls can be of any gender. Most of them just happen to be girls.
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.
NOTE: Magical Girls usually wish to keep their identity a secret. You attract a lot of attention while transformed. If people knew that you are a Magical Girl, your fans and enemies would flock to you all the time. Your fellow adventurers obviously know the secret, but they keep it to themselves. Hopefully.
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 | 12 | 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. Items you are carrying in your hands do not meld. 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.
Magical Girls generally use Focus Points for maneuvers and magic effects. Magical Girl Powers never use Focus Points.
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. As a Bonus Action, you can expend 1 Focus Point to make a single extra Attack. You can even do it with a Hand Crossbow or a Pistol, but not other weapons with Loading property.
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
While transformed, your Extra Attack, Patient Defense, and Step of the Wind gain the following benefits.
Extra Attack. As a Bonus Action, you can expend 1 Focus Point and make two extra attacks with it instead of one, as a Bonus Action. You can't do this with a weapon with Loading property, except a Hand Crossbow or a Pistol.
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: Magical Princess
While transformed, you can three times per day take a Magic Action cast Wish spell without suffering any stress. Reshaping Reality still has all its other risks. Your three wishes recharge after a Long Rest.
List of Magical Girl Powers
Magical Girl Powers (MGPs) are quite similar to Warlock's Eldritch Invocations, but most MPGs are magical effects. You can only take each MGP once, unless said otherwise. MGPs never use Focus Points.
MGPs can be dispelled unless said otherwise. Some can be negated by Counterspell. A dispelled power comes back after a Short or Long Rest. Antimagic Field spell suppresses all powers that can be dispelled. See below for exceptions.
Armored Girl
Your armor becomes part of your outfit and you gain its benefits (and possible Disadvantage to Stealth) while transformed. Magic armor also keeps its power(s).
This power cannot be dispelled, but Antimagic Field spell suppresses all magical features of armor.
Attack of the 50 Foot Girl
Prerequisite: Level 15+ Magical Girl
While transformed, you can change into Gargantuan size version of your form, or back to your normal transformed size. Both take a Bonus Action. You need 20 × 20 feet free space to enlarge, otherwise the power fails. Increasing your size gives you 8d8 Temporary Hit Points. While Gargantuan-sized, you gain +8 bonus to all Strength-related checks and your melee attacks, thrown weapon attacks, and unarmed strikes using Strength do +8 extra damage. You Armor Class suffers a -4 penalty.
This power can be dispelled, as a 7th-level spell.
Blind Fighting Girl
While Blinded or can't otherwise see, your attack rolls do not have Disadvantage and neither attacks against you have Advantage.
Blindseeing Girl
Prerequisite: Level 5+ Magical Girl
While transformed, you gain Blindsight to a range of 60 feet. This power can be dispelled as a 2nd-level spell.
Brachiating Girl
"AAH-EEH-AH-EEH-AAAAAAH-EEH-AH-EEH-AAAAAH!" - every Tarzan movie and parody since April 2nd, 1932
While transformed, in a forest or jungle with sufficient branching in trees you gain Brachiation Speed; you can swing from branch to branch at your normal ground speed. You can even take the Dash action. GM might require Dexterity (Acrobatics) roll in some situations.
This power can be dispelled, as a 2nd-level spell.
Daylight Girl
Prerequisite: Level 7+ Magical Girl
While transformed, you emanate a 60-feet radius sunlight, equivalent to Daylight spell. You can opt not to use this power. This power can be dispelled as a 3rd-level spell.
Deflective Girl
While transformed, you add your Charisma modifier to your Armor Class. This power can be dispelled as a 3rd-level spell.
Fast Girl
Add 10 ft. to your base movement rate. This is a permanent enhancement and cannot be dispelled or negated.
You can take this MGP several times, each time adding +10 ft. to your base movement rate.
Flying Girl
Prerequisite: Level 7+ Magical Girl
You gain Fly Speed of 30 feet. If you have a familiar, it also gains fly speed.
MGP flight is magical and it can be dispelled. Consider this power as a 3rd-level spell. If your Fly Speed gets dispelled, you and your familiar automatically become subject to Feather Fall cast at 1st level. (This can also be dispelled!)
Elemental Body Girl
Prerequisite: Level 7+ Magical Girl
While transformed, your body turns into elemental material, if you want. Choose one of the elements below. You can take this MGP several times, choosing a different element each time. You can only transform to one elemental type you have at a time. You retain your Resistances and Immunities regardless of the element you are using. Note: Resistances and Immunities do not add up: you are only affected by the most effective protection.
Body of Elemental Air. You gain Resistance against Cold, Lightning and Thunder damage. Your body is invisible but your outfit and equipment aren't. You can take off everything to become Invisible, but you'd be, ahem, completely nude and without weapons. Also, you need to retrieve your gear; in these cases it will stay in the place where you took it off.
Body of Elemental Earth. You gain Resistance against Bludgeoning, Piercing and Slashing damage.
Body of Elemental Fire. You gain Resistance against Fire and Radiant damage.
Body of Elemental Water. You gain Swim Speed equal to your walking speed or fly speed, whichever is better. You become amphibious and can breathe both air and liquid.
An elemental-like body certainly looks weird (or awesome). GM decides how it affects Social Interaction, case by case.
This power can be dispelled, as a 4th-level spell.
Immune Girl
Prerequisite: Level 13+ Resistant Girl MGP of the chosen type
You gain continuous Immunity to one Damage Type which you can choose, except Force damage. You are required to have Resistant Girl power of the chosen element to get this power.
You can take this power many times, each time for a different damage type. This power can be dispelled, as a 7th-level spell.
Improved Flying Girl
Prerequisite: Flight Girl MGP
Your and your familiar's Fly Speed increase to 60 feet. You both are also now able to hover.
MGP flight is magical and it can be dispelled. Consider this power as a 4th-level spell.
Improved Outfit Girl
While transformed, you keep all the benefits of magic items you are carrying or are attuned to.
This power cannot be dispelled, but Antimagic Field spell suppresses all effects of magic items.
Magical Girl Ability
Prerequisite: 4th+ level Magical Girl
Add +1 to one of your Ability Scores. You can take this power many times, even to the same ability, up to a maximum score of 30. This power cannot be dispelled nor suppressed; the ability increase is permanent.
Lucky Girl
While transformed, if you roll a 1 on any Attack Roll, Ability Check or Saving Throw, you can reroll the die. You must use the new roll.
This power cannot be dispelled, but Antimagic Field spell suppresses it.
Resistant Girl
Prerequisite: Level 5+ Magical Girl
You gain continuous Resistance to one Damage Type which you can choose, except Force damage. You can take this power many times, each time for a different damage type. This power can be dispelled, 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.
Good Magical Girl can also choose Radiant damage, and an evil girl, Necrotic damage.
On a magic weapon, the effects are cumulative. E.g. if you have a Flame Tongue weapon, taking Signature Element Weapon (Fire) adds 2d6 fire damage instead of just 2d6.
This is not an ongoing effect and can't be dispelled—but it can be countered by Counterspell or some other similar effect. This power is equivalent to a 3rd-level spell.
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.
This power can't be dispelled, but Antimagic Field spell suppresses any magical features of your weapons.
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.
This power can't be dispelled, but Antimagic Field spell suppresses any magical features of your weapons.
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.
This power can't be dispelled, but Antimagic Field spell suppresses any magical features of your weapons.
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.
This power can't be dispelled, but Antimagic Field spell suppresses any magical features of your weapons.
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.
This power can't be dispelled, but Antimagic Field spell suppresses any magical features of your weapons.
Super Flying Girl
Prerequisite: Improved Flying Girl MGP
Your and your familiar's Fly Speed increase to 240 feet.
MGP flight is magical and it can be dispelled. Consider this power a 6th-level spell.
The Incredible Shrinking Girl
Prerequisite: Level 9+ Magical Girl
While transformed, you can change into Tiny size version of your form, or back to your normal transformed size. Both take a Bonus Action. While Tiny-sized, you have Disadvantage to all Strength-related checks but Advantage to all Dexterity-related checks. These include attacks, ability checks and saving throws. You Armor Class gains a +2 bonus.
While you are Tiny, you can pass through the space of Medium or larger creatures, friend or foe. This doesn't stop you for being subject to Opportunity Attacks.
This power can be dispelled, as a5th-level spell.
Trueseeing Girl
Prerequisite: Level 13+ Magical Girl
While transformed, you gain Truesight to a range of 60 feet. This power can be dispelled as a 6th-level spell.
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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