Magical Girl (Yaranaika)
Primary Ability | Charisma (magical girl) or Wisdom (witch) |
Hit Point Die | D8 per Magical Girl or Witch level |
Saving Throw Proficiencies | Wisdom or Charisma, second varies |
Skill Proficiencies | Choose 2:
Magical girl: Acrobatics, Athletics, Intimidation, Perception, Performance, Persuasion, Religion; Witch: Animal Handling, Arcana, Deception, Insight, Medicine, Nature, Religion, Survival |
Weapon Proficiencies | Simple weapons |
Tool Proficiencies | Herbalism Kit |
Armor Training | Light armor and Shields |
Starting Equipment | 50 GP |
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.
As a magical girl, whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other majo spells for which you have spell slots.
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).
Transformation takes one full round, but traditionally nobody ever interferes or attempts to prevent you from transforming. Everyone just politely waits that it 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.
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