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Blackjack488
2019-10-19, 02:17 PM
So, I've seen one or two attempts to bring this class into 5e elsewhere on the internet, but I thought they either didn't fit the fantasy or were just too powerful. Because of that, I decided to make my own, and I'm posting it here to get advice and input on whether or not it needs more tweaking. Enjoy!


Magical Girl (/Cosmic Warrior)
A silent heroine, stalking through the night to safeguard the streets from dark forces. A glimmering light of hope, fueling a warrior of radiant virtue. A wicked headhunter, whose ferocious determination twists reality to their whims. All of these fall under the Magical Girl brand, a warrior whose soul was bound to the magic of the world, allowing them to fuel their magic with the hope they carry in their hearts and their determination to see the fight through. Their hope and virtue manifest themselves in magical weapons and armor that they can summon, reflections of their souls made manifest in the world to protect them from harm and project their will.

How your Magical Girl came to be the way they are is up to you. Perhaps they’re the reincarnation of a noble hero, or were born with powers they cannot explain, or were contracted into service by some otherworldly being. Whatever the cause, they can now twist the very fabric of reality through sheer force of will, however limited their effects on the world might be. But this power often comes with a strong sense of responsibility, and the hope and determination that fuels their power often drives them forward in the name of some greater purpose. Whether they are motivated by selfless chivalry or petty revenge, a Magical Girl faces any challenge with every bit of strength they can muster. No challenge is insignificant, and no obstacle is beneath them. This driven and passionate mindset can be as much of a blessing as a curse; Magical Girls are just as likely to be stubborn and inflexible loners as they are to be loyal and compassionate leaders (though it is recommended that you play the latter).

But no matter their origin, be they wicked or wondrous...the Magical Girl is always a warrior truly unlike any other.

Note: While the class is titled “Magical Girl”, it is not exclusive to women. I used that title to make it a bit more immediately recognizable to those familiar with the trope, but a more gender-neutral term would be “Cosmic Warrior”

Adventurers: Magical girls are driven by determination and hope. Because of this, if they do become an adventurer, it's likely to be because they want to fulfill some greater objective. It could be as simple as becoming the best like no one ever was, or as grand as saving the world. But the least likely motivation is one that has them adventuring for the fun of it.

Alignment: This class is not bound to any particular alignment. Yes, their magic is fueled by hope for the future and their determination to accomplish their goals, but they are under no obligation to keep those goals selfless. You are free to make your magical girl as evil as you want; after all, an angel is just a monster who’s on your side.

Party Role: The most important thing to remember is that, while this class has spell slots and knows spells, the Magical Girl is NOT a main caster. You don't get many spells, and most of your power comes from spending your spell slots into features. So think of this class as a martial class, that uses its innate magic to buff itself.

Pros: The Magical Girl is an extremely versatile and customizable class. Between spells, features, and weapon choice, there's a lot of room for variety. Magical girls can be built to fill almost any party role, and can perform most of these roles quite well. In addition, they have quite a bit of firepower, provided they have enough spell slots to keep up the fight. Finally, Magical Girls offer a wide variety of utility to the team, especially when built for a supportive role.

Cons: Magical Girls suffer from four key flaws: First, its hit die is only a d8, which means you'll only ever be a dodge tank at best (akin to a monk). Second is the action economy, since almost everything a Magical Girl can do uses up an action, which is a very limited resource. Third is their lack of scaling, since they don't get 9th-level spell slots or extremely powerful features. But perhaps their most crippling flaw is their reliance on spell slots, which only come back after a long rest. Magical Girls are rather weak when they're out of spell slots, since they cannot use many of their features without magic. Because of this, they tend to struggle in drawn-out engagements or dungeon exploration, and may need to find other ways of staying useful in such situations.

Stats: Charisma is going to be your most important stat, and you should try to maximize it as much as possible. Dexterity and Constitution are good runners-up (heh), since your hit die isn't great and you are technically a martial class. The rest are up to you.

Mechanics:
Hit Die: 1d8
Saving Throws: Charisma, Dexterity
Skill Proficiencies: Pick 3 from Acrobatics, Athletics, Arcana, Deception, Insight, or Performance
Weapon Proficiencies: All simple weapons
Armor Proficiencies: Light Armor
Too Proficiencies: None

Starting Equipment:
- One handaxe, mace, or spear.
- One dagger, club, or sickle.
- Padded armor
- Dungeoneer's Pack or Explorer's Pack



Level
Profiency Bonus
Features
Cantrips Known
Spells Known
Spell Slots


1
+2
Magical Garment, Spectral Weapon, Spellcasting
1
0
2,0,0,0,0,0,0,0,0


2
+2
---
1
1
3,0,0,0,0,0,0,0,0


3
+2
Defining Virtue
1
2
4,2,0,0,0,0,0,0,0


4
+2
ASI or Feat
1
2
4,3,0,0,0,0,0,0,0


5
+3
Improved Garment
1
2
4,3,2,0,0,0,0,0,0


6
+3
Virtue Feature
2
3
5,4,2,0,0,0,0,0,0


7
+3
Improved Weapon
2
3
5,4,3,0,0,0,0,0,0


8
+3
ASI or Feat
2
4
5,4,3,1,0,0,0,0,0


9
+4
Virtue Feature
2
4
5,4,3,2,0,0,0,0,0


10
+4
Ultimate Technique
3
5
5,5,3,2,0,0,0,0,0


11
+4
Masterwork Garment
3
5
5,5,4,3,0,0,0,0,0


12
+4
ASI or Feat
3
5
5,5,4,2,1,0,0,0,0


13
+5
Virtue Feature
3
6
5,5,4,2,2,0,0,0,0


14
+5
Masterwork Weapon
3
6
5,5,4,2,2,1,0,0,0


15
+5
Fight On!
4
7
5,5,4,3,2,1,0,0,0


16
+5
ASI or Feat
4
7
5,5,4,3,2,2,0,0,0


17
+6
---
4
8
5,5,4,4,3,2,0,0,0


18
+6
Virtue Feature
4
8
5,5,4,4,3,2,1,0,0


19
+6
ASI or Feat
4
9
5,5,5,4,3,2,1,0,0


20
+6
Beacon of Hope
4
9
5,5,5,4,3,2,2,0,0



Features:
Magical Garment: As an action, you can expend a spell slot to summon a magical garment around yourself, your personality made manifest into a suit of armor. It persists for 5 minutes (plus an additional 5 minutes for each spell slot level above 1st), or until dispelled, and the duration can be reset by expending another spell slot. Your garment is dispelled if you are knocked unconscious or fall asleep. It takes the place of any clothing or armor you wear, which is stored in an extradimensional space along with all carried belongings (as an action, you can produce any of these items from this extradimensional space). While wearing your garment, your AC is 10+dex modifier+ your cumulative bonus from all Garment upgrades. Cosmetically, it can take whatever appearance you wish, but it provides a passive benefit reflective of one of your personality traits, selected from a list below:

Stubborn: +3 AC; While wearing your garment, you gain advantage on strength checks to resist being moved or knocked down.
Decisive: +2 AC; While wearing your garment, you are assumed to always be under the effects of the Jump spell.
Reserved: +2 AC; While wearing your garment, you can disengage as a bonus action, and gain Advantage on Dexterity saves to avoid traps.
Kind: +3 AC; While wearing your garment, you have a pool of dice equal to your Charisma score (d4s at level 1, d6s at level 10, d8s at level 20). As an action, you can roll one to heal a willing creature you are touching for the amount rolled. This pool refreshes with your garment.
Aggressive: +3 AC; While wearing your garment, you can make unarmed attacks as a bonus action, and any unarmed attacks you make deal damage equal to your Charisma modifier.
Vengeful: +2 AC; While wearing your garment, in response to taking damage from a melee attack, you can use your reaction to deal 1d4 radiant damage to your attacker.


Spectral Weapon: As an action, you can expend a spell slot to summon a magical weapon in your hands, a manifestation of your willpower and determination. It persists for 5 minutes (plus an additional 5 minutes for each spell slot level above 1st), or until dispelled, and the duration can be reset by expending another spell slot. Your weapon is dispelled if you are knocked unconscious or fall asleep. It takes the place of any weapon you're holding, which is stored in an extradimensional space, and you can produce this weapon from the extradimensional space as an action. Your summoned weapon counts as magical for the purposes of overcoming resistances, and does not consume ammunition or need to be reloaded (if applicable). It cannot be wielded by anyone else, and you can teleport it back into your hand as a free action, but it is dispelled if it gets more than 30ft away from you. You are considered proficient with it, even if you are not proficient with identical mundane weapons, and your attack bonus is your proficiency bonus + your Charisma modifier. Cosmetically, your weapon can take whatever appearance you wish, but it uses the stats of any simple or martial weapon, which must be defined when you take this feature. In addition to this, you can choose one of the powers listed below to augment your weapon with:

Radiant Barrage: While making an attack with your weapon, you can use a spell slot to deal 1d4 bonus radiant damage for each spell level used.
Lance of Leadership: While holding your weapon, you can spend a spell slot and your reaction to give a willing creature you can see a bonus to their attack roll, equal to double the spell level used. You can use this after you see the roll, but before you know whether it will hit or miss.
Brilliant Display: While holding your weapon, you can spend a spell slot and your reaction to give an enemy you can see a penalty to their attack roll, by an amount equal to double the spell level used. You must use this before you know the result of the roll.
Corageous Bolster: While holding your weapon, you can spend a spell slot as an action on any friendly creature within 30ft, giving them 1d4 temporary hitpoints per spell level used.
Will of Steel: When attacked while holding your weapon, you can spend a spell slot and your reaction to increase your AC by double the spell level used.


Spellcasting: Works like any arcane caster: you can spend spell slots on any spell you know, and learn spells that you have spell slots for. Charisma is your spellcasting stat.

Defining Virtue: At 3rd level, you pick your subclass, shaped by your character's most defining virtue (though you can omit the roleplaying component if you wish). The available subclasses are listed at the bottom of the page.

Improved Garment: At 5th level, your mastery over your magical garment gives you additional power and capability. Choose one of the passive benefits to add to your Magical Garment:

Deceptive: +2 AC; While wearing your garment, you can cast the Mirror Image spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.
Nimble: +2 AC; While wearing your garment, you can cast the Misty Step spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.
Destructive: +2 AC; While wearing your garment, you can cast the Branding Smite spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.
Manipulative: +3 AC; While wearing your garment, you can cast the Hold Person spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.
Supportive: +3 AC; While wearing your garment, you can cast the Aid spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.
Vindictive: +3 AC; While wearing your garment, you can cast the Cloud of Daggers spell without using a spell slot or material components. You can only use this once, but refreshing your garment refreshes this ability.


Improved Weapon: At 7th level, your growing willpower has made itself manifest in your weapon. You choose one of the following upgrades to add to your spectral weapon:

Defender's Bulwark: When a friendly creature you can see would be hit by an attack, you can use your reaction and a spell slot to add your Charisma Modifier to their Armor Class (+1 for each level above 1st for the spell slot used). You must be holding your spectral weapon to use this.
Guardian Soul: When you or a friendly creature you can see would be reduced to 0 hit points, you can use your reaction and a spell slot, and they will instead be reduced to HP no lower than the spell level used. You must be holding your spectral weapon to use this.
Lightning Reflexes: On your turn, you can expend a spell slot of 3rd level or higher to give yourself another action. You must be holding your spectral weapon to use this.
Accelerated Combat: When using your spectral weapon, you can attack twice when taking the attack action.
Precision Spellwork: When making ranged attacks or spells, enemies in half-cover are considered to have no cover, and enemies in full cover are considered to have half-cover. You must be holding your spectral weapon for this to take effect.


Ultimate Technique: Starting at 10th level, you can channel your fighting spirit to let loose one immense blast of power. When you take this feature, choose one spell you know of 3rd level or lower. Once per long rest, you can cast this spell as if it were being cast with a 7th level spell slot, without using a spell slot or material components. You take a level of exhaustion after doing so. At 14th level, you can do this as if you were using an 8th level spell slot, and a as if you were using a 9th level spell slot at 18th level.

Masterwork Garment: At 11th level, your fighting spirit is like no other, granting you a newfound ability when you are wearing your Magical Garment. Choose one of the following passive benefits below to add to your magical garment:

Guarded: +3 AC; While wearing your garment, you can expend a spell slot and a bonus action to damage all enemies within 15’, for 1d6 radiant damage per spell level used.
Spiteful: +3 AC; When an enemy attacks you with a melee attack, and you’re wearing your garment, they must make a dexterity save against your Spell Save DC. They take 1d8 damage (radiant damage if you're good, fire damage if you're neutral, necrotic damage if you're evil) on a failed save, or half as much on a successful one.
Courteous: +2; While wearing your garment, if a friendly creature starts its turn within 15ft of you, you can use your reaction and a spell slot to give them 1d10+Charisma-Mod hitpoints, per spell level used.
Energetic: +2; While wearing your garment, your movement speed is increased by 15ft, and you can take the Dash action as a bonus action.


Masterwork Weapons: At 14th level, your determination is truly unmatched, magnifying the power of your Spectral Weapons to untold levels. Choose one of the bonuses below to add to your Spectral Weapons:

Merciful Soul: You can use your bonus action and a spell slot to give yourself or a willing creature you can see 1d10 temporary hit points per spell level used. You must be holding your spectral weapon to use this.
Opportunist: Whenever you or a friendly creature you can see take damage, you can use your reaction to make an attack of opportunity against the enemy who made that attack, provided they are within range of your weapon. You must be holding your spectral weapon to use this.
Spirit of Retribution: Whenever you succeed at a saving throw against an enemy's spell, your next attack against that enemy deals 1d12 bonus damage (radiant if you are good, fire if you are neutral, necrotic if you are evil). You must be holding your spectral weapon to use this.
Devourer of Hope: You can use your reaction and a spell slot to reduce the damage from an incoming non-magical attack, by a number equal to triple the spell level used. You must be holding your spectral weapon to use this.


Fight On!: Starting at 15th level, when you are reduced to 0 hit points, you may immediately spend a spell slot to regain 1d4 hit points per spell level you spend. You may only use this ability once per long rest.

Beacon of Hope: At 20th level, your inspiration and determination radiates all around you, inspiring all others to fight on for as long as they can. On your turn, use a bonus action and a spell slot to choose a number of friendly creatures you can see (including yourself), up to the level of the spell slot used. For the next minute, those creatures gain 3d10 temporary hit points, and have advantage on all saving throws, including death saves.


Spell List:
Blade Ward, Dancing Lights, Fire Bolt, Friends, Guidance, Gust, Message, Minor Illusion, Prestidigitation, Ray of Frost, Resistance, Shillelagh, Shocking Grasp, Spare the Dying, Toll the Dead
Bane, Bless, Burning Hands, Cause Fear, Charm Person, Color Spray, Compelled Duel, Cure Wounds, Detect Evil and Good, Disguise Self, Earth Tremor, Entangle, Faerie Fire, False Life, Feather Fall, Guiding Bolt, Healing Word, Heroism, Inflict Wounds, Jump, Mage Armor, Magic Missile, Sanctuary, Shield, Shield of Faith, Thunderwave
Aid, Blindness/Deafness, Blur, Cloud of Daggers, Darkvision, Detect Thoughts, Earthbind, Flame Blade, Flaming Sphere, Gust of Wind, Healing Spirit, Hold Person, Lesser Restoration, Mind Spike, Moonbeam, Pyrotechnics, Scorching Ray, See Invisibility, Spider Climb
Beacon of Hope, Bestow Curse, Call Lightning, Clairvoyance, Daylight, Fireball, Fly, Haste, Lightning Bolt, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Slow, Thunderstep, Vampiric Touch
Arcane Eye, Charm Monster, Death Ward, Fire Shield, Freedom of Movement, Ice Storm, Resilient Sphere, Stoneskin, Storm Sphere, Wall of Fire
Antilife Shell, Cone of Cold, Creation, Dawn, Destructive Wave, Dominate Person, Dream, Far Step, Flame Strike, Greater Restoration, Hold Monster, Mass Cure Wounds, Modify Memory, Wall of Force
Blade Barrier, Chain Lightning, Disintegrate, Eyebite, Find the Path, Harm, Heal, Mass Suggestion, Sunbeam, Wind Walk
Crown of Stars, Divine Word, Finger of Death, Prismatic Spray, Regenerate, Resurrection, Teleport, Whirlwind


Subclasses:
This subclass allows for a wide array of options, giving the already-versatile Magical Girl an even broader skillset.

Second Magical Garment: Starting at 3rd level, you gain a second Magical Garment, with benefits you have not already selected. When you have your Magical Garment summoned, you can switch to either form as an action, keeping the same duration you started with. You can also summon your garment in either form. When you gain the Improved Garment and Masterwork Garment features, you choose a new benefit for each of your Garments.

Second Magical Weapon: Starting at 6th level, you gain a second Spectral Weapon, with benefits you have not already selected. When you have your Spectral Weapon summoned, you can switch to either form as an action, keeping the same duration you started with. You can also summon your weapon in either form. When you gain the Improved Weapon and Masterwork Weapon features, you choose a new benefit for each of your weapons.

Giant Slayer: Starting at 9th level, when dealing damage to any creature with more hitpoints than your current total (including temporary hitpoints), your weapon and spell attacks all deal 1d6 bonus damage.

Combination Form: Starting at 13th level, you can combine either your two Spectral Weapon forms or your two Magical Garment forms for one minute, or until dispelled. You gain the benefits of both forms for this duration. Once you use this ability, you cannot use it again until you finish a long rest.

Third Magical Weapon: Starting at 18th level, you gain a third Spectral Weapon, with benefits you have not already selected. When you have your Spectral Weapon summoned, you can switch to either form as an action, keeping the same duration you started with. You pick three benefits, one each from the lists for the Spectral Weapon, Improved Weapon, and Masterwork Weapon features.

This subclass gives you a familiar, along with a variety of uses for it that mitigate many of the flaws the class has.

Magical Companion: Starting at 3rd level, you gain a familiar, manifested out of your magic, that shares a telepathic link with you and can communicate with you at all times. Your familiar can take the form of any creature with a size of Small or less, and a CR of 1/4 or less (examples include a cat, a hawk, or a pseudodragon), but cannot change forms outside of spells like Polymorph. Your familiar acts on your turn, and has maximum HP equal to double your current Magical Girl level. No matter its appearance, your familiar has Intelligence and Charisma equal to yours, speaks every language you can, and can communicate with you telepathically at any distance (though you are the only one able to understand its speech). If it gets more than 120ft away from you, it instantly teleports to your location. If killed, your familiar will reform next to you after 3 days.

Conjoined Mind: Starting at 6th level, you can spend a spell slot to have your familiar bond with the soul of either yourself or a willing creature, as an action on its turn. The familiar must be touching the target to perform this action. While bonded, the familiar is considered to be nonexistent, but the receiver gains a +2 bonus to AC and deals 1d4 bonus damage on all spell or weapon attacks (radiant damage if you are good, fire damage if you are neutral, necrotic damage if you are evil). This bond lasts for 1 minute per spell slot level, or until dispelled. When the bond ends, the familiar reappears in any empty space adjacent to the target.

Spell-Bonded: Starting at 9th level, your connection to your familiar is so strong that you can project yourself through it. You can freely speak through your familiar, and any spell you cast can instead be cast from your familiar’s location.

Ultimate Sacrifice: Starting at 13th level, your familiar has learned to share its font of power with those you care for. As an action, your familiar can touch you or a willing creature, and transfer any quantity of its current hitpoints to that creature.

Greatest Ally: Starting at 18th level, your bond with your familiar can be used to make it incredibly powerful. As an action, you can spend a spell slot to transform your familiar into any creature you have seen that has a CR of 10 or less. This effect lasts for 1 minute per spell slot level, and you cannot use it again until you complete a long rest.

The support and healing subclass, which takes the Magical Girl's frontline fighting prowess, and uses that to turn you into a healer who can stand alongside the tanks and fighters of your party.

Protect and Serve: Starting at 3rd level, when a friendly creature within 30ft takes damage, you can use your reaction and a spell slot to reduce that damage by 1d4 per spell slot level used.

Everlasting Defense: Starting at 6th level, if an ally you can see within 10’ of you is attacked by a melee attack, you can impose disadvantage on that attack. You can only use this ability once per short or long rest. At 18th level, this ability can be used a number of times per short or long rest equal to your Charisma modifier.

Caretaker's Blessing: Starting at 9th level, your mere presence can aid those around you. While you are wearing your garment, and an ally you can see within 30’ of you is healed by a spell or item, you can spend a spell slot and your reaction to increase that healing by 1d6 per spell slot level used.

Bolstering Presence: Starting at 13th level, while wearing your garment, every friendly creature within 10’ (not including yourself) has incoming damage from nonmagical weapons reduced by your Charisma modifier. At 20th level, this increases to 30’.

Loving Sacrifice: Starting at 18th level, while wearing your garment, you can spend an action and a spell slot to choose a damage type. For the next minute, a number of willing creatures up to the spell slot level used gain resistance to that damage type, but you suffer vulnerability to that damage type. You cannot target yourself with this feature.

The subclass that refuses to die, no matter the situation, and instead focuses on keeping your character contributing to the fight for as long as possible.

Will to Live: Starting at 3rd level, when you are reduced to 0 hitpoints, you are instead reduced to 1 hitpoint. You cannot use this feature again until you complete a long rest.

Strive for More: Starting at 6th level, on your turn, you can give yourself advantage on any attack roll, skill check, or saving throw you made that turn. You can use this feature a number of times per long rest equal to your Charisma modifier. You can use this ability after knowing the result of the roll, but it must be used immediately after the roll being modified.

Unyielding: Starting at 9th level, even death cannot stop your incredible tenacity. When you are stabilized after being unconscious, either from a spell or from succeeding three Death Saving Throws, you immediately regain consciousness with 1d4 hitpoints.

Made Tougher than Most: Starting at 13th level, while you are wearing your Magical Garment, you gain resistance to bludgeoning, piercing, and slashing damage from all nonmagical weapons, with the exception of silvered weapons.

To the Bitter End: Starting at 18th level, you can overcome your limits through sheer force of will. Once per long rest, as an action, you can regain 2 expended 1st-, 2nd-, and 3rd-level spell slots.


------------------------------
Anyway, that's the entire thing. I realize it's a fair bit long, so thanks for reading all the way to the end. If you have any thoughts or balance tweaks, then feel free to put your two cents in. I'd love to hear it! But even if you don't want to offer input, I wanted to thank you for reading this, and wish you a wonderful day! ^^

~Blackjack