Magical Girl A helpless old woman stands in front of the smiling Orc. She screams for help, any big tall hero that can stand up to the monster. Much to her disappointment, the tiniest Gnome comes running from the forest. This is it. The day she'll die. Right before she closes her eye - ready to exept her fate - the Gnome begins to glow. Now a ball of light, he jumps into the air, and with his newly summoned pink great sword, cuts the Orc in half. The ribbons of his new armor flowing in the wind. A girl with nothing left to lose. The bodies of her friends just lie there. There's only one thing she can do, Sacrifice her life for theirs. She throws her neckless in the air. It shatters into a million pieces, and just like that, it's as if the fight never happened. Her friends have their lives back, while she lies there. A group of goblins is simple work for someone has powerful as them. Eight floating weapons appear behind them, and all they had to do what risk their life. Seems like a pretty fair deal for endless power. Underdog Magical girls are made from the most unlikely of heroes. They're the people who don't quite fit in. The people who are the least likely to accomplish anything with their life. Dispite this, they're brought into a heroes life, either by force or by choice. Though normally outclassed by everyone, their new found power grants them the courage needed to succeed. Or it's the lust for more power that drives them to darkness. Either way they can do more then they ever could have dreamed. Responsibility Being a magical girl is all about the balance between your normal life, and your hero life. This balance is hard to maintain for a lot of magical girls. Some just abandon there old life completely, leaving friends and family behind. Other's live's are centered around this balancing act, but something is always forgotten about. Either way it's a difficult and lonely way to live. It's important to find friends you can tell about your double life. As a magical girl, you need to hold on to everything you can . Even if it's alot of responsibility.

The Magical Girl Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th Meek Armor Class 1st +2 Meek, Transform! — — — — — 11 2nd +2 Fighting Styles, Spellcasting 1 — — — — 11 3rd +2 Hail Mary 1 1 — — — 11 4th +2 ─ 1 1 1 — — 11 5th +3 Ability Score Improvement 1 1 1 — — 12 6th +3 Magical Advantage 2 1 1 — — 12 7th +3 ─ 2 1 1 — — 12 8th +3 Ability Score Improvement 2 1 1 — — 12 9th +4 Good Always Triumphs 2 2 1 — — 13 10th +4 Extra Attack 2 2 2 1 — 13 11th +4 Ability Score Improvement 3 2 2 1 — 13 12th +4 ─ 3 2 2 2 — 13 13th +5 Hail Mary Improvement 3 3 2 2 — 14 14th +5 ─ 4 3 3 2 — 14 15th +5 Ability Score Improvement 4 3 3 2 1 14 16th +5 Extra Attack 4 3 3 2 1 14 17th +6 Hail Mary Improvement 4 4 3 3 1 15 18th +6 ─ 5 5 4 3 2 15 19th +6 ─ 5 5 5 4 2 16 20th +6 Sacrifice 5 5 5 4 3 17 Creating A Magical Girl When making a magical girl, consider what made you want to become a magical girl. Is there no other way for you to help people? Did you feel useless before you got these powers, or does that feeling still accrue? Did fate take you down this path? Is it a birthright? Where you in a situation where you couldn't say no? Do you have a lust for power, or are your actions truly selfless? The road to evil is paved with good intentions. Fighting the fight of a magical girl isn't an easy one. There is pain and loss ahead. Are you naive to this? Is the pain worth it to you? Do the needs of another outway your own, or do you love power that much? Quick Build First Strength or Dexterity should be your highest, depending on the fighting style you like. Next should be Wisdom or Constitution. This class uses wisdom to cast spells, but the extra hit points from constitution can be helpful, depending on your fighting style. Second, pick the Guild Artisan background. Class Features Hit Dice: 1d6 per level Hit Points at Level 1: 6 + Constitution Modifier Hit Points at Higher Levels: 1d6 + Constitution Modifier Proficiencies: Armor: None Weapons: None Tools: Pick one Artisan tool Saving Throws: Wisdom and Constitution Skills: Pick 2 from: Arcana, Athletics, Insight, Investigation, Perception Equipment Artisan Tool

(a) Dungeoneer's Pack, or (b) Explorer's Pack

(a) Component Pouch, or (b) A Gaming Set

Transform! At 1st level, you gain the ability to cast the Transform! Cantrip. Transform! Armor Class At 1st level, while transformed, you can calculate your armor class with 8 + strength or dexterity motifier + constitution motifier Magical Girl Type At 1st level, you can pick a Magical Girl Archetype: Incubator, or Miraculous. Meek At 1st level, while not transformed, you are helpless. You cannot use your weapons, spells, or feats. You also appear helpless and have advantage on Charisma checks and Charisma based skills. Your armor class scales with your level and is listed on the chart above. Fighting Style At 2nd level you can pick a fighting style Close Quarters Shooter You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks. (UA) Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield. (PHB, Paladin) Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. (PHB, Ranger, Paladin) Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit. (PHB, Paladin) Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Spellcasting At 2nd level you can cast spells Preparing Spells You can prepare spells from the Paladin and Ranger lists. You can prepare the amount of spells equal to your proficancy bonus + your wisdom modifier Spellcasting Ability Spell Save DC: 8 + Proficiency bonus + Wisdom Modifier Spell Attack Modifier: Proficiency bonus + Wisdom Modifier Spellcasting Focus You can use your magical object as your focus. Ability Score Improvement At levels 5, 8, 11, 15, you can increase an ability score by 2 or increase 2 ability scores by 1. You can not use this to go past 20. Magical Adventage At 6th level, you can communicate psychically with other magical girls, transformed or not, and you can use your magical object in place of 1 M material when casting spells. This doesn’t consume magical object. Good Always Triumps Starting at level 9, transformed or not, use 1 failed death save to roll a d20. The number you get corresponds with the number on the chart. In battle this costs 1 bonus action. These benefits only last until your next long rest. 1 You de-transform, trip, and fall prone. Your magical object is thrown 15ft in any direction 2-3 You gain the ability to cast one resurrection spell (does not take spell slot) 4-5 Your next attack is for max damage 6-7 Immediately cast one Mass Healing Word at 5th level (does not take spell slot) 7-8 You can use 1 Spare the Dying whenever you’d like (does not take spell slot) 8-9 You gain the ability to cast one true resurrection (does not take spell slot) 10-11 You’re as bright as a star for the next 1d4 rounds. You and anyone looking at you are blinded. 12-13 A Gate spell activates, summoning someone of your choice 14-15 A cherry blossom tree in full bloom grows behind you. You and allies within a 10ft radius are healed 2d6 hit points each round. 16-17 You gain the advantages of a Hero’s Feast (see spell) 18-19 You gain Mage Armor for the whole of your next fight 20 You regain all death save and pick whichever number you want Extra Attack At 10th level, you can attack twice a round. The Types of Magical Girls

Incubator You enter a contract with a powerful being. You fight their war for a wish. Wish bonus: Healing: you gain an extra 1d4 when rolling HP. You can cast Spare the Dying, Healing Word, and Cure Wounds.

you gain an extra 1d4 when rolling HP. You can cast Spare the Dying, Healing Word, and Cure Wounds. Vengeful: you gain advantage against 2 enemy type of your choice. You can cast Hunter’s Mark, Hex, and Bane.

you gain advantage against 2 enemy type of your choice. You can cast Hunter’s Mark, Hex, and Bane. Power: Gain an extra Ability score. You can cast Thaumaturgy, Hellish Rebuke, and Hold Person. Weapon Bonus You have proficancy in all types of weapons. You can pick a weapon from the table. If you loss the weapon. You can summon it back to your hands for 1 bonus action. Magical object Your magical object is a gemstone that you can choose the color of, and place either on your weapon or your body. Hail Mary: Grand Finale At 3rd level, you can use 1 failed death saving throw to activate this ability. If you add up to 3 you die as you would if you were unconscious. Summon 2 of the weapon have, they can be copies if you'd like. These weapons appear within a 20ft radius of you, and can all be used as one attack. These attacks do not take ammo, and can be considered ranged or melee. These weapons will disappear after attacking, or being hit once. If the weapon as a special property, these properties cannot be use. Shell At 7th level, you can trap your soul inside of your Magical Object. This lets you gain advantage on all attacks, and take half damage. In return you cannot speak or do anything involving charisma, or intelligence. Sense your spells are cast via wisdom you can still cast spells. Must make a wisdom saving throw (DC13). If you fail you become frenzy and attack the closest thing to you, you cannot cast spells, and you cannot do anything involving wisdom. You look crazed, like a mindless being. This makes people are more warry of you. you can return to normal whenever or when you are knocked unconscious. If your magical object is destroyed while in this state. You instantly are brought back to your body and knocked unconscious. Grand Finale Improvements At 13th level, you can use 1 failed death saving throw to activate this ability. Summon 5 weapon you have instead of 2. These can be copies if you'd like. At 17th level, you can summon 8 weapons. They can still be copies. They make 2 attacks instead of 1, and they can be hit twice instead of once. Sacrifice At 20th level, by using all three failed death saves, and immediately dying, you can become a monster of 25 CR or less. You must make a wisdom save of 15 or more to keep your intelligence, wisdom, and charisma. If you fail this save, the DM takes over monster. You’re healed to the beast’s max hp. The only way to come back is with a resurrection or wish spell.

Miraculous You meet a friendly magical creator. They can give you the power of an animal in return for protection. Animal powers: Turtle: gain the Resilient feat. Has proficiency in perception checks. Advantage in Constitution checks.

gain the Resilient feat. Has proficiency in perception checks. Advantage in Constitution checks. Ladybug: gain the Lucky feat. Has proficiency in persuasion checks. Advantage in skill checks involving Intelligence.

gain the Lucky feat. Has proficiency in persuasion checks. Advantage in skill checks involving Intelligence. Cat: gain the Skulker feat. Has proficiency in acrobatics checks. Advantage in skill checks involving Dexterity. Weapon Bonus You have proficancy in all types of weapons. You can pick a weapon from the table and add one modification to it. Extend and Contract (5ft either way)

Sticky (will stick to dry surfaces)

Grapple (can wrap around objects or creators) Magical object Your magical object is a trinket Your magical creator inhabits it when transformed, and it is not considered a magical object if you don’t have the creator, or the creator is dead. However the creater can be revived, and called back to you by shouting it's name. Hail Mary: Lucky Charm At 3rd level, you can use 1 failed death saving throw to activate this ability. If you add up to 3 you die as you would if you were unconscious. You summon an object with no magical properties that will help you with the task at hand. This object is chosen by DM, but must be useful in some way. This can help indirectly. It will disappear after de-transformation. You must de-transform at the end of your next round. De-evilize At 7th level, you can turn evil aligned things lawful good and friendly towards you. Their health must be below 10%. Doing this gives you a point in exhaustion. Lucky Charm Improvements At 13th level, you can use 1 failed death saving throw to activate this ability. It takes you 5 full rounds before you must de-transform. At 17th level, you can choose the object you summon and no longer have to de-transform. Sacrifice At 20th level, by using all three failed death saves, and immediately dying, you can revert the world to as it was before the fight started. Enemies are defeated and considered de-evilizes, but you are still dead. The only way to come back is with a resurrection or wish spell.