Magical Girl
IMPORTANT: PLAYTEST PREVIEW
“They sparkle into view at the worst possible moment and then expect you to care about friendship. I reserve that for paperwork.”
Magical Girls Exist!
Not tethered to any one Threadworld—or even a reasonable narrative structure—Magical Girls are the universe’s answer to “What if hope had a pyrotechnics budget?” They manifest wherever belief in friendship, justice or a really good costume design reaches critical mass: pastel-hued school corridors; soot-slick back alleys; and, imminently, the common room of the Last Home Inn (belief sold separately; non-refundable once you’ve signed away your Saturday mornings).
Each begins life as an otherwise unremarkable individual—student, barista or wandering scholar—until a misplaced wish, an ill-advised coin in a cosmic vending machine or a pact with a star-touched familiar grants them a Soul Trinket (because licensing a talking star-cat was too much paperwork). In a flash of light (and exactly one over-eager bystander’s applause), they swap their mundane existence for pun-laden catchphrases and ribbons of light vaguely reminiscent of a failed disco ball. Adversaries—whether eldritch horrors or disgruntled ale-swillers—tend to scoff, until the “Sparkle Beam of Ultimate Friendship” detonates and everyone reconsiders their life choices.
In a multiverse perpetually exhausted by its own theatrics, the unrepentant earnestness of a Magical Girl is both startling and, frankly, long overdue.
The Magical Girl
Level | Prof. Bonus | Features | Soul Points | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|
1st | +2 | Soul Gem, Transformation | 1 | — | — | — | — | — |
2nd | +2 | Fighting Style, Spellcasting | 2 | 2 | — | — | — | — |
3rd | +2 | Magical Trope, Soul Sight | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 5 | 4 | 2 | — | — | — |
6th | +3 | Magical Trope feature | 6 | 4 | 2 | — | — | — |
7th | +3 | Purifying Light | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 3 | — | — | — |
9th | +4 | Evasion | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Magical Trope feature | 10 | 4 | 3 | 2 | — | — |
11th | +4 | — | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 12 | 4 | 3 | 3 | — | — |
13th | +5 | — | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magical Trope feature | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Protective Bond | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 16 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magical Trope feature | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Miracle Incarnate | 20 | 4 | 3 | 3 | 3 | 2 |
Class Features
As a Magical Girl, you gain the following class features.
Hit Points
- Hit Dice: 1d8 per Magical Girl level
- Hit Points at 1st Level: 8 + your Constitution modifier
- Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Magical Girl level after 1st
Proficiencies
- Armor: Light Armour, shields
- Weapons: Simple weapons, martial weapons
(Your training or magical intuition lets you handle any weapon, though you often rely on conjured arms.) - Tools: None
- Saving Throws: Charisma, Dexterity
- Skills: Choose two from Acrobatics, Arcana, Athletics, Deception, Insight, Performance, Persuasion
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a dagger — often kept as a keepsake or last-resort weapon, since you can summon magical weaponry when transformed
- (b) an explorer’s pack or (c) a scholar’s pack
- A special Magic Amulet or Trinket (see “Soul Gem” below) that symbolizes your wish and contains your transformational power.
(Your DM may allow this item to be granted by your background or patron rather than as starting gear with monetary value.)
Soul Gem
At 1st level, you gain a Soul Gem (or equivalent trinket) that embodies your heart’s power. This could be a locket, ring, tiara, wand or any object tied to your origin. Your soul literally resides in this item—a dramatic and metaphysical truth that grants you great power, but also a spectacular weakness.
- Soul Points.
Your Soul Gem holds a well of energy called Soul Points (SP). You have a maximum number of SP equal to your Magical Girl Level (see the Soul Points column of the class table). These points fuel many of your abilities: transformation, spells and finishers. You regain all expended SP on a long rest. Once per short rest, you can also channel your emotional resilience to recover SP equal to your proficiency bonus (up to your normal maximum). - Spellcasting Focus.
Your Soul Gem doubles as the focus for your Magical Girl spells, letting you cast without material components or other foci—unless a spell specifies costly materials. When you Transform, the gem often glows, or magically integrates into your costume, marking the moment you step into legend. - Separation from Your Soul Gem.
Because your essence is bound to this item, losing it is hectic. If it’s stolen, destroyed or misplaced, you immediately lose access to your class features and spells until it’s recovered or replaced (usually via a special ritual or a generous wish). Most Magical Girls keep theirs within easy reach—a ring on a finger or a brooch at the throat—because nothing says “serious hero” like constant gemstone vigilance.
Transformation
At 1st level, you learn to assume your Magical Girl form—the only state in which you’re allowed to describe your attacks as “sparkle-charged” without getting weird looks.
Activating Your Transformation
- Bonus Action. You may transform as a bonus action on your turn (or immediately at the start of combat if you weren’t surprised).
- Cost. Spending 1 Soul Point from your Soul Gem triggers the change.
- Duration. The form endures until one of the following occurs:
- You dismiss it (no action required).
- You fall unconscious (the transformation fades instantly).
- You spend another bonus action to revert.
- Approximately 10 minutes pass outside of combat, at which point the magic naturally recedes (your DM’s call—because picking groceries in glitter is rarely heroic).
Magical Outfit (Defensive Benefits)
- Magical Armour. While transformed, you benefit from a special suit of magical armour: your AC becomes 13 + your Charisma modifier.
- Shields. You may still wield and add a shield’s bonus as normal.
- Mundane Armour Interaction.
- Light armour you were wearing can either meld into your new outfit or fall away in a flourish of sparkles.
- Heavy armour is always dispelled (Magical Girls rarely bulk up under plate).
- Dramatic Reveal. Your ordinary clothes tear away or swirl off—revealing anything from a frilled dress to gleaming pauldrons.
Identity Concealment
Your transformed guise carries a glamour that obscures your everyday identity. Unless an observer witnessed your actual transformation, they must succeed on a Wisdom (Insight) check (DC = 8 + your proficiency bonus + your Charisma modifier) to recognise you beneath the sparkles. Perfect for keeping your landlord blissfully unaware of your late‐night demon fights.
Magical Weapon (Offensive Arsenal)
- Summoned Armament. As part of your transformation, you summon one weapon of pure magical energy. Choose any simple or martial weapon with which you’re proficient. It appears in your hand in a flash of light.
- Damage Type. By default it deals radiant damage, though you may swap in a trope‐appropriate type (e.g. fire, necrotic) once your subclass grants that option.
- Magical Quality. This weapon counts as magical for overcoming resistances and immunities to nonmagical attacks.
- Durability & Disappearance. If you drop or throw it, it dissipates into motes of light after a few seconds or upon hitting/missing a target—no “weapon theft” shenanigans here.
Reshaping Your Weapon
- Bonus Action & 1 SP. You can spend 1 Soul Point and a bonus action to transform your weapon into a new form—sparkles, shattering light or a flurry of petals signalling the change.
- One at a Time. Only one form exists at once; the new weapon immediately replaces the old.
Supernatural Flourish
While in your Magical form, you count as a magical creature. You may trigger minor cosmetic effects at will—fluttering hair, drifting motes of light, perhaps a faint theme‐song whisper in the ears of anyone intent enough to listen. You might describe small stunts (a graceful leap, a mid‐air twirl) that underline your newfound prowess, so long as it doesn’t unbalance the game.
In short, your Transformation is equal parts defence, offense and theatre. Remember to strike a pose—nothing else sells “I’m here to save the day” like impeccable timing.
Fighting Style
“Because nothing says ‘I’ve got this’ like a well‐placed quip and a practiced swing.”
At 2nd level, you adopt a Fighting Style that reflects your battle flair. Choose one—and no, you can’t double up on the same one later, even if the plot demands it.
- Archery. +2 to attack rolls with ranged weapons.
(Ideal if your summoned bow, chakram or cosmic crossbow is your weapon of choice—because nothing punctuates “friendship beam” like a crit from afar.) - Defense. +1 AC while wearing no armour or light armour in your transformed outfit.
(Whether it’s extra enchantments in your frills or a perfectly timed dramatic pose, you’re harder to hit when you look fabulous.) - Dueling. +2 damage when you wield a melee weapon in one hand and no other weapons.
(For the elegant Magical Girl who prefers a lone sword of light or flashy spear—each strike lands with extra conviction.) - Great Weapon Fighting. Reroll 1s and 2s on damage dice for melee weapons you wield with two hands (must have two‐handed or versatile property).
(Because summoning a giant crystal claymore requires nothing less than maximal damage—and a flair for the dramatic.) - Two-Weapon Fighting. Add your ability modifier to the damage of the off-hand attack when wielding a light weapon in each hand.
(Perfect for dual-wielding magical wands, daggers or twin sabres in a whirlwind of glitter and steel.)
Choose the style that best complements your trope—and remember, theatrics without accuracy are just expensive glitter.
Spellcasting
“Congratulations. Your contract now comes with free fireworks.”
By 2nd level, your wish (or ill-advised bargain) suffuses you with real magic. You gain the ability to cast spells drawn from the Magical Girl spell list, all themed around light, hope and a healthy dose of stage-presence.
Spell Slots
The Magical Girl table shows your available spell slots, following a half-caster progression (much like paladin or ranger). To cast a spell, you expend a slot of that spell’s level or higher, regaining all slots on a long rest.
- Example: At 5th level you have four 1st-level slots and two 2nd-level slots. You can upcast Guiding Bolt in a 2nd-level slot for extra sparkle—or use a 1st-level slot if you’re feeling frugal.
Spells Known
You know spells innately—you don’t fumble with spellbooks or scrolls unless the DM lets you. At 2nd level you learn two 1st-level spells of your choice from the Magical Girl list. As you level, you learn additional spells of levels for which you have slots, so that your total number of spells known always equals your Magical Girl level (after 1st).
- Replacement: Whenever you gain a Magical Girl level, you may swap one known spell for another from the list of an appropriate level.
Spellcasting Ability
Charisma is your spellcasting ability—your conviction, emotional resolve and flair fuel every bit of magic you weave.
- Spell Save DC = 8 + your proficiency bonus + your Charisma modifier
- Spell Attack Modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
Your Soul Gem or trinket doubles as your arcane focus. No fiddly components needed for spells without costly materials—just dramatic flourishes with your wand, amulet or tiara.
Learning Spells from Other Sources
You generally stick to the Magical Girl list—no librarian-approved crossovers—unless the DM rules you found a mentor, scroll or ritual granting you an off-list spell. Even then, expect contractual fine print.
Magical Girl Spell List
“All the sparkle, none of the paperwork … most of the paperwork.”
1st-Level: Bless, Charm Person, Color Spray, Cure Wounds, Detect Magic, Disguise Self, Faerie Fire, Guiding Bolt, Heroism, Identify, Magic Missile, Shield
2nd-Level: Aid, Calm Emotions, Enhance Ability, Lesser Restoration, Misty Step, Moonbeam, Prayer of Healing, See Invisibility, Shatter, Suggestion, Warding Bond
3rd-Level: Beacon of Hope, Daylight, Dispel Magic, Fly, Mass Healing Word, Protection from Energy, Remove Curse, Revivify, Sending, Tongues
4th-Level: Aura of Life, Aura of Purity, Banishment, Death Ward, Dimension Door, Freedom of Movement, Guardian of Faith, Polymorph
5th-Level: Circle of Power, Commune, Radiant Crescendo*, Dispel Evil and Good, Greater Restoration, Weapon of Light*, Legend Lore, Mass Cure Wounds, Raise Dead, Starfall Barrier*
*New Magical Girl spells see the New Spells: Magical Girl page for details.
This list emphasises hope, protection and spectacular attacks. Guiding Bolt and Magic Missile let you pelt foes with “sparkle rockets,” Heroism and Bless shore up your allies’ spirits, and Mass Healing Word channels the restorative power of friendship. High-level flourish spells like Circle of Power and Aura of Life literally drive back darkness—your classic finale move.
Creativity is encouraged: whether it’s a high-pitched harmonic scream for Shatter or an enemy in a giant plush costume via Polymorph, make it your own.
Soul Sight
“Your soul’s radar is now online—tuning into calamity and clandestine crushes alike.”
Starting at 3rd level, your soul’s magic sharpens your empathy into a sixth sense, letting you detect both supernatural beings and the emotional auras that trail them.
- Action: You spend an action to open your awareness. Until the end of your next turn, you know the location of any celestial, fiend, undead, fey or elemental within 60 feet (total cover blocks it). You also sense any object or area that’s been magically consecrated or desecrated (think hallow spells and cursed relics).
- Emotional Ping: Alongside creature types, you receive a loose read on the mood of the area—perhaps a buzz of despair (undead nearby) or a faint chorus of hope (celestial in the wings). You learn only the type, not the individual’s identity.
- Uses: You can employ Soul Sight 1 + your Charisma modifier times per long rest. When not hero-ing, feel free to use it for “important” tasks—like sniffing out secret admirers or checking whether the ale barrel is truly blessed.
In the endless corridors of the Last Home, Soul Sight is invaluable for spotting otherworldly patrons, cursed artefacts… or the kitchen staff slacking off behind the pantry.
Magical Trope
“Every hero is just a trope waiting for its footnotes.”
At 3rd level, you lean into a specific narrative angle—your Magical Trope—which shapes how your magic looks, feels and performs. Choose one of the archetypes listed in the side panel (full write-ups appear in their own articles). Your choice grants you custom features at 3rd, 6th, 10th, 14th and 18th levels:
- Fallen Star: A dark-and-brooding heroine whose power blooms from tragedy (expect dramatic poetry in your journal and cosmic tears in your spells).
- Starcaptor: The classic card-wielding summoner, tossing arcane cards and calling forth spirits or constructs (plus an obligatory mascot sidekick to roll its eyes at your puns).
- Elemental Fury: A tempest of elemental chaos, leaving scorch marks and trailing gusts in your wake (ideal for those who think “subtle” is a four-letter word).
Ability Score Improvement
“Sometimes the only magic you need is a +2.”
When you reach 4th level, and again at 8th, 12th, 16th, and 19th levels, you gain the following benefit:
- Increase one ability score by +2, or two ability scores by +1 each.
- Maximum score cap: You can’t raise an ability above 20 using this feature.
Optional Feats Variant:
If your table uses the optional feats rule, you may choose to take a feat instead of applying an ability score improvement.
Extra Attack
“Because once is never enough when you’ve got a sparkly sword in hand.”
Beginning at 5th level, your Magical Girl training lets you strike twice whenever you take the Attack action on your turn. Whether you’re cleaving through shadows with a blade of light or loosing twin arrows of radiance, you no longer settle for a single dramatic flourish.
- Two Attacks: When you choose the Attack action, you attack twice instead of once.
- Non-stacking: If you somehow gain Extra Attack from another source—multiclassing into Fighter, for example—you still only gain the benefit once.
Purifying Light
“Nothing says ‘new me’ like a literal burst of self-confidence.”
At 7th level, your transformation carries a cleansing radiance capable of banishing on-your-honour ailments.
- Condition Cleansed. When you transform, choose one condition affecting you: charmed, frightened, poisoned, paralyzed or stunned. The surge of magical light instantly ends that condition.
- Examples: A vampire’s charm shatters in your dazzling costume reveal; a mind flayer’s stun dissolves as your aura ignites; lingering poison is neutralised by a flash of hope.
- Limitations: This feature does not end grappled, prone or exhaustion—those require more mundane methods (and better posture).
- Aura of Courage. While transformed, you and all friendly creatures within 10 feet gain advantage on saving throws against being frightened. Your very presence is an anthem of bravery.
In short, if despair or toxins try to gate-crash your transformation, Purifying Light shows them the exit.
Evasion
“Grace under fire—and by ‘under fire,’ I mean literal fireballs.”
At 9th level, your acrobatic instincts kick in whenever danger paints the sky.
- Dexterity Saves. When an effect forces you to make a Dexterity saving throw (think fireball or a dragon’s breath), you dodge so well that:
- Success: You take no damage.
- Failure: You take half damage.
In cinematic terms, picture yourself back-flipping clear of an explosion or crossing your arms to deflect a blast, emerging in a swirl of glitter with barely a scratch—provided you’re neither stunned nor restrained, of course.
Protective Bond
“Nothing says ‘friendship’ like catching someone mid-plummet—and then plastering on a grin.”
At 15th level, your soul’s devotion can literally tether an ally to life—at a cost.
- Reaction Rescue. When a friendly creature within 30 feet drops to 0 hit points and you’re conscious, you can use your reaction to spend 2 Soul Points. Instead of falling unconscious, that ally drops to 1 hit point.
- Shared Pain. You immediately take psychic damage equal to twice your Magical Girl level, bypassing resistances and reduction—but never reducing you below 1 hit point. If you’re already at 1 hit point, you fall unconscious alongside them.
- Once per Long Rest. You can’t Protective Bond again until you finish a long rest. Using it also ends your transformation (the sudden backlash causes your magical attire to flicker out), though you may transform again on your next turn if you have SP to spare.
This is the epitome of Magical Girl self-sacrifice—rescuing comrades at the brink while looking fabulous enough to caption “heroics in ribbons.”
Miracle Incarnate
“Reality is merely a polite suggestion when hope is this bright.”
At 20th level, you become the living embodiment of a miracle. Your soul’s power peaks, bending the rules of reality in moments of dire need. You gain the following benefits:
- Charisma Unbound. While transformed, your Charisma score increases by 4 (to a maximum of 24). You are quite literally the personification of inspiration—resistances crumble before your radiant confidence.
- Ultimate Wish. You learn the spell Wish and can cast it without the usual mortal drawbacks (no strength drain, no 33% chance of never casting again). After using this feature, however, your Soul Gem goes dim: you cannot transform or cast any Magical Girl spells for 7 days. You remain capable of mundane actions and weapon attacks, but your arcane spark requires a full week to reignite. This ability may only be used in Combat or if the need is dire (at DMs Discretion).
- Legendary Resolve. If an effect would reduce your Soul Points to 0 while you still have hit points, your Soul Gem immediately regains 1 Soul Point. Even at the brink of exhaustion, a mote of hope endures.
In short, at 20th level you’re the stuff of interdimensional legend—bards in the Last Home and beyond will sing of your deeds, and other denizens may very well beg for your blessing before rolling the dice.
Creating a Magical Girl
“Every glittery destiny begins with someone else’s paperwork.”
When you’re sketching out your Magical Girl, think like you’re filing a mundane census—and then immediately throwing it in the bin:
- The Questionable Pact. What prompted your plea? A desperate wish at a shooting star, a coin down a cosmic vending machine, or a contract from a cuddly (and suspiciously powerful) mascot? Choose your cosmic benefactor—and remember, charm doesn’t exempt you from small print.
- The Soul Trinket. Ring, locket, wand, tiara—pick your bauble. This is where your spark lives (and where you’ll store your regrets about glitter choices).
- Dual Identities. By daylight, you’re a portal-stumbling clerk, overworked barista or displaced student; by moonlight, you don frills and armour beside seasoned adventurers who will almost certainly pretend that your catchphrase is normal.
- Defining Motif. Are you the tragic heroine who writes mournful poetry between battles? The chirpy summoner lugging a deck of enchanted cards and a snarky plush companion? Or the elemental rebel leaving scorch marks on the common-room floor whenever excitement (or indigestion) strikes?
These narrative seeds will blossom into your Magical Trope at 3rd level—so pick something you won’t mind explaining mid-battle.
Quick Build
Need a Magical Girl in a hurry? Follow these professional guidelines (and try not to trip on your own cape):
Score Priorities.
- Charisma: You’re powered by personality, not physics—so max this first.
- Dexterity: Those dramatic flips won’t execute themselves.
- Constitution: Because even sparkles bruise.
Background.
Pick one that explains why you’re suddenly wielding cosmic glitter.
- Outlander: You were plucked from a fairy-tale realm and dropped into modern misery.
- Entertainer: You paid your dues as a pop-idol before someone upgraded your costume.
- Acolyte: Your wish had divine sponsorship (and rather fussy requirements).
- Sage: You memorised every Magical Girl trope in your dusty tower library.
Starting Kit.
- Dagger: For dramatic close-quarters stabbing (until you conjure your trope-appropriate weapon).
- Explorer’s Pack: Because dungeon corridors are not a fashion statement.
- Soul Trinket: That pendant, wand or sparkly knick-knack from your benefactor—don’t lose it.
First-Level Spells.
At level 2 you will need to select two that scream “I’m the hero now.”
- Guiding Bolt: A beam of sparkly justice.
- Heroism: Because boosting allies’ courage is unpaid emotional labour.
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