The Fallen Star
IMPORTANT: PLAYTEST PREVIEW
“They shine brightest when everything else goes dark. I admire their tenacity. I do not recommend becoming one.”
Not every Magical Girl fights for joy. Some fight because something broke, and stopping now would hurt more than going on. The Fallen Star is what happens when a wish is granted not with laughter, but with grief. They don’t wear pastel. They don’t twirl when they transform. Their magic isn’t cheerful—it’s heavy, sharpened, and still burning.
These are Magical Girls who rose from loss, who learned how to weaponize sorrow, who glow just as brightly—if not more so—when everything else has gone dark.
You gain this trope at 3rd level. It grants features at 3rd, 6th, 10th, 14th, and 18th level.
Fallen Star Bonus Spells
You gain access to spells themed around despair, shadow, and the emotional weight of silence. These spells count as Magical Girl spells for you and do not count against your number of spells known.
- 3rd: Hex, *Fractured Devotion
- 5th: Darkness, Shadow Blade
- 9th: Fear, Vampiric Touch
- 13th: Blight, Phantasmal Killer
*See the New Spells: Magical Girl for details.
Heart of Darkness (3rd Level)
You’ve embraced the shadow in your soul—and it’s learned to hit back.
- You gain resistance to necrotic damage, and advantage on saving throws against being charmed or frightened.
- When you deal radiant damage with a spell or Magical Weapon, you may choose to deal necrotic damage instead.
- Once per turn, when you deal necrotic damage, you can add extra damage equal to your Charisma modifier (minimum of 1).
- If your target has temporary hit points, this bonus damage ignores the temporary hit points.
Harvest Despair (6th Level)
You’ve learned to draw strength from loss—your own or someone else's.
- When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Magical Girl level + your Charisma modifier.
- If you end a combat encounter at less than half your hit point maximum and contributed meaningfully, you regain 1 Soul Point.
(This benefit may only trigger once per short rest.)
Some say the sorrow clings to you like mist. You say it’s just power remembering where it came from.
Frightful Strike (10th Level)
Your presence shakes people more than your magic does. And your magic is terrifying.
- When you hit a creature with a Magical Girl weapon or spell attack, you may spend 1 Soul Point to force it to make a Wisdom saving throw (DC = your spell save DC).
- On a failed save, the creature is frightened of you for 1 minute.
- The target may repeat the save at the end of each of its turns. On a success, the effect ends and the creature becomes immune to this feature for 24 hours.
Witch’s Wrath (14th Level)
When everything else fails, you fall back on the truth: some wishes are made to hurt.
- As an action, choose one creature within 60 feet and spend up to 5 Soul Points.
- That creature must make a Constitution saving throw (DC = your spell save DC). On a failure, it takes 2d10 necrotic damage per Soul Point spent (up to 10d10). On a success, it takes half.
- After using this feature, you must finish a long rest before using it again.
- You gain resistance to all damage until the start of your next turn.
When used indoors, it will probably leave a mark. Several, actually.
Eternal Sorrow (18th Level)
There is no returning to normal. There is only the legend they’ll write about you.
Ageless Myth
- You do not age, and cannot be magically aged.
- You are immune to being charmed or frightened.
- If you die, your body crumbles into ash, leaving only your Soul Gem, which may retain a final burst of magic or emotion (DM’s discretion).
Witch’s Edict
Once per long rest, you may cast Dominate Person without expending a spell slot or material components. Charisma is your spellcasting ability for this spell.
You don’t beg for obedience. You don’t argue. You simply say what’s going to happen next—and they believe you.
Seraphis Says...
“They’ll tell you she was cursed. That her wish twisted her. That she walked into darkness and never came back.
That’s nonsense, of course. She came back. She always does.
And she keeps walking—because someone has to. Not for glory. Not for redemption. But because when you’ve already fallen, the only thing left to do is rise dramatically with excellent lighting.”
Roleplaying a Fallen Star
The Fallen Star is not here to make friends.
They are here because fate demanded it. Because their wish cracked the sky. Because love betrayed them, or justice did, or a talking star-cat promised them something and then ghosted.
They speak in monologues. They name their weapon. They stand in the rain even when it's not raining.
And yet—beneath all the capes, curses, and emotionally thematic accessories—is someone who still believes. Not loudly. Not like the others. But deeply, and often in secret.
Things to consider when playing a Fallen Star:
- Your transformation phrase probably includes the word "lament."
- You once recited poetry mid-battle. It worked. You’ve never stopped.
- You don’t talk about your wish. (You absolutely do. Constantly. You just begin with “I don’t want to talk about it.”)
A Fallen Star is what happens when a Magical Girl is too stubborn to break and too stylish not to be seen breaking. They are walking dramatic irony in lace. And they are never wrong—just misunderstood, overwritten, and occasionally on fire.
Choose Your Weapon
When a Fallen Star transforms, they don’t just summon a weapon. They conjure a manifestation of their unresolved emotional trauma, wrapped in obsidian lace and forged in metaphor.
Some wield shadow-laced rapiers. Others prefer void-wreathed bows. But statistically speaking, you probably summoned a scythe. A massive, impractical scythe. Possibly with wings. Possibly weeping blood. Definitely glowing.
And of course—it has a Name.
Not a name. A Name. With capital letters. With punctuation. Possibly italicised in your diary.
You do not draw this weapon. You break its seal. You do not swing it. You channel the ache of your soul through its arc. Its presence on the battlefield is less “combat” and more “interpretive emotional detonation.”
Examples include:
- Ebon Dusk: Petal of Final Bloom
- Requiem Sonata ∞
- Shattered Faith Mk. II
- Lament Spiral (self-named, obviously)
Your weapon is a mood. Your weapon is an ex. Your weapon has lore, and possibly a theme track. Wield it accordingly.
This is absolutely awesome stuff, thanks for sharing. I shall have to check out your other stuff.
Thankyou for the complement :)