Warlock
Base Class: Warlock

A Magical Girl is a usually a teenager going through changes of their emotions as they grow. They are picked out by an Incubator and making them sign a contract by making wishes. Only one wish can be made and any wish is possible. Each Magical Girl has their own combat abilities based on the wish they made. Habitually, a Magical Girl or a group of Magical Girls usually look over their city or town from where they came from.

 

Soul Gem

Starting at first level, your soul has been separated and given physical form in the form of either a ring or egg shaped sphere which the user can alternate between. Because your soul has been given shape and form, it is no longer bound to your body; you can take much more damage than usual gaining an AC of 13 + your Constitution Modifier. Despite your soul being given physical form your soul is still linked with your original body so you can pilot it around. If your Soul Gem is more than 325ft away you cannot pilot your body, and if the Soul Gem is away for more than 48 hours your body will start to decay and die until it is no longer usable. The only way to stop this decay is to establish physical contact with your Soul Gem and original body. Since your Soul Gem houses your soul if it is destroyed you die along with it. The Soul Gem as an AC of your AC + your Charisma modifier and hit points equal to half of your hit points. If your body were to die your Soul Gem cracks and shatters into pieces being destroyed, if your Soul Gem is destroyed you die and your body goes limp being without any life.

 

Magical Girl Powers

At first level, you’ve become more adept at fighting due to the changes your soul has gone through. You gain proficiency in one weapon of your choice. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls.

When you are in contact will your Soul Gem you can use it in the following ways:

  • Soul Weapon

As a bonus action you can call upon your Soul Gem to manifest one weapon you are proficient in. The weapon appears in one of your free-hands, if you have no hands free at the time of using this feature the weapon fails to manifest. You can manifest a number of weapons equal to your Charisma modifier. If you attempt to manifest more weapons then your Charisma modifier the oldest weapon vanishes with the weapon you attempted to manifest appearing in a free hand. Additionally you can use your bonus action to cause these weapons to vanish.

  • Magical Transformation

As an action you can start your transformation. You gain new clothing which replaces the ones you were originally wearing and your Soul Gem takes the form of any type of jewelry which attaches to a part of your outer body. This transformation lasts for one minutes and you gain the following benefits while transformed:

∙ You gain temporary hit points equal to your warlock level d4 + charisma modifier.

∙ When you hit with an attack roll using a melee or ranged weapon, you can deal extra force damage to the target equal to your proficiency bonus.

∙ You can choose to disregard all safety for your physical body when attacking a creature. Doing so gives you advantage on attack rolls made with your Soul Weapons, but attack rolls against you have advantage until your next turn.

Once your transformation ends the clothing created vanishes, with your original clothing replacing them. You can transform a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. If you expend all uses of your transformation you must make a DC 10 + half your warlock level (rounded up) Charisma saving throw. If you succeed the saving throw you gain one level of exhaustion, if you fail the saving throw you gain two levels of exhaustion and fall unconscious upon your transformation ending.

 

Power of a Wish

Starting at sixth level, your wish has also affected you, you can choose one of the following benefits to gain:

 

Battle Prowess

While in your Magical Transformation, on your turn when you hit a creature, you can choose to double the damage dice when attacking with your Soul Weapon. Everytime you choose to use this ability you gain one point of exhaustion for every use upon ending your transformation.

 

Forced Healing

While in your Magical Transformation, as an action, you spend up any amount of your hit dice to regain hit points adding your constitution modifier for each hit dice spent. For every two hit dice you expend you gain one point of exhaustion at the end of your transformation.

 

Time Perception

While in your Magical Transformation, on your turn, you can choose to give yourself an additional action, bonus action, or reaction. Everytime you choose to use this ability you gain one point of exhaustion for every use upon ending your transformation.

 

Entropy

You’ve realized the purpose of your being, and the plan of the Incubators. Their plan to use human emotions as energy due to entropy not applying to them, and too purposefully let all magical girls die of exhaustion because of the energy created from when it happens.

Starting at tenth level, if you were to use the benefit you chose from Power of a Wish, you can choose not to gain points of exhaustion equal to your Charisma modifier divided by 3 (rounded up) at the end of your Magical Transformation. You can use this feature a number of times equal to half your proficiency bonus and regain all expended uses upon a long rest. If you expend all uses of this feature you must make a DC 13 + half your warlock level (rounded up) Charisma saving throw. If you succeed the saving throw you gain two levels of exhaustion, if you fail the saving throw you gain three levels of exhaustion and fall unconscious.

If you were to die due to exhaustion, your Soul Gem cracks and shatters into pieces with your body becoming lifeless. All creatures within a 15 foot radius, with your body being the center,  must make a Dexterity saving throw with a DC equal to your spell save DC and take half your warlock level d12 force damage upon a failed save or half as much on a successful save.

 

Omnipotence

Starting at fourteenth level, you’ve accepted the life you have been given and truly believe in the wish you made with your hope being unwavering. If you have gained any levels of exhaustion due this class's features, you can choose to reduce your levels of exhaustion back down to zero. Once you have used this feature you must take a long rest before using this feature

 

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