Base Class: Sorcerer
"In the name of Love and Justice, I am here!"
-Don, Previous Magical Girl of Love.
The Queen of Hatred, otherwise known as the Magical Girl of Love, is a type of magical girl who's entire psyche hinges on there being villains to fight, devolving into hysteria if enough time passes without fighting a Villain, becoming a Villain for others to fight. High stress, both mentally and magically can also lead to said Hysteria
Level 3
Villain mark: When you deal damage to a creature with a spell, you can mark that creature as your Villain Mark until the end of your next turn (no action required).
When you deal damage to a creature with your Villain Mark, you deal an additional 1d6 damage of the spell’s type.
You can only have one marked creature at a time. When you mark a new creature, the previous mark ends.
At higher levels, your mark improves:
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6th level: You can have two marked creatures at once.
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14th level: You can have three marked creatures at once.
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18th level: The bonus damage becomes 2d6.
Here comes Magical Girl!: You learn the Star Shot cantrip.
Star Shot
Evocation cantrip
Casting Time: 1 Action
Range: 40 feet
Components: S
Duration: Instantaneous
You conjure a radiant star and hurl it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d4 force damage.
This spell’s range and damage increase as you gain levels in this class:
At level 6, the range increases by 20 feet, and the damage increases by 1d4
At level 14, the range increases by 20 feet again, and the damage increases by another 1d4.
At level 18, the range increases by 40 feet, and the damage increases by a final 1d4.
Level 6
Hysteria: When battle drags on, your emotions spiral out of control.
Building Hysteria.
You gain 1 stack of Hysteria each time you:
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Reduce a creature to 0 hit points, or
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Cast three spells of 1st level or higher without dealing damage.
You can have a maximum of 4 Hysteria stacks (increasing to 6 at 14th level).
Each stack increases your spell damage by +1d4.
While you have 2 or more stacks of Hysteria, before casting an offensive spell, roll a d6. On a 1, the DM chooses a random valid target for your spell (this may include an ally).
At 18th level, this effect triggers only on a natural 1 on the d6 when making a spell attack.
At the end of your turn, if you did not cast an offensive spell, reduce your Hysteria stacks by 1.
When you reach your maximum Hysteria stacks, the next damaging spell you cast consumes all stacks and deals an additional 2d4 damage on top of the Hysteria bonus.
Role of a hero!: When you use the Help action to assist an ally, that ally can reroll one of the dice rolled for the check, attack, or save being assisted.
At 14th level, you can use the Help action as a bonus action.
At 18th level, when you use Help, the assisted ally rolls three dice instead of two and takes the highest.
Level 14
Spent use, Forming hate: When you run out of spell slots, your cantrips deal one die of extra damage and your spell save dc increases by 1. This effect also applies when you run out of sorcery points, affecting all spells, not just cantrips.
Arcana Beats: you gain access to the 2nd level spell “arcana beats”
Arcana beats
Verbal, somatic. 100 ft range.
You create a magic sigil that fires a small beam at the target. Make a ranged spell attack against a creature you can see within range. On a hit, the target takes 3d8 force damage.
At level 18, you can fire a 2nd beam as part of the same action. You can target the same creature or two different creatures. This spell's damage also increases by 1d8, and its range increases by 30 feet.
Level 18
“Someone... has to fill the role.... of a villain... and that person… is you…!”
Major Arcana Slave!:
Once per long rest, you may unleash your ultimate attack.
As an action, you begin charging the Major Arcana Slave. You must maintain concentration for 3 rounds (as if concentrating on a spell).
When you begin charging, you gain temporary hit points equal to 40 + (your Wisdom modifier × 10) (minimum 50). While you have these temporary hit points, taking damage does not force concentration checks. If you lose all of these temporary hit points before finishing the charge, the effect ends prematurely and cannot be used again until the next dawn.
When charging completes, you may release the energy as an action, firing a massive beam of force in a 250-foot-long, 30-foot-wide line. Each creature in the area must make a Dexterity saving throw against your spell save DC.
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On a failed save, the creature takes 10d12 force damage and is blinded for 1 minute.
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On a successful save, it takes half damage and is not blinded.
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Creatures with your Villain Mark automatically fail this saving throw.
After using this ability, you gain 2 stacks of Hysteria.
Magical Girl Charging Support: While you are charging your Major Arcana Slave:
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Allies within 50 feet of you have advantage on concentration checks.
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After 3 rounds, each ally within 50 feet regains one expended spell slot, up to 4th level.
At 20th level, whenever you use the Help action and the ally succeeds, that ally also regains a spell slot in this way.
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