So one of my friends is making a new campaign soon and I have some time. It's not a serious campaign and I already rolled well for stats (I actually wanted to do stat-buy as my rolls are normally terrible, but for once the dice gods smiled on me and I ended up with a 16, 16, 14, 16, 15, 5. Yes. A 5). We haven't been informed of the exact world setting and what-not, but considering the group, it's not likely to be serious and more likely to be light-hearted. The campaign is also Gesalt rules (each level you can level up 2 classes instead of 1) which opens up possibilities. My original concept was to go with a librarian and mix barbarian and wizard/arcanist for fun, possibly even putting the 5 into her STR just for the heck of it. Then I got the idea of 'what if I make a magical girl? Magical orc girl WAAAARRRRGGGGDoka?' Thing is, I'm not entirely certain how I should *do* that. Any ideas/suggestions?
Sorcerer is definitely a must for magical girl, Draconic has some nice transformative themes to it at 6th level and 14th level, and really works well for the more narrow scope of magic but more powerful magic.
Glamour Bard also has some transformative themed abilities and would fit well with Sorcerer.
Another option for having a non-magical version of the character to emphasized the transformational aspect could be an Inquisitive or Mastermind Rogue, or Artificer.
I used Stars druid for a magical girl character -- you've got three different forms you can transform into, and can come up with a cute song or inspiring call for your guiding bolt attack
Really, any subclass that has a built-in transformation could work well
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Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock) Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric) Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue) Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I second the Stars druid for a magical girl character. Then you can be full blast by going cleric as your second character, or go funky with a ranger or monk to maintain a decent un-MAD progression. Honestly with your stats, a straight up Monk would be really powerful, since something that hampers them greatly is their MADness.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If you don't mind her being short...autognome makes a really good magical person by default and has some interesting abilities (not an orc though). I have one that is a Stars Druid and it works really well. Or go weird with Reborn Lineage...so if could be a created magic girl from dead people like Frnkenstein's monster....and in that case, she could have started out as an orc (looks like an orc without orc abilities). Sorcerer is good for magical beings like this. How about Sorcerer/Hex warlock or sorcerer/Paladin if you want a gish?
The GM just gave me permission to make my own magical girl subclass! Here's my first draft. It's a sorcerer class.
Magical girl
Level 1 abilities:
Transformation sequence: You may use your bonus action to transform into an alternate form. This will cause your outfit to change. The new outfit will always be repaired and in pristine condition regardless of the condition it was in previously or the condition of your normal outfit. While transformed your character may utilize Eldritch Blast, except that the damage type is selected upon gaining this feature and cannot be changed without some sort of major alignment shift. Additionally, you may apply your CHA bonus to the damage dealt by this Eldritch Blast (this effect does not stack with similar effects like Agonizing Blast). Finally, when transforming, all foes within 30 feet must make a CHA save or become afraid of you for 1 round. The transformation lasts till the end of combat when it automatically ends even if the magical girl doesn't wish it to. This feature can only be used a number of times equal to your CHA bonus per long rest, though if all uses are expended they may sacrifice half their total HP and take a level of fatigue in order to transform again.
Soul Gem: A special little device that houses the soul of the magical girl. So long as the gem is unharmed, should the magical girl die, her body will automatically regenerate at the location of the gem within 1 days time. She will have 5 levels of exhaustion if this happens. Normal resurrection spells do not work on her. Should the gem be destroyed, the magical girl will instantly die and cannot be revived.
Familiar: Select 1 CR0 creature to become your familiar. That creature has it's INT boosted to 10 if it was not already. Additionally, while it can speak, it can only communicate with the magical girl. It will follow the orders of the magical girl though, if insubordinate for whatever reason, may delay or do so in a sloppy manner. Should it die, a ritual spell can be cast to resurrect it.
Level 6 ability
Enhanced power: When transformed, all spells that deal the same type of damage that your Eldritch Blast deals also gain your CHA bonus to damage. Additionally, whenever there is an ally within 5 feet of you, you can add their proficiency bonus to one Attack roll, saving throw, or damage bonus. You may do this a number of times equal to double your CHA bonus per short rest. This effect can stack.
Level 14 ability
Power of Friendship: When transformed, when you either attack a foe that has an ally within 5 feet of it, heal an ally, or roll a saving throw when an ally is within 5 feet of you, you may roll the damage/healing/saving throw dice twice and select whichever roll you desire. Additionally, whenever you cast a spell that hits an ally, they automatically succeed on all saving throws.
Level 18 ability
Ultimate power: When transformed you gain access to 1 level 9 and 2 level 8 spells of your choice. You may only cast them once per long rest in this manner. Additionally, whenever an ally is within 5 feet of you, they may utilize your spells and spell-slots and vice-versa. If the spell requires concentration and they move more than 5 feet away from you, the concentration immediately breaks unless it is also on your spell list; and vice-versa. Finally, you may cast any spell that is 5th level or lower ignoring all normal pre-requisents except material costs. This can only be done a number of times per week equal to your CHA bonus.
If you purposely designed it to be incredibly overpowered, then that's perfect. If you're looking for balance recommendations, then. Well. It's incredibly overpowered.
I'd gently suggest sticking with WoTC content - if you're decided, and your DM/party don't care about balance that much though, then have fun!
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If you purposely designed it to be incredibly overpowered, then that's perfect. If you're looking for balance recommendations, then. Well. It's incredibly overpowered.
I'd gently suggest sticking with WoTC content - if you're decided, and your DM/party don't care about balance that much though, then have fun!
Agreed.
That’s crazy. At level 1, you get the powers of a wizard, warlock and lich? Or maybe just a warlock and lich? Maybe just be a warlock, and skip the part where you can’t die. Really a few of these powers are pretty similar to a celestial warlock. Maybe check that out.
To the OP, I’d suggest putting this in the homebrew section. They may have ideas for how to tone it down. Though really, as others and I guess I have said, you can probably pull this off with an existing subclass, some role play choices and maybe a touch of re-skinning.
You can dump Strength, but then use your "magic girl weapon" as your hex weapon, using Charisma for attack/damage instead of Strength anyway. Plus, with a devotion Paladin you can channel divinity Sacred Weapon for your "magic girl transformation", since it adds Cha mod to your attack modifier to attacks with your now supercharged magic weapon.
Not only is this class combo synergistic, but it'll be doubly so for a gestalt character. Put everything in Cha. Then Con. Then Dex. Then wis. Int and Str aren't super important.
After 2nd level of hex/paladin, consider swapping to level ups as divine sorc/paladin from there.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
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So one of my friends is making a new campaign soon and I have some time. It's not a serious campaign and I already rolled well for stats (I actually wanted to do stat-buy as my rolls are normally terrible, but for once the dice gods smiled on me and I ended up with a 16, 16, 14, 16, 15, 5. Yes. A 5). We haven't been informed of the exact world setting and what-not, but considering the group, it's not likely to be serious and more likely to be light-hearted. The campaign is also Gesalt rules (each level you can level up 2 classes instead of 1) which opens up possibilities. My original concept was to go with a librarian and mix barbarian and wizard/arcanist for fun, possibly even putting the 5 into her STR just for the heck of it. Then I got the idea of 'what if I make a magical girl? Magical orc girl WAAAARRRRGGGGDoka?' Thing is, I'm not entirely certain how I should *do* that. Any ideas/suggestions?
Sorcerer is definitely a must for magical girl, Draconic has some nice transformative themes to it at 6th level and 14th level, and really works well for the more narrow scope of magic but more powerful magic.
Glamour Bard also has some transformative themed abilities and would fit well with Sorcerer.
Another option for having a non-magical version of the character to emphasized the transformational aspect could be an Inquisitive or Mastermind Rogue, or Artificer.
I used Stars druid for a magical girl character -- you've got three different forms you can transform into, and can come up with a cute song or inspiring call for your guiding bolt attack
Really, any subclass that has a built-in transformation could work well
Active characters:
Carric Aquissar, elven wannabe artist in his deconstructionist period (Archfey warlock)
Lan Kidogo, mapach archaeologist and treasure hunter (Knowledge cleric)
Mardan Ferres, elven private investigator obsessed with that one unsolved murder (Assassin rogue)
Xhekhetiel, halfling survivor of a Betrayer Gods cult (Runechild sorcerer/fighter)
I second the Stars druid for a magical girl character. Then you can be full blast by going cleric as your second character, or go funky with a ranger or monk to maintain a decent un-MAD progression. Honestly with your stats, a straight up Monk would be really powerful, since something that hampers them greatly is their MADness.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
If you don't mind her being short...autognome makes a really good magical person by default and has some interesting abilities (not an orc though). I have one that is a Stars Druid and it works really well. Or go weird with Reborn Lineage...so if could be a created magic girl from dead people like Frnkenstein's monster....and in that case, she could have started out as an orc (looks like an orc without orc abilities). Sorcerer is good for magical beings like this. How about Sorcerer/Hex warlock or sorcerer/Paladin if you want a gish?
Food, Scifi/fantasy, anime, DND 5E and OSR geek.
The GM just gave me permission to make my own magical girl subclass! Here's my first draft. It's a sorcerer class.
Magical girl
Level 1 abilities:
Transformation sequence: You may use your bonus action to transform into an alternate form. This will cause your outfit to change. The new outfit will always be repaired and in pristine condition regardless of the condition it was in previously or the condition of your normal outfit. While transformed your character may utilize Eldritch Blast, except that the damage type is selected upon gaining this feature and cannot be changed without some sort of major alignment shift. Additionally, you may apply your CHA bonus to the damage dealt by this Eldritch Blast (this effect does not stack with similar effects like Agonizing Blast). Finally, when transforming, all foes within 30 feet must make a CHA save or become afraid of you for 1 round. The transformation lasts till the end of combat when it automatically ends even if the magical girl doesn't wish it to. This feature can only be used a number of times equal to your CHA bonus per long rest, though if all uses are expended they may sacrifice half their total HP and take a level of fatigue in order to transform again.
Soul Gem: A special little device that houses the soul of the magical girl. So long as the gem is unharmed, should the magical girl die, her body will automatically regenerate at the location of the gem within 1 days time. She will have 5 levels of exhaustion if this happens. Normal resurrection spells do not work on her. Should the gem be destroyed, the magical girl will instantly die and cannot be revived.
Familiar: Select 1 CR0 creature to become your familiar. That creature has it's INT boosted to 10 if it was not already. Additionally, while it can speak, it can only communicate with the magical girl. It will follow the orders of the magical girl though, if insubordinate for whatever reason, may delay or do so in a sloppy manner. Should it die, a ritual spell can be cast to resurrect it.
Level 6 ability
Enhanced power: When transformed, all spells that deal the same type of damage that your Eldritch Blast deals also gain your CHA bonus to damage. Additionally, whenever there is an ally within 5 feet of you, you can add their proficiency bonus to one Attack roll, saving throw, or damage bonus. You may do this a number of times equal to double your CHA bonus per short rest. This effect can stack.
Level 14 ability
Power of Friendship: When transformed, when you either attack a foe that has an ally within 5 feet of it, heal an ally, or roll a saving throw when an ally is within 5 feet of you, you may roll the damage/healing/saving throw dice twice and select whichever roll you desire. Additionally, whenever you cast a spell that hits an ally, they automatically succeed on all saving throws.
Level 18 ability
Ultimate power: When transformed you gain access to 1 level 9 and 2 level 8 spells of your choice. You may only cast them once per long rest in this manner. Additionally, whenever an ally is within 5 feet of you, they may utilize your spells and spell-slots and vice-versa. If the spell requires concentration and they move more than 5 feet away from you, the concentration immediately breaks unless it is also on your spell list; and vice-versa. Finally, you may cast any spell that is 5th level or lower ignoring all normal pre-requisents except material costs. This can only be done a number of times per week equal to your CHA bonus.
If you purposely designed it to be incredibly overpowered, then that's perfect. If you're looking for balance recommendations, then. Well. It's incredibly overpowered.
I'd gently suggest sticking with WoTC content - if you're decided, and your DM/party don't care about balance that much though, then have fun!
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
Agreed.
That’s crazy. At level 1, you get the powers of a wizard, warlock and lich? Or maybe just a warlock and lich? Maybe just be a warlock, and skip the part where you can’t die. Really a few of these powers are pretty similar to a celestial warlock. Maybe check that out.
To the OP, I’d suggest putting this in the homebrew section. They may have ideas for how to tone it down. Though really, as others and I guess I have said, you can probably pull this off with an existing subclass, some role play choices and maybe a touch of re-skinning.
Mix Hexblade and Devotion Paladin.
You can dump Strength, but then use your "magic girl weapon" as your hex weapon, using Charisma for attack/damage instead of Strength anyway. Plus, with a devotion Paladin you can channel divinity Sacred Weapon for your "magic girl transformation", since it adds Cha mod to your attack modifier to attacks with your now supercharged magic weapon.
Not only is this class combo synergistic, but it'll be doubly so for a gestalt character. Put everything in Cha. Then Con. Then Dex. Then wis. Int and Str aren't super important.
After 2nd level of hex/paladin, consider swapping to level ups as divine sorc/paladin from there.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.