Base Class: Cleric
pact to serve-- either to serve a specific deity or purpose, or to serve the "greater good." Magical girls are often guardians, chosen by a powerful entity to protect a particular world, plane, object, or the general people from the forces of evil. They may also be sent on a mission to reclaim or capture something in pursuit of their destiny. In exchange, the character is offered power, beauty, and charm; occasionally the deal also includes a specific benefit for the character, such as a granted wish.
mahou transformation
At 1st level, as an Action, you magically transform into a the holy form of a Magical Priestess, which replaces your normal clothing and alters various aspects of your body. This transformation grants you special powers. Using this ability requires somatic and verbal components, and the use of your holy symbol. While active, you gain the following powers:
Sailor's Protection: You can replace your armor with magical protection, melding into your transformation with the rest of your clothing. Your AC equals 10 + your Charisma modifier + your Wisdom modifier.
Kawaii Power: You add your Charisma modifier to the damage you deal with any of your Cleric cantrips.
Trust bond: Spells you cast that restore HP to a creature restore additional HP equal to your Charisma Modifier. If a spell targets multiple creatures, you can add this bonus healing to a single target.
Domino mask: While transformed, those that are not aware of your ability to transform cannot recognize you.
The effects of Divine Transformation remain active for 10 minutes, until you dismiss them as a bonus action, or you are reduced to 0 HP. When it ends, all the clothing (and armor) you were wearing appears on you as it was before you transformed. You can use this ability a number of times equal to you Charisma Modifier. You regain all uses of Divine Transformation when you complete a long rest.
Circle of Mortality
At 1st level, you gain the ability to manipulate the line between life and death. When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
Eyes of the Grave
At 1st level, you gain the ability to occasionally sense the presence of the undead, whose existence is an insult to the natural cycle of life. As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic. This sense doesn’t tell you anything about a creature’s capabilities or identity.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Path to the Grave
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
Sentinel at Death’s Door
At 6th level, you gain the ability to impede death’s progress. As a reaction when you or a creature you can see within 30 feet of you suffers a critical hit, you can turn that hit into a normal hit. Any effects triggered by a critical hit are canceled.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses when you finish a long rest.
Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage you deal with any cleric cantrip.
Keeper of Souls
Starting at 17th level, you can seize a trace of vitality from a parting soul and use it to heal the living. When an enemy you can see dies within 60 feet of you, you or one creature of your choice that is within 60 feet of you regains hit points equal to the enemy’s number of Hit Dice. You can use this feature only if you aren’t incapacitated. Once you use it, you can’t do so again until the start of your next turn.
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