Magical Girl

Magical Girl
Homebrew Class – Project Tandenovis

In the depths of the night, a young girl cries out for a miracle. A moment passes, maybe two, and then there’s a tug on her soul and her wish is made reality. Weeks later she stands her ground, blade in her hands and blood trickling from her mouth, fighting against the evil that she had sworn to defeat.

There’s a pull in all of us for a wish, for a miracle of our own. Few hold the capabilities to make their wish come true, fewer still that can make any wish come to life. However, there are ancient patrons out there willing to grant miracles to individuals that they deem intriguing enough, those who will fight monsters and shadows on humanity’s behalf as their end of a bargain for their wish, even if their pact may someday bring them ruin.

These few are called ‘Magical Girls’.

A Miracle
A Magical Girl is a young girl granted power in their teenage years by a patron and sent to fight for all that is good. In exchange they are granted one miracle of their choosing, which influences their individual powers and abilities. A wish for healing may make the Magical Girl regenerate quicker than most or be capable of healing powers, while a wish for vengeance may exemplify the Magical Girl’s strength or their gifts of sight and tracking.

A Price
In exchange for a wish and their powers, Magical Girls are tasked to fight for the greater good and protect those who cannot protect themselves. However, there is a price to this.

With the creation of a Magical Girl, their soul is torn from their body and placed into a gem, aptly named their Soul Gem. This Soul Gem is the culmination of their existence; a Magical Girl cannot exist without a Soul Gem and, while the Soul Gem exists, cannot be destroyed. Should a Soul Gem be corrupted, disastrous effects may take place, potentially becoming fatal for the Magical Girl and those around them.

Creating a Magical Girl
As you create your Magical Girl, the most important thing to consider is what wish your character made to become a Magical Girl. How did you encounter your patron? What was your wish? Was it power? Helping a loved one? Or perhaps you sought vengeance on one that had wronged you? A Magical Girl’s wish influences their entire existence.

Quick Build
You can make a Magical Girl quickly by following these suggestions. First, make Charisma your highest ability score, followed by either Strength or Dexterity. If you plan to follow the Miracle of the Stained Glass, Thread Weaver, or Broken Architect, choose Intelligence or Wisdom as your next highest score, depending on which of these three miracles you choose. Your next-highest score should be Constitution.

Hit Points

 * Hit Dice: 1d10 per Magical Girl level
 * Hit Points at 1st Level:  10 + your Constitution modifier
 * Hit Points at Higher Levels:  1d10 (or 6) + your Constitution modifier per Magical Girl level after 1st

Proficiencies

 * Armour: Shields
 * Weapons: Simple weapons, hand crossbows, rapiers, scimitars, shortswords
 * Tools: None
 * Saving Throws: Constitution, Charisma
 * Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Perception, Performance and Persuasion

Equipment
You start with the following equipment, in addition to the equipment granted by your background:
 * (a)  two simple weapons or  (b)  a martial weapon
 * (a)  a dungeoneer's pack or  (b)  an explorer's pack
 * A shield, two daggers, and a set of common clothing
 * A trinket of accessory that acts as your Soul Gem

Soul Gem
As a Magical Girl, your essence resides in an item known as a Soul Gem. This can take the shape of a trinket or an accessory, such as a necklace or a ring. The Soul Gem is the conduit for your Magical Girl abilities, as well as being the physical representation of your soul. If you are ever more than 60ft from your Soul Gem, you fall unconscious and take two levels of exhaustion. Your Soul Gem can be hidden as a bonus action, making it impervious to any form of non-magical detection.

Additionally, your Soul Gem holds an amount of magical energy measured in Wish Points. You have a maximum number of Wish Points equal to your Magical Girl level + your Charisma ability score. These Wish Points are used to fuel your Magical Girl abilities, and are replenished through the use of Grief Seeds. After combat, you may spend 10 minutes searching an enemy for a Grief Seed by passing a DC 17 luck roll. On a success, you gain 1d4 Grief Seeds. These recover 1d4 + your Charisma modifier Wish Points and dissipate after use. Once you search for a Grief Seed, you must finish a long rest before you can do so again.

Alternate Rule: Wish Point Recovery
For more lenient campaigns, your DM may rule that you may recover Wish Points on a long rest instead of being bound to only recovering them when you have access to Wish Points, in which case you recover 1d4 + your Charisma modifier Wish Points after completing a long rest.

Alternatively, harsher campaigns may have your DM rule that you cannot regain Wish Points at all until you run out and suffer from the effects of losing all of your Wish Points (see "Minor Corruption" and similar features).

Magical Outfit
When you roll for initiative or as a free action, you may touch your Soul Gem and activate your Magical Outfit. Your Magical Outfit allows you to be ready for combat and takes whatever shape you may want, be it full armour or a pretty little dress. While active when you are not wearing armour, your Armour Class becomes 10 + your Dexterity modifier + your Charisma modifier. You can use a shield and still gain this benefit.

Additionally, your Magical Outfit has one magical property slot. Over the course of a long rest, you may transfer a single magical effect over to your Magical Outfit, consuming the magical item or armour in the process. If the item is sentient, you may not carry any magical effects over from the sentient item to your Magical Outfit. To remove an effect, you must spend the same amount of time and 5 Wish Points.

Starting at 8th level, your Magical Outfit has two magical property slots, and starting at 14th level your Magical Outfit has three magical property slots.

Soul Weapon
Whenever you roll for initiative or as a free action, you may touch your Soul Gem and summon a bonded weapon for the cost of 1 Wish Point. To bond a weapon to you, you must complete either a short or long rest concentrating on that weapon. This weapon is bound to you permanently and cannot be changed once you form the bond. Weapons bonded to you cannot be stolen or otherwise lost. You may only have 3 weapons bonded to you; choose wisely.

Additionally, each Soul Weapon has one magical property slot. Over the course of a long rest, you may transfer a single magical effect over to a Soul Weapon, consuming the magical weapon in the process. If the weapon is sentient, you may not carry any magical effects over from the sentient weapon to your Soul Weapon. To remove an effect, you must spend the same amount of time and 5 Wish Points. If a soul weapon breaks, you may use a number of Wish Points equal to the number of magical effects on it to mend it.

Starting at 8th level, each Soul Weapon has two magical property slots, and starting at 14th level each Soul Weapon has three magical property slots and does an additional die of damage.

Minor Corruption
When a Magical Girl’s Soul Gem is corrupted, disastrous effects can take hold. When the number of Wish Points in your Soul Gem reaches 0, you have 1d4 turns to recover at least 1 Wish Point before you lose control of your senses and must roll a DC15 Charisma saving throw at the start of each of your turns.

On a failure, you must spend your turn moving to and attacking the creature that is closest to you. This effect lasts 1d8 rounds or until you are incapacitated, after which you regain 1 Wish Point and suffer one level of exhaustion.

Alternate Rule: Multiclass Corruption
If your character has taken levels in multiple classes, your DM may rule that the "corruption" features of the Magical Girl class carry over regardless of which class you level in. These features include "Minor Corruption", "Major Corruption", "Witch's Kiss", and "Witch's Labyrinth".

Imbue Quintessence
Starting at 2nd level, you gain the ability to infuse more of your soul into your weapon. When you hit a creature with any of your bonded weapons, you may spend up to 6 Wish Points to add an additional 1d8 damage to the damage roll for every 2 Wish Points spent.

Miracle
At 3rd level, your Magical Girl abilities have developed into a more specialised form. Choose from the following miracles, all of which are detailed at the end of the class description. Your choice grants you features at 3rd level, and again at 6th, 10th and 17th levels.
 * Miracle of the Hope Bringer
 * Miracle of the Witch Hunter
 * Miracle of the Dream Keeper
 * Miracle of the Stained Glass
 * Miracle of the Forgotten One
 * Miracle of the Promiser
 * Miracle of the Peacekeeper
 * Miracle of the Broken Architect

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal you can't increase an ability score above 20 using this feature.

Echo Weapon
Beginning at 5th level, you gain the ability to create spiritual copies of your Soul Weapon to attack your foes. As an bonus action and at the cost of 2 Wish Points, you can give yourself advantage on weapon attack rolls until the end of the current turn.

Major Corruption
At 9th level, your corrupted form grows ever stronger as you fight to keep away the darkness. While in your corrupted state you deal an additional die of damage and gain temporary hit points equal to your Magical Girl level + your Charisma modifier. Furthermore, this state lasts 1d10 rounds instead of 1d8.

Witch's Kiss
At 13th level, your corrupted state has become agonisingly strong, turning you into a Witch. If the number of wish points in your Soul Gem reaches 0, you have 1d4 rounds to recover at least 1 Wish Point before you lose control of your senses and transform into a Witch, healing you to your maximum hit points and granting you 3d8 + your Magical Girl level in temporary hit points.

While in this state, you must attack the creature closest to you on your turn. You deal an additional die of damage in this form, and can use wish point abilities without using wish points. This effect lasts 1d12 rounds or until you are incapacitated, after which you regain 1 Wish Point and suffer two levels of exhaustion.

Signature Attack
Starting at 15th level, your Magical Girl abilities have coalesced into the ability to perform an extremely powerful attack called a Signature Attack, which varies depending on your Miracle. Many Magical Girls name their Signature Attacks.

As an action and at the cost of 10 Wish Points, you focus your power and unleash your Signature Attack. All hostile creatures within range must make a saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus, taking 10d10 + your Charisma modifier force damage on a failed save, or half as much on a success. Once you use this feature, you must roll a d6 at the end of your turn to recharge your Signature Attack, regaining the ability to use it on a 6.

Discuss with your DM about the attack range and saving throw of your Signature Attack to fit your character. An example would be one with a Constitution save and a 30 foot radius area of effect.

Witch's Labyrinth
At 19th level, the Witch that grows inside of you is near impossible to stop. If the number of wish points in your Soul Gem reaches 0, you have 1 minute to recover at least 1 Wish Point before you fall unconscious, transforming both you and all terrain within a 1 mile radius of you.

This 1 mile radius area of land is transformed into a labyrinth, a dungeon based upon the innermost fears and desires of your character. A labyrinth is typically filled with malicious entities called Familiars, which guard the fallen character and steal away the lives of those who would venture further into the labyrinth, as well as traps and hazards which may make adventuring through the labyrinth challenging and potentially deadly.

Your character is transformed into a True Witch, a maniacal entity formed from the corruption of a magical girl's true wishes. When this Witch form is defeated, the labyrinth disappears, leaving your unconscious character in its place. If the character succeeds on its death saving throws, or is stabilised or healed by magical effects, they suffer 5 points of exhaustion and regain 1 Wish Point.

A labyrinth stays in place until it is dispelled by vanquishing the Witch at its core. Discuss with your DM on the themes displayed in the labyrinth, as well as anything you would like them to include within the dungeon. A mock labyrinth, complete with statblocks for Familiars and a Witch, is included at the end of this document.

Magical Paradise
At 20th level, your Magical Girl powers have reached a level higher than even your patron would think is possible. By spending 25 Wish Points, you create a personal plane of existence that is reminiscent of a place in your memory that you hold dear to your heart. Enemies cannot naturally enter this plane, only being able to enter through a portal or other magical means.

Once created, the Magical Girl who created the plane can come and go from the plane as she wishes or spend 3 Wish Points to create a doorway to the plane from a location that she chooses that lasts 1 hour. Once the doorway vanishes, any beings or items on this plane remain on the plane and cannot be removed until another doorway is created. Additionally, the Magical Girl may find 1d4 Grief Seeds on this plane that renew every dawn.

Miracles
A Magical Girl's wish influences their powers and path to their destiny, manifesting in different forms. Whatever the path, the hope and tragedy of the magical girl plays out on the stage of fate.

Miracle of the Hope Bringer
Magical Girls that have wished upon a miracle that brings about hope are paragons of justice, becoming a beacon of light that drives away the darkness. Magical Girls granted a Miracle of the Hope Bringer prefer to battle on the front lines, using their own strength and skill to become a barrier between evil and the ones they defend.

Bonus Proficiency
At 3rd level, you gain proficiency with martial weapons.

Hope Bringer's Outfit
At 3rd level, while you have your Magical Outfit active you have a flight speed equal to five times your Magical Girl level. This flight speed cannot surpass double your base speed and is affected by any movement altering conditions.

Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
 * Defence. While your Magical Outfit is active, you gain a +1 bonus to AC.
 * Duelling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
 * Falcon Technique (Homebrew). When you are wielding a melee weapon in one hand and no other weapons, your base speed increases by 10ft and you can jump twice the distance that you can normally jump.
 * Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
 * Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
 * Two Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Extra Attack
Beginning at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Desperado
At 10th level, as a bonus action and at a cost of 6 Wish Points, you can invigorate yourself with a desire to continue fighting.

For the next minute, your speed is doubled, you gain a +2 bonus to AC, you have advantage on Dexterity saves, and you gain an additional action on each of your turns. The action can be used to attack (one weapon attack only), dash, disengage, hide, or use an object. After this feature ends, you may choose to either be incapacitated or take one level of exhaustion.

Void Shell
Starting at 17th level, if you drop to 0 hit points while your Magical Outfit is active and don't die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Miracle of the Witch Hunter
Magical Girls that have wished upon a miracle of vengeance become extremely effective killers and hunters. Magical Girls granted a Miracle of the Witch Hunter prefer to battle from afar, using cunning tactics and careful shots to take out their enemies from the back lines before they get a chance to come close.

Bonus Proficiency
At 3rd level, you gain proficiency with martial weapons.

Witch Hunter's Outfit
At 3rd level, while you have your Magical Outfit active you are aware of your surroundings within a 30ft sphere around you. You cannot be surprised against creatures within this sphere, and you have advantage on all Dexterity saving throws when not on difficult terrain.

Additionally, any ranged weapon you bond with costs an additional Wish Point to summon, but doesn’t require ammunition, instead drawing upon your soul energy to fire.

Fighting Style
At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
 * Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
 * Close Quarters Fighter (Unearthed Arcana). You are trained in making ranged attacks at close quarters. When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. Finally, you have a +1 bonus to attack rolls on ranged attacks.
 * Cover Fire (Homebrew). When an ally within 30ft of you is hit with an attack of opportunity, you may take an attack of opportunity with a ranged weapon against its attacker.
 * Piercing Shot (Homebrew). You gain a +2 bonus to damage rolls you make with two-handed ranged weapons.
 * Rapid Rounds (Homebrew). You may take an additional attack with a ranged weapon using your bonus action on your turn if you have taken the attack action as your action.
 * Sniper (Homebrew). You are trained in making ranged attacks at long distances. When making a ranged attack at a creature that is outside of the inner range of your weapon, you do not have disadvantage on the attack roll.

Witch Hunter's Curse
At 6th level, while you have your Magical Outfit active you can hone in and focus on a target, allowing you to gain insight and deadly accuracy against the creature.

When you roll for initiative, you can place a Witch Hunter’s Curse on a target within 30ft of you at the cost of 2 wish points, granting you advantage on Intelligence or Wisdom checks to recall or find out information on it, the ability to always know of its location, and a +2 to attack rolls made against this creature. This feature ends if the target moves to a different plane, is killed, or is incapacitated.

Hunter's Aim
At 10th level, your aim becomes even more deadly. When you use your Echo Weapon feature to gain advantage on an attack roll and the lower of the two rolls would have hit, you deal additional damage to the target equal to your Charisma modifier.

Vengeful Critical
At 17th level, you strike with a critical on a roll of 19 or 20, and you can roll one additional weapon damage die when determining the extra damage for a critical hit with a ranged weapon attack.

Miracle of the Dream Keeper
Magical Girls that have wished upon a miracle of following their dreams draw upon this power to cast powerful spells. Magical Girls granted a Miracle of the Dream Keeper are imbued with magical energy, using them to either enhance their physical capabilities further or attack with incredible magic.

Dream Keeper's Outfit
At 3rd level, while you have your Magical Outfit active you may cast any cantrip that you have that does not deal damage as a bonus action. Furthermore, you can use your Soul Gem as an arcane focus.

Spellcasting
At 3rd level, your innate magical ability for magic enables you to cast spells stemming from your dreams.

Cantrips
You learn two cantrips of your choice from any spell list. You learn an additional cantrip of your choice at 8th and 14th level.

Dream Journal
You gain a dream journal containing three 1st-level spells of your choice from any spell list.

The spells that you add to your dream journal as you gain levels reflect the intellectual and spiritual journeys and challenges that you have overcome in your pursuit for your heart's desire. You find such spells in the depths of your subconscious, or scrawled into the pages of someone else's desires.

Finding a Dream. Whenever you take a long rest, you may fall into a wishful dream, rolling a d20 intelligence check. On a roll of above 20, the tendrils of a wish come towards you in the form of passages and pictures, which you may transcribe into your dream journal. For each level of the spell, the process takes an hour and 50 gp. The cost represents the fine inks you need to record the spell. Once you have spent this time and money, you can prepare the spell just like your other spells.

Your DM chooses what spell you find in your rest. Spells found in dreams often reflect the outside world. For example, the Identify spell may be found while napping in a library.

Once you have successfully searched for a spell within your dreams, you may not search for another until 7 days have passed.

Replacing the Journal. You can copy a spell from your own dream journal into another book. For example, if you want to make a backup copy of your dream journal. This is just like copying a new spell into your spellbook, but faster and easier, since you already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell, and do not need to find the spell again.

If you lose your dream journal, you can use the same procedure to transcribe the spells that you have prepared into a new dream journal. Filling out the remainder of your dream journal requires you to find new spells to do so, as normal. For this reason, many magical girls keep backup dream journals in a safe place.

The Journal's Appearance. Your journal is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you have had since childhood, a finely bound gilt-edged tome you found in an ancient library or even a loose collection of notes scrounged together after you lost your previous journal in a mishap.

Preparing and Casting Spells
The Dream Keeper Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of spells that are available for you to cast. To do so, choose a number of spells from your spellbook equal to your Charisma modifier + your magical girl level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you're a 6th-level magical girl, you have four 1st-1evel and two 2nd-level spell slots. With a Charisma of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your dream journal. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of spells requires time spent reading through your dream journal and meditating on the spells: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability
Charisma is your spellcasting ability for your spells. You use your Charisma whenever a spell refers to your spellcasting ability.

In addition, you use your Charisma modifier and proficiency bonus for the spell save DC of a spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your proficiency bonus + your Charisma modifier.

Spell Attack modifier = your proficiency bonus + your Charisma modifier.

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your spells.

Dream Catcher
At 6th level, you can tug upon the strings of your wishes and dreams, allowing you to recover your magical energy.

You may use your bonus action to recover a spell slot. Each spell slot level that you recover consumes 4 Wish Points.

Fantastical Quintessence
At 10th level, you can imbue your wishes into your attacks without tearing into your soul energy.

When you use your Imbue Quintessence feature, you can expend a spell slot to cause the attack to deal an additional 1d8 damage, as if you had expended 2 additional Wish Points. For each slot level above 1st, this damage increases by 1d8, to a maximum of 3d8 additional damage on top of your Imbue Quintessence damage.

Dream Caster
At 17th level, you can use your action to cast a spell and make one weapon attack as a bonus action.

Miracle of the Stained Glass
Magical Girls that have wished upon a miracle of healing have the power of life permeating through them, granting them the power to both heal and protect those that they hold most dear.

Stained Glass Outfit
At 3rd level, while you have your Magical Outfit active you may add half of your proficiency bonus to any healing feature that you use. At 10th level, you may instead add your full proficiency bonus.

Renewal
At 3rd level, as an action and for a cost of 2 Wish Points you may touch one creature and heal it by 2d4 + your Wisdom modifier hit points or heal one creature within 30 feet of you that you can see by 1d6 + your Wisdom modifier hit points.

Soul Bond
At 6th level, as a bonus action you can link your soul to an allied creature within 30 feet that you can see at the cost of 2 Wish Points. Whenever that creature takes damage for the next minute, it takes half the damage from the attack. The other half of the damage is transferred to you.

Alternatively, you can link your soul to a hostile creature instead. When you hit a linked creature with a weapon attack, you regain hit points equal to half the damage dealt.

Sunlight Ward
At 10th level, if you or a creature you can see within 5 feet of you is hit by an attack, you can use 2 Wish Points to roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage.

God Touched
At 17th level, at the start of each of your turns in combat, you regain hit points equal to 5 + your Wisdom modifier (minimum of 1 hit point). You don't gain this benefit if you have 0 hit points or if you have more than half of your hit points left.

Miracle of the Forgotten One
Magical Girls that have wished upon a miracle to forget their past are true enigmas, holding power that they do not know they possess. Magical Girls granted a Miracle of the Forgotten One may have a darker past but look to the future, seeking to find new memories instead of digging up old ones.

Forgotten Lore
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

Forgotten One's Outfit
At 3rd level, while you have your Magical Outfit active you may reroll any roll at the cost of 4 Wish Points. You must state this before the DM tells you if the result is a success or a fail. You must use the new roll, and you can't use this feature again until you finish a long rest.

Future Sight
At 3rd level, as a bonus action and at the cost of 1 Wish Point you may give one ally a boost to their offense or defense until the end of their next turn. At 10th level, you may use this feature this on up to three allies as part of the same action, with each costing a separate amount of Wish Points. At 17th level, you may use this feature on up to five allies, with each costing a separate amount of Wish Points.
 * Offense.  the ally gains a bonus to attack and damage rolls equal to half of your Charisma modifier, rounded down.
 * Defense.  the ally gains a bonus to their AC equal to half of your Charisma modifier and gains temporary hit points equal to your Charisma modifier, rounded down.

Forgotten Familiar
At 6th level, you gain a magical familiar detailed below which always obeys your commands, which you can give telepathically while it is within 100 feet of you. Your familiar has hit points equal to 2d6 + your Charisma modifier + your Magical Girl level and you can see through the familiar’s eyes and hear what it hears while it is within 100 feet of you. The familiar vanishes when it dies, if you die, or if the two of you are separated by more than 5 miles.

At the end of a short or long rest and at the cost of 5 Wish Points, you can call the familiar back to you, no matter where it is or whether it died, and it reappears within 5 feet of you. In combat, you roll initiative for the familiar and control how it acts. Your familiar cannot take the attack action unless otherwise stated.

The Mindless One. Your familiar takes the form of a Flumpf. It is a small aberration. While your familiar is within 50ft of you, you gain the following features: '''The Night Stalker. '''Your familiar takes the form of a Cat. It is a tiny beast. While your familiar is within 50ft of you, you gain the following features: '''The Winged Radiance. '''Your familiar takes the form of a Pegasus. It is a large celestial. While your familiar is within 50ft of you, you gain the following features: '''The Steel Machine. '''Your familiar takes the form of a Monodrone. It is a medium construct. While your familiar is within 50ft of you, you gain the following features: '''The Dragon Blooded. '''Your familiar takes the form of a Pseudodragon. It is a tiny dragon. While your familiar is within 50ft of you, you gain the following features: '''The Fey Walker. '''Your familiar takes the form of a Blink Dog. It is a medium fey. While your familiar is within 50ft of you, you gain the following features: '''The Hell Bound. '''Your familiar takes the form of a Maw Demon. It is a medium fiend. While your familiar is within 50ft of you, you gain the following features: '''The Stone Gazer. '''Your familiar takes the form of a Cockatrice. It is a small monstrosity. While your familiar is within 50ft of you, you gain the following features: '''The Rotted Walker. '''Your familiar takes the form of a Crawling Claw. It is a tiny undead. While your familiar is within 50ft of you, you gain the following features:
 * You may perform Religion checks with a +4 modifier instead of your modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You may communicate telepathically with any creature within 30ft of you or your familiar as long as you share a language with it.
 * You may perform Perception checks with a +4 modifier instead of your modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You gain a climbing speed of 30ft.
 * You may perform Athletics checks with a +4 modifier instead of your modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you're not incapacitated.
 * Mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed.
 * You may perform Investigation checks with a +4 modifier instead of your modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You gain blindsight up to a range of 30ft.
 * You may perform History checks with a +4 modifier instead of your modifier modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You have advantage on saving throws against spells and other magical effects.
 * You may perform Arcana checks with a +4 modifier instead of your modifier modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You can teleport up to 30 feet as a bonus action at the cost of 1 Wish Point.
 * You may perform Intimidation checks with a +4 modifier instead of your modifier modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You gain advantage on one charmed, frightened, or poisoned saving throw at the cost of 1 Wish Point.
 * You may perform Stealth checks with a +4 modifier instead of your modifier modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You gain advantage on one stunned, paralysed, or blinded saving throw at the cost of 1 Wish Point.
 * You may perform Insight checks with a +4 modifier instead of your modifier modifier if the modifier is higher than your own at the cost of 1 Wish Point.
 * You can awaken from sleep as a bonus action.

Miracle of the Promiser
Magical Girls that have wished upon a a miracle to keep a promise have a path wrought with ruin. Magical Girls granted a Miracle of the Promiser carry with them their own doubts and fears as they push forever forward to fulfill their wish.

Bonus Proficiency
At 3rd level, you gain proficiency in all weapons with the  thrown property, crossbows and firearms. Additionally, you gain proficiency in improvised weapons.

Promiser's Outfit
At 3rd level, you gain the ability to teleport up to 30 feet to an unoccupied space that you can see as a bonus action at the cost of 1 Wish Point. Additionally, you may add your Charisma modifier to your initiative bonus.

Soul Surge
At 3rd level, on your turn, you can take one additional action on top of your regular action and a possible bonus action at the cost of 4 Wish Points. Additionally, you may take the Dash or Disengage action as a bonus action at the cost of 1 Wish Point.

Extra Attack
At 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Promised Guidance
At 10th level, your drive to fulfill your promise pushes you forward. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet.

Additionally, whenever you score a critical hit, you may roll an additional damage die.

Soul Strength
At 17th level, your drive to fulfill your promise grants you an internal strength that none dare cross. When a creature attacks you, you may use 8 Wish Points to force that creature to make a Charisma saving throw with a DC equal to 8 + your Charisma modifier + your proficiency bonus.

On a success, the creature makes their attack with disadvantage. On a failure, the creature cannot attack and you may use your reaction to use your Signature Attack feature to target any hostile creature within range without consuming Wish Points.

Miracle of the Peacekeeper
There are those magical girls that wish upon a miracle to fight back against creatures of grim intent, aiming to inspire peace and safety in the places they protect.

Although similar to other magical girls, a Peacekeeper differs in the way they handle combat – through their specialisation a single, shifting soul weapon.

Bonus Proficiency
At 3rd level, you gain proficiency with martial weapons.

Peacekeeper Weapon
When you choose this miracle at 3rd level, your bond with one of your soul weapons becomes intensely powerful, granting you the following effects:
 * You lose the ability to bond to up to three soul weapons, instead only being able to bond to a single one. This weapon gains the Shifting property, which bestows upon it the ability to transform into another weapon as a bonus action. You choose which other weapon your bonded weapon can transform into. The weapon has the combined weight of both weapons.
 * Your soul weapon gains an additional magical property slot, and is granted another one when you reach 10th level.
 * When using your Imbue Quintessence feature, you may spend up to 8 wish points instead of 6, dealing a maximum of 4d8 additional damage.
 * Summoning your bonded weapon costs an additional 2 Wish Points.

Shifting Strike
Starting at 6th level, your bond to your weapon becomes stronger still, and you have trained further in using it to its full potential.

When you take a bonus action to transform your soul weapon on your turn, the weapon is infused with energy and deals an additional die of damage until the start of your next turn.

Peacekeeper Shackle
At 10th level, you gain the ability to lock your soul weapon in the midst of transformation. As a bonus action and at the cost of 5 Wish Points, you may lock your weapon for the next minute, allowing yourself to make an attack with your secondary weapon as a bonus action after you take the attack action with your primary weapon.

Additionally, if you hit with both attacks on the same turn, the target suffers an additional amount of damage equal to your charisma modifier.

Void Shell
Starting at 17th level, if you drop to 0 hit points while your Magical Outfit is active and don't die outright, you can make a DC 10 Charisma saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Miracle of the Broken Architect
Those who wish upon a miracle of ruin hold a darker design, falling into the depths of their own creations. The Miracle of the Broken Architect holds the most wicked and bitter minds, using their hopes and wishes to fuel their fallen creativity.

Bonus Proficiency
At 3rd level when you choose this miracle, you gain proficiency in tinker's tools, crossbows, and firearms.

Broken Architect's Outfit
Starting at 3rd level when you choose this class, you learn how to imbue the energy from your soul into a tiny object, granting them one of the following magical effects as an action as you touch them. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. Only one effect can be active at any given time.
 * The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
 * Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
 * The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
 * A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

Infuse Quintessence
Also at 3rd level, your knowledge of the essence of the soul allows you to imbue magical effects into your soul gem. When you gain this feature, you learn one infusion from the Artificer class, which you can freely apply either your magical girl outfit or one of your soul weapons without utilising a magical property slot.

Whenever you gain a level in this class, you can replace this infusion with a new one. Starting at 10th level, the number of infusions you can learn increases to two.

Artificial Grief
Starting at 6th level, you have learnt to harness the power of corruption to manifest grief seeds into existence.

Once per long rest, you may create a number of grief seeds equal to your intelligence modifier, after which you suffer two points of exhaustion and your hit point maximum is halved until the end of your next long rest.

At 17th level, you can instead choose to siphon the power of other souls to create grief seeds, touching a creature and forcing it to make a Charisma saving throw when you use this feature, inflicting the downsides onto them instead on a failure.

The DC for this feature is equal to 8 + your Charisma modifier + your proficiency bonus.

Mock Labyrinth
This part of the document details a mock labyrinth for the Witch's Labyrinth feature of the Magical Girl class. The labyrinth is born from the wishes and desires of Ana Sofía Abellán, who has followed the Miracle of the Witch Hunter. She is 18 years old, born in a coastal village, and is both a writer and a traveller. She wears loose clothes with a gypsy aesthetic, and wields a level action rifle.

Ana is a 19th level Magical Girl and falls to 0 Wish Points during, and fails to recover her wish points before the time limit is reached. She falls unconscious, and her party members watch as vines and branches begin to wrap around her body and spread out into a labyrinth filled with leafless trees, silks, and bookshelves. Ink is spilled, candles flicker haphazardly, and dark shadows roam the labyrinth's halls. As her party treks through the labyrinth in an effort to reach their companion, they encounter three rooms, in no particular order.

The first room is hidden in a large branch, with a door at its end and a pool of water at its centre. The door is inscribed with a passage in Elvish, one of the languages Ana could read: "That which may never break upon the land, but crumble on the water." One of the party members, who shared a love of riddles with the girl, figures out that the answer to the riddle is "waves". Another party member begins to make waves in the pool of water with his longsword, and the movement activates a mechanism which opens the door. The party moves onward.

In the second room, the party finds a room filled from floor to ceiling with books. As a party member goes to touch a book, they all fall down and coalesce into a writhing snake of pages and covers. The party rolls for initiative against the serpent, which has the same statistics as a monstrous snake. After defeating it, they find a hidden entrance revealed behind one of the empty bookcases, and move forwards.

The third room holds another small pool of water, with the same door and inscription written across it. a DC15 investigation check will reveal that the inscription is only painted on, with another passage hidden and engraved into the doorway reading "That which I call my home, my one true ocean, has pulled me beneath." The party, being relatively intelligence, realises that performing the same action again would trigger a trap, and creates waves by throwing one of the books from the previous room into the water. Sure enough, the water transforms into tendrils which attempt to grab at anything within 10 feet of the pool, but the party is far enough away as the door opens into a larger, central chamber.

Here, they find the witch atop a high stool in a giant cylindrical library, a wicked beast with a fountain pen tip for a head and countless arms wrapped around each other for limbs, and they do battle against it. The platform they stand on is surrounded by a drop on each side, which is deadly with the witch's powers. After the battle, the labyrinth disappears, leaving an unconscious Ana which the party cleric soon heals.