From a4066b95e32499e3481623bb8dd9d04037d49523 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 14 Oct 2019 12:06:50 +0100 Subject: [PATCH 01/13] Create races --- reddit/reddit-unearthed-arcana/races | 14 ++++++++++++++ 1 file changed, 14 insertions(+) create mode 100644 reddit/reddit-unearthed-arcana/races diff --git a/reddit/reddit-unearthed-arcana/races b/reddit/reddit-unearthed-arcana/races new file mode 100644 index 0000000..bab4f71 --- /dev/null +++ b/reddit/reddit-unearthed-arcana/races @@ -0,0 +1,14 @@ + + + + r/UnearthedArcana Archetypes + + + + + + + + + + From 07d6f09335084dfe1ac704699b3c9c2883c73bab Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 14 Oct 2019 12:07:28 +0100 Subject: [PATCH 02/13] Rename races to races.index --- reddit/reddit-unearthed-arcana/{races => races.index} | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename reddit/reddit-unearthed-arcana/{races => races.index} (100%) diff --git a/reddit/reddit-unearthed-arcana/races b/reddit/reddit-unearthed-arcana/races.index similarity index 100% rename from reddit/reddit-unearthed-arcana/races rename to reddit/reddit-unearthed-arcana/races.index From 4eb900a3d504aa7bc696e602dae01408a2ed2029 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 14 Oct 2019 12:07:46 +0100 Subject: [PATCH 03/13] Update races.index --- reddit/reddit-unearthed-arcana/races.index | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/reddit/reddit-unearthed-arcana/races.index b/reddit/reddit-unearthed-arcana/races.index index bab4f71..2556360 100644 --- a/reddit/reddit-unearthed-arcana/races.index +++ b/reddit/reddit-unearthed-arcana/races.index @@ -1,7 +1,7 @@ - r/UnearthedArcana Archetypes + r/UnearthedArcana Races From 571ccad213266977ea1863e8a1dabb702880a79a Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 14 Oct 2019 12:09:05 +0100 Subject: [PATCH 04/13] Update reddit-unearthed-arcana.index --- reddit/reddit-unearthed-arcana.index | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/reddit/reddit-unearthed-arcana.index b/reddit/reddit-unearthed-arcana.index index ea85cba..96b07f1 100644 --- a/reddit/reddit-unearthed-arcana.index +++ b/reddit/reddit-unearthed-arcana.index @@ -12,6 +12,9 @@ + + + @@ -22,4 +25,4 @@ - \ No newline at end of file + From a6076eedc45f287ab1da3b6f39a35c8e32001565 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:20:25 +0000 Subject: [PATCH 05/13] Create placeholder --- reddit/reddit-unearthed-arcana/classes/placeholder | 1 + 1 file changed, 1 insertion(+) create mode 100644 reddit/reddit-unearthed-arcana/classes/placeholder diff --git a/reddit/reddit-unearthed-arcana/classes/placeholder b/reddit/reddit-unearthed-arcana/classes/placeholder new file mode 100644 index 0000000..ce01362 --- /dev/null +++ b/reddit/reddit-unearthed-arcana/classes/placeholder @@ -0,0 +1 @@ +hello From c8694f492c8fbdd9560753d061f12c06a51979fc Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:20:51 +0000 Subject: [PATCH 06/13] Add files via upload --- .../classes/class-magicalgirl.xml | 1089 +++++++++++++++++ 1 file changed, 1089 insertions(+) create mode 100644 reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml diff --git a/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml new file mode 100644 index 0000000..85b9272 --- /dev/null +++ b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml @@ -0,0 +1,1089 @@ + + + + Magical Girl + The Magical Girl class from Reddit. + u/Shywinds + + + + + + + + +

A demon rages through the hallways of the Arcane College, tearing students in half as they flee.

+

One apprentice stands defiant, placing her fingertips on a jeweled bracelet. With a sudden flash, the girl transforms into a statuesque figure in magnificent white robes.

+

A young squire presents his signet ring to the blackguard. A swirling mist fills the area- and when it clears, a knight in shimmering golden armor stands where the squire was standing. He draws his oversized greatsword, and smirks beneath his armor.

+

Despite the name, Magical Girls are not necessarily female, but the most iconic characters of this class are. Magical Girls are mundane people with the extraordinary ability to transform into a powerful alternate form.

+

KEEPING A PROMISE

+

There are two sources of a Magical Girl's power: a magical promise, and a heirloom given to the character. The Magical Girl makes a promise, and is given the heirloom. The heirloom allows the magical girl to transform.

+

Transformation gives the Magical Girl the power to complete her promise. It is a cyclical relationship that constantly reminds the Magical Girl what she is fighting for.

+

Naturally, the new form provided by the transformation tends to embody the ideals of the promise. The new form may look and act more like the heirloom’s original owner than the Magical Girl using it.

+

THE POWER OF FRIENDSHIP

+

A Magical Girl feels empowered by the presence of her friends. These are the ones whom she truly cares about, and may be the reason for her promise.

+

When a Magical Girl is not giving their all in combat to protect their ideals, they are often found engaging in a multitude of light hobbies. From making friendship bracelets, to brewing tea, and napping to their heart's content.

+

Among most groups of friends, disputes are sure to take place over a conflict of priorities. Most Magical Girls strive to serve as an adequate seer to propose a middle ground or compromise to make everyone happy. Magical Girls most often don't have a strong opinion on the sides of these types of disputes and would be most accepting of whichever method their friends would be happiest with. They would rather have everyone get along as a tight-knit family, as opposed to a group of rascals who would be better off separating.

+

An act of true separation from a very close friend, would be heartrendingly painful to a Magical Girl, even to the point where they may lose their own way.

+

CREATING A MAGICAL GIRL

+

As you are creating a Magical Girl, the most important question is “what do you want to transform into?” Is your transformation some kind of beast-like form, a knight in shining armor, or an older, more regal version of your current self? Second, what does your transformation do? Do you rely on martial prowess or magical ability? This should tell you which Magical Promise to make.

+

The next step is to consider who your character made a promise to, as well as why. Is your Magical Promise with a ghost that lives in your Heirloom, an extra-planar being such as an angel, or an ideal? What can you do to fulfill that promise? Once your original goal is completed, how can you continue to uphold the terms of your Magical Promise?

+
QUICK BUILD
+

You can quickly make a Magical Girl by following these suggestions. Charisma should be your highest ability score, followed by Dexterity or Constitution. Second, choose the Folk Hero background.

+

CLASS FEATURES

+

As a magical girl, you gain the following class features.

+
HIT POINTS
+

+ Hit Dice:1d8 per magical girl level +
+ Hit Points at 1st Level:8 + your Constitution modifier +
+ Hit Points at Higher Levels:1d8 (or 5) + your Constitution modifier per magical girl level after 1st +
+

+
PROFICIENCIES
+

+ Armor:Light armor +
+ Weapons:Simple weapons +
+ Tools:None +
+

+

+ Saving Throws:Charisma, Constitution +
+ Skills:Choose two skills from Acrobatics, Arcana, Insight, Perception, or Persuasion +
+

+
EQUIPMENT
+

You start with the following equipment, in addition to the equipment granted by your background:

+
    +

    Your heirloom, which can be:

    +
  • + (a) a signet ring + (b) an amulet + (c) a set of fine clothes, or + (d) a martial weapon of your choice +
  • +
  • + (a) a quarterstaff or + (b) a dagger +
  • +
  • + (a) a diplomat’s pack or + (b) a scholar’s pack +
  • +
  • And a bag with two tomes on lore of your choice
  • +
+
+
+
+
+
+
+
+
+
+
+ + + A teenager who has a secret alternate magical identity that they transform into for the fight. + + + A teenager who has a secret alternate magical identity that they transform into for the fight. + d8 + true + Charisma + + + + + + + + + + + + + + + + + +

If a magical charm has prerequisites, you must meet them to learn it. You can learn the charm at the same time you meet its prerequisites. A level prerequisite refers to your level in this class.

+
+ + + + + + + +
+ + +

Every magical girl makes a promise that is personal to themselves. The magical promise you choose reflects the reason you take up arms. Your magical promise grants you abilities at levels 1, 6, 10, and 14.

+
+ + + + + + + + + +
+ + +

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

+
+ + You get 2 attacks instead of 1 in your attack phase. + + + + +
+ + +

At 7th level, you become immune to being charmed or frightened, so long as there is an ally within 30 feet. Additionally, allies within 30 feet have Advantage on saving throws against being charmed or frightened. At 18th level, you are immune to being charmed or frightened so long as you can see an ally, and allies within 60 feet have advantage against being charmed or frightened.

+
+ + You become immune to being charmed or frightened, so long as there is an ally {{friendship player immune:range}}. Additionally, allies within {{friendship ally advantage:range}} feet have Advantage on saving throws against being charmed or frightened. + + + + + + + +
+ + +

At 15th level, your dedication to your promise is so strong, it manifests as a protective barrier. When you need to make a saving throw using an ability other than Charisma, you may choose to make a Charisma saving throw instead. You may do this a number of times per day equal to your Charisma modifier. You regain expended uses when you complete a long rest.

+
+ + You can replace a non-Charisma saving throw with a Charisma saving throw. + +
+ + +

At 20th level, you can find strength in your abilities, even when it seems hopeless or futile. If you roll initiative and have no uses of Transformation left, you regain one use.

+
+ + If you roll initiative and have no uses of Transformation left, you regain one use. + +
+ + + Magical Promise + +

The Magical Girl dedicates herself to her allies, their ambitions, and their goals. Your transformation is an idol of sorts, a beautiful and inspiring leader.

+
+
+
+
+
+ + + The Magical Girl dedicates herself to her allies, their ambitions, and their goals. + + + + + + + + + + + +

At 1st level, you add 1/2 your proficiency bonus to Charisma checks you are not proficient in. While you are transformed, you have advantage on Performance and Persuasion checks.

+
+ + While you are transformed, you have advantage on Performance and Persuasion checks. + + + + + + + +
+ + +

Starting at 1st level, your transformation is a beacon of inspiration to your allies. While you are transformed, you may use your reaction to add 1d4 to one ability check, attack roll, or saving throw made by a friendly creature within 30 feet of you who can see you.

+
+ + While you are transformed, you may add 1d4 to one ability check, attack roll, or saving throw made by a friendly creature within 30 feet of you who can see you. + While you are transformed, you may add 1d8 to one ability check, attack roll, or saving throw made by a friendly creature within 30 feet of you who can see you. If you're not transformed, you instead can add 1d4. + +
+ + +

At 6th level, your fighting style shifts to aiding your allies more than fighting alone. When you take the attack action, you may forfeit your second attack in order to give an ally within 5 feet of your target advantage on their next attack roll against that creature.

+
+ + When you take the attack action, you may forfeit your second attack in order to give an ally within 5 feet of your target advantage on their next attack roll against that creature. + +
+ + +

Beginning at 10th level, you may use your Beacon of Inspiration ability even if you are not transformed. If you are transformed, friendly creatures add 1d8 to their roll, instead of 1d4.

+
+ + + +
+ + +

At 14th level, your presence becomes an intoxicating aura of confidence. While you are transformed, friendly creatures within 30 feet of you may roll 1d4 and add the result to one ability check, attack roll, or saving throw they make on each turn.

+
+ + While you are transformed, friendly creatures within 30 feet of you may roll 1d4 and add the result to one ability check, attack roll, or saving throw they make on each turn. + +
+ + + Magical Promise + +

The Magical Girl swears to defend the innocent, and protect the weak. Your transformation is an avatar of battle, capable of taking on threats significantly more dangerous than you could hope to defeat alone.

+
+
+
+
+ + + The Magical Girl swears to defend the innocent, and protect the weak. + + + + + + + + + + +

At 1st level, you gain proficiency with martial weapons, medium armor, and shields.

+
+ + Gain proficiency with martial weapons, medium armor, and shields. + + + + + + +
+ + +

At 6th level, you become especially adept at rushing your foes. If you move at least 20 feet in a straight line before making a melee weapon attack, you have advantage on your next attack roll.

+
+ + If you move at least 20 feet in a straight line before making a melee weapon attack, you have advantage on your next attack roll. + +
+ + +

Beginning at 10th level, your transformation can protect you from mortal harm. If you would be reduced to 0 hit points, or killed outright while you are transformed, you may end your Transformation in order to go to 1 hit point instead.

+
+ + If you would be reduced to 0 hit points, or killed outright while you are transformed, you may end your Transformation in order to go to 1 hit point instead. + +
+ + +

At 14th level, your transformation reinvigorates your body. You can transform as long as you are conscious, even if you are not capable of taking actions. If you are incapacitated, paralyzed, petrified, poisoned, restrained, or stunned, transforming immediately ends any number of those conditions currently affecting you.

+
+ + You can transform as long as you are conscious, even if you are not capable of taking actions. If you are incapacitated, paralyzed, petrified, poisoned, restrained, or stunned, transforming immediately ends any number of those conditions currently affecting you. + +
+ + + Magical Promise + +

The Magical Girl's promise is to solve a mystery that eluded the one the promise was made to. Your transformation is a beacon of light against the darkness of ignorance.

+
+
+
+
+
+ + + The Magical Girl's promise is to solve a mystery that eluded the one the promise was made to. + + + + + + + + + + + +

Whenever you take the Attack action, you may substitute one or more of your attacks with a blast of brilliant energy. This blast has a 60ft range, and requires a ranged Spell attack to hit. On a successful hit, a blast deals 1d6 radiant damage, plus your Charisma modifier. While you are transformed, the damage increases to 1d8 radiant damage, plus your charisma modifier.

+
+ + Whenever you take the Attack action, you may substitute one or more of your attacks with a blast of brilliant energy. This blast has a 60ft range, and requires a ranged Spell attack to hit. On a successful hit, a blast deals 1d6 radiant damage, plus your Charisma modifier. While you are transformed, the damage increases to 1d8 radiant damage, plus your charisma modifier. + +
+ + +

You gain proficiency with one of the following:

+

+ 2 languages of your choice +
+ 2 tools of your choice, or +
+ 1 language and 1 tool of your choice +
+

+
+ + + +
+ + Magical Girl Comprehension + +

Learn 2 languages

+
+ + + + +
+ + Magical Girl Charms + You may only have one Transformation effect + !ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_BLINDING_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_FEARSOME_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_MISTY_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_EXPLOSIVE_TRANSFORMATION + +

Prerequisite: You may only use one Transformation effect.

+

When you pick this Charm, choose acid, cold, fire, or lightning. Creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure They take 4d6 damage of the chosen type, or half as much on a successful save. The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + + + + + +
+ + Magical Girl Charms + You may only have one Transformation effect + !ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_ELEMENTAL_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_BLINDING_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_MISTY_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_EXPLOSIVE_TRANSFORMATION + +

Prerequisite: You may only use one Transformation effect.

+

Your transformation is terrible to behold. Creatures within 10 feet of you must make a Wisdom saving throw against your Spell Save DC or become frightened for a number of rounds equal to your Charisma modifier. At the end of their turn, affected creatures may make a new saving throw, ending the fear effect on a successful save.

+
+ + Creatures within 10 feet of your transformation must make a DC{{spellcasting:dc:cha}} Wisdom saving throw. On a failure, that creature is frightened for {{charisma:modifier}} rounds. At the end of their turn, affected creatures may make a new saving throw, ending the blindness on a successful save. + +
+ + Magical Girl Charms + Level 13 + [level:13] + +

Prerequisite: Level 13

+

When you hit a creature with a weapon or spell attack, you may declare a Finishing Move before you roll damage. Your target must immediately make a Constitution saving throw. If the enemy has more than 1/4 its hit points remaining, it automatically passes this saving throw. On a successful result, the creature takes normal damage from the attack. On a failed saving throw, the Finishing Move becomes a critical hit. If the amount of damage dealt is enough to kill the creature, you regain one use of this ability. Otherwise, you may not use this ability again until you complete a long rest.

+
+ + When you hit a creature with a weapon or spell attack, you may declare a Finishing Move before you roll damage. Your target must immediately make a DC{{spellcasting:dc:cha}} Constitution saving throw. If the enemy has more than 1/4 its hit points remaining, it automatically passes this saving throw. On a successful result, the creature takes normal damage from the attack. On a failed saving throw, the Finishing Move becomes a critical hit. If the amount of damage dealt is enough to kill the creature, you regain one use of this ability. Otherwise, you may not use this ability again until you complete a long rest. + +
+ + Magical Girl Charms + +

You can cast Feather Fall at-will without expending a spell slot. While you are transformed, your jump distance is tripled. At 13th level, you gain a fly speed equal to your walking speed while you are transformed.

+
+ + While you are transformed, your jump distance is tripled. + + + + + +
+ + Magical Girl Charms + +

When your Transformation ends, any un-used spell slots you have are not wasted. Instead, you may use those Spell Slots in your normal form. These spell slots last until you Transform again, or take a short rest.

+
+ + When your Transformation ends, any un-used spell slots you have are not wasted. Instead, you may use those Spell Slots in your normal form, and last until you Transform again, or take a short rest. + +
+ + Magical Girl Charms + Promise of Friendship, Level 9 + [level:9],ID_RDDT_ARCHETYPE_MAGICAL_GIRL_FRIENDSHIP + +

Prerequisite: Promise of Friendship, Level 9

+

You may cast Dominate Person or Geas without expending a spell slot. Once you do, you may not cast either spell again until you complete a long rest. If you are at least 13th level, you may cast Mass Suggestion while you are transformed. Once you do, you may not do so again until you complete a long rest.

+
+ + You may cast Dominate Person or Geas one time without expending a spell slot. + You may cast Dominate Person or Geas one time without expending a spell slot. While you're transformed you can also cast Mass Suggestion once. + + + + + + +
+ + Magical Girl Charms + Promise of Safety + ID_RDDT_ARCHETYPE_MAGICAL_GIRL_SAFETY + +

Prerequisite: Promise of Safety

+

Choose one or two weapons you possess, or your radiant weapons. While you are wielding those weapons, they count as Magical. At 13th level, the weapons become oversized while you are transformed, dealing 1d8 additional damage.

+
+ + Choose one or two weapons you possess, or your radiant weapons. While you are wielding those weapons, they count as Magical. + Choose one or two weapons you possess, or your radiant weapons. While you are wielding those weapons, they count as Magical. The weapons become oversized while you are transformed, dealing 1d8 additional damage. + +
+ + Magical Girl Charms + You may only have one Transformation effect + !ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_ELEMENTAL_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_FEARSOME_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_BLINDING_TRANSFORMATION,!ID_RDDT_CLASS_FEATURE_MAGICAL_GIRL_EXPLOSIVE_TRANSFORMATION + +

Prerequisite: You may only use one Transformation effect.

+

Swirling fog or thick smoke exudes from you out to a 10foot radius when you transform. This fog provides 3/4 cover, and lasts for a number of rounds equal to your Charisma modifier, or until it is dispersed by a strong wind.

+
+ + Swirling fog or thick smoke exudes from you out to a 10foot radius when you transform. This fog provides 3/4 cover, and lasts for a number of rounds equal to your Charisma modifier, or until it is dispersed by a strong wind. + +
+ + Magical Girl Charms + Level 9 + [level:9] + +

Prerequisite: Level 9

+

Add Revivify to your list of spells known. You can cast Revivify without expending a spell slot, and without a material component, by ending your transformation. If you cast Revivify this way, you must also expend all of your hit dice, roll them, and take that much necrotic damage. Additionally, you may not transform again until you take a long rest.

+
+ + Add Revivify to your list of spells known. You can cast Revivify without expending a spell slot, and without a material component, by ending your transformation. If you cast Revivify this way, you must also expend all of your hit dice, roll them, and take that much necrotic damage. Additionally, you may not transform again until you take a long rest. + + + + +
+ + Magical Girl Charms + +

You may create a suit of radiant armor by attuning to a suit of armor you possess for 1 hour. In order to attune to the armor, you must be proficient in its use. If the suit of armor is on the same plane of existence, you may summon it as part of your transformation. The armor immediately teleports onto your body.

+
+ + You may create a suit of radiant armor by attuning to a suit of armor you possess for 1 hour. In order to attune to the armor, you must be proficient in its use. If the suit of armor is on the same plane of existence, you may summon it as part of your transformation. The armor immediately teleports onto your body. + +
+ + + Magical Charm Elemental Favour + +

You gain a resistance to Acid damage, even when you are not transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage.

+
+ + While you are transformed, your radiant weapons may deal acid damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal acid damage instead of radiant damage. + While you are transformed, your radiant weapons may deal acid damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal acid damage instead of radiant damage. + + + + + +
+ + Magical Charm Elemental Favour + +

You gain a resistance to Cold damage, even when you are not transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage.

+
+ + While you are transformed, your radiant weapons may deal cold damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal cold damage instead of radiant damage. + While you are transformed, your radiant weapons may deal cold damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal cold damage instead of radiant damage. + + + + + +
+ + Magical Charm Elemental Favour + +

You gain a resistance to Fire damage, even when you are not transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage.

+
+ + While you are transformed, your radiant weapons may deal fire damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal fire damage instead of radiant damage. + While you are transformed, your radiant weapons may deal fire damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal fire damage instead of radiant damage. + + + + + +
+ + Magical Charm Elemental Favour + +

You gain a resistance to Lightning damage, even when you are not transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage.

+
+ + While you are transformed, your radiant weapons may deal lightning damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal lightning damage instead of radiant damage. + While you are transformed, your radiant weapons may deal lightning damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal lightning damage instead of radiant damage. + + + + + +
+ + Magical Charm Elemental Favour + +

You gain a resistance to Thunder damage, even when you are not transformed. At 13th level, you become immune instead. Additionally, while you are transformed, your radiant weapons may deal that kind of damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal the chosen type of damage instead of radiant damage.

+
+ + While you are transformed, your radiant weapons may deal thunder damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal thunder damage instead of radiant damage. + While you are transformed, your radiant weapons may deal thunder damage instead of radiant damage. If you have the Promise of Understanding, your Radiant Blasts can also deal thunder damage instead of radiant damage. + + + + + +
+ + Magical Charm Elemental Transformation + +

When you Transform, creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 4d6 Acid damage, or half as much on a successful save, rounding up.

+

The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 4d6 Acid damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 6d6 Acid damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 7d6 Acid damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 8d6 Acid damage, or half as much on a successful save, rounding up. + +
+ + Magical Charm Elemental Transformation + +

When you Transform, creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 4d6 Cold damage, or half as much on a successful save, rounding up.

+

The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 4d6 Cold damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 6d6 Cold damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 7d6 Cold damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 8d6 Cold damage, or half as much on a successful save, rounding up. + +
+ + Magical Charm Elemental Transformation + +

When you Transform, creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 4d6 Fire damage, or half as much on a successful save, rounding up.

+

The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 4d6 Fire damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 6d6 Fire damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 7d6 Fire damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 8d6 Fire damage, or half as much on a successful save, rounding up. + +
+ + Magical Charm Elemental Transformation + +

When you Transform, creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 4d6 Lightning damage, or half as much on a successful save, rounding up.

+

The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 4d6 Lightning damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 6d6 Lightning damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 7d6 Lightning damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 8d6 Lightning damage, or half as much on a successful save, rounding up. + +
+ + Magical Charm Elemental Transformation + +

When you Transform, creatures within 10 feet of you must make a Dexterity saving throw against your Spell Save DC. On a failure, they take 4d6 Thunder damage, or half as much on a successful save, rounding up.

+

The damage increases to 6d6 at 9th level, 7d6 at 13th level, and 8d6 at 17th level.

+
+ + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 4d6 Thunder damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 6d6 Thunder damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 7d6 Thunder damage, or half as much on a successful save, rounding up. + When you transform, creatures within 10 feet of you must make a DC{{spellcasting:dc:cha}} Dexterity saving throw. On a failure, they take 8d6 Thunder damage, or half as much on a successful save, rounding up. + +
+ + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + + Magical Girl + + \ No newline at end of file From 0e8b8cdef4e0fe9505e2830c8f0a08fc2174efb6 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:23:32 +0000 Subject: [PATCH 07/13] Update reddit-unearthed-arcana.index --- reddit/reddit-unearthed-arcana.index | 3 +++ 1 file changed, 3 insertions(+) diff --git a/reddit/reddit-unearthed-arcana.index b/reddit/reddit-unearthed-arcana.index index 96b07f1..d7bd36a 100644 --- a/reddit/reddit-unearthed-arcana.index +++ b/reddit/reddit-unearthed-arcana.index @@ -9,6 +9,9 @@ + + + From b42dc541c1c05c22c3c935428b67b2839656d95f Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:26:07 +0000 Subject: [PATCH 08/13] Create classes.xml --- reddit/reddit-unearthed-arcana/classes.xml | 14 ++++++++++++++ 1 file changed, 14 insertions(+) create mode 100644 reddit/reddit-unearthed-arcana/classes.xml diff --git a/reddit/reddit-unearthed-arcana/classes.xml b/reddit/reddit-unearthed-arcana/classes.xml new file mode 100644 index 0000000..0c1c12b --- /dev/null +++ b/reddit/reddit-unearthed-arcana/classes.xml @@ -0,0 +1,14 @@ + + + + r/UnearthedArcana Classes + + + + + + + + + + From bff1e9b9dd8590a567aae5bc3c2182992dd6ddb8 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:27:23 +0000 Subject: [PATCH 09/13] Update reddit-unearthed-arcana.index --- reddit/reddit-unearthed-arcana.index | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/reddit/reddit-unearthed-arcana.index b/reddit/reddit-unearthed-arcana.index index d7bd36a..70b5485 100644 --- a/reddit/reddit-unearthed-arcana.index +++ b/reddit/reddit-unearthed-arcana.index @@ -2,7 +2,7 @@ r/UnearthedArcana - + From e8d73d29237badeaa1b442e05f9decc095bf06a0 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Fri, 29 Nov 2019 15:32:35 +0000 Subject: [PATCH 10/13] Delete placeholder --- reddit/reddit-unearthed-arcana/classes/placeholder | 1 - 1 file changed, 1 deletion(-) delete mode 100644 reddit/reddit-unearthed-arcana/classes/placeholder diff --git a/reddit/reddit-unearthed-arcana/classes/placeholder b/reddit/reddit-unearthed-arcana/classes/placeholder deleted file mode 100644 index ce01362..0000000 --- a/reddit/reddit-unearthed-arcana/classes/placeholder +++ /dev/null @@ -1 +0,0 @@ -hello From fb5d4d3c06be858eb58f750bdbe2fed65e4c8695 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 2 Dec 2019 11:26:30 +0000 Subject: [PATCH 11/13] Delete races.index --- reddit/reddit-unearthed-arcana/races.index | 14 -------------- 1 file changed, 14 deletions(-) delete mode 100644 reddit/reddit-unearthed-arcana/races.index diff --git a/reddit/reddit-unearthed-arcana/races.index b/reddit/reddit-unearthed-arcana/races.index deleted file mode 100644 index 2556360..0000000 --- a/reddit/reddit-unearthed-arcana/races.index +++ /dev/null @@ -1,14 +0,0 @@ - - - - r/UnearthedArcana Races - - - - - - - - - - From c3da7b5f2f26bf979c8d4eb7a6155ba63fcb91b7 Mon Sep 17 00:00:00 2001 From: JayPea00101010 <49499816+JayPea00101010@users.noreply.github.com> Date: Mon, 2 Dec 2019 11:39:25 +0000 Subject: [PATCH 12/13] Update class-magicalgirl.xml --- reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml index 85b9272..6c2962b 100644 --- a/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml +++ b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml @@ -4,7 +4,7 @@ Magical Girl The Magical Girl class from Reddit. u/Shywinds - + @@ -1086,4 +1086,4 @@ Magical Girl - \ No newline at end of file + From f68d78a07fab0354b0fdd4f5cdba21f557ceb566 Mon Sep 17 00:00:00 2001 From: Cold_Ankles <13864745+ColdAnkles@users.noreply.github.com> Date: Wed, 25 Nov 2020 15:03:50 +1030 Subject: [PATCH 13/13] Fixes I had a go at fixing some of the issues, and it seems to work a little better. --- .../classes/class-magicalgirl.xml | 25 +++++++++++-------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml index 6c2962b..02b73de 100644 --- a/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml +++ b/reddit/reddit-unearthed-arcana/classes/class-magicalgirl.xml @@ -1,4 +1,4 @@ - + Magical Girl @@ -141,7 +141,7 @@

While you are wielding your radiant weapons, you may transform your current weapon (or weapons) into a different option on the list above, or dispel your radiant weapons completely, as a bonus action. If you do not have your radiant weapons in hand, you may use your action to conjure them.

- + Transforming requires the magical girl's heirloom. This typically brings a cosmetic change, from hair colour to clothing. In order to transform, you must be able to take actions, and your heirloom must be on your person. While you are transformed, you gain the following traits: if you're not wearing armor your Armor Class becomes {{magical girl transformation:armor class}}, you can add shield bonus to it. Your size changes to Medium. When you transform, you can summon weapons, from list below, they deal radiant damage and shed bright light in a 5-foot radius. You can dispel them as bonus action and summon them again as action. List of weapon options: Up to two thrown weapons which, if thrown, dissipate and reappear in your hands at the end of your turn; Any nonmagical weapon with the ammunition property, which has unlimited ammunition; Two light weapons; Up to two one-handed weapons, or one-handed weapon and a shield, or; A two-handed weapon. @@ -170,18 +170,21 @@

When you cast a spell that requires a material component, you must use your heirloom as a spellcasting focus.

- When you cast a spell that requires a material component, ignore it and use you heirloom instead. + When you transform, you gain {{magical girl:spellcasting:slots}}. These slots are level {{magical girl:spellcasting:size}}. When you cast a spell that requires a material component, ignore it and use you heirloom instead. Magical Girl - - - - - - + + + + + + + + + @@ -273,8 +276,8 @@ You become immune to being charmed or frightened, so long as there is an ally {{friendship player immune:range}}. Additionally, allies within {{friendship ally advantage:range}} feet have Advantage on saving throws against being charmed or frightened.
- - + +