Magical Girl
You’ve made a pact with a magical entity that granted you your heart’s desire—at least, on the surface. This wish unlocked dazzling powers tied to a transformation, empowering you to fight as a beacon of hope. However, magic is never freely given, and your abilities come with hidden costs. The more you push your limits, the more you uncover your patron's sinister intentions lurking beneath the sparkles.
Expanded Spell List
The Magical Bond lets you choose from the following expanded spell list when you learn warlock spells:
1st Level: Heroism, Faerie Fire
2nd Level: Mirror Image, Misty Step
3rd Level: Counterspell, Beacon of Hope
4th Level: Greater Invisibility, Polymorph
5th Level: Wall of Force, Dream
Transformation Sequence
At 1st level, as an action, you unleash your magical transformation, taking on a vibrant, radiant form associated with your wish and ideals. Your appearance shifts dramatically—your clothes change into a dazzling outfit, glowing symbols appear on your body, and your eyes shine with ethereal light. While transformed, you gain the following benefits for 1 minute:
Shining Presence: You shed bright light in a 20-foot radius and dim light in an additional 20 feet. Enemies within the bright light must make a Wisdom saving throw (DC = your spell save DC) at the start of their turns or have disadvantage on attack rolls against creatures other than you until the start of their next turn.
Magical Arsenal: You summon a custom magical weapon—it could be a radiant sword, a glowing bow, a spectral staff, or another thematic weapon. The weapon counts as a pact weapon if you have Pact of the Blade and deals 1d8 radiant damage. While wielding it, you can use Charisma instead of Strength or Dexterity for attack and damage rolls.
Soaring Speed: Your movement speed increases by 15 feet, and you ignore non-magical difficult terrain.
Defensive Glamour: While transformed, whenever an enemy hits you with an attack, you can use your reaction to reduce the damage by 1d10 + your Charisma modifier.
After the transformation ends, you can’t use it again until you finish a short or long rest.
Transformation Points
Starting at 6th level, you gain access to Transformation Points (TP), representing the raw magical energy fueling your abilities. These points allow you to perform unique Magical Techniques.
TP Pool: You have 3 TP, which increases to 5 TP at level 10, and 7 TP at level 14. You regain all TP on a short or long rest.
Using TP: You can spend TP to use Magical Techniques listed below. Some abilities require an action, bonus action, or reaction to use.
Magical Techniques (Cost: 1 TP)
Weapon Duplication (Bonus Action): You create a magical clone of your pact weapon. The clone floats beside you for 1 minute, allowing you to make an additional weapon attack with it as part of your Attack action.
Sparkle Step (Reaction): When targeted by an attack, you can teleport up to 30 feet to a space you can see. The attack misses automatically.
Radiant Barrier (Bonus Action): You grant yourself or an ally within 30 feet temporary hit points equal to 1d8 + your Charisma modifier.
Advanced Techniques (Cost: 2 TP)
Flight of Fancy (Bonus Action): You gain a flying speed equal to your movement speed for 1 minute.
Meteor Slash (Action): Make a melee or ranged spell attack. On a hit, the attack deals an additional 3d8 radiant damage and knocks the target prone.
Glittering Storm (Action): Release a burst of magical energy in a 15-foot cone. Each creature in the area must make a Dexterity saving throw (DC = your spell save DC) or take 4d6 radiant damage and become blinded until the start of your next turn.
Magical Resonance
At 10th level, as your magical powers evolve, you gain deeper control over your abilities. You can now recover 1 TP whenever you land a critical hit with a weapon attack or spell. Additionally, once per long rest, you can enter a Resonance State for 1 minute, during which you gain the following benefits:
Your TP pool temporarily increases by 2 points.
You deal an extra 1d8 radiant damage with weapon and spell attacks.
Flying is free (no TP cost) while in this state.
Eternal Promise
At 14th level your magical powers reach their apex, but the cost of wielding them grows. Once per long rest, you can cast Wish without needing material components. However, invoking such a powerful spell allows your patron to extract a hidden price. Roll 1d6 after casting Wish:
1-2: A magical rival appears—another wish-bound individual now hunts you.
3-4: Reality glitches—strange environmental shifts occur (the sky changes color, clocks stop, or everyone forgets you for an hour).
5-6: Soul Corruption—you suffer disadvantage on Charisma checks for the next 24 hours, as part of your essence is drained.
Magical Bond Invocations (Optional)
Here are a few invocations to customize the Magical Bond playstyle:
Empowered Transformation: While in your transformed state, you gain advantage on Dexterity (Acrobatics) checks and can use the Dash action as a bonus action.
Shining Protector: When you grant temporary hit points with Radiant Barrier, you can also cleanse a frightened or charmed condition from the target.
Supernova Strike: When you use Meteor Slash, you can spend an extra TP to deal 5d8 additional damage instead of 3d8.
Eldritch Invocations (Optional)
Radiant Heart: Prerequisite: Pact of the Tome
You gain access to the Light cantrip, and you can cast Healing Word once without expending a spell slot. When you heal an ally with this invocation, they glow with radiant light, granting them advantage on their next attack roll.
Magical Ward: Prerequisite: Level 5
You can cast Shield once per short rest. Additionally, whenever you use this spell, sparkles of protective magic surround a nearby ally of your choice, giving them temporary hit points equal to your Charisma modifier.
Soul Bond Strike: Prerequisite: Pact of the Blade
When you hit a creature with your Pact Weapon, you can invoke your magical bond, dealing an extra 1d8 radiant damage. If an ally is within 5 feet of the target, they can make a melee attack as a reaction.
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