{"name":"Magical Boy","overview":"","hitdice":"d8","hitpointsfirstlevel":"Hit Points at 1st Level: 8 + Constitution modifier","hitpointsathigherlevels":"1d8 (or 5) + Constitution modifier per Magical Boy level after 1st","armorproficiencies":"Shields","weaponproficiences":"Simple, martial weapons","tools":"None","savingthrows":"Charisma, Constitution","skills":"Choose two from Perception, Persuasion, Acrobatics, Athletics, Deception, or Sleight of Hand","equipment":"You start with the following equipment, in addition to the equipment granted by your background:\r\n(a) one Melee weapon of your Choice or (b) one Ranged weapon of your Choice\r\nSet of common clothing\r\nA Shield","spellcasting":"[b][u][h1][b]Charm Casting[\/b][\/h1]\r\n[\/u][\/b]\r\nAt 2nd level, Magical Girls gain access to a unique form of\r\nSpellcasting called Charm Casting, which can only be\r\naccessed by their transformed selves.\r\n\r\n[b]Spells Slots[\/b]\r\nEach time you Transform, you gain the ability to cast spells using your WP.\r\nYou may spend 3 WP to create a level 1 spell slot\/ 6WP = a level 2 spell slot\/ 10WP = a level 3 spell slot\/ 15WP = a level 4 spell slot\/ Spend 200WP = a level 5 spell slot\r\n\r\nYou know two 1st level spells of your choice from the magical\r\ngirl spell list.\r\nThe Spells Known column of the magical girl table shows\r\nwhen you learn more magical girl spells of your choice of 1st\r\nlevel or higher. A spell you choose must be of a level no higher\r\nthan what's shown in the table's Slot Level column for your\r\nlevel.\r\n\r\n[b]Spellcasting Ability[\/b]\r\nCharisma is your spellcasting ability for your magical girl\r\nspells, so you use your Charisma whenever a spell refers to\r\nyour spellcasting ability. In addition, you use your Charisma\r\nmodifier when setting the saving throw DC for a magical girl\r\nspell you cast and when making an attack roll with one.\r\nSpell Save DC = 8 + your proficiency bonus + your\r\nCharisma modifier\r\nSpell Attack Modifier = your proficiency bonus + your\r\nCharisma modifier\r\n\r\n[b]Spellcasting Focus[\/b]\r\nWhen you cast a spell that requires a material component,\r\nyou must use your soulgem as a spellcasting focus.\r\n","features":"[u][h1][b]Magical Promise[\/b][\/h1]\r\n[\/u]\r\nAt 1st level, you declare a magical promise that you must\r\n\r\nnever break, and this will determine the abilities and the\r\nmanifestations of your transformation with either a Promise\r\nof Friendship, a Promise of Safety, a Promise of\r\nUnderstanding, or a Promise of Retribution, each of which is\r\ndetailed at the end of the class description. Your choice\r\ngrants you features at 1st level and again at 6th, 10th, and\r\n14th level.\r\n\r\n[u][h1][b]Soul Gem[\/b][\/h1]\r\n[\/u]\r\nYou've made your wish and now your soul resides within a special item we call a \"Soul Gem.\" This can take the shape of either a Necklace, a Ring, or even an Earring. This is how you utilize your Wish Powers. Because of this, however, you cannot attune to other Magical Weapons. Keep in mind, certain actions consume your Wish Point pool; we'll abbreviate it as WP from here on out. You soul gem will start with 55 WP and gain an additional 5 each time you level up. These are used to fuel your various spells and abilities. If your Soul Gem loses all its WP, you will have 1 hour to regain at least 1 WP before you turn into a Beast. Should the event you turn into a beast comes about, your allies will have to quell your form for you to turn you back to normal. [The Beast's stats are treated as such: AC 17 HP 300 Str 24(+7) Dex 18(+4) Con 10(+0) Int 6(-2) Wis 10(+0) Chr 10(+0), may need to find a decent template and\/or creature to link here, or functionally re-work the concept].\r\n\r\nBeware, if this Soul Gem were to be more than 50 feet away from your current body, you will lose control of it. While separated from your body, or your Body dies, this Gem is important as it's the culmination of your being, and though it may be durable, it is not indestructible. The Gem itself has AC: 10 HP: 300, and no form of Magic, not even a Wish spell, can remove the magic that binds you to this Gem. However without a body to shield your gem from danger, your Gem is Vulnerable to all Damage Types. So long as your Soul Gem exists, so do you.\r\n\r\n[b][u][h1][b]Transformation[\/b][\/h1]\r\n[\/u][\/b]\r\nYou aren't at your prime until you trigger your Magical Powers. As a Bonus Action and 1 WP, you can touch your Soul Gem to activate your Magical Outfit. Your Magical Outfit allows you to be ready for combat and takes whatever shape you may want, be it full armor or a pretty little outfit.\r\n\r\n[b]Armor Class[\/b]\r\nWhile active, your Armor Class becomes 12 + your Charisma Modifier + your Dexterity Modifier. It will not shimmer away until you touch your Soul Gem again, fading away instantaneously. If you are not in combat while in your Magical Outfit, you will have Disadvantage on all checks (Except for Strength and Dexterity checks) until you deactivate your Magical Outfit.\r\n\r\n[b]Soul Weapons[\/b]\r\nWhen you transform, you may choose\r\nto summon one or more weapons from the list below as a bonus action and 1 WP:\r\n-Up to two thrown weapons which, if thrown, dissipate and\r\nreappear in your hands at the end of your turn.\r\n-Any non-magical weapon with the ammunition property,\r\nwhich has unlimited ammunition.\r\n-Two light weapons.\r\n-Up to two one-handed weapons, or one-handed weapon\r\nand a shield.\r\n-A two-handed weapon.\r\n\r\nThese weapons are made of radiant energy, and shed\r\nbright light in a 5-foot radius. Since these weapons are made\r\nof light, they deal radiant damage, instead of their normal\r\ndamage type. These radiant weapons cannot be wielded by\r\nanyone other than you, and dissipate as soon as they leave\r\nyour hand.\r\nWhile you are wielding your radiant weapons, you may\r\ntransform your current weapon (or weapons) into a different\r\noption on the list above\u00a0as a bonus action and 1 WP.\u00a0\r\n[b][u][h1][b]Charm Casting[\/b][\/h1]\r\n[\/u][\/b]\r\nAt 2nd level, Magical Girls gain access to a unique form of\r\nSpellcasting called Charm Casting, which can only be\r\naccessed by their transformed selves.\r\n\r\n[u][b][h1][b]Fighting Style[\/b][\/h1]\r\n[\/b][\/u]\r\nStarting at level 2 you adopt a particular style of fighting as your specialty.\r\nChoose one of the following options. You can't take a Fighting\r\nStyle option more than once, even if you later get to choose\r\nagain.\r\n[b]Archery[\/b]\r\nYou gain a +2 bonus to ranged attack rolls you make with\r\nranged weapons.\r\n[b]Defense[\/b]\r\nWhile you are wearing armor, you gain a +1 bonus to AC.\r\n[b]Great Weapon Fighting[\/b]\r\nWhen you roll a 1 or 2 on the damage die for an attack you\r\nmake with a melee weapon you are wielding with two hands,\r\nyou can re-roll the die and must use the new result even if it is\r\na 1 or 2. The weapon must have the two-handed or versatile\r\nproperty to gain this benefit.\r\n[b]Two Weapon Fighting[\/b]\r\nWhen you engage in two-weapon fighting, you can add your\r\nability modifier to the damage of the second attack.\r\n\r\n[b][u][h1][b]Magical Charms[\/b][\/h1]\r\n[\/u][\/b]\r\nA magical girl's powers adjust themselves to be more in tune\r\nwith their wielder's personality.\r\nAt 3rd level, you gain two magical charms of your choice.\r\nYour magical charm options are detailed at the end of the\r\nclass description. You may only take a charm once, unless the\r\ncharm says otherwise. You gain an additional charm at 9th,\r\n13th, and 17th levels.\r\n\r\n[b][u][h1][b]Meek[\/b][\/h1]\r\n[\/u][\/b]\r\nStarting at 3rd level, you look powerless and unimportant to any hostile intent. Whenever you roll initiative, as long as you don't do anything that makes you a target, Meek will activate and stay active. Summoning your Soul Weapon and\/or Magical Outfit, already having your Soul Weapon and\/or Magical Outfit active, or using a Spell or other ability that uses WP will cause enemies to be alert to your powers and Meek will deactivate and cannot be used again until all enemies are removed from combat. At the start of each of your turns, you make a Deception Check DC 10. Success prevents all enemies from targeting you for attacks or spells, and you may move as you wish. If you fail, an enemy succeeds an Investigation Check DC 17 plus your charisma modifier, or you use any of your Magical Girl abilities, Meek will end and enemies will begin to see you as a threat.\r\n\r\n[b][u][h1][b]Ability Score Improvement[\/b][\/h1]\r\n[\/u][\/b]\r\nWhen you reach 4th level, and again at 6th, 8th, 12th, 14th,\r\n16th, and 19th level, you can increase one ability score of\r\nyour choice by 2, or you can increase two ability scores of\r\nyour choice by 1. As normal, you can't increas an ability score\r\nabove 20 using this feature.\r\n\r\n[b][u][h1][b]Extra Attack[\/b][\/h1]\r\n[\/u][\/b]\r\nBeginning at 5th level, you can attack twice, instead of once,\r\nwhenever you take the Attack action and spend 3 WP on your turn.\r\n\r\n[b][u][h1][b]Power of Friendship[\/b][\/h1]\r\n[\/u][\/b]\r\nAt 7th level, you become immune to being charmed or\r\nfrightened, so long as there is an ally within 30 feet.\r\nAdditionally, allies within 30 feet have Advantage on saving\r\nthrows against being charmed or frightened. At 18th level, you\r\nare immune to being charmed or frightened so long as you\r\ncan see an ally, and allies within 60 feet have advantage\r\nagainst being charmed or frightened.\r\n\r\n[b][u][h1][b]Strength of Spirit[\/b][\/h1]\r\n[\/u][\/b]\r\nAt 15th level, your dedication to your promise is so strong, it\r\nmanifests as a protective barrier. When you need to make a\r\nsaving throw using an ability other than Charisma, you may\r\nchoose to make a Charisma saving throw instead. You may do\r\nthis a number of times per day equal to your Charisma\r\nmodifier. You regain expended uses when you complete a\r\nlong rest.\r\n\r\n[b][u][h1][b]Promise Fulfilled[\/b][\/h1]\r\n[\/u][\/b]\r\nAt 20th level, you can find strength in your abilities, even\r\nwhen it seems hopeless or futile. If you roll initiative and have\r\nno Wish Points left, you regain 20.\r\n\r\n[b][u][h1][b]Magical Paradise[\/b][\/h1]\r\n[\/u][\/b]Reaching your full potential does have its merits. By using 100 Wish Points, you create a special plane of existence. This plane looks exactly how the player describes it; Enemies cannot spawn naturally on this plane, only through them entering the plane through a created portal, or through other magical means. The Magical Girl who created this plane can use and reshape the the environment as they wish and can tell of all happenings while on the plane. Once this plane is created, the Magical Girl be able to come and go from this plane as she chooses by concentrating for 1 minute and using 10 Wish Points, or by spending 20 Wish Points and 1 action, creates a doorway on a location of the caster's choice that they can see that lasts for 1 hour. Once the doorway vanishes, any beings or items on this plane remain on the plane, and items occurring naturally on the plane cannot be removed from this plane.\r\n\r\n---------------------------------------------------------------------\r\n\r\n[b][u]Magical Charms[\/u][\/b]\r\nIf a magical charm has prerequisites, you must meet them to\r\nlearn it. You can learn the charm at the same time you meet\r\nits prerequisites. A level prerequisite refers to your level in\r\nthis class.\r\n\r\n[b]Awoken Familiar (10WP)[\/b]\r\nYou can cast Find Familiar once per day, without a material\r\ncomponent for 10 WP. Your familiar can speak any languages you know,\r\nand has an Intelligence and Wisdom score of 11+ your\r\nCharisma modifier. Your familiar can cast Augury once per\r\nshort or long rest. When you reach 9th level, it can cast\r\nDivination once per long rest.\r\n\r\n[b]Durable Form (5WP)[\/b]\r\nWhen you transform you may spend 5WP, you gain a number of Temporary Hit\r\npoints equal to 2d4 plus your Charisma modifier. The\r\nnumber of dice increases +1d4 when you spend an additional 5WP for a max of 5d4\r\n(EX: 5WP=2d4, 10WP=3d4, 15WP=4d4, 20WP=5d4)\r\n\r\n[b]Elemental Favor (15WP)[\/b]\r\nAs a bonus action and 15WP choose acid, cold, fire, lightning, or thunder. You are resistant\r\nto that kind of damage, even while you are not Transformed.\r\nAt 13th level, you become immune instead. Additionally, while\r\nyou are transformed, your radiant weapons may deal that\r\nkind of damage instead of radiant damage. If you have the\r\nPromise of Understanding, your Radiant Blasts can also deal\r\nthe chosen type of damage instead of radiant damage. You\r\nmay take this Charm multiple times, but you must choose a\r\ndifferent damage type each time.\r\n\r\n[b]Elemental Transformation (10WP)[\/b]\r\n[u]When you transform you may spend an additional 10WP to use Transformation effects.\r\nYou may only have one Transformation effect.[\/u]\r\nWhen you pick this Charm, choose acid, cold, fire, or\r\nlightning. Creatures within 10 feet of you must make a\r\nDexterity saving throw against your Spell Save DC. On a\r\nfailure They take 4d6 damage of the chosen type, or half as\r\nmuch on a successful save. The damage increases to 6d6 at\r\n9th level, 7d6 at 13th level, and 8d6 at 17th level.\r\n\r\n[b]Explosive Transformation (5WP)[\/b]\r\n[u]When you transform you may spend an additional 5WP to use Transformation effects.\r\nYou may only have one Transformation effect.[\/u]\r\nWhen you transform, there is a thunderous explosion.\r\nCreatures within 10 feet must make a Constitution saving\r\nthrow. On a failure, they take 2d6 Thunder damage and are\r\npushed 10 feet away from you. On a successful save, they\r\ntake half damage and are not pushed. The damage increases\r\nto 4d6 at 9th level, 5d6 at 13th level, and 6d6 at 17th level.\r\n\r\n[b]Fearsome Transformation(5WP)[\/b]\r\n[u]When you transform you may spend an additional 5WP to use Transformation effects.\r\nYou may only have one Transformation effect.[\/u]\r\nYour transformation is terrible to behold. Creatures within\r\n10 feet of you must make a Wisdom saving throw against\r\nyour Spell Save DC or become frightened for a number of\r\nrounds equal to your Charisma modifier. At the end of their\r\nturn, affected creatures may make a new saving throw, ending\r\nthe fear effect on a successful save.\r\n\r\n[b]Finishing Move![\/b]\r\nPrerequisite: 13th level\r\nWhen you hit a creature with a weapon or spell attack, declare a Finishing Move before you roll damage. Your\r\ntarget must immediately make a Constitution saving throw. If\r\nthe enemy has more than 1\/4 its hit points remaining, it\r\nautomatically passes this saving throw. On a successful\r\nresult, the creature takes normal damage from the attack. On\r\na failed saving throw, the Finishing Move becomes a critical\r\nhit. If the amount of damage dealt is enough to kill the\r\ncreature, you regain one use of this ability. Otherwise, you\r\nmay not use this ability again until you complete a long rest.\r\n\r\n[b]Light Step (5WP)[\/b]\r\nYou can cast Feather Fall at-will without expending a spell\r\nslot. While you are transformed, you may spend 5 WP to triple your jump distance.\r\nAt 13th level, you gain a fly speed equal to your walking speed\r\nwhile you are transformed.\r\n\r\n[b]Mass Appeal[\/b]\r\nPrerequisite: Promise of Friendship, 9th level\r\nYou may cast Dominate Person or Geas without expending\r\na spell slot. Once you do, you may not cast either spell again\r\nuntil you complete a long rest. If you are at least 13th level,\r\nyou may cast Mass Suggestion while you are transformed.\r\nOnce you do, you may not do so again until you complete a\r\nlong rest.\r\n\r\n[b]Enhanced Weapons (5WP)[\/b]\r\nPrerequisite: Promise of Safety\r\nChoose one or two weapons you possess, or your radiant\r\nweapons. While you are wielding those weapons when you spend 5WP and a bonus action, they count\r\nas Magical. At 13th level, the weapons become oversized\r\nwhile you are transformed, dealing 1d8 additional damage.\r\n\r\n[b]Misty Transformation (5WP)[\/b]\r\n[u]When you transform you may spend an additional 5WP to use Transformation effects.\r\nYou may only have one Transformation effect.[\/u]\r\nSwirling fog or thick smoke exudes from you out to a 10-\r\nfoot radius when you transform. This fog provides 3\/4 cover,\r\nand lasts for a number of rounds equal to your Charisma\r\nmodifier, or until it is dispersed by a strong wind.\r\n","subclasses":"[b][u][h1][b]Magical Promise[\/b][\/h1]\r\n[\/u][\/b]\r\nEvery magical girl makes a promise that is personal to\r\nthemselves. The magical promise you choose reflects the\r\nreason you take up arms.\r\n\r\n[b][u][h1][b]Promise of Friendship[\/b][\/h1]\r\n[\/u][\/b]\r\nThe Magical Girl dedicates herself to her allies, their\r\nambitions, and their goals. Your transformation is an idol of\r\nsorts, a beautiful and inspiring leader.\r\n[b]Irresistible[\/b]\r\nAt 1st level, you add 1\/2 your proficiency bonus to Charisma\r\nchecks you are not proficient in. While you are transformed,\r\nyou have advantage on Performance and Persuasion checks.\r\n[b]Beacon of Inspiration[\/b]\r\nStarting at 1st level, your transformation is a beacon of\r\ninspiration to your allies. While you are transformed, you may\r\nuse your reaction to add 1d4 to one ability check, attack roll,\r\nor saving throw made by a friendly creature within 30 feet of\r\nyou who can see you.\r\n[b]Inspiring Strike[\/b]\r\nAt 6th level, your fighting style shifts to aiding your allies\r\nmore than fighting alone. When you take the attack action,\r\nyou may forfeit your second attack in order to give an ally\r\nwithin 5 feet of your target advantage on their next attack roll\r\nagainst that creature.\r\n[b]Improved Inspiration[\/b]\r\nBeginning at 10th level, you may use your Beacon of\r\nInspiration ability even if you are not transformed. If you are\r\ntransformed, friendly creatures add 1d8 to their roll, instead\r\nof 1d4.\r\n[b]Passive Inspiration[\/b]\r\nAt 14th level, your presence becomes an intoxicating aura of\r\nconfidence. While you are transformed, friendly creatures\r\nwithin 30 feet of you may roll 1d4 and add the result to one\r\nability check, attack roll, or saving throw they make before the\r\nbeginning of your next turn.\r\n\r\n[b][u][h1][b]Promise of Safety[\/b][\/h1]\r\n[\/u][\/b]\r\nThe Magical Girl swears to defend the innocent, and protect\r\nthe weak. Your transformation is an avatar of battle, capable\r\nof taking on threats significantly more dangerous than you\r\ncould hope to defeat alone.\r\n[b]Weapon training[\/b]\r\nAt 1st level, you gain proficiency with martial weapons,\r\nmedium armor, and shields.\r\n[b]Skilled Charger[\/b]\r\nAt 6th level, you become especially adept at rushing your foes.\r\nIf you move at least 20 feet in a straight line before making a\r\nmelee weapon attack, you have advantage on your next attack\r\nroll.\r\n[b]One Body, Two Souls[\/b]\r\nBeginning at 10th level, your transformation can protect you\r\nfrom mortal harm. If you would be reduced to 0 hit points, or\r\nkilled outright while you are transformed, you may end your\r\nTransformation in order to go to 1 hit point instead.\r\n[b]Purging Transformation[\/b]\r\nAt 14th level, your transformation reinvigorates your body.\r\nYou can transform as long as you are conscious, even if you\r\nare not capable of taking actions. If you are incapacitated,\r\nparalyzed, petrified, poisoned, restrained, or stunned,\r\ntransforming immediately ends any number of those\r\nconditions currently affecting you.\r\n\r\n[justify][b][u][h1][b]Promise of Understanding[\/b][\/h1]\r\n[\/u][\/b][\/justify][justify]The Magical Girl's promise is to solve a mystery that eluded[\/justify]the one the promise was made to. Your transformation is a\r\nbeacon of light against the darkness of ignorance.\r\n[b]Radiant Blast[\/b]\r\nWhenever you take the Attack action, you may substitute one\r\nor more of your attacks with a blast of brilliant energy. This\r\nblast has a 60ft range, and requires a ranged Spell attack to\r\nhit. On a successful hit, a blast deals 1d6 radiant damage,\r\nplus your Charisma modifier. While you are transformed, the\r\ndamage increases to 1d8 radiant damage, plus your charisma\r\nmodifier.\r\n[b]Comprehension[\/b]\r\nYou gain proficiency with 2 languages, 2 tools, or 1 language\r\nand 1 tool of your choice.\r\n[b]Radiant Salvo[\/b]\r\nAt 6th level, if you use the Attack action to make two or more\r\nRadiant Blast attacks, you may make a third Radiant Blast\r\nattack as a bonus action.\r\n[b]Magical Understanding[\/b]\r\nBy 10th level, your Promise has given you a level of clarity\r\nthat other people do not possess. You gain proficiency in\r\nWisdom Saving Throws. While you are transformed, you have\r\nadvantage on all saving throws against spells.\r\n[b]Intense Radiance[\/b]\r\nAt 14th level, any Radiant damage you deal ignores resistance\r\nto radiant damage.\r\n\r\n[b][u][h1][b]Promise of Retribution[\/b][\/h1]\r\n[\/u][\/b]\r\nSometimes, the Magical Girl\u2019s promise is not a positive one.\r\nThis corrupted promise results in a fearsome alternate form.\r\nThe Magical Girl becomes vicious and violent, constantly\r\nteetering on the edge of becoming something monstrous.\r\n[b]Negative Energy[\/b]\r\nYour radiant weapons are vicious and cruel. They deal\r\nnecrotic damage instead of radiant damage.\r\n[b]Retribution[\/b]\r\nAs a reaction to taking damage, you may target the creature\r\nthat dealt damage to you with the fury of your Promise. For\r\nthe next minute, you have advantage on all attack rolls\r\nagainst that creature. Once the effect ends, you can't use this\r\nfeature again until you finish a short rest.\r\n[b]Ferocity[\/b]\r\nAt 6th level, you ferociously assault your chosen foes. Once\r\nper turn, you may add your Charisma modifier to the damage\r\nroll of an attack you make.\r\n[b]Bathe in Blood[\/b]\r\nAt 10th level, your need for retribution has descended into\r\noutright bloodlust. Whenever you kill an enemy targeted by\r\nyour Retribution ability, you gain temporary hit points equal\r\nto your Charisma modifier plus your Magical Girl level.\r\n[b]Unstoppable![\/b]\r\nAt 14th level, your perverted sense of justice has all but\r\nconsumed you. While you are transformed, you stubbornly\r\nrefuse to die. If you would be reduced to 0 hit points, or killed\r\noutright, you may attempt a Constitution saving throw with a\r\nDC equal to 5 + the damage taken. On a success, you drop to\r\n1 hit point instead.","tabledata":"Level|Proficiency|Features|Spells Known|Spell Slot Level  \r\n1|+2| Magical Promise, Soul Gem, Transformation| Spells Known:0| \r\n2|+2| Charm Casting, Fighting Style| Spells Known:3| Slot Level:1st\r\n3|+2| Magical Charms, Meek| Spells Known:3| Slot Level:1st\r\n4|+2| Ability Score Improvement| Spells Known:3| Slot Level:1st\r\n5|+3| Extra Attack| Spells Known:4| Slot Level:2nd\r\n6|+3| Promise Feature| Spells Known:4| Slot Level:2nd\r\n7|+3| Power of Friendship| Spells Known:5| Slot Level:2nd\r\n8|+3| Ability Score Improvement| Spells Known:5| Slot Level:2nd\r\n9|+4| Magical Charm| Spells Known:6| Slot Level:3rd\r\n10|+4| Promise Feature| Spells Known:6| Slot Level:3rd\r\n11|+4| Spell Slot +1| Spells Known:7| Slot Level:3rd\r\n12|+4|  Ability Score Improvement| Spells Known:7| Slot Level:3rd\r\n13|+5| Magical Charm| Spells Known:8| Slot Level:4th\r\n14|+5| Promise Feature| Spells Known:8| Slot Level:4th\r\n15|+5| Strength of Spirit| Spells Known:9| Slot Level:4th\r\n16|+5| Ability Score Improvement| Spells Known:9| Slot Level:4th\r\n17|+6| Magical Charm| Spells Known:10| Slot Level:5th\r\n18|+6| Power of Friendship Improvement| Spells Known:10| Slot Level:5th\r\n19|+6| Ability Score Improvement| Spells Known:11| Slot Level:5th\r\n20|+6| Promise Fulfilled Magical Paradise| Spells Known:11| Slot Level:5th ","tags":"Magical boy, Magical Girl","isShared":"on","templateId":"25","blockId":"432705","world":""}