Credit: Madoka Magica # The Savior (Magical girl warlock Subclass) Saviors are made from the most unlikely of heroes. Those chosen to become Saviors don't quite fit in. They're the people who are the least likely to accomplish anything with their lives. Despite this, they're brought into a heroes life, either by force or by choice. Their newfound power grants them the courage needed to succeed, or it's the lust for more power that drives them to darkness. Either way, it's a difficult and lonely life to live. It's important to find friends to help you along the way. As a Savior, you need to hold on to everything you can. ## Expanded Spell List As a magical girl, you excel in keeping your friends safe. | Spell Level| Spells | |:---:|:-------------:| | 1st | Feather Fall, Bless | | 2nd | Spiritual Weapon, Zone of Truth | | 3rd | Protection from Energy, Beacon of Hope | | 4th | Death Ward, Aura of Purity | | 5th | Creation, Telepathic Bond | ``` ``` ### Meek At 1st level, you are **Meek**. While **Meek** you look just like any other peasent and blend into the crowd more easily. You gain +2 to stealth and persuasion checks. While **Meek** you loss all benefits of **Transform!**. ### Transform! At 1st level, you learn the cantrip **Transfrom!**. While this spell is active, you use the **Transformed** abilities instead of the **Meek** abilities. While **Transform!** you loss all benefits of **Meek**. This cantrip does not count towards the total amount of cantrips you can learn. ### Power of Friendship At 6th level, when **Meek** on your turn you can use your Movement or Attack action to allow an ally to Move or Attack on your turn. Your ally can only make one attack roll using this feature. When **Transformed**, if an attack hits you, you can use your reaction to counter attack. You make a melee weapon attack against the creature. You can use this ability four times. You regain uses after a short or long rest. \page ### Don't Give Up At 10th level, when **Meek** you can give an ally your charisma modifier times 3 worth of temperary hp. When **Transformed**, you can give an yourself or an ally +5 to a failed saving throw or attack roll. This ability is a reaction and you can use it once. You regain uses after a short or long rest. ### I Will Always Triumph At 14th level, when **Meek**, if you or an ally kills a creature within 30 feet you both gain temporary hit points equal to your level. When **Transformed**, you can expend one spell slot to deal 5d8 radient damage in addition to your weapon's damage. ``` ``` # Savior Spells #### Transform! *Transmutation Cantrip* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (Magical object given to you by your patron) - **Duration:** 1 minute You use your magical object to **Trainsform!** into your hero persona. While this spell is active, you are considered **Transformed** and must use the **Transformed** abilities instead of **Meek**. You also the following • Proficiency with shields, medium armor, and martial weapons • When you make a melee attack roll, you can use Charisma modifier instead of Strength or Dexerity for the attack and damage roll. Once this spell ends, you are considered **Meek** and lose those proficiencies. You can end this spell early with a bonus action. \page # The Savior Pact and Invocations #### Pact of the Lucky You feel a little extra lucky. Three times a day you can roll a d4, and add it to a failed saving throw or attack roll that you make. ``` ``` #### Luckier **Prerequisite:** *Pact of the Lucky, level 12* You roll a d6 instead of a d4. #### Double or Nothing **Prerequisite:** *Pact of the Lucky, level 5* You roll 2d4 and pick the highest one. #### Inspiring Speech You can cast Healing Word at will, without expending a spell slot. #### Second Chance **Prerequisite:** *15th level* When killed while Transformed. You instead become Meek and are left with half your hit points.