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<img 
  src ='https://orig00.deviantart.net/0b96/f/2015/136/c/b/star_guardian_lux_by_goomrrat-d8tjzv4.jpg' 
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Image Credit: [goomrrat](https://goomrrat.deviantart.com/art/Star-Guardian-Lux-533371216), *Star Guardian Lux*
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### Magical Girl v0.1
The Star Warriors are a group of independent warriors that strive to destroy evil and bring balance to the world.  Though often hard to understand, you have made a pact with this 
The name of this pact is a bit misleading, as you actually made a pact with a cosmic entity such as a race of peacekeepers, or some other powerful force of balance.

Love and friendship are the key to victory

credits: homebrewery, PHB, [Ilorin Lorati](http://www.giantitp.com/forums/showthread.php?406874-Warlock-Pact-and-Invocations-Magical-Girl-Edition-(PEACH), [Magical Girl class](http://homebrewery.naturalcrit.com/share/H17XG_g4Z), [Power Heroes!](https://drive.google.com/file/d/1SX00gIbWTCi-6EggsS6VXhBh9_ZZFqfR/view), [thebiggestwoop](https://www.reddit.com/r/UnearthedArcana/comments/7cyk3q/otherworldly_patron_the_cosmic_guardian/)

##### Magical Girl Features
| Warlock Level | Feature |
|:----:|:-------------|
| 1st  | Transformation, Virtue |
| 6th  | Improved Pact? |
| 10th | rgee |
| 14th | rbew |

#### Expanded Spell List
The Magical Girl lets you choose from an expanded list of spells when you learn a warlock spell.  The following spells are added to the warlock spell list for you.

##### Magical Girl Expanded Spells
| Spell List | Spells |
|:----:|:-------------|
| 1st | *friends* |
| 2nd |  |
| 3rd |  |
| 4th |  |

#### Transformation
At 1st level, you gain the ability to transform into your magical girl persona.  You gain the following abilities:
* You may use your charisma modifier to replace the usual ability modifier for attack, damage, and saving throws
___
These abilities last for one hour, and you may transform once per short or long rest.  While not transformed, you gain advantage on deception checks to appear as a nonmagical girl.

#### Virtue
At 1st level, choose a virtue
* **Love**- You may cast the *cure wounds* spell by expending a warlock spell slot
* **Friendship**- Gain advantage on persuasion checks to convince someone to believe in your cause
* **Courage**- Gain medium armor proficiency and proficiency in one martial weapon of your choice while transformed
* **Knowledge**- Gain an additional cantrip from the Warlock spell list
* **Patience**- You may take an action to study a combat situation.  On your next turn, you have advantage on all attack rolls.

\page
#### Improved Pact
At 6th level, your pact becomes a little bit more intense.
* **Blade**- Your pact weapon is now able to make a lancing beam attack.  As a bonus action, your pact weapon gains a range of 60 ft for the rest of your turn.  When using this ability, you may only attack once (no extra attack).
* **Chain**- Your companion now has an angelic form it may take.  When you transform, your familiar also transforms.  On your turn, you may choose for your companion to take actions and move actions in replacement of your own.
* **Tome**-

#### Powerful Transformation
At 10th level, your pact continues to improve.
* **Blade**- Once per long rest you may cast *Tenser's Transformation* on yourself as an action without expending a spell slot.  You may replace your constitution saving throw with your charisma saving throw when rolling for exhaustion.
* **Chain**- Your companion gains its own initiative slot and you choose its actions.
* **Tome**- 

#### Star Banish
At 14th level, you gain the ability to channel your determination to attempt to shake the mind of your foe.  As an action, you may force an evil creature to make a charisma saving throw vs. your spell save DC.  On failure, the target is feared and may attempt to reroll the save at the end of each of its turns.  On success, the creature is immune to this ability for 24 hours.

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##### Example Catchphrases
| d8 |  | d8 |  | d8 |  |
|:--:|:-|:--:|:-|:--:|:-|
| 1 | The power of | 1 | the moon | 1 | will punish you! | 
| 2 | The light of | 2 | love | 2 | is/are always so strong! |
| 3 | My trust in | 3 | my friends | 3 | will never be defeated! |
| 4 | I know that | 4 | justice | 4 | will stop you! |
| 5 | As long as I breathe, | 5 | truth | 5 | guide(s) my heart! |
| 6 | If I believe, | 6 | happiness | 6 | will always prevail! |
| 7 | You can never win, | 7 | I/myself | 7 | shine(s) brighter than darkness! |
| 8 | By the stars, | 8 | determination | 8 | is/are all I need to beat you! |
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\page
### Eldritch Invocations
Magical girl invocations

#### Armored Boon
*Prerequisites: Pact of the Blade feature*
___
You may create one set of armor as an action or when you call your pact weapon. The armor you call is treated as ether Breastplate or Chain mail (your choice when called) for the purposes of its combat statistics. You are proficient with this armor and it comes into existence being worn, but the heaviest of armors take the longest to call; if you call a heavy armor you cannot take a bonus action this turn. You can only call armor this way during combat; if you do so both your called weapon and armor is dismissed at the end of the encounter. You may transform magical armor using the same method you transform a magical weapon. When your weapon is dismissed for any reason the armor is dismissed as well.

#### Aura of Purity
*Prerequisite: Pact of the dingus*
___
You are actually a dingus

#### Empowered Chains
*Prerequisites: Pact of the Chain feature*
___
When you forego one of your attacks to grant your familiar an attack, add your Charisma Bonus to its attack rolls and damage rolls. This additional damage may be necrotic damage or the attack's standard damage type.

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### Spells
Here's one Magical Girl spell (for now)

#### Rainbow Beam
*Evocation cantrip*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V (catchphrase), S
- **Duration:** Instantaneous

A shimmering blast of light shimmers towards a creature within range.  Make a ranged spell attack against the target. On a hit, roll a d8 to determine the effect.

1-Red: The target takes 1d8 fire damage.

2-Orange: The target takes 1d8 acid damage.

3-Yellow: The target takes 1d8 lightning damage.

4-Green: The target takes 1d8 poison damage.

5-Blue: The target takes 1d8 cold damage.

6-Indigo: The target takes 1d8 force damage.

7-Violet: The target takes 1d8 radiant damage.

8-Special: The target is struck by two rays. Roll twice more, rerolling any 8.

The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam, and a separate color roll on each hit.