This review has been sponsored by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

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Designed by: John Sanders

I’m not the biggest anime fan, but I do love a good JRPG, and I’m more than familiar with most of the genre’s clichés, tropes, and character archetypes. Kyrie’s Mystic Tome of Magical Girls injects one of the most recognizable anime character concepts into D&D with an all new class, alongside a magical treasure trove of content.

Astonishingly, this is the designer’s first foray onto the DMs Guild — and it’s easily one of the most impressive solo-designed class supplements I’ve seen.

The first dozen pages introduces the Magical Girl as an all-new class, with five subclasses.

The Magical Girl is a WIS-based, primary spellcaster, with a d6 HD, light armor, and simple weapons. Like Clerics, Sorcerers, and Warlocks, the Magical Girl chooses their subclass, Magical Promise, right at first level. The subclass determines what happens when they activate their signature transformation.

All Magical Girls can transform into a more powerful form using a bonus action, though the effects are based on the chosen subclass. The Dark Magical Girl gains an AC boost (Mage Armor) and a free melee weapon. The Magical Warrior gains a suit of armor, while the Starlight Idol instantly buffs her allies (Bless).

The subclasses provide an obvious soft multi-class, granting new abilities and spells that can radically alter the Magical Girl’s role and playstyle, such as pure support (Starlight Idol), super healing (Heart Seeker) or wizard utility (Star Seeker). Great variety, though some of the subclasses are more interesting than others.

My only big complaint stems from the transformation itself. Each transformation lasts for a number of hours equal to your Proficiency Bonus (or sometimes mere minutes, for the more powerful forms), and can be turned off at any time. Expended time is restored after a long rest. This means that it’s up to the player and the DM to track time spent in super-form.

Why not use the long-established rules of 1-minute, 10-minute, and 1-hour durations, with limited uses? Tracking spent time feels way too fiddly for each adventuring day. We could even extend the duration (and or the number of uses) as the PC ascends to higher levels and tiers.

starlight idol

The Magical Girl also has a unique aura feature, called Magical Incantations, beginning at third level. These auras are chosen from a list of useful offensive and defensive abilities, expanding on the Paladin’s signature aura — though requiring concentration to maintain. On top of all that, the Magical Girl is still a primary spellcaster, leaving them with a ton of options to tackle any situation.

But wait, you cry, can’t we just mold the transformation thing onto another class and call it a subclass?

We sure can!

In addition to the new class, the designer also provides five Magical Girl subclasses, for those DMs who are a bit leery about adding an entirely new class to their campaign. Barbarian, Fighter, Monk, Rogue, and Sorcerer all get a new subclass with a bonus action magic transformation (for Barbarian: Path of the Slain, it happens when they rage).

The results are a bit mixed. The Barbarian gaining and spending HD during attacks and kills is awesome, as is the Monk transforming into multiple forms and unlocking cool combos (shame it costs Ki points each time, though). The Fighter and Sorcerer are fine if a bit boring, mostly providing passive benefits, while the Rogue gets an odd ribbon dagger they can grapple with.

But that’s not all. Kyrie is thoughtful enough to include new thematically appropriate feats, spells, magic items, and statblocks.

Summon magic bows and ice lances, wear charisma-enhancing earrings, and swiftly teleport with the Moonsplinter dagger. A wonderful assortment of features that help flesh out the class (or subclass).

The bestiary section includes sample statblocks for each of the five Magical Girl types, as well as the two main characters in the world of Star Seeker Kyrie, which is told through various descriptions and fun little sidebar commentaries from the titular Magical Girl herself.

The designer is clearly well-acquainted with the genre and all its beloved tropes and clichéd characters, embracing the cutesy charm of the Magical Girl archetype and expertly blending it within the 5e system. This could be a big turnoff to those DMs and players who prefer a more grimdark or traditional high fantasy world, but as a fan of many JRPGs and fantastical characters, I’m totally cool with it.

Pros:

  • All-new Magical Girl class with five subclasses
  • Five subclass for existing classes, using the Magical Girl theme
  • 10 new feats and 10 new spells inspired by the Magical Girl class
  • Over a dozen magic items and legendary artifacts – with art and player cards!
  • Bestiary with sample statblocks for reach Magical Girl archetype.
  • Professional layout and design, with beautiful artwork.

Cons:

  • Magical transformations are time-based rather than use-based.

The Verdict: Kyrie’s Mystic Tome of Magical Girls infuses fun anime and JRPG ideas and concepts into D&D through well-balanced mechanics and a ridiculously comprehensive suite of subclasses, feats, items, and statblocks.

A review copy of “Kyrie’s Mystic Tome of Magical Girls” was provided by the publisher. Find more DMs Guild Reviews on my website and YouTube channel.

Support my work by using my affiliate links and pledging via Patreon.