The Starnova
"She didn’t glow with hope—she detonated with it."
Some Magical Girls sparkle when they cast spells. Others leave craters.
The StarNova is what happens when raw emotion doesn’t sing—it erupts. Born from anger, stubbornness, or sheer refusal to break, these Magical Girls don’t beg the universe to listen. They punch it in the face until it pays attention.
They aren’t gentle. They aren’t elegant. They’re the kind of force that turns dragons into cautionary tales and wears thunderstorms like accessories. Their magic is primal, physical, loud. Each blow they land is a shout of defiance wrapped in volcanic energy—and somehow, behind the glare and grit, there’s still a spark of care they’ll never admit to.
In the Last Home, StarNovas are often noticed before they’re seen—by the sound of walls being reinforced and someone urgently asking, “Where did all the Soul Points go?” Whether they burst in mid-battle, storm in to chase an elemental gone rogue, or simply refuse to leave once they realise the Inn has hot water and punchable targets, one thing is certain:
They may not start the fight. But they will absolutely finish it.
You gain this trope at 3rd level. It grants features at 3rd, 6th, 10th, 14th, and 18th level.
Star Bonus Spells
You gain access to the following bonus spells, themed around raw elemental chaos. They count as Magical Girl spells for you and do not count against your number of spells known.
- 3rd: Thunderwave, Ignition Grasp
- 5th: Shatter, Heat Metal
- 9th: Lightning Bolt, Erupting Earth
- 13th: Fire Shield, Ice Storm
- 17th: Cone of Cold, Destructive Wave
Ignition Grasp is a new Magical Girl spell. See the New Spells: Magical Girl section for details.
Fists of Fury (3rd Level)
Your transformation manifests as raw elemental gauntlets—glowing fists of fire, crystalised air, volcanic obsidian, or crashing waves. Choose one element: fire, cold, lightning, acid, or thunder. This becomes your Affinity.
- Your Magical Weapon takes the form of massive conjured fists or gauntlets themed to your element.
- When you hit with your Magical Weapon, you deal an additional 1d4 damage of your chosen element.
- You gain resistance to damage of that element.
- Whenever you cast a Magical Girl spell or hit with a Magical Weapon attack that deals your elemental damage, add your Charisma modifier to one damage roll of the spell or attack. (Don’t double this bonus.)
Chaotic Shift. As a bonus action, you can spend 2 Soul Points to change your elemental affinity. You can do this once per turn. Your fists morph in appearance to reflect the change—flames become frost, stone fractures to mist, etc.
You're not cute. You're a walking tectonic event with fists. Let them come.
Elemental Absorption (6th Level)
When you're hit with acid, cold, fire, lightning, or thunder damage, you can spend 1 Soul Point as a reaction to absorb it.
- You gain resistance to that instance of damage.
- On your next turn, your first successful attack or spell that deals damage deals an extra 1d6 of the absorbed type.
If you're already resistant due to your Affinity, this stacks to quarter damage.
You may be made of rage and glitter, but you're not stupid—you hit back smarter.
Storm Gauntlet (10th Level)
Your fists now move like lightning. Literally.
As a bonus action, spend 2 Soul Points to dash up to 30 feet in a straight line. This movement:
- Ignores opportunity attacks
- Can pass through enemies
- Leaves behind a trail of your current element
Any creature you pass through (or adjacent to, your choice) must make a Dexterity saving throw (DC = your spell save DC). On a failure, they take 3d6 damage of your Affinity's type. Half on success.
You can do this vertically. You can dash through ceilings. You can punch a mimic out of orbit.
Use it wisely.
Dual Affinity (14th Level)
You no longer choose one element. You’re a natural disaster buffet.
- Choose a second Affinity (must be different from the first).
- You gain resistance to both.
- You can apply Fists of Fury and Elemental Absorption to either Affinity.
- You may swap one or both affinities with Chaotic Shift (2 SP per affinity).
You now choose which element each attack or spell uses between your two affinities. Describe it how you like—split fists, swirling energy, multi-coloured auras. You’re your own fireworks display. The good kind. Mostly.
Chaotic Surge (18th Level)
You are no longer a person. You are a problem for the fabric of reality.
- At the start of your turn, if you have no Soul Points remaining, roll a d6. You regain that many SP.
- When you roll damage for a spell or weapon that deals elemental damage, treat any 1s as 2s.
- Once per long rest, you may maximise one elemental damage roll.
Finally, if your DM uses Wild Magic or random magical effects, you roll twice and pick the better result. Fate tries. You punch harder.
You’ve become the fury in the storm, the heat in the blast, and the last one standing when the battlefield quiets down.
People may not understand you, but they’ll remember what hit them.
Roleplaying a StarNova
The StarNova is not here to play nice.
She is here to punch fate in the face.
Something hurt once. She didn’t cry. She trained. Now, she doesn’t sparkle—she erupts. She doesn’t ask politely—she dares the universe to say no. Her Soul Gem hums with pressure, her fists glow with unfinished arguments, and the ground tends to learn things the hard way.
And yet—beneath all the growls, cracked knuckles, and cratered floorboards—is someone who does care. Fiercely. Begrudgingly. Possibly with shouting.
Things to consider when playing a StarNova:
- You are not angry. You are intensely expressive. Constantly.
- You made your own catchphrase. It involves yelling the name of your attack. At volume.
- Your emotional support friend is terrified of you. They are also your best friend.
- You have never cried. (Except that one time. You knocked out a dragon while doing it. Still counts.)
The StarNova is what happens when a Magical Girl learns that love is protection, and protection is fists. They are blazing heart-first into every fight, never apologise for volume, and once shattered a wyvern's fang mid-monologue about "boundaries."
Choose Your Fists
When a StarNova transforms, she doesn’t summon a weapon. She becomes one.
Her fists are not accessories—they are cataclysms. Gauntlets of stone and flame. Bracers of cracking ice. Gloves lined with runes that do not glow so much as growl. You do not wear them. You ignite them.
They come with an element. They come with a sound. And yes, of course, they come with a name.
Not just a label. A Name. With impact font. With lightning bolts. Possibly yelled across the battlefield mid-leap.
Examples include:
- Nova Knuckle: Meteor Edition
- Heartcore Breakers
- Final Impact Ver. Beta (she insists it’s still in testing)
- Fistival of Pain™
- Love-Language: Uppercut
Your fists are a threat, a promise, and a hug with the safety off. Use them with flair. Use them with fire. And if anyone dares call them “cute”...
Well. You did warn them.
The intro to this was so well done! I like how you framed the Starnovas as magical girls who don't apologize and leave craters. Super cool class design!