Miraculous Holder (5e Class)

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Miraculous Holder Origin[edit]

"Miraculous Holders gain supernatural powers by wearing special jewelry which is infused with powers from a tiny, yet dangerously powerful being – a Kwami. A Holder can unite their powers with the Kwami’s, which then fuses with the jewelry to transform the Holder into an animal-themed superhero. These powers should only be used for good, as in the wrong hands it will cause chaos and unspeakable evil."


There are plenty of ways how one could get hold of one of these magical artifacts. Consider the intention behind being granted a Miraculous. The Miraculous Holder Origin table offers examples."

Miraculous Holder Origin
d6 origin
1 You helped an old man across the street, suddenly you found a strange box in your bag which held your miraculous.
2 A hysterical lady in a bunny suit suddenly pulled you through a portal and gave you a miraculous, claiming that she is a time traveler and that you must save the world.
3 You were on a field trip to the ruins of an old temple and took it with you as a souvenir, unknowing of the potential powers it would hold.
4 Another Miraculous Holder gave it to you to help them fight off a monster. You proved yourself as a worthy companion and got to keep the miraculous afterwards.
5 The miraculous was lying on the ground in camouflage mode. You thought it was a pretty accessory – suddenly a tiny flying bipedal animal was in front of your face.
6 You were trained to become a miraculous holder in a guardian’s temple.

Creating a Miraculous Wielder[edit]

You a trainee of the mysterious and secretive Guardians of the Miraculous. Due to this training, you are equipped to properly wield the power of a Miraculous. For character backstory based on alignment, you may determine whether you are a renegade that made of with one of the magic jewels or some other subterfuge.

Quick Build

You can make a Miraculous Wielder quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by strength. Second, choose the Acolyte background. Third, choose a martial weapon of your own choosing and focus on your miraculous weapon when you get it.

Class Features

As a Miraculous User you gain the following class features.

Hit Points

Hit Dice: 1d8 per Miraculous User level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Miraculous User level after 1st

Proficiencies

Armor: "omni-suit"
Weapons: Simple Weapons, A Martial Weapon Omni-Tool
Tools: Jeweler's tools
Saving Throws: Dexterity, Strength
Skills: Choose two from, Athletics, History, Religion or Arcana

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • Omni-Suit
  • Omni-Tool
  • A Miraculous Jewelry of your choice, which determines your subclass
  • If you are using starting wealth, you have 1d20 gold in funds.

Table: The Miraculous User

Level Proficiency
Bonus
Features Transformation Time (turns) Miraculous Ability Uses
1st +2 Kwami, Transformation, Miraculous Ability, omni gear 10 1
2nd +2 Unification, Unified Weapon, Unified Ability,Quick Thinking 11 1
3rd +2 Omni Bonus (+1) 12 1
4th +2 Ability Score Improvement 12 1
5th +3 Miraculous Dexterity, miraculous strength (+2), 12 1
6th +3 Ability Score Improvement 12 1
7th +3 14 2
8th +3 Ability Score Improvement 14 2
9th +4 Miraculous Speed 14 2
10th +4 Abstract Conceptions 14 2
11th +4 Miraculous Alchemy 16 2
12th +4 Ability Score Improvement 16 2
13th +5 16 2
14th +5 16 3
15th +5 18 3
16th +5 Ability Score Improvement 18 3
17th +6 Guardian of the Miraculous 18 3
18th +6 No more talking 18 3
19th +6 Ability Score Improvement 18 3
20th +6 Ultimate Miraculous Wish 20 5

Kwami[edit]

A Kwami can be played by the GM as an NPC with one ability and stats that may show their use outside of combat but weakness inside it. Kwami's are mystical celestial beings that represent abstract concepts, i.e. creation, destruction, illusions, etc. Each Kwami resembles an animal that exists on the Prime Material Plane, specifically those found on the planet Earth. You shall possess a miraculous, a magical jewel that binds a Kwami to the Plane on which the Miraculous exists. If the Miraculous is destroyed, the Kwami is instantly sent to a random point in the Astral Plane and can only be detected by those with Truesight, as they now are considered ethereal and unable to interact with anything.

Transformation[edit]

When transformed, your AC becomes 10 + your two highest ability score modifiers. The transformation lasts until you detransform or you use your Miraculous ability, in which case, you have the amount of turns listed in the Class Table until you detransform.

Also at 1st level, you gain the power to transform yourself into an animal-themed superhero as a bonus action. To transform yourself, these prerequisites must be met:

You must wear a Miraculous on you. If you change the Miraculous you wear, your Subclass will also change. Your class level however will stay the same, as it represents the experience of wielding Miraculous-Powers.
The respective Kwami must be within 30 ft. of you.
You or your Kwami do not suffer exhaustion.
You must know the transformation and de-transformation phrase of your Miraculous, which depends on your subclass.

The transformation allows you to access your Omni-Gear and most of your class-features. As long as you are transformed, you cannot benefit from any non-magical gear you wore prior to transformation. You can stay transformed indefinitely, however after using your special power granted by your subclass, different rules apply to you depending on whether you are a minor or an adult:

Minor

After using your power, you have a period of five minutes before you forcibly detransform, in which you cannot use your special power anymore. After your transformation ends your Kwami suffers a level of exhaustion.

Adult

You can remain transformed indefinitely after using your special power, however, after summoning your special power a second time, you must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. The DC increases by 5 every consecutive time you use your power thereafter, reseting once you've taken a long rest. Once suffering a level of exhaustion, you have a period of 5 minutes before you forcibly de-transform. After de-transforming, your Kwami suffers a level of exhaustion plus an additional level of exhaustion if you gained exhaustion due to using your power several times. Your exhaustion can only be removed by doing light activities for a consecutive time period equal to 4 hours x how many times you used the power. Taking a long rest in this time period subtracts 8 hours from the total.

You can also willingly de-transform using a bonus action on your turn.

Miraculous Jewelry[edit]

Concept Kwami Name Jewelry Type Creature Resemblance Transformation Phrase Detransformation Phrase
Creation Tikki Spotted Earings Ladybug Spots On! Spots Off!
Destruction Plagg Ring Black Cat Claws Out! Claws In!
Transmission Nooru Locket Brooch Purple Butterfly Raise My Wings! Fall My Wings!
Protection Wayzz Bracelet Green Turtle Shell On! Shell Off!
Illusion Trixx Foxtail Pendant Fox Let's Pounce! Let's Rest!
Action Pollen Bee Haircomb Bumblebee Buzz On! Buzz Off!
Emotion Duusu Peacock Brooch Blue Peacock Spread My Feathers! Fall My Feathers!
Multiplication Mullo Circular Pendant Grey Mouse Get Squeaky! Unsqueak!
Elation Roaar Panjas Bracelet Magenta Tiger Stripes On! Stripes Off!
Evolution Fluff Pocket Watch White Rabbit Clockwise! Counter Clockwise!
Perfection Longg Beaded Choker Red Dragon Bring the Storm! Open Sky!
Intuition Sass Ouroboros Bracelet Sea Green Serpent Scales Slither! Scales Rest!
Migration Kaalki Pince-nez Glasses Paint Horse Full Gallop! Dismount!
Jubilation Daizzi Pearl Anklet Pig Rejoice! Cool Down!
Derision Xuppu Monkey King Circlet Monkey Show Time! Nap Time!
Determination Stompp Nose Ring Ox Make Way! Out to Pasture!
Adoration Barkk Collar Necklace Dog On the Hunt! Lay Down!
Passion Ziggy Hair Clips Goat Rush On! Slow Down!
Pretension Orikko Thumb Ring Rooster Sunrise! Sunset!

Miraculous Ability[edit]

You unlock the ability of your miraculous, as an action you say the name of the ability and the effects take place.

Kwami Name Ability Name Subclass Ability Score Effect
Tikki Lucky Charm Wis An item useful to your situation appears, determined by the DM, and if you say "Miraculous Ladybug" before you transform back all damage to the area is repaired.
Plagg Cataclysm Cha Any non-living object is immediately destroyed, damage to living beings should be discussed with DM.
Nooru Fly Away Cha A magic butterfly enters an object of a creature feeling an extreme emotion. You then determine a power to grant the target, and if they accept they are required to obey your commands or the power is removed. If the item is destroyed the power is immediately removed.
Wayzz Shelter Wis A green crystalline sphere textured like a turtle shell occupies a 5ft sphere around you and any creatures who can occupy the same space. Treated as total cover. Treated like Medium Resilient Crystal for AC and HP.
Trixx Mirage Int Create a photo realistic illusion, Targets are treated as charmed from being unable to identify it from a fake without direct contact, Blind/True Sight, or Tremor Sense.
Pollen Venom Int Your next melee attack with the Spinning Top weapon causes paralysis for 5 minutes on a hit.
Duusu Fly, My Feather Cha This allows you to make a Sentimoster from someone's emotions. You pluck a feather from your fan, and it moves to occupy an object on/near a target creature. The monster takes a shape and size of your choice and has the targets stats, but only deals 1d10 damage. If the item is destroyed the monster is as well.
Mullo Multitude Int Split your HP between multiple bodies, each copy decreasing by one size category.
Roaar Clout Cha This superpower allows the user unleash an incredibly powerful punch, capable of launching an enemy great distances. Treat this ability as if you were casting a single target variation of Thunderwave to be discussed with the DM.
Fluff Burrow Int This ability allows you to enter another plane with windows to every possible time. However, the keeper of the Rabbit Miraculous is forbidden from altering time if it doesn't involve correcting altered time, i.e. a chronomancer attempting to change fate to become a wealthy king. If an attempt is made to use this Miraculous for personal gain, the first wielder will come and take it from you.
Longg Elemental Self wis As a bonus action, turn into one of three elementals: water, air, or lightning. Alternatively, you may charge your sword with one of these elements. Wind should be considered magical force damage for the sword.
Sass Second Chance Wis Once activated, as long as you remain transformed (5 minutes from activation) you may return to the moment you activated this. Alternatively, you may rework this to serve as a single round do-over from the top of initiative if trying to convince your DM.
Kaalki Voyage Int Open a portal for one round that leads to a place on the same plane you have been before. Much like dimension door, if the space is occupied you cannot enter. Unlike the door, you can see through to the destination and anyone on that side can see through to you.
Daizzi Gift Cha This superpower allows the user to conjure an image of the deepest wish in a person's heart. Functions as a variant of the Calm Emotions spell.
Xuppu Uproar Cha Allows the user to summon a banana that will disrupt the abilities of anyone who touches it, the Monkey Miraculous owner being the sole exception. Imposes disadvantage on melee and ranged attacks, spells included.
Stompp Determination wis Allows the user to gain resistance to all forms of physical damage (bludgeoning, slashing, piercing) and immunity to all magical damage and other Miraculous abilities.
Barkk Fetch Wis Allows the user to teleport an object that their weapon touches, regardless of distance.
Ziggy Genesis Cha Allows the user to create one non-magical item of their choosing.
Orikko Sublimation Int Allows the user to gain any one super ability of their choice, so long as that ability is not granted by a Miraculous. This ability can also not take the form of a wish, such as the ability to know the location of a certain item at the moment of activating Sublimation. However, you could be granted the ability to create a magical tracker on an item that you touch.

Miraculous Weapon[edit]

Your outfit now starts producing a weapon/tool when you transform, when you use it it's as if you are proficient in said Weapon/tool

Kwami Name Weapon Damage
Tikki Yo-yo 1d6 Bludgeoning, can function as a grappling hook.
Plagg Collapsible Staff 1d10 Bludgeoning, can be used to double your jump distance with a successful athletics check.
Nooru Cane (With Hidden Rapier) 1d10 Bludgeoning or 1d8 Piercing.
Wayzz Shield +2AC, 1d6 Bludgeoning throwing weapon. (30/60)
Trixx Flute Staff 1d10 Bludgeoning. Functions as a flute.
Pollen Spinning Top 1d6 Piercing.
Duusu Feathered Fan 1d6 Slashing.
Mullo Jump Rope 1d6 Bludgeoning.
Liiri Bullroarer 1d6 Bludgeoning.
Roaar Bolas 1d6 Bludgeoning.
Fluff Umbrella 1d6 Bludgeoning.
Longg Longsword 1d8 Slashing, can be imbued for an extra 1d6 of elemental damage.
Sass Lyre 1d10 Slashing.
Kaalki Horseshoe 1d12 Bludgeoning throwing weapon. (30/60) (Can be apported back to hand using a bonus action.)
Daizzi Tambourine 1d8 Slashing.
Xuppu Ruyi Jingu Bang 1d10 Bludgeoning.
Stompp Mallet 1d10 Bludgeoning.
Barkk Ball 1d6 Bludgeoning throwing weapon. (30/60) (Can be apported back to hand using a bonus action.)
Ziggy Paint Brush 1d4 Bludgeoning.
Orikko Fountain Pen 1d4 Piercing.

Omni-Gear[edit]

The Omni-Gear (consisting of an Omni-Suit and an Omni-Tool) is stored within a pocketdimension inside the jewelry only the Kwami can access. As part of the Transformation Bonus action you equip the gear, granting the following benefits:

Quick Thinking[edit]

Also at 2nd level, you gain an uncanny knack for solving immediate problems, even when not transformed. You gain Quick Thinking points equal to your proficiency bonus which recharge on a long rest. As a bonus action, you can grant either yourself or an ally within 30 ft. of you that you can see advantage on a single attack roll or a single ability check until the beginning of your next turn.

Miraculous Speed[edit]

While transformed your jump distance is doubled and your speed increases by 20ft, max of 60ft.

Abstract Concept[edit]

You now have advantage on any checks involving your abstract concept.

Miraculous Alchemy[edit]

The Miraculous potions are potions that can modify the powers of a kwami who ingests them and provide extra abilities to their Miraculous holders. The extra powers will only last for a single transformation.

After the potion has been ingested, in order to activate the extra powers, the Miraculous user must say the activation phrase: Power Up.

When the transformation is activated, the holder gains the extra powers and a new suit with attributes that correspond to the extra abilities. When the holder is in this powered-up Miraculous form, they de-transform into their regular Miraculous form when they speak the detransformation phrase.

If the holder is already transformed, they can ingest the potions themselves in order to activate the power up. The potions don’t have to be in liquid form, however. They can be contained in any vessel, such as pastries and cheeses. The only thing that matters is that all of the ingredients are present.

Currently, there are seven known potions, which grant the Kwami and their holder (after transformation) resistance to a specific damage type and further abilities depending on the type of potion. See the Miraculous Potion Table below for further information.

color damage type aditional effect
orange thunder This potion gives a Holder the ability to dig through the crust of earth with ease, granting you 30 ft. of burrowing speed as well as tremorsense of 30 ft.

The forearms of the suit gains curved platings which act both as a drill as well as another layer of protection, as well as paddings and a helmet that protect the user from crushing rocks and provide breathable air in case the Holder gets stuck under the earth.

red fire This potion gives a Holder a kind of mastery of fire, allowing them to walk on lava and have a resistance to scorching heat, as well as the ability to see normally even through blinding lights. The user’s suit gains red glowing accents that resemble the texture of magma.
purple force This potion gives a Holder the ability to fly at high altitude at the speed of 60 ft.. The user's suit gains spacesuit-like plating, a jetpack with retractable wings, and a helmet that provides breathable air. The helmet allows the wearer to survive in environments that do not provide breathable air, such as the void of space.
blue cold This potion grants a Holder resistance to freezing temperatures and allows them to move through arctic difficult terrain (such as large areas of ice or snow) without penalty. The user's suit gains ice skates or snow boots, ice and snowflake accents, and, in Ladybug's case, a tiara.
green bludgeoning This potion allows a Holder to breathe underwater without their omni-tool, gain a swimming speed of 30 ft. (in case the holder does not have a swimming speed yet) and grants the user immunity to the damage caused by pressure underwater. In addition, the hero's suit gains fish-like features such as flippers, fins, and scales on the suit itself.
yellow lightnung This potion grants a Holder resistance to lightning damage and mastery over thunder and lightning, which renders them immune to paralyzation and allows them to pass through difficult terrain caused by weather conditions (such as storms) without movement penalty, as well as see through obscured areas caused by weather. The user’s suit gains white glowing accents and a lightning pattern forms on their mask, as well as a pair of goggles that cover the Holder's eyes.
pink psychic This potion grants a Holder advantage on saving throws against magical effects, as the mind and body become one with the arcane fabric of the universe.The suit gains robe-like features as well as accents like stars and sparkles.

Unification[edit]

You can use multiple Miraculous at the same time, discuss with DM how you acquired your second Miraculous.

Unified Weapon[edit]

If you have the feat "Dual Wielder" you may use both weapons if they are one-handed.

Unified Ability[edit]

As they are powered by separate Kwami's, using an ability will activate the countdown to detransformation on that specific Miraculous.

Guardian of the Miraculous[edit]

You can now collect all the miraculous and grant their abilities and strength temporarily to another, you must keep your identity hidden though as people will hunt you for the miraculous.

The rules behind giving the strength of a miraculous means they can use it ONCE per gift with the minimum transformation time and no enchantment, BUT they do get the miraculous ability but they don't get the Speed, Dexterity or Strength bonus. It is imperative they keep their identity a secret as they could be targeted to get to you.

No More Talking[edit]

Your ability now only uses a Bonus Action and doesn't require the ability to speak.

Ultimate Miraculous Wish[edit]

At 20th level when unifying both the Ladybug Miraculous and the Black Cat Miraculous, you are granted one wish. This wish can only be made once, and acts more like an exchange. When you have your wish granted, something will happen somewhere in the world that will cause chaos. Nothing comes without a price, so unless you would sacrifice the world for what you want, be careful.

Multiclassing[edit]

unsupported multiclass

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