Miraculous Wielder (5e Class)

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Miraculous Wielders[edit]

"You need to understand that every time something new appears in the universe, like love, beauty, and even mathematics, a Kwami is formed. For instance, Tikki is the Kwami of creation, which means that she appeared in the beginning."

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 Wielder you gain the following class features.

Hit Points

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

Proficiencies

Armor:
Weapons: Simple Weapons, A Martial Weapon
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:

  • (a) Any Martial Weapon or (b) Any 2 Simple weapons
  • (a) Scholar's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have 1d20 gold in funds.

Table: The Miraculous Wielder

Level Proficiency
Bonus
Features Transformation Time (turns) Miraculous Ability Uses
1st +2 Kwami, Transformation, Miraculous Ability 10 1
2nd +2 11 1
3rd +2 Miraculous Weapon 12 1
4th +2 Ability Score Improvement, Secondary Miraculous Ability 12 1
5th +3 Miraculous Enhancement, Extra Attack 12 1
6th +3 Ability Score Improvement 12 1
7th +3 14 2
8th +3 Ability Score Improvement 14 2
9th +4 Unification, Unified Weapon, Unified Ability 14 2
10th +4 Abstract Conceptions 14 2
11th +4 Miraculous Alchemy 16 2
12th +4 Ability Score Improvement 16 2
13th +5 Miraculous Speed 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 Unlimited

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.

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 Bright Wings Rise Bright Wings Fall!
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!
Freedom Liiri Talon Pendant Bald Eagle Wings of Liberty! Wings of Prey!
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 Effect
Tikki Lucky Charm An item useful to your situation appears, determined by the DM, and if you say "Miraculous <insert either your character name or your hero name here>" and throw your lucky charm up into the air before you transform back all damage to the area is repaired. (except stuff like character deaths)
Plagg Cataclysm Any non-living object is immediately destroyed, damage to living beings should be discussed with DM.
Nooru Fly Away 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 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 Create a photo realistic illusion, it's impossible to tell it from a fake without direct contact, Blind/True Sight, or Tremor Sense.
Pollen Venom Your next melee attack with the Spinning Top weapon causes paralysis for 5 minutes or until you de-transform on a hit.
Duusu Fly, My Feather 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 Split your HP between multiple bodies, each copy decreasing by one size category.
Liiri Liberation This power allows the user to free people of any personality traits/issues that limit their abilities. Once hit by this, you must declare what you are liberating them from, i.e. "You could rule the world if you didn't fear children. I release you from that fear!"
Roaar Clout 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 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 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 bludgeoning damage for the sword.
Sass Second Chance 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 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 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 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 Resistance Allows the user to gain resistance to all forms of martial damage (bludgeoning, slashing, piercing) and immunity to all magical damage and other Miraculous abilities you are also given a +5AC.
Barkk Fetch Allows the user to teleport an object that their weapon touches, regardless of distance.
Ziggy Genesis Allows the user to create one item of their choosing. However, it cannot be imbued with magical effects.
Orikko Sublimation 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. It also can't interfere with another miraculous ability

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. The weapon can be destroyed in battle but will return the next time you transform. The weapon can also be changed if its current form is not to your liking. Please talk to your DM about changing your weapon.

Kwami Name Weapon Damage
Tikki Yo-yo 1d6 Bludgeoning. Can function as a grappling hook. Can be spun around very quickly to enter shield mode as a reaction. When this is active, the user and a 5-foot cube behind them gain +2AC. Can entangle one selected creature of any size within your line of sight within 20 feet, plus an additional 5 feet per class level. This action requires concentration as a continuing action.
Plagg Collapsible Staff 1d10 Bludgeoning, can be used to double your jump distance with a successful athletics check. Can be spun around very quickly to enter shield mode as a reaction. When this is active, the user and a 5-foot cube behind them gain +2AC
Nooru Cane (With Hidden Rapier) 1d10 Bludgeoning or 1d8 + 2 Piercing.
Wayzz Shield +2AC, 1d6 Bludgeoning throwing weapon. (30/60)
Trixx Flute Staff 1d10 Bludgeoning. Functions as a flute.
Pollen Spinning Top 1d6 Piercing. Can function as a grappling hook. Can be spun around very quickly to enter shield mode as a reaction. When this is active, the user and a 5-foot cube behind them gain +2AC. Can entangle one selected creature of any size within your line of sight within 20 feet, plus an additional 5 feet per class level. This action requires concentration as a continuing action.
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. you can attempt to trap an opponent's arm within the strings of the lyre but only if the opponent is equal to or less than your size class. the opponent must roll a dex saving throw or else have their wrist be stuck within the strings of the lyre for one turn or until they can next roll a dex save
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 Big Paint Brush 1d4 Bludgeoning.
Orikko Big Fountain Pen 1d4 Piercing.

Secondary Miraculous Ability[edit]

Your Kwami has informed you of a secondary ability to your powers. The Ladybug is exempt from this as her two powers are intrinsically linked together. Confer with your DM to figure out your secondary power. Using your secondary power counts as a use of your Miraculous Ability, so choose wisely what power you want.

Miraculous Enhancement[edit]

While transformed, your Strength and Dexterity are increased by 2, allowing you to take your ability scores to 22.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

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.

Abstract Concept[edit]

You now have advantage on Arcana and one skill of your choice.

Miraculous Alchemy[edit]

You can now Make potions that change your Kwami and transformation to give you an advantage in a Region/Terrain type, DM may list off their custom list of ingredients upon being asked if you have a Grimoire, but finding the ingredients to make the potions may prove difficult.

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 lightning 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.

Miraculous Speed[edit]

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

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. However if you prove yourself to the guardians you may become the Grand Guardian. however this can only happen if the current Grand Guardian is dead, you have already been named a contender by the order of the guardians and you are at level 20! If you are Grand Guardian of the miraculous you can basically give them out to whoever you want!

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. It will also scatter the ladybug and the cat miraculous some where randomly in the plane of existence you are currently on!

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Miraculous Wielder class, the character must have acquired a Miraculous.

Proficiencies. When you multiclass into the Miraculous Wielder class, you gain the following proficiencies: Arcana & History


Back to Main Page5e HomebrewClasses

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