Miraculous Wielder (5e Class)

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Miraculous Wielders

Miraculous Wielders are the users of .

"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

How did your character gain hold of a Miraculous? Stealing, a gift, an heirloom, or are you a trainee of the mysterious and unknown Guardians of the Miraculous?

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:
Weapons: Simple Weapons, A Martial Weapon
Tools: Jeweller'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) Miracle box (to store Miraculous) or (b) grimoire of the miraculous
  • (a) Scholar's Pack or (b) Explorer's Pack
  • If you are using starting wealth, you have starting wealth, 1d20 gold in funds.

Table: The Miraculous User

LevelProficiency
Bonus
FeaturesTransformation Time (turns)Transformation Time
1st+2Kwami, Transformation10-
2nd+2Miraculous Strength10-
3rd+2Miraculous Weapon12+2
4th+2Ability Score Improvement12+2
5th+3Miraculous Dexterity12+3
6th+3Ability Score Improvement12+3
7th+3Miraculous Ability14+3
8th+3Ability Score Improvement14+4
9th+4Miraculous Speed14+4
10th+4Abstract Conceptions14+4
11th+4Miraculous Alchemy16+4
12th+4Ability Score Improvement16+5
13th+5Unification16+5
14th+5Unified Weapon16+5
15th+5Unified Ability18+5
16th+5Ability Score Improvement18+5
17th+6Guardian of the Miraculous18+6
18th+6No more talking18+6
19th+6Ability Score Improvement18+6
20th+6Ultimate Miraculous Wish20+6

Kwami

Kwami are beings that are very limited in number, Existing in numbers equal to the number of abstract concepts, each based on an animal, you shall possess a miraculous a... binding tool between one and a mortal, they've existed as long as the concept has, starting, with creation and destruction, then followed by the others as and when they exist. Kwami will 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

miraculous:

Earrings:

Tikki

Ladybug

Ring:

Plagg

Cat

Brooch:

Nooroo

Butterfly

Protection

Bracelet

Wayzz

Turtle

Illusion:

Necklace

Trixx

fox

Subjection:

Haircomb

Pollen

Bee

Emotion:

Brooch

Duusu

Peacock

Multiplication:

Pendant

Mullo

Mouse

Force:

Nose Ring

Stompp

Ox

Fear:

Panjas

Roarr

Tiger

Time:

Pocket Watch

Fluff

Rabbit:

Elements:

Choker

Longg

Dragon

Intuition:

Ouroboros Bracelet

Sass

Snake

Teleportation:

Glasses

Kaalki

Horse

Resistance:

Hairclips

Ziggy

Goat

Jubilation:

Circlet

Xuppu

Monkey

Solarity:

Thumb Ring

Orikko:

Orikko:

Rooster

Growth:

Anklet

Daizzi

Pig

Obedience:

Collar

Barkk

Dog

Miraculous Strength

Your strength increases by 2 when in this mode you can swap your mode using a bonus action

Miraculous Weapon

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

Yoyo:

1d5 bludgeoning/Net alternate attack

Extendable Staff:

1d10 blugoning

Walking Stick:

1d10 blugoning

Disc Shield:

2AC 1d5 blugoning throwing weapon (50/120)

Flute Staff:

1d10 blugoning

Spinning top:

1d5 piercing (use like a dagger)

Fan:

2 1d7 light slashing weapons

Jump Rope

1d5 bludgoning - Net

Guarder

1d5 slashing 2AC

Dual Claws

2 1d5 slashing light weapons

Umbrella

1d6 bludgeoning 2AC

Lyre

1d10 slashing

Horseshoe

1d12 throwing (50/120) (returns on the start of your next turn)

Ruyi Jingu Bang

1d10 bludgeoning

Day and Night Axe

Greataxe

Talaria Crossbow boots (comes with 40 arrows)

Fires through kicks (otherwise acts like 2 light crossbows)

Bident

(Same as Trident)

Miraculous Dexterity

When in this mode your dexterity increases by 4

Miraculous Ability

You unlock the ability of your miraculous, to use it you must say the abilities name and use an action

Lucky Charm:

Item spawns at DM's discression, only one at a time, can be dispursed to fix all damage done, dissappears after transfoming back, a perception check allows you to find out how the DM plans for you to use it (can be EXTREMELY obscure)

Cat-aclym:

Destroy the next item you touch with your non-dominant hand

Akumatization:

Grant someone with extreme emotions an extreme power of the DM's choice

Shell-ter:

make a 6ft sphere that is indestructable (only one person can be inside, you can still be knocked back by damage (1 physical form of damage = 1 ft backwards)

Mirage:

create a photo realistic illusion, it's impossible to tell it from a fake

Venom:

attack immobilises an enemy

Amokization:

Manifest a Sentimoster from someone's emotions focused into an object if the item is destroyed the monster is as well, the monster takes a shape and size of your choice and has your stats, but only deals 1d6 damage

Multitude:

Split your HP between multiple bodies

Un-Stompp-able

Charge as an unstoppable force up to 100ft, dealing 2d10 bludgeoning damage to anyone you hit

Intimidation:

Choose a creature and using a bonus action to choose what they do next turn, otherwise they act as an ally

Burrow:

Open a portal into the plane of time, which allows you to head to any point in time

Elemental self:

Turn into one of the four elements on command, as a bonus action,

Hind-sss-ight:

Replay the last battle round, if you change your actions, anyone who interacted with you can change theirs

Voyage:

Open a portal between any two locations, even between planes

Xuppu

Automatically succeed Athletic based saves

Uproar:

Allows the user to summon an object that will disrupt the abilities of anyone who touches it. The Monkey Miraculous owner being the sole exception. Stops creatures casting spells or using non-multi attack feats

Day & Night:

change time and date until your ability ends, at which point time returns to normal

Resizer:

change the size of anyone until you end the ability or you turn back, you can change who and the size at any time

Good Boy:

Slow ANY enemy to speed 5 with no flying until you turn back or end the ability

Miraculous Speed

When in this mode your transformation increases your speed to 60 and you can jump 20ft

Abstract Concept

You now have advantage on any checks involving your abstract concept

Miraculous Alchemy

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 Riddle of ingredients upon being asked, if you have a Grimoire of the Miraculous, but finding the items to make the potion is your own challenge

Unification

You can use multiple Miraculous at the same time, DM can decide how you get it (even if it means a Miraculous Wielding villain)

Unified Weapon

You can now use both weapons at the same time when unified

Unified Ability

You can use both abilities in one transformation, HOWEVER you will still have the limited transformation duration

Guardian of the Miraculous

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, Dex or Strength bonus, it is imperative they keep their identity a secret as they could be targeted to get to you.

you can forge a box which can hide all of them from others, it can be disguised as anything you choose as long as it's big enough

No More Talking


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

Ultimate Miraculous Wish


at 20th level when using both the Ladybug and the Cat miraculous you can make a wish... this wish can only be made once per long rest

This wish acts more like trade, whatever you or someone else gains, someone else will lose. (Life for life, humanity for Humanity, item for item)

Multiclassing


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

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gollark: Again, do you want to force English or something?
gollark: > multilanguage capability is overrated.If you don't want that you either have to- force English (not ideal since most users won't actually speak that)- have some giant horrible minefield of charsets
gollark: Which is kind of bad.
gollark: It's not that it's *bad* as much as that it just introduces problems.
gollark: Go UTF-9 yourself.
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