Miraculous Wielder (5e Class)
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.
Level | Proficiency Bonus | Features | Transformation Time (turns) | Transformation Time |
---|---|---|---|---|
1st | +2 | Kwami, Transformation | 10 | - |
2nd | +2 | Miraculous Strength | 10 | - |
3rd | +2 | Miraculous Weapon | 12 | +2 |
4th | +2 | Ability Score Improvement | 12 | +2 |
5th | +3 | Miraculous Dexterity | 12 | +3 |
6th | +3 | Ability Score Improvement | 12 | +3 |
7th | +3 | Miraculous Ability | 14 | +3 |
8th | +3 | Ability Score Improvement | 14 | +4 |
9th | +4 | Miraculous Speed | 14 | +4 |
10th | +4 | Abstract Conceptions | 14 | +4 |
11th | +4 | Miraculous Alchemy | 16 | +4 |
12th | +4 | Ability Score Improvement | 16 | +5 |
13th | +5 | Unification | 16 | +5 |
14th | +5 | Unified Weapon | 16 | +5 |
15th | +5 | Unified Ability | 18 | +5 |
16th | +5 | Ability Score Improvement | 18 | +5 |
17th | +6 | Guardian of the Miraculous | 18 | +6 |
18th | +6 | No more talking | 18 | +6 |
19th | +6 | Ability Score Improvement | 18 | +6 |
20th | +6 | Ultimate Miraculous Wish | 20 | +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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