Homebrew Miraculous Wielder Species Details
You Have been trusted with the magical Miraculous Box that forms to your choice. As the Guardian of the Miraculous you have been able to pick Ither Plagg Kwami of destruction or Tikki the kwami of creation the both come with magical jewles Tikki comes with spotted ear ring and plagg comes with a black ring with a cat claw on it no matter witch one you choose you can always switch kwami's but know you can unify kwami's to make there power stronger but if you use to many it could hurt your mental and physical health to activate Tikki's power say Tikki spots on and the outfit your wearing will be replaced with a red and black suit your magical abilitys are lucky charm witch gives you a random item to help fight the villian or bad guy your fighting once you hvae used your lucky charm you have 10 Minets untill you detransform youo must feed your kwami so you can use your special ability again for plagg's special ability you have your cataclisum witch allows you to deystroy anything you touch and depending on which kwami you are useing you get a wepon to go along with 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: 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 User
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
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.
Miraculous Jewelry:[edit]
Concept Kwami Name Jewelry Type Creature Resemblance
Creation Tikki Spotted Earings Ladybug
Destruction Plagg Ring Black Cat
Transmission Nooru Locket Brooch Purple Butterfly
Protection Wayzz Bracelet Green Turtle
Illusion Trixx Foxtail Pendant Fox
Subjugation Pollen Bee Haircomb Bumblebee
Emotion Duusu Peacock Brooch Blue Peacock
Multiplication Mullo Circular Pendant Grey Mouse
Freedom Liiri Talon Pendant Bald Eagle
Exaltation Roaar Panjas Bracelet Magenta Tiger
Time Fluff Pocket Watch White Rabbit
Perfection Longg Beaded Choker Red Dragon
Intuition Sass Ouroboros Bracelet Sea Green Serpent
Teleportation Kaalki Pince-nez Glasses Paint Horse
Jubilation Daizzi Pearl Anklet Pig
Derision Xuppu Monkey King Circlet Monkey
Transformation Phrase
Tikki spots on!"
Plagg "Plagg claws out!"
Trixx "Trixx let's pounce!"
Pollen "Pollen buzz on!"
Nooroo "Nooroo dark wings rise!"
Wayzz "Wayzz shell on!"
Duusu "Duusu spread my feathers!"
Fluff "Fluff clockwise!"
Xuppu "Xuppu show time!"
Longg "long bring the storm!"
Sass "Sass scales slither!"
Kaalki "Kaalki full gallop!"
Mullo "Mullo get squeaky!"
Detransformation Phrase
Tikki "Tikki spots off"
Plagg "Plagg claws in"
Trixx "Trixx let's rest"
Pollen "Pollen buzz off"
Nooroo "Nooroo dark wings fall"
Wayzz "Wayzz shell off"
Duusu Fold My Feathers
Fluff "Fluff conter clockwise"
Miraculous Strength[edit]
Your strength increases by 2 when transformed.
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.
Miraculous Dexterity[edit]
When in this mode your dexterity increases by 2
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 Ladybug" before you transform back all damage to the area is repaired.
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 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 Collision 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.
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]
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.
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
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
Miraculous Wielder Traits
The Miraculous Wielder can. choose to be Hero or a villian
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