Keybearer (5e Class)
Please note the following may contain spoilers for the Kingdom Hearts series of video games and is considered DM knowledge not player knowlege. This is my interpretation of Kingdom Hearts lore and how it connects with D&D.
Keybearer
All living things are made up of three parts, a body, a heart, and a soul. it is infact common for these parts to split and reform. The heart and soul can be removed from the body by processes like astral projection, and death. Bodies themselves are not very important. It is when the heart and the soul are seperated from one annother that things become problematic.
The nature of the soul is to give life and animate. When a soul is left alone it will seek out a body and bring to life an incomplete creature. Creating a Nobody.
The nature of the heart is to connect. When a Heart is left alone it will seek out other hearts to bond with. Because hearts are containers for light and darkness, this can sometimes result in a keyblade.
Keyblades are created from light, darkness, and the hearts of living creatures. They are extrodinary weapons capable of granting great power to their wielder and objects of great magical power allowing the unlocking of many things. Because Keyblades are made from hearts they desire to connect with the hearts of other living things and are slightly sentient.
Keybearers are a rare breed almost always driven to the life of adventure, though some do retire. They are chosen by the Keyblade a powerful artifact and living entity deeply connected to all worlds. Some eventually learn to use the keyblade to create portals to entire new worlds beyond the planes. Keybearers rarely know why they are chosen and will thus usually adventure to explore the world or worlds looking for their purpose all the while shaping it with their deeds. No one really understands how the keyblade picks its chosen or it’s true motivation.
Creating a Keybearer
When making a Keybearer, Dexterity or Strength should be your highest ability score, followed by Charisma.
Class Features
As a Keybearer you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Keybearer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Keybearer level after 1st
- Proficiencies
Armor: Light and Medium Armor
Weapons: Simple weapons, longswords, rapiers, scimitars, shortswords
Tools: None
Saving Throws: Wisdom and Charisma
Skills: Choose two from Athletics, Acrobatics, Arcana, Insight, Investigation, Perception, and Persuasion.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A shortsword or (b) a simple melee weapon
- (a) scale mail or (b) leather armor
- (a) a dungeoneer's pack or (b) an explorer's pack
Level | Proficiency Bonus |
Features | Spells Known | Magic Points | Maximum Spell Level |
---|---|---|---|---|---|
1st | +2 | Keyblade Creation | — | — | — |
2nd | +2 | Keyblade Magic | 2 | 4 | 1st |
3rd | +2 | Keybearer Style, Summon Keyblade | 3 | 5 | 1st |
4th | +2 | Ability Score Improvement | 3 | 6 | 1st |
5th | +3 | Extra Attack | 4 | 7 | 2nd |
6th | +3 | Combat Techniques | 4 | 8 | 2nd |
7th | +3 | Style feature | 5 | 9 | 2nd |
8th | +3 | Ability Score Improvement | 5 | 10 | 2nd |
9th | +4 | Second Chance | 6 | 11 | 3rd |
10th | +4 | High Jump | 6 | 12 | 3rd |
11th | +4 | Style feature | 7 | 13 | 3rd |
12th | +4 | Ability Score Improvement | 7 | 14 | 3rd |
13th | +5 | Armor of the Heart | 8 | 15 | 4th |
14th | +5 | Advanced Combat Techniques | 8 | 16 | 4th |
15th | +5 | Style feature | 9 | 17 | 4th |
16th | +5 | Ability Score Improvement | 9 | 18 | 4th |
17th | +6 | Once More | 10 | 19 | 5th |
18th | +6 | Glide, Expert Combat Techniques | 10 | 20 | 5th |
19th | +6 | Ability Score Improvement | 11 | 21 | 5th |
20th | +6 | Keyblade Mastery | 11 | 22 | 5th |
Class Features
Keyblade Creation
You know a ritual which sacrifices a weapon to give your keyblade its initial form. You perform the ritual over the course of 4 hours, which can be done during a long rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and transform it into a keyblade.
Your keyblade has the same properties and damage values as the weapon used to create it. For example, a keyblade created from a scimitar would inflict 1d6 slashing damage and have the finesse and light properties.
If you perform the ritual again, you do not gain an extra keyblade. Instead, the weapon you used for the ritual becomes a keychain, which you can attach to your keyblade as a bonus action. Doing so causes the keyblade to take on the properties of that weapon until the keychain is removed. For example, if you created a keychain from a greatclub, attaching it to your keyblade would cause the keyblade to deal 1d8 bludgeoning damage and gain the two-handed property.
You can have one keyblade and up to three keychains at any given time. Weapons that are already magical cannot be used to create keyblades or keychains.
Keyblade Magic
By the time you reach 2nd level, you have learned to draw magic from your keyblade in order to cast spells as a warlock does.
- Magic Points
You have a pool of magic points which you use to cast your spells. To cast a spell, you spend a number of magic points equal to twice the spell’s level. You regain all spent magic points when you finish a long rest.
For example, you need to spend 2 magic points to cast the 1st-level spell healing word.
- Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the Keybearer spell list, detailed below.
The Spells Known column of the Keybearer table shows when you learn more keybearer spells of your choice. A spell you choose must be of a level no higher than what’s shown in the table’s Maximum Spell Level column for your level. When you reach 9th level, for example, you learn a new keybearer spell, which can be 1st, 2nd, or 3rd level.
Additionally, when you gain a level in this class, you can choose one of the keybearer spells you know and replace it with another spell from the keybearer spell list, which also must be of a level equal to or less than your Maximum Spell Level.
- Spellcasting Ability
Charisma is your spellcasting ability for your Keybearer spells. You use your Charisma whenever a spells refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a keybearer spell and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
- Spellcasting Focus
You can use your keyblade as a spellcasting focus for your keybearer spells.
Fighting Style
You adopt a particular style of fighting as your specialty.
Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.
- Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
- Great Weapon Fighting
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can re-roll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
- Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Keybearer Style
At 3rd level you adopt a particular fighting style which shapes how you approach combat, and how you wield your keyblade. Choose between the Critical Impact style, the Fever Pitch style, or the Spellweaver style. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level.
Path of Darkness
When dealing with dark magic or area of dark influence, you see through the greatest of false illusions and are resistant to necrotic damage. As a bonus, when fighting at night or in places where light ceases to touch, you gain a +3 to attacks made with your keyblade. At 6th level you get Seeker of Darkness and have the ability to control the darkness with concentration. Once a day, you can spend 3 AP points to summon a heartless to your side and can control it as if you were casting the Find Familiar spell, and must make a Charisma save at the end of every turn to keep control of the heartless. On a failed save, the heartless breaks free from control and attacks the closest creature to it. To regain control, you must make a successful save with disadvantage. (See Heartless stats at the end of class description) At 12th level, you have fully mastered the dark arts and are fully immune to necrotic damage. At 15th level you have perfected dark magic and can summon up to 3 heartless at a time but you must make saving throws on all of them to keep them under control
Path of Light
When dealing with light magic or area of light influence, you use the light to your advantage allowing you to weaponize it and are resistant to radiant damage. As a bonus, when fighting during the day or in places where light shines the brightest, you gain a +3 to attacks made with your keyblade.
At 6th level, you get Guardian of Light and can deal 1d10 radiant damage as a reaction for a successful attack on a target.
At 12th level, the light holds no danger for you as you are now fully immune to radiant damage.
At 15th level you can now fully weaponize light even in the darkest of spaces. Once per day you can spend 10 AP points to cast Trinity Limit to summon a large rune circle at your feet that surrounds the area up to 60ft and large rays of light rapidly shoot out of the rune dealing 10d10 radiant damage on a failed save, half on a successful save.
At level 15 can use the power of the light to give yourself a +10 to damage rolls.
Path of Arcane
Most magic is not a mystery to you and you know how to use it as well as defend against it as you have advantage on saving throws on spells that aren't Radiant or Necrotic. As a bonus, when you would cast a spell on a target, you have advantage for the duration of the spells effects. At 6th level you get Magic Master and your magic prowess amplifies making your offensives spells deal an additional 1d8 (damage decided on the type of spell used). At 12th level, once a day, you can spend 5 AP points to heal for and additional 2d10 when casting Cure, Cura, or Curaga. At 15th level, you can spend 10 AP points to restore all your spell slots by 1.
Summon Keyblade
Beginning at 3rd level, your deepening bond with your keyblade allows you to summon it at will. You can use a bonus action to make your keyblade teleport from its current location into your hand as long as it is within 100 feet of you.
Strong-willed creatures can prevent you from summoning your keyblade. If a hostile creature is within 5 feet of your keyblade when you attempt to summon it, you must succeed on a Charisma check contested by that creature’s Charisma check. On a failure, your keyblade does not teleport, and you cannot attempt to summon it again for 1 hour.
Ability Score Increase
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of you choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Extra Attack
Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.
Combat Techniques
Beginning at 6th level, you can draw upon your keyblade’s power to perform specialized combat techniques. You learn the following techniques.
If a technique requires creatures to make a saving throw, use your spell save DC.
Stun Impact. As an action, you can spend 2 magic points to release a burst of energy from your keyblade. Each creature within a 10-foot radius circle centered on you must make a Constitution saving throw. On a failed save, a creature takes 2d6 force damage and is stunned until the end of its next turn. On a successful save, a creature takes half as much damage and isn’t stunned.
Strike Raid. As part of your Attack action, you can spend 1 magic point to make a ranged weapon attack with your keyblade against a creature within 45 feet. You can make this attack even if your keyblade does not have the thrown property. You can then use a bonus action to make the keyblade teleport back into your hand.
Second Chance
At 9th level, the strength of your heart allows you to withstand even grievous blows. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.
Once this saving throw succeeds, you cannot use this feature again until you finish a long rest.
High Jump
At 10th level, your bond with your keyblade has begun to enhance your mobility. Your jumping distance is doubled.
Armor of the Heart
At 13th level, you can convert the strength of your heart into a tangible protective force. As an action, you can spend 8 magic points to materialize a suit of armor around yourself. This armor has the appearance of plate, but its AC equals 12 + your Dexterity modifier + your Charisma modifier. While you wear the armor, you have resistance to necrotic damage and advantage on saving throws against being charmed, frightened, or possessed.
Your armor lasts for 1 minute or until you fall unconscious or dismiss it as a bonus action. Once you have used this feature, you cannot use it again until you finish a long rest.
Advanced Combat Techniques
At 14th level, you learn additional combat techniques.
Sonic Blade. As an action, you can spend 10 magic points to lunge forward in a 30-foot line that is 5 feet wide. Each creature in that line must make a Dexterity saving throw, taking 2d6 piercing damage on a failed save, or half as much damage on a successful one. You can then use a bonus action and spend an additional 10 magic points to return to your original position, forcing each creature in the line to make the save again.
Ars Arcanum. When you take the Attack action, you can use a bonus action to make up to four additional attacks. You must spend 5 magic points for every attack you make with this bonus action, and these attacks must be made against a single creature.
Once More
By 17th level, your heart has grown strong enough to withstand a thousand consecutive blows. When you successfully use your Second Chance feature, you become immune to all damage until the end of your next turn.
Glide
At 18th level, your keyblade allows you to defy gravity and take flight. You gain a flying speed of 60 feet.
Expert Combat Techniques
Also at 18th level, you learn the most advanced combat techniques a keybearer can learn.
Ragnarok. As an action, you can spend 20 magic points to launch fifteen darts of magical force from your keyblade. Each dart hits a creature of your choice that you can see within 60 feet. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
Zantetsuken. As an action, you can spend 20 magic points to make a single weapon attack with your keyblade. On a hit, the attack inflicts extra damage equal to your keybearer level. If this attack reduces your target to 30 hit points or less, it must succeed on a Constitution saving throw against your spell save DC or die. Constructs and the undead automatically succeed on this saving throw.
Keyblade Mastery
At 20th level, your bond with your keyblade becomes unbreakable. You can’t be disarmed of your keyblade unless you are incapacitated, and you have advantage on contested Charisma checks to summon your keyblade.
In addition, the keyblade’s magic infuses your strikes with supernatural power. Weapon attacks with your keyblade inflict an extra 2d4 damage. This extra damage is radiant (if you are good), force (if you are neutral), or necrotic (if you are evil).
Critical Impact Style
Keybearers who practice the Critical Impact style favor force over finesse. Their bond with the keyblade allows them to enhance their might and durability, making them into the immovable object and the unstoppable force all in one.
- Solid Block
When you choose this style at 3rd level, your sword arm grows strong enough to stop your enemies’ weapons cold. When a hostile creature hits you with a melee attack, you can use your reaction to roll 1d6 and add the result to your Armor Class, potentially causing the attack to miss. To do so, you must be able to see the attacker and be holding a melee weapon.
Starting at 11th level, you can add your Strength modifier to this roll.
- Mighty Critical
Starting at 7th level, your weapon attacks score a critical hit on a roll of 19 or 20. In addition, when you score a critical hit with a melee weapon attack, you can spend 2 magic points to roll the damage dice thrice instead of twice.
- Sure Footing
At 11th level, you can plant your feet wide and become almost immovable. You have advantage on saving throws against being pushed or knocked prone as long as you do not move more than half your movement speed on your turn.
- Counter Hammer
At 15th level, you can channel the force of your enemies’ strikes into a space-clearing shockwave. When you successfully use your Solid Block feature to make an attack that hit you miss, you can immediately force each creature within 10 feet of you to make a Strength saving throw against your spell save DC. On a failed save, a creature takes 1d8 force damage, is pushed up to 15 feet away from you, and falls prone. On a successful save, a creature takes half as much damage, is pushed up to 10 feet away, and doesn’t fall prone.
Fever Pitch Style
Keybearers who practice the Fever Pitch style are agile combatants. They rarely sit still, using speed and evasion to overwhelm much larger opponents.
- Tailwind
When you choose this style at 3rd level, you can summon bursts of wind to increase your speed. Your movement speed increases by 10 feet. In addition, you can spend 2 magic points to take the Dash action as a bonus action on your turn.
- Dodge Roll
Beginning at 7th level, you can quickly tumble out of harm’s way. When a hostile creature targets you with an attack, you can use your reaction to impose disadvantage on the attack roll. You can then move up to 10 feet away from the attacker without provoking opportunity attacks, regardless of whether the triggering attack hits or misses. You cannot use this feature if you are blinded, deafened, or incapacitated.
- Swift Strike
At 11th level, you can strike swiftly and suddenly. When you take the Attack action, you can make a third attack with your keyblade as long as it has the light or finesse properties.
- Wayward Wind
At 15th level, you become extremely difficult to pin down. When you use your Dodge Roll feature, all attacks made against you have disadvantage until the start of your next turn. In addition, you can spend 5 feet of movement to automatically escape from nonmagical restraints.
Spellweaver Style
Keybearers that take up the Spellweaver style focus on the arcane aspects of wielding a keyblade. While not as versatile as a wizard or as powerful as a sorcerer, these warrior-mages are more magically adept than the typical keybearer, and can draw out their keyblade’s mystical energies with greater efficiency.
- Barrier
When you choose this style at 3rd level, you learn how to magically shield yourself from harm. You learn the shield spell and can cast it by spending 1 magic point. This spell does not count toward your number of spells known.
- Mana Efficiency
Beginning at 7th level, you become more efficient at casting spells. The magic point cost for casting a spell of 2nd level or higher is reduced by 1.
- Empowered Spellcasting
At 11th level, your magical abilities grow stronger. You add your Charisma modifier to the damage rolls of your spells. In addition, your spell save DC increases by 2.
- Subversive Barrier
At 15th level, your barrier makes enemies more vulnerable to your magic. When you use your Barrier feature to cast shield, any creature that attacks you has disadvantage on saving throws against spells until the end of your next turn.
Keybearer Spell List
- 1st Level (2 magic points each)
detect magic, detect evil and good, healing word, ice knife, protection from evil and good, sleep, thunderwave
- 2nd Level (4 magic points each)
arcane lock, earthbind, knock, scorching ray, Snilloc’s snowball swarm, spider climb
- 3rd Level (6 magic points each)
counterspell, daylight, dispel magic, fireball, haste, lightning bolt, remove curse, slow
- 4th Level (8 magic points each)
confusion, dimension door, ice storm, watery sphere
- 5th Level (10 magic points each)
dispel evil and good, hold monster, mass cure wounds
Multiclassing
Prerequisites. To qualify for multiclassing into the Keybearer class, you must meet these prerequisites: Possess or be chosen by a Keyblade, or in a lesser campaign: 13 Strength or Dexterity and Charisma
Proficiencies. When you multiclass into the Keybearer class, you gain the following proficiencies: Keyblade, Light and Medium Armor
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