Keyblade (5e Equipment)
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Weapon (any sword or club), very rare (requires attunement)
A keyblade is a magical weapon that resembles a large key. Some keyblades possess a sharp edge like a sword, while others are instead used to bludgeon creatures like a club or mace. It is said that a keyblade can be used to open any door and unlock any lock.
While attuned to a keyblade, you can cast the spells arcane lock and knock three times per day each, without requiring material components. You regain spent uses of these spells at dawn. If you are a spellcaster, you may use the keyblade as an arcane focus for your spells.
While attuned to the keyblade, the keyblade is bonded to you. If you are disarmed, you can summon the keyblade to your hand using a bonus action so long as you are on the same plane of existence.
Keyblades come in a wide variety of shapes and sizes, and some of these variations have additional powers that a standard keyblade does not. This section presents several examples of variant keyblades.
(requires attunement by a creature of good alignment)
In addition, the keyblade has seven charges. You can spend a charge in order to cast magic missile as a 1st level spell, and you can spend additional charges to increase the spell’s level. When you cast this spell, it inflicts radiant damage rather than force damage. It regains 1d4 expended charges daily at dawn.
(requires attunement by a creature of chaotic alignment)
The head of this black keyblade forms the character for “darkness” in a foreign tongue. It provides a +1 bonus to attack and damage rolls, and deals an extra 1d6 necrotic damage to any target it hits. In addition, when you score a critical hit against a target, the target must make a DC 14 Charisma saving throw. On a failed save, any spell of 3rd level or lower affecting the target ends.
Mark of a Hero
This Grecian keyblade was made in recognition of a demigod’s heroic exploits. It provides a +2 bonus to attack and damage rolls. In addition, while attuned to it your Strength and Constitution scores each increase by 2, to a maximum of 22.
Wrought by a musically inclined sage, this keyblade produces the sounds of orchestral instruments with every strike. It inflicts an extra 1d6 thunder damage to any target it hits. On a critical hit, the target must succeed on a DC 13 Constitution saving throw or be deafened until the end of its next turn.
In addition, while attuned to this keyblade you can cast the spell irresistible dance once per day, regaining the ability to do so at dawn. The saving throw DC for this spell is 17.
End of Pain
Key of Hearts
This confection-themed keyblade radiates a gentle magic that soothes even the most savage soul. While attuned to it, you are considered proficient in Wisdom (Animal Handling) checks and can double your proficiency check for any ability check involving this skill.
All for One
(requires attunement by a creature of non-chaotic evil alignment)
This keyblade embodies the camaraderie and loyalty of a famous adventuring party. While attuned to it, you can designate up to three other creatures as your teammates. You have a cumulative +1 bonus to attack rolls, ability checks and saving throws for each of your teammates that is within 15 feet of you. Each teammate that is within 15 feet of you or another teammate gets this bonus as well, subject to the same restrictions.
In addition, if a creature you can see within 5 feet of you takes damage, you can use your reaction to take the damage instead. If the creature is one of your teammates, you have resistance to the damage.
You can change which creatures are designated as your teammates daily at dawn.
Fearsome spirits are bound to this Gothic keyblade, giving it the power to scare. When you hit a creature with this keyblade, the creature must succeed on a DC 15 Wisdom saving throw or become frightened of you until the start of your next turn. If the creature succeeds on this saving throw, it is immune to this effect for 24 hours.
In addition, you can cast the spell fear once per day while attuned to this keyblade. You regain the ability to do so at dawn. The saving throw DC for this spell is 15.
Finally, this keyblade inflicts an extra 2d4 psychic damage to frightened creatures.
(legendary, requires attunement by a spellcaster)
This keyblade embodies the power of the constellations. While attuned to it, you have a +2 bonus to spell attack rolls and your spell save DC increases by 2.
In addition, the keyblade has 11 charges. You can spend 1 charge to cast the spell magic missile, 3 charges to cast the spell Melf’s minute meteors, or 7 charges to cast the spell crown of stars. These spells use your spell attack bonus and spell save DC. You regain 1d4+1 expended charges daily at midnight.
This keyblade appears to have been hewn from a block of ice and is cold to the touch. It inflicts an extra 2d6 cold damage to any target it hits. On a critical hit, the target’s movement speed is halved until the end of its next turn.
In addition, you are resistant to cold damage while you are attuned to this keyblade.
Legendary (requires attunement by a spellcaster of lawful alignment)
This keyblade was once wielded by a woman of peerless magical power. It provides a +1 bonus to spell attack rolls and the saving throw DC of your spells.
While attuned to this keyblade, the bonus to your spell attack rolls and spell save DC increases to +3. In addition, you regain an expended spell slot of 3rd level or lower whenever you score a critical hit with this weapon or with a spell attack.
(2d10 slashing damage)
(When you attack a flanked enemy, they are knocked prone)
(Shotlock: Way to the light)
(4d8 slashing damage)
(3 times per long rest, you can cast bind on a target creature)
(Shotlock: Master's Reprisal)
Another No Name
In addition, if you fail a saving throw or miss with an attack, you can turn the failure into a success and the miss into a roll of 20. Once you have used this feature, you cannot do so again until the next dawn.
Two Become One
Way to the Dawn
(requires attunement by a creature whose alignment has changed from evil to good)
The mingled fiendish and celestial motifs of this keyblade symbolize redemption and inure its wielder to evil. While attuned to this keyblade, you have resistance to necrotic damage and advantage on saving throws against being charmed, frightened, or possessed by fiends or the undead.
Stroke of Midnight
Mirage Split- Reality Shift
Nightmares End- Reality Shift
Combined Keyblade- Mirage Nightmare
(requires attunement by a spellcaster)
The slender design of this keyblade helps focus the wielder’s magical energies. You have a +2 bonus to spell attack and damage rolls with this keyblade.
Ends of the Earth
This immense keyblade imbues its wielder with tectonic force. It has a +3 bonus to attack and damage rolls. In addition, you have advantage on Strength and Constitution saving throws while you are attuned to this keyblade.
This keyblade makes its wielder feel lighter than air. While attuned to it, your movement speed increases by 10 feet and you can take the Dodge action as a bonus action on your turn.
Kingdom Key D
Legendary (requires attunement)
This densely ornamented keyblade is as lethal as it is beautiful. It has a +3 bonus to attack and damage rolls.
While attuned to this keyblade, you can conjure magical swords to bombard your foes. As an action, you can force each creature within a 20-foot radius of a point within 60 feet to make a DC 16 Dexterity saving throw, taking 4d8 magical piercing or slashing damage (your choice) on a failed save, or half as much damage on a successful one. The swords disappear once the damage has been inflicted.
You can use this feature up to four times per day, regaining expended uses daily at dawn.