Keyblade Domain (5e Subclass)
Keyblade Domain[edit]
Cleric Divine Domain
Keyblade Domain clerics fight for Kingdom Hearts, a positive force that keeps the worlds in balance. Once they have finished their training, they begin to wield Keyblades to keep Kingdom Hearts stable.
- Key Armour
At 1st level, as a reward for completing your training, you are granted a magical suit of armor. It makes your AC equal to 10 + your dexterity modifier + your wisdom modifier. At level 6, your key armour grants you resistance to the two damage types your keyblades deal.
- Keyblades
At 1st level, as a reward for completing your training, you are granted two Keyblades instead of a mace or warhammer. You can choose the type and appearance. They deal 1d8 damage and have the Light property. (damage type varies) They each contain features at the usual cleric levels, and half of your Expanded Spell list. Below is a list of Keyblade types. Unlike the other features, where you gain both , a Keyblade user must choose which 8th level feature to gain: you cannot have both. Keyblades count as holy symbols for you, and they can use your Wisdom modifier instead of strength for attack and damage rolls. You cannot have two keyblades of the same type. You can spend 8 hours transmutating a magic item into a Keychain. A Keychain can be attached to one of your Keyblades to give it the magic property the Keychain had as a magic item. You can spend one minute performing a sacred ritual to give a child the power to wield a Keyblade. It will appear to them if they are in danger, taking the form that fits them best and they will gain a level in the Cleric class in the Keyblade Domain when it does. You may only do this once, so choose wisely, and your Keyblade (the DM) will chose whether to let the ceremony succed. If theceremony fails you may try again, but not on the same child.
- Channel Divinity
- Lock
At 2nd level, you gain the ability to cast Knock or Arcane Lock by using your Channnel Divinity. Using one of these spells this way does not count towards your available spell slots.
- Keyblade Attunement
At 6th level, you gain the ability to summon one or both of your Keyblades to your hand as a reaction when initiative is entered. Also, your Keyblades gain the Versatile and Throw (20/60 ft) property.
- Enhanced Keyblades
At 17th level, your Keyblades deal 1d10 damage and ignore resistance and immunity.
Lodestone[edit]
The key of wisdom and understanding.
- Expanded Spell list half
1st level: Detect Magic
2nd level: Heat Metal
3rd level: Protection from Energy
4th level: Freedom of Movement
5th level: Planar Binding
- Damage Type
Force
- Magnetic Repulsion
From 1st level onwards, your AC increases by 2 while you have Lodestone.
- Magnet Spiral
Starting at 6th level, you can, as an action, make a spell attack roll against an enemy within 30 feet of you. On a hit, pull the enemy within 30 feet of you up to 10 feet away from you. Also, they take 3d4 Force damage.
- Balance
At 8th level, you can choose either Divine Smite or Potent spellcasting as your 8th level feature.
- Change
Starting at 17th level, you can cast True Polymorph and always have it prepared. Also, you can cast it once a day without expending a spell slot.
Way to the Dawn[edit]
The key of darkness and light.
- Expanded Spell list half
1st level: Arms Of Hadar
2nd level: Enthrall
3rd level: Vampiric Touch
4th level: Phantasmal Killer
5th level: Contagion
- Damage Type
Necrotic
- Shadow Strike
Starting at 1st level, when you move 20 feet or more in a straight line towards an enemy you can make 2 weapon attacks against a creature in range as a bonus action.
- Improved Shadow Strike
From 6th level onwards, you only need to have moved 10 feet or more in a straight line towards an enemy to make the weapon attacks.
- Dark Strike
Starting at 8th level, you can choose for a hit to deal an extra 1d8 Necrotic damage once a turn. At 14th leevl, the bonus damage becomes 2d8.
- Ars Arcarnum
Starting at 17th level, you can, as an action, make a number of attack rolls equal to your proficiency bonus against an enemy within 5 feet of you. On a hit, each attack of this kind deals 1d10 + 60 Force damage. You must finish a long rest before you use this feature again.
Oblivion[edit]
The key for the end of all worlds.
- Expanded Spell list half
1st level: False Life
2nd level: Hold Person
3rd level: Animate Dead
4th level: Death Ward
5th level: Reincarnate
- Damage Type
Necrotic
- Oblivion Comes
Starting at 1st level, when a creature within 10 feet of you takes the Dodge action or increases thier effective AC in some other way, you can use your reaction to make a weapon attack against them with Oblivion. This one weapon attack is unaffected by the bonus they granted themselves.
- Portent
Starting at 6th level, when you finish a long rest roll 2 d20s. Make a note of the numbers rolled. You can replace any kind of dice roll a creature you can see makes with one of these foretelling rolls before they make the roll. You can only use each roll once, and any remaining ones are lost when you finish a long rest.
- Divine Strike
Starting at 8th level, once per turn you can increase the damage you deal by 1d8 Necrotic when you hit an enemy. At 14th level, this bonus increases to 2d8.
- Doom
Starting at 17th level, You know Power Word Kill and you always have it prepared. You can cast it once without expending a spell slot, but you must finish a long rest before you use it in that way again.
Oathkeeper[edit]
The key of a promise to be kept.
- Expanded Spell list half
1st level: Healing Word
2nd level: Moonbeam
3rd level: Aura of Vitality
4th level: Aura of Life
5th level: Rary's Telepathic Bond
- Damage Type
Radiant
- Radiance
From 1st level onwards, you can expend a spell slot to heal yourself and damage an enemy within 30 feet of you. Damage type is radiant. The healing and damage is as follows: 4HP and 8 DMG per spell slot level. At spell slot levels 7-9, the damage is different:
7th level: 30 HP, 60 DMG.
8th level: 45 HP, 90 DMG.
9th level: 150 HP, 150 DMG.
- Purge
Starting at 6th level, Radiance changes it's range into a 5ft×30ft line. It deals the damage to creatures of your choice within that range. At 17th level, the range becomes a 15×60ft line.
- Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage of cantrips.
- Radiant Bond
Starting at 17th level, allies in the 15 × 60 foot line regain the same HP you do from Radiance.
Phoenix Flame[edit]
The key of loyalty and recklessness.
- Expanded spell list half
- 1st level
- Hellish Rebuke
- 2nd level
- Heat Metal
- 3rd level
- Revivify
- 4th level
- Fire Storm
- 5th level
- Resurrection
- Damage Type
Fire
- Blazing Shield
Starting at 1st level, while Phoenix Flame is manifested, you can take a reaction whenever an ally within 5 feet of you is targeted by an attack roll to impose disadvantage on that attack roll.
- Unity
Starting at 6th level, when an ally within 30 feet of you casts a cantrip, you can take a reaction to cast the same cantrip if you know it.
- Heart's Rage
Starting at 8th level, you can choose either Divine Strike or Potent Spellcasting as your 8th level feature.
- Cataclysm
Starting at 17th level, you regain a 9th level spell slot if you land a critical hit. This functions a number of times a day equal to half your Wisdom modifier (minimum 1)
Gunblade[edit]
The key of consequences.
- Expanded Spell list half
1st level: Magic Missile
2nd level: Scorching Ray
3rd level: Lightning Bolt
4th level: Ice Storm
5th level: Flame Strike
- Damage Type
Force
- Rapid Fire
Starting at 1st level, when you cast a cantrip that requires an attack roll, you can cast it twice instead of once, but the second attack roll has disadvantage.
- Steady Aim
From 6th level onwards, you don't have disadvantage on your second cantrip attack with Rapid Fire.
- Potent Spellcasting
Starting at 8th level, you add your Wisdom modifier to the damage of cantrips.
- Bullet Hell
Starting at 17th level, you can cause magical bullets to rain from the sky. All enemies within a 60ft radius sphere centered on a point within 400 feet of you must make a Dexterity save. On a failed save, they take 20d12 Force damage. On a successful save, they take half as much damage. You must finish a long rest before you can cast this again.
Vector to the Heavens[edit]
The key of a lost memory.
- Expanded spell list half
1st level: Charm Person
2nd level: Calm Emotions
3rd level: Nondetection
4th level: Confusion
5th level: Modify Memory
- Damage Type
Psychic
- Rememberance
Starting at 1st level, the Spell Save DC of your Enchantment and Illusion spellls increases by 2.
- Lost Memory
Starting at 6th level, the spell save DC of your enchantment and Illusion spellls increases by 3 instead of 2.
- Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage of your Cleric cantrips.
- But who will I have ice cream with?2??2?
Starting at 17th level, you can cast Meteor Swarm as a reaction to an ally dying. Additionally your character is fully aware when an ally dies, and how close they are to death while on 0 HP (death saves). This does not require a spell slot. You must finish a long rest before you use this feature again.
Earthshaker[edit]
The key of a fallen hero, taken by darkness.
- Expanded Spell list half
1st level: Thunderous Smite
2nd level: Radiative Shield
3rd level: Meld Into Stone
4th level: Staggering Smite
5th level: Wall Of Stone
- Damage Type
Bludgeoning
- Edge Commands
You learn three Edge Commands. There is a list at the end of this Keyblade's description. You can use an Edge command as an action when you make a melee attack roll. You learn another at levels 6, 8 and 17. You can use Edge Commands a number of times equal to your Wisdom modifier plus one (minimum 1).
- Superior Edge
From 6th level onwards, your Edge attacks deal an extra 1d6 damage.
- Divine Strike
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Bludgeoning damage to the target. When you reach 14th level, the extra damage increases to 2d8.
- Ends of the Earth
Starating at 17th level, Earthshaker transforms into Ends of the Earth. It now deals 1d12 damage and lands critical hits on a roll of 18 to 20 on edge strikes.
- Edge Command List
- Star Edge
On a hit, your attack deals an extra 2d6 Radiant damage.
- Thunder Edge
On a hit, your attack deals an extra 2d6 Thunder damage.
- Blizzard Edge
On a hit, your attack deals an extra 2d6 Cold damage.
- Fire Edge
On a hit, your attack deals an extra 2d6 Fire damage.
- Bursting Edge
On a hit, enemies within 15 feet of your target take the same damage they do.
- High Edge
This attack has a range of 20 feet, because you leap towards the target. You do not provoke opportunity attacks when you leap in this way.
- Arcana Edge
On a hit, your attack deals an extra 2d6 Force damage.
- Raid Edge
This attack has a range of 80 feet, because you throw your keyblade, and it returns.
- Stun Edge
On a hit, the target must make a Constitution saving throw against your spell save DC or be stunned until the end of your next turn.
- Drain Edge
On a hit, you regain HP equal to the damage you dealt.
- Magnet Edge
On a hit, creatures of your choice within 20 feet are pulled to within 5 feet. They lose their reactions.
Wayward Wind[edit]
The key of a hero, free from darkness.
- Expanded spell list half
1st level: Expiditious Retreat
2nd level: Blur
3rd level: Fly
4th level: Aura of Purity
5th level: Wall of Force
- Damage Type
Slashing
- Strike Raid
Starting at 1st level, your Keyblades gain throwing ranges of 30/120. They fly back to the thrower's hand.
- Spark Raid
Starting at 6th level, when you hit an enemy with Strike Raid you can make attack rolls against up to 4 enemies within 5 feet of them as a bonus action.
- Sparkra
At 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. When you reach 14th level, the extra damage increases to 2d8.
- Sparkga Raid
Starting at 17th level, when you hit an enemy with a thrown Keyblade attack, you can smite them with magical energy. They take 20d12 Radiant damage. You must finish a long rest before you use this feature again.
Stormfall[edit]
The key of a hero, fighting to save all worlds.
- Expanded Spell list half
1st level: Sleep
2nd level: Gentle Repose
3rd level: Sleet Storm
4th level: Control Water
5th level: Cone Of Cold
- Damage Type
Cold
- Arcane Expertise
From 1st level onwards (including when you pick your initial cantrips), you can learn cantrips from any spell list.
- Protera
At 6th level, you learn the Shield Prism cantrip. It does not count against the number of cantrips you know. It blocks 1d10 damage instead of 1d6 and the damage reduction increases by 1d10 at the appropriate levels.
- Potent Spellcasting
From 8th level onwards, you can add your Wisdom modifier to the damage of cantrips.
- Destructive Cantrips
At 17th level, your cantrip damage ignores resistance and immunity. Also, they improve by two times the usual amount at this level. (If a cantrip's damage or damage reduction or anything would increase by an amount at this level, it increases by twice that instead.)
Kingdom Key[edit]
The key of beginnings.
- Expanded Spell list half
1st level: Bless
2nd level: Lesser Restoration
3rd level: Daylight
4th level: Locate Creature
5th level: Banishing Smite
- Damage Type
Radiant
- Faith
From 1st level onwards, your faith guides your blade. Kingdom Key lands a critical hit on a roll of 19 or 20.
- Sliding Dash
Starting at 6th level, as an action you can dash up to 20 feet. Enemies must make a Dexterity saving throw or take damage equal to your Keyblade's, and opportunity attack against you automatically miss while you dash. This uses 5 feet less movement than you actually moved, to a minimum of 5 feet. Also, Faith affects both your Keyblades.
- Spark Edge
Starting at 8th level, you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 Radiant damage. When you reach 14th level, the extra damage increases to 2d8.
- Sonic Blade
Starting at 17th level, as an action, you can mark an enemy within 60 feet of you. You then dash through them multiple times, dealing 24d12 Slashing damage. They must make a Dexterity save. On a success, they only take half damage. On a failure, they are knocked prone and take full damage. You end up in a position of your choice within 60 feet of them.
Additional Keyblade Types[edit]
Ray Of Hope[edit]
- Expanded spell list half
- 1st level
- Heroism
- 2nd level
- Aid
- 3rd level
- Beacon Of Hope
- 4th level
- Mordenkainen's Faithful Hound
- 5th level
- Awaken
- Damage Type
Radiant
- Hope's Light
Starting at 1st level, you know the Light cantrip and it does not count against the number of cantrips you know. Allies within its bright light gain temporary HP equal to your spellcasting ability modifier at the start of each of their turns; this bonus does not stack (A spellcasting ability modifier of +3, would provide a bonus of 3 temporary hit points to all allies within the bright light, but the number of temporary hit points granted by this ability can not exceed 3 in this instance. If an ally were to have their temporary hit points provided by this ability removed, they would regain the bonus temporary hit points at the start of their next turn). All temporary hit points granted to self or allies by this ability are lost by ending the effects of the Light cantrip or by leaving the radius of the bright light.
- Neverending Hope
Starting at 6th level, allies gain the temporary HP wile in Light's dim light, but allies within it's bright light add your proficiency bonus to the amount of temporary HP they gain. The rules of Hope's Light apply here as well.
- Altruistic Reflection
Starting at 8th level, you learn the Spare The Dying cantrip, it does not count against the number you know, and whenever you stabilize an ally with this you gain temporary hit points equal to your Wisdom score or their charisma score, whichever is higher. You gain this feature IN ADDITION to your other 8th level keyblade feature, unlike normal.
- Hope Realised
Starting at 17th level, you know Mass Heal, you always have it prepared, and you can cast it once without expending a spell slot or material components, but you must finish a long rest before you can do so again.
Tainted Ray[edit]
- Expanded spell list half
1st-level: Light Drive
2nd-level: Dark Swathe
3rd-level: Freidyne
4th-level: Agonizing Smite
5th-level: Mùspelflame
- Damage Type
Psychic
- Taint Ring
Starting at 1st level, as a bonus action on your turn, you can make a melee spell attack roll against enemies collectively within 5 feet of you (roll once, compare to each AC value). Any who you hit take 1d4 + your spellcasting ability modifier Radiant, Necrotic, Force or Psychic damage.
- Spirit Strike
Starting at 6th level, once per turn when you hit an enemy with a keyblade weapon attack, you can cause a creature within 10 feet of them to take damage equal to Tainted Ray's + your spellcasting ability modifier without expending any kind of action.
- Potent Spellcasting
Starting at 8th level, you can add your Wisdom modifier to the damage of your cantrips.
- Light Slicer
Starting at 17th level, you can cast Zantetsuken as a 4th-level spell once without expending a spell slot. You do not need it's material component. You must finish a short or long rest before you do this again, however. You may choose to have it deal Radiant, Psychic, Necrotic, or Force damage.
Back to Main Page → 5e Homebrew → Character Options → Subclasses