Keyblade Guardian (5e Class)
From D&D Wiki
Keyblade Guardian[edit]
The Keyblade[edit]
Keyblades are mysterious weapons the come from the heart. Many Keyblade Masters have wielded these and see them as an important factor to the battle between Darkness and light. Keyblades are known for their ability to open any lock, as well as permanently lock anything shut. Long ago many Keyblade Masters fought a great war with these weapons to claim control over the original X-blade.
The Guardian[edit]
The Keyblade is a powerful weapon fueled by the heart. Some Keyblade Wielder's use that to improve their own defensive capabilities to either be able to survive for longer, or to take hits on behalf of their allies. Either way, these in particular will prove to be difficult to strike down.
Creating a Keyblade Guardian[edit]
As you build your Keyblade Guardian, here are questions to consider. How did you get your Keyblade? Did you inherit your Keyblade from someone? If so was it a teacher, or some other Keyblade Master who saw you worthy of inheriting their power? Did your Keyblade come to you on it's own? If so, what was it that made it come to you? Was it at a moment of great need, or sheer chance?
Why choose the power of the guardian with your keyblade over the power of the mystic or warrior? Perhaps you've dreamed of becoming a great knight and thought this Keyblade could help you achieve that? Perhaps you were already training to be a chivalrous knight and this would help towards that? Or did it just simply feel right?
Were you self taught with the power this weapon holds, or were you trained by a proper master?
- Quick Build
You can make a Keyblade Guardian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Athlete background. Third, choose Any Martial Weapon and shield, (which marital weapon you choose won't matter since you will likely be using the keyblade feature for your main weapon.) five Javelins, and Explorer's Pack. For your Keyblade Feature choose swift Keyblade.
Class Features
As a Keyblade Guardian you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Keyblade Guardian level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Keyblade Guardian level after 1st
- Proficiencies
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Keyblades, Simple Weapons, Martial Weapons
Tools: one musical instrument
Saving Throws: Charisma, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Persuasion, Religion, Sleight Of Hand, and Stealth
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
- (a) Five Javelins or (b) any simple weapon
- (a) a dungeoneer's or (b) an explorer's pack
- Chain Mail
- If you are using starting wealth, you have 1d4x10 gp in funds.
Level | Proficiency Bonus |
Features | Ability Points | Abilities Known | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Keyblade, Fighting Style | — | — | — | — | — | — | — |
2nd | +2 | Spellcasting, Abilities, Key Armor, Zantetsuken | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Guardian Path | 3 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 3 | — | — | — | — |
5th | +3 | Extra Attack | 5 | 3 | 4 | 2 | — | — | — |
6th | +3 | Magic Key | 6 | 3 | 4 | 2 | — | — | — |
7th | +3 | Path Feature | 7 | 4 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 8 | 4 | 4 | 3 | — | — | — |
9th | +4 | Armor Of Protection | 9 | 5 | 4 | 3 | 2 | — | — |
10th | +4 | Path Feature | 10 | 5 | 4 | 3 | 2 | — | — |
11th | +4 | Instant Armor | 11 | 5 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 12 | 6 | 4 | 3 | 3 | — | — |
13th | +5 | Improved Zantetsuken | 13 | 6 | 4 | 3 | 3 | 1 | — |
14th | +5 | Esuna | 14 | 6 | 4 | 3 | 3 | 1 | — |
15th | +5 | Path Feature | 15 | 7 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 16 | 7 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 17 | 7 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Sturdy Armor | 18 | 8 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 19 | 8 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Path Feature | 20 | 8 | 4 | 3 | 3 | 3 | 2 |
Keyblade[edit]
Starting at 1st level, you gain and are attuned to a Keyblade(s) that take on of the following forms of your choice. Attunement to this Keyblade(s) does not count against the items that you can attune to.
- Heavy Keyblade
- Your Keyblade counts as a 2 handed weapon, and deals 2d6 bludgeoning damage on a hit.
- Swift Keyblade
- Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.
- Twin Keyblade
- You have 2 keyblades kingdom key, and kingdom key d to start, with the kingdom key one counting as a light and the kingdom key d counting as dark, finesse weapon, that deals 1d6 bludgeoning damage on a hit.
You considered proficient in wielding your Keyblade(s) and can use it as your spellcasting focus. As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appears in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action.
If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by spending 5 ability points.
As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s).
While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, or detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.
Fighting Style[edit]
Choose 1 Fighting Style from the following.
- Defense
While you are wearing armor, you gain a +1 bonus to AC.
- 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.
- Hit And Run
When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.
- Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your Reaction to impose disadvantage on the Attack roll. You must be wielding a Shield.
- Spellcaster
You gain a +1 to spell attack rolls and your Spell Saving DC.
- Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack
Spellcasting[edit]
By 2nd level, your Keyblade grants you access to magic.
- Preparing and Casting Spells
Preparing and Casting Spells The Keyblade Guardian table shows how many Spell Slots you have to cast your Spells. To cast one of your Keyblade Spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest.
You prepare the list of Keyblade Spells that are available for you to cast, choosing from the Keyblade spell list. When you do so, choose a number of Keyblade Spells equal to your Charisma modifier + half your Keyblade Guardian level, rounded down (minimum of one spell). The Spells must be of a level for which you have Spell Slots.
For example, if you are a 8th-level Keyblade Guardian, you have four 1st-level and three 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells.
You can change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Keyblade Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
- Spellcasting Ability
Charisma is your Spellcasting Ability for your Keyblade Spells, since their power derives from the Strength of your heart. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Keyblade spell you cast and when Making an Attack roll with one.
Additionally, you can use your keyblade as your arcane focus.
Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
Click here for the Keyblade Spell List
Abilities[edit]
Through you bond with your Keyblade, you have gained powerful abilities. Unique powers that give your power form. At 2nd level, you gain two Keyblade Abilities of your choice. When you gain certain Keyblade Guardian levels, you gain additional Abilities of your choice, as shown in the Keyblade Guardian Table.
Additionally, when you gain a level in this class, you can choose one of the abilities you know and replace it with another ability that you could learn at that level.
A level prerequisite in an ability refers to a level in a single specific Keyblade class, not character level.
Additionally, you have a set Number of Ability Points equal to your Keyblade Guardian Level. Some of these abilities will expend ability points. You regain all ability points when you finish a short or long rest.
Click Here for a full list of abilities
Key Armor[edit]
Starting at 2nd level, as an action, you can conjure a suit of armor around yourself. This armor counts as plate armor and gains all of the same features as plate armor. This armor disappears after 1 hour, or if you lose consciousness or die. You can do this a number of times equal to your Charisma Modifier, regaining all expended uses when you complete a long rest.
Zantetsuken[edit]
Starting at 2nd level, when you hit a creature with a Keyblade weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
Guardian Path[edit]
At 3rd level, you choose a subclass known as you Guardian Path. Choose between Defender, Fear Incarnate, or Magic Armor. You gain a feature from this class at 3rd level, and then again at 7th level, 10th level, 15th level, and finally 20th level.
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your 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[edit]
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Magic Key[edit]
Starting at 6th level, the damage dealt by your Keyblade(s) is considered magical for the purpose of overcoming resistance and immunity.
Armor Of Protection[edit]
Starting at 9th level, while you are wearing your Key Armor, you can add your charisma modifier to all of your saving throws.
Instant Armor[edit]
Starting at 11th level, you can summon your Key Armor as a bonus action.
Improved Zantetsuken[edit]
By 13th level, you are so suffused with righteous might that all your keyblade weapon strikes carry divine power with them. Whenever you hit a creature with a keyblade weapon, the creature takes an extra 1d8 radiant damage.
Esuna[edit]
Beginning at 14th level, you can use your action to end one spell or curse on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Sturdy Armor[edit]
Starting at 18th level, while you are wearing your Key Armor, you are resistant to Bludgeoning, Piercing, and Slashing damage from non-magical attacks.
Defender[edit]
- Damage Siphon
Beginning from when you choose this path at 3rd level, your armor can absorb damage on your behalf. While you are wearing your Key Armor, when you would take damage from an attack or spell, you can expend one of your spell slots to reduce the damage by 2d8 for a 1st level spell slot and then an additional 1d8 for each level above first, to a maximum of 5d8.
- Armor Of Endurance
Starting at 7th level, while you are wearing your Key Armor, you are considered proficient in constitution saving throws
- Armor Of Courage
Starting at 10th level, your armor begins to protect your heart and mind, as well as your body. While you are wearing your Key Armor, you are immune to being charmed or frightened.
- Armor Of Sight
Starting at 15th level, your armor grants your sight the power to pierce through the shadows. While you are wearing your Key Armor, you gain blind sight of up to 60 feet.
- Armor Of Defying Fate
Starting at 20th level, your armor's magic can withstand even the mightiest of blows. When you would receive a critical hit while wearing your Key Armor, you can treat the hit as a normal hit.
Fear Incarnate[edit]
- Armor Of Terror
Starting at 3rd level, your Armor takes on an appearance that strikes fear into the most solid of hearts. While wearing your Key Armor, as an action, you can spend 3 AP to force each creature of your choice withing 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for one minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can only do this once and must complete a short or long rest before you can do this again.
Starting at 15th level, you can use this feature twice before needing to take a short or long rest to do so again.
- Shivering In their Boots
Starting at 7th level, you only need to spend 2 AP to use your Armor of Terror feature.
Additionally, creatures that are frightened by you have their movement speed, reduced to 0.
- Zantetsuken Prime
Starting at 10th level, the damage dice from your Zantetsuken feature become d10 instead of d8.
- Strike Fear
Starting at 15th level, once per round, whenever you hit a creature with a Keyblade weapon attack, you can spend 1 AP to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Aspect Of Terror
Starting at 20th level, you have become a master of using your enemy's fear to your advantage. Your Keyblade attacks against creatures that are frightened by you, inflict an additional 1d10 psychic damage.
Additionally, as an action you can spend 5 AP to end the frightened effect on all creatures that are currently frightened by you. When you do, all creatures that you remove this effect from take 5d10 psychic damage.
Magic Armor[edit]
- Warded Armor
When you choose this path at 3rd level, your armor becomes enchanted with powerful protective magic. As a bonus action, while wearing your Key Armor, you can expend Ability Points to increase your AC equal until the start of your next turn. The bonus to your AC increases by 1 for every 2 ability points you spend, to a maximum bonus to your AC equal to your proficiency bonus.
- Silent Armor
Starting at 7th level, wearing your Key armor no longer gives you disadvantage on Stealth (Dexterity) checks.
- Improved Warded Armor
Starting at 10th level, as a bonus action, while you are wearing your Key Armor, you can expend Ability Points to gain a bonus to saving throws equal until the start of your next turn. The bonus to your saving throws increases by 1 for every 2 ability points you spend, to a maximum bonus to your saving throws equal to your proficiency bonus.
- Healing Armor
Starting at 15th level, your Armor Blesses you with the power to heal wounds. By spending a spell slot as a bonus action, your armor begins healing you at the end of each of your turns for 1 minute. The amount of HP you heal is equal to 1d8+the spell slot's level.
You can do this a number of times equal to half of your proficiency bonus, regaining all uses on a short or long rest.
- Power Armor
By 20th level, your armor allows you to channel your Keyblade with sheer power. As a bonus action, while you are wearing your Key Armor, you can expend Ability Points to gain a bonus to attack rolls until the start of your next turn. The bonus to your attack rolls increases by 1 for every 2 ability points you spend, to a maximum bonus to your equal to your proficiency bonus.
Multiclassing[edit]
Prerequisites. To qualify for multiclassing into the Keyblade Guardian class, you must meet these prerequisites: You must be attuned to a Keyblade.
Proficiencies. When you multiclass into the Keyblade Guardian class, you gain the following proficiencies: Proficiency in All Armor and Shields, and Proficiency in one musical instrument.
Back to Main Page → 5e Homebrew → Classes<!-is based in music, travels, performance, and/or a wide range of spells-><!-low damage output with a primary focus on being able to restore hit points, remove conditions, and add buffs to other creatures-><!-greatly religious and/or heroic class primarily using weapons with a hint of spellcasting or similar features-><!-gets ability from a separate source, often doesn't have spellcasting-><!-pact-based arcane caster-><!-keep this category if the class uses multiple tags-><!-class does not use tags and does not fall into any of the archetypes of the tags above-><!-class is designed as a variant to a first party core class->-->