Keyblade Master (5e Class)

From D&D Wiki

Jump to: navigation, search
FairUse.png
This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Square Enix. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Square Enix. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
Copyright.png

Keyblade Master[edit]

"In your hand, take this Key. So long as you have the makings, then through this simple act of taking, its wielder you shall one day be. And you will find me, friend—no ocean will contain you then. No more borders around, or below, or above, so long as you champion the ones you love."

—Terra passing the power to Riku in Kingdom Hearts Birth by Sleep

The Keyblade[edit]

As the name implies, Keyblades are used in a manner similar to other weapons in combat. Despite the fact that most possess no actual cutting edge, Keyblades still make efficient combat weapons, and are shown to be particularly effective weapons against Heartless and Nobodies. However, the Heartless use the Keyblade as a homing beacon, and thus Keyblade Masters are at constant risk of Heartless attacks at any time because of this. While there are many qualities a Keyblade Master must have in order to harness the Keyblade's power, the main requirement is for one to have an exceptionally strong heart.

The Power Of Commands[edit]

Commands are forms of offense and defense granted by being a Keyblade master. Perceptibly more powerful than regular attacks, as well as capable of inflicting elemental damage, this energy is an element of the power that suffuses the multiverse. Keyblade masters harness this power within themselves to create magical effects and exceed their bodies' physical capabilities.

Creating A Keyblade Master[edit]

As you make your Keyblade Master, think about your connection to where you came from and its importance to you. Did you make a mysterious promise with a stranger when you were younger? Did the Keyblade chose you, when it came to your side in a time of need? Were you an orphan or a child left in the care of your now master? Did you seek out a master after hearing of their exploits using mysterious techniques? Or maybe your master approached you seeing great potential?

Consider why you left. Did your master choose you for a particularly important mission? Perhaps you were cast out because of some violation of your masters’ rules. Or perhaps the Keyblade gave you the courage to go and adventure. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish beyond your home? Are you eager to return to your home?

As a result of Keyblades choosing those that have the makings of a wielder, which can be found within any aligned creature, Keyblade Masters tend towards no particular alignment.

Quick Build

You can make a Keyblade Master quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some Keyblade Masters focus on making Strength higher than Dexterity.) Second, choose the folk hero background.

Class Features

As a Keyblade Master you gain the following class features.

Hit Points

Hit Dice: 1d10 per Keyblade Master level
Hit Points at 1st Level: 1d10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Keyblade Master level after 1st

Proficiencies

Armor: Light, Medium
Weapons: Simple
Tools: Disguise Kit
Saving Throws: Wisdom, Charisma
Skills: Choose three skills from Acrobatics, Athletics, Animal Handling, Arcana, Deception, Insight, Perception, Persuasion and Investigation

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) any simple weapon or (b) a short bow and a quiver with 20 arrows
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) Studded Leather armor or (b) Chain Shirt

Table: The Keyblade Master

Level Proficiency
Bonus
Keyblade Commands Points Features
1st +2 1d8 -- The Keyblade, Destiny
2nd +2 1d8 4 Commands
3rd +2 1d8 5 Choose your Path
4th +2 1d8 6 Ability Score Improvement, Recovery
5th +3 1d8 7 Extra Attack
6th +3 1d10 8 The Keyblade Improvement
7th +3 1d10 9 Choose your Path Improvement, Keeper of the Key
8th +3 1d10 10 Ability Score Improvement
9th +4 1d10 11 Key Chain
10th +4 1d10 12 Ability Score Improvement
11th +4 2d6 13 Choose your Path Improvement
12th +4 2d6 14 Ability Score Improvement
13th +5 2d6 15 Raid Blade
14th +5 2d6 16 Counter Attack
15th +5 2d6 17 Key Armor
16th +5 2d8 18 Ability Score Improvement
17th +6 2d8 19 Choose your Path Improvement
18th +6 2d8 20 Glider
19th +6 2d8 22 Ability Score Improvement
20th +6 2d8 24 Mark of Mastery

The Keyblade[edit]

At 1st level, through your strength of heart you have been chosen as a key bearer to wield the light against the darkness or… the darkness against the light. At 1st level, you receive a unique weapon that possess a key chain which is a representation of your heart.

• You are considered proficient when wielding this weapon.

• This weapon deals a 1d8 at level 1. This die changes as you gain Keyblade Master levels, as shown in the Keyblade column of the Keyblade Master.

• When you are in possession of this weapon, you can store it in a pocket dimension. You can summon this weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

• A creature can only wield your Keyblade if they have a wisdom score greater than or equal to yours, if not it is teleported instantly to your hand. While wielded by such a creature you cannot summon it.

• At 6th level, this weapon deals magic damage for the purpose of overcoming resistances.

Secret Power of the Keyblade The Keyblade can cast Knock, Arcane Lock, and Detect Thought at will for 1 Command Point. Alternatively, the user of The Keyblade can expend 5 CP to open or lock any object. An object locked with the Keyblade in this manner can only be unlocked by other Keyblades, 9th level Dismiss Magic, or the Wish spell. You do not require material components when casting these spells though you must direct you key blade in the direction of your target, in the case of Detect Thoughts you must chose a single target to effect and you must be able to see it.

Destiny[edit]

Power sleeps within you. If you give it form… It will give you strength. Choose well. Only you can decide your destiny, now it is up to you to choose which to take. Select one of the following. This is considered the *Fighting Style* feature.

The Sword

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. This is Considered the **Duelist** Fighting Style.

The Shield

While you are wearing armor, you gain a +1 bonus to AC. This is Considered the **Defense** Fighting Style.

The Wand

You are considered to be a full caster. You gain any one cantrip that does not have a attack roll or saving throw.

Commands[edit]

Starting at 2nd level, the surface secrets of your Keyblade reveal themselves to you as Commands. Your access to these techniques are represented by Command points. Your Keyblade Master level determines the number of points you have, as shown in the Command Points column of the Keyblade Master table. You can spend these points to fuel various Commands features. You start knowing three such features: Dodge Roll, Quick Blitz, and Slide. You learn more Command features as you gain levels in this class, when you spend a Command point it is unavailable until you finish a short or long rest, at the end of which you recover all of your expended Command points. Any Commands that states it is casting a spell must be done so through your Keyblade, similar to a focus. Some of your Command features requires your target to make a saving throw to resist the feature's effects, add a spell casting modifier or for you to make a spell attack. These are calculated as followed:

Spell Save DC = 8+ proficiency bonus + wisdom modifier

Spell Modifier = wisdom modifier

Spell Attack = proficiency bonus + wisdom modifier

Quick Blitz

On your turn you can spend Command points to gain a bonus to hit on a single weapon attack made with your Keyblade equal the number of Command points used, up to a maximum of 5. This can be done after the roll but before you state your results.

Dodge Roll

You can spend 1 Command point to take the Dodge action as a bonus action on your turn.

Slide

You can spend 1 Command point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Choose Your Path[edit]

When you reach 3rd level, you choose a path for you heart to take: Drive Form Wisdom, Drive Form Valor, or Drive Form Anti all detailed at the end of the class description. Your path grants you features at 3rd level and again at 7th, 11th, and 17th level.

Ability Score Increase[edit]

When you reach 4th level, and again at 8th, 10th, 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. Alternatively, you can select one feat that you qualify for in place of this bonus.

Recovery[edit]

Beginning at 4th level, As a reaction you can give yourself advantage on a roll to not be forcibly moved, such as with some spells. You can also use your reaction when knocked prone to get back up.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Keeper of the Key[edit]

Once you reach 7th level, By Spending 4 Command Points and using your Keyblade you can copy the effects of Arcane Lock, Knock or Detect Thought. You do not require material components when casting these spells though you must direct you key blade in the direction of your target, in the case of Detect Thoughts you must chose a single target to effect and you must be able to see it.

Key Chain[edit]

Beginning when you reach 9th level, you have discovered the secrets of your keychain and learned what it truly represents. You can perform a one hour Ritual during a long rest on any magical item to convert it into a key chain, which is then attached to your Keyblade. You can only have a single keychain at a time, trying to create another one while there is already a keychain on your Keyblade will revert the old one back into its respective item. Your Keyblade gains all the benefits and detriments, as if it were that item though the Key blades base damage dice cannot be changed. If the item you are trying to Key Chain has requirements, you must meet those requirements before you can Key Chain.

Raid Blade[edit]

At 13th level, you gain one of the following features of your choice.

Spark Raid. You can use your action and 2 Command point to make a ranged attack against any number of creatures within 60 feet of you, with a separate attack roll for each target, the same enemy can be attacked several times but never in a row. This effect ends once you miss an attack.

Windcutter. You can use your action and 2 Command point to make a melee attack against any number of creatures within 15 feet of you, with a separate attack roll for each target, the same enemy can be attacked several times but never in a row. This effect ends once you miss an attack.

Counterattack[edit]

At 14th level, if an enemy creature targets you with an attack and you can see the creature, as a reaction you can spend 2 Command point and make a single weapon attack. If you’re wielding a melee weapon you can throw it, making a single attack as normal, after which it returns to your hand.

Key Armor[edit]

At 15th level, as an Action you spend 5 Command points to become enveloped in fully body armor that is considered light. This Armor has an AC of 19 and is resistant to all but psychic damage, It has hit points equal to one half your own rounded up. This armor last for 1 minute after which it harmlessly disintegrates. You may spend another 5 command points at the end of the minute, no action required, to extend the duration for another minute.

Glider[edit]

At 18th level, you become one step closer to becoming the ultimate Keyblade Master. Your Key Armor is capable of summoning a personalized glider that can carry two medium sized creatures. The Glider can be summoned as an action and has the following properties.

• It is considered a mount

• Its size category is one size larger than your base size category

• You are proficient with the glider

• Has an Armor Class of 13

• A flying speed of 80 feet

• Has hit points equal to half of yours, rounded up

• It fails and succeeds saving throws based on whether you succeed or fail while you are riding it, otherwise it automatically fails

• You can perform a single ranged weapon attack as an action while, with a range of 100/400, while on the glider as if you were attacking with your Keyblade, this includes any benefits your Keyblade would normally have.

After the first time the Glider is dismissed, you must expend 10 Command points on subsequent summons unless you take a short rest. It recovers and can only recover hit points after a short rest. If the glider is reduced to 0 hit points you have to re-summon it.

Mark Of Mastery[edit]

Starting when you reach 20th level. You can go into Master Form using 10 Command points. You gain a speed boost allowing you to move double your movement speed (excluding glider mount), and can make 2 more additional actions per turn. You regain 2 command points per turn while in Master Form, and you can revert to normal form as a bonus action, or when you are out of command points.

Choose Your Path[edit]

There are three path that are common among the Keyblade Wielders of the multiverse. Most practice those taught to them by their masters, but some let their hearts guide them. Most often times this leads them down paths that their aptitude and interest align with. All three path rely on the partnership between the Keyblade and its wielder, diverging as the wielder grows more adept. A Keyblade wielder only needs to choose a path once he begins unlocking the secrets of their Keyblade at 3rd level.

Drive: Wisdom Form[edit]

When you first receive this archetype at 3rd level, as a bonus, you go into Wisdom Form, Indicated by the user's clothes and armor turning blue. While in this form you gain the following commands and benefit. The cantrips damage increases with Keyblade Wielder level and you can add your spell modifier to the damage of these cantrips when casting them using this feature.

• You have advantage on Wisdom based checks

Fire. You can spend 1 Command Points to cast Fire Bolt.

Blizzard. You can spend 1 Command points to cast Frostbite.

Thunder. You can spend 1 Command points to cast Shocking Grasp.

Cure. You can spend 2 Command points to cast Healing Word.

Aero. You can spend 1 Command Points to cast Thunderclap.

Your Wisdom Form lasts for 1 minute. It ends early if you are knocked unconscious, haven’t healed an ally, or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Wisdom Form on your turn as a bonus action. Once you have used Wisdom Form a number of times equal to your wisdom modifier, you can either take a short rest to regain one use or finish a long rest to regain all uses.

Magic Hour

At 7th level, you gain a deeper understanding of the magical arts imbued within your Keyblade and expel them at your foes. The Commands you can cast when you are in Wisdom form now also include the following.

Fira. You can spend 4 Command Points to cast Fireball

Blizzara. You can spend 4 Command points to cast Sleet Storm

Thundara. You can spend 4 Command points to cast Lightning Bolt

Cura. You can spend 4 Command points to cast Mass Healing Word

Aerora. You can spend 4 Command Points to cast Wind Wall.

Transcendence

At 11th level, you learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack using your Keyblade, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn. In addition you are under the effects of the Levitate spell as if you were casting it whenever you are in Drive Form Wisdom, but does not require concentration, also adds movement in any lateral direction as if flying.

Fantasia

Once you reach 17th level, you have gained mastery in Drive Form Wisdoms Commands. When you are in Wisdom Form you can also use the following Commands.

Firaga. You can spend 6 Command Points to cast Flame strike

Blizzaga. You can spend 6 Command Points to cast Cone of Cold.

Thundaga. You can spend 7 Command Points to cast Chain Lighting

Curaga. You can spend 6 Command Points to cast Mass Cure Wounds

Aerorga. You can spend 6 Command Points to cast Destructive Wave

Drive: Valor Form[edit]

When you first receive this archetype at 3rd level, as a bonus, you go into Valor Form, Indicated by the user's clothes and armor turning red. You can go into this valor form a number of times equal to your wisdom modifier. While in this form you gain the following commands and benefits.

• You have advantage on Dexterity based checks.

• When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on weapon attack rolls during this turn, but attack rolls against you have advantage until your next turn.

• You gain the following Commands when in this form

Stun Edge. If you hit with an attack you can use 2 Command points so that the target can't take reactions until the end of your next turn.

Barrier. As a reaction, you can spend Command point to gain a bonus to AC equal the number of Command points used for the remainder of the current turn.

Your Valor Form lasts for 1 minute. It ends early if you are knocked unconscious, if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your Valor Form on your turn as a bonus action. Once you have used Valor Form a number of times equal to your wisdom modifier, you can either take a short rest to regain one use or finish a long rest to regain all uses.

Synch Blade

After Reaching 7th level, you can make a second Keyblade appears in your offhand whenever you go into Valor Form. If you do so, for the Duration of your Drive form you can make a weapon Attack with this second Keyblade as a Bonus Action. When your Drive form ends, you suffer one level of exhaustion.This Keyblade has the same damage die and properties as your regular Keyblade. If your Keyblade has the two-handed property, instead a second blade appears on the other end of your Keyblade which is treated as the second Keyblade for this feature. In addition at 9th level, you can temporarily manifest this second Keyblade during a long rest, during which you can you can use the Key Chain feature on it. The magical item must be different than the one on your main Keyblade and cannot be a magical shield

Second Chance

Starting when you reach 11th level, your Valor Form can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're in Valor Form and don't die outright, you can make a DC 10 Wisdom saving throw. If you succeed. You drop to 1 hit point instead. Each time you use this feature after the first time the DC increases by 5. When you finish a short or long rest, the DC resets to 10. While you are at 1 hit point you score a critical on a 19 or 20. You also no longer suffer exhaustion when you end your Drive form after summoning your second Keyblade

Zantetsuken

When you reach 17th level, whenever you attack with a your second Keyblade, you are considered to be taking the Attack Action.

Drive: Anti Form[edit]

You have chosen to let the darkness into your heart believing you have the will to tame and control its myriad forms. You may have done this for a number of personal reason or out of curiosity. Regardless, you gain access to the following Commands

Hunt for Hearts. As a bonus action, you can cast the Hunters Mark for 2 Command points. The additional damage dice deals necrotic damage.

Dark Haze. You can cast the Bane spell for 2 Command points.

Darkness’s Embrace. As a bonus action, you can cast Misty Step for 2 Command points.

Servants Of Darkness

Beginning at 7th level, you can force Heartless to come to your aid and fight on your behalf. As an action, you can spend 4 Command points to summon a number of Heartless whose combined challenge rating is less than or equal to one third your Keyblade wielder level rounded down. They are friendly towards you, appearing in unoccupied spaces that you can see within 60 feet, for one hour as if you were concentrating on a spell. If in combat, roll initiative for the summoned Heartless as a group using the lowest initiative bonus, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they attack the closes creature to them prioritizing those with good or neutral alignments. You can dismiss them any time within the hour. If you lose concentration or the hour has passed, any that are still present immediately become hostile to all creatures within the area that are not heartless. They disappear when they are reduced to 0 hit points and provide no experience when defeated.

Wrath Of Darkness

At 11th level, you harness the power of the darkness within your heart to cause a transformation of the magic that lies within your Keyblade. You now have access to the following Commands.

Dark Firaga. You can spend 4 Command Points to cast Fireball, though half of the damage dice deal necrotic damage instead of their normal type.

Dark Impulse. You can spend 4 Command points to cast Vampiric Touch.

Soul Eater. You can spend 4 Command points to cast Fear.

Dark Aura. You can spend 5 Command points to cast Blight.

Bleeding Into Darkness

At 17th level, you can allow the darkness to envelope you giving you the appearance of a Heartless, You choose the appearance, and surrounding yourself with an aura of darkness. Using your action, you undergo this transformation for 1 minute and gain the following benefits when in this form.

• The aura extinguishes any light, including magical, in a 30-foot radius sphere of darkness around you, making the area heavily obscured.

• You gain the ability to see through magical darkness.

• Unless a creature is unaligned, whenever an enemy starts its turn in the aura, it takes 1d6 necrotic damage.

• While the aura lasts, you can use a bonus action on your turn to cause the heartless dwelling within the aura to attack one creature. If a creature is not unaligned, you can make a melee spell attack against the creature. If the attack hits, the target takes 2d10 necrotic damage + your Wisdom modifier.

After activating the Bleeding into Darkness you can't do so again until you finishes a long rest

Drive: Limit Form[edit]

This drive focuses on your relationship with the other members of your party, focusing on two specifically.

When you receive this drive form at 3rd level, pick two of the following, and two party members to attach them to.

Wizard you can use cp to restore a spell slot. The CP cost is the same as the restored spell slot's level+1

Guardian at the beginning of each day, they gain temporary hit points equal to your keyblade weilder level. This can be refilled at a rate of 1 hit point to 1 cp

Hunter they gain bonus damage die based on CP spent. The math is minimum damage*maximum damage=CP points, so 2d4=16 CP spent

Rouge they get advantage on a stealth check if you spend CP equal to the difference, otherwise, they use the first roll

Bard everyone in a radius equal to the CP you spend gets a bonus 1d4 to their damage die. Minimum of 5 CP spent

Entertainer they get a bonus to charisma checks equal to your CP spent. Max is your proficiency

Fairy boy/girl they gain flight speed equal to half their walking speed for x minutes equal to the CP you spend

Beast they gain a permanent 1d4 to damage die, 8 normal hit points, and 4 ac in addition to any other sources, but your max CP goes down by 12

Bushido when they take the attack action, they can attack twice, but you need to spend cp equal to their level for them to do so.

Dragon Knight their targets are lit on fire, but you have a constant CP drain of 1 every Hour

Cursed Pirate they do not need to sleep, breath, eat, etc. You have a constant CP drain of 1 every Hour

Predator all targets in an area equal to the CP you spend gets minus 1d4 on their attack rolls. Minimum of 5 CP spent

Boomeranged their ranged attacks hit a number of targets equal to the CP you spend, with the first one being 1, the second being 2 more, with a total of 3, the third being 4, the fourth being 16, etc.

You can choose 2 more at levels 7, 11, and 17

You can change types on a short rest, and targets on a long rest. You can only have two targets, regardless of how many types you have available. You can only have one of each type.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Keyblade Wielder class, you must meet these prerequisites: Dexterity or Strength 13, Wisdom 13

Proficiencies. When you multiclass into the Keyblade Wielder class, you gain the following proficiencies: Simple Weapons, Light armor, one set of artisan tools


Back to Main Page5e HomebrewClasses

Home of user-generated,
homebrew pages!


Advertisements: