Keyblade Mystic (5e Class)

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Keyblade Mystic[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 Mystic[edit]

The Keyblade is a powerful weapon fueled by the heart. Some Keyblade Wielder's will take on the power of the Mystic, which focuses on using the intense magical prowess to it's fullest. The spellcasting from a keyblade can be quite versatile and multi purpose.

Creating a Keyblade Mystic[edit]

As you build your Keyblade Mystic, 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 an act of courage?

Why choose the power of the mystic with your keyblade over the power of the guardian or warrior? Perhaps you've always been fascinated with magic and this gave you the opportunity to try it out? Perhaps you've already been practicing magic, and this new found power allows you to dive deeper into newfound territories of magic? 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 Mystic quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer background. Third, choose Light Crossbow and Explorer's Pack. For your Keyblade Feature choose swift Keyblade.

Class Features

As a Keyblade Mystic you gain the following class features.

Hit Points

Hit Dice: 1d6 per Keyblade Mystic level
Hit Points at 1st Level: 6 + Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Keyblade Mystic level after 1st

Proficiencies

Armor: none
Weapons: Keyblades, daggers, darts, slings, quarterstaffs, light crossbows
Tools: one musical instrument
Saving Throws: Charisma, Wisdom
Skills: Choose two from Animal Handling, Arcana, Deception, Insight, Intimidation, Perception, Persuasion, and Religion

Equipment

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

  • (a) a Light Crossbow and 20 bolts or (b) any simple weapon
  • (a) a Dungeoneer's Pack or (b) an Explorer's Pack
  • leather armor
  • two daggers
  • If you are using starting wealth, you have 1d4x10 gp in funds.

Table: The Keyblade Mystic

Level Proficiency
Bonus
Features Cantrips Known Ability Points Abilities Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Keyblade Spellcasting 4 2
2nd +2 Abilities, 4 2 2 3
3rd +2 Mystic Path 4 3 2 4 2
4th +2 Ability Score Improvement 5 4 2 4 3
5th +3 5 5 3 4 3 2
6th +3 Mystic Path Feature 5 6 3 4 3 3
7th +3 5 7 4 4 3 3 1
8th +3 Ability Score Improvement 5 8 4 4 3 3 2
9th +4 5 9 5 4 3 3 3 1
10th +4 Mystic Path Feature 6 10 5 4 3 3 3 2
11th +4 Magic Thrift 6 11 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 6 12 6 4 3 3 3 2 1
13th +5 6 13 6 4 3 3 3 2 1 1
14th +5 Mystic Path Feature 6 14 6 4 3 3 3 2 1 1
15th +5 6 15 7 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 6 16 7 4 3 3 3 2 1 1 1
17th +6 6 17 7 4 3 3 3 2 1 1 1 1
18th +6 Mystic Path Feature 6 18 8 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 6 19 8 4 3 3 3 3 2 1 1 1
20th +6 Magic Hour 6 20 8 4 3 3 3 3 2 2 1 1

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, each one counting as a light, 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.

Spellcasting[edit]

By 1st level, your Keyblade grants you access to magic.

Cantrips

You learn 4 cantrips of your choice from the Keyblade spell list. You learn an additional Keyblade cantrips as you gain levels in this class, as shown on the Keyblade Mystic Table.

Preparing and Casting Spells

Preparing and Casting Spells The Keyblade Mystic 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 + your Keyblade Mystic level (minimum of one spell). The Spells must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Keyblade Mystic, you have four 1st-level and two 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include five 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 a spell 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 Mystic levels, you gain additional Abilities of your choice, as shown in the Keyblade Mystic 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 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

Mystic Path[edit]

At 3rd level, you chose a Mystic Path. Choose between Path of the Battle Mage, Path of the Trickster, or Path of Wisdom. All paths are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th.

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.

Magic Thrift[edit]

Starting at 11th level, you can cast your spells by fueling them with your own stamina. When you would use a spell slot to cast a leveled spell at 5th level or lower, you can instead cast it by spending ability points equal to the level of the spell.

Magic Hour[edit]

Starting at 20th level, you have mastered your magical prowess to it's peak and can focus on numerous spells simultaneously. You can maintain concentration on two spells at once by spending 2 AP at the start of each of your turns. You can gain concentration on additional spells on top of that by spending 2 ability points for each spell you are maintaining concentration on after the first, at the start of each of your turns. If you lose concentration on one of these spells, you lose concentration on all of them.

Path Of The Battle Mage[edit]

Sculpt Spells

Beginning at 3rd Level, you can create pockets of relative safety within the Effects of your Evocation Spells. When you cast an Evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell’s level. The chosen creatures automatically succeed on their Saving Throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Starting at 6th level, your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.

Preferred Magic

Beginning at 10th level, you have taken a liking to a certain brand of battle magic. Choose either Fire Boost, Blizzard Boost, or Thunder Boost from the Keyblade Ability list. You always have that ability prepared, and it does not count against the amount of abilities you can prepare. Also, you only have to spend 1 AP to use that particular ability.

Powerful Element

Starting at 14th level, Choose 1 of the following damage types: cold, fire, lightning, or thunder. Spells you cast of that type ignore resistance, and creatures that would otherwise be immune to that damage type are treated as resistant instead. Additionally, any 1's you roll on the damage dice for spells that cast that type are treated as 2's instead.

Magic Plus

Starting at 18th level, when you would roll to decide the damage inflicted by one of your spells that is 5th level or lower, you can choose to inflict the maximum damage instead. (For example, if the damage you roll would be 8d6, you can choose to inflict 48 damage.) You can only do this once and must complete a short or long rest before you can do this again.

Path Of The Trickster[edit]

Cunning Action

Starting at 3rd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.

Mimic

At 6th level, you learn to copy magic, to a degree. When a creature you can see casts a spell, you can spend 2 AP and use your reaction to copy it and hold a cast of it for up to 1 hour. Once only during that time, you can cast that spell without expending a spell slot. You can only hold 1 spell at a time this way.

Reflega

Beginning at 10th level, your ability to protect yourself with magic is augmented. You always have the Barrier ability prepared and it does not count against the amount of abilities you can prepare. Additionally, if you cast the Shield Spell using the Barrier ability, the creature who attacked you to trigger it takes 1d6 force damage. You can spend an additional 1 AP to inflict an additional 1d6 force damage this way, to a maximum of 5d6 force damage.

Blindesense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 30 feet of you.

Spell Mastery

At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Keyblade spell and a 2nd-level Keyblade spell that you can cast. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.

By spending 8 hours in meditation, you can exchange one or both of the Spells you chose for different Spells of the same levels.

Path Of Wisdom[edit]

Training In Magic and War

When you choose this path at 3rd level, you gain proficiency with light armor.

You also gain proficiency in the Performance skill. If you already have the performance skill, you can take one other skill from the list above.

Wisdom Form

Starting at 3rd level, you can invoke an ancient magic called the Wisdom Form, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus.

You can use a bonus action to start the Wisdom Form, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Wisdom Form at any time (no action required). You can change into your Wisdom Form a number of times equal to your Charisma modifier, regaining all expended uses when you finish a long rest.

While your Wisdom Form is active, you gain the following benefits:

  • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
  • Your walking speed increases by 10 feet.
  • You float 1 foot above the ground and above bodies of water and other liquid.
  • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1).
Extra Attack

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.

Spell Weaver

Starting at 10th level, your Wisdom Form becomes more potent. While you are in your Wisdom Form, you gain the following benefits in addition to benefits from before.

  • You gain a Flying Speed equal to your movement speed.
  • You movement speed increases by another 10 feet. (+20 feet total)
  • You can add your charisma modifier to your the damage rolls of your keyblade attacks and spells.
Swift Recovery

Starting at 14th level, you gain the Magic recovery ability and it does not count against abilities known. If you already have the magic recovery ability you gain another ability of your choice. When you use your magic recovery, increase the amount of levels worth of spell slots you regain by an amount equal to your proficiency bonus.

Spell Master

Starting at 18th level, you become more efficient with your magic while in your Wisdom Form. While in your Wisdom Form, you gain the following benefits in addition to all previous benefits:

  • You can make the attack action as a bonus action, but if you do this you cannot make the attack action with your main action.
  • You gain an additional +10 to your movement speed. (+30 feet Total)
  • Your keyblades gain a +10 reach. (15 feet reach total)

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Keyblade Mystic class, you must meet these prerequisites: You must be attuned to a Keyblade.

Proficiencies. When you multiclass into the Keyblade Mystic class, you gain the following proficiencies: Proficiency in Persuasion or Deception, and Proficiency in one musical instrument.

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