Keyblade Rogue (5e Subclass)
From D&D Wiki
- The Keyblade Wielder
At level 3 you gain access to the Keyblade weapon. It is a light, finesse weapon that deals 1d6 bludgeoning or slashing damage. The damage dice of your keyblade goes up to 1d8 at 9th level and 1d10 at 17th level. You are bonded to this weapon and can store it in a pocket dimension and recall it to you as a bonus action. You also gain the Two-Weapon Fighting Style. You are also able to cast Mage Armor as a ritual.
When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.
Cantrips. At 1st level, you learn three cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.
Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.
Spells Known of 1st-Level and Higher. You know three 1st-level spells of your choice. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more spells of 1st level or higher. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. Whenever you gain a level in this class, you can replace one of the spells you know with another spell of your choice from the spell list. The new spell must be of a level for which you have spell slots.
Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier
1st Level: Healing word, Sleep, Create or destroy water, Detect evil and good, Animal friendship, Burning hands, Magic missile, Witch bolt, Shield, Feather fall, Bless, Shield of faith, Charm person, Speak with animals, Heroism
2nd Level: Lesser restoration, Flaming sphere, Mirror image, Scorching ray, Levitate, Melf’s acid arrow, Enhance ability, Suggestion, Calm emotions, Aid
3rd Level: Remove curse, Fireball, Haste, Lightning bolt, Slow, Water breathing, Mass healing word, Aura of vitality, Fly, Counterspell
4th Level: Confusion, Control water, Ice storm, Stoneskin, Freedom of movement, Aura of life, Aura of purity
5th Level: Dream, Cone of cold, Greater restoration, Mass cure wounds
- Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
- Aerial Blitz
Starting at level 9 you can jump three times the normal distance. You can stick onto wall's you jump onto and do a special jump attack on an enemy within your jump range. This attack can be done with advantage if you travel more than 10ft towards a target.
At level 13, 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 Overdrive, but does not require concentration. This effect lasts for 1 minute and you may use it 2 times per short rest.
At level 17, you can cast three different spells of your choice from this list as an action. This ability can be used twice per long rest.
Cone of Cold.
Mass Cure Wounds