Keyblade User (5e Class)

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Keyblade User[edit]

This is by no means close to being done and is a work in progress.


<!-Introduction Leader->[edit]

Creating a[edit]


Quick Build

You can make a <!-class name-> quickly by following these suggestions. First, <!-Ability score-> should be your highest ability score, followed by <!-Ability score->. Second, choose the <!-background name-> background. Third, choose <!-elaborate on equipment choices->

Class Features

As a you gain the following class features.

Hit Points

Hit Dice: 1d8 per level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per level after 1st

Proficiencies

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Equipment

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

Table: The

Level Proficiency
Bonus
Features
1st +2 Keyblade Forms, Keyblade Magic
2nd +2 Fighting Style, Keyarmor
3rd +2 Keyblade Fighting Form, Keyblade Feature
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Keyblade Feature
8th +3 Ability Score Improvement
9th +4 Master/Anti Form
10th +4 KeyArmor Resistance
11th +4 Extra Attack (x2)
12th +4 Ability Score Improvement
13th +5 Keyblade Feature
14th +5 Ability Score Improvement
15th +5
16th +5 Ability Score Improvement
17th +6 Keyblade Feature
18th +6 Final Form
19th +6 Ability Score Improvement
20th +6 Extra Attack (x3)

Keyblades[edit]

At first level you will select one of the keyblades listed at the end of the class. Each keyblade comes with a damage type and Unique abilites. Each keyblade can be wielded either one handed or two handed. Depending on how you wield it determines its weapon properties listed below. Your Keyblade counts as a spellcasting focus. If you come across a magical weapon, staff, or wand you can change it into a keychain and attatch it to your keyblade. It gains the magical properties of the item. If the item has a limited amount of uses and no recharges it cannot be changed into a keychain. (GM can chose to expand the list of what can be changed into a keychain).

One Handed Keyblade: 1d4 slashing and 1d4 (Type), Finesse. Simple or martial weapon.

Two Handed Keyblade: 1d6 slashing and 1d6 (Type), Two-Handed. Simple or martial weapon.

Your Keyblade exist in your own pocket dimension. As a bonus action you can call your keyblade into your hand no matter where it exists. The Keyblade cannot be destroyed by normal means. If it is destroyed you can perform a ritual during your next long rest to create a new keyblade.

Keyblade Magic[edit]

Cantrips You know these cantrips: Fire Bolt, Ray of Frost, and Thunderclap. You can pick One additional cantrip of your choice to know. You can never replace Fire Bolt, Ray of Frost, and Thunderclap.


Spell Slots The Keyblade user spell table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell Witch Bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.


Spells Known of 1st Level and Higher At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.


You also gain these spells as you level. They do not count against your spells known. Your Keyblade will also come with its own spells that won’t count against your spells known.

Keyblade Magic
Spell Level Spells
1st Feather Fall, Healing Word
2nd Knock, Arcane Lock
3rd Fly, Haste
4th conjure woodland beings, Dimension Door
5th far step, Mass Cure Wounds

Keyblade Fighting Form[edit]

At Level 3 you choose one of these Keyblade Fighting styles.

Synch Blade

You have become so skilled that one keyblade is not enough for you. When you select this form you gain access to a second keyblade that you can call upon at the same time as your other keyblade. Your first keyblade is you main keyblade and your second keyblade is your secondary keyblade. Your secondary keyblade features are always one feature behind. (So when you gain your 7th level feature for your main keyblade you will also gain the 3rd level feature for the secondary keyblade).

Arcane Blade

While the keyblade is a very physical weapon it does contant a great amount of magical energy that you have unlocked. Whenever you take the attack action you can use your bonus action to cast a single target cantrip that uses a spell attack roll. Your keyblade also gains range of (10ft/15ft) shooting small magical projectiles.

Single Blade

A single keyblade in the frontlines is exactly where you feel at home and now you embody that aspect even more. Your keyblade attacks now deal 1d6 slashing, 1d6 (keyblade style)+STR+CHA to your damage rolls when wielding your keyblade double handed. Your Crit range is expanded to 19-20. When you gain 13th level this will increase to 18-20.

Fighting Style[edit]

At second level choose one of the options below. If you gain this feature from another class you do not pick another one.

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 reroll 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.
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.
Interception
When a creature you can see hits a target, other than you, within 5 feet of you with an Attack, you can use your Reaction to reduce the damage the target takes by 1d10 + your Proficiency Bonus (to a minimum of 0 damage). You must be wielding a Shield or a simple or martial weapon to use this Reaction.
Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack.

Keyarmor[edit]

Unlocking more power that your keyblade holds you have discovered it also contrains a set of armor or protective clothing that is perfectly made for you. Choose between these 3 options. If you ever come across a set of magical armor, except shields, you can transfer any benefits from that set of armor to your keyblade protection.

Keyblade Clothes
While wearing these clothes your AC is 10+Dex+Cha
Keyblade Armor
While Wearing this armor your AC is 13+Dex modifier (Max 3). This counts as medium armor.

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.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Master/Anti Forms[edit]

You have unlocked greater power from within but it takes time for you to access it. You gain points called Master Points and Anti Points as well as two temporary forms call Master form and Anti Form that take time to activate.

Spending and Gaining Master and Anti Points

You start with 0 master points and they always reset on a long rest. You can never have more Master points then PB+1. You gain 1 Master point every time you reduce a creature to zero hit points, every time you land a critical hit, If you take the help action to provide aid to a Damaging attack or spell, and at the end of each combat. You also start with 0 anti points when you gain this feature but you do not lose anti points when you rest. You gain 1 Anti point every time you are reduced to zero hit points, every time you take a critical hit, when you fail a saving throw that causes damage, and when you activate Master form. once you activate Anti form roll 1d4. you lose that many anti points.

Activating a Form

At the start of every combat you roll 1d6+1 to determine how long you must wait to build up energy to activate your master form. When you do you may spend any number of master points equal to your maximum Master points. Once enough rounds have passed you may as a bonus action activate one of the forms. to do so you roll 1d20 plus Master points you have left and subtract Anti points you have left. if your result is 11 or more you activate Master form. if your result is 10 or below you activate anti form. These forms last for 5 rounds.

Master Form

In master form any time you are hit you reduce the damage equal to your dexterity modifier (Minumum 1 damage). Any time you hit with one of your keyblade attacks roll an additional Keyblade damage type die. you count as if you are under the effects of the Haste spell. If you do not have two keyblades you automatically gain Oathkeeper or Oblivion in this form (Your choice). When you take the attack action due to the haste you make one attack with the keyblade chosen and deal damage as if wielding them one handed. You can also spend a bonus action to attack with the chosen keyblade as well and deals damage as if being wielded one handed.

Anti Form

In anti form all of your attacks are unarmed strikes and are made at advantage and all attacks against you have disadvantage. Any time you take damage you take Double the damage dealt. your strikes Deal 3d6+dex Force damage and your critical range is 18-20. You also count as if you are under the effects of the Haste spell. When you use your extra action from Haste you make two unarmed strikes instead of one. you can make an additional unarmed strike as a bonus action.

Keyarmor Resistance[edit]

When you gain this feature you gain resistance to the damage type your keyblade deals. if you have synch style you gain both resistances.

Master Form[edit]

<!-Class feature game rule information->


Keyblade List[edit]

Guardian[edit]

Keyblade Magic
Spell Level Spells
1st Sanctuary
2nd Aid
3rd Counterspell
4th Death Ward
5th Wall of Force

Level 1 Keyblade Feature: Magical Bludgeoning Damage

Level 3 Keyblade Feature: This keyblade counts as a shield and adds +2 to AC and +1 to all saving throws.

Level 7 Keyblade Feature: You can make a ranged spell attack against one creature within 30ft of you. If you hit you can pull or push one creature 10 feet towards or away from you. When you hit with pulling, they take 2d6 damage. When you hit with pushing, they take 3d6 damage.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: When you are hit with an attack roll you can use your reaction to reduce the damage by 3d6. You can use this feature a number of times equal to your charisma modifier.

Level 17 Keyblade Feature: You can cast Invulnerability or Prismatic Wall once per day without expending a spell slot. You do not need the spell components.

Precision[edit]

Keyblade Magic
Spell Level Spells
1st Compelled Duel
2nd Cloud of Daggers
3rd Conjure Barrage
4th Staggering Smite
5th steel wind strike


Level 1 Keyblade Feature: Magical Peircing Damage

Level 3 Keyblade Feature: once per turn you can deal an additional 1d6 magical piercing damage when you hit with a melee attack.

Level 7 Keyblade Feature: as an action you can select one enemy within 60ft of you. You charge directly to the target in a straight line 4d4 magical piercing dealing damage to every creature in the line, including the target, who fails a dexterity saving throw and half as much on a successful save.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: Whenever a creature is about to attack you with a melee attack you notice an opening and strike. Before the creature makes an attack roll you attack it first. If you hit you deal normal damage. If the creature is wielding a weapon you knock the weapon out of their hand sending 10ft in a direction of your choice causing the attack to automatically fail. If it is not wielding a weapon you impose disadvantage on the creatures attack instead. You can use this feature a number of times equal to your charisma modifier.

Level 17 Keyblade Feature: You can cast Hallowed Lances or Soul Slice once per day without expending a spell slot. You do not need the spell components.

Swift[edit]

Keyblade Magic
Spell Level Spells
1st zephyr strike
2nd Blur
3rd elemental weapon
4th Staggering Smite
5th steel wind strike

Level 1 Keyblade Feature: Magical Slashing Damage

Level 3 Keyblade Feature: your attack rolls and damage rolls gain +1 bonus. Your melee attacks have reach.

Level 7 Keyblade Feature: As an action to force every creature within 10ft of you to make a dexterity saving throw. On a failed save they take 4d4 magical slashing damage and half as much on a successfully save.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: your movement speed is increased by an additional 10 feet and you ignore difficult terrain. As a bonus action you can take the disengage or dodge action. If a creature within 10 feet of you makes an attack against you, you can make an attack of opportunity against them as a reaction.

Level 17 Keyblade Feature: You can cast Foresight or Time stop once per day without expending a spell slot. You do not need the spell components.

Pheonix[edit]

Keyblade Magic
Spell Level Spells
1st Searing Smite
2nd Scorching Ray
3rd Fireball
4th Wall of Fire
5th immolation

Level 1 Keyblade Feature: This Keyblade deals Fire Damage

Level 3 Keyblade Feature: your keyblades can shine light like a torch. Once per turn after you hit and deal damage with an attack roll the creature must roll a constition saving throw. On a failed save the creature is blinded until the end of its next turn.

Level 7 Keyblade Feature: When you are reduce to 0 hit points you explode in a firey eruption forcing all hostile creatures to make a dexterity saving throw on a fail they take 3d6 fire damage or half as much on a successful save. If you successfully make 3 death saving throws you explode again the same way and may spend a single hit dice. You are not unconscious when you choose to spend a hit die.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: When you are hit by attack you can gain flaming wings and fly 15 feet straight into air. At the start of your next turn you can land within 15ft of your orginal position and cuasing the flames of your wings to explode on impact causing all creatures within 15 feet of you to make a dexterity saving throw or take 4d6+chaisma modifier as damage or half as much on a successful one.

Level 17 Keyblade Feature: You may cast Meteor Swarm or wildfire once per day. You do not need the spell components.

Frost[edit]

Keyblade Magic
Spell Level Spells
1st ice knife
2nd snilloc's snowball swarm
3rd Sleet Storml
4th Ice Storm
5th Cone of Cold

Level 1 Keyblade Feature:

Level 3 Keyblade Feature: When you hit a creature with an attack roll the target must make a constitution saving throw. On a failed save they move at half their movement speed (This is not difficult terrain) and suffer disadvantage on attack rolls until the end of their turn.

Level 7 Keyblade Feature: You can freeze the ground around you out to 10 foot radius. When you do so every creature within the area must make a dexterity saving or their feet become frozen in place reducing their movement speed to 0ft and take 3d6 cold damage. any creature not affect in this way who starts their turn within the area or moves through it must also make a dexterity saving throw or fall prone. This area does not affect you. This last for a number of rounds equal to your charisma modifier and you can only use this once per short rest.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: When you are the target of an attack you can use a reaction to freeze yourself in ice. You gain temporary hit points equal to 2d6+chasima modifier until the start of your next turn. If you still have the temporary hit points by then you cause the ice to explode. Every creature within 5 feet of you must make a dexterity saving throw dealing 3d6 cold damage to every creature within 5 feet of you or half as much on a successful one. You can use this feature a number of times per day equal to your charisma modifier.

Level 17 Keyblade Feature: You can cast flash Freeze or eye of the storm once per day. You do not need the spell components.

Voltage[edit]

Keyblade Magic
Spell Level Spells
1st Thunderwave
2nd Shatter
3rd thunder step
4th storm sphere
5th destructive wave

Level 1: This keyblade deals lighting Damage

Level 3 Keyblade Feature: Anytime you successfully hit a creature with an attack roll you can cause the creature to fall prone and be enveloped in lighting energy on a failed strength saving throw. If they get up from prone on their next turn they take 1d6 thunder damage.

Level 7 Keyblade Feature: When you hit with an attack roll you can chain the attack to a number of creatures equal to your charisma modifier. Each affect creature must make a constitution saving throw. On a fail they take the full damage on a successful save they take half damage.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: As a reaction when an ally would be hit by an attack and they are within your movement speed you may dash over to their square and push them out of the way if they are willing pushing them 5 feet away from the square. You take the attack instead if it hits your AC. If they do hit you lighting sparks off you and deal 2d6 lighting damage to the attacker or 1d6 if they miss.

Level 17 Keyblade Feature: You may cast Storm of Vengeance or Stormblast once per day. You do not need the spell components.

Treatment[edit]

Keyblade Magic
Spell Level Spells
1st Any 1st level spell from the Cleric Spell list that heals or cures conditions
2nd Any 2nd level spell from the Cleric Spell list that heals or cures conditions
3rd Any 3rd level spell from the Cleric Spell list that heals or cures conditions
4th Any 4th level spell from the Cleric Spell list that heals or cures conditions
5th Any 5th level spell from the Cleric Spell list that heals or cures conditions

Level 1 Keyblade Feature: This Keyblade deals Radiant Damage

Level 3 Keyblade Feature: Whenever you have the option to make an attack roll you can instead target one ally and heal them. You roll your damage applying any affects that would normally affect damage. They gain temporary hit points equal to half the total amount of damage your weapon would have done. This ability has a range of 15ft.

Level 7 Keyblade Feature: When you cast a spell that recovers hitpoints you add your proficiency bonus to the amount being healed. If you cast spare the dying they also gain hit points equal to your proficiency bonus.

Level 10 Keyarmor Resistance: You gain Radiant Resistance.

Level 15 Keyblade Feature: As a reaction when an ally goes down you can cast spare the dying as long as they are within 15 feet of you. You can only use this feature once per combat.

Level 17 Keyblade Feature: You can cast True Resurrection or Mass heal once per day. You do not need the spell components.

Oathkeeper[edit]

Keyblade Magic
Spell Level Spells
1st Any 1st level spell from the Paladin Spell list
2nd Any 2nd level spell from Paladin Spell list
3rd Any 3rd level spell from the Paladin Spell list
4th Any 4th level spell from the Paladin Spell list
5th Any 5th level spell from the Paladin Spell list

Level 1 Keyblade Feature: This Keyblade Deals Radiant Damage.

Level 3 Keyblade Feature: When you deal radiant damage you cause the target you hit to glow. This glow grants the next attack roll against them to have advantage.

Level 7 Keyblade Feature: When you hit with an attack roll you can expend one spell slot to deal Xd6 radiant damage where X is equal to the spell slot expended. You can only use this feature a number of times per day equal to your charisma modifier.

Level 10 Keyarmor Resistance:

Level 15 Keyblade Feature: When an ally takes damage while within 15 feet of you, you can spend a hit die and heal them the total amount and heal yourself half the total as a reaction.

Level 17 Keyblade Feature: You may cast Power Word Heal or Blade of Disaster once per day. You do not need the spell components. Blade of Disaster deals Radiant Damage.

Oblivion[edit]

Keyblade Magic
Spell Level Spells
1st Any 1st level spell from the Paladin Spell list
2nd Any 2nd level spell from Paladin Spell list
3rd Any 3rd level spell from the Paladin Spell list
4th Any 4th level spell from the Paladin Spell list
5th Any 5th level spell from the Paladin Spell list

Level 1 Keyblade Form: This keyblade deals Necrotic Damage.

Level 3 Keyblade Feature: When you deal necrotic damage, the target cannot regain any hit points until after the end of its next turn.

Level 7 Keyblade Feature: Once per turn you can change any spell damage you deal into necrotic damage. When you kill a creature with necrotic damage you can choose for that creature to explode with necrotic energy dealing 3d6 damage to every creature except you within 15 feet. You can use this feature a number of times equal to your charisma modifier.

Level 10 Keyarmor Resistance: You gain Necrotic Resistance.

Level 15 Keyblade Feature: When you are hit by an attack you can spend a hit die to deal damage equal to the amount rolled and heal half as much as a reaction.

Level 17 Keyblade Feature: You may cast Power Word Kill or Blade of Disaster once per day. You do not need the spell components. Blade of disaster deals necrotic damage.

Spellbinder[edit]

Keyblade Magic
Spell Level Spells
1st Any 1st level spell from the Wizards Spell list
2nd Any 2nd level spell from the Wizards Spell list
3rd Any 3rd level spell from the Wizards Spell list
4th Any 4th level spell from the Wizards Spell list
5th Any 5th level spell from the wizards Spell list

Level 1 Keyblade Form: This keyblade deals Force Damage.

Level 3 Keyblade Feature: Your spells have a +2 to attack rolls and saving throws DC. You can add your Cha modifier to damage for your spells.

Level 7 Keyblade Feature: Whenever you cast a spell that has an area of effect you can select up to a number of creatures equal to your chiasma modifier not to be affected. Any spell you cast on your turn that can target yourself can now target an ally within 15ft as long as the conditions are met for that ally.

Level 10 Keyarmor Resistance: You gain Force Resistance

Level 15 Keyblade Feature: When you are able to take a reaction to take an attack of opportunity you can cast a single target spell instead. If this spell has a ranged spell attack you do not suffer disadvantage from being engaged with the target.

Level 17 Keyblade Feature: Select 2 9th level spells. you can now cast one of those spells once every long rest.

<!-For subclasses introduce this class option here->

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<!-Class Option 2->[edit]

<!-Introduce this subclass here->

<!-Class Feature->

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<!-Class Feature->

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<!-At <!-insert level-> level, you chose a <!-insert name of subclass feature i.e. path, archetype, discipline, etc.->. Choose between <!-list the subclass options->, <!-all/both-> detailed at the end of the class description. Your choice grants you features at <!-insert the level when subclass features begin-> and again at <!-list all the levels the class gains subclass features->.->


Spell List[edit]

You know all of the spells on the basic spell list and additional spells based on your subclass.

1st Level

<!-1st level spell list->

2nd Level

<!-2nd level spell list->

3rd Level

<!-3rd level spell list->

4th Level

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5th Level

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Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the <!-class name-> class, you must meet these prerequisites:

Proficiencies. When you multiclass into the <!-class name-> class, you gain the following proficiencies:

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