Keyblade Warrior (5e Class)

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Keyblade Warrior[edit]

The Keyblade[edit]

Keyblades are mysterious weapons that 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 Warrior[edit]

The Keyblade is a powerful weapon fueled by the heart. Some Keyblade Wielder's will take on the power of the Warrior, which focuses on attacking with it as any other weapon. Yet this particular blade will prove to be quite potent. More often than not, Keyblades are used for swift attacks to strike hard and fast.

Creating a Keyblade Warrior[edit]

As you build your Keyblade Warrior, 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 did you perform some feat of heroism?

Why choose the power of the warrior with your keyblade over the power of the Guardian or warrior? Perhaps you've always enjoyed fighting? Maybe you've grown up in an enviroment where you needed to be strong to get by? 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 Warrior quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Charisma. Second, choose the Entertainer background. Third, choose Leather Armor and Explorer's Pack. Weapon doesn't matter since you will likely be using this class's Keyblade Feature for your main weapon, for which, choose swift Keyblade.

Class Features

As a Keyblade Warrior you gain the following class features.

Hit Points

Hit Dice: 1d10 per Keyblade Warrior level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Keyblade Warrior level after 1st

Proficiencies

Armor: light armor, medium armor, heavy armor, shields
Weapons: simple weapons, martial weapons
Tools: one musical instrument
Saving Throws: Dexterity, Charisma
Skills: Choose 2 from Acrobatics, Animal Handling, Arcana, Athletics, Deception, History, Insight, Intimidation, Perception, Persuasion, Stealth, and Survival

Equipment

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

  • (a) Chain Mail or (b) Leather Armor
  • (a) two Martial Weapons or (b) any simple melee weapon
  • (a) a dungeoneer's pack or (b) an Explorer's Pack
  • If you are using starting wealth, you have 5d4x10 gp in funds.

Table: The Keyblade Warrior

Level Proficiency
Bonus
Features Cantrips Known Ability Points Abilities Known —Spell Slots per Spell Level—
1st 2nd 3rd 4th
1st +2 Keyblade Fighting Style
2nd +2 Abilities, Warrior Path 2 2
3rd +2 Spellcasting 2 3 2 2
4th +2 Ability Score Improvement 2 4 2 3
5th +3 Extra Attack 2 5 3 3
6th +3 Magic Key 2 6 3 3
7th +3 Warrior Path Feature 2 7 4 4 2
8th +3 Ability Score Improvement 2 8 4 4 2
9th +4 Indomitable 2 9 5 4 2
10th +4 Warrior Path Feature 3 10 5 4 3
11th +4 Extra Attack (2) 3 11 5 4 3
12th +4 Ability Score Improvement 3 12 6 4 3
13th +5 Indomitable(2) 3 13 6 4 3 2
14th +5 Warrior Path Feature 3 14 6 4 3 2
15th +5 Attack Haste 3 15 7 4 3 2
16th +5 Ability Score Improvement 3 16 7 4 3 3
17th +6 Indomitable(3) 3 17 7 4 3 3
18th +6 Warrior Path Feature 3 18 8 4 3 3
19th +6 Ability Score Improvement 3 19 8 4 3 3 1
20th +6 Extra Attack (3) 3 20 8 4 3 3 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.

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

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 Warrior levels, you gain additional Abilities of your choice, as shown in the Keyblade Warrior 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 list of Abilities

Warrior Path[edit]

At 2nd level, you chose a Warrior Path. Choose between Fever Pitch, Critical Impact, Show Off or Path of Valor. All paths are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 7th, 10th, 14th, and 18th.

Spellcasting[edit]

By 3rd level, your Keyblade grants you access to magic.

Cantrips

You learn two cantrips of your choice from the Keyblade spell list. You learn an additional Keyblade cantrip of your choice at 10th level.

Preparing and Casting Spells

The Keyblade Warrior 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 Warrior 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 an 8th-level Keyblade Warrior, you have four 1st-level and two 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

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

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.

Indomitable[edit]

Beginning at 9th level, you can re roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a Long Rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Attack Haste[edit]

Starting at 15th level, when you reduce a creature's HP to 0, you can teleport up to 30 feat towards a creature you can see. Then if you make an attack against that creature you have advantage on the attack roll, and deal an additional 1d6 of your Keyblade's damage type on a hit.

Fever Pitch[edit]

The path allows focuses on speed and agility. You move quick on your feet and attack with precision.

Swift Action

When you choose this subclass at 2nd level, you can dash or disengage as a bonus action.

Movement Plus

Your movement speed increases by 10 feet. This increase becomes 15 feet at 6th level, followed by 20 feet at 10th level, 25 feet at 14th level, and finally 30 feet 18th level.

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Nimble Footwork

Starting at 10th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Hastega Plus

Starting at 14th level, you gain the Hastega Ability and it does not count against abilities known. If you already have the Hastega ability then you may take a different ability. Also, when you cast haste on yourself using the Hastega ability, you can do so as a bonus action and you do not suffer the lethargy effects when the spell ends.

Ars Arcanum Plus

Starting at 18th level, you gain the Ars Arcanum ability and it does not count against abilities known. If you already have the Ars Arcanum ability you can choose another ability that you are eligible for. Additionally when you use the Ars Arcanum Ability, you can make up to 5 additional attacks for 1 AP each.

Critical Impact[edit]

This path dedicates you to sheer power and strength. You can easily strike through most foes with ease.

Improved Critical

Beginning when you choose this path at 2nd level, your Keyblade weapon attacks score a critical hit on a roll of 19 or 20.

Superior Might

Beginning at 7th level, you can muster destructive force with your assault, shaking the core of even the strongest structures. All of your Keyblade melee attacks gain the siege property (your attacks deal double damage to objects and structures). Additionally, when you hit a creature with a Keyblade melee attack, you can spend 1 AP to make the attack inflict an additional 1D10 bludgeoning damage. You cannot stack this bonus.

Armor Breaker

Starting at 10th level, when you hit a creature with a keyblade weapon attack, you can spend 3 Ability Points and use your reaction to break through it's defenses. Until the end of it's next turn, that creature suffers a -2 penalty to it's AC.

Superior Critical

Starting at 14th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Show Off[edit]

While able to fight, this path more focuses on trying to use you agile body with your Keyblade to perform interesting feats. Excellent for those who are more favoring a skill or roleplay heavy build.

Bonus Proficiencies

When you choose this path at 2nd level, you gain proficiency in 3 skills of your choice. Additionally, choose 2 Skills that you are proficient in, you gain expertise in those skills.

Jack Of All Trades.

Starting at 7th level, you can add half your Proficiency Bonus, rounded down, to any ability check you make that doesn't already include your Proficiency Bonus.

Reliable Talent

By 10th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Talent Plus

Starting at 14th level, whenever you would make a skill check that you are proficient in, you can spend 2 Ability Points to gain advantage on the skill check. You can do this a number of times equal to your proficiency bonus, regaining all uses on a long rest.

Lucky Lucky

Starting at 18th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20. Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Path of Valor[edit]

You have a special ability to boost your physical prowess for brief periods.

Bonus Proficiencies

At 2nd level you gain proficiency in Athletics and Acrobatics. If you already have proficiency in these, you can either take expertise or choose one other skill from this class.

Valor Form

Starting at 2nd level, your bond with your keyblade allows you to augment your very body. As a bonus action, you can change into your Valor Form for 1 minute. You can change into your Valor Form a number of times equal to your Charisma Modifier, regaining all expended uses when you finish a short or long rest. While in your Valor Form, you gain the following benefits.

  • Your movement speed increases by 10.
  • You can add your Charisma Modifier to your Keyblade attack rolls and damage rolls. (Minimum +1)
  • You gain resistance against non-magical bludgeoning, piercing, and slashing damage.
Extra Ability

At 7th level, you can take 1 additional ability that you meet the prerequisites for.

Deft Reflex

Starting at 7th level, while you are in your Valor Form, you gain advantage on Athletics and Acrobatics checks.

Limit Form

Starting at 10th level, your Valor Form becomes more potent. While you are in your Valor Form, you gain the following benefits in addition to the ones from 2nd level.

  • You gain an additional +10 to your movement speed. (Total +20)
  • You can add your Charisma Modifier to saving throws to resist status conditions. (Minimum +1)
  • When you take damage, you can use your reaction to reduce the damage by half. (Rounded up)
Master Form

Starting at 14th level, you have begun to master your Valor form. While transformed you gain the following additional benefits.

  • You gain an additional +10 to your movement speed. (Total +30)
  • When you take the attack action, you can make 1 additional attack.
  • You can add your Charisma modifier to all saving throws instead of just to resist status conditions. (Minimum +1)
Final Form

Starting at 18th level, your Valor form has powers that defy reason itself. While in your Valor Form, you gain the following benefits.

  • You can move your keyblades with your mind giving them a 15 foot reach.
  • You can make one additional action during each of your turns.
  • If all attacks during a single attack action successfully hit, the final attack deals an additional 1d10 for every attack in that attack action.

Multiclassing[edit]

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

Proficiencies. When you multiclass into the Keyblade Warrior class, you gain the following proficiencies: Proficiency in Light Armor, Medium Armor, and shields.

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