Keyblade Wielder, 2nd Variant (5e Class)
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"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
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
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
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.
As a Keyblade Master you gain the following class features.
- Hit Points
Armor: Light, Medium
Tools: Disguise Kit
Saving Throws: Strength or Dexterity, Wisdom
Skills: Choose three skills from Acrobatics, Athletics, Animal Handling, Arcana, Deception, Insight, Perception, Persuasion and Investigation
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
|1st||+2||1d8||--||The Keyblade, Destiny|
|3rd||+2||1d8||5||Choose your Path|
|4th||+2||1d8||6||Ability Score Improvement, Recovery|
|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|
|10th||+4||1d10||12||Ability Score Improvement|
|11th||+4||2d6||13||Choose your Path Improvement|
|12th||+4||2d6||14||Ability Score Improvement|
|16th||+5||2d8||18||Ability Score Improvement|
|17th||+6||2d8||19||Choose your Path Improvement|
|19th||+6||2d8||22||Ability Score Improvement|
|20th||+6||2d8||24||Mark of Mastery|
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.
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.
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.
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
When you reach 3rd level, you choose a path for your heart to take: Drive Form Wisdom, Drive Form Valor, Drive Form Anti, or Drive Form Limit, 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
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.
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.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Keeper of the Key
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 your 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.
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.
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.
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.
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.
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
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
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
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.
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.
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
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
When you reach 17th level, whenever you attack with a your second Keyblade, you are considered to be taking the Attack Action.