Keyblade Wielder, Variant (5e Class)
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Keyblade Wielder[edit]
"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
The Keyblade[edit]
As the name implies, in combat, Keyblades are used in a manner similar to melee or ranged weapons. 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, as a downside to this, the Heartless use the Keyblade as a homing beacon, and thus Keyblade wielders are at constant risk of Heartless attacks at any time. While there are many qualities a Keyblade wielder 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 Ability Points[edit]
Commands are forms of offense and defense granted by being a Keyblade wielder. 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 wielders harness this power within themselves to create magical effects and exceed their bodies' physical limitations using their Ability Points.
Creating a Keyblade Wielder[edit]
As you make your Keyblade Wielder character, 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 choose you, when it called to you abandoned amongst a battlefield? 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 master's 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 Keyblade's choice, those that have the makings of a wielder, which can be found within any aligned creature, Keyblade Wielder’s tend towards those pure of heart, either good or evil.
Quick Build[edit]
You can make a Keyblade Wielder quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. (Some Keyblade Wielder focus on making Strength higher than Dexterity.) Second, choose the folk hero background
Class Features
As a Keyblade Wielder you gain the following class features.
- Hit Points
Hit Dice: 1d8 per Keyblade Wielder level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Keyblade Wielder level after 1st
- Proficiencies
Armor: Light
Weapons: Simple, Martial
Tools: A set of artisan's tools
Saving Throws: Wisdom, Charisma
Skills: Choose two skills from Acrobatics, Athletics, Animal Handling, Arcana, Deception, Insight, Perception, Persuasion, and Investigation
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) Pick any simple weapon or (b) Shield, light wooden
- (a) a dungeoneer’s pack or (b) an explorer’s pack
- Studded Leather
- If you are using starting wealth, you have 4d4X10 GP
The Keyblade
At 1st level, through your strength of heart you have been chosen as a key barer 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.
• Chose one weapon from the weapons table on page 149 of the Players Handbook to be your Keyblade; if the chosen weapon has the heavy property, ignore the heavy property. This cannot be changed later on. If the weapon has versatile, upgrade the damage dice based on the Keyblade column of the Keyblade Wielder table (for example if the keyblade deals 1d6, it becomes a 1d8 when used versatile).
• This weapon deals a 1d8 at level 1. This die changes as you gain Keyblade Wielder levels, as shown in the Keyblade column of the Keyblade Wielder.
• 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 or spend 1 Ability Point to make it a free 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.
• This weapon is also treated as your focus for casting spells.
• At 6th level, this weapon counts as magical damage for the purpose of overcoming resistances and immuntiy to nonmagical attacks. in funds.
Level | Proficiency Bonus |
Features | Keyblade Damage | Ability Points | —Spell Slots per Spell Level— | ||||
---|---|---|---|---|---|---|---|---|---|
1st | 2nd | 3rd | 4th | 5th | |||||
1st | +2 | Unarmored Defense,Summon Keyblade | 1d6 | 0 | — | — | — | — | — |
2nd | +2 | Spellcasting,Dimension Link | 1d6 | 0 | 2 | — | — | — | — |
3rd | +2 | Archetype,Ability Points | 1d6 | 3 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement, Key to Success | 1d6 | 4 | 3 | — | — | — | — |
5th | +3 | Stun Impact | 1d8 | 5 | 4 | 2 | — | — | — |
6th | +3 | Aerial Sweep,Combo Plus | 1d8 | 6 | 4 | 2 | — | — | — |
7th | +3 | Sonic Blade,Strike Raid | 1d8 | 7 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement, Key Chain | 1d8 | 8 | 4 | 3 | — | — | — |
9th | +4 | Slide Dash,Ripple Drive | 1d10 | 9 | 4 | 3 | 2 | — | — |
10th | +4 | Guard,Dodge Roll | 1d10 | 10 | 4 | 3 | 2 | — | — |
11th | +4 | — | 1d10 | 11 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 1d10 | 12 | 4 | 3 | 3 | — | — |
13th | +5 | — | 2d6 | 13 | 4 | 3 | 3 | 1 | — |
14th | +5 | Ars Arcanum | 2d6 | 14 | 4 | 3 | 3 | 1 | — |
15th | +5 | Glider,Draw | 2d6 | 15 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 2d6 | 16 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 2d8 | 17 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Zantetsuken | 2d8 | 18 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 2d8 | 19 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Mark of Mastery | 2d8 | 20 | 4 | 3 | 3 | 3 | 2 |
Ability Score Increase[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.
- Unarmored Defense
At level 1, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Wisdom modifier + your Dexterity OR Strength modifier.
- Summon Keyblade
At level 1, You may summon a Keyblade. You may have up to your Charisma modifier + 1 Keyblade's attuned at any given time. As a free action, you may send your Keyblade to a pocket dimension. If you have more than 1 Keyblade, you may switch one out as part of the free action once per turn.
- Dimension Link
At level 2, as an action, you can create a close bond with an individual. You always know the aproximate location of someone you've bonded with regardless of distance or plane. You can bond with Charisma mod + 1 people. You may drop a bond if you choose.
- Ability Points
At level 3, you gain 3 AP to use on your combat abilities. You gain +1 AP every level after until you have 20 AP. Short Rest refills half the uses rounded up. Long Rest refills all uses.
- Key to Success
At level 4, you gain the Key to Success. You may spend 3 AP to reroll a score of 1 or 2. Can be used twice per short rest.
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Abilities[edit]
- Stun Impact
At level 5, spend 3 AP and make an attack that deals 1d4 force damage + Wisdom modifier in a blast that hits all foes within 5 feet of you. You may jump up to 15 feet before making the attack. All foes must make a Constitution saving throw, on success, they are not blasted back, if they fail, they are knocked prone and sent back 5 feet. Damage raises to 1d6 at level 8, 1d8 at level 12, 2d6 at level 16.
- Aerial Sweep
At level 6, spend 3 AP to jump towards an airborne enemy within 30' and attack the creature as normal. You take no falling damage this turn.
- Combo Plus
At level 6, Spend 2 AP to make another attack with your Keyblade. You may use this twice at 6th level, three times at 10th level, four times at 14th level and five times at 18th level The cost increases by 1 per use. Short rests refresh 2 uses, Long rests refresh all uses.
- Sonic Blade
At level 7, spend 3 AP for an attack against any foes within 15ft cone for 1d6 thunder damage. Damage raises to 1d8 at level 10, 1d10 at level 15, and 2d6 at level 20.
- Strike Raid
At level 7, spend 4 AP to make a ranged attack(s), by throwing your Keyblade, against any creatures within 10 feet. Cost 1 AP to return weapon to your hand after the attack(s).
- Key Chain
Beginning when you reach 8th 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 weapon or magical shield to convert it into a key chain, which is then attached to your Keyblade. You can only have a single keychain on a Keyblade, 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 Keyblade's 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 convert it into a Key Chain.
- Slide Dash
At level 9, spend 3 AP for a bonus dash action.
- Ripple Drive
At level 9, spend 5 AP to hit any creatures within 5 feet for 1d6 thunder damage. Damage increases to 1d8 at level 13, 2d6 at level 17, and 2d8 at level 20
- Guard
At level 10, spend 2 AP for 1 AC (up to 3) until next action.
- Dodge Roll
At level 10, spend 3 AP for a bonus dodge action.
- Ars Arcanum
At level 14, you gain the feature of using your AP to cast spells in place of spell slots. To do this, spend 3 AP to cast a 1st level spell, spend 5 AP for a 2nd level spell, spend 7 AP for a 3rd level spell, spend 9 AP for a 4th level spell, spend 11 AP for a 5th level spell.
- Glider
At 15th level, your one step closer to becoming a master with you Keyblade. You're 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 45'
• 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
After the first time the Glider is dismissed, you must expend 10 AP 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.
- Draw
At level 15, spend 3 AP and bring any creature within 30 feet to you. They must fail an strength save.
- Zantetsuken
At level 18, Spend 3 AP to increase the chance of a critical hit on 18-20
- Mark of Mastery
At level 20, AP for all abilities is reduced by 1 (minimum of 1 AP)
Archetypes[edit]
At level 3, pick an Archetype that best suits your style of play.
- Sword and Sheild
When you are wielding a melee weapon in one hand and a sheild in the other, you gain a +2 bonus to damage rolls with that weapon.
- Precision Striker
When you roll a 1 or 2 on a damage roll for an attack you make when using a melee weapon with both hands, you can reroll the die but you must use the new roll even if it is a 1 or 2. The weapon must have the two-handed or versatile property to gain this benefit.
- Blades Over Brains
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Spellcasting[edit]
All Keyblade wielders gain the ability to use several magic spells starting at level 2 and improving based on the spell table.
- Spell Save DC
8 + proficiency bonus + Wisdom modifier.
- Spell Ability
Wisdom modifier.
- Spell Attack
Proficiency + Wisdom modifier.
Keyblade Wielder Spell list
You know all of the spells on the basic Keyblade Wielder spell list.
- 1st Level
Aero (Thunderwave), Blizzard (Ray of Frost), Cure (Healing Word),Fire (Fire Bolt), Thunder (Shocking Grasp)
- 2nd Level
Fira (Hellish Rebuke), Reflect (Shield), Stop (Hold Person), Spark (Guiding Bolt), Magnet (Entangle)
- 3rd Level
Aerora (Wind Wall),Cura (Cure Wounds), Gravira (Web), Gravity (Slow), Thundara (Eldritch Blast)
- 4th Level
Blizzara(Ice Storm), Curaga (Mass Healing Word), Confuse (Confusion), Firaga (Fireball), Thundaga (Lightning Bolt)
- 5th Level
Aerorga (Destructive Wave), Blizzaga (Cone of Cold), Holy (Mass Cure Wounds), Stopra (Hold Monster), Triple Firaga (Flame Strike)
The Keyblade (Legendary Artifact)[edit]
- Unbreakable
The item can't be broken. Special means must be used to destroy it.
- Gleaming
This item never gets dirty.
- Magic Weapon
The Keyblade is a magic weapon. Any creature attuned to the Keyblade is considered proficient with it. Attunement takes 24 hours where the Keyblade Wielder handles and attunes himself to it.
At 10th level, this weapon grants +1 to attack and damage rolls made with it At 15th level, this weapon grants +2 to attack and damage rolls made with it At 20th level this weapon grants +3 to attack and damage rolls made with it.
The magic of this weapon is unaffected by spells such as antimagic field and its magic cannot be removed. The spells of a Keyblades user are still affected as normal.
- Call
The Keyblade can be summoned to an attuned user's hand as a bonus action or as a free action for 1 AP. If a creature is holding the Keyblade the wielder can use an action to start an opposed charisma check. The winner of this check gain or retains control of The Keyblade. The Keyblade can also be dismissed to a pocket dimension as a free action.
- Attunement
Attunement with the Keyblade does not end due to distance or being in another plane.
- Form
The Keyblade is a weapon of pure magic and can attach "keychains" or magic items to gain their properties. The Keyblade can only have the additional properties of one object at a time. It takes on a new consistent visual form for every object it connects to. Magical items attached to the Keyblade are shrunken to the size of a small trinket while attached. It takes a full hour of meditation to alter which item the Keyblade will receive benefit from.
- Secret Power of the Keyblade
The Keyblade can cast Knock, Arcane Lock, and Detect Thought at will for 1 AP. 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.
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