Subclasses (Kingdom Hearts Setting)
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Extra Subclasses[edit]
These subclasses are made for the Kingdom Hearts Setting but can work in standard play.
Fighter[edit]
Shield Knight[edit]
The shield knight uses it's defense as an offense at the same time. Wielding a shield as a weapon, it allows for a few creative and powerful skills in combat. Check the Variant Rules for the Kingdom Hearts Setting for rules on Shields as weapons, and the Shield Warrior fighting style. See the Equipment section of this setting to see the types of shields you can wield.
- Knock Down
Starting at 3rd level, you can make a single Athletics shove action as a bonus action. You must be equipped with a shield to use this feature.
- Guard Expert
Starting at 3rd level, as a bonus action, you can ready a defensive stance to brace yourself against oncoming attacks. Until the start of your next turn, you take half damage. You must be equipped with a shield to use this feature. You can do this a number of times equal to your Strength modifier, regaining all expended uses when you finish a short or long rest.
- Knock Back
Starting at 7th level, when you take damage (except psychic damage) from an attack or spell from a creature that you can see within 30 feet of you, you can use your reaction to inflict damage of the same type to that creature equal to half the damage you took. You must be equipped with a shield to use this feature.
- Total Guard
Starting from 7th level, when you succeed on a strength, dexterity, or constitution saving throw that would allow you to take only half damage on failed save, you can use your reaction to take no damage.
- Shield Tornado
Starting at 10th level, once per round when you take the attack action. You can substitute one of those with a spinning technique. All creatures within 10 feet of you must make a strength saving throw. On a failed save, creatures take twice your shield's damage and are knocked 15 feet away from you. On a successful save, they take half as much and are not knocked away. You can do this a number of times equal to your Strength modifier, regaining all expended uses when you finish a short or long rest. You cannot do this during the same turn that you use Shield Charge.
- Shield Charge
Starting at 10th level, once per round when you take the attack action. You can substitute one of those with a charging technique. Move 15 feet in a straight line to a point you can see. All creatures you pass must make a strength saving throw. On a failed save, creatures take twice your shield's damage and are knocked prone. On a successful save, they take half as much and are not knocked prone. You can do this a number of times equal to your Strength modifier, regaining all expended uses when you finish a short or long rest. You cannot do this during the same turn that you use Shield Tornado.
- Supreme Shielding
Starting at 15th level, while you are equipped with a shield, you can add your Strength Modifier to all saving throws. If you make a Strength saving throw, you effectively add your strength modifier twice.
- Powerful Shield Technique
Starting from 18th level, the damage you inflict with you Shield Tornado and Shield Charge features becomes 3 times your shield's damage instead of twice your shield's damage.
Wizard[edit]
School Of Light[edit]
- Enlightening View
Starting when you choose this school at 2nd level, as a bonus action, you can cause your eyes to shine with an otherworldly light to give you unnatural abilities for 1 minute. You can do this a number of times equal to your intelligence modifier, regaining all expended uses when you complete a long rest. While using this feature, you gain the following benefits.
- You gain darkvision up to 60 feet.
- You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks that requires sight.
- You cannot be blinded. If you are already blinded when you use this feature, you are no longer blinded.
- Shining Spellbook
Starting at 6th level, you gain the power to infuse your spellbook with potent light magic when you complete a short or long rest. A spellbook enchanted this way gains the following features when wielded by you and only you.
- You can use this spellbook as your spellcasting focus.
- When you cast a leveled spell at a level that is not your maximum spell level, you can cast that spell as if it were cast at 1 level higher. You can do this a number a times equal to your proficiency bonus regaining all expended uses when you complete a long rest.
- You have a bond between this spellbook and your soul and as a result always know exactly where this spellbook is, while you are on the same plane of existence as you.
- You can create a pocket dimension that is large enough to contain only your spellbook. As a free action, you can dismiss your spellbook that is under the effect of your Shining Spellbook feature to this pocket dimension from your hand, as well as summon in from this pocket dimension to your hand.
- Improved Enlightening View
Starting at 10th level, your mastery in Enlightening View becomes more potent. While using your enlightening view, you give the following benefits.
- Your darkvision increases to 120 feet and works in magical darkness.
- You can use your action to force a creature you can see to make a charisma saving throw equal against your spell saving DC. On a failed save, you know the alignment of that creature.
- You can use your action to force a creature you can see to make a charisma saving throw equal against your spell saving DC. On a failed save, you know if that creature says a lie for the duration of Enlightening View. You know whether or not the creature passes this saving throw.
- Harness Light
Starting at 14th level, you can harness the light around you to make your magic more potent. While you are in bright light, your wizard spells that inflict damage inflict an additional 2d8 radiant damage, but only one one damage roll per spell. While in dim light, they inflict an additional 1d8 radiant damage.
School Of Darkness[edit]
- Exposed to Darkness
Starting when you choose this subclass at 2nd level, your research into dark magic has given you insight into forbidden knowledge, thus allowing you to perform feats that many would consider to be natural. You gain the flowing abilities.
- You gain blind sight up to 30 feet.
- When a creature hits you with a melee attack using a non-magical weapon, you can use your reaction to inflict necrotic damage to that creature equal to half the damage you took. You can do this a number of times equal to your proficiency bonus, regaining all expended uses when you complete a long rest.
- Lingering Darkness
Starting at 6th level, the Animate Dead spell is added to your spellbook, and it does not count against the spell you have in your spell book. When you cast Animate dead, you instead may turn the corpses into Neoshadows rather than zombies or skeletons. These Neoshadows consider you to be their commander. You still must recast animate dead to maintain control of them.
- Growing Darkness
Starting at 10th level, Any Neoshadows you've made with your Lingering Darkness feature gain the following benefits.
- Additional maximum HP equal to your Wizard Level.
- A +2 to dexterity stat.
- Drown In Darkness
Starting at 14th level, any Neoshadows you've made with your Lingering Darkness feature gain the following benefits.
- A bonus to AC equal to your intelligence modifier.
- A bonus to damage rolls equal to your intelligence modifier.
- A +2 bonus to attack rolls.