Talk:Keybearer (5e Class)

From D&D Wiki

Jump to: navigation, search

The whole thing is depending on one piece of equipment. So isn't a keybearer just anyone who has attuned to a keyblade? I think the better thing to do to is to disassociate this from class progression and have all the powers associated with the keyblade artifact.

I was hoping this class was going to be an adventurer that did interesting things with keys and locks in general. Marasmusine (talk) 04:31, 18 May 2016 (MDT)

Keyblades are sentient. You have to be born with the power to wield one, be given the power, or be chosen by the keyblade.

-AngelsAndAarakocra

By the way, the spells on the keybearer list don't have pages, and the archetypes aren't listed.

Actually, there are a bunch of things like Zantetsuken and Ragnarok on the class table that aren't listed.

-AngelsAndAarakocra

So let me see if I’ve got this straight. Keybearers have:

  • Damage scaling that is flat-out better than the Monk’s martial arts die;
  • The Extra Attack feature, plus the Combo Plus feature that lets them make an extra four attacks per round for a total of six;
  • Free access to a legendary magic weapon at 1st level;
  • A pool of magic points that they use to cast spells, whose costs are shockingly low for the amount that they get: a 20th-level Keybearer can cast fireball 40 times before they run out of MP, or cast cone of cold 20 times;
  • A Drive Form which completely negates the aforementioned MP cost of their spells for 5 rounds;
  • The ability to, essentially, snap their fingers and instantly gain a suit of magical armour which gives them an AC of 25 and immunity to nonmagical physical damage, all at level 9;
  • The ability to Disengage and Dash as a bonus action like a Rogue;
  • An animal companion that can (presumably) attack of its own accord;
  • Free access to a flying vehicle;
  • The ability to steal spells like an Arcane Trickster, but better and four levels earlier;
  • A third attack at level 16, meaning they can make a total of seven attacks per turn at max level;
  • And the ability to restore all expended spell slots for up to three other creatures once per long rest.

Have I missed anything?--SlaadSack (talk) 13:15, 9 June 2020 (MDT)

I agree that this class needs to be balanced. A lot of different people have edited this article since the original creator, who I believe no longer visits this site. Feel free to fix the balance issues as you see fit. --PJammaz (talk) 14:51, 9 June 2020 (MDT)
Summary of Changes
  • Removed the following features altogether: Gummi Phones, Dimension Links, damage scaling, the Dream Eater companion, the Glider, and the Spell Absorption.
  • Greatly reduced the number of magic points and consolidated them with ability points. The formula for total magic points I used is Keybearer level + 2, while the magic point cost of spells is spell level x 2.
  • Reduced hit die from a d10 to a d8.
  • Made spellcasting similar to the Warlock's Pact Magic, while borrowing spell level progression from the Ranger.
  • Nerfed the various movement abilities to bring them more in line with how 5e generally works.
  • Nerfed Keyblade Armor's AC and damage resistances, while giving it advantages versus certain conditions to reflect the purpose the armor is supposed to serve in the Kingdom Hearts franchise.
  • Nerfed or removed the various special attacks by variously adjusting their damage, magic point cost, etc.
  • Spread the various reaction features across the subclasses so that no one Keybearer can block and dodge roll and counterattack and [etc.]. Also nerfed them.
  • Removed the Drive Forms. My original intent was to spread them amongst the subclasses or make them into subclasses in and of themselves, but then I discovered that one of the other Kingdom Hearts-based classes did that exact thing.
  • Changed the subclasses into [ones] [based] [on] Command Styles from Kingdom Hearts Birth by Sleep.
  • Changed the class's spell list and consolidated it at the end of the article.
  • Changed weapon proficiencies.
  • Fixed some of the preload formatting.

These changes are not final. I have left in the original sections for Fighting Style and the previous subclasses for the time being because I am not sure what to do with them just yet. --SlaadSack (talk) 18:40, 17 June 2020 (MDT)

Further changes:
  • Added several spells to the spell list.
  • Changed the wording for Combat Techniques and Advanced Combat Techniques so that you learn both techniques listed in each section.
  • Added Ragnarok and Zantetsuken back in, albeit with significant changes to their mechanics.
--SlaadSack (talk) 08:33, 20 June 2020 (MDT)

Admin Lock[edit]

To prevent edit warring I've locked the page. Discuss desired changes here and come to an agreement. I've got the page on my watchlist to assist but don't expect me to check things daily. Thank you for understanding I hope we can get along. Red Leg Leo (talk) 07:29, 30 June 2020 (MDT)

Home of user-generated,
homebrew pages!


Advertisements: