Variant Rules (Kingdom Hearts)

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Synthesis[edit]

Synthesis is a form of crafting in this supplement that allows players to gather materials from materials that were dropped by heartless and other creatures, merge them together to form useful items.

For a further description, click here.

Boss Bonus[edit]

Leveling up shouldn't be the only way to make your players stronger. At the DM's discretion, certain powerful enemies will distribute a certain bonus. When a boss creature is defeated, the DM may roll a D20 on the Boss Bonus table or choose a bonus from the table that he/she believes best suits the player/situation. Alternatively, the DM can choose to create their own bonus and give that to the player instead.

Preset Boss Bonus Table
D20 Result Bonus
1 Roll a 1d4. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
2 The player rolls their classes hit die. Their maximum HP increases by the result.
3 The player learns 1 cantrip
4 The player gains 1 ability. This does not count against their abilities known.
5 The player gains a +1 to Strength.
6 The player gains a +1 to Dexterity.
7 The player gains a +1 to Constitution.
8 The player gains a +1 to Intelligence.
9 The player gains a +1 to Wisdom
10 The player gains a +1 to Charisma.
11 The player gains a +1 to their AC.
12 The player gains a +5 to their movement speed.
13 The player rolls a 1d6. Their maximum Ability Points increases by the result.
14 The player's Spell Save DC increases by 1.
15 The player gains a fighting style.
16 The player learns a spell from their respective spell list.
17 Roll a 1d6. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
18 Roll a 1d8. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
19 Roll a 1d10. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
20 The player gains a feat at the DM's discretion.


Shields As Weapons[edit]

Shields can be used as weapons just as any other tool for combat. They have 2 different sets of stats however. Defensive stats, for when they are equipped as shields, and offensive stats for when they are equipped as weapons. You only apply the stats that fit whichever way you are equipping them, unless a feature or fighting style otherwise allows it. To use a shield's Offensive stats, you must equip them as a weapon. If you so however, you cannot apply the shield's defensive stats unless a feature or fighting style otherwise allows it. Any bonus the shield has applies to both the AC and attack and damage rolls. (Example, a basic shield with a +2 enchantment has an additional 2 AC in it's defensive stats, and when used as a weapon can apply a +2 to attack and damage rolls.) You can only equip a shield as offensively if your are proficient with shields.

See the Equipment section of this supplement for a list of shields.

New Fighting Styles[edit]

Shield Warrior[edit]

When you equip a shield as a weapon, you can apply the defensive stats as well as the offensive stats.

Spellcaster[edit]

You gain a +1 to spell attack rolls and your Spell Saving DC.

Hit And Run[edit]

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.


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