Homebrew
hit dice:
1d8
hit points at 1st level:
8 + Con Mod
hit points at higher levels:
1d8 + Constitution modifier per Keyblade Master level after 1st
armor proficiencies:
Light armor
weapon proficiencies:
Simple weapons
tools:
Artisans tools
saving throws:
Charisma, Wisdom
skills:
Choose two skills from Acrobatics, Athletics, Animal Handling, Arcana, Deception, Insight, Perception, Persuasion and Investigation
starting equipment:
Shortsword (Keyblade)
spellcasting:
class features:
The Keyblade
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 possesses a key chain, which is a representation of your heart.
You are considered proficient when wielding this weapon.
Choose one weapon from the weapons table on page 149 of the Player's 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 1d6 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 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 counts as magical damage for the purpose of overcoming resistances and immunity to nonmagical attacks.
Destiny
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
Add all Keyblade wielder levels when determining Multi-class Spellcaster: Spell slots per level, and you gain any one cantrip that does not have an attack roll or saving throw. This is considered the Spellcasting feature.
Commands
Starting at 2nd level, the surface secrets of your Keyblade reveal themselves to you as Commands. Your access to these techniques is represented by Command points. Your Keyblade Wielder level determines the number of points you have, as shown in the Command Points column of the Keyblade Wielder 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 state it is casting a spell must be done so through your Keyblade, similar to a focus. Some of your Command features require 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 follows:
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 to 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.
Slide
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.
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.
Choose Your Path
When you reach 3rd level, you choose a path for your heart to take: Drive Form Wisdom, Drive Form Valor, or Drive Form Anti, 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.
Recovery
Beginning at 4th level, you can stand your ground and bounce back from the greatest of blows. When you would make a Dexterity or Strength saving throw, you may use your reaction to gain a bonus to the roll equal to half your Keyblade Wielder level. You can also use your reaction when knocked prone to get back up.
Extra Attack
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 Keyblade in the direction of your target. In the case of Detect Thoughts, you must choose a single target to affect, and you must be able to see it.
Key Chain
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 weapon or magical shield to convert it into a keychain, 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 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 Key Chain.
Raid Blade
At 13th level, you gain one of the following features of your choice.
Spark Raid
You can use your action and 2 Command points to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon's range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
Windcutter
You can use your action and 2 Command points to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Counterattack
At 14th level, if an enemy creature targets you with an attack and you can see the creature, as a reaction, you can spend 3 Command points and make an attack action against the attacking creature. If you’re wielding a melee weapon, you may throw it, taking the attack action as you normally would as if it was within 5 feet, with a normal range of 20 feet and a long range of 60 feet. Immediately after the attack, the melee weapon flies back to your hand.
Key Armor
At 15th level, as an action, you spend 5 Command points to become enveloped in full-body armor that is considered light. This armor gives you an AC of 19 and is resistant to non-magical slashing, piercing, and bludgeoning. This armor lasts 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.
Glider
At 18th level, you are one step closer to becoming a master with your Keyblade. Your Keyblade is capable of transforming into a personalized glider that can carry two creatures of your base size category. Your Keyblade can turn into a Glider 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.
You may dismiss the Glider form as an action. After the first time the Glider form is dismissed, you must expend 5 Command points on subsequent transformations unless you take a long rest. On subsequent transformations, the glider has hit points equal to when the transformation was last dismissed. If the glider is reduced to 0 hit points, you cannot transform your Keyblade into it until after a long rest. The Glider recovers all hit points after a long rest.
Mark Of Mastery
Starting when you reach 20th level, you can go into Master Form as an action. If you do so, for the duration of the combat and once per turn, you may regain 1 Command point any time a creature that is hostile towards you or an ally takes an action, bonus action, or legendary action. When the combat ends, you suffer one level of exhaustion (as described in appendix A of the Player’s Handbook).
CHOOSE YOUR PATH
There are three paths 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, this leads them down paths that their aptitude and interest align with. All three paths 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 action, you can go into Wisdom Form, indicated by the user's clothes and armor turning blue. While in this form, you gain the following commands and benefits. 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 Point to cast Fire Bolt.
Blizzard
You can spend 1 Command point to cast Frostbite.
Thunder
You can spend 1 Command point to cast Shocking Grasp.
Cure
You can spend 2 Command points to cast Healing Word.
Aero
You can spend 1 Command Point 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.
Transcendence
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 it does not require concentration.
Fantasia
Once you reach 17th level, you have gained mastery in Drive Form Wisdom's 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 Lightning.
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.
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 points to gain a bonus to AC equal to 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 appear 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 gain 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 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 an 18, 19, or 20.
Zantetsuken
When you reach 17th level, whenever you attack with your second Keyblade on your turn, you are considered to be taking the Attack Action.
Drive: Anti Form
You have chosen to let the darkness into your heart, believing you have the will to tame and control its myriad forms. You may have done this for a number of personal reasons or out of curiosity. Regardless, you gain access to the following Commands:
Hunt for Hearts
As a bonus action, you can cast the Hunter's Mark for 2 Command points. The additional damage dice deal necrotic damage.
Dark Haze
You can cast the Bane spell for 2 Command points.
Darkness’s Embrace
As a bonus action, you can cast Misty Step for 2 Command points.
Servants Of Darkness
Beginning at 7th level, you can force "Heartless" to come to your aid and fight on your behalf. As an action, you can spend 4 Command points to summon a number of Fiends whose combined challenge rating is less than or equal to one-third your Keyblade wielder level rounded down; you cannot summon Lemures. These fiends are instead aberrations, have the subtype Heartless, are unaligned, speak no languages, and are native to the Shadowfell for the purposes of spells and features. They are friendly towards you, appearing in unoccupied spaces that you can see within 60 feet, for one hour as if you were concentrating on a spell. If in combat, roll initiative for the summoned Heartless as a group using the lowest initiative bonus, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they attack the closest creature to them, prioritizing those with good or neutral alignments. You can dismiss them any time within the hour. If you lose concentration or the hour has passed, any that are still present immediately become hostile to all creatures within the area that are not heartless. They disappear when they are reduced to 0 hit points and provide no experience when defeated.
Wrath Of Darkness
At 11th level, you harness the power of the darkness within your heart to cause a transformation of the magic that lies within your Keyblade. You now have access to the following Commands:
Dark Firaga
You can spend 4 Command Points to cast Fireball, though half of the damage dice deal necrotic damage instead of their normal type.
Dark Impulse
You can spend 4 Command points to cast Vampiric Touch.
Soul Eater
You can spend 4 Command points to cast Fear.
Dark Aura
You can spend 5 Command points to cast Blight.
Bleeding Into Darkness
At 17th level, you can allow the darkness to envelop you, giving you the appearance of a Heartless. You choose the appearance, and surround yourself with an aura of darkness. Using your action, you undergo this transformation for 1 minute and gain the following benefits when in this form:
The aura extinguishes any light, including magical, in a 30-foot radius sphere of darkness around you, making the area heavily obscured.
You gain the ability to see through magical darkness.
Unless a creature is unaligned, whenever an enemy starts its turn in the aura, it takes 1d6 necrotic damage.
While the aura lasts, you can use a bonus action on your turn to cause the heartless dwelling within the aura to attack one creature. If a creature is not unaligned, you can make a melee spell attack against the creature. If the attack hits, the target takes 2d10 necrotic damage + your Wisdom modifier.
After activating the Bleeding into Darkness, you can't do so again until you finish a long rest.
subclass options:
| Level | Proficiency Bonus | Keyblade | Commands Points | Features | |
---|
| 1st | +2 | 1d6 | -- | The Keyblade, Destiny | |
| 2nd | +2 | 1d6 | 2 | Commands | |
| 3rd | +2 | 1d6 | 3 | Choose your Path | |
| 4th | +2 | 1d6 | 4 | Ability Score Improvement, Recovery | |
| 5th | +3 | 1d8 | 5 | Extra Attack | |
| 6th | +3 | 1d8 | 6 | The Keyblade Improvement | |
| 7th | +3 | 1d8 | 7 | Choose your Path Improvement, Keeper of the Key | |
| 8th | +3 | 1d8 | 8 | Ability Score Improvement | |
| 9th | +4 | 1d8 | 9 | Key Chain | |
| 10th | +4 | 1d10 | 10 | Ability Score Improvement | |
| 11th | +4 | 1d10 | 11 | Choose your Path Improvement | |
| 12th | +4 | 1d10 | 12 | Ability Score Improvement | |
| 13th | +5 | 1d10 | 13 | Raid Blade | |
| 14th | +5 | 1d10 | 14 | Counter Attack | |
| 15th | +5 | 1d10 | 15 | Key Armor | |
| 16th | +5 | 1d10 | 16 | Ability Score Improvement | |
| 17th | +6 | 2d6 | 17 | Choose your Path Improvement | |
| 18th | +6 | 2d6 | 18 | Glider | |
| 19th | +6 | 2d6 | 19 | Ability Score Improvement | |
| 20th | +6 | 2d6 | 20 | Mark of Mastery | |
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