The Keyblade Master

A hero or villain, you have answered the call of the Keyblade. A weapon customizable and unique to you. No matter how you use it, it will serve you, as long as you follow your heart.

The Keyblade Master
Level Proficiency Bonus Features
1st +2 Keyblade Wielder, Dive to the Heart
2nd +2 Guard, Dodge Roll
3rd +2 Key to Any Door, Blade of Many Forms
4th +2 Ability Score Improvement, Martial Versatility
5th +3 Extra Attack
6th +3 Archetype Feature
7th +3 Sliding Dash
8th +3 Ability Score Improvement, Martial Versatility
9th +4 Dodge Step
10th +4 Deflect
11th +4 Archetype Feature
12th +4 Ability Score Improvement, Martial Versatility
13th +5 Aerial Conbo
14th +5 Guard Chain
15th +5 Archetype Feature
16th +5 Ability Score Improvement, Martial Versatility
17th +6 Combo Master
18th +6 Archetype Feature
19th +6 Ability Score Improvement, Martial Versatility
20th +6 Mark of Mastery

Class Feature

As a Keyblade Master, you gain the following features

Proficiencies

Armor: Light Armor, Medium Armor, Shields

Weapons: Simple Weapons, Martial Weapons

Tools: None

Saving Throws: Strength

Skills: Choose two skills from Athletics, Acrobatics, Arcana, History, Insight, Intimidation, Investigation, Perception, Sleight of Hand, Stealth

Keyblade Wielder

You have a weapon that is special to you that only you can wield properly. Only you have proficiency with this weapon. As a bonus action you may summon or dismiss it to an extradimensional space.

The keyblade appears how you wish and deals 1d8 Bludgeoning, Piercing, or Slashing damage (your choice) when wielded with 1 hand, or 1d10 when wielded with two hands. It has the finesse property only when wielded with one hand.

The keyblade appears however you wish it to. However, when you attune to a magical weapon, you can choose to combine that weapon and your Keyblade. They become one, forming a weapon that acts as that weapon and retains any Keyblade properties except damage. Your Keyblade takes the appearance of that weapon in Keyblade form. Your Keyblade can only be combined with one magical weapon at a time. Over the course of a short rest you can undo this transformation, casuing the magic item appearing in an unoccupied space within 5 feet of you.

Dive to the Heart

When you first obtain your keyblade, it brings you to the depths of your heart in a dream so that it may better understand you and adapt to fit you how you fight. Your archetype also determines your hit die and extra proficiencies you may get.

These archetypes grant you abilities at level 1 when you choose them and again at 6th, 11th, 15th, and 18th level.

Keyblade Master Archetype
The Sword
The Shield
The Staff
The Heart

Guard

Your power has grown along with your Keyblade enough that it can block almost any attack. When you reach level 2 in this class, you gain the ability to parry or block attacks. As a reaction to being hit with an attack you can see, you can increase your AC by your Proficiency Bonus against that attack, potentially turning a hit into a miss.

Dodge Roll

Your evasiveness in combat has also grown. When you reach level 2 in this class you can disengage as a bonus action. Additionally, whenever you take the dodge action you gain an additional 15 feet of move speed.

Key to Any Door

When you reach level 3 in this class, your Keyblade gains the ability to lock and unlock doors. You can cast the spells Arcane Lock and Knock a number of times equal to your proficiency bonus per day. You regain all expended uses after a Long Rest.

Blade of Many Forms

Additionally, when you reach level 3, you can change your Keyblade into a form perhaps better suiting your methods of fighting. During a Short Rest, you can perform a short ritual to change the amount of damage your Keyblade deals and its damage type.

Keyblade Forms:

Ability Score Improvement

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.

Alternatively, you can take a Feat.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Sliding Dash

You excel at closing in on enemies fast. Beginning at 7th level, you can make an attack against a creature on the ground up to 20 feet away. When you do this, you slide up to them without provoking opportunity attacks. You can do this a number of times equal to your proficiency bonus. You gain all expended uses on a Short Rest.

Dodge Step

Your ability to get out of danger has improved. Starting at 9th level, you can take the Dodge and Dash action as part of the same Action.

Deflect

The strength of your guard has expanded to allow you to deflect projectiles. Starting at 10th level, whenever you’re targeted with a ranged attack you can see and successfully use guard, you deflect the projectile back at the attacker using the same attack roll they had, dealing that damage on a hit.

Aerial Combo

You excel at attacking airborne targets you otherwise would not be able to reach normally. Starting at 13th level, your jump height is doubled. Additionally, whenever you make a melee attack against an airborne creature, you remain in the air until the end of your turn. When you fall, you ignore up to 30ft of fall damage.

Guard Chain

Your guarding has increased, and you can chain guards against multiple attacks. Beginning at 14th level, whenever you use your guard ability, you can use it again without expending a reaction, decreasing your AC bonus by 1 until it reaches 0 or until you get hit.

Combo Master

You’ve mastered chaining attacks into a powerful finishing move. Beginning at 17th level, whenever you make a number of attacks equal to twice your one turn maximum, the next strike you land deals additional damage equal to twice the number of attacks hit in the combo.

For example, if you can make 2 attacks in one turn, your Combo Maximum is 4. If you make 4 attacks and land 3 of them, the next attack you land will deal an additional 6 damage.

You can make special attacks, such as Slapshot, as part of the Combo or as the finishing move.

Mark of Mastery

At 20th level, you’ve reached the pinnacle of the Keyblade Master and obtained the Mark of Mastery, which is different for each archetype.

NOT YET IMPLEMENTED