Keyblade Master - The Heart
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This subclass is designed for all settings.
Hit Points
Hit Dice: 1d10 per Keyblade Master Level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Keyblade Master level after 1st
Proficiencies
Armor: Heavy Armor
Saving Throws: Charisma
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Feature details
Fighting Style
As a fighter who seeks to protect their friends through offense or defense, the way you fight reflects that.
When you choose the Heart, you gain one of the fighting styles listed below.
Whenever you gain a Level up in this class you may choose to replace your current fighting style with another listed in this subclass.
You can't take a Fighting Style option more than once, even if you later get to choose again.
- Blessed Warrior:
You learn two cantrips of your choice from the cleric spell list.
They count as paladin spells for you, and Charisma is your spellcasting ability for them.
Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.
- Defense:
While you are wearing armor, you gain a +1 bonus to AC.
- Dueling:
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.
- Great Weapon Fighting:
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
- Interception:
When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).
You must be wielding a shield or a simple or martial weapon to use this reaction.
- Protection:
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.
You must be wielding a shield.
- Superior Technique:
You learn one maneuver of your choice from among those available to the Battle Master archetype.
If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.)
- Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Aura of Protection
Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1).
You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet.
11th Level Feature
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15th Level Feature
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Hearts as One
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