Keyblade Master - The Shield

You have chosen the Shield, the protector, the defender. You have your friends close to your heart, and you will protect them at any cost. You prioritize defending you and your own, as well as dishing out proper damage.

This subclass is designed for all settings.

Hit Points

Hit Dice: 1d12 per Keyblade Master Level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per Keyblade Master level after 1st

Proficiencies

Armor: Heavy Armor

Saving Throws: Constitution

Key Shield

When you choose this archetype, your Keyblade can become a shield. When in shield form, it acts as a shield, has the Heavy and Two-Handed properties, and deals 2d6 Bludgeoning damage on a hit. You can transform any magical shield into your Keyshield.

Fighting Style

As a warrior who defends their own, the way you fight reflects that. When you choose the Shield, 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.

Second Wind

Additionally, when you choose the Shield, you have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d12 + your Keyblade Master level.

Once you use this feature, you must finish a Short or Long Rest before you can use it again.

Beserk

Your wounds in battle inspire you to persevere at any cost. Starting at 6th level, for every 20 hitpoints you are missing, you gain a +1 to damage rolls.

Shield Charge

Additionally, starting at 6th level, you can charge forward with your shield. Once per turn, as an attack, you dash towards a creature up to 30ft away without provoking opportunity attacks. Make an attack roll with your shield, dealing 2d6 Bludgeoning damage on a hit. A creature up to one size larger than you hit by this must make a Strength saving throw against your DC (calculated 8 + Proficiency Bonus + Strength Mod) or fall prone.

If the AC of your shield increases, you can add that bonus to the Save DC.

Defender

You’ve learned how to protect yourself in key moments. Starting at 11th level, when you take damage from a creature, you reduce any damage they deal with consecutive attacks from that creature by your Constitution modifier.

Interceptor

Additionally, starting at 11th level you can better protect your friends. Whenever an ally within 5 feet takes damage, you can use your reaction to take the damage instead.

Once More

Your battle tenacity leads you to persevere, even when death is near. Starting at 15th level, when you are reduced to 0 hp and not killed outright, you regain a number of hit points equal to your level. Additionally, when this occurs you may use Second Wind if it's available.

Once you use this feature, you cannot use it again until you take a Long Rest.

Powerful Protector

At 18th level, your ability to protect those close to your heart reaches its peak, and you gain the following features: