Keyblade Master - The Staff

You have chosen the Staff. The Staff is for those who choose to hone their magical prowess and dish it out on the battlefield. Whether to aid or attack, the Staff is always ready to cast spells with abilities to regenerate magic and control battles.

This subclass is designed for all settings.

Hit Points

Hit Dice: 1d8 per Keyblade Master Level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Keyblade Master level after 1st

Proficiencies

Saving Throws: Intelligence

Spellcasting

You gain the ability to cast spells through your Keyblade.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the Keyblade Master spell list. At higher levels, you learn additional cantrips of your choice, as shown in the Cantrips Known column of the table below.

When you gain a level in this class, you can replace one of the Keyblade Master cantrips you know with another cantrip from the Keyblade Master spell list.

Preparing and Casting Spells

The Keyblade Master: The Staff table shows how many spell slots you have to cast your Keyblade Master spells. To cast one of your Keyblade Master spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of Keyblade Master spells that are available for you to cast, choosing from the Keyblade Master spell list. When you do so, choose a number of Keyblade Master spells equal to your Intelligence modifier + half your Keyblade Master level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level Keyblade Master, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of Keyblade Master spells requires time spent in meditation, practice, and study: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your Keyblade Master spells, since you study and practice magic. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a Keyblade Master spell you cast and when making an attack roll with one.

Spell Save DC = 8 + your Proficiency Bonus + your Intelligence modifier

Spell Attack Modifier = your Proficiency Bonus + your Intelligence Modifier

Spellcasting Focus: You can use your Keyblad as your Spellcasting focus.

Keyblade Master Magic

Keyblade Master: The Staff

Level Cantrips Known 1st 2nd 3rd 4th 5th
1st 2 2 - - - -
2nd 2 2 - - - -
3rd 2 3 - - - -
4th 2 3 - - - -
5th 2 4 2 - - -
6th 2 4 2 - - -
7th 2 4 3 - - -
8th 2 4 3 - - -
9th 2 4 3 2 - -
10th 3 4 3 2 - -
11th 3 4 3 3 - -
12th 3 4 3 3 - -
13th 3 4 3 3 1 -
14th 4 4 3 3 1 -
15th 4 4 3 3 2 -
16th 4 4 3 3 2 -
17th 4 4 3 3 2 1
18th 4 4 3 3 2 1
19th 4 4 3 3 2 2
20th 5 4 3 3 2 2

Magic Rage

Additionally when you choose the Staff, you gain the ability to restore Spell Slots after taking damage. Tally up any damage you have taken since your last Long Rest. When you’ve taken enough damage, you can expend it to restore a spell slot. You must take damage equal to 15 times the spell’s level to restore a spell slot.

You can only restore spell slots of a level you can cast and only if you’re missing any. Any damage you have stored goes away when you take a Long Rest.

Magic Haste

Starting at 6th level, you excel at restoring your magic by hitting your enemies with your Keyblade. Tally up any damage you’ve dealt with your Keyblade since your last Long Rest. When you’ve dealt enough damage, you can expend it to restore a spell slot. You must deal damage equal to 30 times the spell’s level with your Keyblade to restore a spell slot.

You can only restore spell slots of a level you can cast and only if you’re missing any. Any damage you have stored goes away when you take a Long Rest.

Leaf Bracer

Starting at 11th level, you can guard any spells you cast. Whenever you cast a spell and another spellcaster or creature attempts to interrupt the casting, you can use your reaction to maintain the spell.

For example, if you cast Cure Wounds and a creature attempts to cast Counterspell, you can use your reaction and block the Counterspell. This, however, does not prevent multiple castings of Counterspell.

You can use Leaf Bracer a number of times equal to your Intelligence Modifier. You regain all expended uses on a Long Rest.

Magic Lock On

Starting at 15th level, you find it hard to miss with magic. Whenever you miss an attack roll when casting a spell, you can reroll it and must take the new number. If you still miss, you can add 10 times the spell’s level as “damage” to the amount stored for Magic Haste.

Endless Magic

Starting at 18th level, you’ve mastered casting spells, and can do so much faster. For spells that have a casting time of one action, you can expend damage stored from either Magic Rage or Magic Haste, equal to 10 times the spell’s base level, to cast the spell as a bonus action.

Keyblade Master: The Staff Spell List

The spells you can cast as a Keyblade Master when you choose the Staff.

Cantrips
Spell Name School Casting Time Range Duration Components
Acid Splash Conjuration 1 Action 60ft Instantaneous V, S
Blade Ward Abjuration 1 Action Self 1 Round V, S
Booming Blade Evocation 1 Action Self (5ft Radius) Instantaneous S, M
Catch Flame Giant's Flame Incantation Bonus Action Touch Instantaneous S
Fire Bolt Evocation 1 Action 120ft Instantaneous V, S
Frostbite Evocation 1 Action 60ft Instantaneous V, S
Green-Flame Blade Evocation 1 Action Self (5ft Radius) Instantaneous S, M
Gust Transmutation 1 Action 30ft Instantaneous V, S
Honed Bolt Dragon Cult Incantation 1 Action 120ft Instantaneous V, S
Light Evocation 1 Action Touch 1 hour V, M
Lightning Lure Evocation 1 Action Self (15ft Radius) Instantaneous V
Mending Transmutation 1 Minute Touch Instantaneous V, S, M
Minor Illusion Illusion 1 Action 30ft 1 minute S, M
Poison Spray Conjuration 1 Action 10ft Instantaneous V, S
Prestidigitation Transmutation 1 Action 10ft Up to 1 hour V, S
Ray of Frost Evocation 1 Action 60ft Instantaneous V, S
Shape Water Transmutation 1 Action 30ft Instantaneous or 1 hour S
Shocking Grasp Evocation 1 Action Touch Instantaneous V, S
Thunderclap Evocation 1 Action Self (5ft Radius) Instantaneous S

1st Level Spells
Spell Name School Casting Time Range Duration Components
Absorb Elements Abjuration 1 Reaction Self 1 Round S
Bless Enchantment 1 Action 30ft Concentration, up to 1 minute V, S, M
Burning Hands Evocation 1 Action Self (15-foot cone) Instantaneous V, S
Catapult Transmutation 1 Action 60ft Instantaneous S
Chromatic Orb Evocation 1 Action 90ft Instantaneous V, S, M
Command Enchantment 1 Action 60ft Concentration, up to 1 minute V
Compelled Duel Enchantment 1 Bonus Action 30ft Concentration, up to 1 minute V
Create or Destroy Water Transmutation 1 Action 30ft Instantaneous V, S, M
Cure Poison Two Fingers Incantation 1 Action Touch Instantaneous V, S
Cure Wounds Evocation 1 Action Touch Instantaneous V, S
Detect Magic Divination 1 Action (Ritual) Self Concentration, up to 10 minutes V, S
Earth Tremor Evocation 1 Action Self (10ft Radius) Instantaneous V, S
Electrify Armament Dragon Cult Incantation 1 Bonus Action Touch Concentration, up to 1 minute V, S, M
Ensnaring Strike Conjuration 1 Bonus Action Self Concentration, up to 1 minute V
Expeditious Retreat Transmutation 1 Bonus Action Self Concentration, up to 10 minutes V, S
Faerie Fire Evocation 1 Action 60ft Concentration, up to 1 minute V
Feather Fall Transmutation 1 Reaction 60ft 1 minute V, M
Fog Cloud Conjuration 1 Action 120ft Concentration, up to 1 hour V, S
Frozen Armament Cold Sorcery 1 Bonus Action Touch Concentration, up to 1 minute V, S, M
Gift of Alacrity Dunamancy 1 Minute Touch 8 hours V, S
Grease Conjuration 1 Action 60ft 1 minute V, S, M
Healing Word Evocation 1 Bonus Action 60ft Instantaneous V
Ice Knife Conjuration 1 Action 60ft Instantaneous S, M
Jump Transmutation 1 Action Touch 1 minute V, S, M
Longstrider Transmutation 1 Action Touch 1 hour V, S, M
Mage Armor Abjuration 1 Action Touch 8 hours V, S, M
Poison Armament Servants of Rot Bonus Action Touch Concentration, up to 1 minute V, S, M
Ray of Sickness Necromancy 1 Action 60ft Instantaneous V, S
Searing Smite Evocation 1 Bonus Action 120ft Concentration, up to 1 minute V
Scan Divination Bonus Action Touch Concentration, up to 1 minute V, S, M
Sleep Enchantment 1 Action 90ft 1 minute V, S, M
Tasha's Caustic Brew Evocation 1 Action Self (30ft Line) Concentration, up to 1 minute V, S, M
Thunderous Smite Evocation 1 Bonus Action Slef Concentration, up to 1 minute V
Thunderwave Evocation 1 Action Self (15ft Cube) Instantaneous V, S
Witch Bolt Evocation 1 Action 30ft Concentration, up to 1 minute V, S, M

2nd Level Spells
Spell Name School Casting Time Range Duration Components
Aganazzar's Scorcher Evocation 1 Action 30ft Instantaneous V, S, M
Blindness/Deafness Necromancy 1 Action 30ft Concentration, up to 1 minute V
Blur Illusion 1 Action Self Concentration, up to 1 minute V
Blood Mending Necromancy 1 Action 60ft Instantaneous S, M
Cragblade Transmutation 1 Action Touch Concentration, up to 1 minute V, S, M
Dragon's Breath Transmutation 1 Bonus Action Touch Concentration, up to 1 minute V, S, M
Dust Devil Conjuration 1 Action 60ft Concentration, up to 1 minute V, S, M
Earthbind Transmutation 1 Action 300ft Concentration, up to 1 minute V
Earthen Spike Transmutation 1 Action 30ft Instantaneous V, S, M
Fire's Deadly Sin Giant's Flame Incantation 1 Action Self (10ft Radius) Instantaneous V, S, M
Flame Blade Evocation 1 Bonus Action Self Concentration, up to 10 minutes V, S, M
Flame Fortification Two Fingers Incantation 1 Action Touch 1 minute V, S
Flaming Sphere Conjuration 1 Action 60ft Concentration, up to 1 minute V, S, M
Freezing Mist Cold Sorcery 1 Action 60ft Concentration, up to 1 minute V, S
Gust of Wind Evocation 1 Action Self (60ft Line) Concentration, up to 1 minute V, S, M
Heat Metal Transmutation 1 Action 60ft Concentration, up to 1 minute V, S, M
Hold Person Evocation 1 Action 60ft Concentration, up to 1 minute V, S, M
Kinetic Jaunt Transmutation 1 Bonus Action Self Concentration, up to 1 minute S
Maximillian's Earthen Grasp Transmutation 1 Action 30ft Concentration, up to 1 minute V, S, M
Melf's Acid Arrow Evocation 1 Action 90ft Instantaneouse V, S, M
Mirror Image Illusion 1 Action Self 1 minute V, S
Misty Step Conjuration 1 Bonus Action Self Instantaneous V
Poison Mist Evocation 1 Action 60ft Concentration, up to 1 minute V, S
Ray of Enfeeblement Necromancy 1 Action 60ft Concentration, up to 1 minute V, S
Rime's Binding Ice Evocation 1 Action Self (30ft Cone) Instantaneous S, M
Scorching Ray Evocation 1 Action 120ft Instantaneous V, S
Shatter Evocation 1 Action 60ft Instantaneous V, S, M
Vortex Warp Evocation 1 Action 90ft Instantaneous V, S
Warding Wind Evocation 1 Action Self Concentration, up to 10 minutes V

3rd Level Spells
Spell Name School Casting Time Range Duration Components
Ashardalon’s Stride Transmutation 1 Bonus Action Self Concentration, up to 1 minute V, S
Bestow Curse Necromancy 1 Action Touch Concentration, up to 1 minute V, S
Call Lightning Conjuration 1 Action 120ft Concentration, up to 10 minutes V, S
Dispel Magic Abjuration 1 Action 120ft Instantaneous V, S
Elemental Weapon Transmutation 1 Action Touch Concentration, up to 1 hour V, S
Erupting Earth Transmutation 1 Action 120ft Instantaneous V, S, M
Fireball Evocation 1 Action 150ft Instantaneous V, S, M
Flame Whip Evocation 1 Action 30ft Instantaneous V, S
Fly Transmutation 1 Action Touch Concentration, up to 10 minutes V, S, M
Frozen Lightning Spear Dragon Cult Incantation 1 Action Self (60ft Line) Instantaneous V, S
Haste Transmutation 1 Action 30ft Concentration, up to 1 minute V, S, M
Hypnotic Pattern Illusion 1 Action 120ft Concentration, up to 1 minute S, M
Lightning Bolt Evocation 1 Action Self (100ft Line) Instantaneous V, S, M
Mass Healing Word Evocation 1 Bonus Action 60ft Instantaneous V
Melf’s Minute Meteors Evocation 1 Action Self (120ft) Concentration, up to 10 minutes V, S, M
Protection from Energy Abjuration 1 Action Touch Concentration, up to 1 hour V, S, M
Slow Transmutation 1 Action 120ft Concentration, up to 1 minute V, S, M
Thunder Step Evocation 1 Action 90ft Instantaneous V
Tidal Wave Conjuration 1 Action 120ft Instantaneous V, S, M
Wall of Sand Evocation 1 Action 90ft Concentration, up to 10 minutes V, S, M
Wall of Water Evocation 1 Action 60ft Concentration, up to 10 minutes V, S, M
Water Breathing Transmutation 1 Action (Ritual) 30ft 24 hours V, S, M
Water Walk Transmutation 1 Action (Ritual) 30ft 1 hour V, S, M
Wind Wall Evocation 1 Action 120ft Concentration, up to 1 minute V, S, M
Zamor Ice Storm Cold Sorcery 1 Action Self (20ft Radius) Concentration, up to 1 minute V, S

4th Level Spells
Spell Name School Casting Time Range Duration Components
Banishment Abjuration 1 Action 60ft Concentration, up to 1 mintue V, S, M
Confusion Enchantment 1 Action 90ft Concentration, up to 1 mintue V, S, M
Dimension Door Conjuration 1 Action 500ft Instantaneous V
Elemental Bane Transmutation 1 Action 90ft Concentration, up to 1 mintue V, S
Fire Shield Evocation 1 Action Self 10 mintuex V, S, M
Flame Grant Me Strength Giant's Flame Incantation/i> 1 Action Touch Concentration, up to 1 mintue V, S
Freedom of Movement Abjuration 1 Action Touch 1 hour V, S, M
Ice Storm Evocation 1 Action 300ft Instantaneous V, S, M
Laser Ray Evocation 1 Action Self (120ft Line) Instantaneous V, S
Stoneshape Transmutation 1 Action Touch Instantaneous V, S, M
Stoneskin Abjuration 1 Action Touch Concentration, up to 1 hour V, S, M
Storm Sphere Evocation 1 Action 150ft Concentration, up to 1 minute V, S
Terra Magica Glintstone Sorcery 1 Action Self (10ft Radius) Concentration, up to 1 minute V, S
Vitriolic Sphere Evocation 1 Action 150ft Instantaneous V, S, M
Wall of Fire Evocation 1 Action 120ft Concentration, up to 1 minute V, S, M
Watery Sphere Conjuration 1 Action 90ft Concentration, up to 1 minute V, S, M

5th Level Spells
Spell Name School Casting Time Range Duration Components
Cloudkill Conjuration 1 Action 120ft Concentration, up to 10 minutes V, S
Cone of Cold Evocation 1 Action Self (60ft Cone) Instantaneous V, S, M
Comet Glintstone Sorcery 1 Action 90ft Instantaneous V, S
Destructive Wave Evocation 1 Action Self (30ft Radius) Instantaneous V
Far Step Conjuration 1 Bonus Action Self Concentration, up to 1 minute V
Flame Strike Evocation 1 Action 60ft Instantaneous V, S, M
Greater Restoration Abjuration 1 Action Touch Instantaneous V, S, M
Hold Monster Enchantment 1 Action 90ft Concentration, up to 1 mintue V, S, M
Immolation Evocation 1 Action 90ft Concentration, up to 1 mintue V,
Maelstrom Evocation 1 Action 120ft Concentration, up to 1 mintue V, S, M
Mass Cure Wounds Evocation 1 Action 60ft Instantaneous V, S
Skill Empowerment Transmutation 1 Action Touch Concentration, up to 1 hour V, S
Telekenisis Transmutation 1 Action 60ft Concentration, up to 10 mintues V, S
Wall of Stone Evocation 1 Action 120ft Concentration, up to 10 mintues V, S, M