Keyblade Master - The Sword
You have chosen the sword, a mighty weapon for slaying foes and dealing damage. The center of combat, never fearing death.
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
Saving Throws: Dexterity
Weapon Mastery
Your Keyblade is best for fighting other creatures.
When you choose the Sword you gain a Weapon Mastery property for your Keyblade.
Choose two of the properties based on the damage your Keyblade has.
You can only have one active at a time, but can swap it during a short rest.
You may change your mastery property during a long rest or when you combine your Keyblade and a magic weapon that has a different damage type than your Keyblade.
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Bludgeoning Keyblades
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Piercing Keyblades
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Slashing Keyblades
Fighting Style
As a warrior in the thick of every fight, the way you fight reflects that.
When you choose the Sword, 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.
- Blind Fighting:
You have blindsight with a range of 10 feet.
Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness.
Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
- 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.
- 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.)
- Thrown Weapon Fighting:
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
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In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Your Keyblade returns to your hand when thrown, and gains the "Thrown" property with a range of 30/90ft if it is not Heavy or Two-Handed.
- Two-Weapon Fighting:
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Combat Sleights
Starting at level 6, you learn certain maneuvers to use in combat called Sleights. You gain access to the following Sleights:
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Strike Raid (Action):
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You hurl your Keyblade down a line that is 15ft long, 5ft wide.
For every creature in the range, make a ranged attack with either Strength or Dexterity, dealing the Keyblade’s damage to all creatures hit.
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Slapshot (Attack):
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You extend your reach an additional 5ft and attack a creature within range (incompatible with the "Lunge" property).
This attack has an increased crit range of 19-20.
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Retaliating Slash (Reaction):
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When knocked prone, leap to your feet and attack a creature within range.
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Sonic Blade (Action):
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Dash up 15ft without provoking opportunity attacks and make an attack roll against a creature within range.
Repeatable up to two more times.
You can use Sleights a number of times equal to your Proficiency Bonus per Short Rest.
You can only use one Sleight per turn.
Combo Plus
When you reach 11th level, your fighting prowess has increased.
When you take the attack action on your turn, you may now make up to 3 attacks.
Critical Plus
When you reach 15th level, the number required to score a critical hit is reduced by 1.
Critical hits also deal an additional die of damage.
Sleights Plus
When you reach 18th level, your mastery of combat and Sleights has reached its peak.
For attacks that use DC, it is calculated by 8 + Proficiency Bonus + Strength modifier.
You gain the following Sleights:
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Ars Arcanum (Action, 3 Sleight Charges):
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You unleash a storm of attacks.
You may make up to 5 attacks against creatures in range.
Between each attack you can move up to 5 feet if you have move speed.
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Zanetsuken (Action, 3 Sleight Charges):
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Target a creature within 30ft.
Teleport behind them, slashing them with your full power.
If the creature has less than 100 hit points, it must make a Constitution saving throw or instantly die.
Otherwise, it takes 12d12 Slashing damage.
Creatures with Legendary Actions/Resistances are immune to Zanetsuken's instant kill effect.
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Ragnarok (Attack, 2 Sleight Charges):
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When attacking an airborne creature, you can force them to make a Strength saving throw, taking 5d10 damage or half as much on a success.
Airborne creatures that fail are also thrown to the ground, taking an appropriate amount of Bludgeoning damage.
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Stun Impact (Attack, 2 Sleight Charges):
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When hitting a creature, you blast them and nearby creatures with power.
Make an attack roll against a target within range.
On a hit, it and all creautres within 10ft take your weapon's damage.
Regardless, all creatures of your choice within 10ft must make a Constitution saving throw or become stunned until the end of their next turn.
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Ripple Drive (Attack, 2 Sleight Charges):
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When hitting a creature, you blast them with magical power.
Make an attack roll against a taget within range.
On a hit, deal an additional number of d6s equal to your Strength or Dexterity modifier (your choice, minimum of 1).