Abilities (Kingdom Hearts)

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Abilities[edit]

Each of the Keyblade classes, as well as the Empty Being Class, have access to a wide variety of abilities. Some abilities being exclusive to certain classes in particular. These abilities allow Keyblade wielders to become more self sustaining, be more resourceful and perform many feats of skill.

Adhesive Step[edit]

You can cast spider climb or water walk without expending a spell slot or material components. Starting at 9th level, you are always under the effects of these spells without needing to cast them or requiring concentration.

Alter Magic[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell that deals a type of damage from the following list, you can spend 1 ability point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.

AP Plus[edit]

You can add your Charisma Modifier to your Total AP.

Ars Arcanum[edit]

Prerequisites: Keyblade; 11th level

When you take the attack action, you can spend 5 AP to make an additional attack with your Keyblade as part of the attack action.

Barrier[edit]

You can spend 2 AP to cast the shield spell without expending a spell slot.

Blazing Chakrams[edit]

Prerequisites: Chakrams

You chakrams now inflict fire damage instead of piercing damage, and the damage die becomes 1d8 instead of 1d6. Additionally, you no longer gain disadvantage on the attack roll when making a thrown attack against a creature within your chakram's long range.

Blizzard Boost[edit]

When you cast a spell that inflicts Cold Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.

Connect[edit]

Prerequisites: Keyblade; 5th level
You can cast Sending at will, without expending a spell slot.

Counter Strike[edit]

When you are hit with a melee weapon attack, you can spend 2 AP to use your reaction to make a melee weapon attack against that creature with your Keyblade/Dark Weapon.

Cure Boost[edit]

When you cast a spell that restores Hit Points, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.

Dark Genius[edit]

Prerequisites: Dark Mind

When you prepare spells, you can add your proficiency bonus to the amount of spells that you can prepare.

Dark Improv[edit]

Prerequisites: Dark Talent

As a bonus action, you can spend 1 ability point and choose 1 skill that you are not already proficient in. You become proficient in that skill for 1 minute.

Dodge Roll[edit]

You can spend 1 AP to dodge as a bonus action.

Double Cast[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of ability points equal to the spell's level to target a second creature in range with the same spell (1 ability point if the spell is a cantrip). To be eligible for Double Cast, a spell must be incapable of targeting more than one creature at the spell's current level.

Drift[edit]

Prerequisites: 3rd level

You can cast Levitate on yourself at will, without expending a spell slot or material components.

Efficient Armor[edit]

Prerequisites: Keyblade Guardian Class

You can add your proficiency bonus to the amount of times you can conjure your Key Armor before needing to complete a long rest. Additionally, you regain 1 use of your Key Armor feature when you complete a short rest.

Explosion[edit]

Prerequisites: Chakrams; 11th level

As an action, you can spend 5 Ability Points throw your chakrams to a place you can see within 90 feet of you. Any creature within a 30 foot radius of that location must succeed on a dexterity saving throw or take 10d8 fire damage. On a successful save, they take half as much damage.

Fire Boost[edit]

When you cast a spell that inflicts Fire Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.

Flame Liberator[edit]

Prerequisites: Eternal Flame

Any fire damage you inflict ignores immunity.

Flee[edit]

You can spend 1 Ability Point to hide as a bonus action.

Flight[edit]

Prerequisites: 11th level.

You gain a flying speed equal to your movement speed.

Focus[edit]

You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.

Glide[edit]

You gain a gliding speed equal to your movement speed. While gliding, you can move in any horizontal direction without having solid ground beneath you. You cannot move upwards while gliding, and each movement spent gliding brings you 5 feet downwards. Each action, reaction, or bonus action done while gliding also brings you 5 feet downward. After landing from a glide, you take no fall damage.

Glider[edit]

Prerequisites 9th level
You can summon a flying vehicle large enough to carry yourself and 1 other medium or smaller creature as a bonus action. The glider has the following features.

HP equal to half of your own.
An AC of 18.
A flying speed of 90.

You can dismiss this glider as a bonus action. Once this glider is dismissed, or it's HP reaches 0, you cannot summon this glider again unless you finish a long rest or spend 5 AP to do so.

Gravira[edit]

Prerequisites: Eldritch Blast

When you hit a creature with eldritch blast, you can decrease their movement speed by 10 until the end of their next turn.

Guard[edit]

As a bonus action, you can spend 2 AP to take a defensive stance until the start of your next turn. Taking this stance reduces your remaining movement speed for the turn to 0. While in this stance, any damage you receive is reduced by half. You cannot have yet moved to use this ability.

Hastega[edit]

Prerequisites: 5th level

You can spend 4 AP to cast haste on yourself without expending a spell slot or material components.

Hastera[edit]

Your movement speed increases by 10 feet.

Hawkeye[edit]

Prerequisites: Dark Guns

You gain 1 additional trick shot.

High Jump[edit]

You can cast Jump at will, without expending a spell slot.

Improved Dance of The Daring[edit]

Prerequisites: Dance Of The Daring

When you use your Dark Instrument Feature, you can instead target up to 3 creatures at once by spending 1 additional ability point for each creature after the first.

Improved Keyblade/Dark Weapon[edit]

Prerequisites: 7th level

You gain a +1 bonus to attack and damage rolls made using your keyblade/Dark Weapon. Starting at 11th level, this bonus increases to +2. At 17th level this bonus becomes +3.

Improved Sight[edit]

You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.

Long Cast[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 ability point to double its duration, to a maximum duration of 24 hours.

Magnera[edit]

Prerequisites Eldritch Blast

When you hit a creature with Eldritch Blast, you can pull it in a straight line, 10 ft towards yourself.

Magic Combo[edit]

You learn 2 cantrips of your choice from the Keyblade Spell List.

Magic Element[edit]

Prerequisites: Keyblade Mystic Class
Choose one of the following spell lists from below. You so long as you have the spell slots necessary to cast them, you always have these spells prepared, and they do not count against the number of spells you can prepare between each long rest.

Fire and Ice[edit]

1st level: Burning Hands, Frost Fingers 2nd level: Scorching ray, Snilloc's Snowball Swarm 3rd level: Fireball, Sleet Storm 4th level: Fire Shield, Ice Storm 5th level: Flame Strike, Cone of Cold

Thunder & Water Element[edit]

1st level: Create or Destroy Water, Witch Bolt 2nd level: Melf's Acid Arrow, Shatter 3rd level: Call Lightning, Water Breathing 4th level: Water Sphere, Storm Sphere 5th level: Destructive Wave, Maelstrom

Earth & Wind Element[edit]

1st level: Earth Tremor, Zephyr Strike 2nd level: Gust Of Wind, Maximilian's Earthen Grasp 3rd level: Fly, Erupting Earth 4th level: Freedom Of Movement, Stone Shape 5th level: Control Winds, Wall Of Stone

Healing & Protection Element[edit]

1st level: Cure Wounds, Shield 2nd level: Aid, Lesser Restoration 3rd level: Beacon of Hope, Mass Healing Word 4th level: Aura Of Life, Death Ward 5th level: Greater Restoration, Mass Cure Wounds

Magic Galvinizer[edit]

Prerequisites: 9th level

You gain a +1 bonus to spell attack and to your spell save DC with spells you cast with your keyblade/dark weapon as you spellcasting focus. Starting at 13th level, this bonus increases to +2. At 17th level this bonus becomes +3.

Magic Raid[edit]

Prerequisites: Extra Attack

Once per round, when you hit a creature with an attack from your Keyblade/Dark Weapon, you can spend AP equal to the level of the spell, to cast one of the spells listed below as part of one of your attack without concentration or expending a spell slot. The damage is then added to that attack's damage. You cannot use any of these spells normally in the same round that you use this ability. You must still have the spell prepared in order to cast it this way.

  • Searing Smite
  • Thunderous Smite
  • Wrathful Smite
  • Branding Smite
  • Blinding Smite
  • Staggering Smite
  • Bannishing Smite

Magic Recovery[edit]

Prerequisites: Keyblade Mystic Class

You have learned to regain some of your magical energy by meditating. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Keyblade Mystic level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Keyblade Mystic, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Magic Scope[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell that has a range of 5 feet or greater, you can spend 1 ability point to double the range of the spell.

Powerful Keyblade/Dark Weapon[edit]

Prerequisites: 12th level

When you hit a creature with your Keyblade/Dark Weapon, you can add your Charisma Modifier to the damage roll.

Protect[edit]

Prerequisites: Spellcasting or Dark Magic

You can spend 1 Ability Point to cast Shield of Faith without expending a spell slot.

Protecting The World Order[edit]

You can cast Disguise Self at will without expending a spell slot.

Protega[edit]

Prerequisites: 7th level in Keyblade Guardian Class

While wearing your Key Armor, you gain a +1 bonus to your AC. Starting at 11th level, this bonus increases to +2. At 17th level this bonus becomes +3.

Protera[edit]

You can cast mage armor on yourself at will, without expending a spell slot.

Quick Blitz[edit]

Prerequisites: Keyblade Warrior Class

During your turn, you can take an extra action. You can only do this once, and must complete a short or long rest before you can do this again. At 17th level, you can do this twice before needing to take a short or long rest.

Quick Step[edit]

Prerequisites: 3rd level

You can spend 2 AP to cast Misty Step, without expending a spell slot.

Ragnarok[edit]

Prerequisites: Keyblade; 11th level

As an action, you can spend AP fire a barrage of magical darts at target creatures of your choice within a range of 120 feet. For each Ability Point you spend, you can fire one dart which deals 1d4+1 force damage.

Rapid Weapon[edit]

Prerequisite: Dark Weapon; 5th level

When you make an attack with your Dark weapon, you can attack twice instead of once in the same action. Additionally, the damage inflicted by your dark weapon is considered magical for the purpose of overcoming resistance and immunity.

Regen[edit]

Prerequisites: Keyblade Guardian Class

Your Keyblade grants you the power to heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of Hit Points equal to your Keyblade Guardian level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of Hit Points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 Hit Points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Regen, expending Hit Points separately for each one. This feature has no Effect on Undead and Constructs.

Ripple Drive[edit]

When you take the attack action with you keyblade/Dark Weapon, you can spend 1 AP. Until the start of your next turn, your keyblade/Dark Weapon attacks deal an additional 1d6 radiant damage.

Safe Magic[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 ability point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.

Scatter Shot[edit]

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.

Scope[edit]

Prerequisite: Eldritch Blast cantrip

When you cast Eldritch Blast, its range is 300 feet.

Seafaring[edit]

You can breathe underwater and you gain a swimming speed equal to your walking speed.

Second Chance[edit]

Prerequisites: 9th level

If you would be reduced to 0 HP you are reduced to 1 HP instead. You can only survive this way once, and must complete a long rest before you can do this again.

Silent Magic[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell, you can spend 1 ability point to cast it without any somatic or verbal components.

Slapshot[edit]

Prerequisites: Eldritch Blast

When you hit a creature with eldritch blast, you can force them 10 feet in a direct opposite from you.

Sleepra[edit]

You can spend 2 AP to cast sleep at 1st level, without expending a spell slot. You can increase the spell level by spending 1 AP per level.

Skill Link[edit]

You gain proficiency in 3 skills of your choice.

Skill Link Plus[edit]

Select 2 skills that you are proficient in. You gain expertise in those skills.

Slide[edit]

You can spend 1 AP to Dash or Disengage as a bonus action.

Sonic Blade[edit]

Prerequisites: Keyblade

As a bonus action, you can spend 5 AP to give yourself advantage on all you keyblade attack rolls until the start of your next turn.

Stopga[edit]

Prerequisites: 9th level

You can spend 5 AP to cast Hold Monster at 5th level without expending a spell slot or material components. While you maintain concentration on this spell that was cast this way, that creature is considered frozen in time. If you are a Keyblade Mystic, you can increase the level the spell is cast at by spending an additional 2 AP per spell level, if you have spells lots of that level.

Stopra[edit]

Prerequisites: 5th level

You can spend 2 AP to cast Hold Person at 2nd level, without expending a spell slot or material components. While you maintain concentration on this spell that was cast this way, that creature is considered frozen in time. You can increase the level the spell is cast at by spending an additional 2 AP per spell level.

If you are a Keyblade Warrior, you can spend 2 additional AP (4 total) to cast this spell at 3rd level, and then, starting at 7th level, another 2 additional AP (6 total) to cast it at 4th level.

If you are Keyblade Guardian, you can spend 2 additional AP (4 total) to cast this spell at 3rd level, then starting at 7th level, another 2 additional AP (6 total) to cast it at 4th level, and then starting at 9th level, another 2 additional AP (8 total) to cast it at 5th level.

If you are a Keyblade Mystic, you can increase the level the spell is cast at by spending an additional 2 AP per spell level, if you have spells lots of that level.

Strike Raid[edit]

Prerequisites: Keyblade

Your Keyblade(s) gain the thrown property with a range of 30/60 feet. Additionally, if you throw your Keyblade as an attack with this feature, you can then immediately summon it back to your hand, regardless of whether it hits or miss, no action required.

Stun Impact[edit]

As an action, you can spend 2 AP to force all creatures of your choice within 10 feet of you to make a Constitution saving throw. On a failed save, they take 4d8 thunder damage and are stunned until the end of their next turn. On a successful save, they take half as much damage and are not stunned.

Swift Magic[edit]

Prerequisites: Keyblade Mystic Class

When you cast a spell with a casting time of one action, you can spend 1 Ability Points to cast it as a bonus action instead.

Tactician[edit]

You gain 1 fighting style.

Thunder Boost[edit]

When you cast a spell that inflicts Lightning Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.

Twin Pistols[edit]

Prerequisites: Dark Guns

You can manifest an additional pistol and can engage in two-weapon fighting with them. Your pistols share their ammunition.

Vortex[edit]

As a bonus action, you can spend 1 AP move up to half your moment speed towards a creature that you can see. This movement does not provoke opportunity attacks.

Waltz Of The Damned[edit]

Prerequisites: Dark Instrument

You can instead apply your Dark Instrument die to an enemy creature. Whenever that creature would make an attack roll, spell attack roll, saving throw, or skill check, you can spend 1 AP and use your reaction force that creature to roll the Dark Instrument Die and subtract that result from the total.

Grand Abilities[edit]

Magic Bracer[edit]

Prerequisites: Mark of Mastery Mystic
When you cast a spell of 9th level or lower, that spell is not effected by counterspell, dispel magic, antimagic field, and other anti-magic effects or magic that not cast with a 10th level or higher spell slot or means of similar power. (DM's discretion)


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