Keyblade Guardian (5e Class)
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Keyblades are mysterious weapons the come from the heart. Many Keyblade Masters have wielded these and see them as an important factor to the battle between Darkness and light. Keyblades are known for their ability to open any lock, as well as permanently lock anything shut. Long ago many Keyblade Masters fought a great war with these weapons to claim control over the original X-blade.
The Keyblade is a powerful weapon fueled by the heart. Some Keyblade Wielder's use that to improve their own defensive capabilities to either be able to survive for longer, or to take hits on behalf of their allies. Either way, these in particular will prove to be difficult to strike down.
Creating a Keyblade Guardian
As you build your Keyblade Guardian, here are questions to consider. How did you get your Keyblade? Did you inherit your Keyblade from someone? If so was it a teacher, or some other Keyblade Master who saw you worthy of inheriting their power? Did your Keyblade come to you on it's own? If so, what was it that made it come to you? Was it at a moment of great need, or sheer chance?
Why choose the power of the guardian with your keyblade over the power of the mystic or warrior? Perhaps you've dreamed of becoming a great knight and thought this Keyblade could help you achieve that? Perhaps you were already training to be a chivalrous knight and this would help towards that? Or did it just simply feel right?
Were you self taught with the power this weapon holds, or were you trained by a proper master?
- Quick Build
You can make a Keyblade Guardian quickly by following these suggestions. First, Strength should be your highest ability score, followed by Charisma. Second, choose the Athlete background. Third, choose Any Martial Weapon and shield, (which marital weapon you choose won't matter since you will likely be using the keyblade feature for your main weapon.) five Javelins, and Explorer's Pack. For your Keyblade Feature choose swift Keyblade.
As a Keyblade Guardian you gain the following class features.
- Hit Points
Armor: Light Armor, Medium Armor, Heavy Armor, Shields
Weapons: Keyblades, Simple Weapons, Martial Weapons
Tools: one musical instrument
Saving Throws: Charisma, Wisdom
Skills: Choose two from Acrobatics, Athletics, Insight, Intimidation, Medicine, Perception, Persuasion, Religion, Sleight Of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
- (a) a Martial Weapon and a Shield or (b) Two Martial Weapons
- (a) Five Javelins or (b) any simple weapon
- (a) a dungeoneer's or (b) an explorer's pack
- Chain Mail
- If you are using starting wealth, you have 1d4x10 gp in funds.
|Features||Ability Points||Abilities Known||—Spell Slots per Spell Level—|
|1st||+2||Keyblade, Fighting Style||—||—||—||—||—||—||—|
|2nd||+2||Spellcasting, Abilities, Key Armor, Zantetsuken||2||2||2||—||—||—||—|
|4th||+2||Ability Score Improvement||4||2||3||—||—||—||—|
|8th||+3||Ability Score Improvement||8||4||4||3||—||—||—|
|9th||+4||Armor Of Protection||9||5||4||3||2||—||—|
|12th||+4||Ability Score Improvement||12||6||4||3||3||—||—|
|15th||+5||Glider, Path Feature||15||7||4||3||3||2||—|
|16th||+5||Ability Score Improvement||16||7||4||3||3||2||—|
|19th||+6||Ability Score Improvement||19||8||4||3||3||3||2|
Starting at 1st level, you gain and are attuned to a Keyblade(s) that take on of the following forms of your choice. Attunement to this Keyblade(s) does not count against the items that you can attune to.
- Heavy Keyblade
- Your Keyblade counts as a 2 handed weapon, and deals 2d6 bludgeoning damage on a hit.
- Swift Keyblade
- Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.
- Twin Keyblade
- You have 2 keyblades, each one counting as a light, finesse weapon, that deals 1d6 bludgeoning damage on a hit.
You considered proficient in wielding your Keyblade(s) and can use it as your spellcasting focus. As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appears in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action.
If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by spending 5 ability points.
As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s).
While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, or detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.
Choose 1 Fighting Style from the following.
While you are wearing armor, you gain a +1 bonus to AC.
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 re roll 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.
- Hit And Run
When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.
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.
You gain a +1 to spell attack rolls and your Spell Saving DC.
- Two-Weapon Fighting
When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack
By 2nd level, your Keyblade grants you access to magic.
- Preparing and Casting Spells
Preparing and Casting Spells The Keyblade Guardian table shows how many Spell Slots you have to cast your Spells. To cast one of your Keyblade 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 Spells that are available for you to cast, choosing from the Keyblade spell list. When you do so, choose a number of Keyblade Spells equal to your Charisma modifier + half your Keyblade Guardian 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 8th-level Keyblade Guardian, you have four 1st-level and three 2nd-level Spell Slots. With a Charisma of 14, your list of prepared Spells can include six 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 Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.
- Spellcasting Ability
Charisma is your Spellcasting Ability for your Keyblade Spells, since their power derives from the Strength of your heart. You use your Charisma whenever a spell refers to your Spellcasting Ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Keyblade spell you cast and when Making an Attack roll with one.
Additionally, you can use your keyblade as your arcane focus.
Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier
Spell Attack modifier = your Proficiency Bonus + your Charisma modifier
Through you bond with your Keyblade, you have gained powerful abilities. Unique powers that give your power form. At 2nd level, you gain two Keyblade Abilities of your choice. When you gain certain Keyblade Guardian levels, you gain additional Abilities of your choice, as shown in the Keyblade Guardian Table.
Additionally, when you gain a level in this class, you can choose one of the abilities you know and replace it with another ability that you could learn at that level.
A level prerequisite in an ability refers to a level in a single specific Keyblade class, not character level.
Additionally, you have a set Number of Ability Points equal to your Keyblade Guardian Level. Some of these abilities will expend ability points.
Starting at 2nd level, as an action, you spend a spell slot of 1st level or higher to conjure a suit of armor around yourself. This armor counts as plate armor and gains all of the same features as plate armor. This armor disappears after 8 hours, or if you lose consciousness or die.
Starting at 2nd level, when you hit a creature with a Keyblade weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.
At 3rd level, you choose a subclass known as you Guardian Path. Choose between Defender, Fear Incarnate, or Magic Armor. You gain a feature from this class at 3rd level, and then again at 7th level, 10th level, 15th level, and finally 20th level.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.
Starting at 6th level, the damage dealt by your Keyblade(s) is considered magical for the purpose of overcoming resistance and immunity.
Armor Of Protection
Starting at 9th level, while you are wearing your Key Armor, you can add your charisma modifier to all of your saving throws.
Starting at 11th level, you can summon your Key Armor as a bonus action.
By 13th level, you are so suffused with righteous might that all your keyblade weapon strikes carry divine power with them. Whenever you hit a creature with a keyblade weapon, the creature takes an extra 1d8 radiant damage.
Beginning at 14th level, you can use your action to end one spell or curse on yourself or on one willing creature that you touch.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain expended uses when you finish a long rest.
Starting at 15th level, as a bonus action, you can summon a glider to fly around with. This glider has the following features.
- HP equal to half of your own.
- An AC of 18.
- A flying speed of 60.
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.
Starting at 18th level, while you are wearing your Key Armor, you are resistant to Bludgeoning, Piercing, and Slashing damage from non-magical attacks.
- Damage Siphon
Beginning from when you choose this path at 3rd level, your armor can absorb damage on your behalf. While you are wearing your Key Armor, when you would take damage from an attack or spell, you can expend one of your spell slots to reduce the damage by 2d8 for a 1st level spell slot and then an additional 1d8 for each level above first, to a maximum of 5d8.
- Armor Of Endurance
Starting at 7th level, while you are wearing your Key Armor, you are considered proficient in constitution saving throws
- Armor Of Courage
Starting at 10th level, your armor begins to protect your heart and mind, as well as your body. While you are wearing your Key Armor, you are immune to being charmed or frightened.
- Armor Of Sight
Starting at 15th level, your armor grants your sight the power to pierce through the shadows. While you are wearing your Key Armor, you gain blind sight of up to 60 feet.
- Armor Of Defying Fate
Starting at 20th level, your armor's magic can withstand even the mightiest of blows. When you would receive a critical hit while wearing your Key Armor, you can treat the hit as a normal hit.
- Armor Of Terror
Starting at 3rd level, your Armor takes on an appearance that strikes fear into the most solid of hearts. While wearing your Key Armor, as an action, you can spend 3 AP to force each creature of your choice withing 30 feet of you to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for one minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. You can only do this once and must complete a short or long rest before you can do this again.
Starting at 15th level, you can use this feature twice before needing to take a short or long rest to do so again.
- Shivering In Thier Boots
Starting at 7th level, you only need to spend 2 AP to use your Armor of Terror feature.
Additionally, creatures that are frightened by you have their movement speed, reduced to 0.
- Zantetsuken Prime
Starting at 10th level, the damage dice from your Zantetsuken feature become d10 instead of d8.
- Strike Fear
Starting at 15th level, once per round, whenever you hit a creature with a Keyblade weapon attack, you can spend 1 AP to force the creature to make a Wisdom saving throw against your spell save DC. On a failed save, the creature is frightened for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
- Aspect Of Terror
Starting at 20th level, you have become a master of using your enemy's fear to your advantage. Your Keyblade attacks against creatures that are frightened by you, inflict an additional 1d10 psychic damage.
Additionally, as an action you can spend 5 AP to end the frightened effect on all creatures that are currently frightened by you. When you do, all creatures that you remove this effect from take 5d10 psychic damage.
- Warded Armor
When you choose this path at 3rd level, your armor becomes enchanted with powerful protective magic. As a bonus action, while wearing your Key Armor, you can expend Ability Points to increase your AC equal until the start of your next turn. The bonus to your AC increases by 1 for every 2 ability points you spend, to a maximum bonus to your AC equal to your proficiency bonus.
- Silent Armor
Starting at 7th level, wearing your Key armor no longer gives you disadvantage on Stealth (Dexterity) checks.
- Improved Warded Armor
Starting at 10th level, as a bonus action, while you are wearing your Key Armor, you can expend Ability Points to gain a bonus to saving throws equal until the start of your next turn. The bonus to your saving throws increases by 1 for every 2 ability points you spend, to a maximum bonus to your saving throws equal to your proficiency bonus.
- Healing Armor
Starting at 15th level, your Armor Blesses you with the power to heal wounds. By spending a spell slot as a bonus action, your armor begins healing you at the end of each of your turns for 1 minute. The amount of HP you heal is equal to 1d8+the spell slot's level.
You can do this a number of times equal to half of your proficiency bonus, regaining all uses on a short or long rest.
- Power Armor
By 20th level, your armor allows you to channel your Keyblade with sheer power. As a bonus action, while you are wearing your Key Armor, you can expend Ability Points to gain a bonus to attack rolls equal until the start of your next turn. The bonus to your attack rolls increases by 1 for every 2 ability points you spend, to a maximum bonus to your equal to your proficiency bonus.
You can prepare spells from the spell list below.
- 1st Level
Burning Hands, Chaos Bolt, Comprehend Languages, Create or Destroy Water, Cure Wounds, Detect Good and Evil, Detect Magic, Detect Poison and Disease, Disguise Self, Divine Favor, Earth Tremor, Feather Fall, Guiding Bolt, Healing Word, Heroism, Identify, Mage Armor, Magic Missile, Protection From Good And Evil, Purify Food and Water, Searing Smite, Shield, Shield of Faith, Sleep, Thunderous Smite, Thunderwave, Wrathful Smite, Zephyr Strike
- 2nd Level
Aid, Aganazzar's Scorcher, Arcane Lock, Branding Smite, Calm Emotions, Detect Thoughts, Enhance Ability, Find Steed, Find Vehicle, Gentle Repose, Healing Spirit, Hold Person, Knock, Lesser Restoration, Levitate, Locate Animals or Plants, Locate Object, Mind Spike, Misty Step, Prayer Of Healing, Protection From Poison, Scorching Ray, Snilloc's Snowball Storm, Spider Climb, Zone Of Truth
- 3rd Level
Blinding Smite, Counter Spell, Daylight, Dispel Magic, Elemental Weapon, Fast Friends, Fireball, Haste, Lighting Bolt, Mass Healing Word, Remove Curse, Revivify, Slow, Spirit Shroud, Thunder Step, Tidal wave, Tongues, Water Breathing, Water Walk
- 4th Level
Aura of Life, Aura of Purity, Blight, Confusion, Control Water, Dimension Door, Fire Shield, Ice Storm, Locate Creature, Staggering Smite, Storm Sphere, Vitriolic Sphere, Watery Sphere
- 5th Level
Awaken, Banishing Smite, Cone Of Cold, Circle Of Power, Destructive Wave, Dream, Flame Strike, Hold Monster, Holy Weapon, Mass Cure Wounds, Modify Memory, Raise Dead, Skill Empowerment
- Improved Keyblade
Prerequisites: 11th level You gain a +1 bonus to attack and damage rolls made using your keyblade.
Starting at 15th level, this bonus increases to +2. At 20th level this bonus becomes +3
- AP Plus
You can add your Charisma Modifier to your Total AP.
Additionally, you regain 1d6 AP whenever you take a short rest.
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 Lay on Hands, expending Hit Points separately for each one.
This feature has no Effect on Undead and Constructs.
- Magic Galvinizer
Prerequisites: 11th level You gain a +1 bonus to spell attack and to your spell save DC with spells you cast with your keyblade as you spellcasting focus.
Starting at 15th level, this bonus increases to +2. At 20th level this bonus becomes +3.
- Cure Boost
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.
- Fire Boost
When you cast a spell that inflict Fire Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.
- Blizzard Boost
When you cast a spell that inflict Cold Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.
- Thunder Boost
When you cast a spell that inflict Thunder Damage, you can spend 2 AP to cast the spell as if it was cast at 1 spell slot level higher.
- Strike Raid
When you take the attack action, you can spend 3 AP to give your Keyblade the thrown property with a range of 30/60 feet for the duration of the attack action.
Additionally, if you throw your Keyblade as an attack with this feature, you can immediately summon it back to your hand as part of the attack.
- Ars Arcanum
Prerequisites: 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.
- Powerful Key
Prerequisites: 15th level
When you hit a creature with your Keyblade you can add your Charisma Modifier to the damage roll.
Prerequisites: 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.
Prerequisites: The Ability to cast 3rd level spells
You can spend 4 AP to cast haste on yourself without expending a spell slot or material components.
Prerequisites: The Ability to cast 2nd level spells
You can spend 3 AP to cast Hold Person at 2nd level, without expending a spell slot or material components. You can increase the level the spell is cast at by spending an additional 2 AP per spell level. While you maintain concentration on this spell that was cast this way, that creature is considered frozen in time.
Prerequisites: The Ability to cast 5th level spells
You can spend 6 AP to cast Hold Monster at 5th level without expending a spell slot or material components. You can increase the level the spell is cast at by spending an additional 3 AP per spell level. While you maintain concentration on this spell that was cast this way, that creature is considered frozen in time.
Prerequisites: 11th level
While wearing your Key Armor, you gain a +1 bonus to your AC.
Starting at 15th level, this bonus increases to +2. At 20th level this bonus becomes +3.
You gain a +10 to your movement speed.
- Counter Strike
When you are hit with a melee weapon attack, you can spend 2 AP and your reaction to make an attack of Opportunity with your Keyblade.
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.
- Quick Step
Prerequisites: The Ability to cast 2nd level spells
You can spend 2 AP to cast Misty Step, without expending a spell slot.
- High Jump
You can cast Jump at will, without expending a spell slot.
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.
Prerequisites: The Ability to cast 3rd level spells.
You can spend 2 AP to give yourself a flying speed of 60 feet for 1 minute. If your walking speed is greater than 60 feet, this speed become equal to your movement speed.
Prerequisites: The ability to cast 1st level spells
You can spend 2 AP to cast the shield spell expending a spell slot.
- Protecting The World Order
You can cast Disguise Self at will without expending a spell slot.
- Flash Step
Prerequisites: The ability to cast 2nd level spells
You can cast spider climb on yourself at will without expending a spell slot or material components. When you gain the ability to cast 3rd level spells you can instead spend 2 AP to cast water walk without expending a spell slot or material components.
- Dodge Roll
You can spend 2 AP to dodge as a bonus action.
You can spend 1 AP to Dash or Disengage as a bonus action.
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.
- Perfect Disguise
Prerequisite: 15th level
You can cast Alter Self at will, without expending a spell slot.
- Stun Impact
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 start of their next turn. On a successful save, they take half as much damage and are not stunned.
- Ripple Drive
When you take the attack action with you keyblade you can spend 2 AP. Until the start of your next turn, your keyblade attacks deal an additional 1d6 radiant damage.
- Sonic Blade
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.
- Second Chance
Prerequisites: 11th 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.
As a bonus action, you can spend 1 AP move up to half your moment speed towards a creature that you can see.
- Skill Link
You gain proficiency in 3 skills of your choice.
- Skill Link Plus
Select 2 skills that you are proficient in. You gain expertise in those skills.
Prerequisites: The Ability to cast 2nd level spells
You can cast Levitate on yourself at will, without expending a spell slot or material components.
- Improved Sight
You can see normally in darkness, both magical and nonmagical, to a distance of 60 feet.
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell.
- Magic Combo
You learn 2 cantrips of your choice from the Keyblade Spell List.
You can breathe underwater and you gain a swimming speed equal to your walking speed.
- Scatter Shot
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, add your Charisma modifier to the damage it deals on a hit.
Prerequisite: Eldritch Blast cantrip
When you cast Eldritch Blast, its range is 300 feet.
You can cast Sending at will, without expending a spell slot.
You can spend 1 Ability Point to hide as a bonus action.
You gain 1 fighting style.
You can spend 1 Ability Point to cast Shield of Faith without expending a spell slot.
Prerequisites. To qualify for multiclassing into the Keyblade Guardian class, you must meet these prerequisites: You must be attuned to a Keyblade.
Proficiencies. When you multiclass into the Keyblade Guardian class, you gain the following proficiencies: Proficiency in All Armor and Shields, and Proficiency in one musical instrument.
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