Keyblade Wielder, 2nd Variant (5e Class)
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Creating a Keyblade Wielder
Hit Dice: 1d10 per keyblade wielder level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per keyblade wielder level after 1st
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Saving Throws: Strength, Constitution
Skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
The Keyblade's Chosen
At level 1, you learn to rely on your heart for strength and the strength of your bonds with others. That strength manifests into your weapon, a keyblade that has chosen you based on the unique characteristics of your heart. The keyblade deals 1d6(8) bludgeoning, piercing, or slashing damage (determined by the player and can't be changed later). This damage increases at level 5 to 1d8(10), at level 10 to 1d10(12), at level 15 to 1d12(3d6). Keyblades have the light, thrown (20/60), and versatile property. While using the keyblade, your spellcasting ability is Charisma and your keyblade serves as your arcane focus.
Starting at level 1, your heart's strength manifests from the bonds you share with others. When you meet someone that has a meaningful impact on you, you may roll to create a special bond with that person, known as a link. Links influence how others perceive you and allow the opportunity to call on those bonds to aid you in time of need. The three types of links you can form are light links, dark links, and mastery links. Light links are reflections of the need to bond and commune with others, the link of friendship. You may burn one of these links, as a bonus action, in order to gain +3 AC during the current combat. Dark links are reflections of rivalries with those who challenge us either in a way we feel threatened by or want to show up. You may burn one of these links, as a bonus action, to gain advantage on attack rolls for the duration of the combat. Mastery links are reflections of lessons we have learned from others who may have shown us something hidden within ourselves or something about them that resonates with us. You may burn one of these mastery links to gain a +5 bonus to any saving throw or ability check (you can burn this link after seeing the results of the roll, before the DM tells you if it was a success or a failure). Burning links may alter social interactions with those you form the bonds with so consider using them wisely. All burned links will be restored following a long rest. In order to attempt to form a link, you must roll 1d20 and add your CHA modifier. 1-6 Critical Failure: You get the opposite link you desired. 7-13 Failure: You don't make a noteable relationship with the target person. 14-20+: Success in forming desired link with target. On a critical failure, target becomes agitated or disgruntled about your presence and will go out of their way to avoid you. On a critical success, target is very fond of you and may be willing to do more for you than someone else in your party.
At level 3, you learn a skill relevant to the character you have chosen. You learn an additional skill at levels 6 and 10.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
At level 3, you become more familiar with your abilities as a keyblade wielder and grasp a slight understanding of spells. You receive command points equal to your level halved (rounded down) + CHA modifier. These command points are spent when using commands and spent command points return after a full rest. Alternatively, you may burn an active link you share with someone else to roll 1d4 and restore that many command points.
Aero- You can spend 3 command points to create a small wind storm that surrounds you for two minutes. During this time, your walking speed is increased by 10 feet and any creature that moves within 5 feet of you must make a constitution saving throw or be moved 5 feet back and fall prone.
Ars Arcanum- You can spend 12 command points to make 5 attack actions in one turn.
Cure- You can spend 3 command points to heal a creature within 25 feet, within your line of sight, 3d8 damage. You can spend 4 command points to heal two creatures instead and 5 command points for up to three. You can spend 12 command points to cast Raise Dead spell on a creature but must wait two rounds, if used on combat, to recover from the spell.
Esuna- You can spend 3 command points to remove a disease you or another person has been inflicted with.
Fire- You can spend 2 command points to cast Fire Bolt, rolling 2d10 instead of 1d10. You can spend 3 command points to cast Fire Bolt, rolling 4d10 instead of 1d10. You can spend 8 command points to cast Fireball, rolling 10d6 instead of 8d6.
Gravity- You can spend 5 command points to create an area of effect within 10 feet of you. This area of effect is 10 feet by 10 feet and any creature in this area of effect takes 4d8 force damage and must roll a CON saving throw equal to your spell save or higher. On a failed roll, the creature is forced to the ground, reducing their speed by half while they remain in the area of effect. Creatures of a large size have advantage on the saving throw and huge sized creatures automatically succeed.
Keyblade Glider- You can spend 2 command points to transform your keyblade into a rideable mount. This mount can carry one medium sized person, has a flying speed of 40 feet and has equal hitpoints to your fighter level multiplied by your CHA modifier. When your keyblade glider's HP is reduced to 0, it transforms back into your keyblade. While your keyblade is morphed into a mount, you can not cast spells, use other commands, or make attacks with your keyblade. While on your mount, you may spend an action to create a barrier around you and your mount that has 15 HP. When the barrier's HP is reduced to 0 it fades harmlessly. While on your mount, you may take an action to fire a beam of light from your mount which deals 2d8+WIS modifier radiant damage.
Ragnarock- You can spend 12 command points to cast magic missile at 9th level. After casting it in this way, you may cast a fireball at 3rd level as a bonus action, targeting at least 1 creature that was hit by magic missile.
Reflect- You can spend 3 command points as a reaction to an attack affecting you and ignore half the damage dealt to you and redirecting that amount of damage to the creature attacking you.
Stop- You can spend 4 command points to reduce all other creatures' speed to 0 feet for the rest of the round. While their speed is reduced to 0 feet, they are suspended in place and any damage dealt to them does not affect their HP until the effects of this command end. They then take the full amount of damage dealt while under the effect of the command.
Thunder- You can spend 2 command points to cast Thunderwave but roll 3d8 instead of 2d8 and ignore friendly characters when determining affected targets. You can spend 4 command points to cast Thunderwave but roll 5d8 instead of 2d8 and increasing the radius to a 20 foot cube. You may spend 6 command points to cast Thunderwave but roll 8d8 instead of 2d8, increasing the radius to a 25 foot cube. If you use 4 or 6 command points, you must wait 2 rounds before using this command again.
Ability Score Improvment/Feat Selection
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Armor of the Heart
At level 10, your heart's power has increased to the point where you can wear it as armor. You can spend 2 command points to envelop yourself in full body armor that is made of metal, considered light and has resistance to nonmagical slashing, bludgeoning, and piercing damage. This armor gives you an AC of 16+ half your CHA modifier rounded up. If you take damage equal to half your maximum health points, the armor harmlessly disintegrates from your body and you must spend another 2 command points to summon the armor again.
At level 14, your mastery over your heart is complete, and your affinity for Light or Darkness manifests. You may choose one of the following paths to walk permanently:
Light- You add 1d10 radiant damage to all combat attacks made with your keyblade and may either take a second attack or use a command as a bonus action after attacking.
Darkness- You may take an action to roll d6 equal to your CHA modifier and summon that many shadow heartless. They take their turn after yours and will follow your commands.
Twilight- You may add your CHA modifier to any skill check you make, and may increase any damage caused by any of your spells or commands by double your CHA modifier. You become immune to any effects that would place you under someone else's control through magical means.
For darkness path, use the following stat information for shadow heartless
-Shadow Heartless Stats: HP: 15 AC: 14 Walking Speed: 20ft Str: 8 (-1) Dex: 14 (+2) Con: 11 (+1) Int: 0 (-5) Wisdom: 0 (-5) Cha: 7 (-2) -Immunities: None -Resistances: Necrotic Damage Abilities: -Claws: 1d4+2 Slashing Damage -Swarm: If there are 3 or more Shadow Heartless within 5ft of each other, you may have them combine into a Demon Tower. -Darkness Pool: When taking a Move action, it may instead spend 10ft of its movement to sink into the ground, and re emerge from the ground during the next round or as a bonus action. Shadow Heartless cannot make attacks while using this ability.
-Demon Tower Stats: HP: Xd8 (Where X is equal to the amount of Shadow Heartless that combined to make the Demon Tower) AC: 17 Walking Speed: 35ft Flying Speed: 20ft Str: 21 (+5) Dex: 23 (+6) Con: 18 (+4) Int: 0 (-5) Wis: 3 (-4) Cha: 7 (-2) -Immunities: Necrotic Damage -Resistances: Non-Magical Slashing Damage Abilities: -Ram: 4d8 Bludgeoning Damage, must be taken after a flying movement action -Slam: 5d6 Bludgeoning Damage -Core: This creature has a core in the middle of it, and takes double the damage when it is attacked.