The Keybearer A 5e Kingdom Hearts Class

Keybearer Long ago, people lived in peace, bathed in the warmth of light. Everyone loved the light. Then people began to fight over it. They wanted to keep it for themselves. And darkness was born in their hearts. The darkness spread, swallowing the light and many people's hearts. It covered everything, and the world disappeared. But small fragments of light survived... in the hearts of children. With these fragments of light, children rebuilt the lost world. It's the world we live in now. But the true light sleeps deep within the darkness. That's why the worlds are still scattered, divided from each other. But someday, a door to the innermost darkness will open. And the true light will return. So listen, child. Even in the deepest darkness, there will always be a light to guide you. Believe in the light, and the darkness will never defeat you. Your heart will shine with its power and push the darkness away. Keyblade Wielder "There are many worlds, but they share the same sky — one sky, one destiny.”



The Keyblade is a mysterious weapon formed from its wielder’s heart and connected to Kingdom Hearts, the heart of all Worlds and the source of great power and wisdom. Surrounding Kingdom Hearts is the Realm of Darkness, a vast world that houses the Heartless: creatures born from the darkness in people’s hearts once they have been consumed, or when another Heartless steals their heart and brings it to shadow. Keyblade Wielders, or Keybearers, work to either safeguard the light or to seek out the darkness. An individual Keybearer’s philosophy on the nature and origin of hearts may determine whether they become a Guardian of Light or a Seeker of Darkness. Guardians of Light believe that that hearts were born of the light of Kingdom Hearts, and so too must return to light. Seekers of Darkness believe that hearts were born of darkness, and so too must return to darkness. Despite these alignments, some Keybearers follow the light but do not hate the darkness, rather only what lies within its shadows… after all, there can be no darkness without light, and there must always be a balance. Keybearers are a rarity, but are marked by their strong convictions. Whether they’re driven by duty, the bonds they’ve formed with their friends, or their sense of morality, they are determined warriors who will work tirelessly to follow their hearts. Creating a Keybearer A Keybearer is a rare combatant who draws their power from the strength of their heart; with the Keyblade itself being their heart given form. When creating a Keybearer, consider your character’s alignment when determining whether light or darkness rules their heart. Though keep in mind that hearts contain both light and darkness, and some may turn to darkness for good intentions. Things are not always clear. Consider your character’s background, and why they were chosen by the Keyblade. Were they studying under a Keyblade Master to become a new Keybearer and earn their Mark of Mastery? Did they experience a traumatic event which pushed their heart to reveal its hidden strength? However their story begins, all Keybearers must first begin with slumber-- and an awakening. Quick Build You can make a Keyblade Wielder quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on taking the Path of Power or if you want more versatility in your build. Make Charisma your next highest if you plan to focus on the intensity of spell casting and mystical power. Lastly, make Constitution your next highest if you want to focus on equipping armor and being able to take direct hits. Then, select the Acolyte, Folk Hero, Far Traveler, Initiate, or Urchin background. 1

Keybearer Level Proficiency Bonus Features Spells Known 1st 2nd 3rd 4th 5th 1st +2 Dive to the Heart, Keeper of the Key — — — — — — 2nd +2 Fighting Style, Spellcasting, Heart’s Path 2 2 — — — — 3rd +2 Wielder Path, High Jump 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Dodge Roll 4 4 2 — — — 7th +3 Wielder Path Feature 5 4 3 — — — 8th +3 Ability Score Improvement, Glide 5 4 3 — — — 9th +4 — 6 4 3 2 — — 10th +4 Strike Raid 6 4 3 2 — — 11th +4 Heart’s Path Improvement 7 4 3 3 — — 12th +4 Ability Score Improvement 7 4 3 3 — — 13th +5 — 8 4 3 3 1 — 14th +5 Second Chance 8 4 3 3 1 — 15th +5 Wielder Path Feature 9 4 3 3 2 — 16th +5 Ability Score Improvement, World Traveler 9 4 3 3 2 — 17th +6 — 10 4 3 3 3 1 18th +6 Destiny’s Call 10 4 3 3 3 1 19th +6 Ability Score Improvement 11 4 3 3 3 2 20th +6 Wielder Path Capstone 11 4 3 3 3 2 2

Class Features As a Keyblade wielder you gain the following class features: Hit Points Hit Dice: 1d10 per Keyblade Wielder Level

Hit Points at 1st Level: 1d10 (or 10) + your Constitution modifier

Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Keybearer level after 1st level

Proficiencies Armor: Light Armor, Medium Armor

Weapons: Keyblade, Simple Weapons, Martial Weapons

Tools: None

Saving Throws: Dexterity, Charisma

Skills: Choose two skills from Acrobatics, Arcana, Athletics, Deception, Insight, Investigation, Perception, Persuasion, Religion, and Survival

Equipment You start with following equipment, in addition to the equipment granted by your background: a) a scholar’s pack, b) an explorer’s pack, or c) a traveler’s pack

Keyblade and standard keychain (player can choose how they will look)

Leather Armor or Scale Mail



Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. The Keyblade The Keyblade is a rare and special weapon. It is the focal point that makes the Keybearer unique. Damage: 1d8

1d8 Damage Type: Slashing

Slashing Item Rarity: Legendary

Legendary Weapon Properties: Gleaming Finesse Light* Thrown (Range: 20/60ft)* Versatile (1d10) Unbreakable

*Light: This property is only added for the duration of certain Drive Forms *Thrown: This feature may only be utilized successfully upon gaining Strike Raid at level 10.

Keychains A keychain is a magical accessory to be equipped to the Keyblade. These accessories alter the appearance and stats of the Keyblade, providing it with unique bonuses. As rare as they are powerful, keychains are not regularly found. Instead, they are typically granted after helping people important to the player, or performing a difficult task. Alternatively, the keyblade may take on the properties of a found magical weapon if it is transformed into a keychain. Creating a keychain with this method requires the same amount of time one would spend attuning to the magical weapon. Consult with your DM when creating a keychain, or as to when they could be awarded. 3

Dive to The Heart “I've been having these weird thoughts lately, like is any of this for real or not?”



At the 1st level, the Keybearer falls into a world within a dream, diving deep into their own heart. Upon reaching the Station of Awakening, a voice speaks: “Power sleeps within you......If you give it form... It will give you strength. Choose well.” A Sword, Shield, and Staff appear before you. Choose the power you seek: Sword: “The power of the warrior. Invincible courage. A sword of terrible destruction.” You put everything into your attacks, packing an extra punch. Your melee attacks gain +2 damage.

“The power of the warrior. Invincible courage. A sword of terrible destruction.” Shield: “The power of the guardian. Kindness to aid friends. A shield to repel all.” You can now use your Keyblade as a shield to guard against harm. Whenever a creature makes an attack against you, you can use your reaction to add +2 to your AC, provided you are only holding your Keyblade.

Additionally, your Keyblade can count as a shield for the purposes of the Protection fighting style, if you have it.

“The power of the guardian. Kindness to aid friends. A shield to repel all.” Staff: “The power of the mystic. Inner strength. A staff of wonder and ruin.” You gain a deeper understanding of magic.

Gain two additional cantrips from any spellbook.

“The power of the mystic. Inner strength. A staff of wonder and ruin.”

“Now, what will you give up in exchange?”

Sword: -1 to Attack Bonus

-1 to Attack Bonus Shield: -1 to Base AC

-1 to Base AC Staff: -1 Spell Slot

Keeper of the Key You have been chosen to wield the Keyblade. You are able to summon and banish the Keyblade at will, as free actions.

As a magical weapon, the Keyblade is able to lock or unlock any object. The Keyblade may cast either Knock or Arcane Lock up to the number of times equal to your Charisma modifier per long rest. You also gain advantage on lockpicking checks.

The Keyblade aids in your connection to those around you, laying their hearts’ intents bare. You gain proficiency in the Insight skill. If you are already proficient in the skill, you add double your proficiency bonus to checks you make with it. Fighting Style At 2nd level, you adopt a particular style of fighting as your specialty. Choose a fighting style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again. Fighting Style: Defense While you are wearing armor, you gain a +1 bonus to AC. Fighting Style: 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. Fighting Style: 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. Fighting Style: Mariner As long as you are not wearing heavy armor or using a shield, you have a swimming speed and a climbing speed equal to your normal speed, and you gain a +1 bonus to AC. Fighting Style: Protection 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. Fighting Style: Tunnel Fighter You excel at defending narrow passages, doorways, and other tight spaces. As a bonus action, you can enter a defensive stance that lasts until the start of your next turn. While in your defensive stance, you can make opportunity attacks without using your reaction, and you can use your reaction to make a melee attack against a creature that moves more than 5 feet while within your reach. 4

Spellcasting By 2nd level, you have connected to the mystical power of your Keyblade, allowing you to channel and cast magic. Spell Slots: The Keybearer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell cure and have a 1st-level and a 2nd-level spell slot available, you can cast cure using either slot. Spells Known of 1st Level and Higher: You know two 1st-level spells of your choice from the Keybearer spell list. You learn an additional Keybearer spell of your choice at each odd numbered level thereafter. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Keybearer spells you know and replace it with another spell from the Keybearer spell list, which also must be of a level for which you have spell slots.



Spellcasting Ability: Charisma is your spellcasting ability for your Keybearer spells. Your magic comes from your heart, and what drives it. Be it the bonds it shares with friends, or its desire to gain power. 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 Keybearer spell you cast and when making an attack with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier



Spellcasting Focus: Your Keyblade serves as your spellcasting focus. Heart’s Path Starting at the 2nd level, you come to the Celestial Crossroads in a dream. At least, you think it’s a dream. You look to the paths surrounding you; something in your heart knows where they lead…

Path Spells Each Path has a list of associated Spells. You gain access to these Spells at the levels specified in the Path description. Once you gain access to a Path spell, you always have it prepared. Path Spells don’t count against the number of spells you know. If you gain an Path spell that doesn’t appear on the Keybearer spell list, the spell is nonetheless a Keybearer spell for you. Certain spells listed in the Spellbook will be marked with (Light) or (Darkness). These spells are exclusive to the Path a Keybearer takes. Keybearers who walk the Road to Light or Road to Dawn have access to spells marked “Light.” Keybearers who walk the Road to Darkness or Road to Nightfall have access to the spells marked “Darkness.” Changing Paths Each Keybearer starts either as a Guardian or Light or a Seeker of Darkness. Over time, they may come to shun their prior Paths. Guardians may open their hearts to darkness in search of power, or if they give in to their fears and anger. Seekers may turn from the hostility of the darkness and seek to return to the cleansing power of the light. The process of taking these paths is determined by a corruption and cleanse system that must also match the character’s behavior.



Guardians of Light will have the ability to reach out to the darkness and harness its power, if they so choose. Guardians of Light also have access to the first level spell, Inflict Wounds, that they may use once per long rest without using a spell slot. However, each time this is used, they must make a Wisdom saving throw with a DC that increases in difficulty if they wish to resist the darkness. With Mild-Moderate Corruption, the Keybearer’s Light dims, and they have now begun walking the Path to Nightfall. Your previous abilities granted by your Heart’s Path are removed and replaced by those of the new Path you’ve taken. With Severe Corruption, you become a Seeker of Darkness.



Conversely, a Seeker of Darkness or Road to Nightfall Keybearer may attempt to return to the Light. However, this is a more difficult transition. They must make the conscious decision to fight against the darkness, and perform acts of atonement (this should be at the DMs discretion.) The player must then perform a Wisdom saving throw to fight against the darkness. Until they succeed with their first saving throw, they must resist using any spells associated with The Road to Darkness. Once they succeed, they have begun to walk The Road to Dawn. Your previous abilities granted by your Heart’s Path are removed and replaced by those of the new Path you’ve taken. Players on this path may then expedite the process by having Greater Restoration performed on them. Once you have been cleansed to the maximum, you become a Guardian of Light. Corruption Tiers Table Save DC Amount of Corruption/Cleanse DC 10 No Corruption/ Cleanse (0 points) DC 12 Mild Corruption/ Cleanse (1-2 points) DC14 Moderate Corruption/ Cleanse (3-8 points) DC 18 Severe Corruption/ Cleanse (9-12 points) 5

The Road to Light: You walk the radiant road and become a Guardian of Light. Guardians of Light fight to protect hearts from encroaching darkness and return any corrupted hearts to the light. They are compassionate and merciful, but decisive, and draw on their bonds with others to give them strength. They believe that deep down in every heart, there’s a light that never goes out. Your alignment changes to Good

Your inner radiance allows your sight to cut through the darkness. You gain Darkvision.

You gain the Light cantrip.

Once per long rest, you may cast the spell Bless at 1st level without expending a spell slot. Path Spells per class level: 3rd — Guiding Bolt 5th — Calm Emotions 9th — Blinding Smite 13th — Aura of Life 17th — Hallow (radiant only) The Road to Darkness: You walk the shadowed road and become a Seeker of Darkness. Seekers of Darkness seek to understand the darkness and the secrets it contains. They desire power, and use their cunning and ruthless tactics to accomplish their goals. They believe that all hearts begin in darkness, and so must end in darkness. They believe that darkness is the Heart’s true essence. Your alignment changes to Evil

You gain Devil’s Sight

Once per long rest, you may cast the spell Bane at 1st level without expending a spell slot Path Spells per class level: 3rd — Inflict Wounds 5th — Darkness 9th — Vampiric Touch 13th — Conjure Shadow Demon 17th — Hallow (necrotic only) The Road to Dawn: You walk the daybreak road between and return to light. Those that walk The Road to Dawn were previously seduced by the darkness, yet have made the decision to return to the light. This is a long and difficult road, as a heart is not so easily changed, nor is darkness easily banished. Those that walk this road must be patient and remember that change takes time, but can happen if one remembers to follow the light within. They believe that light and darkness must exist in balance, and you are an agent of light. Your alignment changes to Neutral

You gain Darkvision

Once per long rest, you may cast the spell Sanctuary without expending a spell slot. Path Spells per class level: 3rd — Chaos Bolt 5th — Warding Bond 9th — Remove Curse 13th — Dimension Door 17th — Dawn The Road to Nightfall: You walk the twilight road between and descend into darkness. Those that walk The Road to Nightfall were once wielders of light, by have since abandoned their path and have begun to dabble with the darkness. This is a steep road, easily taken if one is desperate to gain power, or if they give in to fear and hatred. They believe that light and darkness must exist in balance, and you are an agent of darkness. Your alignment changes to Neutral

You gain Darkvision

Once per long rest, you may cast the spell Protection from Good and Evil without expending a spell slot. Path Spells per class level: 3rd — Wrathful Smite 5th — Pass Without Trace 9th — Bestow Curse 13th — Shadow of Moil 17th — Destructive Wave 6

Wielder Archetype At 3rd level, you choose an archetype to develop your Keyblade’s power. These archetypes are split into two groups: Command Styles or Drive Forms. Command Styles diverge to three paths, each focused on auras, elemental boosts, and attributes of either Power, Speed, or Magic as was taught by the Keyblade Masters of old. While Drive Forms develop linearly, and focus on boosting existing attributes, calling forth your inner power for a short time. High Jump At 3rd level, your body has become strengthened by your travels. You may use your Dexterity score instead of Strength when performing a jump. Additionally, your jump distance and height is doubled for both a standing and run-up jump. Dodge Roll Beginning at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Glide Beginning at the 8th level, you’ve learned to use your magic to float on the wind. When you would fall, you may instead use your reaction to glide. A falling creature's rate of descent slows to 60 feet per round for 1 minute. While gliding, you may move 5ft horizontally for every 5 feet that you fall. If you land before glide ends, you take no falling damage and can land on your feet. Strike Raid At the 10th level, your skill with the Keyblade grows. You learn to throw your Keyblade. It gains the thrown weapon property, and you may resummon it to your side in the same turn. Your Keyblade can be thrown at 20ft or up to 60ft, taking disadvantage to your attack roll past 20ft. A failed attack roll will still result in your Keyblade returning to your hand at the end of the turn. Heart’s Path Improvement Starting at 11th level, your Keyblade begins to radiate the power found in your heart. When you hit a creature with a melee weapon attack, you may now deal 1d8 radiant or necrotic damage in addition to the Keyblade’s base damage. You may use this feature the number of times equal to your Charisma modifier. If you walk The Road to Light or The Road to Dawn, the damage is radiant. If you walk The Road to Darkness or The Road to Nightfall, the damage is necrotic. Second Chance Beginning at 14th level, your heart has grown resilient, allowing you to reach within yourself and find the will to fight on. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest. World Traveler A Keybearer’s duty typically involves traveling the Worlds to either protect against the darkness, or to seek it out. Beginning at 16th level, your Keyblade’s innate magic allows you to adapt to your surroundings to fulfill this role. You gain the ability to breathe underwater and gain a swimming speed of 30 ft. Additionally, you no longer suffer the effects of extreme heat or extreme cold. Destiny’s Force At 18th level, you feel the pull of destiny guide your hand. When you roll a natural one on an ability check, attack, or saving throw, you may choose to re-roll it. You must take the second roll. 7

Wielder Archetype: Command Styles Command Styles rely on the melding of magic and might to enhance a Keybearer’s attacks. When choosing this archetype at the 3rd level, you now have the option to sacrifice spell slots in order to perform unique techniques that meld magic and melee attacks together in a potent combo. The spells you know are assigned Spell Points based on their Spell levels. 1 point for 1st level, 2 points for 2nd level, 3 points for 3rd level, 4 point for 4th level, and 5 points for 5th level. These points are used to perform the techniques for each Style. In order to use a Command Style, to must meet the prerequisite requirements. Spells that do not use spell slots are not available to use for a Command Style. A Command Style ends early if you are knocked Unconscious. You may also end your Command Style early as a bonus action. You gain access to Tier 1 Command Styles at 3rd level and Tier 2 Command Styles at 11th level. Each Command Style also has a Signature Style associated with it, that makes up the base form of the technique. Only one Signature Style may be active at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain all expended uses when you finish a long rest. There is a limit to the number of Command Styles you know at each level, as outlined in the table below: Command Styles Known Levels Styles Known 3rd 1 4th-8th 2 9th-13th 3 14th-20th 4 When you gain a level in this class, you can choose one Command Style you know and replace it with another Command Style to which you have access. Any techniques within a Command Style that require saving throws DCs are equivalent to your Spell Save DC. Path of Power You focus on increasing your physical training and power to gain the edge in battle. Additionally, you gain proficiency in Heavy Armor. Battle Frenzy Starting at 3rd level, your fervor for combat drives you forward with a passion that borders on recklessness. You add your Charisma modifier to your initiative rolls and cannot be frightened on your first turn of combat. Brutal Efficiency At 7th level, you are better able to spot your enemies’ weaknesses and exploit them. Your weapon attacks score a critical hit on a roll of 19 or 20. Counterattack Beginning at 15th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature. Keyblade Armor At 20th level, your heart’s true power overflows, allowing you to summon armor unique to your Keyblade. Using your action, you may summon your armor which lasts for 1 hour, after which it returns to Light. Your AC changes to 19, if your AC is already higher than this, you may use that value instead. It is considered light armor and is resistant to non-magical slashing, piercing, and bludgeoning as well as necrotic damage and corruption. Additionally, the armor protects its wearer from environmental conditions and allows them to breathe in any environment. When summoning your armor, you may instead choose to send it to a creature of your choice within 30 feet. 8

Path of Speed You focus on increasing your speed and agility to gain the edge in battle. Shifting Gale At 3rd level, you learn to move like air, deftly flowing across the battlefield. While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Charisma modifier. Additionally, you may now take the Dash and Disengage actions as bonus actions. Evasion Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. Wind Stride Beginning at 15th level, your movements become nearly impossible to stop. Your movement is unaffected by difficult terrain, and spells and magical effects can't reduce your speed or cause you to be paralyzed or restrained. Being underwater imposes no penalties on your movement or attacks. Additionally, you can move along vertical surfaces and across liquids on your turn without falling during the move. Keyblade Armor At 20th level, your heart’s true power overflows, allowing you to summon armor unique to your Keyblade. Using your action, you may summon your armor which lasts for 1 hour, after which it returns to Light. Your AC changes to 19, if your AC is already higher than this, you may use that value instead. It is considered light armor and is resistant to non-magical slashing, piercing, and bludgeoning as well as necrotic damage and corruption. Additionally, the armor protects its wearer from environmental conditions and allows them to breathe in any environment. When summoning your armor, you may instead choose to send it to a creature of your choice within 30 feet. Path of Magic You focus on increasing your magic and skill to gain the edge in battle. Arcane Aegis At 3rd level, you gain a bonus to AC equal to your Charisma modifier (minimum of +1). Additionally, once per short rest, you may choose one damage type: fire, cold, acid, lightning, or necrotic and reduce any incoming damage of that type to you by 1d4. Arcane Focus By the 7th level, your skill with casting in the midst of battle has greatly improved. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell while you take damage. Arcane Sculpting Starting at 15th level, when you cast a spell or perform a technique that affects other creatures that you can see, you can choose a number of them equal to your Charisma modifier. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save. Keyblade Armor At 20th level, your heart’s true power overflows, allowing you to summon armor unique to your Keyblade. Using your action, you may summon your armor which lasts for 1 hour, after which it returns to Light. Your AC changes to 19, if your AC is already higher than this, you may use that value instead. It is considered light armor and is resistant to non-magical slashing, piercing, and bludgeoning as well as necrotic damage and corruption. Additionally, the armor protects its wearer from environmental conditions and allows them to breathe in any environment. When summoning your armor, you may instead choose to send it to a creature of your choice within 30 feet. 9

Wielder Archetype: Drive Forms Drive Forms accentuate individual facets of power lying deep within your heart, allowing them to be drawn out and utilized for a short time. You may use a Drive Form for up to 1 minute. It ends early if you are knocked Unconscious. You may also end your Drive Form early as a bonus action. You may use a Drive Form 3 times at 3rd level, 4 at 7th, 5 at 15th, and 6 at 20th. Valor Form At 3rd level, you reach into the depths of your heart, calling forth strength and courage. You find both in your closest friend. A second Keyblade appears in your off hand, formed from the bond you share, representing their heart. You temporarily gain the dual wielder feat. The Keyblade in your off hand does 1d6 + Cha damage in this form. You have advantage on athletics and acrobatics checks. While in Valor Form, you may not cast spells or guard for the duration of the form. Wisdom Form At 7th level, you search your heart for untapped potential and mystical power. While in this form, your walking speed increases by 10 feet. Rather than walk, you float just above the ground and are unaffected by rough terrain. Spells you cast gain an extra 1d4 to damage/healing rolls and a +1 bonus to your spell save DC and spell attack modifier. While in Wisdom Form, you may not make melee attacks. Instead, your keyblade gains the ranged property, allowing you to shoot concentrated magic. These magic arrows deal 1d6 force damage and have a range of (80/320ft). Master Form At 15th level, your strength and magic unite as you call on the latent power within your heart. While in this form, your jump height is doubled and your speed increases by 10 feet. You summon a second keyblade, temporarily gaining the dual wielder feat. The Keyblade in your off hand does 1d6 + Cha and your main Keyblade does an extra 1d8 of damage. Previous form restrictions do not apply to Master Form. Final Form At 20th level, your heart’s true power flows forth unbridled, now complete. Your keyblade unleashes its ultimate power. While in this form, you gain a bonus to your AC equal to your charisma modifier, your jump height is doubled, and your speed increases by 10 feet. Rather than walk, you float just above the ground and are unaffected by rough terrain. Spells you cast gain an extra 1d8 to damage/healing rolls and a +2 bonus to your spell save DC and spell attack modifier. Additionally, you summon a second keyblade, temporarily gaining the dual wielder feat. The Keyblade in your off hand does 2d6 + Cha and your main Keyblade does an extra 2d8 of damage. Your keyblades now float around you, both gaining the Reach property. When a creature comes within 5 feet of you for the first time, or starts its turn there, it is battered by the whirling blades and must make a Dexterity saving throw. It takes 3d8 damage on a failed save, or half as much damage on a successful one. 10

Command Styles First Tier General

. Signature Style: Flame Blade

On your turn, you can choose to cause your Keyblade to erupt in flame for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell).

For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal fire damage instead of their normal damage.

Techniques Pyroclastic Charge (3rd Level) When you take the Dash action on your turn, you can spend 1 or more spell points to ride the wave of a surging blaze. At the end of your turn, each creature within 5 feet of you must make a Dexterity saving throw. On a failure, it takes 1d8 fire damage for each spell point you spent, or half as much on a success.

Flame Surge (6th Level) When a hostile creature you can see leaves your reach, you can use your reaction and spend 2 spell points to briefly become a living flame. You can move up to your speed as part of this reaction. If you end this movement within reach of the creature that triggered this reaction, you can make a melee weapon attack against it, dealing an additional 1d6 fire damage on a hit.

Warding Blaze (11th Level) At the start of your turn, you can spend 2 spell points to engulf yourself in protective flames. Until the start of your next turn, you are immune to fire damage, and creatures take 1d8 fire damage any time they a melee attack against you.

Inferno (17th Level) As an action, you can spend up to 5 spell points (minimum of 3), choosing one creature within 100 feet of you for each point you spent. Each creature must make a Charisma saving throw. If a creature fails, it takes 4d6 radiant damage as its spirit is overcome by a searing flame. A creature can choose to fail this saving throw. A 5-foot wide line of fire then erupts between each creature (not including the creature's space) that failed their saving throw to each other creature that failed their saving throw. If a creature is in at least one line of fire, it must make a Dexterity saving throw. On a failure, that creature takes 8d6 fire damage. ` Signature Style: Frost Blade

On your turn, you can choose to coat your Keyblade with rime for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal cold damage instead of their normal damage.

` Techniques Chilled to the Bone (3rd level) When you make an attack against a creature, you may spend one or more spell points to flash freeze your Keyblade just before you hit. On a hit, the target has its speed halved until the start of you next turn and must make a Dexterity saving throw. On a failed save, the target takes 1d6 cold damage and has its speed halved and the next attack they make has disadvantage. On a success, they take half damage and resist the disadvantage.

Glacial Barricade (6th level) At the start of your turn, you may spend 2 spell points to throw up an bulwark of defensive ice. The barricade is 20 feet long, 5 feet tall, and 1 foot thick. It has an AC of 10 + your Charisma modifier and hit points of 10 + your Keybearer level. It provides half cover to creatures behind it.

Frozen Sanctuary (11th level) At the start of your turn, as a bonus action, you can spend 2 spell points to sheathe yourself in a sheet of resilient ice. For the next three turns, you are resistant to cold damage, and gain 20 temporary hit points.

Absolute Zero (17th level) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional spell point spent on it. 11







. Signature Style: Bolt Blade

On your turn, you can choose to cause your Keyblade to crackle with an electrical charge for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal lightning damage instead of their normal damage. Techniques High Voltage (3rd Level) You can spend 1 or more spell points to exude an electric aura. Each creature within 5 feet of you must make a Dexterity saving throw. On a failure, it becomes paralyzed. For each additional spell point you spend past 1, it also takes an additional 1d8 lightning damage. On a success, it does not not become paralyzed, and only takes half damage.

Flicker Step (6th Level) As an action, you can spend 3 spell points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location. This attack deals an additional 1d6 lightning damage.

Light Speed (11th Level) When you take the Dodge action, you can immediately use your bonus action and spend 1 spell point to wreath yourself in lightning and enter a state of hyper speed. Until the start of your next turn, you can't be knocked prone or moved, and whenever a creature within 5 feet of you makes an attack, you can immediately make a melee attack against it.

Lightning Leap (17th Level) As an action, you can spend 4 spell points to let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional spell point spent on it. Path of Power



. Signature Style: Power Surge

As a bonus action, you can bolster your form. You gain temporary hit points equal to your Charisma modifier + half your Keybearer level, which last for 1 minute (rounded up, minimum 1).

For as long as you have these temporary hit points, whenever you make a Strength check or saving throw and you roll a number below half your Charisma score on a d20, you can treat the roll as half your Charisma score.

Furthermore, your attacks gain the Siege effect of being able to deal double damage against objects and structures. Techniques Power Overwhelming (3rd Level) When you hit a target with a melee weapon attack, you can use your bonus action and spend up to 5 spell points. The target is pushed backwards 5 feet for every point of tempo you spent. If this movement would force the target to impact a creature, object, or structure, then it and whatever it collided with takes 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage).

Blinding Courage (6th level) Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 spell points to make it so every non-hostile creature within 10 feet of you can't be frightened until the start of your next turn.

Sweeping Strike (11th Level) As an action, you can spend 3 spell points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon's damage die.

Ars Solum (17th Level) As an action, you can spend 5 spell points to cause your Keyblade to grow in size, becoming giant and glowing. The Keyblade crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 4d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage. 12

Path of Speed



.' Signature Style: Quick Reflexes

If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can use your bonus action early to enter this Style and move up half your your speed, then make a single weapon attack.

If you are surprised, you can instead use this to no longer be surprised.

Additionally, your walking speed increases by 10ft for the next minute, but will not increase your movement for the first bonus action attack. Techniques Dizzying Blows (3rd level) You swing your Keyblade repeatedly with a speed that’s hard to track. When you hit another creature with this melee weapon attack, you can spend 1 spell point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you hit more than one target during your attack, you may use 1 spell point per creature to attempt to stun them as well.

Speed Surge (6th level) As a bonus action, you may spend 2 spell points to gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed.

Fast Ball (11th level) As an action, you may use up to 5 spell points to target up to 5 creatures within a 10 foot radius of your position. For each spell point used, you may make a ranged multi-attack on the targeted creatures by throwing your Keyblade at top speed. The Keyblade curves to hit all who were marked. This attack does regular melee damage, as well as an extra 1d6 force damage.

Speed Rave (17th Level) As an action, you can spend 4 spell points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, these attacks deal an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different. Path of Magic



. Signature Style: Magic Hour

While using this Command Style, you may cast spells as a bonus action after an attack. Techniques Magical Mind (3rd level) As a bonus action, you spend 2 spell points to tap into a deep well of magic. For the next minute, you gain advantage on Wisdom saving throws. Additionally, when a creature hits you with an attack during this time, you can send out a burst of arcane energy to rebuff them. Each creature within 5ft of you must make a Strength saving throw, on a failed save your arcane wave pushes them back 5 feet.

Elemental Roulette (6th level) As an action, you may spend 3 spell points (to a maximum of 5) to generate three random orbs of elemental energy that fly out towards any creatures within a 10 ft radius. Each creature targeted must make a Dexterity saving throw. On a failure, they take 2d8 damage from each of the orbs that strike them, or half as much damage on a success. Roll a d8 for each orb, the number on that die will determine the damage type of each orb, as shown below. (1) - Acid (2) - Cold (3) - Fire (4) - Force (5) - Lightning (6) - Poison (7) - Psychic (8) - Thunder

You may add an additional orb per each spell point spent past the 3 used to initiate the technique.

Transcendence (11th level) As a reaction, you may spend 4 spell points to gain resistance against all spell damage for your next three turns. Your spell save DC also increases by an amount equal to half your proficiency bonus for the same amount of time.

Fantasia (17th level) As an action, you can spend 5 points to shroud yourself in a mystical blue aura for the next two turns. You raise your keyblade in the air and twirl around it, generating spinning ribbons of light that surround you, giving you three-quarters cover while you use this move. As you spin rapidly, you generate a magical aura that whips any creature within a 10ft radius with radiant beams of light. Creatures that enter this aura or end their turn there must make Dexterity saving throws. On a failed save, they take 4d8 radiant damage, or half as much on a success. You can move up to your movement speed while making this continuous spinning attack. 13

Second Tier General







. Signature Style: Creeping Darkness

As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target's vision and hearing is overtaken by encroaching darkness. Until the end of your next turn, it is deafened and perceives the area beyond a 10 foot radius around it to be magical darkness. If you start your turn outside of this radius, you can use your bonus action to teleport into an unoccupied space inside of it. If a target succeeds on its saving throw, the target has no hint that you tried to use this ability on it. Techniques Persistent Fear (3rd Level) When a creature you can see within 30 feet of you damages you or forces you to make a saving throw, you can use your reaction and spend 2 spell points to force it to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. At the end of each of your turns while a creature is frightened of you in this way, you can spend 1 spell point to force the creature to make another Wisdom saving throw. On a failure, the creature remains frightened of you until the end of your next turn.

Lingering Shadow (6th Level) You can spend your bonus action and 2 spell points to teleport to a creature within 30 feet of you that is frightened of you. That creature must make a Wisdom saving throw. On a failure, it becomes paralyzed with fear until the start of their turn.

Submit (11th Level) Once on each of your turns when you hit a creature with a melee weapon attack, you can spend 1 spell point and have it make a Wisdom saving throw. On a failure, its speed is halved, and it has disadvantage on saves against becoming frightened until the end of their next turn.

Tied to the Darkness (17th Level) A writhing tide of darkness surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 spell points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage). 14

Path of Power



` Signature Style: Stone Sentinels

As an action, you can summon three hovering boulders in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell). The boulders have an AC equal to 13 + your Charisma modifier, immunity to poison and psychic damage, and an amount of hit points equal to 5 + twice your Keybearer level. As part of the action used to summon these boulders, or as a reaction whenever a creature moves within 5 feet of them or moves out of its reach, you can cause it to make a special melee spell attack against a target within 5 feet of it. The boulders add your proficiency bonus and Charisma modifier to their attack rolls, and deal 2d6 magical bludgeoning damage on a hit. Any creature struck by the boulders becomes wreathed in stone chains, causing its speed to be reduced by half until the start of their next turn. The boulders’ damage increases by 1d6 at 6th level (3d6), and again at 11th (4d6) and 17th (5d6) levels. ` Techniques Roots of the Earth (3nd Level) When an effect would knock you prone or move you against your will, you can spend 1 tempo point to hook into the earth. Until the start of your next turn, you can't be be knocked prone or moved against your will, including against the original effect.

Mountain Hammer (6th Level) When you hit a creature with a melee weapon attack, you can spend 2 spell points to embed it into a fissure below it. The target must make a Strength saving throw. On a failure, the target is knocked prone. If the target is already prone, it is instead knocked prone and restrained until the end of its next turn.

Earthbound (11th Level) As an action, you can spend 3 spell points to petrify yourself until the start of your next turn. While petrified in this way, any damage you take is halved, and your form can't be changed.

Additionally, the earth around your feet attempts to encase those around you. Each creature within 15 feet of you must make a Dexterity saving throw. On a failure, that creature is restrained until the end of your next turn.

Stone Depths (17th Level) As an action, you can spend 5 spell points to plunge your Keyblade into the ground, churning the Earth. All creatures in a 80-foot radius, which spreads around corners, must make a Constitution saving throw. On a failure, the creature's body becomes heavy and sluggish until the end of your next turn. For the duration, the creature's speed is halved, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.

Once per turn, when you hit a sluggish creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target becomes petrified until the end of your next turn. 15

. Signature Style: Razor’s Aura

You and your Keyblade are cloaked in a violet aura.. On your turn, you can choose to cause the aura to form a greatsword around your Keyblade for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your Keyblade gains 10 feet of reach and deals an additional 1d6 magical slashing damage. Techniques Sweeping Strike (3rd level) As a bonus action, you can spend 2 spell points to target up to two targets within range and attempt to sweep their legs from beneath them. The targets must each make a Strength saving throw. On a failure, the target is knocked prone.

Sonic Blade (6th level) As an action, you may spend up to 5 spell points (minimum of 2) to lunge forward and attack with your Keyblade. Make an attack roll against any creatures within a 30ft line, the creatures must make a Dexterity saving throw. On a failed save, they take 1d6 magical piercing damage. On a success, they take no damage, but you continue moving forward 30ft. Perform an additional lunging attack for each spell point you spend.

Afterwards, all enemies hit must make a Constitution saving throw or be stunned until your next turn.

Zantetsuken (11th level) As an action, you can spend 4 spell points to grip your Keyblade in reverse and enter a holding stance, waiting to attack with all your might. Your speed decreases by 10, but creatures now provoke opportunity attacks from you when they enter or exit your range. When you make an attack roll against one creature, you make it with advantage. Creatures hit with this attack take 5d8 magical slashing damage.

Blade Vortex (17th level) As an action, you can spend 5 spell points to extend your blade with magic and spin it rapidly, causing a vortex to form. Creatures and any unattended objects are pulled towards you; each creature that starts its turn in a 30ft radius or enters it for the first time on a turn must make a Strength saving throw, or be pulled up to 5 feet plus five times your spellcasting ability modifier. A creature within the cone trying to move away from you must succeed on a Strength check against your spell save DC. On a success, the creature can move away from you, but as though moving through difficult terrain.

If a creature is within the cone and within attacking range, it must make a Dexterity saving throw, on a failed save the creature takes 6d6 magical slashing damage from your Keyblade’s enhanced aura. 16

Path of Speed



` Signature Style: Gale Surge

As a bonus action, you whip a wild gust around your body and briefly become as the wind. For the next minute, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks. ` Techniques Driving Wind (3rd Level) You can use your action and spend up to 5 spell points to unleash a cone of rushing air from your weapon. The size of the cone is equal to 10 times the amount of spell points you spent. Each creature in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone.

Wind Scar (6th Level) You can use your action and spend any amount of spell points to swing your weapon and unleash a blade of air forward. Pick 3 creatures you can see within 60 feet of you. Each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each spell point you spend, or half as much on a success.

The Wind That Walks (11th Level) As a bonus action, you can spend 3 spell points to become invisible and able to move through the space of any creature, as well as through 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw.

Tranquil Windstorm (17th Level) As a bonus action, you can spend 3 spell points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere.

Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 until the end of its turn.







. Signature Style: Wing Blades

Six spectral blades hover soundlessly in the air behind you, forming a set of wings. These grant you a flying speed of 60ft. Techniques Blade Barrier (3rd level) As a reaction, you may spend 1 or more spell points to make your spectral blades react to incoming attacks, forming a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Charisma modifier plus 1 per each additional spell point used (minimum 1 point of reduction).

Vorpal Blades (6th level) As a bonus action, you may spend 3 spell points to cause your wing blades point outwards to the nearest foe. For your next two turns, the reach of these weapons increases by 5 feet, and attacks against targets you can see made with these weapons can't have disadvantage.

Blade Storm (11th level) As an action, you may spend 4 spell points to send your wingblades flying around you, attacking anything within reach. Make attack rolls for each of the six wingblades. Their attack modifiers are equal to your Charisma modifier. Each blade deals 1d6 magical slashing damage plus your spellcasting modifier.

Faith (17th Level) As an action, you may spend 5 spell points to jump into the air, throw down your six wing blades in a 40ft circle, and dive to the center, bringing down a pillar of light when you land. Each creature within the 40ft diameter, 40ft tall cylinder must make a Constitution saving throw. On a failed save, they take 4d10 radiant damage, or half as much on a failed save. This does not harm creatures that are friendly to you.

Additionally, you are healed 1d6 per each creature hit by this attack. 17

Path of Magic



` Signature Art: After-Image

As an action, you create an illusory duplicate of yourself. This effect lasts 1 minute and requires you maintain concentration as if concentrating on a spell. The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate.

The amount of duplicates you can make with this ability increases to 2 at 6th level, 3 at 11th level, and 4 at 17th level. ` Techniques Mirror Step (3rd Level) You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you, you can use your reaction and spend 1 spell point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage.

Inversion (6th Level) As an action, you can spend 3 spell points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you teleport into a space that creature occupies and cause that creature to teleport into your space. If there is no room for the you or the creature where the other stands, this technique fails.

Altered Perspective (11th Level) When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 spell points to force that creature to repeat the same attack against another creature (other than itself) of your choice.

Shifting Sides (17th level) As a bonus action, you can spend 4 spell points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach.

. Signature Style: Updraft

When you make an attack against a creature, you can choose to try to knock them up into the air. You may use your reaction to force a creature to make a Dexterity saving throw. On a failed save, that creature is knocked 10ft into the air, and is considered airborne.

Airborne: An airborne creature’s movement options are to fall, or to attempt an aerial recovery if they have the ability to fly. To attempt a recovery, they must pass a Dexterity (Acrobatics) check with a DC of 14 or above.

The creature has disadvantage on attack rolls

An attack roll against the creature has advantage if the attacker is within 5ft of the creature, or if the attack is ranged. Otherwise, the attack roll may be out of range due to the creature’s height in the air. Techniques Aerial Dash (3rd level) While you are in the air, you may use 1 spell point to use your bonus action to take the Dash action. In this case, it becomes an Aerial Dash, and allows you to move up to your movement speed in a straight line. If you use this ability and reach a creature in the air, you may then make a single melee attack against it. For each spell point you spend past 1, the melee attack does an additional 1d6 magical piercing damage.

Knockdown (6th level) As an action, you may spend 2 spell points to jump into the air and attempt to strike down a flying or airborne creature. When you hit the creature with a melee attack, you can force them to make either a Strength or Dexterity saving throw. On a failure, the creature is knocked to the ground.

Juggler (11th level) As an action, you may spend 3 spell points to either target up to five creatures within 10ft of you and knock them airborne, or to keep up to five airborne creatures aloft until the start of your next turn. Each creature must make a Dexterity saving throw, on a failed save creatures that were previously on the ground are now considered airborne. Creatures that were already airborne are now stunned.

Aerial Slice (17th level) As an action, you may spend 4 spell points to imbue your Keyblade with magic, allowing you to soar through the air, slicing anyone in your path. Your Keyblade pulls you through the air, hitting any flying or airborne creature in a 60ft radius. This attack does an additional 2d8 magical piercing damage to each creature targeted by this technique. 18