Keyblade Wielder A young human struggles to stand as his chest heaves with effort. A large black creature growls and begins to bear down on him with inhuman speed. With a flash of light the creature fades into smoke as the teen stumbles bracing himself on his weapon “I won't fall here...” An Aasimar warrior stands before an army of creatures twisting and writhing across the barren landscape. His grip tightens on the handle of his blade as he steps forward without fear, the army roaring in response. The ground rumbling beneath his feet from their approach as his blade rose and almost seemed to sing against the air. “I know now, I'm not alone.” A young Triton woman consumed by blinding blackness, held in the tide, the ebb and flow. As her vision clears a far distant moon reflects across a black sea to a black beach. Cold and empty creeps at her chest until a knowing light blooms and with a wave of her hand her weapon forms holding the darkness at bay. “They're safe now.” An old Tiefling stands above a battlefield with a thin smile across his lips watching the conflict blooming below. Light and dark clash and lives end, hearts expunged by the blades of their fellows as the sky itself mirrors them. Within his grasp, an ancient powerful weapon reaches forth towards the sky unyielding as dark and light pools within. “Come, Kingdom Hearts...” Keepers of Order Keyblade wielders are often great warriors tasked with protecting the peace and order of the worlds they visit. Long ago these warriors were trained to protect the light at the heart of the world but as a war broke out the world itself became sundered and they now exist separately kept apart by a great expanse. At one point these warriors signified the light itself but since then they have become aligned with other planes and some even ally themselves with darkness. Key of Destiny Those who come to wield the Keyblade are always strong of heart and often hold strong ideals an convictions within. More often than not once they make a choice they will stick by it until the end even if it ends with their misfortune. However many are also driven by a clear mind which can look at the situation and come to an appropriate decision. Creating a Keyblade Wielder When creating a Keyblade Wielder remember that your power comes from the convictions that you hold strong to. What peril did you face when your Keyblade appeared and drove you to fight on? Is it light which fills your weapon in the face of adversity or is the darkness of selfish intent that which guides your hand? Your Keyblade will most likely take after you to mold its appearance and it can shift with the added strengths of other keychains. These will allow the Keyblade to change its appearance to one that matches the chain and the traits it holds. This can potentially make the Keyblade more effective at physical combat, defense, magic, or even other elements. Class Features As a Keyblade Wielder, you gain the following class features Hit Points Hit Dice: 1d10 per level

1d10 per level Hit Points at 1st Level: 10 + your Constitution modifier

10 + your Constitution modifier Hit Points at Higher Levels: 1d10 + your Constitution modifier per level Proficiencies Armor: Medium, Shields

Medium, Shields Weapons: Simple, Martial

Simple, Martial Tools: Choose two types of Artisan Tools and/or Musical Instruments. Saving Throws: Dexterity, Charisma

Dexterity, Charisma Skills: Choose two from Acrobatics, Arcana, Athletics, Insight, Intimidation, Persuasion, Perception, or Survival. Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) a shield or (b) hide armor

(a) a dungeoneer's pack or (b) an explorer's pack

10 Darts

The Keyblade Wielder Level Proficiency Bonus Features Flowmotion 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Keyblade, Magic, Magical Flair --- 2 — — — — — — — — 2nd +2 Key Chain, Flowmotion +10 ft. 3 — — — — — — — — 3rd +2 Guiding Key +10 ft. 4 2 — — — — — — — 4th +2 Magical Flair Option, Ability Score Improvement +10 ft. 4 3 — — — — — — — 5th +3 Extra Attack +15 ft. 4 3 2 — — — — — — 6th +3 Magic Improvement +15 ft. 4 3 3 — — — — — — 7th +3 Key Feature +15 ft. 4 3 3 1 — — — — — 8th +3 Magical Flair Option, Ability Score Improvement +15 ft. 4 3 3 2 — — — — — 9th +4 Keyblade Transformation +20 ft. 4 3 3 3 2 — — — — 10th +4 Key Feature +20 ft. 4 3 3 3 2 — — — — 11th +4 Esuna +20 ft. 4 3 3 3 2 1 — — — 12th +4 Magical Flair Option, Ability Score Improvement +20 ft. 4 3 3 3 2 1 — — — 13th +5 Protect +25 ft. 4 3 3 3 2 1 1 — — 14th +5 Greater Keyblade Transformation +25 ft. 4 3 3 3 2 1 1 1 — 15th +5 Key Feature +25 ft. 4 3 3 3 2 1 1 1 — 16th +5 Magical Flair Option, Ability Score Improvement +25 ft. 4 3 3 3 2 1 1 1 — 17th +6 Magic Improvement +30 ft. 4 3 3 3 2 1 1 1 1 18th +6 Key Feature +30 ft. 4 3 3 3 3 1 1 1 1 19th +6 Magical Flair Option, Ability Score Improvement +30 ft. 4 3 3 3 3 2 1 1 1 20th +6 Ultimate Form +30 ft. 4 3 3 3 3 2 2 1 1

Keyblade You are able to call upon the power of the Keyblade, an ancient weapon filled with power and secrets lost to time, it will automatically teleport back to is wielder when 60 feet away or held by an individual who is not a Keyblade Wielder. The Keyblade has the following stats: 1d8 Slashing or Bludgeoning, Magical, Light, Versatile, Finesse, Thrown (30-60). The Keyblade enhances to Keyblade+1 at 4th level, Keyblade+2 at 8th level, and Keyblade+3 at 12th level. You may conjure this weapon at any time and in any place as a reaction and you are proficient with it,. This weapon possesses the magical ability to unlock any lock when the Keyblade Wielder focuses on said lock, in combat this counts as a bonus action. Magic Spell Slots A Keyblade Wielder is unlike other spellcasters in that they only have one spell but have many ways to perform it. At 1st level, you choose one damage type (Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder, or Curative) and Magic will create effects with that damage type. When using the Curative damage type, you instead heal friendly creatures and damage Undead creatures within the effect of the spell. You may choose an additional element at 6th and 17th level. Magic: (Damage Type Name) 1st Level Casting Time: 1 action

1 action Range: 60 fee

60 fee Components: S

S Duration: Concentration, up to 10 minutes

Concentration, up to 10 minutes A bolt of energy aligned to your chosen damage type streams along your Keyblade before firing and impacting with an enemy. Make a ranged spell attack dealing 1d8+your spellcasting ability modifier.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Spellcasting Ability Charisma is your spellcasting ability for your Magic spell. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier and proficiency bonus for the spell save DC of a Defender spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier. Spell Attack modifier = your proficiency bonus + your Charisma modifier. Magical Flair At 1st level you've already become familiar with the magic you wield and have come up with ways to alternate their effects. You may learn two Magical Flairs and learn an additional Magical Flair at 4th, 8th, 12th, 16th, and 19th level. Whenever you cast Magic you may choose to add a Magical Flair to it, you may do this a number of times equal to your Charisma Modifier (minimum 1) before needing a long rest to use it again. Additionally you may choose to spend another spell slot within one level of he slot spent to cast Magic in order to add a second Magical Flair effect. Magical Flairs will be listed at the end of the Class. Keychain At 2nd level you are able to transform magical items into Keychains that when attached to your Keyblade may alter their appearance, damage type, and abilities; a Keychian may be switched in combat as a bonus action. Whenever you take a long rest you may choose to spend time performing the ritual to transform the magical item, however when you do this you only regain half of your spell slots. The Keychain can be reverted back into its original form during a short rest. Flowmotion Starting at 2nd level, a magical aura surrounds you increasing your speed by 10 feet. This bonus increases when you reach certain Keyblade Wielder levels, as shown in the table. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Guiding Key As a Keyblade Wielder grows in strength and develops their skills they will often find their heart pulling them towards a certain a path. Unbelievable speed and deft blades singing through the air slicing it to ribbons, Key of Quicksilver. Unfathomable magical potential culminating in awe-inspiring torrents of arcane power, Key of Arcanum. Unyielding strength and physical force behind blows which can topple the skies, Key of Titan. At 3rd level you begin to walk down one of the paths described above. Your Guiding Key gives you features at 3rd, 7th, 10th, 15th, and 18th level. Ability Score Improvement At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability. Alternatively, you can choose to gain a single feat of your choice. You may choose from this list, and potentially more depending on the individual campaign; ask the DM for more details. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Keyblade Transformation Upon reaching 9th level, whenever you make an attack with a Keyblade equipped with a Keychain you can choose to transform the Keyblade into the form of the weapon that resides within the Keychain using the weapon's damage roll + 1d8 (Versatile) once per turn. After the attack the weapon instantly reverts back to the Keyblade form. Protect At 10th level, you've become uniquely adept at wielding protective magic and whenever an attack would hit you, you may use your reaction to cast Shield without components and without using a spell slot. You may only do this once before requiring a short rest to do so again. Esuna At 13th level, you are able to release a pulse of cleansing mana through your body or an ally eliminating any Conditions or enfeebling effects present. You may do this a number of times equal to your Charisma Modifier (minimum 1) before requiring a long rest to do so again. Greater Keyblade Transformation At 14th level, you are able to change the form of your Keyblade at your whim. While transformed, the weapon form gains +1d8 (Versatile) to damage rolls as well as all other bonuses the Keyblade has. While reverting the weapon to a Keyblade is a free action, it requires either a bonus action or a successful attack to transform into the weapon form. Shell At 17th level, your ability with defensive magic has grown more adept and now you may still cast Shield once without any cost, afterward you may cast it at will by spending a spell slot. Ultimate Form At 20th level, the power of the Keyblade is yours to wield as easily as breathing. As proof you enter an ascendant form cloaking your form in silver light. Whenever you use Wingblade, Ghost Drive, or Raging Impact you gain the following benefits: +1AC

You gain the Extra Attack(2), Boundless Curiosity, and Bladecharge Features.

When activated with Wingblade, make two attacks for every one attack previously available.

When activated with Ghost Drive, casting Magic no longer spends a spell slot, however you must still have the level of spell slot you are casting.

When activated with Raging Impact, once per turn when an attack would hit you you may choose to teleport behind the attacker and take half damage.

You recover 2d8 hit points per turn.

Key of Quicksilver When you take this subclass you gain proficiency with the Acrobatics skill, or double your proficiency bonus if you already have it. Mercurial Resistance Starting when you choose this Guiding Key at 3rd level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Whenever you reach 10th level you may add your Proficiency Bonus. Blitz Form Also at 3rd level, your ability with your Keyblade has developed to the point where you can summon a second one. The second Keyblade uses another Keychain in your possession and can be summoned in tandem with the first. You also gain the Fighting Style: Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. As a bonus action you may cast the haste spell on yourself without components and without suffering from lethargy a number of times equal to half your Dexterity Modifier rounded up (minimum 1) before requiring a long rest to do so again. Air Dash At 7th level, you may use Dash as a bonus action and can use it in midair to move in a straight line up to the rest of your movement. Extra Attack (2) Starting at 10th level, the number of attacks for your Extra Attack feature increases to three. Wingblade Upon reaching 15th level, you gain the ability to activate a powerful ability as a bonus action. Your Keyblades disperse into energy aligned with your chosen damage types for your Magic spell and form into a set of six blades aligned like wings behind you for a number of turns equal to your Dexterity Modifier + Your Charisma Modifier halved (minimum 1) and you may use this ability a number of times equal to your Proficiency Bonus before requiring a long rest to do so again. While in this state you gain the following benefits: +2 AC

You are still considered two weapon fighting and your bonus action attack is treated the same as your action attack.

You gain a flying speed of 60 feet.

Your attacks ignore resistance and immunity against your chosen damage types.

You gain resistance to your chosen damage types.

If Curative is one of your chosen damage types you instead recover 1d8 hit points per turn. Gotta Go Fast At 18th level, every attack you make is followed by wind pressure strong enough to sunder armor. Whenever you make a successful attack roll, roll damage twice.

Key of Arcanum When you take this subclass you gain proficiency with the Arcana skill, or double your proficiency bonus if you already have it. Mystic Resistance Starting when you choose this Guiding Key at 3rd level, you gain proficiency with Light Armor and may add your Charisma Modifier to your AC. Whenever you reach 10th level you may also add your Proficiency Bonus. Wisdom Form Also at 3rd level, your particular skill with magic allows you to use your Keyblade as a ranged weapon by firing condensed bolts of mana along the blade dealing one of your damage types. This adds “Ranged (45/90)” to your Keyblade's properties and when you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. You also gain the Fighting Style: Close Quarters Shooter: When making a ranged attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll. Your ranged attacks ignore half cover and three-quarters cover against targets within 30 feet of you. You have a +1 bonus to attack rolls on ranged attacks. Additionally upon choosing this Guiding Key you gain access to more Magical Flair options. You may choose an additional Magical Flair at 3rd, 7th, 10th, 15th, and 18th level. Boundless Curiosity At 7th level, as a bonus action you may cast the freedom of movement spell on yourself without components a number of times equal to half your Charisma Modifier rounded up (minimum 1) before requiring a long rest to do so again. Adept Magical Flair At 10th level, your skill with manipulating your Magic has grown greater and have developed to the point where you can add two Magical Flairs to Magic without spending a spell slot. Additionally you may choose another damage type element. Ghost Drive At 15th level, the magical energy within you can be tapped on and brought to bare as a bonus action. Pulses of elemental energy will surround you causing your form to bleed into the Ethereal realm for a number of turns equal to your Your Charisma Modifier halved (minimum 1) and you may use this ability a number of times equal to your Proficiency Bonus before requiring a long rest to do so again. While in this state you gain the following benefits: +2AC

You have free use of the dimension door spell and when you teleport you may choose to make an attack against each enemy in a straight line between the two points.

All damaging abilities you use on an enemy shift to the most effective damage type you have.

Whenever you make a successful attack roll, your attack creates a 10 feet wide blast dealing an additional 2d8 to all creatures in range.

Enemies have disadvantage on attack rolls against you if you moved on your last turn. Barrier Master At 18th level, your arcane mastery and channeling of defensive magic has risen to the point you are able to defend your allies and yourself. Whenever you cast Shield the effect spreads through a barrier up to 30 feet wide from yourself or an ally that lasts for 2 turns.

Key of Titan When you take this subclass you gain proficiency with the Athletics skill, or double your proficiency bonus if you already have it. Herculean Resistance Starting when you choose this Guiding Key at 3rd level, you gain proficiency with Heavy Armor and may add your Constitution Modifier to your AC. Whenever you reach 10th level you may also add your Proficiency Bonus. Break Form Also at 3rd level, the strength of your blows and the way that you fight has granted you a particular deftness in combat to the point where your Keyblade is as much a method of defense as it is a method of attack. Your Keyblade gains +1AC and raises with it's bonus, and while wielding the Keyblade you are immune to all of your chosen damage types. You also gain the 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. Additionally, whenever an attack would hit you you may use your reaction to add your proficiency bonus to your AC and if the attack misses you may make an opportunity attack. Bladecharge At 7th level, you are able to charge your Keyblade full of mana and grow the blade expanding it a great deal increasing your melee range to 15 feet. This state lasts for up to a minute and can be used a number of times equal to your Constitution Modifier (minimum 1) before requiring a short rest to do so again. This blade is ethereal and only makes contact with what it is meant to. Hardened Blade At 10th level, the battles you have faced have hardened your heart and steeled you against the waves of conflict, this trait has also spread to your Keyblade. You can add your Constitution Modifier to your attacks and your Keyblade can be considered a shield for certain abilities and features. Raging Impact At 15th level, your unbridled power and energy erupt from your body consuming you as a bonus action. Your Keyblade falls to the ground seeming to shatter as your elemental energy wraps around your body as the power drives you to a more bestial state for a number of turns equal to your Constitution Modifier + Your Charisma Modifier halved (minimum 1) and you may use this ability a number of times equal to your Proficiency Bonus before requiring a long rest to do so again. While in this state you gain the following benefits: +2 AC

You gain claws that have the traits of your Keyblade while in its Greater Keyblade Transformation.

You gain resistance to Bludgeoning, Slashing, and Piercing damage.

You gain resistance to your chosen damage types.

Using the Bladecharge feature instead allows you to teleport up to 15 feet behind an enemy per use.

Whenever you activate this ability you may choose to lower your Intelligence and Wisdom scores to Increase your Strength and Dexterity by the same amount. You also gain additional speed equal to your Dexterity score. Unyielding Force At 18th level, your body reflects the unparalleled weapon you wield. Your Constitution score increases by 4. Your maximum for your Constitution score is now 24.

Magical Flairs Burst A basic flair which increases the damage of Magic by 2d8, on a successful hit the target is now the center of a 15 feet radius blast. All creatures within the area must make a Dexterity saving throw taking half as much damage on a successful roll. This Flair cannot be used with Blast, Mega, Rupture, or Ultima. Beam A basic Flair that conjures a ray which increases the damage of Magic by 1d8, rather than making a ranged spell attack the spell becomes a 10 feet by 60 feet beam. All creatures within the area must make a Dexterity saving throw taking half as much damage on a successful roll. This Flair cannot be used with Raid, Surge, Swarm, Mega, or Seeker. Grav A peculiar Flair which halves the speed of any enemy hit. When Magic is cast at 5th level or higher, the creature's speed is reduced to 0. This cannot be used with Magnify, or Mega. Spread A simple Flair for crowd control which increases the damage of Magic by 1d8, rather than making a ranged spell attack the spell becomes a 30 feet cone. All creatures within the area must make a Dexterity saving throw taking half as much damage on a successful roll. This Flair cannot be used with Mine, Swarm, Mega, or Seeker. Raid A Flair for the more melee inclined which increases the damage of Magic by 3d8, and then adds your Magic damage + your Charisma Modifier to a thrown melee attack. The Keyblade instantly returns to its user after the attack hits or misses. This Flair cannot be used with Spread, Beam, Pulse, Mine, Surge, Swarm, or Mega. Break A Flair for doors which doubles damage against structures and constructs. This Flair cannot be used with Magnify, or Mega. Safe A Flair for those who value their friends which causes allies to be immune to your Magic. Blast Prerequisite: 6th level, Burst. A Flair or dealing with a wide area which increases the damage of Magic by 3d8, on a successful hit the target is now the center of a 30 feet radius blast. All creatures within the area must make a Dexterity saving throw taking half as much damage on a successful roll. This Flair cannot be used with Burst, Mega, Rupture, or Ultima. Dual Prerequisite: 6th level A Flair for that gives a couple options which increases the damage of Magic by 1d8 and creates a single duplicate of the Magic spell it is applied to. This Flair cannot be used with Pulse, Tri, Surge, Swarm, Quad, or Mega. Pulse Prerequisite: 6th level A defensive Flair which increases the damage of Magic by 2d8 and allows Magic to be used as a reaction when an attack would hit you, the damage against you is reduced by the amount of damage dealt to the attacker. This Flair cannot be used with Raid, Dual, Mine, Tri, Surge, Magnify, Swarm, Mega, Quad, Shot, or Seeker. Magnet Prerequisite: 6th level Another strange Flair which attempts to draw in all creatures besides the caster within 15 feet of the effect towards it. The creatures must make a Strength saving throw, Small and smaller creatures have disadvantage and Large and Larger creatures have advantage. Creatures in the air automatically fail the saving throw. This Flair cannot be used with Launch or Mega Launch Prerequisite: 6th level A cruel yet effective Flair which launches any enemy hit 30 feet straight up into the air. This Flair cannot be used with Magnet or Mega Mine Prerequisite: 6th level A practical and strategic Flair which increases the damage of Magic by 5d8 and allows you to place a 'mine' on a surface which will detonate when a creature besides you enters within 10 feet of it, the blast has a 15 feet radius. All creatures within the area must make a Dexterity saving throw taking half as much damage on a successful roll. This Flair cannot be used with Spread, Raid, Pulse, Surge, Mega, or Reflect Tri Prerequisite: 11th level, Dual A Flair for a few options which increases the damage of Magic by 2d8 and creates two duplicates of the Magic spell it is applied to. This Flair cannot be used with Dual, Pulse, Surge, Swarm, Quad, or Mega. Surge Prerequisite: 11th level, Pulse A stronger Flair for up close combat which increases the damage of Magic by 4d8, and then adds your Magic damage + your Charisma Modifier to a melee attack. The attack is a spinning lunge across 20 feet making a melee attack roll against each creature within reach along the path. This Flair cannot be used with Beam, Raid, Dual, Pulse, Mine, Tri, Swarm, Mega, Quad, Shot, or Ultima.