The Keybearer v2 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 Spellcasting, Heart’s Path 2 2 — — — — 3rd +2 Wielder Archetype, High Jump 3 3 — — — — 4th +2 Ability Score Improvement 3 3 — — — — 5th +3 Extra Attack 4 4 2 — — — 6th +3 Kingdom Key 4 4 2 — — — 7th +3 Wielder Archetype 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 Archetype 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 Archetype 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: Insight and two of the skills of your choice: 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 their appearence)

Leather Armor or Scale Mail



Alternatively, you may start with 5d4 x 10 gp and choose your own equipment. Dive to The Heart 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: You put everything into your attacks, packing an extra punch. Attacks you make using your Keyblade gain a +2 damage bonus.

Shield: When a creature you can see attacks a target other than you that is within 5ft of you, you can use your reaction to impose disadvantage on the attack roll.

You must not be wielding a shield or a weapon other than a Keyblade to benefit from this feature.

Staff: You gain a deeper understanding of magic.

Gain two cantrips from the Keybearer spellbook. 3

Keeper of the Key You have been chosen to wield the Keyblade. As a bonus action, you are able to summon your Keyblade to your hand or dismiss it back to the Station of Awakening in your heart. Your Keyblade disappears if it is more than 5 ft away from you for 1 minute or more. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. The Keyblade The Keyblade is a rare and special weapon. It is the focal point that makes the Keybearer unique.

Damage: 1d8

Damage Type: Slashing

Weapon Properties: Finesse 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. Only one keychain may be equipped at a time. You can transform one magic weapon into a keychain by performing a special ritual while you hold the weapon. You perform it over an hour, which can be done during a short rest. You can’t affect an artifact or sentient weapon in this way. 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. A Keybearer who has willfully turned from their Path and shows no sign of repentance may experience heavy consequences. At the DM's discretion, a Keybearer might be forced to abandon their old Path and adopt another, taking either the Road to Nightfall or Road to Dawn options in the interem. 4

Heart's Path: 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. Suggested alignment: Good

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 Levels Spells 3rd Guiding Bolt 5th Warding Bond 9th Blinding Smite 13th Aura of Life 17th Holy Weapon Heart's Path: 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. Suggested alignment: Evil

You gain Superior Darkvision

Once per long rest, you may cast the spell Bane at 1st level without expending a spell slot Path Spells Levels Spells 3rd Inflict Wounds 5th Darkness 9th Vampiric Touch 13th Conjure Shadow Demon 17th Enervation Heart's Path: 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. Suggested alignmnet: Neutral

You gain the Light cantrip

Once per long rest, you may cast the spell Sanctuary without expending a spell slot. Path Spells Levels Spells 3rd Chaos Bolt 5th Branding Smite 9th Remove Curse 13th Blight 17th Dawn Heart's Path: 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. Suggested alignment: 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 Levels Spells 3rd Wrathful Smite 5th Pass Without Trace 9th Bestow Curse 13th Shadow of Moil 17th Destructive Wave 5

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 provide access to extended spell lists and diverge to three disciplines: Power, Speed, or Magic, as was taught by the Keyblade Masters of old. Command Style users choose one of the three disciplines to follow. Drive Forms 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. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. If your DM uses the optional Feats, you can instead take a feat. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Kingdom Key At 6th level, 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. Glide Beginning at the 8th level, you’ve learned to use your magic to float on the wind. When you fall and aren’t incapacitated, you may instead use your reaction to glide. You may reduce any falling damage you take by an amount equal to five times your Keybearer level. While gliding, you may move 2ft horizontally for every 1ft that you fall. Strike Raid At the 10th level, your skill with the Keyblade grows. Your keyblade gains the thrown property (20/60). After making an attack with your keyblade using the thrown property, the keyblade returns to your hand, regardless of whether the attack hit or miss. 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. 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 ability to connect to other worlds allows you to cast one of the following spells without expending a spell slot: Teleport or Plane Shift. Once you use this feature, you can't use it again until you finish a long rest. 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. 6

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 gain access to a unique set of spell trees that unlock as you level in this class. Each spell within the tree has a spell slot level assigned to it. Whenever you finish a long rest, pick one of the Command Style spell lists. You learn those spells for as long as you have that Command Style chosen. Path of Power You focus on increasing your physical training and power to gain the edge in battle. Battle Frenzy When you choose this wielder archetype at 3rd level, your fervor for combat drives you forward with a passion that borders on recklessness. You gain the following benefits: You add your Charisma modifier to your initiative rolls and you cannot be frightened on your first turn of combat

On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.

You gain proficiency in heavy armor. Payback Fang At 7th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a single melee weapon attack against that creature. Brutal Efficiency Beginning at 15th 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. Keyblade Master Your heart’s true power overflows, allowing you to summon the true power of your Keyblade. At 20th level, you can use your action to gain the following benefits for 1 minute: You summon armor unique to your Keyblade, covering your body and equipment. You gain 40 temporary hit points. The armor is considered light and is resistant to slashing, piercing, bludgeoning, and necrotic damage as well as corruption. 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.

Your allies have advantage on death saving throws while within 30 feet of you.

Once on each of your turns, you can deal extra damage to one target when you damage it with an attack or a spell. This damage is equal to your level. The extra damage is either radiant or necrotic, depending on your Heart's Path.

Whenever you deal radiant or necrotic damage to a target, it ignores the target's resistance or immunity to those damage types. Once you use this feature, you can't use it again until you finish a long rest. 7

Path of Speed You focus on increasing your speed and agility to gain the edge in battle. Gale Rush When you choose this wielder archetype at 3rd level, you learn to move like air, deftly flowing across the battlefield. Whenever you take the attack action, your speed increases by 10 feet. When you make a melee weapon attack against a creature using your keyblade, that creature can't make opportunity attacks against you until the end of your turn. Additionally, if you move at least 15 feet in a straight line towards a creature and then hit that creature with a melee weapon attack with your keyblade on the same turn, that attack deals an additional 1d8 damage. 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. Time Splicer At 15th level, as an action, you can breifly stop time to assail surrounding enemies. Choose up to 5 creatures you can see within 30 feet of you and make a melee weapon attack roll against each target with advantage. On a hit, a target takes your regular melee damage + an additional 1d8 damage, as if you had used Gale Rush. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you chose to attack. When using this feature, you do not provoke attacks of opportunity. Once you use this feature, you can't use it again until you finish a long rest. Keyblade Master Your heart’s true power overflows, allowing you to summon the true power of your Keyblade. At 20th level, you can use your action to gain the following benefits for 1 minute: You summon armor unique to your Keyblade, covering your body and equipment. You gain 40 temporary hit points. The armor is considered light and is resistant to slashing, piercing, bludgeoning, and necrotic damage as well as corruption. 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.

Your allies have advantage on death saving throws while within 30 feet of you.

You are under the effects of a freedom of movement spell.

When you take the attack action on your turn, you can make one additional attack as part of that action. Once you use this feature, you can't use it again until you finish a long rest. Path of Magic You focus on increasing your magic and skill to gain the edge in battle. Arcane Aegis When you take this wielder archetype at 3rd level, you learn to channel the magic surrounding you into a protective cloak. The first time you hit an enemy with a melee attack while wielding your Keyblade, you gain temporary hit points equal to 1d6 + Charisma modifier. These hit points do not stack and disappear after you exit combat. 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. Mystic Ward Beginning at 7th level, an aura of densely woven magic radiates from your Arcane Aegis, forming a protective ward. You and friendly creatures within 10 feet of you have resistance to damage from spells. At 18th level, the range of this aura increases to 30 feet. Spell 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 Master Your heart’s true power overflows, allowing you to summon the true power of your Keyblade. At 20th level, you can use your action to gain the following benefits for 1 minute: You summon armor unique to your Keyblade, covering your body and equipment. You gain 40 temporary hit points. The armor is considered light and is resistant to slashing, piercing, bludgeoning, and necrotic damage as well as corruption. 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.

Your allies have advantage on death saving throws while within 30 feet of you.

You have advantage on saving throws against spells and other magical effects.

Everytime you spend a spell slot, you gain temporary hit points equal to the level of the expended spell times your charisma modifier. Once you use this feature, you can't use it again until you finish a long rest. 8

Wielder Archetype: Drive Forms (WIP) 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 take the dodge action 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 difficult 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. 9

Command Styles (WIP) General





. Spells Level Spell 3rd Hellish Rebuke 5th Aganazzar's Scorcher 9th Fireball 13th Fire Shield 17th Immolation





' Spells Level Spell 3rd Ice Knife 5th Snilloc's Snowball Swarm 9th Sleet Storm 13th Ice Storm 17th Cone of Cold





. Spells Level Spell 3rd Thunderwave 5th Shatter 9th Call Lightning/ Lightning Bolt 13th Storm Sphere 17th Synaptic Static/ Lightning Strike (Flame Strike)









































































. Spells Level Spell 3rd Cause Fear 5th Hold Person 9th Fear 13th Evard's Black Tentacles 17th Dominate Person 10

Path of Power





. Spells Level Spell 3rd Thunderous Smite 5th Shatter 9th Thunder Step 13th Staggering Smite 17th Flame Strike





' Spells Level Spell 3rd Earth Tremor 5th Maximillian's Earthen Grasp 9th Erupting Earth 13th Stoneskin 17th Wall of Stone





. Spells Level Spell 3rd Compelled Duel 5th Enlarge/Reduce 9th Crusader's Mantle 13th Staggering Smite 17th Banishing Smite 11

Path of Speed



. Spells Level Spell 3rd Expeditious Retreat 5th Blur 9th Haste 13th Freedom of Movement 17th Far Step





' Spells Level Spell 3rd Feather Fall 5th Gust of Wind 9th Gaseous Form 13th Storm Sphere 17th Control Winds







. Spells Level Spell 3rd Zephyr Strike 5th Warding Wind 9th Fly 13th Greater Invisibility 17th Steel Wind Strike Path of Magic



. Spells Level Spell 3rd Chromatic Orb 5th Mental Barrier 9th Magic Circle 13th Elemental Bane 17th Circle of Power





' Spells Level Spell 3rd Absorb Elements 5th Mirror Image 9th Blink 13th Dimension Door 17th Steel Wind Strike







. Spells Level Spell 3rd Jump 5th Spider Climb 9th Fly 13th Dimension Door 17th Far Step 12