Keyblade’s chosen

Ancient tales of the struggle between light and dark have been told since the beginning of time. The balance between light and darkness is a fickle one, and only those deemed worthy can protect this balance. These chosen few inherit a mystical weapon, known as the Keyblade in order to protect the light, or, seek out the darkness. Chosen by the keyblade itself, these chosen are granted tremendous power. How they choose to use it however…

The ties that bind

A keyblade’s chosen derives their power from their heart, and the connections they make with those around them. Those chosen by the keyblade have different paths, different pasts, different dreams, and even different alignments. Yet one thing can be said of all chosen… The bonds they forge with the people they meet inspire undying loyalty. A keyblade wielder with no bonds or connection is no keyblade wielder at all. Every creature no matter how big or how small has a heart, and it’s the keyblade wielder’s duty to protect their hearts… or corrupt them. A hero of the light must free the hearts taken by the heartless and return them to their original selves, a villain of the dark on the other hand usually seeks to free the hearts for their own more sinister purposes…

The keyblade chooses it’s master…

Once many and varied, wielders of the keyblade have dwindled to an all time low number. Becoming a keyblade’s chosen is usually done in a singular fashion though incredibly rarely, there are keyblade wielders who break the mold…

How does one get a keyblade?

Rad tip: The answer may not be obvious at first

Keyblade Inheritance Ceremony

“In your hand, take this Key. So long as you have the makings, then through this simple act of taking, its wielder you shall one day be. And you will find me, friend—no ocean will contain you then. No more borders around, or below, or above, so long as you champion the ones you love.”

The Keyblade Inheritance Ceremony is a trial in which a Keyblade wielder on the level of a Master chooses a person to inherit the power to wield the Keyblade. If the Keyblade accepts the inheritor selected, that person will become able to summon their own Keyblade whenever attempted. An inheritor can also be accidentally made, if one with the right heart touches the weapon.

You’re just the delivery boy

While the keyblade inheritance ceremony is how the right to wielding a keyblade is done. There has been one exception. If a chosen who has undergone the ceremony falls to darkness or dies when the keyblade is about to materialize, the keyblade will instead temporarily choose the person with the next strongest heart in the closest vicinity. This method being temporary, if the original chosen returns they would be able to take back their rightful keyblade. However… if your bond with the keyblade or your bond with your friends is strong enough, your heart will become one, and the keyblade will choose its true master forever more.

Power sleeps within you… if you give it form… it will give you strength…

There are many different types of keyblade wielders and many different types of fighting styles they choose to use. However, the three most prominent styles of keyblade combat are that of the Keyblade Magician, the keyblade fighter, and the keyblade defender…

Keyblade warriors

Keybladers

Sora and roxas

The keyblades chosen are entitled to mix and natch. Just remember the jack of all trades is master of none.

 

 

Keyblade Fighter

Keyblade fighters are focus their combat capabilities on jumping right into the frontline and dealing out damage with their offensive capabilities. Toting decent health pool and defense they are usually found right in the thick of things.

Keyblade fighter
Level Proficiency Bonus Features Keyblade damage Spells Known — Spell Slots Per Spell Level —
1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Unarmored defense, summon keyblade 1d6
2nd +2 —— 1d6
3rd +2 Offenseive archetype 1d6
4th +2 Ability score improvement, Key to success 1d6
5th +3 Extra attack, Stun Impact 1d8
6th +3 Aerial sweep, Combo plus 1d8
7th +3 Sonic blade, Strike Raid 1d8
8th +3 Ability score improvement, Key chain 1d8
9th +4 Slide dash, Ripple drive 1d10
10th +4 Guard, Dodge roll 1d10
11th +4 —— 1d10
12th +4 Ability score improvement 1d10
13th +5 —— 2d6
14th +5 Ars Arcanum 2d6
15th +5 Draw 2d6
16th +5 Ability score improvement 2d6
17th +6 —— 2d8
18th +6 Zantetsuken 2d8
19th +6 Ability score improvement 2d8
20th +6 Mark of Mastery 2d8

Quick Build (optional)

You can make a Keyblade figther quickly by following this suggestion. First, Strength or Dexterity should be your highest ability score, followed by Charisma then Constitution.

Class Features

As a Keyblade fighter you gain the following class features.
Hit Points

  • Hit Dice: 1d10 per Keyblade fighter level
  • Hit Points at 1st Level: 10 + Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Keyblade fighter level after 1st

Proficiencies


  • Armor: Light, Medium, Shield
  • Weapons: Keyblade
  • Tools: none
  • Saving Throws: Strength or dexterity, Charisma
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth⁠
Keyblade fighters are strong, why pick another class?

Rad tip: This is so sad, don’t discount other classes. Mages can be just as strong as keyblade fighters. What Defenders lack in offensive damage they make up for in health pool and AC. Mages while not as strong on the front lines can deal massive damage from the backline with varying effects!

 

 

Unarmored Defense

At level 1, while you are wearing no armor and not wielding a shield, your AC equals 13 + your Highest modifier.

Summon Keyblade

At level 1, You may summon a Keyblade. As a free action, you may send your Keyblade to a pocket dimension. If you have more than 1 Keyblade, you may switch one out as part of the free action once per turn.

Key to Success

At level 4, you gain the Key to Success. You may reroll a natural 1. Can be used three times per short rest. On a double nat 1 roll a single use of this feature is regained.

Stun Impact

At level 5, you can make an attack that deals 1d4 force damage + Wisdom or Charisma modifier in a blast that hits all foes within 30 feet of you. You may jump up to 20 feet before making the attack. All foes must make a Constitution saving throw, on success, they are not blasted back, if they fail, they are knocked prone and sent back 20 feet. Damage raises to 1d6 at level 8, 1d8 at level 12, 2d6 at level 16, and 3d8 at level 20. Can be done 5 times per long rest.

Aerial Sweep

At level 6, you are able to jump towards an airborne enemy within 30’ and attack the creature as normal. You take no falling damage this turn.

Combo Plus

At level 6, your combo is increased, you can make another attack with your Keyblade. At level 12 you are able to make 3 attacks with your keyblade.

Sonic Blade

At level 7, You gain the ability to rush forward in a 20 foot line 5 times hitting all enemies in the lines with radiant damage. Damage raises to 1d8 at level 10, 1d10 at level 15, and 2d5 at level 20. Can be done 3 times per long rest.

Strike Raid

At level 7, make ranged attacks, by throwing your Keyblade, against any creature within 60 feet 7 times after which your keyblade returns back to your hand. Damage raises to 1d8 at level 10, 1d10 at level 15, and 2d6 at level 20. Can be done 3 times per long rest.

Slide Dash

At level 9, You can dash as a bonus action, using your keyblade to launch yourself into a moving slide.

Ripple Drive

At level 9, hit any creatures within 20 feet for 1d6 thunder damage. Damage increases to 1d8 at level 13, 2d6 at level 17, and 2d10 at level 20. Can be used 6 times per long rest.

Guard

At level 10, Use an action to bolster your AC by 3 until next action.

Dodge Roll

At level 10, you can avoid 1 incoming attack by using a bonus action.

Ars Arcanum

At level 14, you Imbue your body with the power of light (or darkness) and rush forward with incredible speed unleashing a devastating combo that deals 10d6 slashing damage and 10d6 Radiant damage. This can be done twice per long rest.

 

 

Draw

At level 15, bring any creature within 30 feet to you. They must beat a DC 10 + Proficiency + STR Modifier strength saving throw or be brought 5 feet in front of you. Can be done 4 times per long rest.

Zantetsuken

At level 18, your mastery of the keyblade is near. Your crit rate becomes 18-20

Mark of Mastery

At level 20, all abilities usage is increased by 1.

Archetypes

At level 3, pick an Archetype that best suits your style of play.

The sacred trinity

When you are wielding 3 keyblades at once, you gain a +2 bonus to damage rolls and can attack once more with a bonus action.

One’s all i need

When you roll a 1 or 2 on a damage roll for an attack you make when using a melee weapon with both hands, you can reroll the die but you must use the new roll even if it is a 1 or 2. When an attack is only 1 point away from missing you, you can invalidate the 1 point and block the attack

TWO?!

When you dual wield keyblades, you can add your ability modifier to the damage of your second attack. When using the guard ability you increase your ac by an extra +2

Keyblade fighters are really strong!

Rad tip: Reminder, Keyblade fighters deal a lot of damage and have great abilities, but most can only be done in short quantity before needing a long rest. Be sure to keep track of how many ability usages are left before using them all in one battle!

 

 

Keyblade defender

Your fighter friend rushes into the thick of it blows upon blows are rained down on the enemy in front of you, while your keyblade magician in the back casts his spells from a distance. You watch as the keyblade fighter takes a heavy blow and is tossed to the side, the enemies attention is shifted to the magician in the back. He takes a step towards the magician and swings his mighty weapon… Yet the strike does not hit its mark, for you are their SHIELD.

Keyblade defender
Level Proficiency Bonus Features Keyblade damage
1st +2 Marking, defensive reaction 1d4
2nd +2 Fighting style, Adrenaline state 1d4
3rd +2 Archetype, Menacing protector 1d4
4th +2 Ability score improvement 1d4
5th +3 Extra attack, defenders instinct 1d6
6th +3 Archetype feature 1d6
7th +3 Protectors reaction 1d6
8th +3 Ability score improvement 1d6
9th +4 —— 1d8
10th +4 Ability score improvement 1d8
11th +4 Archetype feature 1d8
12th +4 Ability score improvement 1d8
13th +5 Movement surge 1d10
14th +5 Heart of the defender 1d10
15th +5 Body of the protector 1d10
16th +5 Ability score improvement 1d10
17th +6 Adrenaline surge 2d6
18th +6 Archetype feature 2d6
19th +6 Ability score improvement 2d6
20th +6 Unyielding spirit 2d6

Quick Build (optional)

You can make a Keyblade defender quickly by following this suggestion. Constitution should be your highest ability score followed by Strength.

Class Features

As a Keyblade defender you gain the following class features.
Hit Points

  • Hit Dice: 1d12 per Keyblade defender level
  • Hit Points at 1st Level: 12 + Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per Keyblade defender level after 1st

Proficiencies


  • Armor: All armors
  • Weapons: Keyblade
  • Tools: none
  • Saving Throws: Strength, constitution
  • Skills: Choose two from Athletics, Intimidation, Perception, Survival
Keyblade defenders have the largest hit dice

Rad tip: WOAH! That’s a lot of hp!

 

 

Fortified soul

Non multi-class defenders start with AC 14 + CON

Marking

At 1st level as a Keyblade defender, you strive to defend others, specifically by focusing on a threat. When you hit a creature with a weapon attack, you mark that creature.

Whenever the marked creature makes an attack against one of your allies, or moves away from you, you can use your reaction to make an opportunity attack against it, attempt to grapple or attempt to shove that creature. The effects of your reaction are applied before the marked creature’s attack is resolved.

Defensive Reactions

At 1st level, you’ve learned how to protect your allies in all situations. As a reaction, you can shove or grapple a willing creature with no check involved. This would be in response to danger, like they are falling and you grab them, or a ranged attack is coming so you knock them prone.

Extra Attack

At 5th level, when you make the attack action, you can make an additional attack.

Guardian’s Reaction

At 7th level, you may make a second reaction for a second creature within 10 feet of you. Once you have used a second reaction for a creature, you may not use a second reaction again until the start of your next turn.

Heart of the defender

At 14th level, you gain proficiency in Wisdom and Charisma saves, as you have trained to resist mental attacks.

Body of the protector

At 15th level, you gain a damage threshold against non magical attacks equal to half your level. Damage threshold means any damage below the number is completely ignored; but damage above the threshold is unreduced. This damage threshold is applied before resistances and forms of damage reduction. This can be done 5 times per long rest.

Unstoppable

At 20th level, you refuse to die. While you still have allies alive and fighting within 30 feet of you and you are reduced to 0 hit points, you may come back with half your maximum hit points. When you do so, you gain the effects of the invulnerability spell until the start of your next turn.

Once you use this feature, you can’t do it again until you finish a long rest.

Adrenaline State

Also at 2nd level, you can as a bonus action enter a state of improved physical strength, endurance and agility. For 6 turns, you gain the following benefits:

You gain 10 temporary hit points. You are considered a Large creature, if you are smaller. You gain the benefits of the Dash action when you enter in the Adrenaline state, and can Dash again as a bonus action in each subsequent turn.

As you level your control evolves becoming 8 turns at lvl 8, 10 turns at lvl 12. 12 turns at lvl 16 and at level 20 you attain mastery and can remain in this state indefinitely.

Menacing Protector

At 2nd level, you gain proficiency in the Athletics and Intimidation skills if you don’t already have it. You gain expertise if you already have proficiency.

defenders instinct

Starting at 5th level, you can temporarily enhance your instincts, muscles and sense, by channeling Light (or darkness) through your body. As a bonus action, you can give yourself proficiency in the two of the following skills: Acrobatics, Perception, Stealth, Survival. This becomes expertise if you already have proficiency. The bonus lasts for 30 minutes. This can be done 3 times per long rest

Defenders Rush

At 9th level, your movement speed increases by 20 feet, and you can jump an additional amount of feet equal to your Constitution modifier.

Movement Surge

Starting at 13th level, you gain advantage on Dexterity (Acrobatics) and Strength (Athletics) checks you make during the adrenaline state and your movement increases by an extra 10 feet.

Adrenaline Surge

At 17th level, when you enter in the Adrenaline State you also gain the benefits of haste for the duration. This is not considered a magical ability, and doesn’t require concentration.

That’s quite a lot of defensive abilities!

Rad tip: Make sure to pay attention to the abilities and read everything correctly!

 

 

Fighting style

At 2nd level, you may select one of the fighting styles:

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Interception

When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

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.

Thrown Weapon Fighting

You can give your keyblade the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using the keyblade, you gain a +2 bonus to the damage roll.

Archetypes

At level 3 you are able to pick one archetype branch.

Magic intolerant defender

As a magic intolerant defender, you specialize in finding and countering magic. Maybe you have a grudge against a Keyblade magician, perhaps you don’t like magic, or dispelling curses is your job. Either way, you fight mages and protect your allies from nasty spells.

Spell Detection

At 3rd level, you can cast identify and detect magic as a ritual. You also gain proficiency in Arcana, if you don’t already.

Anti-Magic Strikes

Also at 3rd level, your weapon attacks are potent, specifically with dealing against Keyblade magicians. Creatures hit by your weapon attacks have disadvantage on the concentration checks it imposes, and creatures within 5 feet that cast spells provoke opportunity attacks from you.

Magic Weapons

At 6th level, your weapons are considered magical for the purpose of overcoming resistance and immunity to non magical attacks and damage.

Dispeller

At 11th level, learn a few more arcane tricks. You can cast counterspell dispel magic or remove curse. Once you cast either spell, you can’t do it again until you finish a long rest.

Spell Breaker

At 18th, you’ve mastered the art of countering magic. You and all friendly creatures in a 10-foot radius have advantage on saving throws against spells and magical effects.

True shield

As a True shield, you play the strong man of the group, breaking through enemy defenses and acting as a complete meat shield.

Bullying Strikes

At 3rd level, you can roll a d6 in place of the normal damage of your unarmed strike or improvised weapons, and add your proficiency bonus in attacks with improvised weapons.

Pummeling Strike

At 3rd level, when you hit a creature with a melee weapon attack, you can attempt to Grapple or Shove that creature as a bonus action.

In addition, if you start your turn with a creature grappled by you, you can make one unarmed strike or attack with an improvised weapon as a bonus action.

Overpowering Build

At 6th level, your body has adapted to your training and brute force. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

In addition, you deal double damage to objects and structures.

Tough as nails

At 11th level, you can use a bonus action to resist bludgeoning, slashing and piercing damage until the start of your next turn.

Unstoppable

At 18th level, your resilience is amazing. You are immune to being stunned or paralyzed.

In addition, when you start your turn below half your maximum hit points, you regain a number of hit points equal to Constitution modifier.

 

 

Protector of the land

As a Protector of the land , it’s your job to protect nature, or use the power of nature to protect others. Either way, you are wielder of the elements.

Natural Expert

At 3rd level, you gain proficiency in two skills from the following list: Animal Handling, Nature, Perception, Survival or Stealth.

In addition, you ignore disadvantage on Dexterity (Stealth) checks from using armor.

Elemental Strike

Starting at 3rd level, once per turn, when you hit a creature with a weapon attack, you can deal 1d6 additional damage from one of the following types: acid, cold, fire, lightning, poison or thunder damage.

When you mark a creature with this attack, the marked creature is cursed by the elements. The marked creature treats moving away from you as moving in difficult terrain, and takes 1d6 damage from the chosen type whenever it attacks a creature other than you. This effect lasts until the start of your next turn.

Natural Traveler

At 6th level, you’ve become accustomed to moving through nature’s terrain. You ignore all difficult terrain, can swim and climb at a speed of 30 feet, and have advantage against all exhaustion saves.

Primal Resistance

At 11th level, you can do nothing. This one has no benefits. in fact it has negative benefits, you now permanently lose 3 max hp. Yeah that’s right. now i’m going to in big words say LIGHTNING, FIRE, WATER, and FROST. This is all a test to see if you’re even paying attention.

Natures Channeller

At 18th, your elemental power is truly significant. You can add a 5d10 elemental attack of your choice to one melee attack.

Once you use this feature, you can’t do so again until you finish a long rest.

Do you feel like defending?

Rad tip: Keyblade!

 

 

Keyblade Magician

Do you hate getting up close and personal? would you rather keep your distance while helping and not put yourself in the most immediate danger? Well then the keyblade Magician is for YOU! focusing on damage from a distance Magicians have a variety of spells they can cast with their keyblade, all having different spell effects and damage types! Just be sure not to get to close to the action or you’ll die extremely quick;y, mages aren’t built for taking damage and will usually go down in a few hits. They’re quite weak like that.

Why are keyblade magician’s such fragile little babies?

Rad tip: I am so fuxking mad

The Keyblade Magician
Level Proficiency Bonus Features Keyblade Damage Mana points
1st +2 Summon keyblade 1d2 3
2nd +2 Keyblade casting 1d4 6
3rd +2 Barrier 1d4 9
4th +2 Ability score improvement, 2nd spell level unlocked 1d4 12
5th +3 Extra attack 1d4 15
6th +3 —— 1d6 18
7th +3 Mana efficiency 1d6 21
8th +3 Ability score improvement, 3rd spell level unlocked 1d6 24
9th +4 Second chance 1d6 27
10th +4 High jump 1d8 30
11th +4 Empowered Caster 1d8 33
12th +4 Ability score improvement, 4th spell level unlocked 1d8 36
13th +5 —— 1d8 39
14th +5 5th spell level unlocked 1d10 42
15th +5 Subversive Barrier 1d10 45
16th +5 Ability score improvement, flare unlocked 1d10 48
17th +6 Once more 2d6 50
18th +6 Glide, mega flare unlocked 2d6 50
19th +6 Ability score improvement 2d6 50
20th +6 True magical master, Zettaflare unlocked 2d6 50

Quick Build (optional)

You can make a Keyblade Magician quickly by following this suggestion. Wisdom should be your highest ability score followed by Constitution.

Class Features

As a Keyblade Magician you gain the following class features.
Hit Points

  • Hit Dice: 1d6 per Keyblade magician level
  • Hit Points at 1st Level: 6 + Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + Constitution modifier per Keyblade magician level after 1st

Proficiencies


  • Armor: no armor
  • Weapons: Keyblade
  • Tools: none
  • Saving Throws: wisdom, constitution
  • Skills: Choose two from Animal Handling, Deception, History, Insight, Intimidation, Medicine, Perception, Persuasion, and Survival

 

 

Summon Keyblade

At level 1, You may summon a Keyblade. As a free action, you may send your Keyblade to a pocket dimension. If you have more than 1 Keyblade, you may switch one out as part of the free action once per turn.

Keyblade casting

By the time you reach 2nd level, you have learned to draw magic from your keyblade in order to cast spells.

Barrier

When you choose this style at 3rd level, you learn how to magically shield yourself from harm. You learn the shield spell and can cast it by spending 1 magic point. This spell does not count toward your number of spells known.

Extra Attack

Beginning at 5th level, you can attack twice instead of once whenever you take the Attack action on your turn.

Mana Efficiency

Beginning at 7th level, you become more efficient at casting spells. The magic point cost for casting a spell of 2nd level or higher is reduced by 1.

Second Chance

At 9th level, the strength of your heart allows you to withstand even grievous blows. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point.

Once this saving throw succeeds, you cannot use this feature again until you finish a long rest.

Speed boost

At 10th level, your bond with your keyblade has begun to enhance your mobility. Your move speed is increased by 20.

Empowered Spellcasting

At 11th level, your magical abilities grow stronger. You add your Charisma modifier to the damage rolls of your spells. In addition, your spell save DC increases by 4 and and enemies suffering status effects have disadvantage.

Magical bombardment

At 12th level, when you cast a spell you can reroll the damage and take the higher option. This can be done 3 times per long rest.

Subversive Barrier

At 15th level, your barrier makes enemies more vulnerable to your magic. When you use your Barrier feature to cast shield, any creature that attacks you has disadvantage on saving throws against spells until the end of your next turn.

Once more

At 17th level you gain the ability to withstand a blow that would kill you. When above 1 hp, if an attack or string of attacks would kill you, you instead drop to 1 hp and become invulnerable to all damage until your next turn. This can be done once per long rest.

Flight

At 18th level, your keyblade allows you to defy gravity and take flight. You gain a flying speed of 60 feet. If not using magic, you can grant passive flight to two other creatures as well.

True magical master

Your understanding of magic has reached its peak. At 20th level all 5th level spells and below require 50% less mp and you have advantage on all saving throws from spells.

Spell levels

1st Level
  • Aero
  • Balloon
  • Blizzard
  • Cure
  • Dark Spear (Seeker of Darkness)
  • Fire
  • Gravity
  • Radiant Beam (Guardian of Light)
  • Reflect
  • Slow
  • Thunder
2nd Level
  • Aerora
  • Blizzara
  • Corrupt (Seeker of Darkness)
  • Cura
  • Fira
  • Gravira
  • Purify (Guardian of Light)
  • Reflera
  • Thundara
3rd Level
  • Aeroga
  • Blizzaga
  • Curaga
  • Explosion (Seeker of Darkness)
  • Firaga
  • Light Chain (Guaridan of Light)
  • Reflega
  • Thundaga
4th Level
  • Aerogun
  • Blizzagun
  • Curagun
  • Dark Volley (Seeker of Darkness)
  • Firagun
  • Ragnarok (Guardian of Light)
  • Thundagun
5th Level
  • Aerogun Typhoon
  • Curagun Blossom
  • Dark Cannon (Seeker of Darkness)
  • Fission Firagun
  • Glacial Blizzagun
  • Storming Thundagun
  • Ultima Cannon (Guardian of Light)

 

 

Spell Descriptions

The spells are presented in order of spell level, then alphabetical.

Aero

1st-level evocation Casting Time: 1 action Range: 50 feet Duration: 1 minute You summon mighty gusts of wind around your target, whipping up debris. Every creature within 5ft of a creature under the effects of Aero take 1d4 damage at the start of their turn. Creatures under the effects of Aero are immune to damage from Aero.

Balloon

1st-level evocation Casting Time: 1 action Range: 30 feet Duration: Instantaneous Magical ballons appear around a target that you can see in range. The target must make a Dexterity saving throw. On a failed save, a target takes 2d6 radiant damage and are pushed back 10 feet, then land prone. On a successful save, the creature takes half damage, but suffers no other effect.

Blizzard

1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Duration: Instantaneous Sickles of ice launch from the tip of your Keyblade. Each creature in a 15ft cone must make a Dexterity saving throw. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

Cure

1st-level conjuration Casting Time: 1 action Range: 30 feet Duration: Instantaneous. A floating, blossuming flower appears above your targets head, healing them for a number of hit points equal to 1d6 + your spellcasting modifier.

Dark Spear (Seeker of Darkness)

1st-level evocation Casting Time: 1 action Range: Self (60-foot line) Duration: Instantaneous. A spear of darkness is fired from your Keyblade in a straight line. On a successful attack, the target takes 4d6 of necrotic damage.

Fire

1st-level evocation Casting Time: 1 action Range: Self (15-foot cone) Duration: Instantaneous Holding your Keyblade forward, flames spew out. Each creature in a 15ft cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.

 

 

Gravity

1st-level evocation Casting Time: 1 action Range: 30 feet, 10ft sphere Duration: Instantaneous A dark 10ft sphere appears within thirty feet of you, bringing force down upon creatures caught within the sphere. All creatures caught in the sphere make a Strength saving throw. Creatures caught in the sphere have their movement speed halved for 1 round on a failed save. On a successful save, there is no effect.

Radiant Beam (Guardian of Light)

1st-level evocation Casting Time: 1 action Range: Self (60-foot line) Duration: Instantaneous. A beam of light is propelled from your Keyblade in a straight line. On a successful attack, the target takes 4d6 of radiant damage.

Reflect

1st-level abjuration Casting Time: 1 action Range: Self Duration: 1 round A prismatic barrier is formed around you, giving a +1 bonus to AC for the duration. If a creature has succesfully landed an attack on you while Reflect is active, all creatures in a 5ft radius take 1d4 radiant damage at the start of your next turn.

Slow

1st-level emchantment Casting Time: 1 action Range: 60 feet Duration: 1 minute Raising your Keyblade in the air, a target creature’s mind begins to get clouded. A target creautre must make a Wisdom saving throw. On a failed save, the creature takes a -3 penalty to all dexterity throws for the duration. On a successul save, there is no effect.

Thunder

1st-level evocation Casting Time: 1 action Range: Self (20-foot cylinder) Duration: Instantaneous. Thunder strikes down all around you. Each creature within a 20ft perimeter of you must make a Dexterity saving throw. On a failed save, a creature will take 2d8 lightning damage. On a successful save, they take half damage.

Aerora

2nd-level evocation Casting Time: 1 action Range: 50 feet Duration: 1 minute Wicked winds encompass your target, picking up all manners of light weight objects and slinging them around. Every creature within 5ft of a creature under the effects of Aerora take 1d6 damage at the start of their turn. Creatures under the effects of Aerora are immune to damage from Aero and Aerora.

Blizzara

2nd-level evocation Casting Time: 1 action Range: Self (30-foot cone) Duration: Instantaneous Ice and snow bellow from your Keyblade. Each creature in a 15ft cone must make a Dexterity saving throw. A creature takes 4d6 cold damage and is rooted for 1 round on a failed save, or half as much damage on a successful one, suffering no additional penalties.

Corrupt (Seeker of Darkness)

2nd-level emchantment Casting Time: 1 action Range: 60 feet Duration: 30 minutes After sensing the darkness in a creatures heart, you can embolden that darkness in an attempt to manipulate them. The target creature must make a Wisdom saving throw. On a failed save, the target suffers disadvantage on Wisdom checks. They also become more volatile for the duration. When performing Deception or Persuasion checks against the target, the Keyblade Wielder who casts the spell gains advantage.

Cura

2nd-level conjuration Casting Time: 1 action Range: 30 feet Duration: Instantaneous. A floating, blossoming, bushel of flowers appear above your target’s head, healing them for a number of hit points equal to 3d6 + your spellcasting modifier.

Fira

2nd-level evocation Casting Time: 1 action Range: 120 ft Duration: Instantaneous Three bolts of fire energy are shot from your Keyblade. You can hurl them at one target or several.

Make a ranged spell Attack for each fire bolt. On a hit, the target takes 2d6 fire damage.

 

 

Gravira

2nd-level evocation Casting Time: 1 action Range: 30 feet, 10ft sphere Duration: Instantaneous A spatial rift is brought down upon all creatures in a 10ft area. Creatures caught in the sphere must make a Stength saving throw. On a failed save, creatures in the sphere are knocked prone for 1 rounds. On a succcessful save, their movement speed is halved for 1 round.

Purify (Guardian of Light)

2nd-level enchantment Casting Time: 1 action Range: 60 feet Duration: 30 minutes Opening your heart to theirs, your light floods a creatures heart. The target creature must make a Wisdom saving throw. On a failed save, the target becomes more docile. Emotions such as a anger and greed are swept away and the target feels a deep relaxation. All creatures attempting to make a Charisma check on the target recieve advantage.

Reflera

2nd-level abjuration Casting Time: 1 action Range: Self Duration: 1 round Panes of light encompass your being, giving a +3 bonus to AC for the duration. If a creature has succesfully landed an attack on you while Reflera is active, all creatures in a 5ft radius take 1d8 radiant damage at the start of your next turn.

Thundara

2nd-level evocation Casting Time: 1 action Range: Self (20-foot cylinder) Duration: Instantaneous. Powerful bolts of lightning storm around you. Each creature within a 20ft perimeter of you must make a Dexterity saving throw. On a failed save, a creature will take 3d8 lightning damage. On a successful save, they take half damage.

Aeroga

3rd-level evocation Casting Time: 1 action Range: 50 feet Duration: 1 minute Gale force winds blow wildly around the target. Every creature within 5ft of a creature under the effects of Aeroga take 2d6 damage at the start of their turn. Creatures under the effects of Aeroga are immune to damage from Aero, Aerora, and Aeroga.

Blizzaga

3rd-level evocation Casting Time: 1 action Range: Self (60-foot cone) Duration: Instantaneous Blizzard-like hail, sickles and ice buffet all creatures in the wake of this spell. Each creature in a 60ft cone must make a Dexterity saving throw. A creature takes 5d8 cold damage and is rooted for 2 round on a failed save, or half as much damage on a successful one, suffering no additional penalties.

Curaga

3rd-level conjuration Casting Time: 1 action Range: 90 feet Duration: Instantaneous. A floating bounty of blossoming trees and shrubbery appear over your target’s head, healing them for a number of hit points equal to 4d6 + your spellcasting modifier.

Explosion (Seeker of Darkness)

3rd-level evocation Casting Time: 1 action Range: Self (5-foot sphere) Duration: Instantaneous Violent orbs of darkness circle you, colliding with any creature in their path. Creatures within 5ft of you must make a Dexterity saving throw. On a failed save, a creature takes 10d6 necrotic damage and 2d6 necrotic damage on the subsequent round. On a successful save, the target takes half damage and suffers no additional penalties.

Firaga

3rd-level evocation Casting Time: 1 action Range: 150ft Duration: Instantaneous A massive, flaming pillar engulfs a target creature, burning them continually. The target creature must make a Dexterity saving throw. On a failed save, the target takes 8d6 fire damage and is burned for 2d6 fire damage the subsequent round. On a successful save, the damage is halved and the target suffers no additional penalties.

Light Chain (Guardian of Light)

3rd-level evocation Casting Time: 1 action Range: 150ft Duration: Instantaneous Holding your Keyblade forward, chains of light burst forth, ensnaring a target creature and binding them with tremendous force. On a successful attack, the target creature is rooted for a maximum of 3 rounds and takes 6d8 radiant damage. Each round the creature remains in the chains, they take an additional 2d6 of radiant damage. Each round the target may make a Strength saving throw to be released from the chains.

 

 

Reflega

3rd-level abjuration Casting Time: 1 action Range: Self Duration: 1 round Beautiful stained glass covers your being, giving a +4 bonus to AC for the duration. If a creature has succesfully landed an attack on you while Reflgat is active, all creatures in a 5ft radius take 2d8 radiant damage at the start of your next turn.

Thundaga

3rd-level evocation Casting Time: 1 action Range: Self (30-foot cylinder) Duration: Instantaneous. Mighty jolts of storming rage strike all creatures around you. Each creature within a 30ft perimeter of you must make a Dexterity saving throw. On a failed save, a creature will take 6d8 lightning damage. On a successful save, they take half damage.

Aerogun

4th-level evocation Casting Time: 1 action Range: 100 feet Duration: 1 minute Destructive winds encompass you, slashing out at every creature surrounding you. Every creature within 5ft of a creature under the effects of Aerogun take 3d6 damage at the start of their turn. Creatures under the effects of Aerogun are immune to damage from Aero, Aerora, Aeroga, and Aerogun.

Blizzagun

4th-level evocation Casting Time: 1 action Range: Self (120-foot cone) Duration: Instantaneous Polar winds of frost and snow create and avalanche of ice. Each creature in a 120ft cone must make a Dexterity saving throw. A creature takes 5d12 cold damage and is rooted for 2 round on a failed save, or half as much damage on a successful one, suffering no additional penalties.

Curagun

4th-level conjuration Casting Time: 1 action Range: 150 feet Duration: Instantaneous. A cornucopia of vegetation and massive vines appear over your targets’ head, healing them for a number of hit points equal to 5d10 + your spellcasting modifier.

Dark Volley (Seeker of Darkness)

4th-level evocation Casting Time: 1 action Range: 150 feet Duration: Instantaneous. 10 dark projectiles are scattered from your Keyblade. The projectiles can be distributed to one or many targets in any way you would like, so long they are in range. On hit, each projectile deals 3d8 necrotic damage.

Firagun

4th-level evocation Casting Time: 1 action Range: 150ft Duration: Instantaneous Righteous fire is summoned frome above, blazing through a target creature, burning them continually. The target creature must make a Dexterity saving throw. On a failed save, the target takes 10d8 fire damage and is burned for 3d8 fire damage the subsequent round. On a successful save, the damage is halved and the target suffers no additional penalties.

Ragnarok (Guardian of Light)

4th-level evocation Casting Time: 1 action Range: 150ft Duration: Instantaneous Projectiles of light are scattered from your Keyblade. Roll a d20. The number rolled is the number of light projectiles you may scatter. The projectiles can be distributed to one or many targets in any way you would like, so long they are in range. On hit, each projectile deals 2d4 necrotic damage.

 

 

Thundagun

4th-level evocation Casting Time: 1 action Range: Self (30-foot cylinder) Duration: Instantaneous. Lightning ravishes the battle field, strike down all creatures around you. Each creature within a 30ft perimeter of you must make a Dexterity saving throw. On a failed save, a creature will take 8d8 lightning damage and become paralyzed for 2 rounds. On a successful save, they take half damage.

Aerogun Typhoon

5th-level evocation Casting Time: 1 action Range: 100 feet Duration: 1 minute A hurricane of destruction is manifested around a target creature. Every creature within 5ft of a creature under the effects of Aerogun take 4d8 damage at the start of their turn. Creatures under the effects of Aerogun Typhoon are immune to damage from Aero, Aerora, Aeroga, Aerogun, and Aerogun Typhoon.

Curagun Blossom

5th-level conjuration Casting Time: 1 action Range: 150 feet Duration: Instantaneous. Opening a rift to a plane of healing above your targets’ heads, your targets are healed for two thirds of their maximum hit points and are cured of all status effects. You can select 3 target creautres for a single cast of Curagun Blossom.

Dark Cannon (Seeker of Darkness)

5th-level evocation Casting Time: 1 action Range: 60ft line Duration: 1 minute Your Keyblade takes the form of a massive cannon, firing a powerfully destructive bolt of dark energy. The first target that would be struck by Dark Cannon takes 12d12 of necrotic damage on a failed Dexterity saving throw. On a successful save, they take half damage.

Fission Firagun

5th-level evocation Casting Time: 1 action Range: 150ft Duration: Instantaneous Mighty blazes of fire swallow a target creature from all sides, burning them continually. The target creature must make a Dexterity saving throw. On a failed save, the target takes 10d12 fire damage and is burned for 4d8 fire damage the subsequent round. On a successful save, the damage is halved and the target suffers no additional penalties.

Glacial Blizzagun

5th-level evocation Casting Time: 1 action Range: Self (120-foot cone) Duration: Instantaneous Your Keyblades summons a mighty glacier in a 120ft cone in front of you, freezing everything in its path. Each creature in a 120ft cone must make a Dexterity saving throw. A creature takes 10d12 cold damage and is rooted for 3 round on a failed save, or half as much damage on a successful one, suffering no additional penalties.

Storming Thundagun

5th-level evocation Casting Time: 1 action Range: Self (50-foot cylinder) Duration: Instantaneous. Electric limbs stretch down from the heavens, shocking everything in their grasp. Each creature within a 50ft perimeter of you must make a Dexterity saving throw. On a failed save, a creature will take 10d12 lightning damage and become paralyzed for 2 rounds. On a successful save, they take half damage.

Ultima Cannon

5th-level evocation Casting Time: 1 action Range: 60ft line Duration: 1 minute Your Keyblade takes the form of a massive cannon, firing a powerfully destructive bolt of light energy. The first target that would be struck by Ultima Cannon takes 8d12 of radiant damage on a failed Dexterity saving throw. On a successful save, they take half damage. After the bolt detenates, all creatures within 10ft of the bolt must make a Dexterirty saving throw. On a failed save, they take 5d8 of radiant damage. On a successful save, they take half damage.

Special spells

Flare

*7th level evocation Casting Time: 1 action Range 60 ft Duration Instantaneous You concentrate a large amount of magic energy into a single point before it explodes violently. Creatures in a 20 foot radius sphere around a point in range make a dex save, taking 8d12 fire damage on failure or half as much on a success. This damage ignores resistance to fire damage and treats immunity to fire as resistance.

MegaFlare

*8th level evocation Casting Time: 1 action Range 60 ft Duration Instantaneous You concentrate a large amount of magic energy into a single point before it explodes violently. Creatures in a 20 foot radius sphere around a point in range make a dex save, taking 15d12 fire damage on failure or half as much on a success. This damage ignores resistance to fire damage and treats immunity to fire as resistance.

 

 

ZettaFlare

*??? Level evocation Casting Time: 5 actions Range Self Duration Instantaneous The ultimate fire spell… Only gods or the greatest mages who have honed their magical ability to true mastery can cast this forbidden spell. You tap into the ancient forbidden power, putting everything you have behind this one spell. for 5 turns magic sigils and circles appear around you before expanding with each turn. If you are knocked unconcious during the 5 turns the spell fails and you incur 2nd level exhaustion. If you succeed youy unleash the ultimate fire magic in a massive beam that CANNOT MISS. When you cast this spell you expend all your mp/spell slots you have left. A 10 foot radius massive beam of pure magical energy explodes from you in a line in a direction of your choice, if the target teleports or moves the line will follow ensuring the hit, if they switch planes or dimensions the flare will rip a hole through space and time to follow it’s target. Creatures caught in the beam’s path take 70d12 Fire damage. This damage ignores resistance and immunity to fire damage, any creature whose health drops to 0 when hit by the beam starts with 2 failed death saving throws and any buildings or structures caught in the blast of the beam are incinerated to nothing. After casting the spells you pass out for 1 week. When waking up you suffer from 5th level exhaustion for 3 days and cannot cast spells for a week.

If a god casts Zettaflare directly at the planet it could result in the destruction of said planet

Rad tip: Help me

 

 

The keyblade

Whether you choose magic, offense, or defense the keyblade grants it’s wielder multiple benefits and abilities. The keyblade is classified as a magical weapon.

Master of unlocking

The keyblade grants you the passive ability to cast unlock any lock no matter how heavily fortified a lock may be, magical or unmagical. It is also able to lock things with a magical lock that can only be opened by another keyblade or by a 6th level knock spell.

Gleaming

the keyblade can never get dirty and is always clean at all times. The keyblade is considered a weapon of the light and as such does Radiant damage alongside it’s normal slashing damage this increases as you level 1d3 at level 1, 1d6 at level 6, 1d10 at level 12, and 1d12 at level 18.

Sharp as ever

Keyblades are the ultimate tool for cutting. They can slice through nearly anything except objects or structures classified as indestructable.

At level 2, as an action, you can create a close bond with an individual. You always know the aproximate location of someone you’ve bonded with regardless of distance or plane and you can perform a Dive to The Heart, and speak with the hearts that hold strong connections to you. The recipient of your message hears your words as if cast with Telepathy. You can bond with Charisma mod + 1 people. You may switch out a bond if you choose. At level 20 your bonds are limitless, afterall a keyblade wielder is only as strong as their bonds…

Key Chain

Beginning when you reach 8th level, you have discovered the secrets of your keychain and learned what it truly represents. You can perform a one hour Ritual during a long rest to switch keychains.Your Keyblade gains all the benefits and detriments that are included on the chain.

Key Armor

At 15th level, as an Action you become enveloped in full body armor that is considered Radiant/light. This Armor gives you an AC of 19 + CON OR CHA and is resistant to magical slashing, piercing and bludgeoning. This armor last for 30 minutes after which it harmlessly disintegrates.

World traveler

At level 16 with the help of the keyblade and your armor you are able to traverse the space between worlds and dimensions and travel around without the use of the orginazation’s dark portals or the flight of a gummi ship…

Glider

At 18th level, you become one step closer to becoming the ultimate Keyblade Master. Your Key Armor is capable of summoning a personalized glider that can carry two medium sized creatures. The Glider can be summoned as an action and has the following properties.

• It is considered a mount

• Its size category is one size larger than your base size category

• You are proficient with the glider

• Has an Armor Class of 13

• A flying speed of 80 feet

• Has hit points equal to half of yours, rounded up

• It fails and succeeds saving throws based on whether you succeed or fail while you are riding it, otherwise it automatically fails

• You can perform a single ranged weapon attack as an action while, with a range of 100/400, while on the glider as if you were attacking with your Keyblade, this includes any benefits your Keyblade would normally have.

After the first time the Glider is dismissed, you must take a short rest. It recovers and can only recover hit points after a short rest. If the glider is reduced to 0 hit points you have to re-summon it.

Keyhole power

Wielders of the keyhole have the power to open or lock a world’s keyhole either sealing or opening the connection to other dimensions and worlds. With enough power put into it, a connection can be made bettween worlds creating a permanent door between worlds or dimensions. A world’s keyhole when locked prevents it from being vulnerable to attack from heartless thus saving it from being destroyed by heartless. An open keyhole however leaves the world susceptible to destruction…

Power of waking

At level 20 after taking the mark of mastery, A master can activate the power of waking which can revive people who died without becoming a Heartless or Nobody, returning their heart to a living, previous stage.

Flowmotion

Your max speed increases by 5 every 5 levels to a maxium of 20 due to your keyblade’s power.

 

 

Keyblade parry

As per tech points, as a reaction once per turn a keyblade wielder can roll attack v attack to ignore dmg.

Reaction commands

The tide of battle is ever changing, and as such any keyblade wielder worthy of the title of master is able to change and manipulate the battlefield to their advantage. By using an entire reaction (Yes I’m looking at you defenders with your two reactions) You can stake your claim in the battle and attempt to change the tides yourself. Just know, with each risk there is either a reward or a consequence…

Damage reaction

A damage reaction is one of the three types of reaction commands you can take. A damage reaction command is using the the bosses movement, the enviroment, or your teammates positions to assault and damage the enemy.

Whether your reaction is made with strength, dexterity, or maybe even a constitution. You must explain what your intent is in your reaction and what you are trying to do. When carrying out the reaction command roll your ability score, depending on how high your roll is you will do varying degrees of damage as such:

Damage reaction command damage dice
Roll number Damage Dice
Nat 1 Massive fail and consequence
2-5 Major fail and consequence
6-9 Failure and consequence
10-15 5d5
16-20 5d10
21+ 10d10
Nat 20 20d10

This can allow a keyblade wielder to do some massive damage if they roll well enough, on the other hand a massive fail can lead to truly catastrophic consequences

Debilitating Reaction

A debilitating reaction is the second of the three types of reaction commands you can make. A debilitating reaction command can either hinder a foe’s attack or possibly even stop them from using it entirely. Same as the damage reaction your rolls dictate the outcome

Debilitating reaction command outcome
Roll number Debilitation outcome
Nat 1 Massive fail and consequence
2-5 Major fail and consequence
6-9 Failure and consequence
10-15 Halved damage on foe’s attack
16-20 Attack is blocked
21+ Attack is disabled for 1d3 turns
Nat 20 Attack is disabled for remainder of fight

destabilizing reaction

A destabilizing reaction is the final of the three types of reaction commands you can make. This reaction destabilizes the enviroment to your advantage. Unlike the other reactions this is either a fail or a success. On a 14 or lower the enviroment is not altered, but on a 15 or higher you alter a part of the enviroment!

 

 

Resonance of the heart

Anyone can have a strong heart, this much is obvious. But the heart of a keyblade wielder is stronger than all others. As such a keybladers TRUE strength are the bonds they make and the people they carry in their heart. A keyblader have bonds so strong, they extend to different versions and parallels of a person. When meeting an alternate version of a person you have a strong bond with, as a keyblader your heart resonates with that person, and despite not knowing why and despite never meeting you previously, they share the same feelings as their alternate self and also share a deep connecting bond with the aformentioned keyblade wielder. However this is not always a good thing. If a person you have met previously holds a strong hatred or a strong sense of guilt this will carry over for alternate versions of them. So if you have an arch nemesis and you meet their alternate version… Don’t expect things to go over so well.

 

 

Keyblade’s inner power

The keyblade is a powerful thing of mystery there keyblade has even further powers hidden inside but one simply cannot master every facet of its inner power… At every level regardless of class you will recieve 4 Ability Points otherwise known as AP. The Ap can be spent on the branches below

Summoner branch
Summoner level Features Aptitude point cost
1 Mushu 2
2 2
3 Shiva 2
4 2
5 Peter Pan 2
6 2
7 Phoenix 2
8 2
9 Tinker Bell 2
10 2
11 Leviathan 2
12 2
13 Genie 2
14 2
15 Odin 2
16 2
17 Cloud Strife 2
18 2
19 Bahamut 2
20 Sephiroth 2
Attraction flow Branch
Attraction flow level Features Aptitude point cost
1 Mountain coaster 2
2 2
3 2
4 Mad Teacups 2
5 2
6 2
7 2
8 Pirate ship 2
9 2
10 2
11 2
12 Blaster Blaze 2
13 2
14 2
15 2
16 Splash Run 2
17 2
18 2
19 2
20 Magic carousel / [Haunted mansion] Unlocked 2

 

 

Dream Eater branch
Dream Eater level Features Aptitude point cost
1 Meow Wow & Komory bat 2
2 Kooma panda & Necho cat 2
3 Prickle mane & Tama sheep 2
4 Tatsu steed & Thunderaffe 2
5 Yoggy Ram & Hebby Repp 2
6 Toximander & Fin Fatale 2
7 Pegaslick & Iceguin Ace 2
8 Peepsta Hoo & Escarglow 2
9 KO Kabuto & Wheeflower 2
10 Ghostabocky & Zolephant 2
11 Jugglepup & halbird 2
12 Staggerceps & fishbone 2
13 Cera Terror & Skelterwild 2
14 Sir Kyroo & Lord Kyroo 2
15 Chef Kyroo & Tatsu Blaze 2
16 Electricorn & Woeflower 2
17 JestaBocky & Eaglider 2
18 Me Me Bunny & Drill Sye 2
19 Tyranto Rex & Majik Lapin 2
20 Aura Lion & Keeba Tiger/ [MIX/MATCH] Unlocked 2
Drive form branch
Drive form level Features Aptitude point cost
1 Valor Form 2
2 2
3 2
4 2
5 Wisdom Form 2
6 2
7 2
8 2
9 2
10 Limit Form 2
11 2
12 2
13 2
14 2
15 Master Form 2
16 2
17 2
18 2
19 2
20 Final Form/ [Remix form] Unlocked 2

 

 

Summoner Branch

Many worlds have fallen to darkness, and many worlds have been saved by the keyblades chosen. Whether you’ve befriended someone or have gained the ability to call forth a person who is or once was, You are a summoner. You can call forth an ally for 3 turns to help you during battle, each summon has their own attack or ability they bring to the table, each differing in strength. On the first two turns your summon will attack with their normal attacks, and on the third turn they unleash a grand ability as their grand finale before leaving. Each summon can only be used once per long rest.

Mushu

Mushu

A guardian spirit of the Hua family, This little dragon though small in size can pack a serious punch with his fireballs. Mushu will stand atop the head of his summoner and attack a foe with a barrage of miniscule fireballs that deal 6d3 for two turns. On his Final turn Mushu Shoots a massive barrage of fire into the air that lands down on all enemies in a 30 foot radius dealing 10d3 fire damage.

Shiva

Shiva

The empress of ice, wreathed in frost. She is known for her signature move, “Diamond Dust”, which freezes everything in an instant. Will attack up to 3 foes with 2d3 ice damage or one foe with 6d3 ice damage for two turns. On her final turn she will cast Diamond dust and shoot out a frigid 40 foot cone that does 10d3 Ice dmg.

Peter Pan

Peter Pan

Peter Pan is the flying boy of Neverland, a place where children never grow up. He is the leader of the Lost Boys and best-friends with a little fairy called Tinker Bell. Peter Pan brings neverland to you and moves with you as a single unit, granting you a flying speed of 60 feet passively while on the field. For the first two turns Peter attacks any foes within 10 feet with his dagger doing 3d10 damage. On his third turn he uses his flight to envelop an enemy in a vortex of whirling dagger slices doing 5d10 damage.

Phoenix

Phoenix

An eternal, undying bird. Its tears are rumored to have curative properties, and it is said that he who tastes the Phoenix’s blood will have eternal life. The Phoenix does not outright attack enemies, instead erecting a 15 foot ring of fire around the summoner for the first two turns. On It’s third turn the Phoenix will trap a single enemy of the Summoners choosing in a 15 coot circle of flame that does 5d6 damage upon touching the flame and leaves the enemy burned for 1d3 turns. If the Summoner goes down at any time during the Phoenix’s turn they will be brought back up at half hp a single time.

 

 

Tinker Bell

Tinker Bell Tinker Bell is a little fairy who lives in Neverland alongside her best friend, Peter Pan and the lost boys. She is renowned for her fiery temper. Tinker bell is a non damaging summon, every turn she will heal the summoner 12d5. On the third turn she heals all allies on the field 15d5. If the Summoner goes down during the three turns she is summoned they will be brought up to full hp but will disappear after.

Leviathan

Leviathan A massive sea serpent that effortlessly controls water and rules all who dwell in the oceans. The raging swell of his “Tidal Wave” is enough to consume even the fiercest of foes. For the first 2 turns Leviathan can launch a blast of water as a ranged touch attack roll against a target within 30 feet. If the attack is successful, the target takes 7d6 points of water damage and must make a successful Constitution save (DC 10 + half of the summoner’s level + 4) or be knocked prone. On it’s third turn Leviathan Leviathan awakens a pool of water that roots his target in place within 50 ft. Any creatures within 15 feet-radius of the target take 10d6 points of water damage and are inflicted with Immobilize status effect. All creatures within the area of effect must make a CHA save (DC 10 + half of the summoner’s level + 5) to half the damage and negate the status effect.

Genie

Genie The wacky spirit of the lamp. He spent centuries cooped up in the lamp till Aladdin found him. He must grant three wishes to whoever controls the lamp, even if they are evil. Genie moves with you as a single unit attacking up to 5 enemies within 30 ft of you doing 8d2 damage per attack. On his third turn Genie materializes his own fake mock keyblade and enters into one of the 5 drive forms with each form varying with its attack damage. When Genie enters his mock drive form your Drive form is automatically maxed out after his summon ends.

Odin

Odin A legendary knight who rides his beloved horse Sleipnir to deliver a crushing blow, the Zantetsuken. Odin Does not attack instead lending you the power of his mighty Zantesuken, for the first two turns all of your attacks have a crit rate of 10-20. On his third turn Odin whirlwinds all nearby foes doing 15d8 points of non-elemental damage in 50-ft.-radius around himself. Creatures in the area of effect must make a dexterity save (DC 10 + half of the summoner’s level + 4) to take half damage.

 

 

Cloud Strife

Cloud Strife A buster sword-wielding soldier whose past failures continue to weigh on him. for his first two turns he uses his ability sonic blade doing 6d6 damage to anyone in a 20 foot line up to 3 times. On his third turn he unleashes his ultimate technique Omnislash dealing 20d6 slashing damage to a single enemy.

Bahamut

Bahamut The most well-known dragon in all of existence, as well as the most prominent of deities, Bahamut is known by all either in fear or admiration. Many dragons worship Bahamut as the first dragon, or as their creator, while most Astrals, Eidolons and Avatars refer to him as their Father and/or King. For his first two turns Bahamut takes a hunting dive attacking all enemies in a 30 foot radius for 15d6 bludgeoning damage. On his third turn Bahamut casts megaflare. All enemies within 20ft radius of the summoners choice must make a DC 22 dex save or take 15d12 fire damage on failure or half as much on a success. This damage ignores resistance to fire damage and treats immunity to fire as resistance.

Sephiroth

The strongest soldier of all… a being of great strength and great possibilities…

 

 

Attraction flow branch

Allows the keyblade user to summon attractions from Disney Theme Parks. Each attraction flow can be used once per long rest and lasts 3 turns.

Mountain coaster Keyblader summons a rollercoaster that moves 120 feet in a straight line per turn for 3 turns. Any enemy hit by the ride is damaged by 3d5 bludgeoning damade. If any enemies are above the coaster the user can pull the train horn to shoot fireworks above the train that does 4d6 fire damage.

Mad Teacups Keyblader summons a trio of spinning tea cups that that each spin around in a 15 foot radius dealing 3d6 radiant damage to any enemy caught in the radius. On the third turn the 3 teacups all join together for a 45 radius attack that deals 6d3 radiant damage.

Pirate Ship Keyblader summons a large pirate ship that spins vertically multiple times per turn. Each turn enemies within 10 ft are hit by the ship take 2d8 bludgeoning damage and enemies within 30 feet are hit by large waves produced by the ship taking 4d6 water damage.

Blaster Blaze Keyblader summons a moving shooting gallery. Up to three people can all hop into different gallery vehicles and deal 8d4 per vehicle for 3 turns.

Splash run Keyblader summons a large circular ride that leaves a line of water behind it. The User is able to move 100 feet in any which way and does so for 3 turns. At the end of the third turn the ride retraces the line of water left behind at great speed, any creature caught in the line takes 10d8 water damage and 10d8 bludgeoning damage.

Magic carousel Keyblader summons a large Carousel that spins around for 3 turns. On the first turn all enemies within a 60 foot range below 100 hp are instantly stunned and can only break free on their next turn by beating a DC 22 con save to become unstunned. On the third turn all enemies with the 60 foot radius are hit with 30d6 Radiant damage.

 

 

Dream Eater Branch

Dream eaters are friendly spirits created with the intention of eating nightmares to protect sleeping children. A keyblade wielder is able to Be-friend and bring dream eaters into battle with them. Each dream eater has it’s own effect, but you may only bring a maximum of 2 dream eaters into battle with you.

Dream eaters

  • Meow Wow & Komory bat [+2 ATK & -2 DMG]
  • Kooma panda & Necho cat [+1 AC & +5 HP]
  • Prickle mane & Tama sheep [2 SPK DMG &+1CHA]
  • Tatsu steed & Thunderaffe [+5 MOV & +2 LTN]
  • Yoggy Ram & Hebby Repp [+1 STR & +5 JMP]
  • Toximander & Fin Fatale [+2 PSN DMG &+5 SWM]
  • Pegaslick & Iceguin Ace [+10 MOV & +4 ICE DMG]
  • Peepsta hoo & Escarglow [10 Ft FLY & GLOW]
  • KO Kabuto & Wheeflower [+2 DEX & 5 HP p Turn]
  • Ghostablocky & Zloephant [-5 DMG & +2 AC]
  • Jugglepup & halbird [x2 JMP & +2 INT]
  • Staggerceps & Fishbone [+2 WIS & +10 Ft SWM]
  • Cera Terror & Skelterwild [+2 STR & +5 ATK]
  • Sire Kyroo & Lord Kyroo [+5 SWRD DMG & +3 AC]
  • Chef Kyroo & Tatsu Blaze [+15 HP & +5 FIRE]
  • Electricorn & Woeflower [+5 LTN & +5 NCR]
  • JestaBocky & Eaglider [-10 DMG & 20ft FLY]
  • Me Me Bunny & Drill Sye [+4 CHA & +5 PRC DMG]
  • Tyranto Rex & Majik Lapin [+5 AC & +10 to MG]
  • Aura Lion & Keeba Tiger [+10 PRC DMG + 20 HP]
  • [MIX] [MATCH]

 

 

Drive Forms Branch

The ability to surpass your limits and unlock new forms that grant you new abilities and skills.This Branch introduces the Drive Gauge. The drive gauge is filled by defeating enemies. Every enemy defeated grants 5 drive points. Every time you activate a form, roll a 1d20.

Drive gauge
Level Drive Gauge Drive points to fill
1st 3 50
2nd
3rd
4th
5th
6th
7th
8th
9th
10th 6 100
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th 9 MAX 150 MAX

Valor form

You call forth bravery from the depths of your heart, your clothes turn red and you showcase true valor. When you activate this form, your current hit points and hit point maximum increase by an amount equal to your double Level. All your melee attacks do extra damage that goes up according to level. Level 1 = 1d6 Level 6 = 2d6 Level 12 = 3d6 18 = 4d6, and you have advantage on strength checks and throws. You CANNOT cast magic in this form.

Wisdom form

Your clothes turn a vibrant blue and your wisdom is called forth. Your movement becomes 60 as you skate and glide on the ground with your magic, all spells 4th level and below cost no MP/spell slots. You can add your Wisdom modifier to the damage of all spells cast, and you have advantage on all Wisdom checks and throws.

Limit form

You revert back to a former sense of self and regain powers long lost. Each person’s limit form is different. Discuss with the DM what this means for you.

Master form

You have mastered both Valor and Wisdom form. As such you now have a new style that mixes both, and is shown by your clothes becoming a vibrant golden color. Your current hit points and hit point maximum increase by an amount equal to your level all attack do an extra 2d6. Your movement speed becomes 50 and all spells of 4th level and below require no MP/ spell slots. You have advantage on all dexterity checks and throws.

Final form

The ultimate form… You have reached the peak. Your clothes are now a shimmering platinum color. You have the full effects of Valor and Wisdom form alongside some new abilities. Regardless of Keyblade class you have a flying speed of 90 and gain +5 AC while in this form. You no longer need to wield your keyblade in your hand and make it float with your own force of will. You have Advantage on all saves and checks.

Anti Form

Every time you enter a drive form you roll a 1d20… This is the effect of rolling a Nat 1… There lies darkness in every heart… Yours is no exception. You have given into the darkness and your visage matches… All attacks against you hit no matter what, but all attacks you make also hit, no matter what. You cannot willingly revert, and you cannot heal while in this form until you are out of it. You can attack twice as much as normal and your movement speed is doubled. The power of darkness is powerful but can become quite corrupting… Good luck.

Remix Form

The hidden form… Upon realizing your true potential and unlocking final form, another drive form has burgeoned from the depths of your mind. What if instead of perfecting your forms into one… You made an entirely new form? roll 1d5 twice… The result of both are the two forms that will mix… or REMIX to create an entirely new form! As for what that entails? Well that is yet to be seen!

That is the end of the document.

Rad tip: There’s nothing left…