Base Class: Monk
-ANCIENT WEAPON:
-Believing in the universal balance of all things, you have studied with masters of the art.
Acquiring a keyblade, you will grow to one day have your very own.
After many exams, you will now take on the next step, which is field practice.
Even novices can make a difference if they choose their battles wisely.
Running into your masters sometimes, wouldn't be improbable.
They also have missions & roles to play outside of their academies.
-The keyblade is an unusual yet fascinating armament.
You can gain a new keyblade of the proper level, when you obtain a new charm with keychain.
They tend to manifest when you've overcome an episodic ordeal, rewarding you.
Most keyblades can offer exclusive features, besides the recurring ones.
(Details must be agreed upon at the DM's discretion.)
Beginner's Key
3rd-lvl Way of the Keyblade feature
You gain the following features:
-CLOSING & OPENING (1 charge each)
.Like the Arcane Lock spell, you can close/seal accesses & other locks.
.Like the Knock spell, you can open/unseal accesses & other locks.
-FANTASTIC PARRY: (1 action/reaction)
.When defending/parrying, you manifest a 3 ft/1 m wide energy circle using your AC score.
Becomes a complete sphere at lvl 14.
-FLEETING FEET: (passive)
.Long Jump, you add 16 ft/5 m to your vertical leaps.
.Doubleflight (lvl 9), you can leap twice your vertical range by jumping through the air.
.Gliding (lvl 15), you can glide (flying speed) through 39 ft/12 m in 6 seconds.
-HEART'S FORTRESS (passive)
.The keyblade grants a minute defense, +1 on your AC.
.At lvl 14, you choose an immunity between necrotic or radiant.
-Unless of different circumstances, you start with the keyblade called STARLIGHT:
.4 charges per long rest.
.You arm yourself by calling it out. If disarmed, you can recall it to yourself.
.1 attack, 1d8 of bludgeoning/slashing damage. The sparks are like light-blue stars.
-SHOTLOCKS: (lvl 11)
.Blades of the Round: (2 KP)
10d4 piercing damage in a 26 ft/8 m cone range.
.Union Ragnarok: (3 KP)
16d4 piercing damage in a 32 ft/10 m cone range.
Command Style
6th-lvl Way of the Keyblade feature
.A command style is when you cover yourself in elemental energy to guide the keyblade differently.
They each offer features that enhance your performance for several turns.
(If you chose Command Style, you cannot have also Formchange.)
.A finisher is a spell/technique where you use all of the remaining energy.
All finishers last & are used during your main action.
If you use it early, you end the Style's duration immediately.
-LEVEL 1 COMMAND STYLE: (lvl 6)
Costs 2 Ki Points, lasts 6 rounds.
-Critical Impact: You manifest pure physical energy on you.
.Advantage on bludgeoning/slashing damage.
.Finisher: 2d4 slashing + 1d8 bludgeoning damage.
-Fever Pitch: You accelerate yourself with aerokinetic energy.
.Advantage on thunder damage.
.Finisher: 4d4 slashing + 5d6 force damage, 12 ft/4 m cone range.
-Spellweaver: You loop arcane energy around you.
.Advantage on spellcasting.
.Finisher: 4d8 force damage in a 6 ft/2 m radius.
-LEVEL 2 COMMAND STYLES: (lvl 12)
Costs 4 Ki Points, lasts 6 rounds.
-Bladecharge: Your keyblade is wrapped in a double-edged blade of energy.
.Advantage on slashing damage.
.Finisher: 4d6 slashing damage, 9 ft/3 m reach.
-Cyclone: You gather fierce wind currents in a 3 ft/1 m-wide sphere.
.Advantage on thunder damage.
.Finisher: 4d6 thunder damage, in your walking speed's range.
-Dark Impulse: You end combos with a dark-clawed hand.
.Advantage on necrotic damage.
.Finisher: 3d6 necrotic damage.
-Frozen Fortune: Your enemies will drop more riches than usual.
.x2 the amount of coins from your enemies.
.Finisher: 6d4 cold damage.
-Rockbreaker: You gather even more earthy energy to blast with.
.Advantage on bludgeoning damage.
.Finisher: 3d6 bludgeoning damage from the target's position.
-Wingblade: You manifest 6 blades of wind.
.+6d4 slashing damage for each combo.
.Finisher: 6d4 slashing + 2d6 thunder damage.
Formchange
6th-lvl Way of the Keyblade feature
.A formchange is when you modify your keyblade's appearance, changing your moves.
You cannot decide on the specific formchange you get, the keyblade does.
(If you chose Formchange, you cannot also get Command Style.)
.Costs 2 Ki Points & lasts for 8 rounds.
-BLITZ FORM:
.Your keyblade morphs into boots & gauntlets with gears.
Bludgeoning or slashing damage, with cold, fire, lightning, necrotic or radiant attributes.
.Your walking speed is multiplied by 2, advantage against opportunity attacks.
-ELEMENT FORM:
.Your keyblade morphs into an arcane focus with ranged magical bolts.
Rod or staff with default 4d4 force damage, 32 ft/10 m cone range.
.Advantage on spellcasting.
-GUARDIAN FORM:
.Your keyblade morphs into an elemental shield.
+2 on your AC. Resistance to cold, fire, lightning, necrotic or radiant damage.
.Advantage on parries.
-STRIKE FORM:
.Your keyblade morphs into a martial melee weapon with exclusive techniques.
.Advantage on bludgeoning, piercing or slashing + 1d4 of damage.
Shotlocks
11th-lvl Way of the Keyblade feature
.You reached a level where you can hyper-focus your attacks into elemental volleys.
Some keyblades have exclusive shotlocks of their own.
.It takes 1 Bonus Action to take a stance & pinpoint targets.
Whenever you want to fire, you manifest telescoping lenses on your eyes.
It helps you choose both the number of targets and the number of projectiles you throw.
-COLD TYPE: Absolute Zero (3 KP, 1 round)
12d4 cold damage, in your walking speed's range.
-FIRE TYPE: Flame Salvo (2 KP, 2 turns)
.1st turn, 10d4 fire damage, 9 ft/3 m-wide cube range.
.2nd turn, 5d4 of same damage & range.
-FORCE TYPE: Ragnarok (3 KP, 1 turn)
20d6 force damage, 32 ft/10 m cone range.
-LIGHTNING TYPE: Thunderstorm (2 KP, 1 round)
5d6 lightning damage in a 12 ft/4 m radius + 1 flurry of blows.
-NECROTIC TYPE: Dark Volley (3 KP, 2 turns)
.1st turn, 10d4 of necrotic damage, homing projectiles.
.2nd turn, 6d4 of same damage & range.
-RADIANT TYPE: Photon Charge (3 KP, 2 rounds)
.1st turn, 10d4 radiant damage, walking speed's range.
.2nd turn, 5d6 of same damage & range.
Mark of Mastery
17th-lvl Way of the Keyblade feature
You've become a Keyblade Master.
Your hardships gifted you with some final skills.
-BEQUEATHING RITUAL:
The path you take is long, but not lonely. If you ever were to believe in passing on the torch, you can.
You can transmit to a creature, the power to manifest a keyblade. They must be both willing & have a strong heart.
You then say the following chant:
"In your hands, 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."
-FORMS & STYLES EXPERTISE:
You've grown exponentially, visible in the maintenance length of your techniques.
Both your Command Style's & Formchange's turns are 4 rounds longer.
-QUANTIC SEAL:
You can isolate in a pocket plane a building/place of your choice.
From the moment it is sealed, only you can interact with it.
Identical to the Private Sanctum spell, when you want to access it, you manifest a portal that only you control.
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