Fighter
Base Class: Fighter

A Keyblade wielder, from the Kingdom Hearts series, is a chosen individual with the ability to wield a magical sword called a Keyblade, granting them the power to traverse between different worlds and fight against forces of darkness, often characterized by their strong sense of heart and determination, allowing them to adapt their Keyblade's form and abilities based on their will and the attached keychain, making them powerful warriors with unique fighting styles depending on their personal connection to the weapon.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips
You learn two cantrips of your choice from the spell list. You learn an additional cantrip of your choice at 10th level.

Spell Slots
The Spellcasting 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.

Spellcasting Ability

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Expanded Spell List (plus Kingdom Hearts homebrew spells)

Cantrips
Fire Bolt
Ray of Frost
Shape Water

2nd Level spell
Aero

 3rd Level spells
Mine Shield
Stop

4th Level Spell
Magnet

5th Level spell
Seeker Mines

Kingdom Hearts flavors for D&D spells:

Fire Spells:

Ice Spells:

Thunder Spells:

Aero Spell:

Time Spells:

Healing Spells:

Reflect spells:

Gravity Spells:

Mind / Status Spells

Darkness / Light Spells:

Light:
Sunbeam, Guiding Bolt

Darkness:
Arms of Hadar, Darkness, Shadow Blade

Bond with the Keyblade

At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand.

You can have up to 2 bonded weapons, but can summon only two at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.

Also you gain access to Keyblade Transformations (One at level 3, then the other two at level 7) and two unique skills any Keyblade Wielder can use:

Flowmotion:

  • When you move at least 10 feet on your turn, you can jump an additional 10 feet without using extra movement.
  • You can run along vertical surfaces for up to 10 feet as part of your movement.
  • You do not provoke opportunity attacks from creatures you move past while Flowmotion is active.

Air Step

  • As a bonus action, you can teleport up to 15 feet to an unoccupied space you can see.
  • You must land on a surface capable of supporting you.
  • You can use Air Step up to your proficiency bonus per long rest.
Guardian Form - The Shield of the Heart

When you enter Guardian Form, your Keyblade manifests the protective strength of your heart, empowering you to defend yourself and those around you.

  • You gain temporary hit points equal to your Proficiency Bonus + your Charisma modifier.
  • You gain a +1 bonus to AC.
  • When an allied creature within 5 feet of you is hit by an attack, you can use your reaction to impose disadvantage on the attack roll.
  • Your Keyblade deals bludgeoning or radiant damage (your choice each turn).

Heartbound Guard

Once per turn, when you hit a creature with a weapon attack, you can grant an ally within 10 feet temporary hit points equal to your proficiency bonus.

Valor Form - The Blade of Courage

When you enter Valor Form, your Keyblade channels the courage within your heart, enhancing your physical prowess and combat flow.

  • Your Keyblade’s damage becomes radiant.
  • When you take the Attack action, you can make one additional weapon attack as part of that action.
  • Your movement speed increases by 10 feet.
  • You have advantage on Strength (Athletics) checks.

Combo Surge

Once per turn, when you hit a creature with two or more attacks on your turn, you deal extra radiant damage equal to your proficiency bonus

Wisdom Form - The Spellblade of Insight

When you enter Wisdom Form, your Keyblade shifts into a conduit of arcane insight, allowing you to weave spells and attacks together with fluid precision.

  • Your Keyblade becomes a ranged spell weapon with a 60‑foot range, dealing force damage.
  • You can use your Charisma modifier for attack and damage rolls with it.
  • When you cast a spell of 1st level or higher, you can make one Keyblade attack as a bonus action.
  • You gain a +2 bonus to AC against ranged attacks.

Arcane Flow

Once per turn, when you hit a creature with a ranged Keyblade attack, the next spell you cast before the end of your next turn deals extra force damage equal to your proficiency bonus.

Dodge Roll

At 7th level, you learn how to dodge an attack directed at you as a reaction. As a reaction, if an attack would hit you, roll a 1d6. Increase your AC by the result, and if your AC is higher than the roll to hit result, it becomes a miss.

Duality Strike (Cantrip)

Beginning at 9th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Weakening Strike and Drive Gauge

At 10th level, you learn how to make your weapons strike undercut a creature's resistance to the next spell saving throw against it.

Once per turn, when you hit a creature with a melee attack, you can expose its defenses. The next spell cast by you or an ally you can see before the end of your next turn forces the target to make its first saving throw with disadvantage

Also, you gain the unique skill access of the Drive Gauge, which, when you use Second Wind or Action Surge, you can immediately activate a Keyblade Transformation without expending a use.

Radiant Dash Warp

At 15th level, you gain the ability to teleport up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport before or after the additional action. When you warp to an area with other creatures, they must make a Constitution Saving throw equal to your Spell Saving Throw. On a failed save, they are blinded and take 1d4+4 Radiant Damage. On a successful save, they take half damage and are not blinded. 

Swift Duality Strike (Spells)

Starting at 18th level, when you use your action to cast a spell, you can make one weapon attack as a bonus action.

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