Fighter
Base Class: Fighter

A Keyblade Wielder is a guardian of light or a seeker of darkness. Traveling the desitny of the heart, they train under masters and then take on the Mark of Mastery exam to become fully fledged Keyblade Masters themselves. Their power comes directly from their heart empowering their combat and their spellcasting and their heart is almost always their strongest weapon usually taking the form of a Keyblade.

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.

Cantrips

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

Spell Slots

The Eldritch Knight Spellcasting table shows how many spell slots you have to cast your wizard 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 shield and have a 1st-level and a 2nd-level spell slot available, you can cast shield using either slot.

Spells Known of 1st-Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the abjuration and evocation spells on the wizard spell list.

The Spells Known column of the Eldritch Knight Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an abjuration or evocation spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an abjuration or evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Eldritch Knight Spellcasting

Fighter Level

Cantrips

Known

Spells

Known

— Spell Slots per Spell Level —

1st

2nd

3rd

4th

3rd

2

3

2

—

—

—

4th

2

4

3

—

—

—

5th

2

4

3

—

—

—

6th

2

4

3

—

—

—

7th

2

5

4

2

—

—

8th

2

6

4

2

—

—

9th

2

6

4

2

—

—

10th

3

7

4

3

—

—

11th

3

8

4

3

—

—

12th

3

8

4

3

—

—

13th

3

9

4

3

2

—

14th

3

10

4

3

2

—

15th

3

10

4

3

2

—

16th

3

11

4

3

3

—

17th

3

11

4

3

3

—

18th

3

11

4

3

3

—

19th

3

12

4

3

3

1

20th

3

13

4

3

3

1

Weapon of Destiny

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 two bonded weapons, but can summon only one 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.

Blitz

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Synchblade

At 7th level you start to learn how to tap into the power of your heart gaining the ability to summon a second keyblade. However not all keyblade wielders can do this successfully, as a bonus action you can roll a d20 and if the number is equal to or less than your fighter level you summon the second keyblade. The second keyblade can be active for 1 minute, choosing to end early as a bonus action which can’t be summoned back until after a short rest. This feat can be used twice at level 12 and three times at level 18.

Keyblade Transformation

Beginning at 10th level, you learn the deeper secrets of your Keyblade learning how to adapt it to your fighting style. You can pick from a Crossbow, Shield, Warhammer. If you choose to take the shield as your transformation it deals 1d6 bludgeon damage + your Strength modifier. You can transform the weapon as bonus action and the transformed weapon gains a +1 to attack and damage rolls. You can transform your keyblade once per short rest and the transformation lasts for 1 minute or until you become unconscious. At 15th level you can transform your keyblade twice per short rest and at 18th level you can transform your keyblade three times per short rest. You cannot apply this to your synchblade and if you activate this while synchblade is active you lose the offhand keyblade.

Keyblade Armour

At 15th level, you learn to tap into the protection of your heart learning to apply Keyblade armour. Once per short rest, as a bonus action you can don or doff this armour and it lasts for 10 minutes or until you are knocked unconscious. This armour grants an AC 18 + your Constitution Modifier + your Charisma Modifier +1 and is classed as heavy armour. This amour also makes the wearer resistant to weapon attacks deal non-magical bludgeoning, piercing or slashing damage. After the armour is expended you suffer one point of Exhaustion.

Keyblade Master

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

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