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# Ranger Conclave: Keyblade Wielder 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. ### A World in Balance For thousands of years, Keyblade Wielders have been tasked with protecting the world. Whether that be through upholding the light and all it's virtues, or by seeking out the power of darkness. Keyblade Wielders align themselves with these forces and strive to bring out the good of not only themselves, but those around them. ##### Keyblade Wielder Features | Level | Feature | |:----:|:-------------| | 3rd | The Keyblade, Dive to the Heart, Wielder Magic | | 7th | Drive Forms | | 11th | Keyblade Forms | | 15th | Final Form | #### The Keyblade Starting at 3rd level, you gain the ability to summon a keyblade. You may chose a simple or martial weapon you have proficiency with and make it your keyblade. The keyblade adopts whatever look you choose. As a bonus action, you can make the keyblade disappear into a pocket dimension, and use a bonus action to retrieve it. Attacks made with your keyblade count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. > ##### Keyblade and Appearances > Depending on how you want to flavor your keyblade, it could be the generic Starlight that every wielder may start with, or something else depending on significance. I purposefully left out *melee* weapons because I like the idea of ranged weapon forms for keyblades. ### Dive to the Heart Your heart has many directions it can go, through the path of Light, Dark, or Dawn, and this choice determine your destiny. you gain one of the following features of your choice below. ***Light.*** Your heart strives for good and to push back darkness. When a creature within 60 ft. of you is damaged by an attack or a spell, you can use your reaction to subtract an amount of damage equal to your Wisdom modifier from the damage. ***Dark.*** You have allowed darkness to consume you, seeking to swallow light itself. You gain darkvision out to 30 ft., and when you make a stealth check, you mad add your Wisdom modifier to the total. ***Dawn.*** You have taken the path between dark and light, where balance of each lie. You gain proficiency in Wisdom saving throws. #### Keyblade Wielder Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Keyblade Wielder Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Your spells depend on what you chose for Dive to the Heart ##### Keyblade Wielder Spells | Level | Light | Dark | Dawn | |:-----:|:---------|:---|:---| | 3rd | healing word | bane | sleep | | 5th | knock | | 9th | motivational speech | summon aberrations | counterspell | | 13th | gurdian of faith | shadow of moil | dimension door | | 17th | teleportation circle | #### Drive Form Starting at 7th level, you can chose a Drive Form. This is a form you can activate to improve yourself in combat. You gain one of the following Drive Forms: ***Valor Form.*** When you activate this form, your current hit points and hit point maximum increase by an amount equal to your Ranger Level. This hit point maximum goes away when this form ends. Additionally, you gain advantage on saving throws against the frightened condition. ***Wisdom Form.*** When you activate this form, you can add your Wisdom modifier to one damage roll spells you cast that deal damage, and when you cast a spell that uses your action, you can make one weapon attack as a bonus action. Additionally, you have advantage on saving throws against the charmed condition. ***Anti Form.*** When you activate this form, your body becomes enveloped in darkness, eyes turning a dark red. When a creature damages you with an attack, they take necrotic damage equal to your Wisdom modifier. Additionally, once per turn you can cause a burst of dark energy to damage the creature when you hit them with an attack with your keyblade, dealing 1d6 necrotic damage. You can activate these forms using an action, and they last for 10 minutes or until you end it, no action required. Once you use your form, you can't do so again until you take a long rest. \pagebreakNum #### Keyblade Forms At 11th level, you gain the ability to change your keyblade into different forms. Choose one of the following features of your choice: Ranged, Juggernaut, or Lance. ***Ranged Transformation.*** Ranged weapon attacks you make with your keyblade don't require ammo and gain an additional 1d8 force damage. ***Juggernaut Transformation.*** Once per turn when you hit a melee weapon attack with your keyblade, you can force the target to make a Strength saving throw against your spellcasting DC. On a fail, you decide whether they are knocked prone or shoved 5 feet away. Critical hits made with your keyblade can stun the creature with the might of your keyblade. The target must make a Constitution saving throw against your spell save DC or be stunned until the beginning of your next turn. ***Lance Transformation.*** Your keyblade's reach increases by 5ft if it is a melee weapon. If you make a ranged weapon attack with your keyblade, the weapon's short range doubles. If a creature moves at least 5 feet while within your reach of your melee weapon, you may take an opportunity attack against them with your keyblade, and if it has the thrown property you can throw your weapon as part of this attack. #### Final Form Starting at 15th level, you can call on your Final Form. When you activate your final form as a bonus action, you gain the following benefits: * You gain a flying speed equal to your walking speed * You can briefling turn spectral to avoid certain area effects, such as a red dragon's fiery breath or a lightning bolt 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. This form lasts for 1 minute. While this form is active, you cannot activate any of your Drive Forms. You can only use this form once before needing to take a long rest to regain the usage of this form.