Command Styles First Tier General ● Firestorm Signature Style: Flame Blade. On your turn, you can choose to cause your Keyblade to erupt in flame for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal fire damage instead of their normal damage. Techniques Pyroclastic Charge (3rd Level) When you take the Dash action on your turn, you can spend 1 or more spell points to ride the wave of a surging blaze. At the end of your turn, each creature within 5 feet of you must make a Dexterity saving throw. On a failure, it takes 1d8 fire damage for each spell point you spent, or half as much on a success. Flame Surge (6th Level). When a hostile creature you can see leaves your reach, you can use your reaction and spend 2 spell points to briefly become a living flame. You can move up to your speed as part of this reaction. If you end this movement within reach of the creature that triggered this reaction, you can make a melee weapon attack against it, dealing an additional 1d6 fire damage on a hit. Warding Blaze (11th Level). At the start of your turn, you can spend 2 spell points to engulf yourself in protective flames. Until the start of your next turn, you are immune to fire damage, and creatures take 1d8 fire damage any time they a melee attack against you. Inferno (17th Level). As an action, you can spend up to 5 spell points (minimum of 3), choosing one creature within 100 feet of you for each point you spent. Each creature must make a Charisma saving throw. If a creature fails, it takes 4d6 radiant damage as its
spirit is overcome by a searing flame. A creature can choose to fail this saving throw. A 5-foot wide line of fire then erupts between each creature (not including the creature's space) that failed their saving throw to each other creature that failed their saving throw. If a creature is in at least one line of fire, it must make a Dexterity saving throw. On a failure, that creature takes 8d6 fire damage. ● Diamond Dust Signature Style: Frost Blade On your turn, you can choose to coat your Keyblade with rime for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal cold damage instead of their normal damage. Techniques Chilled to the Bone (3rd level) When you make an attack against a creature, you may spend one or more spell points to flash freeze your Keyblade just before you hit. On a hit, the target has its speed halved until the start of you next turn and must make a Dexterity saving throw. On a failed save, the target takes 1d6 cold damage and has its speed halved and the next attack they make has disadvantage. On a success, they take half damage and resist the disadvantage. Glacial Barricade (6th level) At the start of your turn, you may spend 2 spell points to throw up an bulwark of defensive ice. The barricade is 20 feet long, 5 feet tall, and 1 foot thick. It has an AC of 10 + your Charisma modifier and hit points of 10 + your Keybearer level. It provides half cover to creatures behind it. Frozen Sanctuary (11th level) At the start of your turn, as a bonus action, you can spend 2 spell points to sheathe yourself in a sheet of resilient ice. For the next three turns, you are resistant to cold damage, and gain 20 temporary hit points. Absolute Zero (17th level) As an action, choose a point you can see within 120 feet of you. The air in a 20-foot-radius sphere centered on that point becomes deathly cold and saturated
with moisture. Each creature in that area must make a Constitution saving throw. On a failed save, a target takes 6d6 cold damage, and its speed is reduced to 0 until your concentration ends. On a successful save, a target takes half as much damage. As an action, a target that has its speed reduced can end the effect early if it succeeds on a Strength (Athletics) check with a DC equal to this effect’s save DC. You can increase this effect’s damage by 1d6 per each additional spell point spent on it. ● Thunder Bolt Signature Style: Bolt Blade On your turn, you can choose to cause your Keyblade to crackle with an electrical charge for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your reach is 5 feet greater than normal and your attacks deal lightning damage instead of their normal damage. Techniques High Voltage (3rd Level). You can spend 1 or more spell points to exude an electric aura. Each creature within 5 feet of you must make a Dexterity saving throw. On a failure, it becomes paralyzed. For each additional spell point you spend past 1, it also takes an additional 1d8 lightning damage. On a success, it does not not become paralyzed, and only takes half damage. Flicker Step (6th Level). As an action, you can spend 3 spell points and pick a hostile creature within 20 feet of you. You can teleport to an unoccupied space within 5 feet of that creature, and make a melee weapon attack against any creature in a 5-foot wide line from your original location to your new location. This attack deals an additional 1d6 lightning damage. Light Speed (11th Level). When you take the Dodge action, you can immediately use your bonus action and spend 1 spell point to wreath yourself in lightning and enter a state of hyper speed. Until the start of your next turn, you can't be knocked prone or moved, and
whenever a creature within 5 feet of you makes an attack, you can immediately make a melee attack against it. Lightning Leap (17th Level). As an action, you can spend 4 spell points to let loose a line of lightning that is 60 feet long and 5 feet wide. Each creature in the line must make a Dexterity saving throw, taking 6d6 lightning damage on a failed save, or half as much damage on a successful one. You can then teleport to an unoccupied space touched by the line. You can increase this ability’s damage by 1d6 per additional spell point spent on it. Path of Power ● Critical Impact Signature Style: Power Surge. As a bonus action, you can bolster your form. You gain temporary hit points equal to your Charisma modifier + half your Keybearer level, which last for 1 minute (rounded up, minimum 1). For as long as you have these temporary hit points, whenever you make a Strength check or saving throw and you roll a number below half your Charisma score on a d20, you can treat the roll as half your Charisma score. Furthermore, your attacks gain the Siege effect of being able to deal double damage against objects and structures. Techniques Power Overwhelming (3rd Level). When you hit a target with a melee weapon attack, you can use your bonus action and spend up to 5 spell points. The target is pushed backwards 5 feet for every point of tempo you spent. If this movement would force the target to impact a creature, object, or structure, then it and whatever it collided with takes 1d6 bludgeoning damage for every 5 feet of forced movement remaining (minimum of no damage). Blinding Courage (6th level). Whenever a creature attempts to frighten you or a non-hostile creature within 10 feet of you, you can use your reaction and spend 3 spell points to make it so
every non-hostile creature within 10 feet of you can't be frightened until the start of your next turn. Sweeping Strike (11th Level). As an action, you can spend 3 spell points and make a melee attack against every creature within 5 feet of you. If any of these creatures is Large or larger, it takes additional damage equal to your weapon's damage die. Ars Solum (17th Level). As an action, you can spend 5 spell points to cause your Keyblade to grow in size, becoming giant and glowing. The Keyblade crashes down in a 60 foot-tall, 10 foot radius cylinder centered on a point you can see within 60 feet of you. Any creature in the area must make a Charisma saving throw or take 4d12 radiant damage, or half of that damage on a success. If a creature is Large or larger, it takes an additional 2d12 damage. Path of Speed ● Fever Pitch Signature Style: Quick Reflexes If you are not surprised, immediately after initiative is rolled, but before anyone acts, you can use your bonus action early to enter this Style and move up half your your speed, then make a single weapon attack. If you are surprised, you can instead use this to no longer be surprised. Additionally, your walking speed increases by 10ft for the next minute, but will not increase your movement for the first bonus action attack. Techniques Dizzying Blows (3rd level) You swing your Keyblade repeatedly with a speed that’s hard to track. When you hit another creature with this melee weapon attack, you can spend 1 spell point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn. If you hit more than one target during your attack, you may use 1 spell point per creature to attempt to stun them as well. Speed Surge (6th level)
As a bonus action, you may spend 2 spell points to gain two benefits until the end of the current turn: you don’t provoke opportunity attacks, and you have a climbing speed equal to your walking speed. Fast Ball (11th level) As an action, you may use up to 5 spell points to target up to 5 creatures within a 10 foot radius of your position. For each spell point used, you may make a ranged multi-attack on the targeted creatures by throwing your Keyblade at top speed. The Keyblade curves to hit all who were marked. This attack does regular melee damage, as well as an extra 1d6 force damage. Speed Rave (17th Level). As an action, you can spend 4 spell points to teleport up to 60 feet to an unoccupied space within reach of a target and make a single melee weapon attack against it. On a hit, these attacks deal an additional 2d8 force damage. You can do this up to 5 additional times as a part of the same action, so long as each target you attack is different. Path of Magic ● Spell Weaver Signature Style: Magic Hour While using this Command Style, you may cast spells as a bonus action after an attack. Techniques Magical Mind (3rd level) As a bonus action, you spend 2 spell points to tap into a deep well of magic. For the next minute, you gain advantage on Wisdom saving throws. Additionally, when a creature hits you with an attack during this time, you can send out a burst of arcane energy to rebuff them. Each creature within 5ft of you must make a Strength saving throw, on a failed save your arcane wave pushes them back 5 feet. Elemental Roulette (6th level) As an action, you may spend 3 spell points (to a maximum of 5) to generate three random orbs of elemental energy that fly out towards any creatures within a 10 ft radius. Each creature targeted must make a Dexterity saving throw. On a failure, they take 2d8 damage from each of the orbs that strike them, or half as
much damage on a success. Roll a d8 for each orb, the number on that die will determine the damage type of each orb, as shown below. 1 - Acid 2 - Cold 3 - Fire 4 - Force 5 - Lightning 6 - Poison 7 - Psychic 8 - Thunder You may add an additional orb per each spell point spent past the 3 used to initiate the technique. Transcendence (11th level) As a reaction, you may spend 4 spell points to gain resistance against all spell damage for your next three turns. Your spell save DC also increases by an amount equal to half your proficiency bonus for the same amount of time. Fantasia (17th level) As an action, you can spend 5 points to shroud yourself in a mystical blue aura for the next two turns. You raise your keyblade in the air and twirl around it, generating spinning ribbons of light that surround you, giving you three-quarters cover while you use this move. As you spin rapidly, you generate a magical aura that whips any creature within a 10ft radius with radiant beams of light. Creatures that enter this aura or end their turn there must make Dexterity saving throws. On a failed save, they take 4d8 radiant damage, or half as much on a success. You can move up to your movement speed while making this continuous spinning attack. Second Tier General ● Dark Impulse Signature Style: Creeping Darkness. As a bonus action, you can force a creature you can see to make a Wisdom saving throw. On a failure, the target's vision and hearing is overtaken by encroaching darkness. Until the end of your next turn, it is deafened and perceives the area
beyond a 10 foot radius around it to be magical darkness. If you start your turn outside of this radius, you can use your bonus action to teleport into an unoccupied space inside of it. If a target succeeds on its saving throw, the target has no hint that you tried to use this ability on it. Techniques Persistent Fear (3rd Level). When a creature you can see within 30 feet of you damages you or forces you to make a saving throw, you can use your reaction and spend 2 spell points to force it to make a Wisdom saving throw. On a failure, it is frightened of you until the end of your next turn. At the end of each of your turns while a creature is frightened of you in this way, you can spend 1 spell point to force the creature to make another Wisdom saving throw. On a failure, the creature remains frightened of you until the end of your next turn. Lingering Shadow (6th Level). You can spend your bonus action and 2 spell points to teleport to a creature within 30 feet of you that is frightened of you. That creature must make a Wisdom saving throw. On a failure, it becomes paralyzed with fear until the start of their turn. Submit (11th Level). Once on each of your turns when you hit a creature with a melee weapon attack, you can spend 1 spell point and have it make a Wisdom saving throw. On a failure, its speed is halved, and it has disadvantage on saves against becoming frightened until the end of their next turn. Tied to the Darkness (17th Level). A writhing tide of darkness surges from you to enact your revenge. When a creature damages you, you can use your reaction and spend 4 spell points to cause that creature to lose hit points equal to the amount of damage you took (maximum of 40 damage). Path of Power ● Rockbreaker Signature Style: Stone Sentinels.
As an action, you can summon three hovering boulders in an unoccupied space within 30 feet of you, lasting for 1 minute or until you lose concentration (as if you were concentrating on a spell). The boulders have an AC equal to 13 + your Charisma modifier, immunity to poison and psychic damage, and an amount of hit points equal to 5 + twice your Keybearer level. As part of the action used to summon these boulders, or as a reaction whenever a creature moves within 5 feet of them or moves out of its reach, you can cause it to make a special melee spell attack against a target within 5 feet of it. The boulders add your proficiency bonus and Charisma modifier to their attack rolls, and deal 2d6 magical bludgeoning damage on a hit. Any creature struck by the boulders becomes wreathed in stone chains, causing its speed to be reduced by half until the start of their next turn. The boulders’ damage increases by 1d6 at 6th level (3d6), and again at 11th (4d6) and 17th (5d6) levels. Techniques Roots of the Earth (3nd Level). When an effect would knock you prone or move you against your will, you can spend 1 tempo point to hook into the earth. Until the start of your next turn, you can't be be knocked prone or moved against your will, including against the original effect. Mountain Hammer (6th Level). When you hit a creature with a melee weapon attack, you can spend 2 spell points to embed it into a fissure below it. The target must make a Strength saving throw. On a failure, the target is knocked prone. If the target is already prone, it is instead knocked prone and restrained until the end of its next turn. Earthbound (11th Level). As an action, you can spend 3 spell points to petrify yourself until the start of your next turn. While petrified in this way, any damage you take is halved, and your form can't be changed. Additionally, the earth around your feet attempts to encase those around you. Each creature within 15 feet of you must make a Dexterity saving throw. On a failure, that creature is restrained until the end of your next turn. Stone Depths (17th Level). As an action, you can spend 5 spell points to plunge your Keyblade into the ground, churning the Earth. All creatures in a 80-foot radius, which spreads around corners, must make a Constitution saving throw. On a failure, the
creature's body becomes heavy and sluggish until the end of your next turn. For the duration, the creature's speed is halved, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. Once per turn, when you hit a sluggish creature with a melee weapon attack, you can force it to make a Constitution saving throw. On a failure, the target becomes petrified until the end of your next turn. ● Blade Charge Signature Style: Razor’s Aura You and your Keyblade are cloaked in a violet aura.. On your turn, you can choose to cause the aura to form a greatsword around your Keyblade for the next minute (no action required), or until you lose your concentration (as if you were concentrating on a spell). For the duration, whenever you make a melee attack with your Keyblade on your turn, your Keyblade gains 10 feet of reach and deals an additional 1d6 magical slashing damage. Sweeping Strike (3rd level) As a bonus action, you can spend 2 spell points to target up to two targets within range and attempt to sweep their legs from beneath them. The targets must each make a Strength saving throw. On a failure, the target is knocked prone. Sonic Blade (6th level) As an action, you may spend up to 5 spell points (minimum of 2) to lunge forward and attack with your Keyblade. Make an attack roll against any creatures within a 30ft line, the creatures must make a Dexterity saving throw. On a failed save, they take 1d6 magical piercing damage. On a success, they take no damage, but you continue moving forward 30ft. Perform an additional lunging attack for each spell point you spend. Afterwards, all enemies hit must make a Constitution saving throw or be stunned until your next turn. Zantetsuken (11th level) As an action, you can spend 4 spell points to grip your Keyblade in reverse and enter a holding stance, waiting to attack with all your might. Your speed decreases by 10, but creatures now provoke opportunity attacks from you when they enter or exit your range. When you make an attack roll against one creature, you make it with advantage. Creatures hit with this attack take 5d8 magical slashing damage.
Blade Vortex (17th level) As an action, you can spend 5 spell points to extend your blade with magic and spin it rapidly, causing a vortex to form. Creatures and any unattended objects are pulled towards you; each creature that starts its turn in a 30ft radius or enters it for the first time on a turn must make a Strength saving throw, or be pulled up to 5 feet plus five times your spellcasting ability modifier. A creature within the cone trying to move away from you must succeed on a Strength check against your spell save DC. On a success, the creature can move away from you, but as though moving through difficult terrain. If a creature is within the cone and within attacking range, it must make a Dexterity saving throw, on a failed save the creature takes 6d6 magical slashing damage from your Keyblade’s enhanced aura. Path of Speed ● Cyclone Signature Style: Gale Surge. As a bonus action, you whip a wild gust around your body and briefly become as the wind. For the next minute, you have advantage on Dexterity saving throws, and whenever a creature misses you with an attack, you can move 5 feet without provoking opportunity attacks. Techniques Driving Wind (3rd Level). You can use your action and spend up to 5 spell points to unleash a cone of rushing air from your weapon. The size of the cone is equal to 10 times the amount of spell points you spent. Each creature in the cone must make a Strength saving throw or be pushed backwards until they reach an unoccupied space at the end of the cone. Wind Scar (6th Level). You can use your action and spend any amount of spell points to swing your weapon and unleash a blade of air forward. Pick 3 creatures you can see within 60 feet of you. Each target must be within 5 feet of at least one other target, and none of them can have cover from you. Each of these targets must succeed on a Dexterity saving throw. On a failure, a creature takes 1d8 magical slashing damage for each spell point you spend, or half as much on a success.
The Wind That Walks (11th Level). As a bonus action, you can spend 3 spell points to become invisible and able to move through the space of any creature, as well as through 1 inch gaps without expending additional movement until the start of your next turn, or until you attack a creature or force it to make a saving throw. Tranquil Windstorm (17th Level). As a bonus action, you can spend 3 spell points to create a 10 foot radius sphere of whirling air that follows you, which lasts until the end of your next turn. While within the sphere, creatures of your choice can ignore difficult terrain, and you can impose disadvantage on any ranged attack that targets a creature inside of the sphere. Additionally, if a creature starts its turn inside the sphere, you can increase its speed by 10 until the end of its turn. ● Wingblade Signature Style: Wing Blades Six spectral blades hover soundlessly in the air behind you, forming a set of wings. These grant you a flying speed of 60ft. Techniques Blade Barrier (3rd level) As a reaction, you may spend 1 or more spell points to make your spectral blades react to incoming attacks, forming a protective barrier. The first time you take damage after the start of each of your turns, it is reduced by an amount equal to your Charisma modifier plus 1 per each additional spell point used (minimum 1 point of reduction). Vorpal Blades (6th level) As a bonus action, you may spend 3 spell points to cause your wing blades point outwards to the nearest foe. For your next two turns, the reach of these weapons increases by 5 feet, and attacks against targets you can see made with these weapons can't have disadvantage. Blade Storm (11th level) As an action, you may spend 4 spell points to send your wingblades flying around you, attacking anything within reach. Make attack rolls for each of the six
wingblades. Their attack modifiers are equal to your Charisma modifier. Each blade deals 1d6 magical slashing damage plus your spellcasting modifier. Faith (17th Level) As an action, you may spend 5 spell points to jump into the air, throw down your six wing blades in a 40ft circle, and dive to the center, bringing down a pillar of light when you land. Each creature within the 40ft diameter, 40ft tall cylinder must make a Constitution saving throw. On a failed save, they take 4d10 radiant damage, or half as much on a failed save. This does not harm creatures that are friendly to you. Additionally, you are healed 1d4 per each creature hit by this attack that failed its saving throw. Path of Magic ● Ghost Drive Signature Art: After-Image. As an action, you create an illusory duplicate of yourself. This effect lasts 1 minute and requires you maintain concentration as if concentrating on a spell. The illusion appears in an unoccupied space within 10 feet of you that you can see. A duplicate has the same AC as you and disappears whenever it takes any damage from an attack, spell or magical effect. As a bonus action on your turn, you can move any one duplicate created by this art up to 30 feet to a space you can see. A duplicate can only fly this way if you also have a fly speed. Alternatively, you can use your bonus action to destroy a duplicate and teleport to its space, provided you can see the duplicate. The amount of duplicates you can make with this ability increases to 2 at 6th level, 3 at 11th level, and 4 at 17th level. Techniques Mirror Step (3rd Level). You twirl the world about a creature, disorienting its perception of your position. When a creature moves within 5 feet of you, you can use your reaction and spend 1 spell point to force that creature to make an Intelligence saving throw. On a failure, you can teleport to any space within 5 feet of the creature, and the next attack it makes against you before the end of the turn is made at disadvantage.
Inversion (6th Level). As an action, you can spend 3 spell points to force a creature you can see within 30 feet of you to make a Charisma saving throw. On a failure, you teleport into a space that creature occupies and cause that creature to teleport into your space. If there is no room for the you or the creature where the other stands, this technique fails. Altered Perspective (11th Level). When a hostile creature misses you with a melee attack, you can use your reaction and spend 3 spell points to force that creature to repeat the same attack against another creature (other than itself) of your choice. Shifting Sides (17th level). As a bonus action, you can spend 4 spell points and attempt to alter a creature's perception of the battlefield. A creature of your choice within 30 feet of your must make an Intelligence saving throw to see through the illusion you foist on it. On a failed saving throw, the creature can't make reactions until the start of its next turn, and immediately makes a melee weapon attack against a creature of your choice within its reach. ● Sky Climber Signature Style: Updraft When you make an attack against a creature, you can choose to try to knock them up into the air. You may use your reaction to force a creature to make a Dexterity saving throw. On a failed save, that creature is knocked 10ft into the air, and is considered airborne. Airborne: ● An airborne creature’s movement options are to fall, or to attempt an aerial recovery if they have the ability to fly. To attempt a recovery, they must pass a Dexterity (Acrobatics) check with a DC of 14 or above. ● The creature has disadvantage on attack rolls ● An attack roll against the creature has advantage if the attacker is within 5ft of the creature, or if the attack is ranged. Otherwise, the attack roll may be out of range due to the creature’s height in the air. Techniques Aerial Dash (3rd level)
While you are in the air, you may use 1 spell point to use your bonus action to take the Dash action. In this case, it becomes an Aerial Dash, and allows you to move up to your movement speed in a straight line. If you use this ability and reach a creature in the air, you may then make a single melee attack against it. For each spell point you spend past 1, the melee attack does an additional 1d6 magical piercing damage. Knockdown (6th level) As an action, you may spend 2 spell points to jump into the air and attempt to strike down a flying or airborne creature. When you hit the creature with a melee attack, you can force them to make either a Strength or Dexterity saving throw. On a failure, the creature is knocked to the ground. Juggler (11th level) As an action, you may spend 3 spell points to either target up to five creatures within 10ft of you and knock them airborne, or to keep up to five airborne creatures aloft until the start of your next turn. Each creature must make a Dexterity saving throw, on a failed save creatures that were previously on the ground are now considered airborne. Creatures that were already airborne are now stunned. Aerial Slice (17th level) As an action, you may spend 4 spell points to imbue your Keyblade with magic, allowing you to soar through the air, slicing anyone in your path. Your Keyblade pulls you through the air, hitting any flying or airborne creature in a 60ft radius. This attack does an additional 2d8 magical piercing damage to each creature targeted by this technique.