Keyblade Wielder - A Kingdom Hearts Inspired Class
🟡 Updated this year⚠️ Install Order · 2 steps
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🔍 Analysis
- 🏆 #93 of 503 Classes mods in this game by downloads
📋 About This Mod
Wield the keyblade and destroy the darkness.
This mod allows you to wield the keyblade, and the means to harness the powers of light and darkness!
With over a dozen new spells, this class is designed to give you as many options as a Keyblade wielder and make you feel just as powerful.
Start with a custom keyblade or grab it from the tutorial chest.
The Kingdom Key grants you 14 different themed passives and abilities to choose from, each complementing their own playstyle.
Kingdom Key abilities will be in Articles.
Class Progressions:
Main Progression|
MP Bar: Start with 15 MP.
1: MP Charge: MP: MP refills by 1 each turn. When empty, you cannot use any abilities that need MP for 3 turns, after which it will be refilled. Once per short rest, you can use Ether to refill it immediately.
Second Chance: Once per long rest, when reduced to 0 hit points, you will instead regain 1.
Wielder of the Key: Proficiency in Sleight Of Hand
Dream Weapon Selection:
Rod: +3 MP
Sword: +1 Strength, +1 Dexterity
Shield: +1 AC
2: Drive Gauge: Unlock the Drive Gauge, starting with a maximum of 3 charges that refills once per turn when attacking an enemy. Gain more charges of the Gauge as you level up.
Drive Forms: Unlock keyblade forms that provide buffs.
Valor Form: Most non-melee spells are blocked and have their Attack Rolls, Spell Save DC, and damage reduced by 10, but gain +2 to melee Attack Rolls and damage. Gain +5 to your Strength and gain Advantage on Strength and Constitution Saving Throws
High Jump: Jump further, and ignore fall damage.
Anti Form: When using a drive form, you will have a chance to enter Anti-Form instead. Armor Class reduced by 5, but gain Resistance to all damage. Movement speed is increased by 8m, and can cast Levitate each turn. Unable to receive healing or cast spells but all attacks gain an additional 1d8 necrotic and ignore Resistances to necrotic damage.
3: Elemental Boost: Choose a boost per short rest.
Fire Boost: Deal 1d6 additional fire damage when dealing fire damage.
Blizzard Boost: Deal 1d6 additional cold damage when dealing cold damage.
Thunder Boost: Deal 1d6 additional thunder damage when dealing thunder damage.
Choose expertise in either Sleight Of Hand or Persuasion
4: Wisdom Form: Melee attacks have a -5 to Attack Rolls but gain a +2 to spell damage and Spell Save DC. Add your Dexterity Modifier to Spell Attack Rolls and gain Advantage on Wisdom, Intelligence, and Charisma Saving Throws, as well as +5 to Wisdom.
Quick Run: After casting a spell, you can dash with a bonus action
5: Extra Attack
6: Limit Form: Lucky Lucky: Gain 2 additional reaction points. Once per
📊 Mod Details
- Game
- Baldurs Gate 3 Mods
- Author
- SuperVertigo
- Version
- 1
- Downloads
- 352
- Endorsements
- 10
- Category
- Classes
- Created
- 4/6/2026
- Updated
- 4/6/2026
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