Swift Keyblade
Your Keyblade counts as a one handed, finesse weapon and deals 1d8 (1d10 versatile) bludgeoning damage on a hit.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Mastered Swift Keyblade
Prerequisites: Swift Keyblade, Dueling Fighting Style
Through training and dedication you have mastered the art of wielding a single keyblade, and the power of your blade improves with you. You gain the following benefits:
You can increase either your Strength or Dexterity by 1 to a maximum of 20.
Your dueling fighting style also adds the bonus to attack rolls.
As a bonus action, you can make a single attack with your keyblade that you are wielding in one hand.
You considered proficient in wielding your Keyblade(s) and can use it as your spellcasting focus. As a free action, you can summon your Keyblade(s) from a pocket dimension that is large enough to only hold your keyblade(s). When summoned this way, the keyblade(s) appears in your hand(s). You can also dismiss your keyblade(s) back to this pocket dimension as a free action.
If your keyblade(s) is destroyed, you can restore them by either taking a short or long rest, or by sending 5 ability points.
As a bonus action, if you keyblade(s) is not in your hand or in it's pocket dimension, you can summon your keyblade(s) back to your hand(s).
While you are holding your keyblade(s), you can spend 1 Ability Point to cast knock, arcane lock, detect good and evil, or detect thoughts without material, verbal, or somatic components. You must be pointing your keyblade at the target to cast these spells this way.
Two-Weapon Fighting When you engage in Two-Weapon Fighting, you can add your ability modifier to the damage of the second Attack
Mystic Path
At 3rd level, you chose a Mystic Path. Choose between Path of the Battle Mage, Path of the Trickster, or Path of Wisdom. All paths are detailed at the end of the class description. Your choice grants you features at 2nd level and again at 6th, 10th, 14th, and 18th.
Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Magic Thrift
Starting at 11th level, you can cast your spells by fueling them with your own stamina. When you would use a spell slot to cast a leveled spell at 5th level or lower, you can instead cast it by spending ability points equal to the level of the spell.
Magic Hour
Starting at 20th level, you have mastered your magical prowess to it's peak and can focus on numerous spells simultaneously. You can maintain concentration on two spells at once by spending 2 AP at the start of each of your turns. You can gain concentration on additional spells on top of that by spending 2 ability points for each spell you are maintaining concentration on after the first, at the start of each of your turns. If you lose concentration on one of these spells, you lose concentration on all of them.
Path Of The Trickster
Cunning Action
Starting at 3rd Level, your quick thinking and agility allow you to move and act quickly. You can take a Bonus Action on each of your turns in Combat. This action can be used only to take the Dash, Disengage, or Hide action.
Mimic
At 6th level, you learn to copy magic, to a degree. When a creature you can see casts a spell, you can spend 2 AP and use your reaction to copy it and hold a cast of it for up to 1 hour. Once only during that time, you can cast that spell without expending a spell slot. You can only hold 1 spell at a time this way.
Reflega
Beginning at 10th level, your ability to protect yourself with magic is augmented. You always have the Barrier ability prepared and it does not count against the amount of abilities you can prepare. Additionally, if you cast the Shield Spell using the Barrier ability, the creature who attacked you to trigger it takes 1d6 force damage. You can spend an additional 1 AP to inflict an additional 1d6 force damage this way, to a maximum of 5d6 force damage.
Blindesense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 30 feet of you.
Spell Mastery
At 18th level, you have achieved such mastery over certain Spells that you can cast them at will. Choose a 1st-level Keyblade spell and a 2nd-level Keyblade spell that you can cast. You can cast those Spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
By spending 8 hours in meditation, you can exchange one or both of the Spells you chose for different Spells of the same levels.
Notes