Keyholder

"With the rise of walls and buildings came the invention of the door — a threshold designed to keep the unwanted out and the cherished within. Over time, locks secured these barriers, turning them into guardians of privacy, safety, and secrecy. For centuries, doors have hidden treasures, shielded homes, and whispered mysteries behind wood and iron. But to a Keyholder, a door is never just a barrier — it is an invitation to power. These rare individuals harness the ancient symbolism of passage and protection, wielding the ability to seal what must be guarded and unlock what was never meant to be opened. To them, no secret stays shut for long — and no boundary is beyond reach."

They Keyholder is a mage that harnesses the power of the key. They specialize in using magical keys to either assist with lockpicking or roll to negate the need to pick a lock. During combat, they can open doors in walls, allowing entry where there shouldn't be one, or spawning portals that will allow allies to pass from one part of the battlefield unto another that is either too far or difficult to reach. They battle with a large keyblade that deals moderate Bludgeoning damage. With each attack, the keyblade rolls to prevent an enemy from interacting with environmental objects like doors, wardrums, levers, etc.

Abilities:

Keyblade Slash – You strike an enemy with your keyblade, rolling to prevent an enemy from taking interactive actions with the environment for 1-3 turns.

Cast Door – You cast a door on any physical wall that will allow passing through it if anything is on the other side.

Cast Portal – You cast a pair of magical doors that will allow allies to pass through them freely, teleporting from one place to another. These doors will remain indefinitely until recast.

Lockbind Chains – You summon chains on any door, gate, or passageway that will lock it and prevent entry for 2-3 turns.

Key of Relief – You use a magical key to "unlock" a negative effect on any ally. May remove Restrained, Poisoned, Slow, etc.

Spell Lock (Reaction) - If an offensive is cast against you or an ally, you may use this reaction to lock the spell midway, freezing it on the battlefield for anywhere from 1-3 turns. After it wears off, the spell will resume and strike whoever it originally targeted.

Ultimate Ability – Key of Dominion – You slam your Keyblade into the ground, forfeiting your next 2 turns but locking all enemies into place with chains. For the 2 turns, all allies are granted the ability to cast a portal with a bonus action that will vanish instantly, allowing them to teleport freely around the battlefield.

Type: Magic DPS

Weapon/Tool: Keyblade

Origin: Mephista

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