Variant Rules (Kingdom Hearts)

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Disney Interactive Studios. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Disney Interactive Studios. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.

Synthesis

Synthesis is a form of crafting in this supplement that allows players to gather materials from materials that were dropped by heartless and other creatures, merge them together to form useful items.

For a further description, click here.

Boss Bonus

Leveling up shouldn't be the only way to make your players stronger. At the DM's discretion, certain powerful enemies will distribute a certain bonus. When a boss creature is defeated, the DM may roll a D20 on the Boss Bonus table or choose a bonus from the table that he/she believes best suits the player/situation. Alternatively, the DM can choose to create their own bonus and give that to the player instead.

Preset Boss Bonus Table
D20 ResultBonus
1Roll a 1d4. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
2The player rolls their classes hit die. Their maximum HP increases by the result.
3The player learns 1 cantrip
4The player gains 1 ability. This does not count against their abilities known.
5The player gains a +1 to Strength.
6The player gains a +1 to Dexterity.
7The player gains a +1 to Constitution.
8The player gains a +1 to Intelligence.
9The player gains a +1 to Wisdom
10The player gains a +1 to Charisma.
11The player gains a +1 to their AC.
12The player gains a +5 to their movement speed.
13The player rolls a 1d6. Their maximum Ability Points increases by the result.
14The player's Spell Save DC increases by 1.
15The player gains a fighting style.
16The player learns a spell from their respective spell list.
17Roll a 1d6. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
18Roll a 1d8. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
19Roll a 1d10. The player gains a spell slot of the result. If the player does not have the result either reroll on the table, or let them take the highest spell slot available.
20The player gains a feat at the DM's discretion.


Shields As Weapons

Shields can be used as weapons just as any other tool for combat. They have 2 different sets of stats however. Defensive stats, for when they are equipped as shields, and offensive stats for when they are equipped as weapons. You only apply the stats that fit whichever way you are equipping them, unless a feature or fighting style otherwise allows it. To use a shield's Offensive stats, you must equip them as a weapon. If you so however, you cannot apply the shield's defensive stats unless a feature or fighting style otherwise allows it. Any bonus the shield has applies to both the AC and attack and damage rolls. (Example, a basic shield with a +2 enchantment has an additional 2 AC in it's defensive stats, and when used as a weapon can apply a +2 to attack and damage rolls.) You can only equip a shield as offensively if your are proficient with shields.

See the Equipment section of this supplement for a list of shields.

New Fighting Styles

Shield Warrior

When you equip a shield as a weapon, you can apply the defensive stats as well as the offensive stats.

Spellcaster

You gain a +1 to spell attack rolls and your Spell Saving DC.

Hit And Run

When you hit a creature with a melee weapon attack, you do not provoke opportunity attacks from that creature until the start of your next turn.


Back to Main Page 5e Homebrew Campaign Settings Kingdom Hearts

This page may resemble content endorsed by, sponsored by, and/or affiliated with the Kingdom Hearts franchise, and/or include content directly affiliated with and/or owned by Square Enix and The Walt Disney Company. D&D Wiki neither claims nor implies any rights to Kingdom Hearts copyrights, trademarks, or logos, nor any owned by Square Enix and The Walt Disney Company. This site is for non profit use only. Furthermore, the following content is a derivative work that falls under, and the use of which is protected by, the Fair Use designation of US Copyright and Trademark Law. We ask you to please add the {{needsadmin}} template if there is a violation to this disclaimer within this page.
This article is issued from Dandwiki. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.