In the mystical lands of Alavir, the Key Mage subclass is intrinsically linked to the celestial realm, particularly the Zodiac Deities. The first Celestial Keyblade, known as Zodiac's Edge, was crafted in the celestial forges of the Sky Cities of Altaris. The Zodiac's Edge has the unique ability to attune to one Zodiac figure at a time, each bestowing distinct powers and virtues.
The legendary Orion, a hero from the Capital City of Alavir, was the first Key Mage to wield Zodiac's Edge. With its Aries-attuned form, he courageously sealed a rift between the mortal and celestial realms near the Demonfang Peaks. When attuned to Libra, he mediated a celestial dispute that threatened to disrupt the balance in the Central Province.
A Key Mage forms a sacred bond with Zodiac's Edge by attuning to one of the twelve Zodiac figures. This attunement is not just a source of power but a spiritual path that sets them on a journey to embody the virtues of the chosen Zodiac—whether it's the leadership qualities of Leo in the political arenas of Alavir or the empathic abilities of Pisces in the healing temples of Dascus.
Key Mages serve as celestial intermediaries and guardians, often consulted for their wisdom, which varies based on their Zodiac attunement. A Sagittarius-attuned Key Mage might be a renowned explorer in the Verdantis Jungle, while a Cancer-attuned one could be a revered protector of home and family in the Southern Islands. Their abilities make them versatile allies in maintaining the realm's balance.
At 1st level, as a bonus action choose one of the following options:
When you cast a spell, you can make a History skill check (once per round).
The feature increases when you reach 6th level (2), 10th level (3), 14th level (4), and 18th level (5).
At 3rd level, you can spend 1 spell point to force a creature to reroll their saving throw or attack roll. You can do this once per creature round.
As an action, you can change your arcane focus into a powerful weapon known as the Zodiac Edge and make an attack as part of the action. This weapon deals a number of d8 equal to your proficiency modifier and uses your Spellcasting Modifier and is a two handed melee weapon. If a creature is attacked with this weapon they must make a Will saving throw or be dazed. This weapon can be used as a ranged weapon of 120 feet but deals d4 instead of d8 returning instantly to your hand.
Your AC can't be less than 12 regardless of what kind of armor or accessories you're wearing while wielding the Zodiac's Edge. In addition, you reduce Bludgeoning Slashing and Piercing damage by your proficiency modifier.
The feature’s minimum AC increases by 2 when you reach 6th level (14), 10th level (16), 14th level (18), and 18th level (20).
At 7th level, on your turn, you can use your Zodiac's Edge to open the realm of the Zodiac to summon an avatar to aid you in battle.
Choose a creature within 60 feet of you, the avatar will either attack or defend the creature. Their next attack deals bonus Otherworldly damage equal to your mage level, or the next damage they take is reduced by your mage level.
The avatar disappears back to the Zodiac realm after this is complete.
At 11th level, your attacks and spells ignore temporary hit points. When you score a critical strike on an enemy, you reduce the creatures armor by 1 until the end of your next turn.
At 15th level, you can use your Zodiac Edge to unlock any lock, this includes gates to other worlds, dimensions, as well as arcane locks as long as you can find them.
In addition, you can summon 3 Zodiac avatars per round.
Standard Starting Class Equipment
2 health potions.
A backpack with 10 rations, tent & bedroll, cooking utensils, mess kit, tinderbox, 3 torches, roper and a waterskin.
Zodiac Gem: (Gem) grants a bonus to attack rolls and saving throw DC's equal to your proficiency modifier.
Robes
Boots
Choose a Caster Weapon.