Nico Robin One Piece Burning Blood Drawing

One Piece 5e

An unofficial 5e supplement for Eiichiro Oda's One Piece.

Homebrew created by u/Mr-Silvers

Disclaimer

Based on the original work of Eiichiro Oda

© Eiichiro Oda © Shueisha © Toei Animation © Wizards of the Coast

This is a Fan-created, unofficial supplement to Dungeons and Dragons 5th edition. All contents within this document are strictly for non-profit use. Please support the official sources and releases.

This document is free to use by anyone and will always remain non-profit. The author of this document will never demand payment for the contents presented within.

Images in this document are intended for non-commercial use under the 1976 Copyright Act. Artists are credited at the end of the document, and all rights to the images belong to their respective artists and/or owners.

Made with Homebrewery.

Preface

This began as a simple passion project by one guy who thought to himself "hey, it'd be kinda cool to play dungeons and dragons in the world of One Piece. I wonder if that's possible?" and then just went along with it. What started out as a simple rework of a few classes and some rewording of features and feats to better fit in the designated setting eventually turned into almost a hundred pages of homebrew.

Why dungeons and dragons, of all systems? Accessibility more so than anything, 5th edition is a system that is ever so easy to pick up and enjoy, while still having enough room for creative veterans to play around for years. This document provides all the necessary additions and revisions to the base system to seamlessly tie it into the world of Eiichiro Oda's brainchild, and dungeon masters should find everything they need in order to run games in the setting of One Piece.

Naturally, a lot of work and passion has been put into this project, but it's most likely always going to remain a work in progress as ideas form and changes are to be made. Whoever's reading this, hope you enjoy the contents as much as the author did enjoy writing this document, and let it urge you to set sail for the Grand Line!

                                  

Table Of Contents

  • Chapter 1: Races (Pg. 3)
    • 1.1 Choosing a Race
    • 1.2 Human
    • 1.3 Fishman
    • 1.4 Merfolk
    • 1.5 Mink
    • 1.6 Sky Islander
    • 1.7 Augmented
  • Chapter 2: Classes (Pg. 16)
    • 2.1 Barbarian
    • 2.2 Bard
    • 2.3 Brawler
    • 2.4 Fighter
    • 2.5 Gadgeteer
    • 2.6 Marksman
    • 2.7 Medic
    • 2.8 Rogue
    • 2.9 Savant
  • Chapter 3: Characters, Roles and Dreams (Pg. 66)
    • 3.1 Dreams
    • 3.2 Roles
      • 3.2.1 Captain
      • 3.2.2 Cook
      • 3.2.3 Deckhand
      • 3.2.4 Doctor
      • 3.2.5 First Mate
      • 3.2.6 Helmsman
      • 3.2.7 Musician
      • 3.2.8 Navigator
      • 3.2.9 Scholar
      • 3.2.10 Shipwright
  • Chapter 4: Equipment and Items (Pg. 77)
    • 4.1 Wealth
    • 4.2 Expenses
    • 4.3 Armor and Shields
    • 4.4 Weapons
    • 4.5 Adventuring Gear
    • 4.6 Tools
    • 4.7 Mounts and Vehicles
    • 4.8 Building, Maintaining and Repairing Your Ship
  • Chapter 5: Customization Options (Pg. 89)
    • 5.1 Multiclassing
    • 5.2 Feats
    • 5.3 Haki
  • Chapter 6: Creation Lists (Pg. 93)
  • Appendix A: Devil Fruits (Pg. 97)
    • 7.1 What are Devil Fruits?
    • 7.2 Creating a Devil Fruit
    • 7.3 Paramecia Type
    • 7.4 Zoan Type
    • 7.5 Logia Type
  • Credits Page (Pg. 103)

Chapter 1: Races

The world of One Piece is home to a myriad of unique humanoid races that make their home on the four seas and beyond. Life thrives from the bottom of the ocean beneath the Red Line to far above the clouds in the flying lands of Skypiea, each housing a civilization with a rich history and and uncertain futures.

With a world consisting of scattered islands dotting an endless ocean, it is no strange occurrence that many are drawn to a life of adventure, setting sail into the horizon as pirates and freedom-seekers. Though very different in shape and story, one thing all races of the world have in common is the call to adventure that rings within the hearts of the select few, regardless of their origins.

Walking the streets of a port town in the Grand Line, one could sometimes find more than humans in the crowd if one just knows where to look for them. The blue-tinted skin of a stout fishman as he hauls a massive chest of goods to the market; the skulking shadow of a cat mink as she curiously explores the alleys and corners of this strange world; the sharp, intimidating tattoos of a shandian sky islander that cast wary glances at the crowd around him.

Languages

The world of One Piece is unique in that all creatures and races share the same language.

Languages are thus not taken into consideration in this system, with the exception of poneglyphs, which is a written language of which knowledge has long since been lost, save for very few dedicated individuals.

                                  

Performing in the town square is a band of entertainers, all part of the long-arm tribe, using their elongated limbs to perform acts of acrobatics and dexterity to the cheer of a crowd. A group of long-leg humans push their way to the front of the crowd, already towering over it, intent on starting some trouble. And in the harbor, a curious mermaid peeks her head above the water for but a moment, starry eyes gazing upon the moored ships and colourful flags, before she dives back beneath the waves before anyone spots her.

Choosing a Race

While humans are the most common by a long shot to be found in the world, they still live side-by-side with other races even if they aren't always aware of it. Even then, human tribes are so diverse that distinctions between them are more than simply cultural. Whatever choice you make, your character remains a part of the living breathing, world.

The call to adventure can ring true in the heart of any creature in the world, however some races produce more adventurers than others. Humans and fishmen are more likely to go to sea as pirates in search of dreams, treasure or ambition but your choice of race should not be hindered by conventions. Minks and merfolk are curious by nature, and sky islanders are not faint of heart either, so even if they typically do not fly a jolly roger there's nothing stopping them from doing so.

Human

By far the most numerous of all races are the humans. Inhabiting the entire world from the a hundred and seventy kingdoms to the halls of Marie Geoise upon the Red Line, the humans have spread all across the four seas.

Few humans are defined by their race, however. A varied kind from every echelon of society, one would find it difficult to place a blanket terms on humans as a whole. They can be fearless heroes, intrepid adventurers, craven villains despicable tyrants, pirates seeking freedom or marine soldiers seeking order. The only surefire way to know where a human's heart lies is to look at the flag she flies, which can be as manifold as the stars upon the night sky.

Restless Hearts

Among all the races, humans are the most likely to set off on the sea in search of adventure, riches, purpose or power. Even considering their vast majority in the world, there is still something within their hearts that calls them to the sea.

Because of this, many different tribes of humans have appeared all over the world, each with their own distinct culture and quirks. Each single island is more like a country in its own right with customs and history unique to the people living there since centuries back.

History of Conflict

Among the one hundred and seventy kingdoms that make up the world government, all but one is a human kingdom giving the human race an indiscriminate claim to being the dominant race in the world. Adding to that, they are also the most technologically advanced and organized race, giving them a massive geopolitical edge in the state of the world.

However, human history is one of strife and conflict, both amongst themselves and against other races. Their society is heavily fractured by deep-seated socioeconomical inequalities; the world nobles can make any demands with the world government's full support, while countries who cannot pay the taxes are left at the mercy of pirates and marauders. While life on the sea is a harsh one, it is at the very least an equal existence for all who travel upon it.

Human Traits

As a human, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Humans reach adulthood in their late teens and typically live less than a century.

Size. Humans vary greatly in size, standing anywhere between 3 to well over 10 feet, with those belonging to the long-leg tribe reaching heights above 15 feet. Your size is your choice of small or medium.

Speed. Your base walking speed is 30 feet.

Human Determination. Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.

Subraces. Choose between standard human, kuja, long-arm, long-leg, snakeneck or three-eye tribe.

Standard Human

You are a common human, the most numerous among the world's inhabitants. While your origins are unremarkable, you nonetheless have a power within you to make your own future.

Alignment. Standard humans tend towards no particular alignment. The best and worst of all people are represented among their numbers.

Resourcefulness. You gain proficiency with one skill or one simple or martial weapon of your choice.

Strong Will. When you fail a saving throw, you can roll a d4 and add it to the roll, possibly changing the outcome. You can do this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Kuja Tribe

Kuja are an all-female amazonian subset of humans that live secluded on the island of Amazon Lily located in the Calm Belt. Most if not all Kuja are trained warriors, and even the common soldier can wield minor armament haki.

Alignment. Kuja are typically only concerned with the well-being of their queen and society, favoring lawful alignments with a strong neutral bend.

Amazon Training. You have proficiency with longbows, shortbows, shortswords and spears.

Minor Haki. When you make a weapon attack that lets you add your proficiency bonus to the attack roll, you can choose to temporarily infuse the weapon with haki. You can add a d4 to the the damage roll of this weapon attack, and the weapon is considered haki-imbued for the purpose of overcoming resistances and immunities. You can use this feature a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Long-arm Tribe

Humans of the Long-arm tribe possess an additional elbow in their arms, extending their reach much greater than other tribes. This typically gives them a lanky appearence that distinguishes them from other humans.

Alignment. Long-arm humans have no particular tendency towards any alignment, however due to a longstanding conflict with long-leg tribes they are warlike in nature, gravitating towards chaos.

Long Limbs. When you make a weapon attack or unarmed strike on your turn, your reach with the weapon or your unarmed strikes increases by 5 feet.

Sudden Reach. You have advantage on opportunity attacks.

Snakeneck Tribe

Humans of the Snakeneck tribe are defined by their elongated necks, and often have slender bodies to match. Pragmatic in nature, they tend to favor cold logic over emotionally driven decisions.

Alighment. Snakeneck humans typically are as varied as other humans, however some possess an innate sadistic streak that prompts them towards evil.

Steady Mind. You can add your proficiency bonus to any initiative roll you make. Once when you are surprised while you are conscious, you can choose to act normally on your turn, and must finish a long rest before you can do so again.

Towering Gaze. You have advantage on Wisdom (Perception) checks relying on sight.

                                  

Long-leg Tribe

Humans of the Long-leg tribe are defined by their abnormally long and powerful legs, which they are quite proud of and happily show off by eschewing legwear. They have a longstanding rivalry with the Long-arm tribe.

Alighment. Like Long-arm humans, Long-leg humans gravitate towards chaos. They have no strong disposition towards good or evil.

Tall Stride. Your walking speed increases by 5 feet, and the distance you can cover with a high or long jump doubles.

Sprint. When you move on your turn, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Three-eye Tribe

Humans of the Three-eye tribe are few and far between, valued for the potential to hear the "voice of all things", which allow a person to read poneglyphs. Many conceal their third eye for fear of persecution or discrimination.

Alighment. Three-eye humans have no specific tendencies towards neither good nor evil.

Keeper of Secrets. You have proficiency in the Deception and Insight skills.

Third Eye. You have advantage on saving throws against being blinded or charmed, and on all ability checks you make to see through illusions and mirages.

Secret Potential. When you gain an Ability Score Increase, you are eligible to choose the Voice of All Things haki feat in place of increasing an ability score.

Fishman

Ten times stronger than the common man and undisputed monarchs of the sea, the fishmen of the world oceans were for the longest time the boogeymen of sailors everywhere. Tall and proud warriors of the deep, the fishmen share a troubled history of racial discrimination and slavery at the hands of humans, scars that even centuries of peace with the surface world has yet to completely mend.

A lot of the prejudice against them stem from how they differ from humans, looking monstrous to the common man because of their half-fish, half-human physiology, but also because of their renowned physical superiority and ability to fight as well on land as in water.

Despite their fearsome reputation as pirates and marauders, the fishmen are not a simple or militaristic race of savages that many humans believe them to be. A fishman dedicated to a crew or a cause tends to be loyal to a fault, willing to fight to the bitter end for what they believe in.

                                  

A history of strife

For centuries, the fishmen were considered little more than any other monster in the oceans by the humans and were treated accordingly, only welcome on the surface world as slaves if they weren't killed on sight. Eventually, the world government realized the benefits of peace between the races and made several attempts to mend the relationship between humans, fishmen and merfolk. Thanks in part to the actions of the fishman pirate Fisher Tiger and the merfolk queen Otohime, a peaceful coexistance was finally reached after decades of negotiations.

However, the old ways still rings loudly in the ears of both humans and fishmen alike, who have had a hard time leaving the past behind. Many humans, especially nobles, still consider fishmen to be nothing but monsters and fish. Conversely, many fishmen subscribe to the notion that their superior strength and adaptability means they should be ruling over humans, who they consider weak and cowardly.

Even so, a strained peace still aided in softening the animosity between the races, and more fishmen and humans alike are beginning to wake up to the idea of co-existance, slowly beginning to see eachother as kin rather than enemies.

Champions of the Sea

In water, fishmen are second to none. Already on land a fishman can boast the strength of ten common humans, and this strength is only amplified by their amphibious nature. A fishman possesses both the gills of a fish and the respiratory system of a human, allowing them to breath air and water without issue, while dorsal fins and webbed hands and feet allow them to move unhindered in water.

In addition to these boons, fishmen have a unique form of martial arts known as Fishman Karate, which emphasizes the use of water to their advantage. It's a martial art that grows even more potent while near or submerged in water. This unique fighting style is only taught at certain dojos on fishman island and has a near mythical reputation that reaches even the surface world above.

Fishman Traits

As a fishman, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Fishmen reach adulthood in their late teens and live as long as humans.

Alignment. Fishmen display extremes on the moral scales, with good-aligned fishmen typically being chaotic good with a great emphasis on personal freedom, while evil-aligned fishmen tend towards lawful evil with the ideals that their superior physique means they should rule over other races.

Size. Fishmen vary greatly in size and typically stand taller than humans at 7-8 feet up to 15 feet. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a swimming speed equal to your walking speed.

Aquatic Adaption. You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water.

Darkvision. Accustomed to the dark ocean floors where light is scarce, you have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Speech of the Sea. You can communicate simple ideas and words to creatures with a natural swimming speed that are of large size or smaller. Most sealife lack the ability to form or understand complicated messages, but can communicate simple expressions such as fear, hunger or joy.

Subraces. Choose between sharptooth, stronghide or multipod.

Sharptooth

Sharptooth fishmen typically have the physiological traits of a predator, such as a shark or killer whale. They use their sharp teeth or spines to tear enemies asunder if provoked.

Frightening. You have proficiency in the Intimidation skill.

Natural Weapons. You have sharp claws, teeth or spines that can be used as weapons. Your unarmed strikes deal slashing damage equal to 1d6 + your Strength modifier instead of the normal damage.

                                  

Stronghide

Stronghide fishmen develop powerful bodies that further amplify their innate strength and endurance, allowing them to become remarkable martial artists and fighters.

Natural Athlete. You have proficiency in the Athletics skill.

Strong Body. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Multipod

Multipod fishmen are recognizable by their extra arms, possessing as many as eight functioning limbs.

Manual Agility. You have proficiency in the Sleight of Hand skill.

Extra Arms. You have up to four additional arms. Each arm can hold a single item that can fit in one hand. When engaged in two-weapon fighting, you can still only make one attack as a bonus action. You cannot engage in two-weapon fighting while wielding a weapon with the two-handed property. Additionally, you can only benefit from one equipped shield even if you are wielding multiple shields.

Merfolk

Merfolk are humanoid creatures with the upper body of a human and the lower body of a marine creature, typically a fish or an octopus. Unlike fishmen, the human side of merfolk does not necessarily bear any piscine features, though it is not unheard of for some merfolk to have more marine traits such as fins or webbed fingers.

Related to the fishmen, merfolk make their home beneath the Red Line on fishman island. The two races exist in harmony, sharing a similar difficult history with the surface world and the races that inhabit it. But whereas fishmen are feared and infamous for being savages, merfolk have a much more favorable reputation among humans as beings of extreme beauty. Sadly, this reputation only serves to make them more desirable as slaves on the underworld markets, leading to many cases of abductions at the hands of pirates.

Despite these unfortunate circumstances, merfolk have remained firmly open-minded towards all other races, including humans. Kind-hearted and gregarious to a fault, merfolk have a reputation for saving drowning sailors from the depths only to disappear moments afterwards.

Deep Sea Monarchs

While not as physically imposing or martially bent as fishmen, merfolk have a keen eye for politics and diplomacy, being the current rulers of Fishman Island under King Neptune. While the common fishman has the advantage in a one on one fight, the merfolk's ability to organize and manage a standing army makes them the obvious figureheads in politics with the surface world.

Merfolk are very hospitable and welcoming to travelers that reach Fishman Island, which is a common occurance as it's the only way to travel from Paradise to the New World. As long as visitors come in peace and with no ill intent, the merfolk will graciously host any traveler during their stay whether they are pirates or marine soldiers.

While peaceful, merfolk are not naive however. If provoked, merfolk will respond in kind if their hands are forced, many of their soldiers and warriors having mastered a unique form of Fishman Karate unique to their kind. Being the fastest swimmers of all intelligent races, coupled with their organized military, make merfolk a force to be reckoned with even when battle is at hand.

Gregarious Helpers

Merfolk delight in song, music and all forms of community-based entertainment. Their's is a tight-knit community that lacks social stigma or class differences, each individual treated as a cherished part of the community as long as they are honest and kind-hearted in turn.

Merfolk and fishmen typically consider themselves kin of eachother and rarely make a difference between the two. Interbreeding between the two races has an equal chance of producing either a merfolk or fishman child, and most carry genes from both species with them resulting in a sense of unity and equality between the two races.

Merfolk may still have some reservations about humans, but these prejudices typically stem from fear or ignorance, which can usually be remedied through nothing but a few minutes of pleasant conversation. Most merfolk would much rather make a new friend rather than an enemy, and typically treat strangers as potential friends or allies with more open-mindedness than most other species.

Merfolk's friendly and approachable nature isn't limited only to other sapient beings. All mermaids can communicate and speak with fish, having a much easier time doing so than even fishmen. They can use this ability to call fish to their aid, which can be used for scouting or to gather information on the surrounding waters.


Swarm of Fish

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 5 + 4 times your level
  • Speed 0ft., swim 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 9 (-1) 1 (-5) 14 (+2) 2 (-4)

  • Skill Proficiencies Perception +2 +PB, Survival +2 +PB
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 12+PB
  • PB equal to your proficiency bonus

Search Party. The swarm has advantage on Wisdom (Perception) and Wisdom (Survival) checks while it has more than half its maximum hit points.

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny fish. The swarm can't regain hit points or gain temporary hit points.

Water Breathing. The swarm can breathe only underwater.

Actions

Nibbles (swarm has more than half HP). Melee Weapon Attack: +2 + PB to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage.

Nibbles (swarm has half HP or less). Melee Weapon Attack: +2 + PB to hit, reach 0 ft., one creature in the swarm's space. Hit: 2 (1d4) piercing damage.

                                  

Merfolk Traits

Ability Score Increas. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Merfolk reach adulthood in their late teens and live as long as humans.

Alignment. Merfolk are naturally amiable and kindhearted, gravitating towards good alignments. They have a strong focus on community and coexistence, making them tend towards law over chaos.

Size. Merfolk are usually the same size as humans, though exceptions that vary to the extremes do exist. The ones presented here are human-sized. Your size is medium.

Speed. Your base walking speed is 10 feet. Your base swimming speed is 40 ft.

Aquatic Adaption. You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water.

Bubble Floater. When near a body of water, you can create a bubble floater around your midsection as an action. While you have this floater, your walking speed increases by 20. The floater lasts for 8 hours.

Call for Aid. As an action, you can summon a swarm of fish in an empty square within 10 feet of you that is a body of water. The swarm is friendly to you and your allies, and obeys your command for 1 hour. Roll initiative for the swarm separately when in combat. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. Once you use this trait, you cannot use it again until you finish a long rest.

Darkvision. Accustomed to the dark ocean floors where light is scarce, you have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Friend of the Sea. You can speak with creatures with a natural swimming speed that are of huge size or smaller. Though simple-minded, sea creatures can understand the words you speak. Additionally, you have advantage on Wisdom (Animal Handling) ability checks made towards marine creatures.

Pure Soul. You have advantage on Intelligence, Wisdom and Charisma saving throws.

                                  

Mink

The mysterious mink tribe is a race of fur-covered, anthropomorphic humanoids from the "phantom island" of Zou in the New World, a moving island situated atop the back of an ancient, millenium old elephant known as Zunesha. Because of its unique location, Zou is impossible to find with a logpose, hiding the minks away from the eyes of the world as a result. While most humans go their entire lives without ever seeing a mink, the rumours of Zou's formidable sentinels carry far and wide across the new world, telling tales of the minks' mythical ability to generate electricity and transform into vicious beasts beneath the light of the full moon.

The island of Zou rests on the back of a giant, millenia-old elephant known as Zunesha. Reaching the island atop this giant is a difficult task, leading to rumours and hearsay telling that minks are isolationist and reclusive. Truthfully however, despite having been hunted for slaves by human pirates in the past, minks are exceptionally welcoming and hospitable to all manners of visitors that come in good faith to their island.

Minks have a tight-knit community on their island, making no difference between themselves regardless of a mink's features. They show affection to eachother through physical contact or acts of generosity, having next to no concept of personal space even between relative strangers. "Garchu", a common practice among minks, consists of rubbing their temple or cheek against eachother, signifying a greeting or act of gratitude.

Each individual mink takes after a specific fur-covered mammalian creature, and recognize differences in their own kin by referring to canine minks as such, for example. However, mink do not differentiate between eachother, and carnivorous minks live side by side with herbivorous minks. Mink society places a stigma on eating animals with fur, and as such their diet primarily consists of reptlies, fish and greens found on the island of Zou.

Moonlit Warriors

All minks tend to be stronger than normal humans, possessing formidable physical abilities typical to their animalistic side, such as strong legs that can scale trees in a single leap, or powerful muscles for physical labor. Their abilities do not remarkably detoriate with age, and this combined with an effective metabolism and recovery rate makes them formidable fighters in battle.

Adding to that, minks have two additional abilities that serve to differentiate them from humans: Electro, the ability to generate powerful electrical charges through their fur, and Sulong, the ability to transform into an even more powerful form while under the light of the full moon.

Sulong is the most feared ability of the minks, known to transform them into unstoppable, rampaging beasts. Only a few minks master this ability, as loss of control can result in the death of not just their enemies, but their allies and even themselves as well. While transformed, a mink grows increasingly ferocious as their fur grows out, their muscles tense and their claws extend, becoming a frightful sight to behold by their enemies.

Mink Traits

As a mink, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Minks reach adulthood in their late teens and live as long as humans.

Alignment. Minks are generally gregarious and friendly, though they focus on their own community over contact with other races, making them lawful good.

Size. Minks vary greatly in size due to their animal heritage, but typically are comparable to humans. Your size is medium.

Speed. Your base walking speed is 35 feet.

Darkvision. You are accustomed to the dark forests of Zou. You have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Electro. All minks can generate electricity through their fur. Once per turn when you hit with a melee weapon attack, you can choose to deal lightning damage instead of the weapon's normal damage. When you do so, the target then cannot take reactions until the start of your next turn.

Inner Beast. You can draw upon your bestial blood to greatly boost your speed and strength for a short time. As a bonus action, you can grant yourself advantage on all Strength and Dexterity-based ability checks for 1 minute. During this time, your speed increases by 10 and when you use your Electro trait, you deal additional lightning damage equal to your level. You must finish a long rest before you can use this trait again.

If the full moon is visible when you make this transformation, you enter Sulong form for the duration, increasing both your Strength and Dexterity scores by 3. This increase can exceed an ability score of 20, but not 30. When this sulong form ends, you suffer one level of exhaustion.

Subrace. Choose between diurnal or nocturnal.

                                  

Diurnal

Diurnal minks are primarily awake and active during the day. Due to catching sunlight, they do most of the agricultural work among the mink.

Diurnal Nature. You gain proficiency in two of the following skills of your choice: Athletics, History, Medicine, Nature or Persuasion.

Nocturnal

Nocturnal minks are primarily awake and active during the night. Owing their nightly activities, they make excellent scouts and defenders.

Nocturnal Nature. You gain proficiency in two of the following skills of your choice: Acrobatics, Athletics, Perception, Stealth or Survival.

Sky Islander

Far removed from the seas of blue and shores of sand lies a collection of islands resting in the balmy embrace of the clouds above, known to all as the mythical sky islands. Here, the "water" is white and made of strange, buoyant clouds that flow just like seawater, while the "earth" is made from springy, firm yet soft clouds that can support entire cities and forests.

To most residents of the "blue" sea, as the world below the clouds is known to the inhabitants of sky islands, the idea of there existing a world above in the clouds is one of fantasy and myth. Anyone who would claim otherwise is often met with ridicule and possibly even scorn, for the idea of another sea existing above them is ludicrous to most humans.

Yet anything a man can imagine is a possible reality. Hailing from these mythical islands are a tribe of humanoids known collectively as sky islanders, though they rarely refer to themselves as such. Atop the clouds lies an endless stretch of islands, kingdoms and tribes with their own unique history. The largest known society being that of Skypiea, situated ten thousand meters above the waters of Paradise in the Grand Line. Home to the skypieans and shandia, distinguishable by the small wings upon their back, it is the largest settlement found upon the clouds of the world. Only reachable through one of two ways, the long and arduous "High West" or the extremely dangerous "Geyser Stream", it is a land that see few visitors.

                                  

Dials and Cloudscapes

Daily life on the sky islands revolve around the use of dials, a type of shells left by a species of shellfish unique to the sky islands. These dials have the unique ability to store different forms of energy and matter, such as the breath dial which can store air currents or the flame dial which can store open, living fire. As long as the shell is intact, a dial can be recharged indefinitely as long as it is subjected to the energy or matter that it can store, as each dial can only handle one specific element.

Dials are more than simple tools to sky islanders. With the lack of naturally occuring earth in their world, their entire society has been shaped around the use of dials. It is used to power what is known as "wavers", unique dial-driven vehicles that can easily traverse the cloud sky; as weapons used by fighters and warriors to produce force, fire or even cutting winds; to shape clouds like wood and stone to make foundations for buildings and roads; and as simple household items such as heat dials to cook, or light dials to illuminate rooms.

Holy Vearth

Earth does not appear naturally on sky islands. Though plants can grow on the clouds they shape, they cannot germinate through them like they can in earth. As a result, sky islanders consider earth to be the most precious substance of all and has exalted it to holy status, referring to it as "vearth".

The largest mass of earth can be found in Skypiea, known as Upper Yard among the locals. For the longest time since it arrived on the sky island 400 years ago, it was the seat of the Skypiean political and religious leader known as "god". Skypieans and the original inhabitants of the island, the shandia, fought a long and tolling war over the island, which was only settled recently with the banishment of the old god Enel and his followers, the last of the birkan sky islanders.

Sky Islander Traits

As a sky islander, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Sky Islanders reach adulthood in their late teens and live as long as humans.

Alignment. Sky islanders are often religious, tending towards lawful alignments. Shandians are the exception, revering their ancestors and having a slight chaotic bend.

Size. Sky Islanders vary greatly in size, but typically are comparable to humans. Your size is medium.

Speed. Your base walking speed is 35 feet.

Aircraft Expertise. You are proficient with Vehicles (Sky), and may double your proficiency bonus for any ability check made with a Vehicles (Sky). Additionally, you have advantage on all Intelligence-based ability checks relating to dials.

Cloud Walker. You are naturally acclimated to life at high altitudes where air is thin and winds rough. You can hold your breath for twice as long, and your speed cannot be reduced by strong winds or weather-related effects.

Strong Faith. You have advantage on saving throws against being charmed or frightened.

Subraces. Choose between birkan, shandian and skypiean.

Birkan

Birka was the home of strong warriors before its destruction. its remaining denizens are easily recognized by their downwards-facing wings, as opposed to those of skypieans.

Ancient Dials. You have a few dials thought long extinct. You know the shocking grasp trick. Starting at 3rd level, you can use inflict wounds with this trait. Starting at 5th level, you can also use blur with this trait. Once you use inflict wounds or blur with this trait, you cannot use the same creation again until you finish a long rest. You can also use these creations with any creation slots you have.

Your creative ability for these creations is your choice of Intelligence, Wisdom or Charisma (choose which when you select this race).

                                  

Shandian

Shandians originate from the Blue Sea, being the original inhabitants of Upper Yard who were driven out when skypieans conquered the island. Eventually peace was brokered and these proud warriors now act as god's personal guards, once again walking the earth of their ancestors.

Battle Dials. You have a few dials designed for combat. You know the produce flame trick. Starting at 3rd level, you can use thunderwave with this trait. Starting at 5th level, you can also use flame blade with this trait. Once you use thunderwave or flame blade with this trait, you cannot use the same creation again until you finish a long rest. You can also use these creations with any creation slots you have.

Your creative ability for these creations is your choice of Intelligence, Wisdom or Charisma (choose which when you select this race).

Skypiean

Skypieans are the most numerous inhabitants of the sky islands. Most eke out humble lives upon the cloudy lands surrounding Upper Yard, being unparalleled cloud artisans.

Artisan Dials. You have a few dials for personal use. You know the light trick. Starting at 3rd level, you can use fog cloud with this trait. Starting at 5th level, you can also use levitate with this trait. Once you use fog cloud or levitate with this trait, you cannot use the same creation again until you finish a long rest. You can also use these creations with any creation slots you have.

Your creative ability for these creations is your choice of Intelligence, Wisdom or Charisma (choose which when you select this race).

                                  

Augmented

Across the four seas and the Grand Line, scientists of every mindset and morality seek to push humankind to the next level, oftentimes at the cost of their own humanity as much as that of their subjects. To this end exist the augmented: A race of humanoids empowered with technological or biological enhancements that stand at the apex of evolution. The augmented exist as something beyond that of mere men and beasts, regardless of whether they originally wanted to or not.

Scientific Menagerie

The existence of augmented humanoids is a very recent thing, appearing as the result of scientific progress. Doctors, scientists and madmen alike have always sought to overcome the limits of the human body, and to this end they created the augmented from already living, or sometimes even dead, creatures. Augmented vary greatly in appearence, however they can typically be categorized into groups determined on their design. If an augmented had body parts replaced with machinery, they are considered a cyborg; if an augmented had body parts replaced with those of wild animals, they are considered a chimera; if the augmented was given no visual modifications and instead only returned to life from a dead state, they are considered a revived; and finally, if an augmented were only given internal or genetical modifications with no visible changes, they are considered to be an artificial human.

Made to Order

Most augmented were created for a singular purpose, such as the pacifistas created by the world government or the zombies raised by Dr. Hogback. Most augmented were normal people at first, and many had no say in their transformation into augmented. Unscrupulous scientists have no qualms about using slaves or kidnapped civilians for their experiments, and many augmented are either in service of these people or on the run from their forces. True freedom is a luxury that many augmented have never tasted in their life.

Augmented Traits

As an augmented, you have the following traits.

Ability Score Increase. One ability score of your choice increases by 2, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Augmented are typically created from already living humanoids, and inherit the lifespan of their former life.

Alignment. Subservient augmented are almost always lawful neutral, while those that have broken free of their bonds and old masters usually gravitate towards chaotic alignments.

Size. Augmented vary greatly in size depending on the mold from which they were created. Your size is your choice of small or medium.

Speed. Your base walking speed is 30 feet.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Subraces. Choose between cyborg, artifical human, chimera or revived.

Cyborg

Your body has been augmented with mechanical parts.

Fuel. You do not require food or water to sustain yourself. Instead, you require a specific kind of fuel that you designate upon creation. This fuel can be any commonly occuring substance, such as lamp oil, coal or soda, and you require half a gallon (if liquid) or half a pound (if solid) to gain enough nourishment to sustain you for one day.

Integrated Armor. The metallic parts of your body act as natural armor for you. While you're not wearing armor, your armor class is calculated as 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.

Integrated Toolbox. You can integrate a weapon, item or a set of tools into, or remove such an item from, your body with 10 minutes of uninterrupted work, which can be done as part of short or long rest. Once integrated into your body, you can draw or stow the item as part of any action that involves its use, and you cannot be disarmed of it against your will. You can have a number of integrated weapons or tools equal to 1 + your proficiency bonus, and if you try to integrate a new item while at your maximum limit, the attempt fails.

Artificial Human

You are the result of genetic experimentation, granting you remarkable fortitude and the ability to heal from wounds faster than others.

Accelerated Healing. When you regain hit points for any reason, including using hit dice, you regain a number of additional hit points equal to your proficiency bonus.

Natural Armor. Your skin alone is tough enough to block sword and bullets. While you're not wearing armor, your armor class is calculated as 13 + your Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC.

Warborn. You are proficient with two weapons of your choice.

                                  

Chimera

Your body has been augmented with the features of a wild beast, granting you enhanced strength and senses.

Speed. You have either a flying speed of 30 feet, a swim speed of 30 feet, or a climbing speed of 30 feet. You choose which when you select this race.

Darkvision. Your bestial side enhances your sense. You have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Natural Weapons. You have natural weapons in the shape of sharp talons, claws, fangs, or all of the above. You can use these natural weapons to make unarmed strikes, and they deal 1d4 + your Strength or Dexterity modifier piercing damage on hit. You can choose whether to use Strength or Dexterity when attacking with these natural weapons, but must use the same ability score for both the attack and damage roll.

Revived

You have died before, but by some miraculous or accursed means you have returned to life as an undead.

Darkvision. You have darkvision out to 60 feet and can see in dim light as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Deathless Nature. You do not require air, food or water. Additionally, you do not require sleep, and creations cannot put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

Grave Fortitude. You have advantage on death saving throws, and on saving throws against poisons and disease. Additionally, you have resistance to poison damage.

Chapter 2: Classes

People who take to the seas are all individuals with the potential for greatness in their hearts. They are the wills with which history will be shaped, standing out from the crowd as heroes, villains and simple seekers of freedom. Classes as they exist in this setting represents a character's primary skillset and the abilities they rely on in order to make their dream a reality.

Arcana = Engineering

The Intelligence (Arcana) skill is replaced in this setting with the Intelligence (Engineering) skill. When the DM calls for a skill ability check involving technology, inventions or clockworks, Intelligence (Engineering) is used to determine how well they perform.

Spells = Creations

In the world of One Piece, spellcasting is nonexistent. However, in order to maintain the mechanical diversity of the playstyles presented in Dungeons and Dragons 5th edition, spellcasting is thematically rebranded in this system as Creativity. This is, for the most part, a simple change in terminology for the sake of immersive roleplay, however a few classes are changed as a result of this and others still are unfortunately removed completely.

Creativity (Spellcasting). The world of One Piece is full of gifted creators who can create spell-like effects through the use of gadgets and items. Spellcasting is referred to as Creativity, however its functionality is virtually the same as in standard Dungeons and Dragons 5th edition.

Creation (Spell). Spells and Spell Slots are referred to as Creations and Creation Slots, however their functionality are virtually the same as in standard Dungeons and Dragons 5th edition.

Trick (Cantrip). Cantrips are referred to as Tricks, however their functionality is virtually the same as in standard Dungeons and Dragons 5th edition.

Devil Fruits (Innate Spellcasting). The fantastical power of devil fruits manifest in those who consume it. These individuals gain the ability to create fantastical effects and powers, which fill a similar function to innate spellcasting found in standard Dungeons and Dragons 5th edition.

Creative Ability (Spellcasting Ability). Spellcasting Ability is referred to as Creative Ability, however its functionality is virtually the same in both instances and as in standard Dungeons and Dragons 5th edition.

Routine Usage (Ritual Casting). Ritual Casting is referred to as Routine Usage, however its functionality is virtually the same as in standard Dungeons and Dragons 5th edition.

Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior who can draw upon an inner fury to crush their enemies. d12 Strength Strength & Constitution Light and medium armor, shields, simple and martial weapons
Bard A musician who can create enchanting music that aids allies and hinders enemies. d8 Charisma Dexterity & Charisma Light armor, simple weapons, hand crossbows, pistols, cutlass, longswords, rapiers, shortswords
Brawler A simple fistfighter who strikes with power and speed in deadly flurries of blows. d8 Dexterity & Wisdom Strength & Dexterity Simple weapons, improvised weapons
Fighter A well-rounded combatant that can claim a mastery over many weapons and armor. d10 Strength or Dexterity Strength & Constitution All armors, shields, simple and martial weapons
Gadgeteer A brilliant inventor who creates fantastical gadgets that could easily be mistaken for magic. d6 Intelligence Intelligence & Wisdom Daggers, darts, slings, quarterstaffs, blunderbuss, flintlocks, light crossbows
Marksman A peerless sniper with a deadly aim that focuses on hunting down a favored mark. d10 Dexterity & Wisdom Strength & Dexterity Light and medium armor, shields, simple and martial weapons
Medic A practitioner of medicine who specializes in keeping the rest of their crew alive. d8 Wisdom Intelligence & Wisdom Light armor, daggers, slings, quarterstaffs, blunderbusses, flintlocks, light crossbows, sickle
Rogue An expert at infiltration and subterfuge that sneaks behind the enemy line and strike from where they least expect it. d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, pistols, revolvers, cutlasses, katanas, longswords, rapiers, shortswords
Savant A passionate soul who draws upon an inner power to smite their enemies. d10 Strength & Charisma Wisdom & Charisma All armors, shields, simple and martial weapons

Barbarian

The Barbarian
Level Proficiency Bonus Features Rages Rage Damage
1st +2 Rage, Unarmored Defense 2 +2
2nd +2 Reckless Attack, Danger Sense 2 +2
3rd +2 Primal Path 3 +2
4th +2 Ability Score Improvement 3 +2
5th +3 Extra Attack, Fast Movement 3 +2
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score Improvement 4 +2
9th +4 Brutal Critical (1 die) 4 +3
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score Improvement 5 +3
13th +5 Brutal Critical (2 dice) 5 +3
14th +5 Path Feature 5 +3
15th +5 Persistant Rage 5 +3
16th +5 Ability Score Improvement 5 +4
17th +6 Brutal Critical (3 dice) 6 +4
18th +6 Indomitable Might 6 +4
19th +6 Ability Score Improvement 6 +4
20th +6 Primal Champion Unlimited +4

Class Features

As a barbarian, you gain the following class features

Hit Points


  • Hit Dice: 1d12 per barbarian level
  • Hit Points at 1st Level: 12 + your Constitution modifier
  • Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per barbarian level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: none

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer's pack and four javelins

Rage

In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

  • You have advantage on Strength Checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

If you are able to use creations, you can't use them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Unarmored Defense

While you are not wearing any armor, your armor⁠ class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

                                  

Reckless Attack

Starting at 2nd Level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to a⁠ttack recklessly. Doing so gives you advantage on melee weapon a⁠ttack rolls using Strength during this turn, but atta⁠ck rolls against you have advantage until your next turn.

Danger Sense

At 2nd Level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity Saving Throws against effects that you can see, such as traps and creations. To gain this benefit, you can't be blinded, deafened, or incapacitated.

Primal Path

At 3rd Level, you choose a path that shapes the nature of your rage. Path of the Berserker, Path of the Blade Master, Path of the Cannoneer and Path of the Challenger are detailed at the end of the class description. Path of the Totem Warrior can be found in chapter 3 of the player's handbook, while Path of the Storm Herald can be found in chapter 1 of Xanathar's Guide to Everything.

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.

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Fast Movement

Starting at 5th Level, your speed increases by 10 feet while you aren't wearing heavy armor.

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren't Incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you're raging and don't die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Primal Paths

Rage burns in every barbarian's heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal. To a few, rage is a weakness unless controlled, honed like the blade they wield to cut only when they wish for it do so.

Path of the Berserker

For some barbarians, rage is a means to an end—that end being violence. The path of the berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.

Frenzied Attack

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. As a bonus action while raging, you can make one weapon attack with a weapon you are currently wielding. When you do so, you lose the damage resistances granted by your rage until the start of your next turn.

Mindless Rage

Beginning at 6th level, you can't be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

                                  

Intimidating Glare

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use a bonus action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

Path of the Blade Master

The rage of a blade master is not the mad screams of a berserker or the primal howls of a totem warrior, but a silent, merciless and deadly intent that suffuses their blades like an aura. Blade masters draw on their rage like other barbarians, but they wield it like another blade rather than give in to it, unleashing the full power of their fury without losing sight of their goal.

While swords are the most popular weapon for these barbarians, they are not restricted to such weapons alone. The philosophy behind their power can be applied to any weapon of their choice.

Fighting Style

Starting when you chose this path at 3rd level, you learn how to properly wield your weapon of choice. Choose a fighting style from the list below. You can't take a Fighting Style option more than once, even if you later get to choose again.

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.

Great Weapons Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Flying Scars

Also at 3rd level, you learn how to generate destructive shockwaves that fly from your weapon through the air.

You gain a new attack option that you can use with the Attack action while raging. This special attack is a ranged weapon attack with the normal range of 20 feet and maximum range of 60 feet. You are proficient with it, and add your Strength modifier to its attack and damage roll. Its damage type and damage die is the same as the weapon you are wielding when you make this attack.

While you engage in two-weapon fighting and use this special attack as part of an Attack action on your turn, you can make this special attack an additional time as a bonus action.

If the bonuses from a Fighting Style you have applies to the weapon you are wielding when you make this special attack, those bonuses apply to this attack as well.

When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

Steel Rending

Also at 6th level, your focused fury is honed like an edge, allowing you pierce through any defenses.

While raging, your weapon attacks ignore any resistance to bludgeoning, piercing or slashing damage that isn't Haki-based, and your weapon attacks deal double damage to structures and buildings.

Tempered Rage

Beginning at 6th level, constant wrestling with your rage and fury has made you fully in control of your emotions. You gain proficiency in Wisdom saving throws. If you're already proficient, you gain proficiency in your choice of Intelligence or Charisma saving throws.

Proof of Mettle

Beginning at 10th level, you can make a statement when you deal a killing blow to a creature. While raging and you score a critical hit or reduce a creature to 0 hit points with a weapon attack, you can release a surge of fear around you. Each creature of your choice within 20 feet must make a Wisdom saving throw (DC = 8 + your proficiency bonus + your Strength modifier) or be frightened of you for 1 minute or until it can no longer see you. A creature can repeat this saving throw at the end of its turn, ending the effect on itself on a successful save.

You can use this feature only once per rage, and must expend another use of rage to use it again.

Inexorable Prowess

Beginning at 14th level, you never have disadvantage on weapon attacks against creatures you can see while you are raging.

                                  

Path of the Cannoneer

Every ship needs someone to man the cannons, but barbarians who follow the path of the cannoneer won't settle for leaving their boomstick behind on the ship. Part genius and part madness compels them to sling the massive gun over their shoulder and bring it with them into battle.

Boomstick

At 3rd level, you've trained your body to withstand the recoil of smaller cannons. You gain proficiency with cannons and improvised weapons, and can now wield the swivel gun (Chapter 4) as a weapon, treating it as a ranged improvised weapon with the loading, heavy and two-handed properties. While wielded in your hands, a swivel gun has a misfire score of 3, reload 1 and range 60/240. You are proficient with swivel guns and add your Strength modifier to the attack and damage rolls. Additionally, you benefit from Reckless Attack when making ranged attacks with swivel guns, and can add your bonus Rage damage to these attack. Later when you gain your Brutal Critical feature, it applies to ranged attacks with swivel guns as well. When you use Reckless Attack, the misfire score of any swivel gun you're wielding triples until the start of your next turn.

You can also use the bulk of the cannon to strike at enemies in melee range. In this instance, the swivel gun acts as an improvised weapon that deals 2d6 bludgeoning damage on hit and has the heavy and two-handed properties.

The massive bulk of the cannon makes it unwieldy to use. You have disadvantage on all ranged attack rolls with the swivel gun while you're not raging.

Crazed Bravado

Beginning at 6th level, you've grown used to the burning of hot iron and thunderous boom of cannons. You gain resistance to fire damage and thunder damage, and immunity to the deafened condition.

Additionally, you maintain your rage even if you don't make an attack or take damage on your turn if you use your action to fix a swivel gun that has misfired.

Pack Mule

At 10th level, lugging a cannon around has granted you immense physical strength. You gain the following benefits.

  • Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength Checks made to push, pull, lift, or break objects⁠.
  • When pushed or moved against your will, you can use your reaction to reduce the distance moved by a number of feet equal to your Strength score.
  • You have advantage on Constitution saving throws against exhaustion.

Blastback

At 14th level, your aim has gotten good enough that you can send enemies flying with your cannon.

Once per turn while raging and when you hit a creature with a weapon attack using a weapon with the heavy property, you can force the creature to make a Strength saving throw. The DC for the saving throw is calculated as 8 + your proficiency bonus + your Strength modifier. On a failed save, a creature is pushed up to 15 feet away from you.

Path of the Challenger

Most barbarians seek out the most brutal weapon they can find to wield in battle. Those that follow the path of the challenger has come to the conclusion that their own muscles are the deadliest weapon of all. Perhaps the craziest of all barbarians, these pugilists rush into battle with neither weapon nor armor, their rage more like a euphoric laughter than a roaring howl as they revel in the battle ahead.

Fists of Fury

At 3rd level, the strike of your fists grow more potent, and each punch resounds a challenge to the creature you strike.

You can roll a d6 in place of the normal damage of your unarmed strikes. If you aren't wielding a weapon or a shield, you can roll a d8 instead.

Additionally when you hit a creature with an unarmed strike while raging, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Challenger's Response

Beginning at 6th level, your response to fear is not to run away, but to punch harder. While frightened, you can still move towards the source of the frightened effect if you are raging.

Intercepting Strike

At 6th level, your quick reflexes allow you to intercept enemies aiming for your allies.

While raging, when a creature targets an ally within 30 feet with an attack, you can immediately use your reaction to move up to half your speed and make a single unarmed strike against the attacking creature if you're within range. You can take this reaction before the creature rolls to attack.

Psyche Up

At 10th level, you can release a loud bellow that inspires nearby allies.

As a bonus action, you can release a fierce cry that fills allies with courage. Up to ten creatures of your choice gains advantage on attack rolls and immunity to the frightened condition until the start of your next turn. If a chosen creature is frightened when it hears this war cry, the frightened effect is temporarily suspended for the duration of this effect and the creature makes its next saving throw to remove the frightened effect at advantage.

Once you use this feature, you cannot do so again until you finish a long rest.

Death Defying

Beginning at 14th level, you refuse to fall while battle is still at hand.

While you're raging, having 0 Hit Points doesn't knock you unconscious. You still must make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. However, if you would die due to failing death saving throws, you don't die until your rage ends, and you die then only if you still have 0 hit points.

                                  

Path of the Totem Warrior

The Path of the Totem Warrior is a viable choice that appears in the player's handbook. It is a suitable choice for tribal warriors from the fringes of the civilized world, where animal spirits guide the people. With this subclass, you become a ferocious warrior that draws upon the power of bear, eagle or wolf with abilities like the following:

  • A choice between three major spirits: Bear, eagle and wolf, each with their own strengths. Focus on one, or build a totem with aspects of all three beasts.
  • Bear grants you incredible fortitude to stand tall against any attack, strength to lift weights far heavier than the common person, and the ability to intimidate enemies into focusing their attention on you.
  • Eagle grants you boundless speed and agility, the eyesight of an apex predator, and even the ability to take to the skies while raging.
  • Wolf makes you a leader of your pack, able to grant advantage to allies, hunt and track enemies with ease, and knock down enemies you strike.

Path of the Storm Herald

The Path of the Storm Herald is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for warriors with hidden inner strength, able to draw power from the very elements themselves. With this subclass, you become a whirlwind of elemental powers, be they heat, cold or storm, harnessing the natural world with abilities like the following:

  • The ability to summon a storming aura around yourself when you rage. As you grow stronger, this aura not only harms and hinders enemies but aids your allies as well.
  • The desert aura is one of heat, burning enemies around you every round, lighting the surroundings on fire and sheltering you from fire damage.
  • The sea aura harnesses the storms of the oceans, causing lightning bolts to strike down enemies, allowing you to breathe water as if it was air, and allowing you to strike enemies with the force of a tidal wave.
  • The tundra aura surrounds you with the bitter chill of winter, numbing allies to suffering and reducing the damage they take, freezing water around you and halting enemies that try to escape.

Bard

The Bard
Level Proficiency Bonus Features Tricks Known Creations Knowns 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Creativity, Bardic Inspiration (d6) 2 4 2
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3
3rd +2 Bard College, Expertise 2 6 4 2
4th +2 Ability Score Improvement 3 7 4 3
5th +3 Bardic Inspiration (d8), Font of Inspiration 3 8 4 3 2
6th +3 Countercharm, Bard College Feature 3 9 4 3 3
7th +3 3 10 4 3 3 1
8th +3 Ability Score Improvement 3 11 4 3 3 2
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1
10th +4 Bardic Inspiration (d10), Expertise, Musical Secrets 4 14 4 3 3 3 2
11th +4 4 15 4 3 3 3 2 1
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1
14th +5 Musical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Musical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1

Class Features

As a bard, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per bard level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per bard level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, pistols, cutlass, longswords, rapiers, shortswords
  • Tools: Three musical instruments of your choice

  • Saving Throws: Dexterity, Charisma
  • Skills: Choose any three

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat's pack or (b) an explorer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

Creativity (Spellcasting)

You have learned to untangle and reshape the fabric of reality in harmony with your music. Your creations are part of your vast repertoire, music that you can tune to different situations. See the bard creation list under "Bard Creations by Level". (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Tricks (Cantrips)

At 1st Level, you know three tricks of your choice from the bard creations list. You learn additional bard tricks of your choice at higher levels, as shown in the Tricks Known column of the Bard table.

Creation Slots (Spell Slots)

The Bard table shows how many creation slots you have to play your bard creations of 1st Level and higher. To play one of these creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

For example, if you know the 1st-level creation healing word and have a 1st-level and a 2nd-level creation slot available, you can cast healing word using either slot.

Creations Known of 1st Level and Higher (Spells)

You know four 1st-level creations of your choice from the bard creation list.

The Creations Known column of the Bard table shows when you learn more bard creations⁠ of your choice. Each of these creations⁠ must be of a level for which you have creation slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new creation of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Bard creations you know and replace it with another creation from the bard creation list, which also must be of a level for which you have creation slots.

Creative⁠ Ability (Spellcasting Ability)

Charisma is your creative ability for your Bard creations. Your creations are music and songs that comes from the heart and soul you pour into the performance. You use your Charisma whenever a creation refers to your creative⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for a bard creation you play and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Charisma modifier

Creation Attack modifier = your proficiency bonus + your Charisma modifier

Routine Usage (Ritual Casting)

You can play any bard creation you know as a routine if that creation has the routine tag.

Apparatus (Spellcasting Focus)

You can use a musical instrument (see chapter 5, "Equipment") as an apparatus for your Bard creations.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Insp⁠ira⁠tion die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls The D20 before deciding to use the Bardic Insp⁠iration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiratio⁠n die is rolled, it is lost. A creature can have only one Bardic Inspir⁠ation die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspira⁠tion die changes when you reach certain levels in this class. The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.

Jack of all Trades

Starting at 2nd Level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Song of Rest

Beginning at 2nd Level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more hit dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd Level, you delve into the advanced techniques of a bard college of your choice: the College of Legends and the College of Lore are detailed at the end of the class description. The College of Valor can be found in chapter 3 of the player's handbook, while the College of Swords and College of Whispers can be found in chapter 1 of Xanathar's Guide to Everything. Your choice grants you features at 3rd Level and again at 6th and 14th level.

Expertise

At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 10th level, you get to choose another 2 skill proficiencies to gain this benefit.

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.

Font of Inspiration

Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm

At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Musical Secrets

At 10th level, you've gathered inspiration from creations of a wide spectrum of disciplines.

Choose two creations from any class creation list found in this document, including this one. The creation must be of a level you can use, as shown on the Bard table, or a trick.

The chosen creations count as bard creations for you and are included in the Creations Known column on the Bard table.

You learn two additional creations from any classes at 14th and again at 18th level.

Superior Inspiration

At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

Bard College

The way of a bard is gregarious. Bards seek each other out to swap songs and stories, boast of their accomplishments, and share their knowledge. Bards form loose associations, which they call colleges, to facilitate their gatherings and preserve their traditions. A bard college is rarely a physical place, though such institutions do exist, but more often than not they are simply a collective term for bards that share similar philosophies and walks of life.

Bards belonging to the college of legends are drawn to powerful personalities, intent on recording the life of extraordinary individuals and immortalizing them through song and music. These daring bards believe that a single powerful will can change the course of history and dedicate themselves to seeing their muse's ambition come true.

While some of these bards have themselves as their own muse, it is far more common for one to find a person or a group sometime in their life that they choose to follow. A musician aboard a pirate ship typically looks upon their captain or their whole crew in this fashion. These bards arm themselves for battle, intent on seeing the legends be made with their own eyes. Even if they don't have eyes.

Bonus Proficiencies

Beginning when you join this college at 3rd level, you gain proficiency with martial weapons.

Brave Charge

Also at 3rd level, you learn how to weave music into melodic battle cries, imbuing allies with strength and endurance.

As a bonus action, you can expend one use of your Bardic Inspiration to sound a call to arms for your allies. Choose a number of creatures that can hear you within 60 feet, up to your Charisma modifier (minimum of one). Each of them gain 5 temporary hit points. Additionally, the next attack an affected creatures makes deals additional damage equal to your Charisma modifier (minimum of one additional damage).

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Battle Musician

Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can replace one of these attacks with a trick, or a Countercharm performance.

Rallying Encore

At 14th level, your music can inspire allies to fight on even as death encroaches upon them.

When you see a friendly creature be reduced to 0 hit points, you can use your reaction to sound a majestic melody that resonates with their spirit. The target instead falls to 1 hit point before it regains a number of hit points equal to your bard level, even if it normally would have died. Any negative effects caused by falling to 0 hit points are negated.

Once you use this feature, you must finish a long rest before you can do so again.

College of Lore

Bards of the college of lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important nobles.

Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Additional Musical Secrets

At 6th level, you learn two creations of your choice from any class. A creation you choose must be of a level you can cast, as shown on the Bard table, or a trick. The chosen creations count as bard creations for you but don't count against the number of bard creations you know.

Peerless Skill

Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

                                  

College of Valor

The College of Valor is a viable choice that appears in the Player's Handbook. It is a suitable choice for battle skaalds singing of glory and upbeat adventurers who bring a smile to the people they meet. With this subclass, you become a warrior poet equally skilled at battle and entertainment with abilities like the following:

  • Mastery of armor and weapons, allowing you to wade into battle alongside allies with confidence.
  • The ability to boost your allies' damage and armor rating with inspiring words.
  • A choice of attacking multiple times during your turn, or weave magic and steel together into an elegant dance.

College of Swords

The College of Swords is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for swashbucklers and fencers with a more elegant and musical flair. With this subclass, you become a skilled swordsman that can rival any fighter in a straight-up fight with special techniques and abilities like the following:

  • Mastery over all forms of blades and medium armor, making you a durable and skilled duelist.
  • A choice of a fighting style, using either a single blade or one in each hand.
  • Several flashy flourishes that improve your battle skills by expending Bardic Inspiration die.
  • An additional attack per turn, letting you slice and dice with the best of them.

College of Eloquence

The College of Eloquence is a viable choice that appears in Tasha's Cauldron of Everything. It is a suitable choice for politicians, poets and writers seeking inspiration and adventure upon the high seas using the power of their words, with abilities like the following:

  • A silver tongue unparallelled even by other bards, able to sway or dupe just about anyone they speak to.
  • The ability to know exactly what to say to undermine an enemy's defenses, making them less likely to succeed on their saving throws.
  • An unfailing inspiration that remains in effect if it's not enough to aid an ally in succeeding a task, and eventually allowing them to inspire several creatures at once.

Brawler (Monk)

The Brawler
Level Proficiency Bonus Brawling Spirit Points Unarmored Movement Features
1st +2 1d4 Brawling, Unarmored Defense
2nd +2 1d4 2 +10 ft. Spirit, Unarmored Movement
3rd +2 1d4 3 +10 ft. Brawling Style, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Brace for Impact
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Style Feature
7th +3 1d6 7 +15 ft. Evasion, Shake it Off
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Ability Score Improvement
11th +4 1d8 11 +20 ft. Style Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Animal Spirit
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Style Feature
18th +6 1d10 18 +30 ft. Immortal Will
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self

Class Features

As a brawler, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per brawler level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per brawler level after 1st

Proficiencies


  • Armor: None
  • Weapons: Simple weapons, improvised weapons
  • Tools: Choose one type of artisan's tools or one musical instrument

  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation, Stealth or Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a dungeoneer's pack or (b) an explorer's pack
  • A simple weapon of your choice and 10 darts

Brawling

At 1st Level, your experience in street fighting gives you mastery of combat styles that use unarmed strikes and brawler weapons, which are improvised weapons and any simple melee weapons⁠ that lacks the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only brawler weapons and you aren't wearing armor or wielding a shield:

  • You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and brawler weapons.
  • You can roll a d4 in place of the normal damage of your unarmed strike or brawler weapon. This die changes as you gain brawler levels, as shown in the Brawling column of the Monk table.
  • When you use the Attack action with an unarmed strike or a brawler weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven't already taken a bonus action this turn.

Unarmored Defense

Beginning at 1st Level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Spirit

Starting at 2nd Level, your training allows you to draw upon an inner energy of willpower and grit. Your access to this energy is represented by a number of spirit points. Your brawler level determines the number of points you have, as shown in the Spirit Points column of the Brawler table.

You can spend these points to fuel various spirit features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind. You learn more spirit features as you gain levels in this class.

When you spend a spirit point, it is unavailable until you finish a short or long rest, at the end of which you psyche your spirit back to full energy. You must spend at least 30 minutes of the rest doing light exercise to regain your spirit points.

Some of your spirit features require your target to make a saving throw to resist the feature's Effects. The saving throw DC is calculated as follows:

Spirit save DC = 8 + your Proficiency Bonus + your Wisdom modifier

Flurry of Blows

Immediately after you take the Attack action on your turn, you can spend 1 spirit point to make two unarmed strikes as a bonus action.

Patient Defense

You can spend 1 spirit point to take the Dodge action as a bonus action on your turn.

Step of the Wind

You can spend 1 spirit point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmored Movement

Starting at 2nd Level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain brawler levels, as shown in the Brawler table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Brawling Style

At 3rd level, you settle on a specific brawling style to define your brawling: Daredevil, Fishman Karate, Ninja, Rokushiki Master or Okama Kenpo, all detailed at the end of the class description.

Your fighting style grants you features at 3rd level and then again at 6th, 11th and 17th level.

Deflect Missiles

Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the att⁠ack is reduced by 1d10 + your Dexterity modifier + your brawler level. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 spirit point to make a ranged att⁠ack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this atta⁠ck with proficiency, regardless of your weapon proficiencies, and the missile counts as a brawler weapon for the att⁠ack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 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.

Brace for Impact

Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an amount equal to five times your brawler level.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike

Starting at 5th level, you can aim a suckerpunch at the enemy's head. When you hit another creature with a melee weapon attack, you can spend 1 spirit point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball creation. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Shake it Off

At 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Animal Spirit

Starting at 13th level, your inner spirit burns with passion that even wild animals can understand. You can speak with all beasts and monstrosities, and understand what they say as well. Additionally, you have advantage on Charisma (Intimidation) ability checks you make towards beasts and monstrosities.

Diamond Soul

Beginning at 14th level, your hardened spirit grants you proficiency in all saving throws.

Additionally, whenever you make a saving throw and fail, you can spend 1 spirit point to reroll it and take the second result.

Timeless Body

At 15th level, your spirit sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. Additionally, you no longer require food or water to survive.

                                  

Immortal Will

Starting at 18th level, you can spend 4 spirit points as an action to gain resistance to all damage except force damage for 1 minute. During this time, you have advantage on all attack rolls, and attack rolls against you have disadvantage.

Perfect Self

At 20th level, when you roll for initiative and have no spirit points remaining, you regain 4 spirit points.

Brawling Style

Anyone can throw a punch if they try hard enough, but overtime specific brawling styles arose around the world. Each brawling style has a unique origin and philosophy behind it depending on the purpose for which it was developed.

Daredevil

Daredevils are brawlers who fight with complete abandon. However, while they may look unprofessional and unrefined from an outside perspective, a daredevil is defined by the purpose for which they fight, be it personal glory, a greater calling or their friends. Few enemies make for scarier opponents than a daredevil with everything to lose.

Power Strike

Starting at 3rd level, when you make an an unarmed strike as part of the Attack action, you can choose to not add your proficiency bonus to the attack roll. If the attack hits, you gain a bonus to the damage roll equal to twice your proficiency bonus.

Tireless Persistence

Starting at 6th level, your persistence in a fight and unwillingness to give up makes you extremely tough. If you hit a creature with an unarmed strike or a brawler weapon on your turn, you gain a number of temporary hit points equal to your Wisdom modifier (minimum of one), which last until the end of your next turn.

Insurmountable Spirit

At 11th level, you cannot be brought down while your spirit is still burning bright. When you are brought to 0 hit points, you can expend 2 spirit points to remain conscious and take actions as normal. You do not need to make death saving throws in this state. Each time you take damage while in this state, or if you start your turn with 0 hit points, you must expend 2 spirit points or immediately fall unconscious. This state ends when you regain any hit points, and once it ends you cannot enter it again until you finish a long rest.

Finishing Blow

At 17th level, you can wager all your might and willpower into a single, devastating strike. When you hit with an unarmed strike, you can expend a number of spirit points up to half your brawler level (rounded up). For each spirit point you spend, you add one additional brawler die to the damage. If you spend five or more spirit points, you additionally add your brawler level to the amount of damage done.

Fishman Karate

Fishman karate is the signature fighting style of the fishmen. It's a skillful and powerful martial art that becomes even deadlier while underwater. Typically practiced only by fishmen, though there's nothing prohibiting other races from learning this martial art.

Aquatic Brawler

Starting at 3rd level, you gain a swimming speed equal to your walking speed if you don't already have one. Additionally, you can hold your breath for up to 1 hour.

Brick Fist

Also at 3rd level, you learn how to launch a powerful strike that vibrates the water within a creature's body.

As an action, you can touch a creature and force it to make a Constitution saving throw. The creature takes bludgeoning damage equal to one roll of your brawler die + your Wisdom modifier on a failed save, and half as much on a successful one. On a failed save, it is additionally pushed up to 10 feet away from you. This damage cannot be resisted or reduced in any way except with certain Haki feats. When you use this feature, you can spend a number of spirit points up to your proficiency bonus, adding one additional brawler die to the damage for each spirit point spent.

While underwater, a creature without a swimming speed has disadvantage on its saving throw. After using Brick Fist, you can additionally make one unarmed strike as a bonus action, or use Flurry of Blows.

Water Shot

Also at 3rd level, you learn how to harness the moisture in the air, collecting it and hurling it as deadly projectiles.

You gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 60 feet. You are proficient with it, and you add your Dexterity or Wisdom modifier (your choice) to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d4. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table.

When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 spirit point to make the special attack twice as a bonus action.

Weaving Rapids

Beginning at 6th level, you learn how to weave between enemies like a rapid current. When you use Step of the Wind, you can move through squares occupied by hostile creatures as if they were difficult terrain. If you end this movement in an already occupied space, you take 1d10 bludgeoning damage and are pushed to the nearest unoccupied square.

Water Heart

At 11th level, you learn a powerful technique to turn the ocean's tide upon your enemies. As an action, you can gather water and hurl it at a point you can see within 120 feet.

Each creature in a 20-foot radius sphere centered on that point must make a Dexterity saving throw, taking 2d6 bludgeoning damage on a failed save and half as much on a success. On a failed save, a creature additionally falls prone.

As part of this action, you can spend up to 3 spirit points, adding an additional 2d6 damage for each spirit point spent.

Additionally, if you spent at least 1 spirit point, a tube of water connects your position and the center of the sphere, which lasts until the start of your next turn. At your position is the entrance, and at the center of the sphere is the exit. A creature can enter the tube at its entrance and use a bonus action to ride the currents, appearing at an empty square of its choice within 20 feet of the tube's exit.

Vagabond Drill

At 17th level, you've learned the ultimate techniques of fishman karate. When you use Brick Fist, you can target each creature of your choice within a 30 foot cone instead of only a creature you touch. Additionally, if you spend 4 or more spirit points on Brick Fist, each affected creature becomes fatigued on a failed save, forcing it to subtract a d6 from any attack roll or ability check it makes for 1 minute.

A fatigued creature can make a Constitution saving throw at the end of each of its turn, ending the fatigue effect on itself on a successful save.

Ninja

Ninja are the legendary shadow warriors of Wano. Officially known as the Oniwabanshu, they are the eyes and ears of Wano's shogun. Reknowned for their ability to teleport, disappear in puffs of smoke or appear in several places at once, a true ninja will have vanquished his foes before they knew he was there.

Bonus Proficiency

At 3rd level, you gain proficiency with katana, and they count as brawler weapons for you.

Ninjutsu

Beginning at 3rd level, you learn to wield the legendary techniques of ninjutsu: Equal parts mysticism and trickery to beguile and confuse enemies. A ninjutsu technique requires that you expend spirit points when you use it.

You know the Ninpo technique and two other ninjutsu techniques of your choice, listed at the end of the class description. You learn two additional ninjutsu techniques at 6th, 11th and 17th level.

Whenever you learn a new ninjutsu techniques, you can also replace one ninjutsu techniques that you already know with a different technique.

Using Creations. Some ninjutsu techniques allow you to use creations. To use a creation, you use its casting time and follow the rules for using creations, and do not require material components.

Once you reach 5th level in this class, you can spend additional spirit points to increase the level of a ninjutsu technique creation that you use, provided that the creation has an enhanced effect at a higher level, as fog cloud does. The creation's level increases by 1 for each additional spirit point you spend. For example, if you are a 5th-level brawler and use Smoke Bomb to use fog cloud, you can spend 2 spirit points to use it as a 2nd-level creation (the discipline's base cost of 1 spirit point plus 1).

The maximum number of spirit points you can spend to use a creation in this way (including its base spirit point cost and any additional spirit points you spend to increase its level) is determined by your monk level, as shown in the Creations and Spirit Points table.

Creations and Spirit Points
Brawler Level Maximum Spirit Points for a Creation
5th-8th 2
9th-12th 3
13th-16th 4
17th-20th 5

Ninjutsu Techniques

The ninjutsu techniques are presented in alphabetical order. If a technique requires a level, you must be that level in this class to learn the discipline.

Conjure the Demon's Visage (11th level required). You can spend 3 spirit points to use fear.

Crawling Spider Sting (6th level required). You can spend 2 spirit points to use hold person.

Death by a Thousand Cuts (17th level required). You can spend 5 spirit points to use steel wind strike.

Dust of the Night's Breeze. You can spend 1 spirit point to use sleep.

Exploding Blossom Blade. You can spend 1 spirit point to use hail of thorns.

Genjutsu. You can spend 1 spirit point to use silent image. When you reach 11th level, you can spend 3 spirit points to use major image.

Kite of the Four Winds (11th level required). You can spend 3 spirit points to use fly.

Ninpo. You can use your action to create minor, harmless effects within 30 feet, which can trick the unwary. The effect remain for up to 1 minute or until you willingly dismiss it (no action required). You can only have two non-instantaneous effects active at any time.

  • You create a harmless sound, and its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
  • You can create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an i⁠llusion, because things can pass through it.
  • You immediately put out all open, nonmagical flames within range that are attached to a tiny object, such as a torch, a candle or a sconce.
  • You create a harmless sensory effect, such as a flurry of leaves, a puff of smoke, or a billowing wind.

If a creature uses its action to examine the sound or image, the creature can determine that it is an i⁠llusion with a successful Intelligence (Investigation) check against your spirit save DC. If a creature discerns the i⁠llusion for what it is, the il⁠lusion becomes faint to the creature.

Pressure Point Strike. You can spend 1 spirit point to use inflict wounds.

Rain of Rending Blades (17th level required). You can spend 5 spirit points to use conjure volley.

Replicant Escape (6th level required). As a reaction when a creature misses you with an attack, you can choose a small or medium object you can see within 30 feet that isn't being worn or carried and spend 1 spirit point to immediately swap places with the object.

Silent Wind Step (6th level required). You can spend 2 spirit points to use misty step.

Shadow Clones. As an action, you can create a number of shadow clones in empty squares within 5 feet of yourself. The number of shadow clones you can create and have active at any time equals your proficiency bonus, and you must spend 1 spirit point for each clone you create above one. Each clone has the exact same appearence and statistics as you, except it only has 1 hit point, no spirit points, cannot take any actions or reactions, and deals no damage with any attacks it makes.

When you move, you can move each of your clones up to your speed in a direction you choose, however a clone can't move further than 30 feet away from you.

When you use Brawling to make an unarmed strike as a bonus action, you can choose to have one of your clones make the attack instead of you. On hit, the target takes no damage from the clone, instead the next attack roll against the target has advantage. When you use Flurry of Blows, you can replace one or both of the attacks with attacks from your clones, targeting the same or a different creature.

A clone lasts for 1 minute, until destroyed, until you start your turn more than 30 feet away from it, or you dismiss it (no action required). The clones look identical to you, but a creature can make an Intelligence (Investigation) check against your spirit save DC. On a successful check, it figures out who the real you are until you use an action to summon more clones.

Shuriken Storm (11th level required). You can spend 3 spirit points to use conjure barrage.

Smoke Bomb. You can spend 1 spirit point to use fog cloud.

Soft Step. As an action, you can lighten your steps for 1 hour by spending 1 spirit point. During this time, your footsteps make no sound regardless of your apparel, and you have advantage on Dexterity (Stealth) checks made to move quietly. When you reach 6th level, you can spend 2 spirit points to use pass without trace.

Spirit Lights (11th level required). You can spend 3 spirit points to use hypnotic pattern.

Twisting Mind Incense (17th level required). You can spend 4 spirit points to use confusion.

Veil of the Fox Spirit. You can spend 1 spirit point to use disguise self.

Walk in Shadows (11th level required). When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, use a creation, or are in an area of bright light.

Weave of the Spider Lady (6th level required). You can spend 2 spirit points to use web.

Windborne Speed. You can spend 1 spirit point to use zephyr strike.

Yokai's Sight (6th level required). You can spend 2 spirit points to use darkvision.

Rokushiki Master

Rokushiki is a classified martial art practiced by the Navy. It allows the practitioner to move and strike at superhuman levels, having six primary techniques revolving around offense, defense and mobility in combat.

Six Techniques

Beginning at 3rd level, you've mastered a few of the signature techniques of Rokushiki.

Choose three of the following techniques. You gain the benefits of the chosen techniques immediately.

  • Geppo. The distance you can cover with a high jump is tripled, and you only need to move 5 feet before making one. Additionally when you use your Step of the Wind, you can move horizontally through the air using your walking speed. You begin falling if you end your turn in the air.

  • Tekkai. As a reaction when you suffer damage, you can spend 1 spirit point to reduce any damage you suffer by an amount equal to your Wisdom modifier (minimum of one) until the end of your next turn. This effect ends early if you move, use a creation or make a weapon attack during this time.

  • Shigan. As part of making an unarmed strike, you can move up to 10 feet in a straight line before the attack. If you do so, the attack deals piercing damage instead of the normal bludgeoning damage, and you can add one additional brawling die to the damage roll. You can only make this special attack once per turn.

  • Rankyaku. You gain a new attack option that you can use with the Attack action. This special attack is a ranged attack with a range of 60 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is slashing, and its damage die is a d4. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table. When you take the Attack action on your turn and use this special attack as part of it, you can spend 1 spirit point to make the special attack twice as a bonus action. When you gain the Extra Attack feature, this special attack can be used for any of the attacks you make as part of the Attack action.

  • Soru. As a bonus action on your turn, or as a reaction when a creature misses you with an attack, you can spend 1 spirit point to teleport up to 10 feet to an empty square you can see.

  • Kami-e. As a reaction when a creature hits you with an attack, you can spend 1 spirit point to roll your brawling die and add the roll to your AC against the triggering attack, potentially causing the attack to miss.

When you reach 6th level in this class, you gain the remaining 3 techniques you didn't choose at 3rd level.

                                  

Enhanced Technique

At 11th level, you chose two of the six techniques you've mastered to make your specialties. The chosen technique grows stronger as shown below.

  • Geppo. When you use your Step of the Wind, you now gain the effects of both a Dash and a Disengage action.

  • Tekkai. This effect no longer ends early if you move, use a creation or make a weapon attack.

  • Shigan. You now have advantage when you make this special attack, and score a critical hit on a roll of 19 or 20 on the attack roll.

  • Rankyaku. The range of your special attack increases to 120 and ignores any resistance to slashing damage. The attack now deals double damage to objects and structures, as well.

  • Soru. The distance you can teleport with this technique increases to 20 feet, and you have advantage on the first attack roll you make after teleporting like this.

  • Kami-e. The bonus to your AC granted by this technique now persists until the start of your next turn, not only against the triggering attack. It persists even if the triggering attack still hits.

When you reach 17th level in this class, you gain the remaining four enhanced techniques you didn't choose at 11th level.

Rokuogan

At 17th level, you learn the secret seventh technique of Rokushiki, available only to those who master the common six techniques.

As an action, you can touch a creature and expend up to 6 spirit points. The creature must make a Constitution saving throw, taking 2d10 necrotic damage per spirit point spent on a failed save, and half that on a successful one. If this damage reduces a creature to 0 hit points, it dies immediately.

Special Limitation: Navy Only

Rokushiki is a special martial art taught only to the navy's finest. It is recommended that only navy or navy-affiliated character are allowed to take this subclass. Naturally, Dungeon Masters are allowed to lift this restriction to better fit their idea of a campaign.

Okama Kenpo

Okama kenpo is a kick-focused martial art inspired by dance routines, such as ballet, developed by the inhabitants of the Kamabakka kingdom. While most of its practitioners are okama, that is not a requirement to master it.

Okama Way

Beginning at 3rd level, you gain proficiency with the disguise kit, and may double your proficiency bonus for any tool ability check you make with the kit. You also gain proficiency in the Performance skill.

Additionally, you may use your Charisma score in place of your Wisdom score for the calculations of your Unarmored Defense.

Swan Dance

Also at 3rd level, you learn how to conceal immeasurable strength beneeth the veneer of a distracting dance.

As a bonus action on your turn, you can force a creature to make a Wisdom (Insight) check contested by your Charisma (Performance) check. On a successful check, you have advantage on all weapon attacks against the target until the end of your turn, and can immediately make an unarmed strike against the creature as part of the same bonus action.

Hidden Weaponry

At 6th level, you learn how to hide weapons in your make-up, hair and outfit, where they appear as mundane objects. By taking 10 minutes, you can conceal a number of darts on your person equal to twice your proficiency bonus, incorporating them into your outfit or make-up as nails, earrings, hairpins or other accessories. Additionally, darts are now considered brawler weapons for you.

You can also attempt to disguise larger weapons as mundane items, such as turning a shortsword into a cane or a parasol. You need 1 hour of uninterrupted work per weapon to create a hidden weapon like this. Unlike the darts, these hidden weapons do not necessarily hold up to scrutiny, and a suspicious creature can make an Intelligence (Investigation) check contested by your Charisma (Performance). On a successful check, a creature realizes the object is a weapon.

When you make a weapon attack with a hidden weapon, you have advantage on the first attack roll you make with it against a creature, as long as the target doesn't know it's a weapon.

Elegant Combination

At 11th level, you learn a potent combination attack that ends with an explosive finish.

When you use your Flurry of Blows and hit with both attacks, you can make one additional unarmed strike as part of the same action. If this additional attack hits, the target must make a Strength saving throw. On a failed save, you decide whether the creature is knocked prone or pushed 15 feet away from you.

Grand Finale

At 17th level, you know that the final act must leave the audience awestruck and at a loss for words.

Your Elegant Combination special attack now always scores a critical hit on a successful hit.

Way of the Open Hand

The way of the open hand is a viable subclass choice for monks that appear in the player's handbook and can be easily translated to work with brawler. It is a fitting choice for classically trained monks and ascetics who focus on martial arts and inner harmony to best their enemies, with abilities like the following:

  • An mastery of the basic techniques, allowing them to use Flurry of Blows to greater effect.
  • The ability to harness their inner willpower to heal faster than the average man, gaining a burst of vitality to carry them through a fight.
  • Your peaceful aura makes enemies less likely to target you with attacks, as long as you refrain from violence yourself.
  • Ultimately, you learn how create vibrating energy within a creature's body that can end its life instantly at the snap of a finger.

Way of the Drunken Master

The way of the drunken master is a viable subclass choice for monks that appear in Xanathar's guide to everything and can be easily translated to work with brawler. It is a fitting choice for drunkards who hide power behind a veneer of harmlessness, with abilities like the following:

  • An aggravating fighting style that makes them increasingly frustrating to fight for enemies.
  • The agility to leap from their back onto their feet with ease, run circles around their foes, and turn any bad situation into an advantageous one with nothing but sheer, dumb luck.
  • The ability to fly through a group of enemies in a flurry of disorienting blows, without a single scratch on the brawler themselves.

Way of Mercy

The way of mercy is a viable subclass choice for monks that appear in Tasha's cauldron to everything and can be easily translated to work with brawler. It is a fitting choice for brawlers who are also masterful healers and doctors, able to use traditional medicine or pressure point striking to bring both healing and harm, with abilities like the following:

  • The ability to use their spirit points to heal the wounded, either flavored as traditional medicine, acupuncture or similar practices.
  • The ability to rend enemies from the inside out by striking pressure points.
  • As you grow stronger, their medicine can even be used to expel poisons, or inflict it on enemies they strike.
  • Ultimately, they learn a secret technique capable of bringing even the dead back to life.

Fighter

The Fighter
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses), Indomitable (Two Uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features

As a fighter, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per fighter level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Strength, Constitution
  • Skills: Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a chainmail, (b) a heavy longcoat, or (c) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer's pack or (b) an explorer's pack

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons that lack the reload property.

Blind Fighting

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapons Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

                                  

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Martial Archetype

At 3rd Level, you choose an archetype that you strive to emulate in your combat⁠ styles and techniques. Champion and Gadget Knight are detailed at the end of the class description. Battlemaster can be found in chapter 3 of the player's handbook, while Cavalier and Samurai can be found in chapter 1 of Xanathar's Guide to Everything. The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level.

Ability Score Improvement

When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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.

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.

You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.

Martial Archetypes

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Improved Critical

Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20.

Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier.

Additional Fighting Style

At 10th level, you can choose a second option from the Fighting Style class feature.

Superior Critical

Starting at 15th level, your weapon attacks score a critical hit on a roll of 18-20.

Survivor

At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns, you regain hit points equal to 5 + your Constitution modifier if you have no more than half of your hit points left. You don't gain this benefit if you have 0 hit points.

Gadget Knight

Not all fighters are brutes who rely only on strength of arms to battle foes. Those known as gadget knights incorporate a genius creativity and handy craftsmanship in their fighting style, creating useful gadgets that give them an upper hand in any fight.

Creativity

When you reach 3rd level, you begin to incorporate creations into your fighting style. See chapter 2 for the notes on creativity and chapter 6 for the gadgeteer creations list.

Tricks. You learn two tricks of your choice from the gadgeteer creations list. You learn an additional gadgeteer trick of your choice at 10th level.

Creative Slots. The Gadget Knight Creativity table shows how many creation slots you have to use your gadgeteer creations of 1st level and higher. To use one of these creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

For example, if you know the 1st-level creation burning hands and have a 1st-level and a 2nd-level creation slot available, you can use burning hands⁠ using either slot.

Creations⁠ Known of 1st-Level and Higher. You know three 1st-level gadgeteer creations of your choice,.

The Creations Known column of the Gadget Knight Creativity table shows when you learn more gadgeteer creations⁠ of 1st level or higher. The creations must be of a level for which you have a creation slot. For instance, when you reach 7th level in this class, you can learn one new creation of 1st or 2nd level.

Whenever you gain a level in this class, you can replace one of the gadgeteer creations⁠ you know with another creation of your choice from the gadgeteer creations list. The new creation must be of a level for which you have creation slots.

Creative⁠ Ability. Intelligence is your creative ability for your gadgeteer⁠, since you build your creations from scratch. You use your Intelligence whenever a creation refers to your creative⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a gadgeteer creation you use and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Intelligence modifier

Creation Attack modifier = your proficiency bonus + your Intelligence modifier
Gadget Knight Creativity
Fighter Level Tricks Known Creations Known 1st 2nd 3rd 4th
3rd 2 3 2
4th 2 4 3
5th 2 4 3
6th 2 4 3
7th 2 5 4 2
8th 2 6 4 2
9th 2 6 4 2
10th 3 7 4 3
11th 3 8 4 3
12th 3 8 4 3
13th 3 9 4 3 2
14th 3 10 4 3 2
15th 3 10 4 3 2
16th 3 11 4 3 3
17th 3 11 4 3 3
18th 3 11 4 3 3
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Mechanic

At 3rd level, you gain proficiency with your choice of smith's tools, carpenter's tools or tinkerer's tools, as well as the Engineering skill.

Weapon Modifications

Also at 3rd level, you can leverage your creativity to enhance any weapons you are wielding or carrying. As an action, you can touch a weapon and modify it. The modification lasts until you undo it as a bonus action or you die, and you can have a number of modified weapons at once equal to your Intelligence modifier (minimum of one modified weapon). A weapon can only have a single modification at any time, and if a new modification is given to it, the older one disappears. Only you have the necessary expertise to handle a modified weapon, and you can use a modified weapon as an apparatus for your gadgeteer creations.

When you modify a weapon, choose one of the following modifications to add to it:

  • A melee weapon gains your choice of the light, finesse or reach property, as long as it lacks the heavy property.
  • A melee weapon gains the thrown (30/120) property as long as it doesn't have the heavy property. The weapon returns to you after being thrown.
  • A ranged weapon no longer requires ammunition to be fired, and ignores the reload and loading properties if it has those.

Battle Creativity

Beginning at 7th level, when you take the Attack action, you can replace one of your weapon attacks with a trick you know.

Mechanical Warrior

Starting at 10th level, your weapon attacks leave your enemies open and vulnerable to your creations. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a creation you use before the end of your next turn.

Gadget Armor

Starting at 15th level, any remnant energy from a creation you use is rewired to your defenses.

When you spend a creation slot of 1st level or higher on your turn, you gain the benefits of half cover until the start of your next turn.

Improved Battle Creativity

Beginning at 18th level, when you use your action to use a creation of 1st level or higher, you can make one weapon attack as a bonus action.

                                  

Battlemaster

The Battlemaster archetype is a viable choice that appears in the player's handbook. It is a suitable choice for swordsmen and seasoned warriors who do not rely on devil fruits. With this subclass, you become a tactical master of the battlefield, organizing allies and reigning superior over your enemies with abilities like the following:

  • A wide plethora of maneuvers designed to control the flow of battle. Knock enemies prone, rally allies or frighten enemies with displays of superior martial skill.
  • Additional dice called Superiority Dice that enhance your versatility and strength in combat, which only grow stronger as you gain levels in the class.
  • A keen eye allow you to gauge the strengths of your enemies through simply conversing with them.

Cavalier

The Cavalier archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for the noble marines who see themselves as protectors rather than judges and pirate hunters. With this subclass, you become a noble knight and protector of the innocent. Whether atop your trusty steed or facing your enemy on the ground, you remain a staunch defender with abilities like the following:

  • The ability to mark enemies you strike, imposing disadvantage on them if they dare strike your allies.
  • Honed reflexes to rush to allies' aid, using your shield or weapon to boost their AC against attacking enemies.
  • Several ways to make opportunity attacks enemies, which will be stopped in their tracks if they try to maneuver around you towards your allies.
  • Additional poise and refinement to carry yourself in the court of kings and among hives of scum all the same.

Samurai

The Samurai archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for any swordsman, but particularly the mythical samurai of Wano country. With this subclass, you become a disciplined master of the blade, whose fighting spirit fuels you to strike with impeccable precision and deadliness. Overcome the odds and strike down enemies with abilities like the following:

  • The ability to channel your fighting spirit to increase your fortitude and strike down enemies with advantage.
  • Refinement born from honor and duty that let you use your wisdom in social situations, and empowers your spirit even further.
  • Trusting in your abilities, you can relinquish advantage against enemies to strike multiple times instead, cutting them down in a flurry of swift cuts.
  • At the end of your journey, even death holds no sway over you. Even when struck down, your fighting spirit allow you to visit swift vengeance upon your enemies.

Gadgeteer (Wizard)

The Gadgeteer
Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Creativity, Gadget Recharge 3 2
2nd +2 Scientific Pursuit 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Pursuit Style Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Pursuit Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Pursuit Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Gadget Mastery 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Creations 5 4 3 3 3 3 2 2 1 1

Class Features

As a gadgeteer, you gain the following class features

Hit Points


  • Hit Dice: 1d6 per gadgeteer level
  • Hit Points at 1st Level: 6 + your Constitution modifier
  • Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per gadgeteer level after 1st

Proficiencies


  • Armor: None
  • Weapons: Daggers, darts, slings, quarterstaffs, blunderbuss, flintlocks, light crossbows
  • Tools: Tinker's tools and one additional artisan's tools of your choice

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Engineering, History, Insight, Investigation, Medicine and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a blunderbuss and 20 bullets or (b) a flintlock and 20 bullets
  • (a) a scholar's pack or (b) an explorer's pack
  • a dagger, notebook and a bag of inventions

Creativity (Spellcasting)

As an adept gadgeteer⁠, you have a notebook containing creations that show the first glimmerings of your true potential. See the gadgeteer creation list under "Gadgeteer Creations by Level". (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Tricks (Cantrips)

At 1st Level, you know three tricks of your choice from the gadgeteer creations list. You learn additional gadgeteer tricks of your choice at higher levels, as shown in the Tricks Known column of the Gadgeteer table.

Notebook (Spellbook)

At 1st Level, you have a notebook containing six 1st-level gadgeteer creations of your choice. Your notebook⁠ is the repository of the gadgeteer creations⁠ you know, except your tricks, which are fixed in your mind.

Preparing and Using Creations (Preparing and Casting Spells)

The Gadgeteer table shows how many creation slots you have to use your gadgeteer creations of 1st Level and higher. To use one of these creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

You prepare the list of gadgeteer creations that are available for you to cast. To do so, choose a number of gadgeteer creations⁠ from your notebook equal to your Intelligence modifier + your gadgeteer level (minimum of one creation). The creations⁠ must be of a level for which you have creation slots.

For example, if you're a 3rd-level gadgeteer, you have four 1st-level and two 2nd-level creation slots. With an Intelligence of 16, your list of prepared creations can include six creations⁠ of 1st or 2nd Level, in any combination, chosen from your notebook. If you prepare the 1st-level creation burning hands, you can use it using a 1st-level or a 2nd-level slot. Using the creation doesn't remove it from your list of prepared creations⁠.

You can change your list of prepared creations when you finish a long rest. Preparing a new list of gadgeteer creations⁠ requires time spent studying your notebook and recalibrating the gadgets and gizmos you need to use the creation: at least 1 minute per creation level for each creation on your list.

Creative Ability (Spellcasting Ability)

Intelligence is your creative ability for your gadgeteer creations, as you learn through careful study and observation, trial and error. You use your Intelligence whenever a creation refers to your creative⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a gadgeteer creations you cast and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Intelligence modifier

Creation Attack modifier = your proficiency bonus + your Intelligence modifier

Routine Usage (Ritual Casting)

You can use a gadgeteer creation as a routine if that creation has the routine tag and you have the creation in your notebook. You don't need to have the creation prepared.

Apparatus (Focus)

You can use any apparatus or tinker's tools as an apparatus for your gadgeteer creations.

Learning Gadgets of 1st Level and Higher (Learning Spells)

Each time you gain a gadgeteer level, you can add two gadgeteer creations of your choice to your notebook for free. Each of these creations⁠ must be of a level for which you have creation slots, as shown on the gadgeteer table. On your adventures, you might find other creations that you can add to your notebook (see the "Your notebook").

Gadget Recharge

Also at 1st level, you have learned to recharge some of your creations by tinkering with them. Once per day when you finish a short rest, you can choose expended creation slots to recover. The creation slots can have a combined level that is equal to or less than half your gadgeteer level (rounded up), and none of the slots can be 6th level or higher.

For example, if you're a 4th-level gadgeteer, you can recover up to two levels worth of creation slots. You can recover either a 2nd-level creation slot or two 1st-level creation slots.

Your Notebook⁠ (Spellbook)

The creations that you add to your notebook as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had in the fields of engineering. You might find other creations⁠ during your adventures. You could discover a creation recorded on a blueprint in a shipwright's desk, for example, or written in poneglyphs in an ancient library⁠.

Copying a Creation into the Book⁠. When you find a gadgeteer creation of 1st Level or higher, you can add it to your notebook if it is of a creation level you can prepare and if you can spare the time to decipher and copy it.

Copying that creation into your notebook involves reproducing the basic form of the creation, then deciphering the unique system of notation used by the gadgeteer who wrote it. You must create prototypes of the creation until you understand what makes it tick, then transcribe it into your notebook⁠ using your own notation.

For each level of the creation, the process takes 2 hours and costs 500 000 beri. The cost represents material components you expend as you craft prototypes, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the creation just like your other creations.

Replacing the Book⁠. You can copy a creation from your own notebook into another book—for example, if you want to make a backup copy of your notebook⁠. This is just like copying a new creation into your notebook⁠, but faster and easier, since you understand your own notation and already know how to craft the creation. You need spend only 1 hour and 100 000 beri for each level of the copied creation.

If you lose your notebook, you can use the same procedure to transcribe the creations that you have prepared into a new notebook⁠. Filling out the remainder of your notebook requires you to find new spells⁠ to do so, as normal. For this reason, many gadgeteers keep backup notebooks in a safe place.

The Book's Appearance. Your notebook is a unique compilation of creations and blueprints, with its own standard of measurements and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, meticulously drawn blueprints kept firmly rolled into a scroll case⁠, or even a loose collection of notes that only ever makes sense to you, stashed away equally haphazardly into an old backpack.

                                  

Scientific Pursuit

At 2nd level, you choose a specific scientific route that characterizes yourself and determines the functionality of your inventions. Choose between Specialist, Inventor or Scientist, all detailed at the end of the class description.

Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level.

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.

Gadget Mastery

At 18th level, you have achieved such mastery over certain creations that you can use them at will. Choose a 1st-level gadgeteer creation and a 2nd-level gadgeteer creation that are in your notebook. You can use those creations⁠ at their lowest level without expending a creation slot when you have them prepared. If you want to use either creation at a higher level, you must expend a creation slot as normal.

By spending 8 hours in study, you can exchange one or both of the creations you chose for different creations⁠ of the same levels.

Signature Creations

When you reach 20th level, you gain mastery over two powerful creations and can use them with little effort. Choose two 3rd-level gadgeteer creations⁠ in your notebook⁠ as your signature creations⁠. You always have these creations⁠ prepared, they don't count against the number of creations⁠ you have prepared, and you can use each of them once at 3rd level without expending a creation slot. When you do so, you can't do so again until you finish a short or long rest.

If you want to use either creation at a higher level, you must expend a creation slot as normal.

Scentific Pursuits

Every inventor and gadgeteer around the world has its own unique approach to creations, whether they focus on creating a lot of external inventions and gadgets with a singular purpose each, or rely on a specific, custom-made apparatus that can shape any form of creation they know.

Specialist

Specialists are gadgeteers who stick to what they know, typically relying on a single modified weapon or tool for protection. Their creations and techniques usually center around this special device.

Specialist Weapon

At 2nd level, you create a gadgeteer weapon that acts as a container for your creations.

Over the course of 1 hour, you can use your tinker's tools to modify one simple or martial weapon that lacks the heavy property into a specialist weapon. You are proficient in the use of your gadgeteer weapon, and it gains the following benefits.

  • You can use your Intelligence score, rather than Strength or Dexterity, for the attack and damage rolls with the specialist weapon.
  • The specialist weapon counts as an apparatus for your gadgeteer creations.
  • The damage type becomes your choice of acid, cold, fire, lightning or poison damage, or the weapon's original damage. You can change the weapon's damage type when you finish a short or long rest.
  • If the weapon normally requires ammunition to be used, it now produces its own ammunition.
  • If the weapon has the thrown property, it returns to your hand after being thrown.

You can only have one specialist weapon at any time. If you create a new specialist weapon, the old one immediately ceases to function and becomes a normal weapon again.

Battle Gadgeteer

Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn and attack with your specialist weapon. You can use a trick in place of one of these attacks.

Defensive Measures

Beginning at 10th level, you've added defensive modifications to your specialist weapon that absorb elemental forces.

While holding your specialist weapon, certain damage types you suffer are reduced by an amount equal to your Intelligence modifier (minimum of one) depending on your choice. The damage types are acid, cold, fire, lightning and poison damage.

Dampening Field

Starting at 14th level, you can use your specialist weapon's element to dampen damage to allies. As a bonus action on your turn, you can change the damage type of your specialist weapon, and grant the benefits of Defensive Measures to each creature of your choice within 30 feet of you until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once) and regain all uses when you finish a long rest.

                                  

Inventor

Inventors aren't particularly concerned with the purpose of their creations as much as they simply love the art of creation. Their creations can at times be unpredictable but once they get an idea in their head, they will see it through until they reach perfection.

Bonus Proficiencies

At 2nd level, you gain proficiency in the Engineering skill if you don't already have it. You also gain proficiency with two sets of artisan's tools of your choice.

Failsafe

At 2nd level, you can sculpt your creations to make sure they don't harm your allies.

When you use a creation that deals damage and affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the creation, and they take no damage if they would normally take half damage on a successful save.

Power Charge

At 6th level, you've rigged your creations with enough explosive hardware that they're certain to always go out with a bang, and never a disappointing fizzle.

When you roll damage for a creation, you can reroll any 1s you roll and must use the new rolls. You can do this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest. You also regain one use of this feature when you use Gadget Recharge.

Up to Eleven

Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any gadgeteer creation you use.

Overcharge

At 14th level, you've come to the genius conclusion that safety switches are completely optional for your creations.

When you use a gadgeteer creation of 5th level or lower that deals damage, you can deal maximum damage with the creation instead of rolling.

The first time you do so, you suffer no adverse effects. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the creation, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per creation level increases by 1d12. This damage ignores resistance and immunity.

Scientist

Scientists take a very academical and analytical approach to their inventions. To them, theory and results are more important than the actual act of creation itself. Efficient and by the book, their creations can be counted on to be reliable, if not necessarily very flashy. The hallmark of their creations is the existence of their mechanical assistant, which is never found far from its master and carries out their ever command.

Keen Wit

Also at 2nd level, you gain proficiency in two of the following skills of your choice: Engineering, History, Nature or Investigation. Your proficiency bonus is doubled for any ability check you make with either of the two skills.

Mechanical Assistant

Also at 2nd level, you've constructed a small, mechanical assistant to aid you in your research. See the Mechanical Assistant stat block at the end of the class description for the creature's statistics. You determine the assistant's appearence. Some scientists prefer a mechanical animal, while others may prefer a toy-like design.

In combat, the assistant acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the assistant can take any action of its choice, not just Dodge.

If the assistant is reduced to 0 hit points, it is rendered unusable until you spend 1 hour working on it with your tinker's tools, after which it returns to life with all its hit points restored. If mending is cast on the assistant, it immediately regains 2d6 hit points.

When you use a creation with a range other than self, you can use it as if you were occupying your assistant's space.

Reserve Power

At 6th level, you never exhaust a gadget if you don't think it'll work. When a creature successfully saves against a creation you use, you can choose to regain the creation slot with which you used the creation. If the creation slot was 6th level or higher, the new creation slot is 5th level instead.

Once you use this feature, you cannot do so again until you finish a long rest.

Analyze

At 10th level, your assistant can analyze your enemies and their weaknesses to give you an upper hand.

When you command the assistant to take its Search action, you can additionally expend a creation slot of any level to learn one of the following facts about one creature the assistant can see within 60 feet of it.

  • The creature's type.
  • The creature's armor class.
  • One of the creature's ability scores of your choice.
  • What damage resistances, immunities and vulnerabilities, if any, the creature has.
  • What condition immunities, if any, the creature has.
                                  

Stored Creation

Beginning at 14th level, you can store a creation within your mechanical assistant.

When you finish a long rest, you can store a creation of 1st or 2nd level in your mechanical assistant. The creation must exist in your notebook, but you don't need to have it prepared to store it, and it must have a normal usage time of 1 action. You can only have one creation stored in the assistant at one time, and if you store another creation within it, the first creation is removed from the assistant.

Once a creation has been stored in the assistant, it can then use an action on its turn to use the creation, using your creation attack modifier and creation save DC. The assistant can take this action a number of times equal to your Intelligence modifier (minimum of once) and regain all uses when you finish a long rest.


Mechanical Assistant

Small construct, unaligned


  • Armor Class 13
  • Hit Points 5 + five times your gadgeteer level
  • Speed 30ft., fly 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 15 (+2) 8 (-1) 12 (+1) 1 (-5)

  • Damage Immunities poison
  • Condition Immunities charmed, frightened, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Understands the languages you speak

Construct Nature. The assistant doesn't require air, food, water or sleep, and creations cannot put it to sleep.

Evasion. When the assistant is forced to make a Dexterity saving throw to take only half damage from an effect, it instead takes no damage on a successful save, and only takes half damage on a failed save.

Scientific Bond. You can add your proficiency bonus to any saving throw that the assistant makes.

Actions

Help. The assistant take the Help action, targeting a creature within 30 feet of itself instead of 5 feet.

Search. The assistant makes an Intelligence (Investigation) or Wisdom (Perception) check, using your skill modifiers.

Marksman (Ranger)

The Marksman
Level Proficiency Bonus Features Creations Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer: Canny, Favored Mark
2nd +2 Creativity, Fighting Style 2 2
3rd +2 Marksman Archetype, Quick Reload 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack 5 4 2
6th +3 Deft Explorer: Roving, Favored Mark Improvement 6 4 2
7th +3 Marksman Archetype Feature 7 4 3
8th +3 Ability Score Improvement, Land's Stride 8 4 3
9th +4 9 4 3 2
10th +4 Deft Explorer: Tireless, Volley 10 4 3 2
11th +4 Marksman Archetype Feature 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Vigilant Gaze, Favored Mark Improvement 12 4 3 3 1
15th +5 Marksman Archetype Feature 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 14 4 3 3 3 1
18th +6 Eagle Eyes 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Killshot, Volley Improvement 15 4 3 3 3 2

Class Features

As a marksman, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per marksman level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per marksman level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons, martial weapons, cannons
  • Tools: Gunsmith's tools, tinker's tools

  • Saving Throws: Strength, Dexterity
  • Skills: Choose three from Acrobatics, Athletics, Insight, Investigation, Medicine, Nature, Perception, Stealth⁠, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a shortsword or (b) any simple weapon
  • (a) scale mail, (b) leather armor, or (c) heavy longcoat
  • (a) an explorer's pack or (b) a dungoneer's pack
  • Any ranged weapon and 20 pieces of appropriate ammunition, a dagger and a set of tinker's tools

Deft Explorer

You are an unsurpassed explorer and survivor. You gain the Canny feature, at 6th level you gain the Roving feature, and at 14th level you gain the Tireless feature.

Canny

Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make with the chosen skill.

In addition, thanks to your extensive wandering, you can no longer get lost by natural means.

Roving

Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Tireless

As an action, you can give yourself a number of temporary hit points equal to 1d8 + your Wisdom modifier (minimum of 1 temporary hit point). You can use this action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

                                  

Favored Mark

You can use your uncanny precision to mark a target for termination. You gain the hunter's mark creation and it doesn't count towards the number of creations you know. You can use this creation a number of times at its lowest level without expending a creation slot equal to your proficiency bonus, and regain all uses when you finish a long rest.

When you use hunter's mark this way, it does not require concentration, however its duration is reduced to 1 minute.

Beginning at 6th level, when you use hunter's mark either with this feature or by using a creation slot, you can target two different creatures within range instead of one. Beginning at 14th level, you can target three different creatures with it instead of one.

Creativity

At 2nd level, experimentation and application of natural resources have taught you how to create special ammunition and gadgets to aid your marksmanship. See the marksman creation list under "Marksman Creations by Level". (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Creation Slots (Spell Slots)

The Marksman table shows how many creation slots you have to play your marksman creations of 1st Level and higher. To play one of these creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

For example, if you know the 1st-level creation entangle and have a 1st-level and a 2nd-level creation slot available, you can cast entangle using either slot.

Creations Known of 1st Level and Higher (Spells)

You know four 1st-level creations of your choice from the marksman creation list.

The Creations Known column of the Marksman Table shows when you learn more marksman creations⁠ of your choice. Each of these creations⁠ must be of a level for which you have creation slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new creation of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the marksman creations you know and replace it with another creation from the marksman creation list, which also must be of a level for which you have creation slots.

Creative⁠ Ability (Spellcasting Ability)

Wisdom is your creative ability for your marksman creations. Your creations are special kinds of ammunition and gadgets created from natural resources you've found or gathered on your travels. You use your Wisdom whenever a creation refers to your creative⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a marksman creation you play and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Wisdom modifier

Creation Attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style

At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

You can't take a Fighting Style option more than once, even if you later get to choose again.

Akimbo

You can now engage in two-weapon fighting with ranged weapons that has the light property.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons that lack the reload property.

Gunslinger

When you roll a 1 or 2 on the damage dice of a ranged weapon you are wielding, you can reroll the dice and must use the new roll. The weapon must have the reload property.

Melee Shooter

While you're wielding a ranged weapon in one hand and no other weapon, you gain +1 bonus to the damage roll and you do not have disadvantage on ranged attacks while a creature is within 5 feet of you.

Thrown Weapon Fighting

You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.

Marksman Archetype

At 3rd level, you choose an archetype to emulate: Sniper, Bounty Hunter or Beastmaster, all detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 7th, 11th, and 15th level.

Quick Reload

Also at 3rd level, your expertise with ranged weapons let you use them with greater ease.

You can now load ammunition into a ranged weapon that requires ammunition even if you're wielding a weapon in both hands, and you can ignore the loading property of any ranged weapon. Additionally, you can reload any weapon that has the reload property as a bonus action rather than an action.

                                  

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.

Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Land's Stride

Starting at 8th level, moving through difficult terrain caused by natural sources such plants, ice or rocks costs you no extra movement. You can also pass through naturally occuring hazards without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against living or animated plants manipulated to impede movement, such those created by the entangle creation.

Volley

Starting at 10th level, you can unleash volleys of ranged attacks upon enemies. When you take the Attack action and attack with a ranged weapon, you can choose one target within range of the weapon and make a single weapon attack against it and each creature of your choice within 10 feet of it as part of the same action. You can do this a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

At 20th level, you can use this special attack an unlimited amount of times.

Vigilant Gaze

Starting at 14th level, you can take the Search action as a bonus action on your turn. Additionally, you do not have disadvantage on ranged weapon attacks against a creature as a result of it being invisible to you.

Eagle Eyes

Beginning at 18th level, your eyes have become that of an apex predators and there is nothing that escapes them. You gain the following benefits.

  • You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you.
  • You never have disadvantage on Wisdom (Perception) checks or ranged weapon attacks.
  • The normal and max range of all ranged weapons and cannons you are proficient with doubles.

Killshot

At 20th level, your aim becomes completely unerring and extremely lethal.

If you hit a creature marked as your Favored Mark with a weapon attack and the target has 25 hit points remaining or less, it dies instantly. On a critical hit, this threshold increases to 40 hit points or less.

Marksman Archetype

Marksmen are all defined by their improbable aim and massive resourcefulness that sets them apart from common gunmen. However, marksmen differ greatly between eachother, some being patient snipers that take down enemies from afar, while others tame beasts that aid them in taking out enemies, and others still learn how to wield melee weapons as skillfully as they wield their guns and bows.

Sniper

The quintessential marksman is the sniper, a skilled fighter that excells at fighting at long ranges utilizing the massive reach of their weapons. A sniper is remarkable for their skill more so than their weapon of choice, as even a humble slingshot can be deadly in the hands of a skilled sniper.

Careful Aim

Starting at 3rd level, you can use a bonus action to take careful aim.

If you do so, the normal and maximum range of any ranged weapon you're wielding becomes 100 and 400 feet unless it's already more than that. Additionally, you ignore any disadvantage on ranged attacks imposed by weather-related effects, such as fog or strong winds.

Explosive Shot

Also at 3rd level, you can fire off special ammunition shots with great lethality.

When you hit with a ranged weapon attack, you can expend a marksman creation slot to deal additional fire damage to a creature with an explosive bullet. The extra damage is 1d6 for a 1st-level creation slot, plus 1d6 for each creation level higher than 1st, to a maximum of 5d6.

At 7th level, your patience and dedication imbues you with remarkable fortitude.

You gain proficiency in Constitution saving throws if you don't already have it. If you're already proficient, you instead gain proficiency in your choice of Intelligence or Wisdom saving throws.

Unerring Aim

At 11th level, your aim grow so accurate that you never miss a shot. Once on each of your turns when you miss with a weapon attack, you can reroll the attack roll and must use the new result.

Parting Shot

At 15th level, even your own death wouldn't stop you from making the shot.

When you are reduced to 0 hit points, you can instantly use your reaction to delay falling unconscious or dying and make a single ranged weapon attack with advantage against a creature within range. On hit, you deal additional damage equal to your marksman level. Immediately after making this attack, you fall unconscious or die as you normally would.

Bounty Hunter

Bounty hunters are marksmen who thrive in the thick of the fight rather than in the backlines. Equally skilled with ranged and melee weapons, they weave seamlessly between them in a neverending dance of steel and bullets.

Additional Fighting Style

At 3rd level, you choose an additional fighting style from the options below. At 7th level, you gain the other fighting style you didn't choose at 3rd level.

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.

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Bonus Creations

You gain the following bonus creations at specific marksman levels. They count as marksman creations for you, but doesn't count towards the number of marksman creations you know.

Marksman Level Creation
3rd zephyr strike^
5th branding smite
9rd blinding smite
13th staggering smite
17th steel wind strike^

Multiattack Defense

At 7th level, when a creature hits you with an attack, you gain a bonus to your AC equal to your Wisdom modifier (minimum of 1) against all subsequent attacks made by that creature for the rest of the turn.

Master-at-arms

At 11th level, you become a master at fighting with weapons.

You can draw or stow a weapon as part of making an attack with it. When you take the attack action on your turn and make an attack with at least two different weapons, you can make one additional attack with a weapon you haven't attacked with on this turn.

Evasion

At 15th level, when you are subjected to an effect, such as a lightning bolt creation, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Beastmaster

Beastmasters are wardens of nature and skilled survivalists. They have an innate ability to communicate with animals and are always accompanied by a bestial companion that fights alongside them as an extension of the beastmaster's own body.

Bestial Companion

When you choose this archetype at 3rd level, you get access to an animal companion that will follow you on your adventures.

Choose either the Beast of the Air, Beast of the Earth or Beast of the Sea to be your companion, all listed at the end of the subclass description. Your bestial companion takes a form appropriate to its type, for instance a Beast of the Air might be a hawk or a seagull, while a Beast of the Land could be a wolf or a bear.

In combat, the beast acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

If your bestial companion is reduced to 0 hit points, it falls unconscious and makes death saving throws as normal instead of dying outright. As an action, you can touch an unconscious or dead bestial companion and expend one creation slot of 1st level or higher. If your bestial companion was unconscious, it regains 1d8 hit points per creation slot level instantly. If your bestial companion was dead, it regains consciousness after 1 minute with all its maximum hit points restored.

While traveling alone with your bestial companion, you can move stealthily at a normal pace. Your bestial companion always knows the general direction of your position and will immediately seek you out to the best of its ability if the two of you are separated.

Natural Attunement

Also at 3rd level, you gain proficiency in the Animal Handling skill if you don't already have it and may double your proficiency bonus for any ability check made with the skill.

Additionally, you can speak and communicate with beasts and understand anything they are saying. This doesn't make them any friendlier towards you than normal, however you can combine this ability with food to curry favor with animals.

Exceptional Training

Beginning at 7th level, you've trained your companion well.

Your bestial companion can take the Dash, Disengage or Hide action as a bonus action on its turn. In addition, if you know any Haki feats, your bestial companion gains those feats as well.

Bestial Fury

At 11th level, your bestial companion grows more adept at combat. Your bestial companion can now make two attacks, instead of one, when you command it to take the Attack action.

Enrage

At 15th level, you and your bestial companion become enraged with primal fury at the sight of injury to eachother.

When your bestial companion is reduced to 0 hit points, you gain the following benefits for 1 minute. If you are reduced to 0 hit points, your bestial companion gains these benefits instead.

  • You gain resistance to bludgeoning, piercing and slashing damage.
  • You gain immunity to the charmed, frightened and paralyzed conditions, and your movement speed cannot be reduced.
  • You can make one additional weapon attack on your turn as a bonus action.

You and your bestial companion can gain these benefits once each, and regain the ability to gain them after you finish a long rest.

Bestial Companions

Listed below are the available bestial companions for Beastmasters.


Beast of the Land

Medium beast, neutral


  • Armor Class 13 + PB
  • Hit Points 5 + five times your marksman level (the beast has a number of Hit Dice (d8) equal to your marksman level)
  • Speed 40ft., climb 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

Charge. If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your creation save DC or be knocked prone.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Maul. Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + 2 + PB) slashing damage. The beast uses your creation attack modifier to hit.


Beast of the Air

Small beast, neutral


  • Armor Class 13 + PB
  • Hit Points 5 + five times your marksman level (the beast has a number of Hit Dice (d8) equal to your marksman level)
  • Speed 10ft., fly 60 ft.

STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Shred. Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + 3 + PB) slashing damage. The beast uses your creation attack modifier to hit.

                                  

Beast of the Sea

Medium beast, neutral


  • Armor Class 13 + PB
  • Hit Points 5 + five times your marksman level (the beast has a number of Hit Dice (d8) equal to your marksman level)
  • Speed 5ft., swim 60 ft.

STR DEX CON INT WIS CHA
14 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)

  • Senses Darkvision 60 ft., passive Perception 12
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

Amphibious. The beast can breathe air and water.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Actions

Binding Strike. Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + 2 + PB) piercing or bludgeoning damage. The beast uses your creation attack modifier to hit. In addition to damage, the target is grappled (escape DC equals your spell save DC). Until this grapple ends, the beast can't use this attack on another target.

Medic (Druid)

The Medic
Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Creativity, Medical Expertise 3 2
2nd +2 Experimental Medicine, Medical Specialization 3 3
3rd +2 3 4 2
4th +2 Ability Score Improvement 4 4 3
5th +3 4 4 3 2
6th +3 Specialization Feature 4 4 3 3
7th +3 4 4 3 3 1
8th +3 Ability Score Improvement 4 4 3 3 2
9th +4 4 4 3 3 3 1
10th +4 Specialization Feature 5 4 3 3 3 2
11th +4 5 4 3 3 3 2 1
12th +4 Ability Score Improvement 5 4 3 3 3 2 1
13th +5 5 4 3 3 3 2 1 1
14th +5 Specialization Feature 5 4 3 3 3 2 1 1
15th +5 5 4 3 3 3 2 1 1 1
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1
17th +6 5 4 3 3 3 2 1 1 1 1
18th +6 Overheal, Secrets of Medicine 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Miracle Worker 5 4 3 3 3 3 2 2 1 1

Class Features

As a medic, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per medic level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per medic level after 1st

Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Daggers, slings, quarterstaffs, blunderbuss, flintlocks, light crossbows, sickle
  • Tools: Alchemist's supplies, herbalism kit

  • Saving Throws: Intelligence, Wisdom
  • Skills: Choose two from Insight, Investigation, Medicine, Nature, Perception, Persuasion, Religion and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a sickle or (b) a dagger
  • (a) alchemist's supplies or (b) a herbalism kit
  • (a) a scholar's pack or (b) an explorer's pack
  • a flintlock and 20 bullets, and a suit of leather armor
                                  

Creativity (Spellcasting)

You have learned to create medicines and poisons potent enough to pass for magic among common folk. See the medic creation list under "Medic Creations by Level". (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

Tricks (Cantrips)

At 1st level, you know three tricks of your choice from the medic creations list. You learn additional medic tricks of your choice at higher levels, as shown in the Tricks Known column of the Medic table.

Preparing and Using Creations (Preparing and Casting Spells)

The Medic table shows how many creation slots you have to use your medic creations of 1st level and higher. To use one of these medic creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

You prepare the list of medic creations that are available for you to cast, choosing from the medic creation list. When you do so, choose a number of medic creations equal to your Wisdom modifier + your medic level (minimum of one creation). The creations⁠ must be of a level for which you have creation slots.

For example, if you are a 3rd-level medic, you have four 1st-level and two 2nd-level creation slots. With a Wisdom of 16, your list of prepared creations can include six creations⁠ of 1st or 2nd level, in any combination. If you prepare the 1st-level creation cure wounds, you can use it using a 1st-level or 2nd-level slot. Using the creation doesn't remove it from your list of prepared creations⁠.

You can also change your list of prepared creations when you finish a long rest. Preparing a new list of medic creations⁠ requires time spent working with your medicinal components: at least 1 minute per creation level for each creation on your list.

Creative⁠ Ability (Spellcasting Ability)

Wisdom is your creative ability for your medic creations. Your creations are medicinal restoratives and potent poisons that require a perceptive eye and hand to mix properly. You use your Wisdom whenever a creation refers to your creative⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a medic creation you use and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Wisdom modifier

Creation Attack modifier = your proficiency bonus + your Wisdom modifier

Routine Usage (Ritual Casting)

You can use any medic creation you know as a routine if that creation has the routine tag.

Apparatus (Spellcasting Focus)

You can use alchemist's supplies or a herbalism kit as an apparatus for your medic creations.

Medical Expertise

You are particularly adept at healing the wounded. You have advantage on all Wisdom (Medicine) checks made to stabilize dying creatures, and if you roll a 20 on the d20, the creature regains consciousness with 1 hit point. A creature can only benefit from this effect once, and must finish a long rest before it can do so again.

Additionally, when you stabilize a creature, you can remove one poison or disease from it.

Experimental Medicine

Starting at 2nd level, you've developed a type of medicine that massively boosts your physical abilities for an extended period of time. The medicine is tailored to your physiology, and only you can benefit from it.

As an action on your turn, you can administer this special medicine to yourself, granting you temporary hit points equal to four times your level in this class. When you administer this medicine, additionally choose one of the following enhancements to gain:

  • Hulking Strength. You gain an immense surge in Strength for the duration, causing your Strength score to be set to a number equal to your Wisdom score, unless it's already higher. Additionally, your unarmed strikes in this form deal 1d8 bludgeoning damage instead of the normal damage.
  • Nimble Dexterity. You gain a sudden burst of agility and speed, causing your Dexterity score to be set to a number equal to your Wisdom score, unless it's already higher, and increasing your speed by 10 feet.
  • Resilient Constitution. You're imbued with a strong and hearty vigor, causing your Constitution score to be set to a number equal to your Wisdom score, unless it's already higher, and granting advantage on Constitution saving throws.

The medicine's effects last for a number of hours equal to half your healer level (rounded down), but ends early if you lose all temporary hit points gained by this effect or if you willingly end it as a bonus action. While the medicine is active, you can change the enhancement you gained as an action on your turn, for instance changing from Hulking Strength to Nimble Dexterity or back. You lose the effects of the previous enhancement and replace them with the new one when you do this.

You can use this feature twice, and regain all uses when you finish a short or long rest.

Medical Specialization

At 2nd level, you choose a medical specialization for your focused studies. Choose between the field surgeon, physician, chemist or sawbones, all detailed at the end of the class description.

You choice grants you features at 2nd level, and again at 6th, 10th and 14th level.

                                  

Overheal

At 18th level, your healing becomes unparallelled. When you restore hit points to a creature with a creation of 1st level or higher, you restore the maximum amount of hit points possible instead of rolling.

Secrets of Medicine

Beginning at 18th level, you've unraveled the secrets of longevity with your medical expertise. For every 10 years that pass, you age only 1 year.

Miracle Worker

At 20th level, you've completely stabilized the formula for your Experimental Medicine, allowing you to use it an unlimited amount of times between rests.

Additionally, you no longer require verbal or somatic components for any medic creations you use, and only require material components if they have a listed cost or are consumed upon use.

Medical Specialization

Medics come from all walks of life, whether they are kindly village herbalists who forage for medicine in the nearby woods or well-renowned scientists working for the world government in pursuit of breakthroughs in medical science. Whether motivated by their morals or monetary flow, all medics know that their role is a vital one in any crew.

Field Surgeon

Field surgeons are the archetypical pirate crew doctors, who wade into the fray with their allies without fear. To this end, they're the most adept at using experimental medicine in combat, and have found ways to improve its potency manifold. However, this power comes at a cost of their humanity if they go too far with it, and most field surgeons hesitate to indulge in their most powerful medicine too often for this reason.

Combat Medicine

Beginning at 2nd level, you can now use Experimental Medicine as a bonus action rather than an action, and can swap between enhancements as a bonus action as well.

Additionally, the temporary hit points you gain from Experimental Medicine now includes your Wisdom modifier.

Enhanced Forms

Also at 2nd level, the enhancements provided by Experimental Medicine become stronger for you.

  • Hulking Strength. The damage die of your unarmed strikes increases to a d10.
  • Nimble Dexterity. Opportunity attacks against you now has disadvantage.
  • Resilient Constitution. You gain resistance to non-imbued bludgeoning, piercing and slashing damage.

Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Monstrous Transformation

Also at 6th level, you can cast aside common sense and use the full strength of your medicine to transform into a monster. As a bonus action on your turn, you can expend both uses of Experimental Medicine to transform into a monstrous form of yourself for 1 hour or until you lose all temporary hit points gained by the transformation. During this transformation, you gain the following benefits:

  • Your size becomes large, and your creature type becomes monstrosity.
  • The temporary hit points you gain are doubled.
  • You gain the benefits of all three enhancements available to Experimental Medicine simultaneously.

During this transformation, you cannot use creations. On your turn, you must move towards the closest creature within range and take the Attack action against it. If no creature is within range, you can take the Dash action to move towards the nearest creature. If you are unable to move or take actions and this is caused by an effect that can be ended with an action, you can then take an action to attempt to end the effect on yourself.

Once this transformation ends, you gain one level of exhaustion and cannot transform like this again until you finish a long rest.

Contained Rampage

Beginning at 10th level, you no longer lose control during Monstrous Transformation and can move and act normally, however you still cannot use creations in this state and still suffer a level of exhaustion once it ends.

Greater Enhancements

Starting at 14th level, you've mastered the formula for your Experimental Medicine, enhancing the effects of it even further.

  • Hulking Strength. The damage die of your unarmed strikes increases to a d12, and you now have advantage on all Strength checks and saving throws.
  • Nimble Dexterity. Your speed doubles, and creatures cannot make opportunity attacks against you.
  • Resilient Constitution. You gain immunity to the paralyzed and poisoned conditions, and resistance to poison and necrotic damage.
                                  

Physician

Physicians focus primarily on their job as a the ship's doctor, and specialize in using their medicine to aid allies and heal their wounds over fighting on the frontlines themselves.

Healer's Touch

Beginning at 2nd level, you have a number of healing dice equal to your level, which are d6s. As a bonus action on your turn, you can touch a creature within 5 feet of you and spend a number of these healing dice up to your Wisdom modifier (minimum of one healer's die). Roll the dice, add them together, and restore hit points to the target equal to the total. You regain all spent healing dice when you finish a long rest.

Alternatively, when you restore hit points to a creature using a medic creation of 1st level or higher, you can expend a number of these healing dice up to the level of the creation and add them to the amount of hit points restored to one creature affected by the creation.

Physician Creations

Being always prepared for the worst, you make certain to always have specific creations ready at hand. At 2nd, 3rd, 5th, 7th and 9th level respectively, you gain access to specific creations, as shown in the Physician Creations table.

You always have these creations prepared, and they don't count towards the number of creations you can prepare. If you gain access to a creation that isn't in the medic spell list, it is nonetheless a medic spell for you.

Physician Creations
Medic Level Creation
2nd bless, cure wounds
3rd enhance ability, lesser restoration
5th aura of vitality, revivify
7th aura of purity, death ward
9th greater restoration, mass cure wounds

Experimental Application

Starting at 6th level, you've learned how to apply your Experimental Medicine as an unstable but highly effective regenerative medicine.

As an action on your turn, you can expend one use of your Experimental Medicine and create a cloud of medical fumes that can restore a number of hit ooints equal to five times your medic level. Choose any creatures within 30 feet of you, and divide those hit points among them. This feature can restore a creature to no more than half of its hit point maximum. You can't use this feature on an Undead or a Construct.

Developed Immunity

Beginning at 10th level, you become immune to all poisons and diseases. Additionally, your hit point maximum can no longer be reduced.

Master Practitioner

Beginning at 14th level, you can use lesser restoration at will, and no longer require material components to use greater restoration.

Chemist

Chemists take the practice of medicine to its logical extremes, and often beyond that. They are boundless visionaries who push their craft to the breaking point, finding ways to cause harm with an art oftentimes meant to save lives, whether deliberately so or not.

Chemist Creations

Your constant experimentation has yielded some strange results. At 2nd, 3rd, 5th, 7th and 9th level respectively, you gain access to specific creations, as shown in the Chemist Creations table.

You always have these creations prepared, and they don't count towards the number of creations you can prepare. If you gain access to a creation that isn't in the medic spell list, it is nonetheless a medic spell for you.

Chemist Creations
Medic Level Creation
2nd ray of sickness, tasha's caustic brew^
3rd alter self, melf's acid arrow
5th fireball, stinking cloud
7th vitriolic sphere^, wall of fire
9th cloudkill, reincarnate (always creates augmented race)

Experimental Ooze

At 2nd level, you've redesigned the formula for your Experimental Medicine, allowing you to create a form of life from it instead of empowering yourself.

As an action, you expend one use of Experimental Medicine to summon an Experimental Ooze instead of gaining any enhancements. The ooze appears in an unoccupied space of your choice that you can see within 30 feet of you. Each creature within 10 feet of the ooze (other than you) when it appears must succeed on a Dexterity saving throw against your creation save DC or take 2d6 acid damage.

The ooze is friendly to you and your companions and obeys your commands. See this creature's game statistics in the Experimental Ooze stat block at the end of the class description, which uses your proficiency bonus (PB) in several places. You determine the ooze's appearance. Some oozes look just like a featureless blob of colorful, viscous liquid, while others take on vaguely humanoid shapes.

In combat, the ooze shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the ooze can take any action of its choice, not just Dodge.

The ooze manifests for 1 hour, until it is reduced to 0 hit points, until you use this feature to summon the ooze again, or until you die.

                                  

Chemical Reactions

Beginning at 6th level, when you use a creation that deals either acid, fire, necrotic or poison damage while your experimental ooze is summoned, you can roll a d8 and add it to one damage roll of the creation.

Additionally, when you use a creation with a range other than self, you can cause the creation to originate from you or your experimental ooze.

Chemical Detonation

Beginning at 10th level, you've rigged the chemical components of your experimental ooze to detonate violently when it perishes.

When your experimental ooze takes damage, it can use its reaction to instantly reduce its hit points to 0 and detonate in a blast of caustic sludge. Each creature within 10 feet of the ooze must make a Dexterity saving throw against your creation save DC, taking 2d10 + your Wisdom modifier acid damage on a failed save, and half as much on a success.

You can detonate an experimental ooze like this a number of times equal to your proficiency bonus, and regain all uses when you finish a long rest.

Regenerating Ooze

Beginning at 14th level, your ooze instantly reforms after using Chemical Detonation, returning to life with a number of hit points equal to your medic level + your Wisdom modifier. After your ooze reforms itself, you must then summon a new ooze in order to use this feature again.


Experimental Ooze

Small ooze, unaligned


  • Armor Class 13
  • Hit Points 5 + five times your medic level
  • Speed 20ft., climb 20 ft.

STR DEX CON INT WIS CHA
11 (+0) 8 (-1) 15 (+2) 4 (-3) 11 (+0) 1 (-5)

  • Damage Immunities acid, poison
  • Condition Immunities blinded, charmed, deafened, frightened, incapacitated, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses blindsight 30 ft., passive Perception 10
  • Languages Understands the languages you speak

Amorphous. The ooze can move through a space as small as 1 inch in diameter without squeezing.

Actions

Psuedopod. Melee Weapon Attack: +your creation attack modifier to hit, reach 5ft., one target. Hit: 2d4 acid damage + PB

Acid Glob. Ranged Weapon Attack: +your creation attack modifier to hit, range 30ft., one target. Hit: 1d6 acid damage + PB

Sawbones

Good doctors are hard to come by. When you're a pirate, virtuous ones even more so. In academical circles, being labeled "sawbones" is definitely a mark of shame, however among pirates and marines it's a title that oftentimes carry some modicum of respect, and no small amount of fear.

Compared to other medics, sawbones are decidedly more capable and willing of holding their own in a fight, using their intricate knowledge of anatomy and surgical precision to cut their foes to ribbons.

Bonus Proficiencies

Beginning at 2nd level, you gain proficiency with cutlasses, katanas, longswords, shortswords, scimitars and rapiers. You can use any weapon you are proficient with as an apparatus for your medic creations.

Surgical Precision

Also at 2nd level, you can leverage your medical expertise to unveil a creature's weak spot to you and your allies. As an action on your turn, you can expend both uses of Experimental Medicine to target one creature you can see within 30 feet and expose it until the end of your next turn. The next time you or an ally of yours hits the exposed creature with an attack, the creature has vulnerability to all of that attack's damage, and is then no longer exposed.

Beginning at 6th level, you can use this feature by expending only one use of Experimental Medicine, instead of both.

                                  

Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn.

Anatomical Study

Beginning at 10th level, you can study a creature's anatomy from afar in order to determine how to best heal or harm it.

As a bonus action on your turn, you can target one creature you can see within 60 feet and study it briefly, gaining one of the following bonuses until the start of your next turn:

  • The next time you deal damage to the creature, you deal additional damage to it equal to your medic level.
  • The next time you restore hit points to the creature with a creation of 1st level or higher, it regains an additional amount of hit points equal to your medic level.
  • The next time the creature hits you with an attack, you can reduce the damage taken by an amount equal to your your medic level.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a long rest.

Doctor Death

Beginning at 14th level, constant interaction with the dying has given you a strangely intimate relationship with death. You gain immunity to the frightened condition, and can leverage your morbid connection to unnerve other creatures.

Once per turn when you target a creature with Surgical Precision or Anatomical Study, you can force it to make a Wisdom saving throw against your creation save DC. On a failed save, the creature becomes frightened of you until the end of your next turn.

Rogue

The Rogue
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature
14th +5 7d6 Blind Sense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features

As a rogue, you gain the following class features

Hit Points


  • Hit Dice: 1d8 per rogue level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies


  • Armor: Light armor
  • Weapons: Simple weapons, hand crossbows, pistols, revolvers, cutlass, katana, longswords, rapiers, shortswords
  • Tools: Thieves' tools

  • Saving Throws: Dexterity, Intelligence
  • Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth⁠

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers and thieves' tools

Expertise

At 1st Level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack

Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the atta⁠ck roll. The atta⁠ck must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attac⁠k roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant

During your rogue training you learned thieves' cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message⁠ than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action

Starting at 2nd 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.

Roguish Archetype

At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue abilities: Seeker, Sawbones and Thief are detailed at the end of the class description. Assassin can be found in chapter 3 of the player's handbook, while Inquisitive, Mastermind, Scout and Swashbuckler can be found in chapter 1 of Xanathar's Guide to Everything.

                                  

Ability Score Improvement

When you reach 4th Level, and again at 8th, 10th, 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.

Uncanny Dodge

Starting at 5th Level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Evasion

Beginning at 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a fireball creation. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

Roguish Archetypes

Rogues have many features in com⁠mon, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus - not necessarily an indication of your chosen profession, but a description of your preferred techniques.

Seeker

Seekers are rogues who see little value in gold or power. Their treasure is that of knowledge, being pursuers of ancient secrets and knowledge hidden away in forgotten corners of the world, sometimes for centuries.

Daring adventurers, seekers brave the dangers of the world, not only from the ancient temples they explore but also from those who wish to keep the secrets of the past hidden. They excel at gathering information and have a vast array of knowledge at their disposal.

Well Read

When you choose this subclass at 3rd level, you become proficient in the History and Investigation skills if you aren't already, and can double you proficiency bonus for any ability check made with either of these skills.

Keen Strikes

Beginning at 3rd level, you can make calculated strikes with precise weapon, relying on your keen intellect over brute force or manual dexterity. You can use your Intelligence modifier, rather than Dexterity, when attacking with a ranged weapon or a melee weapon that has the finesse property.

Additionally, you can study different types of creatures or scry your memory for any pertinent information over the course of a long rest. At the end of the rest, choose a number of creature types equal to your Intelligence modifier (minimum of one). You do not require advantage on the attack roll to gain your sneak attack damage against the chosen creature types. You do not gain this benefit if you have disadvantage on the attack roll.

You can change the chosen creature types whenever you finish a long rest.

Rational Mind

Starting at 9th level, you have advantage on initiative rolls, and on saving throws against being charmed or frightened.

Mindful Evasion

Starting at 13th level, your mental acuity allow you block out harmful effects affecting your mind and body. When you are subjected to an effect that allows you to make an Intelligence or Wisdom saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Unmatched Erudition

Beginning at 17th level, your intellect knows no limits. When you make an Intelligence ability check, you can replace the number rolled on the d20 with 15 instead.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth⁠, you learn skills useful for delving into ancient ruins, evaluating rare treasure, and using gadgets you normally couldn't employ.

Fast Hands

Starting at 3rd Level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-story Work

When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Trapmaster

By 13th level, you become an expert at turning traps against others. You now have advantage on ability checks you make to disarm traps or pick locks.

Additionally, when you successfully disarm a trap, you can choose to rearm it as part of the same actions but with a safe way to pass by it, known only to you and creatures you tell about the passage. Creatures that know about the safe passage can move through the trap at half speed, or touch it, without triggering its effects.

A trap, for the purpose of this feature, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable that can be disarmed using thieves' tools, and that wasn't made by a creation. Thus, you can rearm a mechanical pit trap or a pressure plate triggering a gout of flame, but not an alarm creation, a glyph of warding or an unstable ceiling.

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Assassin

The Assassin archetype is a viable choice that appears in the player's handbook. It is a suitable choice for stealthy killers who work from the shadows, pirates that rely on subterfuge. With this subclass, you become a silent killer who can disappear in a crowd and strike down enemies before they even know what hit them, wielding deadly abilities like the following:

  • Additional proficiencies, mastering the use of disguises and poisons.
  • Extremely lethal first strikes against creatures, especially if you get the drop on them.
  • The ability to craft an entire secondary identity to live a double life as someone completely else, even another person that may or may not be alive anymore.

Inquisitive

The Inquisitive archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for marine investigators or bounty hunters that take a slower and calculated approach to their job. With this subclass, you become an expert at rooting out the truth, whether through careful observation or interaction with other creatures, reading them like open books with abilities like the following:

  • The uncanny ability to see through deception and masquerade, unveiling hidden traps and enemy tricks with ease.
  • An unerring eye that finds weaknesses in the enemy defenses, allowing you to use your sneak attack without the need for allies or advantage.
  • The opportunity to take a slow and steady approach to take in the environment, gaining advantage on spotting traps and secrets.

Mastermind

The Mastermind archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for spies and plotters, including cunning pirate captains who thrive on guile and scheming. With this subclass, you become a master at manipulating others to your own gain and gathering information on them. Outsmart and outmaneuver your foes with abilities like the following:

  • The ability to aid allies with an extended use of your Cunning Action, granting them advantage instead of yourself.
  • A plethora of versatile proficiencies in everything from disguises to gaming sets and mimicry to truly blend into a crowd.
  • The ability to read a creature's mental aptitude and skillset from nothing but a few minutes of conversation.
  • Complete mastery over lies and trickery, allowing you to turn fumbling foes into their own worst enemy while appearing completely innocent yourself.
                                                  

Scout

The Scout archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for outlanders and lookouts who aid their crew with keen eyes and quick feet. With this subclass, you become a mobile skirmisher that weaves through the battlefield like a greased lightning and cut an opening for the rest of the crew. Overwhelm your enemies and blaze the trail with abilities like the following:

  • Additional expertise in skills meant for exploration and travel
  • Unmatched mobility among all rogues, able to slink away from enemies without them having a sigh at stopping you.
  • A higher chance to act first in combat, and the ability to spot enemies for your crew to focus on.
  • A celerity that lets you sneak in two sneak attacks against two different enemies in the blink of an eye.

Swashbuckler

The Swashbuckler archetype is a viable choice that appears in Xanathar's Guide to Everything. It is nothing short of the archetypical pirate, who swings into battle with rakish audacity and no fear. With this subclass, you earn your sea legs properly and become a master at dueling, using fleet footwork and daring speed to dance circles around enemies with abilities like the following:

  • The panache to challenge enemies to one on one duels, where your confidence lets you use your sneak attack without the need for allies or advantage. Eventually, you can throw the gauntlet and make sure your enemy steps up to the challenge properly.
  • Fancy footwork and quick feet let you weave between blades without giving an opportunity to strike you as you single out your dance partner.
  • Using your Cunning Action, you can now grant yourself advantage on any daring stunt you aim to undertake, swinging from the mast to the deck with complete confidence.
  • The leading star never messes up as you turn a missed hit into nothing but a cinematic feint, weaving around for a second strike in a moment afterwards.

Savant (Paladin)

The Savant
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Ardent Soul, Rallying Presence
2nd +2 Creativity, Fighting Style, Ardent Smite 2
3rd +2 Ardent Soul Feature 3
4th +2 Ability Score Improvement 3
5th +3 Extra Attack 4 2
6th +3 Aura of Protection 4 2
7th +3 Ardent Soul Feature 4 3
8th +3 Ability Score Improvement 4 3
9th +4 4 3 2
10th +4 Aura of Courage 4 3 2
11th +4 Improved Passionate Smite 4 3 3
12th +4 Ability Score Improvement 4 3 3
13th +5 4 3 3 1
14th +5 Saviour in Need 4 3 3 1
15th +5 Ardent Soul Feature 4 3 3 2
16th +5 Ability Score Improvement 4 3 3 2
17th +6 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ardent Soul Feature 4 3 3 3 2

Class Features

As a savant, you gain the following class features

Hit Points


  • Hit Dice: 1d10 per savant level
  • Hit Points at 1st Level: 10 + your Constitution modifier
  • Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per savant level after 1st

Proficiencies


  • Armor: All armor, shields
  • Weapons: Simple weapons, martial weapons
  • Tools: None

  • Saving Throws: Wisdom, Charisma
  • Skills: Choose two from Athletics, Acrobatics, Insight, Intimidation, Persuasion and Performance

Equipment

You start with the following equipment, in addition to the equipment granted by your role:

  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) chainmail or (b) a heavy longcoat
  • (a) a dungeoneer's pack or (b) an explorer's pack
  • five javelins and a dagger

Ardent Soul

Your soul flares with a passion unlike the common man, which manifests occasionally as a disposition towards elemental forces: Burning Passion, Caustic Spite, Cold Indifference, Fulminating Glee, Mindful Insight, Radiant Superiority or Venomous Duality, all detailed at the end of the class description.

Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th and 20th level.

Rallying Presence

At 1st level, your strong personality inspires allies on the battlefield, allowing them to catch their breath and have a second wind.

You have a pool of inspiring energy equal to five times your savant level. As an action, you can touch a willing creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in that pool.

Alternatively, you can expend 5 of these hit points to help the ally snap out of a stupor. The ally can immediately make a saving throw to remove one effect that has it charmed or frightened. You can aid it in removing several of these effects at once, expending hit points for each effect.

Creativity

At 2nd level, your passionate soul finally stirs enough to awaken the power slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See "Casting a Spell" in the Player's Handbook for the general rules of Spellcasting in Dungeons and Dragons 5th edition).

                                  

Preparing and Using Creations (Spell Slots)

The Savant table shows how many creation slots you have to play your savant creations of 1st Level and higher. To play one of these creations⁠, you must expend a slot of the creation's level or higher. You regain all expended creation slots when you finish a long rest.

You prepare the list of savant creations that are available for you to use, choosing from the savant creation list. When you do so, choose a number of savant creations equal to your Charisma modifier + half your savant level, rounded down (minimum of one spell). The creations must be of a level for which you have creation slots.

For example, if you are a 5th-level savant, you have four 1st-level and two 2nd-level creation slots. With a Charisma of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. For example, if you prepare the 1st-level creation longstrider and have a 1st-level and a 2nd-level creation slot available, you can use longstrider with either slot.

You can change your list of prepared creations when you finish a long rest. Preparing a new list of savant creations requires time spent in focus and creative pursuit: at least 1 minute per creation level for each creation on your list.

Creative⁠ Ability (Spellcasting Ability)

Charisma is your creative ability for your savant creations. Your creations are not physical items, but rather manifestations of your own burning passion and innate talent. You use your Charisma whenever a creation refers to your creative⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for a savant creation you play and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Charisma modifier

Creation Attack modifier = your proficiency bonus + your Charisma modifier

Fighting Style

At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the following options.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

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.

Great Weapons Fighting

When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit.

Protection

When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Ardent Smite

Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one creation slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level creation slot, plus 1d8 for each creation level higher than 1st, to a maximum of 5d8.

The damage type of this extra damage depends on your choice of Ardent Soul, as described in the Ardent Soul Element table below.

Ardent Soul Element
Ardent Soul Damage Type
Burning Passion Fire
Caustic Spite Acid
Cold Indifference Cold
Fulminating Glee Lightning
Mindful Insight Psychic
Radiant Superiority Radiant
Venomous Duality Poison

Channel Conviction

At 3rd level, you also gain the Channel Conviction features of your subclass. Your powerful soul allow you to channel an inner power to fuel fantastic effects. Each Channel Conviction option provided by your code explains how to use it.

When you use your Channel Conviction, you choose which effect to use. You must finish a short or long rest to use your Channel Conviction again.

Some Channel Conviction effects require a saving throw. When you use such an effect from this class, the DC equals your savant creation save DC.

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.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Aura of Protection

Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.

At 18th level, the range of this aura increases to 30 feet.

Aura of Courage

Starting at 10th level, you and friendly creatures within 10 feet of you can't be frightened while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Improved Ardent Smite

Starting at 11th level, your powerful will suffuses your entire being, causing every attack you make to carry elemental powers behind them.

Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8 damage of the type you chose for your Ardent Soul, as described in the Ardent Soul Element table.

Saviour in Need

At 14th level, you can draw upon your inner strength to help an ally escape from nefarious effects.

As an action, you can end one creative effect on yourself or a willing creature you touch.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you finish a long rest.

Ardent Soul

A savant is defined by their innate ability to draw upon a fantastical elemental force. Sometimes, it is a gift that they are born with, such as oracles that can scry the future. Other times, it is as a result of genetical tampering in an attempt to creature super soldiers. More rarely is it that a savant awakens their ability on the seas, as a result of a strong conviction.

Savants are typically colored by the type of gift that they've been granted, though this isn't necessarily good or bad. Fire and heat, for instance, tend to represent passion, so a valiant protector of the weak and an ambitious, ruthless conqueror could both end up drawing on this power.

Burning Passion

Savants who hold a burning passion, love or ambition within their soul can manifest it as a blazing heat, scorching their enemies when they strike them. Typically, these savants are born defenders who will protect their crews and ideals with their lives, fearless in their fight against those who would seek to harm their friends.

Fiery Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to fire damage and can tolerate temperatures as high as 200 degrees without additional protection. Additionally, you gain the produce flame trick.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd burning hands, hellish rebuke
5th flaming sphere, heat metal
9th beacon of hope, fireball
13th death ward, wall of fire
17th flame strike, mass cure wounds

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to fire damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Soul Burn. As an action, your flames burns bright to banish despair. Each creature of your choice within 30 feet gains 2d6 + your savant level in temporary hit points, and while a creature has these temporary hit points, it has advantage on saving throws against being frightened.

Aura of Devotion

Starting at 7th level, you and friendly creatures within 10 feet of you can't be charmed while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Heroic Rush

At 15th level, when an ally is forced to make a saving throw to avoid an area effect such as a fireball creation, you can use your reaction to move up to your speed towards the ally. If this movement brings you within 5 feet of the ally, you can touch the ally and teleport it a number of feet equal to your speed. The ally automatically succeeds on its saving throw and if it would normally take half damage on a successful save, it instead takes no damage. You must then make the saving throw against the effect as normal.

Dashing Saviour

At 20th level, you can clad yourself in flames as an action, becoming a beacon of protection to your allies. For 1 minute, you gain the following benefits.

  • You are immune to fire damage.
  • You shed bright light in a 30 feet radius, and dim light for another 30 feet.
  • Creatures of your choice that begin their turn within this bright light take 10 fire damage.
  • You can use your Heroic Rush reaction any number of times per round, but only once per turn.
  • When you use Heroic Rush, you can target a number of creatures equal to your Charisma modifier (minimum of two) instead of just one.

Once you use this feature, you can't use it again until you finish a long rest.

Caustic Spite

Savants filled with feelings of prejudice, envy or malice can manifest their soul as corrosive acid that eats away at their enemy's defenses. Despite their caustic nature, some of these savants develop a strong rapport with a few close friends nonetheless. These savants typically treat their friends with adoring and doting affection, but turn around on a leaf to face their enemies with cruel and malignant glee.

Corrosive Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to acid damage. You also learn the acid splash trick if you don't already know it.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd bane, grease
5th blindness deafness, melf's acid arrow
9th dispel magic, fear
13th vitriolic sphere^, watery sphere^
17th antilife shell, cloudkill

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to acid damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Spiteful Corrosion. As an action, you can touch an object, structure or the armor or shield of a creature and smear it with corrosive acid. A creature can attempt a Dexterity saving throw to evade the effect. On a failed save, corrosive acid reduces the object's AC by -2 permanently. If this reduction reduces an objects AC by a number equal to -5 or more, the object is permanently destroyed.

Aura of Spite

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on opportunity attacks, and can make opportunity attacks when a creature moves out of your reach even if the creature has taken the Disengage action, while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Corrosive Defenses

Starting at 15th level, you are always coated in small amounts of acid. Whenever a creature hits you with a melee attack, it takes acid damage equal to your Charisma modifier.

Spiteful Destroyer

At 20th level, you can coat yourself in acid to become an avatar of destruction. For 1 minute, you gain the following benefits.

  • You are immune to acid damage.
  • When you hit with a weapon attack, any non-imbued armor or shield the target is wearing suffers a permanent -1 reduction to its AC. The reduction is cumulative, and if the item's AC is reduced to 0, or by -5 or more, it is permanently destroyed.
  • When you hit a creature with a weapon attack or it suffers damage from your Corrosive Defenses, it has disadvantage on all attack rolls it makes before the start of your next turn.
  • The damage from your Corrosive Defenses is doubled for the duration, and ignores resistance and immunity to acid damage.

Once you use this feature, you can't use it again until you finish a long rest.

Cold Indifference

Savants whose hearts are distant to the world, who keep their feelings shut away from others, may manifest the icy cold embrace of winter around them. Those who break past their icy shells will find stout allies who can approach any problem with a level head and cool rationality.

Frozen Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to cold damage, and can tolerate temperatures as cold as negative 50 degrees without additional protection. Lastly, you gain the ray of frost trick.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd armor of agathys, fog cloud
5th hold person, misty step
9th sleet storm, slow
13th control water, ice storm
17th cone of cold, hold monster

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to cold damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Touch of Winter. As an action, you can use your Channel Conviction to instantly freeze the surrounding area. The area within 60 feet of you becomes difficult terrain for creatures other than you as jagged ice spreads across it. If you touch a body of water, you instantly freeze the surface and as deep as 10 feet of the water. Any creature occupying this space is pushed to nearest unfrozen square. The ice remains for 1 minute until it thaws.

Aura of Winter

Starting at 7th level, creatures of your choice within 10 feet of you has their speed reduced by 10 while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Bitter Chill

Beginning at 15th level, your creations grasp enemies in the cold throes of winter.

While a creature is under the effects of a creation you have used that either reduces its speed or incapacitates its, it suffer cold damage at the start of its turn equal to your Charisma modifier (minimum of one). If damage would normally allow the creature to make a saving throw, this damage does not trigger such effects.

Diamond Dust

At 20th level, you can manifest your inner cold in a veil of frost and snow. For 1 minute, you gain the following benefits.

  • You are immune to cold damage.
  • Creatures within range of your Aura of Winter now suffer damage from Bitter Chill as if it was a creation.
  • Creatures that move into or start their turn in your Aura of Winter must make a Strength saving throw against your creation save DC. On a failed save, the creature's speed is 0 until the end of your next turn.
  • Immediately when you use this feature, you use armor of agathys on yourself as a 5th level creation without expending a creation slot. As a bonus action on your turn, you can use armor of agathys as a 2nd level creation without expending a creation slot.

Once you use this feature, you can't use it again until you finish a long rest.

Fulminating Glee

Savants who have little care for anything but fun in the world tend to be sparking with energy, which appears as jolts of lightning shooting from their bodies. At their best, they are bundles of infectious joy. At their worst, they are arrogant bullies who care only for their own enjoyment.

Sparking Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to lightning damage. You also learn the shocking grasp trick if you don't already know it.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd thunderwave, witch bolt
5th blur, shatter
9th lightning arrow, lightning bolt
13th freedom of movement, storm sphere^
17th destructive wave, steel wind strike^

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to lightning damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Mocking Gadfly. As a bonus action, you can use your Channel Conviction to begin a mocking tirade at a creature. The creature must make a Wisdom saving throw. On a failed save, the creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. After using this Channel Conviction, you can repeat it as a bonus action on your subsequent turns for 1 minute, targeting the same creature or a different one.

Aura of Freedom

Starting at 7th level, you and friendly creatures within 10 feet of you have advantage on saving throws against being paralyzed or restrained, and ignore non-created difficult terrain, while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Lightning Reflexes

Beginning at 15th level, you can take advantage on an enemy's mistake in the flash of an eye.

When a creature misses you with an attack, you can use your reaction to instantly make an opportunity attack against it.

Rider of Storms

At 20th level, you can channel the storm to surround yourself with thunder and lightning. For 1 minute, you gain the following benefits.

  • You are immune to lightning damage.
  • You have a flying speed of 60 feet.
  • You can take the Dash action as a bonus action on your turn, and when you take the Dash action you gain the benefits of a Disengage action.
  • When you use your action to use a savant creation that deals either lightning or thunder damage, you can make one weapon attack as a bonus action.

Once you use this feature, you can't use it again until you finish a long rest.

Mindful Insight

These savants differ from others in that their emotional state doesn't manifest as vigorously as it does for others. Instead, these savants have been blessed with the arts of premonition, able to scry the future through crystal balls or tarot cards. Sometimes called "oracles", they tend to be insightful and philosophical souls, though knowledge of the future tends to make them apprehensive of it, more than anything else.

Psychic Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to psychic damage. You also learn the vicious mockery trick if you don't already know it.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd dissonant whispers, identify
5th augury, detect thoughts
9th clairvoyance, sending
13th divination, locate creature
17th scrying, legend lore

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Future's Ward. As a reaction when an ally is the target of an attack or is forced to roll a saving throw, you can use your Channel Conviction to peer into the future for the best course of action. You can impose disadvantage on the attack roll, or grant the ally advantage on the saving throw. If you impose disadvantage, the target must additionally subtract your Charisma modifier (minimum of one) from its roll. If you grant advantage, the ally may add your Charisma modifier (minimum of one) to its roll.

Working Routine. You can use your Channel Conviction to grant yourself the ability to use any savant creations you know as routines for 8 hours.

Aura of Warding

Starting at 7th level, you and friendly creatures within 10 feet of you have resistance to the damage of creations while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Revealing Smite

Beginning at 15th level, you can forego dealing additional damage to a creature when you use your Ardent Smite to instead read the target's mind. You can impose disadvantage on all attack rolls and ability checks the creature makes until the end of its turn when you hit a creature with your Ardent Smite.

Mental Fortress

At 20th level, you can summon a psychic force to surround yourself like armor. For 1 minute, you gain the following benefits.

  • You are immune to psychic damage.
  • Attack rolls against you have disadvantage, and you have advantage on all saving throws.
  • When a creature makes a melee attack against an ally within 30 feet, you can use your reaction to impose disadvantage on the roll. If the roll misses, the targeted ally can immediately use its reaction to make an opportunity attack against the creature.

Once you use this feature, you can't use it again until you finish a long rest.

Radiant Superiority

Savants are a special breed, and this is something a few of them realize early. Fueled by their own pride and feelings of superiority, some savants can harness a blazing light at their beck and call. Almost regal in their appearence, these savants can be anything from noble defenders to vain tyrants.

Shining Soul

Beginning when you unlock this ardent soul at 1st level, you gain resistance to radiant damage. You also learn the light trick if you don't already know it.

Ardent Creations

You gain the following ardent creations at specific savant levels.

                                  

They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

Ardent Creations
Savant Level Creation
2nd faerie fire, guiding bolt
5th branding smite, scorching ray
9th crusader's mantle, daylight^
13th sickening radiance^, staggering smite
17th dawn^, wall of light^

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Blazing Light. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon sheds bright light in a 20 feet radius and dim light for another 20 feet, and you can add your Charisma modifier (minimum of one) to the attack rolls you make with the weapon.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Commanding Presence. You can use your Channel Conviction to exude a presence of majesty. As an action, you force each creature of your choice that you can see within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature becomes frightened of you for 1 minute. The frightened creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.

Aura of Superiority

Starting at 7th level, you and friendly creatures within 10 feet of you cannot be knocked prone or moved against your will while you are conscious.

At 18th level, the range of this aura increases to 30 feet.

Blinding Flare

Beginning at 15th level, you can blind enemies when you strike them with radiant energies.

When you deal radiant damage to a creature, you can force it to make a Constitution saving throw against your creation save DC. On a failed save, the creature is blinded until the end of its next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you finish a long rest.

At 20th level, you can wreathe yourself in light to become a being of perfection. For 1 minute, you gain the following benefits.

  • You have immunity to radiant damage, and resistance against all other forms of damage.
  • Once when you miss with a weapon or creation attack on your turn, you can reroll the attack and must use the new roll.
  • When you take the Attack action on your turn, you can make one additional attack as part of that action.

Once you use this feature, you can't use it again until you finish a long rest.

Venomous Duality

Savants who are uncertain in their path, or doubtful of themselves, manifest their soul with the duality of medicine and poison. The difference between a life-saving remedy and a lethal dose of poison rests on a razor's edge, and like their powers these savants exist on both sides of the blade. Some are insightful and calm, weighing all options they have before a decision. Others are volatile and uncertain, letting their guts decide on which path to take at all times.

Miasmic Soul

Beginning when you unlock this ardent soul at 1st level, you gain immunity to the poisoned condition, and resistance to poison damage. Additionally, you learn the poison spray trick if you don't already know it.

Ardent Creations

You gain the following ardent creations at specific savant levels. They count as savant creations for you, and you always have these creations prepared, though they do not count towards the number of creations you can prepare.

                                  
Ardent Creations
Savant Level Creation
2nd cure wounds, ray of sickness
5th lesser restoration, ray of enfeeblement
9th aura of vitality, revivify
13th aura of purity, blight
17th cloudkill, mass cure wounds

Channel Conviction

At 3rd level, you gain the following two Channel Conviction options.

Manifest Soul. As an action, you can manifest the element of your soul around a weapon. A limb used for unarmed strikes is a viable option. For 1 minute, your weapon attacks and creations ignore any resistance to poison damage.

You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.

Antivenom. As an action, you can touch a willing creature and use your Channel Conviction to absorb any poison or disease inflicting them from their body. Alternatively, you can use your Channel Conviction to inhale any airborne poison in a 20-foot sphere centered on you. The creature or air is cleared of any poison, and you gain temporary hit points equal to the DC of the poison or disease.

Toxic Aura

Starting at 7th level, an invisible, poisonous aura extends 10 feet out from you when you are not incapacitated, but not through full cover. At the start of your turn, creatures of your choice within this aura take poison damage equal to your Charisma modifier (minimum of one).

Transmutating Anodyne

Beginning at 15th level, you can control the potency of your poisons, turning lethal toxin into soothing medicant.

As an action on your turn, you invert the poison of your Toxic Aura. Creatures of your choice within the aura gain temporary hit points equal to 2d6 + your Charisma modifier (minimum of one). You then lose the benefits of your Toxic Aura until it reforms at the end of your next turn.

You can use this feature a number of times equal to your Charisma modifier (minimum of once) and regain all uses when you finish a long rest.

Cloak of Miasma

At 20th level, you can summon a cloud of potent poison to surround you. For 1 minute, you gain the following benefits.

  • You and friendly creatures within your Toxic Aura gain immunity to poison damage and the poisoned condition.
  • Creatures that enter your Toxic Aura for the first time or start their turn within become poisoned until they exit the radius of your Toxic Aura.
  • You don't lose access to your Toxic Aura after using Transmuting Anodyne, and you can use it as a bonus action on your turn instead of an action.

Once you use this feature, you can't use it again until you finish a long rest.

Chapter 3: Characters, Roles and Dreams

Characters in the world of One Piece are not defined by their origins or past, but by their dreams and aspirations. It doesn't matter if a character is born among the privileged nobility, as the son of a great pirate or as the heir to a marine hero if their dream draws them towards a horizon away from where their blood would suggest they search for it.

When creating a character, consider what role on a ship that you imagine they would fill, and what they have done up to this point working towards that goal. Also consider why they are working towards; what ambition drives them out to sea? What dreams do they have that won't be fulfilled by staying put in their hometown? How do they interact when faced with the dreams of others, whether those align or clash with their own ideals?

Dreams

Everyone has dreams, wether they are humble and simple or grand and ambitious. A character's dream should be unique to them and act as the ultimate endgoal for their story.

A dream can be a simple desire to possess something, or a more diffuse ideal that a character is chasing. Whatever it may be, it goes beyond a simple ambition or goal; a dream is something that defines a character as a person, something they are willing to risk their life or even die for.

Each role have a few suggested dreams appropriate to the role, however work with your DM to determine exactly what motivates your character to seek adventure on the open seas of the world of One Piece.

Roles

A ship cannot brave the open sea and much less the Grand Line if it does not have a crew of diverse skills and abilities to maintain it. A character's role on the ship is as, if not even more important than their class.

By assembling a crew of different roles, a captain can bring a ship on grand adventures without worrying about the little details on the way. Each role fills a necessary role to survive the Grand Line, but the most important roles to cover are captain, navigator, doctor and shipwright. If the endgoal is to find the One Piece, a scholar will be required as well.

Captain

Perhaps the most important role to fill on a ship is the captain. As a captain, you set the course of the ship you're sailing and spearhead your crew into adventure ahead.

Your most valuable power isn't your strength in combat, though it's typically above average, but rather your ability to inspire and lead others. As a captain, the lives of your entire crew rest upon your shoulders and your duty towards them comes second to none.


  • Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation or Persuasion
  • Tool Proficiencies: None
  • Equipment: A set of common clothes, a pirate flag featuring your jolly roger, a spyglass and a pouch containing 100 000 beri

Feature: Commanding Presence

You have an unmistakable presence that is felt by all those around you.

People and creatures that you meet with are more likely to be ameniable and forthcoming, even if they don't understand why. Whether it is because of dread at your reputation or fascination because of your nature, common folk are more willing to lend you their ear and even aid as long as you do not show yourself openly hostile to them. Additionally, wild beasts and monsters are less likely to be directly hostile towards you, and if they are hostile they are more likely to avoid you than seek a confrontation, feeling that you are their superior.

Lastly, you have the potential to unlock the mythical power of Conqueror's Haki, and can pick Haki feats listed as Conqueror's Haki when you reach certain character levels.

Dream

A captain's dream is extremely important for the crew, as it is what shapes the journey they are undertaking. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 I want to be the king/queen of the pirates.
2 A pirate captain saved my life once, and inspired me to take up the mantle myself until I can surpass them.
3 I want to create a pirate paradise where people can live a life of absolute freedom.
4 The world government is a scourge on the free world and must be torn down from their thrones.
5 I want to create a better world for everyone, free from aristocracy and oppression.
6 I will create the greatest armada that the world has ever seen.

                                  

Cook

The cook of the ship is tasked with providing good food and drink to the crew, as well as look after their pantry and make sure what food they have will last them from island to island.

While anyone can throw together a basic meal, only a cook can create the kind of food that makes a pirate's heart sing with courage and vigor. They keep their crewmates content and happy with their food, allowing them to focus their effort on their own matters instead.


  • Skill Proficiencies: Choose two from History, Nature, Persuasion, Performance, Sleight of Hand or Survival
  • Tool Proficiencies: Cook's Utensils
  • Equipment: A set of common clothes, cook's utensils, a knife kit consisting of 3 chef knives that can be used as daggers, and a pouch containing 50 000 beri

Feature: Kitchen Artisan

As a trained cook, you've learned to use every last bit and scrap of raw ingredients to create filling and satisfying meals. While on a ship, you and your crew require only half as many rations and half as much water as you normally would to gain enough nourishment for a day.

Additionally, knowing what constitutes for food also makes it easier for you to gather sustenance for allies. Given that game animals, vegetables or fruits are available, you can always find food for yourself and up to five people that will last the day if you're given the time to hunt or forage.

Additionally, you can learn "attack cuisine" recipies, a secret form of cuisine taught in the Kamabakka kingdom. Secrets of it occasionally drift onto sea, but only those dedicated to culinary arts can hope to master this cuisine.

Dream

A cook's dream typically has something to do with finding rare ingredients to cook with, or creating a dish that is entirely unique to the world. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 There's a mythical sea called the "All Blue" where fish from all oceans swim. I want to find it one day.
2 I want to create the perfect dish.
3 I wish to master all 99 recipies of the so called "Attack Cuisine".
4 There are so many strange, rare creatures in the world. I want to cook a meal with every ingredient possible.
5 I want to create my own restaurant that serves food that can't be found anywhere else.
6 There is a single, mythical ingredient somewhere in the world that noone has mastered. I will be the first.

Deckhand

A deckhand's role is much less defined than some of the others, however when push comes to shove they can prove to be the most valuable member of a crew.

Deckhands are jack-of-all-trades that add a great deal of versatility and utility to the crew by helping out with other roles. While the rarely excel in any particular area, they know a little bit about everything which makes them invaluable to any crewmember that needs a helping hand every so often.


  • Skill Proficiencies: Choose two from Animal Handling, Deception, Engineering, Investigation, Perception or Sleight of Hand
  • Tool Proficiencies: One artisan's tool kit of your choice
  • Equipment: A set of common clothes, a hammer, a spyglass and a pouch containing 50 000 beri

Feature: All Hands on Deck

While you do not specialize in any particular role, you're more than adept at helping out with roles as long as you have guidance of another crewmember. Otherwise, you specialize in performing menial tasks aboard the ship such as taking inventory, swabbing the deck, manning the cannons or acting lookout in the crow's nest.

Because of constantly moving about your ship, you can always find your way to where you need to be on any ship you board and can move across the deck without having to make ability checks to figure out where specific rooms are.

Additionally, filling in on so many different roles makes it easy for you to pass yourself off as any of the roles if you need to, though only to those who haven't been to sea themselves. You can easily convince anyone who has no reason to distrust you that you are of a different role than your actual one, such as being the captain of a ship to gain audience with a local mayor, or claiming to be a doctor to gain access to a town's medical records.

Dream

A deckhand's dreams tend to be a lot more obtuse or humble when compared to other roles. It is not that they settle for less, but rather their supportive nature means their dreams are more often than not related to aiding their crew. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 I will do everything in my power to make sure my captain becomes the king/queen of the pirates.
2 One day, I want to be a legend sung about in songs of heroes.
3 I want to have the adventure of a lifetime!
4 I made a promise to a childhood friend to brave the seas, and I will keep that promise no matter what.
5 Noone believed me when I said I would sail around the world, and I aim to prove them all wrong.
6 There's a mythical island located somewhere in the New World that I want to see with my own eyes.

                                  

Doctor

At the end of the day, a pirate's life is a rough life filled with danger and hazards. Most crews cannot make it far without a doctor on deck for good reasons.

A doctor's duties speak for themselves, as they're tasked with looking after their crewmates' health. A good deal of patience and kindness is oftentimes required for such a role, as pirates tend to be chaotic and free-spirited to the point of recklessness. Looking after people hellbent on putting themselves in danger can be a trying task, which is why any crew that has a good doctor tend to count themselves as lucky.


  • Skill Proficiencies: Medicine, choose one from Insight, Nature, Perception, Sleight of Hand or Survival
  • Tool Proficiencies: Alchemist's Supplies, Herbalism Kit
  • Equipment: A set of common clothes, a herbalism kit, a stethoscope, encyclopedia on medicinal herbs and plants, and a pouch containing 50 000 beri

Feature: Routine Care

Your vigil is neverending and you're always willing and able to look after your crew to make sure they rest properly and treat the wounds as they should be treated.

The time and money you need to craft medicines and poisons are both halved. Additionally, while you are present on a ship, your medical professionalism prevents diseases from spreading among the crew if one of them is infected.

You can also immediately tell what common injuries and ailments a person is suffering from after a brief moment of study. If the injury or ailment is something you've never seen before, you then know where you could go to research it and find a cure, if one exists.

Dream

A doctor's dream typically revolves around their attachment to the medical arts, whether it is to find a mythical panacea for all kinds of maladies, or a specific cure for a particularly deadly disease. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 An incurable disease is ravaging my homeland, and I aim to find a cure before it's too late.
2 I wish to create a miracle drug that can cure any illness or sickness.
3 I want to write my own encyclopedia on rare medical herbs and plants found all over the world.
4 A doctor once gave their life to save mine. I pursue my craft to be the best I can be, and to make them proud.
5 I want to create a hospital somewhere that can take care of any patient, no matter what illness they have come down with.
6 Honestly, I'm good if I can just keep my crew of idiots alive until we reach the next island.

First Mate

They say that it is lonely at the top, and that anyone who soars too high is destined to fall. It is for that reason that every captain needs a first mate. Typically the vice captain, a first mate is oftentimes an informal role on the ship, earned through merit rather than appointment. A true first mate is rarely, if ever, called as such by the crew itself.

A first mate does not always take an active managerial role on the ship, as that's not their purpose. A first mate's purpose is to give the crew direction when the captain isn't around, and to keep the captain grounded in reality. Lofty dreams and ambitions are part of a pirate's life, but if the captain falters the crew will fall apart, and the first mate's job is to prevent that from happening at any cost.


  • Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Persuasion or Survival
  • Tool Proficiencies: None
  • Equipment: A set of common clothes, a simple or martial weapon of your choice and a pouch containing 100 000 beri

Feature: Imposing Aura

Knowingly or not, you emit an aura of power and confidence that give others pause. As people hesitate to make enemies with you, you can usually get away with minor offenses in settlements that would normally have people shouting for the guards, such as drawing your weapon in public, refusing to pay for a service, or performing minor property damage such as breaking open a door or window.

This additionally extends to your crew even if you are not physically with them, just as long as people know they are part of your crew.

Lastly, you have the potential to unlock the mythical power of Conqueror's Haki, and can pick Haki feats listed as Conqueror's Haki when you reach certain character levels.

Dream

A first mate's dream is more often than not a simple extension of their captain's wish, but sometimes it's a more personal goal. This goal, however, tend to circle back to their crew anyways, such as being the strongest fighter to protect them. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 My captain's dream is my dream. I will make certain it comes true.
2 I will be the strongest fighter in the world, bar none!
3 I have a rival that I wasn't strong enough to defeat before. I must grow stronger to face them again one day.
4 I seek to master the art of fighting for the sake of someone else who cannot do so anymore.
5 I have learned of a secret technique noone has ever mastered. I will be the first one to do so.
6 Seeing my crew make it to the end of Grand Line is all I care about.

                                  

Helmsman

The helmsman of a ship is the one responsible of steering it through the storm. While the navigator charts the course and the shipwright keeps the vessel in good shape, the helmsman is the one braving the ocean waves from behind the wheel.

Helmsmen are steadfast crewmembers that typically possess great physical strength. They are tasked with keeping the ship steady through the storm and safely guide it through the sharp reefs.

While anyone can attempt to steer a ship, only with a skilled helmsman can it reach its full potential and become a vessel worthy of the pirate king.


  • Skill Proficiencies: Choose two from Athletics, Engineering, Insight, Intimidation, Sleight of Hand or Survival
  • Tool Proficiencies: Vehicles (Water)
  • Equipment: A set of common clothes, a warm coat, a lucky charm and a pouch containing 100 000 beri

Ship's Guide

You have manned many ships in your time and have learned how to instantly recognize the strengths and weaknesses of a vessel under your command. When you commandeer a ship from the helm, you instantly learn all of the ship's statistics, including its current and maximum hit points, and whether its current hit point maximum has been reduced or not.

Furthermore, the many hours spent in the eye of the storm, guiding a ship onwards with nothing but your own strength and willpower has left you with an impressive fortitude. You can move across a ship's deck in any weather and under any conditions without making ability checks or saving throws as a result of moving.

Dream

A helmsman's dream oftentimes revolves around their own abilities. Sometimes it's as simple as wanting to pilot a ship to the ends of the world, but othertimes it appears as something more esoteric and philosophical. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 One day, I will stand at the helm of a ship as it sails around the world.
2 I wish to master myself as I master the ship I command.
3 There is a legendary storm that noone has sailed through before. I will be the first to commandeer a ship through its waves.
4 I won't settle for a single ship, I want to sail all manners of ships in the world!
5 I've heard legends of a ship that can sail the skies to the moon and back. I want to sail it myself one day.
6 There's a ship known to revolt against its crews and refuse to be sailed. I will find it, and tame it with my own hands.

Musician

A role that is often understated and sometimes flat-out forgotten about is that of the musician. While some people would insist such a role is superfluous, any pirate worth their salt know you can't sail the open seas without laughter and music to blaze your trail.

Musicians keep their crew happy with performance, song and dance. They lift the tired spirits and weary bodies of their crewmates after gruesome fights or violent storms, revivifying them with joy and hope to carry on with their journey through any hardships they may face.

A good musician know that an adventure is only worth it if everyone is smiling at the end of the day, and through their performances they make sure that no matter what dangers await them, the crew will be able to face it with their spirits and courage ablaze.


  • Skill Proficiencies: Performance, choose one from Acrobatics, Animal Handling, Deception, History or Persuasion
  • Tool Proficiencies: One instrument of your choice
  • Equipment: A set of common clothes, a costume, an instrument of your choice and a pouch containing 50 000 beri

Entertainer's Routine

Your musical talent lends itself well to currying favor. You can always find a place to perform in towns and settlements, such as taverns and inns, and you and your crew can stay for free in such establishments as long as you perform there every night.

Additionally, you may eventually gain a reputation unrelated to your pirating activities, earning you fame as a skilled musician. When fans of your music recognize you in towns, they react favorably to seeing you and may help you in your endeavours, do not if doing so would endanger them somehow.

Dream

An entertainer's dream naturally tends to revolve around their performance, but not always. Sometimes, their dreams are more down-to-eart, rooted in an emotional connection to a specific person or place. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 I left my sweetheart behind as I took to the seas. One day I will return to them with great treasure in my hands.
2 I wish to record the epic adventures of my crew and immortalize them through song.
3 Somewhere in the world, there is a beauty unlike any other. I wish to lay my own eyes upon it at least once.
4 Notes on a great performance are scattered around the world. I want to collect them all and recreate it in its full glory.
5 I wish to bring the joy of laughter and song to all corners of the world.
6 I fell in love with someone who set off to sea, and now I follow their trail in hopes of a reunion.

                                  

After the captain, the navigator might be the most important role to fill on a ship. While the captain decides where to take the ship, the navigator's task is to figure out how to get there.

Being a navigator requires a level head and a quick wit, as understanding sea charts and weather conditions is entirely imperative to setting the course of a ship. The most skilled navigators can tell what the weather will be like just from a breeze in the wind or a drop of a few degrees in temperature.

Without a knowledgable navigator on board, most ships would be happy to find another harbor after setting sail, less so the one they were aiming for. Reaching the end of the Grand Line without a skilled navigator is downright impossible.


  • Skill Proficiencies: Nature, choose one from Athletics, History, Religion, Perception or Survival
  • Tool Proficiencies: Cartographer's tools, Navigator's tools
  • Equipment: A set of common clothes, cartographer's tools, navigator's tools, 5 blank sea charts, inkwell, quill and a pouch containing 50 000 beri

Feature: Weather Portent

As a navigator, you have an almost supernatural ability to read the weather and the sea, sometimes predicting what it will be like with uncanny accuracy.

You can always tell what the weather will be like within the next hour and always know which way is north as long as you can see the sky. Additionally, you and your crew cannot get lost as long as you have the stars or the sun to guide you.

Additionally, your expertise in charting unknown waters makes you able to tell a real map or seachart from a fake one at a glance. You also instantly know of how old a map or seachart is after studying it briefly, and whether the information it holds is still relevant or not.

Dream

A navigator's dream typically entails a desire to chart the entire world, but some have more focused dreams than that, such as wanting to chart a forgotten path through the Grand Line or simply find a long lost treasure. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 I wish to draw a map of the entire world.
2 There is a passage in the Grand Line said to be impossible to chart, and I aim to prove that wrong.
3 A legendary storm sweeps across the seas every 100 years. I aim to be the first one to conquer it.
4 A stranger gifted me a map of an ancient treasure, and I will not rest until I've found it.
5 I inherited an incomplete map of the New World, and promised to finish what my predecessor started.
6 I wish to chart a trade route that will span from the depths of Fishman Island to the most distant sky islands.

Scholar

Scholars are purveyor of knowledge and intrepid explorers of the forgotten past. While many are content staying in the safe confines of libraries and academies, others feel a longing call to adventure in their hearts and set sail for the Grand Line.

Scholars that board pirate ships typically do so because they're pursuing knowledge that the world government does not want them to find: The secrets of the mythical Void Century and the knowledge of how to read ancient poneglyphs found scattered around the world.

Scholars are few and far between for this reason, but they are invaluable assets to any crew looking to reach the end of the Grand Line, as the only way forwards is hidden within the poneglyphs.


  • Skill Proficiencies: History, choose one from Insight, Investigation, Nature, Religion or Stealth
  • Tool Proficiencies: Disguise kit, Forgery kit
  • Equipment: A set of common clothes, a leatherbound journal, inkwell, quill and a pouch containing 100 000 beri

Feature: Pursuer of Secrets

You can read and write in poneglyphs. Scholars are close to the only people in the world that can do this, and are actively being hunted by the world government as a result. Knowing your enemy, you can immediately tell whether a town has a strong or weak marine force presence, and where in a settlement a marine base would be located, though you do not know any exact numbers or specific names stationed there.

Additionally, you are well-versed in the lore of the world. If you do not know a specific piece of information when you try to recall it, you instead know where you can learn this information if it can be found in places such as libraries, scriberies or held secret by known sages. Your DM might rule that certain information is near or completely inaccessible, or that it can only be found in one specific place that is extraordinarily difficult to reach.

Dream

A scholar's dream tends to revolve around their pursuit of knowledge. Some are hellbent on finding the truth behind the Void Century, while others pursue a more personal goal. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 It's my duty to unravel the true history behind the Void Century.
2 I was gifted an ancient text that will lead to a great discovery, and I promised myself I'd find it.
3 The secrets of the past will unravel the world government, and that's exactly what I wish for.
4 I wish to find and control the ancient weapons of the world: Pluton, Poseidon and Uranus.
5 I am currently working on a chronicle of the world's history, and I need to learn everything to complete it.
6 The knowledge of the poneglyphs must be preserved, even if I have to run to the ends of the world to do so.

                                  

Shipwright

Sailing the Grand Line without a ship built by a skilled shipwright is to invite disaster and flirt with death. The waters of the Grand Line are as dangerous as the beasts that dwell beneath the surface, and only a monster of a ship could hope to conquer those waves.

Shipwrights are responsible for not only building, but also maintaining, the vessel upon which the crew sails from island to island. It is an artform that cannot be shorthanded or cheated upon, only mastered through years of study and practice. Shipwrights know that if their creations do not hold water, their entire crew will go down with it.


  • Skill Proficiencies: Engineering, choose one from Athletics, History, Investigation, Perception or Sleight of Hand
  • Tool Proficiencies: Carpenter's tools, 2 artisan's tool sets of your choice
  • Equipment: A set of common clothes, a scroll case full of blueprints, carpenter's tools and a pouch containing 50 000 beri.

Feature: Craft Vessel

As a shipwright, naturally you know how to draw out the blueprints for and build a ship. Given the necessary materials, such as wood, steel and cloth, you can construct ships from scratch with enough time and the right tools at hand. Creating a new ship from scratch is a costly and timely pursuit, however, and not one easily undertaken.

Additionally, you can repair a ship that has a reduced hit point maximum, and when you repair a ship it regains twice as many hit points as it normally would (See building, maintaining and repairing your ship in Chapter 4).

Lastly, you immediately learn the quality of any raw materials you touch that are involved in ship-building, such as metals, wood and cloth, and how much any given amount of these raw materials are worth in beri.

Dream

A shipwright's dream is typically competative with others: Most of them wish to create the strongest ship ever. However, some are less concerned with titles and focus on the destination instead. A ship is a promise to take the crew to the next island, and shipwrights embody this belief. Choose a dream from the table below or create your own with the help of your DM.

d6 Dream
1 I wish to build a ship that can sail to the ends of the world and back again.
2 The ship of my dreams is one that can fight off 10 galleons without a scratch in the hull.
3 I dream of revolutionizing the history of shipwrighting by creating something noone has seen before.
4 Any ship can sail on water. I wish to build a ship that can sail the skies!
5 My mentor created a work of art but died before seeing it realized. I swore to make their dream a reality.
6 There exists a storm that destroys any ship caught in it. The ship I create will sail through it as if the skies were clear.

Chapter 4: Equipment and Items

Marketplaces exist on every island and in every city, carrying with them a wide variety of goods and sundries for the traveling adventurer. You will find fish mongers, farmers, clothes boutiques, weaponsmiths and shipwrights in just about every major port city, while smaller hamlets might only have a single general store or blacksmith available.

Merchants and traders are vital for every pirates that intends to take to the sea. Not only do they require their ship to be seaworthy and capable of holding up to the storms of the Grand Line, without a full larder and the necessary sea charts they'd be lucky to reach the next island. If they don't deal in trade, they still need there to be plentiful loot when they raid the towns.

Wealth

The main currency in the world of One Piece is known as Beri (sometimes spelled as Beli, Berry or Belly). It most commonly occurs in paper form, though coins do exist, and has no fractional unit. As such, Beli prices tend to be in the tens of thousands or hundreds of thousands for most adventuring gear, a low quality sword costing the aspiring swordsman around 50 000 beli.

The exchange rate between beri and regular Dungeons and Dragons 5th edition currency can be calculated from the idea that 1 beri = 1 copper coin. However, in order to have the prices check out as you scale up the coinage, the exchange rate between coins i made tenfold the standard value, as described below.

Beri Exchange Rate
Coin Beri Equivalent
Copper (cp) 1 Beri
Silver (sp) 100 Beri
Gold (gp) 10 000 Beri

Treasure and Loot

Finding treasure and loot is, to many pirates, the very reason for their existence. Even those who seek freedom and adventure alone typically come upon some kind of treasure on their travel. Though luster of gemstones and the glitter of gold attracts the eye, it cannot fill one's belly. As such, trading in treasure for money is often as vital as finding it to begin with.

Weapons, Armor and other Equipment. Typically, weapons and armor you find as treasure or loot aren't in tip-top condition, and selling it typically only nets you half of the market value. Rare and unique finds can however be worth more than a chest full of gold, however, especially if it is a weapon with a history. Conversely, weapons and armor damaged by battle typically aren't worth much except as scrap metal.

Gems, Jewelry and Art Pieces. These types of items retain their full value when sold, making them the most valuable form of treasure in terms of monetary value. Exceptionally rare or unique pieces might be difficult to sell however, and not every merchant is scrupulous enough to offer a fair deal.

Trade Goods. While not as exciting as chests of gold and silver, sacks full of wheat and barrels of salt and freshwater are just as valuable if not more to traveling pirates, and oftentimes much easier to come upon. Most smaller towns trade in these wares more often than they use monetary transactions, and like gems and art pieces they retain their full market value when sold.

Treasure Maps and Sea Charts. Tales of buried treasure left behind by legendary pirates are abundant all across the four seas, and even a fake map can sometimes be treated like the treasure itself. Likewise, mundane maps and sea charts of distant islands or dangerous waters are invaluable to most seafarers, causing these items to maintain their full market value as well.

Expenses

Life on the seas is one of freedom from law and social classes, however it is not freedom from the need to eat and sleep. As long as you have the food, water and living space to suffice long trips, travel from island to island can be a pleasant cruise disregarding any unforseen setbacks.

Before you set off on the seas with a ship, it is important to note how much provisions you have stocked for the journey. These provisions entails more than simple rations, including cooked food, fresh water, comfortable living quarters and any utilities or specific consumables a crew might need on their trip, such as lemons to counteract scurvy. Simply calculate the number of days you aim to spend at sea and then multiply it by the amount of beri required to maintain a specific lifestyle for that time. It's generally a good idea to stock a little extra, as the seas are uncertain especially so in the Grand Line. Typically, this duty falls on the ship's cook.

For instance, if it will take 7 days to travel from one island to the next and you aim to maintain a modest lifestyle (10 000 beri per day) for a crew of 5 people, you will need 350 000 beri's worth of provisions to last you the entire trip.

Lifestyle Expenses
Lifestyle Price/Day
Wretched -
Squalid 500 beri
Poor 1 000 beri
Modest 10 000 beri
Comfortable 20 000 beri
Wealthy 40 000 beri
Aristocratic 100 000 beri minimum

Optional Rule: Poor Living

A Dungeon Master can choose to introduce a measure of hardship that represents the challenges of living a poor or worse lifestyle in order to add a sensation of realism and grit to their campaign.

While a crew is maintaining modest or better lifestyle conditions, they generally don't have to worry about food and water running out. Should something happen to worsen their conditions, such as losing half their provisions to a storm or lacking the money to properly stock up between voyages, then their situation gets a bit more perilous. See the table below for possible repercussions that may follow when leading a poor lifestyle or worse.

Lifestyle Repercussions
Lifestyle Effects
Wretched Disaster. The crew has no food or water, unless they find both elsewhere they suffer the effects of lacking food and water as described in chapter 7 of the player's handbook.
Squalid Starvation. The crew has barely enough water to sustain themselves, but food has run out or spoiled. Unless they find food elsewhere they suffer the effects of starvation as described in chapter 7 of the player's handbook.
Poor Rationing. Food and water is beginning to run out, forcing the crew to ration what's left. Living conditions have worsened, imposing disadvantage on all Constitution saving throws to resist disease, exhaustion or poison.

Optional Rule: Mutiny

If the party has any NPC crewmates, living for extended periods of time under poor or worse conditions can eventually cause a mutiny. When this happens, the NPC crew typically turns hostile and attempts to overthrow the current leadership, more often than not by force.

If a crew is approaching the stage of mutiny as described in the Days Before Mutiny Table below, roll a "Mutiny saving throw" which is a flat d20. The DC for the check equals 10 + 1 per number of days spent in squalid or worse conditions.

Days Before Mutiny
Lifestyle Hirelings Loyal Crew
Wretched 2 3
Squalid 4 5
Poor 5 7

Repeat this saving throw at the end of each day that the lifestyle conditions do not get better. The first time that the crew fails the saving throw, dissent begins to spread amongst it and one or more may choose to confront the ship's captain. When this happens, the captain or vice captain might attempt a Charisma (Intimidation) or Charisma (Persuasion) check to quell any dissent. The DC for this check equals the current Mutiny saving throw.

On a successful check, the mutiny is quelled and no further Mutiny saving throws need to be rolled for a number of days equal to the captain's or vice captain's Charisma modifier (minimum of one day). After these days have passed, if conditions haven't improved, resume rolling the Mutiny saving throws as normal. If the check fails, the crew turns hostile towards the players and might attack them.

Food, Drink and Lodging

Most pirates sleep on their ship, while many marines have a local headquarters that will provide food and lodging. However, ever so often it becomes necessary for the party to find a place to stay for the night, or simply somewhere to eat. These prices are included in your total lifestyle expenses.

Food, Drink and Lodging
Item Cost
Ale
Gallon
1 000 beri
Mug
40 beri
Banquet (per person) 100 000 beri
Bread, loaf 100 beri
Cheese, hunk 500 beri
Inn Stay (Per Day)
Squalid
350 beri
Poor
1 000 beri
Modest
5 000 beri
Comfortable
8 000 beri
Wealthy
20 000 beri
Aristocratic
40 000 beri
Meals (Per Day)
Squalid
150 beri
Poor
600 beri
Modest
3 000 beri
Comfortable
5 000 beri
Wealthy
8 000 beri
Aristocratic
20 000 beri
Meat, chunk 1 500 beri
Wine
Common (Pitcher)
1 000 beri
Fine (Bottle)
100 000 beri
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded
50 000 beri 11 + Dex modifier Disadvantage 8 lb.
Leather
100 000 beri 11 + Dex modifier 10 lb.
Navy uniform
100 000 beri 11 + Dex modifier 4 lb.
Studded leather
450 000 beri 12 + Dex modifier 13 lb.
Light longcoat
500 000 beri 12 + Dex modifier 8 lb.
Medium Armor
Hide
100 000 beri 12 + Dex modifier (max 2) 12 lb.
Chain shirt
500 000 beri 13 + Dex modifer (max 2) 20 lb.
Scale mail
500 000 beri 14 + Dex modifier (max 2) Disadvantage 45 lb.
Heavy Longcoat
650 000 beri 14 + Dex modifier (max 2) Str 13 35 lb.
Breastplate
4 000 000 beri 14 + Dex modifer (max 2) 20 lb.
Half Plate
7 500 000 beri 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Ring mail
300 000 beri 14 Disadvantage 40 lb.
Chain mail
750 000 beri 16 Str 13 Disadvantage 55 lb.
Splint
2 000 000 beri 17 Str 15 Disadvantage 60 lb.
Plate
15 000 000 beri 18 Str 15 Disadvantage 65 lb.
Shields
Shield
100 000 beri +2 6 lb.

Armor and Shields

In the world of One Piece, protection from all manners of harm is paramount for most adventurers. However, few pirates would consider taking to the seas in full plate armor, given the difficulty of swimming when clad in suits of steel and metal. The use of lighter armors is more widespread, not to mention more commonly available. Some additional forms of armor exist in this setting.

Navy Uniform. The navy standard uniform is made from durable cloth capable of surviving the harsh seas, though not directly designed for close-quarters combat.

Light Longcoat. Longcoats primarily made out of sturdy cloth and leather, made for comfort and ease of movement over protection. Favored by marines, each soldier earns a longcoat when they reach ensign rank or higher.

Heavy Longcoat. These longcoats are made out of thick hides or leather interlocked with pieces of metal or boiled leather for extra protection, often accompanied by ammunition belts and knife straps. Popular among pirates for the balance between protection and versatility, though the bulk can make it unwieldy to people with less physical strength.

                                  

Weapons

Weapons exist in a wide variety of forms in the world of One Piece. Firearms are commonly used, having replaced bows and crossbows as the most basic forms of ranged weaponry since the rise of gundpowder. This introduces a few additional properties on top of the ones presented in the player's handbook.

Misfire. All firearms have a specific misfire score. On attack rolls equal to or lower than a weapon's misfire score, the gun misfires and temporarily breaks. While broken, the gun cannot be fired until repaired, which can be done as an action by making a DC 12 Dexterity check, or a DC 10 Gunsmith's tool check. On a successful check, the gun is repaired and can be used again as normal.

Reload. All firearms have a specific reload score as well. This counts how many times the firearm can be used to attack with before requiring to be reloaded. Reloading a firearm typically takes an action.

Simple Weapons
Name Cost Damage Weight Properties
Melee Weapons
Club
500 beri 1d4 bludgeoning 2 lb. Light
Dagger
20 000 beri 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub
1 000 beri 1d8 bludgeoning 10 lb. Two-handed
Handaxe
50 000 beri 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin
2 500 beri 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer
20 000 beri 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Mace
50 000 beri 1d6 bludgeoning 4 lb.
Quarterstaff
1 000 beri 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle
10 000 beri 1d4 slashing 2 lb. Light
Spear
10 000 beri 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed Strike
1 bludgeoning
Ranged Weapons
Blunderbuss
500 000 beri 1d10 piercing 7 lb. Ammunition (range 30/120), heavy, misfire 5, reload 1, two-handed
Crossbow, light
250 000 beri 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart
25 beri 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Flintlock
500 000 beri 1d6 piercing 1 lb. Ammunition (range 30/120), light, misfire 5, reload 1
Shortbow
250 000 beri 1d6 piercing 2 lb. Ammunition (80/320), two-handed
Sling
1 000 beri 1d4 bludgeoning Ammunition (30/120)

Additional Ranged Weapons

The existence of firearms introduce a plethora of ranged weapon choices to use by players and NPCs alike, both martial and simple weapons from the crude blunderbuss to the marvel of engineering that is the revolver.

Blunderbuss. A simple, muzzle-loaded rifle typically made out of steel or brass that fires small lead balls in a hail, much like a predecessor to the shotgun. Its ammunition type and flared muzzle makes it relatively short range, but it can be deadly in close-quarters combat.

Flintlock. The most common gun found on the seas due to being relatively cheap and easy to mass produce, flintlock are single shot pistols with short effective range. Rain and weather have a severe effect on the weapon's reliability, meaning it is typically used only by those that can't afford better firearms.

Musket. Muskets in the world of One Piece are outfitted with a percussion cap rather than a flintlock mechanism, making them more reliable to use. The muskets presented her are outfitted with a revolving chamber, allowing repeating shots to be taken before needing to be reloaded. This weapon is typically used by marine soldiers.

Pistol. Pistols, much like muskets, use a percussion cap and typically have an extended chamber for ammunition as well, making them more versatile then flintlocks in return for being much more expensive to produce. It is the typical sidearm of most marine soldiers.

Revolver. The most modern weapon design, revolvers are repeating handguns equipped with a revolving chamber, making them very useful for firing multiple rounds in quick succession. The design includes rifled barrels and double action operation, making them superior to common pistols but much more expensive to develop.

Additional Melee Weapons

A few additional melee weapons ar also introduced in the setting, as they see prevalent use around the world, some boasting an almost mythical status.

Cutlass. Typically featuring a basket hilt and a curved, single-edged blade, these swords trade some of the lightness of a scimitar for more stopping power. A pirate favorite.

Katana. Originating from Wano, katana are popular weapons among swordsmen and marine officers. Less bulky than double-edged longswords but also less durable. The slender blade makes it possible to wield them with speed over power.

Odachi. Like katana, these two-handed blades originate from Wano. Long and slender blades, they sacrifice weight and stopping power for agility and flexibility.

Martial Weapons
Name Cost Damage Weight Properties
Melee Weapons
Battleaxe
100 000 beri 1d8 slashing 4 lb. Versatile (1d10)
Cutlass
150 000 beri 1d8 slashing 3 lb. Finesse
Flail
100 000 beri 1d8 bludgeoning 2 lb.
Glaive
200 000 beri 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe
300 000 beri 1d12 slashing 7 lb. Heavy, two-handed
Greatsword
500 000 beri 2d6 slashing 6 lb. Heavy, two-handed
Halberd
200 000 beri 1d10 slashing 6 lb. Heavy, reach, two-handed
Katana
250 000 beri 2d4 slashing 3 lb. Finesse
Lance
100 000 beri 1d12 piercing 6 lb. Reach, special
Longsword
150 000 beri 1d8 slashing 3 lb. Versatile (1d10)
Maul
100 000 beri 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar
150 000 beri 1d8 piercing 4 lb.
Odachi
400 000 beri 1d12 slashing 4 lb. Two-handed
Pike
50 000 beri 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier
250 000 beri 1d8 piercing 2 lb. Finesse
Scimitar
250 000 beri 1d6 slashing 3 lb. Finesse, light
Shortsword
100 000 beri 1d6 piercing 2 lb. Finesee, light
Trident
50 000 beri 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick
50 000 beri 1d8 piercing 2 lb.
Warhammer
150 000 beri 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip
20 000 beri 1d4 slashing 3 lb. Finesse, reach
Ranged Weapons
Blowgun
100 000 beri 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand
750 000 beri 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy
500 000 beri 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow
500 000 beri 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Musket
800 000 beri 1d12 Piercing 10 lb. Ammunition (range 120/480), heavy, misfire 2, reload 4, two-handed
Net
10 000 beri 3 lb. Special, thrown (range 5/15)
Pistol
750 000 beri 1d6 piercing 4 lb. Ammunition (range 60/240), light, misfire 2, reload 4
Revolver
1 250 000 beri 1d8 piercing 3 lb. Ammunition (range 80/320, misfire 1, reload 6
Item Cost Weight
Abacus 20 000 beri 2 lb.
Acid (vial) 250 000 beri 1 lb.
Ammunition
Arrows (20)
10 000 beri 1 lb.
Blowgun needles (50)
10 000 beri 1 lb.
Crossbow bolts (20)
10 000 beri 1½ lb.
Firearms bullets (20)
25 000 beri 1½ lb.
Sling bullets (20)
200 beri 1½ lb.
Antitoxin (vial) 500 000 beri
Apparatus
Bag of inventions
100 000 beri 12 lb.
Dial set
500 000 beri 7 lb.
Experimental device
150 000 beri 3 lb.
Backpack 20 000 beri 5 lb.
Ball Bearings (bag of 1,000) 10 000 beri 2 lb.
Barrel 20 000 beri 70 lb.
Basket, woven 2 000 beri 2 lb.
Bedroll 10 000 beri 7 lb.
Bell 10 000 beri
Blanket 2 500 beri 3 lb.
Block and tackle 10 000 beri 5 lb.
Book 250 000 beri 5 lb.
Bottle, glass 20 000 beri 2 lb.
Bucket 250 beri 2 lb.
Caltrops (bag of 20) 10 000 beri 2 lb.
Candle 5 beri
Case or quiver, ammunition 10 000 beri 1 lb.
Chain (10 feet) 50 000 beri 10 lb.
Chalk 5 beri
Chest, with lock 50 000 beri 25 lb.
Climber's Kit 250 000 beri 12 lb.
Clothes, common 2 500 beri 3 lb.
Clothes, costume 50 000 beri 4 lb.
Clothes, fine 150 000 beri 6 lb.
Crowbar 20 000 beri 5 lb.
Fishing Tackle 10 000 beri 4 lb.
Flask or tankard 100 beri 1 lb.
Grappling hook 20 000 beri 4 lb.
Hammer 10 000 beri 3 lb.
Hammer, sledge 20 000 beri 10 lb.
Healer's Kit 50 000 beri 3 lb.
Hourglass 250 000 beri 1 lb.
Item Cost Weight
Hunting Trap 50 000 beri 25 lb.
Ink (1 ounce per bottle) 100 000 beri
Ink pen 10 beri
Jug or pitcher 100 beri 4 lb.
Ladder (10-foot) 500 beri 25 lb.
Lamp 2 500 beri 1 lb.
Lantern 50 000 beri 2 lb.
Log pose 1 000 000 beri
Lock 100 000 beri 1 lb.
Manacles 20 000 beri 6 lb.
Mess kit 1 000 beri 1 lb.
Mirror, steel 50 000 beri 1/2 lb.
Oil (flask) 500 beri 1 lb.
Paper (one sheet) 1 000 beri
Parchment (one sheet) 500 beri
Perfume (vial) 50 000 beri
Pick, miner's 20 000 beri 10 lb.
Piton 25 beri 1/4 lb.
Pole (10-foot) 250 beri 7 lb.
Pot, iron 20 000 beri 10 lb.
Pouch 2 500 beri 1 lb.
Preservation Box 1 000 000 beri 35 lb.
Ram, portable 40 000 beri 35 lb.
Rations (1 day) 500 beri 2 lb.
Rope, hempen (50 feet) 10 000 beri 10 lb.
Rope, silken (50 feet) 100 000 beri 5 lb.
Sack 100 beri 1/2 lb.
Scales, merchant's 50 000 beri 3 lb.
Sea charts, local 10 000 beri
Sealing Wax 2 500 beri
Shovel 20 000 beri 5 lb.
Signal whistle 250 beri
Signet ring 50 000 beri
Soap 100 beri
Spikes, iron (10) 10 000 beri 5 lb.
Spyglass 100 000 beri 1 lb.
Tent, two-person 20 000 beri 20 lb.
Tinderbox 2 500 beri 1 lb.
Torch 10 beri 1 lb.
Vial 10 000 beri
Waterskin 200 beri 5 lb. (full)
Whetstone 50 beri 1 lb.

Adventuring Gear

This section describes items unique to the setting, using their own mechanics and special rules.

Firearms Bullets. Iron or lead balls used as ammunition in the blunderbuss, flintlock, musket, rifle and revolver.

Apparatus. An apparatus is a mechanism or item of some sort that allow gadgeteers to create fantastic effects, such as dials from the sky islands or an experimental rod with sprockets and gyri attached to it.

Log pose. In the Grand Line, compasses do not work because of the strong magnetic fields surrounding each island. A log pose is required to make navigation rolls at all while in the Grand Line, otherwise you're sailing blindly.

Preservation Box. A massive iron box filled with ice or other coolants, and tightly insulated from the elements. Helps keep fresh produce or medicine from spoiling on long trips, allowing for crews to enjoy better and healthier food and medical treatment on their travels.

Sea Charts. Sea charts map the nearby island as well as water depth and land elevations. While a navigator has sea charts at hand, it makes all navigation checks at advantage while within the area.

A few additional tools appear in this setting, using their own mechanics and special rules as well.

Appraiser's Tools. A tool kit consisting of magnifying glass, reference material, a small hammer and scales with which to weigh small items. It's useful for establishing the proper value of bounty and loot you find on your travels.

Dial Kit. A set of tools containing everything a tinkerer needs in order to repair and prepare dials, described later in the chapter. With a dial kit, you can repair cracked dials or identify different types of dials and their uses. You also need this in order to repair broken skyborne vehicles.

Sky Vehicles. On sky islands, dials are used in place of common watercrafts. Typically crafted from wood with breath dials attached to them, skyborne vehicles can race across clouds and water at great speeds. These kinds of vehicles come in three distinct forms: Surfers, shooters and wavers.

Surfer. Surfers superficially resemble regular surfing boards, however they have a set of breath dials attached to the back end or sides which serve to propel the board without the need for wind or waves. It is the middle ground for sky vehicles, faster than the skates but more nimble and lighter than a waver.

Shooters. Shooters have a similar shape to ice skates that are attached to feet or foot-wear, however with a broader and dull blade. Breath dials attached to them allow the wearer to travel over water and clouds with practice. The most agile of all sky vehicles, the shooters are difficult to master but rewarding as they carry next to no bulk.

Waver. The largest of the sky vehicles, the waver resembles a water scooter and functions practically the same, using a larger breath dial (or, in the case of rare antiques, jet dial) as an engine. By far the fastest of the three sky vehicles, it can easily overwhelm the non-proficient user due to its fast accelerations.

                                  
Tools
Item Cost Weight
Artisan's tools
Alchemist's supplies
500 000 beri 8 lb.
Appraiser's tools
500 000 beri 4 lb
Brewer's supplies
200 000 beri 9 lb
Calligrapher's supplies
100 000 beri 5 lb
Carpenter's tools
80 000 beri 6 lb.
Cartographer's tools
150 000 beri 6 lb.
Cobbler's tools
50 000 beri 5 lb.
Cook's utensils
10 000 beri 8 lb.
Glassblower's tools
300 000 beri 5 lb
Jeweler's tools
250 000 beri 2 lb.
Leatherworker's tools
50 000 beri 5 lb.
Mason's tools
100 000 beri 8 lb.
Painter's supplies
100 000 beri 5 lb.
Potter's tools
100 000 beri 3 lb.
Smith's tools
200 000 beri 8 lb
Tinker's tools
500 000 beri 10 lb
Weaver's tools
10 000 beri 5 lb
Woodcarver's tools
10 000 beri 5 lb.
Dial kit 500 000 beri 4 lb.
Disguise kit 250 000 beri 3 lb.
Forgery kit 150 000 beri 5 lb.
Gaming set
Dice set
500 beri
Chess set
10 000 beri 1/2 lb.
Playing card set
2 500 beri
Gunsmith's tools 250 000 beri 6 lb.
Herbalism kit 50 000 beri 3 lb.
Musical instrument
Bagpipes
300 000 beri 6 lb.
Drum
60 000 beri 3 lb.
Dulcimer
250 000 beri 10 lb.
Flute
20 000 beri 1 lb
Guitar
350 000 beri 3 lb.
Lyre
300 000 beri 2 lb.
Horn
30 000 beri 2 lb.
Shamisen
200 000 beri 2 lb.
Tambourine
10 000 beri 1/4 lb.
Trumpet
100 000 beri 1 lb.
Viol
300 000 beri 1 lb.
Navigator's tools 250 000 beri 2 lb.
Poisoner's kit 500 000 beri 2 lb.
Thieves' tools 250 000 beri 1 lb.
Sky Vehicles* See "Mounts and Vehicles"

Transponder Snails

Transponder snails are a unique genus of snails with the ability to communicate with eachother through telepathy, capable of using electronic signals to reach across great distances. Coupled with their ability to perfectly mimic human speech and even expressions, they have been domesticated for use as phones across the world. These snails are also referred to as "den den mushi".

Older transponder snails are typically as big as a domestic cat, while baby transponder snails are small enough to fit in a hand, allowing them to act as mobile devices. Transponder snails are typically docile by nature and do not mind being domesticated, as it provides a source of food and safety. The attachments necessary to use them for communication also does not cause them particular harm or discomfort.

Common transponder snails are typically used only by government officials and wealthy pirate captains with the means to procure one. They are typically not used by the normal citizen, though they become more common throughout the Grand Line, especially in the New World.

Other forms of transponder snails do exist, but are extremely rare. Visual transponder snails are used widely by the world government but are mostly unheard of elsewhere.

Black Transponder Snails. Typically only used by marines, black transponder snails are a subspecies that remain small for life. Typically small enough to be fitted to one's wrist, these transponder snails pick up and eavesdrop on other forms of transponder snails, allowing the user to listen in on conversations between other transponder snails.

Cameko Transponder Snails. is able to store images and videos. It is a younger visual transponder snail. While taking a photo, it create flashes of light with its eyes in order to perform flash photography. It is usually outfitted with an antenna connected to the shell, that allows it to send signals and live video feeds to their connected proko.

                                  

Horned Transponder Snails. These transponder snails do not recieve signals for communication, instead they broadcast signals that intercept other transponder snails, making it impossible to use them in their vicinity. Typically used by pirates who wish to hold meetings in secret.

Proko Transponder Snails. This subspecies of transponder snails can recieve, project and broadcast what a cameko subspecies sees onto a bigger video screen. It is an older visual transponder snail. They are able to broadcast their frequencies between two relatively close locations.

Surveillance Transponder Snails. An adult form of the cameko transponder snails. Too big to be kept and moved around by hand, these transponder snails can be placed strategically to survey an area. Multiple surveillance transponder snails can broadcast their sight to a single proko, allowing an effective network to be set up with enough funds. Typically only important government facilities employ this level of surveillance.

Transponder Snails
Item Cost Weight
Basic Transponder Snail 1 000 000 beri 10 lb.
Black Transponder Snail 50 000 000 beri 1/2 lb.
Cameko Transponder Snail 2 000 000 beri 1 lb
Horned Transponder Snail 10 000 000 beri 9 lb
Proko Transponder Snail 6 000 000 beri 12 lb
Surveillance Transponder Snail 2 500 000 beri 8 lb.

Mounts and Vehicles

The world is a massive, expansive reach of uncharted waters and lands unknown. Getting around on foot is next to impossible, and even islands can span many miles of unforgiving wilderness filled with beasts and monsters. To this end, crews must band together and secure vessels for themselves to travel on, if they wish to explore everything that the world has to offer.

Ships and Waterborne Vessels

No pirate crew worth their salt can even call themselves a crew unless they have a ship of their own. Whether it's a humble keelboat or a massive galleon, a crew's ship is their heart without which they cannot even leave the harbor behind. Most crews start out humbly with a simple rowboat or keelboat, but in order to cross reverse mountain into the Grand Line, they must find the means to acquire a proper ship first, and establish enough of a crew to sail it.

Caravel. Caravels are sailing ships distinguished by their lateen sails and 2 or more masts. Light and fast, caravels make for excellent expeditionary ships and can be manned by a small crew. In this setting, a caravel specifically refers to a smaller sailing vessel of its type.

Carrack. Carracks are caravel-built ships with 3 to 4 masts and both lateen and square-rigged sails, and predecessor to the galleon. In this setting, carrack refers to a caravel-built warship. It is specifically favored among pirates and marines.

Galleon. The largest available ships in the setting, galleons are multi-decked sailing ships that can easily be outfitted and repurposed as warships. Typically the flagships of any fleet, a galleon can hold a big crew and plenty of cargo, while retaining better maneuverability than a carrack.

Galley. Galleys are long vessels that rely on sails and sizable rowing crews to move. These ships can carry siege weapons and soldiers to war or transport large amounts of cargo for merchants. However, their reliance on manpower for their speed means they cannot carry heavy weaponry for use, making them less useful in naval warfare.

Longship. Longships are vessels that rely on a rowing crew and sails to move across the sea, often outfitted with a single full-rigged mast. The size of a longship makes it easy for troops to get on and off quickly, making it the perfect ship for engaging in surprise strikes. Typically only used by giants in this setting.

Keelboat. One of the smallest sailing vessels, keelboats can be sailed or rowed by a single person. These ships often transport small amounts of cargo or passengers. They're perfect for pleasure cruises, as they're easier and less expensive to operate than larger vessels.

Rowboat. The humble rowboat serves to ferry passengers back and forth from larger ships or to navigate lakes and rivers. Due to its simple, versatile design, a rowboat has no decks or typical crew. Weighing 100 pounds, a rowboat is easy to transport and might be carried by larger ships.

Sloop. A small, nimble and agile sailing vessel with a single mast and for-and-aft-rigged sails. A sloop in this setting refers to smaller boats and not a sloop-of-war. Its small size makes it easy to maneuver, oftentimes being a prime choice for pirate crews who only just began their journey.

Waterborne Vehicles
Ship Cost (Beri) Speed Crew Passengers Cargo (tons) Cannon Slots AC HP Damage Threshold
Caravel 100 Million 5 mph 30 20 100 Bow 1, Port 6, Star 6, Stern 3 15 600 15
Carrack 250 Million 4 mph 40 60 200 Bow 4, Port 12, Star 12, Stern 4 15 1000 30
Galleon 400 Million 4½ mph 60 90 300 Bow 4, Port 24, Star 24, Stern 8 17 1200 30
Galley 300 Million 4 mph 80 40 150 Bow 1, Stern 2 15 1000 20
Keelboat 30 Million 3 mph 3 4 1/2 Bow 1 15 200 10
Longship 100 Million 5 mph 40 100 10 None 15 600 15
Rowboat 500 000 1½ mph 2 2 None 11 100
Sloop 50 Million 4 mph 10 10 25 Bow 1, Port 1, Star 1 15 300 15
Cannons
Cannon Damage Cost (Beri) Misfire Range Siege Weapon Clean and Reload Ship Availability
Swivel Gun 2d8 100 000 3 120/480 No 1 Bonus Action All Ships
8-pounder 2d10 1 Million 4 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley, Sloop
12-pounder 3d10 3 Million 4 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley
18-pounder 4d10 7 Million 4 250/1000 Yes 2 Actions Caravel, Carrack, Galleon, Galley
24-pounder 6d10 12 Million 4 250/1000 Yes 2 Actions Carrack, Galleon, Galley
36-pounder 8d10 20 Million 3 250/1000 Yes 2 Actions Carrack, Galleon
42-pounder 10d10 30 Million 3 300/1200 Yes 2 Actions Carrack, Galleon
64-pounder 15d10 40 Million 3 300/1200 Yes 2 Actions Terrestrial Only

Cannons

In naval battles, cannons serve as the primary weapon of most all seafaring vessels. A cannon's destructive properties are measured by the pound rating of the ammunition it fires: The larger the pound rating, the more damage the cannon deals on a successful hit. However, cannons are heavy duty equipment, and larger cannons typically can't be mounted on smaller vessels at all. Furthermore, the size of the vessel determines how many cannons can even fit on the ship to begin with, regardless of weight and size.

Damage. All cannons deal bludgeoning damage with basic round shots, however different forms of ammunition exist. See the Cannon Shot table for more information.

Misfire. All cannons have a relatively high misfire score, as anything from the weather to the ambient temperature can affect cannon efficiency.

Clean and Reload. Smaller guns, such as the swivel gun, can be effectivelly manned and used by a single person, however larger cannons typically require a group of two to three in order to fire effectively each turn.

Ship Availability. Some ships are better designed to handle the weight and recoil of cannons than others. If a ship fires a cannon for which it isn't designed, such as a caravel loading and firing a 24-pounder cannon, then the ship takes bludgeoning damage equal to the average damage of the cannon whenever it is fired (in this case, that would result in 33 (6d10) bludgeoning damage.)

Cannon Shot
Shot Cost Damage Type Damage Spread
Round Shot 10 000 beri Bludgeoning Sphere (5 feet radius)
Grapeshot 15 000 beri Piercing Cone (30 feet)
Chain Shot 15 000 beri Bludgeoning Line (5 feet wide)
Exploding Shell 20 000 beri Fire Sphere (20 feet radius)
Flame Dial 100 000 beri Fire Line (10 feet wide)

Damage Spread. A shot type's damage spread determines the splash zone resulting from a hit. Sphere-shaped spreads extend from the shot's impact, while cone and line-shaped spreads extend from the muzzle of the cannon. If the damage shape is in a line, the length of the line equals the cannon's normal range. Each creature that is not the target but are within the damage spread when the cannon is fired must make a Dexterity saving throw. A creature takes half the damage of the cannon's damage roll on a failed save, and no damage on a successful one.

Firing a Cannon. When you fire a cannon, you make a ranged attack roll with the cannon as normal, using your Dexterity modifier. Unless you have proficiency with cannons, you do not add your proficiency modifier to attacks with them.

Ranged Cannon Attack = d20 + your proficiency bonus + your Dexterity modifier
Cannon Save DC = 8 + number of damage dice of the cannon
Mounts and Animals
Item Cost Speed
Camel 500 000 beri 50 ft.
Donkey or mule 80 000 beri 40 ft.
Duck, giant 1 000 000 beri 60 ft.
Elephant 2 000 000 beri 40 ft.
Horse, draft 500 000 beri 40 ft.
Horse, riding 750 000 beri 60 ft.
Horse, sea 600 000 beri Swim 40 ft.
Pony 300 000 beri 40 ft.
Warhorse 4 000 000 beri 60 ft.
Tack, Harness, and Drawn Vehicles
Item Cost Weight
Barding x4 x2
Bit and briddle 20 000 beri 1 lb.
Carriage 1 000 000 beri 600 lb.
Cart 150 000 beri 200 lb.
Chariot 2 500 000 beri 100 lb.
Feed (per day) 25 beri 10 lb.
Saddle 150 000 beri 15 lb.
Saddlebags 40 000 beri 8 lb.
Sled 2 00 000 beri 300 lb.
Stabling (per day) 2 500 beri
Wagon 350 000 beri 400 lb.
Dial Vehicles (Sky)
Item Cost Weight Speed
Board, breath dial 200 000 beri 2 lb. 50 ft.
Board, jet dial 10 000 000 beri 2 lb. 65 ft.
Shooters, breath dial 100 000 beri 1 lb. 40 ft.
Shooters, jet dial 5 000 000 beri 1 lb. 50 ft.
Waver, breath dial 1 000 000 beri 80 lb. 60 ft.
Waver, jet dial 50 000 000 beri 80 lb. 80 ft.

Building, Maintaining and Repairing Your Ship

Most renowned pirate crews have signature ships unique in their design. These are ships that have been either built or upgraded by the hands of a skilled shipwright.

The difference between a crew with and without a skilled shipwright is clear as day from a glance at their ship. Strengthened hulls, heavier cannons and propulsion systems mark a vessel in the care of a skilled shipwright with the proper means to work with, and can make the difference between life and death on the open seas.

Building a Ship

A shipwright does not need to bargain with others in order to get a ship up and running for their allies. All shipwrights have the knowledge necessary to craft a seafaring vessel from scratch, what they need is the resources and manpower. In order to begin the construction of a ship, the crew must have at least one shipwright as part of their crew. However, other participants in the crafting process do not need to be shipwrights.

Building your own ship is a time-consuming effort, but it is relatively cheaper than buying one from a company. In order to build a ship, you need resources such as wood, iron and cloth of a value equal to half the market value of the ship you are attempting to build, as well as 8 hours set aside for crafting each day. So if you for instance are attempting to build a caravel, you would need 50 million beri's worth of resources.

As you craft, you make progress in increments measured in beli. The increments are decided by a tool ability check using your carpenter's tools, as described in the Crafting Process table below. Creatures that have the Craft Vessel feature make this check at advantage, and alternatively creatures without proficiency with carpenter's tools can make an Intelligence (Engineering) or Strength (Athletics) skill check at disadvantage, symbolizing mental and physical labor. Each participating creature makes its own tool or skill ability check, and the results are pooled together for a total progress sum for the day. You make these tool and ability checks until your reach the market value of the ship you are crafting, for example if you make 250 000 beri's worth of progress per day, you will be able to complete a caravel (market value of 100 million beri) in 400 days. If two of your crew members help you and add a progress of 125 000 beri's worth of progress per day each, you will be able to finish the ship in only 200 days.

Crafting Process
Crafting Check Result Progress (in beli)
5 or lower 10 000
10 50 000
15 125 000
20 250 000
25 500 000
30 or higher 1 000 000
                                  

Damage and Repairs

Damage to a crew's ship on the seas is not a possibility, but an eventuality. Rough seas, harsh weather, sharp reefs and enemy ships will all tear away at your ship's hull and wear down the masts and sails. Mooring to repair and maintain your ship in between is imperative to keeping it seaworthy.

Whenever a ship suffers damage, its hit point maximum is reduced by a number equal to half the damage it suffered. Any crewmate can attempt to make repairs to restore lost hit points to a ship, but only a shipwright can restore lost maximum hit points. If a ship's hit point maximum is reduced below half its normal value, the ship is irrepairably damaged and not even a shipwright can restore it to its original hit points maximum.

A creature can spend anywhere between 1 to 8 hours doing repairs to a ship. For each hour a creature spends doing repairs, it can roll a DC 10 tool ability check with carpenter's tools, or alternatively an Intelligence (Engineering) or Strength (Athletics) ability check at disadvantage. On a successful check, the ship regains 5 hit points, or twice that if the creature making the check is a shipwright. A shipwright also restores the ship's hit point maximum by an equal amount on a successful check.

If a ship is brought to 0 hit points, it begins taking in water. The ship can remain afloat for a number of minutes equal to 10 + half its damage threshold value before completely sinking. While the ship is still afloat, a creature can attempt to temporarily block the leakage with a DC 15 tool ability check with carpenter's tools, or a DC 20 Intelligence (Engineering) or Strength (Athletics) check. On a successful check, the hole is temporarily fixed and the ship can stay afloat for an additional 10 minutes or until it takes damage again.

Each time the ship suffers damage while below 0 hit points, a new hole opens in the hull requiring one additional action to stop the ship from taking in water.

Klabautermann: Spirit of the Ship

Legends tell of a mythical water spirit known as the Klabautermann that dwells in ships beloved by their crew. They are said to warn the crew of danger and watch over the ship when they aren't present.

Using the Klabautermann. A DM can choose to bestow a ship with a klabautermann at their discretion. The spirit typically does not interact directly with the players or the crew, instead acting in silent vigil. Whenever the crew takes a long rest while damage has been done to the ship, the klabautermann will do repairs to the ship if it's below half its hit point maximum. These repairs also restores lost hit points maximum.

Additionally, a ship with a klabautermann is always considered to be under the alarm creation. The trigger for this alarm is anything that seeks to harm the ship or the crew, and can manifest as the ship suddenly reeling to the side or the sails unfurling suddenly.

Optional Rule: Upgrading your Ship

Having your own ship is a mark of pride for any captain, however in order to really stand out on the seas one must make additions to it that help it stand out from the common ship.

A skilled shipwright can upgrade an existing ship with all manners of additions and modifications. Upgrades require a creative mind and is typically not a service provided by most common shipwrights, including larger companies.

When crafting an upgrade for a ship, you follow the same crafting rules as the ones for building a ship. You can only craft one upgrade at a time, and other crewmembers can help you as with building a ship. The cost listed for each upgrade generally entails the resources necessary to craft the upgrade, such as lumber, steel or clockwork mechanisms. In order to craft an upgrade for a ship, you must first have a proficiency bonus equal to the number listed in the Proficiency column of the Ship Upgrades table. Additionally, the ship must meet the requirements listed for the upgrade, as described in the Requirement column of the same table.

Some upgrades come with additional bonuses to the ship, ranging from increased storage to sudden acceleration.

Activation. This upgrade is normally not in effect. Someone on the crew (typically the helmsman) must use an action to activate the upgrade.

Burst of Speed. As an action, the current helmsman of the ship can activate the turbo. This expends all remaining fuel in all tanks and moves the ship a number of feet in a straight line equal to the total amount of fuel consumed.

Dive. This upgrade creates a shell around the ship, allowing it to dive beneath the ocean's surface and travel along the ocean floor.

Fish Tank. A fish tank allows the crew to keep fresh fish on board, which can be used for food. This halves the crew's lifestyle expenses if they have a cook on board.

Fuel Supply. A fuel supply is measured in gallons of fuel. Fuel supply by itself does nothing, however it is necessary in order to use other specific upgrades that require fuel.

Gardening. Gardening allows the crew to grow plants, typically for medicine or food, on the ship. This halves the crew's lifestyle expenses if they have a doctor on board.

Lightweight. This makes the ship nimble and light, allowing it to travel in shallow water and sail upon the clouds of sky islands.

Reverse. This upgrade allows the ship to move in a straight line backwards by expending fuel.

Ship Upgrades
Upgrade Cost (Beri) Proficiency Repeatable Requirement Properties
Additional deck level
+1 deck level
5 Million 2 No Caravel, carrack, galleon x2 cannon slots (port/star)
+2 deck levels
10 Million 4 No Carrack, galleon x3 cannon slots (port/star)
Aerodynamics 500 000 2 No Caravel, keelboat, sloop Lightweight
Aquarium 750 000 3 No Carrack, galleon, galley Fish tank
Enhanced support 750 000 2 Yes None +1 cannon weight capacity
Expanded storage 500 000 3 No Caravel, carrack, galleon, galley x1.5 Cargo hold
Fuel tank, gallon (100) 2 Million 3 Yes Caravel, carrack, galleon Fuel supply
Orchard 300 000 3 No Caravel, carrack, galleon, galley Gardening
Propulsion 20 Million 3 No Fuel tank (25/hour) +2 mph, Activation, reverse
Reinforced hull
Apprentice
5 Million 3 No None +1 AC
Journeyman
10 Million 4 No None +2 AC
Masterwork
20 Million 5 No None +3 AC
Reinforced keel
Apprentice
10 Million 3 No None +100 hit point maximum
Journeyman
20 Million 4 No None +200 hit point maximum
Masterwork
30 Million 5 No None +300 hit point maximum
Submarine 30 Million 4 No Fuel tank (25/hour), propulsion Activation, dive
Turbo engine 5 Million 3 No Carrack, galleon, fuel (All remaining) Activation, burst of speed
Turrets, bow 7 Million 2 No Caravel, carrack, galleon, galley x2 cannon slots (bow)
Turrets, stern 7 Million 2 No Caravel, carrack, galleon, galley x2 cannon slots (stern)

Chapter 5: Customization Options

In addition to the many options presented in race, class and role choice, there exist a few additional means of customization for players who truly wish to tailor their character exactly to what they envision. Below are a few listed options for additional ways to customize your character.

Multiclassing

Rules on Multiclassing can be found in chapter 6, p.163 of the Player's Handbook. Multiclassing in this system is an optional rule, and the following requirements apply to the class options presented in chapter 3 of this document.

Multiclassing Prerequisites
Class Ability Score Minimum
Barbarian Strength 13 and Constitution 13
Bard Charisma 13
Brawler Dexterity 13 and Wisdom 13
Fighter Strength 13 or Dexterity 13
Gadgeteer Intelligence 13
Marksman Dexterity 13 and Wisdom 13
Medic Wisdom 13
Rogue Dexterity 13
Savant Strength and Charisma 13

Feats

A feat represents a talent or an area of expertise that gives a character spe⁠cial capabilities. It embodies training, experience, and abi⁠lities beyond what a class provides.

When your class gives you the Ability Score Improvement feature, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat's description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat's prerequisite, you can't use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can't benefit from the Grappler feat until your Strength is restored.

Available Feats (Player's Handbook)

The following feats are available for consideration to players who wish to use their Ability Score Improvement feature to pick a feat. Feats not listed her are normally not allowed, but the DM is allowed to waver this restriction to better fit the feel of their campaign. The feats listed below appear as they are found in Chapter 6 of the Player's Handbook.

  • Actor
  • Athlete
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Dungeon Delver
  • Durable
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Lightly Armored
  • Martial Adept
  • Medium Armor Master
  • Mobile
  • Mounted Combatant
  • Polearm Master
  • Resilient
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skilled
  • Skulker
  • Tavern Brawler
  • Tough
  • Weapon Master

Reworded Feats

The following feats appear differently than as presented in the Player's Handbook, changing the terminology to better match the rest of the document.

Elemental Adept

Prerequisite: The ability to use at least one creation

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Creations you use ignore resistance to damage of the chosen type. In addition, when you roll damage for a creation that uses that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Trick Foiler (Mage Slayer)

You have practiced techniques useful in melee combat against gadgeteers, gaining the following benefits:

  • When a creature within 5 feet of you uses a creation, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a creation, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against creations used by creatures within 5 feet of you.

Hobby Tinkerer (Magic Initiate)

Choose a class: bard or gadgeteer. You learn two tricks of your choice from that class' creation list.

In addition, choose one 1st-level creation from that same list. Using this feat, you can use the creation once at its lowest level, and you must finish a long rest before you can use it again.

Your creative ability for these creations depends on the class you chose: Charisma for bard and your choice of Intelligence or Wisdom for gadgeteer.

Routine User (Ritual Caster)

Prerequisite: Intelligence or Wisdom 13 or higher

You have learned a number of creations that you can use as routines. These creations are written in a journal, which you must have in hand while using one of them.

When you choose this feat, you acquire a journal holding two 1st-level creations of your choice. Choose one of the following classes: bard or gadgeteer. You must choose your creations from that class' creation list, and the creations you choose must have the routine tag. The class you choose also determines your creative ability for these creations: harisma for bard and your choice of Intelligence or Wisdom for gadgeteer.

If you come across a creations in written form, such as a blueprint or a gadgeteer's notebook, you might be able to add it to your journal. The creation must be on the creation list for the class you chose, the creation's level can be no higher than half your level (rounded up), and it must have the routine tag. The process of copying the creation into your journal takes 2 hours per level of the creation, and costs 50 gp per level. The cost represents material components you expend as you experiment with the creation to master it, as well as the fine inks you need to record it.

Gadget Sniper (Spell Sniper)

Prerequisite: The ability to use at least one creation

You have learned techniques to enhance your attacks with certain kinds of creations, gaining the following benefits:

  • When you use a creation that requires you to make an attack roll, the creation's range is doubled.
  • Your ranged creation attacks ignore half cover and three-quarters cover.
  • You learn one trick that requires an attack roll. Choose the trick from the bard or gadgeteer spell list. Your creative ability for these creations depends on the class you chose: Charisma for bard and your choice of Intelligence or Wisdom for gadgeteer.

Battle Creator (War Caster)

Prerequisite: The ability to use at least one creation

You have practiced casting spells in the midst of combat, learning Techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a creation when you take damage.
  • You can perform the somatic components of creation even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to use a creation at the creature, rather than making an opportunity attack. The creation must have a usage time of 1 action and must target only that creature.

Haki

Haki is a mysterious power that slumbers deep within each living creature. To most people, it is an untapped potential that will never be drawn upon, as very few individuals across the world ever awaken the power within them. Broadly speaking, Haki is not that different from other senses a creature might possess and comes in three distinct types, sometimes referred to as "colors".

Observation Haki (Kenbonshoku). This type of Haki grants a person a sorts of sixth sense, massively increasing their awareness and giving them the ability to pick up on the presence of nearby creatures. When mastered, this type of Haki can even allow creatures to peer moments into the future, giving them an uncanny ability to evade attacks and danger.

Armament Haki (Busoshoku). This type of Haki manifests a person's spirit as an invisible force around their body, protecting them from attacks or empowering their own in the same vein. Armament Haki is one of the only ways to reliably strike and damage Logia-type devil fruit users, and when mastered it allows a person to project their spirit as black armor, coat their weapons to make them stronger and deadlier, and create shockwaves to deflect attacks completely.

Conqueror's Haki (Haoshoku). This type of Haki is exceedingly rare, only appearing in a few individuals over the course of history. Conqueror's Haki is the projection of a person's willpower with such overwhelming force that it can incapacitate weaker beings completely. Conqueror's Haki is unique in that unlike the other two types, it cannot be trained in or forcefully unlocked, but one must possess the innate potential in order to do so.

Learning Haki Feats

Haki feats function similar to normal feats, with a few caveats. The first is that Haki feats are bound to specific character levels, the initial set of Haki feats not being available until a character reaches 8th character level or higher. Similar to feats, Haki feats are an optional choice that can be chosen in place of an Ability Score Improvement feature. However, unlike regular feats, Haki feats can be chosen in pairs of 2 Haki feats per Ability Score Improvement. Alternatively, a player can choose to pick up only one Haki feat when they gain an Ability Score Improvement, and then increase one ability score by 1 point.

Chosing a Haki feat that is a prerequisite for another Haki feat immediately makes you eligible for the latter. For example, you can choose both Basic Armament Haki and Color of Armament Adept at 8th level, but you cannot choose the latter and then improve one Ability Score at 8th level, as Basic Armament Haki is a prerequisite for choosing Color of Armament Adept.

Haoshoku Haki: Rare and Powerful

Dungeon Masters should exercise restraint when it comes to allowing Conqueror's Haki feats at the table. Typically, only players who hold the captain or vice captain role are eligible for Conqueror's Haki, but it's not a requirement to possess for either role.

List of Haki Feats

The available Haki feats are listed here in alphabetical order. If a Haki feat has a prerequisite, you must first meet it before being eligible to chose the Haki feat.

Basic Armament Haki

Prerequisites: 8th level

Through grueling challenges and training, you've unlocked the hidden potential sleeping deep within you. You have access to the basic form of Armament Haki.

Enhancement. Your weapon attacks now count as Haki-imbued for the purpose of overcoming immunities and resistances.

Basic Observation Haki

Prerequisites: 8th level

Through grueling challenges and training, you've unlocked the hidden potential sleeping deep within you. You have access to the basic form of Observation Haki, granting you the ability to sense the auras of living creatures.

Sense Presence. You gain a permanent +5 bonus to your passive Perception. As an action, you can focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your passive Perception or be spotted. You instantly learn the size of the creature and how many hit dice it has, but do not learn of its exact location unless you can see it. By concentrating on this effect as if it was a creation, you can expend the radius by 60 feet as an action, increasing the radius by 60 feet per instance up to a maximum of 300 feet.

Color of Armament Adept

Prerequisites: 8th level, Basic Armament Haki

Your specialization into Armament Haki empowers your use of it, granting you the ability to coat yourself in a black sheen that protects like armor. You gain the following benefits.

Hardening. As a reaction when you take damage, you can harden your skin like jetblack armor and grant yourself resistance to all the triggering damage.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest.

Color of Armament Journeyman

Prerequisites: 12th level, Color of Armament Adept

As your training with Armament Haki continues, you've learned how to extend your Haki to your weapons, turning the steel jet black and increasing its power immensely. You gain the following benefit.

Imbuement. When you're holding a weapon, you can choose for the weapon to gain a haki-imbued bonus to any attack and damage roll made with it. This bonus equals half your proficiency bonus (rounded down). If the weapon already has a bonus to its attack and damage rolls, you can choose to use this bonus if it's higher.

                                  

Color of Armament Master

Prerequisites: 16th level, Color of Armament Journeyman

Your training in Armament Haki has reached complete mastery, allowing you to create an invisible barrier around yourself that makes you virtually invulnerable.

Emission. You unconsciously emit an invisible barrier of force around yourself. You have immunity to bludgeoning, piercing and slashing damage not made with haki-imbued weapons, and resistance against all other damage except from creatures with the Conqueror's Haki Mastery feat.

Color of Observation Adept

Prerequisites: 8th level, Basic Observation Haki

Your specialization with Observation Haki allow you to sense the intent of creatures around you, allowing you to read their movements and evade their attacks.

Sense Intent. You gain a permanent +1 bonus to your AC. As a reaction when you are the target of an attack or an effect that forces you to make a Dexterity saving throw, you can grant yourself a bonus to your AC and all Dexterity saving throws until the end of the turn. The bonus equals your proficiency bonus. You can choose to do this after seeing the attack roll or making the saving throw, but before you know whether you succeeded on the saving throw or not.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest.

Color of Observation Journeyman

Prerequisites: 12th level, Color of Observation Adept

Through diligent training with Observation Haki, you've increased the range and precision of it to entirely new levels.

Enhanced Sense Presence. The permanent bonus to your AC increases to +2. You now have advantage on all Wisdom (Insight) and Wisdom (Perception) checks you make while concentrating on Sense Presence. Additionally, you can now shape Sense Presence as a line that is 100 feet long and 10 feet wide that extends from you, rather than a radius around you. On each of your turns, can extend the length of the line by 100 feet, up to a maximum of 1 mile.

Color of Observation Master

Prerequisites: 16th level, Color of Observation Journeyman

Your training in Observation Haki has reached complete mastery, allowing you to see a few seconds into the future through a moment of concentration.

Future Sight. The permanent bonus to your AC increases to +3. As a bonus action on your turn, you can peer into the future. Until the start of the next turn, you have advantage on all attack rolls, saving throws and ability checks, and attacks made against you are made with disadvantage.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest.

Conqueror's Haki

Prerequisites: Special

An optional addition to the Basic Armament Haki and Basic Observation Haki feats, a DM can choose to award this as an additional feat when specific characters learn both of the aforementioned feats. Awakening Conqueror's Haki grants a character access to the following benefits.

Overwhelming Presence. As a bonus action, you can project your willpower in a massive surge that knocks out any lesser creatures instantly. Each creature of your choice within 30 feet must succeed on a Wisdom saving throw or become incapacitated for 1 minute. While incapacitated, the creature is unconscious, but wakes up if it suffers any damage. The DC for this saving throw is calculated as 8 + your proficiency bonus + your Charisma modifier. Creatures with a challenge rating equal to your character level divided by 5 (rounded down) automatically fail this saving throw. Creatures that either possess any Haki feat, have a CR rating equal to or higher than half your level, or have equal to or more character levels than you, automatically succeed on this saving throw. Once you use this feature, you cannot do so again until you finish a long rest.

Clash. As a reaction when another creature uses Overwhelming Presence, you can choose to clash with them using your own. If you choose to do so, the radius of both you and your target's Overwhelming Presence increases to 60 feet, and creatures forced to make a saving throw does so at a disadvantage.

Domination. You can use dominate beast at will, using Charisma as your creative ability for this creation unless you have the Creativity feature, in which case you use your creative ability granted by that feature. A creature with a challenge rating equal to your character level divided by 5 (rounded down) automatically fail this saving throw. If you maintain this creation for its entire duration, the beast you targeted becomes friendly to you and your allies, but you no longer have any direct control over it unless you use this feature again.

Conqueror's Haki Mastery

Prerequisites: 16th level, Conqueror's Haki

You've mastered the use of Conqueror's Haki, able to use it in a form that coats your body and weapons with it. This form of haki can destroy just about anything you strike, and even Armament haki is useless against it.

Destruction. All your attacks now deal double damage to structures and buildings. Additionally, you ignore all creature's resistance and immunity to bludgeoning, piercing and slashing damage you deal with weapon attacks, including resistance gained from haki feats.

                                  

Voice of All Things

Prerequisites: Special

The voice of all things is not technically related to Haki, however it follows a very similar pattern in that only a few individuals ever have the opportunity to unlock it. Dungeon Masters are free to grant this feat to players when they meet the prerequisites for Basic Haki feats. The voice of all things grants you the following benefits.

Universal Language. You have an innate ability to hear the "voice" of animals and inanimate objects, instinctually understanding the meaning behind the sounds and gestures of animals, or any imagery or written language upon an object, including poneglyphs. You gain no additional benefits to communicate back with beasts and objects through this feature, nor any ability to coerce them to communicate with you.

Guidance of the World. Once, you can ask the DM one question relegated to a specific object, place or creature that you are trying to find. The DM then gives you one truthful answer that guides you in the direction of the thing you are looking for. You are not made aware of any dangers waiting on the path, nor does the answer you recieve take into account any changes that might as a result of an action taken by another player or NPC.

Once you use this feature, you cannot do so again until 7 days have passed since you last used it.

Chapter 6: Creation Lists

This chapter describes the most common creations found in the world of One Piece. Creations are synonymous with Spells found in standard Dungeons and Dragons 5th edition, however due to thematics the lists presented here are more limited in scope.

Additionally, creation is a more obtuse term in this setting. It could be an inspiring song played by a bard, an invention created by a gadgeteer, a special kind of ammunition crafted by a marksman or a manifestation of inner power summoned by a vindicator.

Legend. Creations marked with a ^ can be found in Xanathar's Guide to Everything or Tasha's Cauldron of Everything.

(R) Tag means the creation can be used as a routine.

3rd Level
  • Aura of Vitality
  • Blinding Smite
  • Crusader's Mantle
  • Elemental Weapon
  • Fear
  • Fly
  • Haste
  • Mass Healing Word
  • Protection from Energy
  • Thunder Step
4th Level
  • Aura of Life
  • Aura of Purity
  • Charm Monster
  • Dominate Beast
  • Elemental Bane^
  • Fire Shield
  • Freedom of Movement
  • Shadow of Moil^
  • Staggering Smite
  • Stoneskin
5th Level
  • Circle of Power
  • Contagion
  • Destructive Wave
  • Dominate Person
  • Far Step
  • Greater Restoration
  • Steel Wind Strike

Creations Expanded

In the world of One Piece, fantastical abilities are not unheard of among pirates and marines both. Specific individuals sometimes develop abilities that stand above the norm, allowing them to wield power that sometimes even rival that of Haki itself. These powers are typically referred to as their "creations" in the broadest of terms.

A creation could be anything that holds significantly more power than one might think. A song that inspires people to fight beyond their limits is as much of a creation as a medical drug that boosts performance if the results are the same.

Below follow an expansion on each creativity-using class presented in this document, exploring their particular brand of creativity further.

Bards - Stories to Shape the World

Bards are minstrels and entertainers, acrobats and daredevils who entertain the masses and lift the weary hearts of travelers everywhere. Most if not all pirate ships boast at least one bard on board for very specific reasons.

Not every entertainer is a bard. What sets a bard aside from other entertainers is the way their music seem to touch not only the soul but the bodies of those that listen to their music as well. Bard songs are creations that can seemingly numb pain, hypnotize and mesmerize crowds, and in some extreme cases even manipulate the environment itself.

Gadgeteers - Brains over Brawn

Gadgeteers are inventors and tacticians that build extraordinary contraptions and gadgets to use in combat. They can be anything from an underworld arms dealer to hobby tinkerer to a government-endorsed scientist to a revolutionary commander.

Gadgeteers are set apart from their peers by their ability to create just about anything they can dream. Their creations can be support tools to aid their allies, utilitarian gadgets designed for exploration, or customized weapons of war that spew fire, ice and lightning upon their enemies.

                                  

Marksmen - Always Prepared

Marksmen are experts in their field that enhance their uncanny aim with the use of specialized ammunition, gun customizations and easy-to-use gadgets, some of which can be applied to animal companions.

Marksmen split their focus between creativity and combat training, resulting in a smaller arsenal than gadgeteers. Instead, they specialize in creations designed for ease-of-use in battle, such as pop greens and dials, allowing them to rain bullets over large areas, fire incendiary napalm onto enemies or trap them in sticky glue-like tar.

Medics - Miracle Workers

Medics are, as the name suggests, practitioners of the healing arts, but in this practice lies also an intimate knowledge of lethal substances. Most medics often find work as doctors on both pirate and navy ships.

A medic's creations are typically less flashy than their contemporaries: Simple medicinal pills and humble concoctions that bely the great restorative or harmful power that lies within them. Medics use their creations to heal the wounded, empower allies with performance-enhancing medicine, weaken enemies with enfeebling chemicals, and create illusory images from hallucinogenic concoctions.

Savants - Power from Within

Savants are extremely rare individuals that have developed fantastical power from within. Most of the time, this power comes as a result of genetic modification or tampering, however sometimes it's simply a manifestation of a person's passion and spirit. Some savants are seers, capable of peering into the future through the use of paraphernalia such as tarot cards or crystal orbs.

Limited in scope compared to other forms of creativity, savants do not need gadgets or paraphernalia for their creations, instead it being a power that comes from within. Unlike other creative minds, savants learn a few specific creations based on what their soul mirrors.

Appendix A: Devil Fruits

What are Devil Fruits?

Devil fruits are mystical and mysterious fruits found throughout the world that, when consumed, provide the eater a special ability, depending on the type and variation of the fruit itself. Superficially, they resemble common household fruits at a glance, but a closer look will be able to tell them apart by the strange colorization and eldritch patterns that dot the outer layers of the fruit. The taste is also reportedly abhorrent and offputting, however rarely enough to prevent anyone from actually consuming the devil fruit.

The rarity of devil fruits mean few people outside of the Grand Line have ever seen one, or a devil fruit user at all. Most commoners in the four seas consider these fruits to be mere myth and legend, however as one travels along the Grand Line these powers become all the more apparent and common. Many of the strongest pirates and marine officers have consumed a devil fruit.

Three distinct types of devil fruits exist, ranked most common to rarest: Paramecia, zoan and logia.

A Treasure like no Other

Devil fruits are truly one of a kind, as no single fruit exists in two different instances at any time. However, mystical in nature, once a devil fruit user dies for any reason, the devil fruit they had consumed will soon grow on a fruit tree close to where the previous consumer had died. However, the exact location is always random, meaning that a devil fruit can remain hidden away for decades, possibly even centuries, with noone aware of its existence. The only known documentation of devil fruits is the Devil Fruit Encyclopedia, and its contents are incomplete as only a few listed fruits are given illustrations.

The only true way of learning what powers a specific devil fruit holds is to consume it. A single bite of the fruit is enough to gain its powers, the remainder of the fruit becoming just a normal, if unappetizing, fruit afterwards. Once consumed, the new devil fruit user innately learns the name of the fruit, and the basic properties of the power they have gained.

While the powers granted by a devil fruit cannot be understated, the price to pay for such a boon is a steep one indeed. Said to have been spawned by the devil of the seas, whoever eats a devil fruit forever loses their ability to swim. In a world consisting mostly of expansive seas and oceans, this is a dangerous gambit to risk for the sake of power.

Even so, the lure of the devil fruits remain extremely strong with all who desire power or freedom, so much that the rarest and most powerful devil fruits can sell for as much as 5 000 000 000 beri, more than ten times as much as a galleon warship.

Hated by the Sea

It is said that the sea itself hates devil fruit users, which is why all of them without fault lose the ability to swim. More than that, they become entirely incapacitated when submerged in water, meaning a single unfortunate drop could spell the definite end of a devil fruit user, no matter how powerful. Even a casual dip in running water saps the strength of a devil fruit user, leaving them weak and lethargic.

Special types of minerals, known as sea-prism stone or simply seastone, also generate a similar "energy" to the ocean. Much like running water, contact with these stones sap the strength from devil fruit users and prevent them from using their powers. The mining and distribution of sea-prism stone is a tightly guarded secret by the world government.

Feature: Ocean's Scorn

Consuming a devil fruit instantly grants a character this feature. The creature permanently loses any swimming speed it may have, and it cannot benefit from any creation or effect that'd grant it a swimming speed. When a devil fruit user is partially submerged in running water to its knees, or comes into contact with sea-prism stone, it suffers disadvantage on all attack roll, ability checks and saving throws until contact is broken. If the water additionally reaches its waist, its speed is reduced by half as well. If a devil fruit user is submerged in water beyond their waist, it becomes paralyzed until moved onto dry land, and immediately begins sinking at a speed of 30 feet per turn until it reaches the bottom.

Awakening the Power

Beyond the obvious boons granted by a devil fruit, the powers they contain also grows and change with the fruit user. The same devil fruit could be harmless in the hands of a bumbling farmer and devastating in the hands of an ambitious pirate.

A lot of devil fruits, paramecia type ones especially, rely on the ingenuity and resourcefulness of the user. Beyond mere training and application with a fruit's power however is the ability to "awaken" the power within them. When this happens, the fruit's powers grow beyond the user itself. Awakening manifests differently in different types of fruits: Paramecia fruits gain the ability to affect their surroundings, while zoan fruits instead only gain massively increased physical attributes.

Only a few devil fruit users ever manage to awaken their power, making any documentation on the true extent of awakened power scarce and unavailable. Few people have ever heard of devil fruits, so the number of people aware of awakening are even less commonplace in the world.

The Rarity of Devil Fruits

Devil fruits are incredibly rare and sought after, a fact that shouldn't be taken lightly. Anyone who eats a devil fruit is practically destined to take to the seas and make a name for themselves. The journey to find a devil fruit could be an entire adventure in and of itself.

A DM should exercise caution in allowing devil fruits in their campaign. While they are an intrinsic part of One Piece, their powers can easily schew the game in favor of the players. Paramecia and zoan type fruits are less egregious of an example depending on their subtype, however logia type devil fruits should not be made available to players until they reach 8th level and gain accesss to Haki feats, to balance the damage immunities that come with logia fruits.

Creating a Devil Fruit

Due to the infinite possibilities for creating devil fruits, dungeon masters and players must work together to design them from whatever concept they might have. A few examples will be given in this document, as well as general guidelines on creating and designing devil fruits.

Fruit user Class and Class Levels

When a player consumes a devil fruit, they immediately gain a level in a unique class known as a fruit user class. This functions similar to multiclassing in most aspects, however a character is not required to have the required Ability Scores necessary to multiclass out of their chosen classes to gain levels in a fruit user class. Each devil fruit has its own hit dice, which you gain and use as normal as you gain levels in a fruit user class. A player must have at least one level in a normal class before consuming a devil fruit.

Once a player has gained the first level in a fruit user class, they gain levels in the same fashion as they would while multiclassing as described in chapter 6 of the player's handbook. Gaining levels in a fruit user class signifies training and eventually awakening the powers of the devil fruit you've consumed.

Each fruit user class only has between 3 and 5 levels, and each level grants the player a feature similar to normal classes. Once you've reached the maximum level of a fruit user class, you're considered to have completely mastered the devil fruit's powers. Additionally, some fruit user classes require the player to be of a certain character level before increasing the level of their fruit user class, unlike normal classes.

For example, the quick quick user requires the player to have reached 11th character level before they can go from 3rd level to 4th level in the quick quick user class. If a player is a 5th level brawler and a 3rd level quick quick user, they must choose to increase their brawler to 6th level or possibly multiclass into another class when they next gain a level, as their character level is only 8th level.

A character can only have one fruit user class at any time, as it's impossible to benefit from two devil fruits at the same time.

Some devil fruits have abilities that require an ability check or a saving throw. In those cases, either the fruit user's Constitution or Charisma score is used. If the fruit's power changes the eater physically, it's typically Constitution. If the fruit allow them to generate a force or create an effect, it's typically Charisma. Paramecia are typically Charisma-based, while Logia are typically Constitution-based.

Paramecia Type

Paramecia type fruits are most common and the broadest categorization of devil fruits, as it entails all forms of superhuman abilities and traits, both physical and mental. Some paramecia devil fruits allow the user to transform their body into different substances, such as rubber or blades. Other paramecia devil fruits allow the user to create specific substances such as wax or soap, or a force like shockwaves or magnetism. When a devil fruit cannot be classified as a logia or zoan type, it is a paramecia type.

While some paramecia fruits allow the user to transform parts or even their whole body, they do not infer the same immunities to damage that logia fruits do. The same goes for paramecia fruits that allow the user to generate a substance, but not transform into it.

Example Paramecia Fruit: The Lock Lock Fruit

The lock lock fruit is a devil fruit that allows the user to "lock" any mechanism that can naturally be opened or closed, such as doors, chests or windows. However, this ability also extends to more diffuse examples of what can be opened or closed, such as a person's eyelids or a bleeding wound. As the player gains levels in the lock lock user class, they eventually learn how to unlock things they touch, and when their power awakens they can affect a wide area without touching it.

Hit Dice. The hit dice for the lock lock user class is a d6.

Ability Checks. Some of your lock lock fruit features require a lock ability check from you. You calculate this ability as follows.

Saving Throw. Some of your lock lock fruit features require a saving throw. The DC for this saving throw is calculated as follows.

Lock Lock Ability Check = 1d20 + your proficiency bonus + your Charisma modifier
Lock Lock Save DC = 8 + your proficiency bonus + your Charisma modifier

Lock Star

Beginning when you eat the lock lock fruit at 1st level, you learn how to temporarily lock mechanisms that can be closed. As an action, you can touch a door, chest or similar object and speak the command word. For 1 minute or until you use a bonus action to release this effect, the object closes and locks in place and cannot be opened by normal means. A creature can attempt to break open the locking effect with a Strength (Athletics) check contested by your lock save DC.

Additionally, you can innately use the following creations at their lowest level, requiring no material components. Charisma is your creative ability for these creations. Any creation you use with this feature has the range of touch. You regain all uses at dawn.

3/day: cure wounds (1st level)
1/day: blindness deafness (blindness only)

Unlocked Secrets

At 2nd level, your locks are reinforced further and you also gain the ability to unlock closed doors, chests and similar objects with your devil fruit powers. Any object you lock will now remain locked for up to 10 minutes or until you use a bonus action to release the effect. Additionally, you can now make a lock ability check to unlock any kind of lock you come upon. If you fail this check, you have disadvantage on subsequent checks you make against the same lock within the next hour.

Lastly, you gain additional creations that you can innately use, requiring no material components. Charisma is your creative ability for these creations. Any creation you use with this feature has the range of touch. You regain all uses at dawn.

3/day: cure wounds (1st level)
1/day: blindness deafness (blindness only), cure wounds (2nd level)

Devil's Locksmith

Prerequisite: 5th character level

At 3rd level, your mastery of the lock lock fruits have reached new heights, and you can even lock things in motion for short periods of time. When you hit a creature with an opportunity attack, that creature must succeed on a Strength saving throw or have its speed reduced to 0 until the start of its next turn. Additionally, creatures now make Strength (Athletics) checks to open doors or chests you have locked at disadvantage.

Lastly, you gain additional creations that you can innately use, requiring no material components. Charisma is your creative ability for these creations. Any creation you use with this feature has the range of touch. You regain all uses at dawn.

3/day: cure wounds (1st level), cure wounds (2nd level)
1/day: blindness deafness (blindness only), cure wounds (3rd level), hold person

Awakening

Prerequisite: 9th character level

At 4th level, you've awakened your devil fruit's power, and you can now lock anything within the nearby vicinity without even moving a finger. The range of your lock lock fruit features is now extended to 30 feet, instead of touch. You can also target up to 5 different objects to close and lock, or unlock and open, with the use of a single action. Additionally, any innate creations you use that targets only one creature now uses its normal range, or a range of 30 feet if it is a touch creation.

As a reaction when you see a creature or object that is falling and that can fit within a 10 foot cube, you can use the lock lock fruit's power to "lock" the falling object and up to five additional target in place. If a target is an unwilling creature, it can make a Strength saving throw to resist the effect. On a failed save, all targets are suspended in midair for up to 1 minute. You must concentrate on this ability as if it was a creation. While suspended in air, a creature is incapacitated and its speed is reduced to 0. A creature can retry this saving throw at the end of its turn, ending the effect on itself on a successful save.

Lastly, you gain additional creations that you can innately use, requiring no material components. Charisma is your creative ability for these creations. You regain all uses at dawn.

3/day: blindness deafness (blindness only), cure wounds (2nd level), cure wounds (3rd level), hold person
1/day: cure wounds (4th level), hold monster, mass cure wounds (5th level)

Lockdown

Prerequisite: 17th character level

At 5th level, you've completely mastered the use of the lock lock fruit. You can now draw upon the power to completely lock down everything but yourself for a moment. The range of your lock lock fruit features extend to 60 feet, instead of 30 feet.

Additionaly, you gain additional creations that you can innately use, requiring no material components. Charisma is your creative ability for these creations. You regain all uses at dawn.

3/day: blindness deafness (blindness only), cure wounds (4th level), cure wounds (5th level), hold person
1/day: hold monster, mass cure wounds (8th level), time stop

Zoan Type

Zoan type fruits are a lot more straight-forwards than paramecia or logia type fruits, as they all follow the same formula. All zoan type fruits grants the user the ability to shapeshift into the form of a specific animal alongside any boons such an animal might have, or take on the appearence of a hybrid between their humanoid and bestial form. In beast form, a zoan type inherits all the strengths and weaknesses of the animal side, while in hybrid form they mix the power of their bestial side with the bipedal form of their human side.

Variations of the same type of animal exist within each fruit subtype. For example, the cat cat fruit exists in multiple versions, from leopard to lion to cheetah to common calico housecats. Each such zoan type is a unique fruit, and several subtypes can exist at the same time.

Typically, only normal animals are represented in zoan type fruits, however there exists two distinct and extremely rare variants of zoan fruits, known as ancient and mythical zoan fruits. The former lets the user transform into extinct races such as dinosaurs, while the latter lets them take on the shape of mythical beasts such as the dragon or the phoenix.

A curious case with zoan type devil fruits is the ability to "feed" them to inanimate objects, such as weapons or teapots, creating animal-object hybrids with sentience. The exact process is currently unknown and was developed by world goverment scientists, however it is a widespread enough practice to appear across the Grand Line, though in a very limited scope.

Example Zoan Fruit: The Cat Cat Fruit ─ Model: Calico

Perhaps not the most powerful zoan type, the cat cat fruit ─ model: calico allows the user to transform into a small, seemingly harmless calico housecat. While not particularly strong in combat, the small size and cat-like agility make it excellent for scouting and sneaking past sentries unnoticed. The hybrid form offers little bulk, but retains your humanoid size while bestowing you with uncanny agility and swiftness.

Hit Dice. The hit dice for the cat cat fruit ─ model: calico user class is a d6.

Calico Beast Form

Starting when you eat the cat cat fruit ─ model: calico at 1st level, you can use a bonus action on your turn to transform into a calico housecat and back. While transformed this way, the following rules apply.

  • Your game statistics are replaced by the statistics⁠ of a cat (appendix D of the player's handbook), but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.
  • You retain your current hit points and hit point maximum instead of adopting the cat's hit points and hit points maximum. You do not revert to your normal form if you're reduced to 0 hit points, and you make death saving throws as normal.
  • You cannot use creations while transformed, however you can still speak and communicate as normal. This doesn't break the concentration on creations you have active, however, or prevent you from taking actions that are part of a creation, such as call lightning, that you've already used.
  • You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your special⁠ senses, such as darkvision, unless your new form also has that sense.
  • You have darkvision out to 60 feet. If you already have darkvision from another source, it is extended by another 60 feet.
  • You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment⁠ functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature's shape and size. Your equipment⁠ doesn't change size or shape to match the new form, and any equipment⁠ that the new form can't wear must either fall to the ground or merge with it. Equipment⁠ that merges with the form has no effect until you leave the form.

Calico Hybrid Form

Also at 1st level, you can use a bonus action on your turn to transform into a humanoid/cat hybrid form and back. While transformed this way, the following rules apply.

  • Your creature type is both humanoid and beast, and you have advantage on saving throws against creations that affect only one of the two creature types, such as hold person.
  • You have darkvision out to 60 feet. If you already have darkvision from another source, it is extended by another 60 feet.
  • Your walking speed increases by 10, and you gain a climbing speed equal to your walking speed.
  • You gain sharp claws that can be used as weapons. You gain a special unarmed strike option to attack with your claws, dealing 1d4 + your Dexterity modifier slashing damage instead of the normal damage.
  • You are proficient in Dexterity saving throws and the acrobatics skill, even if you normally aren't.

Enhanced Forms

Prerequisite: 6th character level

At 2nd level, both your beast and hybrid forms are further improved through rigorous training.

Beast Form

While transformed into your beast form, you now gain the following additional benefits.

  • Your Dexterity score is now set to 19.
  • You gain proficiency in Dexterity saving throws and the acrobatics skill if you don't already have it.
  • Creatures make opportunity attacks against you at disadvantage.
  • You may double your proficiency bonus for any Dexterity (Acrobatics) or Dexterity (Stealth) check you make.
                                  
Hybrid Form

While transformed into your hybrid form, you now gain the following additional benefits.

  • The damage from your claws increases to 1d6 + your Dexterity modifier.
  • When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Awakening

Prerequisite: 12th character level

At 3rd level, you awaken the true power of your devil fruit, massively increasing your speed and ferocity. You gain the following benefits in both transformed forms.

  • Your Dexterity score is set to 21, unless it's already higher.
  • When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  • You can take the Dash or Disengage action as a bonus action on your turn.
  • When a creature ends its turn within 5 feet of you, you can use your reaction to move up to half your speed without provoking opportunity attacks.

Logia Type

The logia type is characterized by giving its user the ability to become, create, and control an element or force of nature. If all three of these requirements are not met, then the devil fruit cannot be classified as a logia type. devil fruits that allow the user to create and control poison, wax, or any other substance that do not allow the user's body itself to transform into that element itself are classified under paramecia. Likewise if the devil fruit changes the propertiesof the user's body to a specific element but doesn't allow for the creation and manipulation of similar elements, a fruit is also classified as paramecia over logia.

The most powerful ability of a logia fruit is the power of intangibility and reformation. As logia user can transform completely into the element of their devil fruit, they become almost invulnerable to most conventional forms of damage. Even if their element is a typical solid, like steel or diamond, they can still reform if broken apart. Even decapitation or other forms of limb loss are inconsequential setbacks at best to logia fruit users.

The only way to directly harm a logia fruit user is to either find an element that directly opposes or overpowers their's, such as water opposing sand or magma burning hotter than fire, or by using armament haki which is extremely rare outside of the New World. The opposite weakness is the most common and accessible way of battling logia fruit users, if one can only figure out what it is. Additionally, logia fruit users still lose the ability to act or transform while submerged in water, like all other forms of devil fruit users.

Logia fruits are thus rightfully considered the most powerful of all devil fruits, and a single logia fruit user can easily overpower scores of common soldiers without effort.

Example Logia Fruit: The Quick Quick Fruit

The quick quick fruit bestows the eater with the power of quicksilver, or mercury, transforming them into a quicksilver human. As the only metal that is liquid at normal room temperature, the fruit user can easily shapeshift into a viscous liquid metal at will. Quicksilver is highly toxic, allowing them to leave burning marks when touching enemies.

However, quicksilver has a weakness in cold. By lowering the temperature, quicksilver becomes solid and extremely brittle, losing their trademark invulnerability and intangibility temporarily.

Hit Dice. The hit dice for the quick quick user class is a d10.

Saving Throw. Some of your quick quick fruit features require a saving throw. The DC for this saving throw is calculated as follows.

Quick Quick Save DC = 8 + your proficiency bonus + your Constitution modifier

Quicksilver Humanoid

Starting when you eat the quick quick fruit at 1st level, you become a quicksilver humanoid able to control your mutable form to your whim. You gain the following benefits.

  • You gain immunity to all non-imbued damage except cold and psychic damage.
  • Attacks made with non-imbued weapons automatically miss you, regardless of the attack roll.
  • If you suffer cold damage, you lose all your damage immunities granted by this class until the end of your next turn. During this time, you can't use any of the features granted by this class.
  • You can move through a space as narrow as 1 inch wide without squeezing.
  • If you move half your speed or less on your turn, you can transform into liquid mercury for the duration of the movement. While taking this movement, you can move through a creature's space as if it was difficult terrain, and opportunity attacks made against you are made with disadvantage. If you end your turn within another creature's space, you take 5 (1d10) force damage and is pushed to the nearest unoccupied space.
  • You can use your quicksilver body to attack enemies. You gain a special melee weapon attack with your quicksilver that you can use in place of any normal weapon attack. Your quicksilver is considered a simple weapon with which you are proficient, and it has the finesse, light and thrown (range 20/60) properties. On hit, it deals your choice of acid, bludgeoning, piercing or slashing damage equal to 1d8 + your Dexterity or Strength modifier (whichever is higher).
  • When you use an action to attempt to grapple a creature and succeed, you can choose to transform into mercury and restrain them as a bonus action. While restraining a creature this way, your speed is reduced to 0 for the duration. While restrained this way, a creature suffers acid damage equal to your proficiency bonus at the start of its turn.
                                  

Mercurial Combat

At 2nd level, you've learned how to manipulate the element of quicksilver to your advantage. You gain a special action you can take on your turn that showers an area with mercury.

As an action, you create a hail of mercury over an area. Creatures other than you within this area must make a Dexterity saving throw, taking 1d6 acid damage and 1d6 bludgeoning, piercing or slashing damage (your choice) on a failed save, and half that on a successful one.

The range and radius you use this special action across can be one of the following shapes.

  • A 30 foot cone, centered on yourself.
  • A 20 feet radius sphere, centered on yourself.
  • A 60 foot long, 5 feet wide line, centered on yourself.
  • A 15 foot cube, centered on a point you can see within 120 feet.

Mercurial Mastery

Prerequisite: 6th character level

At 3rd level, you learn to power up your special attack granted by Mercurial Combat.

When you take an action to use your Mercurial Combat, you can choose to empower the special attack, dealing an additional 3d6 acid damage and 3d6 bludgeoning, piercing or slashing damage. You can empower the attack twice, and regain all uses when you finish a long rest. This increases to three times at 4th level and five times at 5th level.

Quickening

Prerequisite: 11th character level

At 4th level, you learn how to consciously transform your body to evade even haki-imbued attacks.

When a creature you can see makes an attack against you, you can use your reaction to impose disadvantage on the attack roll. If the attack still hits, you have resistance to the damage.

Awakening

Prerequisite: 17th character level

At 5th level, you completely master your use of the quick quick fruit.

The area affected by your Mercurial Combat now expands, causing the range and radius of the special attack to take one of the following shapes.

  • A 60 foot cone, centered on yourself.
  • A 30 feet radius sphere, centered on yourself.
  • A 100 foot long, 10 feet wide line, centered on yourself.
  • Up to three 15 foot cubes, each centered on a separate point you can see within 120 feet. The cubes can overlap.

Additionally, whenever you empower this special attack, quicksilver lingers on the ground in the area and transforms it into difficult terrain until the end of your next turn.

Credits Page

Cover Page and Preface:

  • Stain Marks and Borders - Flamableconcrete
  • Dream Sounds - Megatruh
  • Firdous e bareen - Megatruh

Chapter 1:

  • One Piece PS4 Cover - Eiichiro Oda; cutout by bodskih
  • Shanks Redhair, Boa Hancock, Ideo, Blue Gilly, Amande, Pudding - Eiichiro Oda; cutout by bodskih
  • Sun Pirates - Inmortal Khan
  • Arlong, Jinbei, Hatchan - Eiichiro Oda; cutout by bodskih
  • Shirahoshi - AireensColor
  • Underwater Concept Art - Sahil Travedi
  • Carrot Sulong - Hugo Lizarbe
  • Inuarashi, Nekomamushi - Eiichiro Oda; cutout by bodskih
  • Jungle - Jordi Gonzalez Escamilla
  • Wyper - Carlito Carlixtro Jr.
  • God Enel, Raki, Conis - Eiichiro Oda; cutout by bodskih
  • Bartholomew Kuma - Jasonz
  • Bartholomew Kuma, Reiju Vinsmoke, Monet and Ryuma - Eiichiro Oda; cutout by bodskih

Chapter 2:

  • Zoro - Young-street
  • Soul King Brook (ONE PIECE) - Art-by-Evan
  • Gear Second - OH NIPS
  • Franky - Deyvidson
  • Nami (New World) - fpxzy111
  • Usopp - Evan Scale
  • Concept Art - Vladis Fender
  • Chopping Chopper - Skrollan95
  • Trafalgar Law Carlos Semper
  • Chopper Commision - Awfulawafalo
  • OP_A day in the medical library - zzyzzy
  • Nico Robin - r-trigger
  • Sanji (New World) - fpxzy111
  • Not a single inch - Arasdel

Chapter 3:

  • Strawhats - Junefeier
  • Luffy, Brook, Nami, Sanji, Usopp - Young-street
  • Chopper Sensei - RaetElgnis
  • Fishman Karate - Supario
  • Nico Robin - Madboy-Art
  • 弗兰奇 (Franky) - C home
  • onepiece zoro - Pu Reum Lee

Chapter 4:

  • Shandia - Eiichiro Oda, Shueisha and Toei; hosted on One Piece Wiki
  • Den Den Mushi - Eiichiro Oda, Shueisha and Toei; hosted on One Piece Wiki
                                  

Appendix A:

  • One Piece - Devil Fruit - Ismail Marzuok

Credits:

  • Pirates - Megatruh

Nico Robin One Piece Burning Blood Drawing

Source: https://homebrewery.naturalcrit.com/print/HkRwCRCxU?dialog=true

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