```metadata title: One Piece D&D 5e description: >- A brew made by Mr Silvers, but modified by Joyful Gent for their personal One Piece D&D game. tags: - One Piece - Homebrew - One Piece DND - Players Handbook - DND 5e - Anime systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; }0 ```
# One Piece 5e
##### An unofficial 5e supplement for Eiichiro Oda's *One Piece*. By Joyful Gent and Bluebeary, inspired 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. Credit to the original Homebrew: https://homebrewery.naturalcrit.com/share/HkRwCRCxU 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.
\page # Preface The world of *One Piece* has always been fascinating due to its endless diversity, fun power systems and battles, and compelling stories from every character. The possibilities are near endless. This had combined with a second love of mine, that being *Dungeons and Dragons*, specifically 5th edition due to it being the most popular, and the system I was most familiar with. The overall simplicity of the system and the possibilities of *One Piece* gave rise to some inspiration. That being to run my own 5e game in the *One Piece* world. Eager, I searched for any hints on how to run things such as devil fruits, new classes, and the like. That was when I came across u/MrSilver's original 5e book. It had so much to offer, but still was lacking. However, this did not deter me from my endeavors to run _One Piece_ 5e game, so I instead began planning the world and characters. Months down the line, I would discover a D&D 5e podcast that was also about *One Piece*, that being One Piece D&D by [Rustage](https://www.youtube.com/c/rustage), [Tekking101](https://www.youtube.com/c/tekking101), [2Spooky](https://www.youtube.com/c/2SpookyChannel), [Lost Pause](https://www.youtube.com/c/LostPause), and [Briggs](https://www.youtube.com/c/AllDayAnime). The devil fruit system made by Rustage, and how much fun the players were having brought back that motivation I needed. So began the journey of making the system more like *One Piece*. Using some newfound ideas from Rustage, the original guide by u/MrSilvers, and some knowledgeable friends along the way, we began crafting this guide, adding new content whenever the need came up, bringing us to where we are now. As of writing this preface, I have been DMing my One Piece 5e game for a little over half a year, and so far, it has been a blast, the joy my players have when they progress through the hardships of the world is what this guide is for. ### Using This Guide This goes out to all my fellow Dungeon Masters out there. If you do want to use this system and play One Piece 5e, you must keep 2 main factors in mind. The first is that the best *One Piece* game reflects the actual series in that you will be in here for the long con. A slow drip of the plot as your party sails through ocean blues. For games to be successful, I have found through using this system, high fantasy and focus on characters separate by arcs have been most effective in creating a fun narrative that captures the true essence of the _One Piece_ world. Later on, in this guide there will be a few chapters on items and additional powers, essentially acting as rewards for the players. Try your best to balance out the party dynamic, and play to each player's strength. A key component to a competent Dungeon Master is flexibility and learning. Building the world to grow around your players can be key. Please do not be alarmed by the strength of some of the class features as the guide is not meant to mesh with regular 5e, a common thing I see from veteran Dungeon Masters is that they believe that all the higher-level abilities are too strong. I agree, but looking back at games like Pathfinder, we found that there was a balance in that system. A balance that essentially boiled down to, nothing is broken, if everything is broken. This is where an adaptable DM is essential. For example, for every encounter I plan, I play test the characters, to ensure they get the best experience possible. I don't play as myself, but rather as them and how they would play their characters. If I get caught off guard, that is fine, continue and improvise. I do advise against a common pitfall of railroading. The best way to avoid this is by practicing adaptability and communicating with your players to agree. Haki itself is also more reward-based but requires the party to at least be level 8 to achieve it. Haki will be described more in-depth, but know that it is not as strong as other systems I've seen. Most haki systems use Haki Dice. While it does make sense to the canon, it would destroy the balance. Too much damage means I have to increase the hit points every level, too many hit points means I have to buff the magic, and so on. So to avoid that nightmare, haki is mostly based on a proficiency bonus. With all that said and done, I hope you all enjoy this system and have fun sailing the blues in search of your treasures. > ##### Recommendation: Higher Power Play > Do not be fooled by this system's label of 5e. The content presented in this guide is meant to be self-contained, and typically doesn't mix well in regular 5e, as the *One Piece* world, like most shonens, has high power scales. > > In my experience in utilizing this guide, the best way to run this world is high fantasy, specifically in "magic items". Magic items in this world are more or less referring to anything special. For example, a longsword that does 1d10 base and 1d12 when two-handed, devil fruits, additional powers listed in a later chapter, and weapons that can deal 2d12 (Like the Bad News from Critical Role). It is best to spread these awards out across the game, getting better and better with each arc. Because of this, it is recommended a special rule below to allow certain builds to not be outshined in higher power play. Remember, you are the DM, do not feel peer pressured to follow these rules, I am speaking from personal experience. > > Some of the class abilities, additional powers, and feats can increase the damage dice of an unarmed strike by 1 size, however, the cap is presented as 1d12. Some characters may gain weapons that can deal large amounts of damage, so to prevent characters that focus on unarmed builds from being left in the dust, one rule could be extending the limit, increasing can now reach a maximum of 2d8 instead of 1d12; 1d12 => 1d14 => 2d8; because other martial classes in a higher powered game might also get weapons that do big damage dice, or deal extra elemental damage, essentially allowing the players who wanna do an unarmed strike build be on par with the rest of the players. \page
# One Piece 5e
- ### `6` [**Chapter 1: Races**](#p6) - `6` [Choosing a Race](#p6) - `7` [Human](#p7) - `9` [Fishman](#p9) - `12` [Merfolk](#p12) - `14` [Lunarians](#p14) - `16` [Dwarves](#p16) - `17` [Mink](#p17) - `19` [Sky Islander](#p19) - `21` [Augmented](#p21) - `24` [Giants](#p24) - ### `26` [**Chapter 2: Classes**](#p26) - `27` [Barbarian](#p27) - `38` [Bard](#p38) - `45` [Brawler](#p45) - `58` [Fighter](#p58) - `74` [Gadgeteer](#p74) - `88` [Marksman](#p88) - `97` [Medic](#p97) - `109` [Rogue](#p109) - `121` [Savant](#p121) - ### `131`[**Chapter 3: Character Origins**](#p131) - #### `131` [**Dreams**](#p131) - #### `131` [**Roles**](#p131) - `132` [Captain](#p132) - `133` [Cook](#p133) - `134` [Deckhand](#p134) - `135` [Doctor](#p135) - `136` [Helmsman](#p136) - `137` [Master at Arms](#p137) - `138` [Musician](#p138) - `139` [Navigator](#p139) - `140` [Scholar](#p140) - `141` [Shipwright](#p141) - #### `142` [**Backgrounds**](#p142) - `142` [Archaeologist](#p142) - `143` [Acrobat](#p143) - `144` [Artist](#p144) - `145` [Author](#p145) - `146` [Bounty Hunter](#p146) - `147` [Blacksmith](#p147) - `148` [Boxer](#p148) - `149` [Carpenter](#p149) - `150` [Cook](#p150) - `151` [Detective](#p151) - `152` [Doctor](#p152) - `153` [Drunkard](#p153) - `154` [Entertainer](#p154) - `155` [Faceless](#p155) - `156` [Farmer](#p156) - `157` [Fisherman](#p157) - `158` [Folk Hero](#p158) - `159` [Gambler](#p159) - `160` [Gladiator](#p160) - `161` [Glutton](#p161)
- `162` [Hermit](#p162) - `163` [Jeweler](#p163) - `164` [Knight](#p164) - `165` [Leatherworker](#p165) - `166` [Librarian](#p166) - `167` [Lumberjack](#p167) - `168` [Marine/Soldier](#p168) - `169` [Mason](#p169) - `170` [Mercenary](#p170) - `171` [Merchant](#p171) - `172` [Miner](#p172) - `173` [Navigator](#p173) - `174` [Noble](#p174) - `175` [Pirate](#p175) - `176` [Priest](#p176) - `177` [Revolutionary](#p177) - `178` [Sailor](#p178) - `179` [Scientist](#p179) - `180` [Shipwright](#p180) - `181` [Slave](#p181) - `182` [Smuggler](#p182) - `183` [Sniper](#p183) - `184` [Swordsman](#p184) - `185` [Tailor](#p185) - `186` [Urchin](#p186) - `187` [Wanderer](#p187)
\page ``` ```
- ### `188`[**Chapter 4: Equipment & Items**](#p188) - `188` [Wealth](#p188) - `188` [Expenses](#p188) - `189` [Mounts and Vehicles](#p189) - `191` [Shipbuilding and Repair](#p191) - `196` [Armor and Shields](#p196) - `197` [Weapons](#p197) - `200` [Adventuring Gear](#p200) - `201` [Tools](#p201) - ### `203`[**Chapter 5: Customization**](#p203) - `203` [Fighting Styles](#p203) - `206` [Feats](#p206) - `227` [Racial Feats](#p227) - `235` [Haki](#p235) - ### `240` [Chapter 6: Devil Fruits](#p240) - `241` [Paramecia Type](#p241) - `242` [Zoan Type](#p242) - `244` [Logia Type](#p244) - `245` [Example Devil Fruits](#p245) - ### `253` [Chapter 7: Additional Powers](#p253) - `253` [Eight Impacts Fist](#p253) - `253` [Destructive Wave](#p253) - `254` [Foxfire Style](#p254) - `255` [Life Return](#p255) - `255` [Geo Fist](#p255) - `255` [Leg Technique Way](#p255) - `255` [Merman Combat](#p255) - `255` [Six Powers Adept](#p255) - `256` [Ricochet Rounds](#p256) - `256` [Man Demon Tactics](#p256) - `256` [No Sword Style](#p256) - `256` [Dragon Claw Fist](#p256) - `257` [Multiple Weapon Style](#p257) - `257` [Newkama Kenpo](#p257) - `257` [Rope Action](#p257) - `258` [Ramen Kenpo](#p258) - `258` [Kappa Style](#p258) - `258` [Emphatic Observation](#p258) - `258` [Full Body Armament](#p258) - `259` [Observation Killing](#p259) - `259` [Chromatic Oozes](#p259) - `259` [Viscous Carapace](#p259) - `259` [Longshot](#p259) - `259` [Dodge Roll](#p259) - `260` [Inspired Innovation](#p260) - `260` [Fearsome Fortitude](#p260) - `260` [Fortune Telling](#p260) - `260` [Battle Modes](#p260) - `261` [Voice of All Things](#p261) - `262` [Heart Strings](#p262) - `262` [Raging Singularity](#p262) - `262` [Mutant Metamorphosis](#p262) - `262` [Fishman Karate Adept](#p262) - `262` [Armorless Guardian](#p262) - `263` [Flowing Mind](#p263) - `263` [Ardent Zeal](#p263)
\page
- `263` [Sharp Focus](#p263) - `263` [Tough Customer](#p263) - `263` [Charismatic Bastion](#p263) - `263` [Iron Fury](#p263) - `264` [Machiavellian Misfit](#p264) - `264` [PhD](#p264) - `264` [Master of the Craft](#p264) - `264` [Burn Baby, Burn](#p264) - `265` [Cheater Cheater](#p265) - `266` [Plan B](#p266) - `266` [Powerful Laughter](#p266) - `266` [World Champion](#p266) - `266` [Cannonball Chucker](#p266) - ### `267` [Chapter 8: Special Items](#p267) - `267` [Ranked Weapons](#p267) - `267` [Cursed Weapons](#p267) - `267` [Black Blades](#p267) - `267` [White Weapons](#p267) - `267` [Dials and Dial Equipment](#p267) - `267` [Devil Fruit Objects](#p267) - `267` [Smiles](#p267) - `269` [Wapol Metal](#p269) - `269` [Bubble Coral](#p269) - `269` [Vivre Card](#p269) - `269` [Raid Suit](#p269) - `270` [Drugs](#p270) - `270` [Special Books](#p270) - `270` [Attack Cuisine](#p270) - `270` [Seastone and Seastone Items](#p270) - `271` [Special Ammunition](#p271) - `272` [Example Items](#p272) - `274` [Reflavored Items](#p274) - ### `276`[**Appendix A: Creations**](#p276) - #### `276` [**Creation Lists**](#p276) - #### `282` [**Creation Descriptions**](#p282) - `282` [Tricks](#p282) - `292` [1st Level Creations](#p292) - `309` [2nd Level Creations](#p309) - `327` [3rd Level Creations](#p327) - `342` [4th Level Creations](#p342) - `351` [5th Level Creations](#p351) - `360` [6th Level Creations](#p360) - `368` [7th Level Creations](#p368) - `371` [8th Level Creations](#p371) - `374` [9th Level Creations](#p374) - ### `377`[**Appendix B: Running The Game**](#p377) - #### `377` [**The Environment**](#p377) - `377` [Travel Time](#p377) - `377` [Natural Obstacles](#p377) - #### `378` [**Crafting**](#p378) - `378` [Experience](#p378) - `378` [Tools](#p378) - `379` [Materials](#p379) - `379` [Time](#p379)
- #### `379` [**Rewards**](#p379) - `379` ["Magic" Items](#p379) - `379` [Cursed Items](#p379) - `380` [Awarding Haki](#p380) - `380` [Boons](#p380) - `382` [Reward Guide](#p382) - #### `382`[**Purchasing Goods**](#p382) - `382`[Pricing Goods](#p382) - `384` [Availability of Goods](#p384) - #### `384` [**Making Devil Fruits**](#p384) - `384` [Devil Fruits and the Environment](#p384) - `385` [Multiple Devil Fruit Rules](#p385) - `385` [Devil Fruit Vulnerabilities](#p385) - `385` [Approaching Awakenings](#p385) - #### `385` [**Suggested Rulings**](#p385) - `385` [Non-Lethal Damage](#p385) - `385` [Rolling Hit Points](#p385) - `386` [Automatic Success in Skill Checks](#p386) - `386` [Reliable Tool Checks](#p386) - `386` [Collision Damage](#p386) - `386` [Skills and Tools](#p386) - `386` [Shoving, Grappling, and Disarming](#p386) - `387` [Story-Classing](#p387) - `387` [Ability Crafting](#p387) - `387` [Starting Rules](#p387) - `388` [Party Diversity](#p388) - `388` [Don't Use Flanking Rules](#p388) - `388` [Critical Saving Throws](#p388) - `388` [Hybrid Races](#p388) - `388` [Siege Against Constructs](#p388) - `388` [Creations and Objects](#p388) - `389` [Destroying Special Objects](#p389) - `389` [Unreasonable Strength](#p389) - `389` [Impactful Death](#p389) - `390` [Concentration and Temporary HP](#p390) - `390` [Allied Space Occupancy](#p390) - `390` [Proficiency Reclaim](#p390) - `390` [Ursa Array](#p390) - `390` [Making Custom Backgrounds](#p390) - `390` [Boarding Combat](#p390) - `391` [Improved Help Action](#p391) - `391` [Lingering Injuries](#p391) - ### `393` [**Credits**](#p393)
> ##### Additional Links > In addition to this book, there are two additional books, a discord server, as well as our own Twitch Channel where we livestream games. > >[Devil Fruits 5e](https://homebrewery.naturalcrit.com/share/1zFwrF-NY6ywbgUGE9d_P8EXcytPdUMtn7X4b_Q_AEsMh): A guide on how to run all canon, and named devil fruits using this guide. > >[Book of Beasts 5e](https://homebrewery.naturalcrit.com/share/1dEi5QsWMETv3mxR5fWXJh_FhJrh0xDDGTDVBbHG9V7H2): A guide on how to run some of the NPCs and creatures players may encounter. > >[One Piece 5e Development](https://discord.gg/hSPUXxCJKH): A discord server for those to ask questions and give suggestions for the homebrew. > >[14SidedDie Twitch](https://www.twitch.tv/14sideddie): Our livestream platform in which we play tabletop RPGs, dedicated to bringing fun and unique stories to the table. \page # 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 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. Skulking in the shadows, a cat mink curiously explores the alleys and corners of this strange world, vigilant and ready for any threat. The sharp, intimidating tattoos of a shandian sky islander cast wary glances at the crowd around him, but many choose not to say anyhting due to the arsenal of dial-based weaponry on his person. ``` ``` 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 pushes 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 colorful 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 nothing is stopping them from doing so. \page ## Human By far the most numerous of all races are humans. Inhabiting the entire world from the hundred and seventy kingdoms to the halls of Marie Geoise upon the Red Line, the humans have spread all across the four seas to stake claim to the title of masters of the world. 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 term 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. Every single island is more like a country in its own right with customs and history unique to the people living there for 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 socioeconomic inequalities; the world nobles can make any demands with the world government's full support, while countries that cannot pay 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 the 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. ***Amazonian Bond.*** You can use the Animal Friend creation at will, however only when targeting beasts that are snakes. If you have the creativity feature, this creation is added to your creation list. ***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 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 short or long rest. \page #### 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 appearance 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 wield a weapon or unarmed strikes, 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. *** Alignment.*** 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 proficiency in the Perception skill. ``` ``` #### 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. *** Alignment.*** 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 allows 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 or 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.*** You are eligible to gain the Voice of All Things in Chapter 7: Additional Powers. \page
## 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 stems 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 coexistence 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. \page 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-existence, slowly beginning to see each other 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 breathe 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. 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 your choice of small or 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. In addition, you gain resistance to cold damage. ***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, lift, and for grapple and shove attempts. ***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 cannot form or understand complicated messages, but can communicate simple expressions and desires such as fear, hunger or joy. ***Subraces.*** Choose between sharptooth, stronghide or multipod. \page #### Sharptooth Sharptooth fishmen typically have the physiological traits of a predator, such as a shark, pirahana, angler-fish, etc. They use their sharp teeth or spines to tear enemies asunder if provoked. Often their toothy jaws are able to send a message to startle even the most brave individuals. ***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 piercing or slashing damage equal to 1d8 + 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. Fishmen of this type are often very big and take after blowfish, groupers, and whale sharks. ***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. These types of fishmen are typically squids and octopuses, and while not technically fish, still fall under the umbrella of fishmen species. Having been born with multiple limbs, they are natural masters of dual-wielding, and are quite agile with their hands. ***Manual Agility.*** You have proficiency in the Sleight of Hand skill. ***Ambidextrous.*** Having grown up your whole life with extra arms, you gain the benefits of the Two Weapon Fighting Style, allowing you to add your damage modifier when you engage in two weapon fighting. Despite having multiple arms, you can still only attack once with your bonus action and cannot dual wield two handed weapons. As well as not benefiting from multiple shields. \page ## 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 do not possess the same sense of superiority found in some fishmen however, and the two races co-inhabit Fishman Island in perfect harmony with extremely few instances of political unrest or infighting. Merfolk are very hospitable and welcoming to travelers that reach Fishman Island, which is a common occurrence 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. ### Gregarious Helpers Merfolk delight in song, music, and all forms of community-based entertainment. Theirs is a tight-knit community that lacks social stigma or class differences, each individual is 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 each other 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. \page ``` ``` 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. ### Merfolk 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.*** 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 your choice of small or 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. In addition, you gain resistance to cold damage. ***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 use the Call Beast creation without any material components, summoning only beasts of a water environment. This feature uses your choice of Intelligence, Wisdom, or Charisma as your creativity modifier. Once you use this trait, you cannot use it again until you finish a long rest. If you have the creativity feature, you add this creation to your creation list, not counting against the maximum amount of creations you know or prepare. ***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. \page ## Lunarians Lunarians are a race of humanoid creatures, set apart by the other races due to their dark brown skin, silvery-white hair, and a set of large, black, feathery wings that grant them flight. Additionally, they have the inherited ability of pyrokinesis, some of which can burn as hot as magma. While most of their history is unknown, it is confirmed that before the Celestial Dragons had made their home, Mary Geoise, on top of the Red Line, the Lunarians lived there. The Lunarians were so powerful, that they were known as Gods, their home being referred to as the "Kingdom of The Gods". Upon the arrival of the Celestial Dragons, the Lunarians were likely mostly wiped out, and the few that went into hiding were hunted down like dogs. Lunarians are a rare find these days, as the World Government still offers high cash rewards for even the slightest information on their locations. ### Former Gods Little is known about the perceptions or world views of most Lunarians. However, with the information at hand, it would not be surprising if there is ill will towards the World Government and the Celestial Dragons. Siding with powerful allies may also be a possible trait, but mostly out of a necessity to survive and hide their identity. ### Hidden Visage Lunarians, at least the survivors, hide their faces from the world. Siding with powerful figures that can oppose the World Government's influence, or donning a suit that hides every inch of their skin, Lunarians would do anything to keep their identity a secret. Lunarians do their best to keep their identities secret, even killing those who see their true face. When a Lunarian does reveal their nature, it is only to people they trust above all else. > ##### DM's Note > Lunarians as a race are optional, they are a DM Race, meaning mostly used for NPCs, but can be used for players if the DM allows it. To the DMs, don't feel pressured by players to allow it if it will wreck your plans for story and balance. They are essentially Aarakocras but with the ability to inherently cast fire spells, move extremely fast, and have resistance to essentially all damage. > >Due to their rarity, if you do allow players to choose it, only one of them being it is the best choice. Also, if the player's race is ever revealed to the public, this is generally bad news for the party as World Government will do anything in their power to kill and/or capture the rest of the Lunarians, a situation that will likely end the party. > > Do not cave, and if you do, do not hold back. \page ``` ``` ### Lunarian Traits ***Ability Score Increases.*** 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.*** Unknown, but appears to age around the same pace as most of the humanoid races. ***Alignment.*** Lunarians, given their history, are more reserved and cold, issues with trust, but with undying loyalty. Due to this, gravitate towards neutral alignments as well as their fear of being in the open making them tend towards law over chaos. ***Size.*** Lunarians are likely the same size as humans. The ones presented here are human-sized. Your size is your choice of small or medium. ***Speed.*** Your base walking speed is 30 feet. Due to your large, black wings, you also have a base flying speed of 30 ft. ***Darkvision.*** Able to survive anywhere, the dark is no exception, 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. ***Omni-Adapted.*** Lunarians can withstand any and all extreme weather without any debuffs, as well as any climates and altitudes. In addition, you are resistant to fire damage. ***Lunarian Phisiology.*** Lunarians possess various biological traits that render them able to resist any punishment, move in the blink of an eye, and produce and manipulate flames. * ***Flaming Duality:*** At 1st level, you can invoke the flames within. As a bonus action, you can gain access to one of two forms that you can switch from one to another as a bonus action for one minute. These forms are Ignited and Godspeed. In your Ignited form, flames erupt from your back and you gain resistance to bludgeoning, piercing, and slashing. In your Godspeed form, your movement speed increases by 10. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. * ***Empowered Godspeed:*** At 5th level, your Godspeed form becomes more powerful. While you are in your Godspeed Form, opporunity attacks are made against with disadvantage. * ***Improved Ignite:*** At 10th level, your Ignited form becomes more powerful. While you are in your Ignited Form, you gain resistance to all damage except psychic. * ***Ultimate Duality:*** At 15th level, you have mastered your Lunarian Phisiology. While in you are in your Godspeed form, your movement speed doubles, rather than increases by 10. You can now use your Flaming Duality transformation as many times as you want. ***Flame Investure.*** Lunarians are able to use flames in combat. You know the Fire Bolt trick. Starting at 3rd level, you can use Elemental Armor (fire only) with this trait. Starting at 5th level, you can use the Fireball creation. You cannot use the same creation again until you finish a long rest. If you have the Creativity feature, these creations are added to your creation lists, allowing you to use these creations with any creation slots you have. Your creative ability score for these creations is your Constitution score. \page ## Dwarves Dwarves are a race of small humanoid creatures. They are so small, that humans are essentially giants to them. They are mostly human in appearance, with chibi-like proportions, and often have pointed noses. Members of the Tontatta Tribe have thick fluffy tails. Most Dwarves shown in the canon have been part of the Tontatta tribe, however other tribes do seem to exist. ### A Little Gullible Dwarves casually ask people whether they are good or bad and as a tradition, a good person can prove him/herself by either giving up their weapons or being stripped of all their possessions. Dwarves are very careful not to be seen by any humans as they will try to kill anyone who sees them unless they promise not to tell anyone of their existence. They are also gullible to anything humans say to them, making them simple to be motivated. ### Small, But Deadly Despite their small size, they are entirely capable of feats of strength that are equal and may even rival regular humans. Their size and speed make them difficult to see, and utilizing Tontatta combat aids their capabilities as warriors. ### Dwarven Traits ***Ability Score Increases.*** 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.*** Unknown, but appears to age around the same pace as most of the humanoid races. ***Alignment.*** Dwarves are generally good due to their kind and trusting nature, however due to their desires to stay hidden, they often take extreme measures, making them lean towards chaos. ***Size.*** Your size is tiny. ***Speed.*** Your base walking speed is 30 feet. You also have a climbing speed equal to your movement speed. ***Quick-Footed.*** You are proficient in Dexterity (Stealth) and Dexterity (Acrobatics) checks. ***Nimble.*** You can move through the space of any creature that is of a size larger than yours. ***Naturally Stealthy.*** You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. ***Combat Ready.*** Your unarmed strikes deal 1d6 bludgeoning. You count as medium when determining your carrying capacity and jump height. ***Gullible.*** Dwarves have disadvantage on Insight checks to see if someone is lying. > ##### DM's Note > Dwarves, much like Lunarians, are also a DM race. A player can use it with permission from the DM, but being tiny could make some encounters challenging. Though size is not as a big factor as Lunarians or Giants, it can still be tricky. \page

``` ``` ## 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 rumors of Zou's formidable sentinels carry far and wide across the new world, telling tales of the minks' mythical ability to wield electricity like a weapon and transform into vicious beasts beneath the light of the full moon. ### Close-knit Community The island of Zou rests on the back of a giant, millenia-old elephant known as Zunesha. 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 each other, signifying a greeting or act of gratitude. Each individual mink takes after a specific fur-covered mammalian creature, and recognize differences in their kin by referring to canine minks as such, for example. However, mink do not differentiate from each other, 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 reptiles, 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 deteriorate 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. \page ### 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 your choice of small or 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. ***Natural Weapons.*** Due to your appearance being based upon an animal, you also gain their natural weapons, such as the claws of a lion, the teeth of a wolf, the horns of a ram, or even the fists of an ape. You have natural weapons, which you can use to make unarmed strikes. If you hit with them, you can deal one of either bludgeoning, piercing, or slashing damage equal to 1d6 + your Strength or Dexterity modifier. 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. ***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 4. This increase can exceed an ability score of 20, but not 30. When this sulong form ends, you suffer one level of exhaustion. ``` ``` ***Electro.*** All minks can generate electricity through their fur. Once per turn when you hit with a weapon attack, you can choose to deal lightning damage instead of the weapon's normal damage. When dealing lightning damage with this attack, the target then cannot take reactions until the start of your next turn. ***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 to 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. \page
## 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 unique history. The largest known society is 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 sees few visitors. ``` ```

### Dials and Cloudscapes Daily life on the sky islands revolve around the use of dials, a type of shell 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 occurring 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". \page 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". ### 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 your choice of small or medium. ***Speed.*** Your base walking speed is 35 feet. ***Aircraft Expertise.*** You have proficiency with Dial kits and expertise with Vehicles (Sky). ***Cloud Walker.*** You are naturally acclimated to 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. Your learn creations of the Necromancy or Abjuration school at certain levels. You learn a trick at 1st level. In addition, you learn a 1st level at level 3, and a 2nd level creation at level 5. You can use either of these creations with this trait a number of times equal to your proficiency bonus, regaining all uses when 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). ***Bonus Proficiecies.*** You gain proficiency in Athletics and one tool of your choice. ``` ``` #### 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 thought long extinct. Your learn creations of the Evocation or Illusion school at certain levels. You learn a trick at 1st level. In addition, you learn a 1st level at level 3, and a 2nd level creation at level 5. You can use either of these creations with this trait a number of times equal to your proficiency bonus, regaining all uses when 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). ***Bonus Proficiecies.*** You gain proficiency in Acrobatics and one tool of your choice.
#### 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 thought long extinct. Your learn creations of the Conjuration or Transmutation school at certain levels. You learn a trick at 1st level. In addition, you learn a 1st level at level 3, and a 2nd level creation at level 5. You can use either of these creations with this trait a number of times equal to your proficiency bonus, regaining all uses when 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). ***Bonus Proficiecies.*** You gain proficiency in Engineering and one tool of your choice. \page ``` ``` ## 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 appearance, however they can typically be categorized into groups depending on how they were experimented on. 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. 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 tend to 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, lift, and for grapple and shove attempts. ***Subraces.*** Choose between cyborg, artifical human, chimera or revived. \page #### Cyborg Your body has been augmented with mechanical parts. ***Mechanical Improvements.*** You were created to go beyond human limits, you gain the following benefits: * You have advantage on saving throws against being poisoned, and you have resistance to poison damage. * You don’t need to eat, drink, or breathe. You are immune to disease. * You don't need to sleep, and creation and other effects like devil fruits can't put you to sleep. * 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. ***Integrated Armor.*** Your body has built-in defensive layers, which can be enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, which can be done as part of a rest. To doff armor, you must spend 1 hour removing it. While you live, your armor can't be removed from your body against your will. ***Integrated Toolbox.*** You can integrate a weapon, item, or a set of tools into you with 10 minutes of uninterrupted work, which can be done as part of any rest. Once integrated, 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 integrate a number of items equal to 1 + your proficiency bonus. ``` ``` #### Chimera Your body has been augmented with the features of a wild beast, granting you enhanced strength and senses. ***Beast Body.*** You gain a movement speed based on the animal that you embody. You have either a flying speed of 30 feet, a swim speed of 30 feet and the ability to breathe underwater, or a climbing speed of 30 feet and a burrow speed of 10 feet 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. ***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 1d6 + your Strength or Dexterity modifier bludgeoning, piercing, or slashing 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.
> ##### Note for Players: Flying Races > It is important to consider that some DMs may not allow players to choose any flying races, and a Chimera with a fly speed is one of those examples. The reason for this is when flying gets combined with range combat, especially in early levels when few enemies themselves may fly or have ranged attacks. > \page
#### 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. ***Spark of War.*** When you deal damage to a target, you may choose to deal extra acid, cold, fire, lightning, poison, thunder, radiant, or necrotic damage equal to your proficiency bonus. You choose which type when you create your character. You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a short or long rest. ``` ```
#### 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. ***Deathless Nature.*** You do not require air, food, or water. Additionally, you do not require sleep, and creations and devil fruits 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. \page ``` ``` ## Giants Found mainly in the Grand Line, the might of the giants has been observed and feared for centuries. While most giants hail from Elbaf, that is not the only place where giants hail from, like most humanoid creatures. There are also many kinds of giants out in the world, from pureblood giants to ancient giants, to even halfbreeds from the sea. ### Large And In Charge Being giants, they are giant humans in appearance, although many giants seen have been noted as having more exaggerated proportions and features than most humans. They are so large that when they cry, their tears can cause large areas on the ground to appear flooded Giants are not to be confused with humans that happen to be large, as even the largest humans might pales in comparison to the might of even the smallest of giants. ### Sought Out Strength Due to their natural strength, giants are often sought out for just that. Organizations such as the world government have taken stolen children from Elbaf to be made into giant marines, or even have giants artificially created through genetic testing and drug use. ### Giant Traits As a giant, you have the following traits. ***Ability Score Increase.*** One ability score of your choice increases by 2, and another one increases by 2. Alternatively, four ability scores of your choice increase by 1. Typically these would be strength or consitution. ***Age.*** Giants live about three times longer than the average human, about 300 years, sometimes even longer. They also reach maturity around the same time as regular humans. ***Alignment.*** Unstoppable warrior giants are almost always chaotic neutral, while those not born in battle usually gravitate towards lawful alignments. ***Size.*** Giants are much larger than any normal 5e scale. Your size is Gargantuan at the very least. Most giants are over 20 meters tall, or about 65 feet tall. ***Speed.*** Your base walking speed is 40 feet. Due to your size. ***Subraces.*** Choose between standard giant, ancient giant, wotan, or ice giant. ***Giant Slam.*** Your unarmed strikes deal 1d8 bludgeoning damage due to your size. > ##### Optional Rule: Damage Spread > Much like a cannon, a giant's fist or weapon would not only damage to a single target, but also the creatures and objects around it that cannot dodge. This damage spread DC may be calculated the same way cannons are, but alternative rulings (such as based of the strength modifier) may be used. > > Due to this ruling and the size of the race, giants are a DM race and may not be used that often in any games. \page #### Standard Giant You are a giant, your strength and size is fearsome. ***Natural Athlete.*** You have proficiency in the Athletics skill. ***Warrior's Might.*** When you successfully hit with an attack, you can choose to deal the maximum damage of your weapon dice. You regain this ability at the end of a short or long rest. ***Giant's Endurance.*** As a reaction to taking damage, you can reduce the damage by 1d12 + your Constitution Modifier. You have three uses of this ability and regain all uses at the end of a short or long rest.
#### Ancient Giant You are one of the few remnants of the ancient giant clan. They say that even regular giants are mere dwarves to the ancient giants. Some have been known to pull continents. ***Thick Skin.*** Your Armor Class is equal to 14 + your Constitution modifier. ***Fear Factor.*** Your size and the horns and teeth that adorn your visage send chills down the spines of most men. You have advantage on Intimidation checks against any creature that is at least one size smaller than you. ***Natural Weapons.*** All of your unarmed strikes deal 1d10 damage. You can use their teeth and horns to deal piercing damage. ***Titanic Strength.*** At no point does your strength falter. Whenever you make a strength check, you can treat the dice roll as a 10, and add additional modifiers. ``` ``` #### Wotan You are part giant and part fishman. ***Size.*** Due to not being a full blooded giant, your size is Huge, rather than gargantuan. ***Speed.*** You have a movement speed of 35 feet and a swimming speed of 35 feet. ***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. ***Aquatic Adaptation.*** You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water. ***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 cannot form or understand complicated messages, but can communicate simple expressions and desires such as fear, hunger or joy.
#### Ice Giant You are a giant hailing from the deepest of icy wastelands, so deep that your origins are still unknown. ***Speed.*** You have a movement speed of 60ft. ***Dexterous.*** You are proficient in acrobatics and stealth. ***Frost Born.*** You have resistance to cold damage and can withstand extreme colds. You also ignore difficult terrain created from ice. ***Darkvision.*** Your senses allow you to peer past the darkness. 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. \page # 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 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, 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 manifests 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. | d10 | 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 and modifies wondrous gadgets. | d10 | Intelligence | Intelligence & Constitution | Light, Medium, Shields, Simple Weapons, and Firearms | | Marksman | A sniper with deadly aim that relentlessly hunt their favored mark. | d10 | Dexterity & Wisdom | Dexterity & Wisdom | Light and medium armor, shields, simple and martial weapons, and cannons | | 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 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, whips | | Savant | A passionate soul who draws upon an inner power to smite their foes. | d10 | Strength & Charisma | Wisdom & Charisma | All armors, shields, simple and martial weapons |
\page ## Barbarian
##### The Barbarian | Level | Proficiency Bonus | Features | |:---:|:---:|:---|:---:|:---:| | 1st | +2 | Rage, Unarmored Defense | | 2nd | +2 | Reckless Attack, Danger Sense | | 3rd | +2 | Primal Path, Primal Knowledge | | 4th | +2 | Ability Score Improvement | | 5th | +3 | Extra Attack, Fast Movement | | 6th | +3 | Path Feature | | 7th | +3 | Feral Instinct, Primal Knowledge | | 8th | +3 | Ability Score Improvement | | 9th | +4 | Brutal Critical (1 die) | | 10th | +4 | Path Feature | | 11th | +4 | Relentless Rage | | 12th | +4 | Ability Score Improvement | | 13th | +5 | Brutal Critical (2 dice) | | 14th | +5 | Path Feature | | 15th | +5 | Persistent Rage | | 16th | +5 | Ability Score Improvement | | 17th | +6 | Brutal Critical (3 dice) | | 18th | +6 | Indomitable Might | | 19th | +6 | Ability Score Improvement | | 20th | +6 | Primal Champion |
\page ## 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 weapon attack using Strength, you gain a bonus to the damage roll equal to your proficiency bonus. * You have resistance to bludgeoning, piercing, and slashing damage. Your rage lasts for 1 minute. It ends early if you are knocked unconscious. After the duration, you become unable to activate this feature until 1 minute passes in game. ### 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, allowing you to react to any source of 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. In addition, while raging, if you see a creature within 5ft of you get hit by an attack, you can use your reaction to become the target of that attack instead. ### 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, Path of the Pugilist, Path of the Totem Warrior, Path of the Storm Herald, Path of the Shattered Mind, Path of the Spirit Speaker, Path of the Channeler, and Path of the Forge Master are detailed at the end of the class description. ### Primal Knowledge When you reach 3rd level and again at 7th level, you gain proficiency in one skill of your choice from the list of skills available to barbarians at 1st 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. ### Extra Attack Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken 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, and as part of the bonus action you take to enter your rage, you can move up to half your speed. 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 set of weapon damage dice when determining the extra damage for a critical hit with a melee attack. This increases to two additional sets of damage dice at 13th level and three additional sets of damage dice at 17th level. \page ### 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, you never know when to give up a fight. When you use your Relentless Rage feature, the maximum DC for the Constitution Saving Throw can never be higher than 25. ### Indomitable Might Beginning at 18th level, your might is second to none. When you make a Strength check, instead of rolling, you can choose to make the result on the dice be 20. ### 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 also increases by 4, to a maximum of 30. ## 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. #### Fighting Frenzy 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. You can also make this bonus action attack as part of the bonus action you used to enter your rage. #### 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. ``` ``` #### Reckless Severity Beginning at 6th level, your unstoppable offensive abilities more than make up for a less than stable defense. When you use your Reckless Attack feature, all your melee weapon attacks score a critical hit when the dice rolls 19 or higher until the end of your turn. #### 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 60 feet of you. If the creature can see or hear you, it becomes frightened of your for 1 minute. At the end of each of its turns, it must succeed on a Wisdom saving throw (DC equal to 8 + your Proficiency Bonus + your Strength modifier) or continue being frightened of you. This effect ends if the creature ends its turn out of line of sight or more than 120 feet away from you. If you use this feature on a creature that has been frightened by this feature within the last 24 hours, and is no longer frightened, it gets to make a Wisdom saving throw to resist the effect on a success, using the same DC. #### Retaliation Starting at 14th level, when you or an ally within 5ft of you takes damage from a creature that is within your melee range, you can use your reaction to make an opportunity attack with a melee weapon you are wielding against that creature. When the attack hits, you double your rage damage bonus for that attack. ### 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 melee 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 Chapter 5 in the Blademaster Barbarian Styles section. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to Blademaster Barbarians. \page #### Masterful Hew Also at 3rd level, you learn special techniques that leverage your mastery of martial combat mixed with your primal strength. Once per turn when you hit with a weapon attack, you can perform a special attack called a hew, choosing from the list below. At 10th level, each of the hew options improve as per their description. ##### Cleaving Hew Each other creature other than yourself within 5 feet of it suffers damage equal to your Strength modifier. The damage is the same type as the weapon used for the attack. If you are raging when you perform this hew, you add your rage damage bonus to this damage. At 10th level, while raging, the range of the cleave increases to each creature within 10ft, otherthan yourself. ##### Crushing Hew You can additionally make a grapple or shove attack against it as part of the same attack. If you are raging when you perform this hew, you count as one size larger for the purpose of this grapple or shove. At 10th level, while raging, when you successfully grapple or shove a creature with this hew, you deal your rage damage modifier to the creature. ##### Savage Hew You can roll damage for the attack twice and choose the higher number. If you were raging when you perform this hew, you double your rage damage bonus to this attack. At 10th level, while raging, you gain a bonus to the damage roll of the attack equal to half your level (rounded down). ##### Sprinting Hew You can move up to half your speed, either before or after making the attack. If you were raging when you perform this hew, your movement does not provoke opportunity attacks. At 10th level, while raging, you can move up to your full movement speed instead of up to half. #### Steel Rending Also at 6th level, your focused fury is honed like an edge, allowing you to pierce through any defenses. While raging, your weapon attacks ignore any resistance to bludgeoning, piercing, or slashing damage, and your weapon attacks gain the Siege property, dealing 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 wait until your rage cooldown ends until you can 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. \page ### 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 heavy and two-handed properties. While wielded in your hands, it has a range 60/240. While wielding a swivel gun in this way, you can choose to not have damage spread, as you assert firm control over your aim. You are proficient with all cannons and use your Strength modifier for 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 attacks. Later when you gain your Brutal Critical feature, it applies to ranged attacks with swivel guns as well. 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 and wielding it as a ranged improvised weapon. #### 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. In addition, while raging, you can use your object interaction to clean and reload your swivel gun. #### Pack Mule At 10th level, lugging a massive 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 (Athletics) checks made to push, pull, lift, or break objects⁠. * While raging, you cannot be knocked prone or moved against your will. * You have advantage on Constitution saving throws. ``` ``` #### 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 and takes additional damage equal to half your Barbarian level (rounded down). ### Path of the Pugilist Most barbarians seek out the most brutal weapon they can find to wield in battle. Those that follow the path of the pugilist have concluded 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 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. #### Rough and Tumble Also at 3rd level, your rowdy and rough fighting style allows you to show off blows through pure offense. When calculating your Unarmored AC, you can instead calculate it as 10 + your Strength modifier + your Constitution modifier. #### Audacious Fury Beginning at 6th level, your wild howls while raging bolster you against any and all fear, your allies relieved that you're on their side. While raging, you exude a 10ft radius aura. Each creature of your choice (including yourself) within the radius cannot be frightened. #### 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. #### Ready To Rumble At 10th level, your potent swings allow you to hit your foes hard and fast. You can roll a d8 in place of the normal damage of your unarmed strikes. If you aren't wielding a weapon or a shield, you can roll a d10 instead. \page Once per turn, if you take the Attack action on your turn and have advantage on an attack roll, you can forgo the advantage for that roll to make an additional unarmed strike as part of the same action. #### 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 While some barbarian's strength makes them seem like a wild beast, most tend to remain human in spirit. Those who follow the totem warrior's path take inspiration from many beasts in their battles, having spent many years understanding their methods of the hunt, becoming essentially second nature. These barbarians tend to be more spiritual, and more in tune with the nature of the world. Though, like any wild beast, willing to fight tooth and neck to survive. #### Beast Speech Your attunement to the natural world grants you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to speak with all beasts, and understand what they say as well. #### Primal Totem At 3rd level, when you adopt this path, you choose a totem beast to symbolize your strength and spirit, gaining its features. Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle. ***Bear.*** While raging, you have resistance to a number of damage types equal to your proficiency bonus, except force and psychic damage. You choose these types when you gain this feature, and each time your proficiency bonus increases. The spirit of the bear makes you tough enough to stand up to any punishment. ***Elk.*** While you're raging and aren't wearing heavy armor, your walking speed increases by 15 feet. The spirit of the elk makes you extraordinarily swift. ***Eagle.*** While you're raging and aren't wearing heavy armor, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. You can also Dash when you enter your rage. ***Tiger.*** While you're raging, if you move at least 20 feet in a straight line towards a target that is no more than 1 size larger than you, that target must succeed on a Strength saving throw, DC equal to 8 + your proficiency bonus + your Strength Modifier, or be knocked prone. If the target is prone, you can make 1 melee attack against it as a bonus action. ***Wolf.*** While you're raging, your allies have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. ***Lion.*** While you're raging, you have advantage on all attack rolls against a creature if at least 1 of your allies is within 5ft of it, and that ally is not unconscious. ***Shark.*** While raging, when you make a melee weapon attack using Strength against a creature that is below its hit point maximum, you gain a bonus to the damage roll equal to your rage damage bonus. #### Ancient Aspect At 6th level, you gain another benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one. ***Bear.*** You gain the might of a bear. You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. ***Elk.*** Whether mounted or on foot, your travel pace is doubled, as is the travel pace of up to ten companions while they're within 60 feet of you and you're not incapacitated. The elk spirit helps you roam far and fast. ***Eagle.*** You gain the eyesight of an eagle. 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. Additionally, dim light doesn't impose disadvantage on your Wisdom (Perception) checks. ***Tiger.*** You gain proficiency in two skills from the following list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts. If you were already proficient in these skills, you can instead gain expertise respectively. ***Wolf.*** You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace. ***Lion.*** You gain the lion's sense of kinship. Choose up to 5 friendly creatures who take a Short or Long Rest with you. Each of them gains Temporary Hit Points equal to twice your level + your Constitution modifier. ***Shark.*** You gain the shark's ability to navigate through water. You gain a swim speed equal to your current walking speed. Additionally, you gain the ability to hold your breath for 1 hour. #### Voracious Velocity At 10th level, your beast-like prowess grants you the ability to maneuver past any obstacle. Your speed increases by 10ft, you gain a climbing speed equal to your movement speed, and you can add 10 feet to your long jump distance and 3 feet to your high jump distance. Additionally, while raging, you ignore the effects of any and all difficult terrain. #### Totem Attuned At 14th level, you gain another benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one. ***Bear.*** While you're raging, any creature within 5 feet of you that's hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can't see or hear you or if it can't be frightened. \page ***Elk.*** While raging, you can use a bonus action during your move to pass through the space of a Large or smaller creature. That creature must succeed on a Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier + your Rage damage. ***Eagle.*** While raging, you have a flying speed equal to your current walking speed. ***Tiger.*** While raging, at the end of each of your turns, you can make a stealth check to attempt to hide as a free action. When hiding in this way, you can hide in dim light, behind a creature that is of equal size, essentially anytime you are lightly obscured ***Wolf.*** While you're raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with a melee weapon attack. ***Lion.*** While raging, you can use a bonus action to emit a powerful roar and encourage your allies. Until the start of your next turn, each friendly creature within 15 feet of you that heard you adds your rage bonus to weapon damage rolls. ***Shark.*** While raging, you have advantage on melee attack rolls against any creature that doesn't have all its Hit Points. ### Path of the Storm Herald All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the path of the storm herald learn to transform that rage into a mantle of nature's pure destructive elements from themselves. Most would describe fighting a storm herald as going against a natural disaster. #### Raging Storm At 3rd level, you emanate a stormy, violent aura while you rage. The aura extends 10 feet from you in every direction, but not through total cover. Your aura has an effect that activates when you enter your rage, and you can activate the effect again on each of your turns as a bonus action. If your aura’s effects require a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier. Whenever you finish a long rest, choose firestorm, thunderstorm, or blizzard. Your aura’s effect depends on that chosen storm, as detailed below. Additionally, you can cause sensory effects to form from the elements created by your storm. For example, if you chose Firestorm, you can cause shapes made of flames to appear. ##### Firestorm When this effect is activated, all creatures in your aura other than you take 1d6 fire damage. The damage increases when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. ##### Thunderstorm When this effect is activated, you can choose one other creature you can see in your aura. The target must make a Dexterity saving throw. The target takes 1d12 lightning or thunder damage (your choice) on a failed save, or half as much damage on a successful one. The damage increases when you reach certain levels in this class, increasing to 2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level. ##### Snowstorm When this effect is activated, you and each other creature of your choice in your aura gain 1d6 temporary hit points, as icy armor covers it. The temporary hit points increase when you reach certain levels in this class, increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level. #### Stormy Soul At 6th level, the storm grants you benefits even when your aura isn’t active. The benefits are based on the storm type you chose for your Raging Storm. ##### Firestorm You gain resistance to fire damage, and you don’t suffer the effects of extreme heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can touch a flammable object that isn’t being worn or carried by anyone else and set it on fire. ##### Thunderstorm You gain resistance to lightning and thunder damage. Moreover, as an action, you can summon wind, rainfall and the faint sounds of thunder in the distance. These effects only occur within a 10ft radius of you, and water from the rainfall vanishes 1 minute after you leave the area. ##### Snowstorm You gain resistance to cold damage, and you don’t suffer the effects of extreme cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can freeze and shape water in a 5-foot cube into ice sculptures, which melt after 1 minute. This action fails if a creature is in the cube. #### Shielding Storm At 10th level, you learn to use your mastery of the storm to protect others. Each creature of your choice has the damage resistance you gained from the Stormy Soul feature while the creature is in the aura of your Raging Storm. #### Fury Of The Storm At 14th level, the power of the storm you channel grows mightier, lashing out at your foes. The effect is based on the storm type you chose for your Raging Storm. ##### Firestorm Immediately after a creature in your aura hits you with an attack, you can use your reaction to force that creature to make a Dexterity saving throw. On a failed save, the creature takes fire damage equal to your barbarian level, or half as much damage on a successful one. ##### Thunderstorm When you hit a creature in your aura with an attack, once per turn, you can force that creature to make a Strength saving throw. On a failed save, the creature takes lightning or thunder damage equal to half your barbarian level and is knocked prone, or half as much damage and not knocked prone on a successful one. \page ##### Snowstorm Whenever the effect of your Storm Aura is activated, you can choose one creature you can see in the aura. That creature must succeed on a Constitution saving throw as numbing frost covers it. On a failed save, the creature takes cold damage equal to half your barbarian level and its speed is reduced to 0 until the start of your next turn, or half as much damage and its speed is not reduced on a successful one. ### Path of the Spirit Speaker Barbarians that walk this path are of a rare variety. Rather than using their rage as a means to tear down their foes, they instead embody the spirtual forces of the underworld, connecting them back to the wisdom of the past. As they connect to the past, swarms of lost souls flock to these oracles, either to guide the world on the right path, or to find their way back to the underworld. The aura these barbarians emanate can overwhelm any enemy, and foresee the paths of all living things. #### Archaic Oracle When you choose this path, you establish a connection between yourself and the ancestral spirits of the past. When you enter your rage, you exude a 15ft aura around yourself. Each creature within this aura, except yourself and any creatures of your choice, have their movement speed halved when they enter or start thier turn inside the aura. #### Guardian Avatar When you choose this path, at 3rd level, the spirits around you can provide protection to those you defend. If you are raging and if any creature you can see within 15 feet of you (including yourself) takes damage, you can use your reaction to reduce that damage by 2d8. When you reach certain levels in this class, you can reduce the damage by more: by 3d8 at 6th level, 4d8 at 10th level and by 5d8 at 14th level. #### Expanding Epiphany Beginning at 6th level, you have grown a stronger connection to your spirits, the radius of your Archaic Oracle and Guardian Avatar are now 30ft. Additionally, you gain resistance to psychic damage and all creatures of your choice within a 30ft radius of yourself (including yourself), while you raging, have advantage on saving throws against being charmed or frightened. #### Vengeful Spirits At 10th level, your spirits grow powerful enough to retaliate. When you use your Guardian Avatar feature to reduce the damage of an attack, the attacker takes an amount of psychic damage that your Guardian Avatar feature prevents. #### Clairvoyant Nexus At 14th level, your spirits grant you insight of the dangers ahead. While you are raging, you gain the benefits of the Foresight creation, ending when your rage ends. ``` ``` ### Path of the Shattered Mind They say some people can get lost in rage. That their very soul breaks, and their mind shatters like a piece of glass. Even the most brilliant of people find themselves broken, find themselves lost. Followers of the Shattered Mind are geniuses who have split their very essence, wheter intentionally through experimentation, or through a series of unfortunate events. When a mind splits, the two remaining identities split off and develop not just mentally, but even physically as well. These barbarians are often victims, victims of a cruel reality, or even victims of their own recklessness when it comes to playing god.
##### Shattered Mind |Player Level | Tricks Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | — | — | — | — | | 4th | 3 | 3 | — | — | — | — | | 5th | 3 | 4 | 2 | — | — | — | | 6th | 3 | 4 | 2 | — | — | — | | 7th | 3 | 4 | 3 | — | — | — | | 8th | 3 | 4 | 3 | — | — | — | | 9th | 3 | 4 | 3 | 2 | — | — | | 10th | 4 | 4 | 3 | 2 | — | — | | 11th | 4 | 4 | 3 | 3 | — | — | | 12th | 4 | 4 | 3 | 3 | — | — | | 13th | 4 | 4 | 3 | 3 | 1 | — | | 14th | 5 | 4 | 3 | 3 | 1 | — | | 15th | 5 | 4 | 3 | 3 | 2 | — | | 16th | 5 | 4 | 3 | 3 | 2 | — | | 17th | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | 5 | 4 | 3 | 3 | 3 | 2 |
#### Creativity (Spellcasting) At 3rd level, you augment your martial prowess with the ability to use creations. You have a notebook containing creations that show the first glimmerings of your true potential. See the medic 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) You know three tricks of your choice from the medic creations list. \page You learn additional medic tricks of your choice at higher levels, as shown in the Tricks Known column of the Shattered Mind table. At the end of a long rest, you can change one of the tricks you know for another from your creation list. ##### Preparing and Using Creations (Preparing and Casting Spells) The Shattered Mind table shows how many creation slots you have to use your medic creations of 1st Level and 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. To do so, choose a number of medic creations⁠ from your notebook equal to your Intelligence modifier + half your Shattered Mind level rounded down (minimum of one creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 5th-level Shattered Mind, you have four 1st-level and two 2nd-level creation slots. With a Intelligence of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting 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 medic creations requires time spent tinkering with your creation casting focuses: at least 1 minute per creation level for each creation on your list. ##### Creative Ability (Spellcasting Ability) Intelligence is your creative ability for your medic 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 the medic 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
#### Shattered Duality Also at 3rd level, your body is home to two creatures, one who specializes in creativity, while the other specializes in destructive force. You gain proficiency in Wisdom (Medicine) checks and Alchemist Tools, or expertise if you were already proficienct in each respectively. Your Unarmored AC becomes 10 + your Intelligence modifier + your Constitution modifier. **Master Brain.** While you are not raging, you gain the following benefits: * When you deal damage or restore hit points with a creation, you add your rage damage modifier to the result. * You have advantage on maintain Concentration on creations. * Your proficiency in Strength saving throws becomes proficiency in Intelligence (unless you were already proficient in Intelligence saves, in which case choose Charisma or Wisdom). **Monster Brain.** While you are raging, you gain the following benefits: * Your size category increases by one size. * You gain temporary hit points equal to your level + Constitution modifier. * When you hit a creature with a melee weapon attack, you can overload your attack with a vile substance by expending a creation slot, dealing an extra 1d10 damage for each slot level. The damage type of the extra damage is your choice of acid, poison, or necrotic. * If you start your turn with fewer hit points than half your hit point maximum (rounded down), you must succeed on a DC 8 Wisdom saving throw or move directly toward the nearest creature and use the Attack action against that creature. If more than one creature is equally near to you, your target is randomly determined. After your attack either hits or misses, you regain control of yourself. #### Reckless Brilliance Starting at 6th level, your intelligence and strength shine through your respective forms. **Mad Genius.** While you are not raging, you gain the following benefits: * Your Reckless Attack feature now works on attack rolls made with creations. * You have advantage on all Intelligence saving throws. **Bound Hulk.** While you are raging, you gain the following benefits. * You gain resistance to acid, poison, or necrotic damage (choose when you enter your rage). * When you succeed a Strength saving throw to avoid taking damage, you take no damage. If you fail, you take half the damage instead of the full damage. #### Brutal Flair Beginning at 10th level, your two minds continue to develop their own skills and personalities. **Mind Matter.** While you are not raging, when you hit with a critical hit with a creation attack, the creation counts as if it were cast one level higher. For tricks, additional damage die. The same applies against a creature who critically fails on a saving throw from your creations. This increases to two levels higher at 13th level, and three levels higher at 17th level. **Painless Insanity.** While you are raging, critical hits made against you count as normal hits. #### True Mind Beginning at 14th level, your minds now cooperate with each other. You gain the following benefits: * Your Intelligence score increases by 2, to a maximum of 30. * You no longer need to make the Wisdom save while your hit points are below half while raging. * When you enter a rage, roll 1d4. You regain a temporary creation slot of that level that lasts until your rage ends. \page ### Path of the Channeler Barbarians the tread the Path of the Channeler draw from within themselves the inner strength that lies with all of mankind, the power to destroy one's limits and defy kings, gods, and even nature itself. Through their rage, they can move mountains with their unbelievable physical power, reach farther beyond the veil, and channel their inner strength to infuse their weapons with potent energy. Channeler's rend the world around them so that it may be made anew. #### Channel Destruction When you choose this path, your attacks gain the siege property, dealing double damage to objects and structures. Additionally, you learn either the Natural Arts or Show Off trick (your choice). Wisdom is your creative ability for this trick. #### Channel Element When you choose this path, at 3rd level, you learn how to channel your inner might to lash out and affect the world around you, allowing you to infuse weapons with elemental energy. Choose one of the following damage types: acid, cold, fire, thunder, or lightning. When you enter your rage, you can infuse one weapon of your choice that you are holding with elemental forces. When you wield the infused weapon during your rage, the weapon’s damage type changes to the chosen type, it deals an extra 1d8 damage of the chosen type when it hits, and it gains the thrown property, with a normal range of 20 feet and a long range of 60 feet. If you throw the weapon, it returns to your hand the instant after it hits or misses a target. The infused weapon’s benefits are suppressed while a creature other than you wields it. In addition, while raging, you gain resistance to the damage type you chose. #### Gigantic Might At 6th level, your strength multiplies to be on par with that of the largest creatures, transforming you into a hulking force of destruction. You gain the following benefits: * Crushing Hurl. Once per turn, when you hit a creature with your infused weapon, you can additionally make a grapple or shove attempt against the target. * Massive Might. Your reach increases by 5 feet. Additionally, you count as large when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. Essentially, you count as Large, without actually changing size. #### Move Mountains At 10th level, your inner connection to elements now allows you to hurl both allies and enemies on the battlefield. As a bonus action while raging, you can choose one Medium or smaller creature within your reach (alternatively, you can choose yourself) and move it to an unoccupied space you can see within a range of 10 x your proficiency bonus feet of yourself. An unwilling creature must succeed on a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier) to avoid the effect. If at the end of this movement, the thrown creature isn’t on a surface or liquid that can support it, the creature falls, taking damage as normal and landing prone. #### Colassal Channeler When you reach 14th level, the primordial power of the connection between the forces of nature and your will further intensifies, letting your might go beyond, shattering your limits once more. Your reach now increases by 10 feet, and you count as huge when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. You can now use your Move Mountains to move creatures that are Large or smaller. In addition, the extra damage dealt by your Channel Element feature increases to 2d8. \page ### Path of the Forgemaster Forged in iron and scalding flames emerges the expert Forgemaster, proudly donning their creation to the world, their signature armor. Forgemasters imbue their rage into the very metal they sculpt, having it act as a second skin as they show what is trully possible when you take your fate in your own hands. A Forgemaster's armor is best described with one word. Impenetrable. #### Armored Artisan Starting when you choose this path at 3rd level, you gain proficiency in smith's tools, as well as in Intelligence (Engineering) checks. #### Forgemaster's Armor Starting when you choose this path at 3rd level, you gain the ability to transform a set of light or medium armor into your Forgemaster's Armor over the course of a long rest. The chosen armor remains as your Forgemaster's Armor until you die, or until you use this ability to make another suit of armor, of which the previous returns to its normal state. When you create this armor, choose a damage type from the following list: bludgeoning, piercing, slashing, fire, lightning, thunder, acid, or cold. While you are wearing your Forgemaster's Armor, you gain the following benefits: * You gain a +1 bonus to your AC. * You can use a bonus action to make one melee weapon attack with your armor against a target within 5 feet of you. If the attack hits, the armor deals 1d6 damage of the type you chose when you create the armor. You use your Strength modifier for the attack and damage rolls. * When you grapple a creature, the target takes 1d6 damage of the chosen type if your grapple check succeeds. The damage die of both the bonus action attack and grapple abilities increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. ``` ``` #### Unrelenting Fortress Beginning at 6th level, developing your armor has granted you the ability to shrug off any punishment. You gain the following benefits while wearing your Forgemaster's Armor: * At the start of each of your turns, while you are raging, you gain temporary hit points equal to double your proficiency bonus. They vanish if any of them are left when your rage ends. * You gain resistance to the chosen damage type when you made your Forgemaster's Armor. #### Hostile Charge Beginning at 10th level, you can run down your enemies, leaving them ultimately devastated. Once per turn, when you move 20ft towards a target and hit them with a melee attack, it deals extra damage equal to your level. The damage type is the type you chose when you made your Forgemaster's armor. #### Iron Retribution Beginning at 10th level, when a creature hits you with a melee attack within 5ft of you, the attacker takes 1d4 damage if you are wearing your Forgemaster's armor. The damage type is the type you chose when you made your Forgemaster's armor. This damage increases to 1d6 at 14th level. #### Forged In Fire Starting at 14th level, you armor is impenetreable, able to resist any onslaught. You gain the following benefits while wearing your Forgemaster's Armor. * Your +1 bonus to your AC becomes a +2 bonus. * You gain immunity to the damage type you chose when you made your Forgemaster's armor. \page ## Bard
##### The Bard | Level | Proficiency Bonus | Features | Tricks Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Creativity, Bardic Inspiration (d6) | 3 | 2 | — | — | — | — | — | — | — | — | | 2nd | +2 | Jack of All Trades, Harmonic Vitality (d6) | 3 | 3 | — | — | — | — | — | — | — | — | | 3rd | +2 | Bard College, Expertise | 3 | 4 | 2 | — | — | — | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 4 | 3 | — | — | — | — | — | — | — | | 5th | +3 | Bardic Inspiration (d8), Harmonic Vitality (d8), Font of Inspiration | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Countercharm, Bard College 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 | Bardic Inspiration (d10), Harmonic Vitality (d10), Expertise, Musical Secrets, Font of Vitality | 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 | Countercharm Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 14th | +5 | Musical Secrets, Bard College Feature | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — | | 15th | +5 | Bardic Inspiration (d12), Harmonic Vitality (d12) | 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 | Musical Secrets | 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 | Limitless Inspiration | 5 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
\page ## 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. At the end of a long rest, you can change one of the tricks you know for another from your creation list. #### 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. #### Preparing and Using Creations (Preparing and Casting Spells) The Bard table shows how many creation slots you have to use your bard creations of 1st Level and higher. You regain all expended creation slots when you finish a long rest. You prepare the list of bard creations that are available for you to cast. To do so, choose a number of bard creations⁠ equal to your Charisma modifier + your bard level (minimum of 1 creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 3rd-level bard, you have four 1st-level and two 2nd-level creation slots. With an Charisma of 14, your list of prepared creations can include seven creations of 1st or 2nd level, in any combination. If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the creation doesn't remove it from your list of prepared spells. You can change your list of prepared creations when you finish a long rest. Preparing a new list of bard creations requires time spent making art with your creation casting focuses: at least 1 minute per creation level for each creation on your list. #### 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 within 60 feet of you who can hear you (can include yourself). 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 1 + your Charisma modifier. 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. \page ### 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. ### Harmonic Vitality Beginning at 2nd Level, you can use soothing music or oration to help revitalize your wounded allies. When you use an ability or creation that restores hit points, you can increase the total number of hit points restored by 1d6. The bonus to healing increase when you reach certain levels in this class: to 1d8 at 5th level, to 1d10 at 10th level, and to 1d12 at 15th level. You can use this feature a number of times equal to 1 + your Charisma modifier, regaining all uses at the end of a long rest. ### Bard College At 3rd Level, you delve into the advanced techniques of a bard college of your choice: the College of Legends, the College of Lore, the College of Eloquence, the College of The Idol, the College of Swords, and the College of Bewitchment are detailed at the end of the class description. 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 a reaction to a creature failing an effect that would leave them charmed or frightened, you can make them succeed instead. A creature must be within 60ft range of yourself and able to hear you to gain this benefit. At 13th level, you gain the ability to protect multiple people from mind-influencing effects. When you use this ability, you can instead target a number of creatures equal to your Charisma modifier. ``` ``` ### 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. ### Font of Vitality At 10th level, you regain all of your expended uses of Harmonic Vitality when you finish a short or long rest. ### Limitless Inspiration At 20th level, you gain additional uses of Bardic Inspiration equal to your proficiency bonus. ## 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. ### College of Legends 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. #### Alluring Warrior Beginning when you join this college at 3rd level, you gain proficiency with martial weapons, and can use any martial weapon you wield as an apparatus for your Bard Creations. Additionally, when you attack with any weapon that you are proficient with, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. \page #### Legendary Floursih Also at 3rd level, you learn how to weave music into melodic battle cries, unleashing an orchestral flourish mixed with clashing blades. While you are wielding a simple or martial weapon, you can use any of the following Legendary Flourishes: **Shielding Hymn.** As a reaction to a creature within 5ft of you being hit by an attack (can include yourself), you can expend a use of your Bardic Inspiration to block the attack. When you do so, the damage is reduced by a roll of your Bardic Inspiration die + your Charisma modifier + your bard level. **Stampeding Anthem.** As part of making an attack with a simple or martial weapon, you can expend a use of your Bardic Inspiration to charge the target. Your movement speed increases by 20ft until the end of your turn, and your attack deals additional damage equal to a roll of your Bardic Inspiration die + your Charisma modifier. **Piercing Ballad.** As part of making an attack with a simple or martial weapon, you can expend to use of your Bardic Inspiration to add a roll of your Bardic Inspiration to the attack roll. When you use one of these flourishes, you gain a number of temporary hit points equal to one roll of your Bardic Inspiration die + your Charisma modifier. #### 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. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. #### Band Together Also at 6th level, you and your team work together to form a truly harmonious performance in battle, moving as one, utilizing similar techniques to great effectiveness. When a creature has one of your Bardic Inspiration dice, they can expend the die and use one of your Legendary Flourishes, using your Charisma modifier. #### 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 short or long rest before you can do so again or by expending a Bard creation slot of 5th level or higher. ### College of Lore Bards of the college of lore know something about most things. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. 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 the state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. #### 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. #### 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. #### Customized Creativity Also at 6th level, you gain the ability alter your creations to thanks to your mastery knowledge from all over the world. You gain two of the following Customized Creativity options of your choice. You gain another one at 10th and 14th level. You can use this feature a number of times equal to your proficiency bonus, and each option only takes a single use. You regain all uses of this ability at the end of a long rest. * **Failsafe.** When you use a creation that forces other creatures to make a saving throw, you can protect some of those creatures from the creations' full effects. Choose a number of those creatures up to your creativity modifier (minimum of one). A chosen creature automatically succeeds on its saving throw against the creation, and they take no damage if they would normally take half damage on a successful save. * **Extended Range.** When you use a creation that has a range of 5 feet or greater, you can instead double the range of the creation. When you use a creation that has a range of touch, you can instead make the range of the creation 30 feet. * **Quick Creation.** When you use a creation that has a creation time of 1 action, you can change the casting time to 1 bonus action for this usage. * **Silenced.** When you use a creation, you can use it without any somatic or verbal components. * **Alternative Effects.** When you use a creation that deals a type of damage from the following list, you can change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, or thunder. \page * **Double Trouble.** When you use a creation that targets only one creature and doesn't have a range of self, you can target a second creature in range with the same creation. To be eligible, a creation must be incapable of targeting more than one creature at the creation's current level. For example, the Missiles and Scorch creations aren't eligible, but Haste and Elemental Orb are. #### Peerless Understanding Starting at 14th level, your understanding of the gravity of your words allow you to leave all that hear them utterly befuddled. When you use your Cutting Words feature on an enemy, that enemy has disadvantage on their next saving throw, or until you use this feature on another creature. ### College of Eloquence Bards of the college of eloquence are masters of speech, their silver tongues granting them the ability to talk their way out of almost any situation, whether to persuade the guard to look the other way or by discouraging the enemy. Most members tend to be politicians, poets, and writers seeking inspiration and adventure upon the high seas using the power of their words. 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 the state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority. #### Silver Tongue Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. #### Moot Words Also at 3rd level, you can spin words that discourage a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next attack roll, ability check, or saving throw, of your choice, it makes before the start of your next turn. #### Dependable Inspiration At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. #### Universal Speech Also at 6th level, your songs and speech can reach the hearts and souls of any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures you can communicate with, regardless of the language you speak, for 1 hour. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a creation slot to use it again. #### Infectious Inspiration At 14th level, when you successfully inspire someone, the power of your eloquence can now spread to someone else. When a creature within 60 feet of you adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll succeeds, you can use your reaction to encourage a different creature (other than yourself) that can hear you within 60 feet of you, giving it a Bardic Inspiration die without expending any of your Bardic Inspiration uses. You can use this reaction a number of times equal to 1 + your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest. ### College of The Idol Bards of the college of the idol harbor more ambition in their pursuit of their performance. These bards are most often regarded as superstars, and world-renouned idols, dazzling and capturing the hearts and minds of the audience all around the world. Members of the college of the idol are never in the same place for long, essentially on a never-ending tour. They go from sea to sea, either by themselves or in a group, inspiring those around them as they shine brighter than any star. #### Encourage Entourage When you join the College of The Idol at 3rd level, you can use your performance to cover for your allies. When a creature you can see within 30 feet of you makes an attack roll or ability check, you can use your reaction perform, allowing them to push forward. Make a Charisma (Performance) check and replace the original attack roll or ability check with the result, unless if the original was higher. You have a number of uses of this ability equal to 1 + your Charisma Modifier. All these uses replenish on a long rest. #### Star of the Show Starting at 3rd level, you become an idol that inspires all who bask in your presence. You exude a 10ft aura centered on yourself. Each creature of choice within the radius (can include yourself) that starts their turn in your aura, gains a number of temporary hit points equal to your Charisma modifier (minimum of 1) while you are conscious. These temporary hit points last until the creature leaves your aura. #### Expanded Influence At 6th level, your following and charm becomes more potent, expanding your inspirational aura. Your aura increases to 20ft. In addition, each creature of your choice within your aura (can include yourself) can't be charmed while you are conscious. #### Invincible Icon Also at 6th level, your enthralling aura bolsters all of those around you, the temporary hit points you grant to creatures of your choice within your is now equal to double your Charisma modifier (minimum of 2). \page #### Set The Stage At 14th level, your mere presence is enough to sweep most off their feet. Your aura increases to 30ft. When you grant a creature a Bardic Inspiration while within your aura, each creature of your choice also gain a Bardic Inspiration (at no extra cost). In addition, each creature of your choice within your aura gains a bonus to their saving throws equal to your Charisma modifier (minimum of 1) while you are conscious. ### College of Swords Bards of the college of swords are often swashbucklers and masters of the blade and of song, able to not only assist their companions, but to stand their ground against the enemy. Practioners become skilled swordsmen that can rival any fighter in a fight. The college’s members are often scattered across the sea, singing shanties and clashing blades to the beat. Their performances are a sight to behold and a sight to fear if you aren't a member of the audience. #### Bonus Proficiencies When you join the College of Swords at 3rd level, you gain proficiency with medium armor, shields, and simple and martial weapons. You can use any weapon you are proficient in as a creation focus for your bard creations. #### Fighting Style At 3rd level, you adopt a particular style of fighting as your specialty. Choose one of the options in Chapter 5 in the College of Swords Bard Styles section. You can't take a Fighting Style option more than once, even if you later get to choose again. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to College of Swords bards. ``` ``` #### Ordnance Requiem When you join the College of Swords at 3rd level, your timing of your attacks is not only excellent, but also extremely deadly, resulting in a profound performance of steel. When you hit a creature with a weapon attack, you can expend one use of your Bardic Inspiration to deal an additional 2d6 damage to that target the same type as the weapon you are wielding. You can do so only once per round on your turn. This extra damage increases when you reach certain levels in this class, increasing to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level. #### Cut Time Starting at 6th level, as you continue executing the exact notes, you find the ability to fight to the beat twice as fast. Your movement speed is increased by 10ft, and you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. #### Carving Inspiration Also at 6th level, you can use your words in combat to out maneuver your opponents. When you use your bonus action to give a creature one of your Bardic Inspiration dice, you gain advantage on all your melee weapon attacks until the end of your turn. #### Crescendo's Cadence Starting at 14th level, your critical consistency in your music allows you to perform often instead of only a few times a day. When you use Ordnance Requiem, instead of expending a use of Bardic Inspiration, you can instead deal the damage, except the d6s are now d4s. For example at 15th level, the damage would be 8d4. \page ### College of Bewitchment Bards of the college of bewitchment are often labled as practicioners of witchcraft, voo-doo, or some other supernatural gift. However, this is far from the case. Instead, their art influences the minds of all who experience it, causing them to believe the impossible to be possible. At times this is hard to control. The college’s members are masters of psychology and how then vast and complex mind operates. Often they are either revered or feared for their abilities and talents. Typically they hide in the shadows, behind formidable and intelligent leaders of powerful organizations. #### Hypnotic Focus At 3rd level, instead of using an instrument as a focus for enrapturing your audience, you can instead utilize a particular object that you have had practice with, be it a set of painter's tools, or a special chakram on a string. As part of a long rest, you can spend an hour practicing with an object of small or lesser size, transforming it into your hypnotic focus. This object remains as your hypnotic focus until you practice with another object for 1 hour over the course of a long rest. When you use a bard creation that deals damage or restores hit points while holding your Hypnotic Focus, you can add an extra die to the roll. You gain a bonus to one damage or healing roll of the creation equal to the number rolled. The die is the same size as your Bardic Inspiration die. #### Mesmerizing Words At 3rd level, you can bewitch creatures with your hypnotic focus to mesmerize them. While you are holding your Hypnotic Focus, you can use a bonus action to expend one use of your Bardic Inspiration and roll on the Mezmerizing Words table using your Bardic Inspiration die to determine the effect. You retain the words in mind until you bestow the effect or you finish a short or long rest. You can use an action to choose one creature you can see within 30 feet of you (this can be you) to be the target of the Mesmerizing Words' effect. Once you do so, you can’t bestow the words' effect again until you roll it again. You can retain only one of these words in mind at a time, and rolling on the Mesmerizing Words table immediately ends the effect of the previous tale. If the effect requires a saving throw, the DC equals your creation save DC. #### Wide Enchantment At 6th level, your creations to enchant others can have far reaching effects. When you use an enchantment creation of 1st level or higher that targets only one creature, you can have it target a second creature within range. #### Potent Creativity Also at 6th level, you can add your Charisma modifier to the damage you deal with any Bard trick. #### Hypnotic Mastery Starting at 14th level, you have mastered the difficult art of commanding the minds of others. When you use your Mesmerizing Words feature, you can now choose the number that takes effect. ##### Mesmerizing Words | Bardic Die | Effect | |:----:|:-------------| | 1 | For the next 10 minutes, whenever the target makes an Intelligence, a Wisdom, or a Charisma check, the target can roll an extra die, equal to your Bardic Inspiraction die, adding the rolled result to each check. | | 2 | The target must make a Wisdom Saving Throw. On a failure, for the next minute, all attacks made within 30ft of them are made with disadvantage, except attacks against the target. Additionally, all attacks against the target have advantage. The target can repeat the saving throw at the end of each of their turns, ending the effect on a success. | | 3 | The target and another creature of its choice it can see within 5 feet of it gains temporary hit points equal to a roll of your Bardic Inspiration die + your Charisma modifier. | | 4 | The target can immediately use its reaction to teleport up to 30 feet to an unoccupied space it can see. When the target teleports, it can choose a number of creatures it can see within 30 feet of it up to your Charisma modifier (minimum of 0) to immediately use the same reaction. | | 5 | For 1 minute, any creature that hits the target with an attack takes force damage equal to a roll of your Bardic Inspiration die. | | 6 | The target gains temporary hit points equal to a roll of your Bardic Inspiration die + your bard level. While it has these temporary hit points, the target’s walking speed increases by 10 feet and it gains a +1 bonus to its AC. | | 7 | The target must succeed on a Wisdom saving throw or take psychic damage equal to two rolls of your Bardic Inspiration die, and the target is incapacitated until the end of its next turn. | | 8 | The target makes a Wisdom Saving Throw. On a failure, it becomes charmed by you for 1 hour. While charmed in this way, it regards you as a trusted friend. This effect ends early if you or any of your allies harm the creature, though you can choose to end it early as well. If the target was in combat, they make the saving throw at advantage.| | 9 | Each creature of the target’s choice within 30 feet of it must make a Strength saving throw. On a failure, the targeted creatures take thunder damage equal to three rolls of your Bardic Inspiration die and is knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. | | 10 | The target, for the next minute, when it deals damage with an attack or creation, it gains a bonus to their damage roll equal to one roll of your Bardic Inspiration die. | | 11 | The target regains hit points equal to two rolls of your Bardic Inspiration die + your Charisma modifier, and you end one condition from the following list affecting the target: blinded, deafened, paralyzed, petrified, or poisoned. | | 12 | The target must succeed on an Intelligence saving throw or take psychic damage equal to four rolls of your Bardic Inspiration die and be stunned until the end of its next turn. | \page ## Brawler
##### The Brawler | Level | Proficiency Bonus | Brawling | Spirit Points | Unarmored Movement | Features | |:---:|:---:|:---:|:---:|:---:|:---| | 1st | +2 | 1d6 | — | — | Brawling, Unarmored Defense | | 2nd | +2 | 1d6 | 2 | +10 ft. | Spirit, Unarmored Movement | | 3rd | +2 | 1d6 | 3 | +10 ft. | Brawling Style, Deflect Missiles | | 4th | +2 | 1d6 | 4 | +10 ft. | Ability Score Improvement, Brace for Impact | | 5th | +3 | 1d6 | 5 | +10 ft. | Extra Attack, Stunning Strike | | 6th | +3 | 1d8 | 6 | +15 ft. | Style Feature | | 7th | +3 | 1d8 | 7 | +15 ft. | Evasion, Shake it Off | | 8th | +3 | 1d8 | 8 | +15 ft. | Ability Score Improvement | | 9th | +4 | 1d8 | 9 | +15 ft. | Unarmored Movement Improvement | | 10th | +4 | 1d8 | 10 | +20 ft. | Ability Score Improvement | | 11th | +4 | 1d10 | 11 | +20 ft. | Style Feature | | 12th | +4 | 1d10 | 12 | +20 ft. | Ability Score Improvement | | 13th | +5 | 1d10 | 13 | +20 ft. | Animal Spirit | | 14th | +5 | 1d10 | 14 | +25 ft. | Diamond Soul | | 15th | +5 | 1d10 | 15 | +25 ft. | Timeless Body | | 16th | +5 | 1d12 | 16 | +25 ft. | Ability Score Improvement | | 17th | +6 | 1d12 | 17 | +25 ft. | Style Feature | | 18th | +6 | 1d12 | 18 | +30 ft. | Immortal Will | | 19th | +6 | 1d12 | 19 | +30 ft. | Ability Score Improvement | | 20th | +6 | 1d12 | 20 | +30 ft. | Endless Spirit |
\page ## Class Features As a brawler, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per brawler level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + 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 d6 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 Brawler table. * When you hit with an unarmed strike, improvised weapon, or brawler weapon, you can choose to make the damage type of the attack bludgeoning, piercing, or slashing. * When you use the Attack action with an unarmed strike or a monk 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 Deft Escape. 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. 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. #### Deft Escape While you are grappled, you can spend 1 spirit point to attempt to escape a grapple or restraints as a bonus action. ### 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. Additionally, as a bonus action, you can take the Disengage or Dash action, and your jump distance is doubled for the turn. 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, Six Powers Master, Okama Kenpo, Sword Sage, Sumo Wrestler, Open Hand, Way of Mercy, Drunken Master, Chromatic Commandment, Private Eye, and Expressionist, 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. \page ### Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by any ranged 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 it if you have a free hand. If you catch it in this way, you can spend 1 spirit point to make a ranged att⁠ack with the weapon or ammunition you caught, as part of the same reaction. You make this atta⁠ck with proficiency, 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. You do not have close range disadvantage with this attack. ### 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. ### Extra Attack Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. ### Stunning Strike Starting at 5th level, 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 against your Spirit DC 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 regain hit points equal to three times your brawler level. You must finish a long rest before you can use this feature again. ``` ``` ### Animal Spirit Starting at 13th level, your inner spirit burns with a 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. ### Endless Spirit At 20th level, your pool of spirit becomes an endless well to draw from. if you spend 10 minutes performing only light activities, as if you were taking a short rest, you regain all of your expended Spirit Points. ## Brawling Style Anyone can throw a punch if they try hard enough, but over time 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 that go into a fight seemingly without a plan and 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 unarmed strike as part of the Attack action, you can choose to not add your proficiency bonus to the attack roll. You gain a bonus to the damage roll equal to twice your proficiency bonus. \page #### Rampaging Vigor Also at 3rd level, your daring march into the battlefield fuels you with each enemy you take down. When you reduce a creature to 0 hit points using an unarmed strike, you gain temporary hit points equal to your Wisdom modifier + your brawler level (minimum of 1). #### Tough As Nails Starting at 6th level, your spirit makes you extremely tough. You can use your reaction to being hit by a melee 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 make an unarmed strike as part of this reaction against the creature. #### Insurmountable Spirit At 11th level, you cannot be brought down. When you are reduced to 0 hit points, you can expend 1 ki point (no action required) to have 1 hit point instead. #### Finishing Blow At 17th level, you can make a single, devastating strike. When you hit with an unarmed strike, you can expend a number of spirit points up to your brawler level. 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 already have a swimming speed, it is increased by 10ft. 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. In place of an unarmed strike, 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. This damage cannot be resisted or reduced in any way except with certain Haki abilities. 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. #### Water Shot Also at 3rd level, you learn how to harness the moisture in the air, collecting it and hurling it as deadly projectiles. In the place of an unarmed strike, you can instead make 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 your choice of bludgeoning, piercing, or slashing, and its damage die is a d6. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table. \page #### Palm Block Beginning at 6th level, you learn how force your hand to act as the ultimate defense, much like a shield. While you have at least one free hand, you gain a +2 bonus to your Unarmored AC. Additionally, when a creature you can see attacks a target, including you, that is within 5 feet of you, you can use your reaction to reroll the attack roll, and the lowest takes effect. #### 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 4d6 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 a number of spirit points up to your proficiency bonus, 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. Once per turn, 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 turns, ending the fatigue effect on itself on a successful save. ### Ninja Ninjas are the legendary shadow warriors of Wano. Officially known as the Oniwabanshu, they are the eyes and ears of Wano's shogun. Renowned for their stealth and tricks. #### Bonus Proficiencies At 3rd level, you gain proficiency with katanas and longbows, and they count as brawler weapons for you. Additionally, you gain proficiency in Stealth (Dexterity) checks, unless you were already proficient, instead gaining expertise. #### Ninja Arts At 3rd level, you can use your spirit to replicate the effects of certain creations. As an action, you can spend 2 ki points to use one of the following creations: Darkness, Darkvision, Pass Without a Trace, Silence, Fog Cloud, Disguise, and Invisibility without providing material components. Additionally, you gain the Temporary Trick trick if you don't already know it. All of these creations use your Spirit DC. Furthermore, as a bonus action, you can take the Hide or Search action. #### Vanishing Step At 6th level, you gain the ability to cross vast distances while hidden. While you are successfully hidden, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see. You then have advantage on the first melee attack you make before the end of the turn. #### Paralysis Jutsu At 11th level, you gain the ability to lock a target in a paralyzing technique. When you hit another creature with a melee weapon attack, you can spend 3 spirit points to paralyze them. The target must succeed on a Constitution saving throw against your Spirit DC or be paralyzed until the end of your next turn. #### Reclaimed Spirit At 17th level, your training allows you to continue performing your techniques as long as your enemies lay defeated. When a hostile creature within 10 feet of you is reduced to 0 hit points, you can use your reaction to regain a number of spirit points equal to your Wisdom modifier (minimum 1). ### Six Powers Master Six Powers is a classified martial art practiced by the Navy and World Government, allowing the practioner 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. * **Moon Walk.** As a bonus action, you can spend 1 spirit point to grant yourself a flight speed equal to half walking speed for one minute. * **Iron Body.** As a reaction to taking damage, you can halve it. Afterwards, your movement speed becomes 0 until the end of your next turn. * **Finger Pistol.** As part of making an unarmed strike, you can make the attack deal piercing damage, and you increase the size of the damage dice roll. For example 1d6 => 1d8, 1d10 => 1d12. * **Tempest Kick.** In the place of an unarmed strike, you can instead make a ranged attack with a range of 60 feet. You are proficient with it, and you add your Dexterity to its attack and damage rolls. Its damage is slashing, and its damage die is a d6. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table. * **Shave.** As a bonus action on your turn you can teleport 15ft. Alternatively, you can use a reaction when a creature targets you with an attack, you can spend 1 spirit point to impose disadvantage on the attack and then teleport 15ft. You cannot use this feature if your movement speed is 0. \page
* **Paper Art.** As a reaction when a creature hits you with an attack, you can add your proficiency bonus 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. * **Moon Walk.** When you use Moon Walk, you can now use your full movement speed when flying. While flying this way, opportunity attacks against you are made at disadvantage. * **Iron Body.** You can now use any of your movement and still retain the benefits of this technique. Your unarmed strikes also harden, allowing you to add half your proficiency bonus rounded down to your attack and damage rolls. * **Finger Pistol.** You now score a critical hit on a roll of 19 or 20 on the attack roll with your unarmed strikes, and Finger Pistol can now work with any weapon that you wield and are proficient in.































* **Tempest Kick.** The range of your tempest kick increases to 120 and ignores any resistance to slashing damage. The attack now deals double damage to objects and structures, as well. * **Shave.** The distance you can teleport with this technique increases to 30 feet, and you have advantage on the first attack roll you make after teleporting like this. * **Paper Art.** When you use Paper Art, you can choose to spend a spirit point to make 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. #### Six King Gun At 17th level, you learn the secret seventh technique of Six Powers, available only to those who master the common six techniques. As an action, you exert a blast of force from your hands that is 5ft wide and 30ft long, expending up to 10 spirit points. Any creatures within this area must make a Constitution saving throw against your Spirit DC, taking 2d10 force 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. \page ### 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 all your Brawler abilities, including Unarmored Defense, Spirt Save DC, and more. #### Swan Dance Also at 3rd level, you learn how to conceal immeasurable strength beneath 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. Additionally, a number of times equal to your proficiency bonus, you can immediately make an unarmed strike against the creature as part of the same bonus action. If you are out of uses, you can expend 1 spirit point use this ability without a use. You regain all uses of his ability at the end of a short or long rest. #### Aesthetic Weaponry At 6th level, you learn how to make weapons sync up with your make-up, hair, and outfit, where they become a lot more potent, as an outfit would when each part comes together, making the whole a greater sum than its many parts. By taking 10 minutes, you can assign a number of weapons 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, these weapons are now considered brawler weapons for you. If you successfully perform the Swan dance ability, all of your aesthetic weapons deal extra damage equal to half of your proficiency bonus(round up) if you do hit. #### 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. Alternatively, you can forgo the additional attack and move 5 * proficiency bonus with opportunity attacks against you at disadvantage. ``` ``` #### Grand Finale At 17th level, you know that the final act must leave the audience awestruck and at a loss for words, while also having your enemies be struck into next week. Your Elegant Combination special attack now always scores a critical hit on a successful hit. ### Sword Sage Sword Sages are brawlers that have extensively trained with multiple weapons and fighting styles, so much so that they can use a weapon as effectively as their own hand. Their flexibility in combat makes them dangerous in any situation, whether armed to the teeth or wielding a random weapon on the battlefield. #### Combat Mastery Starting at 3rd level, you gain proficiency in all martial weapons, and all weapons that you are proficient in count as brawler weapons. In addition, you can draw and stow a weapon as part of making an attack with it. #### Fighting Style Starting at 3rd level, your training gives you experience in a range of fighting styles and enables you to refocus yourself through meditation. You may choose one fighting style from the options given in Chapter 5, in the Sword Sage Brawler Styles section, and may change your fighting style whenever you complete a long rest. #### Sage Strikes At 6th level, whenever you use Flurry of blows or your bonus action attack from Martial Arts, you can replace the unarmed strikes with an attack with a brawler weapon. #### Spirit Strike At 6th level, you can utilize your innate fighting spirit to attack like an unstoppable bastion. When you hit a target with a brawler weapon, you can spend 1 Spirit point to cause the weapon to deal an extra 2d6 damage to the target of that weapon's damage type. #### Perfected Form At 11th level, you have mastered and refined more styles of combat, making you all the more versatile. You can choose one additional fighting style, and may now change fighting style(s) whenever you complete a short rest. #### Spirit Warrior At 17th level, your mastery of spirit and combat allows you to enter a state of pure focus, rendering you an ultimate warrior one with body, mind, spirit, and blade. At the start of your turn, you may spend five Spirit points so that for the next minute you may take an extra bonus action on each of your turns. In addition, for the duration, once per turn, when you use your Spirit Strike feature, you may ignore the Spirit point cost. This ability ends early if you are incapacitated or killed. \page ### Sumo Wrestler Sumo Wrestlers stand their ground and maintain perfect discipline and form to meet whatever challenge they face. In contrast to other brawlers, who are typically lithe and nimble, sumo wrestlers are rotund and rippling with muscle, a necessity for grappling with the mightiest contenders of the sport without surrendering any ground. #### Sumo Stance Beginning at 3rd level, You gain proficiency in the Intimidation or Athletics skills. If you already had proficiency in these skills, you gain Expertise in them instead. Furthermore, any class ability or saving throw that utilizies your Dexterity modifer, you can instead use your Strength Modifier. This includes your Unarmored Defense, Deflect Missiles, and Dexterity Saving Throws. Additionally, when you gain the Evasion feature at 7th level, your Strength Saving Throws also benefit from the feature. #### Mountain Stance At 3rd level, if you move half your movement speed or less on your turn, you can anchor your heels into the ground. Until the beginning of your next turn, you can't be moved against your will. Additionally, until the start of your next turn, you can spend a spirit point whenever you take damage to reduce the damage taken by 1d10 + your Strength Modifier. Additionally, you are considered one size larger for the purposes of shoving or grappling and have advantage on Strength checks to grapple and shove. #### Surface Pressure By 6th level, your presence not only adds physical but mental pressure on the enemies. When you successfully shove a creature, you deal bludgeoning damage to them equal to your Martial Arts Die. At the start of each of your turns, any creature you have grappled takes bludgeoning damage equal to your Martial Arts Dice. Additionally, attacks made against you before you have taken a turn in combat have disadvantage. #### Savage Slam Beginning at 11th level, you can drop your full weight on a foe like a falling meteorite. Once on each of your turns when you make an unarmed strike, you can deal twice the number of damage dice on a hit and the target must make a Strength Saving Throw, getting knocked prone on a failure, but you also knock yourself prone after the attack. #### Unstoppable Titan By 17th level, you are a master of the art of sumo, an unmovable titan. Whenever you take damage, you can reduce it by 1d10 + your Strength Modifier. You can expend spirit points in addition to this ability to reduce the damage by 1d10 per spirit point expended. ``` ``` ### Open Hand Brawlers who follow the philosophies and techniques of the Open Hand focus on martial arts and inner harmony to best their enemies. Classically trained, their mastery over martial arts renders them as an unstoppable and tranquil flurry. #### Palm Strikes Starting when you choose this style at 3rd level, you can manipulate your enemy's spirit when you harness your own. Whenever you hit a creature with one of the attacks granted by your Flurry of Blows, you can impose one of the following effects on that target: * It must succeed on a Dexterity saving throw or be knocked prone. * It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you. * It can't take reactions until the end of your next turn. #### Purity of the Body At 6th level, your training has granted you the ability to resist any debilitating ailment. You become immune to all poisons and diseases, and the poisoned condition. #### Tranquility Beginning at 11th level, you can enter a special meditation that surrounds you with an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary creation that lasts until the start of your next long rest (the creation can end early as normal). The saving throw DC for the creation equals 8 + your Wisdom modifier + your proficiency bonus. #### The Open Hand At 17th level, you gain the ability to set up lethal vibrations in someone's body. When you hit a creature with an unarmed strike, you can spend 3 spirit points to start these imperceptible vibrations, which last for a number of days equal to your brawler level. The vibrations are harmless unless you use your action to end them. When you use this action, the creature must make a Constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 necrotic damage. You can have only one creature under the effect of this feature at a time. You can choose to end the vibrations harmlessly without using an action. ### Way of Mercy Those who follow the way of mercy are often doctors who have studied intensely in medicine, allowing them to manipulate the very forces of life and death for both the needs to harm and heal. #### Medical Mercy When you choose this tradition at 3rd level, you gain proficiency in the Insight and Medicine skills, and you gain proficiency with the herbalism kit. If you were already proficient in one of these skills, you gain expertise in that skill. \page #### Hand of Healing At 3rd level, your touch can mend wounds. As an action, you can touch a creature and restore a number of hit points equal to a roll of your Brawler die + your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. If you have no more uses of this feature remaining, you can instead spend 1 spirit point to use the feature. #### Hand of Harm At 3rd level, you use your spirit to inflict wounds. When you hit a creature with an unarmed strike, you can deal extra necrotic damage equal to one roll of your Brawler die + your Wisdom modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. If you have no more uses of this feature remaining, you can instead spend 1 spirit point to use the feature. #### Physician's Mercy Starting at 6th level, you can cause even greater cures with just a single touch, and if you feel it's necessary, you can use your knowledge to cause devastating harm. When you use Hand of Healing on a creature, you can also end one disease or one of the following conditions affecting the creature: blinded, deafened, paralyzed, poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that creature to one of the following conditions: blinded, deafened, or poisoned until the end of your next turn. In addition, you gain proficiency in Constitution saving throws, and gain resistance to necrotic damage. #### Gracious Mercy Starting at 11th level, your mastery of life and death opens the door to a greater mercy. As an action, you can touch the corpse of a creature that died within the past 24 hours and expend 5 spirit points. The creature then returns to life, regaining 50 hit points. If the creature died while subject to any of the following conditions, it revives with them removed: blinded, deafened, paralyzed, poisoned, and stunned. Once you use this feature, you can't use it again until you finish a short or long rest. #### Ultimate Mercy By 17th level, you have completely mastered the forces of life and death, able to heal almost any condition and leave your enemies in ruin. You gain the following benefits: * When you use your Hand of Healing and your Hand of Harm features, you can instead roll two of your martial arts dice + your Wisdom modifier for the damage or healing, instead of one. * When you use your Hand of Healing feature, you can also cure a level of exhaustion, the petrified condition, or remove a curse as if you had cast the Greater Restoration creation. * You will no longer die of old age. ``` ``` ### Drunken Master Often seen as unassuming drunkards, the Drunken Masters are a force to be reckoned with. Due to their drunken stance, they can move unpredictably, and strike with deadly fury, all the while their opponent is both beaten and baffled. What may seem like random mood swings are actual potent death blows. Drunken Masters are either masters of moving while drunk, or perhaps even able to replicate the unpredictable swinging effortlessly. #### Drunken Arts When you choose this tradition at 3rd level, your drunken state allows you to always be ready to avoid the full brunt, either by dulling your pain, or to move with chaotic ebb and flow. At the start of each of your turns, and if you have at least 1 hit point, you gain a number of temporary hit points equal to your Wisdom Modifier. This amount of temporary hit points doubles when you reach 6th level. #### Swinging Stance Also at 3rd level, you have sharpened your drunken stupors into a deadly and drunken combative state. As a bonus action, you can expend a spirit point to enter a Swinging Stance for 1 minute with concentration, as if you were concentrating on a creation. When you enter this state, and each time you start your turn while in this stance, roll a d8. This d8 determines a specific benefit you gain that lasts until the start of your next turn, the benefit is listed on the Swinging Stance table below. ##### Swinging Stance | d8 | Benefit | |:----:|:-------------| | 1 | **Drunken Rage.** You gain a bonus to all of your damage rolls with weapon attacks and unarmed strikes equal to your Wisdom Modifier. | | 2 | **Completely Hammered.** You gain resistance to all bludgeoning, piercing, and slashing damage. | | 3 | **Drowning Sorrow.** If an enemy creature within 30ft of you makes an attack roll against any creature other than you, they do so at disadvantage. | | 4 | **Slippery Drunk.** Your movement speed increases by 10ft and you don't provoke opportunity attacks. | | 5 | **Cackling Stupor.** When you use flurry of blows, you ignore the Spirit Point cost. | | 6 | **Reckless Abandonment.** All of your attacks are made at advantage. | | 7 | **Flirtatious Facade.** All attack rolls against you are made at disadvantage. | | 8 | **Blacked Out.** Roll twice on this table, and you gain both benefits. If you roll any 8's, or the same number twice, you can reroll again. | \page #### Tipsy Balance Starting at 6th level, you gain the following benefits: * As an attack action, you can make a single melee attack against any number of creatures within melee range of you, with a separate attack roll for each target. * When you're prone, you can stand up by spending 5 feet of movement, rather than half your speed. * When a creature misses you with a melee attack roll, you can use your reaction to cause that attack to hit one creature of your choice, other than the attacker, that you can see within the attacker's melee range. #### Hardy Resolution Starting at 11th level, your drunken stupor is your safe haven, and unbreakable state of mind. While you are under the effects of your Swinging Stance feature, you have advantage on all saving throws against charmed, fear, restrained, stunned, and paralyzed. #### Liquor Lord By 17th level, you have mastered the art of your unpredictable sways. As a bonus action, instead of spending 1 spirit point to access your Swinging Stance feature, you can instead spend 6 spirit points to gain all the benefits simultaneously for 1 minute, without concentration. ### Chromatic Commandment There is potential in all creatures, an energy stirring and waiting to be released. Those who follow the ways of this energy are known as the Chromatic Commandment, able the transform the potential energy of their spirit into an overwhelming force of nature through their mastery and understanding of their place in the natural order. This energy acts as both their sword and shield against all other forces as they command the elements themselves to surround them. ``` ``` #### Spirit Fist When you choose this tradition at 3rd level, you gain the ability to channel your spirit into your unarmed strikes, causing it to burst with elemental energy. At the end of a long rest, choose one of the following damage types: acid, cold, fire, lightning, poison, necrotic, radiant, or thunder damage. When you damage a target with an unarmed strike, you can change the damage type to the chosen type. In addition, as a bonus action, you can spend 1 spirt point to surround yourself with your chosen element. For 10 minutes, the elements surround you. You determine their appearance, and they vanish early if you are incapacitated or die. While the elements are present, you gain the following benefits: * You can use your Wisdom modifier in place of your Strength modifier when making Strength checks and Strength saving throws. * Your unarmed strikes can use your Wisdom modifier in place of your Strength or Dexterity modifier for the attack and damage rolls, and their damage type is of the one you chose at the end of a long rest. * You gain darkvision for 120 feet. #### Spirit Unleashed Starting at 6th level, you can channel your spirit to produce destructive waves of energy, expanding the reach of your attacks. You gain the following beneifts while you are surrounded by the elements from Spirit Fist: * When you make an unarmed strike, your reach for it is 5 feet greater than normal. * When you use your bonus action to dash or disengage, you unleash a burst of elements, giving you have a flying speed equal to your walking speed that lasts until the end of your turn. * When you take the Attack action on your turn, you can replace one of the attacks with a wave of elements in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Each creature in that area must make a Dexterity saving throw against your Spirit save DC, taking damage of the chosen type equal to three rolls of your Martial Arts die on a failed save, or half as much damage on a successful one. The damage type is the same as the one you chose at the end of a long rest from Spirit Fist. At 11th level, the damage of this feature increases to four rolls of your Martial Arts die. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 Spirit point to use this feature again. #### Chromatic Aura Starting at 11th level, the elements you unleash form an aura around you. While you are surrounded by the elements from Spirit Fist, you gain the following benefits: * You and each creature of your choice within 10ft of you have resistance to the damage type you chose at the end of a long rest from Spirit Fist. \page * When you take acid, cold, fire, lightning, poison, necrotic, radiant, or thunder damage, you can use your reaction to reduce the damage you take by 1d10 + your Wisdom modifier + your brawler level. * Once on each of your turns when you hit a target with your unarmed strike, you can deal extra damage to the target equal to your Martial Arts die. They type is the same as the one you selected from Spirit Fist. #### Ascendant Aspect By 17th level, your connection to your fighting spirit is complete, allowing you to take on an overwhelming and transcending transformation. As a bonus action, you can expend 4 spirit points to enter your Ascendant Aspect form for 10 minutes (or until you are incapacitated or die), granting you the following benefits: * You gain all the benefits of the elements from your Spirit Fist transformation. * You gain a +1 bonus to your AC. * Whenever you use the Extra Attack feature to attack twice, you can instead attack three times. * The wave of destrcutive energy from your Spirit Unleashed feature becomes either a 60-foot cone, a 90-foot line that is 5 feet wide, or your normal shapes (your choice). ### Private Eye Followers of the Private Eye combine intellect and hand to hand to combat, doing whatever it takes the find the truth. Typically these brawlers are traveling scholars, always on the journey for discovery, using their knowledge from many corners of the world to avoid attacks, analyze their opponents, find their weaknesses and make them suffer for them. #### Well Versed Scholar Beginning at 3rd level, you gain proficiency in two of the following skills of your choice: Engineering, History, Investigation, Nature, or Religion. If you already have proficiency in one of the listed skills, you can instead gain expertise with the chosen skill. You gain proficiency in an additional skill from the list at 6th, 11th, and 17th level. Additionally, you may use your Intelligence score in place of your Wisdom score for all your Brawler abilities, including Unarmored Defense, Spirit Save DC, and more #### Analytical Strike Starting at 3rd level, your strikes coupled with your intuition and analysis allow you to become aware of your foe’s shortcomings. When you hit a creature with one of the attacks granted by your Flurry of Blows, you can analyze it. Whenever an analyzed creature misses you with an attack, you can immediately use your reaction to make an unarmed strike against that creature if it's within your reach. This benefit lasts until you finish a short or long rest. \page When you analyze a creature, you learn a number of features equal to 1 + your Intelligence modifier of the creature from the following list. * All damage vulnerabilities and damage resistances * All damage immunities and condition immunities * Individual Ability Scores (can be chosen multiple times) * Current Hit Points * Armor Class * Senses * Proficiency Bonus Additionally, you can precisely strike a creature, forcing them to speak truthfully. When you hit a creature with an unarmed strike, you can spend 1 spirit point to force it to make a Charisma saving throw. On a failed save, the creature is unable to speak a deliberate lie, and all Charisma checks directed at the creature are made with advantage for up to 10 minutes. You know if it succeeded or failed on its saving throw. If you wish to impose this effect on a creature without injuring it, you can attack the creature to simply touch it, dealing no damage on a hit. #### Reactive Spirit Starting at 6th level, your knowledge of your enemies coupled with your quick reflexes enable you to act on a dime. Once per turn, if you've already taken your reaction, you may spend 1 spirit point to take an additional reaction. You can use only one reaction per triggering effect. #### Achilles Heel Upon reaching 11th level, you can gain further insight to a creature’s defensively, making them suffer for their shortcomings. When you hit a creature with an unarmed strike, you can spend 3 spirit points to cause the creature to gain vulnerability to one damage type of your choice. After that creature takes that damage, they no longer are vulnerable. If a creature has resistance to the damage type you choose, this resistance is suppressed for 1 minute, rather than gaining vulnerability. A creature that is immune to the damage type you choose is unaffected. A creature who is affected by this feature cannot be affected by it again for 24 hours. #### Prime Operative When you reach 17th level, you have mastered the art of combative deduction and sharp reasoning. You gain the following benefits: * When you use your Achilles Heel feature on a creature, you no longer have the 24 hour cooldown to affect the same creature. * The cost of your Achilles Heel feature is now 2 spirit points instead of 3. * When you use the analysis ability of your Analytical Strike feature, you can choose to analyze a creature any time you hit them with an unarmed strike, and not just with Flurry of Blows. ``` ``` ### Expressionist While brawlers tend to make their mark on the world with their fists, Expressionists take an alternative approach. These brawlers mix their spiritual experiences with thier own forms of art, be in making gadgets, creating art, or some other form. These brawlers are able to weave these experiences into tactics and techniques they could use in everyday life. Expressionists are often painters, inventors, or even something else entirely, travelling around to bring something new to the world.
##### Expressionist |Player Level | Tricks Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | — | — | — | — | | 4th | 3 | 3 | — | — | — | — | | 5th | 3 | 4 | 2 | — | — | — | | 6th | 3 | 4 | 2 | — | — | — | | 7th | 3 | 4 | 3 | — | — | — | | 8th | 3 | 4 | 3 | — | — | — | | 9th | 3 | 4 | 3 | 2 | — | — | | 10th | 4 | 4 | 3 | 2 | — | — | | 11th | 4 | 4 | 3 | 3 | — | — | | 12th | 4 | 4 | 3 | 3 | — | — | | 13th | 4 | 4 | 3 | 3 | 1 | — | | 14th | 5 | 4 | 3 | 3 | 1 | — | | 15th | 5 | 4 | 3 | 3 | 2 | — | | 16th | 5 | 4 | 3 | 3 | 2 | — | | 17th | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | 5 | 4 | 3 | 3 | 3 | 2 |
#### Creativity (Spellcasting) At 3rd level, you augment your martial prowess with the ability to use creations. 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) 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 Expressionist table. \page At the end of a long rest, you can change one of the tricks you know for another from your creation list. ##### Preparing and Using Creations (Preparing and Casting Spells) The Expressionist table shows how many creation slots you have to use your gadgeteer creations of 1st Level and 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 Wisdom modifier + half your Expressionist level rounded down (minimum of one creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 5th-level Expressionist, you have four 1st-level and two 2nd-level creation slots. With a Wisdom of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting 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 tinkering with your creation casting focuses: at least 1 minute per creation level for each creation on your list. ##### Creative Ability (Spellcasting Ability) Wisdom is your creative ability for your gadgeteer creations, as you learn through careful study and observation, trial and error. 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 the gadgeteer creations you cast 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
#### Spiritual Gimmicks Starting at 3rd level, you gain proficiency in Intelligence (Engineering) checks and Tinker's Tools, or expertise if you already have proficiency in each skill respectively. Any brawler weapon or Tinker's Tool you wield can count as a creative focus for your creations. In addition, your creative spirit and experiences allow you to modify your creations. When you use a creation, you can modify it in one of the following ways: * When you use a creation with a casting time of one action, you can expend a number of spirit points equal to the level of the creation to instead cast it as a bonus action. The cost is 1 if you use this to cast a trick as a bonus action. * When you use a creation with a range of 5 feet or greater, you can double the range of the creation at the cost of 1 spirit point. If the range is touch, the range instead becomes 30 feet. * When you use a creation, you can spend 1 spirit point to use the creation without any verbal or somatic components. * When you use a creation that targets only one creature and doesn't have a range of self, you can spend a number of spirit points equal to the creation's level to target a second creature in range with the same creation. The cost is 1 if you use this with a trick. * When you use a creation that forces other creatures to make a saving throw, you can protect some of those creatures from the creature's full force. To do so, you spend 1 spirit point and choose a number of those creatures up to your Wisdom modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the creation, and takes no damage if they would usually take half on a successful save. #### Potent Expression Starting at 6th level, you can seemlessly weave your creations with your martial arts. You can add your Wisdom modifier to any damage rolls made with creations. In addition, when you use a creation, you can use your bonus action with an unarmed strike, or use Flurry of Blows. #### Flexible Spirit At 11th level, your creative spirit can act as fuel towards your tricks and creations. As an action, you can transform of a number of Spirit points into creation slots. You can create creation slots no higher in level than 5th, and only slots of which you are able to cast. Any creation slot you create with this feature vanishes when you finish a short or long rest. The conversion rates are listed in the Flexible Spirit table below. ##### Flexible Spirit | Slot Level | Spirit Point Cost | |:----:|:-------------| | 1st | 2 | | 2nd | 3 | | 3rd | 5 | | 4th | 6 | | 5th | 7 | #### Signature Creations At 17th level, you have mastered your creative style, enabling you to recreate low creations at will. Choose a 1st and 2nd level Gadgeteer creation that you have prepared, you can now use those creations at their lowest level without expending a creation slot. You can spend 8 hours of downtime adjusting your creations, allowing you to switch your Signature Creations. \page ## 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 (Three 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 or Dexterity, Constitution - **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival \page #### 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 options in Chapter 5, in the Fighter Styles section. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to fighters. ### 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. You can use this feature a number of times equal to your proficiency bonus. You can regain all uses of this feature at the end of a short or long rest. ### 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 an extra 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. Brute, Gadget Knight, Gunslinger, Samurai, Master of None, Banneret, Battlemaster, Cavalier, Champion, Arms Dealer, and Blitzkrieg can all be found at the end of this section. 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. ### Extra Attack Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken 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, with advantage, 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 short or long rest. You can use this feature twice between rests starting at 13th level and three times between 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. ### Brute The powerful Brute focuses on the use 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, and to take heavy hits. #### Brute Force Starting at 3rd level, whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by 1d4. This feature also works with unarmed strikes. This bonus becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level. #### Unstoppable Durability Beginning at 7th level, whenever you make a saving throw, roll 1d6 and add the die to your saving throw total. If applying this bonus to a death saving throw increases the total to 20 or higher, you gain the benefits of rolling a 20 on the d20. #### Third Wind At 10th level, you won't give up the fight. When you use your Second Wind feature, you additionally gain a number of temporary hit points equal to the amount you rolled. #### Devastating Critical Starting at 15th level, when you score a critical hit with a weapon attack, you gain a bonus to that weapon’s damage roll equal to your level in this class. #### Survivor At 18th level, 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. \page ### Gadget Knight Not all fighters are brutes who rely only on strength of arms to battle foes. Those known as gadget knights incorporate genius creativity and handy craftsmanship in their fighting style, creating useful gadgets that give them an upper hand in any fight. #### 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. #### Tactical Enhancements Starting at 3rd level, you can utilize your skills to incorporate creativity into your weapons and armor, enhancing them. You learn two enhancements of your choice, from among the enhancements described below, and each time you gain a level in this class, you can replace one enhancement you know with a different one from this feature. You learn one additional enhancement at 7th, 10th, and 15th level. Whenever you finish a long rest, you can touch a number of objects equal to the number of enhancements you know, and you apply a different enhancement to each of the objects. To be eligible, an object must be a weapon, a suit of armor, a shield, or something else you can wear or hold in a hand. Your enhancement remains on an object until you finish a long rest, and an object can bear only one of your enhancements at a time. The following enhancements are available to you when you learn one. If an enhancement has a level requirement, you must be at least that level in this class to learn it. If an enhancement requires a saving throw, your Enhancement Creativity save DC equals 8 + your proficiency bonus + your Constitution modifier. ##### Deflection Enhancement While wearing or carrying an object upgraded with this enhancement, you have advantage on Dexterity (Sleight of Hand) checks and Charisma (Deception) checks. In addition, when you or a creature you can see within 30 feet of you is hit by an attack roll, you can use your reaction to activate the enhancement and choose a different creature within 30 feet of you, other than the attacker. The chosen creature becomes the target of the attack, using the same roll. This enhancement works regardless of the attack's range. Once you activate this enhancement, you can't do so again until you finish a short or long rest. ``` ``` ##### Tool Enhancement While wearing or carrying an object upgraded with this enhancement, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. In addition, when you hit a creature with an attack using a weapon, you can activate the enhancement to shackle the target. The target takes an extra 2d6 fire, cold, lightning, thunder, acid, or poison damage, and it must succeed on a Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 of the same type as the initial damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, breaking the shackles on a success. Once you activate this enhancement, you can't do so again until you finish a short or long rest. ##### Fortitude Enhancement While wearing or carrying an object upgraded with this enhancement, you have advantage on Wisdom (Animal Handling) checks and Charisma (Intimidation) checks. In addition, you can activate this enhancement as a bonus action to increase your sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving throws that use Strength or Constitution. Once you activate this enhancement, you can't do so again until you finish a short or long rest. ##### Vision Enhancement While wearing or carrying an object upgraded with this enhancement, you have advantage on Wisdom (Insight) checks, and you have darkvision out to a range of 120 feet. In addition, you can use your bonus action to activate the enhancement and force a creature within 30ft of you to make a Wisdom saving throw. Unless the save succeeds, the creature is charmed by you for 1 minute. While charmed in this way, the creature has a speed of 0 and is incapacitated, descending into a dreamy stupor. The creature repeats the saving throw at the end of each of its turns, ending the effect on a success. Once you activate this enhancement, you can't do so again until you finish a short or long rest. ##### Resistance Enhancement (7th Level or Higher) While wearing or carrying an object upgraded with this enhancement, you have advantage on saving throws against being poisoned, and you have resistance against poison damage. In addition, you can activate the enhancement as a bonus action, gaining resistance to bludgeoning, piercing, and slashing damage for 1 minute. Once you activate this, you can't do so again until you finish a short or long rest. \page ##### Analysis Enhancement (7th Level or Higher) While wearing or carrying an object upgraded with this enhancement, you have advantage on Intelligence skill checks, and you can't be surprised as long as you aren't incapacitated. In addition, you can activate it as a bonus action to activate advanced calculations for 1 minute or until you're incapacitated. Until it ends, when you or another creature you can see within 60 feet of you makes an attack roll, a saving throw, or an ability check, you can use your reaction to cause the roll to have advantage or disadvantage. Once you activate it, you can't do so again until you finish a short or long rest. #### Augmented Arms At 3rd level, you gain the ability to further enhance your weapons, making them an extension of yourself. You can complete the augmentation process over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach during the process. Once you have augmented a weapon, you can't be disarmed of that weapon unless you are incapacitated. It gains a bonus to attack and damage rolls equal to half your proficiency bonus rounded down. In addition, you can add effects to each of your augmented weapons. Each weapon can only have 1 such augmentation at a time, and you can have a number of augmented weapons equal to your proficiency bonus active at a time. ##### Returning Artillery Your weapon gains the thrown property (30/120) if it doesn't already have it. When the weapon is thrown, it returns to your hand once the attack is resolved. ##### Elemental Aegis Whenever you hit a creature with an attack using your augmented weapon, you can change the damage type with an elemental damage type from the following: acid, fire, cold, thunder, lightning, or poison. ##### Lethally Light You can use your Dexterity modifier, rather than your Strength, for attacks and damage rolls using this augmented weapon and the weapon gain the light property, if it has the heavy property, it instead loses the heavy property. ##### Hefty Executor Your augmented weapon gains the heavy and the two-handed property, if it doesn't already, losing the light property. In addition, whenever you hit a creature with it, you can also take the Shove action as part of the attack, once per turn. If you win, you can choose any of the normal effects of shove, or you can choose to disarm that creature from one object it is currently wielding. ##### Mobile Munition When you take the Attack action, you can make an additional attack as a bonus action. This augmentation can only be applied to a weapon with the light property. ``` ``` ##### Adaptable Arms As a bonus action, you can transform this augmented weapon into any weapon you are proficient with (including ranged weapons). Alternatively, you can transform your augmented weapon into a shield. ##### Superior Range Your augmented weapon gains the reach property it if is a melee weapon. If it is a ranged weapon, you can ignore loading and reload properties if it has it. #### Defensive Field At 7th level, you learn to create a defensive field to protect your allies. When another creature you can see within 60 feet of you is hit by an attack roll, you can use your reaction to force the attacker to reroll the d20 and use the lower of the two rolls. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. #### Wondrous Creation At 10th level, you gain insight into how to construct powerful gadgets that you can utilize in and out of combat. At the end of a long rest, you can choose a gadgeteer creation of up to 3rd level (If it is lower, you can choose to upcast it at 3rd level), using your Tactical Enhancement Creativity DC. You can activate that creation a number of times equal to 1 + your Constitution Modifier. You regain all uses of this ability at the end of a long rest. #### Two Tactics At 15th level, you can activate each enhancement you know from your Tactical Enhancement feature twice, rather than once, and you regain all expended uses when you finish a short or long rest. #### Marvelous Creation At 18th level, you have mastered the art of your wondrous creations. When you use your Wondorous Creation feature, when you finish a long rest, you can instead choose a creation of up to 5th level (If it is lower, you can choose to upcast it at 5th level). ### Gunslinger Some warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or polearm tactics. However, some minds couldn’t stop at just simple ranged weapons. Experimentation with components and rare metals has unlocked the secrets of controlled explosive force, creating and utilizing their own trademarked firearms. #### Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with firearms and cannons, allowing you to add your proficiency bonus to attacks made with firearms and cannons. \page ``` ``` #### Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Engineering (Intelligence) skill and Tinker’s Tools. You may use them to craft ammunition at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. #### Trick Shots When you choose this archetype at 3rd level, you learn to perform powerful Trick Shots to disable or damage your opponents using your firearms. **Trick Shots.** You learn two trick shots of your choice, a list of which is found at the end of this feature. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack. You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one. **Grit.** You gain a number of grit points equal to 1 + your Wisdom modifier. You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest. **Saving Throws.** Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows: **Trick Shot Save DC** = 8 + your proficiency bonus + your Dexterity modifier ##### Covering Fire When you make a firearm attack against a creature, you can expend one grit point to protect your allies as they move across the battlefield from your target. Choose a creature within 60ft of the target. That creature has the benefits of half cover from the target until the start of your next turn. ##### Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature must make a Wisdom Saving throw. On a failure, it suffers the effects of the Slow creation until the end of your next turn. ##### Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll. ##### Deflecting Shot (7th level) As a reaction to a creature making an attack against a creature you can see within 60 ft of you, you can expend one grit point to fire at the attacker, causing them to fumble and change targets. The target must succeed a Dexterity saving throw or must target a creature of your choice within their range instead. \page ##### Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you. ##### Exhausting Shot When you make a firearm attack against a creature, you can expend one grit point to knock the wind out of the target. On a hit, the creature suffers normal damage and must make a Constitution saving throw. On a failure, they suffer the effects of the Bane creation for 1 minute, repeating the saving throw at the end of each of their turns, ending the effect on a success. ##### Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you. ##### Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. When you use this option, you don’t make an attack roll for the attack. Instead, the arrow fires forward in a line, which is 5 feet wide and 60 feet long. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the projectile. On a successful save, a target takes half as much damage. ##### Run and Gun When you make a firearm attack against a creature, you can expend one grit point to deftly dash through the battlefield through the torrent of bullets, allowing you to take either the Dash or Disengage action as part of the attack. ##### Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a -1 to the firearm’s attack roll. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage. ##### Warning Shot When you make a firearm attack against a creature, you can expend one grit point to rattle them, either by striking them or leaving a bullet hole a little too close for comfort. On a hit or miss, the target must succeed a Wisdom saving throw or become frightened of you until the start of your next turn. ##### Wringing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone. ``` ``` #### Bullet Time When you reach 7th level, your reflexes and instincts allow for quick action in combat, as time appears to slow down around you. You add your proficiency bonus to your initiative. You can also draw and stow a firearm, then draw another firearm as a single object interaction on your turn. In addition, as a bonus action on your turn, you can enter Bullet Time for 1 minute, or until you are incapacitated. While in Bullet Time, you gain the following benefits: * You gain a 30ft Focus radius around you. As a reaction to a hostile creature within the radius moving at least 10 ft away from an allied creature within the radius (can include yourself), you can make one firearm attack with one firearm you are wielding against that creature. * Attack rolls made against you from creatures within your Focus radius do not benefit from advantage. * 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 enter Bullet Time a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. #### Sharp-Sighted Upon reaching 10th level, your eyesight becomes on par with those of an eagle, allowing you to see and strike even further. 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. In addition, while you are in Bullet Time, you gain the following benefits: * The normal and long range of all ranged weapons you are wielding and cannons you are proficient with doubles. * You gain a bonus to your firearm damage rolls equal to your Wisdom or Intelligence modifier (your choice). #### Vicious Intent Starting at 15th level, your firearm attacks score a critical hit on a roll of 19-20, and you regain a grit point on a roll of 19 or 20 on a d20 attack roll. In addition, while you are in Bullet Time, the range of your Focus radius becomes 60ft. #### Distinguished Shot At 18th level, choose one of your Trick Shots. This shot becomes your Distinguished Shot. While you are in Bullet Time, once per turn, you can ignore the Grit point cost of that Trick Shot (or reduced by 1 if you selected Violent Shot). #### Hemorrhaging Critical Upon reaching 18th level, whenever you score a critical hit on an attack with a firearm, the target additionally suffers half of the damage from the attack at the end of its next turn. \page ### Samurai The Samurai can encompass any swordsman, but particularly the mythical samurai of Wano country. Becoming a disciplined master of the blade, able to adopt fighting stances that render them a difficult opponent to battle, allowing you can overcome the odds and strike down enemies. #### Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in one of the following skills of your choice: History, Insight, Performance, or Persuasion. #### Fighting Stance Starting at 3rd level, you learn a fighting stance, enhancing your combat abilities. As a bonus action on your turn, you adjust your posture and the way you hold your weapons, allowing you to anticipate your foe or strike true. ***Earth.*** A defensive stance used to deflect blows. Holding your weapon low, you wait for your opponent to strike and leave an opening. Until the start of your next turn, your AC increases by 2. As a reaction, you can increase this bonus to 4. You may do this after the roll, but before your DM tells you whether the attack hits or misses. ***Fire.*** This offensive posture raises the weapon high above the head, leaving the body exposed, but readying a powerful strike. You gain advantage on weapon attack rolls until the end of your turn. ***Water.*** Traditionally the most basic, this middle-level stance is a balance between offense and defense and focuses on using your opponent's power against itself. Until the start of your next turn, when you are targeted by a melee weapon attack, you can use your reaction to make an attack against the creature. ***Wind.*** By maneuvering your weapon sideways, you can move more quickly and parry blows more effectively. Your movement speed increases by 15 feet until the end of your turn. Additionally, you do not provoke opportunity attacks as part of this movement. Whenever you adopt a stance on your turn, you gain 5 temporary hit points. This increases to 10 and 15 temporary hit points at 10th and at 15th level. You can choose another one of these stances to learn at 7th, 10th, and 15th level. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of 1), and you regain all expended uses of it when you finish a short or long rest. #### Elegant Courtier Starting at 7th level, your discipline and attention to detail allow you to excel in social situations. Whenever you make a Charisma (Persuasion) check, you gain a bonus to the check equal to your Wisdom modifier (minimum of 1). Your self-control also causes you to gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### Tireless Spirit Starting at 10th level, when you roll initiative and have no uses of Second Wind remaining, you regain one use. Additionally, whenever you use Second Wind, you gain a bonus to the hit points restored equal to your Wisdom Modifier (minimum of 1). #### Stance Improvements Starting at 15th level, you learn how to combine stances, break out of them or simply use them more effectively. ***Earth.*** While in Earth Stance and subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to angle your weapon so you take no damage on a success and only half damage on a failed saving throw. ***Fire.*** While in Fire stance, you can forgo the advantage on one of the attacks and make an extra weapon attack against that target instead, as part of the same action. You can do so no more than once per turn. ***Water.*** When you make an attack as a reaction while in Water stance, you can make an additional attack with a melee weapon yourself as part of that reaction against that creature. ***Wind.*** While in Wind Stance, you can take to the sky in short bursts. You have a flying speed equal to your current walking speed. You fall if you end your turn in the air and nothing else is holding you aloft. Additionally, while in a stance, you can suddenly change your posture again to surprise your foe. On your turn, you can expend another use of Fighting Stance to swap stances, no action required. When it's another creature's turn, this also uses your reaction. When you do so, you gain the temporary hit points as normal. #### Undying Devotion At 18th level, your devotion to your cause prevents you from dying outright, giving you the chance to continue fighting. When you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You can do this a number of times equal to your Constitution Modifier, or expend a use of your Fighting Stance. You regain all uses at the end of a long rest. \page ### Master of None The creative Master of None needs no weapons, only the material world around them. Those trained to master this archetype combine their battle prowess in conjunction with improv skills to break down their opponents, making use of any situation. #### Adapt and Overcome When you choose this archetype at 3rd level, you learn how to turn anything into a weapon. You gain proficiency in improvised weapons, and whenever you obtain a new improvised weapon, you can add one weapon property of your choice, other than ammunition, to it. When you add the thrown property to an improvised weapon, its ranges are 30/90ft. Its damage type is your choice of bludgeoning, piercing, or slashing. Your damage dice with improvised weapons are equal to the damage type corresponding to your level on the Improv Damage Table. Additionally, you can use either your Strength or Dexterity modifiers to make attack and damage rolls with improvised weapons, using the same modifier for each roll. ##### Improv Damage | Level | Damage Dice | |:----:|:-----| | 3rd | 1d6 | | 6th | 1d8 | | 11th | 1d10 | | 16th | 1d12 | Additionally, you have advantage on Wisdom (Perception) checks based on sight to find improvised weapons. #### Breakdown Also at 3rd level, you can put all your energy into one attack for maximum effect. When you make a successful weapon attack with an improvised weapon, you can choose to double your Strength or Dexterity Modifier for the purposes of calculating damage with that attack. When you do this, the weapon used is destroyed. This doesn't destroy seastone. #### Jury-Rigging Also at 3rd level, you can make the most of you improvised weapons. Once per turn, when you use your Breakdown feature, you can trigger an additional effect. At 7th level, two effects trigger. At 15th level, three effects trigger. You can use this feature a number of times equal to your 1 + Constitution modifier, regaining all uses on a short or long rest. When you gain this feature, and at 7th and 15th level, you choose one of the effects below, making that the effect that triggers. * All creatures, excluding yourself, within 5 feet of the target must succeed on a Dexterity Saving throw or take 1d(Improv Damage Dice Size) piercing damage. * The target's movement speed is reduced to 0 until the start of your next turn. * The target must succeed on a Wisdom Saving throw or be unable to take the Attack action on its next turn. * The target is unable to speak for the next minute. * The target cannot regain hit points until the start of your next turn. * The target must succeed on a Constitution Saving throw or become stunned until the start of your next turn. * The target must succeed on a Strength Saving throw or be knocked back 10 feet, or knocked prone. * The target must succeed on a Wisdom Saving throw or be frightened of you until the end of your next turn. * The target must succeed on a Constitution Saving throw or be blinded until the start of your next turn. * The target's Armor Class is reduced by 2 until the start of your next turn. If any of these effects requires the target to make a Saving throw, the DC is equal to 8 + your Constitution Modifier + your proficiency bonus. #### Wreck Resistance Starting at 7th level, when you make an attack with an improvised weapon, you can ignore any resistance to bludgeoning, piercing, or slashing. In addition, when you obtain an improvised weapon, instead of adding one weapon property to it, you can add two weapon properties. #### In and Out Starting at 10th level, when you have less than half of your maximum hit points, your walking speed increases by 15 feet, you don't provoke opportunity attacks, and you gain a +2 bonus to all Saving throws. #### Rush Rampage Starting at 15th level, you master quick combat. During the first round of combat, you can make two additional weapon attacks, shoves, or grapples at no action cost, the first of which is made at advantage. #### Smash and Crash From 18th level onwards, your attacks grow devastating. Whenever you make an attack and a damage die reads its maximum value, you can choose to roll an additional die and add the new result to the total damage. You can repeat this till you are dealing a maximum of 6 extra damage dice. ### Banneret Leading the charge, the charismatic Banneret commands their allies in a true coordinated assult. These fighters stand as a beacon for victory on the battlefield, bringing their fallen comrades back into the thick of the fight and encouraging their soldiers to take down any threat that comes there way. Bannerets are typically leader's of their own organizations, typically in militant organizations, ready to lay down their lives for their cause. #### Honorable Beacon Starting at 3rd level, you gain proficiency in (Charisma) Persuasion and (Charisma) Intimidation skill checks, or expertise if you already have proficiency in each skill respectively. In addition, when you use your Second Wind feature, you can target a creature within 30 feet of you that can hear you, the target regains the same amount of hit points you rolled. \page #### Commander in Chief Also at 3rd level, you can issue commands to your allies to form a coordinated assult. As a bonus action, you can command a friendly creature of your choice within 30 ft of you that can hear you. The target gains one of the following benefits of your choice: * **Ready, Aim, Fire!** The target adds your Charisma modifier to their next attack roll, until the end of their next turn. * **On Your Feet, Soldier!** The target adds your Charisma modifier on their next saving throw, until the start of your next turn. * **Duck!** The next attack roll made against the target is reduced by a number equal to your Charisma modifier. * **This Way!** The target can use their reaction to move a number of feet equal to 5 * your Charisma modifier with opportunity attacks made at disadvantage. You can use this feature a number of times equal to 1 + your Charisma Modifier, regaining all uses at the end of a short or long rest. #### Brave and Bold Beginning at 7th level, you gain proficiency with Charisma saving throws. If you were already proficient in Charisma saving throws, you can instead choose Intelligence or Wisdom. In addition, you add your Charisma modifier to the amount of hit points regained for your Second Wind and Honorable Beacon feature. #### Empowered Authority At 10th level, your commands bring out the best in your comrades, showing off their true potenial. Your Commander in Chief options improve in the following ways: * **Ready, Aim, Fire!** The target also adds your Charisma modifier to their damage roll if the attack hits. * **On Your Feet, Soldier!** If the target fails their saving throw, they take half damage. If the target succeeds their saving throw, they take no damage. * **Duck!** If the attack still hits, the damage is also reduced by your Charisma modifier. * **This Way!** The target’s movement from their reaction doesn’t provoke opportunity attacks. #### Heroic Surge Starting at 15th level, when you use your Action Surge feature, you can choose one creature within 60 feet of you that is allied with you. That creature can make one melee or ranged weapon attack with its reaction, provided that it can see or hear you. In addition, you gain an additional use of your Indomitable feature. #### Invincible Dominion At 18th level, your tactics and leader spirit enable you to fight near endlessly. Your abilities from your Commander in Chief feature no longer cost any usages. In addition, when you use your Heroic Surge feature, you can choose two allies within 60 feet of you, rather than one. ``` ``` ### Battlemaster The Battlemaster, as the name implies, is a master tactician. Able to use complex maneuvers to dominate the battlefield, these fighters make excellent use anywhere in battle, and are even more deadly when paired with the right allies. #### Superior Combatant Starting at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) ##### Ambush When you make a Dexterity (Stealth) check or an initiative roll, you can expend one superiority die and add the die to the roll, provided you aren't incapacitated. ##### Bait and Switch When you're within 5 feet of a creature on your turn, you can expend one superiority die and switch places with that creature, provided you spend at least 5 feet of movement and the creature is willing and isn't incapacitated. This movement doesn't provoke opportunity attacks. Roll the superiority die. Until the start of your next turn, you or the other creature (your choice) gains a bonus to AC equal to the number rolled. ##### Brace When a creature you can see moves into the reach you have with the melee weapon you're wielding, you can use your reaction to expend one superiority die and make one attack against the creature, using that weapon. If the attack hits, add the superiority die to the weapon's damage roll. ##### Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. ##### Commanding Presence When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check. \page ##### Disarming Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet. ##### Distracting Strike When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn. ##### Evasive Footwork Before or after you make an attack, you can, as a bonus action on your turn, expend a superiority dice. The attack you make deals extra damage equal to the superiority dice roll, and you don't provoke opportunity attacks until the end of your turn. ##### Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll. ##### Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. ##### Grappling Strike Immediately after you hit a creature with a melee attack on your turn, you can expend one superiority die and then try to grapple the target as a bonus action. Add the superiority die to your Strength (Athletics) check. ##### Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack's damage roll. ##### Maneuvering Attack When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. \page ##### Pushing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, it then must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you. ##### Parry When another creature hits you with an attack, you can use your reaction and expend one superiority die to increase your AC by the number you roll on your superiority die + your Dexterity modifier for that attack. ##### Menacing Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. ##### Precision Attack When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied. ##### Quick Toss As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll. ##### Rally On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you (can include yourself). That creature gains temporary hit points equal to the superiority die roll + your Fighter level + your Charisma modifier. ##### Riposte When a creature targets you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. ##### Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage adjacent creatures with the same attack. Your attack gains damage spread that only affects creatures of your choice and deals extra damage equal to your superiority die roll. The DC is equal to your Maneuver save DC. ##### Tactical Assessment When you make an Intelligence (Investigation), an Intelligence (History), or a Wisdom (Insight) check, you can expend one superiority die and add the superiority die to the ability check. ``` ``` ##### Trip Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, it then must make a Strength saving throw. On a failed save, you knock the target prone. #### Student of War At 3rd level, you gain proficiency with one type of artisan's tools of your choice. #### Advanced Combat Tactics Starting at 7th level, you can add your Wisdom modifier (minimum of +1) to your Initiative rolls and to all ability checks made while in combat. Additionally, whenever you roll a superiority die and the result is 1 or 2, you can treat that roll as a 3. #### Improved Superior Combatant At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. #### Relentless Combatant Starting at 15th level, you never give up the fight. As a bonus action, you can regain all your expended Superiority Dice. Once you use this feature, you cannot use it again until you finish a long rest. #### Signature Strike At 18th level, choose one of your battle master maneuvers. Once per turn, when you use that maneuver, you don’t expend a superiority die. ### Cavalier The cavalier is a fighter who excels at mounted combat. Cavaliers learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. These types of fighters often come from backgrounds of nobility, but had to leave their noble lives behind to pursue a life of adventure. #### Bonus Proficiency When you choose this subclass at 3rd level, you gain proficiency in one of the following skills of your choice: Animal Handling, History, Insight, Performance, or Persuasion. #### Saddle-Born Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage on saving throws made to avoid falling off your mount. If you fall off your mount and descend no more than 10 feet, you can land on your feet if you’re not incapacitated. Finally, mounting or dismounting a creature costs you only 5 feet of movement, rather than half your speed. #### Make Your Mark Starting at 3rd level, you can menace your foes. When you hit a creature with a melee weapon attack, you can mark the creature until the end of your next turn. This effect ends early if you are incapacitated or you die. \page While it is within your reach, a creature marked by you has disadvantage on any attack roll that doesn't target you. In addition, if a creature marked by you deals damage to anyone other than you, you can make a special melee weapon attack against the marked creature as a bonus action on your next turn. You have advantage on the attack roll, and if it hits, the attack's weapon deals extra damage to the target equal to half your fighter level. #### Warding Master At 7th level, you learn to fend off strikes directed at you, your mount, or other creatures nearby (can include yourself). If you or a creature you can see within 5 feet of you is hit by an attack, you can roll 1d8 as a reaction if you're wielding a melee weapon or a shield. Roll the die, and add the number rolled to the target's AC against that attack. If the attack still hits, the target has resistance against the attack's damage. In addition, you learn the Find Mount creation at 2nd level, and can use it as a routine for 10 minutes. #### Hold the Line At 10th level, you become a master of locking down your enemies. Creatures provoke an opportunity attack from you when they move 5 feet or more while within your reach, and if you hit a creature with an opportunity attack, the target's speed is reduced to 0 until the end of the current turn. If the creature disengages, you can still make an opportunity attack against them. In addition, when you use the Find Mount creation, you use it at a level equal to your proficiency bonus. #### Ferocious Charger Starting at 15th level, you can run down your foes. If you move at least 10 feet in a straight line right before attacking a creature and you hit it with the attack, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone. You can use this feature only once on each of your turns. Additionally, if you are mounted, and use this ability, you deal an extra amount of damage equal to your level. #### Vigilant Defender Starting at 18th level, you respond to danger with extraordinary vigilance. In combat, you get a special reaction that you can take once on every creature's turn, except your turn. You can use this special reaction only to make an opportunity attack or use your Warding Master feature, and you can't use it on the same turn that you take your normal reaction. ### Champion Those who follow the combative ways of the champion focus on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype are committed to their combat arts, becoming unparalleled masters of their fighting style, sharpening their proficiency beyond any other martial master. ``` ``` #### Combat Expert Your intense training has shown you how to pierce the stoutest defenses and exploit the slightest of missteps. When you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or 20. #### Physical Superiority Starting at 3rd level, you choose either the Strength, Constitution, or Dexterity ability score. This feature gives you bonuses depending on your choice. At 10th and 18th level, you can select one of the other ones that you have not selected. ##### Strength Your gain proficiency in the Athletics skill and if you were already proficient, you instead gain Expertise. You count as one size larger when determining your carrying capacity, the weight you can push, drag, or lift, and when grappling or shoving. Additionally, when you make a running long jump, the distance you can cover increases by a number equal to your Strength Modifier. ##### Constitution Your hit point maximum increases by a number equal to your fighter level when you gain this feature, and continues to increase by an additional 1 every time you gain a level in this class. The amount of time you can hold your breath is doubled, and you have resistance to fall damage. Additionally, you can use your Second Wind feature one additional time per short or long rest. ##### Dexterity You gain proficiency in the Acrobatics skill and if you were already proficient, you instead gain Expertise. Your movement speed increases by 5 feet. This bonus applies also to any native climbing, swimming, or flying speed you may have. Additionally, whenever you roll Initiative you may treat a roll of 9 or lower on the die as a 10. #### Signature Fighting Style At 7th level, you improve upon your chosen Fighting Style, performing martial feats few warriors can match. You gain an improvement to the Fighting Style you gained from the 1st level in this class: **Improved Archery.** You gain a +3 to attack and rolls you make with ranged weapons, and ignore half and three-quarters cover. **Improved Blind Fighting.** You have blindsight with a range of 30 feet. Within that range, you can effectively see anything that isn’t behind total cover, even if blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides. Additionally, you can take the Search Action as a bonus action. **Improved Defense.** While wearing armor, you gain +1 to AC and all Saving Throws. Additionally, as a reaction to an attack missing you, you can attempt to grapple or shove the attacker. \page ``` ``` **Improved 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. Under the same conditions, if you're fighting against an enemy and there's no other creature within 5ft of you and that enemy, you gain advantage in all melee attacks against that enemy. **Improved Superior Technique.** You learn three maneuvers of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain three superiority die, which is a d8 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. **Improved Interception.** When a creature you can see hits a target, including you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 2d10 + your level (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction. When you intercept an attack, you have advantage on your next attack roll against the attacking creature. **Improved Unarmed Fighting.** Your unarmed strikes increase to 1d8 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d8 becomes a d10. Your grappling damage also becomes a 1d6. **Improved 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. Whenever you roll a critical hit using a thrown weapon, you roll an additional damage dice. Also, you do not have disadvantage when using a thrown weapon against a target within 5ft. **Improved Melee Shooter.** While you're wielding a ranged weapon, you gain a +1 bonus to attack rolls and a 1d4 bonus to the damage roll and you do not have disadvantage on ranged attacks while a creature is within 5 feet of you. Your ranged attacks also ignore half cover and three-quarters cover against targets within 30 feet of you. **Improved Great Weapon Fighting.** When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. The weapon must have the two-handed or versatile property for you to gain this benefit. Additionally, when you roll the maximum damage on the weapon dice, you can push the target back 10ft. **Improved Protection.** While you're wielding a shield and an enemy attacks a creature within 5ft of you, including yourself, you can use your reaction to reroll all attack rolls against that creature until the start of their next turn. **Improved Two-Weapon Fighting.** When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. When you make an opportunity attack, you can attack with both of your weapons. \page Moreover, you can make your attack with an off-hand weapon as a part of the attack action instead of a bonus action. You can still only attack with an off-hand weapon once per turn. **Improved Versatile Fighting.** When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack and damage rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC, and opportunity attacks against you are made with disadvantage. #### Combat Master Starting at 10th level your weapon attacks score a critical hit on a roll of 18-20. #### Perfected Fighting Styles At 15th level, you have gone through extensive training in not only one, but two fighting styles, becoming a true master of combat. Choose another fighting style from Chapter 5. In addition, that fighting style gains the benefits of the appropriate style in the Signature Fighting Style feature. #### Invulnerable At 18th level, you gain resistance to two damage types of your choice, choosing from acid, bludgeoning, cold, fire, lightning, necrotic, piercing, poison, radiant, slashing, or thunder. Whenever you finish a short or long rest, you can change the damage types you chose. ### Arms Dealer The inventive Arms Dealer devotes their fighting style to crafting creative ammunition to create a well equipped arsenal. Arms Dealer are able to use a balance of not only craft their shots, but also their keen skills with ranged combat to defeat even the most powerful foes. ``` ``` #### Engineering Upon choosing this archetype at 3rd level, you gain proficiency with the Engineering (Intelligence) skill, Tinker’s Tools, firearms, and cannons. You may use them to craft ammunition at half the cost and even draft and create new ones (DM’s discretion). #### Advanced Arsenal At 3rd level, you learn to craft special effects with some of your shots. When you gain this feature, you learn two Advanced Arsenal options of your choice. Once per turn when you fire a piece of ammo from a ranged weapon as part of the Attack action, you can apply one of your Advanced Arsenal options to that piece of ammo. You decide to use the option when the ammo hits, unless the option doesn’t involve an attack roll. If an option requires a saving throw, your Advanced Arsenal save DC equals 8 + your proficiency bonus + your Intelligence modifier. You have a number uses of this ability equal to 1 + your Intelligence Modifier, and you regain all expended uses of it when you finish a short or long rest. You gain an additional Advanced Arsenal option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. ##### Stasis Ammo The creature hit by the ammo must succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied. At 18th level, this ammo deals an extra 2d8 force damage when it hits. \page ##### Hypnotic Ammo The creature hit by the ammo takes an extra 2d6 psychic damage, and choose one of your allies within 30 feet of the target. The target must succeed on a Wisdom saving throw, or it is charmed by the chosen ally until the start of your next turn. This effect ends early if the chosen ally attacks the charmed target, deals damage to it, or forces it to make a saving throw. At 18th level, the extra damage of this ammo becomes 4d6 psychic damage instead. ##### Exploding Ammo The ammo detonates after your attack. Your attack with the ammo gains a damage spread of 10ft, DC equal to your Advanced Arsenal DC. The attack additionally deals an extra 2d6 fire, thunder, or force damage. At 18th level, the extra damage of this ammo becomes 4d6 of the chosen type instead. ##### Feeble Ammo The creature hit by the ammo takes an extra 2d6 necrotic damage. The target must also succeed on a Constitution saving throw, or the damage dealt by its weapon attacks is halved until the start of your next turn. At 18th level, the extra damage of this ammo becomes 4d6 necrotic instead. ##### Grasping Ammo The creature hit by the arrow ammo an extra 2d6 piercing damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Advanced Arsenal save DC. Otherwise, the effect lasts for 1 minute or until you use this option again. At 18th level, the extra damage of this ammo becomes 4d6 piercing instead. ##### Piercing Ammo When you use this option, you don’t make an attack roll for the attack. Instead, the ammo fires forward in a line, which is 1 foot wide and 30 feet long, before disappearing. The arrow passes harmlessly through objects, ignoring cover. Each creature in that line must make a Dexterity saving throw. On a failed save, a creature takes damage as if it were hit by the ammo, plus an extra 1d6 piercing damage. On a successful save, a target takes half as much damage. At 18th level, the extra damage of this ammo becomes 2d6 piercing instead. ##### Homing Ammo When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The ammo flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the ammo to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the ammo, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location. At 18th level, this instead deals 2d6 force damage. ##### Shadow Ammo The creature hit by the arrow takes an extra 2d6 psychic damage, and it must succeed on a Wisdom saving throw or be blinded until the start of your next turn. At 18th level, this instead deals 4d6 psychic damage. ##### Warp Ammo In the place of an attack, you can expend a use of your Advanced Arsenel to teleport to a point you can see within the short range of the ranged weapon you are using to fire the ammo. At 18th level, you can choose to instead teleport to a space within the long range of your weapon. ##### Elemental Ammo The creature hit by the ammo takes an extra 2d8 fire, poison, acid, cold, or lightning damage, and the weapon damage also becomes that damage type. At 18th level, this ammo deals 4d8 of the chosen type. #### Rebounding Shots At 7th level, you learn how to direct an errant ammo toward a new target. When you make an attack roll with a piece of ammunition and miss, you can reroll the attack roll against a different target within 60 feet of the original target. The rebounded shot cannot target a creature that it had already missed in the same attack. #### Mastercrafted Shots At 7th level, you have learned to improve your Advanced Arsenal to deadly perfection. Each of your Advanced Arsenal ammo's gain a bonus to attack and damage rolls equal to half your proficiency bonus rounded down. #### Advanced Armory At 10th level, you have enhanced your defensive capabilities. When a creature hits you with an attack roll, you can use your reaction to roll a d6. On a 4 or higher, the attack instead misses you, regardless of its roll. #### Constant Shots Starting at 15th level, if you roll Initiative and have no uses of Advanced Arsenal remaining, you regain two uses of it. #### Improved Advanced Arsenal At 18th level, your Advanced Arsenal shots improve as listed in each option. \page ### Blitzkrieg Of all the foes one can face, none are quite as flighty and frustrating to face is the Blitzkrieg. The Blitzkrieg’s main weapon is not a sword, gun, or any kind of physical object. The main weapon of these fighters are their extraordinary speed, enabling them to dash around the battlefield as they strike, leaving behind afterimages to confuse their foes as they overwhelm the opposition. Those who come to face the Blitzkrieg find themselves unable to fight back as it seems the very winds themselves bring them to their knees. #### Accelerated Adversary Starting at 3rd level, you can channel all your stamina and energy into a burst of free movement as a bonus action, entering a state of enhanced speed for 1 minute, until you are incapacitated, or until you dismiss it as a bonus action. While in this state, you gain the following benefits: * Your movement speed increases by 10 ft for the duration. * In an unoccupied space you can see within 30 feet of yourself, you summon an Afterimage, effectively making you exist in two places at once. Your Afterimage has the same AC as yourself, 1 hit point, and immunity to all conditions. If it has to make a saving throw, it uses your saving throw bonus for the roll. It is the same size as you, and it occupies its space. On your turn, you can mentally command the Afterimage to move up to your movement speed in any direction (no action required). If your Afterimage is ever more than 30 feet from you at the end of your turn, it is destroyed. If your Afterimage is destroyed, and you are still in your state of enhanced speed, you can use your bonus action to resummon the Afterimage. * You can teleport, swapping places with your Afterimage at a cost of 15 feet of your movement, regardless of the distance between the two of you. * When you take the Attack action on your turn, any attack you make with that action can originate from your space or the Afterimage's space. You make this choice for each attack. * You can make opportunity attacks triggered by your Afterimages. After the duration, you become unable to activate this feature until 1 minute passes in game. ``` ``` #### Rapid Action Also at 3rd level, you can utilize your Afterimage’s speed to enhance your combative potential. Whenever you take the Attack action, you can make one additional melee attack from the Afterimage's position. You can use this feature a number of times equal to your 1 plus Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. In addition, you can make your Afterimage throw itself in front of an attack directed at another creature that you can see. Before the attack roll is made, you can use your reaction to teleport the Afterimage to an unoccupied space within 5 feet of the targeted creature. The attack roll that triggered the reaction is instead made against your Afterimage. #### Blink of an Eye Beginning at 7th level, you strike in a blink of an eye. When you use the Attack action, you can teleport up to 10 feet before each attack to an unoccupied space you can see. #### Supersonic At 10th level, your enhanced speed improves. While you are under the effects of your Accelerated Adversary feature, gain the following benefits: * Your movement speed increases by 20ft instead of 10ft. * Your Afterimage can now be summoned 45ft from you and is destroyed if it goes beyond 45ft from you instead of 30ft. * You have advantage on Dexterity saving throws * You ignore difficult terrain. #### Flashpoint Starting at 15th level, your unbelievable speed allows you to exist at more than just two places at once. When you summon your Afterimage, you can choose to summon two Afterimages instead of one, each co-existing. If you try to create a third one, one of the previous Afterimages is destroyed. Anything you can do from one Afterimage's position can be done from the others instead. #### Infinitesimal Instant At 18th level, you have mastered your burst of enhanced movement as you find yourself breaking past your previous limits. You gain the following benefits: * Your Afterimages gain a bonus to their hit points equal to your level. * Your Afterimage can now be summoned 60ft from you and is destroyed if it goes beyond 60ft from you instead of 45ft. * When you roll initiative and have no uses of your Rapid Action feature left, you regain two uses of that feature. \page ## Gadgeteer
##### The Gadgeteer | Level | Proficiency Bonus | Features | Mods Known | Mods Active| Tricks Known | 1st | 2nd | 3rd | 4th | 5th | | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Tinkering, Creativity, Mastercraft Novice | - | - | 3 | 2 | — | — | — | — | | 2nd | +2 | Mods | 4 | 2 | 3 | 2 | — | — | — | — | | 3rd | +2 | Specialist Path, The Right Tool | 4 | 2 | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 4 | 2 | 3 | 3 | — | — | — | — | | 5th | +3 | Specialist Path Feature | 4 | 2 | 3 | 4 | 2 | — | — | — | | 6th | +3 | Tool Expertise | 6 | 3 | 3 | 4 | 2 | — | — | — | | 7th | +3 | Flash Of Genius | 6 | 3 | 3 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement | 6 | 3 | 3 | 4 | 3 | — | — | — | | 9th | +4 | Specialist Path Feature | 6 | 3 | 3 | 4 | 3 | 2 | — | — | | 10th | +4 | Mastercraft Adept | 8 | 4 | 4 | 4 | 3 | 2 | — | — | | 11th | +4 | Creation Storage, High-Tech Development (6th-level) | 8 | 4 | 4 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 8 | 4 | 4 | 4 | 3 | 3 | — | — | | 13th | +5 | High-Tech Development (7th-level) | 8 | 4 | 4 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Mastercraft Savant | 10 | 5 | 5 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Specialist Path Feature, High-Tech Development (8th-level) | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 10 | 5 | 5 | 4 | 3 | 3 | 2 | — | | 17th | +6 | High-Tech Development (9th-level) | 10 | 5 | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Mastercraft Master | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Soul Of Artifice | 12 | 6 | 5 | 4 | 3 | 3 | 3 | 2 |
\page ## Class Features As a gadgeteer, you gain the following class features #### Hit Points ___ - **Hit Dice:** 1d10 per gadgeteer level - **Hit Points at 1st Level:** 10 + your Constitution modifier - **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per gadgeteer level after 1st #### Proficiencies ___ - **Armor:** Light, Medium, Shields - **Weapons:** Simple Weapons, Firearms, Cannons - **Tools:** Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice ___ - **Saving Throws:** Constitution, Intelligence - **Skills:** Choose two from Engineering, History, Medicine, Investigation, Nature, Perception, and Slight of Hand #### Equipment You start with the following equipment, in addition to the equipment granted by your role: - any two simple weapons - a revolver with 20 bullets. - *(a)* studded leather armor *(b)* scale mail - theives' tools and a dungeoneer's pack ### Tinkering At 1st level, you've learned how to modify mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny object as an action and give it one of the following properties of your choice: - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object. - The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. - A static visual effect appears on one of the object's surfaces. This effect can be a picture, text, lines, shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can use this feature on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. ``` ``` ### 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. At the end of a long rest, you can change one of the tricks you know for another from your creation list. #### 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. 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 + half your gadgeteer level rounded down (minimum of one creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 5th-level gadgeteer, you have four 1st-level and two 2nd-level creation slots. With an Intelligence of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the creation doesn't remove it from your list of prepared spells. You can change your list of prepared creations when you finish a long rest. Preparing a new list of gadgeteer creations requires time spent tinkering with your creation casting focuses: 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 the 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. \page ### Mastercraft Novice At 1st level, you gain the ability to improve your crafting abilities. Whenever you craft a mastercraft item, it takes you half of the normal time, and it costs you half as much of the usual berries. ### Mods At 2nd level, you've gained the ability to imbue mundane items with certain mechanical mods, turning those objects into mastercraft items. #### Mods Known When you gain this feature, pick four gadgeteer mods to learn. You learn additional mods of your choice when you reach certain levels in this class, as shown in the Mods Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. #### Modifiying an Item Whenever you finish a long rest, you can touch an object and improve it with one of your mods, turning it into a mastercraft item. A mod works on only certain kinds of objects, as specified in the mod's description. Your mod remains in an item indefinitely, but when you die, the mod vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The mod also vanishes if you replace your knowledge of the mod. You can modify more than one object at the end of a long rest; the maximum number of objects appears in the Mods Known column of the Gadgeteer table. You must touch each of the objects. Moreover, no object can bear more than one of your mods at a time. If you try to exceed your maximum number of mods, the oldest mod ends, and then the new mod applies. If a mod ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. If a mod that gives a +1-3 bonus to an item is placed on another item that already has a +1-3 bonus, both bonuses are combined to a maximum of +4. #### List Of Mods Gadgeteer modes turn a mundane object into a mastercraft item. The description of each of the following mods details the type of object that can receive it. Some mods specify a minimum gadgeteer level. You can't learn such a mod until you are at least that level. Unless a mod's description says otherwise, you can't learn a mod more than once. ##### Armor Of Mechanical Strength Prerequisite: 6th-level gadgeteer Item: A suit of armor A creature gains a +1 bonus to Armor Class while wearing this armor. This armor has a number of charges equal to your proficiency bonus. The wearer gains the following benefits: * When the wearer makes a Strength check or a Strength saving throw, it can use its Intelligence modifier in place of Strength. * If the creature would be knocked prone, grappled, or restrained, it can use its reaction to expend 1 charge to avoid being knocked prone, grappled, or restrained. * The armor regains all expended charges at the end of a long rest. ##### Burst Boots Item: A pair of boots While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. ##### Enhanced Creative Focus Item: A creative focus While holding this item, a creature gains a +1 bonus to creation attack rolls, and their creation save DC. In addition, the creature ignores half cover when making a creation attack. The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th level. ##### Enhanced Defenses Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th level. ##### Enhanced Weapon Item: A simple or martial weapon This mastercraft weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th level. ##### Propulsion Armor Prerequisite: 6th-level gadgeteer Item: A suit of armor A creature gains a +1 bonus to Armor Class while wearing this armor. The wearer of this armor gains these benefits: * The wearer's walking speed increases by 5 feet. * The armor includes gauntlets, each of which is a melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches. The wearer of this armor can use their Intelligence modifier in place of Strength for attack and damage rolls made with these gauntlets. * The armor can't be removed against the wearer's will. * If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace. \page ##### Awareness Visor Prerequisite: 6th-level artificer Item: Something you can wear on your head While wearing this visor, the wearer gains the following benefits: * The wearer has advantage on initiative rolls. * The wearer can’t be surprised, provided it isn’t incapacitated. * The wearer gains darkvision of 120ft. This darkvision enables you to see through the darkness of creations and similar creative effects. ___ > ## Mechanical Servant >*Tiny construct* > ___ > - **Armor Class** 14 (natural armor) > - **Hit Points** 1 + your Intelligence modifier + your artificer level (Has a number of Hit Dice d4s equal to your artificer level) > - **Speed** 20ft., 30ft fly. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|15 (+2)|12 (+1)|10 (+0)|10 (+))|7 (-2)| >___ > - **Saving Throws** Dex +2 plus PB > - **Skills** Perception +0 plus PB x 2, Stealth +2 plus PB > - **Damage Immunities** Poison > - **Conditional Immunities** Poisoned, Exhaustion, Charmed, Frightened > - **Senses** darkvision 60 ft., passive Perception 10 + (PB x 2) > - **Languages** Common > ___ > ***Evasion.*** If the Mechanical Servant is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated. > >***Channel Creations.*** You can cast a creation that has a range of touch through your servant within 120ft. > ### Actions > ***Force Missile.*** *Ranged Weapon Attack:* your creation attack modifier to hit, range 30ft., one target. *Hit* (1d4 + PB) Force damage ##### Mechanical Servant Item: A various metals worth at least 1,000,000 Berries You create a special mechanical construct that serves you. You determine the construct's appearance. It is friendly to you and your companions, and it obeys your commands. It uses your proficiency bonus (PB) in several places on its stat block. In combat, the Mechanical Servant shares your initiative count. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it with an action on its stat block or some other action. If you are incapacitated, the servant can take any action of its choice, not just Dodge. The Mechanical Servant regains 2d6 hit points if mending is used on it. If you or the Mechanical Servant dies, it self-destructs, leaving the metals in its space. ##### Focusing Suit Item: A suit of armor or robes While wearing this item, the wearer adds their Intelligence modifier to their Concentration saving throws. ##### Repeating Magazine Item: A simple or martial weapon with the ammunition property This mastercraft weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target. ##### Glowing Weapon Item: A simple or martial weapon This mastercraft weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 6 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn unless the attacker succeeds on a Constitution saving throw against your creation save DC. The weapon regains all expended charges at the end of a long rest. ##### Repulsion Shield Prerequisite: 6th-level gadgeteer Item: A shield A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains all expended charges at the end of a long rest. ##### Resistant Armor Prerequisite: 6th-level gadgeteer Item: A suit of armor A creature gains a +1 bonus to Armor Class while this armor. In addition, while wearing this armor, a creature has resistance to one of the following damage types, which you choose when you mod the item: acid, bludgeoning, cold, fire, force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or thunder. \page At 10th level, the creature has resistance to two damage types from the list. At 16th level, this increases to three types from the list. ##### Loyal Weapon Item: A simple or martial weapon with the thrown property This mastercraft weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack. In addition, the short and long ranges of this thrown weapon are doubled. ##### Creation Refueling Ring Item: A ring While wearing this ring, the creature can recover one expended creation slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the wearer finishes a long rest. At 8th level, the slot recovered can be of 4th level or lower. At 16th, the slot recovered can be of 5th or lower. ##### Replicate Mastercraft Item Using this mod, you replicate a particular "magic" item. You can learn this mod multiple times; each time you do so, choose a mastercraft item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the "magic" item from among the common "magic" items in the game, not including potions or scrolls. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. ##### Replicate Mastercraft Item | Level | Mastercraft Item | |:----:|:-------------| | 2nd | Alchemy Jug | | 2nd | Bag Of Holding | | 2nd | Boots of Winterlands | | 2nd | Cap Of Waterbreathing | | 2nd | Goggles Of Night | | 2nd | Rope Of Climbing | | 2nd | Sending Stones | | 2nd | Wand Of Magic Missiles | | 2nd | Wand Of Secrets | | 2nd | Pipes Of The Sewers | | 2nd | Bracers Of Archery | | 2nd | Mithril Armor | | 2nd | Boots of Striding and Springing | | 2nd | Eyes Of Charming | | 2nd | Necklace of Adaptation | | 6th | All Purpose Tool | | 6th | Boots Of Elvenkind | | 6th | Cloak Of Elvenkind | | 6th | Cloak Of Manta Ray | | Level | Mastercraft Item | |:----:|:-------------| | 6th | Gloves Of Thievery | | 6th | Ring Of Water Walking | | 6th| Gloves Of Missile Snaring | | 6th | Periapt Of Wound Closure | | 6th | Ventilating Lungs | | 6th | Arcane Propulsion Arm | | 6th | Ring Of The Ram | | 6th | Adamantine Armor | | 6th | Wand of Binding | | 6th | Ring of Evasion | | 10th | Ring of Spell Storing | | 10th | Ring of Feather Falling | | 10th | Cloak Of Protection | | 10th | Eyes Of The Eagle | | 10th | Gauntlets Of Ogre Power | | 10th | Hat Of Disguise | | 10th | Headband Of Intellect | | 10th | Slippers Of Spiderclimbing | | 10th | Winged Boots | | 10th | Boots Of Speed | | 10th | Bracers Of Defense | | 10th | Cloak Of The Bat | | 10th | Ring Of Free Action | | 10th | Arcane Cannon | | 10th | Ring Of Protection | | 14th | Amulet Of Health | | 14th | Ring of Regeneration | | 14th | Belt Of Hill Giant Strength | | 14th | Boots Of Levitation | | 14th | Carpet Of Flying | | 14th | Cloak of Invisibility | | 14th | Ring of Telekinesis | ##### Reinforced Steel ###### *Prerequisites: Battlesmith gadgeteer subclass, 6th level* Item: Your Iron Defender You have reinforced the metal of your robotic companion, allowing them to better tank heavy hits. Your Iron Defender gains a +1 bonus to its AC, as well as increasing their hit point maximum by an amount equal to twice your level. At 10th level, the AC bonus increases to +2. At 16th level, the AC bonus increases to +3. \page ##### Extended Barrel ###### *Prerequisites: Artillerist gadgeteer subclass, 6th level* Item: Your Mechanical Cannon You have extended the length and increased the power of your cannon’s barrel, enabling it to fire further. The range of Elemental Culverine increases to a 30ft cone, the range of Force Ballista increases to 300ft, you add your Intelligence modifier to damage rolls made with the Force Ballista, and the radius of Protector increases to 20 ft. ##### Heavy Artillery ###### *Prerequisites: Artillerist gadgeteer subclass, 6th level* Item: Your Mechanical Cannon You have increased the size and firepower of your cannon, granting it new uses in battle. It gains the following benefits: * Your cannon can double as a 12-pounder cannon as per the Cannon table of Mounts and Vehicles section in Chapter 4: Equipment and Items. In addition, you can use your bonus action to fire the cannon in this way. * Your Mechanical Cannon’s size increases to Large, and the distance you can move it increases to 30ft. ##### Wrought Warden ###### *Prerequisites: Armor gadgeteer subclass, 6th level* Item: Your Mechanical Armor You have improved upon the design of your armor, enabling you to better overpower your opponents. While your Mechanical Armor is in its Guardian model, you gain the following benefits: * **Enhanced Weapon.** Your Thunder Gauntlets gain a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class, and to +3 at 16th level. * **Forceful Fist.** When you hit a creature with your Thunder Gauntlets, you can instead choose to deal force damage instead of thunder. When you choose to deal force damage, the disorienting pulse changes into a concentrated blast of energy. Instead of imposing disadvantage on the target, you can choose to push the target backwards 10ft. * **Durable Field.** While you have the temporary hit points of your Defensive Field feature active, you gain resistance to one of the damage types of your choice (choose when you activate the field): thunder, force, bludgeoning, piercing, or slashing. ##### Omega Operative ###### *Prerequisites: Armorer gadgeteer subclass, 6th level* Item: Your Mechanical Armor You have improved upon the design of your armor, enabling you to seek and maneuver across any field. While your Mechanical Armor is in its Infiltrator model, you gain the following benefits: * **Enhanced Weapon.** Your Lightning Launcher gains a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class, and to +3 at 16th level. * **Laser Cannon.** When you hit a creature with your Lightning Launcher, you can instead choose to deal radiant damage instead of lightning. When you choose to deal radiant damage, the electrical energy changes into a concentrated beam of light. Instead of removing the reactions of the target, you can choose to wreath the target in light until the start of your next turn. While wreathed in light that shines bright within 10ft radius and dim light 10ft thereafter, and the target doesn’t benefit from the invisible condition, and cannot become hidden. * **Phase Step.** As a bonus action, you can overcharge the energy of your armor, briefly enabling you to phase through solid matter until the end of your turn. While in this state of phase, opportunity attacks against you are made at disadvantage, and you can move through the space of solid objects and creatures. When you move through the space of an object or creature, you can choose to deal 1d10 radiant or lightning damage (your choice) to that target. An object or creature can only take damage in this way once per turn. If you end your turn in the space of an object or creature, you take 1d10 force damage and are shunted to the nearest open space. ##### Chemistry Menagerie ###### *Prerequisites: Alchemist gadgeteer subclass, 6th level* Item: A set of Alchemist’s tools You improve the formulas and tools within your Alchemist’s tools. While these tools are one your person, you gain the following additional Chemical Cocktail options: * **Flight.** The drinker gains a flying speed of 30ft for 10 minutes. * **Growth/Reduction.** The drinker gains their choice of the Enlarge or Reduce benefits of the Enlarge/Reduce creation for 10 minutes. * **Resistance.** The drinker gains resistance to a damage type from the following list: fire, cold, acid, poison, lightning, necrotic, or radiant. * **Invisibility.** The drinker gains the benefits of the Invisibility creation for 10 minutes, ending when they make an attack or use a creation. ##### Versatile Elements ###### *Prerequisites: Elementalist gadgeteer subclass, 6th level* Item: Your Gadget Weapon You have increased the versatility of your Gadget Weapon. When you use a creation that deals acid, cold, fire, lightning, poison, or thunder damage, you can swap the damage type with another one on the list. Your Gadget Weapon has a +1 bonus to attack and damage rolls, and grants you a +1 bonus to any Gadgeteer creation attack roll or save DC. In addition, when you use your action to activate a creation using your Gadget Weapon, you can make an attack with the Gadget Weapon as a bonus action. At 10th level, the +1 bonus increases to +2, and to +3 at 16th level. \page ##### Airborne Aegis ###### *Prerequisites: Safeguard gadgeteer subclass, 6th level* Item: Your Applied Aegis Your Applied Aegis counts as a +1 shield. While wielding your Applied Aegis, you can use a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ### Specialist Path At 3rd level, you choose the type of specialist you are, your area of study if you will. Your choice grants you features at 5th level and again at 9th and 15th level. Your Specialist Paths include the defensive Armorer, the robotically assisted Battlesmith, the bombastic Artillerist, the clever Alchemist, the ever-potent Elementalist, and the stalwart Safeguard. ### The Right Tool At 3rd level, you've learned how to produce the tool you need: with thieves' tools or artisan's tools in hand, you can create one set of non-mastercraft artisan's tools in your hands. This requires 1 hour of uninterrupted work, which can coincide with a short or long rest. The tools vanish when you use this feature again. ### 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. ### Tool Expertise At 6th level, you gain expertise with all tools you are proficient in. ### Flash Of Genius At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to 1 + your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest. ### Master Craft Adept When you reach 10th level, you achieve a profound understanding of how to use and make mastercraft items: - You can have two mods on a single item at the same time, instead of one. - If you craft a mastercraft item, it takes you a quarter of the normal time, and it costs you a quarter as much of the usual gold. ### Creation Storage At 11th level, you can now store a creation in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a creation focus, and you store a creation in it, choosing a creation from the artificer creation list that requires 1 action to cast (you needn't have it prepared) and be of a level equal to half your proficiency bonus (rounded up). While holding the object, a creature can take an action to produce the creation's effect from it, using your creation ability modifier. If the creation requires concentration, the creature must concentrate. The creation stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a creation in an object. ### High-Tech Development At 11th level, your engineering prowess and creative works have granted you access to powerful creations. Choose one creation of 6th level or lower from the Gadgeteer creation list. You can use this creation once without expending a creation slot. You must finish a long rest before you can do so again. At higher levels, you gain more Gadgeteer creations of your choice that can be activated in this way: one creation of 7th-level or lower at 13th level, one creation 8th-level or lower at 15th level, and one creation of 9th-level or lower at 17th level. You regain all uses of your High-Tech Development when you finish a long rest. You can change out one of these creations with another of the same level when you finish a long rest. ### Mastercraft Savant At 14th level, your skill with mastercraft items deepens more. As a bonus action, you can end a mod early to gain temporary hit points equal to your Gadgeteer Level. In addition, you ignore all class, race, creation, and level requirements for using a mastercraft item. ### Mastercraft Master Starting at 18th level, you can add or remove requirements of mastercraft items. Additionally, you can recycle other mastercraft items, gaining berries equal to half the cost of their rating. ### Soul Of Artifice At 20th level, you develop a connection to your mastercraft items, which you can draw on for protection: - You gain a +1 bonus to all saving throws per active mod you have. - If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your mods, causing you to drop to 1 hit point instead of 0. \page ## Specialist Paths Specialist Paths determine your field of study and the types of mods you can provide and create. These include Armorer, Artillerist, Battlesmith, Alchemist, and Elementalist. ### Armorer Armorers modify armor to function almost like a second skin. The armor is enhanced to hone the artificer's creations, unleash potent attacks, and generate a formidable defense. #### Tools of Trade When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Armorer Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Armorer Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. ##### Armorer Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Armorer Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Armorer Creations | |:----:|:-------------| | 3rd | Missiles, Thunderwave | | 5th | Mirror Image, Shatter | | 9th | Hypnosis, Lightning Bolt | | 13th | Ardent Shield, Greater Invisibility | | 17th | Secret Passage, Wall Of Force | #### Mechanical Armor Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your creations. As an action, you can turn a suit of armor you are wearing into Mechanical Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor: - If the armor normally has a Strength requirement, the mechanical armor lacks this requirement for you. - You can use the mechanical armor as a creation focus for your gadgeteer creations. - The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing. You can doff or don the armor as an action. The armor continues to be Mechanical Armor until you die. ``` ``` #### Armor Models Beginning at 3rd level, you can customize your Mechanical Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it. You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand. ##### Guardian You design your armor to be on the front line of conflict. It has the following features: - **Hydraulics.** When you make an ability check, saving throw, or weapon attack that uses Strength modifier, you can instead use your Intelligence modifier for that roll. Your Thunder Gauntlets use Intelligence as well. - **Thunder Gauntlets.** Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit. As a bonus action, you can make an off-hand attack with the gauntlets, adding your modifier to the damage roll. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor emits a distracting pulse when the creature attacks someone else. - **Defensive Field.** As a bonus action, you can gain temporary hit points equal to twice your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ##### Infiltrator. You customize your armor for subtle undertakings. It has the following features: - **Zero Torque.** When you make an ability check, saving throw, or weapon attack that uses Dexterity modifier, you can instead use your Intelligence modifier for that roll. Your Lightning Launcher and the Dexterity bonus to your AC (if your armor has one) uses Intelligence as well. - **Lightning Launcher.** An electric node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 2d6 lightning damage on a hit. Once per turn, when you deal lightning damage with this weapon, the target cannot take reactions until the start of your next turn. - **Powered Steps.** Your walking speed increases by 10 feet. - **Dampening Field.** You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. #### Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. \page #### Armor Modifications At 9th level, you learn how to use your gadgeteer mods to specially modify your Mechanical Armor. That armor now counts as separate items for the purposes of your Mods feature: armor, boots, helmet, and the armor's special weapon. Each of those items can bear one of your mods, and the mods transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can mod at once increases by 2, but those extra items must be part of your Mechanical Armor. #### Perfected Armor At 15th level, your Mechanical Armor gains additional benefits based on its model, as shown below. ##### Guardian When a creature you can see within 30 feet of you makes an attack against a creature (can include yourself), you can use your reaction to overwhelm the target with a concentrated pulse, dealing 2d8 + your Intelligence modifier thunder damage. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Additionally, the damage of your thunder gauntlets increases to 2d8. ##### Infiltrator Your armor grants you a flying speed equal to your walking speed. If you use this flying speed to fly out of an enemy’s reach, that creature has disadvantage on any opportunity attack against you. In addition, the damage of your lightning launcher increases to 3d6. ### Artillerist An Artillerist specializes in using their gadgets and creations to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many islands. #### Tool Proficiencies When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Artillerist Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Artillerist Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. ##### Artillerist Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Artillerist Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Artillerist Creations | |:----:|:-------------| | 3rd | Shield, Thunderwave | | 5th | Scorch, Shatter | | 9th | Fireball, Wind Wall | | 13th | Sickening Radiance, Wall of Fire | | 17th | Cone Of Cold, Wall Of Force | #### Mechanical Cannon Also at 3rd level, you've learned how to create a mechanical cannon. Using woodcarver's tools or smith's tools, you can take an action to create a Small or Tiny mechanical cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small mechanical cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a creation slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your gadgeteer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending creation is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Mechanical Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs. ##### Mechanical Cannons | Cannon Type | Activation | |:---------:|:-------------| | Elemental Culverin | The cannon exhales energy in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your creation save DC, taking 3d8 damage on a failed save or half as much damage on a successful one. The damage type can be your choice of fire, cold, lightning, acid, thunder, or poison. | | Force Ballista | Make a ranged creation attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 3d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. | | Protector | The cannon emits a burst of energy that grants itself and each creature of your choice within 20 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). | \page #### Mechanical Firearm At 5th level, You know how to turn a mundane object into a Mechanical Firearm, a conduit for your destructive creations. When you finish a long rest, you can use your tools to turn it into your Mechanical Firearm. This lasts indefinitely, until you make another one. You can use your Mechanical Firearm as a creation focus for your gadgeteer creations. When you cast a gadgeteer creation through the firearm, roll a d8, and you gain a bonus to one of the creation's damage rolls equal to the number rolled. #### Explosive Cannon Starting at 9th level, every Mechanical Cannon you create is more destructive: - The cannon's damage and temporary hit point rolls all increase by 1d8. - As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your creation save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one. #### Fortified Position By 15th level, you’re a master at forming well-defended emplacements using your Mechanical Cannon: - You and your allies gain a +2 bonus to their AC and Dex Saves. while within 10 feet of the cannon you create with Mechanical Cannon. - You can now have two cannons at the same time. You can create two with the same action (but not the same creation slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two. ### Battle Smith A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are accompanied by an iron defender, a protective companion of their own creation. #### Tool Proficiencies When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. #### Battle Smith Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Battle Smith Creations table. These creations count as gadgeteer creations for you, but they don’t count against the number of creations you prepare. ``` ``` ##### Battle Smith Creations Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Battle Smith Creations | |:----:|:-------------| | 3rd | Shield, Heroism | | 5th | Branding Smite, Aid | | 9th | Aura of Vitality, Haste | | 13th | Polymorph, Aura of Life | | 17th | Banishing Smite, Mass Cure Wounds | #### Battle Ready When you reach 3rd level, your combat training and your experiments with technology have paid off in two ways: - You gain proficiency with martial weapons. - When you attack with a mastercraft weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls. #### Iron Defender By 3rd level, your tinkering has borne you a faithful companion. It's friendly to you and your companions, and it obeys your commands. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, it shares your initiative count. It can move and use its reaction on its own, but 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. If you are incapacitated, the defender can take any action of its choice, not just Dodge. If the Mending trick is used on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a creation slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new iron defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die. #### United Front Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. In addition, whenever you are under the effects of a creation with a range of self, both yourself and your Iron Defender benefit from it. \page ___ > ## Iron Defender >*Medium construct, unaligned* > ___ > - **Armor Class** 16 (natural armor) > - **Hit Points** 5 + five times your gadgeteer level + Your Intelligence Modifier + 2 > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|12 (+1)|14 (+2)|8 (-1)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Dex +1 plus PB, Con +2 plus PB > - **Skills** Athletics +2 plus PB, Perception +1 plus PB x 2 > - **Damage Immunities** poison > - **Condition Immunities** charmed, frightened, poisoned, exhaustion > - **Senses** darkvision 60 ft., passive Perception 11 + (PB x 2) > - **Languages** Understands the languages you speak > ___ > ***Construct Nature.*** The Iron Defender doesn't require air, food, water or sleep, and creations cannot put it to sleep. > > ***Evasion.*** When the Iron Defender 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. > > ### Actions > > ***Force Empowered Rend.*** Melee Weapon Attack: your creation attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 + PB force damage. > > ***Repair (3/day).*** The mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it. > ### Reactions > > ***Deflect Attack.*** The defender imposes disadvantage on the attack roll of one creature it can see that targets a creature within 5 feet of it, provided the attack roll is against a creature other than the defender. #### Power Jolt At 9th level, you've learned new ways to channel energy to harm or heal. When either you hit a target with a mastercraft weapon attack or your steel defender hits a target, you can channel energy through the strike to create one of the following effects: - The target takes an extra 2d6 force damage. - Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to 1 + your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest. #### Improved Defender At 15th level, your Power Jolt and Iron Defender become more powerful: - The extra damage and the healing of your Power Jolt both increase to 4d6. - When your Iron Defender takes the attack action, it makes two attacks instead of one. - Your Iron Defender gains a +2 bonus to Armor Class. - Whenever your Iron Defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier. ### Alchemist An Alchemist is an expert at combining reagents to produce chemical effects. Alchemists use their creations to give life and to leech it away. Its versatility has long been valued during times of war and peace. #### Periodic Proficiency When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. In addition, you can choose to prepare creations and tricks from the Medic creation list. You must otherwise obey all the restrictions for selecting the creation, and it becomes a Gadgeteer creation for you. When you gain the High Tech Development feature at 11th level and so on, you may also choose Medic creations for that ability. #### Alchemist Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Alchemist Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. ##### Alchemist Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Alchemist Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Alchemist Creations | |:----:|:-------------| | 3rd | Healing Word, Bless | | 5th | Hold Person, Acid Arrow | | 9th | Beacon of Hope, Mass Healing Word | | 13th | Blight, Death Ward | | 17th | Cloudkill, Raise Dead | \page #### Chemical Cocktail Beginning at 3rd level, whenever you finish a long rest, you can quickly produce a chemical cocktail in an empty flask you touch. Choose from the Chemical Cocktail table for the cocktail's effect, which is triggered when someone drinks it. As a bonus action, a creature can drink it or administer it to an incapacitated creature. You can create additional chemical cocktails by expending a creation slot of 1st level or higher for each one. When you do so, you use your action to create the cocktail in an empty flask you touch, and you choose the cocktail's effect from the Chemical Cocktail table. Creating a Chemical Cocktail requires you to have alchemist supplies on your person, and any cocktail you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more cocktails at the end of a long rest: two at 6th level and three at 15th level. Each one requires its own flask. ##### Chemical Cocktails | Effect | |:----| | Healing. The Drinker regains hit points equal to 4d4 + Your Intelligence Modifier | | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. | | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. | | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. | | Strength. The drinker, for 1 minute, deals extra damage with Melee attacks equal to your Intelligence Modifier | | Transformation. The drinker's body is transformed as if by the Alter Self creation. The drinker determines the transformation caused by the creation, the effects of which last for 10 minutes. | #### Alchemical Savant At 5th level, you've developed a masterful command over chemicals, enhancing the healing and damage you create through them. Whenever you use a creation using your alchemist's supplies as the creation focus, you gain a bonus to one roll of the creation. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1). ``` ``` #### Restorative Agents Starting at 9th level, you can incorporate restorative reagents into some of your works: - Whenever a creature drinks a Chemical Cocktail you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point). - You can use the Lesser Restoration creation without expending a creation slot and without preparing the creation, provided you use alchemist's supplies as the creation focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest. #### Chemical Mastery By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: - You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition. - You can cast Greater Restoration and Heal without expending a creation slot, without preparing the creation, and without providing the material component, provided you use alchemist’s supplies as the creation focus. Once you cast either creation with this feature three times, you can't do it again until you finish a long rest. ### Elementalist Elementalists are gadgeteers who stick to what they know, typically relying on a single modified weapon or tool for protection. This weapon is elemental in nature and can be quite potent. Their creations and techniques usually center around this special device. #### Gadget Weapon At 3rd 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 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, poison, thunder, 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 gadget weapon at any time. If you create a new gadget weapon, the old one immediately ceases to function and becomes a normal weapon again. \page ``` ``` #### Elementalist Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Elementalist Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Elementalist Creations | |:----:|:-------------| | 3rd | Fog Cloud, Advanced Weapon | | 5th | Scorch, Mirror Image | | 9th | Lightning Bolt, Fireball | | 13th | Stormy Sphere, Ardent Shield | | 17th | Cloudkill, Cone of Cold | #### Creation Recovery Beggining at level 3, you have learned to refuel your creations by tinkering with your apparatus. Once per long rest, when you finish a short rest, you can choose a number of 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). #### Battle Gadgeteer Beginning at 5th 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. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. In addition, you learn 1 additional trick from the Gadgeteer Creation list. #### Elemental Empowerment Beginning at 9th level, you exert fine control over the potent elemental energy of your weapon. When you deal damage with a Gadgeteer creation activated with your Gadget Weapon or with your Gadget Weapon, you gain a 1d8 bonus to that damage roll. In addition, when you activate an evocation creation that affects other creatures that you can see, you can choose a number of them equal to 1 + the creation'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. #### Up To Eleven Starting at 15th level, you can increase the power of your elemental creations to devasting degrees while holding your Gadget Weapon. When you cast a Gadgeteer creation of 1st through 5th level that deals damage, you can deal maximum damage with that creation. The first time you do so, you suffer no adverse effect. 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 activate 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. \page ### Safeguard The Safeguard and their stalwart aegis is a master of keeping others out of harms way, and shove back against any threat. Forged for the purpose to rend all opposing force null. The Safeguard is an unstoppable warden, unable to be kept down, and unpierced, like an iron wall. #### Safeguard Creations Starting at 3rd level, you always have certain creations prepared after you reach particular levels in this class, as shown in the Safeguard Creations table. These creations count as gadgeteer creations for you, but they don't count against the number of gadgeteer creations you prepare. | Gadgeteer Level | Safeguard Creations | |:----:|:-------------| | 3rd | Shield, Floating Shield | | 5th | Blur, Earth Grasp | | 9th | Grand Tower, Spirit Dance | | 13th | Death Ward, Stoneskin | | 17th | Giant's Hand, Wall of Force | #### Applied Aegis Startng at 3rd level, you can create an Applied Aegis, the apex of your defensive creations. Over the course of 1 hour, you can use your tinker's tools to modify one shield into an Applied Aegis. It gains the following benefits. * You can use the Aegis to shove and resist being shoved or grappled, utilizing your Intelligence (Engineering) skill instead of Strength (Athletics). * When you succeed a shove contest with your Aegis, the enemy creature takes 2d6 force damage. * The Aegis counts as an apparatus for your gadgeteer creations. * The Aegis counts as a martial melee weapon that deals 1d8 force damage. It has the versatile (1d10), and thrown property (30/120ft). * You can use your Intelligence score, rather than Strength, for the attack and damage rolls with the Aegis. It returns to your hand after being thrown. ``` ``` You can only have one Applied Aegis at any time. If you create a new Aegis, the old one immediately ceases to function and becomes a shield again. You still cannot benefit from multiple shields. #### Fortification Zone Also at 3rd level, you can utilize your Aegis to protect your allies from a distance. When a creature you can see attacks a target, including youself, that is within 30 feet of you, you can use your reaction to reroll the attack roll, and the lowest takes effect. You must be wielding your Aegis. #### Immovable Object Beginning at 5th level, you can attack twice, instead of once, when you take the Attack action on your turn and attack with your Aegis. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. In addition, while wielding your Aegis, you cannot be knocked prone or moved against your will, and you count as one size larger when it comes to shoving. #### Dauntless Design Beginning at 9th level, your Aegis' design provides a near perfect defense. As a reaction to a creature failing a saving throw within 30ft of you, while you wield your Aegis, you cause them to roll again. If they still fail, they take half damage, or no damage if they succeed. #### Ultimate Aegis Starting at 15th level, your Aegis has reached its peak performance. It gains the following benefits. * If you have already used your reaction to use either your Fortification Zone or Dauntless Design features, you can choose to gain another reaction to use those features again for that round. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses back on a long rest. * Any creature you have shoved while wielding your Aegis is knocked back 15ft instead of 5ft. Additionally, you count as two sizes larger when it comes to shoving. \page ## Marksman
##### The Marksman | Level | Proficiency Bonus | Features | Tricks Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 1st | +2 | Deft Explorer, Favored Mark (1d6) | — | — | — | — | — | — | | 2nd | +2 | Creativity, Fighting Style | 3 | 2 | — | — | — | — | | 3rd | +2 | Marksman Archetype, Quick On The Draw | 3 | 3 | — | — | — | — | | 4th | +2 | Ability Score Improvement | 3 | 3 | — | — | — | — | | 5th | +3 | Extra Attack, Favored Mark (1d8) | 3 | 4 | 2 | — | — | — | | 6th | +3 | Deft Explorer | 3 | 4 | 2 | — | — | — | | 7th | +3 | Marksman Archetype Feature | 3 | 4 | 3 | — | — | — | | 8th | +3 | Ability Score Improvement, Land's Stride | 3 | 4 | 3 | — | — | — | | 9th | +4 | Volley | 3 | 4 | 3 | 2 | — | — | | 10th | +4 | Deft Explorer, Eagle Eyes | 4 | 4 | 3 | 2 | — | — | | 11th | +4 | Marksman Archetype Feature | 4 | 4 | 3 | 3 | — | — | | 12th | +4 | Ability Score Improvement | 4 | 4 | 3 | 3 | — | — | | 13th | +5 | ─ | 4 | 4 | 3 | 3 | 1 | — | | 14th | +5 | Vigilant Gaze, Favored Mark (1d10) | 5 | 4 | 3 | 3 | 1 | — | | 15th | +5 | Marksman Archetype Feature | 5 | 4 | 3 | 3 | 2 | — | | 16th | +5 | Ability Score Improvement | 5 | 4 | 3 | 3 | 2 | — | | 17th | +6 | ─ | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | +6 | Deadly Mark | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | +6 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | +6 | Killshot, Favored Mark (1d12) | 5 | 4 | 3 | 3 | 3 | 2 |
\page ## 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:** Tinker's tools, and one set of Artisan's tools of your choice ___ - **Saving Throws:** Dexterity, Wisdom - **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 dungeoneer's pack - Any simple or martial 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. Choose one of the following benefits, and then choose another one at 6th and 10th level. #### Canny Choose two of your skill proficiencies. You gain expertise with the chosen skills. In addition, thanks to your extensive wandering, you can no longer get lost by natural means. #### Roving Your walking speed increases by 10, and you gain a climbing speed and a swimming speed equal to your walking speed. #### Tireless As a bonus action, you can give yourself a number of temporary hit points equal to 1d10 + your level. You can use this ability a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or 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. As a bonus action, you can mark a creature that you can see as your favored mark for 1 hour or until you mark another creature. You don't have disadvantage on ranged weapon attacks at long range against the marked target, and once per turn when you hit a marked target with a weapon attack you can choose to deal an additional 1d6 damage to it. If the target of your mark is reduced to 0 hit points, you can immediately use your reaction to mark another creature without expending a use of this feature. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks made to spot the mark. You can use this feature a number of times equal to 1 + your Wisdom modifier (minimum of once) and regain all uses when you finish a short or long rest. The damage from this mark increases as you gain levels in this class, becoming d8 at 5th level, d10 at 14th level, and d12 at 20th level. ### 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). #### Tricks (Cantrips) At 2nd Level, you know three tricks of your choice from the marksman creations list. You learn additional marksman tricks of your choice at higher levels, as shown in the Tricks Known column of the Marksman table. At the end of a long rest, you can change one of the tricks you know for another from your creation list. #### 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. #### Preparing and Using Creations (Preparing and Casting Spells) The Marksman table shows how many creation slots you have to use your marksman creations of 1st Level and higher. You regain all expended creation slots when you finish a long rest. You prepare the list of marksman creations that are available for you to cast. To do so, choose a number of marksman creations⁠ equal to your Wisdom modifier + half your marksman level rounded down (minimum of one creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 5th-level marksman, you have four 1st-level and two 2nd-level creation slots. With a Wisdom of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. \page If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the creation doesn't remove it from your list of prepared spells. You can change your list of prepared creations when you finish a long rest. Preparing a new list of marksman creations requires time spent tinkering with your creation casting focuses: at least 1 minute per creation level for each creation on your list. #### 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 options in Chapter 5, in the Marksman Styles section. You can’t take a Fighting Style option more than once, even if you later get to choose again. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to marksmen. ### Marksman Archetype At 3rd level, you choose an archetype to emulate: Sniper, Bounty Hunter, Beastmaster, Nighthawk, Swarmkeeper, Olympian, or Guru. All are 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 On The Draw Also at 3rd level, your speed and trigger finger is almost unmatched in combat. You have advantage on initiative rolls, and you can draw a weapon when you roll initiative. Additionally, you ignore the reload and loading properties of ranged weapons. ### 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. ### Extra Attack Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. ### Land's Stride Starting at 8th level, your constant travels enable you to cross any hazard that comes your way at a quick pace. Your movement speed cannot be reduced or impeded by hazards or physical obstruction such as difficult terrain, climbing, swimming, etc. This does not extend to effects such as being grappled, restrained, and incapacitated. In addition, as a bonus action, you can take the dash action. ### Volley Starting at 9th 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. ### Eagle Eyes Starting at 10th level, your eyes have become that of an apex predator 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 ranged weapon attacks. * You have advantage on Wisdom (Perception) checks while you are not incapacitated. * The normal and max range of all ranged weapons and cannons you are proficient with doubles. ### Vigilant Gaze Starting at 14th level, you can take the Search action as a bonus action on your turn. Additionally, you gain blindsight of 30ft range. ### Deadly Mark Beginning at 18th level, your knowledge of your mark and hunting prowess have both expanded greatly, making each and every shot against your prey both deadly and efficient. The additional damage you deal to the creature marked by your Favored Mark feature applies to all of your weapon attacks against them instead of once per turn. ### 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, you can choose to cause it die instantly. On a critical hit, this threshold increases to 50 hit points or less. \page ## Marksman Archetype Marksmen are all defined by their improbable aim and massive resourcefulness that sets them apart from common gunmen. However, marksmen differ greatly from each other, 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 excels 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. #### Sniper Creations Starting at 3rd level, 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 can prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Advanced Weapon, Retreat | | 5th | Grounding, Cloud of Daggers | | 9th | Barrage, Clairvoyance | | 13th | Locate Creature, Freedom of Movement | | 17th | Cloudkill, Swift Shots | #### Careful Aim Starting at 3rd level, you can use a bonus action to take careful aim until the start you your next turn. If you do so, the ranges of any ranged weapon you're wielding becomes (50 x Your Proficiency Bonus)/(200 x Your Proficiency Bonus) 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. At 11th level, all ranged weapon attacks you make benefit from Careful Aim. #### Exploding Shot Also at 3rd level, when you hit with a ranged weapon attack, you can choose to make it explosive. It deals an extra 1d6 damage of your choice of the weapon you are using, fire, or thunder. You can deal this damage once per turn. In addition, you can choose to make it so all creatures within 5ft of the attack must make a Dexterity saving throw against your Creation Save DC. On a failure, they also take the damage from the attack, half on a success. #### Crackshot At 7th level, you gain accurate and devastating aim. Once on each of your turns, when miss with an attack using Careful Aim, you can reroll the attack, using the new result. In addition, when you make a ranged attack while under the effect of Careful Aim, you score critical hits with ranged attacks on a roll of 19 or 20 on the d20. #### Creative Arsenal At 11th level, when you use your Action to activate a Creation, you can make a ranged weapon attack as a bonus action. If the creation has a range other than self, you can make the creation originate within the range of the weapon you are wielding. #### Unerring Aim At 15th level, your aim grows so accurate that you never miss a shot. When you make a ranged attack roll, and miss, you can choose to make it hit instead. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. ### 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. #### Bounty Hunter Creations Starting at 3rd level, 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 can prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Alacrity, Zephyr Strike | | 5th | Blur, Branding Smite | | 9th | Blinding Smite, Staggering Smite | | 13th | Hold Monster, Stoneskin | | 17th | Blade Barrier, Steel Wind Strike | #### Additional Fighting Style At 3rd level, you choose an additional fighting style, either Dueling or Two Weapon Fighting. At 11th level, you gain the other fighting style you didn't choose at 3rd level. If you already have both of each style, you can choose another option from the Marksman Styles section in Chapter 5. #### Huntsmen's Tactics Additionally, at 3rd level, you adopt a unique style of hunting down your prey. You gain one of the following features of your choice. At 11th level, you can choose to gain an additional feature from the list below. * **Persistent Strike.** Your undying tenacity in a fight enables you to take down any enemy, taking advantage of their exhaustion. When you hit a creature with a weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point maximum. You can deal this extra damage only once per turn. * **Big Game Hunting.** When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature. \page * **Cluster Clasher.** Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon. #### Defensive Champion At 7th level, you excel at defending yourself from danger when hunting down various games. You gain the ability to choose one of the defensive techniques listed below. At 15th level, you can choose an additional defensive technique. ***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. ***Uncanny Dodge.*** 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.*** When you are subjected to an effect, such as the lightning bolt or fireball creation, that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. #### Master-at-arms At 15th level, you become a master at fighting with weapons, striking hard and fast. When you use your Extra Attack feature, you can attack three times instead of twice when you take the attack action on your turn. ### 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. #### Beastmaster Creations Starting at 3rd level, 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 car prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Animal Friend, Purify Food and Drink (R) | | 5th | Call Beast, Spider Walk | | 9th | Beastial Transformation, Blooming Jam | | 13th | Dominate Beast, Hideout | | 17th | Awaken, Sense Territory (R) | #### 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, and Beast of the Land could be 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. 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 abilities, your bestial companion gains those abilities 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 each other. 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. * When you take the Attack action, on your turn, you can make one additional weapon attack. You and your bestial companion can gain these benefits once each, and regain the ability to gain them after you finish a long rest. \page #### Bestial Companions Listed below are the available bestial companions for Beastmasters. ___ > ## Beast of the Air >*Small beast, neutral* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit Dice (d10) 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 + your proficiency bonus > - **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 Land >*Large beast, neutral* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit Dice (d10) equal to your marksman level) > - **Speed** 40ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)| > >___ > - **Senses** Darkvision 60 ft., passive Perception 12 + your proficiency bonus > - **Languages** Understands the languages you speak > - **PB** Equals your proficiency bonus > ___ > ***Pack Tactics.*** The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 ft. of the creature and the ally isn't incapacitated. > > ***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:* (1d12 + 3 + PB) slashing damage. The beast uses your creation attack modifier to hit. \page ___ > ## Beast of the Sea >*Medium beast, neutral* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit Dice (d10) equal to your marksman level) > - **Speed** 5ft., swim 60 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 + your proficiency bonus > - **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:* (1d10 + 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 creation save DC). Until this grapple ends, the beast can’t use this attack on another target. ### Nighthawk Nighthawks are marksmen who prefer to never be seen. Like a nocturnal carnivore, they stalk from within the shadows, able to navigate the void as if it was day, or perhaps they hide within plain sight. Their steady minds and swift speed enable them to attack and defend with lethal efficiency. #### Nighthawk Creations Starting at 3rd level, 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 can prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Temporary Trick, Disguise, Silent Image | | 5th | Darkness, Pass Without a Trace | | 9rd | Fear, Major Image | | 13th | Greater Invisibility, Hold Monster | | 17th | Mass Disguise, Mislead | ``` ``` #### Dreaded Ambush At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier. You can also use your bonus action to hide or disengage. In addition, once per turn when you hit with a weapon attack, the target takes an extra 1d8 damage of the weapon's damage type. #### Dark One At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet. You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness. #### Honed Senses By 7th level, you have honed your ability to resist the mind-altering powers of your prey, and see past any illusion. In addition, you gain 10ft of blindsight. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). #### Sureshot At 11th level, you learn to attack with such unexpected speed that you can turn a miss into another strike. Once on each of your turns when you miss with a weapon attack, you can make another weapon attack as part of the same action. #### Slippery Devil Starting at 15th level, your ability to dodge in unforeseen ways makes it nearly impossible for foes to strike you. You can use your bonus action to take the Dodge Action. \page ### Swarmkeeper While some marksmen stick to one animal companion, others have employed more numerous options. Swarmkeepers are masters of their craft, able to lead the hive-mind like swarm of tiny creatures to head their commands. Most who face a swarmkeeper are found completely overwhelemed. It doesn't take one big strike to fell a mountain, but rather millions of tiny ones. #### Swarmkeeper Creations Starting at 3rd level, 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. One of these creations is the Mage Hand trick, however this takes the form of your swarm creatures lends a few thousand helping hands. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Mirrored Hand, Fairy Lights, Sleep | | 5th | Gather Swarm, Web | | 9th | Fly, Hypnosis | | 13th | Confusion, Kill Radius | | 17th | Insect Plague, Life Steal | #### Swarming Cluster At 3rd level, a swarm of tiny beasts has bonded itself to you and can assist you in battle. Until you die, the swarm remains in your space, crawling on you or flying and skittering around you within your space. You determine its appearance, such as a swarm of bees, tiny birds, or other creatures. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: * The attack's target takes 1d6 piercing damage from the swarm. * The attack's target must succeed on a Strength saving throw against your creation save DC or be moved by the swarm up to 15 feet in a direction of your choice. * You are moved by the swarm 5 feet in a direction of your choice. #### Swarming Tides By 7th level, you and your swarm are perfectly coordinated, able to act as one. You can have your swarm defend yourself, or move in tandem with your hands for the ultimate hive advantage. You gain the following benefits: * When you take damage, you can use your reaction to give yourself resistance to that damage. You vanish into your swarm and then teleport to an unoccupied space that you can see within 30 feet of you, where you reappear with the swarm. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. * You learn the Giant's Hand creation, however when you use it, it takes the form of your swarm working in tandem. This creation does not count towards the maximum number of creations you know. You can use this creation without expending a creation slot a number of times equal to your 1 + Wisdom Modifier, regaining all uses at the end of a long rest. #### Overwhelming Cluster At 11th level, your Swarming Cluster grows stronger in the following ways: * The damage of Swarming Cluster increases to 2d6. * If a creature fails its saving throw against being moved by the Swarming Cluster, can be moved up to 20ft, and you can also cause the swarm to knock the creature prone. * When you are moved by Swarming Cluster, you can move up to 10ft, and it gives you half cover until the start of your next turn. #### Reliable Hive Starting at 15th level, your hive has perfected the ability to work together in tandem with you as their master. You learn the Telekinesis creation, however instead of magical force, your swarm is the thing lifting things. This creation does not count towards the maximum number of creations you know. You can use the telekinesis creation at will, but only when targeting objects that aren't being worn or carried. ### Olympian Olympians are Champions among marksmen, utilizing more direct and physical power to strike their enemies, rather than nimble dexterity. These marksmen are characterized by their ferocity and physical superiority, able to throw literal volleys of attacks with their bare hands. Marksmen of this variety often fight for a living, forging a path towards their goal, one stone throw at a time. #### Olympian Creations Starting at 3rd level, 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 can prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Heroism, Jump | | 5th | Enlarge/Reduce, Kinetic Jaunt | | 9th | Haste, Thunder Step | | 13th | Freedom of Movement, Stoneskin | | 17th | Battle Transformation, Volley | \page #### Herculean Strength At 3rd level, your physical prowess is not to be underestimated. You gain the following benefits: * You gain proficiency in Strength (Athletics) checks, or expertise if you were already proficient. * Your movement speed increases by 10 feet. * Any simple or martial weapon you wield gains the thrown property (30/90). If it already had the thrown property, both ranges are increased by 30 feet. #### Free Throw Also at 3rd level, once per turn, when you hit a creature with a thrown weapon, it deals an extra 1d8 damage of the weapon damage type. Additionally, if you attack a creature under the effects of your Favored Mark feature with a thrown weapon, you can choose to have the thrown weapon return to your hand. #### Walking Salvo By 7th level, you can send projectile after projectile at your enemy as one single, deadly combination. If you make two attacks against a target with a thrown weapon, you can choose to make an additional attack as a bonus action. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. In addition, at 9th level, when you receive your Volley feature you may use it using a thrown weapon, after which it returns to your hand. #### Masterful Technique At 11th level, you become far more versatile with your throwing techniques. When you use your Volley ability, you can choose to shape it differently in one of the following ways: * A 100ft long, 5ft wide line that originates from your space. * As a 30ft cone that originates from your space. * As per normal Volley, except with a radius increased by 10ft. In addition, each creature you attack from your Volley ability benefits from your 1d8 damage from your Free Throw feature. #### Unlimited Strikes Starting at 15th level, when you use your Walking Salvo feature, you can make two attacks as a bonus action against the target instead of one. ### Guru One with the natural world, the peaceful Guru has spent years as a healier, making it their mission to mend the world with their natural medicines. Unlike other marksmen, Gurus utilize their wisdom and precision to cure wounds, rather than cause them. From forest to forest, from sea to sea, Gurus are here to shine light in a hopeless place. ``` ``` #### Guru Creations Starting at 3rd level, 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 can prepare. | Marksman Level | Creation | |:----:|:-------------| | 3rd | Healing Word, Detect Poison and Disease (R) | | 5th | Aid, Lesser Restoration | | 9rd | Aura of Vitality, Revivify | | 13th | Aura of Life, Death Ward | | 17th | Mass Cure Wounds, Raise Dead | #### Nature's Way At 3rd level, your mastery of medicine shines through. You gain proficiency in Wisdom (Medicine) checks and Herbalism tools, or expertise if you were already proficient in each respectively. In addition, the time and cost it takes for you to craft medicines and poisons are halved. #### Mending Mark At 3rd level, you can expend a use of your Favored Mark feature to instead place a Mending Mark on the target for 1 hour, or until you use this feature on another creature. While a creature has this mark, any creation you use on the creature that restores hit points heals an additional amount of hit points equal to one roll of your Favored Mark die. In addition, choose Strength, Dexterity, or Constitution. The creature has advantage on saving throws made with the chosen ability for the duration. Furthermore, you can cast any Marksman creation that doesn't have a range of self onto the marked creature, regardless of range. #### Practiced Knowledge By 7th level, when you take the Attack action on your turn, you can use a trick in place of one of the attacks. In addition, you can use the Lesser Restoration creation without expending a creation slot a number of times equal to your proficiency bonus, regaining all uses of this ability at the end of a long rest. #### Restoring Volley At 11th level, when you use a creation to restore a creature's hit points, you can additionally target each creature of your choice within 10 feet of the target. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. #### True Mastery Starting at 15th level, when you use your Mending Mark feature, you can target two additional creatures within 30ft of the first creature to also gain the benefits as part of the same usage. \page ## Medic
##### 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 | Rapid Remedy | 4 | 4 | 3 | 2 | — | — | — | — | — | — | | 6th | +3 | Specialization Feature | 4 | 4 | 3 | 3 | — | — | — | — | — | — | | 7th | +3 | Extended Release | 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, Rapid Remedy Improvement | 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 |
\page ## 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, flintlocks, light crossbows, muskets - **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 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)* leather armor or *(b)* heavy longcoat. ``` ``` ### 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. At the end of a long rest, you can change one of the tricks you know for another from your creation list. #### 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. \page #### 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 ability check, 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. You also gain Expertise in Wisdom (Medicine) checks, and whenever you craft medicines or poisons, it takes you half of the time and cost it normally would. 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. 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 and any melee weapon you wield in this form deal 1d8 damage of the weapon's type 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 Medic level rounded down, if your hit points reach 0, or if you willingly end it as a bonus action. If you lose all temporary hit points gained by this effect, the enhancement remains in effect for a number of rounds equal to your Wisdom modifier. 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, amputator, or plaguewright, 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. ### Rapid Remedy At 5th level, your treatment procedures are fast acting and effective. When you use a creation that restores hit points to a creature with a creation slot of 1st level or higher, you can choose to have the creation count as being cast with one creation slot higher. You can use this feature a number of times equal to 1 + your Wisdom modifier, regaining all uses at the end of a long rest. At 10th level, all of your creations that restore hit points can benefit from this feature, no longer requiring any uses. ### Extended Release At 7th level, your Experimental Medicine has long lasting effects, even in combat. When you use your Experimental Medicine feature, and you lose your temporary hit points, you still retain the beneifts for a number of hours equal to your Wisdom modifier, or until your hit points reach 0. ### Overheal At 18th level, your healing becomes unparalleled. 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. \page ## 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 to 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. Furthermore, you gain a natural armor equal to 10 + your Wisdom Modifier + your Proficiency Bonus. This natural armor does not benefit from shields, and you cannot benefit from any worn armor. #### 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 and melee weapon attacks increases to 1d10. * **Nimble Dexterity.** Opportunity attacks against you now have disadvantage. * **Resilient Constitution.** You gain resistance to bludgeoning, piercing, and slashing damage. ``` ``` #### Extra Attack Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken 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, transform into a monstrous form of yourself. This transformation follows the same rules as your standard Experimental Medicine transformations. 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. * Your unarmed strikes gain a bonus to attack and damage rolls equal to half your proficiency bonus (rounded up). * You gain the benefits of all three enhancements available to Experimental Medicine simultaneously. During this transformation, you cannot use creations. At the start of each of your turns, you must make an Intelligence saving throw, DC 15. On a success, you can act as normal. On a failure, you lose control until the start of your next 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. \page #### Contained Rampage Beginning at 10th level, you no longer need to make the Intelligence save to regain 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 and melee weapon attacks increases to 1d12, 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, stunned, and poisoned conditions, and resistance to poison and necrotic damage. Additionally, you can now use creations in your Monstrous Transformation as you have mastered the transformation completely. ### Physician Physicians focus primarily on their job as 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 + your Wisdom modifier, 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 creation list, it is nonetheless a medic creation for you. ``` ``` ##### Physician Creations | Medic Level | Creation | |:----:|:-------------| | 2nd | Bless, Cure Wounds | | 3rd | Enhance Ability, Lesser Restoration | | 5th | Aura of Vitality, Revivify | | 7th | Aura of Life, Death Ward | | 9th | Greater Restoration, Mass Cure Wounds | #### Experimental Application Starting at 6th level, you've learned how to apply your Experimental Medicine as 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 points equal to five times your medic level. Choose any creatures within 30 feet of you, and divide those hit points among them. 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, and your hit point maximum is increased by your level, and by 1 each level there after. #### 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 creation list, it is nonetheless a medic creation for you. ##### Chemist Creations | Medic Level | Creation | |:----:|:-------------| | 2nd | Bane, Caustic Brew | | 3rd | Alter Self, Acid Arrow | | 5th | Fireball, Stinking Cloud | | 7th | Vitriolic Sphere, Wall of Fire | | 9th | Cloudkill, Contagion | \page ``` ``` #### 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. 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, until you die, or if you will it. ___ > ## Experimental Ooze >*Small ooze, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 7 + five times your medic level + your Wisdom modifier > - **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** All > - **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 \page #### Chemical Reactions Beginning at 6th level, the volatile chemicals within your ooze enhances your ability to deal damage of certain types. Whenever 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, your ooze will explode when killed. 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. This happens automatically when the ooze is reduced to 0 hit points, unless you use your reaction to stabilize the fumes, preventing the detonation. When the ooze detonates, each creature within 10 feet of the ooze must make a Dexterity saving throw against your creation save DC, taking acid damage equal to a number of d10s equal to your proficiency bonus + your Wisdom modifier on a failed save, and half as much on a success. #### Regenerating Ooze Beginning at 14th level, your ooze will reform itself 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. ### Amputator Good doctors are hard to come by, and let alone good medicine. Often times at sea, when the going gets tough, losing a limb to avoid infection is the best option. However, these medics, instead of using their skills in amputation as a form medicine, utilize it with blades in a form of combat. 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. #### Incision Initiator Beginning at 2nd level, you gain proficiency in all martial weapons. You can use any weapon you are proficient with as an apparatus for your medic creations. Additionally, when you attack with a weapon that you are proficient with, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. #### Amputator Creations Through your many battles, you know and utilize all the best ways to use your medical knowledge in combat, always having these creation armed and ready. At 2nd, 3rd, 5th, 7th, and 9th level respectively, you gain access to specific creations, as shown in the Amputator 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 creation list, it is nonetheless a medic creation for you. ``` ``` ##### Amputator Creations | Medic Level | Creation | |:----:|:-------------| | 2nd | Shield, Zephyr Strike | | 3rd | Elemental Weapon, Ardent Blade | | 5th | Spirit Dance, Revivify | | 7th | Staggering Smite, Death Ward | | 9th | Gamma Knife, Steel Wind Strike | #### 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 a use 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. #### Invasive Laceration Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. In addition, when you take the Attack action, you can use your Surgical Precision feature in place of one of your attacks. #### 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 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. \page ### Plaguewright "As above, so below." No truer words could describe the existance of plaguewrights. As medics and doctors are typically meant to cure wounds, prevent death, and treat diseases, others have a much darker purpose. Medics that follow this path see diseases and the dying not as disasters, but as tools for their own purposes. #### Infection Radius Starting at 2nd level, you are surrounded by a invisible cloud of necrotic pathogens that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can command your pathogens to deal 1d6 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your creation save DC. The necrotic damage increases to 1d8 at 6th level, 1d10 at 10th level, and 1d12 at 14th level. #### Endemic Surge Also at 2nd level, you can cause your pathogens to replicate exponentially, commanding them to infect your enemies, and to protect yourself. As an action, you can expend a use of your Experimental Medicine feature to cause your pathogens to surge, rather than transform. While this feature is active, you gain the following benefits: * You gain 5 temporary hit points for each level you have in this class. * You can attack twice, instead of once, whenever you take the Attack action on your turn. * You gain resistance to necrotic and poison damage. * When you deal your Infection Radius damage, roll the damage die a second time and add it to the total. * Your attacks and creations deal an extra 1d6 necrotic damage to any target they damage. This transformation follows the same rules as your standard Experimental Medicine transformations. #### Plaguewright Creations Through your many battles, you know and utilize all the best ways to use your medical knowledge in combat, always having these creation armed and ready. At 2nd, 3rd, 5th, 7th, and 9th level respectively, you gain access to specific creations, as shown in the Plaguewright 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 creation list, it is nonetheless a medic creation for you. ##### Plaguewright Creations | Medic Level | Creation | |:----:|:-------------| | 2nd | Infectious Ray, Hex | | 3rd | Blindness/Deafness, Gentle Repose | | 5th | Animate Dead, Bestow Curse | | 7th | Blight, Confusion | | 9th | Contagion, Life Steal | #### Zero Patients At 6th level, your pathogens gain the ability to infest a corpse and cause it to rise under your control. When you use the Animate Dead creation to create an undead, any creature raised has additional benefits: * The creature's hit point maximum is increased by an amount equal to your medic level. * The creature adds your proficiency bonus to its weapon attack and damage rolls. Additionally, when you use the Animate Dead creation, you can have an additional Animated Undead active. #### Pandemic Amplification Beginning at 10th level, the range of your Infection Radius increases to a 30ft radius. Additionally, if you see any attempt to recover hit points in this radius, you can choose reduce the number healed by a number equal to your Wisdom Modifier. #### Viral Immunity Beginning at 14th level, you and your pathogens have developed a symbiotic relationship, rendering you resistant against most outside forces. You can't be blinded, deafened, frightened, paralyzed, stunned, or poisoned, and any critical hit against you counts as a normal hit instead, unless you're incapacitated. Additionally, when you use the Animate Dead creation, you can have two additional Animated Undead active. \page ### Bio-Engineer The Bio-Engineer is a medic that toys with life, playing god. Performing experiments and tests that result in the creation of a whole new being, their test subject, a companion through each phase of experimentation. Medics of this study are often either praised, ridiculed, or even feared for their work. #### Test Subject When you choose this archetype at 2nd level, you create a test subject that will follow your every whim. Choose either the Amalgamation, Flora, or Clone to be your test subject, all listed at the end of the subclass description. Your test takes a form appropriate to its type, for instance, an Amalgamation might be made up of several animals, and a Clone could be a genetically modified human. In combat, the test subjects 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. If you are incapacitated, the beast can take any action of its choice, not just Dodge. That action can be one in its stat block or some other action. If your test subject 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 test subject and expend one creation slot of 1st level or higher. If your test subject was unconscious, it regains 1d8 hit points per creation slot level instantly. If your test subject was dead, it regains consciousness after 1 minute with all its maximum hit points restored. Your test subject 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. #### Experimental Augmentations Also at 2nd level, you can further customize your Test Subject with a number of upgrades equal to your Proficiency Bonus. You can change these Experimental Augmentations at the end of a long rest. #### Phase Two Beginning at 6th level, you develop a connection with your Test Subject, enabling you to better coordinate with it. You gain the following benefits: * You can communicate telepathically with your Test Subject and perceive through its senses as long as you are on the same plane of existence. While perceiving through its senses, you can also speak through your Test Subject in your own voice, even if your Test Subject is normally incapable of speech. * When you use a creation that targets either yourself or your Test Subject, you can choose to have the creation affect both of you. * Your Test Subject shares any Haki features that you have. #### Mutant Method At 10th level, your experiments with your Test Subject has rendered them resilient to all punishment. When you command your Test Subject to take the Attack action, your Test Subject can make two attacks instead of one. In addition, your Test Subject gains resistance to bludgeoning, piercing, and slashing damage, and becomes immune to the following conditions: frightened, charmed, and petrified. #### Perfected Subject At 14th level, you have perfected the art of engineering living organisms. You gain the following benefits: * You no longer need to use a bonus action to command your Test Subject, and it can take actions other than Dodge when not commanded. It still remains subservient to you. * Your Test Subject's AC increases by 2 * Youe Test Subject's hit point maximum increases by your level, and by 1 each level there after. #### Test Subjects Listed below are the available test subjects for Bio-Engineers. ___ > ## Amalgamation >*Small or medium monstrosity* > ___ > - **Armor Class** 13 + PB > - **Hit Points** 6 + six times your medic level (the beast has a number of Hit Dice (d10) equal to your medic level) > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|8 (-1)|12 (+1)|8 (-1)| > >___ > - **Senses** Darkvision 60 ft., passive Perception 11 + your proficiency bonus > - **Skills** Athlethics +(3 + your proficiency bonus), Perception +(1 + your proficiency bonus) > - **Languages** Understands the languages you speak > - **PB** Equals your proficiency bonus > ___ > ***Animal Instincts.*** As a bonus action, the Test Subject can take either the Hide or Disengage action. > > ***Monster Blood.*** As a bonus action, the Test Subject can expend one of your Experimental Medicine uses to transform for 1 minute. For that minute, the Test Subject gains the Enlarge benefits of the Enlarge/Reduce creation, and their attacks gain the siege property. > ### Actions > ***Monster Strike.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) bludgeoning, piercing, or slashing damage (your choice). The target becomes grappled, escape DC equals your creation DC. \page ___ > ## Flora >*Small or medium plant* > ___ > - **Armor Class** 12 + PB > - **Hit Points** 7 + seven times your medic level (the beast has a number of Hit Dice (d12) equal to your medic level) > - **Speed** 30ft., 30ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|12 (+1)|18 (+4)|8 (-1)|12 (+1)|8 (-1)| > >___ > - **Senses** Darkvision 60 ft., passive Perception 11 + your proficiency bonus > - **Skills** Athlethics +(3 + your proficiency bonus), Stealth +(1 + your proficiency bonus) > - **Languages** Understands the languages you speak > - **PB** Equals your proficiency bonus > ___ > ***Protecive Wall.*** As a reaction to seeing a creature make an attack against a creature within 10ft of the Test Subject, it can use its reaction to reroll the attack roll, having the lowest take effect. > > ***Plant Blood.*** As a bonus action, the Test Subject can expend one of your uses of your Experimental Medicine feature. For the next minute, the Test Subject regains 10 hit points at the start of each of its turns, unless it starts its turn with 0 hit points. If the Test Subject takes fire damage, the Test Subject doesn't regain these hit points at the start of their next turn. > ### Actions > ***Vine Whip.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 10 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) bludgeoning, piercing, or slashing damage (your choice). ___ > ## Clone >*Small or medium humanoid* > ___ > - **Armor Class** 12 + PB > - **Hit Points** 6 + six times your medic level (the beast has a number of Hit Dice (d10) equal to your medic level) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|Equal to yours|Equal to yours|Equal to yours|Equal to yours|Equal to yours|Equal to yours| > >___ > - **Senses** Darkvision 60 ft., passive Perception 10 + your proficiency bonus > - **Skills** Choose 3 skills in which you are proficient in, the Clone is also proficient in those skills. > - **Languages** Understands and speaks the languages you speak > - **PB** Equals your proficiency bonus > ___ > ***Experimental Blood.*** As a bonus action, the Test Subject can expend one of your Experimental Medicine uses and gain the benefits of one of the enhancements as per your Experimental Medicine feature. > > ***Coordinated Assult.*** As a reaction to seeing you use a creation, the Test Subject can make a weapon attack. > ### Actions > ***Clobber.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) bludgeoning, piercing, or slashing damage (your choice). > \page #### Experimental Augmentations Listed below are the available Experimental Augmentations to alter your Test Subject. ##### Amphibious Lineage Your Test Subject gains a swimming speed equal to its walking speed. In addition, it can breathe both air and water. ##### Brainy Lineage Your Test Subject’s Intelligence increases by 2, to a maximum of 20. The Test Subject gains the ability to speak Common, if it didn’t already. It gains proficiency in three skills of your choice, and any weapons and armor you are proficient in. If the Test Subject is an Amalgamation or Flora, it can use its bonus action to transform into a humanoid version of itself. It can transform back as a bonus action. ##### Camouflage Lineage As a bonus action, your Test Subject can take the Hide action, and becomes proficient in Dexterity (Stealth) checks. If it was already proficient, it instead gains Expertise. ##### Carnivorous Lineage Your Test Subject deals an additional amount of damage equal to your proficiency bonus with melee attacks against any creature that doesn't have all its hit points. ##### Clawed Lineage (Amalgamation Only) Your Test Subject has been given the powerful claws of a wild beast. The Test Subject's melee strike increases to 1d10, and it gains a climbing speed equal to its walking speed. In addition, if the Test Subject moves at least 10 ft. straight toward a creature and then hits it with a melee attack on the same turn, that target must succeed on a Strength saving throw against your Creative Save DC or be knocked prone. If the target is prone, the Test Subject can make one melee attack against it as a bonus action. ##### Conduit Lineage Your Test Subject can act as a conduit for your creations. When you use a creation with a range other than self, you can have the creation originate from your Test Subject. ##### Corrosive Lineage Your Test Subject gains resistance to acid damage and gains two new attack options: * ***Spiteful Spike.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (2d4 + your Wisdom modifier + PB) acid damage. The next attack against the target is made at advantage. * ***Bitter Bite.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (2d4 + your Wisdom modifier + PB) acid damage. The next attack roll against the target is made at advantage. ``` ``` ##### Devil Fruit Lineage (Ocean's Scorn feature) Your Test Subject gains the benefits of your own Devil Fruit Abilities, and the weakness of your Ocean's Scorn feature. Your Test Subject uses your Devil Fruit uses to fuel its abilities, and you gain an extra Devil Fruit use while your Test Subject is not incapacitated. ##### Echoing Lineage Your Test Subject gains a blindsight with a range of 30ft. This blindsight fails to work if your Test Subject is deafened. ##### Evasive Lineage When your Test Subject is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage on a success, and only half damage on a failure. ##### Face-Stealing Lineage (Clone Only) Your Test Subject can use the Disguise creation at will. ##### Failsafe Lineage (Clone Only, 14th level) Your Test Subject contains an in-built failsafe in the event of your death. If you are dead, and your Test Subject lives, it can spend 30 days and 1 million berries worth of medical supplies to transfer your mind into itself. In doing so, your Test Subject becomes a copy of your previously dead character which you have control over. ##### Flaming Lineage Your Test Subject gains resistance to fire damage and gains two new attack options: * ***Flame Ray.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (1d10 + your Wisdom modifier + PB) fire damage. * ***Fire Clash.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (1d10 + your Wisdom modifier + PB) fire damage. ##### Frozen Lineage Your Test Subject gains resistance to cold damage and gains two new attack options: * ***Icicle Inbound.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) cold damage. The target's movement speed is reduced by 10ft until the end of their next turn. * ***Cold Cut.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (1d8 + your Wisdom modifier + PB) cold damage. The target's movement speed is reduced by 10ft until the end of their next turn. ##### Fungal Lineage (Flora Only) Your Test Subject gains resistance to necrotic damage. In addition, as a bonus action, your Test Subject can exude a 10ft aura of necrotic spores around itself. Each creature of its choice that starts its turn in the aura takes necrotic damage equal to your Wisdom modifier (minimum of 1 damage). \page ##### Giant Lineage Your Test Subject's size increases by one size category. Its attacks gain the Siege property, and it deals extra damage with its melee attacks equal to your Wisdom modifier. ##### Hydra Lineage (Amalgamation Only) Your Test Subject has more than one head. The Test Subject has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious. ##### Invisible Lineage (7th level) Your Test Subject can use its action to use the Invisibility creation without expending a creation slot. You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. If the Test Subject has no more uses of this ability, you can choose to expend one of your creation slots of 2nd level or higher to use this ability. ##### Nimble Lineage Your Test Subject's movement speeds all increase by 10ft, and opportunity attacks against it are made at disadvantage. ##### Omni-Lineage (7th level) Once per long rest, your Test Subject can use the Polymorph creation on itself. If it has no more uses of this ability it can instead use it at the expense of one of your 4th level or higher creations slots. ##### Pack Lineage (Amalgamation Only) Your Test Subject has advantage on an attack roll against a creature if at least one of the Test Subject's allies is within 5 ft. of the creature and the ally isn't incapacitated. ##### Relentless Lineage If damage reduces the Test Subject to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire or from a critical hit. On a success, the Test Subject drops to 1 hit point instead. ##### Reviving Lineage Your Test Subject, when it regains hit points, regains an additional number of hit points equal to your Wisdom modifier. ##### Shelled Lineage Your Test Subject gains a +1 bonus to its AC. ##### Sparking Lineage Your Test Subject gains resistance to lightning damage and gains two new attack options: * ***Lightning Bolt.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) lightning damage. The target loses their reaction until the end of their next turn. * ***Spark Strike.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (1d8 + your Wisdom modifier + PB) lightning damage. The target loses their reaction until the end of their next turn. ``` ``` ##### Spiny Lineage (Flora Only) Your Test Subject is covered in a layer of sharp thorns. At the start of each of its turns, the Test Subject deals 1d8 piercing damage to any creature grappling it, or currently being grappled by the Test Subject. In addition, any creature that hits the Test Subject with a melee attack takes 1d8 piercing damage. ##### Subterranean Lineage Your Test Subject gains a burrowing speed equal to half its movement speed. Your Test Subject can burrow through solid rock at 1-feet per round and leaves a 5 ft diameter tunnel in its wake. ##### Thunderous Lineage Your Test Subject gains resistance to thunder damage and gains two new attack options: * ***Thunderclap.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (1d8 + your Wisdom modifier + PB) thunder damage. The target is pushed backwards 10ft. * ***Rumbling Thud.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (1d8 + your Wisdom modifier + PB) thunder damage. The target is pushed backwards 10ft. ##### Tough Lineage Your Test Subject becomes reinforced. Its hit point maximum is increased by an amount equal to twice your level, and by 2 each level thereafter. ##### Venomous Lineage Your Test Subject gains resistance to poison damage and gains two new attack options: * ***Toxic Missile.*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120 ft., one target. *Hit:* (1d12 + your Wisdom modifier + PB) poison damage. The target's next attack roll is made with disadvantage. * ***Venomous Fang.*** *Melee Weapon Attack:* +your creation attack modifier to hit, same reach as the Test Subject's base melee attack, one target. *Hit:* (1d12 + your Wisdom modifier + PB) poison damage. The target's next attack roll is made with disadvantage. ##### Viney Lineage (Flora Only) Your Test Subject grows long, vine-like tendrils. The range of the Test Subject's melee attacks increases to 30ft. In addition, when the Test Subject hits a creature with a melee attack, the target is grappled (Escape DC equals your Creation Save DC). While a creature is grappled in this way, it is restrained, and the Test Subject cannot grapple another creature in this way. ##### Winged Lineage (7th level) Your Test Subject gains a flying speed equal to its movement speed. \page ## Rogue
##### The Rogue | Level | Proficiency Bonus | Sneak Attack | Features | |:---:|:---:|:---:|:---| | 1st | +2 | 2d6 | Expertise, Sneak Attack, Thieves' Cant | | 2nd | +2 | 2d6 | Cunning Action | | 3rd | +2 | 3d6 | Roguish Archetype, Steady Aim | | 4th | +2 | 3d6 | Ability Score Improvement | | 5th | +3 | 4d6 | Uncanny Dodge | | 6th | +3 | 4d6 | Expertise | | 7th | +3 | 5d6 | Evasion | | 8th | +3 | 5d6 | Ability Score Improvement | | 9th | +4 | 6d6 | Roguish Archetype Feature | | 10th | +4 | 6d6 | Ability Score Improvement, Rougish Flurry | | 11th | +4 | 7d6 | Reliable Talent | | 12th | +4 | 7d6 | Ability Score Improvement | | 13th | +5 | 8d6 | Roguish Archetype Feature | | 14th | +5 | 8d6 | Blind Sense | | 15th | +5 | 9d6 | Slippery Mind | | 16th | +5 | 10d6 | Ability Score Improvement | | 17th | +6 | 10d6 | Roguish Archetype Feature | | 18th | +6 | 11d6 | Elusive | | 19th | +6 | 11d6 | Ability Score Improvement | | 20th | +6 | 12d6 | 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 \page #### Proficiencies ___ - **Armor:** Light armor - **Weapons:** Simple weapons, hand crossbows, pistols, revolvers, cutlass, katana, longswords, rapiers, shortswords, whips - **Tools:** Thieves' tools - **Saving Throws:** Dexterity, your choice of Intelligence, Wisdom, or Charisma - **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 short bow 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 the 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 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse, unarmed strike, 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 understand such messages. It takes four times longer to convey such a message⁠ than it does to speak the same idea. 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. As a bonus action you can 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, Thief, Assassin, Inquisitive, Gadget Trickster, Fencer, Scout, Swashbuckler, Sawbones, Ringmaster, Wildcard, and Bruiser are detailed at the end of the class description. ### Steady Aim At 3rd level, you can take an advantageous position. As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. ### 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. ### Roguish Flurry Beginning at 10th level, you learn how to make the most of your limited time to strike. When you use your bonus action to Steady Aim, rather than gaining advantage, you can instead choose to make an additional weapon attack as part of your Attack action, still following the movement restriction. ### 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, your awareness expands beyond sight. You gain blindsight of 30ft. \page ### Slippery Mind By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. If you are already proficient in Wisdom, you may instead become proficient in Intelligence or Charisma. ### 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 gain expertise in them. If you are already proficient in them, you can choose two other skills. #### Keen Strikes Beginning at 3rd level, you can make calculated strikes with a 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, a melee weapon that has the finesse property, or an unarmed strike. Additionally, you do not require advantage on the attack roll to gain your sneak attack damage against creatures with a lesser Intelligence ability score. You do not gain this benefit if you have disadvantage on the attack roll. ``` ``` #### Rational Mind Starting at 9th level, you gain advantage on any Intelligence (History) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. #### Mindful Evasion Starting at 13th level, your mental acuity allows you to 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 aids you in all endeavors, whether mental or physical. You can add your Intelligence modifier to any ability check or saving throw you make that doesn't already use your Intelligence modifier. ### 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 treasures, 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, take the Use an Object action, or you can attempt to disarm a creature of an object they are holding within touch range by making a Dexterity (Sleight of Hand) check against a creature's Strength (Athletics) or Dexterity (Acrobatics) check. #### Second-story Work When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; you gain a climbing that is equal to your movement speed. 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. #### Outfoxing Action By 13th level, your cunning skills and your ability to think on your feet have made you incredibly difficult to catch. When you use either the Cunning Action or Fast Hands features, you may choose to use an additional option as part of the same bonus action (both must be different options). For example, you can take both the dash and disengage actions, the dash and hide actions, or the attempt a Sleight of Hand check from Fast Hands followed by the disengage action. \page ``` ``` #### 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 Assassins are rogues who are stealthy killers, working from the shadows, pirates that rely on subterfuge. 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 that slip them in and out of any situation. #### Killer's Toolkit When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit. The time and cost to craft disguises or poisons for you is halved. #### Assassinate Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, when you have advantage on an attack roll against a creature and make a successful hit with, you can choose to make that hit a critical hit. You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. #### Opportunist Starting at 9th level, you are able to take full advantage of the battlefield, taking the opportunity for the first strike. When you roll initiative, you can choose to swap initiative rolls with a willing creature that you can see a within 60ft. Alternatively, you can attempt to swap initiative rolls with an unwilling creature that you can see within 60ft. You must succeed on a Charisma (Deception) check contested against the creature's Wisdom (Insight) in order to do so. #### Cloak-and-Dagger Starting at 13th level, you can vanish without a trace, allowing you to sneak up on just about anyone. When you attempt to hide, you can attempt to hide in plain sight. As normal, moving more than half your movement speed while hidden will reveal your position. #### Deadly Strike Starting at 17th level, you become a master of instant death. When you hit a creature with an attack and score a critical hit, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature. \page ### Inquisitive Inquisitives are rogues that take a slower and more calculated approach to their job. You become an expert at rooting out the truth, whether through careful observation or interaction with other creatures, reading them like an open book. #### Depcipher Deceit Starting at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) or Intelligence (Investigation) check, treat a roll of 11 or lower on the d20 as a 12. #### Determine Detail Starting at 3rd level, you can take the Search action as a bonus action. #### Observe Opponent At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. #### Keen Eyes Starting at 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. #### Astute Eye Starting at 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, disguised creatures, and techniques designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. #### Eye For Weakness Starting at 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Observe Opponent feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6. ``` ``` ### Gadget Trickster Gadget Trickster's are rogues who enhance their fine-honed skills of stealth and agility with tricks and creativity, learning tricks of illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.
##### Gadget Trickster |Player Level | Tricks Known | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | Mirrored Hand + 2 | 3 | — | — | — | — | | 4th | Mirrored Hand + 2 | 3 | — | — | — | — | | 5th | Mirrored Hand + 2 | 4 | 2 | — | — | — | | 6th | Mirrored Hand + 2 | 4 | 2 | — | — | — | | 7th | Mirrored Hand + 2 | 4 | 3 | — | — | — | | 8th | Mirrored Hand + 2 | 4 | 3 | — | — | — | | 9th | Mirrored Hand + 2 | 4 | 3 | 2 | — | — | | 10th | Mirrored Hand + 3 | 4 | 3 | 2 | — | — | | 11th | Mirrored Hand + 3 | 4 | 3 | 3 | — | — | | 12th | Mirrored Hand + 3 | 4 | 3 | 3 | — | — | | 13th | Mirrored Hand + 3 | 4 | 3 | 3 | 1 | — | | 14th | Mirrored Hand + 4 | 4 | 3 | 3 | 1 | — | | 15th | Mirrored Hand + 4 | 4 | 3 | 3 | 2 | — | | 16th | Mirrored Hand + 4 | 4 | 3 | 3 | 2 | — | | 17th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 1 | | 18th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 1 | | 19th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 2 | | 20th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 2 |
#### Creativity (Spellcasting) At 3rd level, you augment your martial prowess with the ability to use creations. 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) You know three tricks, one of which is Mirrored Hand and the other two are 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 Gadget Trickster table. At the end of a long rest, you can change one of the tricks you know for another from your creation list. \page ##### Preparing and Using Creations (Preparing and Casting Spells) The Gadget Trickster table shows how many creation slots you have to use your gadgeteer creations of 1st Level and 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 + half your Gadget Trickster level rounded down (minimum of one creation). The creations⁠ must be of a level for which you have creation slots. For example, if you are a 5th-level Gadget Trickster, you have four 1st-level and two 2nd-level creation slots. With an Intelligence of 14, your list of prepared creations can include four creations of 1st or 2nd level, in any combination. If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting 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 tinkering with your creation casting focuses: 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 the 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
#### Gadget Legerdemain Starting at 3rd level, when you use Mirrored Hand, you can make the hand invisible, and you can perform the following additional tasks with it: * You can stow one object the hand is holding in a container worn or carried by another creature. * You can retrieve an object in a container worn or carried by another creature. * You can use thieves' tools to pick locks and disarm traps at range. * You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand. #### Stupefying Creation Also at 3rd level, whenever you successfully hit a creature with a creation that uses an attack roll and deals damage, you can add your sneak attack to that one damage roll of that creation. All other requirements for sneak attack still apply. #### Creative Ambush Starting at 9th level, if you are hidden from a creature when you use a creation or trick on it, the creature has disadvantage on any saving throw it makes against the creation this turn. #### Versatile Trickster Starting at 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the hand created by the trick. Doing so gives you advantage on attack rolls against that creature until the end of the turn. #### Technique Thief Starting at 17th level, you learn to replicate any technique, creation, or ability you have taken note of through observation. As a bonus action, you make an Intelligence (Investigation) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can learn one of the abilities they use on their turn (Doesn't count for Haki or Devil Fruit Abilities). If you fail, you cannot use this feature on that creature until you finish a long rest. For example, features like Multiattack, Creations like Fire Bolt or Shield, or certain attack options based in features such as the Tempest Kick ability from the Six Powers Brawler. You can learn a total of 3 different techniques. Each technique learned that requires the use of ability scores uses the necessary modifier(s) from your ability scores. When you attempt to learn a new technique, you must either disregard it, or forget a previous technique. ### Fencer Very few are faster and more precise in combat than the adept fencer. Your expertise in dodging, parrying, and lunging make you essentially a blur of metal to your opponent. Many fencers make the most of their dexterity to avoid any unfavorable attack, move with great acrobatic expertise, and are able to strike through even the toughest of armor. #### En Garde When you choose this archetype at 3rd level, you have learned that an opponent is always off-guard when they miss. When an enemy within range of your weapon attack misses an attack or creation, regardless of their target, you can use your reaction to make an opportunity attack with a melee weapon against it. #### Dueling Defense At 3rd level, your practice of fencing gives you an elegant speed for avoiding most attacks. While not wearing armor or using a shield, your AC is equal to 10 + Intelligence modifier + Dexterity modifier. In addition, you can add your Intelligence modifier to your initiative. \page #### Agile Reflexes Through your cunning and combat experience, at 9th level, you become able to read your foes' movements. When a creature hits you with an attack, you gain a bonus to AC equal to your Wisdom Modifier against all subsequent attacks made by that creature for the rest of the turn. #### Martial Metre Starting at 13th level, you have trained yourself to match the timing and tempo of all things, granting you the ability to react faster than normal. You gain a second reaction, this reaction can only be used for Uncanny Dodge. You regain this reaction at the start of each of your turns. Additionally, whenever you are knocked prone or grappled, you can make a Dexterity saving throw, DC 15 to avoid being knocked prone or grappled on a success. #### Weapon Weave At 17th level, your attacks are so precise that you can slip through even the toughest armor with ease, and pierce even the most lofty of foes. Your melee weapon attack rolls add double your proficiency bonus, rather than once. ### Scout Skilled in stealth and movement, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in nearly any environment. Typically these outlanders and lookouts who aid their crew with keen eyes and quick feet. Able to weave through the battlefield like greased lightning and cut an opening for the rest of the crew. #### Skirmisher Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. In addition your movement speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. #### Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have them. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. #### Superior Hunter At 9th level, you gain advantage on any Wisdom (Perception) or Wisdom (Survival) checks if you move no more than half your speed on the same turn. In addition, you gain an extra 1d6 to your sneak attack damage. #### Ambush Master Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn. #### Sudden Strike Starting at 17th level, you can strike with deadly speed. When you use your Roguish Flurry ability, additional attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn. Furthermore, you may now ignore the movement restrictions of both Steady Aim and Roguish Flurry. ### Swashbuckler Speed and charm go hand in hand when one becomes a swashbuckler. They are nothing short of the archetypical pirate, who swings into battle with rakish audacity and no fear. Not only do you have the physical finesse in all your duels, but also the mental finesse and panache to get your way. #### Fancy Footwork Starting at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. In addition, your mastery of swordplay empowers your ability to dodge. As a reaction to being hit by an attack, you can add your proficiency bonus to your AC. When you gain your Uncanny Dodge feature, you can use both in the same reaction. #### Rakish Audacity Also at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules still apply to you. #### Panache At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a creation, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. \page #### Elegant Maneuver At 13th level, as long as you are conscious, you always have advantage on Dexterity (Acrobatics) or Strength (Athletics) checks you make. #### Master Duelist At 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. You can use this feature only once per turn. You can use this feature a number of times equal to 1 + your Charisma modifier, regaining all expended uses when you finish a short or long rest. ### Sawbones On the field of battle, first aid for your fallen comrades takes priority. When you're a pirate, you need whatever is necessary to prevent you from bleeding out. In academic circles, being labeled "sawbones" is a mark of shame, known for being medical quacks, however among pirates and marines, it's a title that oftentimes carries some modicum of respect and no small amount of fear. Sawbones are rogues who put their deft fingers to use as marine doctors. Good sawbones can easily be counted among the most skilled surgeons on the seas, able to stomach any amount of blood and work with precision through the harshest of storms. #### Bonus Proficiency When you choose this archetype at 3rd level, you gain proficiency in the Medicine skill. If you are already proficient, you instead gain expertise with the skill. If you already have Expertise in the Medicine skill, you instead gain proficiency in another skill. #### Patchwork At 3rd level, you learn how to quickly administer first aid while on the battlefield. You have a pool of medicine that can be used to heal allies in the middle of combat, represented by a number of d8s equal to 1 + your Rogue level. Using your Cunning Action, you can touch a creature and spend a number of those dice equal to your Wisdom modifier (minimum of one). The target regains a number of hit points equal to the total of those dice + your Wisdom Modifier. Alternatively, you can expend one of these dice to remove one disease or poison from a creature. You regain all spent dice when you finish a short or long rest. #### Miracle Worker At 9th level, your medical expertise lets you bring people back from the grave. You can perform life-saving surgery on a creature that has died within the last hour. The operation requires costly medicine and anesthetics worth at least 1 000 000 beri (100gp), or for free if the death occured within 10 minutes. You must concentrate on the operation for 1 minute as if you were concentrating on a creation, and if your concentration is broken you lose all progress and medicine involved in the operation. If 7 days has not yet passed since the creature died, you can attempt this operation again, provided you have the means to do so. If you successfully finish the operation, the dead creature returns to life with one hit point and is cured of any poisons or diseases it was suffering from. If it was missing any limbs, you can reattach them as part of this operation if they are intact and available. You can use this feature a number of times equal to your proficiency bonus, and regain the ability to do so when you finish a long rest. #### Check-up At 13th level, you can set aside time to see to allies when a moment of rest is given. Over the course of a short rest, you can tend to a number of creatures equal to your Wisdom modifier (minimum of one). Each creature you treat are cured of the blinded, deafened, paralyzed, petrified and poisoned conditions. Additionally, if the creature was missing a limb, you can reattach it if you still have access to it and it wasn't destroyed. Finally, each creature regains an additional 2 hit points for each hit dice it rolls to restore hit points. #### Surgeon of Death At 17th level, your anatomical knowledge and surgical precision grants any weapon you wield maximum lethality, allowing you to cause the most damage possible to your enemies. When you roll a 1 or 2 on a damage dice for your Sneak Attack, you can treat those rolls as 3's. ### Ringmaster When putting on a truly grand performance, one must be able to manage all the acts and moving parts #### Grand Showman Starting at 3rd Level, you gain proficiency in Charisma (Performance) checks and a musical instrument of your choice. If you were already proficient in Perfomance and a musical instrument, you instead gain expertise. In addition, you learn two tricks from the Bard Creation List, using your Charisma modifier as the creative ability score, and a musical instrument as your creative apparatus. #### Opening Act When you choose this archetype at 3rd Level, you can set the stage, encouraging your allies to put their best foot forwards and take the spotlight. As a bonus action, you can forgo your ability to sneak attack for your turn, to highlight an allied creature that can hear you for success, within a 60ft range. When that allied creature sucessfully hits with an attack, they can add your sneak attack damage to their damage roll, along with your choice of one of the following effects: * The allied creature's critical hit range is 19-20 for that attack. * The allied creature's target has their next attack roll, ability check, or saving throw is reduced by 1d6. * If you and the allied creature are within 30ft of each other, you can choose to swap places with them. \page A creature benefits from this until they make a successful hit, or until the end of their next turn, losing the benefits afterwards. #### Master Director Starting at 9th level, your abilities to direct people in combat improve, both in and out of combat. You gain the following abilities: * As a reaction to a creature, that can hear you and is within 60ft of you, being hit by an attack, you can halve the damage of the attack against them. * As a reaction to a creature, that can hear you and is within 60ft of you, failing a saving throw, you can make them reroll the saving throw at advantage. * As a reaction to a creature, that can hear you and is within 60ft of you, failing an ability check, you can add your Charisma modifier to the result. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. #### Denouement By 13th level, your closing act is just as potent as your opening act. Whenever you, or the allied creature under the effect of your Opening Act feature reduces a creature to 0 hit points, or lands a critical hit, you can cause on of the following effects to occur: * The creature that made the attack gains a number of temporary hit points equal to your level. * The creature's next attack deals additional damage equal to your level. * The creature can move 30ft in a direction of their choice without provoking opportunity attacks. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. #### Serious Spectacle At 17th level, you and your allies really know how to make a killing. When you use your Opening Act feature, you can target two allied creatures instead of one. ``` ``` ### Wildcard Lady Luck is a strange mistress, willing to give and take as she pleases, making even the most unlikely events a stark possibility. Rogues that fall under this archetype are masters of treading the lines of fortune and misery. These masters of gambling are able to utilize their skills in combat, and stay calm under pressure as the world around them succumbs to pandemonium. As they continue, they may even be able to influence the chaos to a noticable degree. #### Master Dealer Starting at 3rd level, you have been trained in many types of games. You gain proficiency in 3 types of gaming sets of your choice, one of which you can have expertise in. In addition, you gain proficiency with improvised weapons and can utilize parts of gaming sets you are proficient in as improivsed weapons, such as using cards. Improvised weapons you wield have the finesse and thrown (30/120) properties. They deal 1d6 damage, which increases to 1d8 at 6th, 1d10 at 11th, and 1d12 at 16th level. Their damage type is your choice of bludgeoning, piercing, or slashing. #### Risky Gambit When you choose this archetype at 3rd level, you begin to notice that chaos seems to follow you everywhere you go, typically forming as an unexpected surge of events that you can take full advantage of whenever an opportunity presents itself. As a bonus action, you can roll a 1d100, the result of which determines an effect that will occur as described on the Risky Gambit table. If that effect is a creation, or requires a saving throw, the DC = 8 + Your Dexterity modifier + Your proficiency bonus. If it requires concentration, you must maintain concentration on it. #### Pokerface At 9th level, you can keep calm even while under pressure. You gain advantage on any Charisma (Deception) or Dexterity (Sleight of Hand) checks if you move no more than half your speed on the same turn. #### Double Down Starting at 13th level, you can choose to double down on your risky gambit, becoming well prepared for what comes your way. Whenever you roll on the Risky Gambit table, you can roll twice and you choose which one takes effect. Alternatively, you can choose to take both of the results at the same time. You can do this a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. #### Fate's Design Starting at 17th level, either through sheer prepartion or dumb luck, you find yourself able to avoid nearly any deadly scenario. When you are subjected to an effect that allows you to make any 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. \page ##### Risky Gambit | d100 | Effect | |:----:|:-------------| | 1 | Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls. | | 2 | For the next minute, at the start of each of your turns, you gain a number of temporary hit points equal to your Dexterity Modifier. | | 3 | Until the start of your next turn, you are charmed by a random creature within 30ft of you, be they ally or enemy. | | 4 | Until the start of your next turn, your movement speed is 0. | | 5 | If you have at least 1 Hit Dice remaining, you lose one. If not, you take 1d6 necrotic damage. | | 6 | You use the Bless creation. | | 7 | For the next minute, you have a +2 bonus to your AC. | | 8 | For the next minute, you and any ally within 10ft of you become immune to effects that would leave you frightened. | | 9 | You use the Mirror Image creation. | | 10 | You become invisible for the next minute. The invisibility ends early if you make an attack. | | 11 | You become frightened by the creature closest to you, even if they are an ally, for 1 minute. At the end of each of your turns, you can make a Wisdom saving throw to end the effect on a success. | | 12 | A random wanted poster lands in a space within 30ft of you. | | 13 | Your next attack has advantage, but all attacks against you will also have advantage until the start of your next turn. | | 14 | Until the end of your next turn, you have disadvantage on all Strength checks and saving throws. | | 15 | Until the end of your next turn, you gain an extra action. | | 16 | For the next minute, the next time you hit a creature with an attack, and deal sneak attack, you deal the maximum damage instead of rolling. | 17 | You use the Fireball creation. | | 18 | A bagel falls from the sky into your hand. You can eat it as part of this bonus action. Unbeknownst to you, the DM rolls a d2. If you eat it before the end of your next turn, and the result is 1, you regain 4d4 hit points. If the result was a 2, you instead take 4d4 poison damage. | | 19 | You use the Entangle creation. | | 20 | You use the Fireball, but it is centered on yourself. | | 21 | You gain resistance to all damage for the next minute. | | 22 | You use the Missiles creation at 3rd level. | | 23 | You use the Blur creation. | | 24 | You use the Blindness/Deafness creation. | | 25 | You use the Warding Wind creation. | | d100 | Effect | |:----:|:-------------| | 26 | If your hit points were to be reduced to 0 in the next minute, you instead fall to 1 hit point, after which the effect ends. | | 27 | The next time you deal sneak attack damage, that damage is halved. | | 28 | A randomly chosen enemy within 60ft of you falls prone. | | 29 | The next d20 roll that you fail, you can choose to reroll it. You must take the new roll. | | 30 | For the next minute, you cannot be charmed. If you are already charmed, the effect is suspended for the duration. | | 31 | A cloud of hundreds of oversized butterflies fills a 30-foot radius centered on yourself. The area becomes heavily obscured for 10 minutes, the butterflies disperse afterwards. | | 32 | The next time you are hit with a melee weapon attack, the target takes half the damage they dealt to you. | | 33 | You spontaneously burst into flames for one minute, or until a creature uses their action to extinguish the flames. At the end of each of your turns, you take 1d10 fire damage while you are on fire. | | 34 | You use the Fear Factor creation. | | 35 | You add 5 to your next initiative roll. If you are already in combat, this increases your initiative result by 5 when the next round begins. | | 36 | Any creature within a 30ft radius of yourself has disadvantage on all attack rolls, except against you. | | 37 | For the next minute, you have a -2 penalty to your AC. | | 38 | You forget everything that happened in the last 10 minutes. | | 39 | You automatically fail the next death save you make within the next 24 hours. | | 40 | You immediately take 2d10 psychic damage. | | 41 | You lose the ability to speak for the next hour. | | 42 | You cast Enlarge/Reduce, reducing yourself. | | 43 | You use Spike Growth creation, but it is centered on yourself. | | 44 | For the next minute, your movement speed is reduced by 10. | | 45 | A randomly determined (DM's discretion), non-mastercraft, object of small or lesser size appears in an open space within 30ft of you. | | 46 | You use the Spider Climb creation. | | 47 | A random type of hat, that is not mastercraft or special in any other way, appears on a random creature within 30ft of yourself. | | 48 | You use the Stinking Cloud creation. | | 49 | You use the Heat Metal creation. | | 50 | A randomly chosen ally within 60ft of you drops an item they are holding. | \page | d100 | Effect | |:----:|:-------------| | 51 | You are launched 2d4 x 10 feet into the air, and then fall. | | 52 | For the next minute, you can use your bonus action to teleport to a location you can see within a 30ft range. | | 53 | You regain a number of hit points equal to 2d10 + your Dexterity modifier. | | 54 | You are stunned until the start of your next turn, believing something awesome just happened. | | 55 | You use the Fog Cloud creation, but it is centered on yourself | | 56 | A randomly chosen ally within 60ft of you falls prone. | | 57 | You use the Fairy Lights creation. | | 58 | You use the Grease creation. | | 59 | A randomly chosen enemy within 60ft of you drops an item they are holding. | | 60 | You use the Confusion creation, targeting only yourself. | | 61 | The ground within a 30ft radius around yourself becomes difficult terrain. | | 62 | You become poisoned for 1 minute, but you can make a Constitution saving throw, DC 16 at the end of each of your turns, ending it on a success. | | 63 | An animal of the DM's choice appears in the unoccupied space nearest to you. The animal isn't under your control and acts as it normally would. | | 64 | The next time you take damage, that damage is halved. | | 65 | Roll a d6. For the next minute, you have advantage on saving throws for a randomly determined ability score based on that d6. 1 for Strength, 2 for Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, and 6 for Charisma. | | 66 | You use the Lesser Restoration creation on yourself, or a willing creature within 30ft of you. | | 67 | For the next minute, you don't provoke opportunity attacks. | | 68 | The next time you hit a creature with a weapon attack, it must make a Constitution Saving throw, becoming stunned until the end of your next turn on a failure. | | 69 | A creature of your choice within 10ft of you, you can move them 20ft in a direction of your choice. Unwilling creatures are moved if they fail a Strength saving throw. | | 70 | You use the Levitate creation. | | 71 | You use the Tremor creation. | | 72 | You cannot take reactions until the start of your next turn. | | 73 | The next time you hit a creature and successfully sneak attack, you take half of the damage you dealt. | | 74 | On your next turn, you can only take an action, bonus action, or movement. | | 75 | You cast Enlarge/Reduce, enlarging yourself. | | 76 | You cast the Slow creation. | | 77 | A stream of 1d4 x 10 game pieces (such as dice, cards, or poker chips), shoots out from your space in a line 30 feet long and 5 feet wide. Each piece deals 1 bludgeoning damage, and the total damage of the piece is divided equally among all creatures in the line. | | 78 | You use the Lightning Bolt creation. | | 79 | For 1 minute, you and every creature within 30ft of you, cannot see farther than 30ft. | | 80 | Mysteriously, you lose 100,000 berries that you have on you. If you don't have that much on you, you take 4d10 necrotic damage. | | 81 | You use the Contagion creation on yourself. | | 82 | You glow bright red as if the Light trick was used on you, for 1 hour. | | 83 | You gain 1 level of exhaustion. | | 84 | You use the Wall of Sand creation centered on yourself. | | 85 | A loud and annoying sound blares out from around you. You and each creature within 10ft of you takes 2d10 thunder damage. If a creature is concentrating on a creation, or ability that requires concentration, they make a concentration save with disadvantage. | | 86 | The next time a creature hits you with an attack, you are additionally knocked back 20ft. | | 87 | Until the start of your next turn, you can't regain hit points. | | 88 | You subtract 5 from your next initiative roll. If you are already in combat, this decreases your initiative result by 5 when the next round begins. | | 89 | Appearing in every square that is 5ft adjacent to you, caltrops suddenly appear. | | 90 | The weather unexpectedly shifts, causing a heavy rain to occur outside for the next hour. | | 91 | All allies within 10 feet of you get a -2 penalty on attack and damage rolls for any attack they make for the next minute. | | 92 | You lose proficiency in one randomly chosen skill, tool, or weapon for the next 8 hours. | | 93 | A random humanoid appears within 100ft of you and loudly declares you as their enemy. | | 94 | All enemies within 10ft of you have a +2 bonus to all their saving throws. | | 95 | You gain a number of temporary hit points equal to twice your level. | | 96 | For the next minute, your speed increases by 10. | | 97 | The next time you successfully hit a creature and deal sneak attack damage to them, you deal an extra 5 damage. | | 98 | All of your hair falls out, but will grow back by the end of the day. | | 99 | The DM chooses one of the effects on this table. | | 100 | You get to choose which effect on this table takes effect. | \page ### Bruiser Bruisers are rogues who go against the grain. Rather than utilizing finesse and stealth, bruisers take their destiny by the throat. Like a cornered predator, these rogues can and will use anything to get a leg up, no matter how dirty and dastardly. More often than not these scoundrels are enforces and thugs for large criminal organizations, working to get the job done, no matter the cost. #### Armed and Dangerous Starting at 3rd level, you gain proficiency with medium armor, martial weapons, and improvised weapons. You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if they are grappled or deafened, you are using a melee weapon or unarmed strike that uses Strength, and you don't have disadvantage on the attack roll. All the other rules still apply to you. In addition, you can use your Cunning action to make a grapple or shove check. #### Street Rules When you choose this archetype at 3rd level, you can play a dirty trick on your enemy. When you hit a creature with a melee weapon attack and deal sneak attack damage, you can force the target to make a Constitution Saving throw, DC = 8 + your Strength modifier + your proficiency bonus. On a failed saving throw, you can inflict one of the following effects on the target: * The target falls prone. * The target cannot take reactions until the end of their next turn. * The target cannot take any bonus actions until the end of their next turn. * The target is blinded until the end of their next turn. * The target is deafened until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. If you are out of uses, you can still use this feature by forgoing rolling 2 of your sneak attack damage dice. #### Bob and Weave At 9th level, life has hit you hard, but you have learned to evade the full brunt. You can now use your Uncanny Dodge feature against any damage source, and not just against attacks that you can see. #### Bully Blitz Starting at 13th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken the attack action on your turn. In addition, you no longer need uses to use your Street Rules feature without reducing damage. #### Hard Knock Starting at 17th level, when you use your Uncanny Dodge, you can choose to instead take no damage instead of halving it. \page ## Savant
##### 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 Ardent 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 |
\page ## 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, a dagger, and a memento ### 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, Necrotic Mania, Radiant Superiority, Thundering Resolve 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 that replenishes on a long rest. 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 cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of this ability, expending Hit Points separately for each one. ### 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 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
#### Apparatus (Spellcasting Focus) You can use a memento as an apparatus for your savant creations. ### Fighting Style At 2nd Level, you adopt a particular style of fighting as your specialty. Choose one of the options from Chapter 5 in the Savant Styles section. Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can replace a fighting style you know with another fighting style available to savants. ### 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 6d8. The damage type of this extra damage depends on your choice of Ardent Soul, as described in the Ardent Soul Element table below. \page ##### Ardent Soul Element | Ardent Soul | Damage Type | |:----:|:-------------| | Burning Passion | Fire | | Caustic Spite | Acid | | Cold Indifference | Cold | | Fulminating Glee | Lightning | | Mindful Insight | Psychic | | Necrotic Mania | Necrotic | | Radiant Superiority | Radiant | | Thundering Resolve | Thunder | | Venomous Duality | Poison | ### Channel Conviction At 3rd level, you also gain the Channel Conviction features of your subclass. Your powerful soul allows you to channel your 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. ### Extra Attack Beginning at 5th Level, you can attack twice, instead of once, whenever you take the Attack action on your turn. If you ready your action to make an attack, you can attack the same number of times you would if you had taken 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 power 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 a bonus 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 1 + 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 a result of genetic tampering in an attempt to create 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 Fire Bolt and Guidance tricks if you don't already have them. #### 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. \page ##### Ardent Creations | Savant Level | Creation | |:----:|:-------------| | 2nd | Searing Smite, Vengeful Flames | | 5th | Flaming Sphere, Heat Metal | | 9th | Beacon of Hope, Fireball | | 13th | Death Ward, Wall of Fire | | 17th | Purifying Flames, Mass Cure Wounds | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Manifest Soul.*** As a bonus 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 deal extra fire damage equal to your Charisma Modifier. 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 burn bright to banish despair. Each creature of your choice within 30 feet gains 2d6 + your Charisma modifier + 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, 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, becoming a beacon of protection to your allies. As a bonus action, you gain the following benefits for 1 minute: * You are immune to fire damage. * You shed bright light in a 30 feet radius, and dim light for another 30 feet. * When a creature starts its turn in this bright light, you can choose to deal 10 points of fire damage to it. * When you use Heroic Rush, you can target a number of creatures equal to 1 + your Charisma modifier (minimum of two) instead of just one. This additional creature could be yourself. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ``` ``` ### Caustic Spite Savants 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 Bolt and Acid Spray tricks if you don't already know them. #### 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, Caustic Brew | | 5th | Blindness/Deafness, Acid Arrow | | 9th | Concoct Ooze, Fear | | 13th | Vitriolic Sphere, Watery Sphere | | 17th | Dominate Person, Cloudkill | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Manifest Soul.*** As a bonus 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 deal an extra 1d8 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.*** When you deal acid damage to a creature, you can use Channel Conviction to create a sticky substance that lingers and corrodes their defenses. For 1 minute, the creature's armor class is reduced by -2. The creature can use an action on its turn to make a Strength check against your creation DC, and on a successful check, it manages to scrape off the acid and end this effect. #### 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. \page #### Spiteful Destroyer At 20th level, you can coat yourself in acid to become an avatar of destruction. As a bonus action, you gain the following benefits for 1 minute: * 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. * The damage from your Corrosive Defenses is doubled for the duration and ignores resistance and immunity to acid damage. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ### Cold Indifference Savants whose hearts are distant from 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 Ice Bolt and Piercing Frost tricks. #### 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 | Cause Strife, Ice Dagger | | 5th | Hold Person, Ice Lock | | 9th | Ice Storm, Slow | | 13th | Control Water, Hold Monster | | 17th | Cone of Cold, Wall of Ice | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Manifest Soul.*** As a bonus 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 that deal cold damage reduces the target's AC by 2, and halves their speed. This effect doesn't stack. The target can spend their action to end the effect, or if another creature spends their action to also end the effect. 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 20 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 the 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 it, it suffers 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. As a bonus action, you gain the following benefits for 1 minute: * You are immune to cold damage. * Creatures within range of your Aura of Winter or Touch of Winter now suffer damage from Bitter Chill as if it was a creation, and the damage of Bitter Chill is doubled. * Creatures that move into or start their turn in your Aura of Winter or Touch 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. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ### 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 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 and Spark Bolt tricks if you don't already know them. #### 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. \page ##### Ardent Creations | Savant Level | Creation | |:----:|:-------------| | 2nd | Twist Fate, Zapping Arc | | 5th | Blur, Misty Step | | 9th | Lightning Arrow, Lightning Bolt | | 13th | Freedom of Movement, Storm Sphere | | 17th | Far Step, Steel Wind Strike | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Manifest Soul.*** As a bonus 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 that deal lightning damage can spread through enemies, as you have the choice to give them a damage spread of 5ft, DC spell save. 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. ***Schadenfreude.*** As a bonus action, you can use your Channel Conviction to begin a mocking tirade at a creature. The creature then has disadvantage on attack rolls against creatures other than you for 1 minute. For 1 minute, you can use a bonus action on each of your turns to target a different creature with this feature, and when you do so this effect ends on the original creature. #### 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 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 of 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. As a bonus action, you gain the following benefits for 1 minute: * You are immune to lightning damage. * You have a flying speed of 60 feet, and when you use this flying speed, opportunity attacks against you are made with disadvantage. * When you take the Attack action on your turn, you can make one additional attack as part of that action. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ``` ``` ### 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, and they are sometimes referred to as "oracles". #### Psychic Soul Beginning when you unlock this ardent soul at 1st level, you gain resistance to psychic damage. You also learn the Whisper and Mind Slash tricks if you don't already know them. #### 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 | Discordant Tune, Identification | | 5th | Augury, Truth Zone | | 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. ***Powerful Premonition.*** As a bonus action, you can empower your psychic prowess. For 1 minute, you can use your bonus action, and the bonus action used to activate this feature, to use the Mind Slash trick. #### 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. #### Exposing Smite Beginning at 15th level, when you deal damage to a creature with Ardent Smite, you scry its mind for weaknesses. The next attack made against the target by a creature other than you then has advantage. \page #### Fateweaver At 20th level, you can ascend to a higher state of mind. As a bonus action, you gain the following benefits for 1 minute: * You are immune to psychic damage. * Attack rolls against you have disadvantage, and you have advantage on all saving throws. * Immediately when you activate this feature, roll two d20, called fate dice, and record the rolls. At any point before the transformation ends, you can replace any d20 roll made by a creature you can see with one of these fate dice. You can only do this once per turn, and any unused fate dice disappear at the end of the transformation. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ### Necrotic Mania Savants who go off the deep end; who lose themselves to negative emotions of obsession, despondency and hate, sometimes find their powers change with their mental state. A degenerative energy surrounds them, which destroys everything they touch. While not all these savants are evil, it becomes all too easy for them to lose track of what they once cherished, replaced only by a relentless obsession with achieving their ambitions and destroying their enemies. #### Scornful Soul Beginning when you unlock this ardent soul at 1st level, you gain resistance to necrotic damage. You also learn the Necrotic Bolt and Chilling Necrosis trick if you don't already know them. #### 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 | Hex, Karma | | 5th | Woebegone, Enfeeblement | | 9th | Fear, Animate Dead | | 13th | Blight, Kill Radius | | 17th | Life Steal, Necrosis Surge | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Consuming Gloom.*** As a bonus 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, all bright light within 20 feet of the weapon becomes dim light, and dim light becomes darkness, and you can add your Charisma modifier (minimum of one) to the attack rolls you make with the weapon. Additionally, you can see normally in all forms of darkness for the duration. 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. ***Feed on Despair.*** As an action, you can gorge yourself on the suffering and pain of your enemies. Each creature of your choice within 20 feet of you must make a Charisma saving throw, taking 2d10 + your Savant level + you Charisma modifier necrotic damage on a failed save and half as much on a success. You then gain temporary hit points equal to the damage dealt to one of these creatures. #### Aura of Cruelty Beginning at 7th level, you become surrounded by negative energy. While you are conscious, creatures of your choice within 10 feet of you cannot regain hit points, and when a creature dies within this aura, you regain hit points equal to your Charisma modifier. At 18th level, the range of this aura increases to 30 feet. #### Merciless Fiend Starting at 15th level, your hate filled soul gives you a hellish level of endurance. You regain hit points equal to 1d6 + half your savant level if you end your turn in combat with fewer than half of your hit points remaining and you aren’t incapacitated. #### Creature of Scorn Starting at 20th level, you can completely give in to the darkness within your heart and transform into a fiendish creature of hate. As a bonus action, you gain the following benefits for 1 minute: * Your attack rolls score a critical hit on a roll of 19 or 20. * You have advantage on weapon attacks against creatures that are missing any of their hit points. * Once per turn when you deal necrotic damage to a creature, you can choose to gain an equal number of temporary hit points, which last until the start of your next turn. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. \page ### 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 appearance, 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 and Radiant Bolt 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 | Fairy Lights, Beacon | | 5th | Branding Smite, Grounding | | 9th | Crusader's Aura, Blinding Smite | | 13th | Sickening Radiance, Sunburn | | 17th | Gamma Knife, Wall of Light | ``` ``` #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Blazing Light.*** As a bonus 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 charmed or frightened of you for 1 minute (your choice). You choose the same condition for each creature. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. #### Aura of Elegance 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. \page #### 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 1 + your Charisma modifier (minimum of once) and regain all uses when you finish a long rest. #### Absolute Authority At 20th level, you can wreathe yourself in light to become a being of perfection. As a bonus action, you gain the following benefits for 1 minute: * 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 bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. ### Thundering Resolve Savants who stand tall in the face of any foe, and respond to the greatest threat with a defiant roar, channel a thundering resolve in their strikes. Echoing shockwaves color their attacks and send enemies flying. The good among them is stalwart protectors who put their foot between ally and enemy and draw a target on their own back, while the less reputable are ruthless conquerors who take what they want and crush anyone that stands in their way. #### Echoing Soul Beginning when you unlock this ardent soul at 1st level, you gain resistance to thunder damage. You also learn the Thunder Bolt and Sonic Boom tricks if you don't already know them. #### 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 | Thunderous Smite, Thunderwave | | 5th | Shatter, Earth Grasp | | 9th | Erupting Earth, Thunder Step | | 13th | Staggering Smite, Stoneskin | | 17th | Energy Surge, Wall of Stone | ``` ``` #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Echoing Rebuke.*** As a reaction when a creature hits you with a melee attack, you can use Channel Conviction to grant yourself resistance to all the damage dealt. The attacking creature must then succeed on a Constitution saving throw or suffer an equal amount of damage they dealt as thunder damage (not calculating for your resistance). ***Reverberating Smite.*** When you hit with a melee attack and use your Ardent Smite, you can use your Channel Conviction to make the shockwave reverberate across an area. Each creature of your choice within 15 feet of your target must make a Strength saving throw, suffering the damage of your Ardent Smite + your savant level on a failed save, and half as much on a success. On a failed save, a creature is additionally pulled up to 10 feet to an empty square within 5 feet of you. #### Aura of Tenacity Beginning at 7th level, you emit an aura of imposing strength. Creatures of your choice within 10 feet of you have disadvantage on attack rolls against creatures other than you while you are conscious. At 18th level, the range of this aura increases to 30 feet. #### Tenacious Defenses Starting at 15th level, your resilience rises to new heights. Any damage you suffer is reduced by an amount equal to your Charisma modifier (minimum of 0). This reduction can only happen once per instance of damage. #### Icon of Strength Starting at 20th level, you can transform into a behemoth of strength. As a bonus action, you gain the following benefits for 1 minute: * You are blessed with indomitable toughness, granting resistance to bludgeoning, piercing, and slashing damage. As well as immunity to thunder damage. * You cannot be blinded, deafened, paralyzed, petrified, poisoned, stunned, knocked prone, or moved against your will. * Your steps reverberate with crippling shockwaves, causing the ground within 15 feet of you to be difficult terrain for creatures of your choice. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. \page ### Venomous Duality Savants who are uncertain of 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 Venom Bolt and Poisonous Puff trick if you don't already know them. #### 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, Infectious Ray | | 5th | Lesser Restoration, Enfeeblement | | 9th | Aura of Vitality, Revivify | | 13th | Aura of Life, Blight | | 17th | Cloudkill, Mass Cure Wounds | #### Channel Conviction At 3rd level, you gain the following two Channel Conviction options. ***Manifest Soul.*** As a bonus 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 force the target to make a Constitution saving throw. On a failure, the target is poisoned for 1 minute. Creatures can repeat the save at the end of each of their turns, ending the effect on a success. 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 twice your level plus your Charisma modifier. #### 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). At 18th level, the range of this aura increases to 30 feet. ``` ``` #### Transmutating Anodyne Beginning at 15th level, you can control the potency of your poisons, turning lethal toxins into soothing medicine. As a bonus 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 2d10 + 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 1 + 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. As a bonus action, you gain the following benefits for 1 minute: * You and friendly creatures within your Toxic Aura gain immunity to poison damage and the poisoned condition. * When a creature moves into or starts its turn within your Toxic Aura, it must immediately succeed on a Constitution saving throw or become poisoned until it leaves the aura. * You don't lose access to your Toxic Aura after using Transmuting Anodyne. Once you use this bonus action, you can't use it again until you finish a long rest, unless you expend a 5th-level creation slot to use it again. \page
# Chapter 3: Character Origins 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 you imagine they would fill, and what they have done up to this point working towards that goal. Also, consider what 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, whether they are humble and simple or grand and ambitious. A character's dream should be unique to them and act as the ultimate end goal 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 has 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 end goal is to find One Piece, a scholar will be required as well. \page ### 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 the 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:** Persuasion choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation - **Tool Proficiencies:** One set of tools of your choice - **Equipment:** A set of common clothes, a pirate flag featuring your jolly roger, a spyglass, and a pouch containing 100 000 beri #### Feature: Force of Personality 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 amenable and forthcoming, even if they don't understand why, the 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. When you make a Charisma (Persuasion) check, the check cannot have disadvantage, nor be reduced in any way. Lastly, you have the potential to unlock the mythical power of Conqueror's Haki and can be awarded Conqueror's Haki when you reach certain character levels. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Alert (Pg. 206](#p206) * [Brave (Pg. 207)](#p207) * [Brawny (Pg. 207)](#p207) * [Elemental Attack (Pg. 210)](#p210) * [Inspiring Leader (Pg. 213)](#p213) * [Joyful (Pg. 214)](#p214) * [Tough (Pg. 225)](#p225) #### 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 its 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. | \page

``` ``` ### Cook The cook of the ship is tasked with providing good food and drink to the crew, as well as looking after their pantry and making 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 a scrap of raw ingredients to create a filling and satisfying meal. While on a ship, you and your crew require only half as many rations and half as much water as you normally would gain enough nourishment for a day. Additionally, your expertise in cooking grants you the ability to make the most efficently tasty and healthy foods for you and your allies. The time and cost it takes to craft food items is cut in half. Additionally, you can learn "attack cuisine" recipes, a secret form of cuisine taught in the Kamabakka kingdom. Secrets of it occasionally drift onto the sea, but only those dedicated to culinary arts can hope to master this cuisine. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Alert (Pg. 206)](#p206) * [Brawny (Pg. 207)](#p207) * [Creativity Adept (Pg. 208)](#p208) * [Elemental Attack (Pg. 210](#p210) * [Gourmand (Pg. 211)](#p211) * [Observant (Pg. 221)](#p221) * [Skilled (Pg. 224)](#p224) #### Dream A cook's dream typically has something to do with finding rare ingredients to cook with, or creating a dish that is 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 recipes 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 no one has mastered. I will be the first. | \page ### 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 adds a great deal of versatility and utility to the crew by helping out with other roles. While they 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, 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. You can always find your way around 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 lend aid to your fellow crewmembers. When you assist a creature that is engaged in the crafting process, you halve the time and cost it takes to craft that item. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Alert (Pg. 206)](#p206) * [Beary Blue (Pg. 207)](#p207) * [Creativity Adept (Pg. 208)](#p208) * [Fighting Initiate (Pg. 211)](#p211) * [Mobile (Pg. 219)](#p219) * [Perceptive (Pg. 220)](#p220) * [Skilled (Pg. 223)](#p223) #### Dream A deckhand's dreams tend to be a lot more humble than those of other roles. Their dreams tend to be more personal, relating to themselves or 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. | \page

``` ``` ### 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 tends 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, an 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. 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. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Battle Creator (Pg. 206)](#p206) * [Caring (Pg. 208)](#p208) * [Creativity Adept (Pg. 208)](#p208) * [First Aid (Pg. 211)](#p211) * [Master Alchemist (Pg. 215)](#p215) * [Naturalist (Pg. 220)](#p220) * [Skilled (Pg. 223)](#p223) #### Dream A doctor's dream typically revolves around their attachment to the medical arts. 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 all over the world. | | 4 | A doctor once gave their lives to save mine. I pursue my craft to make them proud. | | 5 | I want to create a hospital somewhere that can take care of any patient, no matter the illness. | | 6 | Honestly, I'm good if I can just keep my crew of idiots alive until we reach the next island. | \page

``` ``` ### Helmsman The helmsman of a ship is the one responsible for 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 and typically possess great physical strength. They are tasked with keeping the ship steady through the storm and safely guiding it through the sharp reefs. While anyone can attempt to steer a ship, only with a skilled helmsman can it reach its full potential. ___ - **Skill Proficiencies:** Choose three 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 #### Ocean Tamer You have manned many ships in your time and have learned how to instantly recognize the strengths and weaknesses of a vessel. 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. Additionally, be it your might or intuition, you can use any Ability Score for any check made to steer and control any ship you choose helm. Furthermore, you gain a swim speed equal to your walking speed if you don't already have one. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Brawny (Pg. 207)](#p207) * [Menacing (Pg. 219)](#p219) * [Naturalist (Pg. 220)](#p220) * [Practiced Wisdom (Pg. 221)](#p221) * [Sentinel (Pg. 222)](#p222) * [Survivalist (Pg. 224)](#p224) * [Tough (Pg. 225)](#p225) #### Dream A helmsman's dream oftentimes revolves around their own abilities. Sometimes it's simple or something more 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 no one 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! | | 5 | I've heard legends of a ship that can sail the skies to the moon and back. I want to sail it myself. | | 6 | There's a ship known to revolt against its crews. I will find it and tame it. | \page ### Master at Arms The clashing of hundreds of blades, the firing of thousands of guns, life on the seas it a near endless war. In situations dealing with combat it is the most tactical and experienced warrior on board, the master at arms to take action. Years upon years of training have sharpened pirates who don this role, requiring much discipline and loyalty to their cause. The primary duties of this role involves leading the crew when it comes to combat, be they hunting down a foe, or boarding an enemy ship. These warriors are also constantly training for their next battle, and often times train their fellow crew members. ___ - **Skill Proficiencies:** Choose three 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: Perfected Practice You process information unlike others. Where others feel stress and falter, you thrive. When you are learning a new combat related skill, the time it would take for you to do so is reduced. For example, fighting alongside a user of a particular martial art similar to your own, you can apply such lessons to your own regimine. Additionally, you display such overwhelming 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. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Barbarian Adept (Pg. 206)](#p206) * [Dual Wielder (Pg. 210)](#p210) * [Lucky (Pg. 216)](#p216) * [Menacing (Pg. 219)](#p219) * [Observant (Pg. 220)](#p220) * [Sentinel (Pg. 222)](#p222) * [Tough (Pg. 225)](#p225) #### Dream A master at arms' dream typically centers around personal strength, so that they can better support their captain. 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, it will come true! | | 2 | I will be the strongest fighter in the world! | | 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 no one 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. | \page ### 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 knows 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. ___ - **Skill Proficiencies:** Performance, choose two 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 you and your crew can stay for free in such establishments as long as you perform there every night. Additionally, at the start of each day, you can engage in an inspiring performance to motivate one of your allies. At the start of each dawn, select a single, friendly creature that can see and hear you. That creature gains a temporary point of Inspiration that lasts until the end of the day, or until it is used by the selected creature. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Creativity Adept (Pg. 208)](#p208) * [Diplomat (Pg. 209)](#p209) * [Elemental Attack (Pg. 210)](#p210) * [Musician (Pg. 220)](#p220) * [Performer (Pg. 220)](#p220) * [Remarkable Recovery (Pg. 221)](#p221) * [Silver Tongue (Pg. 223)](#p223) #### Dream An entertainer's dream tends to focus on the romantic aspects of adventure and camaraderie. 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 a 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 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 them in their 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. | \page

``` ``` ### Navigator 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 set 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 knowledgeable navigator on board, most ships would be happy to find another harbor after setting sail, less so the one they were looking for. ___ - **Skill Proficiencies:** Survival, choose one from Athletics, History, Religion, Perception, or Nature - **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 sea chart from a fake one at a glance. You also don't need to make a Navigator's tools check when sailing under normal sailing conditions. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Creativity Adept (Pg. 208)](#p208) * [Elemental Adept (Pg. 210)](#p210) * [Engineer (Pg. 210)](#p210) * [Heightened Innovation (Pg. 213)](#p213) * [Keen Mind (Pg. 214)](#p214) * [Rogue Adept (Pg. 221)](#p221) * [Skill Expert (Pg. 223)](#p223) #### Dream A navigator's dream typically entails a desire to travel, blazing trails where no one has gone before. 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. | \page ### Scholar Scholars are purveyors 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. ___ - **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. When you attempt to recall common information about an area you know the true name of, you automatically succeed any check to do so. 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, scribes, 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. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Alert (Pg. 206)](#p206) * [Historian (Pg. 213)](#p213) * [Investigator (Pg. 213)](#p213) * [Keen Mind (Pg. 214)](#p214) * [Observant (Pg. 220)](#p220) * [Skilled (Pg. 223)](#p223) * [Skill Expert (Pg. 223)](#p223) #### Dream A scholar's dream typically revolves around their pursuit of knowledge. 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. | \page

``` ``` ### 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 art form that cannot be shorthanded, for shipwrights know that if their flagship does 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. 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). Additionally, the time and cost it takes to craft items made from wood and metal is cut in half due to your expertise in working with both materials. #### Feature: Bonus Feat You gain one of the following feats of your choice: * [Adept Modifier (Pg. 206)](#p206) * [Battle Creator (Pg. 206)](#p206) * [Brawny (Pg. 207)](#p207) * [Creativity Adept (Pg. 208)](#p208) * [Engineer (Pg. 210)](#p210) * [Free Diver (Pg. 211)](#p211) * [Resilient Constitution (Pg. 221)](#p221) #### Dream A shipwright's dream typically revolves around their craft: To build a ship like no other. 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 can fight off 10 galleons without a scratch in the hull. | | 3 | I dream of revolutionizing the history of shipwrights by creating something no one 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 no ship has conquered, and I intend to build the ship that could. | \page ## Backgrounds Every story, in the world of _One Piece_, has a beginning. Your character’s background reveals where you came from, your past life before setting out to sea, and your place in the world. Your fighter might have been a courageous knight or grizzled soldier. Your gadgeteer could have been a humble scientist or a curious noble. Your rogue might have gotten by as a common thief or commanded audiences as a court jester. ### Archaeologist An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains-their bones, ruins, surviving masterworks, and tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars, and cataclysms. Skill Proficiencies: 2 from History, Survival, Perception, and Insight Tool Proficiencies: Cartographer's tools or Navigator's tools Equipment: 150,000 Berries; 3 Small Medkits; Rations x5, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, and a two-person tent; Cartographers tools or Navigators tools #### Feature: Ancient Explorer Your experience in dig sites has given you a great insight into the history of the world. You gain your choice of the [Historian Feat (Pg. 213)](#p213) or [Rogue Adept Feat (Pg. 221)](#p221). #### Suggested Characteristics Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain the treasures and relics of wizards, warlords, or royalty. Some archaeologists plunder for wealth or fame, while others consider it their calling to illuminate the past or keep the world's greatest treasures from falling into the wrong hands. Whatever their motivations, archaeologists combine the qualities of a scrappy historian with the self-made heroism of a treasure-hunting scoundrel. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I love a good puzzle or mystery | | 2 | I'm a pack rat who never throws anything away. | | 3 | Fame is more important to me than money. | | 4 | I have no qualms about stealing from the dead. | | 5 | I'm happier in a dusty old tomb than I am in the centers of civilization. | | 6 | Traps don't make me nervous. Idiots who trigger traps make me nervous. | | 7 | I might fail, but I will never give up. | | 8 | You might think I'm a scholar, but I love a good brawl. These fists were made for punching. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Preservation.** That artifact belongs in a museum. (Good) | | 2 | **Greed.** I won't risk my life for nothing. I expect some kind of payment. (Any) | | 3 | **Death Wish.** Nothing is more exhilarating than a narrow escape from the jaws of death. (Chaotic) | | 4 | **Dignity.** The dead and their belongings deserve to be treated with respect. (Lawful) | | 5 | **Immortality.** All of my explorations are part of a plan to find the secret of everlasting life. (Any) | | 6 | **Danger.** With every great discovery comes grave danger. The two walk hand in hand. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | Ever since I was a child, I've heard stories about a lost city. I aim to find it, learn its secrets, and earn my place in the history books. | | 2 | I want to find my mentor, who disappeared on an expedition some time ago. | | 3 | I have a friendly rival. Only one of us can be the best, and I aim to prove it's me. | | 4 | I won't sell an art object or other treasure that has historical significance or is one of a kind. | | 5 | I'm secretly in love with the wealthy patron who sponsors my archaeological exploits. | | 6 | I hope to bring prestige to a library, a museum, or a university. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I have a secret fear of some common wild animal - and in my work, I see them everywhere. | | 2 | I can't leave a room without searching it for secret doors. | | 3 | When I'm not exploring dungeons or ruins. I get jittery and impatient. | | 4 | I have no time for friends or family. I spend every waking moment thinking about and preparing for my next expedition. | | 5 | When given the choice of going left or right, I always go left. | | 6 | I can't sleep except in total darkness. | > ##### Offical 5e Backgrounds > While this system can work with regular 5e backgrounds, most of the backgrounds featured in this book grant extra abilities (most of which grant or are akin to feats). > > Due to this reason, using official 5e backgrounds may need some tweaking to fit more within the setting, however, that is ultimately up to your Dungeon Master. \page ### Acrobat Flying and flipping through the sky, your moves have long captivated all who bear witness to your performance as you complete seemingly impossible movements. An acrobat is typically a free spirit, as now even gravity is able to tether them for long, often always on the move. Perhaps you were part of a traveling troupe, or even a solo performer. Wherever you end up, you can leave as easily as you come in. Skill Proficiencies: 2 from Acrobatics, Athletics, Performance, Perception, Persuasion Tool Proficiencies: Disguise kit. Equipment: 150,000 Berries; Small Medkits x3; Rations x5, A set of colorful clothing, a disguise kit. #### Feature: Entertaining Tumble Your dexterity and flexibility is nothing short of extraordinary. You gain your choice of the [Acrobat Feat (Pg. 206)](#p206) or the [Graceful Dexterity Feat (Pg. 212)](#p212). #### Suggested Characteristics Acrobats are lively and daring, with a flair for the dramatic side of all things. They thrive on attention and love to push the boundaries of what is physically possible. However, they are rarely seen with the same group of people. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I must make my presence known.| | 2 | I am constantly performing acrobatic acts, even when completely unnecessary. | | 3 | Like a frog, I hop from place to place. | | 4 | No matter how dire the situation, I maintain a positive outlook. | | 5 | Life is meant to be lived on the edge, and I'm always seeking new thrills. | | 6 | I'm fascinated by the world around me, always looking for new ideas to incorporate into my performances. | | 7 | I have a magnetic personality that draws people in when I perform. | | 8 | I'm always eager to take risks and show off my acrobatic prowess. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Freedom.** I value my freedom and independence above all else. (Any) | | 2 | **Tradition.** The classic performances of the past hold an all encompassing truth, the same applies to the old ways. (Lawful) | | 3 | **Abandon.** Those who can’t keep up deserve all that’s coming to them. (Evil) | | 4 | **Joy.** Bringing joy and entertainment to others is the greatest reward. (Good) | | 5 | **Expression.** Life is a canvas, and my performances are my art. (Chaotic) | | 6 | **Challenge.** I seek out challenges to prove my abilities and push my limits. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I had a partner before I went solo. | | 2 | I owe a significant debt, and my performances are a way to pay it off. | | 3 | There's a rival group of performers that I'm determined to outshine. | | 4 | I have a mentor who taught me the art of acrobatics, and I strive to make them proud. | | 5 | I once performed for someone of importance, and now I aim to win their heart. | | 6 | I belong to a traveling circus or performing troupe, and I am fiercely loyal to my fellow performers. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I believe I can handle any situation, even if I have no idea what is happening. | | 2 | Few things keep my attention for long, I want thrills. | | 3 | If there is a risk or dare, I’m going to do it ten-fold. | | 4 | I must be the center of attention. | | 5 | Ironically, I am afraid of heights. | | 6 | When the going gets tough, I say goodbye. | \page ### Artist Artists are sought-after and respected individuals all over the world. For their talent to place life and emotion into things such as clay, stone, paint, and other media; artists are loved by all for their creations. As an artist, you have dedicated multiple years of your time and talent to honing your skills. When you choose this background, think about the style, medium, and even notoriety your character has. Are they an abstract artist or do they practice realism? Do they paint, or sculpt? Are they a starving artists, or are they known throughout the blues? Skill Proficiencies: 2 from Sleight of Hand, History, and Performance Tool Proficiencies: Painters Supplies Equipment: 100,000 Berries; 1 artwork you purchased somewhere; Painters Supplies #### Feature: Visionary Painter Your reputation and the skills you have gained through your career as an artist inspire all. You gain your choice of the [Master Painter Feat (Pg. 218)](#p218) or the [Adept Inspiration Feat (Pg. 206)](#p206) #### Suggested Characteristics Artists have been shaped through life experience and their peers, particularly other artists and their many, many critics. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My art is my life, my works, my soul, and I will defend my creations at all costs. | | 2 | I am my own worst critic. There is nothing you can say about me I haven't already said to myself. | | 3 | I am not worth the time of the common folk. Their gold pouches are simply too light for me. | | 4 | The people deserve to be heard and I am their voice! Viva la revolution! | | 5 | I am like the art I create. I flow, I feel. I do what feels natural, what feels right. | | 6 | Art is like magic or science; there are strict rules to follow, and ignoring those leaves you no better than a three year old with a pile of clay. | | 7 | I create beautiful things to woo beautiful folk. | | 8 | My art is private. Only my commissioned works are for the public eye. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Cubism.** I must do what is commissioned of me, or I won't get paid. (Lawful) | | 2 | **Abstract.** I flow from place to place, doing what's best for me. (Chaotic) | | 3 | **Vandalism.** The world is my canvas- I will paint it how I please and no one will tell me otherwise! (Evil) | | 4 | **Realism.** I deal with what's real and try and help as many as I can along the way. (Good) | | 5 | **Impressionism.** I have a great deal to learn from those around me. They are the inspiration for my work. (Any) | | 6 | **Minimalism.** A little bit of this and a little bit of that is all you need in life. (Neutral) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I am forever indebted to the one who taught me my craft. | | 2 | I am simply trying to provide for my family. | | 3 | I am constantly trying to win the affection of the one who caught my eye. | | 4 | I am drawn to travel, to see the world and recreate its wonders in art. | | 5 | I am forever locked in competition with my long-time rival. They always seem to be one step ahead. | | 6 | I will not call a task complete until I am certain it is the best I can possibly do. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I will kill the critic who depreciates my work! | | 2 | If there's no way I'll gain from it, there's no way I'll do it. | | 3 | I get jealous easily, especially around other artists. | | 4 | I will do anything for a slow turn from a nice pair of legs. | | 5 | I am the BEST at what I do, and I laugh at those who suggest they can find one better than I. | | 6 | I spend most of my gold overindulging in life's pleasures. | \page ### Author Most of the world's history and culture are inked into the pages of tomes that lie in the dusty halls of libraries and live in the studies of great wizards. Those who write these tomes can influence the way people think and feel, how events are remembered, and how the future may be looked out. You are one of these people, a writer. Few people look at a writer as one who goes out of their way to find knowledge, many, imagine a writer to stay at their desk and merely write until their dying breath. This raises the question: How do the authors who write of the natures of beasts and fey learn of these things? Simple, they go out into the world themselves. They say a writer’s greatest tool is his ink and quill, but clearly, a sword and spell can help pull a book together just as well. Skill Proficiencies: 2 from Performance, Persuasion, Deception, Engineering, Insight, and History Tool Proficiencies: Calligraphers Supplies and one musical instrument of your choice Equipment: 150,000 Berries; 1 log book of your journey; 10 Rations; Calligraphers Supplies #### Feature: Story Weaver You have written many tales to inform and astonish, allowing you to inspire the audience. You gain your choice of the [Storyteller Feat (Pg. 224)](#p224) or [Master Calligrapher Feat (Pg. 217)](#p217). #### Suggested Characteristics Writers have endless bouts of tales and experiences that they wish to relay through their writings, making them treat every opportunity as a pivotal time in their tale. Most authors themselves are also well read, and often experience the world in their writing. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I often ask, "Is this what my lead would do?" | | 2 | "This will be perfect for my next book!" | | 3 | I can't resist a good story, especially after a good drink | | 4 | I watch how people interact with each other and will often write notes down about them | | 5 | I base my characters off people I know to the point where I get them mixed up | | 6 | I read everything I can get my hands on | | 7 | I can lose track of time when I start to write/read | | 8 | "YOU HAVEN'T READ IT, YET! ... we'll see to that" | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Discovery.** The more of the world I see, the better my books will become (Any) | | 2 | **Greed.** I'm only here to improve my book sales, even if I have to exploit and manipulate others (Evil) | | 3 | **Helper.** If my books can help at least one person I will be happy (Good) | | 4 | **Passion.** Even if no one reads my books I will keep on writing (Neutral) | | 5 | **Creative Spark.** The world needs some new stories and I'm going help make them (Chaotic) | | 6 | **The Storyline.** There is always a beginning, middle, and end to every story (Lawful) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I owe my publisher everything, if they didn't take a risk for me I would have never sold a book | | 2 | I love my fans; without them, I would be nothing | | 3 | I idolize an author that inspired me to pick up the quill myself | | 4 | My head is full of stories and ideas, I need to write about them, I don't care if people read them or not | | 5 | I found an unfinished book that is a masterpiece and I will complete it one day | | 6 | My book sales help to keep an institution close to my heart from closing | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I find it hard to trust new people, they could be out to steal my work | | 2 | I regularly suffer from writer's block, and it causes me to get irritable and angry | | 3 | No one knows, but I stole a friend's idea/research for my first/most popular book, and I still feel guilty | | 4 | If it would help the sales of my books I would make a deal with the devil | | 5 | I use my book(s) popularity to boast, often embellishing how many I have sold | | 6 | I can't handle criticisms, I find them to be an attack on my person | \page ### Bounty Hunter There are many groups and organizations out there in the blues. Most of them are pirates or marines, but there are a few who walk a fine line between the two. Often mistaken for simple travelers, Bounty Hunters make their living hunting down those who have built up a bad reputation, their main motivation is to hunt down that sweet bounty of berries. Whether the reason is survival or principle, bounty hunters are often considered a neutral party in the world, being a hired hand and all, they can work for the most righteous of marines, or the most heinous of criminals, and all who lay in between. Skill Proficiencies: 2 from Intimidation, Perception, Insight, and Survival Tool Proficiencies: Thieves Tools Equipment: 100,000 Berries; 3 Small Medkits; 5 Rations, Thieves' Tools #### Feature: Skilled Hunter Your many years of hunting down wanted men have given you an insight into the many clues and trails people leave behind that most would brush off. You gain your choice of the [Knack of the Hunter Feat (Pg. 215)](#p215) or the [Fighting Initiate Feat (Pg. 210)](#p210). #### Suggested Characteristics A bounty hunter's sole purpose is to hunt down people with a price on their heads, for grievances ranging from the mundane to the terrible. Those who follow this life can be quiet, taciturn individuals as readily as they can be savage brutes living not for the pay, but for the thrill of pursuit. Hunters are therefore often as varied in personality as their marks. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I tend to approach conversations with people I've just met as though it were an interrogation. | | 2 | I'll accept the help of others with a bounty, so long as they can prove their skill to me first. | | 3 | I project arrogance and conceit at times, especially after turning in a troublesome target. | | 4 | I'm not prone to idle chatter and prefer keeping to myself unless the topic's business. | | 5 | It needn't be hunting down a mark - I'll chop firewood for an old woman if there's pay involved. | | 6 | I have a great deal of practical experience from hunting bounties and can relate to almost any situation. | | 7 | I frequently move from town to town, eager to pursue new marks and seek new contacts. | | 8 | I'm rather adept at games of skill like darts, or five-finger fillet. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Justice.** These people have violated the law once. I won't let it happen twice. (Lawful) | | 2 | **Clean-up.** I will get these criminals off the street with help from the law or not. (Chaotic) | | 3 | **Brutality.** Gold pales to the brilliance of the life draining from their eyes. (Evil) | | 4 | **Morality.** It's not enough to hunt them down. They have to understand what they've done is reprehensible. (Good) | | 5 | **Ambiguity.** This job's just a job, like any other. Nothing personal against my targets. (Neutral) | | 6 | **Endurance.** In no other line of work could anyone expect to test their limits so completely. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | Once a soldier, my comrade's grave betrayal forced me from my home, and into this life. | | 2 | Though my friends are few, I owe them my life many times over, and would happily die for them. | | 3 | Horrendous tales and vile rumors destroyed my family's good name, and this path is the only recourse to finding the truth. | | 4 | The contract turned sour, and now I find myself yoked to dangerously twisted employers. | | 5 | All my deeds would surely consign me to prison - only by servicing officials do I stay free. | | 6 | Mindless thuggery stole the life of one I cherished, and the price they must pay is one I will collect. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Not only am I good at what I do, but I love what I do - and I hate myself for it. | | 2 | Sleep, when it comes, is no sleep at all. The time spent tracking marks has left me skittish and paranoid. | | 3 | I refuse to believe anyone can be trusted and will root through their life until I'm satisfied they can be. | | 4 | At a younger age my actions earned me the brand of a criminal, and those mistakes haunt me and my fellows even today. | | 5 | Contract or not, I never bring murder bounties back alive. They showed no mercy, and so neither will I. | | 6 | It is only for my own selfish need to be the best at what I do that I abandon my team to bring the bounty in first. | \page ### Blacksmith As long as there are battles to be fought, you will no doubt find a blacksmith not too far. An expert at shaping steel, or any material into a refined, deadly weapon. Blacksmiths have dedicated most of their lives to their craft, allowing them not only to create basic weapons and armor but weapons and armor that bear wills of their own that aim to strengthen or damper their wielder. As a blacksmith, there are many ways your career began. You could have been an apprentice for a master blacksmith hailing from Wano, or even a self-taught master of working metal. Skill Proficiencies: 2 from Sleight of Hand, History, Athletics, and Insight Tool Proficiencies: Smiths Tools Equipment: 150,000 Berries; 1 Small Medkit; 5 Rations; Smiths Tools #### Feature: Mastercrafter You gain the ability to improve any one weapon or armor using your advanced blacksmithing knowledge. You gain your choice of one of the following abilities: * At the end of a long rest, you can touch one object which is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a mastercraft item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon. If the item has a +1-3 bonus already on it, you add your +1 bonus on top of it (to a maximum of +4). Once you use this feature, you can’t use it again until you finish a long rest. * You gain the [Master Smith Feat (Pg. 219)](#p219). #### Suggested Characteristics Blacksmiths tend to be very personable, but also must be firm. It takes a while to warm up to them, but once won over, they are loyal friends for life. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am always ready to fight. | | 2 | I'm never too far from a tavern or a good time. | | 3 | Sarcasm and insults are my true weapons of choice. | | 4 | I grew up lonely and isolated, so people skills aren't really my thing. | | 5 | I’m always trying to find the best deal possible, even for the smallest of trinkets. | | 6 | I have a crude sense of humor. | | 7 | Sometimes I pretend to be uneducated to avoid uninteresting conversations. | | 8 | I make light of violence and death. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Fairness.** I never offer overpriced goods to people who can’t afford to lose a few coins. (Lawful) | | 2 | **Generosity.** My talents were given to me so that I could use them to benefit the world. (Good) | | 3 | **Authority.** I do as I wish- who's going to stop me? (chaotic) | | 4 | **Greed.** I’m only in it for the money. (Evil) | | 5 | **People.** I’m committed to my comrades, not to ideals. (Neutral) | | 6 | **Aspiration.** I work hard to be the best there is at my craft. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | The workshop where I learned my trade is the most important place in the world to me. | | 2 | I created great work for someone and then found them unworthy to receive it. I’m still looking for someone worthy. | | 3 | One day I will return to my forge and prove that I am the greatest artisan of them all. | | 4 | I strive to pay back my metalworking mentor for forging me into the person I am today. | | 5 | Someone stole one of my most prized creations. One day, I will make them pay. | | 6 | My weapons were once used for evil purposes. Never again will someone take advantage of me. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I find any reason to fight, often attacking enemies when other solutions could have been met. | | 2 | I care more about my weapon, armor, or other possession than I do about my friends. | | 3 | I’m quick to assume that someone is trying to cheat me. | | 4 | I’m jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals. | | 5 | No one must ever learn that I once ripped off a noble family for my own gain. | | 6 | I’ m never satisfied with what I have— I always want more. | \page ### Boxer You are a pugilist, a master of hand-to-hand combat who has honed your skills in the ring via constant fights. Whether you fight for glory, gold, or simply the thrill, your fists are your most deadly weapons. You may have trained in formal boxing schools or learned your craft through rough brawls in the back alleys. Your life revolves around your strikes, and you are always eager for a brawl. Skill Proficiencies: 2 from Athletics, Acrobatics, Intimidation, Insight Equipment: 150,000 Berries; Small medkits x3; Rations x5, a set of boxing gloves, and a trophy from a past victory. #### Feature: Knockout! You know how to work with wood. You gain your choice of the [Unarmed Master Feat (Pg. 225)](#p225) or the [Spirit Adept Feat (Pg. 224)](#p224). #### Suggested Characteristics Boxers are a diverse group, ranging from disciplined athletes to scrappy street brawlers, though one thing is common between them. They don’t know when to quit. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am the greatest fighter, and I dare anyone to say otherwise. | | 2 | I’ll kick anyone’s ass! | | 3 | Never back down, never surrender! | | 4 | I fight for my friends and allies with the same intensity as in the ring. | | 5 | Training is everything; it separates the champions from the rest. | | 6 | When it comes to me, there is no such thing as a fair fight. | | 7 | I don't back down from a challenge, and I'm quick to anger. | | 8 | I know I can take on anyone in a fair fight. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Audience.** I strive to inspire my spectators (Neutral) | | 2 | **Glory.** I fight for the thrill of victory and the admiration of the crowd. (Any) | | 3 | **Domination.** The best part of winning is seeing my rivals battered and broken. (Evil) | | 4 | **Honor.** I never strike below the belt, and I respect the rules of fair play. (Lawful) | | 5 | **Justice.** I fight against injustice, stepping into the ring to defend the weak. (Good) | | 6 | **Competition.** I strive to test myself in all things. (Chaotic) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I will be the best for the honor and glory of my home. | | 2 | My mistake got someone hurt. I'll never make that mistake again. | | 3 | I owe a significant debt to a criminal organization for past favors. | | 4 | I fight to support my family, and they are my source of inspiration. | | 5 | I have a fierce rivalry with another boxer, and our matches are legendary. | | 6 | I owe my skills and success to a mentor who taught me everything. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | A past defeat haunts me, and I am driven to redeem myself in the eyes of others. | | 2 | I crave the attention of the crowd and may take risks for a better show. | | 3 | I act on instinct, and sometimes that means getting into unnecessary fights. | | 4 | I sometimes underestimate my opponents, leading to careless mistakes. | | 5 | I'll do absolutely anything to win. | | 6 | I must be the captain of any group I join. | \page ### Carpenter You were a skilled craftsman, experienced in the shaping and building of wooden structures. You worked for a guild or company assembling large buildings, ships and bridges, or perhaps you were self-employed, specializing in smaller crafts like cabinetmaking or furniture building. Carpentry is a well respected and honest trade, and carpenters take pride in their craft, which is often some of the most grueling yet most rewarding work available to common folk. Skill Proficiencies: 2 from Athletics, Acrobatics, Survival, History Tool Proficiencies: Woodcarver’s and Carpenter’s tools Equipment: 150,000 Berries; Small Medkits x3; Rations x5, your choice of Woodcarver’s or Carpenter’s Tools, a wooden trinket, several blueprints for structures made of wood. #### Feature: Wood Artisan You know how to work with wood. You gain your choice of the [Master Carpenter Feat (Pg. 217)](#p217) or the [Master Woodcarver Feat (Pg. 219)](#p219). #### Suggested Characteristics Carpenters, like any artisans, can be hardworking but prideful, dedicated but greedy. The best and worst of the common man's traits can be found among them. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | Amateur craftsmanship never fails to elicit a scoff from me. | | 2 | The satisfaction of my customers never fails to bring a smile to my face. | | 3 | I am continuously conceptualizing fresh designs in my mind. | | 4 | I prefer to stay within proximity of my hometown during work to ensure they don't forget me. | | 5 | Those who handle my tools without seeking permission will face the consequences. | | 6 | I persist until everything aligns with my preferences. | | 7 | I hold the belief that a well-chosen tune can effortlessly truncate a lengthy workday. | | 8 | I enjoy delving into the extensive narrative of carpentry history. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Simplicity.** The life of the common man is tranquil. (Neutral) | | 2 | **Industriousness.** Diligent effort brings its own recompense. (Any) | | 3 | **Avarice.** My sole motivation is the pursuit of wealth, I’ll chop down hundreds of trees, even people who stand in my way. (Evil) | | 4 | **Tradition.** I understand my role in society and fulfill it dutifully. (Lawful) | | 5 | **Benevolence.** I find fulfillment in offering refuge and goods to the less fortunate. (Good) | | 6 | **Creativity.** I trail wherever the imaginative essence guides me. (Chaotic) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I am profoundly indebted to my mentor for shaping me into the individual I have become. | | 2 | My lineage boasts a rich history of carpenters, and I hold a profound reverence for our family customs. | | 3 | The place where I acquired my craft is of utmost significance to me—it holds the highest importance in the world. | | 4 | Someday, I will demonstrate my exceptional abilities to my peers. | | 5 | I cherish my apprentice as if they were my own child. | | 6 | I am determined to retaliate against the malevolent entities that demolished my establishment and shattered my means of living. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I have a track record of engaging in dubious business transactions. | | 2 | A life of modesty fails to fulfill me; I yearn for a life steeped in riches and influence. | | 3 | My fixation on my craft exacts a toll on my loved ones. | | 4 | I harbor intense envy for those who surpass my craftsmanship. Everywhere I turn, I find myself amidst competitors. | | 5 | My pride prevents me from collaborating with individuals of inferior skill. | | 6 | I exhibit a strong aversion to newcomers in my profession. | \page ### Cook You once were a chef, the king of food. Either you were an artisan chef with a fine sense of taste, a master chef who knows dozens on dozens of recipes by heart, or a cook at the mess hall, serving food quickly and on the double. You understand that food has a voice; it can express moods with the right combinations of ingredients, or bring people together with a peaceful meal. What brought you out of the kitchen and into the sea? A rare ingredient? Maybe your upper chef decided it was time for you to go? Or, maybe, you wanted to go on an adventure to discover the mythical All Blue? Regardless of why you decided to change pace from your culinary solitude, your cooking and food-handling skills will prove vital to your crew. Skill Proficiencies: 2 from Insight, Performance, and Sleight of Hand Tool Proficiencies: Cooks Utensils Equipment: 100,000 Berries; Mess kit; 15 Rations; and a recipe book; Cooks Utensils #### Feature: Culinary Expert Your mastery of culinary art has granted you the ability to cook special meals and treats for yourself and your crew. You gain your choice of the [Gourmand Feat (Pg. 211)](#p211) or the [Master Brewer Feat (Pg. 217)](#p217). #### Suggested Characteristics Chefs vary widely in temperaments. As professionals, they can be fickle and perfectionists who run their team ragged. However, they are also dedicated to their vocation and skill to ultimately fill up bellies and provide hospitality. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My opinion is relevant - whether you like it or not. | | 2 | I multitask very well. | | 3 | I let others know I expect them to work as hard as I do. | | 4 | I make noises that indicate my mood when I eat. | | 5 | When insulted, I hurl even greater insults (or food) back. | | 6 | I like to take my time and savor each moment. | | 7 | I am always on the lookout for something novel and exotic. | | 8 | I try to keep things as clean as possible. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Creativity.** I don't even follow my own recipes, I just follow my gut instinct! (Chaotic) | | 2 | **Knowledge.** You can learn a lot about people from what they choose to eat. (Neutral) | | 3 | **Hierarchy.** I know my place. Know yours. (Lawful) | | 4 | **Generosity.** My gift is for all to enjoy! (Good) | | 5 | **Community.** I am just one contribution that keeps this society together (Neutral) | | 6 | **Fame.** I will be known as the greatest master chef of all time! (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My grandmother had a secret recipe she took to her grave. I am trying to replicate it. | | 2 | While other lands have vibrant cuisine, nothing beats a meal in the home country. | | 3 | I use only the elaborate techniques of my master, even when preparing simple dishes. | | 4 | I am putting together a book of recipes from around the world! | | 5 | I always keep a bottle of my favorite spice or herb on hand. | | 6 | There is a famous chef who I idolize. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I cannot fight the opposite sex. | | 2 | I have little to no tolerance for frivolity. | | 3 | I whine and complain when uncomfortable. | | 4 | I am a gluttonous pig. | | 5 | I am comedically competitive. | | 6 | I'd rather eat nothing than something bland, stale, burnt, undercooked, or otherwise beneath me. | \page ### Detective You relentlessly seek the truth. Perhaps you're motivated by the belief in the law and a sense of universal justice, or maybe that very law has failed you and you seek to make things right. You could have witnessed something remarkable or terrible, and now you must know more about this hidden truth. Or maybe you're a detective for hire, uncovering secrets for well-paying clients. Whether the mysteries you're embroiled in are local crimes or ocean-spanning conspiracies, you're driven by a personal need to hunt down even the most elusive clues and reveal what others would keep hidden in the shadows. Skill Proficiencies: 2 from Sleight of Hand, Investigation, Insight, and Perception Tool Proficiencies: Forgery Kit or Disguise Kit Equipment: 150,000 Berries; magnifying glass; 5 Rations; Forgery or Disguise Kit #### Feature: Astute Observation Your years of experience have allowed you to keep track of even the most minute details, aiding in your skills as an investigator. You gain your choice of the [Investigator Feat (Pg. 213)](#p213) or the [Keen Mind Feat (Pg. 214)](#p214). #### Suggested Characteristics The life of a detective is filled with sleepless nights and stressful deliberation. This comes with a slurry of mental and physical fatigue. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I see the face of someone close to me in every victim. | | 2 | I may act extroverted, but it’s just that, an act. | | 3 | I don’t get much sleep, but when I do it’s impossible to wake me. | | 4 | Don’t talk to me until I’ve had my daily dose. | | 5 | I’m not that strong, I’m just used to pain. | | 6 | I forget useless information, including common knowledge. | | 7 | I don’t like people knowing anything about my real identity. | | 8 | I’m not a great detective, I just get lucky. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Justice.** I want the law to triumph. (Lawful) | | 2 | **Pain.** I love watching people get punished harshly, especially for crimes they didn’t commit. (Evil) | | 3 | **Comfort.** I don’t want people to suffer. (Good) | | 4 | **Tracking.** I’m looking for someone personally. (Any) | | 5 | **Justice?** I’m the only one who can administer true justice. (Chaotic) | | 6 | **Wealth.** I’m just in it for the money. (Neutral) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I own my own detective agency. | | 2 | I’ll do whatever’s necessary to close a case. | | 3 | I can’t turn down a case. | | 4 | Pirates are almost always one of my top suspects. | | 5 | I have a decent network of informants. | | 6 | I’ve been tracking the same perp for years. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I see the face of someone important to me in every criminal. | | 2 | I have a debilitating reliance on a substance I can barely afford. | | 3 | I can’t let a case go, even if it’s a dead end. | | 4 | I despise criminals, and true justice entails their death. | | 5 | The memories of mistakes and people I couldn’t save I made keep me up at night. | | 6 | I chase tail faster than I chase leads. | \page ### Doctor As the world is full of deadly diseases, there are doctors ready to combat such ailments. These doctors are better known for their additional social aspect of communicating with patients as well as often treating their ailments through an accessible and nonmagical procedure. Doctors also perform invasive procedures to save lives, like conducting surgeries or helping induce birth. For the most part, doctors are expected to be paragons of good. They are beholden to a code that ensures they do no harm and try their very best to help patients. As such, it should come as no surprise that they often encounter the worst in humanity. Moral issues tail them around as purveyors of limited good. Temptations can lead a doctor astray and easily make them into a monster. Skill Proficiencies: 2 from Medicine, Investigation, Nature Tool Proficiencies: Herbalism Kit Equipment: 50,000 Berries; Small Medkits x5; Rations x10; Healers Kit #### Feature: Medical Master You have mastered the art of medicine. You gain your choice of the [First Aid Feat (Pg. 211)](#p211) or the [Master Alchemist Feat (Pg. 216)](#p216). #### Suggested Characteristics Doctors come from many walks of life. Some may be well educated while others may have learned how to be a doctor through the passing down of knowledge from one generation to another, while others may have had to start from scratch and have had to learn as they doctored. Regardless, many doctors are troubled by the harrowing events they bore witness to. Some are shockingly pragmatic, with an "it may not be pretty, but you'll live" approach to problems. Many are seemingly tireless, hard-working individuals. Some can be inspiring souls, with a deep appreciation, not only for life but for the person who is alive as well. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | All I think about is saving lives, or lives that have been lost. | | 2 | I practice in the name of my religion, nation, or clan. | | 3 | I am cold and calculating in my every word and action, even when furious or frightened. | | 4 | When the bodies hit the floor, my hands go automatically. | | 5 | I consider magical healers and healing either to be cheating and unaccountable, or an integral future counterpart of greater medical art. | | 6 | I am waging a personal war on death itself. | | 7 | I am entranced and inspired by the brilliance and glory of the living body. | | 8 | I am actively involved in the medical society and engage in theoretical discourse and debate. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Life.** I was put in this world to protect and save a life. (Good) | | 2 | **Oath.** I swore my oath, and now I must live by its tenets. (Lawful) | | 3 | **Vigilantism.** No man can dictate who shall die, when, or how! (Chaotic) | | 4 | ***Profit.*** Is it my fault that all who come to me suffering also comes bearing compensation? (Evil) | | 5 | ***Survival.*** We are all in this together, for better or for worse. (Neutral) | | 6 | **Right.** Everyone deserves to live. (Neutral) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I owe everything to my mentor on my home island, for educating me. | | 2 | I was pushed, or encouraged, into the field by my parents, one of whom may have been a doctor. | | 3 | My professor is the most important person in the world to me. | | 4 | My patients are my everything- losing one of them is like dying, but it never ends. | | 5 | I took up the profession because someone close to me died of something treatable. | | 6 | I started my training alone from texts I obtained by my own means. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I took the vow to be a healer without realizing its full implications. | | 2 | No one can know that I have broken my promises before... | | 3 | I feel contempt for many of my patients. | | 4 | I think I am better than other doctors, and other people in general. | | 5 | Sometimes I go too far in my search for knowledge. | | 6 | I am frightened/sickened by human suffering. | \page ### Drunkard You are known throughout the land for your uncanny ability to consume alcohol and still maintain a certain level of coherence. Whether you're a tavern regular or a wandering imbiber, your reputation precedes you, and you've become quite skilled at navigating the world with a touch of liquid courage. **Skill Proficiencies:** 2 skills of your choice from Athletics, Persuasion, Performance, and Intimidation **Tool Proficiencies:** Brewer's Supplies **Equipment:** 150,000 berries, A flask of strong alcohol, Brewer’s Supplies, and 5 empty glass bottles. #### Feature: Big Drinker You are familiar with the rough and tumble nature of taverns and bars. You gain your choice of the [Tavern Brawler Feat (Pg. 225)](#p225) or the [Dipsomaniac Feat (Pg. 210)](#p210). #### Suggested Characteristics Drunkards are often jovial, carefree, and charismatic, though their excessive love for alcohol can sometimes lead to trouble. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I'm always up for a drink and a good time, no matter the circumstances. | | 2 | I have a hearty laugh that echoes through taverns, making people remember me. | | 3 | I'm quick with a joke or a funny story to lighten the mood. | | 4 | I tend to speak loudly, especially after a few drinks. | | 5 | I'm a generous drinker and often buy rounds for the whole tavern. | | 6 | I become surprisingly philosophical after a few drinks, pondering the mysteries of life. | | 7 | I'm the life of the party, always eager to entertain and make people smile. | | 8 | I become overly sentimental and emotional after drinking, often expressing my feelings unabashedly. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Joy.** Life is short, and we should enjoy it to the fullest, preferably with a mug of ale in hand. (Chaotic) | | 2 | **Friendship.** The bonds forged over drinks are the strongest. I value camaraderie and companionship. (Good) | | 3 | **Indulgence.** Excess is the spice of life. Why settle for one drink when you can have two? (Chaotic) | | 4 | **Threat.** I make a point to poison one drink at every bar I go to, just to see what happens. (Evil) | | 5 | **Connections.** My ability to hold my liquor has opened doors and created connections that others could only dream of. (Neutral) | | 6 | **Merriment.** The world can be a harsh place, but a good drink can make it more bearable. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I have a favorite drinking buddy, and we've been through thick and thin together. | | 2 | I once made a drunken promise that I intend to keep, no matter the cost. | | 3 | There is a specific tavern where I am a regular, and I consider it my home away from home. | | 4 | I owe a debt to the brewmaster who introduced me to the world of exquisite drinks. | | 5 | My family disapproves of my drinking habits, but I'm determined to prove that I can enjoy life on my terms. | | 6 | I'm on a quest to find the rarest and most potent drinks in the world and become a renowned connoisseur. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I can't resist a drinking challenge, even if it puts my health at risk. | | 2 | I tend to get into fights when I've had too much to drink, sometimes causing trouble for myself and others. | | 3 | I often wake up in strange places with no memory of how I got there. | | 4 | I have a habit of exaggerating my accomplishments and experiences when under the influence. | | 5 | I become overly emotional when drunk, revealing secrets or expressing deep-seated insecurities. | | 6 | I'm always looking for an excuse to drink, even in situations where it's inappropriate or dangerous. | \page ### Entertainer You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate your humor cuts to the quick. Whatever techniques you use, your art is your life. Skill Proficiencies: 2 from Acrobatics, Performance, and Sleight of Hand Tool Proficiencies: Disguise Kit or Gaming Set Equipment: 150,000 Berries; Disguise Kit or Gaming Set; 1 Medkit; Rations x5 #### Feature: Lead Performer You always know how to captivate the audience, stealing the show as well as the gaze of onlookers. You gain your choice of the [Performer Feat (Pg. 221)](#p221) or the [Musician Feat (Pg. 221)](#p221). #### Suggested Characteristics Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I know a story relevant to almost every situation. | | 2 | Whenever I come to a new place, I collect local rumors and spread gossip. | | 3 | I'm a hopeless romantic, always searching for that "special someone." | | 4 | Nobody stays angry at me or around me for long, since I can defuse any amount of tension. | | 5 | I love a good insult, even one directed at me. | | 6 | I get bitter if I'm not the center of attention. | | 7 | I'll settle for nothing less than perfection. | | 8 | I change my mood or my mind as quickly as I change the key in a song. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Beauty.** When I perform, I make the world better than it was. (Good) | | 2 | **Tradition.** The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful) | | 3 | **Creativity.** The world is in need of new ideas and bold action. (Chaotic) | | 4 | **Greed.** I'm only in it for the money and fame. (Evil) | | 5 | **People.** I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral) | | 6 | **Honesty.** Art should reflect the soul; it should come from within and reveal who we really are. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I would do anything for the other members of my old troupe. | | 2 | I will do anything to prove myself superior to my hated rival. | | 3 | I idolize a hero of the old tales and measure my deeds against that person. | | 4 | I want to be famous, whatever it takes. | | 5 | Someone stole my precious instrument, and someday I'll get it back. | | 6 | My instrument is my most treasured possession, and it reminds me of someone I love. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Despite my best efforts, I am unreliable to my friends. | | 2 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble. | | 3 | I once satirized a noble who still wants my head. It was a mistake that I will likely repeat. | | 4 | A scandal prevents me from ever going home again. That kind of trouble seems to follow me around. | | 5 | I'm a sucker for a pretty face. | | 6 | I'll do anything to win fame and renown. | \page ### Faceless Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins, something about you prevents you from effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've left your old face behind, taking on a new persona, becoming something more. Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might be dramatic or subtle. Skill Proficiencies: 2 from Deception, Intimidation, Persuasion, Performance Tool Proficiencies: Disguise Kit Equipment: 100,000 Berries; Small Medkits x3; Rations x5, Disguise Kit, and a costume. #### Feature: Stay Away Your years of hiding your true identity and nature have granted you the ability to always be able to keep yourself away. You gain your choice of the [Rogue Adept Feat (Pg. 221)](#p221) or the [Master of Disguise Feat (Pg. 218)](#p218). #### Suggested Characteristics A faceless character usually plays their persona—the hero or extraordinary person they are every day. That's all a facade, though, or a part of them expressed to an extreme. To define a persona, feel free to choose characteristics from other backgrounds, particularly folk hero, hermit, or noble. For the person behind the persona, the one who truly strives to be faceless, consider a distinct set of faceless characteristics. As a result, those with this background have two sets of characteristics, one for their persona, and one for their faceless selves. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I'm earnest and uncommonly direct. | | 2 | I strive to have no personality—it's easier to forget what's hardly there. | | 3 | I treasure a memento of a person or instance that set me on my path. | | 4 | I sleep just as much as I need to and on an unusual schedule. | | 5 | I think far ahead, a detachedness often mistaken for daydreaming. | | 6 | I cultivate a single obscure hobby or study and eagerly discuss it at length. | | 7 | I am ever learning how to be among others—when to stay quiet and when to laugh. | | 8 | I behave like an extreme opposite of my persona. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Justice.** Place in society shouldn't determine one's access to what is right. (Good) | | 2 | **Security.** Doing what must be done can't bring the innocent to harm. (Lawful) | | 3 | **Confusion.** Deception is a weapon. Strike from where your foes won't expect. (Chaotic) | | 4 | **Infamy.** My name will be a malediction, a curse that fulfills my will. (Evil) | | 5 | **Incorruptibility.** Be a symbol, and leave your flawed being behind. (Any) | | 6 | **Anonymity.** It's my deeds that should be remembered, not their instrument. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I do everything for my family. My first thought is to keep them safe. | | 2 | What I do, I do for the world. The people don't realize how much they need me. | | 3 | I've seen too many in need. I must not fail them as everyone else has. | | 4 | I stand in opposition, lest the wicked go unopposed. | | 5 | I am exceptional. I do this because no one else can, and no one can stop me. | | 6 | I do everything for those who were taken from me. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I am callous about death. It comes to us all eventually. | | 2 | I never make eye contact or hold it unflinchingly. | | 3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. | | 4 | I overexert myself, sometimes needing to recuperate for a day or more. | | 5 | I think far ahead, a detachedness often mistaken for daydreaming. | | 6 | I see morality entirely in black and white. \page ### Farmer You were what most common folk are–a farmer. You worked on a lord's estate, their land, or you worked for a company and you produced resources from the land in return for food, shelter, clothing, protection, and other benefits. Farmers focus on raising living things and harvesting various useful goods–mostly food–from the land. Farmers make up the vast majority of the peasantry, alongside other raw resource producers, such as miners and fishermen. Farmers are hearty, enduring folk, they work long hours under the sun often doing dirty and exhausting or even disgusting work. Skill Proficiencies: 2 from Animal Handling, Nature, Persuasion, and Insight Tool Proficiencies: Herbalism Kit Equipment: 50,000 Berries; Shovel; Rations x10; 1 Small Medkit; Herbalism Kit #### Feature: Down On The Farm You have ample practice in treating animals and crops. You gain your choice of either the [Critter Friend Feat (Pg. 208)](#p208) or the [Naturalist Feat (Pg. 220)](#p220). #### Suggested Characteristics Farmers are bound to a sense of duty, tending to their land and protecting it as their land is their life. This sense of duty extends to all creatures on the land, making farmers typically value the people they consider their family, and hostile to anyone that might disrupt that. Farmers are also some of the most hardworking of people found in the world, engaging in daily manual labor that they find rewarding at the end of each day. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I'm always early to bed and early to rise. | | 2 | I keep my gear and supplies in careful check. | | 3 | I speak with a distinctive drawl or accent common to my class. | | 4 | I always save up as much as I can, spending and consuming only what I must. | | 5 | When work needs doing, I do the work. | | 6 | I keep constant track of the sun, moon, stars, seasons, and weather. | | 7 | I like to sleep in the sun when I can. | | 8 | I'm always chewing on a sprig of grass, a toothpick, tobacco, seeds, or preserved meat. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **It's a Living.** I do what I'm good at because what I'm good at is good for me. (Neutral) | | 2 | **Brutal Practicality.** Bury a fish or bury a man, just get the job done. (Evil) | | 3 | **Hard Work.** A labor of love is a purpose and meaning. (Lawful) | | 4 | **A Simple Way of Life.** If it ain't broke, don't fix it! (Neutral) | | 5 | **Amusement.** Playing a hand in the growth and development of things delights me. (Chaotic) | | 6 | **Fill the Need.** There are a lot of hungry mouths in the world, with enough hands the world can feed them all. (Good) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I want to find that special someone and raise a home full of children. | | 2 | I'll never forget the family farm I grew up on. | | 3 | Some day, I'll be the lord of my own land. | | 4 | I want to become the biggest or best example of my profession to prove that I am the best! | | 5 | My son was sent to war and never returned. I must find him! | | 6 | I am out to start a homestead of my own in an unexplored fringe territory. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I can be lazy and sleepy, sneaking off to take naps when work can wait. | | 2 | I am absurdly isolated, innocent, or pious. | | 3 | I believe in and obey my nation's nobility blindly. | | 4 | I abandoned my home to avoid taxation, conscription, or court and cannot return. | | 5 | I am not used to being wealthy and tend to overindulge. | | 6 | I show off to attractive people too much. | \page ### Fisherman You have spent your life aboard fishing vessels or combing the shallows for the bounty of the ocean. Perhaps you were born into a family of fisher folk, working with your kin to feed your village. Maybe the job was a means to an end—a way out of an undesirable circumstance that forced you to take up life aboard a ship. Regardless of how you began, you soon fell in love with the sea, the art of fishing, and the promise of the eternal horizon. Skill Proficiencies: 2 from History, Nature, Survival, and Insight Tool Proficiencies: Fishing Tackle Equipment: 100,000 Berries; Small Medkits x1; Rations x5, Fishing tackle, and a net. #### Feature: Harvest the Water You are an expert of hunting down and capturing fish. You gain your choice of the [Master Fisherman Feat (Pg. 217)](#p217) or the [Spear Mastery Feat (Pg. 224)](#p224). #### Suggested Characteristics Fishers succeed only if they spend time at their jobs. As such, most fishers have a strong work ethic, and they admire others who earn their living honestly. Fishers tend to be superstitious, forming attachments to particular fishing lures or special fishing spots. They have a connection to the bodies of water in which they fish, and they think poorly of those whose actions adversely affect their livelihood. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am unmoved by the wrath of nature. | | 2 | My friends are my crew; we sink or float together. | | 3 | I need long stretches of quiet to clear my head. | | 4 | Rich folk don't know the satisfaction of hard work. | | 5 | I laugh heartily, feel deeply, and fear nothing. | | 6 | I work hard; nature offers no handouts. | | 7 | I dislike bargaining; state your price and mean it. | | 8 | Luck favors me, and I take risks others might not. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Camaraderie.** Good people make even the longest voyage bearable. (Good) | | 2 | **Luck.** Our luck depends on respecting its rules—now throw this salt over your shoulder. (Lawful) | | 3 | **Daring.** The richest bounty goes to those who risk everything. (Chaotic) | | 4 | **Plunder.** Take all that you can and leave nothing for the scavengers. (Evil) | | 5 | **Balance.** Do not fish the same spot twice in a row; suppress your greed, and nature will reward you. (Neutral) | | 6 | **Hard Work.** No wave can move a soul hard at work. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I lost something important in the deep sea, and I intend to find it. | | 2 | Someone else's greed destroyed my livelihood, and I will be compensated. | | 3 | I will fish the many famous waters of this land. | | 4 | The gods saved me during a terrible storm, and I will honor their gift. | | 5 | My destiny awaits me at the bottom of the sea. | | 6 | I must repay my village's debt. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I am judgmental, especially of those I deem homebodies or otherwise lazy. | | 2 | I become depressed and anxious if I'm away from the sea for too long. | | 3 | I have lived a hard life and find it difficult to empathize with others. | | 4 | I am inclined to tell long-winded stories at inopportune times. | | 5 | I work hard, but I play harder. | | 6 | I am obsessed with catching an elusive aquatic beast, often to the detriment of other pursuits. | \page ### Folk Hero You come from a humble social rank, but you are destined for so much more. Already the people of your home island regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. Skill Proficiencies: 2 from Animal Handling, Survival, Persuasion, Nature Tool Proficiencies: One type of Artisan's Tools, Vehicles (land) Equipment: 100,000 Berries; Small Medkits x3; Rations x5, A set of artisan's tools (one of your choice), a shovel, and an iron pot. #### Feature: Inner Strength For the sake of the common folk and your destiny, you call upon your physical fortitude to continue. You gain your choice of the [Unmatched Strength Feat (Pg. 226)](#p226) or the [Underdog Feat (Pg. 225)](#p225). #### Suggested Characteristics A folk hero is one of the common people, for better or for worse. Most folk heroes look at their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I judge people by their actions, not their words. | | 2 | If someone is in trouble, I'm always ready to lend help. | | 3 | When I set my mind to something, I follow through no matter what gets in my way. | | 4 | I have a strong sense of fair play and always try to find the most equitable solution to arguments. | | 5 | I'm confident in my abilities and do what I can to instill confidence in others. | | 6 | Thinking is for other people. I prefer action. | | 7 | I misuse long words in an attempt to sound smarter. | | 8 | I get bored easily. When am I going to get on with my destiny? | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Respect.** People deserve to be treated with dignity and respect. (Good) | | 2 | **Fairness.** No one should get preferential treatment before the law, and no one is above the law. (Lawful) | | 3 | **Freedom.** Tyrants must not be allowed to oppress the people. (Chaotic) | | 4 | **Might.** If I become strong, I can take what I want – what I deserve. (Evil) | | 5 | **Sincerity.** There's no good in pretending to be something I'm not. (Neutral) | | 6 | **Destiny.** Nothing and no one can steer me away from my higher calling. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I have a family, but I have no idea where they are. One day, I hope to see them again. | | 2 | I worked the land, I love the land, and I will protect the land. | | 3 | A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter. | | 4 | My tools are symbols of my past life, and I carry them so that I will never forget my roots. | | 5 | I protect those who cannot protect themselves. | | 6 | I wish my childhood sweetheart had come with me to pursue my destiny. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | The tyrant who rules my land will stop at nothing to see me killed. | | 2 | I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure. | | 3 | The people who knew me when I was young know my shameful secret, so I can never go home again. | | 4 | I have a weakness for the vices of the city, especially hard drinks. | | 5 | Secretly, I believe that things would be better if I were a tyrant lording over the land. | | 6 | I have trouble trusting my allies. | | \page ### Gambler All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little gold. Whether you're a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck. Sometimes you're up, sometimes you're down. But the thing about gambling is that someone is always willing to take a bet. Skill Proficiencies: 2 from Deception, Insight, Perception, and Persuasion. Tool Proficiencies: Gaming set Equipment: 150,000 Berries; Small Medkits x1; Rations x5, One gaming set, a lucky charm. #### Feature: Gambler's Fallacy When you are down on your luck, and the odds are against you, you manage to pull through with random chance. You gain your choice of the [Lucky Feat (Pg. 216)](#p216) or the [Master of Games Feat (Pg. 218)](#p218). #### Suggested Characteristics Some gamble out of necessity. Others do so out of boredom. Still, others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I plan for every contingency. Leave nothing to chance! | | 2 | Every copper wants to be a silver. Each bet is an opportunity. | | 3 | I'm one of Lady Luck's favorites. Anything I try is destined to succeed. | | 4 | I've lost so much to gambling that I refuse to spend money on anything anymore. | | 5 | Nothing is certain. Planning is a coward's act. | | 6 | I can't be sure who I've swindled, cheated, or defeated, so I keep a low profile in public. | | 7 | The perfect bet is out there somewhere. I just have to keep my eyes open. | | 8 | I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Knowledge.** Knowledge is power, and knowing which horse to back is the key to success. (Any) | | 2 | **Fate.** Whatever happens, is fated, regardless of any planning or striving. (Lawful) | | 3 | **Bravery.** If you want to succeed, you have to take risks. (Chaotic) | | 4 | **Survival.** You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any) | | 5 | **Reliability.** When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good) | | 6 | **Victory.** Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | One person, in particular, owes me a lot of money, and I need to keep them alive if I want to be repaid. | | 2 | I'm loyal to the friend or family member who taught me how to gamble. | | 3 | The person who saved me from my gambling addiction is the only reason I'm alive today. | | 4 | A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash. | | 5 | A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me. | | 6 | Urchins once helped me find marks for my games. Now I'm driven to help them escape the streets. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I don't know when to quit. Especially when everyone else is telling me to. | | 2 | I save my sympathy for my friends, and I have no friends. | | 3 | You think we're in trouble now? Let me tell you how bad things are likely to get! | | 4 | You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed. | | 5 | I was once a flawed person, like you. Let me tell you how you can save yourself. | | 6 | I'm a great gambler. I'm just bad at math and logic. | \page ### Gladiator You're a gladiator of the colosseum; You were very likely captured, enslaved, and forced to compete in death matches. Your fighting style made you a successful gladiator or was at least good enough to keep you alive. The colosseum is in your blood now, the events that took place, the memories that you replay in your dreams, and your experiences have become you. Whether by choice or not, although you are free; you'll never escape the arena. Skill Proficiencies: 2 from Athletics, Intimidation, Survival, and Acrobatics Equipment: 50,000 Berries; Small Medkits x3; Rations x5 #### Feature: Experienced Brawler Life for you is nothing but a series of endless battles, granting you the ability to charge into the fight and overwhelm you opponents. You gain your choice of the [Charger Feat (Pg. 208)](#p208) or the [Menacing Feat (Pg. 219)](#p219). #### Suggested Characteristics Even at the point of boasting these gladiators are generally outspoken. They do play their character in the arena but their true personality may be quite different than that character. With gifts, most of your fans may shower you and also provide you with food and also a place to sleep. All over, you are also likely to be challenged by opportunists hoping to be famous by defeating you. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I enjoy the power, but glory can take me away every once in a while. | | 2 | I have a persona that I can become randomly and my costume changes me morally. | | 3 | I only respect people if they prove themselves in the ring. | | 4 | I can't stand the sight of an unfair fight. | | 5 | Fighting is how I escape from reality. | | 6 | I love the smell of fresh blood. | | 7 | I will overdo my actions to an almost comical level. | | 8 | I haven't actually been hit for years. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Reputation.** I want to be known throughout the land as the strongest. (Neutral) | | 2 | **Power.** I want to become the hero I pretend to be. (Any) | | 3 | **Fear.** I want people to tremble at the sound of my name. (Evil) | | 4 | **Hope.** I want to inspire others. (Good) | | 5 | **Money.** I'm just in it for the money. (Neutral) | | 6 | **Torture.** I love to see others in pain. (Evil) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My weapon has seen me through many battles, it is important to me. | | 2 | My costume is part of me and my being. | | 3 | I have seen countless friends die around me, many at my own hands, so I find it difficult to make new ones. | | 4 | I am loyal to my friends as long as I respect them. | | 5 | I feel like I am still a part of my old arena team. | | 6 | Sometimes I cannot leave who I became in the arena. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Violence has kept me alive for so long it's all I know. | | 2 | Nobody can beat me and I'll destroy anybody who says otherwise. | | 3 | I am afraid of being enslaved to fight again. | | 4 | I feel almost no emotion. | | 5 | I can't stand the sight of blood, it causes me to black out. | | 6 | I refused to be forced to fight and will only fight when where and who I choose. | \page ### Glutton You have an insatiable appetite for all things delicious and decadent. Whether it's the savory aroma of a roasted boar, the sweet pastries of far off lands, or the exotic flavors of foreign cuisines, you live to satisfy your taste buds. Your passion for indulgence has shaped your life, always looking to experience a myriad of flavors. Skill Proficiencies: 2 from Persuasion, Athletics, Perception, Survival Tool Proficiencies: Cook’s utensils Equipment: 150,000 Berries; Small Medkits x3; Rations x5, Cook’s utensils, a catalog of various recipes. #### Feature: Big Appetite You can eat a lot of food. You gain your choice of the [Voracity Feat (Pg. 226)](#p226) or the [Resilient Constitution Feat (Pg. 221)](#p221). #### Suggested Characteristics Gluttons are driven by their love for food and the joy it brings. Their personalities can vary widely, from refined gourmands who appreciate the artistry of cuisine to ravenous epicures who revel in the sheer volume of food they can consume. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | No matter how much I've eaten, I always have room for one more bite. | | 2 | Few things can truly excite my palette, I’ve tasted it all. | | 3 | I am always looking for new places to visit, and new dishes to taste. | | 4 | I can accurately recall any food I’ve eaten in the past, as well as its flavor make-up. | | 5 | I don’t eat unless I am by myself. | | 6 | I only eat the finest of prepared foods, none of these cheap, knock-off meals. | | 7 | I don’t share food. | | 8 | I am always experimenting with new, weird flavors, like ice cream and soy sauce. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Discovery.** The pursuit of exquisite flavors and indulgence is the highest calling. (Any) | | 2 | **Mastery.** The ultimate goal is to become a master chef, creating dishes that will be remembered for generations. (Lawful) | | 3 | **Gluttony.** The needs of my stomach outweigh the needs of others. (Evil) | | 4 | **Generosity.** Food is meant to be shared, and you delight in creating meals to bring joy to others. (Good) | | 5 | **Flavor.** I will eat everything. (Chaotic) | | 6 | **Consumption.** I eat to survive, like anyone else. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I’ve dedicated my life to finding legendary recipes. | | 2 | My parents were chefs, and I will search the world for food even half as good as their own. | | 3 | Anyone who I share a meal with is my friend. | | 4 | I am looking for someone, but I only know them from their distinct style of food. | | 5 | I strive to share food with anyone who is hungry. | | 6 | I want food to be accessible to all. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I don’t share anything, information, food, names. | | 2 | I have an impulsive appetite, I must eat. | | 3 | I am overly critical and have high standards. | | 4 | I am almost always screaming. | | 5 | All the blood from my brain goes to my stomach. | | 6 | I get unreasonably angry at times. | \page ### Hermit You lived in seclusion – either in a sheltered community such as a monastery, or entirely alone – for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for. Skill Proficiencies: 2 from Medicine, Religion, Nature, Survival Tool Proficiencies: Herbalism kit Equipment: 100,000 Berries; Small Medkits x2; Rations x5, Herbalism kit, A notebook full of notes. #### Feature: Secluded Study While living in seclusion, you have practiced extensively a specific set of skills unparalleled. You gain your choice of the [Skill Expert Feat (Pg. 223)](#p223) or the [Sound Intelligence Feat (Pg. 224)](#p224). #### Suggested Characteristics Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt. | | 2 | I am utterly serene, even in the face of disaster. | | 3 | The leader of my community had something wise to say on every topic, and I am eager to share that wisdom. | | 4 | I feel tremendous empathy for all who suffer. | | 5 | I'm oblivious to etiquette and social expectations. | | 6 | I connect everything that happens to me to a grand, cosmic plan. | | 7 | I often get lost in my thoughts and contemplation, becoming oblivious to my surroundings. | | 8 | I am working on a grand philosophical theory and love sharing my ideas. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Greater Good.** My gifts are meant to be shared with all, not used for my benefit. (Good) | | 2 | **Logic.** Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful) | | 3 | **Free Thinking.** Inquiry and curiosity are the pillars of progress. (Chaotic) | | 4 | **Power.** Solitude and contemplation are paths toward mystical or magical power. (Evil) | | 5 | **Live and Let Live.** Meddling in the affairs of others only causes trouble. (Neutral) | | 6 | **Self-Knowledge.** If you know yourself, there's nothing left to know. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | Nothing is more important than the other members of my hermitage, order, or association. | | 2 | I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them. | | 3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me. | | 4 | I entered seclusion because I loved someone I could not have. | | 5 | Should my discovery come to light, it could bring ruin to the world. | | 6 | My isolation gave me great insight into a great evil that only I can destroy. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Now that I've returned to the world, I enjoy its delights a little too much. | | 2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. | | 3 | I am dogmatic in my thoughts and philosophy. | | 4 | I let my need to win arguments overshadow friendships and harmony. | | 5 | I'd risk too much to uncover a lost bit of knowledge. | | 6 | I like keeping secrets and won't share them with anyone. | \page ### Jeweler You hail from a prestigious lineage of accomplished jewelers, artisans, and gemcrafters. For generations, your family has been celebrated for crafting exceptional jewelry and unparalleled gemstone creations. Whether you received formal training within the family trade or honed your skills through independent endeavors, your mastery of precious metals and stones distinguishes you. Skill Proficiencies: 2 from Investigation, Perception, Sleight of Hand, Deception Tool Proficiencies: Jeweler’s tools and Glassblower’s Tools Equipment: 150,000 Berries; Small medkits x3; Rations x5, your choice of a Jeweler’s kit and Glassblowing tools, a magnifying glass, and a handful of jewelry worth 150,000 Berries. #### Feature: Crystal Crafter You know how to work with gems and glass. You gain your choice of the [Master Glassblower Feat (Pg. 217)](#p217) or the [Master Jeweler Feat (Pg. 218)](#p218). #### Suggested Characteristics Jewelers are often meticulous and detail-oriented individuals who find beauty and value in the smallest of things. They may be driven by a passion for creating stunning pieces of jewelry or a desire to uncover the mysteries and histories of rare gemstones. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am constantly examining my surroundings for hidden gems and rare materials. | | 2 | I take great pride in my work and can be overly critical of others' craftsmanship. | | 3 | I'm a storyteller, and each piece I create tells a unique tale inspired by the gem it features. | | 4 | I find serenity and focus when working on my craft, losing track of time in the process. | | 5 | I can't help but notice imperfections in others' jewelry. | | 6 | I love to show off your skills and wear extravagant jewelry. | | 7 | I have an abundance of patience. | | 8 | I dislike long conversations. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Harmony.** It is my responsibility to create beauty and harmony in the world through the meticulous carving of gems. (Lawful) | | 2 | **Philanthropy.** The gems I carve are a gift to the world, meant to bring joy and wonder to those who behold them. (Good) | | 3 | **Expression.** Each gem is a canvas for my creativity, and I believe in the freedom to express oneself without constraints. (Chaotic) | | 4 | **Wealth.** I carve gems for profit, driven by the insatiable desire for wealth and opulence. (Evil) | | 5 | **Connections.** My craft is a means to connect with others, and I prioritize the relationships I build over any lofty ideals. (Neutral) | | 6 | **Perfection.** I relentlessly pursue perfection in gem carving, always striving to be the unrivaled master of my craft. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | The jeweler's workshop is a sacred space that holds the essence of my craft. | | 2 | I crafted a masterpiece for someone, only to see it mistreated. I seek to reclaim or recreate it for someone who will truly appreciate its beauty. | | 3 | My debt to my jeweler's guild goes beyond obligation; it's a profound connection that shaped my identity and skills. | | 4 | The exquisite gems I create are my way of amassing wealth to secure the affections of a special person in my life. | | 5 | A sense of loyalty binds me to my jeweler's guild, and I am determined to prove myself as the most exceptional artisan among them. | | 6 | The malevolent forces that razed my jewelry business and shattered my dreams will face my relentless pursuit of justice and vengeance. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I am never satisfied with my work and constantly seek unattainable perfection, often causing delays and frustration. | | 2 | I have difficulty parting with any gem or valuable material, accumulating a vast collection that others might view as excessive. | | 3 | Betrayal in the past has left me wary of others, making it challenging for me to collaborate or share my trade secrets. | | 4 | I am prone to scamming my clients and even comrades, much like one would forge diamonds with glass. | | 5 | My desire to prove myself as the best jeweler can lead to unhealthy competition and strained relationships with fellow artisans. | | 6 | The trauma of losing my business and livelihood still haunts me. | \page ### Knight You belong to an order of knights who have sworn oaths to achieve a certain goal. The nature of this goal depends on the order you serve, but in your eyes it is without question a vital and honorable endeavor. The _One Piece_ world has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities, typically in the defense of a kingdom. Skill Proficiencies: 2 from Persuasion, Athletics, Religion, History Tool Proficiencies: 1 set of Artisan’s tools of your choice Equipment: 200,000 Berries; Small Medkits x3; Rations x5, a set of Artisan’s tools of your choice, a seal denoting your rank of your knightly order, and a banner denoting your faction. #### Feature: Knightly Training As a knight, you have mastered using heavy armor for the ultimate defense. You gain your choice of the [Heavy Armor Master Feat (Pg. 213)](#p213) or the [Shield Master Feat (Pg. 222)](#p222). #### Suggested Characteristics Knights are both nobles and soldiers. War combined with the rigid discipline and ways of nobility shapes their ideals, creating strong bonds, strong sense of responsibility, and perhaps even shame. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I'm always polite and respectful. | | 2 | I'm haunted by memories of war and violence. | | 3 | I've lost too many friends, and I'm slow to make new ones. | | 4 | I'm full of inspiring and cautionary tales. | | 5 | I enjoy being strong and like breaking things. | | 6 | I have a crude sense of humor. | | 7 | I face problems head-on. | | 8 | I expect to be respected at any turn. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Greater Good.** Our lot is to lay down our lives in defense of others. (Good) | | 2 | **Responsibility.** I do what I must and obey just authority. (Lawful) | | 3 | **Independence.** When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) | | 4 | **Might.** In life as in war, the stronger force wins. (Evil) | | 5 | **Live and Let Live.** Ideals aren't worth killing over or going to war for. (Neutral) | | 6 | **Nation.** My city, nation, or people are all that matter. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I would still lay down my life for the people I served with. | | 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. | | 3 | My honor is my life. | | 4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt with it. | | 5 | Those who fight beside me are those worth dying for. | | 6 | I fight for those who cannot fight for themselves. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. | | 2 | I have little respect for anyone who is not a proven warrior. | | 3 | I made a terrible mistake in battle that cost many lives – and I would do anything to keep that mistake secret. | | 4 | My hatred of my enemies is blind and unreasoning. | | 5 | I obey the law, even if the law causes misery. | | 6 | I'd rather eat my armor than admit when I'm wrong. | \page ### Leatherworker Leather is a hard, yet flexible material, and you are no different than the material you work with. As a Leatherworker, you've honed your skills in crafting and manipulating leather to create a variety of functional and decorative items. Whether crafting sturdy armor, comfortable clothing, or intricate accessories, your hands have become adept at working with this versatile material. Perhaps you achieved these skills from a family member, or simply picked up the trade to make ends meet. Skill Proficiencies: 2 from Sleight of Hand, Survival, Nature, Athletics Tool Proficiencies: Leather Workers Tools Equipment: 150,000 Berries; Small Medkits x3; Rations x5, A bundle of freshly made leather, a skinning knife. #### Feature: Skinning and Tanning You are an expert of extracting skins from beasts and forming high quality leather from said skin. You gain your choice of the [Master Leatherworker Feat (Pg. 218)](#p218) or the [Slasher Feat (Pg. 223)](#p223). #### Suggested Characteristics Leatherworkers are a diverse group, each with their own motivations and backgrounds. Though, they are often patient individuals, waiting to hunt down good skins, and able to work with the tedious processes of leatherworking. Not only that, they often have metaphorically thick skin. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My work requires precision and attention to detail, I embrace the slow and steady pace of crafting. | | 2 | I’m on the lookout for new techniques and materials, eager to improve and expand my skills. | | 3 | Spending hours working alone has made me more comfortable with my thoughts than with constant conversation. | | 4 | I am always looking to improve any leather goods I see. | | 5 | I’m quick to think on my feet when faced with difficulties. | | 6 | My goods are the best, bar none! | | 7 | I enjoy pointing out even the smallest details. | | 8 | I use leather in everything, cups, clothes, rugs, and even boats. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Excellence.** I strive for excellence, and take pride in creating items of superior quality. (Any) | | 2 | **Cooperation.** The skills I know are valuable to many, I will share this knowledge with my community. (Lawful) | | 3 | **Limitless.** All skins make excellent leather, even the skins of my fellow man. (Evil) | | 4 | **Charity.** I’ll craft clothes and armor for all those in need. (Good) | | 5 | **Innovation.** I will push the boundaries of leatherworking, experimenting with new techniques and designs. (Chaotic) | | 6 | **Independence.** Everyone must carry their own weight. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I learned my skills from my master, of whom I was the apprentice. | | 2 | I have an apprentice who I’ve shared all my skills with. | | 3 | Leatherworking is in my blood, as well as in the blood of my family. | | 4 | I belong to a guild of craftsmen. | | 5 | I remember every animal I have skinned. | | 6 | I own my own leatherworking business with my business partner. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I find it difficult to consider my work finished, there is always room for improvement. | | 2 | I have a weakness for rare and exotic leathers, I simply can’t resist. | | 3 | I tend to be overly critical of others' craftsmanship. | | 4 | I only truly feel alive when I slice the skin off a live creature. | | 5 | I craft way too much leather, to the point I can’t sell all of them . | | 6 | I refuse to work with anything of “poor” quality, be it material or people. | \page ### Librarian You spent years learning the lore of the world and its vast oceans. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Skill Proficiencies: 3 from History, Arcana, Insight, Religion, Nature, and Persuasion Tool Proficiencies: Calligraphers Supplies or Forgery Kit Equipment: 50,000 Berries; Rations x5; 1 Devil Fruit Encyclopedia; Calligraphers Supplies or Forgery Kit #### Feature: Well Read You have a vast swath of knowledge due to being around so many books your whole life. You gain your choice of the [Skilled Feat (Pg. 223)](#p223) or the [Practiced Wisdom Feat (Pg. 221)](#p221). #### Suggested Characteristics Librarians are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a librarian values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I use polysyllabic words that convey the impression of great erudition. | | 2 | I’ve read every book in the world’s greatest libraries—or I like to boast that I have. | | 3 | I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. | | 4 | There’s nothing I like more than a good mystery. | | 5 | I’m willing to listen to every side of an argument before I make my own judgment. | | 6 | I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me. | | 7 | I am horribly, horribly awkward in social situations. | | 8 | I’m convinced that people are always trying to steal my secrets. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Knowledge.** The path to power and self-improvement is through knowledge. (Neutral) | | 2 | **Beauty.** What are beautiful points us beyond itself toward what is true. (Good) | | 3 | **Logic.** Emotions must not cloud our logical thinking. (Lawful) | | 4 | **No Limits.** Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) | | 5 | **Power.** Knowledge is the path to power and domination. (Evil) | | 6 | **Self-Improvement.** The goal of a life of study is the betterment of oneself. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | It is my duty to protect my students. | | 2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. | | 3 | I work to preserve a library, university, scriptorium, or monastery. | | 4 | My life’s work is a series of tomes related to a specific field of lore. | | 5 | I’ve been searching my whole life for the answer to a certain question. | | 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I am easily distracted by the promise of information. | | 2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. | | 3 | Unlocking an ancient mystery is worth the price of a civilization. | | 4 | I overlook obvious solutions in favor of complicated ones. | | 5 | I speak without really thinking through my words, invariably insulting others. | | 6 | I can’t keep a secret to save my life, or anyone else’s. | \page ### Lumberjack Woodcutter, Lumberjack, Woodsman, whatever title they go by the profession is the same; To cut and chop wood for themselves or to sell. They live among the trees and forest critters, learning the best ways to do what they love, chopping down trees. Though some take pleasure in devastating forests and others feel compelled to keep the balance of nature intact they all have a passion for axes and the great outdoors in common. Skill Proficiencies: 2 from Athletics, Nature, Survival, and Intimidation Weapon Proficiencies: Battleaxes, Handaxes, Greataxes Equipment: 50,000 Berries; 1 handaxe; 5 Rations; 1 Medkit #### Feature: Tree Feller You are an expert at finding the weak points in any wooden surface and rending that tough bark with an axe. You gain your choice of the [Axe Mastery Feat (Pg. 206)](#p206) or the [Savage Attacker Feat (Pg. 222)](#p222). #### Suggested Characteristics Working in the wilderness with nothing but the tools on your back and the trees and critters around you has shaped you. It has changed your personality, your goals, and your general outlook on life like no other field of work can. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | The Woods is my home. I dare not stray too far from them. | | 2 | I like to talk at length to people about the art of felling a tree, whether they are interested or not! | | 3 | WHO'S THIS MILKDRINKER THINKING HE'S STRONGER THAN ME!?! | | 4 | I can only ever have a smile on my bearded face. | | 5 | I'll beat anyone at a wood-chopping contest. Anyone! | | 6 | I'm just a Woodcutter, I didn't ask to be a hero. | | 7 | The best two things in the world are the smell of chopped oak and the taste of a fine ale. | | 8 | I will defend my masculinity to the extent of other's thinking I'm insecure. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Nature.** Just like trees, people live and people die. It's the law of the land. (Lawful) | | 2 | **Life.** A tree must be chopped at the right time. You wouldn't pull a sapling from the ground. (Good) | | 3 | **Seasons.** Winter is the season of the dead, Spring is the season of life. I'm somewhere in between. (Any) | | 4 | **Domination.** I am the ruler of the woods. Everything in it life beneath my boot or beneath my axe! (Evil) | | 5 | **Wild.** Sometimes you just have to let things live. Let them grow and see where nature takes them. (Chaotic) | | 6 | **Self-Betterment.** I'm just trying to be the best I can be. And do what's best for me. (Neutral) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | Everything I carry on my person is all I have. I won't part from any of it. | | 2 | The Woods are my home. I will not venture far from them. | | 3 | I do everything I do, to raise gold for my family. | | 4 |I live in the forest chopping wood to hide from my past. | | 5 | Chopping is a time-honored tradition passed down the family line. I won't break tradition. | | 6 | I yearn to explore, to see how many kinds of trees there are in the world. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I speak with my axe, when the time calls for it. | | 2 | I have a bad habit of going chopping after having a few pints. | | 3 | Sometimes I sell bad wood to people who don't know better. | | 4 | I am overly protective of my land, my woods and my trees. | | 5 | My might means everything to me. | | 6 | Women love a lumberjack with a thick beard. And I love the women. | \page ### Marine/Soldier War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, and learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. Or more likely, you were once part of the Navy under the World Government, sailing the seas to combat the oncoming scourge of pirates, serving under one of the three great powers of the world. Skill Proficiencies: 2 from Athletics, Persuasion, Perception, and Engineering, Acrobatics Tool Proficiencies: Water Vehicles Equipment: 100,000 Berries; 2 Medkits; Rations x5; Leather Armor/Navy Uniform #### Feature: Military Training You gain your choice of the [Light Armor Master (Pg. 216)](#p216) or [Medium Armor Master (Pg. 219)](#p219) feat. #### Suggested Characteristics The horrors of war combined with the rigid discipline of military service leave their mark on all soldiers, shaping their ideals, creating strong bonds, and often leaving them scarred and vulnerable to fear, shame, and hatred. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I face problems head-on. A simple, direct solution is the best path to success. | | 2 | I have a crude sense of humor. | | 3 | I enjoy being strong and like breaking things. | | 4 | I can stare down a seaking without flinching. | | 5 | I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation. | | 6 | I've lost too many friends, and I'm slow to make new ones. | | 7 | I'm haunted by memories of war. I can't get the images of violence out of my mind. | | 8 | I'm always polite and respectful. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Greater Good.** Our lot is to lay down our lives in defense of others. (Good) | | 2 | **Responsibility.** I do what I must and obey just authority. (Lawful) | | 3 | **Independence.** When people follow orders blindly, they embrace a kind of tyranny. (Chaotic) | | 4 | **Might.** In life as in war, the stronger force wins. (Evil) | | 5 | **Live and Let Live.** Ideals aren't worth killing over or going to war for. (Neutral) | | 6 | **Nation.** My city, nation, or people are all that matter. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I would still lay down my life for the people I served with. | | 2 | Someone saved my life on the battlefield. To this day, I will never leave a friend behind. | | 3 | My honor is my life. | | 4 | I'll never forget the crushing defeat my company suffered or the enemies who dealt it. | | 5 | Those who fight beside me are those worth dying for. | | 6 | I fight for those who cannot fight for themselves. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. | | 2 | I have little respect for anyone who is not a proven warrior. | | 3 | I made a terrible mistake in battle that cost many lives – and I would do anything to keep that mistake secret. | | 4 | My hatred of my enemies is blind and unreasoning. | | 5 | I obey the law, even if the law causes misery. | | 6 | I'd rather eat my armor than admit when I'm wrong. | \page ### Mason You are a skilled artisan, a master in the craft of stonemasonry. Whether you have honed your skills through years of apprenticeship or inherited the family trade, your expertise lies in shaping and crafting stone to create enduring structures. As a mason, you understand the secrets of architecture, the strength of stone, and the importance of precision in your work. Skill Proficiencies: 2 from Athletics, History, Sleight of Hand, Persuasion Tool Proficiencies: Mason’s tools and Potter’s Tools Equipment: 150,000 Berries; Small medkits x3; Rations x5, your choice of Mason’s or Potter’s tools, a hammer and chisel. #### Feature: Stonemaster You know how to work with stone and clay. You gain your choice of the [Master Mason Feat (Pg. 218)](#p218) or the [Master Potter Feat (Pg. 218)](#p218). #### Suggested Characteristics Mason’s are much like any mundane merchant, and are among the most ordinary people in the world until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I've weathered the toughest construction projects and emerged unscathed. | | 2 | I take great pride in my work and often sign my creations with a unique mark. | | 3 | I'm rude to people who lack my commitment to hard work and fair play. | | 4 | I fight for my friends and allies with the same intensity as in the ring. | | 5 | I'm full of witty aphorisms and have a proverb for every occasion. | | 6 | I always want to know how things work and what makes people tick. | | 7 | I'm a snob who looks down on those who can't appreciate fine art. | | 8 | I’m a chatterbox about my profession. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Community.** It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) | | 2 | **Generosity.** My talents were given to me so that I could use them to benefit the world. (Good) | | 3 | **Freedom.** Everyone should be free to pursue his or her own livelihood. (Chaotic) | | 4 | **Greed. I'm only in it for the money. (Evil) | | 5 | **People.** I'm committed to the people I care about, not to ideals. (Neutral) | | 6 | **Aspiration.** I work hard to be the best there is at my craft. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | The workshop where I learned my trade is the most important place in the world to me. | | 2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. | | 3 | I owe my guild a great debt for forging me into the person I am today. | | 4 | I pursue wealth to secure someone's love. | | 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. | | 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I'm terribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. | | 2 | I would kill to acquire a noble title. | | 3 | I'm never satisfied with what I have – I always want more. | | 4 | No one must ever learn that I often steal money from my clients.| | 5 | I'm quick to assume that someone is trying to cheat me. | | 6 | I'll do anything to get my hands on something rare or priceless. | \page ### Mercenary As a mercenary, your services were for hire to anyone who could afford them. What drove you to be a soldier of fortune? Was it to escape poverty? Was it the thrill of battle? Or was it simply that fighting was all you knew growing up? Who was your mercenary company, or did you work alone? What made you give it up, or are you still for hire? Did you make any allies or enemies along the way? What wars or battles were involved in? What were the consequences? Lost allies? War crime charges? Skill Proficiencies: 2 from Intimidation, Perception, Survival, and Nature Tool Proficiencies: Gaming Set Equipment: 100,000 Berries; Small Medkits x3; Rations x10; Gaming Set #### Feature: Battle Born Throughout your many battles, you have developed a certain fighting style that you excel in. You gain your choice of the [Martial Adept Feat (Pg. 216)](#p216) or the [Fighting Initiate Feat (Pg. 211)](#p211). #### Suggested Characteristics You are a mercenary who hunted down your employer's enemies for coin. Were you happy in this life? What made you leave it behind to become an adventurer? Did you leave it at all, or is adventuring just another way of putting food on the table? ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I like to show off, particularly if there's a chance to get a job offer in it. | | 2 | I am always gregarious and cheerful, no matter the situation, as long as I am paid well. | | 3 | To me, the whisper of steel and the clash of weapons is just as pleasing as any amount of gold. | | 4 | I always train because training leaves the person ready even in a moment of respite or weakness. | | 5 | I hold myself to a strict code of ideals. | | 6 | I keep my personal possessions in secret places which are known only to me. | | 7 | I would do anything to protect my weapons of arm, for I know they will protect me in return. | | 8 | I do nothing, move no finger or a blade unless I hear the jingling sound of coins. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Golden Soul.** I fight for money, and nothing else. (Neutral) | | 2 | **Great Publicity.** I will be known for my deeds, sooner rather than later. (Any) | | 3 | **Power or Death.** In my line of profession, the strong live and the weak starve. (Evil) | | 4 | **Non-Sold Honor.** I never break my promises. Never. (Lawful) | | 5 | **War and Crime.** Whenever chaos flourishes, so too does my work. (Chaotic) | | 6 | **Good for Sale.** I am a sellsword who swings his weapon only in the name of good. (Good) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I became a mercenary to support my family, who would have probably starved in a slum somewhere if not for me. | | 2 | I fight for a lover that knows little if not nothing of me. | | 3 | I was inspired by a great hero to become a mercenary. | | 4 | I treat my valued comrades like brothers, and I will let no insult or injury fall upon them. | | 5 | I seek to protect something of great importance to me by keeping it a secret, so you better forget what you just heard. | | 6 | I never disrespect an employer, if they never disrespect me or stop giving me money. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I never fail at my tasks, even if I have to resort to less honorable means to complete them. | | 2 | I have crippling debts that my work barely pays off. | | 3 | As much as I pretend to love fighting, I secretly hate hurting others. | | 4 | Someone powerful would do anything to have my head, so I seek to gain their head first. | | 5 | I'll do anything for coin, damn the consequences. | | 6 | I would send an innocent to face his death if it means I will win the fight. | \page ### Merchant You have spent your life among traders, merchants, and the mercantile exchange of goods. Whether you grew up as a child of settled merchants in a bazaar, as a nomad amidst a caravan roaming the lands, or took it up as a way to become rich despite your birth - you've become attached to the profession. Skill Proficiencies: 2 from Investigation, Persuasion, Insight, and Deception Tool Proficiencies: 1 Artisan Tool of your choice Equipment: 200,000 Berries; 1 Small Medkit; 1 Artisan Tool of your choice; 10 Rations #### Feature: Hornswoggling You are a master at negotiating for a better price, with some nice salesman charm to get the price as high or low as you desire. You gain your choice of the [Silver Tongue Feat (Pg. 223)](#p223) or the [Diplomat Feat (Pg. 209)](#p209). #### Suggested Characteristics Often merchants will value profit over anything else, and having strong work ethics, but a rare few value honesty or reputation. One could be a part of a larger organization or might run a small trading post of their own. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I dislike bargaining; state your price and mean it. | | 2 | I often crack jokes to lighten the mood. | | 3 | I plan for every contingency. Leave nothing to chance! | | 4 | I could sell scuba gear to a fishman. | | 5 | I'm always trying to turn any situation into a sale. | | 6 | I'm always thinking of the next opportunity, my face planted in books and scrolls planning out my schedule. | | 7 | I treat everyone with kindness, and even though I love gold, I won't cheat a client. | | 8 | I'm always appraising the worth of things in my head, including my friends and foes. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Fortune.** I dream of accruing a vast fortune for myself, greater than anything anyone has ever seen. (Any) | | 2 | **Profit.** I'd do anything, I'd even sell my soul, to make some coin. (Evil) | | 3 | **Community.** My business is done in favor of those around me, all I wish to make is a good home. (Good) | | 4 | **Adventure.** Trading helps me fund my goals of traveling the world, I don't care how risky the journey is. (Chaotic) | | 5 | **Honor.** Decorum in business is the utmost priority, clients respect and value style, quality, and structure. (Lawful) | | 6 | **Tradition.** Your family has always been merchants, and you're continuing the tradition. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | War ravaged my homeland, I continue crafting my goods for sale to keep part of my home alive. | | 2 | I always carry the first few coins I earned, for good luck. | | 3 | My mentor died to save me, their fellow protégé and my best friend killed them. | | 4 | A wealthy crimelord tricked me into massive amounts of debt I must repay. | | 5 | The winds of fortune guide me, I'll never let anything tie me down to one place. | | 6 | I discovered an ancient artifact that leads to a lost city, if only I could understand how to glean its secrets. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I can't stand selfless generosity and will be spiteful to anyone who is the recipient of said generosity. | | 2 | If something or someone loses value to me, I won't hesitate to cut it off when convenient. | | 3 | I value my pride and have trouble admitting my faults or when I'm wrong. | | 4 | I'm unreasonably vengeful. I'll never let someone disrespect me, I'll always have the last laugh. | | 5 | I think in terms of risk and reward if the risk outweighs the reward - I'll decline out of cowardice. | | 6 | I'll always take a trade too good to be true, cause I think I'll always come out on top. | \page ### Miner Mining is dirty and dangerous, but it’s a job that must be done. You are one of these workers, breaking rocks in search of Mother Earth's greatest treasures, metals, gems, and minerals, found deep down in dank, dangerous, deep, quarries. Where was your first mine? What did you mine? Have you ever been in a workplace accident? Why did you leave? Skill Proficiencies: 2 from Athletics, Investigation, Intimidation, Perception, and Survival Tool Proficiencies: Masons Tools Weapon Proficiencies: Warpicks Equipment: 100,000 Berries; Bandages x3; Rations x5; Pickaxe; Masons Tools #### Feature: Cave Eyes Your experience deep down in the caves of your home has made you more used to the dark and dank environment. You gain your choice of the [Perceptive Feat (Pg. 220)](#p220) or the [Warpick Master Feat (Pg. 226)](#p226). #### Suggested Characteristics Due to the dangerous monotony of their everyday lives, miners tend to be gruff realists. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | Sometimes I pretend to be uneducated to avoid uninteresting conversations. | | 2 | I cheat at games of chance. | | 3 | I will always be ready to help my friends. | | 4 | I believe it's better not to do something than to do it badly. | | 5 | I am used to the dark | | 6 | I am always looking for the next big break. | | 7 | I am very quiet and tend to fade into the background. | | 8 | I am always covered in soot | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Enjoyment.** I love making things go boom! (Chaotic) | | 2 | **Brutal Practicality.** Bury a fish or bury a man, just get the job done. (Evil) | | 3 | **Safety.** There is no point in doing something if innocent lives are lost. (Good) | | 4 | **Honesty.** There's no good pretending to be something I'm not. (Lawful) | | 5 | **Allies.** I’m committed to my comrades, not to ideals. (Neutral) | | 6 | **Charity.** I came from a poor village. The proceeds from my work go towards making life better there. (good) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | One of my friends died in a mining accident, I will not let that happen again. | | 2 | I love shiny things | | 3 | I once found an artifact belonging to a lost civilization and want to learn more. | | 4 | I want to make life better for miners. | | 5 | I share empathy with every race and creature that digs and mines. | | 6 | Love is fleeting, rock and minerals last forever. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I can be clumsy, sometimes fumbling with complicated equipment. | | 2 | I am afraid of wild beasts. | | 3 | I panic in large cities and usually try to avoid them. | | 4 | My inexperience with local customs and traditions often gets me into trouble. | | 5 | I like the thrill of danger so much that I live life recklessly. | | 6 | I can be lazy and sleepy, sneaking off to take naps when work can wait. | \page ### Navigator You guided sea vessels for many years, studying the way of weather and waves. Your keen senses developed over your beginnings have granted you one of the most sought skills in the world, seeing as the world is covered in mostly unpredictable and unforgiving waters. Skill Proficiencies: 2 from Perception, Investigation, Survival, and Nature Tool Proficiencies: Cartographer's Tools or Navigator's Tools, Water Vehicles Equipment: A map of the surrounding area within 100 nautical miles; Rations x10; Cartographers or Navigator's tools #### Feature: Keen Eye Your training has given you a keen eye for even the slightest of changes both on and off the ship. You gain your choice of the [Observant Feat (Pg. 220)](#p220) or the [Master Navigator Feat (Pg. 218)](#p218). #### Suggested Characteristics Navigators can be a rough lot, as do many people at sea, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My friends know they can rely on me, no matter what. | | 2 | I work hard so that I can play hard when the work is done. | | 3 | I enjoy sailing into new ports and making new friends over a flagon of ale. | | 4 | I stretch the truth for the sake of a good story. | | 5 | To me, a tavern brawl is a nice way to get to know a new city. | | 6 | I never pass up a friendly wager. | | 7 | My language is as foul as a skunk nest. | | 8 | I like a job well done, especially if I can convince someone else to do it. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Respect.** The thing that keeps a ship together is mutual respect between captain and crew. (Good) | | 2 | **Fairness.** We all do the work, so we all share in the rewards. (Lawful) | | 3 | **Freedom.** The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) | | 4 | **Mastery.** I'm a predator, and the other ships on the sea are my prey. (Evil) | | 5 | **People.** I'm committed to my crewmates, not to ideals. (Neutral) | | 6 | **Aspiration.** Someday I'll own my own ship and chart my own destiny. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I'm loyal to my captain first, everything else second. | | 2 | The ship is most important – crewmates and captains come and go. | | 3 | I'll always remember my first ship. | | 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. | | 5 | I was cheated out of my fair share of the profits, and I want to get my due. | | 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I follow orders, even if I think they're wrong. | | 2 | I'll say anything to avoid having to do extra work. | | 3 | Once someone questions my courage, I never back down no matter how dangerous the situation. | | 4 | Once I start drinking, it's hard for me to stop. | | 5 | I can't help but pocket loose coins and other trinkets I come across. | | 6 | My pride will probably lead to my destruction. | \page ### Noble You understand wealth, power, and privilege. You carry a noble title, and your family owns the land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them. Skill Proficiencies: 2 from History, Persuasion, Deception, and Insight Tool Proficiencies: Gaming Set Equipment: 250,000 Berries; Small Medkits x1; Rations x10; a scroll of pedigree; Gaming Set #### Feature: Noble's Charm Your status combined with your experience in many events has made you able to seamlessly merge or manipulate socially. You gain your choice of either the [Diplomat Feat (Pg. 209)](#p209) or [Silver Tongue Feat (Pg. 223)](#p223). #### Suggested Characteristics Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—family responsibilities, to other nobles (including the sovereign), to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world. | | 2 | The common folk love me for my kindness and generosity. | | 3 | No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. | | 4 | I take great pains to always look my best and follow the latest fashions. | | 5 | I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations. | | 6 | Despite my noble birth, I do not place myself above other folk. We all have the same blood. | | 7 | My favor, once lost, is lost forever. | | 8 | If you do me an injury, I will crush you, ruin your name, and salt your fields. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Respect.** Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good) | | 2 | **Responsibility.** It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) | | 3 | **Independence.** I must prove that I can handle myself without coddling from my family. (Chaotic) | | 4 | **Power.** If I can attain more power, no one will tell me what to do. (Evil) | | 5 | **Family.** Blood runs thicker than water. (Any) | | 6 | **Noble Obligation.** It is my duty to protect and care for the people beneath me. (Good) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I will face any challenge to win the approval of my family. | | 2 | My house's alliance with another noble family must be sustained at all costs. | | 3 | Nothing is more important than the other members of my family. | | 4 | I am in love with the heir of a family that my family despises. | | 5 | My loyalty to my sovereign is unwavering. | | 6 | The common folk must see me as a hero of the people. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I secretly believe that everyone is beneath me. | | 2 | I hide a truly scandalous secret that could ruin my family forever. | | 3 | I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger. | | 4 | I have an insatiable desire for carnal pleasures. | | 5 | In fact, the world does revolve around me. | | 6 | By my words and actions, I often bring shame to my family. | \page ### Pirate You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town. Skill Proficiencies: 2 from Athletics, Intimidation, Perception, and Deception Tool Proficiencies: Water Vehicles Equipment: 100,000 Berries; 2 Small Medkits; Rations x10 #### Feature: Never Ending Battles Your life has been on dangerous waters, making you always prepared for the worst. You gain your choice of the [Alert Feat (Pg. 206)](#p206) or the [Free Diver Feat (Pg. 211)](#p211). #### Suggested Characteristics Pirates might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but pirates rarely show any respect for law or authority. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I always have a plan for what to do when things go wrong. | | 2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. | | 3 | The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden. | | 4 | I would rather make a new friend than a new enemy. | | 5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. | | 6 | I don't pay attention to the risks in a situation. Never tell me the odds. | | 7 | The best way to get me to do something is to tell me I can't do it. | | 8 | I blow up at the slightest insult. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Honor.** I don't steal from others in the trade. (Lawful) | | 2 | **Freedom.** Chains are meant to be broken, as are those who would forge them. (Chaotic) | | 3 | **Charity.** I steal from the wealthy so that I can help people in need. (Good) | | 4 | **Greed.** I will do whatever it takes to become wealthy. (Evil) | | 5 | **People.** I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) | | 6 | **Redemption.** There's a spark of good in everyone. (Good) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I'm trying to pay off an old debt I owe to a generous benefactor. | | 2 | My ill-gotten gains go to support my family. | | 3 | Something important was taken from me, and I aim to steal it back. | | 4 | I will become the greatest thief that ever lived. | | 5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. | | 6 | Someone I loved died because of I mistake I made. That will never happen again. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | When I see something valuable, I can't think about anything but how to steal it. | | 2 | When faced with a choice between money and my friends, I usually choose money. | | 3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. | | 4 | I have a "tell" that reveals when I'm lying. | | 5 | I turn tail and run when things look bad. | | 6 | An innocent person is in prison for a crime that I committed. I'm okay with that. | \page ### Priest You have spent your life in the service of a temple to a specific god or pantheon of gods. You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices to conduct worshipers into the presence of the divine. You are a priest. Skill Proficiencies: 2 from Insight, Religion, Persuasion, and History Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a prayer book or prayer wheel, 5 sticks of incense, and vestments. #### Feature: Knowledge of Faith Your faith and training as a priest have given you a greater understanding of religion. You gain your choice of the [Religious Feat (Pg. 221)](#p221) or the [Insightful Feat (Pg. 213)](#p213). #### Suggested Characteristics Priests are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond is taken to an extreme. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I idolize a particular hero of my faith and constantly refer to that person's deeds and example. | | 2 | I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. | | 3 | I see omens in every event and action. The gods try to speak to us, we just need to listen. | | 4 | Nothing can shake my optimistic attitude. | | 5 | I quote (or misquote) sacred texts and proverbs in almost every situation. | | 6 | I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. | | 7 | I've enjoyed fine food, drink, and high society among my temple's elite. Rough living grates on me. | | 8 | I've spent so long in the temple that I have little practical experience dealing with people in the outside world. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Tradition.** The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) | | 2 | **Charity.** I always try to help those in need, no matter what the personal cost. (Good) | | 3 | **Change.** We must help bring about the changes the gods are constantly working on in the world. (Chaotic) | | 4 | **Power.** I hope to one day rise to the top of my faith's religious hierarchy. (Lawful) | | 5 | **Faith.** I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) | | 6 | **Aspiration.** I seek to prove myself worthy of my god's favor. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I would die to recover an ancient relic of my faith that was lost long ago. | | 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. | | 3 | I owe my life to the priest who took me in when my parents died. | | 4 | Everything I do is for the common people. | | 5 | I will do anything to protect the temple where I served. | | 6 | I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I judge others harshly, and myself even more severely. | | 2 | I put too much trust in those who wield power within my temple's hierarchy. | | 3 | My piety sometimes leads me to blindly trust those that profess faith in my god. | | 4 | I am inflexible in my thinking. | | 5 | I am suspicious of strangers and expect the worst of them. | | 6 | Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. | \page ### Revolutionary You are or were a rebel, a person who wants to destroy the government you are currently or were once in. You probably started in the early protests when most thought little of your revolutionary group or joined later on in the height of the revolution. Either way, you quickly learned battle, survival, and leadership skills in the riots and battles of your unstable homeland. Skill Proficiencies: 2 from Survival, Insight, Persuasion, and History Tool Proficiencies: Disguise Kit or Thieves Tools Equipment: 50,000 Berries; Hempen Rope 50ft; Rations x5; a symbol of your revolution (tattoo, ring, amulet, or emblem); Disguise or Thieves Tools #### Feature: Lead The Charge Your neverending crusade has taught you how to get people riled up and ready to charge into battle for their rights with a mere speech. You gain your choice of the [Inspiring Leader Feat (Pg. 213)](#p213) or the [Unyielding Charisma Feat (Pg. 226)](#p226). #### Suggested Characteristics Surviving through a revolution, regardless of a person's side, can lead them to a politically extreme road. Revolutionists often debate and protest even after a successful takeover of a government. Revolutionists also prove to often be unorthodox, often participating in strange forms of celebratory and arts to protest the norms of the past government and society. However, revolutionists also learn how to work in a team, and often are willing to help their allies even if it could potentially harm their livelihood. Unfortunately, revolutionists are also extreme on rivals, and often revolutionists pick more rivals than allies. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I'm quick to assume what others are like. | | 2 | I'm extreme in political ideas. There is no moderation when talking about the future. | | 3 | I enjoy being unorthodox and feel weird when I'm around people who are similar. | | 4 | I'm always looking for something new. Like new food, new music, and the like. | | 5 | I remember a lot of the battles/riots I was in, and they are usually relevant for tense or unkempt situations. | | 6 | I always think about the future, never the past or present. | | 7 | I like to attempt to be a leader. | | 8 | The best solution to a problem is typically the one that the majority agrees on. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Utopianism.** The government and citizens must strive to achieve a utopia. (Good) | | 2 | **Influence.** We civilians must learn to think similarly to fix our problems. (Lawful) | | 3 | **Conquest.** We must spread our ideals to other lands and rule over them as well. (Evil) | | 4 | **New Age.** A new age is before us. We must abandon the old ways and embrace the new. (Chaotic) | | 5 | **Equality.** Everyone is the same. Regardless of politics. (Neutral) | | 6 | **Civilization.** I'm committed to the entirety of civilization, not just my homeland. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I'm always allied with the revolutionists I've fought with. | | 2 | A philosopher who introduced me to my ideal was killed by the government, I will spread his/her ideas. | | 3 | I was tortured by government agents, one day I'll get revenge. | | 4 | I am the voice for those who can't speak to their lords. | | 5 | A friend betrayed me on the battlefield, I will never forgive him/her. | | 6 | Those who share my ideology are worth being around. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I have no respect for nobility. Who cares if they want my head? They're the evil ones! | | 2 | I ignore contradictions in my reasonings. | | 3 | I tend to feel hate stronger than I feel love. | | 4 | I will never run away from a fight. Surrender rarely leads to good. | | 5 | I change my mind constantly and never stay in an agreement. | | 6 | Death is the only way to punish evil. | \page ### Sailor You sailed on a seagoing vessel for years. In that time, you faced mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Skill Proficiencies: 2 from Athletics, Perception, Nature, and Insight Tool Proficiencies: Water Vehicles Equipment: 100,000 Berries; Small Medkits x2; Rations x5; Hempen Rope 50ft #### Feature: Sea Man Your life on ports and boats has made you accustomed to the very waters that swallow the world. You gain your choice of the [Observant Feat (Pg. 220)](#p220) or the [Free Diver Feat (Pg. 211)](#p211). #### Suggested Characteristics Sailors can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Life aboard a ship shapes their outlook and forms their most important attachments. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My friends know they can rely on me, no matter what. | | 2 | I work hard so that I can play hard when the work is done. | | 3 | I enjoy sailing into new ports and making new friends over a flagon of ale. | | 4 | I stretch the truth for the sake of a good story. | | 5 | To me, a tavern brawl is a nice way to get to know a new city. | | 6 | I never pass up a friendly wager. | | 7 | My language is as foul as a skunk nest. | | 8 | I like a job well done, especially if I can convince someone else to do it. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Respect.** The thing that keeps a ship together is mutual respect between captain and crew. (Good) | | 2 | **Fairness.** We all do the work, so we all share in the rewards. (Lawful) | | 3 | **Freedom.** The sea is freedom-the freedom to go anywhere and do anything. (Chaotic) | | 4 | **Mastery.** I'm a predator, and the other ships on the sea are my prey. (Evil) | | 5 | **People.** I'm committed to my crewmates, not to ideals. (Neutral) | | 6 | **Aspiration.** Someday I'll own my own ship and chart my own destiny. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I'm loyal to my captain first, everything else second. | | 2 | The ship is most important – crewmates and captains come and go. | | 3 | I'll always remember my first ship. | | 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea. | | 5 | I was cheated out of my fair share of the profits, and I want to get my due. | | 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I follow orders, even if I think they're wrong. | | 2 | I'll say anything to avoid having to do extra work. | | 3 | Once someone questions my courage, I never back down no matter how dangerous the situation. | | 4 | Once I start drinking, it's hard for me to stop. | | 5 | I can't help but pocket loose coins and other trinkets I come across. | | 6 | My pride will probably lead to my destruction. | \page ### Scientist You live to unravel the mysteries of the world and use those secrets to revolutionize your field of study. Be it mechanical mastery, or medical miracles, your ingenuity knows no bounds. Think deep about why have you devoted yourself to research and experimentation: Is this for the benefit of mankind? Or a pursuit for purely personal gain? The choice is yours. Skill Proficiencies: 2 from Engineering, Medicine, History, Investigation Tool Proficiencies: Your choice of 2 tool kits Equipment: 100,000 Berries; Small Medkits x2; Rations x5, Your choice of 2 tool kits, A binder full of notes and experiment ideas. #### Feature: Incredible Ingenuity Your well of scientific knowledge has born fruit in the form of a few personal creations to freely use at your disposal. You gain your choice of the [Creativity Adept Feat (Pg. 208)](#p208) or the [Customized Creativity Adept Feat (Pg. 209)](#p209). #### Suggested Characteristics Scientists can come in many forms. They can either be lawful followers of a code to invent and discover for a specific group, or they can be a mad and chaotic agent looking to only benefit themselves. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | My research is of dire importance and will always comes before everything else. | | 2 | I am very secretive and strive to protect all that I know from unsavory characters. | | 3 | I'm stubborn. If something catches my eye, nothing will sway me from it until I have thoroughly investigated it. | | 4 | I ask a lot of questions. | | 5 | I'm overly enthusiastic about the prospect of learning new things. | | 6 | I treat my creations with the same care a parent does for their child. | | 7 | I change the topic at hand if it doesn't interest me. | | 8 | I absentmindedly construct/destruct when I'm thinking over something. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Supportive.** I hope to build a grand machine to help the community. (Good) | | 2 | **Purposeful.** We have been created for a purpose, we need to follow our orders. (Lawful) | | 3 | **Ingenious.** Sometimes, I speak in random nonsense just to see others' reactions. (Chaotic) | | 4 | **Mastermind.** I refer to others as tools that I can use (Evil) | | 5 | **Resolved.** We build our own destinies, under no rule of kings. (Neutral) | | 6 | **Inventive.** I build to help myself or others, whichever is more important. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My creations are my only true companions. | | 2 | I am trying to outdo a rival inventor with my own inventions. | | 3 | I stole the ideas from my old partner and they want revenge. | | 4 | My old partner stole some valuable blueprints and I plan on getting them back. | | 5 | My mentor taught me everything I know to this day, I could not be where i am without them. | | 6 | I love seeing the looks of amazement as I build something new and wonderful. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Anyone who criticises my creations will find a hammer coming their way. | | 2 | I refuse to stop once I begin a task, I can't leave something incomplete. | | 3 | When explaining something I end up speaking far too quickly for anyone to understand. | | 4 | I snap at others pretty often, especially if they're distracting me. | | 5 | I end up treating everyone else as complete idiots. | | 6 | I can be pretty blunt. | \page ### Shipwright You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You have seen a majestic prow in your dreams that you have not been able to replicate in wood. Since childhood, you have loved the water and have been captivated by the many vessels that travel on it. Skill Proficiencies: 3 from Perception, Persuasion, Intimidation, Investigation, and Deception Tool Proficiencies: Carpenters Tools, and Water Vehicles Equipment: 100,000 Berries; Small Medkit; Rations x5; A blank Book and Pen; Carpenters Tools #### Feature: Ship Savant Your are a master at piloting and building any and all ships. You gain your choice of the [Vehicle Master Feat (Pg. 226)](#p226) or the [Brawny Feat (Pg. 207)](#p207). #### Suggested Characteristics Shipwrights are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I love talking and being heard more than I like to listen. | | 2 | I'm extremely fond of puzzles. | | 3 | I thrive under pressure. | | 4 | I love sketching and designing objects, especially boats. | | 5 | I'm not afraid of hard work—in fact, I prefer it. | | 6 | A pipe, an ale, and the smell of the sea: paradise. | | 7 | I have an endless supply of cautionary tales related to the sea. | | 8 | I don't mind getting my hands dirty. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Crew.** If everyone on deck pitches in, we'll never sink. (Good) | | 2 | **Careful Lines.** A ship must be balanced according to the laws of the universe. (Lawful) | | 3 | **Invention. Make what you need out of whatever is at hand. (Chaotic)** | | 4 | **Perfection.** To measure a being and find it lacking is the greatest disappointment. (Evil) | | 5 | **Reflection.** Muddied water always clears in time. (Any) | | 6 | **Hope.** The horizon at sea holds the greatest promise. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | A Sea King destroyed my masterpiece; its teeth shall adorn my hearth. | | 2 | I will craft a boat capable of sailing through the most dangerous of storms. | | 3 | I repair broken things to redeem what's broken in myself. | | 4 | I must find a kind of wood rumored to possess magical qualities. | | 5 | Much of the treasure I claim will be used to enrich my community. | | 6 | I must visit all the oceans of the world and behold the ships that sail there. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I don't know when to throw something away. You never know when it might be useful again. | | 2 | I get frustrated to the point of distraction by shoddy craftsmanship. | | 3 | Though I am an excellent crafter, my work tends to look as though it belongs on a ship. | | 4 | I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little things like eating and sleeping. | | 5 | I'm judgmental of those who are not skilled with tools of some kind. | | 6 | I sometimes take things that don't belong to me, especially if they are very well made. | \page ### Slave For some significant portion of your life, you have been someone else's property. This part of your life happened either by abduction, as punishment for a crime, sworn to a debt of life, or you were born into it. How did you become a slave? Are you a slave or a freeman? Who was your master and where are they? What were the conditions of your slavery? What did you do as a slave? Were you treated well, or were you abused? Skill Proficiencies: 2 from Performance, Survival, Insight, and Stealth Tool Proficiencies: 1 tool of your choosing Equipment: 1,000 Berries; Small Medkit; Rations x2; 1 tool of your choosing #### Feature: Tough Customer Your years of manual labor and sacrifice have granted you an unbelievable amount of endurance. You gain your choice of the [Tough Feat (Pg. 225)](#p225) or the [Durable Feat (Pg. 210)](#p210). #### Suggested Characteristics Slaves belong to their masters and cannot openly make the decisions that they want to, their destiny is defined by the wills of their masters. You may be a "star" slave and make a statement to your master, or your life may be nothing more than serving a pointless end. If you are an unlucky slave, then your life will be for nothing more than fighting a lost campaign or treating a person with no power as an exemplar. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | No matter how bad things get, I never complain– I've seen worse. | | 2 | I do not say anything unless someone says something to me. | | 3 | I call everyone "Master" and "Lord" without thinking about it. | | 4 | I try to hide as much of my body as possible. | | 5 | I tend to disappear in a crowded room, becoming part of the backdrop with ease. | | 6 | I am terrified of ropes, chains, and whips. | | 7 | I do all kinds of basic chores and errands for those around me out of habit. | | 8 | I am haunted by confusing memories and dreams about my life before slavery. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Equality.** We all bleed red, we all suffer together. (Good) | | 2 | **Apathy.** I only think about what is within my power. Anything else is just a circumstance. (Neutral) | | 3 | **Spite.** Those who would own others shall belong to me. (Evil) | | 4 | **Status Quo.** Status is defined by clear rules which are the foundation of civilization. (Lawful) | | 5 | **Indifference.** People are just people– who they are matters more than what they are. (Neutral) | | 6 | **Freedom Fighter.** All slaves must be freed- by law, by coin, by shadow, or by blade. (Chaotic) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I dream of returning to my homeland or family. | | 2 | All I have left of my former life is this trinket. | | 3 | My identity as a slave is marked on my body permanently as scars or tattoos. | | 4 | I am in love with someone who is not a slave, possibly in my master's house. | | 5 | I know many secrets thanks to my innocuous presence in intimate social environments. | | 6 | I heard a story about some grand place, and deeply want to go there. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | My former master, or the law, will stop at nothing to have me executed. | | 2 | I do not share my things with friends, and I will fight to keep my personal belongings within my full control. | | 3 | As a defense mechanism, I lie and misdirect everyone around me, and steal and hide anything I can. | | 4 | I always say the truth when asked, even by an enemy. | | 5 | When I am told to do something by an enemy, I might do it. | | 6 | I am a coward. | \page ### Smuggler On a rickety barge, you carried a hundred longswords in fish barrels right past the dock master's oblivious lackeys. You have paddled a riverboat filled with stolen elven wine under the gaze of the moon and sold it for twice its value in the morning. In your more charitable times, you have transported innocents out of war zones or helped guide herd animals to safety on the banks of a burning river. Skill Proficiencies: 2 from Athletics, Acrobatics, Deception, Sleight of Hand Tool Proficiencies: Vehicles (water) Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a fancy leather vest, and a pair of leather boots. #### Feature: Adept Theft Your experience in smuggling illicit goods has made you a master of sleight of hand. You gain your choice of the [Quick Fingers Feat (Pg. 221)](#p221) or the [Master Appraiser Feat (Pg. 216)](#p216). #### Suggested Characteristics In general, smugglers value survival, and then profit, above other things. One could be a part of a larger organization or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I love being on the water but hate fishing. | | 2 | I think of everything in terms of monetary value. | | 3 | I never stop smiling. | | 4 | Nothing rattles me; I have a lie for every occasion. | | 5 | I love gold but won't cheat a friend. | | 6 | I enjoy doing things others believe to be impossible. | | 7 | I become wistful when I see the sunrise over the ocean. | | 8 | I am no common criminal; I am a mastermind. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Wealth.** Heaps of coins in a secure vault are all I dream of. (Any) | | 2 | **Smuggler's Code.** I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful) | | 3 | **All for a Coin.** I'll do nearly anything if it means I turn a profit. (Evil) | | 4 | **Peace and Prosperity.** I smuggle only to achieve a greater goal that benefits my community. (Good) | | 5 | **People.** For all my many lies, I place a high value on friendship. (Any) | | 6 | **Daring.** I am most happy when risking everything. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My vessel was stolen from me, and I burn with the desire to recover it. | | 2 | I intend to become the leader of the network of smugglers that I belong to. | | 3 | I owe a debt that cannot be repaid in gold. | | 4 | After one last job, I will retire from the business. | | 5 | I was tricked by a fellow smuggler who stole something precious from me. I will find that thief. | | 6 | I give most of my profits to a charitable cause, and I don't like to brag about it. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | Lying is reflexive, and I sometimes engage in it without realizing it. | | 2 | I tend to assess my relationships in terms of profit and loss. | | 3 | I believe everyone has a price and am cynical toward those who present themselves as virtuous. | | 4 | I struggle to trust the words of others. | | 5 | Few people know the real me. | | 6 | Though I act charming, I feel nothing for others and don't know what friendship is. | \page ### Sniper You wield a weapon designed to strike your foes from a safe distance, either along the frontlines of a battlefield, across seas on an endless adventure, or even your own home island. Preparation from threats is key. What is it that you fight for? Your freedom? Adventure? For sacrifice? Your deft eyes enable you to seek something. What do you seek? Revenge? A friend? You run along your path, searching swiftly, for you are a sniper. Skill Proficiencies: 2 from Acrobatics, Stealth, Survival, Perception Weapon Proficiencies: 2 simple or martial ranged weapons of your choice. Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a telescope, and a trinket related to your backstory. #### Feature: Master Sniper Each sniper is specialized, mastering a single weapon to deadly perfection. You gain your choice of a weapon mastery feat with a simple or martial ranged weapon. #### Suggested Characteristics Snipers are an observant bunch, few things get past them. Snipers often assume the worst, and thus are always prepared for things to go south. While not all are resigned to fighting, snipers make it their mission to take out threats before they strike, as they don’t want themselves, or their allies to be caught by surprise. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am always prepared. | | 2 | I expect everything to go horribly wrong. | | 3 | I must get everything right. | | 4 | I am a bit of a coward. | | 5 | Nothing escapes my vision. | | 6 | When I enter a room, I make a point to not be noticed. | | 7 | I speak in vague metaphors. | | 8 | If there are at least two people alive, one will want to kill the other. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Acceptance.** I’m a hired gun, and that’s my role in this messed up life. (Any) | | 2 | **Truth.** Sharing false information will get us nowhere, the truth is freedom. (Lawful) | | 3 | **Betrayal.** I will sit proudly on my throne of broken bodies and promises. (Evil) | | 4 | **Redemption.** It took a long time until I could see the good in myself, I hope to show everyone else as well. (Good) | | 5 | **Fantasy.** Reality, fantasy, why must they be exclusive? Let’s all live our wildest dreams. (Chaotic) | | 6 | **Adventure.** Another day, another island to make my mark. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | I have a sweetheart back on my home island waiting for my return. | | 2 | My found family is here with me through thick and thin. | | 3 | My king and country are my guide. | | 4 | The wild beasts of the forest provide me comfort. | | 5 | Each bullet I fire is a reminder of who I’ve lost. | | 6 | My faith in my syndicate will pave the way to glory. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I always go for the kill. | | 2 | I surrender too quickly. | | 3 | I am gripped by an irrational fear. | | 4 | I often lose track of my thoughts. | | 5 | Deep down, I believe people want to see me fail. | | 6 | I keep my enemies far, and my friends even further. | \page ### Swordsman For years, you have studied the blade. Where most simply wield a sword in combat, you wield your blade as an artist, ready to make your mark on the world, using a blade rather than a brush. You rarely stay in the same place, constantly looking to sharpen your skills, often finding or causing trouble wherever you end up. Some say you're lost, but you know your truth, your goals. You are a swordsman. Skill Proficiencies: 2 from Athletics, Acrobatics, History, Perception Weapon Proficiencies: 2 simple or martial melee weapons of your choice that deal piercing or slashing damage. Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a whetstone, and a memento from a person from your past. #### Feature: Blade Mastery As each swordsman is unique, so is their blade. You gain your choice of a weapon mastery feat with a simple or martial melee weapon that deals piercing or slashing damage. #### Suggested Characteristics Swordsmen carry their honor on their backs, and their hopes and dreams at their side. Typically, they wander, perhaps following along with a group of people to further their goals. Rarely does a swordsman swear loyalty to a person or organization, but when they do, said loyalty is everlasting, unbreakable. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am overly confident in my abilities. | | 2 | I just really like fighting. | | 3 | I do what I want, consequences be damned. | | 4 | I don’t run away in the face of danger. | | 5 | I will never abandon my goal. | | 6 | I enjoy doing the opposite of what people tell me. | | 7 | I will defend the weak and defenseless. | | 8 | I want to cause as much pain and carnage as possible. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Work.** I wield the blade as a career to make ends meet. (Any) | | 2 | **Honor.** I’ve made a promise, a vow, whatever, I will stand by it. (Lawful) | | 3 | **Wrath.** Innocent, guilty, it matters not, you shall fall. (Evil) | | 4 | **Morality.** Senseless violence accomplishes nothing, it's sick and wrong. (Good) | | 5 | **Faith.** Let fate decide, the winner takes all. (Chaotic) | | 6 | **Focus.** Practice day in and day out, must keep focused. (Any) | ``` ``` ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My swords are an extension of myself. | | 2 | My captain and crew, I will sacrifice anything for them. | | 3 | I wield my sword in the name of my lost friend. | | 4 | My home island is in poverty, every coin goes to them. | | 5 | The world needs me to turn the tides. | | 6 | I hear the cries of those in chains, I shall liberate them. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I get lost easily. | | 2 | I don’t know my own strength, I often hurt those around me. | | 3 | I am sadistic. | | 4 | Reckless is my middle name. | | 5 | I hide behind a mask. | | 6 | I walk a long and lonesome road. | \page ### Tailor You are a master of the delicate art of fashion and clothcraft. Whether creating garments for nobles or designing practical attire for adventurers, your skill with a needle and thread is unmatched. You might have learned your trade through an apprenticeship, inherited it from a family of tailors, or stumbled upon your talent in the pursuit of a different profession. Skill Proficiencies: 2 from Insight, Perception, Sleight of Hand, Persuasion Tool Proficiencies: Weaver’s tools and Cobbler’s Tools Equipment: 150,000 Berries; Small medkits x3; Rations x5, your choice of a Weaver’s kit and Cobbler’s tools, 3 sets of fine clothes and leather shoes. #### Feature: Clothing Savant You know how to work with clothing and shoes. You gain your choice of the [Master Weaver Feat (Pg. 219)](#p219) or the [Master Cobbler Feat (Pg. 217)](#p217). #### Suggested Characteristics Tailors are often meticulous, creative, and perceptive individuals, if not a bit pretentious at times. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I am always on the lookout for unique fabrics and textiles, even in the most mundane places. | | 2 | I take immense pride in my tailoring skills and can be quite critical of poorly stitched garments. | | 3 | I weave stories into every piece of clothing I create, each one narrating a distinctive tale. | | 4 | I enter a state of tranquility and concentration while working with fabrics, often losing track of time. | | 5 | I can't help but notice flaws in others' attire and mentally suggest ways to improve them. | | 6 | I love showcasing my craftsmanship by wearing stylish and extravagant outfits. | | 7 | Patience is my virtue, especially when meticulously sewing intricate details into my creations. | | 8 | I prefer expressing myself through the art of tailoring rather than engaging in lengthy conversations. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Harmony.** It is my responsibility to create beauty and harmony in the world through the meticulous crafting of textiles, stitching together a symphony of colors and patterns. (Lawful) | | 2 | **Philanthropy.** The garments I create are a gift to the world, meant to bring comfort and confidence to those who wear them. (Good) | | 3 | **Expression.** Each garment is a canvas for my creativity, and I believe in the freedom to express oneself through clothing without constraints. (Chaotic) | | 4 | **Wealth.** I tailor outfits for profit, driven by the desire for wealth and the finer things in life. (Evil) | | 5 | **Connections.** My craft is a means to connect with others, and I prioritize the relationships I build through the garments I create. (Neutral) | | 6 | **Perfection.** I relentlessly pursue perfection in tailoring, always striving to be the unrivaled master of my craft, creating flawless and awe-inspiring garments. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | The tailor's workshop where I honed my skills is not just a workplace, but a sacred space that holds the essence of my craft. | | 2 | I crafted a masterpiece for someone, only to see it mistreated. I seek to reclaim or recreate it for someone who will truly appreciate its beauty. | | 3 | There is someone copying my designs and defacing my brand, I will find them. | | 4 | The exquisite garments I create are my way of amassing wealth to secure the affections of a special person in my life. | | 5 | Loyalty binds me to my tailor's guild, and I am determined to prove myself as the most exceptional artisan among them. | | 6 | My debt to my tailor's guild goes beyond obligation; it's a profound connection that shaped my identity and skills. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I am so obsessed with creating flawless garments that nothing ever seems perfect enough. | | 2 | I am excessively competitive, sometimes straining relationships with fellow artisans and friends. | | 3 | I have a tendency to hoard things. | | 4 | I don’t take criticism well. | | 5 | I have a habit of embellishing stories about the origin and significance of my creations, making it challenging to discern truth from fiction. | | 6 | I often procrastinate or avoid challenging projects to sidestep the possibility of failure. | \page ### Urchin You grew up on the streets alone, orphaned, and poor, You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, were exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds and did so through cunning, strength, speed, or some combination of each. Skill Proficiencies: 2 from Sleight of Hand, Stealth, Acrobatics, Athletics Tool Proficiencies: Disguise kit, Thieves' tools Equipment: 100,000 Berries; Small Medkits x1; Rations x5, Disguise kit, Thieves tools, 1 Dagger #### Feature: Sneaky Devil Living on the streets your whole life has granted you an insight into how to hide even in the most unlikely of locations. You gain your choice of the [Skulker Feat (Pg. 223)](#p223) or the [Silver Tongue Feat (Pg. 223)](#p223). #### Suggested Characteristics Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life and maybe get some payback on all the rich people who treated them badly. ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I hide scraps of food and trinkets away in my pockets. | | 2 | I ask a lot of questions. | | 3 | I like to squeeze into small places where no one else can get to me. | | 4 | I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms. | | 5 | I eat like a pig and have bad manners. | | 6 | I think anyone nice to me is hiding evil intent. | | 7 | I don't like to bathe. | | 8 | I bluntly say what other people are hinting at or hiding. | ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Respect.** All people, rich or poor, deserve respect. (Good) | | 2 | **Community.** We have to take care of each other because no one else is going to do it. (Lawful) | | 3 | **Change.** The low is lifted, and the high and mighty are brought down. Change is the nature of things. (Chaotic) | | 4 | **Retribution.** The rich need to be shown what life and death are like in the gutters. (Evil) | | 5 | **People.** I help the people who help me. That's what keeps us alive. (Neutral) | | 6 | **Aspiration.** I'm going to prove that I'm worthy of a better life. (Any) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | My town or city is my home, and I'll fight to defend it. | | 2 | I sponsor an orphanage to keep others from enduring what I was forced to endure. | | 3 | I owe my survival to another urchin who taught me to live on the streets. | | 4 | I owe a debt I can never repay to the person who took pity on me. | | 5 | I escaped my life of poverty by robbing an important person, and I'm wanted for it. | | 6 | No one else should have to endure the hardships I've been through. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | If I'm outnumbered, I will run away from a fight. | | 2 | Gold seems like a lot of money to me, and I'll do just about anything for more of it. | | 3 | I will never fully trust anyone other than myself. | | 4 | I'd rather kill someone in their sleep than fight fair. | | 5 | It's not stealing if I need it more than someone else. | | 6 | People who can't take care of themselves get what they deserve. | \page ### Wanderer You are from a distant place, one so remote that few of the common folk in the blues realize that it exists, and chances are good that even if some people you meet have heard of your homeland, they know merely the name and perhaps a few outrageous stories. You have come to this part of the world for your own reasons, which you might or might not choose to share. Skill Proficiencies: 2 from Intimidation, Perception, Insight, and Survival Tool Proficiencies: Gaming Set Equipment: 50,000 Berries; Small Medkits x3; Rations x5; Gaming Set #### Feature: Acquired Trait Having wandered from the far corners of the world, you have picked up a unique skill, be it from a journey of self discovery, or merely picked up along the way. You gain a feat of your choice. #### Suggested Characteristics Wanderers are shaped by their years of solitude in the wild. They tend to have unusual habits and are unaccustomed to dealing with people other than themselves). ##### Personality Traits | d8 | Personality Trait | |:----:|:-------------| | 1 | I love talking about my homeland to strangers, even if I tend to overshare. | | 2 | I often get lost in the beautiful lands in which a roam. | | 3 | I begin or end my day with small traditional rituals that are unfamiliar to those around me. | | 4 | I honor my deities through practices that are foreign to this land. | | 5 | I express affection or contempt in ways that are unfamiliar to others. | | 6 | I have a strong code of honor or sense of propriety that others don't comprehend. | | 7 | I have my own ideas about what is and is not food, and I find the eating habits of those around me fascinating, confusing, or revolting. | | 8 | I have different assumptions from those around me concerning personal space, blithely invading others' space in innocence, or reacting to ignorant invasion of my own. | ``` ``` ##### Ideals | d6 | Ideal | |:----:|:-------------| | 1 | **Suspicious.** I must be careful, for I have no way of telling friend from foe here. (Any) | | 2 | **Inquisitive.** Everything is new, but I have a thirst to learn. (Neutral) | | 3 | **Cunning.** Though I may not know their ways, neither do they know mine, which can be to my advantage. (Evil) | | 4 | **Adventure.** I'm far from home, and everything is strange and wonderful! (Chaotic) | | 5 | **Reserved.** As someone new to these strange lands, I am cautious and respectful in my dealings. (Lawful) | | 6 | **Open.** I have much to learn from the kindly folk I meet along my way. (Good) | ##### Bonds | d6 | Bond | |:----:|:-------------| | 1 | Though I had no choice, I lament having to leave my loved ones behind. I hope to see them again one day. | | 2 | I'm fascinated by the beauty and wonder of this new land. | | 3 | My freedom is my most precious possession. I'll never let anyone take it from me again. | | 4 | I hold no greater cause than my service to my people. | | 5 | The gods of my people are a comfort to me so far from home. | | 6 | So long as I have this token from my homeland, I can face any adversity in this strange land. | ##### Flaws | d6 | Flaw | |:----:|:-------------| | 1 | I have a weakness for the exotic beauty of the people of these lands. | | 2 | I consider the adherents of other gods to be deluded innocents at best, or ignorant fools at worst. | | 3 | I don't take kindly to some of the actions and motivations of the people of this land, because these folk are different from me. | | 4 | I have a weakness for the new intoxicants and other pleasures of this land. | | 5 | I pretend not to understand the local language in order to avoid interactions I would rather not have. | | 6 | I am secretly (or not so secretly) convinced of the superiority of my own culture over that of this foreign land. | \page # Chapter 4: Equipment & 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 fishmongers, 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 pirate 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, but 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 have no fractional unit. As such, Beri prices tend to be in the tens of thousands or hundreds of thousands for most adventuring gear, with a low-quality sword costing the aspiring swordsman around 50 000 beri. 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 the luster of gemstones and the glitter of gold attract the eye, they 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, 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 for long trips, travel from island to island can be a pleasant cruise disregarding any unforeseen setbacks. Before you set off on the seas with a ship, it is important to note how many provisions you have stocked for the journey. These provisions entail 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 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 | \page ### 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 | ``` ``` ## 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 humbly with a simple rowboat or keelboat, but 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 predecessors 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. \page
##### 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) | Range | Siege Weapon | Clean and Reload | Ship Availability | |:----|----:|----:|:----:|:----:|:----:|:----|:---| | Swivel Gun | 2d8 | 100 000 | 120/480 | No | 1 Bonus Action | All Ships | | 8-pounder | 2d10 | 1 Million | 200/800 | Yes | 1 Action | Caravel, Carrack, Galleon, Galley, Sloop | | 12-pounder | 3d10 | 3 Million | 200/800 | Yes | 1 Action | Caravel, Carrack, Galleon, Galley | | 18-pounder | 4d10 | 7 Million | 250/1000 | Yes | 2 Actions | Caravel, Carrack, Galleon, Galley | | 24-pounder | 6d10 | 12 Million | 250/1000 | Yes | 2 Actions | Carrack, Galleon, Galley | | 36-pounder | 8d10 | 20 Million | 250/1000 | Yes | 2 Actions | Carrack, Galleon | | 42-pounder | 10d10 | 30 Million | 300/1200 | Yes | 2 Actions | Carrack, Galleon | | 64-pounder | 15d10 | 40 Million | 300/1200 | Yes | 3 Actions | Galleon 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. ***Clean and Reload.*** Smaller guns, such as the swivel gun, can be effectively manned and used by a single person, however, larger cannons typically require a group of two to three 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.) ***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. If the targeted creature is hit, 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 all of the cannon's damage roll on a failed to save, and half damage on a successful one. So in theory, it is possible to parry a cannonball to save yourself and the area and creatures around it if you are the target of the cannon. ***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
##### 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) | \page ##### 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. | ``` ``` ## Ship Building and Repair 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 to get a ship up and running for their allies. All shipwrights know necessary to craft a seafaring vessel from scratch, what they need is the resources and manpower. 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 ship is a time-consuming effort. To build a ship, you need resources such as wood, iron, and cloth of a value equal to the market value of the ship you are attempting to build. So if you for instance are attempting to build a caravel, you would need 100 million berries worth of resources, though the cost and time may be reduced through certain abilities that reduce crafting time and cost such as the shipwright's Craft Vessel feature. The crafting process begins with choosing the type of ship you wish create. Each ship has a fixed time associated with crafting. For example, a rowboat is considerably faster to craft than a sloop. The time to craft each ship is described in the Crafting Time table below. The times listed are the amount of work days required to craft the ship, each day takes about 8 hours, though the DM may adjust the time and costs for the crafting if need be, such as accounting for new materials or extra assistance at a greater cost. ##### Crafting Time | Ship Type | Estimated Time | |:----:|:----------:| | Rowboat | 10 Days | | Keelboat | 90 Days | | Sloop | 180 Days | | Longship | 360 Days | | Caravel | 440 Days | | Carrack | 720 Days | | Galley | 720 Days | | Galleon | 720 Days | After choosing the ship, the person leading the ship's creation, typically the shipwright, making a single crafting check using a set of relevant set of tools (such as carpenter's or smith's tools), or an Intelligence (Engineering) check, but the DCs are increased by 5. This check determines how efficently the ship is crafted, either faster or slower and more or less expensive than expected. \page A poor roll is representative of issues and complications during construction, leading to some extra cost and time. A high roll is representative of an efficent use of time and materials during construction. The Crafting Process table below denotes the effects from the crafting check. ##### Crafting Process | Crafting Check Result | Estimated Time and Cost | |:----:|:-----------| | 5 or lower | The total time and cost to craft the ship is doubled. | | 10 | The total time and cost to craft the ship is normal. | | 15 | The total cost is reduced by a quarter. | | 20 | The total time and cost are reduced by a quarter. | | 25 | The total time and cost are reduced by half. | After rolling the check, the crew working on the ship's construction can choose to either initiate building the ship, or scrapping the idea entirely to start over. Scrapping a ship takes a considerable amount of time and resources to complete, such as transportation and dispossal. The crew spends a quarter of the time and cost of the ship would have taken to start over. If the crew does choose to go along with the construction they must provide the resources and spend each work day required, resulting in the ship being built once complete. The time doesn't need to be consecutive, and can be paused and resumed so long as the ship is not damaged. If a ship incurs significant damage during construction, a quarter of progress is lost, extending the total time and cost by a quarter. If the shipwright had help from other creatures who are at least proficient in the relevant set of tools, the shipwright's crafting check gains a +1 bonus to their check, to a maximum equal to the shipwright's ability modifier for the crafting check. The help must be present during the construction process for the bonus to count. ``` ``` ### Damage and Repairs Damage to a crew's ship on the seas is an eventuality. Rough seas 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 keep 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 irreparably damaged and not even a shipwright can restore it to its original hit points maximum. A creature can spend anywhere from 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 an Intelligence (Engineering) or Strength (Athletics) ability check, but the DC is increased by 5. 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. \page
### Upgrading your Ship Owning a ship is a mark of pride for any captain, however, to 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 are 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 with building a ship. 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. The helmsman chooses a number of fuel to expend, to a maximum of the remaining fuel in all the ship's fuel tanks. Upon activation, it moves the ship a number of feet in a straight line equal to the total amount of fuel expended.
***Dive.*** This upgrade creates a shell around the ship, allowing it to dive beneath the ocean's surface and travel along the ocean floor. ***Everlasting.*** This upgrade reinforces your ship to ignore the effects of the Siege Property, as well as gains resistance to bludgeoning, piercing, and slashing. ***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 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. ***Lift Off.*** Lift Off allows the ship to take flight at a great cost of fuel. Upon activation, it enables the ship to fly at a speed equal to the movement speed of the ship. ***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 backward by expending fuel. \page
##### Ship Upgrades | Upgrade | Cost (Beri) | Time (Days) | Proficiency | Repeatable | Requirement | Properties | |:----|:----:|:----:|:----:|:----:|:---:|----:| | _Additional deck level_ | | | | | | | |
+1 deck level
| 5 Million | 60 | 2 | No | Caravel, carrack, galleon | x2 cannon slots (port/star) | |
+2 deck levels
| 10 Million | 60 | 3 | No | Caravel, carrack, galleon | x3 cannon slots (port/star) | | Adam Wood | 200 Million | Half of the total Ship Time | 3 | No | None | Everlasting | | Aerodynamics | 500 000 | 20 | 2 | No | None | Lightweight | | Aquarium | 750 000 | 7 | 2 | No | None | Fish tank | | Enhanced support | 750 000 | 7 | 2 | Yes | None | +1 cannon weight capacity | | Expanded storage | 500 000 | 7 | 2 | Yes | Caravel, carrack, galleon, galley | x1.5 Cargo hold | | Flight | 30 Million | 60 | 3 | No | Aerodynamics, fuel tank (50/hour), propulsion | Activation, lift off | | Fuel tank, gallon (100) | 2 Million | 30 | 3 | Yes | Caravel, carrack, galleon | Fuel supply | | Orchard | 300 000 | 7 | 2 | No | None | Gardening | | _Propulsion_ | | | | | | |
Apprentice
| 20 Million | 30 | 2 | No | Fuel tank (25/hour) | +2 mph, Activation, reverse | |
Journeyman
| 30 Million | 30 | 3 | No | Fuel tank (25/hour) | +4 mph, Activation, reverse | |
Masterwork
| 40 Million | 30 | 4 | No | Fuel tank (25/hour) | +6 mph, Activation, reverse | | _Reinforced hull_ | | | | | | | |
Apprentice
| 5 Million | 30 | 2 | No | None | +1 AC | |
Journeyman
| 10 Million | 30 | 3 | No | None | +2 AC | |
Masterwork
| 20 Million | 30 | 4 | No | None | +3 AC | | _Reinforced keel_ | | | | | | | |
Apprentice
| 10 Million | 40 | 2 | No | None | +100 hit point maximum | |
Journeyman
| 20 Million | 40 | 3 | No | None | +200 hit point maximum | |
Masterwork
| 30 Million | 40 | 4 | No | None | +300 hit point maximum | | Submarine | 30 Million | 60 | 3 | No | Fuel tank (25/hour), propulsion | Activation, dive | | Turbo engine | 5 Million | 30 | 3 | No | Carrack, galleon, fuel (All remaining) | Activation, burst of speed | | Turrets, bow | 7 Million | 30 | 2 | No | Caravel, carrack, galleon, galley | x2 cannon slots (bow) | | Turrets, stern | 7 Million | 30 | 2 | No | Caravel, carrack, galleon, galley | x2 cannon slots (stern) |
\page
##### Ship Rooms | Room Type | Cost (Beri) | Time (Days) | Requirement | Description | |:----|:----:|:----:|:----:|:----:|:---:|:----| | Bedroom (Individual) | 2 Million | 30 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | This room is a separate and comfortable room that can give excellent sleep to the main occupant, as opposed to the standard bunks of most ships. When a creature takes a long rest inside this room, they regain all their expended hit dice instead of half. | | Kitchen | 3 Million | 40 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | A must have for any ship cook, the kitchen is where the magic happens when a chef has access to all their culinary tools. Any food that is made by a chef in this room takes half the amount of time it takes to craft. | | Dining Room | 2 Million | 30 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | The ideal place for a healthy dinner for the entire crew. When a creature eats a meal provided by the ship's chef in the dining room becomes energized for the next 24 hours. While energized in this way, they can maximize a number of hit dice rolled when they take a short rest equal to the chef's proficiency bonus. | | Stage | 2 Million | 30 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | A stage is the ideal performance zone on the ship, ready for all sorts of entertainment to occur. Any musician in this room has a 1d4 bonus to any checks made with a musical instrument, or Charisma (Performance) checks. | | Navigator's Room | 3 Million | 40 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | A navigator's room is a treasure trove of maps and tools that will aid them in their role on the ship, charting the course for the crew. Any navigator in this room has a 1d4 bonus to any checks made with Navigator's tools or Cartographer's tools. | | Sick Bay | 5 Million | 50 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | Getting sick while on the seas is an almost guarantee, so it is best to be prepared. A doctor needs all their tools to make the medicine for the crew. When a ship doctor makes a Wisdom (Medicine) check, or Alchemist or Herbalism tool check, they gain a 1d4 bonus to the roll. | | Library | 3 Million | 40 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | A library is a must have when doing some scholarly research, especially if such research is in relation to finding some mythical treasures out there. When a creature makes an Intelligence (History) check inside this room, they have a 1d4 bonus to their check. | | Training Room | 5 Million | 60 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | The training room is where the fighters of the ship can hone their combative prowess, enabling them to develop even more powerful fighting techniques. When a creature trains in the training room, they have advantage on any skill check to train a new ability. | | Workshop | 5 Million | 60 | Caravel, carrack, galleon, galley, keelboat, longship, sloop | A workshop is filled to the brim with the essential tools needed for a specialized artisan. When creating this room, select a specific tool. Any check made with that specific tool has a 1d4 bonus to its rolls. If you wish to have for a workshop to work for multiple tools, you can expend additional 60 days and 5 Million berries to add an additional tool to the workshop. |
### Ship Rooms Each room on a ship has a purpose. Bedrooms provide the crew the essential sleep they need to complete daily tasks, the kitchen provides the tools a chef needs to feed the crew, the deckhands may need workshops to build new materials for the ship, and much, much more. A ship is not just a wehicle, but home for your long and hard journies ahead. Each room builts has its own unique benefit, such as making some aspects of the pirate life more easy, like training, navigating, and treating illnesses. Building ship rooms take on the same process of making ship upgrades, each having a cost and time. The cost refers to how much materials have to be taken in order to build this ship, and the time refers to how long it would take to form said materials into a functional room. Each room is repeatable, for example having multiple Bedrooms and Workshops, but know that their benefits don't stack. For example, having two Sick Bays doesn't give a creature a 2d4 bonus. Each room's benefits are self-contained. > ##### Optional Rule: Custom Rooms > Not every crew is the same, and neither is every ship. So it stands to reason that the rooms listed above may not reflect every room in a ship. > > In this case, players and their DM can work together to figure out the benefits of a particular room. Note that not all rooms needs extra benefits. For example, a broom closet. Unless there is some special function in that broom closet, it should not provide any extra benefits. \page
##### Armor | Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight | |:---|:---:|:---|:---|:---|:---:| | _Light Armor_ | | | | | | |
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) | ─ | ─ | 35 lb. | |
Breastplate
| 1 000 000 beri | 15 + Dex modifier (max 2) | ─ | Disadvantage | 40 lb. | | _Heavy Armor_ | | | | | | |
Chain mail
| 750 000 beri | 16 | Str 13 | Disadvantage | 55 lb. | |
Splint
| 2 000 000 beri | 17 | Str 15 | Disadvantage | 60 lb. | |
Plate
| 4 000 000 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 armor 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 are primarily made out of sturdy cloth and leather, made for comfort and ease of movement over protection. Favored by marines, each soldier earns a long coat 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. ## Weapons Weapons exist in a wide variety of forms in the world of _One Piece_. This also introduces a few additional and modified properties on top of the ones presented in the _player's handbook_. ***Adaptable.*** Most weapons have various functions, some can slash just as well as they can stab. Weapons with the adaptable property are able to use any of the damage types listed in the parantheses next to the property. For example "Adaptible (B,S)" means the wielder can choose either bludgeoning or slashing when they make the attack. These damage types are usually the physical damage types of bludgeoning, piercing, or slashing, displayed as (B,P,S). ***Ammunition.*** All ranged weapons require their specified ammunition to fire. After an attack roll is made, the respective ammunition is expended. Bows and crossbows require arrows and bolts, and firearms use firearm bullets. ***Heavy.*** In this system, weapons with the heavy property can be wielded by any creature. When a creature uses the weapon to make a shove attempt and succeeds, the target is knocked back an additional 5ft. ***Reload.*** All firearms have a specific reload score as well. This counts how many times the firearm can be used to attack before requiring it to be reloaded. Reloading a firearm typically takes an action, or if you have multiattack, one of your attack actions. Certain features may even allow you to use a bonus action. ***Strong.*** A feature of any bow is its versatile nature, the user either using deft aim or their strength the pull the string farther back. When making an attack with a strong ranged weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. \page
##### 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. | Adaptable (P,S) 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. | Adaptable (B,P), versatile (1d8) | |
Quarterstaff
| 1 000 beri | 1d6 bludgeoning | 4 lb. | Versatile (1d8) | |
Spear
| 10 000 beri | 1d6 piercing | 3 lb. | Adaptable (P,S), thrown (range 20/60), versatile (1d8) | |
Unarmed Strike
| ─ | 1d4 bludgeoning | ─ | Light | | _Ranged Weapons_ | | | | | |
Musket
| 500 000 beri | 1d10 piercing | 7 lb. | Ammunition (range 30/120), heavy, two-handed, reload 1 | |
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, reload 1 | |
Shortbow
| 250 000 beri | 1d6 piercing | 2 lb. | Ammunition (80/320), two-handed, strong | |
Sling
| 1 000 beri | 1d4 bludgeoning | ─ | Ammunition (30/120) |
\page
##### 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. | Adaptable (P,S), finesse | |
Flail
| 100 000 beri | 1d8 bludgeoning | 2 lb. | Adaptable (B,P) | |
Glaive
| 200 000 beri | 1d10 slashing | 6 lb. | Adaptable (P,S), heavy, reach, two-handed | |
Greataxe
| 300 000 beri | 1d12 slashing | 7 lb. | Heavy, two-handed | |
Greatsword
| 500 000 beri | 2d6 slashing | 6 lb. | Adaptable (P,S), heavy, two-handed | |
Halberd
| 200 000 beri | 1d10 slashing | 6 lb. | Heavy, reach, two-handed | |
Katana
| 250 000 beri | 2d4 slashing | 3 lb. | Adaptable (P,S), finesse | |
Lance
| 100 000 beri | 1d12 piercing | 6 lb. | Reach, special | |
Longsword
| 150 000 beri | 1d8 slashing | 3 lb. | Adaptable (P,S), versatile (1d10) | |
Manacles
| 20 000 beri | ─ | 6 lb. | Special | |
Maul
| 100 000 beri | 2d6 bludgeoning | 10 lb. | Heavy, two-handed | |
Odachi
| 400 000 beri | 3d4 slashing | 4 lb. | Adaptable (P,S), heavy, two-handed | |
Pike
| 50 000 beri | 1d10 piercing | 18 lb. | Heavy, reach, two-handed | |
Rapier
| 250 000 beri | 1d8 piercing | 2 lb. | Adaptable (P,S), finesse | |
Scimitar
| 250 000 beri | 1d6 slashing | 3 lb. | Adaptable (P,S), finesse, light | |
Shortsword
| 100 000 beri | 1d6 piercing | 2 lb. | Adaptable (P,S), finesse, light | |
Trident
| 50 000 beri | 1d6 piercing | 4 lb. | Thrown (range 20/60), versatile (1d8) | |
War Pick
| 50 000 beri | 1d8 piercing | 2 lb. | Adaptable (B,P), versatile (1d10) | |
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 | 1d4 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, strong | |
Rifle
| 800 000 beri | 1d12 Piercing | 10 lb. | Ammunition (range 120/480), heavy, two-handed, reload 4 | |
Net
| 10 000 beri | ─ | 3 lb. | Special, thrown (range 5/15) | |
Pistol
| 750 000 beri | 1d8 piercing | 4 lb. | Ammunition (range 60/240), light, reload 4 | |
Revolver
| 1 250 000 beri | 1d10 piercing | 3 lb. | Ammunition (range 80/320), reload 6 | |
Shotgun
| 800 000 beri | 2d4 piercing | 3 lb. | Ammunition (range 20/60), heavy, two-handed, reload 2, special |
\page ### Additional Ranged Weapons There are several additional and adjusted weapons used by players and NPCs alike. These include firearms such as muskets, shotguns, and even nets. ***Musket.*** 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 make its 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. ***Shotgun.*** The mighty and personal shotgun, known for causing vast damage in close proximity despite being a ranged weapon. This firearm fires off several bullets in the form of shells that blast holes in any surface. Less common and more costly, but all the more effective when it comes to making things go boom. The shotgun has a special property in which attacks made with the ranged weapon don't have disadvantage within close range. Additionally, range attacks against creatures within the short range of the weapon, deal an extra 1d4 piercing damage. ***Net.*** A standard set of knotted ropes to ensnare the target. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. In addition, the net has a special property in which attacks made with it don't have disadvantage within close range. ***Rifle.*** Rifles in the world of _One Piece_ are outfitted with a percussion cap rather than a flintlock mechanism, making them more reliable to use. The rifles presented here 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.*** Much like muskets, pistols use a percussion cap and typically have an extended chamber for ammunition as well, making them more versatile than 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 are 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. ***Manacles.*** A set of metal shackes meant to keep a small or medium from using their hands. While not traditionally a weapon in 5e, they operate similar enough to nets to be put here. Much like nets, manacles deal no damage when they strike, instead they inflict the effect of their special property. After making a successful hit against a creature with hands within 5ft, the attack deals no damage, instead the target suffers the following: While in manacles, a creature cannot benefit from shields, cannot use creations that require somatic components, and have disadvantage on all weapon attacks made using their hands. Escaping the manacles requires a successful DC 20 Dexterity (Sleight of Hand) check. Breaking them requires a successful DC 20 Strength (Athletics) check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 20 hit points, and an AC of 19. While manacles are locked onto a creature, its special property cannot be used until it is unlocked. ***Odachi.*** Like katana, these two-handed blades originate from Wano. With long and slender blades, they sacrifice weight and stopping power for agility and flexibility. \page
| 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. | | 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. |
\page ## Adventuring Gear This section describes items unique to the setting, using their mechanics and special rules. ***Firearms Bullets.*** Iron or lead balls used as ammunition in the pistol, flintlock, musket, rifle, shotgun, and revolver. ***Apparatus.*** An apparatus is a mechanism or item of some sort that allows 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 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 an advantage while within the area. ## Tools 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 a 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 loots you find on your travels. ***Dial Kit.*** A set of tools containing everything a tinkerer needs 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 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. 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 skates but more nimble and lighter than a waver. Shooters have a similar shape to ice skates that are attached to feet or footwear, 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. 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 acceleration. ``` ``` ##### 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 | ─ | | 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" | ─ | \page
### Transponder Snails Transponder snails are a unique genus of snails with the ability to communicate with each other 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.*** can store images and videos. It is a younger visual transponder snail. While taking a photo, it creates flashes of light with its eyes 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 its connected proko. ``` ```

***Horned Transponder Snails.*** These transponder snails do not receive 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 receive, project and broadcast what a cameko subspecies sees onto a bigger video screen. It is an older visual transponder snail. They can broadcast their frequencies between two relatively close locations. ***Surveillance Transponder Snails.*** An adult form of the cameko transponder snail. 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. | \page # Chapter 5: Customization 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. ## Fighting Styles Certain martial classes grant the user a fighting style, representing a user's greater proficiency in a certain method of combat, going beyond merely adding a proficiency bonus. Only classes that gain the option to choose a fighting style can choose fighting styles within their specified class options below. You can’t take a Fighting Style option more than once, even if you later get to choose again. ### Blademaster Barbarian Styles #### 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 Weapon Fighting When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. 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. In addition, when you make an opportunity attack, you can attack with both of your weapons. #### Versatile Fighting When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC. ### College Of Swords Bard Styles #### 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 Weapon Fighting When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. 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. In addition, when you make an opportunity attack, you can attack with both of your weapons. #### Versatile Fighting When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC. #### 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. ### Sword Sage Brawler Styles #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Blindfighting 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 blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides. #### Agile Defense While you are wearing no armor, you gain a +1 bonus to AC. #### Wrestling Your damage dice for your unarmed strikes and natural weapons increase by one step, to a maximum of 1d12. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. #### Dueling You gain a +2 damage bonus to a weapon held in one hand if you are holding no other weapons. #### Great Weapon Fighting When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. 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. In addition, when you make an opportunity attack, you can attack with both of your weapons. \page #### Interception When a creature you can see hits a target, including you, within your melee range with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your level (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction. #### 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. #### Melee Shooter While you're wielding a ranged weapon, you gain a +1 bonus to the attack and damage rolls and you do not have disadvantage on ranged attacks while a creature is within 5 feet of you. #### Versatile Fighting When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC. ### Fighter Styles #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Blindfighting 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 blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Dueling You gain a +2 damage bonus to a weapon held in one hand if you are holding no other weapons. #### Superior Technique You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ``` ``` #### Great Weapon Fighting When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. 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. In addition, when you make an opportunity attack, you can attack with both of your weapons. #### Interception When a creature you can see hits a target, including you, within your melee range with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your level (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction. #### 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. #### 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. #### Melee Shooter While you're wielding a ranged weapon, you gain a +1 bonus to the attack and damage rolls and you do not have disadvantage on ranged attacks while a creature is within 5 feet of you. #### Versatile Fighting When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC. #### Protection When a creature you can see attacks a target, including you, that is within 5 feet of you, you can use your reaction to reroll the attack roll, and the lowest takes effect. You must be wielding a shield. \page ### Marksman Styles #### Archery You gain a +2 bonus to attack rolls you make with ranged weapons. #### Blindfighting 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 blinded or in darkness. Moreover, you can see an invisible creature within range, unless the creature successfully hides. #### Defense While you are wearing armor, you gain a +1 bonus to AC. #### Tonic Tactician You learn two tricks of your choice from the Medic Creation list. They count as Marksman creations for you, and Wisdom is your creativity ability for them. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, when you make an opportunity attack, you can attack with both of your weapons. #### Gunslinging When you roll damage for an attack you make with a ranged weapon, you can reroll the dice and must use the higher of the two rolls. The weapon must have the reload property for you to gain this benefit. #### Melee Shooter While you're wielding a ranged weapon, you gain a +1 bonus to the attack and damage rolls and you do not have disadvantage on ranged attacks while a creature is within 5 feet of you. #### Interception When a creature you can see hits a target, including you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your level (to a minimum of 0 damage). You must be wielding a simple or martial weapon to use this reaction. #### 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. ``` ``` ### Savant Styles #### 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 Weapon Fighting When you roll damage for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the dice and must use the higher of the two rolls. 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, including you, that is within 5 feet of you, you can use your reaction to reroll the attack roll, and the lowest takes effect. You must be wielding a shield. #### Tonic Tactician You learn two tricks of your choice from the Medic Creation list. They count as Savant creations for you, and Charisma is your creativity ability for them. #### Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. In addition, when you make an opportunity attack, you can attack with both of your weapons. #### 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. #### Versatile Fighting When wielding a weapon with the versatile property with one hand, you gain a +1 bonus to attack rolls. While wielding a weapon with the versatile property with two hands, you gain a +1 bonus to your AC. \page ## 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. #### Acrobat You become more nimble, gaining the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Acrobatics skill. If you are already proficient in the skill, you gain Expertise in it. * You can make a Dexterity (Acrobatics) check instead of a Strength (Athletics) for grappling. * As a bonus action, you can jump a number of feet equal to five times your proficiency bonus, without provoking opportunity attacks. You can use this feature only if your speed is greater than 0. You can use it a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a short or long rest. #### Adept Inspiration ###### *Prerequisites: Charisma 13 or higher* Inspiration is your weapon, use it to strike the flames in the hearts of your allies so they may charge toward glory alongside you. You gain the following benefits: * You gain proficiency in one musical instrument of your choice. * You gain 2 uses of Bardic Inspiration as defined in the bard class. The Bardic Inspiration die is a d6 (These dice are added to any Bardic Inspiration dice you have from another source, so for example if you are a Bard with d10s, these dice become d10s as well). You regain these uses when you finish a long rest, or on a short rest if you possess the Font of Inspiration feature. * Choose one skill in which you are already proficient. Your proficiency bonus is doubled for any ability check you make that uses the chosen proficiency. #### Adept Modifier You are an expert at modifying mechanically enhanced items. You gain the following benefits: * You gain proficiency in thieves' tools or one type of artisan's tool of your choice. You can use that chosen tool as a creation focus. * You learn two mods from the gadgeteer mod list. If the mods have a prerequisite of any kind, you can only choose those mods if you're a gadgeteer who meets the prerequisite. You have a limit of 1; if you're a gadgeteer, this is in addition to your existing limit. Additionally, the mods do not count to your mods known. ``` ``` #### Alert You are always on the lookout for danger, you gain the following benefits: * Increase your Dexterity or Wisdom score by 1, to a maximum of 20. * You can’t be surprised while you are conscious. * You gain a +5 bonus to initiative. * Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you. #### Axe Mastery ###### *Prerequisites: Proficiency with handaxes, battleaxes, greataxes, or halberds* You master the handaxe, battleaxe, greataxe, and halberd. You gain the following benefits when using any of them: * You gain a +1 bonus to attack rolls you make with the weapon. * Your weapon attacks made with handaxe, battleaxe, greataxe, or halberd, score a critical hit on a roll of 19 or 20. * If you take the attack action while wielding those weapons and the opponent wields a shield, you can use a bonus action to try to hook the shield apart. You and the affected enemy do an Athletics check. If the enemy loses the contest, they are disarmed of their Shield and it falls at its feet. * Any weapon attack made with the weapon you wield gains the thrown property (20/60), if it already does, both ranges are doubled. * You gain the Siege property against any targets made out of wood. #### Battle Creator ###### *Prerequisite: The ability to use at least one creation* You have practiced using creations amid 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. * As an opportunity attack, 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. #### Barbarian Adept You fight with powerful and reckless abandon, able to smash through any challenge. You gain the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * Twice per short or long rest, you can maximize the damage dice of a melee weapon attack using Strength (this doesn't count towards extra damage dice such as from sneak attacks, creations, etc). * 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. \page #### Beary Blue Through despair, you worry about the worst to come, but that same worry is your strength, allowing you to succeed when you least expect it. You gain 3 blue dice and you regain all spent blue dice when you finish a short or long rest. If you critically fail, you regain 1 blue die. Your blue dice are d6s. You can roll only one blue die per turn, and a blue die is spent when you roll it. You can use blue dice in any of the following ways: * When you fail a saving throw, you can spend one of your blue dice to roll it and add it to the total, potentially turning it into a success. * When you would roll a death save you can spend one of your blue dice to roll it and add it to the total, potentially turning it into a success. If the result becomes 20 or higher due to the roll of the blue die, you return to 1 hit point. * When you make a skill or tool check, you can spend one of your blue dice to roll it and add it to the total. In addition, if you are targeted by the Woebegone creation, you automatically succeed the save due to already being negative. #### Blowgun Expert ###### *Prerequisites: Proficiency with blowguns* You attack from the shadows of bush and reed and silently pass by the corpses you leave. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with blowguns. * When you wield a blowgun, its damage die is increased by one size (i.e. 1d4 => 1d6). * You ignore the loading property of blowguns. * When you have successfully taken the hide action, you do not give away your position when making an attack with your blowgun, regardless of whether or not the attack hits. #### Bow Mastery ###### *Prerequisites: Proficiency with shortbows or longbows* You've mastered the bow, granting you the following benefits with the shortbow and longbow: * You gain a +1 bonus to attack rolls you make with shortbows and longbows. * When you wield a shortbow or longbow, its damage die is increased by one size (i.e. 1d6 => 1d8 => 1d10). * When you make an attack with a shortbow or longbow, if you haven't moved this turn, you may expend all of your movement to make an additional ranged weapon attack as a bonus action. * When a hostile creature within 30 feet of you that you can see attacks a creature, other than yourself, you may use your reaction to make one ranged weapon attack against them with your bow. ``` ``` #### Brave Through the trials and tribulations, you stand tall, undaunted. Fear may latch on hard, but you will power through its icy grip. You gain the following benefits. * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * You have advantage on any saving throw against any effect that would make you frightened. Additionally, while you are under the effects of the frightened condition, you can move towards your source of fear. * As a reaction to a friendly creature being targeted by an attack, you can move half your movement speed towards the creature. If you are within 5ft of the creature, you can choose to instead become the target of the attack. * As a bonus action, you can expend one of your hit dice to gain a number temporary hit points equal to 1 roll of your hit die + your Constitution modifier. #### Brawny You become stronger, gaining the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency in the Athletics skill. If you are already proficient in the skill, you gain Expertise in it. * You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. * When you are prone, standing up uses only 5 feet of your movement. * You gain a climbing speed equal to your movement speed. * You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet. #### Bulwark Your shield makes you a moving wall. You gain the following benefits while you are wielding a shield: * Each ally within 5 feet of you that doesn't have this feat gains half cover while you aren't incapacitated or prone. * When you move on your turn, you can allow an ally within 5 feet of you that isn't incapacitated and doesn't have a speed of 0 to accompany you. The chosen ally can move with you (no action required), staying within 5 feet of you when possible, but you can't move more than half your speed during the turn. #### Burglar You pride yourself on your quickness and your close study of robbery and infiltrating trapped rooms. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency with thieves' tools. If you are already proficient with them, you gain Expertise in them. * You can use thieves' tools to improve a lock's DC by a number equal to your proficiency bonus with a successful tool check. * You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors, containers, and traps; and on saving throws made to avoid or resist traps. \page #### Cane Master ###### *Prerequisites: Proficiency with quarterstaffs* You have mastered the martial arts of the staff, able to use them like an extension of your own arm. You gain the following benefits while wielding a quarterstaff: * You gain a +1 bonus to attack rolls you make with quarterstaffs. * Any quarterstaff you wield has the finesse property for you. * When you wield a quarterstaff, its damage die is increased by one size (i.e. 1d6 => 1d8 in one hand, and 1d8 => 1d10 while held with two hands). * As a bonus action, you can use your quarterstaff as a pole to vault yourself, you leap a number of feet up to half your movement speed in a direction you can see. #### Cannon Master ###### *Prerequisite: Proficiency with cannons, Dexterity of 13* You know your way around a cannon. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * The Cannon Save DC of any cannon you use is now 8 + The Ability Score Modifier that that you used to make the attack + Your Proficiency Bonus, unless the DC was already higher. * You can Clean and Reload a cannon as a bonus action, as if you had used your action. For example, using Cleaning and Reloading a cannon that costs two actions, you can use both your action and bonus action to satisfy those conditions, making the cannon ready to be fired again. #### Caring It is your duty and pleasure to help those in need. You gain 3 care dice and you regain all spent care dice when you finish a short or long rest. If you see one of your allies get hit by a critical hit, you regain 1 care die. Your care dice are d6s. You can roll only one care die per turn, and a care die is spent when you roll it. You can use care dice in any of the following ways: * When you restore hit points to a creature, you can roll a care die and add the result to the total hit points regained. * When you restore hit points to a creature, you can give the creature an amount of temporary hit points equal to your level. * When you make a Charisma (Persuasion) check, spend one care die and add the roll to your check. #### Charger You can run down the enemy. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * Your movement speed increases by 10 feet. * If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: Your attack gains a 1d8 bonus to the damage roll, or your attack can push the target up to 10 feet, provided the target you want to push is no more than one size larger than you. You can use this benefit only once on each of your turns. ``` ``` #### Contortionist Having greater control over your own body, you gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * Creatures have disadvantage when trying to grapple you. * You have advantage in escaping restraints by dislocating a joint or two. * You can move through spaces as if you were 1 size smaller. #### Creativity Adept You've learned a few tricks to help in your adventuring life. You gain the following benefits: * Increase your Wisdom, Charisma, or Intelligence score by 1, to a maximum of 20. * You learn two tricks of your choice from any class' creation list. Intelligence, Wisdom, or Charisma is your creative ability for these tricks (you choose which when you gain this feat). * You learn one 1st-level creation of your choice. You can use this creation a number of times equal to your proficiency bonus without expending a creation slot, regaining all uses at the end of a long rest. You can also use this creation with any creation slots you have. The ability score you increased with this feat is your creative ability for this creation. #### Critter Friend You master the techniques needed to train and handle animals. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Animal Handling skill. If you are already proficient in the skill, you gain expertise in it. * You learn the Speak with Animals creation and can use it at will, without expending a creation slot. * You also learn the Animal Friend creation, and you can use it once with this feat, without expending a creation slot. You regain the ability to use it in this way when you finish a long rest. Wisdom is your creativity ability for these creations. * You can use a bonus action on your turn to command one friendly beast within 60 feet of you that can hear you and that isn’t currently following the command of someone else. You decide now what action the beast will take and where it will move during its next turn, or you issue a general command that lasts for 1 minute, such as to guard a particular area. #### Crossbow Expert ###### *Prerequisites: Proficiency with crossbows* You have extensively practiced with the crossbow, granting you the following benefits: * You gain a +1 bonus to attack rolls you make with any crossbow. * You ignore the loading property of crossbows with which you are proficient. * Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. * When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding. \page #### Cruel You take delight in inflicting pain and anguish upon others. You gain 3 cruelty dice and you regain all spent cruelty dice when you finish a short or long rest. If you score a critical hit, you regain 1 cruelty die. Your cruelty dice are d6s. You can roll only one cruelty die per turn, and a cruelty die is spent when you roll it. You can use cruelty dice in any of the following ways: * When you deal damage to a creature, spend one cruelty die to deal extra damage to the creature equal to the roll. * When you deal damage to a creature, spend one cruelty die to gain a number of temporaty hit points equal to your level. * When you make a Charisma (Intimidation) check, spend one cruelty die and add the roll to your check. #### Crusher You are practiced in the art of crushing your enemies, granting you the following benefits: * Increase your Strength or Constitution by 1, to a maximum of 20. * Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you. * When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn. #### Customized Creativity Adept ###### *Prerequisites: The ability to use creativity* You have a signature way in which you utilize your creativity. Choose two of the Customization Creations options from the Customized Creativity feature from College of Lore Bard. You gain three uses to fuel these options, regaining all uses at the end of a long rest. These uses are added to any Customized Creativity uses you may already have. Each use of the chosen creation customization options takes one usage. #### Cutlass Mastery ###### *Prerequisites: Proficiency with a cutlass* The deft and powerful cutlass is the blade of your mastery, able to strike and guard the wielder efficiently. You gain the following benefits while wielding a cutlass: * You gain a +1 bonus to attack rolls you make with cutlasses. * While you are wielding a cutlass and are hit by an attack, you can use your reaction to attempt to block the attack, adding your proficiency bonus to your AC against that attack roll. * When you have more than one hostile creature adjacent to your space, you gain a +1 bonus to damage rolls against creatures adjacent to you, for each of those creatures adjacent to you (maximum 3). * While moving towards an enemy creature on your turn, you gain a 10ft bonus to your movement speed until the end of your turn. ``` ``` #### Dart Master You have mastered the art of throwing darts, flying through the sky to pierce your foes. You gain the following benefits while wielding a dart: * You gain a +1 bonus to attack rolls you make with darts. * The damage dice size of your darts increases by 1 size (1d4=>1d6). * Your darts ignore the effects of half and three-quarters cover. * You ignore close range disadvantage on attacks made with darts. * As a reaction to a creature moving outside of the normal range of the dart you are wielding, you can make an attack against that creature. #### Dial Master You have been trained to use Dial kits, gaining the following benefits: * Increase your Wisdom, Charisma, or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Dial kit, or expertise if you were already proficient. * Choose 2 Tricks from either the Bard, Medic, or Gadgeteer subclass. These tricks are added to any creation list you may have. * Choose one 1st level creation from the same list. You can use it once per long rest without expending a creation slot. Also added to your creation list. #### Diehard You are hard to put down, gaining the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * In order to die via failing death saves, you need to fail 4 death saves instead of 3. * When you make a death save, you add your proficiency bonus to the roll. * When you critically fail a death save, even automatically, it counts as a normal failure. #### Diplomat You master the arts of diplomacy, gaining the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Persuasion skill. If you are already proficient in this skill, you gain Expertise in it. * If you spend 1 minute talking to someone who can understand what you say, you can make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight) check. If you or your companions are fighting the creature, your check automatically fails. If your check succeeds, the target is charmed by you as long as it remains within 60 feet of you and for 1 minute thereafter. * As a reaction to a creature, that can hear you and is within 60ft of you, failing a saving throw that would result in them becoming frightened or charmed, you can have the creature reroll the save, using the new result. \page #### Dipsomaniac Your dependence on alcohol is not a weakness, your constitution allows you to keep on fighting so long the booze keeps flowing. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You gain resistance to poison damage and have advantage on all Constitution saving throws against poisons. * When you consume an alcoholic drink, you can regain a number of hit points equal to 2d6 + your level. You can use this ability a number of times equal to your proficiency bonus, regaining on uses on a long rest. #### Dual Wielder You are a master at fighting with two weapons, granting you the following benefits: * You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. * You can use two-weapon fighting even when the one-handed weapons you are wielding aren’t light. * You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. #### Dueling Master You've learned to be quick and precise with your weapons. You gain the following benefits: * Before you make a melee attack with a one-handed weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. * When a creature misses you with a melee attack, you can use your reaction to make an opportunity attack against that creature. * When you are wielding a melee weapon with which you are proficient and you are hit with an attack roll, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you. #### Durable You are hardy and resilient, granting you the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You have advantage on death saving throws. * As a Bonus Action, you can expend one of your Hit Dice to roll the die and regain a number of Hit Points equal to the roll + your Constitution modifier. #### Elemental Adept You are adept in utilizing a particular element in combat. You gain the following benefits: * Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. You use ignore resistance to damage of the chosen type. In addition, when you roll damage for 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. #### Elemental Attack ###### *Prerequisite: Proficiency with a martial weapon* You've learned how to infuse elemental energy into your attacks, such as harnessing friction to ignite your weapon, building static electricity to shock your foes, gathering vapor in the air to douse enemies in chilling water, or coating your weapon in corrosive acid or baleful poison. You gain the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * As a bonus action on your turn, you can cause the next weapon attack you make before the end of your turn to deal additional damage equal to 1d8 + your proficiency bonus. This damage is your choice of acid, cold, fire, lightning, or poison damage. You choose which damage type when you gain this feat, and your choice cannot be changed later. You can gain this feat multiple times, choosing a different damage type each time you gain it. If you choose acid damage, the attack corrodes soluble material that isn't being worn or carried. If you choose cold damage, the attack puts out any open, non-created flame within 5 feet of your target. If you choose fire damage, the attack ignites flammable material that isn't being worn or carried. If you choose lightning damage, the attack creates a strong gust that clears any fog or smoke in a 5-foot cube occupied by you or the target. If you choose poison damage, all tiny non-created plants within 5 feet of the target immediately wilt and die. #### Engineer You study the mechanical arts, gaining the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Engineering skill. If you are already proficient in the skill, you gain Expertise in it. * You learn the Prestidigitation and Detect Creation creations. * Whenever you craft a mastercraft item, it takes you half of the normal time, and it costs you half as much of the usual gold. #### Expressionist ###### *Prerequisite: Charisma score of 13 or higher* Your habit of wanting to show your true colors in battle shines through, granting you the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You learn the Charm Person creation. You can use it once without spending a Creation slot, and you gain the ability to do so when you finish a long rest. You also have the Allure Cantrip. Both these creations use your Charisma modifier. * You gain an Unarmored AC equal to 10 + your Charisma modifier + your Dexterity modifier. You lose this AC if you are wearing armor or holding a shield. \page #### Fighting Initiate ###### *Prerequisite: Proficiency with a martial weapon* Your martial training has helped you develop a particular style of fighting. As a result, you gain the following benefits: * Increase your Strength, Dexterity, or Constitution by 1, to a maximum of 20. * You learn one Fighting Style option of your choice from any class. If you already have a style, the one you choose must be different. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one that you don't have. You can select this feat multiple times. Each time you do so, you must choose a different Fighting Style Option. #### First Aid You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in Wisdom (Medicine) checks. If you were already proficient, you instead gain expertise. * When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. * As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest. #### Flail Mastery ###### *Prerequisites: Proficiency with flails* The flail is a tricky weapon to use, but you have spent countless hours mastering it. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with a flail. * Flails you wield have the reach property. * When you hit a creature with a flail, and a creature is adjacent to your target, you can choose to sweep, dealing bludgeoning damage equal to the modifier of the ability score used for your flail damage rolls. * When you successfully hit a creature with a flail, you can use your bonus action to attempt to knock that creature down. The creature must be no more than 1 size larger than you. The creature makes a Strength saving throw (DC equal to 8 + your proficiency bonus + your Ability Score Modifier used for making attack and damage rolls with your flail). On a success, nothing happens, but on a failure, they are knocked prone. Mounted creatures knocked prone in this way become dismounted. ``` ``` #### Flying Strikes ###### *Prerequisite: Strength or Dexterity 13 or higher* You've honed your skill with weapons of all kinds, able to shape shockwaves of destruction as projectiles out of thin air. * Increase your Strength or Dexterity by 1, to a maximum of 20. * You gain a special ranged weapon attack you can make in place of any regular weapon attack on your turn (including unarmed strikes). You must be wielding the melee weapon to use this attack option. You are proficient with it, and add the modifier of the ability score you increased with this feat to the attack and damage roll (You must use the same ability for both rolls). Its damage type and damage die are the same as the weapon you are wielding, and it has a normal range of 30 feet and a long range of 120 feet. * Certain abilities from your race, class, and the weapon you are wielding that modify the attack or damage roll can be applied to this, including Fighting Styles, Barbarian Rage Damage and Reckless Attack, Rogue Sneak attack, any bonus to attack and hit, and more. Does not include secondary effects such as Stunning Strike. #### Free Diver You are skilled at swimming and diving without the assistance of equipment. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You gain a swimming speed equal to your movement speed. If you already have a swim speed, increase it by 10 feet. * Your ability to hold your breath is increased by 10 minutes. #### Gourmand You have mastered a variety of special recipes, allowing you to prepare exotic dishes with useful effects. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You gain proficiency with cook’s utensils. If you are already proficient with them, you gain Expertise in them. * As an action, you can inspect a drink or plate of food within 5 feet of you and determine whether it is poisoned, provided that you can see and smell it. * As part of a short rest, you can cook special food, provided you have ingredients and cook utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food regains an extra 1d8 hit points. * With one hour of work or when you finish a short or long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 24 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your level + your Wisdom modifier. \page #### Graceful Dexterity There is an inherent part of you that remains physically fast and graceful. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in Dexterity saving throws. * When you fail a Dexterity saving throw, you can roll a d6 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. #### Grappler ###### *Prerequisite: Strength 13 or higher* You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You have advantage on attack rolls against a creature you are grappling. * You can use your bonus action to attempt a grapple. #### Great Weapon Master You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits: * Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. * While wielding a two-handed weapon, you can use your reaction to make a weapon attack when a creature enters the reach you have with that weapon. * On your turn, you can make one melee weapon attack as a bonus action with a two-handed weapon you are wielding. You can make this attack a number of times equal to your proficiency bonus, and regain all uses at the end of a long rest. #### Gungeon Haze A quick puff a smoke and you’re ready to rumble, instilling you with the confidence necessary to beat out the competition. You gain the following benefits: * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * You gain proficiency in Herbalism tools. * As a bonus action, you can take a quick puff of smoke to gain a number of temporary hit points equal to 1d10 + your level. You can use this feature a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a short or long rest. * As a bonus action, you can take a calming puff of smoke, adding a 1d4 bonus to your next skill check. You can use this ability a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a long rest. * You know the Fog Cloud creation using either your Wisdom or Charisma score. If you have the Creativity feature, Fog Cloud is added to your creation lists, allowing you to use your creativity ability modifier for it. You can use Fog Cloud without expending a creation slot a number of times equal to your proficiency bonus, regaining all uses on a long rest. #### Gunner You have a quick hand and keen eye when employing firearms, granting you the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency with firearms. * You ignore the reload and loading property of firearms. * Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. #### Hail Mary You are ready to risk it all for the high rewards of combat. You gain the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * As part of making a weapon attack roll, you forgo adding your proficiency bonus to the attack. If your attack hits, you add your proficiency bonus to the damage roll. * Once per turn, if you have advantage on a weapon attack roll, you can forgo having advantage. If that attack hits, the weapon attack deals an extra 5 damage. #### Hammer Mastery You master the club, greatclub, mace, warhammer, light hammer, and maul. You gain the following benefits when using any of them: * You gain a +1 bonus to attack rolls you make with the weapon. * Whenever you have advantage on a melee attack roll you make with the weapons and hit, you can choose to knock the target prone if the lower of the two d20 rolls would also hit the target. * Whenever you have disadvantage on a melee attack roll you make with the weapons, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit. * Any weapon attacks made with these weapons gain the Siege Property. #### Handgun Master Light and fast, you have trained extensively with handguns, allowing you to make the most of their functions in combat. You gain the following benefits while wielding a flintlock, pistol, or revolver: * You gain a +1 bonus to attack rolls you make with flintlocks, pistols, and revolvers. * The damage dice of these weapons increases by 1 size (1d6=>1d8=>1d10=>1d12) * Any flintlock, pistol, or revolver you wield counts as light if it wasn’t already, and you do not need a free hand to reload these weapons. * You can draw and stow any flintlock, pistol, or revolver as part of making an attack with them. \page #### Heavily Armored ###### *Prerequisite: Proficiency with medium armor* You have trained to master the use of heavy armor, gaining the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency with heavy armor. #### Heavy Armor Master ###### *Prerequisite: Proficiency with heavy armor* You can use your armor to deflect strikes that would kill others. You gain the following benefits: * Increase your Strength or Constitution score by 1, to a maximum of 20. * While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 3, including those imbued with haki. * As a reaction to getting knocked prone or moved against your will, you can choose to not be knocked prone or moved. #### Heightened Innovation ###### *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: * You have a +1 bonus to attack rolls made with creations. * 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. * Your ranged creation attacks ignore close range disadvantage. * You learn one trick that requires an attack roll. Choose the trick from the bard, medic, savant, or gadgeteer spell list. Your creative ability for these creations depends on the class you chose: Charisma for bard, Intelligence for gadgeteer, Wisdom for medic, Charisma for savant, and Wisdom for Marksman. #### Historian Your study of history rewards you with the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the History skill. If you are already proficient in the skill, you gain Expertise in it. * When you take the Help action to aid another creature’s ability check, you give historical examples to aid them. The creature’s check gains a bonus equal to your proficiency bonus. To receive this bonus, the creature must be able to understand what you’re saying. * Your extensive study of past evens, you gain keen insight in nearly any field. In place of any skill or tool check, you can instead make an Intelligence (History) check. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. ``` ``` #### Insightful You can pick up on social cues, peer past the poker face's of your foes, and have gain a real understanding of people. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Insight skill. If you are already proficient in the skill, you instead gain expertise with it. * As a bonus action, you can look past the facades people put up to find the truth against a creature you can see within 30ft of you. You gain insight into the creature's characteristics, the DM tells you the number of one of the following characteristics of your choice: Strength score, Dexterity score, Constitution score, Intelligence score, Wisdom score, Charisma score, Armor Class, and Hit points. The creature then becomes immune to this effect for 1 hour. * You can use your bonus action to get uncanny insight about one creature you can see within 30ft of you. Make a Wisdom (Insight) check contested by the target’s Charisma (Deception) check. If your check succeeds, you have advantage on attack rolls and ability checks against the target until the end of your next turn. If your check fails, the creature becomes immune to this effect for the next hour. #### Inspiring Leader ###### *Prerequisite: Charisma 13 or higher* You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to double your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest. #### Investigator You have an eye for detail and can pick out the smallest clues. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Investigation skill. If you are already proficient in the skill, you instead gain expertise with it. * You can take the Search action as a bonus action. * As an action, you can become aware of vague details of the past of an object you are touching up to a number of months equal to 1 + your Intelligence Modifier. For example, touching a sword reveals that it was bought from a shop northwest from its current location about 2 months ago. \page #### Joyful Your positive energy can act as a boost for your allies, instilling them the confidence to succeed. You gain 3 joy dice and you regain all spent joy dice when you finish a short or long rest. If you see one of your allies critically fail, you regain 1 joy die. Your joy dice are d6s. You can roll only one joy die per turn, and a joy die is spent when you roll it. You can use joy dice in any of the following ways: * When you see a friendly creature within 30 ft of you getting hit by an attack (can include yourself), you can use your reaction to roll your joy die to add the number rolled to the creature’s AC for that attack, potentially causing it to miss. * As a bonus action, you can attempt to cheer on a friendly creature (can include yourself) within 30 ft of yourself, rolling the joy die and adding it to their next skill check or saving throw. A creature can only benefit from one joy die at a time. * When you roll initiative, you can spend one joy die and add the roll to your check. #### Katana Master The long and elegant katana are a favored blade on the seas, able to dice all that comes its way. You gain the following benefits while wielding a katana or odachi: * You gain a +1 bonus to attack rolls you make with katanas and odachis. * Once per turn, as part of making an attack with a Katana or Odachi, you can move 5ft without provoking opportunity attacks, provided your speed isn’t 0. * You gain a number of Ken Dice equal to your proficiency bonus. You regain all expended Ken Dice at the end of a short or long rest. These Ken Dice are d4s. You can use them in any of the following ways: * When you hit a creature with a Katana or Odachi, you can expend one of your Ken Dice to deal extra damage equal to one roll of your Ken Dice + your proficiency bonus. * As a reaction to being hit by a creature, you can expend one of your Ken Dice to increase your AC by an amount equal to one roll of your Ken Dice + your proficiency bonus. * Whenever you roll a 1 on any of the d4s of your katana or odachi’s damage rolls, you can treat those 1’s as a 2. Your Ken Dice also benefits from this feature. #### Keen Mind You have a mind with an uncanny knack for learning and keeping track of precise details. You gain the following benefits. * Increase your Intelligence score by 1, to a maximum of 20. * You always know which way is north. * You always know the number of hours left before the next sunrise or sunset. * You can accurately recall anything you have seen or heard within a number of past months equal to your intelligence modifier (max 3 months). * You gain proficiency in one skill of your choice. ``` ``` #### Knack Of The Analyst You have a real knack for finding the truth, granting you the following benefits: * Whenever you make an Intelligence (Investigation) or an Wisdom (Insight) check, you can roll a d4 and add the number rolled to the total ability check. * As an action, you can make an Intelligence (Investigation) or Wisdom (Insight) check against a creature’s Charisma (Deception). On a success, that creature’s attack rolls are made at disadvantage on attack rolls against a creature of your choice that is within 30 feet of you and can hear you. * You know the Guidance trick. You can use the Identification creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Burglar You have a real knack for avoiding detection, granting you the following benefits: * Whenever you make a Dexterity (Sleight of Hand) or a Dexterity (Stealth) check, you can roll a d4 and add the number rolled to the total ability check. * If you fail a Dexterity (Sleight of Hand) or a Dexterity (Stealth) check, you can reroll, and you must choose the new roll. You regain this ability once per short or long rest. * You know the Temporary Trick trick. You can use the Fog Cloud creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Fool You have a real knack for convincing and captivating people, granting you the following benefits: * Whenever you make a Charisma (Persuasion) or a Charisma (Performance) check, you can roll a d4 and add the number rolled to the total ability check. * As an action, you can make Charisma (Persuasion) or Charisma (Performance) check against a creature Wisdom (Insight) that can see or hear you. If you succeed, you impose disadvantage on the next roll that creature makes. * You know the Shimmering Lights trick. You can use the Calm Emotions creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). \page #### Knack Of The Handler You have a real knack for herding animals, granting you the following benefits: * Whenever you make a Wisdom (Animal Handling) or an Intelligence (Nature) check, you can roll a d4 and add the number rolled to the total ability check. * When you are attacked by a beast, you can use your reaction to halve the damage and move 10ft in a direction of your choice without provoking opportunity attacks. * You know the Natural Arts trick. You can use the Speak with Animals creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Hunter You have a real knack for hunting in any environment, granting you the following benefits: * Whenever you make a Wisdom (Perception) or an Wisdom (Survival) check, you can roll a d4 and add the number rolled to the total ability check. * You gain darkvision of 60ft. If you already have darkvision, it is extended by 60ft. * You can use the Hunter’s Mark and Locate Creature creation without expending a creation slot once per long rest, each. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Inventor You have a real knack for crafting thanks to you extensive knowledge, granting you the following benefits: * Whenever you make an Intelligence (Engineering) or an Intelligence (History) check, you can roll a d4 and add the number rolled to the total ability check. * If you fail a tool check of which you are proficient in, you can reroll, and you must choose the new roll. You can use this feature a number of times equal to your Intelligence modifier, regaining all uses at the end of a short or long rest. * You know the Mend trick. You can use the Advanced Weapon creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). ``` ``` #### Knack Of The Nurse You have a real knack for healing wounds, granting you the following benefits: * Whenever you make a Wisdom (Medicine) or an Intelligence (Religion) check, you can roll a d4 and add the number rolled to the total ability check. * When you use a creation that restores hit points, you can add 1d4 to the amount of hit points restored. You can use this feature a number of times equal to your proficiency bonus per short or long rest. * You know the Stabilize trick. You can use the Cure Wounds creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Pretender You have a real knack for deception and escaping, granting you the following benefits: * Whenever you make a Dexterity (Acrobatics) or a Charisma (Deception) check, you can roll a d4 and add the number rolled to the total ability check. * Your walking speed increases by 5ft, and you can use a Dexterity (Acrobatics) check to escape any restraints instead of a Strength (Athletics) check. * You know the Vicious Mockery trick. You can use the Disguise creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Intelligence, Wisdom, or Charisma (choose which when you gain this feat). #### Knack Of The Warrior You have a real knack for getting for combat, granting you the following benefits: * Whenever you make a Strength (Athletics) or a Charisma (Intimidation) check, you can roll a d4 and add the number rolled to the total ability check. * When a creature that you can see within 5ft of you is hit with an attack roll, you can use your reaction to swap places with the creature, and you are hit by the attack instead. * You know the Defending Ward trick. You can use the Shield creation without expending a creation slot once per long rest. You can also use these creations with any creation slots you have, and are added to any creation list you have. Your creative ability for these creations is your choice of Strength, or Dexterity (choose which when you gain this feat). \page #### Lance Master ###### *Prerequisites: Proficiency with a lance* The lance is an unwieldy weapon for most, but you have mastered the use of it, both on foot and on mount. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with lances. * Whenever you have advantage on a melee attack roll you make with a lance and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target. * You don't have disadvantage when attacking a creature within 5ft of you with attacks made with a lance. * If you move at least 20 feet in a straight line immediately before making an attack with a lance, you either gain a +5 bonus to the attack's damage roll or push the target up to 10 feet away from you on your first lance attack this turn. #### Light Armor Master ###### *Proficiency with light armor, Dexterity of 13* You know how best to use the thin armor that protects you. * Increase your Dexterity score by 1, to a maximum of 20. * Your speed increases by 5 feet while wearing light or no armor. * While wearing light armor, you gain a +1 bonus to your armor class whenever you are at least 20 feet from where you started your turn. This bonus lasts until the start of your next turn. #### Longsword Master You master the art of greatswords and longswords, able to utilize their long blade to its maximum potential. You gain the following benefits while wielding a longsword or greatsword: * You gain a +1 bonus to attack rolls you make with longswords and greatswords. * Longswords and greatswords you wield have the reach property. * When you reduce a creature to 0 hit points with a longsword or a greatsword, and have left over damage, you can choose to inflict the remaining damage to another creature within the reach of your longsword or greatsword. * When a creature hits you with an attack, when you are wielding a longsword or greatsword, you gain a +1 bonus to AC against all subsequent attacks made by that creature for the rest of the turn. #### Lucky You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest. #### Martial Adept You have martial training that allows you to perform special combat maneuvers. You gain the following benefits. * You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). * You gain two superiority dice, which are d8s (these dice are added to any superiority dice you have from another source, so for example if you are a Battle Master Fighter with d10s, these dice become d10s as well). These dice are used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. #### Master Alchemist You have been trained to use Alchemist tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Alchemist tools, or expertise if you were already proficient. * You can increase the potency of healing potions or poison, adding your level to the resulting healing or damage if you succeed a DC 15 Alchemist tools check. On a failure, you cannot improve the formula of that specific potion. * As a bonus action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. #### Master Appraiser You have been trained to use Appraiser’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Appraisers, or expertise if you were already proficient. * You have advantage on Intelligence (History) checks made to identify key information surrounding an item’s historical significance. Additionally, you can appraise a devil fruit or devil fruit user to determine its type and ability. * As a bonus action, you can identify the value in berries of any object. Certain objects, such one of a kind objects, or items with minimal value may not have a defined price. \page #### Master Brewer You have been trained to use Brewer’s tools, gaining the following benefits: * Increase your Wisdom or Constitution score by 1, to a maximum of 20. * You gain proficiency in Brewers tools, or expertise if you were already proficient. * The time and cost it takes for you to craft alcohol is halved. * All alcoholic drinks you make grant a number of temporary hit points to the drinker equal to twice your proficiency bonus. #### Master Calligrapher You have been trained to use Calligraphy tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Calligrapher's tools, or expertise if you were already proficient. * You can flawlessly recreate any handwriting you have seen. * You can perfectly recall any written text you have seen in the past 6 months. #### Master Carpenter You have been trained to use Carpenter’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Carpenter’s tools, or expertise if you were already proficient. * You can use the Construct Hut or Construct Boat creation, each without using a creation slot, once per long rest. This creation uses the stat you increased with this feat. These creations are added to any creation list you have. * As an action, you can use wooden materials to reinforce a 10 x 10 door, window, or wall, increasing the DC to break it by 5, to a maximum of 30. These reinforcements last 8 hours. #### Master Cartographer You have been trained to use Carpenter’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Cartographer’s tools, or expertise if you were already proficient. * You can recall and recreate any map you have seen. Additionally, you cannot get lost by normal means. * You always know which way is north, and you can immediately detect any weather-related events within a two mile radius of yourself. ``` ``` #### Master Cobbler You have been trained to use Cobbler’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Cobbler’s tools, or expertise if you were already proficient. * Any shoes you have made or altered ignore difficult terrain from snow, rocks, ice, mud, or sand. * The time and cost it takes for you to create shoes are halved. #### Master Fisherman You have been trained to use Fishing Tackle, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Fishing Tackle, or expertise if you were already proficient. * If you have access to a body of water that sustains marine life, you can maintain a moderate lifestyle while working as a fisherman, and you can catch enough food to feed yourself and up to ten other people each day. * You can wield your Fishing Tackle as a whip. #### Master Forger You have been trained to use Forgery tools, gaining the following benefits: * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * You gain proficiency in Forgery tools, or expertise if you were already proficient. * As a bonus action, you can quickly make a single page, forged document if you have the materials on hand. DC 8 + you Forgery Tool Check Modifier * You have advantage on checks to determine if a document has been forged, and creatures have disadvantage on checks to determine any document you have forged was forged. #### Master Glassblower You have been trained to use Glassblower’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Glassblower’s tools, or expertise if you were already proficient. * Your weapon attacks gain the Siege property against any glass object or structure. * The time and cost it takes for you to create glass items such as lenses, bottles, and fiberglass are halved. \page #### Master Herbalist You have been trained to use Herbalism tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Herbalism tools, or expertise if you were already proficient. * As a bonus action, you can consume or give another creature within touch range a potion, or other consumable. * Creating medicines costs half as much and takes half as much time to craft. #### Master Jeweler You have been trained to use Jeweler’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Jeweler's tools, or expertise if you were already proficient. * As a bonus action, you can identify the type, value, and properties of any gemstone within 5ft of you. * The time and cost it takes for you to create jewelry are halved. #### Master Leatherworker You have been trained to use Leatherworker’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Leatherworker’s tools, or expertise if you were already proficient. * As an action, you can fully skin a creature’s corpse. * Crafting and altering an item made from leather has its time and cost reduced by half. #### Master Mason You have been trained to use Mason’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Mason’s tools, or expertise if you were already proficient. * Your weapon attacks gain the Siege property against any object or structure made of stone and other stone adjacent material. * The amount of time and cost it takes to make a stone construction is halved. #### Master Navigator You have been trained to use Navigator’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Navigator’s tools, or expertise if you were already proficient. * You can recall the exact directions from one location you have been in relation to another location you have been, as long as you have been consistently conscious for the journey. * You have advantage on saving throws related to weather based phenomenon. #### Master of Disguise You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency with the disguise kit. If you are already proficient with it, you gain Expertise in it. * If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action. #### Master of Games You’ve whiled away hours and days in the strategies of playing cards, board games, or other kinds of rules- bound activities. You gain the following benefits: * Your Intelligence, Wisdom, or Charisma score increases by 1, to a maximum of 20. * You gain proficiency in three gaming sets of your choice and expertise for one of those sets of your choice. * If you are playing against an opponent that you have lost against within 1 month, you can add a 1d6 to any checks made for the first game played against them since you last lost. * If you are introduced to a new game, you gain proficiency in it after 8 hours total spent playing. #### Master Painter You have been trained to use Painter’s tools, gaining the following benefits: * Increase your Wisdom or Charisma score by 1, to a maximum of 20. * You gain proficiency in Painter’s tools, or expertise if you were already proficient. * You can tell if a painting is an original or a copy, as well as its value in berries, and any important and well known information about the painting and the painter. * The amount of time and cost it takes to draw or paint something is halved. #### Master Potter You have been trained to use Pottery tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Potters tools, or expertise if you were already proficient. * During a long rest, you can craft an exceptionally deep pot. This pot has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The pot can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The pot weighs 15 pounds, regardless of its contents. Retrieving an item from the pot requires an action. If the pot is overloaded or broken, it ruptures and is destroyed, spilling its contents on the floor. This pot remains until you make another one, or if it's destroyed. \page * The amount of time and cost it takes to make, repair, or alter pottery is halved. #### Master Smith You have been trained to use Smither’s tools, gaining the following benefits: * Increase your Strength or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Smiths tools, or expertise if you were already proficient. * As a bonus action, you can inspect a forged weapon or armor within 5ft of you, learning its value in berries, its materials, and any properties it may have. * The amount of time and cost it takes to make forged weapons and armor is halved. #### Master Tinkerer You have been trained to use Tinker’s tools, gaining the following benefits: * Increase your Dexterity or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Tinkers tools, or expertise if you were already proficient. * As a bonus action, you can attempt to tamper with a creature’s weapon, armor, or creative focus. You make a Tinker tools check against the creature’s Dexterity (Acrobatics) or Strength (Athletics). On a success, you place a -1 penalty on attack and damage rolls if you tampered a weapon, -1 to AC if you tamper armor, or -1 to creation attack rolls and save DCs until the creature takes a long rest to repair it. On failure, the item cannot be tampered by you in this way for an hour. * The amount of time and cost it takes to craft and tinker with items is halved. #### Master Weaver You have been trained to use Weaver’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Weavers tools, or expertise if you were already proficient. * You can temporarily enhance an outfit, making the wearing have more of a presence. You touch an outfit over the course of a short or long rest. Until the creature’s next rest, or until you use this feature on another set of clothes, the wearer has advantage on your choice of Charisma (Persuasion), Charisma (Intimidation), Charisma (Performance), or Charisma (Deception) checks. * The amount of time and cost it takes to make and mend clothes is halved. ``` ``` #### Master Woodcarver You have been trained to use Woodcarver’s tools, gaining the following benefits: * Increase your Wisdom or Intelligence score by 1, to a maximum of 20. * You gain proficiency in Woodcarver’s tools, or expertise if you were already proficient. * Wooden objects you create have resistance to bludgeoning, piercing, and slashing damage. * The amount of time and cost it takes to make and repair wooden objects is halved. #### Medium Armor Master ###### *Prerequisite: Proficiency with medium armor* You have practiced moving in medium armor to gain the following benefits: * Increase your Dexterity or Constitution score by 1, to a maximum of 20. * Wearing medium armor doesn't impose disadvantage on your Dexterity (Stealth) checks. * When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher. #### Menacing You become fearsome to others, gaining the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Intimidation skill. If you are already proficient in the skill, you gain Expertise in it. * Once per turn, as a bonus action, or in the place of an attack from the attack action, you can attempt to demoralize one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, the target is frightened until the end of your next turn. If your check fails, the target can't be frightened by you in this way for 1 hour. #### Mobile You are exceptionally speedy and light on your feet. You gain the following benefits: * Your speed increases by 10 feet. * When you use the Dash action, difficult terrain doesn't cost extra movement on that turn. * When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not. #### Mounted Combatant You are a dangerous foe to face while mounted. While you are mounted and aren't incapacitated, you gain the following benefits: * You have advantage on melee attack rolls against unmounted creatures that are smaller than your mount. * You can force an attack targeted at your mount to target you instead. * If your mount is subjected to an effect that allows it to make a Dexterity save to take only half damage, it takes no damage if it succeeds and half damage if it fails. \page #### Musician ###### *Prerequisites: Proficiency with a musical instrument* You are a practiced musician, granting you the following benefits: * You gain Expertise in all Musical Instruments that you are proficient in. * As you finish a Short Rest or a Long Rest, you can play a song on a Musical Instrument with which you have Tool Proficiency and give Inspiration to 6 allies who hear the song, which can include yourself. #### Naturalist Extensively you have studied nature, allowing you to defend yourself in any situation, you gain the following benefits. * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Nature skill. If you are already proficient in the skill, you gain Expertise in it. * You learn the Natural Arts trick and Detect Poison and Disease creations. You can use Detect Poison and Disease once without expending a creation slot, and you regain the ability to do so when you finish a long rest. * You gain a unarmored AC equal to 13 + your Dexterity modifier. #### Observant Quick to notice details of your environment, you gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. * You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. If you lose your eyesight permanently while having this feat, such as losing your eyes, you will lose this feat over the course of 3 months, of which it will be replaced with the Sightless Perspective feat. #### Perceptive You hone your senses until they become razor-sharp. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Perception skill. If you are already proficient in the skill, you gain Expertise in it. * You gain darkvision of 30ft. If you already had darkvision, it is extended by 30ft. * Being in a lightly obscured area doesn't impose disadvantage on your Wisdom (Perception) checks if you can both see and hear. ``` ``` #### Performer You master performance so that you can command any stage. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Performance skill. If you are already proficient in the skill, you gain Expertise in it. * As a bonus action, you can try to distract one creature you can see, who can see and hear you. Make a Charisma (Performance) check contested by their Wisdom (Insight) check. If your check succeeds, you grab their attention enough that it makes Wisdom (Perception), Intelligence (Investigation) checks, and attack rolls with disadvantage until the start of your next turn. If your check fails, the creature becomes immune to this effect for 1 hour. #### Piercer You have achieved penetrating precision in combat, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll. * When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage. #### Poisoner You can prepare and deliver deadly poisons, gaining the following benefits: * When you make a damage roll that deals poison damage, you can ignore resistance to poison damage. * You can coat a weapon in poison as a bonus action, instead of an action. * You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 10 GP worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammo, the poison retains its potency for 1 minute or until you hit with the weapon or ammo. When a creature takes damage from the coated weapon or ammo, that creature must succeed on a Constitution saving throw (DC 8 + Proficiency Bonus + your choice of Intelligence or Wisdom modifier) or take 2d8 poison damage and become poisoned until the end of your next turn. #### Polearm Master You have mastered the art of polearm weaponry. You gain the following benefits: * When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end. This attack uses the same ability modifier as the primary attack. The damage die for this attack is a d4, and it deals bludgeoning damage. You can use the shove action in place of that bonus action attack. * While you are wielding a glaive, halberd, pike, quarterstaff, or spear, you can use your reaction to make a melee weapon attack against creatures when they enter the reach you have with that weapon. \page #### Practiced Wisdom There is an inherent part of you that remains solidified mentally through experience. You gain the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in Wisdom saving throws. * When you fail a Wisdom saving throw, you can roll a d6 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. #### Quick Fingers Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Sleight of Hand skill. If you are already proficient in the skill, you gain Expertise in it. * As a bonus action, you can make a Dexterity (Sleight of Hand) check, use your thieves’ tools, take the Use an Object action, pickpocket, plant something on someone else, conceal an object, or you can attempt to disarm a creature of an object they are holding within touch range by making a Dexterity (Sleight of Hand) check against a creature's Strength (Athletics) or Dexterity (Acrobatics) check. #### Rapier Mastery ###### *Prerequisites: Proficiency with rapiers* The swift and sharp rapier is perfect for any duelist to strike and defend with ease. You gain the following benefits while wielding a rapier: * You gain a +1 bonus to attack rolls you make with rapiers. * Once per turn, when you take the Attack action on your turn, you can forgo one attack with a feint, granting your next attack advantage on its attack roll, and if this attack hits it gains a bonus to its damage roll equal to your proficiency bonus. * As a bonus action, you can take a parrying stance, adding a +1 bonus to your armor class until the start of your next turn. * When you score a critical hit against a target, you may roll an additional damage die to add to the damage roll. #### Religious Your extensive study of religion rewards you with the following benefits. * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in the Religion skill. If you are already proficient in the skill, you gain Expertise in it. * You learn the Show Off and Twist Fate creations. You can use Twist Fate without expending a creation slot. You can use this feature a number of times equal to your proficiency bonu, regaining the ability to do so when you finish a long rest. If you have the creativity feature, these creations are added to any creation list your have. * During a the course of a long rest, you can perform a ritual to transform a bottle of mundane water into a special holy water. When a creature drinks the water, they regain 2d4+2 hit points, after which the liquid becomes mundane again. The liquid also becomes mundane when you finish a long rest. #### Remarkable Recovery You have an unnaturally quick recovery. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * When you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1). * Whenever you regain hit points as a result of a creation, item, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1). #### Resilient Constitution There is an inherent part of you that remains physically stouthearted. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * You gain proficiency in Constitution saving throws. * When you fail a Constitution saving throw, you can roll a d6 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. #### Rifle Master Accurate and far-reaching, the rifle is a weapon that requires precision and discipline to wield, and experience to truly make it formidable. You gain the following benefits while wielding a musket or rifle: * You gain a +1 bonus to attack rolls you make with muskets and rifles. * When you roll the weapon damage die with muskets or rifles, the minimum damage you can roll on the die equals your proficiency bonus. * Being prone doesn't impose disadvantage on your attack rolls with ranged weapons. * Your ranged weapon attacks don't have disadvantage against targets that are prone * Both the short and long ranges of these weapons are increased by 60 ft. #### Rogue Adept You have deft talent and cunning tactics that render you the most slippery of foes. You gain the following benefits: * Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20. * You gain proficiency in one skill of your choice. In addition, choose one of your skills that you are proficient in. You gain expertise in that skill. * As a bonus action, you can take the dash, disengage, or hide action. \page #### Routine User ###### *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, medic, 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. If you come across a creation in written form, 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. #### Savage Attacker Your training with weapons has allowed you to utilize their full force, able to devastate your opponents with deadly strikes. You gain the following benefits when wielding a weapon: * Your attack gains a +1 to damage rolls * When you take the attack action, and you have more than one attack you can take with the same weapon you are wielding, you can choose to not take those extra attacks and instead increase the damage of the attack you take by an extra dice of damage of your weapon for every attack not taken. (If the weapon must be reloaded like a firearm or a cannon, it must be loaded to count as making an attack) * Your weapon attacks score a critical hit on a roll of 19 or 20. #### Scimitar Master ###### *Prerequisites: Proficiency with a scimitar* The light and curved blade allows the wielder to make complex flourishes to rend their enemies. You gain the following benefits while wielding a scimitar: * You gain a +1 bonus to attack rolls you make with scimitar. * As a bonus action, you can make a flourish with your next attack made with a scimitar. When you hit, the attack gains a damage spread of 5ft, DC = 8 + your proficiency bonus + your Strength or Dexterity modifier. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. * If you move 10ft in a straight line towards a creature before making an attack with a scimitar, when the attack hits, you deal an additional damage die with the attack. * If a creature hits a creature within your melee reach with a melee attack, you can use your reaction to become the target instead. ``` ``` #### Sentinel You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits: * When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. * Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. * When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make an opportunity attack with a melee weapon against the attacking creature. #### Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: * Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. * Your ranged weapon attacks ignore half and three-quarters cover. * Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage. #### Shield Master You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield: * You can use a bonus action to try to shove a creature within 5 feet of you with your shield. * If you aren't incapacitated, you can add your shield's AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. * If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. #### Short Blade Master ###### *Prerequisites: Proficiency with a dagger or shortsword* Sacrificing the size and power of a weapon for lightness and speed, you have mastered using short blades such as daggers and shortswords. You gain the following benefits: * You gain a +1 bonus to attack rolls made with daggers and shortswords. * When you take the attack action with a dagger or shortsword, you can make an additional attack with it as part of the Attack action. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. * You have advantage on attack rolls against a creature you are grappling with, as well as against creatures that are grappling you. * When you have advantage on an attack roll using a dagger or shortsword, and you hit, you deal an additional 1d4 damage. \page #### Shotgun Master ###### *Prerequisites: Proficiency with a shotgun* The powerful blast of the shotgun is under your control and whim, allowing you to blast apart anyone who comes your way. You gain the following benefits while wielding a shotgun: * You gain a +1 bonus to attack rolls you make with shotguns. * The bonus damage from your shotgun when attacking a creature within normal range increases from 1d4 to 1d6. * The normal and long ranges of your shotgun increases to (40/120). * In place of an attack with your shotgun, you can instead produce a 5ft cube at a point you can see within the normal range of your shotgun. Any creature caught in this cube must make a Dexterity saving throw, DC = 8 + your Dexterity modifier + your Proficiency Bonus. On a failure, the creature takes the damage from your shotgun, as if you had hit it with the weapon attack. On a success, the creature takes no damage. #### Sightless Perspective ###### *Prerequisites: You are permanently blind, if you later regain your sight, you will lose this feat over the course of 3 months, of which it will be replaced with the Observant feat* Losing sight in the literal sense can be a daunting task to overcome, be it not being born with it, or losing your eyes in a deadly encounter. Luckily you are particularly crafty, able to adapt to your other senses to fight against any and all unseen danger. You gain the following benefits: * Increase your Wisdom score by 1, up to a maximum of 20. * You gain your choice of either blindsight or tremorsense of 30ft. This radius increases by an additional 10ft for each Observation Haki ability you possess. * Ranged attacks don’t have advantage against you due to you being blind. However, they can still have advantage for other reasons. * Any ability that you have that requires you to see a target within range functions as long as that target is within your blindsight/tremorsense. #### Silver Tongue You develop your conversational skill to better deceive others. You gain the following benefits. * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in the Deception skill. If you are already proficient in the skill, you gain Expertise in it. * You learn the Vicious Mockery trick, your Charisma is the creation ability modifier for this creation. You can use this trick as a bonus action a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. * You can replace one attack with an attempt to deceive one creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Deception) check contested by the target's Wisdom (Insight) check. If your check succeeds, your movement doesn't provoke opportunity attacks from the target and your attack rolls against it have advantage; both benefits last until the end of your next turn or until you use this ability on a different target. If your check fails, the target can't be deceived by you in this way for 1 hour. #### Skill Expert You have honed your proficiency with particular skills, granting you the following benefits: * Increase one ability score of your choice by 1, to a maximum of 20. * You gain proficiency in one skill of your choice. * Choose one skill in which you have proficiency. You gain expertise with that skill. The skill you choose must not be already benefiting from a feature, such as Expertise. #### Skilled You are highly skilled. You gain proficiency in any three skills or tools of your choice. #### Skulker ###### *Prerequisite: Dexterity 13 or higher* You are an expert at slinking through shadows. You gain the following benefits: * Increase your Dexterity score by 1, to a maximum of 20. * You gain proficiency in the Stealth skill. If you are already proficient in the skill, you gain Expertise in it. * If you are hidden, you can move up to 10 feet in the open without revealing yourself if you end the move in a position where you're not clearly visible. * You can try to hide when you are lightly obscured from the creature from which you are hiding. * When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position. #### Slasher You’ve learned where to cut to have the greatest results, granting you the following benefits: * Increase your Strength or Dexterity by 1, to a maximum of 20. * Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn. * When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls. #### Sling Master ###### *Prerequisites: Proficiency with a sling* You have mastered slings. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with slings. * When you wield a sling, its damage die is increased by one tier (i.e. 1d4 -> 1d6). In addition, the sling’s normal range increases from 30 feet to 60 feet, and its long range increases from 120 feet to 180 feet. * When you score a critical hit with a sling, you deal extra damage equal to your proficiency bonus. In addition, your target must succeed on a Constitution saving throw (DC = 8 + your proficiency bonus + your Dexterity modifier) or become stunned until the end of its next turn. * You don't have close-range disadvantage when using slings. \page #### Sound Intelligence There is an inherent part of you that remains mentally prepared, able to decipher all that comes at you. You gain the following benefits: * Increase your Intelligence score by 1, to a maximum of 20. * You gain proficiency in Intelligence saving throws. * When you fail an Intelligence saving throw, you can roll a d6 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. #### Spear Mastery ###### *Prerequisites: Proficiency with spears, javelins, pikes, tridents, or glaives* You have mastered the use of long, poking sticks, rewarding you for the time you have taken to master it. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with a spear, javelin, pike, trident, or glaive. * When you use a spear, javelin, pike, trident, or glaive, its damage die increases by one damage dice size (1d6 => 1d8, 1d10 = > 1d12). In the case of the spear, both the one-handed and two-handed damage die increases in size by one. * On your turn, you can choose to take a forward stance by expending half of your movement speed. When you take this stance, your reach with spears, javelins, pikes, tridents, and glaives increases by 5ft. * On your turn, you can choose to take a wide stance by expending half of your movement speed. When you take this stance, the next creature you hit with a melee weapon attack using a spear, javelin, pike, trident, or glaive must make a Strength saving throw, DC = 8 + your proficiency + your Strength or Dexterity modifier. On a failure, the target is knocked prone or disarmed of an object they are holding (your choice). #### Spirit Adept You have connected with your inner spirit, and have manifested it into greater control of your physical self. You gain the following benefits: * Choose one of the Spirit Abilities from the brawler class. You gain 2 Spirit points (which are added to any Spirit points you have from another source). You regain any of these spent Spirit points when completing a short rest. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Spirit Ability options with another one from the brawler class. * Your damage dice for your unarmed strike increases by one size, 1d4 => 1d6, 1d10 => 1d12. The maximum damage dice you can have for an unarmed strike is 1d12. * Your movement speed increases by 5ft. * When you make an unarmed strike or an attack with a simple melee weapon that lacks the heavy and two-handed properties as part of your Attack action, you can make an unarmed strike using your bonus action. ``` ``` #### Storyteller Your experiences in life have rendered you skilled at spinning tales, both real and fictional. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You can spend 10 minutes recalling a fantastic tale and relaying it to your companions. When you do so, roll on the Tale Archetypes table to determine the recalled tale. You can tell the tale to up to six friendly creatures of your choice (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. A chosen creature gains the tale’s effect and can use it once before it finishes a long rest. A creature can’t gain an effect from this feat again until it has finished a long rest. ##### Tale Archetypes | d6 | Recalled Tale | |:----:|:-------------| | 1 | ***Overcoming the Monster.*** The creature can add your Charisma modifier to an attack roll or a damage roll. | | 2 | ***Rags to Riches.*** When the creature regains hit points, it can regain an additional amount equal to your Charisma modifier. | | 3 | ***The Quest.*** The creature gains temporary hit points equal to your level + double your Charisma modifier. | | 4 | ***Voyage and Return.*** When the creature moves, it can increase its speed by a number of feet equal to your Charisma modifier times 5 for one turn. | | 5 | ***Comedy or Tragedy.*** When the creature fails an ability check or attack roll, it can add your Charisma modifier to the roll, potentially changing the result. | | 6 | ***Rebirth.*** The creature can add your Charisma modifier to a saving throw. | #### Survivalist You master wilderness lore, gaining the following benefits: * Increase your Wisdom score by 1, to a maximum of 20. * You gain proficiency in the Survival skill. If you are already proficient in the skill, you gain Expertise in it. * You learn the Animal Eyes and Animal Friend creations. You can Animal Friend without expending a creation slot a number of times equal to your proficiency bonus, regaining all uses when you finish a long rest. * You gain an Unarmored AC equal to 10 + your Wisdom modifier + your Dexterity modifier. You lose this AC if you are wearing armor or holding a shield. #### Tandem Tactician Your presence in a scrap tends to elevate your comrades. You gain the following benefits: * You can use the Help action as a bonus action. * When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet. Additionally, you can help two allies target the same creature within range when you use the Help action this way. \page #### Tavern Brawler You are accustomed to the rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: * You gain a +1 bonus to attack rolls made with improvised weapons. * You gain proficiency in improvised weapons. * The damage dice of any improvised weapon you wield increases by one size (1d4 => 1d6) to a maximum of 1d12. * If you score a critical hit using an improvised weapon, you can choose to deal extra damage equal to your proficiency bonus. * While wielding an improvised weapon, you can use a bonus action to attempt to grapple a target. #### Thrown Weapon Master You have mastered the ability to throw weapons from a distance. You gain the following abilities: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * Simple and martial melee weapons without the thrown property have the thrown property for you. One-handed weapons have a normal range of 20 feet and a long range of 60 feet, while two-handed weapons have a normal range of 15 feet and a long range of 30 feet. * When you make an attack with a thrown weapon that already had the thrown property (not gained by this feat), the standard range is 60 and the long range is 180. #### Tough You are tough. Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. #### Trap Master It's time to split up gang, and set up some traps, gaining the following benefits: * You gain a +1 bonus to attack rolls made with nets and manacles. * When you take the Attack action on your turn, you can use your bonus action to make an attack with a net or set of manacles. * Your range with nets increases to 10/30, and you do not suffer long range disadvantage with attacks made with nets. In addition, manacles you wield gain the thrown property (20/40). * As a bonus action, you can set up or disarm minor traps such as with Hunting Traps, Ball Bearings, and Caltrops. ``` ``` #### Trick Foiler You have practiced techniques useful in melee combat against gadgeteers, gaining the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, to a maximum of 20. * When a creature within your melee reach of you uses a creation, or teleports, you can use your reaction to make a melee weapon attack against that creature. If this attack hits a creature that was teleporting, it prevents them from doing so. * When you damage a creature that is concentrating on any ability that requires concentration, 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 your melee reach. #### Unarmed Master You are a master of using unarmed combat, you gain the following benefits: * You gain a +1 bonus to attack rolls you make with unarmed strikes. * Before you make an unarmed strike, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage. * Additionally the size of your unarmed strike becomes one die size larger (d4 => d6, etc.). If you do not already have a roll for the damage of your unarmed strikes, it becomes a d4. The maximum damage dice you can have for an unarmed strike is 1d12. #### Underdog When the going gets tough, that's when you get going. You gain the following benefits: * Increase your Constitution score by 1, to a maximum of 20. * When a creature scores a critical hit against you, you have advantage all attack rolls you make against that creature, until the end of your next turn. * If a critical hit against you drops you to 0 hit points, you drop instead to 1 hit point. You regain this ability when you roll initiative. \page #### Unmatched Strength There is an inherent part of you that remains physically strong. You gain the following benefits: * Increase your Strength score by 1, to a maximum of 20. * You gain proficiency in Strength saving throws. * When you fail a Strength saving throw, you can roll a d6 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. #### Unyielding Charisma There is an inherent part of you that refuses to back down. You gain the following benefits: * Increase your Charisma score by 1, to a maximum of 20. * You gain proficiency in Charisma saving throws. * When you fail a Charisma saving throw, you can roll a d6 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. #### Vehicle Master You are a master of all forms of transportation. Be it land, sea, or sky, you know what to do. You gain the following benefits: * Increase your Intelligence or Wisdom score by 1, to a maximum of 20. * You gain proficiency in all Vehicles (land, sea, and sky). If you are already proficient in one of these, you instead gain expertise for that vehicle. * As an action, you can make a spontaneous repair on your vehicle needed, repairing, 10 x Proficiency modifier of its hit points. This can only be done once per long rest. * The time and cost that it takes you to craft any vehicle is cut in half. #### Voracity Much like a machine, food is your fuel, granting you the energy needed to get through the challenges of the day. In particular, your strong metabolism allows you to benefit from the foods you eat instantaneously. You gain the following benefits. * Increase your Constitution score by 1, to a maximum of 20. * As a bonus action, you can consume food to energize yourself, temporarily gaining one of the following benefits depending on the flavor of the food. You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. **Sour.** You gain a 1d4 bonus to one skill of your choice in a skill that you are proficient in for 1 hour. **Sweet.** You gain a +10 bonus to your movement speed for 1 minute. **Salty.** You gain a 1d4 bonus to all saving throws for 1 minute. **Bitter.** You gain a +2 bonus to all damage rolls made with weapon attacks for 1 minute. **Savory.** You regain a number of hit points equal to 1d12 + your level. ``` ``` #### Warpick Mastery *Prerequisites: Proficiency with warpicks* Warpicks are a versatile weapon, able to bash the enemies, or pierce through the armor of your foes. You gain the following benefits while wielding a warpick: * You gain a +1 bonus to attack rolls you make with warpicks. * As a bonus action, you can give a charge to the sharp point of your warpick, granting you next attack against any creature wearing armor to have a +2 bonus to hit. * As a bonus action, you give a charge to the blunt side of your warpick, enabling you to make a shove as a bonus action with the warpick. If you succeed, you can choose to knock them back 5ft and prone. #### Weapon Master You have practiced extensively with a variety of weapons, gaining the following benefits: * Increase your Strength or Dexterity score by 1, to a maximum of 20. * You gain proficiency in all simple weapons, martial weapons, and cannons. #### Whip Master ###### *Prerequisites: Proficiency with whips* A whip in your hands becomes a deadly weapon. You gain the following benefits: * You gain a +1 bonus to attack rolls you make with whips. * Whips you wield gain an extra 5ft reach, this stacks with their reach property, giving you a reach of 15ft. * The damage die of whips you wield increases by one size (1d4 => 1d6). * When you score a critical hit against a creature that is no more than one size larger than you, you can force that target to make a Strength saving throw (DC = 8 + your proficiency bonus + your Strength or Dexterity modifier). On a failure, the target becomes grappled. While grappled in this way, the creature is restrained. \page ## Racial Feats #### All-Consuming Maw ###### *Prerequisites: Sharptooth Fishman race* Your naturally sharp teeth combined with your relentless spirit allow you to maintain a firm grip on your foes. You gain the following benefits: * Increase your Strength score by 1, up to a maximum of 20. * When you hit a creature with your natural weapon from your Natural Weapons feature, you can use your bonus action to make a grapple attempt. While grappling a creature in this way, they take 1d4 piercing damage at the start of each of your turns. * You gain expertise in Intimidation (Charisma) checks. #### Bioluminescence ###### *Prerequisites: Fishman or Merfolk race, as any fish that naturally produces light* You have a special set of organs that produces a chemical reaction to produce light. You gain the following benefits: * Increase your Wisdom or Constitution score by 1, up to a maximum of 20. * You learn the Light and Radiant Bolt. Constitution is your Creativity modifier for these tricks. If you have the Creativity feature, these tricks are added to that list, allowing you to use that creativity modifier instead. * Once per short or long rest, when you use Radiant Bolt, you can cause a single creature hit by the attack to make a Constitution saving throw against creation save DC, becoming blinded for 1 minute, repeating the saving throw at the end of each of their turns. #### Birkan Battle Tactics ###### *Prerequisites: Birkan Sky Islander race* As a relentless Birkan Warrior, you know how to utilize your dials for the ultimate combative advantage. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. * When you roll damage for a creation, you can add the modifier of the ability score you chose to increase to the roll. * Adding to your Ancient Dials feature, you learn the Defending Ward trick, but you can also use it as a bonus action, a number of times equal to your proficiency bonus, regaining all uses on a long rest. #### Buck-Toothed ###### *Prerequisites: Mink race, as a beaver mink* Armed with gnashing teeth and a large, flat tail, you can chew through the toughest of bark and wade through the roughest waters. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * You gain a swimming speed equal to your walking speed. * Your natural weapons become 1d8 piercing or slashing damage thanks to your large, buck-teeth. Attacks made with these natural weapons have the Siege property against objects, structures, and creatures made out of wood. * When you successfully shove a creature, you can choose to use your large beaver tail to slam into them, choosing one of the following additional effects to occur: Your target takes 1d6 bludgeoning damage, your target is shoved 10ft instead of 5ft, or your target has their speed reduced by 10ft until the end of their next turn. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. #### Cryptic Camouflage ###### *Prerequisites: Fishman or Merfolk race, as a fish that naturally has the ability to camouflage itself* You have the uncanny ability to blend into any environment, rendering you essentially invisible. You gain the following benefits: * Increase your Dexterity or Wisdom score by 1, up to a maximum of 20. * You gain proficiency in Dexterity (Stealth) checks. If you are already proficient, you instead gain Expertise. * As an action, you can make a special hide action, making the Dexterity (Stealth) check at advantage, and allowing you to attempt to hide in plain sight. #### Dark Wing Hunter ###### *Prerequisites: Mink race, as a bat mink* You are the terror of the night, able to take flight and sense all sounds hidden under the cover of dark. You gain the following benefits: * Increase your Wisdom or Dexterity score by 1, up to a maximum of 20. * You gain blindsight of 10ft. This blindsight ceases to function if you are deafened. * You gain a flying speed equal to your movement speed. You cannot benefit from this speed if you are wearing heavy armor. #### Dead Man’s Grip ###### *Prerequisites: Revived Augmented race, Strength score of 16 or higher* When the brain shuts off, the brain is no longer able to control the restriction of muscle tightness, leading to the phenomenon known as the Deadman's Grip, a phenomenon that you now wield. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * You gain proficiency in Strength (Athletics) checks. If you were already proficient, you gain expertise instead. * When you are knocked prone, you can attempt a Strength (Athletics) check, DC 15. On a success, you avoid being knocked prone. * When you make an attack roll, ability check, or saving throw that uses strength, you may choose to replace the roll on the dice with your Strength score instead. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. \page #### Diminutive Dudgeon ###### *Prerequisites: Any race excluding Dwarves and Giants, Small size* You are a human born especially small. Living in a world of larger and more powerful folk, you have grown accustomed to striking especially hard, or getting out of dodge with your quick maneuverability. You gain the following benefits: * Increase your Dexterity or Charisma score by 1, up to a maximum of 20. * When you damage a creature with an attack or creation and the creature’s size is larger than yours, you can cause the attack or creation to deal extra damage to the creature. The extra damage equals your level. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. * You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you. * You can move through the space of any creature that is of a size larger than yours. #### Electro Expert ###### *Prerequisites: Mink race* Whether through extreme training or simply born with an adept skill with electro, you now gain stronger static charged strikes. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20. * When you use your Electro trait, you can choose to deal an extra amount of lightning damage equal to your proficiency bonus. You can use this feature a number of times equal to the modifier of the ability score you increased with this feat, regaining all uses at the end of a short or long rest. When you are in your Inner Beast form, you can use this feature without expending uses. * As a bonus action, you can suffuse your being with electro to strike with extreme speed and precision. Until the end of your turn, you have advantage on all weapon attacks. You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. #### Enhanced Circuitry ###### *Prerequisites: Cyborg Augmented race* Your augmentations enable you to harness the energy within, enabling you to take in and release vast amounts of electricity. You gain the following benefits: * Increase your Intelligence or Constitution score by 1, up to a maximum of 20. * You gain resistance to lightning damage. * You learn the Countershock creation, using the ability score you increased as the creativity ability modifier. If you have the Creativity feature, this creation is added to your creation lists. You can use this creation without expending a creation slot a number of times equal to your proficiency bonus. You regain all uses of this ability at the end of a long rest. ``` ``` #### Enhanced Evolution ###### *Prerequisites: Artificial Human Augmented race* Your biological and physical attributes have been augmented to have you adapt to any situation. You gain the following benefits: * Increase your Constitution, Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. * You learn the Absorption creation. Constitution is your Creativity modifier for this creation. If you have the Creativity feature, it is added to that list, allowing you to use that creativity modifier instead. You can use this creation without expending a creation slot a number of times equal to your proficiency bonus. You regain all these uses at the end of a long rest. * You gain resistance to the damage type that you chose for your Spark of War feature. #### Eyes on the Prize ###### *Prerequisites: Three-Eye Human race* Your foresight paired with your biological third eye grants extreme foresight and perception when facing adversity. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. * You gain proficiency in Wisdom (Perception) checks. If you are already proficient, you gain expertise instead. * After making an attack or damage roll, you may roll a d10 and add the number to the chosen roll. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. #### Eyes Open ###### *Prerequisites: Three-Eyed Human race* Your three eyes grant you the ability to be both alert and observant. You gain the following benefits: * Increase your Wisdom or Charisma score by 1, up to a maximum of 20. * You gain Expertise in Charisma (Deception) and Wisdom (Insight) checks. * You gain a bonus to both your Passive Perception score and your initiative rolls equal to your proficiency bonus. \page #### Feral Threat ###### *Prerequisites: Chimera Augmented race* With your body formed together with the body parts of various beasts, you start to gain insight on their own feral instincts. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * You gain proficiency in Strength (Athletics) or Charisma (Intimidation) checks. If you were already proficient in one of these skills, you instead gain expertise in that skill. * As a bonus action, you can let out a menacing roar. Creatures of your choice within 10 feet of you that can hear you must succeed on a Wisdom saving throw or become frightened of you until the end of your next turn. The DC of the save equals 8 + your proficiency bonus + your Constitution modifier. You can use this feature a number of times equal to your proficiency bonus per long rest. * You count as two sizes larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. #### Fleet-Footed ###### *Prerequisites: Mink race, as a rabbit mink* Quick with your feet and able to leap great distances, you exhibit the traits of reflexive rabbits. You gain the following benefits: * Increase your Dexterity score by 1, up to a maximum of 20. * Your movement speed increases by 5 feet. * You add your proficiency bonus to your initiative rolls. * Once during each of your turns when you walk at least 5 feet, you can hop a distance equal to half your total walking speed in feet in a direction of your choice. This extra distance doesn’t cost movement, but you can hop only if your speed isn’t 0. #### Fuel Efficient ###### *Prerequisites: Cyborg Augmented race* Your ability to process fuel has greatly improved the functionality of your cybernetics, making the most of your mechanical body. You gain the following benefits: * Increase your Constitution score by 1, up to a maximum of 20. * Once per short or long rest, if you fail a saving throw, you can expend one of your remaining hit dice to roll it and add the number to the save, potentially turning it into a success. * Once per turn, when you hit a creature with a weapon attack, you can expend one of your remaining hit dice to roll it and add the number to the damage total. The damage type is the same as the weapon you used. * As a reaction to taking damage, you can expend one of your remaining hit dice to roll it and add your Constitution modifier to the total, reducing that total from the damage taken. * Once per long rest, you can consume 1 lb of fuel, regaining a number of expended hit dice equal your proficiency bonus. * The limit of items that you can have integrated by your Integrated Toolbox feature is increased by 3. * If any of your integrated weapons have the reload property, you ignore that property as long as you have unspent 1 hit die remaining. #### Gliding Skin ###### *Prerequisites: Mink race, as a flying squirrel mink* You take on the abilities of a flying squirrel, with deft movement and deft senses. Your squirrel paws are adept at climbing up the tallest of trees. Sprouting from your sides are extended membranes of skin. These membranes grant you the ability to glide along the wind as you descend safely from the highest heights. You gain the following benefits: * Increase your Dexterity or Wisdom score by 1, up to a maximum of 20. * You gain a climbing speed equal to your walking speed. * When you fall at least 10 feet above the ground, you can use your reaction to extend your skin membranes to glide horizontally a number of feet equal to your walking speed, and you take 0 damage from the fall. You determine the direction of the glide. * As a bonus action, you can take the Search action. #### Hooves Inbound ###### *Prerequisites: Mink race, as a hoofed mink* Hoofed beings have powerful legs, enabling them to move at high speeds with ease, able to charge down any enemy that comes your way. You gain the following benefits: * Increase your Strength or Wisdom score by 1, up to a maximum of 20. * Your movement speed increases by 5 feet. * You count as one size bigger when determining your carrying capacity, and the weight you can push, drag, or lift. * If you move at least 20 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your natural weapon. #### Holey Moley ###### *Prerequisites: Mink race, as a mole mink* The earth is your natural terrain, nature has granted you powerful claws that break rocks, and the senses necessary to feel your way through the ground. You gain the following benefits: * Increase your Wisdom or Strength score by 1, up to a maximum of 20. * You gain a tremorsense of 20ft. * You gain a burrow speed equal to half of your movement speed (rounded down to the nearest multiple of 5). For example, if your movement speed is 35 feet, your burrow speed would be 15 feet. * Your natural weapons deal 2d4 slashing damage thanks to your powerful claws. \page #### Hulking Monolith ###### *Prerequisites: Any race excluding Dwarves and Giants, at least 10ft tall, minimum 17 strength ability score* You are a human of near epic proportions, standing at a formidable stature among other men. Whether the reason is you descend from giants, or simply lucked into it, you are a monolith. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * You become Large, but this doesn’t increase the size of the damage dice of your weapons and unarmed strikes. You can wield oversized weapons made for your size category without disadvantage. * You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. You can use this trait a number of times equal to your proficiency bonus, regaining all uses at the end of a short or long rest. #### Human Ferocity ###### *Prerequisites: Any Human race* Deep inside every human is the ferocity and will to fight through sheer and tireless determination. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * When you hit with an attack made with a simple or martial weapon, unarmed strikes included, you can roll the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. * Immediately after you use your Human Determination trait, you can use your reaction to make one weapon attack. #### Inky Depths ###### *Prerequisites: Multipod Fishman or Merfolk race, as an octopus or a squid* You have a natural ink defense that enables you the ability to flee. You gain the following benefits: * Increase your Dexterity or Constitution score by 1, up to a maximum of 20. * Once per short or long rest you can use the Blindness/Deafness Creation (Blindness only) or the Grease Creation using your Constitution as the creative ability each. If you have the Creativity feature, these creations are added to that list, allowing you to use that creativity modifier instead. * As a bonus action, you can dash. #### Intuitive Primate ###### *Prerequisites: Mink race, as an ape or monkey mink* Powerful and intelligent, apes make full use of both their might and their hands to accomplish even the most complex task. You gain the following benefits: * Increase your Strength, Dexterity, or Intelligence score by 1, up to a maximum of 20. * You gain proficiency in Dexterity (Acrobatics) checks, and one set of tools of your choice. If you were already proficient in them, you instead gain expertise * You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. * You gain a climbing speed equal to your walking speed. #### Keen Canine ###### *Prerequisites: Mink race, as any canine mink* Your keen sense of smell and hearing has been honed to be just as sharp as your own fangs, making you the ultimate hunter. You gain the following benefits: * Increase your Strength or Wisdom score by 1, up to a maximum of 20. * You gain proficiency in Wisdom (Perception) checks. If you are already proficient, you instead gain expertise. * Your natural weapons become 2d4 piercing or slashing damage thanks to your powerful fangs. * Once per turn, when you hit with an attack with an unarmed strike or natural weapon, you can additionally make a shove attempt as part of that attack. #### Kuja Accuracy ###### *Prerequisites: Kuja race* The accuracy of Kuja is legendary, especially that of archers. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits: * Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20 * Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once. #### Lengthy Heritage ###### *Prerequisites: Long Arm or Long Leg Human race, and that your parents were either one Long Leg and one Long Arm, or both were Long Limbed humans* Despite the feuds between Long Arms and Long Legs, your miraculous birth proves that some semblance of peace is possible. Both with powerful arms and swift legs, you are a marvel of physical ability, and a long, prideful heritage. You gain the following benefits: * Increase your Dexterity or Strength score by 1, up to a maximum of 20. * You gain proficiency in Strength (Athletics) or Dexterity (Acrobatics) checks. If you were already proficient in one of these skills, you instead gain expertise in that respective skill. * If your base race is a Long Arm, you gain the Tall Stride trait of the Long Leg Race. If your base race is a Long Leg, you gain the Long Limbs trait of the Long Arm Race. * If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of and pride to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses after you finish a long rest. \page #### Made For War ###### *Prerequisites: Artificial Human Augmented race* Genetically enhanced purely for the purpose of battle, you find yourself physically tougher and better able to unleash even more powerful strikes. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20. * Your hit point maximum increases by an amount equal to your level, and it increases by 1 every time you gain a level. * When you use your Spark of War feature, you gain an additional effect based on the damage type you had chosen when you created the character. If the effect forces the target to make a saving throw, the DC equals 8 + your Proficiency Bonus + Constitution modifier. **Acid.** All of the damage from the initial source becomes acid, and the damage ignores resistance to acid damage. **Cold.** The target’s movement speed is reduced by 10 feet until the end of their next turn. **Fire.** The target takes an additional 3 fire damage. **Lightning.** The target has a penalty on the next attack roll they make equal to your proficiency bonus. **Poison.** The target must make a Constitution saving throw, becoming poisoned until the end of their next turn on a failure. **Thunder.** The target must make a Strength saving throw, becoming pushed backwards 10ft or knocked prone on a failure. **Necrotic.** The target must make a Constitution saving throw, becoming weakened on a failure. While weakened, all the target's damage rolls are reduced by a number equal to your proficiency bonus, until the end of their next turn. **Radiant.** The target must make a Dexterity saving throw, becoming highlighted on a failure. While highlighted, all attack rolls against them are made at advantage until the end of their next turn. #### Mammal of Action ###### *Prerequisites: Mink race, as a platypus mink* You are a semiaquatic, egg-laying mammal of action. You’ve got more than just mad skills, you got a beaver tail and a bill. You gain the following benefits: * Increase your Wisdom or Constitution score by 1, up to a maximum of 20. * You gain blindsight of 10ft. * You gain a swim speed equal to your movement speed. * Once per turn, when you hit a creature with your natural weapon, you can choose to envenom it. The target creature must make a Constitution Saving Throw, DC 8 + Your Constitution modifier + Your Proficiency Bonus. On a failed save, the creature becomes poisoned for one minute, repeating the saving throw at the end of each of their turns, ending the effect on a success. ``` ``` #### Multipod Volley ###### *Prerequisites: Multipod Fishman race* Having lived your entire life with multiple sets of limbs, you know a thing or two about attacking multiple times. You gain the following benefits: * Increase your Dexterity score by 1, up to a maximum of 20. * Once per turn, when you hit with an offhand attack, you can make an additional offhand attack. You can use this feature twice, regaining all uses on a long rest. * You gain an additional object interaction action, rather than just one. #### Nimble Legs ###### *Prerequisites: Longleg Human race* You have gone through extensive training to make the most of your naturally long legs, allowing you to run faster and kick stronger. You gain the following benefits: * Increase your Strength or Dexterity score by 1, up to a maximum of 20. * When you hit with an attack against a creature, you can use a bonus action to attempt to shove that target with your legs. The target must be within 5 feet of you and no more than one size larger than you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength or Dexterity modifier, you push it up to 10 feet away from you. * When you use your Sprint racial feature, you do not provoke opportunity attacks in this movement. #### Ominous Toxin ###### *Prerequisites: Fishman or Merfolk race* Born as a particular type of poisonous fishman, you have been granted the ability to secrete a deadly toxin. You gain the following benefits: * Increase your Constitution score by 1, up to a maximum of 20. * You have advantage on saving throws against poisons and effects that would leave you poisoned. You have resistance against poison damage. * Once per turn, you can apply poison to any bludgeoning, piercing, or slashing weapon as part of an attack. The target must succeed on a Constitution saving throw, DC 8 + Proficiency Bonus + Your Constitution Modifier, or take 2d4 poison damage, taking half damage on a success. * Any creature that that starts its turn in direct contact with your skin, via grappling or otherwise, must succeed on a Constitution saving throw against the same DC as your poison, or become poisoned for 1 minute, repeating the saving throw at the end of each of their turns, ending the effect on a success. \page #### Pragmatic Vanity ###### *Prerequisites: Snakeneck Human race* Your pragmatic nature and your towering height has given a powerful sense of superiority. You gain the following benefits: * Increase your Charisma or Intelligence score by 1, up to a maximum of 20. * You have advantage on saving throws against creations. * You know the Allure trick. You can use the Charm Person creation a number of times equal to half your proficiency bonus, regaining all uses on a long rest. Charisma or Intelligence is your creativity modifier for this ability. #### Razor Claws ###### *Prerequisites: Mink race, as a feline mink* Born with a retractable set of razor sharp claws, you have the perfect set of tools always at your disposal. You can cut, hack, and slash nearly all enemies in your wake. You gain the following benefits: * Increase your Strength or Dexterity score by 1, up to a maximum of 20. * Your natural weapons become 1d8 piercing or slashing thanks to your razor sharp claws. * You gain a climbing speed equal to your walking speed thanks to your claws. * Your natural weapons count as Thieves’ Tools, of which you are now proficient. If you are already proficient, you gain expertise instead. #### Renegade Rodent ###### *Prerequisites: Mink race, as a rodent mink* Rodents are stealthy little creatures, able to slip away in the blink of an eye, either by climbing and being extremely lofty, able to avoid certain doom. You gain the following benefits: * Increase your Dexterity or Charisma score by 1, up to a maximum of 20. * You gain proficiency in your choice of Dexterity (Acrobatics) or Dexterity (Stealth) checks. If you are already proficient in the chosen skill, you instead gain expertise. * You gain a climbing speed equal to your walking speed. * You can take the Disengage or Hide action as a bonus action. #### Sea Sovereignty ###### *Prerequisites: Merfolk race* Merfolk are the monarchs of the sea, able to swim faster than any other fish, as well as communicate with various sea creatures. You, however, have mastered both of the advantages of your race. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. * Your swimming speed increases by 10ft. * You can use the Animal Friend creation, using whichever ability score you increased with this feat, at will, but only against Beasts that have a natural swimming speed. ``` ``` #### Serpent’s Pact ###### *Prerequisites: Kuja, proficiency Wisdom (Animal Handling) checks* Having spent years on the shores of Amazon Lily, you have grown accustomed to the presence of snakes, even to the point of being able to call upon them from any location. You gain the following benefits: * Increase your Dexterity or Strength score by 1, up to a maximum of 20. * You learn the Call Beast creation and can use it as a ritual using your Wisdom modifier. If you already have the Creativity feature, this creation is added to that creation list and you can use that creativity modifier for this creation. The creation doesn’t count against your number of creations known. This creation can only be used to summon a land beast, which gains the traits of the Snake Weapon from the Book of Beasts (linked on page 4 of this book) in addition to its normal traits. #### Shandian Mobility ###### *Prerequisites: Shandian Sky Islander race* Being a Shandian has allowed you to make the most of your environment, maneuvering and escaping any unfavorable situation. You gain the following benefits: * Increase your Strength, Dexterity, or Constitution score by 1, up to a maximum of 20. * Your movement speed is increased by 5ft, and your jump height is doubled. * You gain proficiency in either Acrobatics or Athletics. If you are already proficient, you gain expertise. * You have advantage on any Athletics or Acrobatics skill check to escape a grapple. #### Skypiean Craft ###### *Prerequisites: Skypiean Sky Islander race* Skypieans are excellent artisans due to enhancing their various techniques with their dials and techniques in their day-to-day lives. You gain the following benefits: * Increase your Intelligence, Wisdom, or Charisma score by 1, up to a maximum of 20. * You gain proficiency in 2 skills or tools of your choice. You can also choose to give a skill or tool that you are already proficient in expertise. * Adding to your Artisan Dials feature, you learn three additional tricks of your choice from any of the creation lists. If you already have the creativity feature, these tricks are added to your creation list. \page #### Slithering Shocks ###### *Prerequisites: Fishman or Merfolk race, as an electric eel* As a living taser, you can unleash a concentrated blast of electricity to fry your foes, and slip away from the mayhem you have wrought. You gain the following benefits: * Increase your Dexterity or Constitution score by 1, up to a maximum of 20. * You learn the Shocking Grasp trick. Constitution is your Creativity modifier for this trick. You can use this trick normally, or you can use it as a bonus action a number of times equal to your proficiency bonus per long rest. If you have the Creativity feature, this trick is added to that list, allowing you to use that creativity modifier instead. * You have advantage on checks and saving throws made to escape any grapples or restraints. #### Steadfast Scales ###### *Prerequisites: Stronghide Fishman race* Your tough exterior makes you hard to take down. You gain the following benefits: * Increase your Constitution score by 1, up to a maximum of 20. * Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1). * You gain expertise in Athletics (Strength) skill checks. #### Strong Arms ###### *Prerequisites: Longarm Human race* The power of your extra arm joints grants you extra leverage and strength in and out of combat. You gain the following benefits: * Increase your Strength or Dexterity score by 1, up to a maximum of 20. * When you hit with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this ability only once per combat. * You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. #### Synthetic Nature ###### *Prerequisites: Cyborg or Artificial Human Augmented race* Due to being a synthetic organism, you gain the ability to be repaired much like a machine. You gain the following benefits: * Increase your Constitution score by 1, up to a maximum of 20. * You gain proficiency in one tool of your choice. If you are already proficient in that tool, you instead gain expertise. * When the Mend trick is used on you, you can spend one of your hit dice to regain a number of hit points equal to the number rolled + your Constitution modifier. * You can add a d4 to one attack roll, ability check, or saving throw you make, and you can do so after seeing the d20 roll but before the effects of the roll are resolved. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. ``` ``` #### The Horny One ###### *Prerequisites: Any race that has horns* You have a large set of horns growing out of your head, decorating your skull like a twisting crown. You gain the following benefits: * Increase your Charisma or Constitution score by 1, up to a maximum of 20. * You gain proficiency in Charisma (Intimidation) checks. If you are already proficient, you instead gain expertise. * Your horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d8, instead of the bludgeoning damage normal for an unarmed strike. * If you move at least 20 feet in a straight line towards a target, you can make one melee attack with your horns as a bonus action. #### Tough Outer Shell ###### *Prerequisites: Stronghide Fishman or Merfolk race, as a crustacean* You have the ultimate defense in the form of a tough outer shell. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * 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. * When you take damage, you can use your reaction to roll a d6. Add your proficiency bonus to the number rolled, and reduce the damage you take by an amount equal to that total (minimum of 0 damage). You can use this trait a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. #### Undead Resolve ###### *Prerequisites: Revived Augmented race* Given that you were already revived once, it is considerably easier to revive you again. You gain the following benefits: * Increase your Wisdom or Constitution score by 1, up to a maximum of 20. * When any creation or feature that will restore you to life is used on you, and it costs material components, that cost is ignored. * You gain resistance to necrotic damage, and when you take necrotic damage, you gain 5 temporary hit points. * If damage reduces you to 0 hit points, you can make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, you drop to 1 hit point instead. \page #### Ursa Major ###### *Prerequisites: Mink race, as any bear mink* You are a powerful, unstoppable machine of nature. With a powerful build and the ability to climb and swim, none can hope to escape you. You gain the following benefits: * Increase your Strength or Constitution score by 1, up to a maximum of 20. * You have advantage on Wisdom (Perception) checks that rely on smell. * You gain proficiency in Strength (Athletics) checks. If you are already proficient, you instead gain expertise. * You gain a swim and climb speed equal to your movement speed. * You count as one size larger when determining your carrying capacity and the weight you can push, drag, lift, and for grapple and shove attempts. #### Water Wings ###### *Prerequisites: Fishman or Merfolk race, as a ray* Your wide fins enable you to fly through the water with ease. You gain the following benefits: * Increase your Dexterity or Constitution score by 1, up to a maximum of 20. * Your swimming speed increases by 10ft. * While in water, you do not provoke attacks of opportunity. * While grappling a target underwater that doesn’t have a natural swim speed, you may drag them your full movement speed. If you drag them downwards, they take 1d6 bludgeoning for every 10ft descended. \page
## Haki Haki is a mysterious power that slumbers deep within each living creature. To most, it is an untapped potential that will never be drawn upon, as few 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 grants a person a sort 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 manifests a person's spirit as an invisible force around their body, protecting or empowering them. 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 deadlier, and deflect attacks completely. ***Conqueror's Haki (Haoshoku).*** This type is exceedingly rare, only appearing in a few individuals throughout 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 to do so. ### Learning Haki The first glimpses of haki are generally discovered when player characters reach 8th level, however, it is best that before then they at least hear about it, or better yet taught it. However, accidental discoveries of haki can and will happen, especially after intense battles with opponents far stronger than yourself. ``` ```
Typically when haki is achieved, you learn only one, and that one dictates your haki proficiency. People are naturally disposed to one type of haki, a sort of talent if you will. They can still learn multiple types, however. Every two levels after initially learning haki, characters will gain the option of learning an additional step in a chosen type of haki, perhaps even two if the characters come out of extremely intense and lifespan taxing battles. ### List of Haki Abilities The available Haki abilities are listed here. If a Haki ability has a prerequisite, you must first meet it before being eligible to choose the Haki ability. #### Color of Armament Novice ###### *Prerequisites: 8th level* Through grueling challenges and training, you've unlocked the hidden potential sleeping deep within you, transforming your will into tangible force. You have access to the basic form of Armament Haki. ***Armor of Resolve.*** Your will suffuses your body, rendering weak threats completely inconsequential. When you take damage from any source that is less than or equal to 5, you ignore that damage. This damage threshold is calculated before any damage reduction and resistance. In addition, if you have the Ocean's Scorn feature, and you are affected by the knee deep weakness, you can ignore those effects, except being unable to activate your devil fruit. ***Enhancement.*** Your will enhances your strikes, making your fists, bullets, blades, and other weapons much more dense, allowing you to smash through all that comes your well. Your attacks and creations can now overcome resistances and immunities to unimbued damage types as they are now haki imbued. Additionally, you have a pool of Attack Points equal to your level that replenishes when you take a long rest, or half as much on a short rest. \page When you deal damage with an attack, creation, or other damaging ability, you can expend an Attack Point to add half your proficiency bonus (rounded down) to the damage roll. You can expend up to a number of Attack Points on a single damage roll to a maximum equal to your proficiency bonus. If you have Affinity towards Armament Haki, you may add your full proficiency bonus rather than half. ***Fortified Defense.*** Your tenacious spirit empowers you when you take a defensive stance. When you use the Dodge action, you additionally gain advantage on a saving throw of your choice (in addition to Dexterity) until the start of your next turn. #### Color of Armament Apprentice ###### *Prerequisites: 10th level, Color of Armament Novice* Your specialization gives you the ability to coat yourself in a black sheen that protects you from harm. You gain the following benefits. ***Hardening.*** At 10th level, your haki suffuses your very being, reinforcing you against any damage. You gain a pool of Armor points equal to three times your level. Whenever you take damage, you can use this ability to reduce the damage by a number of points that you choose (no reaction required). Whenever you are forced to make a saving throw, you can use this ability to expend 5 of your Armor points to reroll the saving throw, taking the highest result. You can use this feature 3 times, regaining all uses at the end of a short or long rest. If you have affinity towards armament haki, you additionally reduce the damage from the saving throw (if any) by 5 points. Your pool of Armor Points replenishes when you take a long rest, or half as much on a short rest. ``` ``` In addition, if you have used this feature while under the effects of Ocean's Scorn, and you are affected by the waist deep weakness, you can ignore those effects, except being unable to activate your devil fruit until the end of your next turn. #### Color of Armament Journeyman ###### *Prerequisites: 12th level, Color of Armament Apprentice* Your skills in armament haki improves, as you stand strong against even the mightiest of foes. You gain the following benefits: ***Armor of Spirit.*** Your spirit surpasses even steel itself, as your skin can repel most attacks. Your damage threshold increases from 5 to 10. ***Immovable Defense.*** You will not be moved, even against the mightiest of blows. When you take the Dodge action, you cannot be moved against your will and you reduce all incoming damage by 1d4, until the start of your next turn.
#### Color of Armament Adept ###### *Prerequisites: 14th level, Color of Armament Journeyman* Your haki has made you as sturdy as a mountain, covering your full body in a layer of dark armor. ***Reinforcing.*** At 14th level, your pool of Armor points for your Hardening feature increases from three times your level to five times your level. In addition you can reroll saving throws 5 times, regaining all uses at the end of a short or long rest instead of 3.
##### Clarification: Rage VS Armament While Armament Haki is worded that it can overcome damage resistances and immunities, it specifically is meant to refer to unimbued damage. What this means is that haki doesn't go through Barbarian resistances as they specifically don't mention imbuement.
\page #### Color of Armament Master ###### *Prerequisites: 16th level, Color of Armament Adept* Your haki no longer merely hardens your strikes, but now flows into the enemy and objects, destroying them from within, without even making contact. ***Flow.*** You learn about the flow of haki, allowing it to flourish like a flurry of blossoming petals. Your pool of Attack points increases from equal to your level to twice your level. ***Internal Destruction.*** Your haki flows outwards from your strikes, increasing the reach of your melee attacks by 5ft, and the ranges of your ranged attacks double. In addition, when you hit an object with a haki-imbued attack, it deals maximum damage on the damage dice to the target. ***Unbreaking.*** Your haki constantly emits a barrier that protects you from inconsequential sources of damage. Your damage threshold increases from 10 to a number equal to your level. #### Color of Observation Novice ###### *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.*** At 8th level, You become far more observant, gaining a +5 bonus to your passive Perception score. In place of the Search Action, you can instead 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 but do not learn of its exact location unless you can see it. ***Focusing.*** You have a pool of Observation Points equal to your level that replenishes when you take a long rest, or half as much on a short rest. When you make an attack roll or force a target to make a saving throw, you can expend an Observation Point to add half your proficiency bonus (rounded down) to the attack roll or DC. You can only expend one Observation point per attack roll or DC. If you have Affinity towards Observation Haki, you may add your full proficiency bonus rather than half. ``` ``` #### Color of Observation Apprentice ###### *Prerequisites: 10th level, Color of Observation Novice* Your Observation Haki grows to allow you to sense the souls of creatures around you, understanding their intent as well as their overall strength. ***Sense Soul.*** At 10th level, You gain a permanent +1 to your AC and Saving Throws as long as you are conscious. In place of the Search action, you can learn certain information about its capabilities. The DM tells you about the creature regarding a number of the following characteristics of your choice equal to your proficiency bonus: - Strength Score - Dexterity Score - Constitution Score - Intelligence Score - Wisdom Score - Charisma Score - Armor Class - Current hit points - If it has Legendary Actions - If it has Haki Once you have used this feature on a creature, you cannot target that creature again until you finish a long rest. #### Color of Observation Journeyman ###### *Prerequisites: 12th level, Color of Observation Apprentice* Your powers of observation sharpens, fixating on the intention of your enemies, and expanding your ability to sense their presence. ***Fixation.*** Your ability to sense the intention of your foes continues to improve. Your permanent AC and Saving Throw bonus becomes a +2. In addition, when you use your Sense Presence Search action, you additionally learn the creature types of any living creatures within the range, as well as the presence of notable objects within the range. For example, using this ability in a weapon shop may reveal that one of the weapons is cursed. #### Color of Observation Adept ###### *Prerequisites: 14th level, Color of Observation Journeyman* Your training in Observation Haki has allowed you to see far beyond the capabilities of standard human eyes, allowing you to control your senses like the lens of a camera. ***Sense Shape.*** The permanent bonus to your AC and Saving Throws increases to +3. In addition, you can now shape Sense Presence as a line that is 120 feet long and 10 feet wide that extends from you, rather than a radius around you. On each of your turns, you can extend the length of the line by 120 feet, to a maximum of a mile. \page #### Color of Observation Master ###### *Prerequisites: 16th level, Color of Observation Adept* Your training in Observation Haki has reached complete mastery, allowing you to see a few seconds into the future through a moment of concentration. ***Sense Future.*** You cannot be surprised, except when incapacitated by something other than being asleep. If you are asleep when combat begins, you immediately wake up. Additionally, at the start of your turn, you can choose to peer into the future, expending two Observation Points. Until the start of the next turn, you can treat a d20 roll of 4 or lower as a 5 for all attack rolls, saving throws, and ability checks you make. Any attack rolls or ability checks made against you, until the start of your next turn, the d20 rolls that are 16 or higher are treated as 15. If two competing sources of Sense Future are acting on both the target and the attacker, the attack rolls and ability checks on the d20 rolls of 16 or higher are unaffected. #### Conqueror's Haki Novice ###### *Prerequisites: Special, 8th level* You are one of the rare few who can wield conqueror's haki, making you one destined for great things. ***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 a radius equal to half your proficiency bonus (rounded down) x 10 must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the creature is unconscious, but wakes up if it takes damage, or if another creature uses its action to shake them awake. The DC for is calculated as 8 + your proficiency bonus + your highest ability score modifier. If you possess affinity towards Conqueror’s Haki, the radius is instead calculated with your full proficiency bonus x 10. The DM can designate that certain creatures that are several times weaker than the user automatically fail this saving throw, such as fodder characters, normal animals, etc. A good rule of thumb would be creatures whose proficiency bonus is at least one or two points below the Conqueror's Haki user's proficiency bonus (minimum of 2). 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 doubles, and creatures forced to make a saving throw do so at a disadvantage. Any allies that you have within either radius, you can choose to automatically succeed. This ability has 3 uses, all of which you regain at the end of a long rest. ***Subjugate Foe.*** You can focus your projected will towards a single target, forcing them back, or forcing them to kneel and grovel. Once per turn, in place of a Shove attack, you may target a creature you can see within a 60 ft range. You can force that creature to make a Wisdom saving throw, using your Overwhelming Presence DC. On a failure, the creature takes 1d6 force damage and is either knocked prone or shoved backwards 10ft (your choice). On a success, it takes half as much damage. ***Unshakeable Will.*** Your will persists even in your darkest of hours, shielding you from being held back from fear. You are immune to the frightened condition. #### Conqueror's Haki Apprentice ###### *Prerequisites: Special, 10th level, Conqueror's Haki Novice* Your dominating will can make even the mightiest of beasts bow down to you, and put a stop to even the most powerful devil fruit abilities enforcing your place as a conqueror. ***Domination.*** As an action, you can target a beast you can see within the range of your Overwhelming Presence feature, forcing it to make a Wisdom saving throw against your Overwhelming Presence DC. The DM can choose to have the beast automatically fail this saving throw. On a failure, the beast becomes charmed by you for 1 hour with concentration, as if you were concentrating on a creation. If you maintain this concentration for its full duration of an hour, 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. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. If it is not issued a command, it will try its best to defend itself. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the DC, ending the effect on a successful save. ***Crushing Will.*** As a reaction to a creature that you can see activating a devil fruit ability within the range of your Overwhelming Presence, you can attempt to enforce your will over them, preventing the ability from taking place. As part of the reaction, you make an ability check using your highest ability score. The DC equals 8 + the target's proficiency bonus + the target's highest ability modifier. On a success, the creature's ability fails and has no effect. On a failure, the ability activates as normal. If the target’s level is less than or equal to your proficiency bonus, you automatically succeed the check. If the transformation of a zoan devil fruit is suppressed, the creature is unable to transform for 1 minute. At the end of each of the creature's turns, they can make a Wisdom saving throw against your Overwhelming Presence DC, ending the effect on a successful save. You have a number of uses of this ability equal to half your proficiency bonus (rounded down). If you possess affinity with Conqueror's Haki, you instead uses equal to your full proficiency bonus. \page #### Conqueror's Haki Journeyman ###### *Prerequisites: Special, 12th level, Conqueror's Haki Apprentice* Your training has strengthened your will, allowing your Conqueror's Haki to reach out farther beyond, increasing the power of your dominion, and increasing your influence over your foes. ***Profound Presence.*** Your sense of presence washes over the battlefield like crashing waves, sure to swallow anyone foolish enough to stand against your tides. The range of your Overwhelming Presence doubles. In addition, when you use your Domination feature from your Conqueror's Haki Apprentice haki ability, you can instead target a humanoid you can see within range. You can use this feature 3 times, regaining all uses at the end of a long rest. ***Nullifying Will.*** The strength of your will improves, able to nullify the powers of your foes. When you make the ability check for your Crushing Will ability, you can add your proficiency bonus to the ability check. ***Vanquish Foe.*** Your will reaches far, striking fear into even the most ironclad of hearts. When you use your Subjugate Foe ability, the range increases from 120ft, it deals 2d6 force damage as opposed to 1d6, and if the target fails, they suffer disadvantage on the next attack roll, ability check, or saving throw they make, until the end of their next turn. #### Conqueror's Haki Adept ###### *Prerequisites: Special, 14th level, Conqueror's Haki Journeyman* Your will over others can overpower your weaker foes, ensuring that the riff raff won’t get away, and that your authority remains absolute. ***Overpowering Presence.*** Your overwhelming soul completely overtakes any fodder in your wake. Weaker creatures knocked out no longer awaken at a source of damage or if a creature uses their action to shake them awake, but will awaken after 1 hour unless their HP is 0. ***Ultimate Authority.*** At any time of day, you reign supreme over your enemies and their special abilities. Your uses for your Crushing Will feature are now regained at the end of a short or long rest, instead of only a long rest. #### Conqueror's Haki Master ###### *Prerequisites: Special, 16th level, Conqueror's Haki Adept, Conqueror's Haki Affinity* Your will is nothing short of godly, as even the very skies bend to your mighty blows, the heavens themselves are torn asunder. May mercy be on your enemies. ***Kingdom Come.*** You become capable of imbuing your strikes with Conqueror's haki, transforming you into a true king among kings. You gain the following benefits: * There is now an invisible destructive force around your attacks, granting your attacks a damage spread of 10ft, using your Overwhelming Presence DC. Creatures of your choice within the range of the damage spread are immune to this. * Your melee attacks have an additional 5ft reach. * All your attacks and creations deal an additional 2d6 force damage. ***Ascendant Resilience.*** You gain three Legendary Resistances, all of which you regain at the end of a long rest. ***Conquer Foe.*** Your conquering spirit reaches farther. You can now use your Subjugate Foe ability against creatures within 1 mile that you can see. In addition, if a creature fails the saving throw of your Subjugate Foe ability by 5 or more, they instead suffer disadvantage on all attack rolls, ability checks, and saving throws until the end of their next turn.
##### Haki Affinity When a player gains their first haki ability, that first one is typically the one they have the most affinity for. Affinity is like proficiency, where it is the type of haki you are best at. In the case of armament and observation, they allow you to use your full proficiency bonus instead of half. Affinity in conquerors unlocks the ability to gain Conqueror's Haki Master.
\page # Chapter 6: Devil Fruits ## What Are Devil Fruits? Devil fruits are a mythical group of magical fruits that give you special powers, at the cost of your ability to swim, when you consume them. #### 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 above its knees, it suffers disadvantage on all strength and dexterity ability checks, and cannot activate any devil fruit abilities until contact is broken. If the water additionally reaches its waist, it additionally has its speed reduced by half, and suffers disadvantage on all attack rolls, ability checks, and saving throws until contact is broken. 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. If they have the means to breathe underwater, that still applies, such as a respiration device, or being a fishman. However, you still are subject to all the debuffs when directly submersed. When in contact with seastone, similar effects occur. Weapons tipped with seastone will inflict knee deep weaknesses on a failed Constitution DC 20 save until the end of their next turn, or until contact is broken if the source is stuck to the target, such as a bullet or grappled. Much larger quantities of seastone, say being bound in solid sea stone handcuffs grants waist-deep weakness. #### Feature: Awakening Though the conditions are still as of writing this unknown, it is possible to awaken your devil fruit, enhancing one's abilities. For Zoans, this involves gaining an additional transformation, one that greatly increases the user's size, strength, and speed, and even gives them a regeneration factor. Awakening a mythical zoan has shown that their abilities in particular awaken, not so much their form. For Paramecias, the range of the ability increases, though this may not exactly work for all fruits. For a few real in-story examples, Doflamingo's string fruit allows him to create and manipulate string, and his awakening was to turn stuff permanently into string. Law's surgery fruit allows him to create a room to manipulate space, and his awakening allowed him to place a room on his sword, rather than surrounding himself. For Logias, the true extent has not been revealed, but some implications Awakened Logias can change the climate, or rather can manipulate the nature of their element with an area, which would last long after the user's death. For example, Punk Hazard. Also, very likely similar to other producer paramecias. From a game and narrative standpoint, it is best to give out Awakenings in times of great character growth and relevance, and not just handed out at a certain level. ## Creating A Devil Fruit Due to the infinite possibilities, it is difficult to create a concrete rule set, but I believe this one works just fine. It is mainly based on inferences gained from Rustage's One Piece D&D game. When a creature consumes a devil fruit, they gain a few default abilities. They gain, Devil Fruit Uses, Ability Check, Attack, and Fruit-Fruit DC #### Devil Fruit Uses Similar to features such as Ki points, Devil fruits have a set amount of uses, but that only applies to major abilities. For example, Luffy accessing Second Gear would use up a Devil Fruit usage, but not something passive like his immunity to being bludgeoned, or basic actions such as punches that merely increase the range of his unarmed strikes. If the user is a player, the gain uses based on their level (gaining an additional use every odd level), however, Paramecia types get an additional usage. If the user is an NPC, then that's up to the DM. Typically, they would have similar uses and flexibility like a player, or even specified abilities that have a certain amount of uses that increase as the party levels up. Activating a devil fruit ability typically takes a bonus action or an action, but can also be used as a reaction depending on the fruit. For instance, Zoans use a bonus action to go into hybrid form, some Paramecia fruit abilities require a full action, and Logias that are untrained can use their reaction to become intangible. When a devil fruit user completes a long rest, they regain all their devil fruit uses. #### Devil Fruit Ability Check, DC, and Attack This mainly applies to paramecia and logia type abilities, but may also apply to some zoans. You use these when you attempt to use your devil fruit. Here are some examples: You have the Chop-Chop Fruit, and you need to lift a boulder. You can either use Athletics or use your Devil Fruit instead, not costing a Fruit Usage. If you have the option to add expertise to a skill, you can choose to add it to your devil fruit skill. This mostly applies to passive bonuses. You have the Flare-Flare Fruit, and you use the Fireball creation. The DC is your Fruit-Fruit DC. You ate the String-String fruit and you want to fire a powerful string attack at a creature like a bullet. You would roll a Devil Fruit attack. ___ - **Ability Check:** 1d20 + Highest Ability Score Modifier + Proficiency Bonus - **Fruit-Fruit DC:** 8 + Highest Ability Score Modifier + Proficiency Bonus - **Devil Fruit Attack:** 1d20 + Highest Ability Score Modifier + Proficiency Bonus \page ## Paramecia Type Paramecia type fruits are the 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 becoming heavy 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. This table lists out how fruits generally get stronger as the player gets stronger (initial consumption grants only upgrades from 1-3, after training is set to the actual level) This can be altered depending on the ability.
##### Paramecia Type Devil Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 2 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability Check | | 3rd | 3 | ─ | | 5th | 4 | Improved Usage | | 7th | 5 | ─ | | 9th | 6 | ─ | | 10th | 6 | Improved Usage | | 11th | 7 | ─ | | 13th | 8 | ─ | | 15th | 9 | Improved Usage | | 17th | 10 | ─ | | 19th | 11 | ─ | | 20th | 11 | Improved Usage |
> ##### Why So Empty? > Most of the spaces will be empty as each devil fruit works differently, and that is up to the DM and player. I would keep those blank as it is up to the characters to determine what they do with the fruit. For example, Luffy had to discover Gear Second, it was not just handed to him. Encourage players to be creative, as the DM, you could add other supplementary abilities depending on the fruit. These abilities may even have their own resource separate from the main devil fruit uses. See the Ability Crafting suggested ruling for more. #### Fruit Uses Certain abilities of paramecias require the expending of a devil fruit usage. Luckily for you, paramecias get an extra usage by default since they will be using it much more than Zoans and Logias. An example of a situation where a player would expend a usage would be. if they had the Spring-Spring fruit. Let's say a player wants to use their fruit to fling themself a far distance using their spring powers, which would not cost a fruit usage. Large attacks, like Spring Hopper, would likely use a full fruit usage as that would be essentially a powerful, charging, melee attack. Situations, where you wouldn't use a fruit usage, would be simple and arbitrary things such as simple, spring-powered punch. #### Improved Usage Improved Usage of Devil Fruits typically results in additional abilities related to the fruit. For example, you have a devil fruit that allows you to bring anything you draw into existence. Improved Usage could be that you can have two drawings active at once instead of just one. Improved Usage at higher levels could follow a similar line of thinking, like instead of having 2 active effects, you can have 3 active effects.
> ##### Special Paramecias > While not confirmed what they exactly are in canon, it can be assumed that these fruits are essentially fruits that act very similar to Zoans and Logias, but with an additional twist that makes it seem more like a Paramecia. > >For example, the Mochi-Mochi fruit is essentially a Mochi Logia, but due to it not being a naturally occurring substance, it is not able to be classified as a logia. How about something like. the Egg-Egg fruit? It is essentially a zoan with multiple forms and a strange conditional activation. Both these fruits, at least in terms of this homebrew, can be classified as Special Paramecias. > >Another example I would also like to bring up is the Roulette-Roulette fruit, a devil fruit that grants you a random devil fruit power. That would also be a special paramecia as it gives you abilities of the other 2 categories. \page ## Zoan Type All zoan type fruits grant the user the ability to shapeshift into the form of a specific animal, either as a full beast or a hybrid form of the beast and their original body. 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. Most zoans give the user natural weapons, such as the horns of a bull. For the sake of simplicity, any zoan weapon counts as both a natural weapon and unarmed strike. There are various animals that zoans can transform into, such as various species of cats with regular zoans, extinct species such as dinosaurs with ancient zoans, and dragons from myth with mythical zoans.
##### Zoan Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability Check, Ability Score Increase, Hybrid Form, Full Beast Form | | 3rd | 2 | ─ | | 5th | 3 | Increased Duration | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Enhanced Form, Increased Duration | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Increased Duration | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Endless Forms, Increased Duration |
``` ``` #### Ability Score Increase Upon eating the fruit, your choice of Strength, Dexterity, or Constitution ability score increases by 1. #### Hybrid Form As a bonus action, you can expend a devil fruit usage to transform into your Hybrid Form, taking the shape that takes the best attributes of both your original body and the beast that now inhabits you. Your transformation lasts up to 10 minutes. This duration increases to 1 hour at 5th level, 8 hours at 10th level, 24 hours at 15th level, and unlimited at 20th level. This transformation ends early if you are knocked unconscious, or if you end it as a free action. While in Hybrid Form, you gain the following benefits: * When you enter the transformation, you gain temporary hit points equal to your level (double for regular and carnivorous zoans, triple for ancient zoans, and quadruple for mythical zoans). * All of your attacks deal an extra amount of damage equal to your proficiency bonus. * You gain any other features from your beast such as natural weapons, enhanced senses, multiple limbs, movement speeds, etc. * You can speak to other animals of your species. You can still speak your regular language in this form.
> ##### Transforming for Roleplay > In the event a player wants to display their zoan transformation for purely roleplay value, such as a brief display of their power to show they are a devil fruit user or just for a comedic display, characters with devil fruits should be able to do so without costing one of their devil fruit resources. > \page
#### Full Beast Form As a bonus action, you can expend a devil fruit usage to transform into your Full Beast Form, taking the form of the wild beast that inhabited the fruit you consumed. Your transformation lasts up to 10 minutes. This duration increases to 1 hour at 5th level, 8 hours at 10th level, 24 hours at 15th level, and unlimited at 20th level. While in Full Beast Form, the following rules apply: * Your game statistics are replaced by the statistics of the Full Beast Stat Block you gain from the fruit, 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. The creature has the same proficiency as you and the bonus in its stat block. If your physical stats are higher than that of your beast form, you can choose to retain them. * When you transform, you assume the beast’s hit points and Hit Dice. The hit points of the form scales with your level. For normal and carnivorous zoans it is calculated as (5 x your level) + your Full Beast’s Constitution modifier. For ancient zoans it is calculated as (6 x your level) + your Full Beast’s Constitution modifier. For mythical zoans it is calculated as (7 x your level) + your Full Beast’s Constitution modifier. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in Full Beast Form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious. * You can speak to other animals of your species. You can still speak your regular language in this form. * You choose whether your equipment falls to the ground in your space or is worn by it. Worn equipment functions as normal. Your equipment changes size or shape to match the new form.

* 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. For example, using Extra Attack, Unarmored Movement, Strong Will, Rage, Experimental Medicine, etc. * Depending on the form, your ability to fulfill the somatic components of creations, use certain equipment like shields, or take actions that require the use of hands may be limited to the DM’s discretion, though through training this limitation may be overcome. #### Enhanced Forms At 10th level, you gain access to a more powerful hybrid form. As a bonus action, you can spend a Devil Fruit usage to access an Enhanced Form Choose either your Hybrid Form or Full Beast Form. You gain the benefits of that chosen form, with a few additional benefits: * You can choose to have your size increase by 1 size category, doubling your dimensions and multiplying your weight by 8. * Your reach with your attacks increases by 5ft. * Your attacks deal an extra 1d8 damage. This form lasts 1 hour, and you regain this ability at the end of a long rest. #### Endless Forms Transforming into your base Zoan Forms no longer costs a fruit usage. You can now access your Enhanced form as many times per day as you need, but it still costs a devil fruit usage. In addition, you can alter your appearance to appear that of your beast form. For example, turning only your arm into a hoof to use the natural weapons, or transforming only your nose to enhance your perception checks. \page ## Logia Type The Logia Type is considered the most powerful class of devil fruits, and some of the rarest. Logias have domain over a force of nature/element, such as light, fire, ice, and even darkness. As such they gain the ability to produce and manipulate a nigh-on infinite amount of that force. However their most sought feature is the power of intangibility and reformation. Since logia users can transform completely into the element of their devil fruit, they become almost invulnerable to most conventional forms of damage, as their true body is now hidden under an infinite source of their element. 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. However, this ability must be trained to be used properly as it has taken many years of training to instinctively transform into an element to avoid attacks, effectively making it so they can avoid attacks even in their sleep. However a newly made logia user, while still can transform, might not be as invincible as they would likely have to actively turn into that element.
##### Logia Type Devil Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability Check, Elemental Domain | | 3rd | 2 | ─ | | 5th | 3 | Improved Elemental Domain | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Improved Elemental Domain | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Improved Elemental Domain | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Improved Elemental Domain |
#### Elemental Domain As a logia, you reign domain over an element of nature such as light, metal, gas, and even swamp. You can produce a near-infinite amount of that element as an action, you can manipulate that element as part of the same action. Most importantly, as a reaction to taking damage, you can transform into your element for that one source of damage. You gain immunity to all non-imbued damage and negative conditions, except if they fulfill your element's weakness. For example, if you had a lightning fruit, despite being made of lightning, if a person used a rubber mallet against you, it would still hurt your physical body. Or if a creature tries to grapple you, they would fail unless they had armament haki. Simply attacking with your element is similar to using a trick. However, as logia, your tricks are more potent than most. At 1st level, your damage is usually 2d8 or 2d10, raising by an additional dice at 5th, 11th, and 17th level. You can spend a fruit usage to make more potent use of your fruit. Lasting effects of your fruit last 1 minute. #### Improved Elemental Domain At 5th level, you gain more control over your element, The lasting effects of your devil fruit now have a duration of 10 minutes, and specifically the ability to transform into your element. When you use your reaction, you no longer need to spend a Devil Fruit usage, and after taking the initial damage, until the start of your next turn, you have resistance to all other damage, unless it is haki-imbued or fulfills your element's weakness. When you gain this again at 10th level, you gain passive damage and conditional immunities under the same conditions of not being haki-imbued or fulfilling your element's weakness. These apply even when you are unconscious unless you are being affected by Ocean's Scorn. You can also have an amount of active devil fruit effects equal to your proficiency bonus. At 15th level, if you have observation haki, you can use your reaction to add your proficiency bonus to your AC and Dex Saves for that turn. Your lasting devil fruits now last 1 hour. At 20th level, if you have observation haki, you can use your reaction to add your proficiency bonus to your AC and Dex Saves for that whole round. You also gain extra devil fruit usages equal to your proficiency bonus. \page # Example Devil Fruits ## Example Paramecias: ### The Glug-Glug Fruit A paramecia type devil fruit that allows the user the power to conjure and manipulate alcohol.
##### Glug-Glug Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 2 | Fruit Uses, Glug-Glug DC, Devil Fruit Attack, Devil Fruit Ability Check | | 3rd | 3 | ─ | | 5th | 4 | Lasting Buzz | | 7th | 4 | ─ | | 9th | 6 | ─ | | 10th | 6 | Potent Alcohol | | 11th | 7 | ─ | | 13th | 8 | ─ | | 15th | 9 | Double Shots | | 17th | 10 | ─ | | 19th | 11 | ─ | | 20th | 11 | Hot Shot |
#### Using this fruit There are many ways to utilize this fruit. One of the main uses would be to fling alcohol as a ranged attack. It could be used to fire a single blast (much like a firebolt that scales as you level, but with bludgeoning, piercing, or slashing damage), or even multiple blasts (like eldritch blast). Another benefit of this fruit is that it renders the user immune to alcohol, thus granting the creature immune to poison damage and the poisoned condition. More complex uses of the fruit, such as creating a Booze Elemental, alcohol poisoning/forcing a character drunk by inflicting the poisoned condition, or using alcohol to numb the pain of any incoming attacks (granting resistance), would use up a fruit usage as a bonus action. Lasting effects of your fruit last 1 minute. #### Lasting Buzz The lasting effects of your devil fruit now have a duration of 10 minutes. #### Potent Alcohol The effects of and the control over your alcohol become stronger. For example, you can now utilize alcohol to create a watery sphere of alcohol to drown people, or any Booze Elemental deals more damage. #### Double Shots You can have two effects from your fruit happen at the same time. For example, you can have 2 Booze elementals at once, or even have 1 Booze Elemental and 1 Watery Booze Sphere. #### Hot Shot Your control over booze allows you to do more with your fruit, without wasting uses and making the abilities that do use usages stronger. For example, something simple like creating an oil slick from alcohol no longer needs a usage. #### Awakening You, as a bonus action, can transform the surrounding area into alcohol, spending a devil fruit usage. Essentially by transforming that area into liquid, but also granting you a means to make big attacks or uses with your devil fruit without expending a usage.
> ##### Devil Fruit Party Ratio > Small, but important note, it is highly recommend to not give the players too much devil fruits as it is important to have at least half the party be able to swim and not be affected by seastone. > > Ideally half of the total players would be devil fruit users (not counting crew NPCs, but it should also be known that not every NPC should have a devil fruit either). This note is towards both the DM and the players. \page ### The Swap-Swap Fruit A paramecia type devil fruit that allows the user to swap the placement of two objects or creatures that they have assigned previously.
##### Swap-Swap Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 2 | Fruit Uses, Swap-Swap DC, Devil Fruit Attack, Devil Fruit Ability Check | | 3rd | 3 | ─ | | 5th | 4 | Size Limit Increase | | 7th | 4 | ─ | | 9th | 6 | ─ | | 10th | 6 | Size Limit Increase | | 11th | 7 | ─ | | 13th | 8 | ─ | | 15th | 9 | Size Limit Increase | | 17th | 10 | ─ | | 19th | 11 | ─ | | 20th | 11 | Size Limit Break |
#### Using this fruit Using this fruit requires multiple steps before the main activation can take place. First, the user must use their action, or bonus action, to assign a number of objects or creatures they have touched equally to their proficiency bonus. All of these must be of small size. As a bonus action, action, or even reaction, you can spend one of your fruit usage to swap the placement of the two objects/creatures. There is no limit on distance. Once you have spent that use, you can keep swapping those two objects without expending a use. However, attempting to swap another assigned object/creature will require a fruit usage. If you are attempting to swap an unwilling creature, they can make a Wisdom Saving Throw equal to your Devil Fruit DC to prevent the effects on success (for balancing purposes). There are many ways to use this fruit in and out of combat. Use it to steal stuff by merely touching it, or even fire anything as a projectile. #### Size Limit Increase Through training, you have learned how to swap bigger and better things. At 5th level, you can now assign Medium sized objects and creatures. At 10th, Large. At 15th, Huge. The same swapping rules still apply.
#### Size Limit Break You have reached your peak, but you can expend more energy to go further. At 20th level, you can now assign Gargantaun-sized objects and creatures. However, you can also assign bigger objects, like a Colossal ship. To assign and swap something of that magnitude, would require multiple usages which the DM can determine depending on the size of the object. #### Awakening The awakening of the Swap-Swap fruit has to be a little creative as it already affects the surrounding environment, and can also affect the user's body. In awakening, it extends the range of abilities. As a reaction, when one of your assigned item/creature is touching another object/creature that is of a size you can assign, you can expend a fruit usage to transfer the assignment to that object/creature, allowing you to swap them. For example, you assign a projectile and fire it at the enemy from a distance farther than touch. Once it hits, you can transfer the assignment to them. Then, swap them with another object/creature. \page ### The Dice-Dice Fruit A Special Paramecia type devil fruit that allows the user to create dice that when rolled, grants the devil fruit user a random devil fruit power.
##### Dice-Dice Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 2 | Fruit Uses, Dice-Dice DC, Devil Fruit Attack, Devil Fruit Abilitiy Check | | 3rd | 3 | ─ | | 5th | 4 | Extended Duration | | 7th | 4 | ─ | | 9th | 6 | ─ | | 10th | 6 | Double Dice | | 11th | 7 | ─ | | 13th | 8 | ─ | | 15th | 9 | Taken Odds | | 17th | 10 | ─ | | 19th | 11 | ─ | | 20th | 11 | Triple Threat |
#### Using this fruit As a bonus action, you can spend one of your fruit usages to roll a 1d(Insert Total Number of Devil Fruits in Universe). Whatever number is rolled, the user gains the abilities of that specific devil fruit for 1 minute, even ones that already have users. If they roll their own fruit, they get to pick a previous number they've rolled. You can only have 1 devil fruit active at a time. Due to the random nature, you only really get the 5th level benefits of the fruits (so no permanent condition and damage immunities if you roll a logia). #### Extended Duration At 5th level, your devil fruits now last 10 minutes. #### Double Dice At 10th level, you have trained hard to improve your mastery over chance. As a bonus action, you can expend two devil fruit uses to gain the effects of two different devil fruits at once that you have rolled. #### Taken Odds At 15th level, you've made a realization. You've seen one devil fruit, you've seen them all. At this point, you can now gain the 10th level abilities of each devil you rolled instead of the level 5 abilities (so yes to permanent condition and damage immunities for logias). ``` ``` #### Triple Threat At 20th level, you have mastered chance, allowing you to roll more dice at once. As a bonus action, you can expend 3 devil fruit uses to roll 3 times and gain the abilities of all 3 devil fruits. #### Awakening Ever since you've eaten this fruit, you've taken a chance. A chance to extend your abilities in wacky, random, and unpredictable ways. However, sometimes to succeed in the gambles of life, you must take a chance on others. When you expend a devil fruit usage as a bonus action to roll a random devil fruit, instead of giving it to yourself, you can give it to other people within a 60ft radius of yourself. When you give a creature a devil fruit, they gain the Ocean's Scorn feature if they already don't have it. If you give it to a creature who already has a devil fruit, they gain the benefits of both. If at this point you have the features of Double Dice and Triple Threat, you can divide the fruits in any way you wish. For example, rolling three fruits, you can give one to yourself, and two to your ally, or give all three to your allies split between them. > ##### DM's Note > To use this fruit in a game, you would likely need to compile a big list of preexisting devil fruits, and would also require some improvisation skills when determining the abilities (or spend days making devil fruit tables for everyone). It is also important to know the possibilities that this fruit opens up, much like the Deck Of Many Things. For example, what if on your list there is a devil fruit that lets you create crystals? What is stopping the user from creating diamonds for the next 10 minutes? Or even during a big boss battle, the user could get a powerful devil fruit, like the Tremor-Tremor Fruit from Whitebeard, the Fish-Fish Fruit Model: Azure Dragon from Kaido, or even the Dark-Dark Fruit from Blackbeard. > \page ## Example Zoans: ### The Bat-Bat Fruit A zoan type devil fruit that allows the user to transform into a bat and a bat-hybrid.
##### Bat-Bat Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Bat-Bat DC, Devil Fruit Attack, Devil Fruit Abilitiy Check, Ability Score Increase, Hybrid Form, Full Beast Form | | 3rd | 2 | ─ | | 5th | 3 | Increased Duration | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Enhanced Form, Increased Duration | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Increased Duration | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Endless Forms, Increased Duration |
#### Using This Fruit Upon initial consumption, you gain a +1 to your Strength, Dexterity or Constitution score. When using this fruit, the user can access their hybrid and full beast form. #### Hybrid Form In the Hybrid Form, your attacks gain a bonus to your damage rolls equal to your proficiency bonus, you have temporary hit points equal to double your level, you have a flying speed of 45ft, Echolocation, Keen Hearing, Swift Flight (see Great Bat statblock), , and teeth as natural weapons (1d8 + Str or Dex piercing). #### Enhanced Form When you enter your Hybrid or Full beast form, you can choose to enter an enhanced form. You gain the ability to choose to increase your size category by 1, increasing your reach by 5, and allowing you to deal 1d8 more damage. You can access this form once per long rest. #### Endless Forms You can now enter your full beast and hybrid form without expending a usage. You can also enter your Enhanced Form as many times per day but still costs a usage. You can also make subtle transformations, like transforming only your ears to have advantage of sound-based perception checks in your normal form. ``` ``` #### Awakening As an action, you can access Awakened Transformation. In this state, you gain the following benefits for 10 minutes. * You can choose to increase your size by 2 categories, increasing your reach by 10ft, and the damage dice of your weapons double. * At the start of each of your turns, you regain hit points equal to twice your Constitution Modifier (minimum of 2) * If you are knocked unconscious, you can continue to move around and attack, but still must make death saves. * Your temporary hitpoints double. * Your Strength, Dexterity, and Constitution ability scores become 18 if they weren't already higher. After the duration of this ability, you return to your normal state with 1 level of exhaustion. ___ > ## Great Bat >*Medium (Or same size as your base form) beast* > ___ > - **Armor Class** 13 > - **Hit Points** (5 x your level) + your Constitution modifier > - **Speed** 10ft. 60ft fly >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|12 (+1)|Same as Base|Same as Base|Same as Base| >___ > - **Skills** Perception, Acrobatics, Stealth > - **Senses** Blindsight 60ft, passive Perception (Same as base form) > - **Languages** Your languages, Bats > - **Proficiency Bonus** Same as Base > ___ > ***Echolocation.*** You can't use your blindsight while deafened. > > ***Keen Hearing.*** You have advantage on Wisdom (Perception) checks that rely on hearing. > > ***Swift Flight.*** Opportunity attacks made against you while flying are made at disadvantage.. > > ### Actions > ***Bite.*** *Melee Weapon Attack:* +(Strength modifier + your proficiency bonus) to hit, reach 5ft., one target. *Hit* (1d8 + Strength modifier) piercing damage. > > ***Screech.*** (Recharge 3 Rounds). In the place of an attack, you can unleash a potent, high-pitched cry. Each creature in a 15-foot cone must make a Constitution saving throw against your Bat-Bat DC. A creature takes a number of d6s equal to your proficiency bonus of thunder damage on a failed save, or half as much damage on a successful one. \page ### The Cat-Cat Fruit, Model: Saber-Toothed Tiger An Ancient zoan type devil fruit that allows the user to transform into a Saber-Tooth Tiger and a Saber-Tooth hybrid.
##### Cat-Cat Fruit, Model: Saber-Toothed Tiger | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Cat-Cat DC, Devil Fruit Attack, Devil Fruit Abilitiy Check, Ability Score Increase, Zoan Forms | | 3rd | 2 | ─ | | 5th | 3 | Increased Duration | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Enhanced Form, Increased Duration | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Increased Duration | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Endless Forms, Increased Duration |
#### Using This Fruit Upon initial consumption, you gain a +1 to your Strength, Dexterity or Constitution score. When using this fruit, the user can access their hybrid and full beast form. ``` ``` #### Hybrid Form In the Hybrid Form, your attacks gain a bonus to your damage rolls equal to your proficiency bonus, you have temporary hit points equal to triple your level, you gain a +5 bonus to your movement speed, Bloodthirst, Keen Smell, Pounce (see Great Saber-Tooth statblock), claws as natural weapons (2d6), and fangs as natural weapons (1d10). #### Enhanced Form When you enter your Hybrid or Full beast form, you can choose to enter an enhanced form. You gain the ability to choose to increase your size category by 1, increasing your reach by 5, and allowing you to deal 1d8 more damage. You can access this form once per long rest. #### Endless Forms You can now enter your full beast and hybrid form without expending a usage. You can also enter your Enhanced Form as many times per day but still costs a usage. You can also make subtle transformations. #### Awakening As an action, you can access Awakened Transformation. In this state, you gain the following benefits for 10 minutes. * You can choose to increase your size by 2 categories, increasing your reach by 10ft, and the damage dice of your weapons double. * At the start of each of your turns, you regain hit points equal to twice your Constitution Modifier (minimum of 2) * If you are knocked unconscious, you can continue to move around and attack, but still must make death saves. * Your temporary hitpoints double. * Your Strength, Dexterity, and Constitution ability scores become 18 if they weren't already higher. After the duration of this ability, you return to your normal state with 1 level of exhaustion. ___ ___ > ## Great Saber-Tooth >*Large (Or same size as your base form) beast* > ___ > - **Armor Class** 12 > - **Hit Points** (6 x your level) + your Constitution modifier > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|Same as Base|Same as Base|Same as Base| >___ > - **Skills** Perception, Athletics, Stealth > - **Senses** Darkvision 60ft, passive Perception (Same as base form) > - **Languages** Your languages, Cats > - **Proficiency Bonus** Same as Base > ___ > ***Bloodthirst.*** When you reduce a creature to 0 hit points, or score a critical hit against a creature with blood using your fangs, you gain 2d6 temporary hit points. > > If you already have temporary hit points, you can instead gain advantage on your next attack roll, skill check, or saving throw, until the end of your next turn. This number of temporary hit points increases to 2d8 at 5th level, 2d10 at 10th level, and to 2d12 at 20th level. > > ***Keen Smell.*** You have advantage on Wisdom (Perception) checks that rely on smell. > > ***Pounce.*** If you move at least 20 feet straight toward a creature and then hit it with a melee attack on the same turn, that target must succeed on a Strength saving throw against your Cat-Cat DC, or be knocked prone. If the target is prone, you can make one Fangs attack against it as a bonus action. > > ### Actions > ***Fangs.*** *Melee Weapon Attack:* +(Strength modifier + your proficiency bonus) to hit, reach 5ft., one target. *Hit* (1d10 + Strength modifier) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +(Strength modifier + your proficiency bonus) to hit, reach 5ft., one target. *Hit* (2d6 + Strength modifier) slashing or piercing damage. \page ### The Dog-Dog Fruit, Model: Werewolf A Mythical zoan type devil fruit that allows the user to transform into a Werewolf and a Werewolf-hybrid.
##### Dog-Dog Fruit, Model: Werewolf | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Dog-Dog DC, Devil Fruit Attack, Devil Fruit Abilitiy Check, Ability Score Increase, Hybrid Form, Full Beast Form | | 3rd | 2 | ─ | | 5th | 3 | Increased Duration | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Enhanced Form, Increased Duration | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Increased Duration | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Endless Forms, Increased Duration |
#### Using This Fruit Upon initial consumption, you gain a +1 to your Strength, Dexterity or Constitution score. When using this fruit, the user can access their hybrid and full beast form. ``` ``` #### Hybrid Form In the Hybrid Form, your attacks gain a bonus to your damage rolls equal to your proficiency bonus, you have temporary hit points equal to four your level, you gain a +10 bonus to your movement speed, Supernatural Resistance, Keen Hearing and Smell, Lycanthropy (see Great Werewolf statblock), and claws (2d4) and fangs as natural weapons (1d8). #### Enhanced Form When you enter your Hybrid or Full beast form, you can choose to enter an enhanced form. You gain the ability to choose to increase your size category by 1, increasing your reach by 5, and allowing you to deal 1d8 more damage. You can access this form once per long rest. #### Endless Forms You can now enter your full beast and hybrid form without expending a usage. You can also enter your Enhanced Form as many times per day but still costs a usage. You can also make subtle transformations. #### Awakening As an action, you can access Awakened Transformation. In this state, you gain the following benefits for 10 minutes. * You can choose to increase your size by 2 categories, increasing your reach by 10ft, and the damage dice of your weapons double. * At the start of each of your turns, you regain hit points equal to twice your Constitution Modifier (minimum of 2) * If you are knocked unconscious, you can continue to move around and attack, but still must make death saves. * Your temporary hitpoints double. * Your Strength, Dexterity, and Constitution ability scores become 18 if they weren't already higher. After the duration of this ability, you return to your normal state with 1 level of exhaustion. In addition, your mythical zoan abilities improve, creatures you curse with Lycanthropy are now under your verbal commands as a bonus action rather than going on a rampage. \page
___ ___ > ## Great Werewolf >*Large (Or same size as your base form) monstrosity* > ___ > - **Armor Class** 13 (natural armor) > - **Hit Points** (7 x your level) + your Constitution modifier > - **Speed** 50ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|16 (+3)|16 (+3)|Same as Base|Same as Base|Same as Base| >___ > - **Skills** Perception, Athletics, Stealth > - **Senses** passive Perception (Same as base form) > - **Languages** Your languages, Wolves > - **Proficiency Bonus** Same as Base > ___ > ***Supernatural Resistance.*** You gain resistance to unimbued bludgeoning, piercing, and slashing damage. This resistance is ignored by silver. At 10th level, this resistance expends to imbued bludgeoning, piercing, and slashing damage. > > ***Keen Hearing and Smell.*** You have advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ***Lycanthropy.*** When you hit a creature with an attack using your Fangs, you can choose to curse that creature. That target must make a Constitution saving throw against your Dog-Dog DC. On a failure, they transform into a werewolf and go on a rampage. At the start of each of their turns, they must move towards the nearest creature they can see and use their action to attack that creature (not itself). The creature adds your proficiency bonus to their damage rolls, +10 bonus to its walking speed, and it gains your Supernatural Resistance and Keen Hearing and Smell features. > > A creature remains cursed in this way until the Remove Curse creation is used on them, with a piece of silver, or until the user dies. You can use this feature once per long rest, twice at 10th level, and three times at 20th level. > > ### Actions > ***Fangs.*** *Melee Weapon Attack:* +(Strength modifier + your proficiency bonus) to hit, reach 5ft., one target. *Hit* (1d8 + Strength modifier) piercing damage. > > ***Claws.*** *Melee Weapon Attack:* +(Strength modifier + your proficiency bonus) to hit, reach 5ft., one target. *Hit* (2d4 + Strength modifier) slashing or piercing damage. \page ## Example Logias: ### The Cloud-Cloud Fruit A Logia type devil fruit that allows you to conjure, manipulate, and become Clouds. You embody the weather.
##### Logia Type Devil Fruit | Level | Fruit Uses | Features| :---:||:----------:|:---:| | 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability Check, Elemental Domain | | 3rd | 2 | ─ | | 5th | 3 | Improved Elemental Domain | | 7th | 4 | ─ | | 9th | 5 | ─ | | 10th | 5 | Improved Elemental Domain | | 11th | 6 | ─ | | 13th | 7 | ─ | | 15th | 8 | Improved Elemental Domain | | 17th | 9 | ─ | | 19th | 10 | ─ | | 20th | 10 | Improved Elemental Domain |
#### Using this fruit A user of this fruit gains a flying speed of 60ft as they are clouds. They can also cause lightning storms and other major weather events, by spending a Fruit usage. They can electrify their weapons, cause rain, and more. Essentially, you can spend your devil fruit uses to do weather-related stuff, like use the Lightning Bolt creation, create a Cloud Man that strikes people with lightning, use clouds to float you and your allies around, sense changes in airflow to extend your senses, and much much more. #### Elemental Domain As a logia, you reign domain over the element of cloud, most importantly, as a reaction to taking damage, you can transform into your element for that one source of damage. You gain immunity to all non-imbued damage and conditions except if they fulfill your element's weakness. Lasting effects of your fruit last 1 minute. #### Improved Elemental Domain At 5th level, you gain more control over your element, The lasting effects of your devil fruit now have a duration of 10 minutes, and specifically the ability to transform into your element. When you use your reaction, you no longer need to spend a Devil Fruit usage, and after taking the initial damage, until the start of your next turn, you have resistance to all other unimbued damage, or fulfills you element's weakness. When you gain this again at 10th level, you gain passive damage and conditional immunities, under the same condition of not filfilling your elemental weakness or being haki-imbued. These apply even when you are unconscious unless you are being affected by Ocean's Scorn. You can also have an amount of active devil fruit effects equal to your proficiency bonus. At 15th level, if you have observation haki, you can use your reaction to add your proficiency bonus to your AC and Dex Saves for that turn. Your lasting devil fruits now last 1 hour. At 20th level, if you have observation haki, you can use your reaction to add your proficiency bonus to your AC and Dex Saves for that whole round. You also gain extra devil fruit usages equal to your proficiency bonus. #### Awakening As an action, you can expend a devil fruit usage to transform a 60ft radius sphere around you into an environment based on your devil fruit. In the case of the Cloud-Cloud fruit, you can essentially make it so it is permanently raining, make a permanent tornado, or have other long lasting effects that remain long after your death. \page # Chapter 7: Additional Powers There exists additional abilities and power systems present in the One Piece World. These features are a narrative element meant to balance out the abilities of the party. For example, take a Savant and a Fighter. The Savant has a Devil fruit, and the Fighter has an additional power to balance the crew to strengthen non-fruit users. ## Eight Impacts Fist Eight Impacts Fist is an unarmed martial art originating from the Kano kingdom where the user's unarmed strikes become concussive shockwaves. The users can manipulate these shockwaves to shatter even the hardest of armor. ### First Impacts When you first gain this additional power, you begin transforming the force of your fists into deadly vibrations. When you make an unarmed strike, you can choose to instead deal thunder damage. When you do this, your attack has the Siege property, dealing double damage to objects and structures and ignoring an object's damage threshold. ### Thunderstruck At 5th level, your thunderous blows improve. When you make an unarmed strike, you can choose to imbue it with thunder. You make the unarmed strike with advantage and it deals an additional 1d8 thunder damage. You can only use this ability a number of times equal to your proficiency bonus, regaining uses on a short or long rest. ### Thunderous Blows At 10th level, you can unleash a flurry of thunderous blows. This feature replaces Thunderstruck. At the start of your, you can choose to imbue all your attacks with unarmed strikes until the end of your turn. Your attacks with unarmed strikes are rolled with advantage, ignores half and three-quarters cover that is not haki imbued (shields included), and those attacks deal each an extra 1d8 thunder. You can use this feature a number of times equal to your proficiency bonus, regaining all uses on a long rest. ### Deep Impact At 15th level, the range of your shockwaves. Once per turn, when you use your First Impacts feature, you can give an unarmed strike a damage spread of 5ft. The damage spread DC equals 8 + your Strength or Dexterity modifier + you proficiency bonus. You are unaffected by this damage spread. ``` ``` ### Eighth Impact At 20th level, you have mastered the eight impacts style. Your critical hit range with unarmed strikes when you use your First Impact feature increases by 1. Additionally, your Thunderous Blows uses now come back on a short or long rest. ## Destructive Wave Destructive Wave is an ability that allows the wielder to unleash energy waves through their melee weapons, allowing them to strike multiple opponents at once. It is a more simple additional power, but a powerful one nonetheless. ### Area of Effect When you gain this ability, choose a an area with it. This area will determine the range of the destructive wave ability. You cannot choose a different one again, unless you gain this additional power again, granting you an additional destructuve wave option. Regardless of your choice, the wave originates from your position. * ***Cone.*** The area of the cone is number of feet equal to your proficiency bonus x 10. * ***Square.*** The area of the square is a 10ft x 10ft x 10ft cube multiplied by your proficiency bonus. * ***Sphere.*** The area of the sphere is a number of feet equal to proficiency bonus x 5. * ***Line.*** The area of the line is 5ft wide and has a length equal to your proficiency bonus x 20ft. ### Area Strike When you gain this ability, you can replace a melee attack with a destructive wave, producing an area of effect in the shape you chose in the Area of Effect feature. Each creature within the chosen area succeed a Dexterity saving throw or take the damage they would take from the melee attack, taking half damage on a success. For example, a greatsword would deal 2d6 + your Strength modifier slashing damage to each creature that failed the saving throw. This also counts for anything that modifies the damage of the attack, such as Ardent Smites, certain creations, etc. (but not any additional effects like stunning strike) The DC of the saving throw equals 8 + your proficiency bonus + your choice of your Strength or Dexterity modifier. You can unleash a destructive wave a number of times equal to your proficiency bonus, regaining all uses after finishing a short or long rest. \page ## Foxfire Style Foxfire Style is a unique sword fighting style that allows the user to use their blade as an apparatus of pyrokinesis, allowing them to burn and slash their enemies, as well as rend even the most potent flames asunder. While it is based in swords, it can be used with any melee weapon you are wielding. ### Foxfire Points When you gain this ability, you gain a number of Foxfire points equal to your proficiency bonus. You can expend these Foxfire points to fuel your Foxfire features. You regain all expended Foxfire points at the end a long rest. When you reach 5th level, your expended Foxfire points are regained at the end of a short or long rest. ### Flame Render When you gain this ability you can cut flames as if they were a tangible substance. As a reaction to being targeted by a fire-based attack/creation, such as the Fireball creation or an attack that deals fire damage, the user can spend a Foxfire Point to cut the flames, reducing the fire damage to 0 and extinguishes any lingering flames that would have been created. ``` ``` In addition, any creature made of flames (such as a fire elemental), your weapon attacks can bypass all their resistances and immunities to bludgeoning, piercing, and slashing damage. ### Ignite When you gain this ability, you can coat your weapon in a destructive layer of fire. When you hit with a melee weapon attack, you can expend a Foxfire Point to deal an extra 1d8 fire damage. At 10th level, you can cause your flames to remain. When you use this feature, instead of igniting one attack, you can ignite all melee weapons you are wielding for 1 minute. For the duration, their melee weapon attacks now deal an extra 1d8 fire damage. ### Eternal Flames At 15th level, you begin to further master your flames, allowing you to ignite your sword on command. When you wield a melee weapon, it deals an extra 1d8 fire damage. This can stack with the damage gained from using your Ignite feature, allowing you to deal 2d8 fire damage. ### Magma Blade You have mastered the Foxfire style completely, able to produce flames that rival the deepest sources of magma. Your melee weapon attacks ignore resistance to fire damage, and treat immunities to fire damage as resistances. \page ## Life Return Over years and years of training, you have extended full, conscious control to the bottom of your feet, and even to the tips of your hair. You become capable of manipulating every part of your body as if it were your hand. ### Flexible Body When you gain this ability, you find yourself able to move and change your physical body with ease. You can bend your body to attack in complex ways, change your appearence, and shift the balance of your physical body. Your unarmed strikes now have the reach property, and can originate from any body part. You do not suffer disadvantage on attack rolls as a result of being restrained. As a bonus action, you can alter your appearance in various ways. You can shift features of your body to appear different from your own, to the degree that you can appear as a different race, but you do not gain additional racial benefits. You can alter your height, but not to the degree that your size category changes. Additionally, as a bonus action, you can alter your physical ability scores (Strength, Constitution, and Dexterity). You can lower a physical ability score to a minimum of 8, and move those points to another physical ability score, increasing it to 20. For example, say you have a Strength, Dexterity, and Constitution, each of which are 16. You can use your action to reduce your Strength by 4, and increase your Dexterity by 4, resulting in your scores to be Strength 12, Dexterity 20, and Constitution 16. At 20th level, you can increase an ability score up to 24. If you have an ability score to 20 or above, you gain the following benefits based on the score: * Strength: Your weapon attacks deal an additional 1d4 damage, and gain the Siege property. * Dexterity: Your movement speed increases by 10ft, and you don't provoke opportunity attacks. * Constitution: You gain resistance to bludgeoning, piercing, and slashing damage. ## Geo-Fist *Prerequisite: Decades of building up power* Masters of this style have honed their bodies to be able to store the energy and strength they had from youth to reuse later on in life, allowing them to access a form that goes beyond human limits. ### Battle Insurance Fist You can pull from the energy and power that you have built up in the past and channel it all into a devastatingly powerful form, allowing you to overwhelm your opponents easily. As a bonus action, you gain the following benefits for the next minute: - Your Strength score increases temporarily by a number equal to your proficiency bonus, to a maximum of 26. - Your Dexterity score increases temporarily by a number equal to your proficiency bonus, to a maximum of 26. - Your size increases by one category temporarily. - You gain a number of temporary hit points equal to four times your level. After the duration of Battle Insurance Fist, you gain 1 level of exhaustion. ## Leg Technique Way *Prerequisite: Longleg Human Race.* The Long-Leg Tribe are masters at utilizing their powerful legs to strike their enemies and outspeed them. However, a master of Leg Technique Way can go one step further. The ability to create after-images while kicking makes it difficult for enemies to hit you. ### Fancy Feet When you gain this ability, your movements with your long legs enable you to move quickly and strike fast. Your unarmed strike damage dice with your kicks increases by one size, to a maximum of 1d12. (1d6 => 1d8 => 1d10 => 1d12) In addition, when you use your Sprint feature, you gain the benefits of the Blur creation until the start of your next turn. ## Merman Combat *Prerequisite: Merman Race.* Mermen, like fishman, are one with the sea. Using their tridents and hands, they can grab water and force it toward their enemies, as well as achieve mastery over tridents. ### Tides of War When you gain the ability, you learn that you can grab and weaponize water, and how to make a trident's strike especially deadly. You learn the Water Flow trick, using either your Strength or Dexterity modifier as the creative ability modifier. As an action, you can grab water and fire it as a blast in the form of a line that is (Your proficiency bonus x 20) long, and 5ft wide. All creatures within this line must make a Dexterity Saving Throw, DC equal to 8 + your Strength or Dexterity modifier + your Proficiency Bonus. On a failure, they take your (proficiency bonus)d10 bludgeoning and half on a success. On a success, a creature takes only half damage. You can use this feature 3 times per long rest. In addition, while wielding a trident, the size of the damage dice increases by one size. ## Six Powers Adept *Prerequisite: Strength or Dexterity Score of 13 or higher, any class that is not a Six Powers Master Brawler, at least 5th level.* You have trained in a few of the Six Powers, focusing your efforts on mastering two techniques. \page ### Chosen Powers When you gain this ability you learn one of the 3rd levels Six Powers from the Brawler subclass to learn. If the technique you have chosen require Spirit Points, and you don't have Spirit Points, you can use those techniques a number of times equal to your proficiency bonus, regaining all uses on a short or long rest. At 10th level, you learn another technique, and the one you had chosen previously improves to the 6th level version. At 15th level, the second power you chose improves. ## Ricochet Rounds You learn to reclaim the potential of any of your stray shots, causing them to bounce around in odd patterns to strike another foe. ### Rebound Bound When you make an attack roll with a ranged or thrown weapon, you can choose to reroll the attack roll against a different target within 30 feet of the original target. ## Man Demon Tactics A very specialized martial art that allows the user to rotate their weapons at high speeds to break through most defenses, and leap vast distances towards their targets. ### Demon Leap When you receive this power, you gain the ability to leap far distances like a mad devil. As a bonus action, while your movement speed isn’t 0, you can jump a number of feet equal to 10 x your Proficiency Bonus in a direction of your choice. ### Demon Strike When you receive this power, you are able to harness both your strength and dexterity while wielding your weapons, causing them to rotate at a rapid pace. All melee weapons you wield gain the Finesse property. In addition, you add both your Strength and Dexterity modifiers to damage rolls made with any melee weapon you wield. ### Demonic Dance At 5th level, your leaps through the air are not without purpose, slamming into the enemy with the extra momentum. When you use your Demon Leap feature, you can make an additional attack with a melee weapon you are wielding as part of the same bonus action. You can use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. ### Destroy Defense At 10th level, your momentum allows you to break through nearly any armor. You gain a +2 bonus to your melee attack rolls against creature’s wearing armor, or using a shield. ``` ``` ### Demon Wind At 15th level, you strike fast like the wind, and strong like a mountain. Your uses with Demon Dance come back on a short rest. In addition, your +2 bonus to melee attacks from Destroy Defense affects all creatures regardless of armor. ### Momentum Mori At 20th level, you have mastered the art of Man Demon Tactics, turning all of your momentum into a devastating force. Your critical hit range increases by 1 for melee weapons, and your melee weapons attacks ignore resistances to bludgeoning, piercing, and slashing damage. ## No Sword Style When a swordsman is backed to a wall, and their weapons are nowhere to be found, they can continue to fight to utilize their bare hands and strength built up from sword fighting. You gain the following benefits: ### Blade Hands Your unarmed strikes deal a 1d6 and are capable of doing bludgeoning, piercing, and slashing damage. In addition, your unarmed strikes are now capable to act as simple and martial weapons for your other sword-based abilities, such as Foxfire Style. ## Dragon Claw Fist Utilizing the full force of your fingers and striking the core of your targets, masters of this style are capable of crushing just about anything with the claws of dragons. ### Dragon Claw When you gain this ability, you gain the ability to crush anything with your bare hands. Your unarmed strike damage dice increases by one size and deal double damage to objects and structures. ### Dragon Grip At 5th level, your grip never leaves the enemy. After landing a successful strike on an enemy, you can attempt to grapple them with advantage. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a short or long rest. In addition, while you are grappling a target, they start their turns taking 1d4 bludgeoning damage. ### Dragon Breath At 10th level, you have trained yourself to strike the core of the ground to generate shockwaves. Once per turn, you can replace an unarmed strike to use the Thunderwave creation at 1st level using either your Strength or Dexterity to calculate the save DC. You can use this feature a number of times equal to your proficiency bonus, regaining all expended uses on a long rest. \page ### Dragon Talons At 15th level, when you use your Dragon Grip feature, the extra 1d4 damage becomes 1d6. When you use Dragon's Breath, the Thunderwave creation is used at 2nd level. ### Dragon's Dream At 20th level, Dragon's Grip and Dragon's Breath no longer requires uses, but you still only make one Dragon's Breath attack per turn. ## Multiple Weapon Style *Prerequisite: Two Weapon Fighting Style* When merely two blades are not enough, wielding an additional or even multiple additional blades can be used to not only confuse but overwhelm your opponents with a flurry of weapon strikes. ### Additional Strike When you gain this feature, you master the art of making several attacks with various weapons. Once per turn, you can make an additional melee weapon attack when you take the attack action and engage in two weapon fighting. You can only make this extra attack a number of times equal to your proficiency bonus. You regain all uses on a short or long rest. ## Newkama Kenpo *Prerequisite: Okama Kenpo Brawler Class, at least 5th level* Martial arts are always evolving, and Okama Kenpo is no exception. Those who practice this style make the most out of their Okama ways, to not only use their immense charm but also their immense strength and speed to dominate the battlefield. ### Charming Spirit At 5th level, you can use your charm to fuel your spirit. You gain additional Spirit Points equal to their Charisma Modifier. These Spirit Points are added to any Spirit Point total and replenish after a short or long rest like with the rest of the Spirit Points. In addition, you no longer have limited uses of the bonus action attack when you use your Swan Dance feature. ### Death Wink At 5th level, you gain a new attack option which can be performed by winking. This attack can be used to replace any of your unarmed strikes, including a flurry of blows and the martial arts bonus action attack, and counts as an aesthetic weapon. This special attack is a ranged weapon attack with a range of 30 feet. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is bludgeoning, and its damage die is a d6. This die changes as you gain brawler levels, as shown in the Martial Arts column of the Brawler table. Once per turn, the first creature you hit with this attack must make a Strength Saving throw against your Spirit DC. On a failure, they are either pushed back 10ft or knocked prone the user's choice. ### Rolling Spa At 10th level, when you take the dodge action, you can additionally move a number of feet equal to your proficiency bonus x 5. This movement doesn't provoke opportunity attacks. ### Awaken the Maiden At 10th level, using your innate charisma, you can attempt to charm a creature you can see within range to become an Okama. As an action, you can expend 2 Spirit Points to use the Charm Person Creation with your Spirit DC. ### Waxing Fist At level 15th, when you use Elegant Combination, you don't need to hit with both attacks to make the extra attack. ### Oh Come My Way At 15th level, using your innate charisma, you can attempt to bring a creature you can see within range to enter an irresistable dance. As an action, you can expend 6 Spirit Points to use the Irrestiible Dance Creation with your Spirit DC. ### Okama Queen At 20th level, you have mastered Newkama Kenpo. You can use the Charm Person Creation without spending any Spirit Points. Additionally, you cannot be charmed against your will. ## Rope Action *Prerequisite: Proficiency with improvised weapons* The ability to tie knots is a very important skill to have in a world dominated by water, especially when it relates to the construction, repair, and operation of most traditional sailing ships. Combative prowess is a key skill, especially when traversing the Grandline. Rope Action is a fighting style that employs both knot tying and combat, allowing the user to restrain, strike, and defend against their enemies. ### Fiber Artisan During a short or long rest, you can take 10 minutes to craft 10 Strong Ropes, each of which are 10ft long. They have 5 times your level of Hit Points. They can be burst with a successful Strength check, DC = 8 + your Strength Modifier + Proficiency Bonus. \page ### Rope Combatant When you wield a 10ft length of rope as an improvised weapon, it gains the finesse and reach property, much like a whip, and deals your choice of 1d6 bludgeoning, piercing, or slashing damage. You can alternatively use a 10ft length of rope like a net. If you are armed with a Strong Rope, you gain a bonus to attack and damage rolls with it equal to half your proficiency bonus, rounded up. When you use a Strong Rope like a net, the hit points and escape DC are the same as the Strong Rope. ### Spider Rope As a bonus action, when you are wielding a rope of at most a distance of 30ft, you can use it to swing a number of feet equal to the rope's length in any direction, as long as there is a stable point for the swinging to occur. ## Ramen Kenpo *Prerequisite: Proficiency with Chef's Tools* A very unorthodox fighting style that only a master chef can hope to fully use, allowing the user to transform the usually harmless noodles as a deadly weapon. ### Noodle Strikes As long as you have a bag of flour on your person, you can form sharpened noodles as weapons. This attack counts as a melee improvised weapon attack with the finesse, thrown (30/120ft) light properties that deals 1d6 piercing damage. Additionally, in place of this attack, you can attempt a grapple check, and you can use Acrobatics instead of Athletics to make the grapple. ### Formal Noodle Suit As a bonus action, you can choose to consume an entire bag of flour to form a suit of armor our of Ramen. You gain the following benefits while wearing this suit: * You gain twice your level in temporary hit points. * Your Noodle Strike attacks have a bonus to their attack and damage rolls equal to half your proficiency bonus, rounded up. * As a reaction to being hit by a melee attack, you can force the attacker to make a Strength Saving throw, DC = 8 + your Strength Modifier + Proficiency Bonus. On a failure, that creature becomes restrained, escape DC is also the same. This suit lasts 24 hours, or until you lose all your temporary hit points. You can use this ability a number of times equal to your proficiency bonus, per long rest. ## Kappa Style *Prerequisite: The Powerful Build feature, or similar effect (increases your carrying capacity to a Large creature)* A fighting style that involves the use of brute strength to inflict powerful melee blows, charging through the enemies like a raging river. ### Rushing River When you gain this ability, you become unbelievably fast. When you use the dash action and move in a straight line, you do not provoke opportunity attacks. ### Raging Charge When you move at least 10 ft. straight toward a target and then hit it with an Attack on the same turn, the target takes an extra 2d8 damage from the melee weapon used. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 10 ft. away and knocked prone. The DC equals 8 + your Proficiency Bonus + your Strength or Dexterity modifier. You can use this ability a number of times equal to your proficiency bonus, regaining all expended uses on a long rest. ## Emphatic Observation *Prerequisites: 10th level, Color of Observation Apprentice* You gain ability to sense the presence of creatures, specifically their true thoughts and emotions through the use of your Observation haki. ### Emphasized Empathy You gain proficiency in Wisdom (Insight) skill checks. If you were already proficient in Insight, you instead gain expertise. When you use Sense Presence, you also gain a sense of the emotions and true thoughts of those within your Sense Presence. You learn the creature's alignment and its immediate surface-level thoughts. If you use the ability on them a second time, you can look deeper, you gain Insight into their reasoning, their emotional state, and their mind (such as something it worries over, loves, or hates). A creature that is currently being deceitful can attempt to fool the observation haki by making a deception check against your insight. ## Full Body Armament *Prerequisites: 14th level, Color of Armament Adept* Those who train in this branch of armament haki gain the ability to coat their entire body in haki, allowing them to always be on the defensive. ### Full Body Armor On your turn, you can choose to expend an amount of Armament Points equal to your level to instead fully coat your body in a dark layer of armor. For the next minute, you reduce all incoming damage by your level for 1 minute, and each saving throw you make during this time you can reroll once, taking the highest result. This effect is ignored by attacks or creations that deal force or psychic damage. \page ## Observation Killing *Prerequisites: 18th level, Conqueror's Haki Adept* Those who train in this branch of conqueror's haki gain the ability to attack the enemies' ability to observe, rendering their observation haki obsolete. ### Observation Obliteration When using your Overwhelming Presence, any creatures that remain conscious must make an additional Wisdom Saving Throw against your Conqueror's DC. On a failure, they lose all the benefits of their observation haki for 1 minute, repeating the saving throw at the end of each of their turns. ## Chromatic Oozes *Prerequisites: 3rd level, Chemist Medic, Experimental Ooze feature* Expert chemists go beyond simply the formulas they were taught. Their experiments and machinations have led to them modifying their Experimental Ooze with different elements. ### Adjusted Formula When you create your Experimental Ooze, choose type. The types include Acid, Fire, Cold, Lightning, and Poison. The damage type and immunities of this slime change to correspond with the chosen type. * Acid Type: The Experminal Ooze, when they deal damage, regains a number of hit points equal to half the amount of damage it deals. * Fire Type: This Experimental Ooze is perpetually ablaze. Any creature that hits this ooze with a melee takes 2d6 fire damage. * Cold Type: When the Experimental Ooze hits a creature with an attack, it reduces the movement speed of that creature by 10ft. * Lightning Type: When the Experimental Ooze deals lightning damage to a creature, the creature additionally loses their reaction until the start of their next turn. * Poison Type: When the Experimental Ooze hits with an attack, it can force the target to make a Constitution Saving Throw, using your Medic Creativity DC. On a failure, the target is poisoned for 1 minute, repeating the saving throw at the end of each of their turns. ### Improved Formula At 10th level, the Experimental Ooze forms improve, gaining the following additional benefits. * Acid Type: The Experimental Ooze is now Large in Size, having temporary hit points equal to your level, and doubling the damage dice of its ranged attack, melee attack, and the spalsh damage when it is summoned. * Fire Type: The Experimental Ooze, when it hits a creature with an attack, can choose to ignite that creature for 1 minute. At the end of each of an ignited creature's turns, they can make a Constitution saving throw against your Medic Creativity DC. On a failure, they take 1d4 fire damage. On a success, the target is no longer ignited. * Cold Type: The Experimental Ooze can now engulf and restrain creatures of Large or lesser size that occupy its space. Any creature engulfed must make a Strength Saving Throw against your Medic Creativity DC. On a failure, that creature remains restrained. On a success, the creature breaks free. * Lightning Type: The Experimental Ooze can attack twice instead of once. * Poison Type: The Experimental Ooze can, as an action, absorb poison from creatures, ending any lingering poison effects and removing the poisoned condition on any creature it touches. ### Mixed Formula At 15th level, when you create an Experimental Ooze, you can choose two slime types, the ooze gaining both benefits. At 20th level, you can create an ooze with three slime types. ## Viscous Carapace *Prerequisites: 3rd level, Chemist Medic, Experimental Ooze feature* Master Chemists are able to make full use of their ooze, not only maximizing its attack power, but also its abilitiy to defend itself via forming a protective membrane. ### Protective Membrane When you create your Experimental Ooze, its AC gains a bonus equal to your proficiency bonus. ## Longshot *Prerequisites: 10th level, proficiency with a ranged simple or martial weapon* Master sharpshooters can fire far, farther beyond any reasonable range, ensuring no enemy can simply run away. ### Mile Eye You can see a mile without difficulty. Additionally, as an action, you can make a single ranged attack. The range of this attack becomes a mile. ## Dodge Roll *Prerequisites: Dexterity 16 or higher, and proficiency in Acrobatics* When in combat, never underestimate the power of a well timed dodge. Sometimes you need to tuck and roll like the mighty snail. ### Defense Roll As a reaction to being hit by an attack, you can attempt to roll out of the way, adding your proficiency bonus to your AC for that attack and moving half your movement in a direction you can see. \page ## Inspired Innovation *Prerequisites: 3rd level, a Charisma, Intelligence, or Wisdom score of 14 or higher, and proficiency in a specific skill* You have studied under a person, or even the teachings of multiple people who the honed ability of creativity, either by the arts, medical training, or mechanical knowledge. Choose a class with creativity, requiring proficieny in a certain skill: Gadgeteer (Intelligence)(Engineering), Medic (Wisdom)(Medicine), Marksman (Wisdom)(Survival), or Bard (Charisma)(Performance). You gain the benefits of the Creativity feature of that class, however the progression of the creativity is at most that of a half-caster. If the class you chose has tricks, you learn a number of tricks according to the table below. You prepare the list of creations that are available for you to use, choosing from the specified class creation list. When you do so, choose a number of creations equal to your Creativitiy modifier + half your level, rounded down (minimum of one). The creations must be of a level for which you have creation slots. If you already have the ability to use Creativity, you instead can now choose from both creation lists. If the Creativity from your main class doesn't have tricks, you can gain the tricks of the chosen class for this power, as per the table below. If the chosen creation class requires the use of an apparatus, you must also utilize that apparatus to use the creations.
##### Inspired Innovation Creations |Player Level | Tricks Known* | 1st | 2nd | 3rd | 4th | 5th | |:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:| | 3rd | 3 | 3 | — | — | — | — | | 4th | 3 | 3 | — | — | — | — | | 5th | 3 | 4 | 2 | — | — | — | | 6th | 3 | 4 | 2 | — | — | — | | 7th | 3 | 4 | 3 | — | — | — | | 8th | 3 | 4 | 3 | — | — | — | | 9th | 3 | 4 | 3 | 2 | — | — | | 10th | 4 | 4 | 3 | 2 | — | — | | 11th | 4 | 4 | 3 | 3 | — | — | | 12th | 4 | 4 | 3 | 3 | — | — | | 13th | 4 | 4 | 3 | 3 | 1 | — | | 14th | 5 | 4 | 3 | 3 | 1 | — | | 15th | 5 | 4 | 3 | 3 | 2 | — | | 16th | 5 | 4 | 3 | 3 | 2 | — | | 17th | 5 | 4 | 3 | 3 | 3 | 1 | | 18th | 5 | 4 | 3 | 3 | 3 | 1 | | 19th | 5 | 4 | 3 | 3 | 3 | 2 | | 20th | 5 | 4 | 3 | 3 | 3 | 2 |
## Fearsome Fortitude Time and time again, you have trained to be able to withstand certain potent effects that have been thrown your way, enabling your own form of saving grace. You gain proficiency in one saving throw. Additionally, your hit point maximum increases by a number equal to one roll of your hit dice + your Constitution Modifier, and you gain an extra hit die. ## Fortune Telling *Prerequisites: A Charisma, Intelligence, or Wisdom score of 16 or higher* You have spent decades honing your craft, the ability to divine the the fortunes of yourself and others, be it via a crystal ball, or even performing augury, you have a knack for knowing what comes ahead. ### Unfolded Fortune When you finish a long rest, roll three d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these fortune telling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused rolls. ## Battle Modes *Prerequisites: 3rd level, Battlesmith Gadgeteer, Iron Defender feature* Gadgeteers that focus their attention to improving their creations eventually realize the potentional there is within robots, particularly as a soldier made of iron. ### Improved Steel Defender During a long rest, choose a single form your Iron Defender will take until it is destroyed, or you change it. ***True Defender.*** When your Iron Defender uses its reaction to Deflect Attack, the Iron Defender instead enforces disadvantage on all attack rolls against that creature until the start of the Iron Defender's next turn. This ends early if the defended creature moves to a space more than 5ft from the Iron Defender. ***Juggernaut.*** Your Iron Defender increases from Medium to Large, gains resistance to bludgeoning, piercing, and slashing damage, and has advantage on Stength and Constitution Saving Throws. ***Android.*** Your Iron Defender's Intelligence score becomes equal to your own, shares all of your skill and weapon proficiencies, can speak Common, and can act of its own accord if you grant it permission to do so, no longer needing to command it as a bonus action. ***Drone.*** Your Iron Defender shrinks from Medium to Small, and gains a flying speed of 50ft. As a bonus action, you can see and hear through your Iron Defender. As an action, while looking through your Iron Defender, you can take precise control of your Iron Defender for the next hour. \page
## Voice of All Things ###### *Prerequisites: Special* The voice of all things is a mysterious ability that only a few individuals ever have the opportunity to unlock it. The voice of all things is an ability that centers around understanding the world around you, the thoughts, desires, and goals of beasts, people, and even notable objects, all of these things speak out to those who have the gift. This is not to be confused with being able to speak the language of beasts and such, as there is no audible speech. Only an unintelligible noise that is imperceptible to nearly all. The same goes for written text, only being able to sense its significance, though it is believed that through training, a person can hope to reach true understanding. Few can awaken this ability, and even among the Three-Eyed Tribe, who allegedly possess the ability innately, must train to use it. ### Universal Language Starting at 1st level, you begin to hear the whispers. You have the 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 Also at 5th level, 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 receive takes 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. At 10th level, your training with the voice allows you can use this feature once per long rest. At 15th level, once per short rest. At 20th level, you may use it as many times as you wish. ### Silent Speech Beginning at 10th level, you begin to speak the voice of all things, allowing you to breach any barrier such as species, physical barriers, and even consciousness. You can speak telepathically to any creature within 60 feet of you. Your telepathic utterances are understood by any creature. Your communication doesn't give the creature the ability to respond to you telepathically. This feature fails if you are incapacitated. At 15th level, your speech reaches farther than ever. Your range of this ability increases to 120ft, and you can now use this feature even when you are incapacitated. At 20th level, your range with this ability becomes 1 mile. \page ## Heart Strings *Prerequisites: Bard class* They say the arts are the true path towards the soul, that they can inspire all who hear them to accomplish the impossible. Your charm and charisma go beyond simply inspiring, but instilling within your audience and allies the will to live, granting them another chance when faced against great odds. ### Song of Life and Death Your inspiring words can call out to your allies in their time of need, saving them from certain doom, or enable them with the strength to destroy their foes. A creature with one of your Bardic Inspiration dice can expend it when dealing damage with a weapon attack, dealing an additional amount of damage equal to the die result added to the weapon’s damage. Additionally, when a living creature that has your Bardic Inspiration die is reduced to 0 hit points, it can expend that die as a reaction to be reduced to a number hit points equal to a roll of the Bardic Inspiration die instead. ## Raging Singularity *Prerequisites: Barbarian class* When faced with an indomitable threat, a living being has one of two choices: Fight or flight. A barbarian who can exude such primal menace sends out waves of terror while they rage, forcing all their enemies to make the same decision every prey animal must decide. To run from an inevitable threat, or to engage in mortal combat. ### Ferocious Aura While raging, you have an aura that extends 10 feet from you, but not through total cover, drawing all aggression towards yourself. Each creature of your choice that starts their turn within the aura must make a Wisdom Saving throw, DC = 8 + your Constitution modifier + your proficiency bonus. On a failure the creature has disadvantage on attack rolls against any creature other than you while they are within the aura until the start of your next turn. If a creature is immune to the frightened condition, that creature automatically succeeds on this saving throw. If the creature has advantage on saving throws against being frightened, the creature also has advantage on this saving throw. ## Mutant Metamorphosis *Prerequisites: Medic class* Diving deep into the modification of organisms, a master of medicine can freely alter their body's functions, gaining access to a whole new world of possibilities. ### Mutation Points You have a pool of Mutation Points which you can expend to augment your transformations when you use your Experimental Medicine feature. This pool of points equals your level + your Wisdom modifier, all of which you regain at the end of a long rest. When you enter one of your Experimental Medicine forms, you can expend a number of your Mutation Points to take on additional benefits from your transformation. * **Extended Arms.** You can increase your reach by 5ft. (Costs 2 points) * **Thicker Skin.** You gain a +1 bonus to your AC. (Costs 2 points) * **Sharp Strikes** You gain a +1 bonus to your unarmed strikes for each point you spend on this option. (Costs 1 to a maximum of 3) * **Gills and Fins.** You gain a swim speed equal to your walking speed and you can breathe underwater. (Costs 2 Points) * **Nightvision.** You gain darkvision of 120ft. (Cost 2 points) * **Deft Feet.** You ignore the effects of difficult terrain. (Costs 2 points) * **Mighty Leap.** Your jump distances increase by 10ft. (Costs 1 points) * **Echolocation.** You gain blindsight of 30ft, though it ceases to function if you are deafened. (Costs 5 points) * **Keen Hearing.** You gain advantage on hearing based perception checks. (Costs 2 points) * **Keen Smell.** You gain advantage on smell based perception checks. (Costs 2 points) * **Keen Sight.** You gain advantage on sight based perception checks. (Costs 3 points) ## Fishman Karate Adept *Prerequisite: Wisdom or Dexterity Score of 13 or higher, any class that is not a Fishman Karate Brawler, at least 5th level.* You have recieved basic training in the art of Fishman Karate. ### Aquatic Novice When you gain this ability, you gain the Aquatic Brawler, Brick Fist, and Water Shot abilities from the Fishman Karate Brawler Subclass. The damage dice of these abilities are equal to your unarmed strike damage dice, and any DC it uses is based on your Wisdom modifier. ## Armorless Guardian *Prerequisite: An unarmored AC or natural armor.* Be it a tough body, or enhanced reflexes, you are able to avoid major harm that comes your way. They say through a focused spirit can one dodge bullets, or take powerful blows unscathed, and you are no exception. ### Duck and Dodge When you gain this ability you gain a +1 bonus to your unarmored AC or natural armor. At 10th level, this bonus increases to +2. \page ## Flowing Mind *Prerequisite: 10th level minimum, Brawler class.* You have honed your brawler abilities, enhancing not only your spirit, but also your body. Your fighting spirit never seems to run out, and your techniques and strikes are sharper and more accurate than any blade. ### Free Spirit You gain this additional power, your maximum number of Spirit Points increases by an amount equal to your Wisdom modifier. ### Artful Mastery You gain a +1 bonus to your Spirit Save DCs, as well as attack and damage rolls made with your unarmored strikes, monk weapons, and special brawler attacks (such as Water Shot and Tempest Kick) if you have any. ### Back In The Fight When you use your Shake it Off ability, and have no more remaining uses of the ability, you can spend 3 Spirit points to use it again. ## Ardent Zeal *Prerequisite: 10th level minimum, Savant class.* As a savant, your charm and spirit brings forth a powerful aura to act in the defense of your friends, and the ability to strike your foes down with an elemental force. Through training and your unyielding presence, your passion and conviction become an unstoppable weapon. ### Powerful Passion When you use your Ardent Smite feature, it deals an extra 1d8 damage, to a maximum of 6d8 of the same type of your Ardent Soul. ### Invincible Conviction You gain an extra use of your Channel Conviction feature. ### Charismatic Atmosphere The radius of your Aura of Protection, Aura of Courage, and Ardent Soul Aura abilities increases by a number of feet equal to 5 x half your proficiency bonus (rounded down). ## Sharp Focus *Prerequisite: 10th level minimum, Marksman class.* As a marksman, your hunter instincts have guided your hand and your mission, enabling you to hunt through the seas, striking your prey from far lands. Through years of practice, your aim has become all the more deadly. ### Hunter’s Eye You gain an additional number of uses for your Favored Mark feature equal to your proficiency bonus. ### Crackshot When you deal damage with your Favored Mark, you deal an additional amount of damage equal to your Wisdom modifier. ### Snipe and Strike You do not gain disadvantage on attack rolls due to being prone, or making attacks against prone targets. ## Tough Customer *Prerequisite: 10th level minimum, Fighter class.* Your years of endless encounters and fierce follies of mortal combat have made you all the more tough in the face of the daunting odds ahead. Every scar on your body is a testament to your endurance and ability to act quickly while deep in the thick of the fight. ### Endless Vigor When you use your Second Wind feature, you add your Constitution modifier to the amount of hit points you regain. In addition, your hit point maximum increases by a number equal to twice your level, and by 2 every level thereafter. ### Active Combatant You gain an additional use of your Action Surge and Indomitable features. ## Charismatic Bastion *Prerequisite: 10th level minimum, Bard class.* To your allies, you are a guiding star amongst the black abyss. Your force of personality is unlike any other, the merit of your words reaching the hearts of those around you, granting them the courage they need to succeed in the trials and tribulations ahead. To your foes, you are a force to be reckoned with. Your presence on the field is irresistible, as your allies stand by you, leading the charge. ### Inciting Inspiration When you use your Bardic Inspiration feature, you can choose two creatures to gain a bardic inspiration die as part of the same usage. In addition, you gain a +1 bonus to your creation attack rolls and save DCs for your Bard Creations. ### Charming Personality You gain a number of additional uses to your Harmonic Vitality ability equal to your proficiency bonus. ## Iron Fury *Prerequisite: 10th level minimum, Barbarian class.* Your rage is a fire, tempering both the steel of your nerves and the iron like durability of your body, enabling you to tear your foes down with the strength and fury of a hundred men. From sea to sea and Earth to Heaven, your might knows no bounds. You gain the following benefits: \page ### Furious Juggernaut While raging, the critical hit range of your weapon attacks are increased by 1 (20 => 19 => 18…). In addition, while you are raging, any damage you are resistant to, after resistance is calculated, can reduce the damage taken by a number equal to half your proficiency bonus, rounded down. ### Durable Rage When your rage ends, you can choose to ignore the 1 minute cooldown and re-enter your rage as a bonus action, once per long rest. ## Machiavellian Misfit *Prerequisite: 10th level minimum, Rogue class.* The chaos of life is where you thrive, given that you are able to maneuver any physical or mental obstacle that comes your way thanks to your slippery nature. In the heat of the moment, you remain steadfast, able to take aim to strike your targets where it hurts, or bend yourself away from any harm. ### Pinpoint Precision Your sneak attack damage increases by 1d6. In addition, you can use your Steady Aim feature without sacrificing movement. ### Evasive Maneuvers When you gain this additional power, choose either Wisdom, Charisma, or Intelligence, or Strength. That saving throw benefits from your Evasion feature. ## PhD *Prerequisite: 10th level minimum, Medic class.* Years of studying medicine and practical application have led you down the path of medicinal mastery. The health of your patients are paramount, as well as your improving methods and chemical agents you utilize to accomplish your goals. You gain the following benefits: ### Medical Practice You gain an additional use of your Experimental Medicine feature. ### Medical Dissertation You gain a +1 bonus to your Medic creation attack rolls and save DCs. In addition, anytime you restore hit points to a creature, they regain an additional amount of hit points equal to your proficiency bonus. ``` ``` ## Master of the Craft *Prerequisite: 10th level minimum, Gadgeteer class.* All your life has been spent around various gadgets and gizmos, learning about the intricate processes and applying them through your machinery. Speaking of application, applying your brilliant mind in any situation, you can empower your inventions, or better provide advice to your allies at any turn. You gain the following benefits: ### Masterful Modification All of your infusions count as +1 mastercraft items. If that specific infusion is already +1 and up, it is increased by 1, to a maximum of +4. ### Inventive Mind You gain a +1 to your Gadgeteer creation attack rolls and save DCs. In addition, you gain an additional number of uses for your Flash of Genius feature equal to your proficiency bonus. ## Burn Baby, Burn *Prerequisite: The ability to deal fire damage.* When you witnessed the red, sparking flower bloom, engulfing everything in its path, fear did not grip your heart. Instead, that sparked adoration, obsession, blazing out of all control. You’re an arsonist through and through. ### Numbed Nerves Time and time again you’ve been burned, numbing you to the pain, lighting the hellfire inside you. You gain resistance to fire damage. In addition, as a reaction to taking fire damage, you can choose to turn the pain from the flames into power. Instead of taking the fire damage, you gain temporary hit points equal to the fire damage from the triggering source, not counting your resistance. You can use this feature a number of times equal to 1 + your Constitution modifier, regaining all uses at the end of a short or long rest. ### Fuel the Fire Whenever you deal fire damage to a creature or flammable object, you can, once per turn, choose to ignite it. If the target is a creature, they must make a Constitution saving throw, DC = 8 + your Constitution modifier + your proficiency bonus. On a success, they do not catch on fire. On a failure, the target is set ablaze. While the target is on fire, they take 1d6 fire damage at the start of each of their turns. If the target is a creature, they can attempt to put out the fire by stopping, dropping, and rolling. They can expend all their movement on their turn to make a Dexterity (Acrobatics) check against your Fuel the Fire DC, ending the effect on a success. You can use this ability a number of times equal to 1 + your Constitution modifier, regaining all uses of this ability at the end of a short or long rest. In addition, when you deal fire damage, you ignore resistance to fire damage. \page ### Hellfire Halitosis Starting at 5th level, you can unleash waves of fire to engulf your enemies. When you take the Attack action on your turn, you can replace one of your attacks with a gout of flames in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Fuel the Fire DC. On a failed save, the creature takes 5d6 fire damage, or half as much on a successful save. The damage of this ability increased to 8d6 at 11th level, and 11d6 at 17th level. You can use this ability a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest. ### Pain is Power Also at 5th level, you can light yourself on fire as bonus action, empowering yourself for 1 minute. While you are burning, you take 2d6 fire damage at the end of each of your turns, and gain the following benefits: * All your attacks deal an additional 2d6 fire damage. * Any damage that you take that is not fire damage, you reduce by a number equal to your Constitution modifier per instance of damage. ### Fire Fiend At 10th level, your flames burn away at the weak parts of your enemies. When you hit a creature that is currently ignited, by your Fuel the Fire feature, you gain a 1d6 bonus to your attack rolls against that burning target. In addition, you can expend a charge of Hellfire Halitosis to conjure a bout of flames to hunt down your enemies. You use the Conjure Elemental Creation, summoning a Conjured Elemental of the Fire type, using your Constitution modifier as the creativity modifier. ### Fuel the Rampage At 15th level, your crimson, unstoppable rampage is all consuming. When your hit points are at or below half your hit point maximum, you enter a rampage. This rampage lasts for 1 minute, until your hit points reach 0, or until your hit points rise above half your hit point maximum. While you are in the rampage, You gain the following benefits: * When you roll fire damage, you can reroll the result once per turn. * You can use Fuel the Fire without expending a use, once per turn. * When you use your Hellfire Halitosis feature, the range increases to a 30ft cone. * When you use Pain's Power feature, increase the fire damage dealt and taken by 1d6, and the damage you reduce is instead reduced by double your Constitution modifier. * You can make an attack against a creature that is not currently on fire, as a bonus action. ``` ``` ### Release The Beast At 20th level, you can burn away the last vestiges of your weaknesses, for one last moment of triumph. Once a long rest when you drop to zero hit points, you can enter Beast Mode for 1 minute. You immediately regain a number of hit points equal to half your hit point maximum and gain the following benefits for the duration of Beast Mode: * You gain 66 temporary hit points. * You exude a 20ft radius aura of fear. Each creature of your choice within this aura and aware of it must succeed on a Wisdom saving throw against your Fuel the Fire DC, or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this effect for the next 24 hours. * Once on each of your turns, when you attack with a weapon attack using the Attack action, you can make one additional attack as part of the same action. * When you hit a creature under the effects of your Fuel the Fire feature, your attacks deal an additional 10 fire damage against it. * When you deal fire damage against a creature that is immune to fire damage, you can treat the immunity as resistance instead. * You can use your Numbed Nerves feature without expending any of its uses. * You can use the Vengeful Flames creation at will at first level. ## Cheater Cheater *Prerequisite: Proficiency in Deception.* Through deception, you can hide your true intentions at any moment, turning what seems to be a failure instead into a moment of triumph, no matter how unconventional or how out of your depth you are. Few can call your bluff, and those that do just find themselves tangled deeper within your web. ### A Lesson in Trickery You gain a number of Cheat Dice equal to your proficiency bonus, all of which you regain at the end of a short or long rest. These Cheat Dice are d8s * **By the Skin of My Teeth.** As a reaction to a creature hitting you with an attack, you can expend one of your Cheat Dice to roll it to reduce the attack roll by the result. If the attack is a critical hit, it instead becomes a normal hit. * **Run and Flee.** You cause you opponent to momentarily drop their guard long enough for you to flee. As a bonus action, you can expend one of your Cheat Dice to move a number of feet equal to 5 x the number rolled on your Cheat Dice. During this movement, you do not provoke opportunity attacks. * **Just as Planned.** If you fail an attack roll, ability check, or saving throw, you can expend a Cheat Die to roll it and add the result to the roll, potentially changing it to a success. If this feature is used on a critical failure, it instead turns into a normal failure. \page ## Plan B *Prerequisite: Gadgeteer class.* You’re always prepared for things to go south so all your creations are designed to escape nasty situations. Your mods come with a self destruction feature. ### Obliterate As a bonus action you or an ally can cause a mod they’re carrying to explode forcing all creatures (excluding you and/or the triggering ally) within thirty feet to make a Dexterity saving throw against your creation save DC. On a failure, a creature takes 4d8 fire, lightning, or thunder damage (your choice), or half as much on a success. The explosion will propel the user 50 feet in any direction. The mod on the item ends, but is not destroyed. ## Powerful Laughter *Prerequisite: A Charisma score of 13 or higher.* Your laughter has a unique effect on your enemies, friends, and even the world around you. ### Gleeful Bellows Choose one of the laughter styles below. Some features of the laughter styles require a saving throw. Your Laughter DC equal 8 + your proficiency bonus + your Charisma modifier. You can use your Powerful Laughter an amount of times equal to your proficiency bonus, regaining all uses on a long rest. * **Empowering Laughter.** Your laughter exudes strength that your allies absorb, empowering them in the thick of the fight. As a bonus action, choose up to six creatures within 60ft of you, that can hear you (can include yourself). Until the start of your next turn, each chosen creature has their critical hit range by two (20 => 19 => 18 => 17...). * **Terrifying Laughter.** You have a laugh that strikes fear into the hearts of those who hear it. As a bonus action, choose up to six creatures within 60ft of you, that can hear you. Each chosen creature must make a Wisdom saving throw against your Laughter DC. On a failure, they become frightened of you until the start of your next turn. While frightened in this way, their movement speed becomes 0. * **Hearty Laughter.** Your laughter allows your allies to stand together as an unstoppable wall, steadfast and strong. As a bonus action, choose up to six creatures within 60ft of you, and who can hear you (can include yourself). Each creature gains a number of temporary hit points equal to twice your level. * **Beguiling Laughter.** Your laugh soothes the hearts of all who hear it. As a bonus action, choose up to six creatures within 60ft, and can hear you. Each creature must make a Wisdom saving throw against your Laughter DC. On a failure, they become charmed by you for one minute, repeating the saving throw at the end of each of their turns, ending the effect on a success. If the targets make this save in combat, they have advantage on this roll. A charmed target remakes their saving throw with advantage if they take damage. ## World Champion *Prerequisite: Sumo Wrestler Brawler.* The art of wrestling, in some places, has taken on a more theatrical approach. While the principles are largely the same, this style of wrestling deviates from the traditions of Sumo in favor of unique and flashy moves of its users’ own creation. ### Gimmick You have developed a separate persona to use during combat, complete with a unique outfit and mask. You can adopt this persona as a bonus action as long as no one can see you. While in this persona, no one can recognize you as yourself unless you tell them or they see you change back to your normal self. ### Steel Chair With style, you can unleash the full force of the objects around you. You gain a bonus to attack and damage rolls made with improvised weapons equal to half your proficiency bonus (rounded down). ### Off the Ropes You gain a climbing speed equal to your walking speed. In addition, when you use your Savage Slam feature while at least 10 feet off the ground, you deal an additional 1d6 damage of the same type as the attack for every 10 feet you are off the ground, up to a maximum of 10d6. If you hit with the attack, you also take no fall damage if you otherwise would. ## Cannonball Chucker *Prerequisite: Fighting Style: Thrown Weapon Fighting.* You have figured out that loading cannonballs is too slow, so you have decided to speed things up by taking matters into your own hands. ### Strongarm Once per turn, while wielding a cannonball, you may use it as an improvised weapon attack. This attack uses the statistics of a Cannon Attack with a Swivel Gun, using either your Strength or Dexterity for the attack and damage rolls (using the same madifier for both). This attack counts as having the thrown property. At 10th level, you can instead treat this attack as one used with a 12-Pounder instead of a Swivel Gun. \page # Chapter 8: Special Items This chapter focuses on the special items present in One Piece World. These features are entirely optional but can provide some interesting flavor and solutions in every game. These essentially replace magic items, making all of them mastercraft items. ### Ranked Weapons Ranked Weapons are among some of the rarest and most powerful blades ever forged. They are separated into 4 distinct ranks: Grade, Skillful Grade, Great Grade, and Supreme Grade. However, most ranked blades are widely known, other weapons that are unranked can have these same bonuses. - Grade swords have a +1 bonus to attack and damage rolls. - Skillful Grade swords have a +2 bonus to attack and damage rolls. All rankings equal to and above this may have extra benefits (or curses). - Great Grade swords have a +3 bonus to attack and damage rolls. - Supreme Grade swords have a +3 bonus to attack and damage rolls, but all have an additional ability, most black blades fall under this category. ### Cursed Weapons All weapons that are expertly crafted house their own "personality" that sets them apart from regular blades. Most swordsmen that wield these weapons have the impression that they are cursed as they are not skilled enough to fit the strong personality of the weapons. In D&D terms, they essentially provide an initial debuff to its wielder, but if they can overcome it through repeated usage surviving the curse, that debuff will instead become an ability of the sword. ### Black Blades Black Blades are weapons that have been wielded by some of the greatest swordsmen this world has ever seen. Infused with years of potent armament haki, they render the blade ever sharp. While called Black Blades, they can theoretically be any melee weapon or even a single piece of ammo, but that is super rare. Black Blades are virtually indestructible as the will from their wielder sustains them indefinitely. Also, Black Blades deal an extra +2 damage by default. While made with haki, they are not haki-imbued so they do not bypass resistances and immunities. ### White Weapons (Non-Canon) While Black Blades are weapons infused with armament haki, White Weapons utilize the investment of high-level observation haki. White Weapons can be any weapon and they typically glow a faint or even notable white. Due to the lingering observation of haki in it, the weapon seems to naturally follow the will of its wielder, striking at the best angles possible. White Weapons permanently have a +2 bonus to attack rolls. An important thing to note, while it is theoretically possible for a weapon to be both a Black Blade and a White Weapon, such weapons would be extremely rare and sought out by higher powers like the World Government and the Four Emperors. ### Dials and Dial Equipment Dials are a very useful tool, allowing you to use certain creations and tricks. Most of the dials that deal damage are rather rare, so those Photo Dials and Light dials are likely the most common, but they do show up now and then. ##### Axe Dial Axe Dials are standard dial that launches an X-shaped blade of wind when it is activated. It counts as a one-handed, simple ranged weapon (30/120ft). It deals 2d6 + Dexterity slashing damage. ##### Ball Dials Ball Dials are a special type of dial that produce ball clouds. The ball clouds are sturdy and can be walked on, each being a sphere with a radius of 5ft. Each cloud lasts 1 hour in the sky island's atmosphere, however with enough time, research, and resources, they can last just as long in the blue sea. The ball clouds are hollow and can be used to store stuff like traps. ##### Breath Dials Breath Dials are a common type of dial that can be used to store gases and even wind. This allows the user to cast the Wind Blast trick, using their Wisdom, Intelligence, or Charisma. Breath dials can even be used to house explosive and poisonous gasses. Dials like these can be used to propel ships and sky vehicles, but big vehicles that require a lot of dials. ##### Flame Dials Flame Dials are a special type of dial that unleashes fire. This allows the wielder to cast the Fire Bolt trick, using their Wisdom, Intelligence, or Charisma. ##### Flash Dials Flash Dials are one of the three types of dials that unleash and stores light, this one, in particular, releasing it as a flash. This allows the wielder to cast the Blindness/Deafness Creation (Blindness only), using their Wisdom, Intelligence, or Charisma. Flash dials have 3 charges, regaining them at the end of a long rest. ##### Flavor Dials Flavor dials are a common dial that allows you to flavor food, store smells, and store gasses much like breath dials. This allows the user to cast the Prestidigitation trick, using their Wisdom, Intelligence, or Charisma. \page ##### Heat Dials Heat Dials are a special type of dial that produces pure heat energy, not fire. If attached to a weapon, it can cause that weapon to deal fire damage instead of its normal damage and makes it a +1 mastercraft weapon. This doesn't stack with already +1 weapons. ##### Impact Dials Impact Dials are some of the rarest and most dangerous dials to use in combat, at least if you are someone who can't take the recoil. As a reaction to being hit by a weapon attack that deals bludgeoning, piercing, or slashing damage, the user can absorb the impact of that attack, making it so they don’t take any damage. This dial can only store 1 attack at a time. After absorbing a single attack, the user, as an action, can release that impact by making one unarmed strike roll against a target. If the attack hits, the target takes the damage that was absorbed in the form of force damage. However, half of the damage being sent out is also dealt to the user. For example, they absorb an attack that deals 100 damage. If they choose to release that damage, their enemy will take that 100 damage, but also the user will take 50 force damage. An impact Dial can only take 3 hits before it loses all of its uses. These uses can be repaired with a dial kit check, DC 16, during a long rest. If you expend the last use, roll a d20. On a 1, the it is destroyed. ##### Reject Dials Reject Dials are one of the rarest dials to exist, and one of the most dangerous to exist as well. The same rules of Impact Dials apply to Reject Dials, except that the damage released is doubled (if it were accurate it would be x10, but then it would kill everything in one shot), as well as the user gaining 2 levels of exhaustion after every use. For example, the user absorbs an attack that deals 100 damage. If they release it, it deals 200 damage, and the wielder takes 50 damage while also gaining 2 levels of exhaustion. A reject dial can only take 3 hits before it loses all of its uses. These uses can be repaired with a dial kit check, DC 22, during a long rest. If you expend the last use, roll a d20. On a 1, the it is destroyed. ##### Jet Dials Jet Dials are another rare breed of dials, as they are nearly extinct. Essentially they are Breath Dials but deliver a much more powerful blast of gasses. This allows the wielder to cast the Gust of Wind Creation, using their Wisdom, Intelligence, or Charisma. Jet dials have 3 charges, regaining them at the end of a long rest. Jet dials can also be placed on weapons, or be used as part of making unarmed strikes. This makes them a +1 weapon and raises the damage dice size by 1. ##### Lamp Dials Lamp Dials steadily produce light like a lamp. It allows the user to use the Light trick. ##### Milky Dials Milky Dials are dials that can create sea clouds. As an action, a user can create a 10ft x 10ft x 10ft area of sea clouds that can be used to skate on using dial vehicles. ``` ``` ##### Eisen Dials Eisen Dials are a rare breed of dials that produces iron clouds, clouds that are hard as iron, however, it is currently limited to forming walls without a means to control the shape. The wielder can cast the Wall of Stone creation, using their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long rest. ##### Tone Dials Tone Dials are dials that can record and store sound. They can be activated or stopped as a free action, but most can only hold at an hour of sound. ##### Vision Dials Vision Dials can store light, they are the sky island equivalent of cameras. They can record up to 300 images. They can be modified to record video, and be paired with a tone Dial to record audio. Activating them is a free action. ##### Water Dials Water Dials are a breed of dials that stores water. The wielder can cast the Create/Destroy Water creation, using their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long rest. ##### Thunder Dials Thunder dials are a rare breed of dials that allow the wielder to produce and store electricity. The wielder can cast the Shocking Grasp trick, using their Wisdom, Intelligence, or Charisma. ##### Burn Bazooka Burn Bazookas are a special weapon created in the sky islands utilizing flame dials to essentially create a flamethrower, but it can also double as a portable swivel gun. The Burn Bazooka can either be used as a portable swivel gun, or the wielder can use thier action to use the Elemental Blast creation (fire only), using their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long rest. ##### Burn Blade Burn Blades are special weapons also made using flame and breath dials in the sky to create a blade of fire that can cut through most things. The wielder can use it to cast the Ardent Blade creation (using fire damage), using their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long rest. ##### Eisen Whip The Eisen Whip is a rare and powerful weapon, enabling the user a wide variety of weapons at their disposal, as well as a lot of defensive capabilities by being able to form walls on the fly. It can also be used as rope and or barbed wire to bind people. As a bonus action, the user can change the shape of their weapon to any pre-existing melee weapon (or just any shape in general). It is a +1 weapon. The range of attacks with the Eisen whip, despite being a melee weapon is 60ft, and it can travel around corners. The wielder can use it to cast the Shield creation, using their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long rest. \page ##### Flash Gun Flash Guns are powerful weapon that allows the user to flash a bright light from a flash dial while also firing a gun at an enemy, making it difficult to dodge. Once per turn, this +1 gun fires its first bullet with advantage against an enemy that sees the flash. If the enemy has any way to see without eyes, they are unaffected. ##### Heat Javelin Heat Javelins are a version of Javelin enhanced using a heat dial to allow it to burn the enemies with pure heat energy. This weapon is a +1 lance. As a bonus action, the user can make the weapon heat up, dealing an extra 2d6 fire damage. They can also turn it off as a bonus action. ##### Milky Arrows Milky Arrows are arrows that have milky dials embedded in them. When they are fired, they create a 5ft wide path of sea clouds equal to the range that weapon was fired from. These sea clouds can be sailed on. They last 1 hour but fade early when not under the effects of the sky islands' high atmosphere. ### Devil Fruit Objects By some unknown miracle of science, someone figured out the ability to feed objects zoan-type devil fruits. While theoretically paramecia and logia types are possible, they may not work as the object doesn't have a will to activate the ability, as opposed to zoans which seem to grant life when fed to objects. Any object with a zoan-type devil fruit now counts as a beast, no matter what form they take. They gain the ability scores of the animal, but these might be increased depending on what the object was. Glass might have a weaker constitution, while a solid sword would have a higher constitution. The creation gains intelligence and autonomy, however, due to being an object, its will isn't too strong, and it can be easily commanded. These objects can use their bonus action to transform and do all their devil fruit stuff. Due to being objects, they do not need to breathe, but still get weakened by seastone and water. ### Smiles Smiles are a type of Artificial Devil Fruits that when eaten have a 10% chance of granting the user a slight zoan transformation that is permanent. When the smile is eaten, the consumer rolls 1d10. If it is a 10, they get the Ocean's Scorn feature from Devil Fruits and gain the abilities listed below. Any other number, they get Ocean's Scorn and are permanently smiling. The ability they receive is that of a random animal, and the placement is also random. However, they will follow these rulings: - ***Natural Weapon.*** The user gains a permanent natural weapon based on the animal it represents. For example, the talon of an Eagle deals 1d6 slashing damage. This weapon is a +2. Through training, it can be transformed back to normal as a bonus action. - ***Enhanced Speed.*** The user's speed is enhanced, equal, or even greater than the animal it represents. For example, the wings of an owl, allow the user to fly 30ft. - ***Extra Head.*** Some Smiles manifest the actual head of a sapient animal. This animal has its own action but generally will follow the rule of the creature attached to it. - ***Ability Score Increase.*** Increases an ability score by 2. ### Wapometal Wapometal is a shape-retaining metal made using the powers of the Munch-Munch fruit. Any object and weapon made using this metal cannot be permanently destroyed unless it is annihilated. At the start of each day, it will repair itself to its former glory, as if nothing had happened to it. ### Bubble Coral Bubble Corals allow the user to accomplish many things, but most importantly the ability to push water and produce air for humans to breathe in places like Fishman island. As an action, the user can create a 30ft radius sphere of air within a water-logged area, pushing all water out while not affecting any other creature. The bubble can be popped if it takes over 30 damage. ### Vivre Card Vivre Cards is a piece of paper made from a clipping of a person's fingernail. It is completely waterproof and fireproof but can be torn. The pieces can then be given to a cared person so that one would be separated. The torn pieces will point to and move towards each other no matter where they are in the world, allowing one to always be able to tell which direction the other person is in. However, it doesn’t tell you the distance or about any obstacles that might be in the way. True to the name "paper of life", the life force of the owner, the person whose fingernail the Vivre Card was made from, is reflected on the paper. If the life force of the owner is weakening, the card will begin to burn away. It will vanish if they die. ### Raid Suit Raid Suits are a special type of armor used by the Germa to enhance their soldiers. While wearing this armor, you gain the following benefits: - +2 bonus to AC - 10ft increase to its movement speed. - Additional abilities such as being able to use a creation. - No Stealth Disadvantage from heavy armor. - The gloves of the suit count as simple weapons, each a +2 that deals 1d6 damage. \page ### Drugs Drugs are a dark, but ultimately useful side of science and medicine. They can bring those beyond their normal strength, but it is best to keep them in moderation. ##### Energy Steroids Energy Steroids are a special drug that multiplies the consumer's strength, doubling it. However, it also destroys your youth after the effects. - Taking an energy steroid will increase all your physical ability scores by 2 for the next 10 minutes. Taking multiple resets the duration and increases yet another 2 times, to a maximum of 30. - Once the duration wears off, the user gains 5 levels of exhaustion and has their natural life reduced by 2^(the number of Energy Steroids taken) years. ### Special Books (Non-Canon) Special books are an object created using the awakened powers of the Book-Book fruit, holding the knowledge of others within books that can be absorbed once read. Can store proficiency and expertise in skills, weapons, armor, tools, languages, feats, and any additional abilities listed in the previous chapter. Once a book is read by one creature, it loses the ability to grant more knowledge and turns to dust. ### Attack Cuisine Attack cuisine is a staple type of food made by the Kamabaka Kingdom. They say these foods provide a good well of proteins and nutrients able to revitalize stamina and increase one's fighting spirit. Requires proficiency in Chef's tools to make, as well as an appropriate amount of ingredients equal to the cost of the potion. Some may even require a certain level to craft. These are essentially just potions. Here are some examples: - ***Sea Pork Offal.*** A pork offal rich in protein and growth hormones that when consumed restores 2d4+Chef’s Tools Modifier+Proficiency. Each one costs 35GP of ingredients, and 350,000 Berries to make. - ***Charcoal Burner Coffee.*** A silky smooth drink of coffee that when consumed, for 1 hour after drinking it, you gain 10+chef's tools modifier+Proficiency temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless creation (no concentration required). Each one costs 50 GP or 500,000 Berries to make. - ***Silver Tongue Sarsaparilla.*** Gleaming alcoholic drink that when consumed, for 1 hour after drinking it, you gain a bonus to your Charisma based skills equal to the Chef’s Tools Modifier. Each one costs 80 GP or 800,000 Berries to make. - ***Mighty Bull Roast.*** A roast filled to the brim with the powerful proteins and hormones of the mighty bull. When the food is consumed, the eater's strength score is replaced by 1 on the table below depending on the potency of the dish, for 1 hour. ``` ``` ##### Mighty Bull Roast | Potency | Strength Score | Cost | Minimum Level | |:----:|:-------:|:-------:|:-------:| | Common | 21 | 100 GP | 3rd | | Uncommon | 23 | 500 GP | 3rd | | Potent | 25 | 5,000 GP | 6th | | Very Potent | 27 | 50,000 GP | 11th | | Legendary | 29 | 500,000 GP | 17th | - ***King Crab Casserole.*** A dish chock full of nutrients derived from the heavily armored king crab. After eating this dish, the consumer gains resistance to bludgeoning, piercing and slashing damage for 1 hour. Each one costs 1000 GP, or 10,000,000 Berries to make. ### Seastone and Seastone Items Seastone is a naturally-occurring and immensely rare substance that is as hard as diamond, best known for its negation of Devil Fruit abilities as it simulates the wavelength of the ocean. Seastone is most notably used as cuffs to weaken devil fruit users, but they have also been used as weaponry, and to hide ships from seakings below. Here are some examples: *** Seastone Weapons*** There are two types of seastone weapons, tipped and full. Tipped seastone weapons are a +2 weapon, and any creature hit by this attack has any of their devil fruit immunities and resistances ignored. In addition, when the weapon deals damage, the target, if they are a devil fruit user, must make a Constitution Saving Throw, DC 20. On a failed save, they suffer the knee deep weakness as per their Ocean's Scorn feature. On a successful save, they are unaffected. This effect is continuous if the weapon is embedded into them, like a seastone bullet, or if they are being grappled with a seastone weapon. If armament haki is utilized to reduce the damage from a seastone weapon, or to grant advantage on the Constitution Saving Throw, the target automatically succeeds. Full seastone weapons are similar, but with a +3 modifier. *** Seastone Armor*** Seastone armor is +3 armor. In addition, when the wearer is grappling a devil fruit user, the target must make the Constitution Saving Throw both when they get grappled and at the end of each of their turns if they continue to be grappled. If the wearer is a devil fruit user, they are also subject to the Constitution Saving Throw at the end of each of their turns. *** Seastone Handcuffs*** Seastone handcuffs are manacles, that cannot take damage or be broken unless the creature has the Color of Armament Master haki ability. While a creature is bound by these handcuffs they suffer the waist-deep weakness of Ocean's Scorn, ending when freed. A creature can attempt to make the Constitution Saving Throw at the end of their turns, but only when in combat. \page ### Special Ammunition Sometimes skill isn't enough to win a fight. Oftentimes, skilled marksmen need to rely on tricks to conquer the battlefield. They find the best tricks are specialized ammunition crafted by master gunslingers and marksmen. #### Acid Ammo A single piece of ammunition with an internal chamber filled with acid. This is a +1 ammo, that deals an additional 1d12 acid damage on hit. #### Boxing Ammo A single piece of ammunition that knocks back the enemy on contact. This is a +1 ammo, and the target must make a Strength Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature is either knocked prone or knocked back 10ft from you. #### Cold Ammo A single piece of ammunition freezes the enemy on contact. This is a +1 ammo, that deals an additional 1d6 cold damage on hit, and the target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature's speed is reduced by 10 feet The creature suffers disadvantage on ability checks or attack rolls for 1 minute, repeating this saving throw at the start of each of their turns. #### Shock Ammo A single piece of ammunition that shocks the enemy on contact. This is a +1 ammo, that deals an additional 1d6 lightning damage on hit, and the target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature becomes stunned for 1 minute, repeating this saving throw at the start of each of their turns. #### Incendiary Ammo A single piece of ammunition burns the enemy on contact. This is a +1 ammo, that deals an additional 1d6 fire damage on hit, and the target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature becomes ignited for 1 minute, and will take 1d6 fire damage at the end of each of its turns unless an action is used to put out the flames. #### Ensnarement Ammo A single piece of ammunition that ensnares the target. This is a +1 ammo, and the target must make a Strength Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature becomes restrained, and the creature can use their action to repeat this saving throw at the start of each of their turns. ``` ``` #### Shrapnel Ammo A single piece of ammunition that explodes into metal shards. This is a +1 ammo. The target and all creatures within a 10ft radius around them must make a Dexterity Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a failure, the creature take 3d6 piercing damage. On a success, the creature takes half damage. #### Thunder Ammo A single piece of ammunition that emits a thunderous shockwave. This is a +1 ammo, and the attack's damage type becomes thunder. The target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, the creature takes half damage, on a failure, the creature takes an additional 2d6 thunder damage and is deafened for 1 minute, repeating the saving throw at the end of each of their turns, ending the effect on a success. #### Tranquilization Ammo A single piece of ammunition laced with a tranquilizer. This is a +1 ammo. The target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature falls asleep, much like the Sleep creation, awakening at a source of damage, or being immune to the effect if they are immune to the charmed condition. #### Invisible Ammo A single piece of ammunition that is invisible. This is a +1 ammo. The ammo is invisible, and attack rolls made with this arrow are made with advantage, unless the target has another means to see, like blindsight. #### Torpedo Ammo A single piece of ammunition is shaped like a torpedo. This is a +1 ammo. The ammo can be used normally when fired underwater. #### Flash Ammo A single piece of ammunition that is extremely radioactive and glowing. This is a +1 ammo, that deals an additional 1d6 radiant damage on hit, and the target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature becomes blinded for 1 minute, repeating this saving throw at the start of each of their turns. #### Homing Ammo A single piece of ammunition that is homes in on the target. This is a +1 ammo. When this ammo misses, it rerolls again, if it misses, it rerolls a third and final time. Ignores invisibility disadvantage. \page # Example Items Starting a One Piece D&D Campaign can be difficult, especially when it comes to rewards for players. While some of the regular, preexisting magic items in 5th Edition can work with a bit of rewording, sometimes that isn't enough. Here are some example items for any would-be Dungeon Masters that need some guidance. ### Orange Mile A Grade glaive with an orange and black color scheme. Fierce like a tiger, able to slash through the wielder's enemies. This weapon is a +1 Glaive. ### Arched Horn A Grade sickle with a glossy, dark brown blade. It is jagged, jet razor sharp. This weapon is a +1 Sickle. ### Ocean's Mourning A Skillful Grade cutlass whose blade is tipped with seastone. The metal that makes up the blade is sea blue and decorated with ornate ivory. The weapon is a +2 Sickle. This blade ignores devil fruit resistances and immunities. ### Distortion A Skillful Grade rapier with a purple guard and a dark gray blade point. This blade is a +2 Rapier and cursed. This weapon's curse is that the wielder's vision is distorted when holding this weapon. All attacks against the wielder are made at advantage. After overcoming the curse, the wielder can blur the vision of their enemy. Once per turn, when the wielder hits a creature, that creature must make a Wisdom Saving Throw, DC (8 + Proficiency Bonus + Wisdom Modifier). On a failure, that creature has disadvantage on attacks against the wielder. On a success, they are not affected that turn. ### Mountain Mist A Great Grade katana that has a gray blade and green, rose thorn-like guard and handle. This blade is a +3 katana, except it deals 3d4 slashing instead of 2d4 slashing. ### The Faithful One A Great Grade dagger with a blue hilt and a repeating pattern of wings and feathers. This blade is a +3 dagger but is also cursed. Any time the blade is used to attack, roll 1d20. If it is a 1, the blade vanishes and hides within a 120ft radius of the wielder. Once the curse is overcome, the blade always returns to the wielder's hand as a free action. ``` ``` ### Kopesh A Supreme Grade scimitar that has become a black blade. It shines as if brand new, yet black as night. The handle and guard are golden and decorated with eye-like patterns. The is a +3 Scimitar, except it also has a +2 bonus to damage rolls, is effectively unbreakable, and deals 2d6 slashing instead of 1d6 slashing. ### Wyvern's Wrath A Supreme Grade Greatsword with a scale-like pattern across its blade, as well as a green handle with a claw motif. This is a +3 Greatsword, it deals 2d8 slashing instead of 2d6, and is cursed. At the start of each of the wielder's turns when using this weapon in combat, they take 1d8 psychic damage. Once they overcome the curse, the weapon deals an extra 1d8 psychic damage instead. ### Lucky Day A Great Grade Longsword. It has a Gaelic design and a clover-shaped pommel. It is a +3 Longsword. This sword was fed the Human-Human fruit Model Leprechaun, allowing the sword to transform into a Leprechaun and a Leprechaun-Sword hybrid. The sword is sentient and counts as a Small Humanoid. It is proficient in stealth, and its unarmed strikes are equal to its blade's damage. As a bonus action, the sword can be used to create lucky clovers that can be used to reroll attack rolls, skill checks, and saving throws, much like the lucky feat. Limited to how much Devil Fruit Uses Lucky Day has left. ### Defiance Of The Red World As an award for defeating Warlord of the Sea, Red World, he uses his devil fruit, the Smith-Smith fruit to transform his dying body into a sniper rifle. It has the following properties: ##### Dormant * Defiance is a Rifle. It deals 2d8 piercing + 1d6 necrotic damage. * The weapon has a +1 bonus to attack and damage rolls. * It ignores the reload property as it produces its own bullets made out of bone. ##### Wakened * It deals 2d10 piercing + 1d8 necrotic damage * The weapon has a +2 bonus to attack and damage rolls. * As a bonus action, the wielder can mark a creature they can see for 1 hour with concentration. While a creature is marked, it has disadvantage on ability checks and saving throws of a chosen ability score by the wielder. The mark can be transfered as a bonus action to another creature. This ability can be used a number of times equal to the wielder's proficiency bonus, regaining all uses back on a long rest. \page ##### Exalted * It deals 2d12 piercing + 1d10 necrotic damage. * The weapon has a +3 bonus to attack and damage rolls. * Due to the biological nature of the weapon, the wielder and the weapon have grown into one. Defiance cannot be disarmed from the wielder, and can be extended or retracted from the user's body. * When the necrotic damage of the weapon is dealt to a creature, the wielder regains a number of hit points equal to the necrotic damage. ### The Silver Seer Forged during the Void Century, the Silver Seer is a shield that has seen many battles, wielded by countless warriors and sentinels. This large shield, when found, is rusty but clearly made from silver. Multiple ridges within its surface lead to the center with a circular divot. When any creature that has a charisma score of less than 18 attempts to don the shield, it immediately doffs itself and the creature must make a Charisma Saving Throw, DC 18. On a failure, they take 3d10 psychic damage and become blinded for 1 minute, repeating the saving throw at the end of each of their turns. On a success, the creature takes half damage. When a creature with 18 charisma dons it, the cursed shield springs to life, a glowing eye only visible to the wielder appears in the divot, the shield laugh's quietly saying, "You seem real interesting." Only the wielder can hear the shield. The Silver Seer is sentient, with an intelligence of 16, wisdom of 18, and charisma of 22. It has expertise in all wisdom and charisma skill checks. It is Chaotic Good in that it wants its wielder to become the best warrior, forcing its curse on them inorder to overcome it stronger. The shield can not be removed from the creature unless the Remove curse creation is used against the shield, but can be moved around the body without resistance. Overcoming the curse of the shield comes in multiple stages. ##### Stirring While the Shield is stirring, it is a +1 shield, however the wielder, when they roll initiative or Perception (Wisdom) Checks, must make a Charisma Saving Throw, DC 18. On a failure, they have disadvantage on all initiative and Perception checks for the next hour. On a success, the creature instead has advantage for 1 hour. Additionally, the wielder learns the Protection Fighting Style. ##### Wakened While the Shield is Wakened, it becomes stronger. The wielder now by default has advantage on initiative rolls and Perception (Wisdom) Checks while wielding the shield. The shield becomes a +2. At the start of each dawn, the shield will pick a random ability score. Every time the wielder makes a saving throw using that ability score, they must make another Charisma Saving Throw, DC 18. On a failure, they automatically that saving throw. On a success, the creature instead takes half damage on a failure, and no damage on a success on the saving throw. Additionally, when you use the Protection Fighting Style, the creature you are protecting (if they aren’t yourself) can add the shield’s AC to its AC ##### Ascendant When the Shield is Ascendant, it has all the previous benefits, except for the following. It becomes a +3, At the start of each dawn the wielder gets to choose the ability score for the saving throw and doesn't have to make the Charisma Saving throw when they make the Saving throw, taking half damage on a failure, and no damage on a success. Additionally, the Saving Throw effect to take half or no damage applies to allies within a 10ft radius of yourself. ### Jet Dial Bracers This set of braces has within it, two Jet Dials hidden within the elbows of the wearer. These bracers have been designed with the purpose of increasing the power of the wearer's attacks utilizing the force of the near extinct Jet Dial. While wearing these bracers, any weapon attack or unarmed strike counts as a +2 weapon, and deal an extra 1d6 damage. Additionally, you have advantage on shove attempts and can shove a creature that is two sizes larger than yourself. ### Pocket Hospital A small, handheld device in the shape of a heart with a plus sign decorating it, that is loaded with the ability to manufacture chemicals. When wielder by a Medic, it allows them to use their knowledge to form the chemicals into fast acting medicine. The device has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to use one of the following creations from it, using your creativity save DC and creative ability modifier: Cure Wounds (1 charge per creation level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5 charges). The device regains all expended charges daily at dawn. ### The Raging Drum A small, portable drum bound with some kind of red hide. Wielded by some of the most talented bards, and has seen some of the most devasting wars, the Raging Drum is a must have for those who bang the drums of war. This drum counts as a Bard Apparatus that grants the user a +2 bonus to their creative attack rolls and DCs for their Bard Creations. Additionally, whenever you roll initiative, and have no uses of Bardic Inspiration remaining, you regain 1 usage. This drum has 7 charges for the following properties. It regains all expended charges daily at dawn. ***Commanding Beat.*** While holding the drum, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command creation using your Creativity DC if you are a Bard. ***Broken Battle Bridge.*** While holding the drum, you can use an action to expend 3 charges, to play a song of pure authority and fear, you use the Fear creation using your Creativity DC if you are a Bard. \page # Reflavored Items Due to the setting of the _One Piece_ World, magic doesn't exist, but rather takes the form of devices, expertly forged weapons and armor, and much, much more. This results in certain items needing to be either flavored or even reworded to better aid a new DM in navigating this system and setting. Every magic item is not listed, but a majority can be flavored to fit into the One Piece world. All the ones shown here are mainly examples. ## Armor Much like the weapons of the One Piece world, armor that has been expertly crafted can gain such a strong personality that it gains additional effects that can be considered supernatural, often being called a curse. Another option is that the armor has been specifically engineered to act differently than normal. Below are some examples. ### Serpent Armor (Serpent Scale) This set of armor has been crafted from the remains of a rare species of a snake whose scales were tough as steel, but as light as leather. This armor acts like a set of scale mail and is of uncommon rarity. However, instead of like regular scale mail, you may add your full dexterity modifier to your AC instead of just 2. In addition, it doesn't grant disadvantage on stealth checks. ### Mechanical Shield (Animated Shield) This shield has been engineered by a brilliant mechanic, allowing it to be used hands-free. It is a very rare make. While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. ## Consumables Potions and similar magic consumables do not exist but can take the form of similar items such as medical kits, special serums, and foods. Below are some examples. ### Medkits (Potions of Healing) A very useful tool for those in combat, and treating wounds, a medkit can serve to prevent a creature from facing death. When you use a medkit, the target regains hit points. The number of hit points depends on the medkit's rarity, as shown in the Medkits table. ``` ``` ##### Medkits | Medkit Rarity | HP Regained | |:----:|:-------------| | Common | 2d4 + 2 | | Uncommon | 4d4 + 4 | | Rare | 8d4 + 8 | | Very Rare | 10d4 + 20 | ### Adrenaline Injection (Potion of Speed) A syringe that contains chemicals that place the body into a state of heightened speed. The rarity of this injection is Very Rare. When you use this injection, you gain the effect of the Haste creation for 1 minute (no concentration required). ## Rings Rings in this system and setting are much akin to wearable gadgets, granting the user a desired effect when worn and/or activated. Below are some examples. ### Rocket Ring (Ring of Jumping) This uncommon item holds within it a small rocket engine that can generate enough lift to launch the wearer into the air at will. While wearing this ring, you can use the Jump creation from it as a bonus action at will but can target only yourself when you do so. ### Gadget Ring (Ring of Spell Storing) This rare item holds the components to hold creations within them, allowing the wearer to utilize them. This ring stores creations built into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of creations at a time. Any creature can add a creation of 1st through 5th level into the ring by touching the ring as the creation is used. The creation has no effect, other than to be stored in the ring. If the ring can't hold the creation, the creation is expended without effect. The level of the slot used to cast the creation determines how much space it uses. While wearing this ring, you can use any creation stored in it. The creation uses the slot level, creativity save DC, creation attack bonus, and creativity ability of the original activator, but is otherwise treated as if you cast the creation. The creation activated from the ring is no longer stored in it, freeing up space. ## Scrolls Scrolls take the form of gadgets created by characters that can use creativity and cast creations. For gadgeteers, they may be seen as gadgets with a single charge or even medicine brewed by a medic. \page ## Staff and Wands Staffs and Wands are more stable than scrolls as they often have multiple uses, as such they can be seen as more complex and sturdy gadgets created by gadgeteers. ### Force Gun (Wand of Magic Missiles) This small, uncommon, handheld gadget allows the user to unleash a barrage of bullets made out of nothing but pure force. This gun has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to use the Missiles creation from it. For 1 charge, you cast the 1st-level version of the creation. You can increase the creation slot level by one for each additional charge you expend. The gun regains 1d6 + 1 expended charges daily at dawn. If you expend the gun's last charge, roll a d20. On a 1, the gun loses its charge and becomes an unsalvagable piece of garbage. ### Defender Field (Staff of Defense) This small, uncommon, handheld gadget emanates a constant field of protection around the user, blocking attacks that come their way. While holding the gadget, you have a +1 bonus to your Armor Class. The gadget has 10 charges, which are used to fuel the creations within it. With the gadget in hand, you can use your action to use one of the following creations from the gadget if the creation is on your class's creation list: Gadget Armor (1 charge) or Shield (2 charges). No components are required. The gadget regains 1d6 + 4 expended charges each day at dawn. If you expend the gadgets' last charge, roll a d20. On a 1, the gadget loses its charge and becomes an unsalvagable piece of garbage. ## Weapons Weapons are by far the easiest to flavor as mentioned in armor, skilled blacksmiths can craft items so great that they develop a personality that enables them to affect the world. Some see these effects as curses as some weapons don't see many fit to wield them. ### Dead Man's Blade (Gambler Blade/Defender) This melee weapon was once wielded long ago by Captain Bill of the Wild Pirates, they say it bestowed upon him bountiful luck in combat, but not without cost. When he used it, he was more likely to hit, but it seemed misfortune in battle gravitated towards him, sealing his fate. When you make your first attack using this weapon, you can choose a mastercraft bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls as it increases your fortune in battle. However, for each point of bonus, you choose for the sword, you take a corresponding penalty (−1 to −3) to your AC until the start of your next turn. **Curse Overcame.** If a wielder of this weapon can overcome the curse of the blade, the blade halts its misfortune, and instead greatly awards the user. You gain a +3 bonus to attack and damage rolls made with this weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain +2 to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. ## Wondrous Items Wondrous Items are the more miscellaneous of the items, ranging from tattoos and hats to candles and stones. Much like staffs and wands, these are best flavored and reworded as gadgets. ### Boots of Speed This pair of boots are equipped with an apparatus that allows for propulsion. While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes charge, the effect ceases to function until you finish a long rest. ### Bracers of Defense This set of bracers is likely made from the durable hide of a giant beast, allowing the wielder increased defensive capabilities. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. ### Prosthetic Limb Limbs are lost all the time at sea, especially in large-scale naval battles between massive crews. Luckily, science has enabled those who have lost their limbs to regain their previous function. This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can't be removed against your will. It detaches if you die. ### Night Vision Goggles (Goggles of Night) A specially designed set of goggles that grant the wearer the ability to see in the dark. While wearing these lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. \page # Appendix A: Creations ## Creation Lists This Appendix describes the most common creations found in the world of _One Piece_. Creations function similarly to spells if 5th edition. However, due to rebalancing, every creation has been altered slightly. The descriptions for each creation are shown in the next section. 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 the (R) Tag means the creation can be used as a routine.
### Bard Creations ##### Tricks (0 Level) - Acid Bolt - Allure - Bitter Blade - Blaring Blade - Burning Blade - Combust - Death Wish - Draw - Electric Surge - Fire Bolt - Flashpoint - Galvanic Blade - Guidance - Ice Bolt - Light - Manipulate Earth - Mind Slash - Mirrored Hand - Necrotic Bolt - Polar Blade - Prestidigitation - Shimmering Lights - Show Off - Sonic Boom - Spark Bolt - Spiritual Blast - Sword Circle - Temporary Trick - Thunder Bolt - Upper Brass - Vicious Mockery - Whisper - Wind Blast ##### 1st Level - Alacrity - Animal Friend - Bane - Bless - Boost - Cause Strife - Charm Person - Color Spray - Command - Countershock - Cure Wounds - Disguise - Distort Value - Discordant Tune - Elemental Orb - Enduring Spirit - Fairy Lights - Fear Factor - Feather Fall - Flashbang - Fog Cloud - Forced Empathy - Healing Word - Heroism - Hex - Hideous Laughter - Incidental Chorus - Inflict Wounds - Invisible Ink (R) - Levitate - Puppet - Radiant Blast - Retreat - Reverb - Sanctuary - Silent Image - Skill Support - Sleep - Speak with Animals (R) - Spiritual Servant (R) - Thunderous Smite - Thunderwave - Tremor - Twist Fate - Wrathful Smite - Zapping Arc ##### 2nd Level - Aid - Air Shock - Antagonize - Blindness/Deafness - Call Beast - Calm Emotions - Cloud of Daggers - Darkness - Earth Grasp - Enemies - Enhance Ability - Enlarge/Reduce - Fake Death (R) - Grounding - Gust of Wind - Heat Metal - Hold Person - Hymn of Healing - Instill Madness - Invisibility - Kinetic Jaunt - Lesser Restoration - Mind Spike - Mind Thrust - Mirror Image - Misty Step - Nevermind - Phantasmal Force - Sandstorm - Shadow Blade - Shatter - Silence (R) - Skywrite (R) - Spray of Cards - Suggestion - Truth Zone - Warding Wind - Woebegone - Wristpocket (R) ##### 3rd Level - Ability Boost - Aura of Vitality - Beacon of Hope - Bestow Curse - Catnap - Compulsion - Conjure Elemental - Erupting Earth - Fear - Fly - Haste - Hypnosis - Ice Storm - Major Image - Mass Healing Word - Remove Curse - Revivify - Slow - Spirit Dance - Spirit Fury - Summon Yokai - Water Walk (R) ##### 4th Level - Aura of Life - Charm Monster - Confusion - Death Ward - Dominate Beast - Ego Whip - Freedom of Movement - Faithful Conviction - Gravity Collapse - Greater Invisibility - Hold Monster - Lunacy - Phantasmal Killer - Psychic Lance - Stoneskin - Stormy Sphere - Telekinesis - Vanquish ##### 5th Level - Animate Objects - Circle of Power - Cone of Cold - Control Winds (R) - Dominate Person
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- Far Step - Giant’s Hand - Greater Restoration - Illusionary Monster - Mass Cure Wounds - Mass Disguise - Mislead - Programmed Illusion - Sense Territory (R) - Synaptic Static - Target Bullseye - Wall of Thunder ##### 6th Level - Chain Lightning - Dominate Monster - Embody Flames - Embody Frost - Embody Stone - Embody Winds - Feeble Body - Fantasy Mirage (R) - Gravity Fissure - Heal - Hero’s Feast - Irresistible Dance - Mass Suggestion - Mind Prison - Mind Blank - Psychic Crush - Rending Sword - Reverse Gravity - Shooting Stars - Trueseeing - Ward ##### 7th Level - Foresight - Firestorm - Greater Heal - Pain - Prismatic Spray ##### 8th Level - Earthquake - Feeblemind - Glibness - Maddening Darkness - Stun ##### 9th Level - Blade of Disaster - Prismatic Wall - Psychic Scream - Time Stop - Ultimate Heal ### Gadgeteer Creations ##### Tricks (0 Level) - Acid Bolt - Acid Spray - Bitter Blade - Blaring Blade - Burning Blade - Combust - Defending Ward - Detect Creation - Drag - Draw - Electric Surge - Fire Bolt - Flashpoint - Frost Ray - Galvanic Blade - Guidance - Ice Bolt - Light - Manipulate Earth - Mend - Mirrored Hand - Piercing Frost - Poisonous Puff - Polar Blade - Prestidigitation - Propel - Radiant Bolt - Shimmering Lights - Shocking Grasp - Sonic Boom - Spark Bolt - Stabilize - Sword Circle - Temporary Trick - Thunder Bolt - Venom Bolt - Water Flow - Whisper - Wind Blast ##### 1st Level - Absorption - Acid Reflex - Advanced Weapon - Alarm (R) - Attract Metal - Bane - Beacon - Bless - Boost - Color Spray - Construct Cannon - Countershock - Create or Destroy Water - Create Servant (R) - Cure Wounds - Detect Poison and Disease (R) - Disguise - Elemental Armor - Elemental Blast - Elemental Orb - Ensnare (R) - Ensnaring Smite - Entangle - Fairy Lights - Fear Factor - Featherfall - Flashbang - Floating Shield - Fog Cloud - Frozen Over - Gadget Armor - Grease - Healing Word - Heroism - Ice Dagger - Identification - Invisible Ink (R) - Jump - Levitate - Missiles - Purify Food and Drink (R) - Radiant Blast - Retreat - Reverb - Sanctuary - Shield - Shrapnel Shot - Searing Smite - Silent Image - Skill Support - Sleep - Stonesculpt - Superfood - Thunderous Smite - Thunderwave - Tremor - Vengeful Flames - Zapping Arc ##### 2nd Level - Acid Arrow - Aid - Air Shock - Ardent Blade - Alter Self - Blindness/Deafness - Blur - Branding Smite - Bubble Coating - Boat Burst (R) - Cloud of Daggers - Construct Boat - Construct Hut - Control Machine - Create Food and Water - Darkness - Darkvision - Dragon’s Breath - Earth Grasp - Elemental Weapon - Enfeeblement - Enhance Ability - Enlarge/Reduce - Flaming Sphere - Grounding - Gust of Wind - Heat Metal - Hold Person - Hymn of Healing - Ice Lock - Invisibility - Kinetic Jaunt - Lesser Restoration - Lightning Arrow - Lock - Mind Spike - Mirror Image - Misty Step - Phantasmal Force - Protection From Elements - Protection From Poison - Repair Vessel - Sandstorm - Scorch - Shatter - Silence (R) - Skywrite (R) - Spider Walk - Tiny Servant (R) - Tough Skin - Truth Zone - Unlock - Vortex Warp - Warding Wind - Web - Wristpocket (R)
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##### 3rd Level - Aura of Vitality - Ability Boost - Barrage - Blooming Jam - Blazing Stride - Call Lightning - Counter Creation - Create Construct - Deactivate Creation - Fireball - Fly - Grand Tower - Haste - Hidden Trigger - Hypnosis - Ice Storm - Intellect Fortress - Lightning Bolt - Major Image - Mass Healing Word - Miniature Meteors - Move Earth - Pulse Wave - Revivify - Slow - Spirit Dance - Stinking Cloud - Tidal Wave - Thunderstep - Transmute Rock - Wall of Sand - Wall of Water - Water Breathing (R) - Water Walk (R) - Wind Wall ##### 4th Level - Ardent Shield - Control Water - Create Object - Dark Tendrils - Dimension Door - Elemental Bane - Freedom of Movement - Gravity Collapse - Greater Invisibility - Hideout - Hold Monster - Prime Ward - Resilient Sphere - Stoneskin - Stormy Sphere - Sunburn - Telekinesis - Vitriolic Sphere - Wall of Fire - Wall of Stone - Wall of Thorns - Watery Sphere ##### 5th Level - Animate Objects - Blade Barrier - Circle of Power - Cloudkill - Cone of Cold - Control Winds (R) - Energy Surge - Far Step - Giant’s Hand - Greater Restoration - Illusionary Monster - Immolate - Mass Disguise - Mislead - Programmed Illusion - Purifying Flames - Steel Wind Strike - Wall of Force - Wall of Ice - Wall of Light - Wall of Lightning - Wall of Thunder ##### 6th Level - Chain Lightning - Disintegrate - Fantasy Mirage (R) - Freezing Sphere - Gravity Fissure - Greater Floating Shield - Guardian Globe - Mind Prison - Mighty Fortress - Mind Blank - Project Image - Psychic Crush - Radical Beam - Rending Sword - Reverse Gravity - Scatter - Shooting Stars - Tornado - Trueseeing - Ward - Weather Forecast ##### 7th Level - Charged Fireball - Firestorm - Force Cage - Magnificent Mansion - Prismatic Spray - Storm of Vengeance ##### 8th Level - Anti-Creation Field - Dark Star - Earthquake - Incendiary Cloud - Sunburst - Tsunami ##### 9th Level - Blade of Disaster - Meteor Swarm - Prismatic Wall - Time Ravage - Time Stop ### Marksman Creations ##### Tricks (0 Level) - Acid Bolt - Acid Spray - Animal Eyes - Combust - Defending Ward - Detect Creation - Drag - Draw - Fire Bolt - Guidance - Ice Bolt - Light - Manipulate Earth - Mirrored Hand - Natural Arts - Poisonous Puff - Prestidigitation - Propel - Radiant Bolt - Shimmering Lights - Shocking Grasp - Spark Bolt - Stabilize - Temporary Trick - Thorn Lash - Venom Bolt - Wind Blast ##### 1st Level - Advanced Weapon - Alacrity - Alarm (R) - Animal Friend - Beacon - Blazing Bullet - Boost - Color Spray - Construct Cannon - Countershock - Create or Destroy Water - Cure Wounds - Detect Poison and Disease (R) - Distort Value - Elemental Armor - Elemental Blast - Elemental Orb - Elemental Trap - Ensnare (R) - Ensnaring Smite - Entangle - Fairy Lights - Fear Factor - Feather Fall - Flashbang - Fog Cloud - Frigid Bullet - Grease - Grow Tree - Healing Word - Hunter’s Mark - Ice Dagger - Infectious Ray - Invisible Ink (R) - Missiles - Purify Food and Drink (R) - Radiant Blast - Retreat - Reverb - Shrapnel Shot - Silent Image - Sleep - Speak with Animals (R) - Stonesculpt - Superfood - Thunderwave - Toxic Trigger - Tremor - Vile Verdict - Zapping Arc - Zephyr Strike
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##### 2nd Level - Acid Arrow - Aid - Blindness/Deafness - Call Beast - Cloud of Daggers - Construct Boat - Construct Hut - Create Food and Water - Darkvision - Earth Grasp - Elemental Weapon - Enfeeblement - Find Mount - Gather Swarm - Grounding - Gust of Wind - Hold Person - Hymn of Healing - Lesser Restoration - Lightning Arrow - Lock - Misty Step - Pass Without A Trace - Protection From Elements - Protection From Poison - Repair Vessel - Rotting Shot - Sandstorm - Scorch - Shatter - Silence (R) - Skywrite (R) - Spawn Plant - Spike Growth - Spider Walk - Thunder Beat - Tiny Servant (R) - Unlock - Warding Wind - Web - Woebegone - Wristpocket (R) ##### 3rd Level - Barrage - Blooming Jam - Blazing Stride - Clairvoyance - Deactivate Creation - Erupting Earth - Fireball - Hidden Trigger - Locate Creature - Ice Storm - Lightning Bolt - Mass Healing Word - Miniature Meteors - Move Earth - Plant Growth - Plant Transformation - Pulse Wave - Revivify - Sinister Shot - Speak With Plants - Stinking Cloud - Wall of Sand - Wind Wall ##### 4th Level - Dark Tendrils - Dominate Beast - Freedom of Movement - Hideout - Hold Monster - Resilient Sphere - Stoneskin - Wall of Fire - Wall of Stone - Wall of Thorns ##### 5th Level - Circle of Power - Cloudkill - Cone of Cold - Giant’s Hand - Greater Restoration - Illusionary Monster - Insect Plague - Sense Territory (R) - Swift Shots - Volley - Wrath of Nature ### Medic Creations ##### Tricks (0 Level) - Acid Bolt - Acid Spray - Bitter Blade - Burning Blade - Chilling Necrosis - Combust - Defending Ward - Fire Bolt - Frost Ray - Guidance - Ice Bolt - Mend - Natural Arts - Necrotic Bolt - Piercing Frost - Poisonous Puff - Radiant Bolt - Sapping Stinger - Shocking Grasp - Stabilize - Thorn Lash - Venom Bolt - Water Flow ##### 1st Level - Absorption - Acid Reflex - Alacrity - Bane - Bless - Boost - Cause Strife - Caustic Brew - Countershock - Create or Destroy Water - Cure Wounds - Detect Poison and Disease (R) - Elemental Blast - Elemental Orb - Enduring Spirit - Entangle - Fairy Lights - Fear Factor - Feather Fall - Fog Cloud - Frozen Over - Gadget Armor - Grease - Grow Tree - Healing Word - Heroism - Hideous Laughter - Ice Dagger - Infectious Ray - Inflict Wounds - Jump - Karma - Puppet - Purify Food and Drink (R) - Retreat - Searing Smite - Sleep - Superfood - Vile Verdict - Zephyr Strike ##### 2nd Level - Acid Arrow - Aid - Ardent Blade - Alter Self - Blindness/Deafness - Bubble Coating - Boat Burst (R) - Calm Emotions - Create Food and Water - Darkness - Darkvision - Dragon’s Breath - Elemental Weapon - Enemies - Enfeeblement - Enhance Ability - Enlarge/Reduce - Fake Death (R) - Flaming Sphere - Gather Swarm - Gentle Repose (R) - Grounding - Hold Person - Hymn of Healing - Ice Lock - Instill Madness - Invisibility - Lesser Restoration - Pass Without A Trace - Protection From Elements - Protection From Poison - Scorch - Spawn Plant - Spider Walk
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- Tough Skin - Truth Zone - Warding Wind - Web ##### 3rd Level - Ability Boost - Animate Dead - Aura of Vitality - Beacon of Hope - Beastial Transformation - Bestow Curse - Call Lightning - Catnap - Concoct Ooze - Conjure Elemental - Counter Creation - Deactivate Creation - Fear - Fireball - Fly - Haste - Intellect Fortress - Lightning Bolt - Mass Healing Word - Miniature Meteors - Plant Growth - Plant Transformation - Revivify - Slimy Transformation - Slow - Spirit Dance - Spirit Fury - Stinking Cloud - Water Breathing (R) ##### 4th Level - Ardent Shield - Aura of Life - Blight - Charm Monster - Confusion - Dark Tendrils - Death Ward - Elemental Bane - Greater Invisibility - Hold Monster - Kill Radius - Lunacy - Polymorph - Prime Ward - Stoneskin - Vanquish - Vitriolic Sphere - Wall of Acid - Wall of Venom ##### 5th Level - Animate Objects - Battle Transformation - Cloudkill - Cone of Cold - Contagion - Dominate Person - Giant's Hand - Greater Restoration - Immolate - Insect Plague - Life Steal - Mass Cure Wounds - Necrosis Surge - Raise Dead ##### 6th Level - Disintegrate - Dominate Monster - Draconic Transformation - Embody Flames - Embody Frost - Embody Stone - Embody Winds - Feeble Body - Freezing Sphere - Harm - Heal - Hero’s Feast - Mind Blank - Petrify - Regenerate - Trueseeing ##### 7th Level - Cause Death - Charged Fireball - Dry Bones - Foresight - Greater Heal - Pain ##### 8th Level - Clone - Feeblemind - Incendiary Cloud - Stun ##### 9th Level - Invulnerability - Mass Polymorph - Shapechange - Time Ravage - True Polymorph - Ultimate Heal ### Savant Creations ##### 1st Level - Absorption - Acid Reflex - Bane - Bless - Charm Person - Command - Countershock - Cure Wounds - Elemental Armor - Elemental Blast - Elemental Orb - Enduring Spirit - Ensnaring Smite - Fear Factor - Feather Fall - Flashbang - Floating Shield - Forced Empathy - Frozen Over - Healing Word - Heroism - Inflict Wounds - Jump - Karma - Puppet - Retreat - Reverb - Searing Smite - Skill Support - Thunderous Smite - Vengeful Flames - Vile Verdict - Wrathful Smite - Zephyr Strike ##### 2nd Level - Aid - Ardent Blade - Blur - Branding Smite - Calm Emotions - Create Food and Water - Darkvision - Dragon’s Breath - Elemental Weapon - Enhance Ability - Enlarge/Reduce - Find Mount - Hymn of Healing - Lesser Restoration - Misty Step - Pass Without A Trace - Protection From Elements - Protection From Poison - Shadow Blade - Spider Walk - Suggestion ##### 3rd Level - Aura of Vitality - Beacon of Hope - Blinding Smite - Crusader’s Aura - Fear - Fly - Haste - Intellect Fortress - Mass Healing Word - Remove Curse - Spirit Dance - Staggering Smite - Thunderstep ##### 4th Level - Ardent Shield - Aura of Life - Charm Monster - Dominate Beast - Elemental Bane - Faithful Conviction - Freedom of Movement - Prime Ward - Stoneskin ##### 5th Level - Banishing Smite - Battle Transformation - Blade Barrier - Circle of Power - Energy Surge - Dominate Person - Far Step - Gamma Knife - Greater Restoration - Mass Cure Wounds - Steel Wind Strike
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## Creations Descriptions 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. 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. ### Bards - Stories to Shape the World Bards are entertainers, acrobats, and daredevils who entertain the masses and lift the weary hearts of travelers everywhere. Not every entertainer is a bard. What sets a bard aside from other entertainers is the way their music seems to touch not only the soul but the bodies of those that listen to their music as well, seemingly able to numb pain, hypnotize crowds, and in some even manipulate the environment itself. ### Medics - Miracle Workers Medics are 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 hold the restorative or harmful power. 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. ``` ```
### Gadgeteers - Brains over Brawn Gadgeteers are inventors and tacticians that build extraordinary contraptions and gadgets. They can be anything from a hobby tinkerer to a revolutionary commander. Gadgeteers are set apart from their peers by their ability to create just about anything they can dream of. 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, customizations, and easy-to-use gadgets. Marksmen split their focus between creativity and combat, resulting in a smaller arsenal than gadgeteers. Instead, they specialize in creations designed for battle, such as pop greens and dials, allowing them to rain bullets over large areas, fire napalm onto enemies, or trap them in tar. ### 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. Limited in scope compared to other forms of creativity, savants do not need gadgets or paraphernalia for their creations, instead it is a power that comes from within. Unlike other creative minds, savants learn a few specific creations based on what their soul mirrors. \page # Creation Descriptions Creativtiy is a key mechanic for many classes and abilities how they interact, battle, and navigate this great, wide, and wacky world. However, there can be improvements from the previous system. While most of the official D&D 5e spells can be easily flavored into Creations, some required some mechanical changes to better fit into the World of *One Piece*, or even the addition of entirely new creations. This is especially true for mechanically flawed Creations and Tricks, and spells that rely on dealing "magical" damage, which no longer exists in this system. ### Tricks #### Acid Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive acid at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 acid damage. Small, inanimate plants within 5ft of the target are destroyed. Additionally, you can manipulate the acid to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Acid Spray *conjuration trick* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You launch a small wave of acidic liquid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d10 acid damage. **At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). ``` ``` #### Allure *enchantment trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (a bit of make up) - **Duration:** Concentration, up to 1 minute You are able to put your best foot forwards with charm and a bit of make up. For the duration, you have a 1d6 bonus to all persuasion checks against creatures that are not hostile towards you. #### Animal Eyes *divination trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a bit of fur) - **Duration:** Concentration, up to 10 minutes You establish a link with one beast you touch that is friendly to you or charmed by you. Until the creation ends, the link is active between you an your beast. Through the link, the beast can understand your telepathic messages to it, it can telepathically communicate simple emotions and concepts back to you, and you can sense through both yourself and your beast for the duration. #### Bitter Blade *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (melee weapon or unarmed strike) - **Duration:** 1 round You make a melee attack with a melee weapon or unarmed strike against one creature within melee range. On a hit, the target suffers the weapon attack’s normal effects, and you can cause the target to become covered in acid until the start of your next turn. While covered in acid, the creature will take 1d8 acid damage at the end of their next turn, ending the creation, if they don't use either their action or bonus action to clean off the acid. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 acid damage to the target on a hit, and the damage the target takes for not cleaning the acid increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). \page #### Blaring Blade *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (melee weapon or unarmed strike) - **Duration:** 1 round You make a melee attack with a melee weapon or unarmed strike against one creature within melee range. On a hit, the target suffers the weapon attack’s normal effects and then becomes surrounded with sonic energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the creation ends. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). #### Burning Blade *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (melee weapon or unarmed strike) - **Duration:** Instantaneous You make a melee attack with a melee weapon or unarmed strike against one creature within melee range. On a hit, the target suffers the weapon attack’s normal effects, and you can blast fire from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your creativity ability modifier. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your creativity ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). #### Combustion *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Concentration, up to 1 minute You cause flames to spontaneously combust on the ground in an area that you can see within range. Until the creation ends, the combusted area fills a 5-foot cube. Any creature in the affected space when you must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the combusted space for the first time on a turn or ends its turn there. **At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). ``` ``` #### Chilling Necrosis *necromancy trick* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** 1 round You cause grievous wounds on a target within range. Make a ranged creation attack against the creature to assail it. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. **At Higher Levels.** This trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Death Wish *necromancy trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous You point at one creature you can see within range, and cause it to fear death. The target must succeed on a Wisdom saving throw or take 1d12 necrotic damage. **At Higher Levels.** This trick’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Defending Ward *abjuration trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 round You defend yourself against physical attacks. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage. #### Detect Creation *divination trick* ___ - **Casting Time:** 1 action - **Range:** Self (30ft radius) - **Components:** V, S - **Duration:** Instantaneous You sense the presence of creations and creation-like effects within 30 feet of you. If you sense a creation/effect in this way, you see a faint aura around any visible creature or object in the area that bears the effect, and you learn its school of creativity, if any. The creation can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. \page #### Drag *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous You attempt to pull a creature or object of medium or smaller size in a direction of your choice that you can see within range. It must succeed on a Strength saving throw or be moved 10ft in a direction of your choice. **At Higher Levels.** This trick becomes more powerful, allowing you to move medium or smaller objects and creatures 15ft at 5th level, large or smaller objects and creatures by 15ft at 11th level, and able to move large and smaller objects and creatures by 20ft 17th level. #### Draw *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** 1 square foot surface - **Components:** S, M (a bit of ink) - **Duration:** Unlimited or 1 week You harmlessly place a small picture, the appearance of which is to your discretion, as long as it fits, on a 1 square foot surface on the targeted creature or object. The picture can be scrubbed or scraped off with 5 minutes of work on an object, otherwise it doesn’t fade. If it's on a creature, it fades naturally over the course of a week. **At Higher Levels.** The trick’s coverage increases to a 5 square foot surface at 5th level, 10 square feet at 11th level, and 15 square feet at 17th level. #### Electric Surge *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous A surge of electricity expands to affect one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 lightning damage. Choose a 2nd creature within 30ft of the first target. That creature must also make a Dexterity saving throw, taking 1d6 lightning damage on a failure. **At Higher Levels.** The trick’s damage increases by 1d8 for the initial target and 1d6 for the secondary target when you reach 5th level (2d8 and 2d6), 11th level (3d8 and 3d6), and 17th level (4d8 and 4d6). ``` ``` #### Fire Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive flames at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this trick ignites if it isn’t being worn or carried. Additionally, you can manipulate flames to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Flashpoint *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous A flash of destructive radiance bursts right on one creature that you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 radiant damage, and it becomes highlighted until the end of their next turn. While highlighted, the target cannot be hidden due to being lightly or heavily obscured. **At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Frost Ray *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous A frigid blast of ice flies toward a creature within range. Make a ranged creation attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The trick's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \page #### Galvanic Blade *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (melee weapon or unarmed strike) - **Duration:** 1 round You make a melee attack with a melee weapon or unarmed strike against one creature within melee range. On a hit, the target suffers the weapon attack’s normal effects and then becomes encased in electrical energy until the start of your next turn. If the target willingly hits you with a melee attack before the creation ends, the target takes 1d8 lightning damage, and the creation ends. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 lightning damage to the target on a hit, and the damage the target takes for striking you increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). #### Guidance *divination trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** One willing creature - **Components:** V, S - **Duration:** Concentration, Up to 1 minute You touch one willing creature. Once before the creation ends, the target can roll a d4 and add the number rolled to one ability check or saving throw, of its choice. It can roll the die before or after making the ability check. The trick then ends. #### Ice Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive ice at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 cold damage. Water within 5ft of the target is frozen for 1 minute. This frozen water cannot support any creature standing on it and immediately shatters. Additionally, you can manipulate the frost to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Light *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A medium or smaller creature or object - **Components:** V, M (a bit of phosphorus) - **Duration:** 1 hour You touch one object or creature that is medium or smaller. Until the trick ends, the target sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the target with something opaque blocks the light. The trick ends if you use it again or dismiss, no action required. If your target is an object held or worn by a hostile creature, or unwilling, that creature must succeed on a Dexterity saving throw to avoid the trick. #### Manipulate Earth *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** S - **Duration:** Instantaneous or 1 hour You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: * If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage. * You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. * If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. * You can fling a chunk of earth at a creature within range. Make a ranged creation attack against that creature. On a hit, it deals 1d8 of your choice bludgeoning, piercing, or slashing damage. If you use this trick multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss each effect, no action required. **At Higher Levels.** This trick’s damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8). \page #### Mend *transmutation trick* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Target:** A single break or tear in an object you touch - **Components:** V, S, M (A tiny piece of metal) - **Duration:** Instantaneous This trick repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, etc. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This trick can physically repair a mastercraft item or construct, but the trick can’t restore any special effects to such an object. #### Mind Slash *enchantment trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V - **Duration:** 1 round You metaphorically stab a knife into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. **At Higher Levels.** This trick’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Mirrored Hand *conjuration trick* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** A point you can see within range - **Components:** V, S - **Duration:** 1 minute A floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it, no action required. The hand vanishes if it is ever more than 30 feet away from you or if you use this creation again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate complex items and apparatuses, or carry more than 10 pounds. ``` ``` #### Natural Arts *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Target:** See text - **Components:** V, S - **Duration:** Instantaneous Using your knowledge of natural processes, you create one of the following effects within range: * You create a tiny, harmless sensory effect that predicts what the weather will be at your location for the next 24 hours. The effect might manifest as a golden orb for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This effect persists for 1 round. * You instantly make a flower blossom, a seed pod open, or a leaf bud bloom. * You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of skunk. The effect must fit in a 5-foot cube. * You instantly light or snuff out a candle, a torch, or a small campfire. #### Necrotic Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive necrotic energy at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 necrotic damage. Small, inanimate plants within 5ft of the target are destroyed. Additionally, you can manipulate the necrotic energy to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. \page #### Piercing Frost *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous You cause piercing and debilitating frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. **At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Poisonous Puff *conjuration trick* ___ - **Casting Time:** 1 action - **Range:** 10ft - **Components:** V, S - **Duration:** 1 round You project a puff of poisonous gas against a creature within range. The creature must succeed on a Constitution saving throw or take 1d12 poison damage and becomes poisoned until the end of your next turn. **At Higher Levels.** This trick’s damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12). #### Polar Blade *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S, M (melee weapon or unarmed strike) - **Duration:** 1 round You make a melee attack with a melee weapon or unarmed strike against one creature within melee range. On a hit, the target suffers the weapon attack’s normal effects and then becomes covered in piercing frost until the start of your next turn. If the target makes a successful melee attack before the creation ends, the damage target's attack is reduced by 1d8, and the creation ends. **At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 cold damage to the target on a hit, and the damage reduced increases to 2d8. Both rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). ``` ``` #### Prestidigitation *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 10ft - **Components:** V, S - **Duration:** 1 hour You make a minor trick that novice tricksters use for practice. You create one of the following creative effects within range: * You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. * You instantaneously light or snuff out a candle, a torch, or a small campfire. * You instantaneously clean or soil an object no larger than 1 cubic foot. * You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. * You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. * You create a trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you use this trick multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect, no action required. #### Propel *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A point within range - **Components:** V, S, M (the item you will launch) - **Duration:** Instantaneous You cause an item within touch range to be propelled in a direction of your choice. Choose a tiny item in your possession that weights less than or equal to 5 lbs. That item then flies straight to a point you can see within the range of this trick. If that point is on a creature, you can choose to make a creation attack roll against the that creature's AC if you wish to damage them with the propelled item. The target takes 1d8 damage of the most appropriate type. For example, launching a stone would deal bludgeoning damage, whereas a vial of acid launched would instead deal acid. **At Higher Levels.** At higher levels, this trick is able to launch larger and heavier items. At 5th, it can launch small objects of 10 lbs or lighter. At 11th level, it can launch medium objects of 20lbs or lighter. At 17th, it can launch large objects that are 40lbs or lighter. This trick’s damage increases by 1d8 when you reach certain levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8). \page #### Radiant Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive light at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 radiant damage. A flammable object hit by this trick ignites if it isn’t being worn or carried. Additionally, you can manipulate light to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Sapping Stinger *necromancy trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A creature you try to touch - **Components:** V, S - **Duration:** Instantaneous You drain the strength of one creature you can see in range, causing them to fall. The target must succeed on a Constitution saving throw or take 1d6 necrotic damage and fall prone. **At Higher Levels.** This trick's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). #### Shimmering Lights *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** Four points within range - **Components:** V, S, M (a bit of phosporus) - **Duration:** Concentration, up to 1 minute You create up to four torch-sized lights within range that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this creation, and a light winks out if it exceeds the creation’s range. ``` ``` #### Shocking Grasp *evocation trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A creature you try to touch - **Components:** V, S - **Duration:** Instantaneous Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee creation attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d10 lightning damage, and it can’t take reactions until the start of its next turn. **At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Show Off *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** See text - **Components:** V - **Duration:** Up to 1 hour Through showmanship, you create a minor wonder within range. You create one of the following effects within range: * Your voice booms up to three times as loud as normal for up to 1 hour. * You cause flames to flicker, brighten, dim, or change color for up to. * You cause harmless tremors in the ground within range for up to 1 hour. * You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. * You instantaneously cause an unlocked door or window to fly open or slam shut. * You alter the appearance of your eyes for up to 1 hour. If you use this trick multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect, no action required. #### Sonic Boom *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** Self (5ft radius) - **Components:** S - **Duration:** Instantaneous You create an explosive sound burst, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Constitution saving throw. On a failed save, the creature takes 1d10 thunder damage. **At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \page #### Spark Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive electricity at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 lightning damage. A flammable object hit by this trick ignites if it isn’t being worn or carried. Additionally, you can manipulate electricity to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Spiritual Blast *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creatre within range - **Components:** V, S - **Duration:** Instantaneous You unleash a beam that streaks toward a creature within range, harming both body and spirit. Make a ranged creation attack against the target. On a hit, the target takes 1d10 force damage. **At Higher Levels.** The creation creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Stabilize *necromancy trick* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A living creature that has 0 hit points - **Components:** V, S - **Duration:** Instantaneous You touch a living creature that has 0 hit points. The creature becomes stable. This trick has no effect on undead or constructs. ``` ``` #### Sword Circle *conjuration trick* ___ - **Casting Time:** 1 action - **Range:** Self (5-foot radius) - **Components:** V - **Duration:** Instantaneous You make a sweep of blades that circle around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d10 force damage. **At Higher Levels.** This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). #### Temporary Trick *enchantment trick* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** See text - **Components:** S, M (a tiny piece of cloth) - **Duration:** 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it (no action required) or use this trick again. If you create a sound, 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 creation ends. The sound cannot be loud enough to deafen or deal damage. If you 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. The image cannot obscure a creature's vision to the point of blinding them. 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 creation save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. #### Thorn Lash *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a plant stem) - **Duration:** Instantaneous You throw out a vine-like whip covered in sharp thorns toward a creature in range. Make a melee creation attack against the target. If the attack hits, the creature takes 1d10 piercing damage, and if the creature is Large or smaller, you can choose to pull the creature up to 10 feet closer to you. **At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). \page #### Thunder Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive sound at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 thunder damage. A loud noise that can be heard within 100 ft is accompanied by the attack. Additionally, you can manipulate sound to create tiny sensory effects as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Trap Sense *divination trick* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You sense the presence of any trap within range. A trap, for the purpose of this creation, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the creation would sense an area affected by the alarm creation or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This creation merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense. #### Upper Brass *transmutation trick* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (an instrument you are holding) - **Duration:** 1 minute The matierial of an instrument you are holding is imbued with the spiritual power of music and weaponize it. For the duration, you can use your creative ability to make attack and damage rolls of melee attacks using that instrument as a weapon. The weapon’s damage die is 1d6 bludgeoning damage and has special effects depending on the type of instrument it is. * Brass: When you hit a creature with this weapon, once per turn, you can force the target to make a Strength saving throw, falling prone on a failure. * String: This weapon has the reach property. * Woodwind: This weapon can also be used to make ranged attacks, dealing piercing damage, range (60/180), and it ignores half and three-quarters cover. * Keyboard: When you deal damage with this weapon, you can roll the damage twice and take the highest result. * Percussion: When you hit a creature with this weapon, once per turn, you can deal damage equal to your creativity modifier, to each other creature other than yourself within 5ft of that creature. * Electric: When you hit a creature with this weapon, once per turn, you can force the target to make a Strength saving throw, getting pushed back 10ft from you. The trick ends if you use it again or if you let go of the instrument. **At Higher Levels.** This weapon’s damage die increases to 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at 17th level. #### Venom Bolt *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature or object within range - **Components:** V, S - **Duration:** Instantaneous, up to 1 hour You hurl a blast of purely destructive poison at a creature or object within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 poison damage. Small, inanimate plants within 5ft of the target are destroyed. Additionally, you can manipulate poison to create tiny sensory effects as an action. You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear and animate as you like. The shapes last for 1 hour, and you can have up to three of them active at a time, and you can dismiss some or all as an action. **At Higher Levels.** At higher levels you can choose to either make one big blast, or multiple smaller blasts. For the single blast, this trick's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). For the multiple blasts, two blasts at 5th level, three blasts at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. #### Vicious Mockery *enchantment trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V - **Duration:** Instantaneous You unleash a string of insults at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn. **At Higher Levels.** This trick’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). \page #### Water Flow *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** S - **Duration:** Instantaneous, or 1 hour You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: * You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. The water is still affected by gravity and will fall at the end of your turn, so it cannot be used to weaken or paralyze devil fruit users, unless that user is also in a large enough container. * You cause the water to form into tiny simple shapes and animate at your direction. This change lasts for 1 hour. * You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. * You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. * You can launch a concentrated blast of water against a creature you can see within range. You make a ranged creation attack against that creature. On a hit, the creature takes 1d8 bludgeoning, piercing, or slashing damage. If you use this trick multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss each effect, no action required. **At Higher Levels.** This trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). #### Whisper *transmutation trick* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Components:** V, S, M (a piece of wire) - **Duration:** Instantaneous You whisper a message towards a creature within range. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can use this trick through solid objects if you are familiar with the target and know it is beyond the barrier. Creative silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the trick. The trick doesn’t have to follow a straight line and can travel freely around corners or through openings. ``` ``` #### Windblast *evocation trick* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Instantaneous You produce and manipulate a blast of air to create one of the following effects at a point you can see within range: * One Medium or smaller creature that you choose must succeed on a Strength saving throw or be pushed up to 10 feet away from you. * You create a small blast of air capable of moving one object that is neither held nor carried and that weighs no more than 5 pounds. The object is pushed up to 10 feet away from you. It isn’t pushed with enough force to cause damage. * You create a harmless sensory affect using air, such as causing leaves to rustle, wind to slam shutters shut, or your clothing to ripple in a breeze. * You can make a harmful blast of wind. Make a ranged creation attack against a creature you can see within range. On a hit, you deal 1d8 of your choice of bludgeoning, piercing, or slashing. **At Higher Levels.** This trick’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). \page ### 1st Level #### Absorption *1st-level abjuration* ___ - **Casting Time:** 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage - **Range:** Self - **Components:** S - **Duration:** 1 round You capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d8 damage of the triggering type, and the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the extra damage increases by 1d8 for each slot level above 1st. #### Acid Reflex *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily splashed with highly corrosive acid. The creature must make a Constitution saving throw. On a failure, the target takes 5d4 acid damage, and an additional 3d4 at the end of their next turn. On a success, they take only half of the initial damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, both the initial and additional damage increases by 1d4 for each slot level above 1st. #### Advanced Weapon *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour You channel energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the creation ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. As a bonus action, you can change the damage type, choosing from the options above. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can maintain your concentration on the creation for up to 8 hours. When you use this creation with a creation slot of 5th level or higher, you no longer need to maintain your concentration, and the creation lasts for 24 hours. ``` ``` #### Alacrity *1st-level divination* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You touch a willing creature. For the duration, the target can add 1d8 to its initiative rolls. #### Alarm (R) *1st-level abjuration (routine)* ___ - **Casting Time:** 1 minute - **Range:** 30ft - **Components:** V, S, M (a tiny bell and a piece of wire) - **Duration:** 8 hours You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the creation ends, an alarm alerts you whenever a tiny or larger creature touches or enters the designated area. When you use this creation, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet. #### Animal Friend *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** A beast that you can see within range - **Components:** V, S, M (a morsel of food) - **Duration:** 24 hours Through experience with wildlife, you convince a beast that you mean it no harm. Choose a beast that you can see within range. The beast must succeed on a Wisdom saving throw or be charmed by you for the creation’s duration. If you or one of your companions harms the target, the creation ends. **At Higher Levels:** When you use this creation with a creation slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. \page #### Attract Metal *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Target:** A metal object of small size, that weighs 10 lbs or less, that you can see - **Components:** V, S, M (a copper wire) - **Duration:** Instantaneous You harness magnetic forces to bring metal towards yourself. Choose a metal object that you can see within range, that is of small size and weighs 10 lbs or less. That object flies towards you safely into your hand or at your feet (your choice), though physical barriers may stop the object depending on the size. If the object is being carried or held by a creature, the target must make a Strength saving throw, dropping the item as it flies towards you on a failure. On a success, the creature successfully holds onto the object. If the object is being worn, the target makes a Strength saving throw, being dragged towards you on a failure. On a success, the creature and object are unmoved. **At Higher Levels.** If you use this creation with a creation slot of 2nd level, the metal object can be of medium size and weigh up to 100 lbs or less. If you use this creation with a creation slot of 3rd level, the metal object can be of large size and weigh up to 1,000 lbs or less. If you use this creation with a creation slot of 4th level, the metal object can be of huge size and weigh up to 10,000 lbs or less. If you use this creation with a creation slot of 5th level, the metal object can be of gargantuan size and weigh up to 100,000 lbs or less. #### Bane *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a drop of blood) - **Duration:** Concentration, up to 1 minute Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the creation ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Beacon *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A point within range - **Components:** V, S - **Duration:** 1 hour A 60-foot-radius sphere of light spreads out from a point you choose within range. The sphere is bright light and sheds dim light for an additional 60 feet. If you chose a point on an object you are holding or one that isn’t being worn or carried, the light shines from the object and moves with it. Completely covering the affected object with an opaque object, such as a bowl or a helm, blocks the light. If any of this creation’s area overlaps with an area of darkness created by a creation of 3rd level or lower, the creation that created the darkness is deactivated. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, It lasts 8 hours. When you use this creation with a creation slot of 5th level or higher, it lasts 24 hours. When you use this creation with a creation slot of 7th level or higher, it lasts 7 days. When you use this creation with a creation slot of 9th level or higher, it lasts until it is deactivated. #### Blazing Bullet *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile burns bright with brilliant flames dealing an extra 1d6 fire damage, and causes the target to be ignited in flames. At the start of each of its turns until the creation ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the creation ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the creation ends. **At Higher Levels.** When you use this using a creation slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. #### Bless *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a drop of water) - **Duration:** Concentration, up to 1 minute You give aid to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Boost *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A creature - **Components:** V, S, M (a piece of rubber) - **Duration:** 1 hour You touch a creature to give it a boost in speed. The target's speed increases by 10 feet until the creation ends. \page **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Cause Strife *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You cause complaining and minor aggression to spring to life. Choose a creature within range, forcing them to make a Wisdom saving throw. On a failed save, a target bickers and argues with other creatures for the duration. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks. At the end of each of an affected creature's turns, it can repeat the saving throw, ending the effect on a success. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Caustic Brew *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot line) - **Components:** V, S, M (a bit of rotten food) - **Duration:** Concentration, up to 1 minute You unleash a stream of acid that shoots out in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. **At Higher Levels.** When you use this creation with a creation slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. #### Charm Person *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** A humanoid you can see within range - **Components:** V, S - **Duration:** 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the creation ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the creation ends, the creature knows it was charmed by you. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. #### Color Spray *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Target:** A 15-foot cone originating from you - **Components:** V, S, M (a pinch of sand) - **Duration:** 1 round This creation sprays various, vibrant colors into the eyes of creatures around it. Three creatures of your choice within a 15ft cone originating from your space, must make a Constitution saving throw. On a sucessful save, the creature is unaffected. On a failure, the target becomes blinded for the duraction. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can choose to affect an addition creature for each slot level above 1st. #### Command *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A creature you can see within range - **Components:** V - **Duration:** 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The creation has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the creation ends. * Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. * Drop. The target drops whatever it is holding and then ends its turn. * Flee. The target spends its turn moving away from you by the fastest available means. * Grovel. The target falls prone and then ends its turn. * Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. \page #### Construct Cannon *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a pinch of gun powder) - **Duration:** 10 minutes You quickly construct a cannon in an unoccupied space within range. For the duration, the cannon creates its own ammunition, but still requires Clean and Reload. Rules for cannons are shown in the Mounts and Vehicles section of Chapter 4: Equipment and Items. The cannon's damage spread DC uses your creation save DC. When you use the cannon, you can make an ranged creation attack roll instead of using the cannon normally. While the cannon is within 30 feet of you, you can use the cannon as if you were next to it, either to fire or clean and reload it. The cannon constructed is an 8-pounder (2d10). The cannon counts as a Large Object with an AC equal to 13 + the level of the creation used, and a number of hit points equal to 30 + 10 for each creation level above 2nd. When the cannon's hit points reach 0, or when the creation ends, the cannon is destroyed. **At Higher Levels.** When you use this creation with a creation slot of 2nd level the cannon you construct is now a 12-pounder (3d10). When you use this creation with a creation slot of 3rd level the cannon you construct is now a 18-pounder (4d10). When you use this creation with a creation slot of 4th level the cannon you construct is now a 24-pounder (6d10). When you use this creation with a creation slot of 5th level the cannon you construct is now a 36-pounder (8d10). #### Countershock *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily overloaded with electrical energy. The creature must make a Constitution saving throw. On a failure, the target takes 2d10 lightning damage and cannot take reactions until the end of their next turn. On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ``` ``` #### Create or Destroy Water *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** See text - **Components:** V, S, M (A drop of water or grain of sand) - **Duration:** Instantaneous You either create or destroy water. **Create Water.** You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. **Destroy Water.** You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st. #### Create Servant (R) *1st-level conjuration (routine)* ___ - **Casting Time:** 10 minutes - **Range:** 10 feet - **Components:** V, S, M (a set of Tinker’s tools) - **Duration:** Instantaneous You create a tiny mechanical servant to aid you. It appears in an unoccupied space within range. This creation uses the Created Servant stat block, which uses your proficiency bonus (PB) in several places. The appearance of the servant can be that of any non-humanoid creature, or toy. For example, its appearance could be a cat or a racing car. You can't have more than one Created Servant at a time, and using this creation again destroys the current Created Servant. The Created Servant is friendly to you and your companions. In combat, it shares your initiative. It obeys your verbal commands (no action required by you), otherwise it will take the Dodge action and use its movement to avoid danger. When the Created Servant drops to 0 hit points, it becomes inactive until you can spend 10 minutes with your material components, after which it is restored with all its hit points, which can also be restored when you finish a long rest. A creature using the Mend trick on the Created Servant will also restore 2d6 of its hit points. As an action, you can temporarily deactivate your Servant, rendering it inactive. When temporarily deactivated, you can use an action to reactivate the Servant, becoming active again. While it is deactivated this way, you can spend an action to change its appearance, as long as the Created Servant is within range. This can be done while repairing it with your tinker's tools. Whenever the Created Servant is rendered inactive, its speed becomes 0, it'll ignore any verbal commands and it drops in its space anything it was wearing or carrying, but can still perceive the world around it. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, use the higher level where the creation’s level appears in the stat block. \page ___ > ## Created Servant >*Tiny construct* > ___ > - **Armor Class** 13 + PB (natural armor) > - **Hit Points** 1 + creativity ability modifier + (4 x your level) > - **Speed** 40 ft., climb 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|8 (-1)|16 (+3)|12 (+1)|14 (+2)|12 (+1)|10 (0)| >___ > > - **Skills** Perception +1 plus PB x 2, Proficiency in 3 skills of your choice, in which you are proficient in (chosen when you use this creation) > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, poisoned > - **Senses** darkvision 120 ft., passive Perception 11 + (PB x 2) > - **Languages** Understands the languages you speak > ___ > > **Construct Nature.** The Created Servant doesn't require air, food, water or sleep, creations cannot put it to sleep, and is immune to diseases. > > **Channel Creations.** When you use a creation that has a range other than self, the Created Servant can deliver the creation as if it had used the creation while it is within 120 feet of you. If the creation requires an attack roll, you use your attack modifier for the roll. > > **Evasive.** When the Created Servant is forced to make a 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. > > **Tracking.** The Created Servant 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. Likewise, you know the general direction of the Created Servant's position, however you don't know the distance or obstacles that might be in the way. > ### Actions > ***Bash.*** *Melee Weapon Attack:* your creation attack modifier to hit, reach 5ft., one target. *Hit* (1d4 + PB) Force damage. ``` ``` #### Cure Wounds *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A creature you touch - **Components:** V, S - **Duration:** Instantaneous A creature you touch regains a number of hit points equal to 2d10 + your creativity ability modifier. This creation has no effect on undead or constructs. **At Higher Levels.** When you use this creation using a creation slot of 2nd level or higher, the healing increases by 2d10 for each slot level above 1st. #### Detect Poison and Disease (R) *1st-level divination (routine)* ___ - **Casting Time:** 1 action - **Range:** Self - **Target:** Self - **Components:** V, S, M (a leaf) - **Duration:** Concentration, up to 10 minutes For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The creation can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt. #### Disguise *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Target:** Self - **Components:** V, S - **Duration:** 8 hours You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the creation ends or until you dismiss it, no action required. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your creation save DC. If a creature fails the Intelligence (Investigation check to discern that you are disguised, they cannot make that check again until 1 hour has passed. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, it instead lasts up to 24 hours. When you use this creation using a creation slot of 5th level or higher, it instead lasts up to 7 days. When you use this creation using a creation slot of 7th level or higher, it instead lasts up to 30 days. When you use this creation using a creation slot of 9th level, it lasts indefinitely, until you choose to dismiss it. \page #### Distort Value *1st-level illusion* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V - **Duration:** 8 hours You use this creation on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your creation DC. **At Higher Levels.** When you use this creation with a higher creation slot, you increase the size of the object by 1 foot per creation slot over 1st. #### Discordant Tune *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V - **Duration:** Instantaneous You play discordant melody that only one creature of your choice within range can hear, wracking it with immense pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d8 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. ``` ``` #### Elemental Armor *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour A protective shield of elementals surrounds you, covering you and your gear like armor. You gain 10 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 10 damage. The damage type is your choice of acid, fire, cold, lightning, poison, or thunder, which you choose when you activate this creation. **At Higher Levels.** When you use this creation with a creation slot of 2nd or 3rd level, both the temporary hit points and the damage increase to 20. When you use this creation with a creation slot of 4th or 5th level, both the temporary hit points and the damage increase to 30. When you use this creation with a creation slot of 6th or 7th level, both the temporary hit points and the damage increase to 40. When you use this creation with a creation slot of 8th or 9th level, both the temporary hit points and the damage increase to 50. #### Elemental Blast *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cone) - **Target:** Self (15-foot cone) - **Components:** V, S - **Duration:** Instantaneous You unleash a wave of destructive elements. Choose acid, fire, cold, lightning, poison, or thunder damage. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d8 of the chosen damage type on a failed save, or half as much damage on a successful one. The elements spread objects in the area that aren’t being worn or carried. **At Higher Levels:** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Elemental Orb *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Components:** V, S - **Duration:** Instantaneous You launch of sphere of elements at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged creation attack against the target. If the attack hits, the creature takes 3d10 damage of the type you chose. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \page #### Elemental Trap *1st-level abjuration* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (a ball of twine, which is consumed by the creation) - **Duration:** Until disabled or triggered While you use this creation, you use the ball of twine to create a circle with a 5-foot radius on a flat surface within your reach. When you finish, the twine disappears to become a trap that will release destructive elements when triggered. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your creative save DC to be found. The trap triggers when a Small creature or larger moves into the designated area. Select a damage type from the following table. ##### Elemental Trap Effects | Damage Type | Saving Throw | Effect | |:----:|:------|:------| | Acid | Constitution | The target's AC is reduced by 2 until the end of its next turn. | | Cold | Strength | Target's movement speed becomes 0 until the end of its next turn. | | Fire | Dexterity | The d8s of the damage instead are d10s. | | Lightning | Dexterity | An additional creature within 30ft of the target must also make the saving throw against only the damage. | | Poison | Constitution | Target is poisoned until the end of its next turn. | | Thunder | Strength | Target is knocked prone. | The triggering creature must succeed on a saving throw depending on the damage type chosen, taking 3d8 of the damage type as well as any additional effect on a failure. On a success, a creature only takes half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd or higher, the creation deals an additional 1d8 damage for each slot level above 1st. #### Enduring Spirit *1st-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a small amount of alcohol) - **Duration:** 1 hour You bolster yourself to shrug off damage, you gain 10 temporary hit points for the duration. **At Higher Levels.** When you use this creation with a creation slot of 3rd, you instead gain 20 temporary hit points. With a 5th level slot, 30 temporary hit points. With a 7th level slot, 40 temporary hit points. With a 9th level slot, 50 temporary hit points. ``` ``` #### Ensnare (R) *1st-level abjuration (routine)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (30 feet of cord or rope, which is consumed by the creation) - **Duration:** Until disabled or triggered While you use this creation, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish, the cord or rope disappears to become a trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your creative save DC to be found. The trap triggers when a Small creature or larger moves into the designated area. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Engineering) check against your creation save DC. On a success, the restrained effect also ends. #### Ensnaring Smite *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. The target must succeed on a Strength saving throw or be restrained by tendrils until the creation ends. A Large or larger creature has advantage on this saving throw. If the target succeeds on the save, the tendrils break away. While restrained by this creation, the target takes 1d6 piercing damage at the start of each of its turns. A creature restrained by the tendril or one that can touch the creature can use its action to make a Strength check against your creation save DC. On a success, the target is freed. **At Higher Levels.** If you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. In addition Large or larger creatures don't have advantage when trying to break out. \page #### Entangle *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Target:** A point within range - **Components:** V, S - **Duration:** Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you use the creation must succeed on a Strength saving throw or be restrained by the entangling plants until the creation ends. A creature restrained by the plants can use its action to make a Strength check against your creation save DC. On a success, it frees itself. When the creation ends, the plants receed and release any restrained creatures. **At Higher Levels.** If you use this creation with a creation slot of 2nd level or higher, you can increase the range of the area by 10ft for each level above 1st. #### Fairy Lights *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** Each object in a 20-foot cube within range - **Components:** V - **Duration:** Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in colorful light (your choice). Any creature in the area when the creation is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. **At Higher Levels.** If you use this creation with a creation slot of 3rd level, the duration increases to 10 minutes with concentration. If you use this creation with a creation slot of 5th level, the duration increases to 1 hour with concentration. If you use this creation with a creation slot of 7th level, the duration increases to 10 minutes with concentration. If you use this creation with a creation slot of 9th level, the duration increases to 24 hours. #### Fear Factor *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V - **Duration:** Concentration, up to 1 minute You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the creation ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. #### Feather Fall *1st-level transmutation* ___ - **Casting Time:** 1 reaction, which you take when you or a creature within 60 feet of you falls - **Range:** 60ft - **Target:** Up to five falling creatures within range - **Components:** V, M (a feather) - **Duration:** 1 minute Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the creation ends. If the creature lands before the creation ends, it takes no falling damage and can land on its feet, and the creation ends for that creature. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 60 feet of each other when you target them. #### Flashbang *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily enveloped in a radiant burst of blinding light. The creature must make a Constitution saving throw. On a failure, the target takes 2d10 radiant damage and becomes blinded until the end of its next turn. On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Floating Shield *1st-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60ft - **Target:** A creature of your choice within range - **Components:** V, S, M (a locket) - **Duration:** Concentration, up to 10 minutes A floating barrier appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration. \page **At Higher Levels.** If you use this creation with a creation slot of 3rd level, the duration increases to 1 hour with concentration. If you use this creation with a creation slot of 5th level, the duration increases to 8 hours with concentration. If you use this creation with a creation slot of 7th level, the duration increases to 24 hours with concentration. If you use this creation with a creation slot of 9th level, the duration increases to 7 days without concentration. #### Fog Cloud *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A point within range - **Components:** V, S - **Duration:** Concentration, up to 1 hour You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st. #### Forced Empathy *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily forced to feel immense empathy for the damage it inflicted. The creature must make an Intelligence saving throw. On a failure, the target takes 2d10 psychic damage and cannot willingly target you with a harmful effect or attack until the end of its next turn. On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Frigid Bullet *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile begins to grow ice cold spikes around it, dealing an extra 1d6 cold damage and flash freezing your target The target makes a Constitution saving throw. On a failure, the target becomes restrained for the duration. While restrained in this way, the target cannot take reactions. **At Higher Levels.** If you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Frozen Over *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily covered in piercing frost. The creature must make a Constitution saving throw. On a failure, the target takes 2d10 cold damage and their movement speed is halved until the end of their next turn. On a successful save, the only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Gadget Armor *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A creature - **Components:** V, S, M (a piece of leather) - **Duration:** 24 hours You touch a willing creature who isn't wearing armor, and a protect it for the duration. The target's base AC becomes 13 + its Dexterity modifier. The creation ends if the target dons armor or if you dismiss the creation, no action required. #### Grease *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A 10-foot square centered on a point within range - **Components:** V, S, M (a bit of butter) - **Duration:** 1 minute Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone. **At Higher Levels.** When you use this creation using a creation slot of 2nd level or higher, you can create an additional 10-foot square within range for each level above 1st. \page #### Grow Tree *1st-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Target:** A point within range. - **Components:** V - **Duration:** Instantaneous You instantaneously cause a Large tree to grow in a chosen space within range. If a creature is within the space, it is shunted to the closest, safest place. The tree has 16 AC and 40 hit points. **At Higher Levels.** When you use this creation using a creation slot of 3rd or 4th level, the tree's size increases by becomes Huge, its AC becomes 18, and its HP becomes 80. When you use this creation with a creation slot of 5th level or higher, the tree's size becomes Gargantuan, its AC becomes 20, and its HP becomes 120. #### Healing Word *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60ft - **Target:** A creature of your choice that you can see within range - **Components:** V - **Duration:** Instantaneous A creature of your choice that you can see within range regains hit points equal to 2d6 + your creativity ability modifier. This creation has no effect on undead or constructs. **At Higher Levels.** When you use this creation using a creation slot of 2nd level or higher, the healing increases by 2d6 for each slot level above 1st. #### Heroism *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A willing creature you touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You instill bravery into a willing creature you touch. Until the creation ends, the creature is immune to being frightened and gains 5 temporary hit points at the start of each of its turns. When the creation ends, the target loses any remaining temporary hit points from this creation. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. Additionally, when you use this creation at 3rd, 5th, 7th, and 9th level, you increase the temporary hit points by 5. ``` ``` #### Hex *1st-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 90ft - **Components:** V, S, M (a newt's eye) - **Duration:** Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the creation ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you use this creation. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this creation ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A Remove Curse creation on the target ends this creation early. **At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th level, you can maintain your concentration on the creation for up to 8 hours. When you use a creation slot of 5th level or higher, you don't need maintain your concentration on the creation and it lasts 24 hours. #### Hideous Laughter *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a feather) - **Duration:** Concentration, up to 1 minute A creature of your choice that you can see within range falls into fits of laughter if this creation affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. \page #### Hunter's Mark *1st-level divination* ___ - **Casting Time:** 1 bonus action - **Range:** 90ft - **Target:** A creature that you can see within range - **Components:** V - **Duration:** Concentration, up to 1 hour You choose a creature you can see within range and mark it as your target. Until the creation ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this creation ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. **At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th level, you can maintain your concentration on the creation for up to 8 hours. When you use a creation slot of 5th level or higher, you don't need maintain your concentration on the creation and it lasts 24 hours. #### Ice Dagger *1st-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** S, M (a drop of water) - **Duration:** Instantaneous You launch a shard of ice at one creature within range. Make a ranged creation attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of the point where the ice exploded must succeed on a Dexterity saving throw or take 2d6 cold damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the cold damage increases by 2d6 for each slot level above 1st. #### Identification (R) *1st-level divination (routine)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (any artisan's tools) - **Duration:** Instantaneous You choose one object that you must touch throughout the usage of this creation. If it is a mastercraft item or some other similar object, you learn its properties and how to use them, and how many charges it has, if any. You learn whether any creations are affecting the item and what they are. If the item was created by a creation, you learn which creation created it. If you instead touch a creature throughout the usage, you learn what creations or similar effects, if any, are currently affecting it. This creation doesn't give you insight of the nature on supernatural aspects such as curses or devil fruits, only merely their existence. ``` ``` #### Incidental Chorus *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 10 minutes Music of a style you choose fills the air around you in a 30-foot radius. The music spreads around corners and can be heard from up to 100 feet away. The music moves with you, centered on you for the duration. Until the creation ends, you make Charisma (Performance) checks with advantage. In addition, you can use a bonus action on each of your turns to beguile one creature you choose within 30 feet of you that can see you and hear the music. The creature must make a Charisma saving throw. If you or your companions are attacking it, the creature automatically succeeds on the saving throw. On a failure, the creature becomes friendly to you for as long as it can hear the music and for 1 hour thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks against creatures made friendly by this creation with advantage. #### Infectious Ray *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Concentration, 1 minute A ray of sickening energy lashes out toward a creature within range. Make a ranged creation attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned for up to 1 minute, with concentration. At the end of each of the target's turns, they can remake the Constitution saving throw, ending the effect on a successful save. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Inflict Wounds *1st-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You cause a creature to become grieviously wounded. Make a melee creation attack against a creature you can reach. On a hit, the target takes 4d10 necrotic damage. **At Higher Levels.** When you use this creation using a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \page #### Invisible Ink (R) *1st-level illusion (routine)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Target:** Parchment, paper, or some other suitable writing material - **Components:** V, S, M (Special ink that costs at least 10 GP, or 100,000 berries) - **Duration:** 10 days You write on parchment, paper, or some other suitable writing material using special ink that lasts for the duration. To you and any creatures you designate when you use this creation, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown and unintelligible script. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. After the creation ends the invisible texts disappears. A creature with truesight can read the hidden message. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the duration increases by an additional 10 days for each slot above 2nd level. When you use a 5th level or higher creation slot, the text becomes permanent. #### Jump *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a grasshopper's leg) - **Duration:** 1 minute You touch a creature. The creature’s jump distance is tripled until the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. #### Karma *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily forced to suffer the consequences of harming you. The creature must make a Constitution saving throw. On a failure, the target takes 2d10 necrotic damage and cannot regain hit points until the end of its next turn. On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ``` ``` #### Levitate *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a piece of leather) - **Duration:** Concentration, up to 10 minutes One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The creation can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the creation’s range. When the creation ends, the target floats gently to the ground if it is still aloft. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature or loose object for each slot level above 1st. The creatures or objects must be within 30 feet of each other when you target them. #### Missiles *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature of your choice that you can see within range - **Components:** V, S - **Duration:** Instantaneous You create three homing projectiles. Each projectile hits a creature of your choice that you can see within range. A projectile deals 1d4 + 2 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the creation creates one more dart for each slot above 1st. #### Puppet *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Components:** V - **Duration:** Instantaneous Your gesture forces one humanoid you can see within range to make a Constitution saving throw. On a failed save, the target must move up to its speed in a direction you choose. In addition, you can cause the target to drop whatever it is holding. This creation has no effect on a humanoid that is immune to being charmed. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional humanoid for each slot above 1st. \page #### Purify Food and Drink (R) *1st-level transmutation (routine)* ___ - **Casting Time:** 1 action - **Range:** 10ft - **Components:** V, S - **Duration:** Instantaneous All food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease. #### Radiant Blast *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Target:** A creature of your choice within range - **Components:** V, S - **Duration:** 1 round You unleash a flash of light toward a creature of your choice within range. Make a ranged creation attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the dim light glittering on the target until then. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. #### Retreat *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Target:** Self - **Components:** V, S - **Duration:** Concentration, up to 10 minutes This creation allows you to move at an incredible pace. When you use this creation, and then as a bonus action on each of your turns until the creation ends, you can take the Dash action. **At Higher Levels.** When you use this creation with. a creation slot of 2nd level, you increase the duration to 1 hour with concentration. When you use this creation with. a creation slot of 3rd level, you increase the duration to 8 hours with concentration. When you use this creation with a creation slot of 4th level, you increase the duration to 24 hours with concentration. When you use this creation with a creation slot of 5th level, you increase the duration to 24 hours. ``` ``` #### Reverb *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily assaulted by immense vibrations. The creature must make a Strength saving throw. On a failure, the target takes 2d10 thunder damage and is either knocked 10ft backwards or knocked prone (your choice). On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Sanctuary *1st-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 30ft - **Target:** A creature within range - **Components:** V, S, M (a small mirror) - **Duration:** 1 minute You protect a creature within range against all attacks. Until the creation ends, any creature who targets the protected creature with an attack, harmful creation, or effect must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack, creation, or other effect. This creation doesn’t protect the creature from area effects, such as the explosion of a fireball. If the protected creature makes an attack, creation, or other effect that affects an enemy creature, this creation ends. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one creature to protect within range for each slot above 1st. #### Searing Smite *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the creation ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the creation ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the creation ends. \page **At Higher Levels.** When you use this using a creation slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot. #### Shield *1st-level abjuration* ___ - **Casting Time:** 1 reaction, which you take when you are hit by an attack or targeted by the missiles creation - **Range:** Self - **Components:** V, S - **Duration:** 1 round A barrier appears in your defense. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the missiles creation. #### Shrapnel Shot *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a ranged weapon attack, you can use your bonus action to use this creation. This creation launches several sharp projectiles from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 2d6 piercing damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** If you cast this creation with a creation slot of 2nd level or higher, the damage increases by 2d6 for each slot level above 1st. #### Silent Image *1st-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your creation save DC. If a creature discerns the illusion for what it is, the creature can see through the image. ``` ``` #### Skill Support *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour Your words deepen a creature’s understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice; until the creation ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill. You must choose a skill in which the target is proficient and that isn’t already benefiting from an effect, such as Expertise, that doubles its proficiency bonus. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can target one additional creature for each slot above 1st. #### Sleep *1st-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Components:** V, S, M (a pinch of sand) - **Duration:** 1 minute This creation sends creatures into slumber. Choose a point within the creation's range. Three creatures of your choice within a 20ft radius sphere of the point you choice, must make a Constitution saving throw. On a sucessful save, the creature is unaffected. On a failure, the target falls asleep for the duration, rendering them unconsious. This effect ends early if one of the asleep targets takes damage, or if a creature uses their action to shake them awake. Undead and creatures immune to being charmed aren’t affected by this creation. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, you can choose to affect an addition creature for each slot level above 1st. #### Speak with Animals (R) *1st-level divination (routine)* ___ - **Casting Time:** 1 action - **Range:** Self - **Target:** Self - **Components:** V, S - **Duration:** 10 minutes You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and creatures, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion. \page #### Spiritual Servant (R) *1st-level conjuration (routine)* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S, M (a piece of string) - **Duration:** 1 hour You influence the spirits around you, creating an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the creation ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 10, and it can’t attack. If it drops to 0 hit points, the creation ends. Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the creation ends. #### Stonesculpt *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a piece of clay) - **Duration:** Instantaneous You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the stone you can sculpt increases by one size or an additional 5ft in each dimension if it is an area of a larger piece of stone. You can use this creation with at most a 5th level slot, Colassal size or 25ft in each dimension. #### Superfood *1st-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** See text - **Components:** V, S, M (a seed) - **Duration:** Instantaneous You create up to ten pellets appear in your hand and are infused with vitamins, protiens, and minerals for the duration. A creature can use its action to eat one pellet. Eating a pellet restores 1 hit point, and the pellet provides enough nourishment to sustain a creature for one day. The pellets lose their potency if they have not been consumed within 24 hours of the use of this creation. #### Thunderous Smite *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the creation deals an extra 1d6 thunder damage for each slot above 1st. #### Thunderwave *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot cube) - **Target:** Self (15-foot cube) - **Components:** V, S - **Duration:** Instantaneous You unleash a wave of thunderous force. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 3d10 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the creation’s effect, and the spell emits a thunderous boom audible out to 300 feet. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Toxic Trigger *1st-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile drips with a virulent and deadly poison, dealing an extra 1d10 poison damage. The target makes a Constitution saving throw. On a failure, the poison infects the target’s mind, forcing them on their next turn to use their full movement speed to move towards the closest creature within range, and use their action to attack that creature. **At Higher Levels.** If you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. \page #### Tremor *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (15-foot radius) - **Components:** V, S - **Duration:** Instantaneous You cause a tremor in the ground in a 15-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage and is knocked prone. If you choose to, you can cause the surrounding area to become difficult terrain until cleared. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Twist Fate *1st-level enchantment* ___ - **Casting Time:** 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw - **Range:** 60ft - **Components:** V - **Duration:** Instantaneous You cause a momentary distract the triggering creature and turn its uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this creation at a time. #### Vengeful Flames *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily surrounded by vengeful flames. The creature takes 2d10 fire damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. ``` ``` #### Vile Verdict *1st-level evocation* ___ - **Casting Time:** 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see - **Range:** 60 feet - **Target:** The creature that damaged you - **Components:** V, S - **Duration:** Instantaneous You point your finger, and the creature that damaged you is momentarily splashed with a virulent poison. The creature must make a Constitution saving throw. On a failure, the target takes 2d10 poison damage and is poisoned until the end of their next turn. On a success, they only take half damage. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st. #### Wrathful Smite *1st-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your attack deals an extra 1d8 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you for 1 minute. At the end of each of the creature's turns, the creature can make a Wisdom saving throw against your creation save DC to steel its resolve and end this effect. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. #### Zapping Arc *1st-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S, M (twig from a tree that was struck by lightning) - **Duration:** Concentration, up to 1 minute A beam of crackling, blue energy lances out toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged creation attack against that creature. On a hit, the target takes 1d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 1d12 lightning damage to the target automatically. The creation ends if you use your action to do anything else. The creation also ends if the target is ever outside the creations’s range or if it has total cover from you. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage each increases by 1d12 for each slot level above 1st. \page #### Zephyr Strike *1st-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. Once before the creation ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn. **At Higher Levels.** When you use this creation with a creation slot of 2nd level or higher, the damage each increases by 1d8 for each slot level above 1st. \page ### 2nd Level #### Acid Arrow *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a rhubarb leaf) - **Duration:** Instantaneous A green arrow of acid streaks toward a target within range and bursts in a spray of acid. Make a ranged creation attack against the target. On a hit, the target takes 6d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd. #### Aid *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a tiny strip of white cloth) - **Duration:** 8 hours You bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd. #### Air Shock *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Target:** A point you can see within range - **Components:** V, S - **Duration:** Instantaneous You create a compressed ball of air to suddenly expand, releasing a destructive shockwave from sudden and intense atmospheric pressure in its wake at a point you can see within range. Each creature within a 10ft radius sphere of that point must make a Strength saving throw. On a failure, a creature takes 6d6 bludgeoning damage and is pushed back 10ft away from the center of the sphere. On a successful save, the creature only takes half damage. **At Higher Levels.** When you use this using a creation slot of 3rd level or higher, the creation deals an extra 1d6 damage for each level above 2nd. ``` ``` #### Antagonize *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S - **Duration:** Instantaneous You speak words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic damage and must immediately use its reaction, if available, to make a melee attack against another creature of your choice that you can see. If no other creature is within range, the target has disadvantage on the next attack roll it makes before the start of your next turn. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the target takes an additional 2d4 damage for each slot level above 2nd. #### Ardent Blade *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (Leaf of sumac) - **Duration:** Concentration, up to 10 minutes You evoke a blade of made out of an element in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. This sword lasts until the creation ends. It counts as a simple melee weapon with which you are proficient. It deals 3d6 either acid, radiant, cold, fire, lightning, necrotic, poison, or thunder damage on a hit and has the finesse, light, and thrown properties (range 20/60). You choose the damage type when you initally use this creation. The blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. #### Alter Self *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour You assume a different form. When you use this creation, choose one of the following options, the effects of which last for the duration of the creation. While the creation lasts, you can end one option as an action to gain the benefits of a different one. **Aquatic Adaptation.** You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed. \page **Change Appearance.** You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don’t appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can’t use this creation to become quadrupedal, for instance. At any time for the duration of the creation, you can use your action to change your appearance in this way again. **Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon has a +1 bonus to the attack and damage rolls you make using it. **At Higher Levels.** When you use this creation using a slot of 3rd or 4th level, you can maintain your concentration on the creation for up to 8 hours. When you use a creation slot of 5th level or higher, you can maintain your concentration on the creation for up to 24 hours. #### Augury (R) *2nd-level divination (routine)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Target:** See text - **Components:** V, S, M (Specially marked tokens worth at least 250,000 berries) - **Duration:** Instantaneous You attempt to divine the future by employing some other divining tool. You receive an omen about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens: * Weal, for good results * Woe, for bad results * Weal and woe, for both good and bad results * Nothing, for results that aren’t especially good or bad The creation doesn’t take into account any possible circumstances that might change the outcome, such as the loss or gain of a companion. #### Blindness/Deafness *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the creation ends. **At Higher Levels.** When you use this creation using a slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. #### Blur *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight. #### Branding Smite *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. The weapon gleams with overpowering radiance as you strike. The attack deals an extra 2d8 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible for 1 minute. **At Higher Levels.** When you use this creation using a slot of 3rd level or higher, the extra damage increases by 1d8 for each slot level above 2nd. #### Bubble Coating *2nd-level transmutation* ___ - **Casting Time:** 1 Action - **Range:** 60ft - **Components:** S, M (Resin) - **Duration:** 24 hours, or until all bubbles are popped. You create a bubble around the entire body of a willing creature you can see within range. The bubble is filled with fresh air that lasts until the creation ends. The bubble forms around the creature, allowing them to move their limbs in and out of the bubble, as well as remain unaffected by underwater pressures. The bubbles are durable enough that they can have things pass through them without popping, however certain actions may cause them to pop. * Remaining outside of water for an hour straight. * The creature inside takes 60 damage in a single turn. * If the creature inside leaves the bubble for 10 minutes. * If the creature inside chooses to end their bubble as a free action. \page **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, you can create two additional bubbles for each slot level above 2nd. If used with a 5th level slot, the user can instead increase the casting time to 24 hours, and target structure such as a ship, allowing those inside to benefit from bubble coating. The creation's duration becomes 1 week, and the damage needed to pop the bubble becomes 240 in a single turn. #### Boat Burst (R) *2nd-level conjuration (routine)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A ship within range with at least 1 hit point. - **Components:** V, S, M (a cup of fuel) - **Duration:** 1 hour You a touch a ship within range that has at least 1 hit point remaining. You cause it to burst forwards. For the duration, the movement speed of the ship is doubled. **At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th level, the creation lasts 8 hours. When you use this creation with a 5th level creation slot, the duration increases to 24 hours. #### Call Beast *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a feather) - **Duration:** Concentration, up to 1 hour You call forth a beast to your aid. It manifests in an unoccupied space that you can see within range. This beast uses the Called Beast stat block. When you use this creation, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, use the higher level where the creation’s level appears in the stat block. ___ > ## Called Beast >*Medium or Large (Land Only) beast* > ___ > - **Armor Class** 12 + the level of the creation (natural armor) > - **Hit Points** 30 (Air only) or 40 (Land and Water only) + 10 for each creation level above 2nd > - **Speed** 30 ft., 40ft, climb 30 ft. (Land only), fly 60 ft. (Air only), swim 40 ft. (Water only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|14 (+2)|16 (+3)|6 (-2)|14 (+2)|6 (-2)| >___ > - **Senses** darkvision 60 ft., passive Perception 12 > - **Languages** Understands the language you speak > ___ > **Bird of Prey (Air Only).** The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. In addition, the beast has advantage on Wisdom (Perception) checks made with sight. > > **Apex Tactics (Land Only).** If the beast moves at least 10 feet straight toward a creature and then hits it with an attack on the same turn, that target must succeed a Strength saving throw against your creation DC or be knocked prone. If the target is prone, the beast can make an additional attack against it as a bonus action. In addition, the beast has advantage on an attack roll against a creature if at least one of its allies is within 5 ft. of the creature and the ally isn't incapacitated. > > **Ocean Predator (Water Only).** The beast can breathe only underwater. In addition the beast has advantage on melee attack rolls against any creature that doesn't have all its hit points. > ### Actions > ***Multiattack.*** The beast makes a number of attacks equal to half this creation’s level (rounded down). > > ***Rending Talon (Air Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* (2d6 + 4 + the creation's level) slashing damage, and the target must succeed on a Constitution saving throw against your creation save DC or gain disadvantage on their next attack roll until the end of their next turn. > >***Mauling Claw (Land Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d8 + 4 + the creation’s level bludgeoning, piercing, or slashing damage (beast's choice). > >***Strike of Depths (Water Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d6 + 4 + the creation’s level piercing damage (beast's choice), and the creature must succeed on a Strength saving throw against your creation save DC or become grappled. \page #### Calm Emotions *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** Concentration, up to 10 minutes. You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects. You can suppress any effect causing a target to be charmed or frightened. When this creation ends, any suppressed effect resumes, provided that its duration has not expired in the meantime. Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a creation or if it witnesses any of its friends being harmed. When the creation ends, the creature becomes hostile again, unless the DM rules otherwise. This creation could also shut off other effects related to emotions, such as a Barbarian's Rage, the Woebegone creation, or even a devil fruit that can control emotions. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the radius increases by 10ft for each level above 2nd. #### Cloud of Daggers *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a glass shard) - **Duration:** Concentration, up to 1 minute You fill the air with spinning daggers in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the creation’s area for the first time on a turn or starts its turn there. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. #### Construct Boat *2nd-level conjuration* ___ - **Casting Time:** 10 Minutes - **Range:** 30ft - **Components:** S, M (a block of wood) - **Duration:** 24 hours By means of engineering, or perhaps a certain species of plant, you have constructed a makeshift rowboat with a set of oars, the stats of which are found in Chapter 4: Equipments and Items, in the Mounts and Vehicles Section. The boat lasts 24 hours. **At Higher Levels.** When you use this creation using a creation slot of 3rd level, the boat lasts 1 week. With a slot of 4th level, the boat lasts 1 month. With a 5th level slot, the boat lasts until it is destroyed. ``` ``` #### Construct Hut *2nd-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30ft - **Components:** V, S, M (a piece of wood) - **Duration:** Instantaneous After using this creation, you construct a structure that fits with 15ft cube of space. If any creatures were in the space where you constructed the hut, they are safely shunted to the nearest unoccupied square. The hut has 16 AC and 50 hit points, and it has furniture inside, the design and arrangement of which is up to you. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can it's area by an additional 15 feet, increase its AC by 1, and increase its HP by 25, for each level above 2nd. #### Control Machine *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a glass shard) - **Duration:** Concentration, up to 10 minutes You attempt to hijack control of a single machine within range. For the purposes of this creation, a machine counts as any device that utilizes complex mechanisms such as electricity, circuitry, hydraulics, etc. An unoccupied machine is automatically put under your control. An autonomous machine (such as a robot) gets to make a Intelligence saving throw to avoid the effect, and gets to continue to do so at the end of each of their turns. A machine being controlled by another creature forces the creature controling to make an Intelligence saving throw instead to maintain control. This creation doesn’t work on cyborgs. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, you can target an additional machine for each slot level above 2nd. Each machine must be within 30 feet of eachother. #### Create Food and Water *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Target:** The ground or containers within range - **Components:** V, S - **Duration:** Instantaneous You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn’t go bad. \page #### Darkness *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (a piece of coal) - **Duration:** Concentration, up to 10 minutes Darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and normal light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this creation’s area overlaps with an area of light created by a creation of 2nd level or lower, the spell that created the light is deactivated, unless it comes from Beacon. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the radius increases by 5ft for each slot level above 2nd. #### Darkvision *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A willing creature - **Components:** V, S, M (a carrot) - **Duration:** 8 hours You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet. If the creature already had darkvision, it instead extends its range by 30 feet. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, you can target an additional willing creature for each slot level above 2nd. #### Dragon's Breath *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a pepper) - **Duration:** Concentration, up to 1 minute You touch one willing creature and give it the ability to spew energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the creation ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d8 damage of the chosen type on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. ``` ``` #### Earth Grasp *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of clay) - **Duration:** Concentration, up to 1 minute You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained for the creation’s duration. As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d8 bludgeoning damage on a failed save, or half as much damage on a successful one. To break out, the restrained target can use its action to make a Strength check against your creativity save DC. On a success, the target escapes and is no longer restrained by the hand. As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either. **At Higher Levels**. When you use this creation using a creation slot of 3rd level or higher, the damage from both the initial and following actions increases by 1d8 for each slot level above 2nd. #### Elemental Weapon *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A weapon - **Components:** V, S - **Duration:** Concentration, up to 1 hour A weapon you touch becomes a mastercraft weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits. **At Higher Levels.** When you use this creation using a creation slot of 4th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a creation slot of 6th level or higher, the bonus increases to +3 and the extra damage increases to 3d4. \page #### Enemies *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You reach into the mind of one creature you can see and force it to make an Intelligence saving throw. A creature automatically succeeds if it is immune to being frightened. On a failed save, the target loses the ability to distinguish friend from foe, regarding all creatures it can see as enemies until the creation ends. Each time the target takes damage, it can repeat the saving throw, ending the effect on itself on a success. Whenever the affected creature chooses another creature as a target, it must choose the target at random from among the creatures it can see within range of the attack, creation, or other ability it’s using. If an enemy provokes an opportunity attack from the affected creature, the creature must make that attack if it is able to. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can target an additional creature within range for each slot above 2nd. Each creature must be within 30ft of eachother. #### Enfeeblement *2nd-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Make a ranged creation attack against a target within range. On a hit, choose an ability score, either Strength or Dexterity. The target deals only half damage with weapon attacks that use the chosen ability modifier until the creation ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the creation. On a success, the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can target an additional creature within range for each slot above 2nd. Each creature must be within 30ft of eachother. #### Enhance Ability *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a feather) - **Duration:** Concentration, up to 1 hour You touch a creature and give it an enhancement. Choose one of the following effects; the target gains that effect until the creation ends. **Bear’s Endurance.** The target has advantage on Constitution checks. It also gains 10 temporary hit points, which are lost when the creation ends. **Bull’s Strength.** The target has advantage on Strength checks, and their carrying capacity doubles. **Cat’s Grace.** The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. **Eagle’s Splendor.** The target has advantage on Charisma checks. **Fox’s Cunning.** The target has advantage on Intelligence checks. **Owl’s Wisdom.** The target has advantage on Wisdom checks. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can target an additional creature within range for each slot above 2nd. Each creature must be within 30ft of eachother. #### Enlarge/Reduce *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30ft - **Components:** V, S, M (a pinch of powdered iron) - **Duration:** Concentration, up to 1 minute You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. **Enlarge.** The target’s size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category – from Medium to Large, for example. If there isn’t enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target’s weapons also grow to match its new size. While these weapons are enlarged, the target’s attack with them deal 1d6 extra damage. **Reduce.** The target’s size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category – from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target’s weapons also shrink to match its new size. While these weapons are reduced, the target’s attacks with them deal 1d6 less damage (this can’t reduce the damage below 1). **At Higher Levels.** When you use this creation using a slot of 3rd, you can maintain your concentration on the creation for up to 10 minutes, up to 1 hour for 4th level, and up to 24 hours at 5th level. \page #### Fake Death (R) *2nd-level necromancy (routine)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a pinch of dirt) - **Duration:** 24 hours You touch a willing creature and put it into a cataleptic state that is indistinguishable from death. For the creation’s duration, or until you use an action to touch the target and dismiss the creation, the target appears dead to all outward inspection and to creations used to determine the target’s status. The target is blinded and incapacitated, and its speed drops to 0. The target has resistance to all damage except psychic damage. If the target is diseased or poisoned when you use this creation, or becomes diseased or poisoned while under the creation’s effect, the disease and poison have no effect until the creation ends. **At Higher Levels.** When you use this creation using a creation slot of 4th level, the duration extends to 7 days. When you use a creation slot of 5th level or higher, the duration lasts 4 weeks. #### Find Mount *2nd-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Target:** An unoccupied space within range - **Components:** V, S - **Duration:** Instantaneous You find an unusually intelligent, strong, and loyal mount. Appearing in an unoccupied space within range. The mount has the form of a Large beast, and uses the statistics of the Loyal Mount statblock shown at the end of this creation's description. Your Loyal Mount serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. When the Loyal Mount drops to 0 hit points, it disappears. You can also dismiss your Loyal Mount at any time as an action, causing it to disappear. In either case, use this creation again calls the same Loyal Mount, restored to its hit point maximum. While your Loyal Mount is within 1 mile of you, you can communicate with it telepathically. You can’t have more than one Loyal Mount from this creation at a time. As an action, you can release the Loyal Mount from its service at any time, causing it to disappear. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the creature's abilities improve as shown on the statblock. ___ > ## Loyal Mount >*Large beast, neutral* > ___ > - **Armor Class** 13 + the level of the creation > - **Hit Points** 20 + ten times the level of the creation > - **Speed** (30 + ten times the level of the creation)ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|14 (+2)|8 (-1)|14 (+2)|10 (+0)| > >___ > - **Senses** Darkvision 60 ft., passive Perception 12 > - **Languages** Understands one of the languages you speak > ___ > ***Charge.*** If the Loyal Mount moves at least 20 ft. straight toward a creature and then hits it with a Slam attack on the same turn, that target must succeed on a Strength saving throw against your creation DC or be knocked prone. If the target is prone, the Loyal Mount can make another attack with its Slam attack against it as a bonus action. > > ### Actions > ***Slam.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 10 ft., one target. *Hit:* (2d6 + 2 + the level of the creation) bludgeoning, piercing, or slashing (your choice). #### Flaming Sphere *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (powdered iron) - **Duration:** Concentration, up to 1 minute A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d8 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere’s damage, and the sphere stops moving this turn. When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. \page #### Gather Swarm *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a fistful of flowers) - **Duration:** Concentration, up to 1 hour You call forth a medium swarm of tiny beasts to come to your aid. It manifests in an unoccupied space that you can see within range. This swarm uses the Gathered Swarm stat block. When you use this creation, choose a group of animals: Rodents, Winged, Insects, or Fish. The swarm is made of beasts that resemble animals of the chosen group, which determines certain traits in its stat block. For example, a swarm of Rodents could be made of rats, Winged can be made up of ravens or bats, or a swarm of Insects could be made up of spiders or mantises. The swarm disappears when it drops to 0 hit points or when the creation ends. The swarm is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, use the higher level where the creation’s level appears in the stat block. ___ > ## Gathered Swarm >*Medium (Large when upcasted to 5th level) swarm of tiny beasts* > ___ > - **Armor Class** 10 or 11 (Insect only) + the level of the creation (natural armor) > - **Hit Points** 40 + 10 for each creation level above 2nd > - **Speed** 20 ft. or 30 ft (Rodents only), climb 20 ft., fly 50 ft. (Winged only), swim 40 ft. (Fish only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|6 (-2)|18 (+4)|12 (+1)|4 (-3)|12 (+1)|4 (-3)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing > - **Condition Immunities** charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Understands the language you speak > ___ > ** Swarm.** The Gathered Swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny beast. The swarm can’t regain hit points or gain temporary hit points. > > **Blood Frenzy (Fish Only).** The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points. In addition, the swarm can breathe only underwater. ___ > ### Actions > ***Multiattack.*** The beast makes two attacks, or three if used with a 5th level creation slot. The Gathered Swarm loses one of these attacks when they have half or less their total hit points. > >***Poison Stingers (Insects Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d4 + 4 + the creation’s level piercing or slashing damage (swarm's choice). Once per turn, when the swarm hits a creature with this attack, the target must make a Constitution saving throw against your creation save DC. On a failure, the target is poisoned until the end of their next turn. > >***Sick Bites (Rodents Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d4 + 4 + the creation’s level piercing or slashing damage (beast's choice). Once per turn, when the swarm hits a creature with this attack, the target must make a Constitution saving throw against your creation save DC. On a failure, the target becomes diseased for 1 hour. While diseased, the target takes a -1 penalty to all attack rolls and ability checks. > >***Bites and Claws (Winged Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d6 + 4 + the creation’s level piercing or slashing damage (beast's choice). Once per turn, when the swarm hits a creature with this attack, the target must make a Constitution saving throw against your creation save DC. On a failure, the target’s movement speed is reduced to 10ft, unless it were already lower. > >***Swarming Jaws (Fish Only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 2d6 + 4 + the creation’s level piercing or slashing damage (beast's choice). #### Gentle Repose (R) *2nd-level necromancy (routine)* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (salt) - **Duration:** 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The creation also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this creation don’t count against the time limit of creations such as revivify, raise dead, and abilties such as the Way of Mercy's reviving ability. \page #### Grounding *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V - **Duration:** Concentration, up to 1 minute You can prevent creatures from taking off the ground. Choose one creature you can see within range. The target must succeed on a Constitution saving throw or its flying speed (if any) is reduced to 0 feet for the duration. An airborne creature affected by this creation descends at 60 feet per round until it reaches the ground or the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can target an additional creature within range for each slot above 2nd. Each creature must be within 30ft of eachother. #### Gust of Wind *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 foot line - **Components:** V, S, M (a seed) - **Duration:** Concentration, up to 1 minute A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the creation’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the creation ends, you can change the direction in which the line blasts from you. **At Higher Levels.** When you use this creation with a creation slot of 4th level increases the line to 80 feet long, the wind pushes targets 20ft if they fail the saving throw, and creatures moving towards you must spend 3 feet for every 1 foot. When you use this creation with a creation slot of 6th level increases the line to 120 feet long, 15 feet wide, the wind pushes targets 30ft if they fail the saving throw. When you use this creation with a creation slot of 4th level increases the line to 180 feet long, 15 feet wide, the wind pushes targets 40ft if they fail the saving throw, and creatures moving towards you must spend 4 feet for every 1 foot. ``` ``` #### Heat Metal *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a piece of metal) - **Duration:** Concentration, up to 1 minute Choose a metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the creation. Until the creation ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Hold Person *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a small, straight piece of iron) - **Duration:** Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the creation ends on the target. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. #### Hymn of Healing *2nd-level evocation* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous Up to six creatures of your choice that you can see within range each regain hit points equal to 2d10 + your creative ability modifier. This creation has no effect on undead or constructs. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the healing increases by 1d10 for each slot level above 2nd. \page #### Ice Lock *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30ft cone - **Components:** S, M (a drop of water) - **Duration:** Instantaneous A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in that area must make a Constitution saving throw. On a failed save, a creature takes 3d8 cold damage and is covered in ice for 1 minute or until a creature uses its action to break the ice off itself or another creature. A creature covered in ice has its speed reduced to 0. On a successful save, a creature takes half as much damage with no additional effects. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, increase the cold damage by 1d8 for each slot level above 2nd. #### Instill Madness *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute One humanoid of your choice that you can see within range must succeed on a Wisdom saving throw or become charmed by you for the duration. The charmed target must use its action before moving on each of its turns to make a melee attack against a creature other than itself that you mentally choose. The target can act normally on its turn if you choose no creature or if none are within its reach. The target can make a Wisdom saving throw at the end of each of its turns. On a success, the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 3rd or higher, you can target an additional creature within range for each slot above 2nd. Each creature must be within 30ft of eachother. #### Invisibility *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A creature you touch - **Components:** V, S, M (an eyelash) - **Duration:** Concentration, up to 1 hour A creature you touch becomes invisible until the creation ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The creation ends for a target that attacks or uses a creation. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. ``` ``` #### Kinetic Jaunt *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** S - **Duration:** 1 minute You empower your movement with dancelike steps, giving yourself the following benefits for the duration: * Your walking speed increases by 10 feet. * You don't provoke opportunity attacks. * You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 bludgeoning damage. #### Lesser Restoration *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. #### Lightning Arrow *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous After successfully hitting with a ranged weapon attack, you can use your bonus action to electrically charge the weapon’s ammunition, or the weapon itself if it’s a thrown weapon. The target takes an extra 2d8 lightning damage, or half as much damage on a miss, instead of the weapon’s normal damage. Each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one. The piece of ammunition or weapon then returns to its normal form. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage for both effects of the creation increases by 1d8 for each slot level above 2nd. \page #### Lock *2nd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Target:** A closed door, window, gate, chest, or other entryway - **Components:** V S M (Gold dust worth at least 250,000 berries, which the creation consumes) - **Duration:** Concentration, up to 1 hour You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you use this creation can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this creation for 1 minute. Otherwise, it is impassable until it is broken or the creation is deactivated or suppressed. Using the knock creation on the object suppresses lock for 10 minutes. While affected by this creation, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10. #### Mind Spike *2nd-level divination* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 8 hours You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target's location until the creation ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Using it at 5th level increases the duration to 24 hours. #### Mind Thrust *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60ft - **Components:** V, S - **Duration:** 1 round You cause a disruption into the mind of one creature you can see within range. The target must make an Intelligence saving throw. On a failed save, the target takes 3d6 psychic damage, and it can’t take a reaction until the end of its next turn. Moreover, on its next turn, it must choose whether it gets a move, an action, or a bonus action; it gets only one of the three. On a successful save, the target takes half as much damage and suffers none of the creation’s other effects. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. The creatures must be within 30 feet of each other when you target them. #### Mirror Image *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 minute Three illusory duplicates of yourself appear in your space. Until the creation ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can dismiss the illusory duplicates as a free action. Each time a creature targets you with an attack during the creation’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates. If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The creation ends when all three duplicates are destroyed. A creature is unaffected by this creation if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight. #### Misty Step *2nd-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous You teleport up to 30 feet to an unoccupied space that you can see. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the teleportation range increases by 10 feet for each level above 2nd. #### Nevermind *2nd-level enchantment* ___ - **Casting Time:** 1 reaction, which you take when you speak to another creature - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous When you use this creation, you skillfully reshape the memories of listeners in your immediate area, so that each creature of your choice within 5 feet of you forgets everything you said within the last minute. Those creatures then remember that you actually said the words you speak as the verbal component of the creation. \page #### Pass Without a Trace *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (some ashes) - **Duration:** Concentration, up to 1 hour You mask yourself and your companions from detection. For the duration, you exude an invisible, 30ft aura. Each creature of your choice, within the aura (can include yourself), has a +10 bonus to Dexterity (Stealth) checks, can’t be tracked except by magical means, and leaves behind no tracks or other traces of its passage. #### Phantasmal Force *2nd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 1 minute You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This creation has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your creativity save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the creation ends. While a target is affected by the creation, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall; it was pushed, it slipped, or a strong wind might have knocked it off. An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion. ``` ``` #### Protection from Elements *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour For the duration, a willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, the duration increases to 8 hours. When you use this creation using a creation slot of 6th level or higher, the duration increases to 24 hours. #### Protection from Poison *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 1 hour You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, the duration increases to 8 hours. When you use this creation using a creation slot of 6th level or higher, the duration increases to 24 hours. #### Repair Vessel *2nd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A ship with at least 1 hit point missing. - **Components:** V, S, M (a tube of glue) - **Duration:** Instantaneous You make some quick repairs for a ship. As an action, you can restore 60 hit points to a damaged ship, and restore the ship’s hit point maximum by the same amount. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the hit points and hit point maximum restored increases by 20 for each slot level above 2nd. \page #### Rotting Shot *2nd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile strikes the target, sapping their strength, dealing an extra 2d8 necrotic damage. The target must make a Constitution saving throw. On a failure, choose Strength or Dexterity, the target deals only half damage with weapon attacks that use the chosen ability modifier until the creation ends. At the end of each of their turns, the target can repeat the saving throw, ending the effect on a success. **At Higher Levels.** When you use this using a creation slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot. #### Sandstorm *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of sand) - **Duration:** Concentration, up to 1 minute Choose an unoccupied 5-foot cube of air that you can see within range. A sandstorm appears in the cube and lasts for the creation’s duration. Any creature that ends its turn within 5 feet of the sandstorm must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed. As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn. The cloud heavily obscures its area. **At Higher Levels.** When you use this creation using a creation slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. #### Scorch *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged creation attack for each ray. On a hit, the target takes 2d8 fire damage. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you create one additional ray for each slot level above 2nd. ``` ``` #### Sending *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Unlimited - **Components:** V, S, M (a short piece of copper wire) - **Duration:** 1 round You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The creation enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn't arrive. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you double the message length for each slot about 2nd. #### Shadow Blade *2nd-level illusion* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute You create a sword of gloom in your hand. This sword lasts until the creation ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the creation persists, you can use a bonus action to cause the sword to reappear in your hand. **At Higher Levels.** When you use this creation with a 3rd or 4th level creation slot, the damage increases to 3d8. When you use it with a 5th or 6th level creation slot, the damage increases to 4d8. When you use it using a creation slot of 7th level or higher, the damage increases to 5d8. #### Shatter *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d10 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. An unimbued or mastercraft object that isn’t being worn or carried also takes the damage if it’s in the creation’s area. \page **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. #### Silence (R) *2nd-level illusion (routine)* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a creation that includes a verbal component is impossible there. #### Skywrite (R) *2nd-level transmutation (routine)* ___ - **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** 24 hours You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the creation’s duration. The words dissipate when the creation ends. A strong wind can disperse the clouds and end the creation early. #### Spawn Plant *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a seed) - **Duration:** Concentration, up to 1 hour You create a plant to aid you. It manifests in an unoccupied space that you can see within range. This creation uses the Spawned Plant stat block. When you use this creation, choose a plant: Tree, Flower, Fungus, Vine. The type determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, use the higher level wherever the creation’s level appears in the stat block. ___ > ## Spawned Plant >*Medium or Large (Tree only) plant* > ___ > - **Armor Class** 13 (Tree only) or 12 + the level of the creation (natural armor) > - **Hit Points** 30 + 15 for each creation level above 2nd > - **Speed** 30ft., 30ft. climb (Vines only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|18 (+4)|6 (-2)|14 (+2)|6 (-2)| >___ > - **Damage Resistances** bludgeoning and piercing (Tree only) > - **Condition Immunities** blinded, deafened, exhaustion > - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 12 > - **Languages** Understands the languages you speak > ___ > ***False Appearance.*** While the plant remains motionless, it is indistinguishable from other plants of its kind. > > ***Enduring Bark (Tree only).*** When the plant has at least 1 hit point at the start of each of its turns, it gains a number of temporary hit points equal to twice the level of the creation + your creative ability modifier. > > ***Thorny Stem (Flower only).*** Any creature that touches or hits the plant with a melee attack suffers 1d8 piercing damage. > > ***Fungal Burst (Fungus only).*** When the plant's hit points are reduced to 0, it explodes with deadly fungal spores. Each creature within 10ft of the plant must make a Constitution saving throw against your creation save DC. On a failure, they take 2d6 thunder and 2d6 poison, and become poisoned for 1 minute, repeating the saving throw at the end of each of their turns. On a success, a creature only takes half damage. > > ***Lush Tendrils (Vine only).*** The plant has a number of vines equal to the level of the creation. Each tendril can be attacked (AC same as plant; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the plant, but it doesn't grow them back. A tendril can also be broken if a creature takes an action and succeeds on a Strength check against it your creation save DC. > ### Actions > ***Multiattack.*** The plant makes a number of attacks equal to half this creation’s level (rounded down). > > ***Big Branch (Tree only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 10ft., one target. *Hit* 1d12 + 3 + the creation’s level damage. The damage type is bludgeoning, piercing, or slashing (your choice). This attack has the Siege property. \page ___ > > ***Flying Thorns (Flower only).*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 60ft., one target. *Hit* 1d8 + 3 + the creation’s level piercing damage. > > ***Violent Fungus (Fungus only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 1d10 + 3 + the creation’s level poison or thunder damage (your choice). Any creature hit by this attack cannot gain temporary hit points until the end of their next turn. > > ***Lashing Vines (Vines only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 30ft., one target. *Hit* 1d10 + 3 + the creation’s level bludgeoning or slashing damage (your choice). Any creature hit by this attack is grappled. While grappled, the creature is restrained. The plant can only grapple as many targets as it has vines. #### Spike Growth *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Target:** A 20-foot radius centered on a point within range - **Components:** V, S, M (a sharp twig) - **Duration:** Concentration, up to 10 minutes The ground in a 20-foot radius centered on a point within range twists and sprouts hard spikes and thorns. The area becomes difficult terrain for the duration. When a creature moves into or within the area, it takes 2d4 piercing damage for every 5 feet it travels. The transformation of the ground is camouflaged to look natural. Any creature that can’t see the area at the time the creation is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. **At Higher Levels.** When you use this creation with a creation slot of 3rd level, the duration increases to 1 hour with concentration. With a 4th level slot, the creation lasts 8 hours with concentration. With a 5th level slot, the creation lasts until it is destroyed. #### Spider Walk *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a dead spider) - **Duration:** 1 hour Until the creation ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed. **At Higher Levels**. When you use this creation with a creation slot of 3rd level or higher, you can target an additional willing creature for every slot level above 2nd. ``` ``` #### Spray of Cards *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 15-foot cone - **Components:** V, S, M (a deck of cards) - **Duration:** Instantaneous You spray cards from your hands or sleeve; the cards blind or slash at your enemies. Choose one of the following effects for the cards: * Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving throw or be blinded until the end of their next turn. * Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 2d10 slashing damage on a failed save or half as much damage on a successful one. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage of cutting cards increases by 1d10 for every two slot levels above 2nd. #### Suggestion *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, M (a drop of oil) - **Duration:** Concentration, up to 8 hours You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Obviously harmful activities such as asking the creature to stab itself, or outlandish and out of character behavior for the target such as forcing intercourse with someone they have never met ends the creation. The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the creation ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the creation expires, the activity isn’t preformed. If you or any of your companions damage the target, the creation also ends. \page #### Thunder Beat *2nd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile explodes with a powerful, debilitating vibration, dealing an extra 2d8 thunder damage. The target must make a Wisdom saving throw, on a failure, the target has disadvantage on all attack rolls against creatures other than yourself for the duration. The target can remake the saving throw at the end of each of their turns, ending the creation on a successful save. **At Higher Levels.** When you use this using a creation slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d8 for each slot. #### Tiny Servant (R) *2nd-level transmutation (routine)* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You touch one Tiny, nonmastercraft object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the Creation ends, if the creature drops to 0 hit points, or if you use this creation again. See the stat block at the end of this description for its statistics. As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this creation, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form. ___ > ## Tiny Servant >*Tiny construct* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 10 > - **Speed** 30ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|16 (+3)|10 (+0)|2 (-4)|10 (+0)|1 (-5)| >___ > - **Damage Immunities** poison, psychic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned > - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10 > ___ > ### Actions > ***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5 (1d4 + 3) bludgeoning damage. > **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can animate two additional objects for each slot level above 2nd. #### Tough Skin *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V S M (a piece of bark) - **Duration:** 1 hour You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing. **At Higher Levels.** When you use this creation using a creation slot of 4th level, the AC can't be less than 17. It can't be less than 18 at 6th level. It can't be less than 19 at 8th level. #### Truth Zone *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes You create a zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the creation ends, a creature that enters the creation’s area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. \page An affected creature is aware of the creation and can thus avoid answering questions to which it would normally respond with a lie. Such creatures can be evasive in its answers as long as it remains within the boundaries of the truth. #### Unlock *2nd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Target:** An object that you can see within range - **Components:** V - **Duration:** Instantaneous Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. If you choose a target that is held shut with the Lock creation, that creation is suppressed for 10 minutes, during which time the target can be opened and shut normally. #### Vortex Warp *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Instantaneous You twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, the range of the creation increases by 30 feet for each slot level above 2nd. #### Warding Wind *2nd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 10 minutes A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the creation’s duration. The wind has the following effects: * It deafens you and other creatures in its area. * It extinguishes unprotected flames in its area that are torch-sized or smaller. * The area is difficult terrain for creatures other than you. * The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind. * It hedges out vapor, gas, and fog that can be dispersed by strong wind. ``` ``` #### Web *2nd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a bit of spiderweb) - **Duration:** Concentration, up to 1 hour You produce a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the creation ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your creation save DC. If it succeeds, it is no longer restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire. #### Woebegone *2nd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a single tear) - **Duration:** Concentration, up to 1 minute You cause extreme distress and despair within a creature of your choice within range. The target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for the duration. During this time, it can't attack or target any creature with harmful abilities, creations, or other effects. Whenever the creature takes damage, they can repeat the Charisma saving throw, ending the effect on a success. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on a success. **At Higher Levels.** When you use this creation with a creation slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Each target must be within 30 feet of each other. #### Wristpocket (R) *2nd-level conjuration (routine)* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** 24 hours You flick your wrist, causing one object in your hand to vanish. The object, which only you can be holding and can weigh no more than 5 pounds, is transported to an extradimensional space, where it remains for the duration. \page Until the creation ends, you can use your action to summon the object to your free hand, and you can use your action to return the object to the extradimensional space. An object still in the pocket plane when the creation ends appears in your space, at your feet. \page ### 3rd Level #### Ability Boost *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Target:** A friendly creature within range - **Components:** V, S - **Duration:** Concentration, up to 1 minute You invoke the true potential in one of your allies, fueled by your own talents to push them towards success. Choose a friendly creature within range, and choose one of their physical ability scores: Strength, Dexterity, or Constitution. The chosen ability score becomes equal to your creative ability score for the duration of the creation, if it were not already higher. For example, if you are a bard and have a Charisma score of 18 and use it on an ally with a Dexterity of 12, that creature’s Dexterity becomes 18 for the duration. **At Higher Levels.** When you use this using a creation slot of 5th level, the duration increases to 10 minutes with concentration. When you use this using a creation slot of 7th level, the duration increases to 1 hour with concentration. When you use this using a creation slot of 9th level, the duration increases to 24 hours without concentration. #### Animate Dead *3rd-level necromancy* ___ - **Casting Time:** 1 minute - **Range:** 10 feet - **Components:** V, S, M (a corpse) - **Duration:** Instantaneous This creation creates an undead servant. Choose a corpse of a Medium or Small humanoid or beast within range. Your creation imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an undead of your choice, either Hulking, Rotten, or Skeletal. The statistics for each are detailed at the bottom of this creation's description. On each of your turns, you can use a bonus action to mentally command any creature you made with this creature if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you’ve given it. To maintain the control of the creature for another 24 hours, you must cast this creation on the creature again before the current 24-hour period ends. You can only have one active Animated Undead, unless you have a feature that says otherwise. If the Spare the Dying trick is used on the Animated Undead for 10 minutes, it regains 2d6 hit points. ___ > ## Animated Undead >*Medium or small undead* > ___ > - **Armor Class** 12 + the level of the creation > - **Hit Points** 40 (Hulking only) or 30 (Rotten only) or 20 (Skeletal only) + 10 for each level over 3rd > - **Speed** 20 (Hulking only) or 30 (Rotten only) or 40 (Skeletal only)ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|14 (+2)|14 (+2)|4 (-3)|10 (+0)|8 (-1)| >___ > - **Damage Immunities** necrotic, poison > - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned > - **Senses** darkvision 60 ft., passive Perception 10 > - **Languages** understands the language you speak > ___ > ***Hulking Strength. (Hulking Only)*** The creature's Strength score is equal to your creativity ability score (unless it was already higher). The Animated Undead has advantage on all Strength saving throws and checks. Additionally, it's attacks have the Siege property. > > ***Rotten Aura. (Rotten Only)*** The creature's Constitution score is equal to your creativity ability score (unless it was already higher). Any creature, other than you, that starts its turn within 5 feet of the Animated Undead must succeed on a Constitution saving throw against your creation save DC or be poisoned until the start of its next turn. > > ***Skeletal Construct. (Skeletal Only)(Your creativity ability modifier/day)*** The creature's Dexterity score is equal to your creativity ability score (unless it was already higher). The Animated Undead, as a bonus action, can repair itself with spare bones. It regains 2d8 + your creativity ability hit points. > > ***Undead Fortitude.*** If damage reduces the Animated Undead to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the undead drops to 1 hit point instead. > ### Actions > ***Multiattack.*** The Animated Undead makes a number of attacks equal to half this creation’s level (rounded down). > > ***Fatal Fist (Hulking only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* (1d10 + 3 + the creation's level) bludgeoning damage, and the creature must succeed on a Strength saving throw against your creation save DC or be knocked prone or back 10ft. \page ___ > > ***Putrid Claw (Rotting only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 5 (2d4 + 3 + the creation's level) slashing damage, and the creature must succeed on a Constitution saving throw against your creation save DC or be unable to regain hit points until the end of its next turn. > > ***Bone Spear.*** *Melee or Ranged Weapon Attack:* +your creation attack modifier to hit to hit, reach 5ft/range 150 ft., one target. *Hit* 5 (1d6 + 3 + the creation's level) piercing damage, and the creature must succeed on a Dexterity saving throw against your creation save DC or have their speed reduced by 10ft until the end of their next turn. #### Aura of Vitality *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 1 minute Healing energy radiates from you in an aura with a 30-foot radius. Until the creation ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points. #### Barrage *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 60-foot cone - **Components:** V, S, M (one piece of ammunition or a thrown weapon) - **Duration:** Instantaneous You throw a weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d10 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component. #### Beacon of Hope *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute This creation bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. ``` ``` #### Beastial Transformation *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a finger bone) - **Duration:** Concentration, up to 10 minutes You take on the physical attributes of a wild beast. You gain 20 temporary hits points and two of the following abilities of your choice for the duration: * **Natural Weapons.** You grow a set of natural weapons that you are proficient with that deal 1d10 of your choice of bludgeoning, piercing, or slashing damage. You can use your creativity ability modifier instead of your Strength or Dexterity for making attack and damage rolls with these natural weapons. * **Thick Hide.** You gain a +1 bonus to your AC and Saving Throws. * **Amphibious.** You can breathe both air and water, and you gain a swimming speed equal to your walking speed. * **Hoofed.** You ignore difficult terrain, and your movement speed increases by 10 feet. * **Climbing.** You gain a climbing speed equal to your walking speed. * **Flight.** You gain a flying speed equal to your walking speed. * **Sharp Eyes.** You gain Darkvision of 60 feet, and have advantage on Wisdom (Perception) checks. * **Camouflage.** You have advantage on Dexterity (Stealth) checks, and can attempt to hide in plain sight. * **Venom.** When you hit a creature with a weapon attack, you can cause the attack to be laced with venom. The target must make a Constitution saving throw. On a failure, the creature takes 1d12 poison damage, and becomes poisoned until the end of their next turn. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, you increase the temporary hit points gained by 10 and select an additional ability for each level above 3rd. #### Bestow Curse *3rd-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You choose a creature within range, and that creature must succeed on a Wisdom saving throw or become cursed for the duration of the Creation. When you use this creation, choose the nature of the curse from the following options: * Choose one ability score. While cursed, the target has disadvantage on ability checks and saving throws made with that ability score. * While cursed, the target has disadvantage on attack rolls against you. * While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. * While the target is cursed, your attacks and creations deal an extra 1d8 necrotic damage to the target. \page The Remove Curse creation ends this effect. At the DM's option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse's effect. **At Higher Levels.** If you use this creation with a creation slot of 4th level or higher, the duration is concentration, up to 1 hour. If you use a creation slot of 5th level or higher, the duration is 8 hours. If you use a creation slot of 7th level or higher, the duration is 24 hours. If you use a 9th level creation slot, the creation lasts until it is deactivated. Using a creation slot of 5th level or higher grants a duration that doesn't require concentration, and you can select two of the curse options instead of just one. #### Blooming Jam *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S - **Duration:** Concentration, up to 1 minute Using the power of science, you create a cloud of gas that causes weapons to jam or cease functioning, becoming temporarily useless. Any creature within a 20ft radius sphere must make a Dexterity saving throw. On a successful save, the creature avoids the gas and is not affected. On a failed save, any weapons, creative focuses, or mastercraft items become unusable for the duration of the creation. An affected creature can repeat the saving throw at the end of each of their turns, ending the effect on a success. #### Blazing Stride *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute Billowing flames blast out from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks. When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd. #### Blinding Smite *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 minute When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your weapon flares with a bright light, and the attack deals an extra 3d8 radiant damage to the target. Additionally, the target must succeed on a Constitution saving throw or be blinded for 1 minute. A creature blinded by this creation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. #### Call Lightning *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. When you use this creation, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 4d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the creation ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. **At Higher Levels.** When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd. #### Catnap *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a pinch of sand) - **Duration:** 10 minutes Up to three willing creatures of your choice that you can see within range fall unconscious for the creation’s duration. The creation ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this creation again until it finishes a long rest. #### Clairvoyance *3rd-level divination* ___ - **Casting Time:** 10 minutes - **Range:** 1 mile - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You extend your senses within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). When you use this creation, you choose seeing or hearing. You can use the chosen sense as if you were at the location. As your bonus action, you can switch between seeing and hearing. \page #### Compulsion *3rd-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Creatures of your choice that you can see within range and that can hear you must make a Wisdom saving throw. A target automatically succeeds on this saving throw if it can't be charmed. On a failed save, a target is affected by this creation. Until the creation ends, you can use a bonus action on each of your turns to designate a direction that is horizontal to you. Each affected target must use as much of its movement as possible to move in that direction on its next turn. It can take its action before it moves. After moving in this way, it can make another Wisdom saving to try to end the effect. A target isn't compelled to move into an obviously deadly hazard, such as a fire or pit, but it will provoke opportunity attacks to move in the designated direction. #### Concoct Ooze *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a vial of acid) - **Duration:** Concentration, up to 1 hour You create an ooze to aid you. It manifests in an unoccupied space that you can see within range. This creation uses the Concocted Ooze stat block. When you use this creation, choose a color: Green, Black, or Purple. The color determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, use the higher level wherever the creation’s level appears in the stat block. ___ > ## Concocted Ooze >*Medium ooze* > ___ > - **Armor Class** 9 + the level of the creation (natural armor) > - **Hit Points** 40 + 15 for each creation level above 3rd > - **Speed** 20ft., 20ft. climb >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|8 (-1)|18 (+4)|6 (-2)|8 (-1)|6 (-2)| >___ > - **Damage Resistances** slashing (Black only) > - **Damage Immunities** poison, acid, necrotic > - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened, prone, grappled, poisoned > - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 9 > - **Languages** Understands the languages you speak > ___ > ***Ooze Form.*** The ooze can move through a space as narrow as 1 inch wide without squeezing. In addition, a creature that touches the ooze or hits it with a melee attack takes 4 (1d8) damage. If the ooze is Green, the creature takes poison. If it is Black, the creature takes acid. If it is Purple, the creature takes necrotic. > > ***Green Focus (Green only).*** When the ooze has at least 1 hit point, any damaging or healing creation, that the creature concentrating on the creation that created the ooze, deals or heals an extra 1d4 for one roll of damage or healing if the target is within 30ft of the ooze. > > ***Black Bits (Black only).*** When the ooze is of Medium or larger size, and is subjected to slashing damage, it can use its reaction to split apart into two new oozes if it has at least 10 hit points. Each new ooze has hit points equal to half the original ooze's, rounded down. New oozes are one size smaller than the original ooze. > > ***Purple Absorption (Purple only).*** When the ooze deals damage to a creature, it absorbs its mass, regaining a number of hit points equal to the damage it dealt. > ### Actions > ***Multiattack.*** The ooze makes a number of attacks equal to half this creation’s level (rounded down). > > ***Pseudopod.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 3d4 + 4 + the creation’s level damage. The damage type is poison (Green), acid (Black), or necrotic (Purple). \page ___ > ## Conjured Elemental >*Medium elemental* > ___ > - **Armor Class** 12 + the level of the creation (natural armor) > - **Hit Points** 40 + 10 for each creation level above 3rd > - **Speed** 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only); swim 40 ft. (Water only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|16 (+3)|18 (+4)|6 (-2)|12 (+1)|6 (-2)| >___ > - **Damage Resistances** acid and cold (Water only); lightning and thunder (Air only); bludgeoning, piercing and slashing (Earth only) > - **Damage Immunities** poison; fire (Fire only) > - **Condition Immunities** exhaustion, frightened, paralyzed, petrified, poisoned, unconscious; grappled, prone (Air, Fire, and Water only) > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Understands the languages you speak > ___ > ***Amorphous Form (Air, Fire, and Water Only).*** The elemental can move through a space as narrow as 1 inch wide without squeezing. > > ### Actions > ***Multiattack.*** The elemental makes a number of attacks equal to half this spell’s level (rounded down). > > ***Flame Touch (Fire only).*** Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the creation’s level fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action, or bonus action to douse the fire, the target takes 1d10 fire damage at the start of each of its turns. > > ***Rock Crush (Earth only).*** Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: 1d12 + 4 + the creation’s level bludgeoning, piercing, or slashing damage (your's choice). If the target is a creature of Large or smaller size, the elemental can choose to push it back 5 feet. > > ***Air Strike (Air only).*** Ranged Creation Attack: +your creation attack modifier to hit, range 120 ft., one target. Hit: 1d10 + 4 + the creation’s level bludgeoning, piercing, or slashing damage (your's choice). > > ***Water Whip (Water only).*** Melee Weapon Attack: +your creation attack modifier to hit, reach 30 ft., one target. Hit: 1d10 + 4 + the creation’s level bludgeoning, piercing, or slashing damage (your's choice). If the target is a creature of Large or smaller size, the elemental can choose to pull the creature 10 feet towards itself. ``` ``` #### Conjure Elemental *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a handful of ash) - **Duration:** Concentration, up to 1 hour You conjure up an elemental to serve you. It manifests in an unoccupied space that you can see within range. The form uses the Conjured Elemental stat block. When you use this creation, choose an element: Air, Earth, Fire, or Water. The creature's form is wreathed in the chosen element, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, use the higher level wherever the creation’s level appears in the stat block. #### Counter Creation *3rd-level abjuration* ___ - **Casting Time:** 1 reaction - **Range:** 60ft - **Components:** S - **Duration:** Instantaneous You attempt to interrupt a creature in the process of activating a creation. If the creature is using a creation of 3rd level or lower, it fails and has no effect. If it is using a creation of 4th level or higher, make an ability check using your creativity ability. The DC equals 10 + the creations's level. On a success, the creature's creation fails and has no effect. **At Higher Levels.** When you use this creation using a slot of 4th level or higher, the interrupted creation has no effect if its level is less than or equal to the level of the creation slot you used. \page #### Create Construct *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a metal lockbox) - **Duration:** Concentration, up to 1 hour You create a construct to aid you. It manifests in an unoccupied space that you can see within range. This creation uses the Created Construct stat block. When you use this creation, choose a model. The model determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, use the higher level wherever the creation’s level appears in the stat block. #### Crusader's Aura *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute You unleash an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the creation ends, the aura moves with you, centered on you. While in the aura, each friendly creature in the aura (including you) deals an extra 1d6 damage with its weapon attacks. The damage type is the type of the weapons wielded. #### Deactivate Creation *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous Choose one creature, object, or creation effect within range. Any creation of 3rd level or lower on the target ends. For each creation of 4th level or higher on the target, make an ability check using your creative ability. The DC equals 10 + the creation’s level. On a successful check, the creation ends. **At Higher Levels.** When you use this creation using a slot of 4th level or higher, you automatically end the effects of a creation on the target if the creation's level is equal to or less than the level of the creation slot you used. ___ > ## Created Construct >*Medium or large (Mount only) construct* > ___ > - **Armor Class** 13 + the level of the creation (natural armor) > - **Hit Points** 40 + 15 for each creation level above 3rd > - **Speed** 30ft.; 60ft. (Mount only); 30ft. climb (Turret only) >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)|12 (+1)|18 (+4)|14 (+2)|12 (+1)|6 (-2)| >___ > - **Damage Resistances** bludgeoning, piercing, and slashing (Juggernaut only) > - **Damage Immunities** poison > - **Condition Immunities** charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned > - **Senses** darkvision 60 ft., passive Perception 11 > - **Languages** Understands the languages you speak > ___ > ***Unstoppable (Juggernaut only).*** Any critical hit against the construct becomes a normal hit, and the construct has advantage on all Strength checks and saving throws. > > ***Search and Destroy (Turret only).*** The construct has advantage on all Wisdom (Perception) checks, and can take the Search action as a bonus action. > > ***Locked In (Mount only).*** While both you and your construct are still at least 1 hit point, you cannot be dismounted from your construct against your will. Additionally, your construct ignores difficult terrain. > ### Actions > ***Multiattack.*** The construct makes a number of attacks equal to half this creation’s level (rounded down). > > ***Grand Strike (Juggernaut only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 1d12 + 4 + the creation’s level bludgeoning, piercing, or slashing (your choice) damage. This attack scores critical hits on rolls of 19-20. > > ***Sharp Shot (Turret only).*** *Ranged Weapon Attack:* +your creation attack modifier to hit, range 120ft., one target. *Hit* 1d8 + 4 + the creation’s level force, radiant, or lightning (your choice) damage. This attack ignores half cover. > > ***Crash (Mount only).*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach 5ft., one target. *Hit* 1d10 + 4 + the creation’s level bludgeoning, piercing, or thunder (your choice) damage. If the construct moves 10 feet in a straight line before making this attack, the target must make a Strength saving throw against your creation save DC, being knocked prone on a failure. \page #### Erupting Earth *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared away. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd. #### Fear *3rd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You project a phantasmal image of a creature’s worst fears. Each creature of your choice, within a 30 foot radius sphere must succeed on a Wisdom saving throw or drop whatever it is holding and become frightened for the duration. While frightened by this creation, a creature must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. If the creature ends its turn in a location where it doesn’t have line of sight to you, the creature can make a Wisdom saving throw. On a successful save, the creation ends for that creature. #### Fireball *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a bit of sulfur) - **Duration:** Instantaneous A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 9d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried. **At Higher Levels**. When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. ``` ``` #### Fly *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a feather) - **Duration:** Concentration, up to 10 minutes You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the creation ends, the target falls if it is still aloft, unless it can stop the fall. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. #### Grand Tower *3rd-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (a fragment of stone, wood, or other building material) - **Duration:** Until destroyed You construct a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you use this creation: * A bedroom with a bed, chairs, chest, and functional fireplace * A study with desks, books, bookshelves, parchments, ink, and ink pens * A dining space with a table, chairs, functional fireplace, containers, and cooking utensils * A lounge with couches, armchairs, side tables and footstools * A washroom with toilets, washtubs, a brazier, and sauna benches * An observatory with a telescope and maps of the night sky * An unfurnished, empty room **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd. #### Haste *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a root) - **Duration:** Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the creation ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the creation ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it. \page #### Hidden Trigger *3rd-level abjuration* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (a pinch of powder worth at least 2,000,000 Berries, which the creation consumes) - **Duration:** Until deactivated or triggered When you use this creation, you set a trigger that either harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the trigger. If you choose a surface, the trigger can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you used this creation, the trigger is broken, and the creation ends without being triggered. The trigger is nearly invisible and requires a successful Intelligence (Investigation) check against your creation save DC to be found. You decide what triggers the creation when you use it. For triggers inscribed on a surface, the most typical triggers include touching or standing on the trigger, removing another object covering the trigger, approaching within a certain distance of the trigger, or manipulating the object on which the trigger is inscribed. For triggers placed within an object, the most common include opening that object, approaching within a certain distance of the object, or seeing the trigger. Once a trigger is activated, this creation ends. You can further refine the trigger so the creation activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind, etc. You can also set conditions for creatures that don’t trigger the creation, such as those who say a certain password. When you place the trigger, choose explosives or creative triggers. **Explosive Trigger.** When activated, the creation erupts in a 20-foot-radius sphere centered on the trigger. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the trigger), or half as much damage on a successful one. **Creative Trigger.** You can store a prepared creation of 3rd level or lower in the trigger by using it as part of creating the trigger. The creation must target a single creature or an area. The creation being stored has no immediate effect when use in this way. When the trigger is activated, the stored creation is used. If the creation has a target, it targets the creature that activated the trigger. If the creation affects an area, the area is centered on that creature. If the creation summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the creation requires concentration, it lasts until the end of its full duration. **At Higher Levels.** When you use this this creation with a creation slot of 4th level or higher, the damage of an explosive trigger increases by 1d8 for each slot level above 3rd. If you create a creative trigger, you can store any creation of up to the same level as the slot you use for the Hidden Trigger. #### Hypnosis *3rd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a light source) - **Duration:** Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this creation, the creature is incapacitated and has a speed of 0. The creation ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor. #### Ice Storm *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Target:** A 20-foot radius, 40-foot-high cylinder centered on a point within range - **Components:** V, S, M (A few drops of water) - **Duration:** Instantaneous A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd. #### Intellect Fortress *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 1 hour For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them. \page #### Lightning Bolt *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 100 foot line - **Components:** V, S, M (a metal rod) - **Duration:** Instantaneous A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried. **At Higher Levels**. When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Locate Creature *3rd-level divination* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 hour Describe or name a creature that is familiar to you. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is moving, you know the direction of its movement. The creation can locate a specific creature known to you, or the nearest creature of a specific kind (such as a human or seaking), so long as you have seen such a creature up close – within 30 feet – at least once. If the creature you described or named is in a different form, such as being under the effects of a polymorph creation, this creation doesn’t locate the creature. **At Higher Levels**. When you use this creation with a creation slot of 4th level, it increases the sense from 1,000 feet to 1 mile. When you use this creation with a 5th level creation slot, the sense increases from 1 mile to 10 miles. #### Major Image *3rd-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Concentration, up to 1 hour You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature. As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your creation save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the creation lasts until deactivated, without requiring your Concentration. #### Mass Healing Word *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 2d6 + your creative ability modifier. This creation has no effect on undead or constructs. **At Higher Levels.** When you use this creation with. a creation slot of 4th level or higher, the healing increases by 1d6 for each slot level above 3rd. #### Miniature Meteors *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a bit of sulfur) - **Duration:** Concentration, up to 10 minutes You create six tiny meteors in your space. They float in the air and orbit you for the creation’s duration. When you use the creation — and as a bonus action on each of your turns thereafter — you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd. \page #### Move Earth *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a piece of dirt, clay, or sand) - **Duration:** Concentration, up to 2 hours Choose an area of terrain no larger than 40 feet on a side within range. You can reshape dirt, sand, stone, or clay in the area in any manner you choose for the duration. You can raise or lower the area’s elevation, create or fill in a trench, erect or flatten a wall, or form a pillar. The extent of any such changes can’t exceed half the area’s largest dimension. So, if you affect a 40-foot square, you can create a pillar up to 20 feet high, raise or lower the square’s elevation by up to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for these changes to complete. At the end of every 10 minutes you spend concentrating on the creation, you can choose a new area of terrain to affect. Because the terrain’s transformation occurs slowly, creatures in the area can’t usually be trapped or injured by the ground’s movement. Similarly, this creation doesn’t directly affect plant growth. The moved earth carries any plants along with it. #### Plant Growth *3rd-level transmutation* ___ - **Casting Time:** 1 action or 8 hours - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous This creation channels vitality into plants within a specific area. There are two possible uses for the creation, granting either immediate or long-term benefits. If you use this creation with 1 action, choose a point within range. All normal plants in a 100-foot radius centered on that point become thick and overgrown. A creature moving through the area must spend 4 feet of movement for every 1 foot it moves. You can exclude one or more areas of any size within the creation’s area from being affected. If you use this creation over 8 hours, you enrich the land. All plants in a half-mile radius centered on a point within range become enriched for 1 year. The plants yield twice the normal amount of food when harvested. #### Plant Transformation *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a handful of seeds) - **Duration:** Concentration, up to 10 minutes You take on the physical attributes of a plant. You gain 30 temporary hits points and two of the following abilities of your choice for the duration: * **Thick Bark.** You gain a +1 bonus to your armor class. * **Green Tongue.** You can speak to all plants. You don’t get any special ability to control them. * **Roots.** Thick roots allow you to be locked to the ground. You have advantage on saving throws and ability checks to avoid getting knocked prone or moved against your will while on solid ground, and the ground within a 15 ft radius around you counts as difficult terrain for all creatures of your choice. * **Large Trunk.** Your size increases by one size category. Your attacks gain the Siege property. * **Vines.** Your reach becomes 20 feet. You have advantage on grapple checks, and if you successfully grapple a creature, they become restrained while they are grappled. * **Thorns.** Any creature that touches you or hits you with a melee attack takes 1d8 piercing damage. At the start of your turn, any creature that you are grappling, or grappling you, takes 1d8 piercing. * **Spore Aura.** Any creature that starts its turn, or enters a square within 5ft of you must succeed a Constitution saving throw, or be poisoned until the start of its next turn. * **Slam.** Your melee weapon attacks deal an extra 1d8 damage. * **Regrowth.** When you regain hit points, you regain an additional number equal to your creative ability score. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, you increase the temporary hit points gained by 10 and select an additional ability for each level above 3rd. #### Pulse Wave *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet cone - **Components:** V, S - **Duration:** Instantaneous You create intense pressure, unleash it in a 30-foot cone, and decide whether the pressure pulls or pushes creatures and objects. Each creature in that cone must make a Constitution saving throw. A creature takes 6d6 force damage on a failed save, or half as much damage on a successful one. And every creature that fails the save is either pulled 15 feet toward you or pushed 15 feet away from you, depending on the choice you made for the creation. In addition, unsecured objects that are completely within the cone are likewise pulled or pushed 15 feet. **At Higher Levels.** When use this creation with a creation slot of 4th level or higher, the damage increases by 1d6 and the distance pulled or pushed increases by 5 feet for each slot level above 3rd. #### Remove Curse *3rd-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V,S - **Duration:** Instantaneous At your touch, all curses affecting one creature or object end. If the object is a cursed item, its curse remains, but the creation allows the object to be removed or discarded. This doesn't work on permanent curses such as devil fruits. \page #### Revivify *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A dead body of a creature that died within the last 1 minute - **Components:** V, S, M (Medical supplies worth 3,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous You touch the dead body of a creature that died within the last minute. That creature returns to life with 1 hit point. This creation can’t return to life a creature that has died of old age, nor can it restore any missing body parts. #### Sinister Shot *3rd-level enchantment* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute When you hit a creature with a ranged weapon attack, you can activate this creation as a bonus action. Your projectile contains within it a psychological weapon, dealing an extra 4d10 psychic damage. The target must make a Wisdom saving throw. On a failure, the target becomes frightened for the duration of the creation. While frightened in this way, the target’s movement speed is 0. At the end of each of their turns, the target can repeat the saving throw, ending the effect on a success. **At Higher Levels.** When you use this using a creation slot of 3rd level or higher, the initial extra damage dealt by the attack increases by 1d10 for each slot. #### Slimy Transformation *3rd-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a tube of glue) - **Duration:** Concentration, up to 10 minutes You transform partially into an ooze. You gain 30 temporary hits points and you gain following abilities of your choice for the duration: * **Amorphous.** You can move through a space as narrow as 1 inch wide without squeezing. * **Sticky.** Your movement speed is reduced by 10 feet, you gain a climbing speed equal to your movement speed, and you can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. * **Acidic Body.** You gain immunity to acid and poison damage, and immunity to the poisoned condition. Any creature that touches you, or hits you with a melee attack takes 1d10 acid damage. Additionally, all of your melee attacks deal an extra 1d10 acid damage. * **Extrasensory.** You have blindsight with a range of 20 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, unless the creature successfully hides from you. **At Higher Levels.** If you use this creation with a creation slot of 4th level or higher, the temporary hit points increase by 10. #### Slow *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of molasses) - **Duration:** Concentration, up to 1 minute You slow down up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this creations for the duration. An affected target’s speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or mastercraft items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to use a creation with a casting time of 1 action, roll a d20. On an 11 or higher, the creation doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the creation is wasted. A creature affected by this creation makes another Wisdom saving throw at the end of each of its turns. On a successful save, the effect ends for it. #### Speak with Plants *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 foot radius - **Components:** V, S - **Duration:** 10 minutes You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the creation’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM’s discretion. The creation doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you share a common language, but you gain no supernatural ability to influence it. This creation can cause the plants created by the Entangle creation to release a restrained creature. \page #### Spirit Dance *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Self (15 foot radius) - **Components:** V, S, M - **Duration:** Concentration, up to 10 minutes You call forth spirits to dance around you. They flit around you to a distance of 15 feet for the duration. When you use this creation, you can designate any number of creatures you can see to be unaffected by it. An affected creature’s speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 force damage. On a successful save, the creature takes half as much damage. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Spirit Fury *3rd-level necromancy* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V,S - **Duration:** Concentration, up to 1 minute You call forth powerful energy, which flit around you for the duration, causing decay surrounding the area. Until the creation ends, any attack you make deals 1d8 extra damage when you hit a creature. This damage is radiant, necrotic, or cold (your choice when you use the creation). Any creature that takes this damage can’t regain hit points until the start of your next turn. In addition, any creature of your choice that you can see that starts its turn within 30 feet of you has its speed reduced by 10 feet until the start of your next turn. **At Higher Levels.** When you use this creation using a creation slot of 4th level or higher, the damage increases by 1d8 for every slot level above 3rd. #### Staggering Smite *3rd-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Instantaneous When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your weapon pierces both body and mind, and the attack deals an extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw. On a failed save, it has disadvantage on attack rolls and ability checks, and can’t take reactions, until the end of its next turn. ``` ``` #### Stinking Cloud *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a rotten egg) - **Duration:** Concentration, up to 1 minute You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration. Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw. A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round. #### Summon Yokai *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a puff of smoke) - **Duration:** Concentration, up to 1 hour You call forth a spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Summoned Yokai stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The Summoned Yokai disappears when it drop to 0 hit points or when the creation ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, taking its turn either before or after yours (your choice). It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and it uses its move to avoid danger. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, use the higher level wherever the creation’s level appears on the stat block. #### Tidal Wave *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of water) - **Duration:** Instantaneous You conjure up a wave of water that crashes down on an area within range. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a Dexterity saving throw. On a failure, a creature takes 6d8 bludgeoning damage and is knocked prone. On a success, a creature takes half as much damage and isn’t knocked prone. The water then spreads out across the ground in all directions, extinguishing unprotected flames in its area and within 30 feet of it. \page **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d8 for each slot above 3rd. #### Thunder Step *3rd-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V - **Duration:** Instantaneous You teleport yourself to an unoccupied space you can see within range. Immediately after you disappear, a thunderous boom sounds, and each creature within 10 feet of the space you left must make a Constitution saving throw, taking 4d10 thunder damage on a failed save, or half as much damage on a successful one. The thunder can be heard from up to 300 feet away. You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also teleport one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell, and there must be an unoccupied space within 5 feet of your destination space for the creature to appear in; otherwise, the creature is left behind. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d10 for each slot level above 3rd. #### Transmute Rock *3rd-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (clay and water) - **Duration:** Instantaneous You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects. **Transmute Rock to Mud.** Rock of any sort in the area becomes an equal volume of thick and flowing mud that remains for the creation’s duration. If you use this creation on an area of ground, it becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you use the creation must make a Strength saving throw. A creature must also make this save the first time it enters the area on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud. If you use this creation on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save, or half as much damage on a successful one. **Transmute Mud to Rock.** Mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the creation’s duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a failed save, a creature becomes restrained by the rock. The restrained creature can use an action to try to break free by succeeding on a Strength check (DC 20) or by dealing 25 damage to the rock around it. On a successful save, a creature is shunted safely to the surface to an unoccupied space. ___ > ## Summoned Yokai >*Medium monstrosity* > ___ > - **Armor Class** 12 + the level of the creation (natural armor) > - **Hit Points** 40 + 15 for each level of the creation above 3rd > - **Speed** 40ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2)|16 (+3)|16 (+3)|4 (-3)|10 (+0)|16 (+3)| >___ > - **Damage Immunities** necrotic, force > - **Condition Immunities** frightened > - **Senses** darkvision 120 ft., passive Perception 10 > - **Languages** understands the languages you speak > ___ > ***Terror Frenzy (Fury only).*** If the Summoned Yokai hits a creature that is frightened by it with an attack, that attack is a critical hit. > > ***Weight of Sorrow (Despair only).*** Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 until the start of that creature’s next turn. > > ***Shadow Stealth (Fear only).*** While in dim light or darkness, the Summoned Yokai becomes invisibile until the end of its next turn, or until it makes an attack. > ### Actions > ***Multiattack.*** The Summoned Yokai makes a number of attacks equal to half this creation’s level (rounded down). > > ***Murderous Maul (Fury only).*** *Melee Weapon Attack:* +your spell attack modifier to hit, reach 5ft., one target. *Hit* (1d12 + 3 + the creation’s level) psychic damage. > > ***Hopeless Haymaker (Despair only).*** *Melee Weapon Attack:* +your spell attack modifier to hit, reach 5ft., one target. *Hit* (1d10 + 3 + the creation’s level) force damage. \page ___ > > ***Dead End Bolt (Fear only).*** *Ranged Creation Attack:* +your spell attack modifier to hit, range 120ft., one target. *Hit* 5 (1d10 + 3 + the creation’s level) necrotic damage. > > ***Dreadful Scream (1/Day).*** The Summoned Yokai screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your creation save DC or be frightened of the Summoned Yokai for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. #### Wall of Sand *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a handful of sand) - **Duration:** Concentration, up to 10 minutes You conjure up a wall of swirling sand on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick, and it vanishes when the creation ends. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful save, they take half damage and are shunted to the opposite end of the wall from you. The wall blocks line of sight but not movement. A creature is blinded while in the wall’s space, must spend 3 feet of movement for every 1 foot it moves there. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd. #### Wall of Water *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a drop of water) - **Duration:** Concentration, up to 10 minutes You conjure up a wall of water on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the creation ends. The wall’s space is difficult terrain. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 2d8 bludgeoning damage. On a successful save, they take half damage and are shunted to the opposite end of the wall from you. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Attacks and creations that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. **At Higher Levels.** When you use this creation with a creation slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd. #### Water Breathing (R) *3rd-level transmutation (routine)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a short reed or piece of straw) - **Duration:** 24 hours This creation grants up to ten willing creatures you can see within range the ability to breathe underwater until the creation ends. Affected creatures also retain their normal mode of respiration. This doesn't prevent devil fruit users from being paralyzed in water, but it will prevent them from drowning. #### Water Walk (R) *3rd-level transmutation (routine)* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a piece of cork) - **Duration:** 1 hour This creation grants the ability to move across any liquid surface – such as water, acid, mud, snow, quicksand, or lava – as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration. If you target a creature submerged in a liquid, the creation carries the target to the surface of the liquid at a rate of 60 feet per round. #### Wind Wall *3rd-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a feather) - **Duration:** Concentration, up to 1 minute A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 3d8 bludgeoning damage. On a successful save, they take half damage and are shunted to the opposite end of the wall from you. \page The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bullets, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures with a gaseous form can’t pass through it. \page ### 4th Level #### Ardent Shield *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M - **Duration:** 10 minutes Elements wreathe your body for the duration. You can end the creation early as a free action. Select a damage type: acid, radiant, cold, fire, lightning, necrotic, poison, or thunder. You gain resistance to that type of damage. In addition, whenever a creature hits you with a melee attack, the elements erupt to damage the attacker. The attacker takes 2d8 damage of the chosen type. #### Aura of Life *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30-foot radius) - **Components:** V - **Duration:** Concentration, up to 10 minutes Life-preserving energy radiates from you in an aura with a 30-foot radius. Until the creation ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) has resistance to radiant and necrotic damage, and its hit point maximum can’t be reduced. In addition, a non-hostile, living creature regains 1 hit point when it starts its turn in the aura with 0 hit points. #### Blight *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Target:** A creature of your choice that you can see within range - **Components:** V, S - **Duration:** Instantaneous Necrotic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 9d8 necrotic damage on a failed save, or half as much damage on a successful one. This creation has no effect on undead or constructs. If you target a special plant (such as one made by a creation, devil fruit, or even a plant creature), it makes the saving throw with disadvantage, and the creation deals maximum damage to it. If you target a mundane plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies. **At Higher Levels:** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. ``` ``` #### Charm Monster *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S - **Duration:** 1 hour You attempt to charm a creature you can see within range. It must make a Wisdom saving throw, and it does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the creation ends or until you or your companions do anything harmful to it. The charmed creature is friendly to you. When the creation ends, the creature knows it was charmed by you. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. #### Confusion *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a peanut) - **Duration:** Concentration, up to 1 minute This creation assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you use this creation or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. ##### Confusion Behavior Table | d10 | Behavior | |:----:|:-------------| | 1 | The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. | | 2-6 | The creature doesn’t move or take actions this turn. | | 7-8 | The creature uses its action to make an attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. | | 9-10 | The creature can act and move normally. | At the end of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target. **At Higher Levels.** When you this creation with a creation slot of 5th level or higher, the radius of the sphere increases by 5 feet for each slot level above 4th. \page #### Control Water *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Target:** Any freestanding water inside an area you choose that is a cube up to 100 feet on a side - **Components:** V, S, M (A drop of water) - **Duration:** Concentration, up to 10 minutes Until the creation ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you used this creation. As an action on your turn, you can repeat the same effect or choose a different one. **Flood.** You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave’s path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the creation ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. **Part Water.** You cause water in the area to move apart and create a trench. The trench extends across the spell’s area, and the separated water forms a wall to either side. The trench remains until the creation ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored. **Redirect Flow.** You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the creation’s area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the creation ends or you choose a different effect. **Whirlpool.** This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your creation save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the creation ends. On a successful save, the creature takes half damage, and isn’t caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. #### Create Object *4th-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** 30 feet - **Components:** S, M (a pinch of dust) - **Duration:** Special You temporarily create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this creation to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration. ##### Create Object Table | Material | Duration | |:----:|:-------------| | Vegetable matter | 24 hours | | Stone, crystal | 12 hours | | Precious metals | 1 hour | | Gems | 10 minutes | **At Higher Levels.** When you use this creation using a creation slot of 5th level or higher, the cube increases by 5 feet for each slot level above 4th. #### Dark Tendrils *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a piece of tentacle) - **Duration:** Concentration, up to 1 minute Squirming tendrils fill a 20-foot square on ground that you can see within range. For the duration, these tentacles turn the ground in the area into difficult terrain. When a creature enters the affected area for the first time on a turn or starts its turn there, the creature must succeed on a Dexterity saving throw or take 5d6 bludgeoning damage and be restrained by the tentacles until the creation ends. A creature that starts its turn in the area and is already restrained by the tentacles takes 5d6 bludgeoning damage. A creature restrained by the tentacles can use its action to make a Strength or Dexterity check (its choice) against your creation save DC. On a success, it frees itself. #### Death Ward *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 8 hours You touch a creature and grant it a measure of protection from death. The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the creation ends. If the creation is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the creation ends. \page #### Dimension Door *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V - **Duration:** Instantaneous You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45-degree angle, 300 feet". You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you use this creation. If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the creation fails to teleport you. #### Divination (R) *4th-level divination (routine)* ___ - **Casting Time:** 1 action - **Range:** Self - **Target:** See text - **Components:** V, S - **Duration:** Instantaneous You attempt to find the truth. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The DM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The creation doesn’t take into account any possible circumstances that might change the outcome, such as the use of other creations or the loss or gain of a companion. If you use this creation two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret. #### Dominate Beast *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to beguile a beast that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the beast is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the creation. If the saving throw succeeds, the creation ends. **At Higher Levels.** When you use this creation with a 5th-level creation slot, the duration is concentration, up to 10 minutes. When you use a 6th-level creation slot, the duration is concentration, up to 1 hour. When you use a creation slot of 7th level or higher, the duration is concentration, up to 8 hours. #### Ego Whip *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute You lash the mind of one creature you can see within range, filling it with despair. The target must succeed on an Intelligence saving throw or suffer disadvantage on attack rolls, ability checks, and saving throws, can’t use creations, and cannot active mastercraft items. At the end of each of its turns, the target can make another Intelligence saving throw. On a success, the creation ends on the target. #### Elemental Bane *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Choose one creature you can see within range, and choose one of the following damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the creationn for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d8 damage of that type. Moreover, the target loses any resistance to that damage type until the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them. \page #### Freedom of Movement *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (a leather strap) - **Duration:** 1 hour You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, is increased by 10ft, and creation and other effects can neither reduce the target’s speed nor cause the target to be stunned, paralyzed, or restrained. The target can also spend 5 feet of movement to automatically escape from non-mastercraft restraints, such as normal manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks (except for devil fruit users). #### Faithful Conviction *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** 8 hours A Large spectral guardian appears and hovers for the duration in an unoccupied space of your choice that you can see within range. The guardian occupies that space, its appearence is under your discretion. Any creature hostile to you that moves to a space within 10 feet of the guardian for the first time on a turn must succeed on a Constitution saving throw. The creature takes 20 radiant damage on a failed save, or half as much damage on a successful one. The guardian vanishes when it has dealt a total of 60 damage. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the total damage the spectral guardian can deal increases by 20 for each slot level above 4th. For example, when used at 5th level, it can disappears after dealing 80 total damage. #### Gravity Collapse *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a marble) - **Duration:** Instantaneous A 20-foot-radius sphere of crushing force forms at a point you can see within range and tugs at the creatures there. Each creature in the sphere must make a Constitution saving throw. On a failed save, the creature takes 6d10 force damage, and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. ``` ``` #### Greater Invisibility *4th-level illusion* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 minute You or a creature you touch becomes invisible until the creation ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the duration increases to 10 minutes. When you use this creation with a creation slot of 8th level or higher, the duration increases to 1 hour. #### Hideout *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a piece of glass) - **Duration:** 24 hours You make an area within range secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The creation lasts for the duration or until you use an action to dismiss it. When you use this creation, you decide what sort of security the creation provides, choosing any or all of the following properties: * Sound can’t pass through the barrier at the edge of the protected area. * The barrier of the protected area appears dark and foggy, preventing vision (including darkvision) through it. * Everything in the area, objects and creatures, in the area can’t be targeted by divination creations. * Nothing can teleport into or out of the protected area. Using this creation on the same spot every day for a year makes this effect permanent. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, you can increase the size of the cube by 100 feet for each slot level beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by using a creation slot of 5th level. #### Hold Monster *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a small piece of iron) - **Duration:** Concentration, up to 1 minute Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This creation has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the creation ends on the target. \page **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. #### Kill Radius *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous Choose a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. #### Lunacy *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute. You attempt to drive a creature within range mad. The target must make an Intelligence saving throw. On a failed save, the target is driven insane for the duration. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, you can target an additional creature for each slot level above 4th. Each target must be within 30 feet of each other. #### Phantasmal Killer *4th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the creation ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the creation ends. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th. ``` ``` #### Polymorph *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a caterpillar cocoon) - **Duration:** Concentration, up to 1 hour This creation transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose proficiency bonus is the same or lesser than the target's and if the beast you transform them into is gargantuan or smaller. The target’s game statistics, excluding mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, use creations, can't activate mastercraft items, cannot access their devil fruit abilities if they have them as they temporarily don't count as a devil fruit user, or take any other action that requires hands. You can choose whether or not to allow the target to be capable of speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment. This creation can’t affect a target that has 0 hit points. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the duration increases to 8 hours. When you use this creation with a slot of 6th level, the duration becomes 24 hours. When you use this creation with a slot of 7th level, the duration becomes 1 week. When you use this creation with a slot of 8th level, it lasts until concentration is broken or if the beast form is reduced to 0 hit points. When you use this creation at 9th level, it lasts until deactivated with no concentration, and the beast the target is transformed into can be colossal in size, but not titanic. \page #### Prime Ward *4th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute You have resistance to acid, cold, fire, lightning, and thunder damage for the creation’s duration. When you take damage of one of those types, you can use your reaction to gain immunity to that type of damage, including against the triggering damage. If you do so, the resistances temporarily end, and you have the immunity until the end of your next turn. After the end of your next turn, you lose the immunity, but regain the resistances if the creation is still active. #### Psychic Lance *4th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V - **Duration:** Instantaneous You metaphorically jam a giant lance into the brain a creature that you can see within range, making it feel like they physically got stabbed in the head with a giant lance. Alternatively, you can utter a creature’s name. If the named target is within range, it becomes the creation’s target even if you can’t see it. If the named target isn’t within range, the creation has no effect. The target must make an Intelligence saving throw. On a failed save, the target takes 7d6 psychic damage and is incapacitated until the start of your next turn. On a successful save, the creature takes half as much damage and isn’t incapacitated. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d6 for each slot level above 4th. #### Resilient Sphere *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a glass sphere) - **Duration:** Concentration, up to 1 minute A sphere of force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration. Nothing – not physical objects, energy, or other creation effects – can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can’t be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it. The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere’s walls and thus roll the sphere at up to half the creature’s speed. Similarly, the globe can be picked up and moved by other creatures. A Disintegrate creation targeting the globe destroys it without harming anything inside it. #### Secret Passage *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a hinge) - **Duration:** 1 hour A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening’s dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the creation are safely ejected to an unoccupied space nearest to the surface on which you use the creation. #### Sickening Radiance *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the creation ends. When a creature moves into the creation’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the creation ends. #### Stoneskin *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Target:** A willing creature - **Components:** V S - **Duration:** Concentration, Up to 1 hour This creation turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to bludgeoning, piercing, and slashing damage. \page #### Stormy Sphere *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A 20-foot-radius sphere of whirling air springs into existence centered on a point you choose within range. The sphere remains for the creation’s duration. Each creature in the sphere when it appears or that ends its turn there must succeed on a Strength saving throw or take 2d6 bludgeoning damage. The sphere’s space is difficult terrain. Until the creation ends, you can use a bonus action on each of your turns to cause a bolt of lightning to leap from the center of the sphere toward one creature you choose within 60 feet of the center. Make a ranged creation attack. You have advantage on the attack roll if the target is in the sphere. On a hit, the target takes 4d10 lightning damage. Creatures within 30 feet of the sphere have disadvantage on Wisdom (Perception) checks made to listen. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the bludgeoning damage increase by 1d6 and the lightning damage increases by 1d10 for each slot level above 4th. #### Sunburn *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a magnifying glass) - **Duration:** Concentration, up to 1 minute The deadly, blazing light shines down on a location you specify within range. Until the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers there. This light is sunlight. When the cylinder appears, each creature in it must make a Constitution saving throw, taking 4d10 radiant damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw whenever it ends its turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up to 60 feet as a bonus action on your turn. #### Telekinesis *4th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You gain the ability to move or manipulate creatures or objects by thought. When you use this creation, and as your action each round for the duration, you can exert your will on one creature or object that you can see within range, causing the appropriate effect below. You can affect the same target round after round, or choose a new one at any time. If you switch targets, the prior target is no longer affected by the creation. **Creature.** You can try to move a Huge or smaller creature. Make an ability check with your creativity ability contested by the creature’s Strength check. If you win the contest, you move the creature up to 30 feet in any direction, including upward but not beyond the range of this creation. Until the end of your next turn, the creature is restrained in your telekinetic grip. A creature lifted upward is suspended in mid-air. On subsequent rounds, you can use your action to attempt to maintain your telekinetic grip on the creature by repeating the contest. **Object.** You can try to move an object that weighs up to 1,000 pounds. If the object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this creation. If the object is worn or carried by a creature, you must make an ability check with your creativity ability contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this creation. You can exert fine control on objects with your telekinetic grip, such as manipulating a simple tool, opening a door or a container, stowing or retrieving an item from an open container, or pouring the contents from a vial. #### Vanquish *4th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** Concentration, up to 1 minute For the creation’s duration, you gain the ability to completely overwhelm your enemies. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the creation ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this use of Vanquish. **Asleep.** The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake. **Panicked.** The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends. **Sickened.** The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends. \page #### Vitrolic Sphere *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 - **Components:** V, S, M (a slug) - **Duration:** Concentration, up to 1 minute You point at a place within range, and a ball of acid streaks there and explodes in a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of each of its turns for the duration, or until a creature uses their action to scrape off the acid. On a successful save, a creature takes half the initial damage and no damage at the end of its next turn. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the initial damage increases by 2d4 for each slot level above 4th. #### Wall of Acid *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of acid) - **Duration:** Concentration, up to 10 minutes You create a wall of dense, sticky acid on a surface within range. The wall can be up to 60 ft long, 10 ft high, and 1 ft thick, or a 10 ft radius ringed wall with the same height and thickness. The wall is opaque. The wall vanishes when the creation ends. The wall’s space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature within its area must make a Dexterity saving throw saving throw. On a failed save, a creature becomes restrained for the duration and takes 8d4 acid damage, and 4d4 acid at the end of each of their turns they remain in the acid. On a successful save, they take half the initial damage and are shunted to the opposite end of the wall from you. A restrained creature, or a creature within reach of a restrained creature, can use their action to attempt to pull the restrained creature out, making an Athletics (Strength) check against your creativity DC, pulling them out on a success. **At Higher Levels.** When you use this using a creation slot of 5th level or higher, the initial damage increases by 2d4, and the damage at the end of each of their turns increases by 1d4 for each level above 4th. #### Wall of Fire *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Target:** A solid surface within range - **Components:** V, S, M (A small piece of phosphorus) - **Duration:** Concentration, up to 1 minute You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage. On a successful save, they take half as much damage and are shunted to the opposite side of the wall from you. One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th. #### Wall of Stone *4th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a small block of granite) - **Duration:** Concentration, up to 10 minutes A wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick. If the wall cuts through a creature’s space when it appears, the creature is shunted to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall can have any shape you desire, though it can’t occupy the same space as a creature or object. the wall doesn’t need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp. If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenelations, battlements, and so on. The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM’s discretion. If you maintain your concentration on this creation for its whole duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the creation ends. \page #### Wall of Thorns *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a handful of thorns) - **Duration:** Concentration, up to 10 minutes You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much on a successful save. **At Higher Levels.** When you use this creation with a creation slot of 5th level or higher, both types of damage increase by 1d8 for each slot level above 4th. #### Watery Sphere *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S, M (a drop of water) - **Duration:** Concentration, up to 1 minute You conjure up a sphere of water with a 5-foot radius on a point you can see within range. The sphere can hover in the air, but no more than 10 feet off the ground. The sphere remains for the creation’s duration. Any creature in the sphere’s space must make a Strength saving throw. On a successful save, a creature is ejected from that space to the nearest unoccupied space outside it. A Huge or larger creature succeeds on the saving throw automatically. On a failed save, a creature is restrained by the sphere and is engulfed by the water. At the end of each of its turns, a restrained target can repeat the saving throw. The sphere can restrain a maximum of four Medium or smaller creatures or one Large creature. If the sphere restrains a creature in excess of these numbers, a random creature that was already restrained by the sphere falls out of it and lands prone in a space within 5 feet of it. As an action, you can move the sphere up to 30 feet in a straight line. If it moves over a pit, cliff, or other drop, it safely descends until it is hovering 10 feet over ground. Any creature restrained by the sphere moves with it. You can ram the sphere into creatures, forcing them to make the saving throw, but no more than once per turn. When the spell ends, the sphere falls to the ground and extinguishes all normal flames within 30 feet of it. Any creature restrained by the sphere is knocked prone in the space where it falls. ``` ``` #### Wall of Venom *4th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of venom) - **Duration:** Concentration, up to 10 minutes You conjure up a wall of poison on the ground at a point you can see within range. You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall vanishes when the creation ends. The wall’s space is difficult terrain. When a creature enters the wall's area for the first time on a turn or starts its turn there, the creature within its area must make a Constitution saving throw saving throw. On a failed save, a creature becomes poisoned for the duration and takes 4d10 poison damage. On a successful save, they take half damage and are shunted to the opposite end of the wall from you. At the end of each of a poisoned creature’s turns, they must remake the Constitution saving throw, ending the effect on a success, and taking 4d10 poison damage again on a failure. Any ranged weapon attack that enters the wall’s space has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through the wall to reach its target. Attacks and creations that deal cold damage that pass through the wall cause the area of the wall they pass through to freeze solid (at least a 5-foot square section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points. Reducing a frozen section to 0 hit points destroys it. When a section is destroyed, the wall’s water doesn’t fill it. **At Higher Levels.** When you use this using a creation slot of 5th level or higher, the creation deals an extra 1d10 damage for each level above 4th. \page ### 5th Level #### Animate Objects *5th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Objects come to life at your command. Choose up to ten objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can’t animate any object larger than Huge. Each target animates and becomes a creature under your control until the creation ends or until reduced to 0 hit points. As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. ##### Animated Object Statistics | Size | HP | AC | Attack | Ability Scores | |:----:|:----:|:----:|:----:|:----:| | Tiny | 20 | 18 | +8 to hit, 1d4+4 damage | Str: 4, Dex:18 | | Small | 25 | 16 | +7 to hit, 1d8+3 damage | Str: 8, Dex:16 | | Medium | 45 | 14 | +6 to hit, 2d6+2 damage | Str: 12, Dex:14 | | Large | 50 | 12 | +7 to hit, 2d10+3 damage | Str: 16, Dex:10 | | Huge | 80 | 10 | +8 to hit, 2d12+4 damage | Str: 18, Dex:6 | An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form. If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form. **At Higher Levels.** If you use this creation with a creation slot of 6th level or higher, you can animate two additional objects for each slot level above 5th. ``` ``` #### Awaken *5th-level transmutation* ___ - **Casting Time:** 8 hours - **Range:** Touch - **Target:** A Huge or smaller beast - **Components:** V, S, M (10,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous You touch a Huge or smaller beast. The target gains an Intelligence of 10. The target also gains the ability to speak one language you know. The awakened beast is charmed by you for 30 days or until you or your companions do anything harmful to it. When the charmed condition ends, the awakened creature chooses whether to remain friendly to you, based on how you treated it while it was charmed. #### Banishing Smite *5th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** 1 Minute When you hit a creature with a melee weapon attack, you can activate this creation as a bonus action. Your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, the target makes a Wisdom saving throw, getting banished on a failure. The target vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there for 1 minute, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. #### Battle Transformation *5th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a tube of glue) - **Duration:** Concentration, up to 10 minutes You enhance your battle prowess, becoming a nigh on unstoppable warrior. You gain 50 temporary hits points and the following benefits until the creation ends: * **Savage Strikes.** Once on each of your turns when you attack with a weapon attack using the Attack action, you can make one additional attack as part of the same action. * **Power Strike.** When you hit a target with a weapon attack, that target takes an extra 1d12 of the weapon’s damage type. * **Absolute Aim.** You have advantage on attack rolls that you make with weapon attacks. * **Enhanced Endurance.** You have advantage on Strength and Constitution saving throws. \page #### Blade Barrier *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You create a vertical wall of whirling, razor-sharp blades. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain. When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage. #### Circle of Power *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (30ft radius) - **Components:** V - **Duration:** Concentration, up to 10 minutes Potent, will and energy radiates from you, distorting and diffusing all effects within 30 feet of you. Until the creation ends, the sphere moves with you, centered on you. For the duration, each friendly creature in the area (including you) has advantage on all saving throws. Additionally, when an affected creature succeeds on a saving throw that allows to take half damage on a successful save and full damage on a failure, it instead takes no damage on a success or half damage on a failure. #### Cloudkill *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 10 minutes You create a 20-foot-radius sphere of poisonous, fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the creation. Its area is heavily obscured. When a creature enters the creation’s area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 6d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don’t need to breathe. The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. ``` ``` #### Cone of Cold *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 foot cone - **Components:** V, S, M (an ice cube) - **Duration:** Instantaneous A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this creation becomes a frozen statue until it thaws. **At Higher Levels.** When you use this creation with a slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Contagion *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 7 days Your touch inflicts disease. Make a melee creation attack against a creature within your reach. On a hit, the target is poisoned. At the end of each of the poisoned target’s turns, the target must make a Constitution saving throw. If the target succeeds on three of these saves, it is no longer poisoned, and the creation ends. If the target fails three of these saves, the target is no longer poisoned, but choose one of the diseases below. The target is subjected to the chosen disease for the creation’s duration. Since this creation induces a natural disease in its target, any effect that removes a disease or otherwise ameliorates a disease’s effects apply to it. **Blinding Sickness.** Pain grips the creature’s mind, and its eyes turn milky white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and is blinded. **Filth Fever.** A raging fever sweeps through the creature’s body. The creature has disadvantage on Strength checks, Strength saving throws, and attack rolls that use Strength. **Flesh Rot.** The creature’s flesh decays. The creature has disadvantage on Charisma checks and vulnerability to all damage. **Mindfire.** The creature’s mind becomes feverish. The creature has disadvantage on Intelligence checks and Intelligence saving throws, and the creature behaves as if under the effects of the confusion spell during combat. **Seizure.** The creature is overcome with shaking. The creature has disadvantage on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity. **Slimy Doom.** The creature begins to bleed uncontrollably. The creature has disadvantage on Constitution checks and Constitution saving throws. In addition, whenever the creature takes damage, it is stunned until the end of its next turn. \page #### Control Winds (R) *5th-level transmutation (routine)* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour You take control of the air in a 100-foot cube that you can see within range. Choose one of the following effects when you use the creation. The effect lasts for the creation’s duration, unless you use your action on a later turn to switch to a different effect. You can also use your action to temporarily halt the effect or to restart one you’ve halted. **Gusts.** A wind picks up within the cube, continually blowing in a horizontal direction that you choose. You choose the intensity of the wind: calm, moderate, or strong. If the wind is moderate or strong, ranged weapon attacks that pass through it or that are made against targets within the cube have disadvantage on their attack rolls. If the wind is strong, any creature moving against the wind must spend 1 extra foot of movement for each foot moved. **Downdraft.** You cause a sustained blast of strong wind to blow downward from the top of the cube. Ranged weapon attacks that pass through the cube or that are made against targets within it have disadvantage on their attack rolls. A creature must make a Strength saving throw if it flies into the cube for the first time on a turn or starts its turn there flying. On a failed save, the creature is knocked prone. **Updraft.** You cause a sustained updraft within the cube, rising upward from the cube’s bottom edge. Creatures that end a fall within the cube take only half damage from the fall. When a creature in the cube makes a vertical jump, the creature can jump up to 10 feet higher than normal. #### Energy Surge *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 30 foot radius - **Components:** V - **Duration:** Instantaneous You strike the ground, creating a burst of destructive energy that ripples outward from you. Each creature you choose within 30 feet of you must succeed on a Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or necrotic damage (your choice), and be knocked prone. A creature that succeeds on its saving throw takes half as much damage and isn’t knocked prone. #### Dominate Person *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to beguile a humanoid that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature", "Run over there", or "Fetch that object". If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the creation. If the saving throw succeeds, the creation ends. **At Higher Levels.** When you use this creation with a 6th-level creation slot, the duration is concentration, up to 10 minutes. When you use a 7th-level creation slot, the duration is concentration, up to 1 hour. When you use a creation slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a creation slot of 9th-level, the duration becomes as long as you want without concentration, or until you use this creation on another creation #### Far Step *5th-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V - **Duration:** Concentration, up to 1 minute You teleport up to 60 feet to an unoccupied space you can see. On each of your turns before the creation ends, you can use a bonus action to teleport in this way again. #### Gamma Knife *5th-level evocation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S - **Duration:** Concentration, up to 1 hour You imbue a weapon you touch with deadly power. Until the creation ends, the weapon emits bright light in a 30-foot radius and dim light for an additional 30 feet. In addition, weapon attacks made with it deal an extra 2d8 radiant or necrotic damage (your choice) on a hit. As a bonus action on your turn, you can dismiss this creation and cause the weapon to emit a deadly burst. Each creature of your choice that you can see within 30 feet of the weapon must make a Constitution saving throw. On a failed save, a creature takes 6d8 of the chosen damage type, and it is blinded for 1 minute. On a successful save, a creature takes half as much damage and isn’t blinded. At the end of each of its turns, a blinded creature can make a Constitution saving throw, ending the effect on itself on a success. \page #### Giant's Hand *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120ft - **Components:** V, S, M (a glove) - **Duration:** Concentration, up to 1 minute You create a Large hand in an unoccupied space that you can see within range. The hand lasts for the creation’s duration, and it moves at your command, mimicking the movements of your own hand. The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn’t fill its space. When you use this creation and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it. **Clenched Fist.** The hand strikes one creature or object within 5 feet of it. Make a melee creation attack for the hand using your game statistics. On a hit, the target takes 4d8 + your creative ability modifier bludgeoning damage. **Forceful Hand.** The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand’s Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your creative ability modifier. The hand moves with the target to remain within 5 feet of it. **Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand’s Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes 2d8 bludgeoning damage. **Interposing Hand.** The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can’t move through the hand’s space if its Strength score is less than or equal to the hand’s Strength score. If its Strength score is higher than the hand’s Strength score, the target can move toward you through the hand’s space, but that space is difficult terrain for the target. **At Higher Levels.** When you use this creation using a slot of 6th level or higher, the damage from clenched fist and grasping hand increases by 2d8 for each slot level above 5th. #### Greater Restoration *5th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (medical supplies worth at least 1,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous You touch a creature to undo a debilitating effect. You can reduce the target’s exhaustion level by one, or end one of the following effects on the target: * One effect that charmed or petrified the target * One curse, including the target’s bond to a cursed item (not devil fruits). * Any reduction to one of the target’s ability scores * One effect reducing the target’s hit point maximum #### Illusionary Monster *5th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** S - **Duration:** Concentration, up to 1 minute You create a Huge illusion of a monster in an unoccupied space that you can see within range. The appearence is up to your discretion, be it a giant dragon, or some kind of titanic shadow. The illusion lasts for the creation’s duration and occupies its space, as if it were a creature. When the illusion appears, any of your enemies that can see it must succeed on a Wisdom saving throw or become frightened of it for 1 minute. If a frightened creature ends its turn in a location where it doesn’t have line of sight to the illusion, it can repeat the saving throw, ending the effect on itself on a success. As a bonus action on your turn, you can move the illusion up to 60 feet. At any point during its movement, you can cause it to exhale a blast of energy in a 60-foot cone originating from its space. When you create the illusion, choose a damage type: acid, cold, fire, lightning, necrotic, poison, or thunder. Each creature in the cone must make an Intelligence saving throw, taking 6d6 damage of the chosen damage type on a failed save, or half as much damage on a successful one. The illusion is so convincing that is is tangible, but attacks miss it automatically. it succeeds on all saving throws, and it is immune to all damage and conditions. A creature that uses an action to examine the monster can determine that it is an illusion by succeeding on an Intelligence (Investigation) check against your creation save DC. If a creature discerns the illusion for what it is, the creature can see through it. **At Higher Levels.** If you use this creation with a creation slot of 6th level or higher, the damage increases by 2d6 each slot level above 5th. #### Immolate *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** V - **Duration:** Concentration, up to 1 minute Flames wreathe one creature you can see within range. The target must make a Dexterity saving throw. It takes 9d6 fire damage on a failed save, or half as much damage on a successful one. On a failed save, the target also burns for the creation’s duration. The burning target sheds bright light in a 30-foot radius and dim light for an additional 30 feet. At the end of each of its turns, the target repeats the saving throw. It takes 3d6 fire damage on a failed save, and the creation ends on a successful one. These flames can’t be extinguished by anything less than a creation. If damage from this creation reduces a target to 0 hit points, the target is turned to ash. \page #### Insect Plague *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, S, M (a few grains of sugar) - **Duration:** Concentration, up to 10 minutes Swarming, biting locusts fill a 20-foot-radius sphere centered on a point you choose within range. The sphere spreads around corners. The sphere remains for the duration, and its area is lightly obscured. The sphere’s area is difficult terrain. When the area appears, each creature in it must make a Constitution saving throw. A creature takes 4d10 piercing damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the creation’s area for the first time on a turn or ends its turn there. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the damage increases by 1d10 for each slot level above 5th. #### Life Steal *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Target a creature you can see within range to drain life from it. The target must make a Dexterity saving throw. On a successful save, the target takes 2d12 necrotic damage, and the creation ends. On a failed save, the target takes 4d12 necrotic damage, and until the creation ends, you can use your action on each of your turns to automatically deal 4d12 necrotic damage to the target. The creation ends if you use your action to do anything else, if the target is ever outside the creation’s range, or if the target has total cover from you. Whenever the creation deals damage to a target, you regain hit points equal to half the amount of necrotic damage the target takes. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the damage increases by 1d12 for each slot level above 5th. #### Legend Lore (R) *5th-level divination (routine)* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (candles worth 2,500,000 Berries, which the creation consumes) - **Duration:** Instantaneous Name or describe a person, place, or object. The creation brings to your mind a brief summary of the significant lore about the thing you named. The lore might consist of current tales, forgotten stories, or even secret lore that has never been widely known. If the thing you named isn’t of legendary importance, you gain no information. The more information you already have about the thing, the more precise and detailed the information you receive is. The information you learn is accurate but might be couched in figurative language. #### Mass Cure Wounds *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 5d10 + your creative ability modifier. This creation has no effect on undead or constructs. **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, the healing increases by 1d10 for each slot level above 5th. #### Mass Disguise *5th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Target:** Any number of creatures that you can see within range - **Components:** V, S - **Duration:** 8 hours This creation allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, temporary appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this creation. The creation disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the disguise is up to you. The creation lasts for the duration, unless you use your action to dismiss it sooner. A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your creation save DC. If it succeeds, it becomes aware that the target is disguised. #### Mislead *5th-level illusion* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** S - **Duration:** Concentration, up to 1 hour You become invisible at the same time that an illusory double of you appears where you are standing. The double lasts for the duration, but the invisibility ends if you attack or use a creation. You can use your action to move your illusory double up to twice your speed and make it gesture, speak, and behave in whatever way you choose. \page You can see through its eyes and hear through its ears as if you were located where it is. On each of your turns as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. #### Necrosis Surge *5th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (a bone) - **Duration:** Instantaneous You assail one creature you can see within range with necrosis. Unless the target is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on a failed save, or half as much damage on a successful one. A target killed by this damage rises up as an undead at the start of your next turn. The zombie pursues whatever creature it can see that is closest to it. After that creature is slain, the undead dies. Statistics for the undead are in the Animate Dead creation. If you target an undead with this creation, the target doesn’t make a saving throw. Instead, roll 5d12. The target gains half the total as temporary hit points. #### Programmed Illusion *5th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a bit of fleece) - **Duration:** Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you activate the creation how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your creation save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. ``` ``` #### Purifying Flames *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Target:** 10-foot radius, 40-foot-high cylinder centered on a point within range - **Components:** V, S, M (a pinch of sulfur) - **Duration:** Instantaneous A vertical column of fire roars down from the in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Constitution saving throw. A creature takes 5d8 fire damage and 5d8 radiant damage on a failed save, or half as much damage on a successful one. At Higher Levels: When you use this creaiton with a creation slot of 6th level or higher, the fire damage or the radiant damage (your choice) increases by 1d8 for each slot level above 5th. #### Raise Dead *5th-level necromancy* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (medical supplies worth at least 5,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature’s soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This creation also neutralizes any poison and cures diseases that affected the creature at the time it died. This creation doesn’t, however, remove particularly powerful diseases, curses, or similar effects; if these aren’t first removed prior to activation of the creation, they take effect when the creature returns to life. This creation can’t return an undead creature to life. This creation closes all mortal wounds, but it doesn’t restore missing body parts. If the creature is lacking body parts or organs integral for its survival – its head, for instance – the creation automatically fails. That is not to say all hope is lost as limbs can be reattached, and artificial organs can be made. Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. \page #### Scrying *5th-level divination* ___ - **Casting Time:** 10 minutes - **Range:** Self - **Components:** V, S, M (a focus worth at least 10,000,000 berries) - **Duration:** 1 hour You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you’re using this creation, it can fail the saving throw voluntarily if it wants to be observed.
| Knowledge | Save Modifier | |:---:|:-----------:| | Secondhand (you have heard of the target) | +5 | | Firsthand (you have met the target) | +0 | | Familiar (you know the target well) | -5 | | Connection | Save Modifier | |:---:|:-----------:| | Likeness or picture | -2 | | Possession or garment | -4 | | Body part, lock of hair, bit of nail, or the like | -10 |
On a successful save, the target isn’t affected, and you can’t use this creation against it again for 24 hours. On a failed save, the creation allows you to see and hear the area within 10 feet of the target, as if you were there. Your senses move with the target, remaining within 10 feet of it for the duration. Instead of targeting a creature, you can choose a location you have seen before as the target of this creation. When you do, your senses don’t move. #### Sense Territory (R) *5th-level divination (routine)* ___ - **Casting Time:** 1 minute - **Range:** Self - **Components:** V, S - **Duration:** Instantaneous You gain knowledge of the surrounding territory. In the outdoors, the creation gives you knowledge of the land within 3 miles of you. In caves and other natural underground settings, the radius is limited to 300 feet. You instantly gain knowledge of up to three facts of your choice about any of the following subjects as they relate to the area: * terrain and bodies of water * prevalent plants, minerals, animals, or people * buildings For example, you could determine the location of the wildlife in the area, the location of major sources of safe drinking water, and the location of any nearby towns. ``` ``` #### Steel Wind Strike *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** S, M (a melee weapon) - **Duration:** Instantaneous You flourish the weapon used in the casting and then vanish to strike like the wind. Choose up to five creatures you can see within range. Make a melee creation attack against each target. On a hit, a target takes 6d10 force damage. You can then teleport to an unoccupied space you can see within 5 feet of one of the targets you hit or missed. #### Swift Shots *5th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Touch - **Components:** V, S, M (a ranged weapon) - **Duration:** Concentration, up to 1 minute You alter your ranged weapon so it produces an endless supply of non-mastercraft ammunition, which seems to leap into your hand when you reach for it. On each of your turns until the creation ends, you can use a bonus action to make two attacks with the ranged weapon used. Each time you make such a ranged attack, your weapon replaces the piece of ammunition you used with a similar piece of non-mastercraft ammunition. Any pieces of ammunition created by this creation disintegrate when the creation ends. #### Synaptic Static *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Instantaneous You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can’t be affected by this creation. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one. After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls, ability checks, and saving throws (except the one to end the effect). The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success. \page #### Target Bullseye *5th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You attempt to force a target within range to attack another creature within range, forcing them to make a Wisdom saving throw. On a success, nothing happens. On a failure, you select another creature within range. The creature that failed must use their action and movement to try to get as close as possible to the target and attack it. The creature continues attempting to attack the target, repeating the saving throw at the end of each of their turns **At Higher Levels.** When you use this creation with a creation slot of 6th level or higher, you can target an additional creature within range for each level above 5th level. Each creature must be within 30 feet of each other. #### Volley *5th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (one piece of ammunition or one thrown weapon) - **Duration:** Instantaneous You fire a piece of ammunition from a ranged weapon or throw a weapon into the air and choose a point within range. Hundreds of duplicates of the ammunition or weapon fall in a volley from above and then disappear. Each creature in a 40-foot-radius, 20-foot-high cylinder centered on that point must make a Dexterity saving throw. A creature takes 10d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the ammunition or weapon. #### Wall of Force *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a piece of glass) - **Duration:** Concentration, up to 10 minutes An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is shunted to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be deactivated by the Deactivate Creation creation. A Disentegrate creation destroys the wall instantly, however. ``` ``` #### Wall of Ice *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (an ice cube) - **Duration:** Concentration, up to 10 minutes You create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature’s space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in he space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. The creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th. #### Wall of Light *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a mirror) - **Duration:** Concentration, up to 10 minutes A shimmering wall of bright light appears at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 120 feet and dim light for an additional 120 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded. A blinded creature can make a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that ends its turn in the wall’s area takes 4d8 radiant damage. Until the creation ends, you can use an action to launch a beam of radiance from the wall at one creature you can see within 60 feet of it. Make a ranged creation attack. On a hit, the target takes 6d8 radiant damage. \page **At Higher Levels.** When you use this creation using a creation slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th. #### Wall of Thunder *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a copper wire) - **Duration:** Concentration, up to 10 minutes You create a wall of sonic energy on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration. When the wall appears, each creature within its area must make a Constitution saving throw. On a failed save, a creature takes 6d6 thunder damage and is pushed back 10ft. On a successful save, they take half as much damage and are shunted to the opposite side of the wall from you. One side of the wall, selected by you when you use this creation, deals 6d6 thunder damage to each creature that ends its turn within 20 feet of that side or inside the wall and knocks them backwards 10ft. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage. **At Higher Levels.** When you use this using a creation slot of 6th level or higher, the initial damage and the bolt of lightning of the creation deals an extra 1d6 damage for each level above 5th. #### Wrath of Nature *5th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute Choose a point you can see within range. The trees, rocks, and grasses in a 60-foot cube centered on that point to become animated until the creation ends. **Grasses and Undergrowth.** Any area of ground in the cube that is covered by grass or undergrowth is difficult terrain for your enemies. **Trees.** At the start of each of your turns, each of your enemies within 10 feet of any tree in the cube must succeed on a Dexterity saving throw or take 4d8 slashing damage from whipping branches. **Roots and Vines.** At the end of each of your turns, one creature of your choice that is on the ground in the cube must succeed on a Strength saving throw or become restrained until the creation ends. A restrained creature can use an action to make a Strength (Athletics) check against your creation save DC, ending the effect on itself on a success. **Rocks.** As a bonus action on your turn, you can cause a loose rock in the cube to launch at a creature you can see in the cube. Make a ranged creation attack against the target. On a hit, the target takes 4d8 bludgeoning damage, and it must succeed on a Strength saving throw or fall prone. \page ### 6th Level #### Chain Lightning *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a silver pin) - **Duration:** Instantaneous You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Constitution saving throw. The target takes 10d8 lightning damage on a failed save, or half as much on a successful one. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th. #### Disintegrate *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a pinch of dust) - **Duration:** Instantaneous A thin ray springs from you to a target that you can see within range. The target can be a creature, an object, or a creation of force, such as the wall created by the Wall of Force creation. A creature targeted by this creation must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 40 force damage. The target is disintegrated if this damage leaves it with 0 hit points. A disintegrated creature and everything it is wearing and carrying, except mastercraft items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means beyond Raise Dead, meaning via powerful items or other means. This creation automatically disintegrates a Large or smaller non-mastercraft object or a creation of force. If the target is a Huge or larger object or creation of force, this creation disintegrates a 10-foot-cube portion of it. A mastercraft item is unaffected by this creation. **At Higher Levels.** When you use this creation using a creation slot of 7th level or higher, the damage increases by 3d6 for each slot level above 6th. ``` ``` #### Dominate Monster *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 hour You attempt to beguile a creature that you can see within range. It must succeed on a Wisdom saving throw or be charmed by you for the duration. If you or creatures that are friendly to you are fighting it, it has advantage on the saving throw. While the creature is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as "Attack that creature," "Run over there," or "Fetch that object." If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability. You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time, you can also cause the creature to use a reaction, but this requires you to use your own reaction as well. Each time the target takes damage, it makes a new Wisdom saving throw against the creation. If the saving throw succeeds, the creation ends. **At Higher Levels.** When you use this creation with a 7th-level creation slot, the duration is concentration, up to 8 hours. When you use this creation with a 8th-level creation slot, the duration is concentration, up to 24 hours. When you use this creation with a 9th-level creation slot, the duration lasts as long as you want without concentration, or until you use this creation again on another creature. #### Draconic Transformation *6th-level transmutation* ___ - **Casting Time:** 1 bonus action - **Range:** Self - **Components:** V, S, M (a handful of lizard bones) - **Duration:** Concentration, up to 10 minutes You take on physical attributes that cause you to resemble a dragon. Select a damage type from acid, cold, fire, poison, thunder, or lightning. You gain 60 temporary hits points and the following benefits until the creation ends: * **Blindsight.** You have blindsight with a range of 30 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, unless the creature successfully hides from you. * **Wings.** Wings sprout from your back. You have a flying speed of 60 feet. * **Dragon’s Breath.** When you use this creation, and as a bonus action on subsequent turns for the duration, you can exhale destructive energy in a 60-foot cone. Each creature in that area must make a Dexterity saving throw, taking 6d8 of the damage you chose on a failed save, or half as much damage on a successful one. \page * **Dragon’s Resilience.** You gain a +1 bonus to your armor class. Additionally, you gain immunity to the damage type you chose. #### Embody Flames *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes Flames race across your body, shedding bright light in a 30-foot radius and dim light for an additional 30 feet for the creations’s duration. The flames don’t harm you. Until the creation ends, you gain the following benefits: * You are immune to fire damage and have resistance to cold damage. * Any creature that moves within 10 feet of you for the first time on a turn or ends its turn there takes 2d10 fire damage. * You can use your bonus action to create a line of fire 30 feet long and 5 feet wide extending from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save, or half as much damage on a successful one. #### Embody Frost *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes Until the creation ends, ice rimes your body, and you gain the following benefits: * You are immune to cold damage and have resistance to fire damage. * You can move across difficult terrain created by ice or snow without spending extra movement. * The ground in a 15-foot radius around you is icy and is difficult terrain for creatures other than you. The radius moves with you. * You can use your bonus action to create a 20-foot cone of freezing wind extending from your outstretched hand in a direction you choose. Each creature in the cone must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed save, or half as much damage on a successful one. A creature that fails its save against this effect has its speed halved until the start of your next turn. #### Embody Stone *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes Until the creation ends, bits of rock spread across your body, and you gain the following benefits: * You have resistance to bludgeoning, piercing, and slashing damage. * You can use your bonus action to create a small earthquake on the ground in a 20-foot radius centered on you. Other creatures on that ground must succeed on a Dexterity saving throw or be knocked prone and take 4d6 bludgeoning damage. On a success, they only take half damage. * You can move across difficult terrain made of earth or stone without spending extra movement. You can move through solid earth or stone as if it was air and without destabilizing it. #### Embody Winds *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 10 minutes Until the creation ends, wind whirls around you, and you gain the following benefits: * Ranged weapon attacks made against you have disadvantage on the attack roll. * You gain a flying speed of 60 feet. * You can use your bonus action to create a 20-foot cube of swirling wind centered on a point you can see within 60 feet of you. Each creature in that area must make a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed save, or half as much damage on a successful one. If a Large or smaller creature fails the save, that creature is also pushed up to 10 feet away from the center of the cube. #### Fantasy Mirage (R) *6th-level illusion (routine)* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S - **Duration:** 10 days You make terrain in an area up to 1 mile square look, sound, smell, and even feel like some other sort of terrain. The terrain’s general shape remains the same, however. Open fields or a road could be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Similarly, you can alter the appearance of structures, or add them where none are present. The creation doesn’t disguise, conceal, or add creatures. The illusion includes audible, visual, tactile, and olfactory elements, so it can turn clear ground into difficult terrain (or vice versa) or otherwise impede movement through the area. Any piece of the illusory terrain (such as a rock or stick) that is removed from the creation’s area disappears immediately. Creatures with truesight can see through the illusion to the terrain’s true form; however, all other elements of the illusion remain, so while the creature is aware of the illusion’s presence, the creature can still physically interact with the illusion. \page #### Feeble Body *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Target:** A point you can see within range - **Components:** V, S, M (a rotting fruit) - **Duration:** 24 hours You blast the body of a creature that you can see within range, attempting to reduce its physical power. The target takes 4d12 necrotic damage and must make a Constitution saving throw. On a failed save, choose Strength, Dexterity, or Constitution. The creature’s ability score for the chosen score becomes 6 for the duration. If you choose Strength, the creature attacks with disadvantage with all melee weapon attacks. If you choose Dexterity, the creature’s movement speeds become 10, if they weren’t already lower, and they cannot take the dash or disengage action. If you choose Constitution, the target cannot maintain concentration, and any resistances to bludgeoning, piercing, and slashing are suppressed. At the end of every hour, the creature can repeat its saving throw against this creation. If it succeeds on its saving throw, the creation ends. The creation can also be ended by the following creations: Greater Restoration, Heal, or Ultimate Heal. **At Higher Levels.** When you use this using a creation slot of 7th level, the creation deals an extra 1d12 damage for a total of 5d12, and the duration increases to 1 week and the saving throws are made at the end of every day. When you use this using a creation slot of 8th level, the creation deals an extra 2d12 damage for a total of 6d12, and the duration increases to 1 month. When you use this using a creation slot of 9th level, the creation deals an extra 3d12 damage for a total of 7d12, and the duration increases to 1 year, and the saving throws are instead remade at the end of every month. #### Freezing Sphere *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feets - **Components:** V, S, M (a small crystal sphere) - **Duration:** Instantaneous A frigid globe of cold energy streaks from you to a point of your choice within range, where it explodes in a 60-foot-radius sphere. Each creature within the area must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold damage. On a successful save, it takes half as much damage. If the globe strikes a body of water or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a Strength check against your creation save DC to break free. You can refrain from firing the globe after completing the spell, if you wish. A small globe about the size of a sling stone, cool to the touch, appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact, with the same effect as the normal casting of the creation. You can also set the globe down without shattering it. After 1 minute, if the globe hasn’t already shattered, it explodes. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, the damage increases by 1d6 for each slot level above 6th. #### Gravity Fissure *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 100 foot line - **Components:** V, S, M (a fistful of iron filings) - **Duration:** Instantaneous You manifest a ravine of gravitational energy in a line originating from you that is 100 feet long and 5 feet wide. Each creature in that line must make a Constitution saving throw, taking 8d8 force damage on a failed save, or half as much damage on a successful one. Each creature within 10 feet of the line but not in it must succeed on a Constitution saving throw or take 8d8 force damage and be pulled toward the line until the creature is in its area. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, the damage increases by 1d8 for each slot level above 6th. #### Greater Floating Shield *6th-level abjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S, M (a piece of metal worth at least 5,000,000 Berries) - **Duration:** Concentration, up to 1 minute You create a protective field of that surrounds a creature of your choice within range (you can choose yourself). The field sheds dim light out to 5 feet. While surrounded by the field, a creature gains the following benefits: **Cover.** The creature has half cover. **Damage Resistance.** The creature has resistance to all damage except psychic, force, radiant, and necrotic. **Evasion.** If the creature is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the creature instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. As a bonus action on subsequent turns, you can move the field to another creature within 60 feet of the field. \page #### Guardian Globe *6th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 10 foot radius - **Components:** V, S, M (a glass bead) - **Duration:** Concentration, up to 1 minute An immobile, barrier springs into existence in a 10-foot radius around you and remains for the duration. Any creation of 5th level or lower activated from outside the barrier can’t affect creatures or objects within it, even if the creation is used with a higher level creation slot. Such a creation can target creatures and objects within the barrier, but the creation has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such creation. At Higher Levels. When you use this creation with a creation slot of 7th level or higher, the barrier blocks creations of one level higher for each slot level above 6th. #### Harm *6th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantanous You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d8 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes. #### Heal *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous Choose a creature that you can see within range. A surge of positive energy washes through the creature, causing it to regain 70 hit points. The creation also ends blindness, deafness, and any diseases affecting the target. This creation has no effect on constructs or undead. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, the amount of healing increases by 15 for each slot level above 6th. ``` ``` #### Hero's Feast *6th-level conjuration* ___ - **Casting Time:** 10 minutes - **Range:** 30 feet - **Components:** V, S, M (a gem-encrusted bowl worth at least 10,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve creatures can partake of the feast. A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10 + your creativity ability modifier, and it gains the same number of hit points. These benefits last for 24 hours. #### Irresistible Dance *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Concentration, up to 1 minute Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this creation. A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this creation, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the creation ends. #### Mass Suggestion *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, M (a snake's tongue) - **Duration:** 24 hours You suggest a course of activity (limited to a sentence or two) and influence up to twelve creatures of your choice that you can see within range and that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Obviously harmful activities such as asking the creature to stab itself, or outlandish and out of character behavior for the target such as forcing intercourse with someone they have never met ends the creation. \page Each target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the creation ends when the subject finishes what it was asked to do. You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a group of soldiers give all their money to the first beggar they meet. If the condition isn’t met before the creation ends, the activity isn’t performed. If you or any of your companions damage a creature affected by this creation, the creation ends for that creature. **At Higher Levels.** When you cuse this creation with a 7th-level creation slot, the duration is 10 days. When you use an 8th-level creation slot, the duration is 30 days. When you use a 9th-level creation slot, the duration is a year and a day. #### Mental Prison *6th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** S - **Duration:** Concentration, up to 1 minute You attempt to bind a creature within an illusory cell that only it perceives. One creature you can see within range must make an Intelligence saving throw. The target succeeds automatically if it is immune to being charmed. On a successful save, the target takes 5d10 psychic damage, and the creation ends. On a failed save, the target takes 5d10 psychic damage, and you make the area immediately around the target’s space appear dangerous to it in some way. You might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is restrained for the creation’s duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes 10d10 psychic damage, and the creation ends. #### Mighty Fortress *6th-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** 1 mile - **Components:** V, S, M (special construction tools worth at least 5,000,000 Berries, which the creation consumes) - **Duration:** Instantaneous A fortress of stone erupts from a square area of ground of your choice that you can see within range. The area is 120 feet on each side, and it must not have any buildings or other structures on it. Any creatures in the area are harmlessly lifted up as the fortress rises. The fortress has four towers with square bases, each one 20 feet on a side and 30 feet tall, with one tower on each corner. The towers are connected to each other by stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1 foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each panel is contiguous with two other panels or one other panel and a tower. You can place up to four stone doors in the fortress’s outer wall. A small keep stands inside the enclosed area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep is furnished and decorated however you like, and when it it initially used, it contains sufficient food to serve a nine-course banquet for up to 100 people. The walls, towers, and keep are all made of stone that can be damaged. Each 10-foot by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It is immune to poison and psychic damage. Reducing a section of stone to 0 hit points destroys it and might cause connected sections to buckle and collapse at the DM’s discretion. #### Mind Blank *6th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** 24 hours Until the creation ends, one willing creature you touch is immune to psychic damage, any effect that would sense its emotions or read its thoughts, divination creations, and the charmed condition. #### Petrify *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a lime) - **Duration:** Concentration, up to 1 minute You attempt to turn one creature that you can see within range into stone. If the target's body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected. A creature restrained by this creation must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this creation three times, the creation ends. If it fails saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind. If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state. If you maintain your concentration on this creation for the entire possible duration, the creature is turned to stone until the effect is removed. \page #### Project Image *6th-level illusion* ___ - **Casting Time:** 1 action - **Range:** 500 miles - **Components:** V, S, M (a picture of yourself) - **Duration:** Concentration, up to 1 day You create an illusory copy of yourself that lasts for the duration. The copy can appear at any location within range that you have seen before, regardless of intervening obstacles. The illusion looks and sounds like you but is intangible. If the illusion takes any damage, it disappears, and the creation ends. You can use your action to move this illusion up to twice your speed, and make it gesture, speak, and behave in whatever way you choose. It mimics your mannerisms perfectly. You can see through its eyes and hear through its ears as if you were in its space. On your turn as a bonus action, you can switch from using its senses to using your own, or back again. While you are using its senses, you are blinded and deafened in regard to your own surroundings. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your creation save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. #### Psychic Crush *6th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 1 minute You overload the mind of one creature you can see within range, filling its psyche with discordant emotions. The target must make an Intelligence saving throw. On a failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a successful save, the target takes half as much damage and isn’t stunned. The stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the creation ends on the target. #### Radical Beam *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60-foot line) - **Components:** V, S, M (a magnifying glass) - **Duration:** Concentration, up to 1 minute A beam of brilliant light flashes out from you in a 5-foot-wide, 60-foot-line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d10 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this creation. You can create a new beam as your action on any turn until the creation ends. For the duration, brilliant radiance shines from you. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight. #### Rending Sword *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S, M (a miniature sword) - **Duration:** 1 minute You create a sword-shaped plane of force that hovers within range. It lasts for the duration. When the sword appears, you make a melee creation attack against a target of your choice within 5 feet of the sword. On a hit. the target takes 4d10 force damage. Until the creation ends, you can use a bonus action on each of your turns to move the sword up to 20 feet to a spot you can see and repeat this attack against the same target or a different one. #### Regenerate *6th-level transmutation* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Components:** V, S, M (A prayer wheel and holy water) - **Duration:** 1 hour You touch a creature and stimulate its natural healing ability. The target regains 4d8 + 15 Hit Points. For the Duration of the creation, the target regains 1 hit point at the start of each of its turns (10 Hit Points each minute). The target's severed body parts (fingers, legs, and so on), if any, are restored after 2 minutes. If you have the severed part and hold it to the stump, the creation instantaneously causes the limb heal. #### Reverse Gravity *6th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (a block of iron) - **Duration:** Concentration, up to 1 minute This creation reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren’t somehow anchored to the ground in the area fall upward and reach the top of the area when you use this creation. A creature can make a Dexterity saving throw to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for the duration. At the end of the duration, affected objects and creatures fall back down. \page #### Scatter *6th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V - **Duration:** Instantaneous The air quivers around up to five creatures of your choice that you can see within range. An unwilling creature must succeed on a Wisdom saving throw to resist this creation. You teleport each affected target to an unoccupied space that you can see within 300 feet of you. That space must be on the ground or on a floor. #### Shooting Stars *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S - **Duration:** 1 hour Seven star-like motes of light appear and orbit your head until the creation ends. You can use an action or bonus action to send one of the motes streaking toward one creature or object within 120 feet of you. When you do so, make a ranged creation attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss, the mote is expended. The creation ends early if you expend the last mote. If you have four or more motes remaining, they shed bright light in a 30-foot radius and dim light for an additional 30 feet. If you have one to three motes remaining, they shed dim light in a 30-foot radius. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, the number of motes created increases by two for each slot level above 6th. #### Tornado *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 300 feet - **Components:** V, M (a piece of straw) - **Duration:** Concentration, up to 1 minute A tornado howls down to a point on the ground you specify. The tornado is a 10-foot-radius, 30-foot-high cylinder centered on that point. Until the creation ends, you can use your action to move the tornado up to 30 feet in any direction along the ground. The tornado sucks up any Medium or smaller objects that aren’t secured to anything and that aren’t worn or carried by anyone. A creature must make a Dexterity saving throw the first time on a turn that it enters the tornado or that the tornado enters its space, including when the tornado first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half as much damage on a successful one. In addition, a Large or smaller creature that fails the save must succeed on a Strength saving throw or become restrained in the tornado until the creation ends. When a creature starts its turn restrained by the tornado, the creature is pulled 5 feet higher inside it, unless the creature is at the top. A restrained creature moves with the tornado and falls when the creation ends, unless the creature has some means to stay aloft. A restrained creature can use an action to make a Strength or Dexterity check against your creation save DC. If successful, the creature is no longer restrained by the tornado and is hurled 3d6 × 10 feet away from it in a random direction. #### Trueseeing *6th-level divination* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S, M (ointment) - **Duration:** 1 hour This creation gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet. **At Higher Levels.** When you use this creation with a creation slot of 7th level or higher, you can target an additional, willing creature for each level above 6th. #### Wall of Lightning *6th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a drop of acid) - **Duration:** Concentration, up to 10 minutes A sparking wall of lightning bursts into existence at a point you choose within range. The wall appears in any orientation you choose: horizontally, vertically, or diagonally. It can be free floating, or it can rest on a solid surface. The wall can be up to 90 feet long, 10 feet high, and 5 feet thick. The wall blocks line of sight, but creatures and objects can pass through it. It emits bright light out to 30 feet and dim light for an additional 60 feet. When the wall appears, each creature in its area must make a Constitution saving throw. On a failed save, a creature takes 8d8 lightning damage. On a successful save, it takes half as much damage. A creature that enters the wall for the first time on their turn, or starts its turn in the wall’s area takes 4d8 lightning damage. Until the creation ends, you can use a bonus action to cause the wall to fire a bolt of lightning at a target you can see that is within 60 feet of the wall but not in the wall’s space. The creature must make a Constitution saving throw, taking 4d8 lighting damage on a failed save, or half as much damage on a success. **At Higher Levels.** When you use this using a creation slot of 7th level or higher, the initial damage and the bolt of lightning of the creation deals an extra 1d8 damage for each level above 6th. \page #### Ward *6th-level abjuration* ___ - **Casting Time:** 10 minutes - **Range:** Touch - **Components:** V, S, M (a mirror and a puff of smoke) - **Duration:** 24 hours You protect up to 2,500 square feet of floor space (an area 50 feet square, or one hundred 5-foot squares or twenty-five 10-foot squares). The protected area can be up to 20 feet tall, and shaped as you desire. You can protect several stories of a stronghold by dividing the area among them, as long as you can walk into each contiguous area while you are activating this creation. When you activate this creation, you can specify individuals that are unaffected by any or all of the effects that you choose. You can also specify a password that, when spoken aloud, makes the speaker immune to these effects. Ward creates the following effects within the protected area. **Corridors**. Fog fills all the protected corridors, making them heavily obscured. In addition, at each intersection or branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses. **Doors.** All doors in the protected area are creatively locked, as if sealed by the Lock creation. In addition, you can cover up to ten doors with an illusion (equivalent to the illusory object function of the Temporary Trick trick) to make them appear as plain sections of wall. **Stairs.** Webs fill all stairs in the protected area from top to bottom, as the Web spell. These strands regrow in 10 minutes if they are burned or torn away while Ward lasts. **Other Creation Effect.** You can place your choice of one of the following magical effects within the warded area of the stronghold. * Place Shimmering Lights in four corridors. You can designate a simple program that the lights repeat as long as Ward lasts. * Place Stinking Cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while Ward lasts. * Place a constant Gust of Wind in one corridor or room. * Place a Suggestion in one location. You select an area of up to 5 feet square, and any creature that enters or passes through the area receives the Suggestion mentally. A Deactivate Creation creation used on a specific effect, if successful, removes only that effect. You can create a structure permanently under the Ward creation by using this creation there every day for one year. ``` ``` #### Weather Forecast *6th-level transmutation* ___ - **Casting Time:** 10 minutes - **Range:** 5-mile radius - **Components:** V, S, M (a cup of water) - **Duration:** Concentration, Up to 8 hours You take control of the weather within 5 miles of you for the duration. You must be outdoors to use this creation. Moving to a place where you don’t have a clear path to the sky ends the creation early. When you use this creation, you change the current weather conditions, which are determined by the DM based on the climate and season. You can change precipitation, temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take effect. Once they do so, you can change the conditions again. When the creation ends, the weather gradually returns to normal. When you change the weather conditions, find a current condition on the following tables and change its stage by one, up or down. When changing the wind, you can change its direction. ##### Precipitation | Stage | Effect | |:----:|:-------------| | 1 | Clear | | 2 | Light clouds | | 3 | Overcast or ground fog | | 4 | Rain, hail or snow | | 5 | Torrential rain, driving hail or blizzard | ##### Temperature | Stage | Effect | |:----:|:-------------| | 1 | Unbearable Heat | | 2 | Hot | | 3 | Warm | | 4 | Cool | | 5 | Cold | | 6 | Artic cold | ##### Wind | Stage | Effect | |:----:|:-------------| | 1 | Calm | | 2 | Moderate wind | | 3 | Strong wind | | 4 | Gale | | 5 | Storm | \page ### 7th Level #### Cause Death *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You send negative energy coursing through a creature that you can see within range, causing it searing pain. The target must make a Constitution saving throw. It takes 10d8 + 30 necrotic damage on a failed save, or half as much damage on a successful one. A humanoid killed by this creation rises at the start of your next turn as an undead that is permanently under your command, following your verbal orders to the best of its ability. The undead uses the statistics from the Animate Dead creation. #### Charged Fireball *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a bit of sulfur) - **Duration:** Concentration, up to 1 minute A beam of light flashes from you, then condenses to linger at a chosen point within range as a glowing bead for the duration. When the creation ends, either because your concentration is broken or because you decide to end it, the bead blossoms with a low roar into an explosion of flame that spreads around corners. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A creature takes fire damage equal to the total accumulated damage on a failed save, or half as much damage on a successful one. The creations’s base damage is 14d6. If at the end of your turn the bead has not yet detonated, the damage increases by 1d6. If the glowing bead is touched before the interval has expired, the creature touching it must make a Dexterity saving throw. On a failed save, the creation ends immediately, causing the bead to erupt in flame. On a successful save, the creature can throw the bead up to 40 feet. When it strikes a creature or a solid object, the creation ends, and the bead explodes. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. **At Higher Levels.** When you use this creation with a creation slot of 8th level or higher, the base damage increases by 1d6 for each slot level above 7th. ``` ``` #### Dry Bones *7th-level necromancy* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a sponge) - **Duration:** Instantaneous You draw the moisture from every creature in a 30-foot cube centered on a point you choose within range. Each creature in that area must make a Constitution saving throw. Constructs and undead aren’t affected, and plants and creatures similar to water elementals make this saving throw with disadvantage. A creature takes 14d8 necrotic damage on a failed save, or half as much damage on a successful one. #### Firestorm *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Instantaneous A storm made up of sheets of roaring flame appears in a location you choose within range. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area must make Dexterity saving throw. It takes 8d10 fire damage on a failed save, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren’t being worn or carried. If you choose, plant life in the area is unaffected by this creation. #### Force Cage *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 100 feet - **Components:** V, S, M (a lock) - **Duration:** 1 hour An immobile, invisible, cube-shaped prison composed of force springs into existence around an area you choose within range. The prison can be a cage or a solid box as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any creations used inside or outside of the area. When you use this creation, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. \page A creature inside the cage can't leave it by non-creation means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that ability to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the creation or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This creation can't be deactivated by the Deactivate Creation creation. #### Foresight *7th-level divination* ___ - **Casting Time:** 1 minute - **Range:** Touch - **Target:** A willing creature - **Components:** V, S, M (A hummingbird feather) - **Duration:** 8 hours You touch a willing creature and bestow a limited ability to see into the immediate future. For the duration, the target can’t be surprised and has advantage on attack rolls, ability checks, and saving throws. Additionally, other creatures have disadvantage on attack rolls against the target for the duration. This creation immediately ends if you use it again before its duration ends. #### Greater Heal *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Touch - **Components:** V, S - **Duration:** Instantaneous A wave of healing energy washes over a creature you touch. The target regains all its hit points. If the creature is charmed, frightened, paralyzed, or stunned, the condition ends. If the creature is prone, it can use its reaction to stand up. This creation has no effect on undead or constructs. #### Magnificent Mansion *7th-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** 300 feet - **Components:** V, S, M (a piece of marble) - **Duration:** 24 hours You conjure an extradimensional dwelling in range that lasts for the duration. You choose where its one entrance is located. The entrance shimmers faintly and is 5 feet wide and 10 feet tall. You and any creature you designate when you use this creation can enter the extradimensional dwelling as long as the portal remains open. You can open or close the portal if you are within 30 feet of it. While closed, the portal is invisible. Beyond the portal is a magnificent foyer with numerous chambers beyond. The atmosphere is clean, fresh, and warm. You can create any floor plan you like, but the space can’t exceed 50 cubes, each cube being 10 feet on each side. The place is furnished and decorated as you choose. It contains sufficient food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can perform any task a normal human servant could perform, but they can’t attack or take any action that would directly harm another creature. Thus the servants can fetch things, clean, mend, fold clothes, light fires, serve food, pour wine, and so on. The servants can go anywhere in the mansion but can’t leave it. Furnishings and other objects created by this creation dissipate into smoke if removed from the mansion. When the creation ends, any creatures or objects inside the extradimensional space are expelled into the open spaces nearest to the entrance. #### Pain *7th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V - **Duration:** Instantaneous You cause waves of intense pain to assail one creature you can see within range. The target must make a Constitution saving throw. On a failure, the target is wrought with intense pain. On a success, the target is not affected. While the target is affected by crippling pain, any speed it has can be no higher than 10 feet. The target also has disadvantage on attack rolls, ability checks, and saving throws, other than Constitution saving throws. Finally, if the target tries to use a creation, it must first succeed on a Constitution saving throw, or the activation and the creation is wasted. A target suffering this pain can make a Constitution saving throw at the end of each of its turns. On a successful save, the pain ends. #### Prismatic Spray *7th-level evocation* ___ - **Casting Time:** 1 action - **Range:** Self (60ft cone) - **Target:** Each creature in a 60-foot cone - **Components:** V, S - **Duration:** Instantaneous Eight multicolored rays flash from your hand. Each ray is a different color and has a different power. Each creature in a 60-foot cone must make a Dexterity saving throw. For each target, roll a d8 to determine which color ray affects it. 1-Red: The target takes 12d6 fire damage on a failed save, or half as much damage on a successful one. 2-Orange: The target takes 12d6 acid damage on a failed save, or half as much damage on a successful one. 3-Yellow: The target takes 12d6 lightning damage on a failed save, or half as much damage on a successful one. 4-Green: The target takes 12d6 poison damage on a failed save, or half as much damage on a successful one. 5-Blue: The target takes 12d6 cold damage on a failed save, or half as much damage on a successful one. \page 6-Indigo: On a failed save, the target is Restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the Petrified condition. The successes and failures don't need to be consecutive, keep track of both until the target collects three of a kind. 7-Violet: On a failed save, the target is Blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is blinded for the next 24 hours. 8-Special: The target is struck twice. Roll twice more, rerolling any 8. #### Storm of Vengeance *7th-level conjuration* ___ - **Casting Time:** 1 action - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 1 minute A churning storm cloud forms, centered on a point you can see and spreading to a radius of 360 feet. Lightning flashes in the area, thunder booms, and strong winds roar. Each creature under the cloud (no more than 5,000 feet beneath the cloud) when it appears must make a Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 5 minutes. Each round you maintain concentration on this creatopn, the storm produces different effects on your turn. ##### Storm of Vengeance After Round 1 | Round | Effect | |:----:|:-------------| | 2 | Acidic rain falls from the cloud. Each creature and object under the cloud takes 1d6 acid damage. | | 3 | You call six bolts of lightning from the cloud to strike six creatures or objects of your choice beneath the cloud. A given creature or object can’t be struck by more than one bolt. A struck creature must make a Dexterity saving throw. The creature takes 10d6 lightning damage on a failed save, or half as much damage on a successful one. | | 4 | Hailstones rain down from the cloud. Each creature under the cloud takes 2d6 bludgeoning damage. | | 5-10 | Gusts and freezing rain assail the area under the cloud. The area becomes difficult terrain and is heavily obscured. Each creature there takes 1d6 cold damage. Ranged weapon attacks in the area are impossible. The wind and rain count as a severe distraction for the purposes of maintaining concentration on spells. Finally, gusts of strong wind (ranging from 20 to 50 miles per hour) automatically disperse fog, mists, and similar phenomena in the area whether mundane or the result of a creation or item. | \page ### 8th Level #### Anti-Creation Field *8th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self (10-foot-radius sphere) - **Target:** Self (10-foot-radius sphere) - **Components:** V, S, M (A pinch of powdered iron or iron fillings) - **Duration:** Concentration, Up to 1 hour A 10-foot-radius invisible sphere of EMP surrounds you. This area is divorced from the creation that suffuses the abilities of other creations and creation like effects. Within the sphere, creations can’t be used, summoned creatures disappear, and even certain creation/mastercraft items become disfunctional, lacking their main special properties. Until the creation ends, the sphere moves with you, centered on you. Creations and similar effects, are suppressed in the sphere and can’t protrude into it. A slot expended to use a suppressed creation is consumed. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts against its duration. **Targeted Effects:** Creations and similar Effects, such as Missiles and Charm Person, that target a creature or an object in the Sphere have no Effect on that target. **Areas of Effect:** The area of another creation or similar Effect, such as Fireball, can't extend into the Sphere. If the Sphere overlaps an area of creativity, the part of the area that is covered by the Sphere is suppressed. For example, the flames created by a Wall of Fire are suppressed within the Sphere, creating a gap in the wall if the overlap is large enough. **Creations:** Any active creation or similar Effect on a creature or an object in the Sphere is suppressed while the creature or object is in it. **Mastercraft Items:** The Properties and powers of certain items are suppressed in the Sphere. A weapon's Properties and powers are suppressed if it is used against a target in the Sphere or wielded by an attacker in the Sphere. If a weapon or piece of ammunition fully leaves the Sphere (For example, if you fire a Mastercraft Arrow or throw a mastercraft spear at a target outside the sphere), the creative bonus of the item ceases to be suppressed as soon as it exits. **Deactivate Creation.** Creations and similar effects such as Deactivate Creation have no effect on the sphere. Likewise, the spheres created by different antimagic field creations don’t nullify each other. ``` ``` #### Clone *8th-level necromancy* ___ - **Casting Time:** 1 hour - **Range:** Touch - **Components:** V, S, M (Medical supplies worth at least 10,000,000 Berries and at least 1 cubic inch of flesh of the creature that is to be cloned, which the creation consumes. A vessel worth at least 20,000,000 Berries that has a sealable lid and is large enough to hold the creature being cloned) - **Duration:** Instantaneous This creation grows an inert duplicate of a living creature as a safeguard against death. This clone forms inside the vessel used in the creation's activation and grows to full size and maturity after 120 days; you can also choose to have the clone be a younger version of the same creature. It remains inert and endures indefinitely, as long as its vessel remains undisturbed. At any time after the clone matures, if the original creature dies, its soul transfers to the clone, provided that the soul is free and willing to return. The clone is physically identical to the original and has the same personality, memories, and abilities, but none of the original’s equipment (this includes devil fruits). The original creature’s physical remains, if they still exist, become inert and can’t thereafter be restored to life, since the creature’s soul is elsewhere. #### Dark Star *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (a shard of onyx) - **Duration:** Concentration, up to 1 minute This creation creates a sphere centered on a point you choose within range. The sphere can have a radius of up to 40 feet. The area within this sphere is filled with darkness and crushing gravitational force. For the duration, the creation's area is difficult terrain. A creature with darkvision can't see through the darkness, and light can't illuminate it. No sound can be created within or pass through the area. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Using a creation that includes a verbal component is impossible there. Any creature that enters the creation's area for the first time on a turn or starts its turn there must make a Constitution saving throw. The creature takes 10d10 force damage on a failed save or half as much damage on a successful save. A creature reduced to 0 hit points by this damage is disintegrated. A disintegrated creature and everything it is wearing and carrying, except mastercraft items, are reduced to a pile of fine gray dust. \page #### Earthquake *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 500 feet - **Components:** V, S, M (a pinch of dirt) - **Duration:** Concentration, up to 1 minute You create a seismic disturbance at a point on the ground that you can see within range. For the duration, an intense tremor rips through the ground in a 100-foot-radius circle centered on that point and shakes creatures and structures in contact with the ground in that area. The ground in the area becomes difficult terrain. Each creature on the ground that is concentrating must make a Constitution saving throw. On a failed save, the creature’s concentration is broken. When you activate this creation and at the end of each turn you spend concentrating on it, each creature on the ground in the area must make a Dexterity saving throw. On a failed save, the creature is knocked prone. This creation can have additional effects depending on the terrain in the area, as determined by the DM. **Fissures.** Fissures open throughout the creation’s area at the start of your next turn after you cast the spell. A total of 1d6 such fissures open in locations chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one edge of the spell’s area to the opposite side. A creature standing on a spot where a fissure opens must succeed on a Dexterity saving throw or fall in. A creature that successfully saves moves with the fissure’s edge as it opens. A fissure that opens beneath a structure causes it to automatically collapse (see below). **Structures.** The tremor deals 50 bludgeoning damage to any structure in contact with the ground in the area when you active this creation and at the start of each of your turns until the spell ends. If a structure drops to 0 hit points, it collapses and potentially damages nearby creatures. A creature within half the distance of a structure’s height must make a Dexterity saving throw. On a failed save, the creature takes 5d6 bludgeoning damage, is knocked prone, and is buried in the rubble, requiring a DC 20 Strength (Athletics) check as an action to escape. The DM can adjust the DC higher or lower, depending on the nature of the rubble. On a successful save, the creature takes half as much damage and doesn’t fall prone or become buried. #### Feeblemind *8th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Target:** A creature that you can see within range - **Components:** V, S, M (an egg) - **Duration:** Instantaneous You shatter the mind of a creature that you can see within range. The target takes 4d6 psychic damage and must make an Intelligence saving throw. On a failed save, the creature’s Intelligence and Charisma scores become 1. The creature can’t use creations, activate mastercraft items, understand language, or communicate in any intelligible way. The creature can, however, identify its friends, follow them, and even protect them. At the end of every 30 days, the creature can repeat its saving throw against this creation. If it succeeds on its saving throw, the creation ends. The creation can also be ended by greater restoration, heal, greater heal, etc. #### Glibness *8th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** 1 hour Until the creation ends, when you make a Charisma check, you can replace the number you roll with a 15. Additionally, no matter what you say, any effect, ability, or item that would determine if you are telling the truth indicates that you are being truthful. #### Incendiary Cloud *8th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. When the cloud appears, each creature in it must make a Dexterity saving throw. A creature takes 10d8 fire damage on a failed save, or half as much damage on a successful one. A creature must also make this saving throw when it enters the creation’s area for the first time on a turn or ends its turn there. The cloud moves 10 feet directly away from you in a direction that you choose at the start of each of your turns. #### Maddening Darkness *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, M (a drop of mercury) - **Duration:** Concentration, up to 10 minutes Darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Normal lights, as well as light created by creations of 8th level or lower, can't illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 10d8 psychic damage on a failed save, or half as much damage on a successful one. \page #### Stun *8th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous You overwhelm the mind of one creature you can see within range, leaving it dumbfounded. That creature must succeed a Constitution saving throw, getting stunned on a failure. The stunned target must make a Constitution saving throw at the end of each of its turns. On a successful save, this stunning effect ends. #### Sunburst *8th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 150 feet - **Components:** V, S, M (fire) - **Duration:** Instantaneous Brilliant sunlight flashes in a 60-foot radius centered on a point you choose within range. Each creature in that light must make a Constitution saving throw. On a failed save, a creature takes 12d8 radiant damage and is blinded for 1 minute. On a successful save, it takes half as much damage and isn’t blinded by this creation. A creature blinded by this creation makes another Constitution saving throw at the end of each of its turns. On a successful save, it is no longer blinded. This creation deactivates any darkness in its area that was created by a creation. #### Tsunami *8th-level conjuration* ___ - **Casting Time:** 1 minute - **Range:** Sight - **Components:** V, S - **Duration:** Concentration, up to 6 rounds A wall of water springs into existence at a point you choose within range. You can make the wall up to 300 feet long, 300 feet high, and 50 feet thick. The wall lasts for the duration. When the wall appears, each creature within its area must make a Strength saving throw. On a failed save, a creature takes 10d12 bludgeoning damage, or half as much damage on a successful save. The bludgeoning damage from this creation deals double damage to objects and structures. At the start of each of your turns after the wall appears, the wall, along with any creatures in it, moves 50 feet away from you. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a Strength saving throw or take 5d12 bludgeoning damage. A creature can take this damage only once per round. At the end of the turn, the wall’s height is reduced by 50 feet, and the damage creatures take from the spell on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the creation ends. A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful Strength (Athletics) check against your creation save DC in order to move at all. If it fails the check, it can’t move. A creature that moves out of the area falls to the ground. \page ### 9th Level #### Blade of Disaster *9th-level conjuration* ___ - **Casting Time:** 1 bonus action - **Range:** 60 feet - **Components:** V, S - **Duration:** Concentration, up to 1 minute You create a blade-shaped planar rift about 3 feet long in an unoccupied space you can see within range. The blade lasts for the duration. When you activate this creation, you can make up to two melee creation attacks with the blade, each one against a creature, loose object, or structure within 5 feet of the blade. On a hit, the target takes 4d12 force damage. This attack scores a critical hit if the number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12 force damage (for a total of 12d12 force damage). As a bonus action on your turn, you can move the blade up to 30 feet to an unoccupied space you can see and then make up to two melee creation attacks with it again. The blade can harmlessly pass through any barrier, including the Wall of Force creation. #### Invulnerability *9th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (Medical supplies worth at least 5,000,000 Berries, which the creation consumes) - **Duration:** Concentration, up to 10 minutes You are immune to all damage until the creation ends. #### Mass Polymorph *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 120 feet - **Components:** V, S, M (a caterpillar cocoon) - **Duration:** Concentration, up to 1 hour You transform up to ten creatures of your choice that you can see within range. An unwilling target must succeed on a Wisdom saving throw to resist the transformation. An unwilling shapechanger automatically succeeds on the save. Each target assumes a beast form of your choice, as if the Polymorph creation was used on them, lasting until the end of the duration, or until their individual hit points in their beast forms reach 0. ``` ``` #### Meteor Swarm *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 1 mile - **Components:** V, S - **Duration:** Instantaneous Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius sphere centered on each point you choose must make a Constitution saving throw. The sphere spreads around corners. A creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or half as much damage on a successful one. A creature in the area of more than one fiery burst is affected only once. The creation damages objects in the area and ignites flammable objects that aren’t being worn or carried. #### Prismatic Wall *9th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** 10 minutes A shimmering, multicolored plane of light forms a vertical opaque wall – up to 90 feet long, 30 feet high, and 1 inch thick – centered on a point you can see within range. Alternatively, you can shape the wall into a sphere up to 30 feet in diameter centered on a point you choose within range. The wall remains in place for the duration. If you position the wall so that it passes through a space occupied by a creature, the creation fails, and your action and the creation slot are wasted. The wall sheds bright light out to a range of 100 feet and dim light for an additional 100 feet. You and creatures you designate at the time you cast the spell can pass through and remain near the wall without harm. If another creature that can see the wall moves to within 20 feet of it or starts its turn there, the creature must succeed on a Constitution saving throw or become blinded for 1 minute. The wall consists of seven layers, each with a different color. When a creature attempts to reach into or pass through the wall, it does so one layer at a time through all the wall’s layers. As it passes or reaches through each layer, the creature must make a Dexterity saving throw or be affected by that layer’s properties as described below. The wall can be destroyed, also one layer at a time, in order from red to violet, by means specific to each layer. Once a layer is destroyed, it remains so for the duration of the creation. An Anti-Creation Field has no effect on it. \page ##### Prismatic Wall Table | Color | Effect | |:----:|:-------------| | Red | The creature takes 10d10 fire damage on a failed save, or half as much damage on a successful one. While this layer is in place, unimbued ranged attacks can’t pass through the wall. The layer can be destroyed by dealing at least 25 cold damage to it. | | Orange | The creature takes 10d10 acid damage on a failed save, or half as much damage on a successful one. While this layer is in place, unimbued ranged attacks can’t pass through the wall. The layer is destroyed by a strong wind. | | Yellow | The creature takes 10d10 lightning damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 60 force damage to it. | | Green | The creature takes 10d10 poison damage on a failed save, or half as much damage on a successful one. A Secret Passage creation, or another creation of equal or greater level that can open a portal on a solid surface, destroys this layer. | | Blue | The creature takes 10d10 cold damage on a failed save, or half as much damage on a successful one. This layer can be destroyed by dealing at least 25 fire damage to it. | | Indigo | On a failed save, the creature is restrained. It must then make a Constitution saving throw at the end of each of its turns. If it successfully saves three times, the spell ends. If it fails its save three times, it permanently turns to stone and is subjected to the petrified condition. The successes and failures don’t need to be consecutive; keep track of both until the creature collects three of a kind. While this layer is in place, creations can’t be activated through the wall. The layer is destroyed by bright light shed by a creation of 5th level or higher. | | Violet | On a failed save, the creature is blinded. It must then make a Wisdom saving throw at the start of your next turn. A successful save ends the blindness. If it fails that save, the creature is blinded until the Greater Restoration creation is used on them at 9th level. This layer is destroyed by a Deactivate Creation creation or similar creation of equal or higher level that can end creations and similar effects. | #### Psychic Scream *9th-level enchantment* ___ - **Casting Time:** 1 action - **Range:** 90 feet - **Components:** S - **Duration:** Instantaneous You unleash the power of your mind to blast the intellect of up to ten creatures of your choice that you can see within range. Creatures that have an Intelligence score of 2 or lower are unaffected. Each target must make an Intelligence saving throw. On a failed save, a target takes 14d8 psychic damage and is stunned. On a successful save, a target takes half as much damage and isn’t stunned. If a target is killed by this damage, its head explodes, assuming it has one. A stunned target can make an Intelligence saving throw at the end of each of its turns. On a successful save, the stunning effect ends. #### Shapechange *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V, S, M (a vial worth at least 15,000,000 Berries) - **Duration:** Concentration, up to 1 hour You assume the form of a different creature for the duration. The new form can be any creature with a challenge rating equal to your level or lower. The creature can't be a construct or an undead, and you must have seen the sort of creature at least once. You transform into an average example of that creature, one without any class levels or the Creativity trait. Your game statistics are replaced by the statistics of the chosen creature, though you retain your alignment 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 listed in its statistics is higher than yours, use the creature's bonus in place of yours. You can't use any legendary actions or lair actions of the new form. You assume the hit points and Hit Dice of the new form. When you revert to your normal, you return to the number of hit points you had before you transformed. If you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. As long as the excess damage doesn't reduce your normal form to 0 hitpoints, you aren't knocked unconscious. You retain the benefit of any features from your class, race, or other source and can use them, provided that your new form is physically capable of doing so. You can't use any special senses you have (for example, darkvision) unless your new form also has that sense. You can only speak if the creature can normally speak. When you transform, you choose whether your equipment falls to the ground, merges into the new form, or is worn by it. Worn equipment functions as normal. The DM determines 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 shape or size to match the new form, and any equipment that the new form can't wear must either fall to the ground or merge into your new form. Equipment that merges has no effect in that state. During this creation's duration, you can use your action to assume a different form following the same restrictions and rules for the original form, with one exception: if your new form has more hit points than your current one, your hit points remain at their current value. \page #### Time Ravage *9th-level abjuration* ___ - **Casting Time:** 1 action - **Range:** 90ft - **Components:** V, S, M (an hourglass filled with diamond dust worth at least 5,000 gp, which the spell consumes) - **Duration:** Instantaneous You target a creature you can see within range, putting its physical form through the devastation of rapid aging. The target must make a Constitution saving throw, taking 12d12 necrotic damage on a failed save, or half as much damage on a successful one. If the save fails, the target also ages to the point where it has only 30 days left before it dies of old age. In this aged state, the target has disadvantage on attack rolls, ability checks, and saving throws, and its walking speed is halved. Nothing short of the Greater Restoration creation is used with a 9th-level creation slot, or certain devil fruits that allow for age manipulation can end these effects and restore the target to its previous age. #### Time Stop *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** Self - **Components:** V - **Duration:** Instantaneous You briefly stop the flow of time for everyone but yourself. No time passes for other creatures, while you take 5 turns in a row, during which you can use actions and move as normal. Creatures frozen in time count as incapacitated, even if they are immune to the condition normally, automatically fail all saving throws, ability contests, and attacks against them are made at advantage. #### True Polymorph *9th-level transmutation* ___ - **Casting Time:** 1 action - **Range:** 30 feet - **Components:** V, S, M (a drop of mercury) - **Duration:** Concentration, up to 1 hour Choose one creature or non-mastercraft object that you can see within range. You transform the creature into a different creature, the creature into a non-mastercraft object, or the object into a creature (the object must be neither worn nor carried by another creature). The transformation lasts for the duration, or until the target drops to 0 hit points or dies. If you concentrate on this creation for the full duration, the transformation becomes permanent. An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't affected by this creation. This creation can't affect a target that has 0 hit points. **Creature into Creature.** If you turn a creature into another kind of creature, the new form can be any kind you choose whose challenge rating is equal to or less than the target's (or its level, if the target doesn't have a challenge rating). The target's game statistics, including mental ability scores, are replaced by the statistics of the new form. It retains its alignment and personality. The target assumes the hit points of its new form, and when it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn't reduce the creature's normal form to 0 hit points, it isn't knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can't speak, use creations, or take any other action that requires hands or speech unless its new form is capable of such actions. The target's gear melds into the new form. The creature can't activate, use, wield, or otherwise benefit from any of its equipment. **Object into Creature.** You can turn an object into any kind of creature, as long as the creature's size is no larger than the object's size and the creature's challenge rating is 9 or lower. The creature is friendly to you and your companions. It acts on each of your turns. You decide what action it takes and how it moves. The DM has the creature's statistics and resolves all of its actions and movement. If the creation becomes permanent, you no longer control the creature. It might remain friendly to you, depending on how you have treated it. **Creature into Object.** If you turn a creature into an object, it transforms along with whatever it is wearing and carrying into that form, as long as the object's size is no larger than the creature's size. The creature's statistics become those of the object, and the creature has no memory of time spent in this form, after the creation ends and it returns to its normal form. #### Ultimate Heal *9th-level evocation* ___ - **Casting Time:** 1 action - **Range:** 60 feet - **Components:** V, S - **Duration:** Instantaneous A flood of healing energy flows from you into injured creatures around you. You restore all hit points for up to six creatures of your choice within range. Creatures healed by this creation are also cured of all diseases and any effect making them blinded or deafened. This creation has no effect on undead or constructs. \page # Appendix B: Running The Game ## Overview This section has been made for the express purpose of aiding those who wish to be a Dungeon Master for a _One Piece_ D&D game and want to use this system. To push themselves in the right direction, it is recommended to read this guide. It is also recommended that they have been a Dungeon Master beforehand for the standard 5th edition. This section covers many aspects of the _One Piece_ world, as well as tips on how to run certain parts of the game. From factors of the environment (travel time and hazards) to Rewards (how to give them), and Crafting (costs and time to craft). Before we begin, keep in mind these are suggestions. Suggestions that have risen out of multiple successful and failed games using this system to create the best experience possible. Be aware that this system, while more lenient than the standard 5th edition, is still grounded in rules, unlike other anime systems. Everything matters, there must be consistency to maintain balance. This system, being a 5e system, is more D&D than _One Piece_, but not aggressively so. ## The Environment The environment is critical to any tabletop RPG. Without it, the players are in a vacuum, separate from any sense of space and time, they just exist. Some DM's seem to forget how big, unique, and chaotic the world can be, especially when the party reaches locations such as the Grand Line and New World. ### Travel Time Throughout the various games I have seen replicating _One Piece_ seem to have different views on distance and time between islands. The ocean is gigantic, even more so in the _One Piece_ world. Islands, depending on their size, can take as little as an hour or days to travel around when on foot. Though this all can depend on which sea the crew is sailing in. #### Travel By Sea Within the North, South, East, and West Blue, the oceans reflect real-world oceans mostly. Islands are likely closer together, and travel via compass is faster as you can go to specific islands. In these seas, it would likely take only a few days to get to nearby islands, rarely over a week unless the islands are far, or if there is a storm blocking the way. When traversing the Grand Line and New World are when travel time starts to increase. With Log Poses, they need time to update their magnetic pull. This can be as little as a day, or as long as a full year in the case of Little Garden. For simplicity, I've made it so the average time for a log pose to update is 2d6+2 days, though you can choose a specific length of time if you deem it necessary. In these seas, the duration of travel between nearby islands is at least a week, and at most a month. ### Natural Obstacles The Grand Line and New World are full of many forms of obstacles, from natural disasters to terrain hindrances, and such. Here are a few examples of how to run such natural obstacles: The range, DC, and damage of the effects may be increased depending on their severity. #### Whirlpools Whirlpools function much like the Whirlpool part of the Control Water creation, DC 15, Strength Saving Throw. #### Tidal Waves Tidal, much like Whirlpools, functions much like the Tidal Wave creation, DC 15, Strength Saving Throw. If it is truly a titanic wave, consider the Tsunami creation. #### Storms Storms are difficult to wade through, requiring the navigator or helmsmen to make a Navigator's Tools or Water Vehicles tool check, DC 15. On a failure, the ship and the crew may take some 2d8 bludgeoning damage. Lightning can also accompany the storm. Roll a d100. If the number is 50 or higher, lightning strikes an area within 10ft of a creature on board. If the number 85 or higher, one of the crew members is struck by lightning, Dexterity Saving Throw DC 15 for 8d6 lightning damage. #### Reverse Mountain Reverse Mountain is a brief encounter that the party will experience when they sail from one of the Blues to the Grand Line. When the crew sails, they'll make a Strength Saving Throw, DC 15. On a failed save, they take 4d6 bludgeoning damage and are knocked prone. On a success, they take half the damage. #### Magma Getting splashed by magma would 4d10 fire damage. Wading through magma would be 10d10. Swimming through magma would be 18d10 fire. Magma ignores resistance to fire damage and treats immunity to fire damage as resistance. This change is made to reflect the absolute destructive properties of magma in the _One Piece_ world. > ##### Downtime Sessions > Do not be afraid to have sessions with little to no combat or plot action. This applies to all tabletop RPGs, you are never going to be fighting 24/7. Sometimes the best sessions are the ones where nothing but roleplay happens. > > This is especially true for sessions that come after big moments such as the defeat of a main antagonist, a particularly hard battle, and such. > > The vast oceans of the _One Piece_ world provide more than ample time for this to happen, even when waiting for a log pose to update can roleplay-focused sessions can occur. \page ## Crafting Crafting items is a key part of a majority of the roles aboard the crew, particularly Artificers, Shipwrights, Blacksmiths, and Doctors. Crafting various items such as Medicines (Spell Scrolls and Potions), Armor, Weapons, and other forms of utility. There are several requirements for the crafting to be initiated: experience, tools, materials, and the time to craft. In addition, crafting items does require the input of the DM. ### Experience Experience in particular is if the character knows to craft such items. This experience can be gained throughout the game or started depending on one's class, role, or background. Though as long as they have the proficiency in the tools and enough backstory, anyone can craft. #### Crafting Classes **Gunslinger Fighters.** These gunslingers can craft items associated with weaponry such as firearms, cannons, modifications to existing weapons, special ammunition, and even explosives. ***Gadgeteers, Gadget Knight Fighters, Arms Dealer Fighters, and Gadget Tricksters.*** Those who work with gadgets can create most of anything in the form of gadgets. Whether it'd be their creations stored into gadgets (spell scrolls), weapons, armor, permanent versions of their modifications, and more. ***Forgemaster and Cannoneer Barbarians.*** Both these Barbarian subclasses can craft anything that is weapon or armor adjacent. ***Marksmen.*** Marksmen are capable of using either dials, plants, or other kinds of tricks to act as storage for their creations (spell scrolls), and can create and modify new weaponry. ***Bards.*** Bards can imbue their guiding charm and inspiring soul into their art forms, such as storing their creations in a poem that can be sung, or a jovial painting (spell scrolls). ***Medics.*** The specialized medics are capable of using their chemical and medical knowledge to create and store their most potent medicines for later use (spell scrolls), or perhaps store them in drugs (potions). #### Crafting Roles and Backgrounds ***Shipwrights.*** With the role and/or background, shipwrights can work with both metal and wood, allowing them the ability to craft armor and weaponry. ***Doctors.*** Those with the Doctor role and/or background are just as capable as Medics to craft potent medicines and drugs (potions) to cure their allies. ***Blacksmiths.*** Those with the blacksmith background have worked with metal all their life, granting them the ability to craft weapons and armor. #### Permanent Haki-Imbuement Those with an affinity to either Armament or Observation Haki have the potential to infuse their haki into a single weapon permanently, creating a Black Blade, or a White Weapon. Achieving this is less of a crafting ability, but more of a critical story component for said character. ### Tools Tools are the apparatus that enables the creation of the item. Depending on the nature of the item being crafted, different tools may be utilized. Every day spent crafting an item requires a tool check, DC is dependent on the difficulty of the task, as determined by the DM. Successful checks maintain progress, failures on checks cause progress to halt but don't undo progress. Critical successes in crafting checks count as multiple days of progress, and critical fails remove a day of progress. **Scrolls.** As mentioned previously in the Reflavored Items section of Chapter 8, spell scrolls are creations from classes that can use Creations. They can create scrolls from the creations they know. Scrolls made by those with the Gadget Creation List can be flavored as small gadgets. They require tool checks made with Dial Kit, Smith's Tools, Tinkerer's Tools, Alchemist's Supplies, or Herbalism Kits if they are an Alchemist Gadgeteer. Scrolls made by those with the Medic Creation List can be flavored as various drugs, medkits, or bioweapons. They require tool checks with Alchemist's Supplies or Herbalism Kits Scrolls made by those with the Bard Creation List can imbue physical art with their charm, it can be in written form, perhaps a song recorded in a tone dial, or even a painting. They require tool checks with any Artisan tool they are proficient in. Scrolls made by those with the Marksman Creation List can be flavored as various gadgets or tricks they carry, like a set of dials or pop greens. They require tool checks with Tinkerer's Tools, Dial Kits, or Herbalism Kits. **Potions.** Potions are created by those with the Doctor Role, Background, Medic Class, or are an Alchemist Gadgeteer. These potions most often take the form of drugs or another form of medicine. Creating potions requires tool checks made with Alchemist's Supplies or Herbalism Kits. **Weapons.** Special weapons of both ranged and melee varieties can be created by various artisans such as Gunslinger Fighters, those with the Gadgeteer Spell List, Cannoneer Barbarians, Marksmen, Shipwrights, and Blacksmiths. Crafting weapons require tool checks with Smith's Tools, Tinkerer's Tools, Dial Kits, or Gunsmith's Tools. **Armor.** Special armor can also be crafted by various artisans such as those with the Gadgeteer Spell List, Shipwrights, and Blacksmiths. Crafting armor requires tool checks with Smith's Tools, Tinkerer's Tools, or Dial Kits. **Apparatus (Staffs and Wands).** As previously mentioned in Chapter 8, Staffs and Wands function as apparatuses for Creations, and be flavored as gadgets, medical devices, or even instruments wielded by Bards. They can be created by those with any Casting Class or those with the Doctor Background. They can be crafted using tool checks with Tinkerer's Tools or Dial Kits. **Miscellaneous.** Other wearables such as rings, boots, cloaks, other devices, and essentially any wondrous item can be crafted by various artisans. DMs may need to think about what tool check would be appropriate. \page ### Materials Crafting special items is not free. The cost would likely be different for each item, but for sake of simplicity, below is a chart that denotes the cost in terms of item rarity, though you do not need to follow it as it is simply a guideline. Despite the costs of crafting items, there are ways to reduce the costs. Some items may substitute, or even require valuable materials in place of Berry cost, for example defeating a cybernetic captain and using his cybernetics as materials for a new weapon. In addition, certain roles and classes have abilities that reduce the time and cost of crafting items. Specifically the Mastercraft Novice feature of Gadgeteer, the Medical Expertise Feature of Medic, and the Routine Care Feature of the Doctor role, each can halve the cost of crafting their respective items. ##### Crafting Cost | Crafting Rarity | Berry Cost | |:----:|:-------------| | Common | 1 Million Berries | | Uncommon | 5 Million Berries | | Rare | 50 Million Berries | | Very Rare | 500 Million Berries | | Legendary | 5 Billion Berries | ### Time One of the biggest limiting factors of crafting is time. Some more simple items can take days, while others can take weeks, months even. Much like costs, the time an item takes to craft depends greatly on the item. In addition, much like with costs, the features of Gadgeteer, Medic, and the Doctor Role can reduce this time by either half or a quarter it would normally take. Another thing to note, the crafting process might speed up with additional help. Perhaps 2 Gadgeteers working together on the same object would greatly reduce the time. Lastly, the table below is yet again a guideline, and should not be the one size fits all ruling. ##### Crafting Time | Crafting Rarity | Crafting Time | |:----:|:-------------| | Common | 4 days | | Uncommon | 20 days | | Rare | 100 days | | Very Rare | 500 days | | Legendary | 1,000 days | ``` ``` ## Rewards Rewarding your players when they accomplish big tasks is paramount for adding to the adventure. For example, battling another crew who is guarding a large treasure hoard, or gaining new strength after completing a long and emotional arc full of character development. It keeps the game feeling fresh and like the players are making actual headway in the world. It is also best to consider what kind of awards are in order, as completing various tasks allows different kinds of awards. ### "Magic" Items "Magic" items, or mastercraft items in terms of this guide, are special items with abilities outside the norm. They can be inventions, high-ranked swords, special medicine, or even objects with a lot of history. In the standard 5th edition, there is the attunement system, which limits the number of magic items a person can use at a time. I find it's best to ignore that in this game as it is an unnecessary restriction for the world. Instead, grant magic items that specifically help certain classes. Though again, this is a suggestion. Some of the best magic items a DM can award are some that are specific to certain players. For example, giving a player who is a Brawler a Dragon Hide Belt, flavored as the belt that belonged to a famous captain of a pirate crew who was also a Brawler. The item directly aids their Brawler class features. A little personalized touch can go a long way, even if the item itself isn't super impactful. Awards such as these can come from treasure hoards of crews, perhaps in armories inside fortresses of Marines, won in a high-stakes gamble with an elite member of the black market, or even wielded by powerful enemies after defeating them. Mastercraft items such as these can come in many shapes and sizes, however, a great example of a magic item are Vestiges. In _Critical Role_ there are these special magic items called Vestiges. The actual lore is beside the point, but the main attraction is that they grow stronger at key climactic moments. These items should be rare, and not given willy nilly. #### Running Staged Magic Items Staged items come in three stages: Dormant, Wakened, and Exalted. Dormant is how they typically start, at their weakest. Awakened is the step after, achieved when the DM determines it is the right moment, typically after grand character moments. The final step is Exalted when the item is at its strongest. Here is a guide on how to run them. ##### Dormant * An item such as this is typically a +1 to something, attack and damage rolls, DCs, AC, Saving Throws, or possibly even setting the user's ability scores to a higher number while using it. * 1 or 2 additional benefits. \page ##### Wakened * Item becomes a +2 or increases the user's ability scores even more if that was what the Dormant state had done. * 1 or 2 more additional benefits, potentially based on short or long rest, lasting 10 minutes, or based on certain class resources. ##### Exalted * Item becomes a +3 or increases the user's ability scores even more if that was what the Dormant and Awakened state had done. * 1 or 2 more additional benefits, potentially based on short or long rest, lasting 1 hour, or based on certain class resources. ### Cursed Items Items that are cursed are a rather curious reward as the wielder must work hard to bring forth the true strength of the cursed item. Most cursed items are weapons, and how to rule them has already been covered in this book in Chapter 8, but they can also take the form of armor, jewelry, and anything else. Essentially, the cursed item has an ability that can either debuff the wielder or the target, usually based on a certain saving throw, DC determined by the DM. In addition, most cursed items refuse to part from their wielder, such as a sword that seems to always reappear on the person no matter how far they run, or a set of armor you cannot take off. These cursed objects can still be affected by the Remove Curse creation in the Bard and Savant spell list. For example, let's say you wanted to create a weapon like Enma, that drains the haki, as well as physical strength from their wielders. At the start of each combat, the wielder will have to make a Wisdom Saving Throw against the DC of Enma. If the wielder fails, their strength score is reduced by 4 points and they lose the benefits of their Armament Haki features until they finish a short or long rest. If the wielder succeeds, the damage they deal with their haki is doubled and their critical hit range increases by 1. The wielder will keep making this Saving Throw at the start of each combat until the DM determines that the wielder has surpassed the curse, typically when it best fits the story. Cursed items can also function much like the previously mentioned Staged Magic Items, though each stage has a cursed effect to overcome. Cursed items can be found anywhere, the far back corner of stores, locked away in a treasure hoard, or even wielded by an enemy. ### Awarding Haki Haki is a necessity when a character reaches the end of the Grand Line and begins their transition into the New World. One of the major gripes with some of the haki systems I have seen is that they make haki too strong, and force characters to only have one type of haki for the entire game. Do not do that with this haki system. This system of haki was built to have multiple types, though don't expect to master all of them like Luffy. ``` ``` Haki is typically awarded after or even during a stressful moment for a character. In addition, the character must also be of 8th level to achieve the strength needed to utilize haki. When a character does awaken to the power of haki, they typically awaken only one type at first. This first awakening of haki represents the character's affinity. Affinity in a certain type of haki means the user can utilize their full proficiency bonus when using observation or armament haki, or in the case of conqueror's, access the final step towards conqueror's haki. Lacking affinity to a type of haki doesn't mean a character cannot hope to learn it, but rather they would use half their proficiency bonus, rounded up. Awarding haki after this initial awakening is much simpler, as it typically coincides with learning an additional haki ability of their choice every 2 levels after level 8. However, if the event the characters level up from was typically stressful, they may learn 2 haki benefits instead of 1. Conqueror's haki should be a rare commodity amongst players, as well as NPCs outside of particularly powerful individuals. Even more so with affinity in Conqueror's haki. More often than not, the captain of the crew holds such potential. ### Boons Much like any shonen anime, when a character reaches the end of their arc, they go through a grand transformation. A great way to reward this growth in character is to grant them a boon. A boon would act much like the Epic Boons of 5e, except with a few guidelines to make them around the same strength. Each boon may include the following, but ultimately is up to what the DM believes is appropriate: * A single ability score increase of 2, increasing the maximum of that ability score as well. This ability cannot increase a score beyond 30. * An additional passive ability. Best suited that it meshes well with the character. * An additional ability that requires activation, and may have a limited number of uses. Best suited that it meshes well with the character. For example, let's say you had a Longleg Barbarian that dreams to be the fastest runner. Let's say they defeated someone with a devil fruit that granted them unbelievable speed in a fight, say a Sound Logia. Here is a possible boon to give them: #### Boon of Super Sonic Speed * Increase your Dexterity Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * The user gains an additional 30ft movement speed. * When the user uses the Sprint feature of their Long Leg race, they may instead teleport the distance rather than run. On the next page are a few more example Boons. \page #### Boon of Enhanced Size * Increase your Strength or Constitution Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * The user's size increases from medium to large, enabling them to use oversized weapons without penality, wield normally two-handed medium weapons in one hand, their weight is multiplied by 8, and their dimensions double in size. * As a reaction to taking damage, the user can reduce the damage by 1d12 + Constitution Modifier + Level. #### Boon of the Tale Weaver * Increase your Charisma Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * The user gains additional creation slots. They gain an additional two 1st level creation slots, two 2nd level creation slots, and one additional 3rd level creation slot. * When you use the Cutting Words feature, you do not need expend a usage of Bardic Inspiration to use it. #### Boon of One Thousand Blows * Increase your Dexterity Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * Flurry of Blows no longer costs Spirit Points. * As a reaction to being targeted by an attack, you can make an opportunity attack with an unarmed strike. #### Boon of the Tactician * Increase your Strength, Dexterity, or Constitution Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * You gain all the Fighter Fighting Styles. * You gain a number of superiority dice equal to your proficiency bonus, and learn a number of manuevers equal to half your proficiency bonus. These dice are d8s. If you already have superiority dice, these ones are added to that total. #### Boon of Ultimate Armor * Increase your Intelligence Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * Any armor that you have made into your Mechanical Armor gains a bonus to AC equal to half your proficiency bonus rounded up. Any weapon that is part of the armor also adds that bonus to their attack and damage rolls. Your armor grants a bonus to your creation attack rolls and creation save DCs. * When you don your Mechanical Armor, you gain the benefits of both Guardian and Infiltrator at the same time. #### Boon of the Expert Hunter * Increase your Dexterity or Wisdom Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * Choose one of the options each from your Huntsmen's Tactics and Defensive Champion features that you don't already have. You gain both of those abilities. * As a bonus action, you can take the Dash, Disengage, Hide, or Search action. #### Boon of Advanced Chemistry * Increase your Wisdom Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * Your d8 from the Chemical Reactions feature increases to 1d10, and can now apply to both creation damage and creations that restore hit points. * The user gains additional creation slots. They gain an additional two 1st level creation slots, two 2nd level creation slots, and one additional 3rd level creation slot. * You gain resistance to acid damage. #### Boon of Deadly Duelist * Increase your Dexterity Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * When you make an attack roll with a weapon in which you are proficient with, you can treat a d20 roll of 5 or lower as a 5. * When you use your Uncanny Dodge feature against an attack, you instead take no damage. #### Boon of Endless Conviction * Increase your Strength or Charisma Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * You gain two additional uses of Channel Conviction. * When a creature falls below 1 hit point within your aura of protection (including yourself), you can expend a use of Channel Conviction to restore a number of hit points equal to your Savant level to that creature. #### Boon of the Restless Heart * Increase your Strength or Constitution Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * Your d4s from Strong Will racial feature become d8s. * You have advantage on Death Saving Throws. * You become immune to the charmed and frightened conditions. #### Boon of Electro Mastery * Increase your Strength, Dexterity, or Constitution Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * All of your attacks can benefit from you Electro racial feature. * You gain resistance to lightning damage and your attacks ignore resistance to lightning damage, and treat immunity to lightning damage as resistance. * You Inner Beast feature can be used once per short or long rest. #### Boon of the Barrage * Increase your Dexterity Score by 2, increasing the maximum by 2. This ability cannot increase a score beyond 30. * You can use your action to make a ranged attack against any number of creatures within 15 feet of a point you can see within your weapon’s range. You make a separate roll of each creature. * You can use your action to make melee attacks against any number of creatures within 5 feet of you, with a separate attack roll for each target. \page ### Reward Guide For some DMs, it may be difficult to track how many non-item rewards you give to your players. Below is a table to help guide how many rewards a player should get. These rewards include Additional Powers and Devil Fruits, but not haki as each player should get haki at around the same pace, or Boons. The table describes how much awards should be recieved per tier of gameplay. As a reminder, this table is a guideline and doesn't have to be strictly followed. Devil Fruits and Additional Powers that scale/are super impactful count as 1. Additional Powers that are smaller in nature count as between 1/5 to 4/5 of a scaling additional power. ##### Rewards Guide | Tier | Awards | |:----:|:-------------| | Tier 1 (1-5) | 1 | | Tier 2 (6-10) | 2 (3 in total) | | Tier 3 (11-16) | 3 (6 in total) | | Tier 4 (17-20) | 4 (10 or more in total) | #### Tiers of Play Some DMs may have trouble gauging how strong their players should be based on the location. The *One Piece* world is built to be a linear story, broken up into several sections of increasing difficulty and dangers. Below is a good measure for each tier. **Tier 1 (Levels 1-5)**: Players of this tier typically begin their journey within one of the Four Blues. Typical foes within these seas involve petty and upcoming pirates, low ranking marines, and a few small seakings. Devil fruit users in this part of the game are few. **Tier 2 (Levels 6-10)**: Players of this tier begin their transition from the Four Blues to the Grandline. Not immediately deadly, but risk is involved as powerful foes such as the Seven Warlords begins to pop up, and the Marine presence has increased dramatically. Conflicts may take you under the deep ocean, or high in the clouds, with adventures spanning multiple islands. It is around this time when the party starts developing haki at 8th level, and even encountering enemies with low level haki. World Government agents may also start making moves. **Tier 3 (Levels 11-16)**: Players of this tier find themselves at the tail end of the Grandline and the start of the New World. Here is when the conflicts start becoming more intense and even more complicated. Enemies include some of the highest ranking marines, more powerful and influential Warlords, pirate alliances, and the influence of the Four Emperors of the Sea. Conflicts involving the revolutionary army may even come up. **Tier 4 (Levels 17-20)**: Players of this tier are deep within the New World, not just physically, but also conflict wise as the group sails towards the final island and the discovery of the One Piece. Being in their tier means one of two things, either you defeated at least one of the Emperor's of the Sea, and maybe even became one. Around this point is also when characters approach mastery of their haki, techniques, and maybe even their devil fruits. A new king will soon be crowned. ## Purchasing Goods When the party has a large amount of extra berries at their disposal, it should come as no surprise that players would want to purchase high quality items, especially if they lack the means of crafting them. This section is meant to help DMs handle buying and selling special items, wheter they'd be weapons, equipment, consumables, etc. We'll cover both general prices and availability of various goods. It is important to note that these prices are guidelines and may not be the exact prices your DM uses. ### Prices of Goods When making prices, it can be easy to accidently make goods dirt cheap or unreasonably expensive. Making goods too cheap can throw a party out of balance very quickly, and making goods too expensive makes every descision too costly. Below are general price guides for various goods such as weapons, armor, consumables, devil fruits, and more. #### Weapons and Ammo Special weapons and ammunition, such as ranked swords, all come at a high cost when purchased, either due to the difficulty acquiring such high quality wares, be it finding or crafting. Prices for each are displayed in the table below. If the weapons are cursed, that may increase or decrease the price depending on the nature of the curse. ##### Ranked Weapons | Rank | Cost | |:----:|:-------------| | Grade (+1) | 5 Million Berries | | Skillful Grade (+2) | 50 Million Berries | | Great Grade (+3) | 500 Million Berries | | Supreme Grade (+3/Black Blade) | At least 2 Billion Berries | ##### Special Ammo | Rank | Cost | |:----:|:-------------| | +1 Ammo (10) | 5 Million Berries | | +2 Ammo (10) | 50 Million Berries | | +3 Ammo (10) | 500 Million Berries |
> ##### Ranked Items and Size > _One Piece_ is known for the disproportionally large characters, most of which also wield weapons. In some cases these weapons trade users, and despite their vast difference in size, the weapon remains fully functional. For example, Zoro, Enma, and Oden. Enma in Oden's hands is taller than Zoro, yet Enma seems to shrink to fit Zoro's size. > > In order to rectify this, let it be known that ranked weapons and other special items will be able to be wielded by any humanoid, regardless of size (excepts giants). This will not affect the damage dice size as high ranking weapons would most likely already do that. \page #### Armor and Shields Specially crafted armors and shields are very costly, especially the heavier variants. With high defense comes even higher prices. ##### Special Armor | Rank | Cost | |:----:|:-------------| | +1 Armor | 300 Million Berries + Base Armor Cost | | +2 Armor | 1 Billion Berries + Base Armor Cost | | +3 Armor | 3 Billion Berries + Base Armor Cost | ##### Special Shields | Rank | Cost | |:----:|:-------------| | +1 Shield | 5 Million Berries | | +2 Shield | 50 Million Berries | | +3 Shield | 500 Million Berries | #### Consumables Since consumables vary to great degrees, determining the general cost to purchase such items would greatly vary. Costs can be split between two types of consumables, instant and continuous. Instant consumables are ones that give benefits which happen once consumed, such as a Medkit (Small Healing Potion). Continuous consumables are ones that last 1 minute or longer, like Adrenaline (Potion of Speed). Most instant consumables range from as low as 200,000 Berries to 20,000,000 Berries or more, depending on the effect. For example, a Small Medkit that recovers 2d4+2 hit points would be on the lower end, whereas something like a Supreme Medkit that recovers 10d4+20 hit points would be on the higher end. Continuous consumables are more pricy as their effects can be more substantial, such as giving creation effects, and even increasing ability scores to high levels for a prolonged period. Prices would range from 2,000,000 Berries to 200,000,000 Berries. Consumable prices and also be lowered if they have side effects. For example, a potion of speed that gives a level of exhaustion at the end of the duration would decrease the cost. #### Apparatuses and Spell Scrolls Apparatuses, or creation focuses, are the equivalent of a +1 weapon for creativity users, granting them a +1 bonus to their creation save DCs and creation attack rolls. Spell Scrolls, as previously covered, serve as flavored means of storage for creations such as medicine to contain medic creations, allowing anyone to use them, even if they normally aren't casters. As such, both items have a relatively high cost. ##### Apparatuses | Rank | Cost | |:----:|:-------------| | +1 Apparatus | 5 Million Berries | | +2 Apparatus | 50 Million Berries | | +3 Apparatus | 500 Million Berries | ``` ``` ##### Creation Scrolls | Level | Cost | |:----:|:-------------| | Trick (5) | 500,000 Berries | | 1st level | 1 Million Berries | | 2nd level | 2 Million Berries | | 3rd level | 5 Million Berries | | 4th level | 10 Million Berries | | 5th level | 20 Million Berries | | 6th level | 25 Million Berries | | 7th level | 30 Million Berries | | 8th level | 50 Million Berries | | 9th level | 100 Million Berries | #### Devil Fruits Pricing devil fruits in particular can be difficult, especially depending on the types. Luckily here are a few estimates for each type of fruit, but it is important to keep in mind that the values can fluctuate immensely. Depending on the fruit, it could as low as 100 Million, or as high as 5 Billion, this is especially true for paramecias. ##### Devil Fruit Costs | Type | Cost | |:----:|:-------------| | Regular Zoan (non-flying) | 100 Million Berries | | Regular Zoan (flying) | 500 Million Berries | | Ancient Zoan (non-flying) | 300 Million Berries | | Ancient Zoan (flying) | 600 Million Berries | | Mythical Zoan | At least 3 Billion Berries | | Paramecia (Substance Producing) | 250 Million Berries | | Paramecia (Body Altering) | 200 Million Berries | | Paramecia (Transmuting) | At least 300 Million Berries | | Paramecia (Special) | 700 Million Berries | | Logia | 800 Million Berries | #### Misc In situations where the item sold in question fits none of the above categories, refer to the crafting cost of items in the crafting section to get a good idea on the prices. If the goods in question are not an item, but instead a living creature such as an animal or slave, refer to the tables below. ##### Beast Costs | Type | Cost | |:----:|:-------------| | Small or smaller Beast | 50,000 Berries | | Medium Beast | 80,000 Berries | | Large Beast | 400,000 Berries | | Huge Beast | 6 Million Berries | | Gargantuan Beast | 15 Million Berries | | Devil Fruit Animal | + Half the Devil Fruit Cost | \page ##### Slave Costs* | Type | Cost | |:----:|:-------------| | Human (Standard) | 500,000+ Berries | | Dwarf | 700,000+ Berries | | Mink | 700,000+ Berries | | Longarm | 700,000+ Berries | | Longleg | 700,000+ Berries | | Snakeneck | 700,000+ Berries | | Fishman | 1 Million+ Berries | | Giant (Male) | 50 Million+ Berries | | Giant (Female) | 10 Million+ Berries | | Merfolk (Male) | 1 Million+ Berries | | Merfolk (Female) | 70 Million+ Berries | | Devil Fruit User | + The Devil Fruit Cost | | Other Rare | 5 Million+ Berries | *Prices are based off of actual _One Piece_ canon ### Availability of Goods Now, despite the prices being known, the actual availability of such goods will depend greatly on the location and supply from where the purchase was made. For example, just because you have the money to purchase a devil fruit, you usually won't be able to buy one at any run of the mill store. You may have to seek a private auction, or even in an underground market, and even then it is a toss up if the seller even owns the ones you are looking for. DMs should be mindful that the inventory of a market must match the means of the merchant, and that not everything is going to be in any store. Players should also be aware that they cannot buy everything, especially if they don't know where that thing may be sold. Also one thing to note, all shopping interactions should happen on session time and be fully roleplayed, and not something you do out of the session. ## Making Devil Fruits Devil Fruits are a core part of the _One Piece_ setting, special fruits that grant superpowers upon consumption. There are many things to note when designing devil fruits for use in games. Don't be over-specific with devil fruits. For example, the difference between a fruit that lets you transform into a hammer, versus a devil fruit that lets you transform into any tool. Oddly specific devil fruits are not fun at all. ### Devil Fruits and the Environment Devil fruits interact with the environment in many ways. The most notable being with standing liquids and seastone, and their ability to reincarnate. ``` ``` #### Devil Fruit Users in Liquids When a devil fruit user is partially submerged in running water to its knees, it suffers disadvantage on all attack rolls, ability checks, and saving throws until contact is broken. If the water additionally reaches its waist, its speed is reduced by half as well, and they lose the ability to activate its devil fruit. 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. If they have the means to breathe underwater, that still applies, such as a respiration device, or being a fishman. However, you still are subject to all the debuffs when directly submersed. #### Devil Fruit Users and Seastone When a weapon made with seastone deals damage, the target, if they are a devil fruit user, must make a Constitution Saving Throw, DC 20. On a failed save, they lose the ability to activate any of their devil fruit abilities, repeating the saving throw at the end of each of their turns. On a successful save, they can use their devil fruit abilities as normal. This effect is continuous if the weapon is embedded into them, like a seastone bullet. If armament haki is utilized to reduce the damage from a seastone weapon, or to grant advantage on the Constitution Saving Throw, the target automatically succeeds. Seastone restraints like handcuffs and nets are commonly utilized by the marines when hunting devil fruit users. Seastone handcuffs are manacles, that cannot take damage or be broken unless the creature has the Color of Armament Master haki ability. While a creature is bound by these handcuffs they suffer the waist-deep weakness of Ocean's Scorn, ending when freed. A bound creature, while in combatm, can attempt to make the Constitution Saving Throw at the end of their turns. #### Reincarnation Another interesting aspect of devil fruits is their ability to reincarnate in place of another fruit in the world after their user is killed. Though some have found ways to utilize this reincarnation system to their advantage. In character, at the start, most would not know that devil fruits reincarnate to one of the nearest fruits, and even so there are fruits everywhere in the One Piece world, so it would likely still be quite rare to find. Devil fruits reincarnate when the user flat-out dies, meaning when there is no hope to bring them back. Players that die with their devil fruits, but are brought back with Creations such as Revivify and Raise Dead, or any class ability that allows dead creatures to be brought to life, can keep their devil fruits. This can be flavored as they have the will to keep persisting while their allies perform life-saving surgery on them, much like Law helping bring Luffy from the brink after fighting Akainu. Additionally, devil fruits are tied to the user's body and not their mind, as shown with Law's heart switching surgery. Therefore, when a devil fruit user dies, and is brought back via the Clone creation, they do not have their devil fruit ability. \page ### Multiple Devil Fruit Rules It has not been outright confirmed yet, but making it so that someone instantly dies when they eat two devil fruits is too much. In short, characters will try to abuse it. In character what happens can remain a mystery, but until more information is revealed it is for the best to make it so if a devil fruit user eats another devil fruit, it simply wastes the fruit, and it reincarnates elsewhere. Though if you intend to replicate a certain antagonist with multiple fruits, you are free to ignore this. ### Devil Fruit Vulnerabilities There seems to be this common pitfall for Dungeon Masters that believe granting a chracter vulnerability is a balanced feature, wheter it'd be a logia or maybe some kind mythical zoan. Don't do that. Mechanically, vulnerability to a damage type is extremely debilitating, especially for a player. Think about this, imagine if you were given a fruit that made you vulnerable to fire, one of the most common damage types, and someone throws a fireball at that user that does 35 damage. That character, if they fail, takes a substantial 70 damage, which could kill most people, especially at lower levels. Now, instead of using vulnerability, try some of the following to replicate weakness: For logias, the damage type that they are weak to is only one (except haki) they can't benefit from any resistance or immunity from their fruit, like a Wood Logia and fire. Perhaps they have a mythical Troll Zoan that grants them the trolls regeneration that fails to function when they take fire or acid damage. Or perhaps they simply take an extra 4 damage of that type each time they take that damage. This doesn't just apply to players, but also NPCs. Now, some may try to justify giving vulnerabilities by offsetting it with immunities and resistances, but that doesn't change the fact they may still die in one round due to taking double damage. ### Approaching Awakening Awakening a devil fruit is much like learning a new skill, it doesn't just happen instantly but in progressive steps. Exhaustive steps, but steps nonetheless. There are a few guidelines, the character needs to have trained with the fruit for a significant amount of time, and can only be attempted in times of great significance, such as combat to save an ally on the brink of death. Also keep in mind what exactly an awakening entails, utilizing one's fruit in a new way, expanding the range of their abilities. For example, Law and Kid's awakenings enabled them to extend the reach of their fruits, placing a room on his sword, or making a target magnetic instead of magnetizing metal towards yourself. This effect works similarly between logias, paramecias, and zoans, enabling their user benefit from their awakened abilities to a limtied extent. ``` ``` ##### Awakening Attempt Beginning at 10th level, you can attempt to channel your will and bypass the limits of your abilities to unlock a new world of possibilities temporarily, at the cost of expending vast stamina. Before taking an action, describe the what you aim to do, and roll percentile dice. If you roll a number in the range equal to your level at the end of the percentile (so if you are level 10, your percentile of succeess would be 90-100) you gain the ability to replicate the effects of your awakened fruit temporarily without expending a devil fruit usage. On a success, you gain a level of exhaustion and you can't use this feature again until the next dawn. Otherwise, you can use it again after you finish a long rest. Each successful roll increases the percentile by 1. If you roll 100, the percentile increases by 2. ## Suggested Rulings Below are several house rules or quality of life changes that are recommended to employ, but are not obligated to follow. Though it has been made with the DMs and player's best interests to create the most _One Piece_ experience possible through the use of 5e. ### Non-Lethal Damage It is no fun when you trap players into an archetype they never asked for. Every ranged character or spellcaster knows all too well the inability to deal non-lethal damage, marking them as people with no mercy, though that could be further from the truth. Tonally, it also doesn't fit with the anime. Imagine if Ussop killed someone every time he fired his slingshot. All damage from any source can be lethal or non-lethal, the choice is up to the creature dealing the damage, meaning they don't instantly kill a creature when their hit points reach 0. ### Rolling Hit Points Hit Dice are some of the most stressful parts of D&D as there is no way to change a bad roll. For example, a melee fighter who repeatedly has bad luck in hit points can roll so bad that they somehow have fewer hits points than the gadgeteer who has a lower constitution modifier than them. In general hit dice more often than not pull downwards, generating unwarranted stress. So there are two ways to rectify this, either always granting the average Hit Points per level, or having them roll, but if they roll below the average of their hit dice, they may instead take the average. This way, there is still luck involved, but not to the point where your front liners start having significantly fewer hit points than your supports for no reason. \page ### Automatic Success in Skill Checks There are points in life when you have done something enough times that you can just do them without difficulty. This mainly applies later in the game, and for trivial skill checks. When a player, say the Navigator of a level 10 party wants to take a look, there doesn't have to be a skill check as it is not a difficult thing for them to do. If anything, their passive perception should suffice at this level to see something as simple as the newspaper has arrived. Or if a character has important knowledge connected to their backstory, they don't need to make a history check to know about it. Again, these are for more trivial skill checks at higher levels. It speeds things up and keeps the story consistent. ### Reliable Tool Checks Tool's in 5e work by allowing you to be proficient in a skill check, but only when that skill is relevant to something with the tools. What is the point of tools then when I could just be proficient in a bunch of skills? Instead of using tools in place of a relevant skill check, they character can instead use their highest ability score modifier for the roll. ### Collision Damage Combat doesn’t have to be locked to simple exchanges of attacks that happen on even leveled ground. Oftentimes there are obstacles to slam your enemies into, ledged to throw yourself and your enemy off, or great heights to leap from to unleash devastating attacks from above. **Collision Course.** A majority of abilities in regular 5th edition that involve pushing a creature prevent the user from pushing a creature into another solid surface to damage them. Instead of not being able to, make it so that all abilities that can push a creature act as though the creature is falling, taking 1d6 bludgeoning damage for each 10ft they are pushed into a solid surface. This will enable more interesting combat when it comes to both players and NPCs. Whether or not the solid surface they are pushed into breaks or not is to the DM's discretion. **Body Slam.** If you are grappling a creature, and you manage to move both yourself and the creature off a ledge and begin falling, you can choose to place the creature in between yourself and the ground to break both your fall and your enemy’s body. The target must make either a Strength or Dexterity saving throw (their choice) against a DC equal to 8 + your Athletics modifier. On a failure, the target takes the fall damage and falls prone as normal, but you reduce the fall damage you take to 0. On a successful save, both you and the creature fall prone and take falling damage as normal. **Air Strike.** If you hit with a melee attack against a creature, while falling, before you hit the ground, you can transfer some of the moment into your strike. You halve the fall damage you would take and add the reduced half to the damage of your melee attack. Since this ability is dependent on the momentum of your fall, if you are under the effects of something that will slow your fall, such as the Feather Fall creation, the damage cannot occur. However, if you have an ability to reduce the damage, such as resistance, immunity, the Slow Fall ability of the Brawler class, etc. then it reduces only the damage you would take, and not the damage you would inflict. ### Skills and Tools Skill and tool checks are weird. You can use a tool check in place of a skill check. So let's make tools more useful, and have skills and tools to interact more. If a creature has both proficiency in a skill and a tool, it can make the tool check with advantage. This also functions with Expertise. ### Shoving, Grappling, and Disarming Shoving and grappling are some parts of the game that are often underutilized, and that is likely due to them being localized entirely within the attack action, which mostly benefits only fighters. Here are some new rules for Shoving and Grappling to allow them to be utilized more. If you can make an attack (or multiple attacks) as either an action or a bonus action, that attack can also be replaced with a grapple or shove attempt. This rule change allows unarmed abilities to be better utilized, such as by Brawlers, Pugilist Barbarians, or anyone with the Unarmed Fighting Style. In addition you do not need a free hand to initiate a grapple, instead you must use a melee weapon or unarmed strike to satisfy the conditions of a grapple. Also when you shove a creature, you can choose to either shove them backwards, or to the left or right. There is an optional rule in 5e where a creature can attempt to make a disarming attack that results in no damage on a hit, but disarms a foe. Here is one way you could run it. In the place of making a melee attack roll, you can make a Strength (Athletics) check contested against the target's Strength (Athletics) or Dexterity (Acrobatics) check. If the attacker wins, the defender drops one item they are holding to their feet. Much like shoving or grappling, you cannot attempt this if a creature is two or more size categories larger than you, though abilities that increase your size for the purposes of carrying capacity, grappling, and shoving, also work for this ability. \page ### Story-Classing Story-Classing is a system where players, through interacting with the world, can gain new abilities that are separate from their classes, races, etc. These abilities can resemble features from other classes, but don't necessarily have to be. Similar to how Additional Powers can be learned.
##### Joyful's _One Piece_ DMing Experience "In my game, the optional rule of multiclassing has been banned. While it is best employed as a story element such as Vax'ildan in _Critical Role_, in every other instance I have seen firsthand, it was mostly an avenue for min-maxers who are too focused on making their character the strongest mechanically, rather than trying to have an actual character. This is where I propose Story-Classing as an alternative for multiclassing. For example, the Captain of my game is a Brute Fighter who uses the Unarmed Fighting Style. Through his travels, he has learned martial arts such as the Eight Impacts Fist, Iron Body, and Tempest Kick. Currently, he is learning Fishman Karate by being trained by an allied crew of Fishmen. These techniques he has learned throughout his journey, from the start of the North Blue, all the way as they near the end of the Grand Line. In this way, he retains his abilities as a fighter but also learns martial arts without having to multiclass into a Brawler. This goes for the rest of my players as well, we have an Okama Kenpo Brawler who has learned the Finger Pistol and Paper Art techniques, A Gunslinger Fighter who has Moon Walk, Shave, and a Cunning Action. A Savant who has learned the Destructive Wave Additional Power, allowing them to launch area-of-effect slashes with their sword, as well as Foxfire Style. As time goes on in their journey, they gain more allies who teach them new techniques. The same can be said for their NPCs. The Captain taught their musician NPC with a sword on how to use Second Wind and gain a Fighting Style. This growth makes the game world feel more alive, and enables for more fun interactions between players and NPCs, without multiclassing."
### Ability Crafting In order for Story-Classing to work, a DM must be willing to have their players discover and invent new ways to use their abilities. As the name implies, this suggested ruling enables the player the ability to ask their DM to allow their character to learn a new ability. Abilities is a very open definition as it applies to nearly everything a player can do. To give a few examples: a Gadgeteer invents new mods, a Medic creates new creations for them to use, the Chef creates a new set of recipes that give the party benefits, the Brawler learns a new way to use their martial arts, the Fighter develops a new battlemaster maneuver, or if a devil fruit user wants to use their fruit in a new way. The way in which players can craft abilities is very dependent on the DM and the character and has a variety of steps. First and foremost, the player describes what they want their character to learn, and then the DM decides if that is a reasonable action that the character can accomplish, maybe adding a resource or drawback associated with the ability. Then the DM assigns a specific skill check associated with the ability and a DC (DM's discretion) that the player must reach in order to learn the ability. Depending on the nature of the ability, the DM may rule that it would take multiple ability checks to master the ability. The chosen skill check must be relevant to the ability, for example using a Wisdom based skill to learn a martial arts, or using a Charisma based skill to make a new Bard creation, or if you have a devil fruit, using the devil fruit skill. Lastly, the player rolls, and if their successes fulfill the requirements, they gain the ability. However, an ability can also be further refined if possible. Once an ability is gained, it functions much like an additional power, expanding the abilities of the user. To give some more in-depth coverage, two examples will be provided: A fishman karate brawler and a battlemaster fighter with a devil fruit that allows them to conjure and manipulate gel. The fishman karate brawler may want to make a new ability, let's say the ability to move water into a small wave. Since the player is versed in fishman karate, it is reasonable that they can accomplish that and the DM determines that the character would roll a Wisdom check that adds their proficiency bonus against a DC. If the fishman brawler succeeds, they can gain the ability to once a day use the Tidal Wave creation when they are near a significant body of water. The battlemaster fighter with the gel devil fruit may want to use his devil fruit in tandem with his battlemaster maneuvers, creating new ones that are fueled by his fruit. For example, he makes a maneuver that blinds a target for a round, using his gel to cover the eyes of his target. The DM has the character roll using his devil fruit skill check, and when he succeeds, he adds the battlemaster maneuver to the ones he knows. As you can see, the goal of ability crafting is to allow the DM and their players a method of naturally progressing their characters and their abilities, making the world feel more alive as we learn new things every day in the real world. Much like the additional power system and devil fruit system, the book provides both a guideline and inspiration of what the DMs and players can do. With the right amount of initiative and creativity, your game and world can expand vastly. ### Starting Rules It is recommended that when starting a game, the players should start at 3rd level. Starting at 3rd level will enable the group to have a stronger start, much like the characters in _One Piece_ that can take on multiple foes during their introduction. Level 1 characters have very low hit points and it is very easy to accidentally kill them, and typically they level up to 2nd and 3rd level rather quickly, so might as well just skip that unnecessary period of weakness. Also, having them start with their subclass features will able that to factor better within their backstories. For example, if they were a Brawler trained in the ways of the Six Powers, it would not make sense for them to not have access to any of them until they reach 3rd level. \page In addition to starting at 3rd level, the players should also have a free starting feat to enable more customization and diversity between characters. This is in addition to any feats granted from their Roles and Backgrounds. Remember, this is a suggestion made from the experience and testimony from multiple people playing _One Piece_ 5e. If you as the DM truly wish to start them off at level 1, you are completely in your right to do so. ### Party Diversity Diversity is the spice of life. A party should not have too many of the same characters, most notably the doubling up of rare races such as minks and such as most games would start in one of the four blues. For example, multiple characters playing minks starting in one of the Blues, having multiple Barbarians, or having multiple Savants. The best part is a diverse party as each member has something new to bring to the table. The only exception to class doubling is Fighters as most of their abilities are dependent on their subclass and fighting styles, which can vary greatly. Also mechanically, it is not a great idea when most of the players fill the exact same archetype. Imagine if all of the crew happened to choose unarmed, melee characters by chance with no creative casters, it would not be pretty. ### Don't Use Flanking Rules The optional rule of flanking from page 251 of the _Dungeon Master's Guide_ is not a rule that belongs in this system or frankly any other game. While it may make sense or seem cool to gain advantage on melee attack rolls when ganging up on one creature, the rule itself makes combat unbelievably easy and invalidates several features of characters. Think about this, most of the biggest encounters in 5e, especially the big climactic boss fights are when the crew fights all at once against a single enemy that has legendary actions, and maybe one or two of his men. All the players have to to defeat this enemy is just have two melee combatants gang up on them with essentially free advantage for every single attack they have. As a barbarian, why would you ever use your Reckless Attack feature when you could just stand next to someone. Or if you were a brawler with Okama Kenpo, why use that feature that gains advantage on a successful performance check when you and your buddy just stand across from the big bad? How about certain devil fruits, magic items, or additional powers that enable you to attack with advantage a few times. Why use those abilities when you are guaranteed free advantage? Sure, enemies can use it as well, but most enemies that most benefit from that are the basic foot soldiers and not the main enemies. Most of the time, the players don't split up, especially in a game where they all sail together on one ship. All in all, please don't use flanking in your games. It is your game and you can use any rule you wish, but know that the difficulty will plummet if you do choose to implement flanking. ``` ``` ### Critical Saving Throws In standard 5th edition, a critical success or failure has no impact on saving throws. This rule aims to rectify that. When a creature critically succeeds a saving throw of any kind, they automatically succeed the saving throw, and they are unaffected by it completely, be it damage, or any other effect. When a creature critically fails a saving throw, they automatically fail the saving throw, and if it deals damage, it deals an additional damage die. ### Hybrid Races The _One Piece_ world is vast, filled with various types of people from all around the Four Blues and the Grand Line. It comes as no surprise that players may want to be of mixed lineage, such as being a fishman-human hybrid. A simple way to rule this, instead of having to make a hybrid race for each seperate combination, the player can mechanically be one of the races, but appear as a hybrid. For example, say you want to be a human-mink hybrid. Your race would mechanically be that of a mink, you just would also appear more human. There is no need to change up the mechanics of the mink's electro to be weaker just because you aren't full blooded. A more complex way would be to combine some racial traits, but not all for balancing. Take for example, a Longlimb Human, a hybrid between a Long Arm and a Long Leg. You would gain the Human traits in addition to the Long Limbs and Tall Stride features of the two subraces, but none of the other features like Sudden Reach or Sprint. ### Siege Against Constructs Mechanically, in regular 5e, the Siege property doesn't do anything against creatures classified as Constructs. There is good reason for that, since dealing double damage to constructs would make them nearly irrelevant in combat against any martial, unless they had abysmal amounts of hit points. Though it also doesn't make sense that a character with the ability to destroy buildings cannot destroy a robot. So, as a middle ground, when a Construct is damaged via the Siege property, they take an additional 1d8 damage of the damage type. ### Creations and Objects Rules as written in standard 5th edition, most spells cannot deal any damage objects at all, except for a select few, almost all of them can only target creatures. Now this makes sense for spells like Confusion, since you cannot confuse a rock. However this doesn't make sense for AOE damaging spells like Fireball, as the only damage it can inflict is setting something flammable on fire. That is why I propose the following rule: Structures and objects not being worn or carried can be counted as targets for all damaging creations and tricks. Standard object rules still apply, such as objects being immune to poison and psychic damage. \page ### Destroying Special Objects Destroying an object such as a window or a standard longsword is a relatively simple task. However destroying high grade materials such as ranked weapons and sea stone require much more herculean power. Objects of high grade, such as any mastercraft +1-3 weapons, seastone, diamonds, etc. are immune to all damage unless that damage comes from a source of equal or greater quality, if an ability specifically states it can, or if the cause is from a creature with Armament Haki Master. For example, in order to destroy a +2 weapon, you would either need to use another +2 weapon, a +3 weapon, have the Armament Haki Master feature, or have a devil fruit that specifies you can such as the Rust-Rust fruit's ability to corrode any metal. ### Unreasonable Strength In the _One Piece_ world, characters have displayed unreasonable feats of strength, such as lifting up buildings, carrying backpacks several times their mass, wielding weapons that are described as multiple tons, and carrying in general heavy masses. For DM's who want to emulate that very style, this ruling is just for you: Follow the normal caluclations for the weight you can carry, push, drag, lift, etc. and multiply the result by your level. **Carrying Capacity** For example, say you are a 5th level Fighter, medium sized, with a Strength Score of 18, and have no features that increase your carrying capacity. The weight you can carry is 18 (Your Strength Score) x 15 (Standard Multiplier) x 5 (Level) = 1350 lbs. **Push, Lift, and Drag** Taking the same example as the previously mentioned Level 5 Fighter, the amount of weight they can lift, drag, push, etc. is multiplied by 2. So 2700 lbs using the same example. **Other Modifiers** Racial, class, size, and other features that augment your carrying capacity and pusjing, lifting, and drag weight still apply their benefits as normal. For example, if the previously mentioned Fighter had the Powerful Build featutre, increasing the weight they can lift, carry, push, drag from medium to large, then the carrying capacity is further multiplied, equaling 2700. ``` ``` ### Impactful Death To keep with the canon, and to increase tension, higher level ressurection spells are not normally accessable to the player outside of any special items such as devil fruits, such as ones that can bring back the dead from several years. However, to maintain balance, abilities to bring an ally back from the brink are non-optional such as Revivify, Raise Dead, and the Way of Mercy's Ultimate Mercy ability. Such abilities can save people who have been dead no longer than 24 hours, Raise Dead in particular is the only one that grants the ability to ressurect at most 10 days. Abilties such as these fit the world, such as when Law took several days to save Luffy's life or when Wapol's head was reattached by the 20 MDs after Zoro sliced it off. Some DMs understand this, but do prefer to maximize tension. An example includes Matt Mercer making it so any ressurection ability short of the 9th level spell True Ressurection requires a series of skill checks. In this way, even at higher levels, permanent death remains a possibility. To support both the idea of balance and tension, here is a compromise. If a creature has been dead for over a number hours equal to their Constitution modifier (minimum of 1), and is brought back from death from a creation or ability, a DM can employ a specific penalties and stipulations. Here are a few examples, but feel free to homebrew your own: * A creature can be revived after being dead for a number of hours equal to their Constitution modifier (minimum of 1), but only a number of times equal to their Constitution modifier (minimum of 1). Any attempts afterwards fail. For example, a Barbarian with an 18 Constitution can safely be revived if they have been not been dead no longer than 4 hours. If they have been dead longer than that, they can be revived, but only 3 more times in such a way afterwards. * Consider adding a penalty onto a creature that has been revived after their alloted number of hours from their Constitution modifier (minimum of 1), such as a a reduction to an ability score that lasts either indefinatley or until a 9th level Greater Restoration is used on the creature. This can include other penalties, such as a perpetual level of exhaustion that may increase on death. * A creature cannot be revived if they were killed instantaneously, such as by taking damage over double their hit point maximum in a single instance, or when they die from 6 levels of exhaustion, representing total annihalation, or a complete reduction of lifespan. Each of these are their own separate suggestion, it is not reccomened to use them all at once. It is also important to note these rules are entirely option. \page ### Concentration and Temporary HP There is a bit of confusion wheter or not taking damage to temporary hit points affects concentration. For the purposes of this book, any damage taken to temporary hit points doesn't affect concentration. For example, if you have 10 temporary hit points and are concentrating on a creation, you don't make any concentration checks if you take 10 or less damage. You will make a check if you take 11 or more damage, but it is calculated as 1 since the other damage was taken by the temporary hit points. ### Allied Space Occupancy Rules as written, it is impossible to willingly occupy the same space as a creature, be they friend or foe. This hard cut rule makes for some unnecessary limits. Technically you cannot stand 1 foot away from somebody, because of this rule. To rectify this, here is an alternative rule. You can move through a nonhostile creature’s space. In contrast, you can move through a hostile creature’s space only if the creature is at least two sizes larger or smaller than you. Wheter if a creature is friendly or hostile, moving through their space counts as difficult terrain. You can end your movement in the same square as a friendly creature, but not a hostile one. Be aware that occupying the same space could be dangerous when it comes to certain area of effects. ### Proficiency Reclaim Certain features grant the user proficiency in a skill, set of tools, saving throw, etc. Some of those features may unintentionally overlap with existing proficiencies, leading to some features being wasted. In order to prevent that, follow this rule: In the event an ability gives you proficiency in a skill check, saving throw, and tool check, and you are already proficient in that ability, you may instead choose proficiency in another of the same type. ### Ursa Array (Variant Standard Array) This is a suggested rule made by Bluebeary that was made to help make parties more balanced within each other, at least ability score wise. The rule is based on the concept of standard array, but with some much needed revisions. When creating a character, you have 6 numbers: 16, 16, 14, 12, 12, 8. Assign each number to a particular ability score from Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This system maximizes both overall the high power feel we are going for, and a gives fair stat total that leaves the player with few bad stats. This way players, do not have to stress out about rolling bad stats, nor are they locked out of having weaknesses. Keep in mind that this array doesn't account for any other ability score increases gained in creation, such as from race and starting feats. ``` ``` ### Making Custom Backgrounds For some players, they might want a more personalized place in the world, such as being a member of a unique faction, or some other niche cases. This rule also exists for DMs who are willing to create a background specific for their own games. Remember, you cannot take a customized background without permission from your DM. Making a custom background is fairly straightforward, barring coming up with the name, history, or theme of the background. First, start with the background's skill proficiencies. Each background usually gets 2 skills of their choice from a given list of 4 thematically appropriate skills. The next step would be to give them a specific tool proficiency. It can be one set of tools, or a choice of 1 from 2 different tool sets. This can also be replaced with a single or various weapon proficiencies. Furthermore is starting equipment. Starting equipment varies between each background, but most usually start with about 100,000 berries, the tools in which they are proficient in, rations, 1-5 Medkits (small health potions), and any other thematically appropriate items. Second to last is the background feature. Most background features are similar in strength to feats, either by granting the player with a specific feat from the feats section, a choice between 2 feats, or a feat like ability (such as Fisherman's ability to feed an entire boat). Last are the suggested characteristics. These aren't super important as characteristcs are entirely optional, but they can still be useful in helping flesh out a character. There are 4 types of suggested characteristics: Personality Traits, Ideals, Bonds, and Flaws. Personality Traits are features of the character, mainly how they see themselves and how they interact with the world on a surface level. Ideals are the character's core beliefs, what they believe they should strive towards. Bonds are the social connections the character has with the world. Flaws are the character's shortcomings as a person. Each background gives 8 potential Personality Traits, 6 potential Ideals (typically based off alignment), 6 bonds, and 6 flaws. Each of which should be thematic to the background. ### Boarding Combat When two ships are in close combat, boarding combat begins as fighters from each ship engage each other. The frontliners make their moves by swinging from ropes, setting up gang planks, and readying themselves to rush to the other ship to wreck havoc while the ranged combatants provide supporting fire. Essentially, boarding combat functions much like regular combat with slightly different terrain. This rule implements means for navigating combat when ships are in close proximity. #### Crossing Ships There are various ways to cross between two ships outside of abilities such as flying or teleporting from devil fruits and creations. Below are a few examples and ways to rule them: \page * **Bridges.** Physical bridges between two ships can be easily run in many ways. Gangplanks can be set in place by crew members as an action. Most wooden gang planks are 10ft, but there are exceptions such as automated, metal gangplanks that can extend to 30ft. Creatures can also attempt to make makeshift bridges, such as formed from a substance created by a devil fruit. Gangplanks are objects and can be attacked and destroyed much like any other object. Temporary bridges can also be formed via using a chain cannonball shot from the cannon can also form a bridge, though due to the unstable nature would count as difficult terrain. * **Swinging.** One major hallmark of boarding combats between pirates is the ability to swing from one ship to another via a rope. In order to initiate a swing from one ship to another, you must have a rope of at least 50 ft length anchored directly above you. You can expend half your movement speed for your turn to attempt either a Strength (Athletics) or Dexterity (Acrobatics) check, DC 10. On a failure, you fail to travel a significant distance. On a success you swing a distance from where you initiated the swing equal to 20 ft + an additional 5 ft for each increment of 5 rolled above the DC on the check. For example, if you were to roll a 15, you would swing 25ft. * **Pulling Ships.** Another method of crossing ships is pulling an enemy ship towards your own. This can be accomplished with the chain cannonball shot option, though your players may attempt to invent other means. When a ship is hit by the chain cannonball, the chain connects both ships together. If the ship has a mechanism in which to pull the chains together, a creature at the helm can use their action to command the ship to roll 1d20 on the ship's turn. On a roll of 10, the enemy ship is pulled 10ft closer. If the ship that is pulling is larger than the ship that is being pulled, it rolls with advantage, and if the pulling ship is smaller it instead pulls itself towards the attached ship. If there are additional chains, the feet pulled increases by 10ft. If a mechanism is not available, but there are chains present, the DM can rule that players with a significant Strength score can attempt pull the ships together. #### Ship Movement in Combat In combat, a ship has its own initiative, which is simply just a flat 1d20 roll. On the ship's turn in combat, it simply moves in the direction it is set to move in at its movement speed. A creature that is within reach of the helm can make an attempt to change the course of the ship, or operate any special mechanisms made to the ship. These special actions activate on the ship's next turn in combat. Creatures must make a Water Vehicles check to change the course of a ship, except any creature with the Helmsman background. If the waters are particularly wild, the DM may rule that the Helmsman may need to make a roll. #### Attacking The Ship A creature can instead attempt to attack the ship rather than a creature. This acts much like attacking any object, referencing the ship's AC, HP, and Damage Threshold when relevant. Any area of effect damage like from a creation or damage spread from a cannon also damages the ship. Remember that inanimate objects automatically fail saving throws. Additionally, like all objects, ships are immune to psychic and poison damage. In the event a ship does reach 0 hit points and begin taking in water and sinking, refer to the Building, Maintaining, and Repairing You Ship section. ### Improved Help Action One of the major actions that a creature can take both in and out of combat is the Help action. The Help action allows any allied creature to assist their friends with skill checks or the next attack roll while within 5ft of the target, granting the roll advantage. A lot of DMs rule the Help action differently, some of us have even experienced this in professional D&D games such as Adventurer's League, adding two new clauses. The first is that the DM can rule that a creature cannot give the Help action if they in no way that makes sense can help. For example, rules as written, the Barbarian with 8 intelligence that knows nothing about the history of an ancient civilization can still give advantage to a creature making an Intelligence (History) check. A good rule of thumb is that a creature with proficiency in the relevant skill can give the Help action (unless it is for simple actions such as helping lift a heavy object). Another example would be the lack of range, such as helping a creature with a Strength (Athletics) check from 60ft away. Reasonably, that creature couldn't as they would be too far away. So the help action is localized to touch range, unless ruled otherwise. The second is that when a creature takes the Help action to aid a creature in making an attack, the creature gives advantage on all of that creature's attack rolls on their turn. ### Lingering Injuries Is combat feeling a bit stale after one too many simple encounters? Luckily there is a solution, introducing lingering injuries. One of the most common ways DMs can spice up their combats is providing an extra layer of danger and variety, by making damage have a bit more of an impact, with injuries that shape the characters and their interactions going forwards. 272 This rule is heavily inspired by the Lingering Injuries table present on page 272 of the *Dungeon Master's Guide*, though with some key modifications to better fit the system. When a creature is hit with a critical hit, or takes damage greater than or equal to half its hit point maximum, the DM rolls a d20. If the result is a 1, the creature gains a severe lingering injury. If the result is 2-10, the creature gains a moderate lingering injury. If the result is 11-20, the creature doesn't suffer a lingering injury. A creature choosing to deal non-lethal damage can choose not to inflict an injury. If a creature sustains a lingering injury, the DM can roll on either the Moderate or Severe Lingering Injuries table on the next page to determine the nature of the injury. Or the DM could choose which one would be most appropriate. In the case of a critical hit, if a creature manages to reduce the damage to 0 (via haki, immunity, etc.), then they don't have to roll a lingering injury. \page Lingering injuries are separated into two types: Moderate and Severe. Moderate injuries are typically injuries that are not as dangerous, but still impactful, such as a nasty scar or broken ribs. Severe injuries are injuries whose effects range from devastating to deadly. The Moderate and Severe Lingering Injuries tables on the next page displays the results. #### Moderate Lingering Injuries
| d20 | Moderate Injury | |:---:|:------------| | 1-2 | **Break a Finger.** Same as losing a finger, except your finger heals when you receive healing. | | 3-4 | **Minor Scar.** The scar doesn't have any adverse effect. Healing from creations of 6th level or higher, such as from the Heal and Regenerate creation, removes the scar. | | 5 | **Internal Injury.** Whenever you attempt an action in combat, you must make a DC 15 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive healing or if you spend ten days doing nothing but resting. | | 6-7 | **Broken Ribs.** This has the same effect as Internal Injury above, except that the save DC is 10. | | 8 | **Festering Wound.** Your hit point maximum is reduced by 1 every 24 hours the wound persists. If your hit point maximum drops to 0, you die. The wound heals if the Lesser Restoration creation is used on you. Alternatively, someone can tend to the wound and make a DC 15 Wisdom (Medicine) check once every 24 hours. After ten successes, the wound heals. A critical success counts as 2 successes. | | 9-10 | **Horrible Scar.** You are disfigured to the extent that the wound can't be easily concealed. You have a -1 on Charisma (Persuasion) checks and a +1 on Charisma (Intimidation) checks. Healing of 6th level or higher, such as heal and regenerate, removes the scar. | | 11-12 | **Limp.** Your speed on foot is reduced by 5 feet. You must make a DC 10 Dexterity saving throw after using the Dash action. If you fail the save, you fall prone. Healing removes the limp. | | 13-14 | **Broken Arm or Hand.** Same as Lose an Arm or Hand, except the arm is healed after receiving healing. | | 15-16 | **Broken Foot or Leg.** Same as Lose a Foot or Leg, except the leg is healed after receiving healing. | | 17 | **Concussion.** You have disadvantage on Intelligence, Charisma, and Wisdom ability checks and saving throws for 7 days, or until the Lesser Restoration creation is used on you. | | 18 | **Black Eye.** Same as losing an eye, except it is healed after receiving healing. If you have two black eyes after sustaining this injury, you are blinded while you have both black eyes. | | 19 | **Trachea Trauma.** You are unable to speak until you receive healing. | | 20 | **Ringing Ear.** Same as Lost an Ear, except it is healed after receiving healing. If you have both ears ringing after sustaining this injury, you become deafened while both ears are ringing. |
``` ``` #### Severe Lingering Injuries
| d20 | Severe Injury | |:---:|:------------| | 1-2 | **Lose an Eye.** You have disadvantage on Wisdom (Perception) checks that rely on sight. Creations such as the Regenerate creation can restore the lost eye. If you have no eyes left after sustaining this injury, you're blinded. | | 3-5 | **Lose an Arm or a Hand.** You can no longer hold anything with two hands, and you can hold only a single object at a time. Creations such as the Regenerate creation can restore the lost appendage. | | 6-8 | **Lose a Foot or Leg.** Your speed on foot is halved, and you must use a cane or crutch to move unless you have a peg leg or other prosthesis. You fall after using the Dash action. You have disadvantage on Dexterity checks made to balance. Creations such as the Regenerate creation can restore the lost appendage. | | 9-11 | **Lost an Ear.** You have disadvantage on Wisdom (Perception) checks that rely on sound. If you have no ears remaining after sustaining this injury, you are deafened. | | 12-14 | **Punctured Lung.** You can take either an action or a bonus action or your turn, but not both. The injury heals if you receive healing. If you puncture both lungs your hit points drop to 0 and you immediately begin dying. | | 15-17 | **Lose a Finger.** You have a -1 to all Dexterity (Sleight of Hand) checks and Dexterity checks to use fine tools (such as thieves' tools) using the hand with which you lost the finger, for each finger that hand is missing. Creations such as the Regenerate creation can restore the lost finger. If you lose all the fingers from one hand, then it functions as if you had lost a hand. | | 18-20 | **Skull Fracture.** Whenever you attempt an action in combat, you must make a DC 20 Constitution saving throw. On a failed save, you lose your action and can't use reactions until the start of your next turn. The injury heals if you receive healing or if you spend thirty days doing nothing but resting. |
In the case of severe lingering injuries, some of the options involve dismemberment. In the case of dismemberment, if a body part is still present, a creature that is proficient in Medicine can make a Medicine Check, DC 15, to reattach it. On a success, the body part is reattached. On a failure, The patient takes 1d8 necrotic damage and the body part is not reattached. Each failure increases the DC by 5. If the DC increases past 30, the body part is lost. While this rule may not be for everyone, it is important to consider the variety and tension it may bring to a battle. Imagine a final confrontation against a powerful enemy, and one of your attacks slices off their arm near the end of the battle. There is also the fact it incentivizes healing a creature outside of just simply brining them back from 0 hit points. The rule is also set to not happen too often, only happening when faced with ridiculous levels of damage, or a critical hit. \page # Credits Page ## Cover Page and Preface: * Stain Marks and Borders - [Flamableconcrete](https://www.deviantart.com/flamableconcrete) * Bunny Island - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Table of Contents Formating - [u/MishaKozlovacki](https://www.reddit.com/r/homebrewery/comments/1158cwd/table_of_contents/) * Execution of Gol D. Roger - [brfa98](https://www.deviantart.com/brfa98/art/Execution-of-Gol-D-Roger-746114518) * firdous e bareen - [megatruh](https://www.deviantart.com/megatruh/art/firdous-e-bareen-252603159) ## Chapter 1: * The Straw Hat Pirates - One Piece - [doubleu42](https://www.deviantart.com/doubleu42/art/The-Straw-Hat-Pirates-One-Piece-453611119) * Shanks Redhair, Boa Hancock, Ideo, Blue Gilly, Amande, Pudding - Eiichiro Oda; cutout by [bodskih](https://www.deviantart.com/bodskih) * Sun Pirates - [Inmortal Khan](https://www.deviantart.com/inmortalkhan) * Commission of Rin - [leeliyan](https://leedotliyan.carrd.co/#tos) * Kawamatsu (ONE PIECE) - Eiichiro Oda, Shueisha and Toei; hosted on [ZeroChan](https://www.zerochan.net/3788154) * Arlong, Jinbei, Hatchan - Eiichiro Oda; cutout by [bodskih](https://www.deviantart.com/bodskih) * Shirahoshi - [AireensColor](https://www.deviantart.com/aireenscolor) * ONE PIECE Otohime - [RikaMello](https://www.deviantart.com/aireenscolor) * One Piece Fan Art - [Joel Chin](https://www.deviantart.com/rikamello/art/ONE-PIECE-Otohime-321656810) * King One Piece - [uro729 ](https://twitter.com/uro729/status/1472872815166889986) * Chopper Sensei - [RaetElgnis](https://www.deviantart.com/raetelgnis/art/Chopper-Sensei-493082962) * Mansherry - Eiichiro Oda; cutout by [bodskih] * Carrot Sulong - [Hugo Lizarbe](https://www.artstation.com/hugo797) * Inuarashi, Nekomamushi - Eiichiro Oda; cutout by [bodskih](https://www.deviantart.com/bodskih) * Jungle - [Jordi Gonzalez Escamilla](https://www.artstation.com/jordi_gonzalez) * Wyper - [Carlito Carlixtro Jr.](https://www.artstation.com/carlixart) * God Enel, Raki, Conis - Eiichiro Oda; cutout by [bodskih](https://www.deviantart.com/bodskih) * Bartholomew Kuma - [Jasonz](https://www.artstation.com/artwork/E8vYN) * Bartholomew Kuma, Reiju Vinsmoke, Monet and Ryuma - Eiichiro Oda; cutout by [bodskih](https://www.deviantart.com/bodskih) * A Kind of Paradise - [Grivetart](https://www.deviantart.com/grivetart/art/A-Kind-of-Paradise-210120503) * Thriller Bark - [Joel Wynd](https://www.artstation.com/artwork/J9XBOn) ## Chapter 2: * Zoro - [Young-street](https://www.deviantart.com/young-street) * One Piece // Kozuki Oden - [JohnnyAzad](https://www.deviantart.com/johnnyazad/art/One-Piece-Kozuki-Oden-948718260) * Commission of Price - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Soul King Brook (ONE PIECE) - [Art-by-Evan](https://www.deviantart.com/art-by-evan) * One piece Komurasaki - [MitzukiMomiji](https://www.deviantart.com/mitzukimomiji/art/One-piece-Komurasaki-Hiyori-Kozuki-Chapter-1032-903784496) * Gear Second - [OH NIPS](https://www.artstation.com/ohnips) * Jinbei - [Ziizii](https://danbooru.donmai.us/posts/3695680) * Cipher Pol 9 - [sutaneko](https://danbooru.donmai.us/posts/5123886) * Soul on Fire - [Zenopic](https://www.deviantart.com/zenopic/art/Soul-on-Fire-645810528) * Django and Kuro - [Zitsy](https://danbooru.donmai.us/posts/6284089) * Franky - [Deyvidson](https://www.deviantart.com/deyvidson) * Commission of Irene - [leeliyan](https://leedotliyan.carrd.co/#tos) * Ryuuma - One Piece - [PedroCampello](https://www.deviantart.com/pedrocampello/art/Ryuuma-One-Piece-424241305) * Commission of Black Berry - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Commission of Patrice - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Benn Beckman - one piece - [Koshou-Sama](https://www.deviantart.com/koshou-sama/art/Benn-Beckman-one-piece-810409354) * Nami (New World) - [fpxzy111](https://www.deviantart.com/fpxzy111) * Commission of Indigo 2 - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Usopp - [Evan Scale](https://www.artstation.com/evan_scale) * Concept Art - [Vladis Fender](https://www.artstation.com/artwork/oA8QJO) * Charlotte Perospero - [krone-art](https://krone-art.tumblr.com/post/166227632511/charlotte-perospero-i-started-out-with-the) * KARASU - [Baitan 柏坦](https://www.artstation.com/artwork/2JBmv) * Chopping Chopper - [Skrollan95](https://www.deviantart.com/skrollan95/art/Chopping-Chopper-873007906) * Trafalgar Law [Carlos Semper](https://www.artstation.com/artwork/o0dBm) * Monster at Enies Lobby - [NinjaStarfish23](https://www.reddit.com/r/OnePiece/comments/10obf0l/monster_at_enies_lobby_fanart_by_me/) * Ceasar Clown - [Tsuyomaru](https://www.zerochan.net/1744956) * OP_A day in the medical library - [zzyzzy](https://www.deviantart.com/zzyzzyy) * Doc Q - [artofide](https://www.deviantart.com/artofide/art/Doc-Q-886548053) * Seraphim One Piece - [bbdbg03](https://www.facebook.com/TYPHOONJP/photos/a.455885237763062/6383468115004715/?type=3) * Nico Robin - [r-trigger](https://www.pinterest.com/pin/225461525068198932/) * Sir Crocodile - One Piece - [koshou-sama](https://www.deviantart.com/koshou-sama/gallery) * スーツギルド - [sukehige](https://twitter.com/sukehige/status/1611923940141826054) * Corazon One Piece Practice - [christianamiel21](https://www.deviantart.com/christianamiel21/art/Corazon-One-Piece-Practice-591725605) * Sanji (New World) - [fpxzy111](https://www.deviantart.com/fpxzy111) * Kizaru - [wildragon](https://www.deviantart.com/wildragon/art/Kizaru-673926803) * Reiju - [Mad-AK](https://www.deviantart.com/mad-ak/art/Ali-Chan-781677971) ## Chapter 3: * Strawhats - [Junefeier](https://www.deviantart.com/junefeier/art/ONE-PIECE-one-photo-XDD-219711349) * Luffy, Brook, Nami, Sanji, Usopp - [Young-street](https://www.deviantart.com/young-street) * Chopper Sensei - [RaetElgnis](https://www.deviantart.com/raetelgnis) * Fishman Karate - [Supario](https://www.deviantart.com/supario) * Nico Robin - [Madboy-Art](https://www.deviantart.com/madboy-art) * 弗兰奇 (Franky) - [C home](https://www.artstation.com/chome) * onepiece zoro - [Pu Reum Lee](https://www.artstation.com/puleum) ## Chapter 4: * The freedom - Goa Kingdom #4 - [Sheylog](https://www.deviantart.com/sheylog/art/The-freedom-Goa-Kingdom-4-811485542) * Thousand Sunny cruising though the sea of the new - [Aayush Prasai](https://www.deviantart.com/realmofshinigami/art/Thousand-Sunny-cruising-though-the-sea-of-the-new-884417513) * Meito - Eiichiro Oda, Shueisha and Toei; hosted on [Pinterest](https://www.pinterest.com/pin/596586281910766584/) * Shandia - Eiichiro Oda, Shueisha and Toei; hosted on [One Piece Wiki](https://onepiece.fandom.com/wiki/One_Piece_Wiki) * Den Den Mushi - Eiichiro Oda, Shueisha and Toei; hosted on [One Piece Wiki](https://onepiece.fandom.com/wiki/One_Piece_Wiki) ## Chapter 5: * Katakuri vs Luffy - [Dimas Raviandra](https://www.artstation.com/artwork/xzYY5O) * Zoro vs Pika - [Henry](https://www.pinterest.com/pin/830703093740210992/) * Whitebeard - [young-street](https://www.deviantart.com/young-street/art/Whitebeard-527344884) ## Chapter 6: * Buggy The Clown - [Candy Birdie](https://www.artstation.com/artwork/o2ALw4) * CP9 - [SARYTH](https://www.deviantart.com/saryth/art/CP9-136634414) * The Queen and the Prince, a painting - [Wafalo](https://www.reddit.com/r/OnePiece/comments/of1dum/the_queen_and_the_prince_a_painting/) * Admiral Kuzan - [Candy Birdie](https://www.artstation.com/artwork/WW3P3) * Drunk - [Liam Delay](https://www.artstation.com/artwork/5XLxAw) * Vector Arrows - [TalonShadowfox](https://www.deviantart.com/talonshadowfox/art/Vector-Arrow-Tattoo-Design-104398781) * Rolling Dice - [ianllanas](https://www.deviantart.com/ianllanas/art/Rolling-Dice-493721406) * Commission of Conri - [leeliyan](https://leeliyan.ju.mp/#portfolio) * Air Elemental - [javi-ure](https://www.deviantart.com/javi-ure/art/Air-elemental-152966878) ## Chapter 7: * Kinemon Fan Art - [zitszy](https://danbooru.donmai.us/posts?tags=zitszy&z=1) * Gol D. Roger VS. Whitebeard - [Jheovi](https://www.artstation.com/artwork/04BJPG) ## Appendix A: * Commission of Indigo - [leeliyan](https://leeliyan.ju.mp/#portfolio)