One Piece DnD

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

Homebrew created by u/CDC_OldMan (Inspired by Mr-Silvers)

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 is strictly non-profit. Please support the official sources and releases. This document is free to use by anyone and will always remain non-profit. The author of this document will never demand payment for the contents presented within. Images in this document are intended for non-commercial use under the 1976 Copyright Act. Artists are credited at the end of the document, and all rights to the images belong to their respective artists and/or owners. Made with Homebrewery

Preface

This began as a simple passion project by one guy who thought to himself "hey, it'd be kinda cool to play dungeons and dragons in the world of One Piece. I wonder if that's possible?" and then just went along with it. What started out as a simple rework of a few classes and some rewording of features and feats to better fit in the designated setting eventually turned into almost a hundred pages of homebrew. Why dungeons and dragons, of all systems? Accessibility more so than anything, 5th edition is a system that is ever so easy to pick up and enjoy, while still having enough room for creative veterans to play around for years. This document provides all the necessary additions and revisions to the base system to seamlessly tie it into the world of Eiichiro Oda's brainchild, and dungeon masters should find everything they need in order to run games in the setting of One Piece. Naturally, a lot of work and passion has been put into this project, but it's most likely always going to remain a work in progress as ideas form and changes are to be made. Whoever's reading this, hope you enjoy the contents as much as the author did enjoy writing this document, and let it urge you to set sail for the Grand Line!

Table Of Contents

Chapter 1: Races

The world of One Piece is home to a myriad of unique humanoid races that make their home on the four seas and beyond. Life thrives from the bottom of the ocean beneath the Red Line to far above the clouds in the flying lands of Skypiea, each housing a civilization with a rich history and and uncertain futures. With a world consisting of scattered islands dotting an endless ocean, it is no strange occurrence that many are drawn to a life of adventure, setting sail into the horizon as pirates and freedom-seekers. Though very different in shape and story, one thing all races of the world have in common is the call to adventure that rings within the hearts of the select few, regardless of their origins. Walking the streets of a port town in the Grand Line, one could sometimes find more than humans in the crowd if one just knows where to look for them. The blue-tinted skin of a stout fishman as he hauls a massive chest of goods to the market; the skulking shadow of a cat mink as she curiously explores the alleys and corners of this strange world; the sharp, intimidating tattoos of a shandian sky islander that cast wary glances at crowd around him.

Languages

The world of One Piece is unique in that all creatures and races share the same language. Languages are thus not taken into consideration in this system, with the exception of poneglyphs, which is a written language of which knowledge has long since been lost, save for very few dedicated individuals.


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

Choosing A Race

While humans are the most common by a long shot to be found in the world, they still live side-by-side with other races even if they aren't always aware of it. Even then, human tribes are so diverse that distinctions between them are more than simply cultural. Whatever choice you make, your character remains a part of the living breathing, world. The call to adventure can ring true in the heart of any creature in the world, however some races produce more adventurers than others. Humans and fishmen are more likely to go to sea as pirates in search of dreams, treasure or ambition but your choice of race should not be hindered by conventions. Minks and merfolk are curious by nature, and sky islanders are not faint of heart either, so even if they typically do not fly a jolly roger there's nothing stopping them from doing so.

Human

By far the most numerous of all races are the humans. Inhabiting the entire world from the a hundred and seventy kingdoms to the halls of Marie Geoise upon the Red Line, the humans have spread all across the four seas 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 terms on humans as a whole. They can be fearless heroes, intrepid adventurers, craven villains despicable tyrants, pirates seeking freedom or marine soldiers seeking order. The only surefire way to know where a human's heart lies is to look at the flag she flies, which can be as manifold as the stars upon the night sky.

Human Traits

As a human, you have the following traits.

Ability Score Increase Two 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 5 to well over 10 feet, with those belonging to the long-leg tribe reaching heights above 15 feet. Your size is 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,modified humans, kuja, long-arm, long-leg, snakeneck or three-eye tribe.

standard human

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

Ability Score Increase Your Constitution score increases by 1.

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 weapon of your choice.

Strong Will Once when you fail a saving throw, you can choose to reroll it with advantage. You must finish a long rest before you can use this trait again.


Modified human

You are a human that has been genetically altered, While you have been gifted with these enhancements it is up to you how you use them.

Ability Score Increase One ability scores of your choice increase by 1.

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

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.

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.

Ability Score Increase Your Wisdom score increases by 1.

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

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

Minor Haki When you make a weapon attack, you can choose to temporarily infuse the weapon with haki. You gain advantage on the attack roll, and the weapon is considered haki-imbued for the purpose of overcoming resistances and immunities. You can use this feature three times and regain all uses when you finish a long rest.

Long-arm Tribe

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

Ability Score Increase Your Dexterity score increases by 1.

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 Your reach with melee weapons and unarmed strike 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.

Ability Score Increase Your Intelligence score increases by 1.

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

Pragmatic You have advantage on saving throws against being charmed.

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


Long-leg Tribe

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

Ability Score Increase Your Strength score increases by 1.

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

Giant Stride Your walking speed increases by 5 feet, and your jumping distance is doubled.

Long Legs Your reach with unarmed strike involving your legs increases by 5 feet.

Three-eye Tribe

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

Ability Score Increase Your Charisma score increases by 1.

Alighment Three-eye humans have no specific tendencies towards neither good nor evil. Keeper of Secrets. You have proficiency in the Deception and Insight skills.

Third Eye You have advantage on saving throws against being blinded, and on all ability

Tri-Focus At level 3 While in combat when revealing your third eye you gain +3 in attack rolls for all moves.

Fishman

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

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

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

Fishman Traits

As a fishman, you have the following traits.

Ability Score Increase Your Strength score increases by 2.

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

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

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

Speed Your base walking speed is 25 feet. Your base swimming speed is 30 ft. Aquatic Adaption. You can breathe air and water. You have advantage on all Strength (Athletic) ability checks made while in water.

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

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

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

Subraces Choose between sharptooth, stronghide or multipod.

Sharptooth

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

Ability Score Increase Your Strength score increases by 1.

Natural Weapons You have sharp claws, teeth or spines that can be used as weapons. Your unarmed strike deals 1d6

  • your Strength modifier slashing damage 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.

Ability Score Increase Your Constitution score increases by 1.

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

Multipod

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

Ability Score Increase Your Dexterity score increases by 1.

Extra Arms You have up to four additional arms. Each arm can hold a single item that can fit in one hand, two haned weapons count as one handed because of the extra arms. When engaged in two-weapon fighting, you can still only make one attack as a bonus action. Additionally, you can only benefit from one equipped shield even if you are wielding multiple shields.

Merfolk

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

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

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

Merfolk Traits

Ability Score Increase Your Charisma score increases by 2, and your Wisdom score increases by 1.

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

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

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

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

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

Bubble Floater When near a body of water, you can create a bubble floater around your midsection as an action. While you have this floater, you have a flying (hover) speed of 20 feet. The floater lasts for 8 hours.

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

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

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

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


Swarm of Fish

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 15 (6d6-6)
  • Speed 0ft., swim 40 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 9 (-1) 1 (-5) 11 (0) 2 (-4)

  • Skill Proficiencies Perception +2, Survival +2
  • Damage Resistance bludgeoning, piercing, slashing
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 8
  • Challenge 1/8 (25 XP)

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

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

Water Breathing The swarm can breathe only underwater.

Actions

Nibbles (swarm has more than half HP) Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 5 (2d4) piercing damage. Nibbles (swarm has half HP or less) Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. Hit: 2 (1d4) piercing damage.

Mink

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

Moonlit Warriors

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

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

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

Mink Traits

As a mink, you have the following traits.

Ability Score Increase Your Dexterity score increases by 2.

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

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

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

Speed Your base walking speed is 35 feet.

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

Electro All minks can generate electricity through their fur. Once per turn when you hit with a melee weapon attack, you can choose to deal additional lightning damage equal to your proficiency bonus. You can do this three times and regain the ability to do so when you finish a short or long rest.

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 you can use your Electro trait any number of time without expending uses of it. When this transformation ends, you suffer one level of exhaustion. 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 score by 3. This increase can exceed an ability score of 20, but not 30.

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.

Ability Score Increase Your Intelligence score increases by 1.

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. Known as the guardians, they make excellent scouts and defenders.

Ability Score Increase Your Strength score increases by 1.

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

Sky Islander

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

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

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

Dials and Cloudscapes

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

Sky Islander Traits

As a sky islander, you have the following traits.

Ability Score Increase Your Wisdom score increases by 1.

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

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

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

Speed Your base walking speed is 30 feet.

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

Cloudscape Citizen You are naturally acclimated to life at high altitudes where air is thin, including elevations above 30,000 feet. You can hold your breath for twice as long as you normally would and have advantage on saving throws against weather-related hazards, such as strong winds or a sleet storm creation.

Subraces Choose between birkan, shandian and skypiean.

Birkan

Birka was the home of strong warriors before it was destroyed by the previous god Enel. A few survivors of the destruction may still be found in the world, but the heritage of the Birkan people is long since gone.

Ability Score Increase Your Constitution score increases by 2.

Ancient Dials You have a few dials thought long extinct. You know the shocking grasp trick. You can use expeditious retreat and inflict wounds once each and regain the ability to use these creations when you finish a long rest. Wisdom is your creative ability for these creations.

Warrior Born You have proficiency with light armor and two martial weapons 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.

Ability Score Increase Your Dexterity score increases by 2.

Battle Dials You have a few dials designed for combat. You know the produce flame trick. You can use burning hands and thunderwave once each and regain the ability to do so when you finish a long rest. Wisdom is your creative ability for these creations.

Fearless You have advantage on saving throws against being frightened.

Skypieans

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.

Ability Score Increase Your Intelligence and Wisdom scores both increase by 1.

Artisan Dials You have a few dials for personal use. You know the prestidigitation trick. You can use create or destroy water and fog cloud once each and regain the ability to do so when you finish a long rest. Wisdom is your creative ability for these creations.

Leisurely Pursuits You gain proficiency with one set of artisan's tools of your choice, one musical instrument of your choice and one gaming set of your choice.

Oni Tribe

The Oni Tribe are a race of Giants that have demonic features and are generally larger than normal giants. Although they are nearly extinct today, during the Void Century, they roamed the seas as warriors of mass destruction. For this reason they have earned the epithet, Ancient giants

Oni Traits

As a Oni, you have the following traits.

Ability Score Increase Your Strength score increases by 2 and Constitution score increases by 1.

Age Oni reach adulthood in their late teens and typically live up to 100 years.

Size Onis vary greatly in size, standing anywhere between 7 to well over 30 feet.

Speed Your base walking speed is 30 feet

Durable Demon Your hit point maximum increases by 2, and it increases by 2 every time you gain a level.

Tontatta Tribe

The Tontatta are humanoid creatures extremely small but, strong for their size, being able to easily overpower a weak human, to the point of launching them far away. Since they are dwarves the Tontatta are rather small creatures, big enough to fit in one's palm. They have furry tails coming from their rear and most of them feature pointy noses. They have their own kind of martial arts known as Tontatta Combat. Over 900 years ago, the Tontatta set out to sea in search of resources. To support there tribe and to spread there race all over the world.

Tontatta Traits

As a Tontatta, you have the following traits.

Ability Score Increase Your Dexterity and Charisma score increases by 1.

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

Size Tontatta are tiny in size, standing anywhere between 3 to 6 inches.

Speed Your base walking speed is 20 feet

Tiny Time Cause of your small body it is harder to his unless the enemy is small size anyone who uses an attack roll on you has to roll at disadvantage.

Chapter 2: Classes

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

Arcana = Engineering

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

Spells = Creations

In the world of One Piece, spellcasting is nonexistent. However, much of Dungeons and Dragons are designed around the idea of spells being a factor, most of the classes having access to it in some extent.

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

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

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

Trick (Cantrip) Cantrips are referred to as Tricks, however their functionality is virtually the same as in standard Dungeons and Dragons 5th edition. Devil Fruits (Innate Spellcasting). The fantastical power of devil fruits manifest in those who consume it. These individuals gain the ability to create fantastical effects and powers, which fill a similar function to innate spellcasting found in standard Dungeons and Dragons 5th edition.

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

Classes
Class Description Hit Die Primary Ability Saving Throw Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior who can draw upon an inner fury to crush their enemies d12 Strength Strength & Constitution Light and medium armor, shields, simple and martial weapons
Bard A musician who can create enchanting music that aids allies and hinders enemies d8 Charisma Dexterity & Charisma Light armor, simple weapons, hand crossbows, pistols, cutlass, longswords, rapiers, shortswords
Brawler A simple fistfighter who strikes with power and speed in deadly flurries of blows d8 Strength & Dexterity 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
Marksman Expert snipers and hunters with a deadly aim, using the terrain to their advantage as they single out a favored mark to hunt d10 Dexterity & Wisdom Strength & Dexterity Light and medium armor, shields, simple and martial weapons
Rogue Experts at infiltration and subterfuge that sneak behind the enemy and strike them from where they least expect it d8 Dexterity Dexterity & Intelligence Light armor, simple weapons, hand crossbows, pistols, revolvers, cutlass, katana, longswords, rapiers, shortswords
Scientist A person of high intelligence understanding and creating things that are to complex and powerful for others to understand d8 Intelligence Constitution & Intelligence Light armor, medium armor, shields, Simple weapons

Barbarian

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

Class Features

As a barbarian, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Rage

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

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

  • You have advantage on Strength Checks and Strength saving throws.

  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.

  • You have resistance to bludgeoning, piercing, and slashing damage.

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

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

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

Unarmored Defense

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

Reckless Attack

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

Danger Sense

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

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

Primal Path

At 3rd Level, you choose a path that shapes the nature of your rage.

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.

Fast Movement

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

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

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

Brutal Critical

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

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

Relentless Rage

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

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

Persistent Rage

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

Indomitable Might

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

Primal Champion

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

Primal Paths

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

Path of the Berserker

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

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Mindless Rage

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

Intimidating Presence

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

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

Retaliation

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

Path of Destruction

The rage of destruction is for anything in front of you to be nothing, but broken. Anything in your path will crumble to dust as you charge forward with no regrets. While wielding great weapons you are to be feared as monster to your enemies.

Fighting Style

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapons Fighting

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

Crushing Impact

Also at 3rd level, Once per turn you can choose to half your Hit/DC round down and if the attack lands add that damage to your attack.

Demolish

Starting at 6th level, you can tear apart trough anything with your might. Your attacks made using Strength cause twice the damage against objects and structures.

Trampling Charge

Starting at 10th level, while raging, if you move at least 20 feet straight toward a creature and then hits it with a melee weapon attack using Strength on the same turn, that target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Strength modifier) or be knocked prone.

If the target is prone, you can make an weapon attack against it, as a bonus action.

Annihilation

Beginning at 14th level, Your can put extra force into your attacks, driving your weapon deeper into your foes to maximize your damage. Once per turn when you hit a creature with a weapon attack but before you roll for damage, you can choose one number of the attack's damage dice, up to half your proficiency bonus (rounded down), to roll the maximum value possible instead of rolling them normally. (Long Rest to use again)

Path of the Challenger

Most barbarians seek out the most brutal weapon they can find to wield in battle. Those that follow the path of the challenger has come to the conclusion that their own muscles are the deadliest weapon of all. Perhaps the craziest of all barbarians, these pugilists rush into battle with neither weapon nor armor, their rage more like a euphoric laughter 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 d4 in place of the normal damage of your unarmed strikes. While raging, 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.

Interception

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

While raging, when a friendly creature you can see within 30 feet is the target of 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 after seeing the attack roll but before any effects are played out.

If you hit, the attacking creature can choose to redirect its attack towards you instead. If it doesn't, it must reroll its attack roll at disadvantage.

Psyche Up

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

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

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

Death Defying

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

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

Bard

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

Class Features

As a bard, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Creativity (Spellcasting)

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

Tricks (Cantrips)

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

Creation Slots (Spell Slots)

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

For example, if you know the 1st-level creation healing word and have a 1st-level and a 2nd-level creation slot available, you can cast healing word using either slot. Creations Known of 1st Level and Higher (Spells) You know four 1st-level creations of your choice from the bard creation list. The Creations Known column of the Bard table shows when you learn more bard creations of your choice. Each of these creations must be of a level for which you have creation slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new creation of 1st or 2nd Level.

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

Creative Ability (Spellcasting Ability)

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

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

Creation Attack modifier = your proficiency bonus + your Charisma modifier

Routine Usage (Ritual Casting)

You can play any bard creation you know as a routine if that creation has the routine tag. Apparatus (Spellcasting Focus) You can use a musical instrument (see chapter 5, “Equipment”) as an apparatus for your Bard creations. Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

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

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

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

Jack of all Trades

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

Song of Rest

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

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

Bard College

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

Expertise

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

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

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by

  1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration

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

Countercharm

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

Musical Secrets

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

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

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

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

Superior Inspiration

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

Bard College

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

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.

Bonus Proficiencies

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

Song of Strength

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

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

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

Extra Attack

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

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

College of Lore

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

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

Additional Musical Secrets

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

Peerless Skill

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

College of Valor

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

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

College of Swords

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

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

College of Whispers

The College of Whispers is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for characters with a more sinister agenda, such as assassins or spies. With this subclass, you become a master at deception, using fear as a lethal weapon against your enemies with few reservations, mastering abilities like the following:

  • The knowledge of how to twist the knife so that your enemies suffer not only physical harm, but psychic damage as well.
  • The ability to hide ominous insinuation and unnerving threats behind seemingly innocent words, leaving those you speak with trembling in their breeches.
  • The ability to completely steal a fallen enemy's personality and appearence through the use of trickery and creativity.
  • A subtle ability to speak with words that insinuate a person's darkest fears

Brawler (Monk)

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

Class Features

As a brawler, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Brawling

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

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

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

Unarmored Defense

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

Spirit

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

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

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

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

Spirit save DC = 8 + your Proficiency Bonus + your Strength or Dexterity modifier (Whichever is highest)

Flurry of Blows

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

Patient Defense

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

Step of the Wind

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

Unarmored Movement

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

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

Brawling Style

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

Deflect Missiles

Starting at 3rd Level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your brawler level.

If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 spirit point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a brawler weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Brace for Impact

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

Extra Attack

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

Stunning Strike

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

Evasion

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

Shake it Off

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


Animal Spirit

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

Diamond Soul

Beginning at 14th level, your hardened spirit grants you proficiency in all Saving Throws.

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

Timeless Body

At 15th level, your spirit sustains you so that you suffer none of the frailty of old age, and you can’t be aged magically. You can still die of old age, however. Additionally, you only require food and water once every 7 days.

Immortal Will

Starting at 18th level, your powerful spirit cannot be subdued or imprisoned. You can no longer be incapacitated, paralyzed or restrained by creations.

Perfect Self

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

Brawling Style

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

Daredevil

Daredevils are brawlers 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

At 3rd level, you learn a powerful technique that causes massive damage if it connects.

When you make an attack with an unarmed strike, you can choose to suffer a -5 penalty to the attack roll. If you still hit, you gain a +10 bonus to the damage roll of the attack. You can only make this attack once per turn.

Tireless Persistence

Starting at 6th level, your persistence in a fight and unwillingness to give up makes you extremely tough. If you hit a creature with an unarmed strike or a brawler weapon on your turn, you gain 5 temporary hit points at the end of your turn, which last until the start of your next turn. The temporary hit points increases to 8 at 11th level and 10 at 17th level.

Restless Vigil

At 11th level, your persistant spirit doesn't rest even when you're unconscious.

Creatures within 60 feet of you have disadvantage on Dexterity (Stealth) ability checks they make against your passive perception. Additionally, you are aware of your surroundings even while asleep, and now only require 4 hours of sleep to benefit from rest if you need to sleep.

Insurmountable Spirit

At 17th level, you cannot be brought down while your spirit is still burning bright.

When you are brought to 0 hit points, you can expend 1 spirit point to remain conscious and take actions as normal. You do not need to make death saving throws in this state. Each time you take damage while in this state, or if you start your turn with 0 hit points, you must expend 1 spirit point or immediately fall unconscious.

Fishman Karate

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

Aquatic Brawler

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

Brick Fist

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

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

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


Water Shot

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

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

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

Weaving Rapids

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

Water Heart

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

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

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

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

Vagabond Drill

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

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

Ryusoken

The Ryusoken style focuses on holding one's fingers in a claw-fashion, crushing the adversaries with a powerful grip.

Dragon Grasp

At 3rd level you are able to preform grapples as bonus actions.

Dragon's Talon

at 3rd level, you learn how to launch enemies from your powerful grasp, launching them with great force.

When ever you have a target grappled. As an action, while you have the target grappled you can expend a number of spirit points up to your proficiency bonus. The creature must make a Strength saving throw. On a failed save, the creature takes 1d8 bludging damage for each spirit point you spend and sent flying back 10ft. On a successful save target takes half damage and is not sent back flying. This damage cannot be resisted or reduced in any way except with certain Haki feats.

Dragon Bite

At 6th level you refuse to let anything go. When a enemy attacks you that is still 5ft near you, As a reaction you can make a grapple making sure they'll never get away.

Dragon's Breath

At 11th level, you have unlocked a powerful technique to generate a great explosion around you. By expending 3 Ki points, you are able to slam your hands into the ground creating a shock wave of force all around you. all targets with in a 25 ft radius of you must take force damage equal to the die + Str modifier needed for brawler attacks, as shown in the Brawling column of the Brawler table.

Dragon King

At 17th level, you gain the ability to concentrate your ki into a single destructive strike. When you hit a creature with a unarmed attack, you can spend 1 ki point to deal additional damage equal to 1d10 per ki point spent and the target is pushed up to 30 feet back.

Ninja

Ninja are the legendary shadow warriors of the seas. Officially known as the Oniwabanshu, they are the eyes and ears of Wano's shogun. Reknowned for their ability to teleport, disappear in puffs of smoke or appear in several places at once, the sight of their ninjutsu is enough to fill all enemies of Wano with fear. Allegedly.

Bonus Proficiency

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

Ninjutsu

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

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

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

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

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

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

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

Ninjutsu Techniques

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rokushiki Master

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

Six Techniques

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

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

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

  • Tekkai You can expend 1 spirit point as a bonus action to gain resistance against non-imbued bludgeoning, piercing and slashing damage until the end of your next turn. You lose this resistance if you use any of your movement after using this technique.

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

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

  • Soru When you are the target of an attack, you can use your reaction and expend 1 spirit point to impose disadvantage on the attack. If the attack misses, you can teleport 10 feet in any direction you choose.

  • Kami-e When you spend a spirit point to gain AC bonus equal to your proficiency bonus. This lasts till the beginning of your next turn.

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 one of the six techniques you've mastered to make your specialty. The chosen technique grows stronger as show below.

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

  • Tekkai You can now use any of your movement and still retain the benefits of this technique.

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

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

  • Soru You can now take this reaction without expending spirit points. By expending up to 3 spirit points, you can extend the range of the teleport by 10 feet for each spirit point.

  • Kami-e When you activate this move. You can now use your reaction when a creature within 5 feet misses you with an attack to make an opportunity attack against the same creature.

When you reach 17th level in this class, you gain the remaining 5 enhanced techniques you didn't choose at 11th level.

Rokuogan

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

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

Special Limitation: Navy Only

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

Okama Kenpo

Okama kenpo is a kick-focused martial art inspired by dance routines, such as ballet, developed by the inhabitants of the Kamabakka kingdom. It is unique in its application of makeup and mascara in its fighting style.

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 Strength score for the calculations of your Unarmored Defense.

Swan Dance

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

As an action on your turn, you can force a creature to make a Wisdom (Insight) check contested by your Charisma (Performance) check. If you win the contest, you have advantage on all weapon attacks against the target until the end of your next turn, and can immediately make an unarmed strike against the creature as a bonus action, or use your Flurry of Blows. If you hit a creature with an unarmed strike before the end of your turn, it takes additional psychic damage equal to your Charisma modifier (minimum of one).

Mascara Boomerang

At 6th level, you learn how to apply make-up to your face in way that it can be used as a weapon in battle.

By spending 10 minutes with your disguise kit, you can apply eyelashes that double as lethal weapons. As an Action on your turn, you can remove the eyelashes and hurl them as boomerangs in a line that is 30 feet long and 10 feet wide. Each creature in the line must make a Dexterity saving throw, taking 2d6 slashing damage on a failed save and half that on a successful one.

By expending up to 3 spirit points, you can increase the damage by 2d6 per spirit point spent.

Swan Arabesque 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.

Bombardier Arabesque

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

Your Swan Arabesque special attack now deals additional damage equal to your brawler level.

Drunken Boxer

Most people wouldn't hold a candle in a fight after a few drinks, but a few only unleash their full potential when drunk. A drunken boxer presents what seems like an incompetent fool who proves frustrating to engage. The drunken boxer’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

Bonus Proficiencies

When you choose this tradition at 3rd Level, you gain proficiency in the Performance skill if you don’t already have it. Your martial arts technique mixes combat training with the precision of a dancer and the antics of a jester. You also gain proficiency with brewer’s supplies if you don’t already have it.

Drunken Sway

At 3rd Level, you learn how to twist and turn in unpredictable ways. When you hit a creature with an unarmed strike, you can expend 1 spirit point to begin swaying for 1 minute or until you willingly end this effect (no action required). While swaying, you gain the following benefits.

  • Frustrating Foe If a creature misses you with an attack, it has disadvantage on all subsequent attack rolls it makes against you until the end of its turn.

  • Leap to Your Feet When you’re prone, you can stand up by spending 5 feet of movement, rather than half your speed.

  • Tipsy Flurry When you hit a creature with Flurry of Blows, it must succeed on a Strength saving throw or be knocked prone.

Iron Gut

Starting at 6th level, you've become quite the connoiseur of alcoholic beverages. You gain immunity to poison damage and the poisoned condition.

Additionally, you can consume an alcoholic beverage to recharge your spirit, restoring a number of hit points to yourself equal to three times your brawler level. You can use this feature once and regain the ability to do so when you finish a long rest.

Drunkard’s Roll

Starting at 11th level, your unpredictable movements makes it difficult to even figure out where you're going. When you are a forced to make a Dexterity saving throw to avoid an effect you can see, you can use your reaction and expend 2 spirit points to move up to 10 feet before making the saving throw. If you move beyond the range of the effect that prompted the saving throw, you automatically succeed on it.

Intoxicated Frenzy

At 17th level, you gain the ability to make an overwhelming number of attacks against a group of enemies. When you use your Flurry of Blows, you can make up to three additional attacks with it (up to a total of five Flurry of Blows attacks), provided that each Flurry of Blows attack targets a different creature this turn

Black Leg Style

The Black Leg Style using a unique fighting style with a complete emphasis on kicks, repurposing the use of hands into acrobatics such as handstands to augment the force and range of kicks and to prevent the hands from being damaged during a battle. Thus, it boasts a wide and impressive array of kicking techniques coupled with superior acrobatic skills, making it an extremely versatile martial art, able to effectively weave continuous and powerful attacks upon adversaries and overpowered numerous enemies at once with incredible efficiency.

Acrobat

Being able to weave and flex your body into various positions at a rapid pace is essential for a user of the black leg style. You gain proficiency in acrobatics when choosing this subclass at 3rd level, if already proficient then you gain expertise instead.

Black Leg

At 3rd level, you are able to utilize a variety of leg-based attack techniques. Choose three techniques from the list below following the level requirements. You gain additional techniques at levels 6, 11 and 17.

Party Table Kick Course

By spending 1 Ki point you dropping down into a handed handstand position, you spin on your body kicking anything around you with in a 5ft reach. 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 d4. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table.

Mutton Shot

As a Bonus-Action by spending 1 ki point you jump into the air and then channels all your might into one leg to deliver a flurry of kicks so fast that it seems to hit simultaneoustly, creating the illusion that your leg is shaking; sending the target flying 10-ft (Will not send any target a size class bigger than you).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 d4. This die changes as you gain brawler levels, as shown in the Brawling column of the Brawler table.

Concasser

As a bonus action you can spend a ki point you leaps high into the air and start flipping over rapidly to gain speed, then bring your heel of your foot down on the opponent's head. Stuning them still there next turn. You are proficient with it, and you add your Dexterity modifier to its attack roll.

Côtelette

Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs, this attack is usually followed by Selle. At the cost of 2 ki point, the user makes an unarmed strike attack. On a successful hit, they are able to make an additional 'Selle' attack for free.

Selle

Commonly used as a combo attack with Côtelette, using the momentum from the Côtelette attack the user (still in a handstand) spins around in the opposite direction to deliver a fast kick to the opponent's lower back or lumbar region. At the cost of a single ki point (unless used in combination with 'Côtelette'), the user can make an unarmed strike against a single enemy.

Poitrine

The user makes a series stabbing kick straight into the opponent's chest. At the cost of a ki point, the user is able to make 3 unarmed strikes with disadvantage against a single creature.

Collier Shot

The user swings a leg up while on the ground and slams it into an target,(target must make a strength saving roll) if target fails the roll the kick will knock them into the ground(Knock Proned). If target fails strenght roll at cost of 1 ki point you may make an extra unarmed stike to targert.

Fighter

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

Class Features

As a fighter, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Fighting Style

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

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

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

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Great Weapons Fighting

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

Protection

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

Two-weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack and may use one - handed weapons with out the finesse property as a off haned weapon.

Unarmed Fighting

Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier. If you strike with two free hands, the d6 becomes a d8.

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Second Wind

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

Action Surge

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

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

Martial Archetype

At 3rd Level, you choose an archetype that you strive to emulate in your combat styles and techniques. 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. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Indomitable

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

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

Martial Archetypes

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

Champion

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

Improved Critical

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

Remarkable Athlete

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

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

Additional Fighting Style

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

Superior Critical

At 10th Level, your weapon attacks score a critical hit on a roll of 18-20.

Incredibilis

At 15th level, you are a master at striking heavily. Whenever you roll a critical hit, you may roll one of the damage dice an extra time and add it to the total.

Survivor

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

Ironclad

Ironclad is a title bestowed upon fighters who master the use of heavy armor in combat. These walking fortresses stand as bastions ot their allies and impenetrable walls to their enemies.

Walking Bastion

Beginning when you choose this archetype at 3rd level, creatures of your choice within 5 feet of you gain the benefits of half cover as long as you're wearing heavy armor.

Peak Performance

Starting at 7th level, your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Additionally, you can don heavy armor as an action, and doff it as a bonus action.

Bodyguard

At 10th level, when a creature within 5 feet of you is the target of an attack or effect that targets only it, you can use your reaction to make yourself the target instead.

Superior Bastion

Starting at 15th level, the range of your Walking Bastion and Bodyguard features extend to 10 feet.

Ultimate Defender

At 18th level, when you use your Bodyguard reaction, the creature gains the benefits of full cover until the start of your next turn or until it moves more than 10 feet away from you.

Samurai

The Samurai are a class of warriors in Wano Country. Although the title is typically applied directly towards swordsmen, it can also be used as a generic term for all Wano Country warriors, including ninja and sumo wrestlers.

Fighting Spirit

Starting at 3rd level, the might of your willpower can help you strike true. As a bonus action on your turn, you can give yourself advantage on all attack rolls. These benefits last until the end of your turn. You can use this feature three times. You regain all expended uses of it when you finish long rest.

Taka

At level 7, your melee attacks have reached a point where they can slice through and create wind. As an action you can generate a Large Wind Slash with your Weapon that Hits a creature in a 60-ft line front of you. Hit/DC = to you current melee weapon Hit/DC. On a Hit enemy takes 1d12 + Strength. (Limited to PB) (must recharge after a long rest)

Overwhelming Critical

At 10th level, when you score a critical hit with a sword, you roll the damage dice of your weapon one additional time.

Channel-Elemental

At level 15 allows the user to generate, attack with, and cut through fire, lighting, and cold elements. As a action you can use your fighting spirit to generate fire, lighting or either, cold aura around your blade lasting for 1 minute. Adds +PB elemental - type damage to all Melee Weapon Attacks. (Recharge after a Long Rest) You can revert your blade earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Strength Before Death

Starting at 18th level, your fighting spirit can delay the grasp of death. If you take damage that would reduce you to 0 hit points, you can delay that damage and immediately take a bonus turn, interrupting the current turn. You don’t take the damage until the bonus turn ends. It is possible to do things. Once you use this feature, you can’t use it again until you finish a long rest.

Dual Wielder

Dual wielding is the technique of using two weapons, one in each hand for training or combat. It is not a common combat practice. Although historical records of dual wielding in war are limited, there are numerous weapon-based martial arts that involve the use of a pair of weapons.

Art Of War

At level 3, your technique with weapons has far better than the average warrior, If you land a Melee Weapon Attack on a target any Melee Weapon bonus action is rolled at advantage.

Flying Scars

At level 7 you've trained the art of combat to a point with such power and speed to create a compressed air attack at a targer. If you are wielding two bladed weapons, As an action you can generate a Cresent moon-like Wind Slash with your Weapon. With a range of 60-ft. On Hit; take 2d6 + Str slashing damage. If Wielding 1 bladed weapon than the damage roll is 1d6 + str slashing damage.(Can only be used PB per Long rest.) (Does Double Damage on objects)

Vicious Responce

At level 10 you have gained a dangerous reaction to attacks. As a reaction if you are Hit, you are able to respond with a melee weapon attack. If one handed range weapon is in hand you are able to use that for this move and when a creature provokes an opportunity attack from you while you are engaged in two-weapon fighting, you can make one attack with each weapon you are wielding as part of that reaction, instead of a single attack.

Refuse to quit

At Level 15, if you are reduced to 0 hit points, you are able to roll 1d12 and regain the amount of hit points rolled.(Can only be used once per long rest)

Vortex Scars

At level 18, your you have reached a point where the mastery of your blades can generate a destructive cyclone of wind. As an action you can generate a tornado with your bladed weapons that forces all creatures in a 10-ft radius of you. They must then make a Strength saving throw (DC = 8 + Str modifier + Wis modifier). On a failed save, they are thrown an additional 15 ft and take 15d6 slashing damage. On a Successful saving throw they, aren't moved the additional 10 ft and take half the damage.(Can only be used only 2 times per long rest)

Santoryu

Santoryu is a style of sword fighting where the practitioner wields three Katana; one in each hand and one in the mouth.There are many different techniques for this sword style, including high speed attacks , direct hit attacks and compressed air projectile attacks.

Pound Hou

At level 7, using your blades you've learned to send a spiraling current of wind at a target,Anything (DC = PB + Dex modifier + Str modifier), With a range of 60-ft On Hit; take 3d4 + Dex + Str slashing damage.(Can only be used 3 times per short rest.) (Does Double Damage on objects)

Kiki Kyuutouryuu Ashura:

At level 18 as an action, you can create an illusion that resembles a nine-armed demon. The illusion lasts 3 Rounds, or until you end it early as a bonus action. During the time the illusion is manifested, all your attacks that hit are treated as critical hits and you can add your Wisdom modifier to all damage rolls. If you roll a natural 20 your damage is tripled. This ability can be used twice per long rest.

Bow Master

Spending their years specializing in the art of the Bow, Bow Masters are people who have come to have a deeper understanding and a wealth of experience regarding the use of Bows and their limits. Able to push their weapons to the limits without breaking them, they are second to very few in the use of the Bow.

Bow Mastery

Starting at the 3rd level, you have a deep understanding and great experience in the use of bows, knowing exactly where their limits lie. Their damage die changes from a d6 to a d8 (for the shortbow), and from a d8 to a d10 (for the longbow).

One With the Bow

Starting at 7th level, your mastery of the bow is unparalleled, as you find yourself becoming one with it and are able to do shots no other bowman can achieve. Their damage die changes from a d8 to a d10 (for the shortbow), and from a d10 to a d12 (for the longbow).

Marksman (Ranger)

The Marksman
Level Proficiency Bonus Features Creation Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Favored Mark
2nd +2 Creativity, Fighting Style 3 2
3rd +2 Marksman Archetype, Quick Reload 3 3
4th +2 Ability Score Improvement 4 3
5th +3 Extra Attack, Favored Mark (d8) 5 4 2
6th +3 Deft Explorer 6 4 2
7th +3 Marksman Archetype Feature 7 4 3
8th +3 Ability Score Improvement, Land's Stride 8 4 3
9th +4 9 4 3 2
10th +4 Deft Explorer, Expert Camouflage 10 4 3 2
11th +4 Marksman Archetype Feature 11 4 3 3
12th +4 Ability Score Improvement 11 4 3 3
13th +5 12 4 3 3 1
14th +5 Vigilant Gaze, Favored Mark (d10) 12 4 3 3 1
15th +5 Marksman Archetype Feature 13 4 3 3 2
16th +5 Ability Score Improvement 13 4 3 3 2
17th +6 14 4 3 3 3 1
18th +6 Eagle Eyes 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Killshot, Favored Mark (d12) 15 4 3 3 3 2

Class Features

As a marksman, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Deft Explorer

You are an unsurpassed explorer and survivor. Choose one of the following benefits, and then choose another one at 6th and 10th level.

Canny

Choose one skill: Acrobatics, Athletics, History, Insight, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You gain proficiency in the chosen skill if you don’t already have it, and you can add double your proficiency bonus to ability checks using that skill.

In addition, thanks to your extensive wandering, you can no longer get lost by natural means. Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed. Tireless As an action, you can give yourself a number of temporary hit points equal to 1d10 + your Wisdom modifier. You can use this special action a number of times equal to your Wisdom modifier (a minimum of once), and you regain all expended uses when you finish a long rest. In addition, whenever you finish a short rest, your exhaustion level, if any, is decreased by 1.

Favored Mark

You can use your uncanny precision to mark a target for termination. 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 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).

Creation Slots (Spell Slots)

The Marksman table shows how many creation slots you have to play your marksman creations of 1st Level and higher. To play one of these creations, you must expend a slot of the creation’s level or higher. You regain all expended creation slots when you finish a long rest. For example, if you know the 1st-level creation entangle and have a 1st-level and a 2nd-level creation slot available, you can cast entangle using either slot.

Creations Known of 1st Level and

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

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

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

Creative Ability (Spellcasting Ability)

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

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

Creation Attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Style

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

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

Akimbo

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

Archery

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

Gunslinger

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

Melee Shooter

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

Thrown Weapon Fighting

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

In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Marksman Archetype

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

Quick Reload

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

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

Ability Score Improvement

When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by

  1. As normal, you can’t increase an ability score above 20 using this feature.

Extra Attack

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

Land's Stride

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

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

Expert Camouflage

Starting at 10th level, your footsteps no longer make any sound while you move and you can willingly silence your breathing until it's imperceptible.

Additionally, can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage. While you have this camouflage, you have advantage on Dexterity (Stealth) checks you make. The camouflage lasts for 1 hour and retains its integrity even if you enter a body of water.

While camouflaged and making a ranged weapon attack, missing with the attack doesn't reveal your position to the enemy.

Vigilant Gaze

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

Eagle Eyes

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

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

Killshot

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

If you hit a creature marked as your Favored Mark with a ranged weapon attack and the target has 20 hit points remaining or less, it is instantly reduced to 0 hit points.

Marksman Archetype

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

Sniper

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

Snipers Eye

Starting at 3rd level, you are a prodigy at range weapons.

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

Careful Aim

Starting at 3rd level, you can spend your time aiming towards a creature to enhance the precision of your attack. You can use a bonus action to give yourself advantage on your next ranged weapon attack.

Sniper’s Crouch

Beginning at 7th level, you suffer no disadvantage to your attacks from being prone on the ground. In addition, while you are prone you are considered to have half cover.

Unerring Aim

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

Parting Shot

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

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


Bounty Hunter

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

Additional Fighting Style

At 3rd level, you choose an additional fighting style from the options below. At 11th level, you gain the other fighting style you didn't choose at 3rd level.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two-weapon Fighting

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

Bonus Creations

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

Marksman Level
3rd
5th
9th
13th
17th

Creation
zephyr strike
branding smite
blinding smite
staggering smite
steel wind strike

Defensive Champion

At 7th level, you choose one of the defensive techniques listed below. Nerves of Steel When a creature that you can see forces you to make a saving throw, you can use your reaction to grant yourself advantage on the saving throw.

Stand Against the Tide When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice.

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.

Master-at-arms

At 15th level, you become a master at fighting with weapons.

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

Beastmaster

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

Bestial Companion

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

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

The beast obeys your commands as best as it can. It takes its turn on your initiative. On your turn, you can verbally command the beast where to move (no action required by you). If you are incapacitated or absent, the beast acts on its own, focusing on protecting you and itself. The beast never requires your command to use its reaction, such as when making an opportunity attack.

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. If your bestial companion is separated from you, it will find your position after 8 hours and immediately seek you out to the best of its ability.

Bestial Commands

At 3rd level, you learn how to efficiently command your bestial companion in battle. Using your bonus action, you can command a bestial companion to take the following actions. If you don't give your bestial companion a command on your turn, it takes the Dodge action.

Attack Your bestial companion makes one attack with its available actions.

Search Your bestial companion makes a Wisdom (Perception) check to search for hidden enemies, traps or specific objects. You must designate which of the three you want it to search for.

Fetch Your bestial companion runs off to fetch an item it can carry and bring it to you. The bestial companion must know of the item's location to fetch it for you. If a hostile creature is carrying the item, your bestial companion will attempt to wrestle it from them with a Strength (Athletics) or Dexterity (Sleight of Hand) check contested by the target creature's Strength (Athletics) check.

Hide Your bestial companion makes a Dexterity (Stealth) check to attempt to hide.

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 can give your bestial companion additional commands.

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

Bestial Mark

At 11th level, your bestial companion homes in on your favored mark with uncanny precision.

Your bestial companion now has advantage on attacks it makes against your favored mark, and for the duration of the mark it always knows of its location as long as the marked enemy remains within 1 mile of your bestial companion.

Enrage

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

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

  • You gain resistance to bludgeoning, piercing and slashing damage.

  • You gain immunity to the charmed, frightened and paralyzed conditions, and your movement speed cannot be reduced.

  • You can make one additional weapon attack on your turn as a bonus action.

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

Bestial Companions

Listed below are the available bestial companions for Beastmasters.


Beast of the Land

Medium beast, neutral


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

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

  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

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

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

Weapon Form (Kuja Snake only) . As an action, the beast can harden and transform into a quarterstaff, shortbow or longbow. When wielded as a weapon, the user has a +1 bonus to attack and damage rolls. The beast is incapacitated until it reverts to its normal form as an action.

Actions

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

Kuja Snakes

The Kuja tribe of humans are renowned for their beastmasters, who favor a unique species of snakes native to their island as their bestial companions. Non-Kuja beastmasters, especially males, would have a difficult time finding a Kuja snake to use as a bestial companion and should be restricted in their ability to find and use such bestial companions.

A DM can naturally lift this restriction to better suit the feel of the game.


Beast of the Air

Small beast, neutraL


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

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

  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

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

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

Actions

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



Beast of the Sea

Medium beast, neutraL


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

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

  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

Amphibious The beast can breathe air and water.

Ride the Current While in water, a creature of medium size or smaller can use the beast as a mount.

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

Actions

Bite Melee Weapon Attack: +your creation attack modifier to hit, reach 5 ft., one target. Hit: (1d6 + 2 + PB) piercing damage.


Fang of little garden

Large beast, neutraL


  • Armor Class 13 + PB
  • Hit Points 5 + five times your marksman level (the beast has a number of Hit Dice (d8) equal to your marksman level)
  • Speed 50ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 18 (+4) 8 (-2) 14 (+2) 10 (+0)

  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Understands the languages you speak
  • PB Equals your proficiency bonus

Multiattack The tyrannosaurus makes two attacks: one with its bite and one with its tail.

Ride While on land, a creature of medium size or smaller can use the beast as a mount.

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

Actions

Bite Melee Weapon Attack: +your creation attack modifier to hit, reach 10 ft., one target. Hit: (1d12 + 6 + PB) piercing damage.

Tail Melee Weapon Attack: +your creation attack modifier to hit, reach 10 ft., one target. Hit: (3d4 + 6 + PB) bludgeoning damage.

Rogue

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

Class Features

As a rogue, you gain the following class features

Hit Points


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

Proficiencies


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

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

Equipment

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

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

Expertise

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

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

Sneak Attack

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

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

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

Thieves' Cant

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

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

Cunning Action

Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Roguish Archetype

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

Ability Score Improvement

When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

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

Evasion

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

Reliable Talent

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

Blindsense

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

Slippery Mind

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

Elusive

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

Stroke of Luck

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

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

Roguish Archetypes

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

Seeker

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

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

Bonus Proficiencies

When you choose this subclass at 3rd level, choose two from Engineering, History, Nature and Religion. You gain proficiency in the chosen skills if you don't already have it, and may double your proficiency bonus for any ability check you make with the chosen skills.

Keen Intuition

At 3rd level, you can use the bonus action granted by your Cunning Action to discern the structural integrity of a construct or root out the nature of an enemy you're facing.

Choose an object, structure or creature that you can see within 60 feet. If it's a structure or object, you immediately learn how much damage it can sustain before collapsing. Additionally if it's a structure that can be moved across such as a rope bridge or a sheer wall, you learn whether it can be safely crossed and what the ability check DC would be to do so, if any.

If the target is a creature, make an Intelligence check against a DC equal to 5 + the creature's challenge rating, treating any challenge rating lower than 1 as 0. On a successful check, you learn whether the creature has any damage immunities, resistances or vulnerabilities, and what they are.

Quickened Mind

At 9th level, you can process information at a much faster rate than others.

You can make Intelligence (Investigation) and Wisdom (Perception) checks without penalty even when partaking in mentally or physically trying activities that normally requires your full attention, such as heavy physical labour or intense conversations. You make such checks without garnering attention from other nearby creatures, appearing no different from how you would normally appear during selected activities. You additionally do not suffer a penalty to your passive perception while traveling at a fast pace.

Additionally, you now add your proficiency bonus to the Intelligence check you make with Keen Intuition, and when you successfully use your Keen Intuition against a creature you also learn if it has any skill or saving throw proficiencies, and what they are.

Incapacitating Ambush

At 13th level, you learn how to deftly incapacitate enemies when you strike them unaware. As an action, you can touch a surprised creature that is of large size or smaller and force it to make a Constitution saving throw. On a failed save, the creature falls unconscious for 1 hour. The DC for this saving throw is calculated as 8 + your proficiency bonus + your Dexterity modifier.

While unconscious this way, the creature is stable and looks to be asleep. The creature immediately wakes up if it suffers any damage or if another creature uses its action to shake it awake.

Applied Experience

At 17th level, you've garnered enough knowledge on your travels to have universally applicable experience for every situation. You can add half your Intelligence modifier to any attack roll, ability check and saving throw you make that doesn't already use your Intelligence modifier.

Sawbones

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

Sawbones are rogues who put their deft fingers to use as marine doctors. A 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 don't already have it, and may double your proficiency bonus for any ability check made with the skill.

Patchwork

At 3rd level, you learn to keep a doctor's bag with you at all times. 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 Intelligence modifier (minimum of one). Roll the spent dice and add them together. The target regains a number of hit points equal to the total. 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 long rest.

Miracle Worker

At 9th level, your medical expertise literally let you bring people back from the grave.

You can perform a life-saving surgery on a creature that has died within the last hour. The operation requires costly medicine and anaesthetics worth at least 5 000 000 beri (500gp). You must concentrate on the operation for 10 minutes 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 one hour 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 twice, and regain the ability to do so when you finish a long rest.

Routine 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 Intelligence 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 if you still have access to it and it wasn't destroyed. Finally, each creature regain an additional 2 hit points for each hit dice it rolls to restore hit points.

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

Surgical Precision

At 17th level, you learn how to turn your anatomical knowledge into a weapon.

When you roll a 1 or 2 on a damage dice for your Sneak Attack, you can reroll the dice and must use the new roll.

Thief

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

Fast Hands

Starting at 3rd Level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-story Work

When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

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

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

Snatch Weapon

By 13th level, your can snatch an enemy's weapon from their hand. Using a bonus action granted by your Cunning Action, you can make a Dexterity (Sleight of Hand) check contested by a creature's Strength (Athletics). On a successful check, the creature is disarmed of one weapon it is holding and if you have an empty hand you can choose to pick up the weapon as part of the same action.

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.

Assassin

The Assassin archetype is a viable choice that appears in the player's handbook. It is a suitable choice for stealthy killers who work from the shadows, pirates that rely on subterfuge. With this subclass, you become a silent killer who can disappear in a crowd and strike down enemies before they even know what hit them, wielding deadly abilities like the following:

  • Additional proficiencies, mastering the use of disguises and poisons.

  • Extremely lethal first strikes against creatures, especially if you get the drop on them.

  • The ability to craft an entire secondary identity to live a double life as someone completely else, even another person that may or may not be alive anymore.

Inquisitive

The Inquisitive archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for marine investigators or bounty hunters that take a slower and calculated approach to their job. With this subclass, you become an expert at rooting out the truth, whether through careful observation or interaction with other creatures, reading them like open books with abilities like the following:

  • The uncanny ability to see through deception and masquerade, unveiling hidden traps and enemy tricks with ease.

  • An unerring eye that finds weaknesses in the enemy defenses, allowing you to use your sneak attack without the need for allies or advantage.

  • The opportunity to take a slow and steady approach to take in the environment, gaining advantage on spotting traps and secrets.

Mastermind

The Mastermind archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for spies and plotters, including cunning pirate captains who thrive on guile and scheming. With this subclass, you become a master at manipulating others to your own gain and gathering information on them. Outsmart and outmaneuver your foes with abilities like the following:

  • The ability to aid allies with an extended use of your Cunning Action, granting them advantage instead of yourself.

  • A plethora of versatile proficiencies in everything from disguises to gaming sets and mimicry to truly blend into a crowd.

  • The ability to read a creature's mental aptitude and skillset from nothing but a few minutes of conversation.

  • Complete mastery over lies and trickery, allowing you to turn fumbling foes into their own worst enemy while appearing completely innocent yourself.

Scout

The Scout archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for outlanders and lookouts who aid their crew with keen eyes and quick feet. With this subclass, you become a mobile skirmisher that weaves through the battlefield like a greased lightning and cut an opening for the rest of the crew. Overwhelm your enemies and blaze the trail with abilities like the following:

  • Additional expertise in skills meant for exploration and travel

  • Unmatched mobility among all rogues, able to slink away from enemies without them having a sigh at stopping you.

  • A higher chance to act first in combat, and the ability to spot enemies for your crew to focus on.

  • A celerity that lets you sneak in two sneak attacks against two different enemies in the blink of an eye.

Swashbuckler

The Swashbuckler archetype is a viable choice that appears in Xanathar's Guide to Everything. It is nothing short of the archetypical pirate, who swings into battle with rakish audacity and no fear. With this subclass, you earn your sea legs properly and become a master at dueling, using fleet footwork and daring speed to dance circles around enemies with abilities like the following:

  • The panache to challenge enemies to one on one duels, where your confidence lets you use your sneak attack without the need for allies or advantage. Eventually, you can throw the gauntlet and make sure your enemy steps up to the challenge properly.

  • Fancy footwork and quick feet let you weave between blades without giving an opportunity to strike you as you single out your dance partner.

  • Using your Cunning Action, you can now grant yourself advantage on any daring stunt you aim to undertake, swinging from the mast to the deck with complete confidence.

  • The leading star never messes up as you turn a missed hit into nothing but a cinematic feint, weaving around for a second strike in a moment afterwards.

The Scientist (Artificer)

The Scientist
Level Proficiency Bonus Features Infusions Known Infused Items Cantrips Known 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting - - 2 2 - - - -
2nd +2 Infuse Item 4 2 2 2 - - - -
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3 - - - -
4th +2 Ability Score Improvement 4 2 2 3 - - - -
5th +3 Artificer Specialist feature 4 2 2 4 2 - - -
6th +3 Tool Expertise 6 3 2 4 2 - - -
7th +3 Flash of Genius 6 3 2 4 3 - - -
8th +3 Ability Score Improvement 6 3 2 4 3 - - -
9th +4 Artificer Specialist feature 6 3 2 4 3 2 - -
10th +4 Magic Item Adept 8 4 3 4 3 2 - -
11th +4 Spell-Storing Item 8 4 3 4 3 3 - -
12th +4 Ability Score Improvement 8 4 3 4 3 3 - -
13th +5 - 8 4 3 4 3 3 1 -
14th +5 Magic Item Savant 10 5 4 4 3 3 1 -
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2 -
16th +5 Ability Score Improvement 10 5 4 4 3 3 2 -
17th +6 - 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

Class Features

As an artificer, you gain the following class features.

Hit Points


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

    Proficiencies


  • Armor: Light armor, medium armor, shields
  • Weapons: Simple weapons
  • Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

  • Saving Throws: Constitution, Intelligence
  • Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Equipment

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

  • (a) any two simple weapons
  • (a) a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

Magical Tinkering

At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical 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, and the recording can be no more than 6 seconds long.

  • 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, up to 25 words of text, lines and 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 bestow magic 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 object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Creativity(Spellcasting)

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and outlandish inventions.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature (meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. See the equipment chapter in the Player's Handbook for descriptions of these tools.

After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Tricks (Cantrips)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.

When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

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

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions 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.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.

You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.

If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

Artificer Specialist

Chemist,Gadgeteer and robotic master

The Right Tool for the Job

At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Ability Score Improvement

When you reach 4th level, 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, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

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 your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:

  • You can attune to up to four magic items at once.

  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.

Spell-Storing Item

At 11th level, you can now store a spell 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 spellcasting focus, and you store a spell in it, choosing a lst- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).

While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell 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 spell in an object.

Magic Item Savant

At 14th level, your skill with magic items deepens more:

  • You can attune to up to five magic items at once.

  • You ignore all class, race, spell and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level, you can attune up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:

  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.

  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

Scientist

At level 3 you are a man of science. This is the most vague/broken sub-class ever what you can make depends on your level,Intellegence, and DM.

Chapter 3: Characters and Roles

Characters in the world of One Piece are not defined by their origins or past. 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 goal draws them towards a horizon away from where their blood would suggest they search for it.

When creating a character, consider what role on a ship that you imagine they would fill, and what they have done up to this point working towards that goal. Also consider why they are working towards; what ambition drives them out to sea?

Roles

A ship cannot brave the open sea and much less the Grand Line if it does not have a crew of diverse skills and abilities to maintain it. A character's role on the ship is as, if not even more important than their class.

By assembling a crew of different roles, a captain can bring a ship on grand adventures without worrying about the little details on the way. Each role fills a necessary role to survive the Grand Line, but the most important roles to cover are captain, navigator, doctor and shipwright. If the endgoal is to find the One Piece, a scholar will be required as well.

Captain

Perhaps the most important role to fill on a ship is the captain. As a captain, you set the course of the ship you're sailing and spearhead your crew into adventure ahead.

Your most valuable power isn't your strength in combat, though it's typically above average, but rather your ability to inspire and lead others. As a captain, the lives of your entire crew rest upon your shoulders and your duty towards them comes second to none.

Skill Proficiencies: Choose two from Acrobatics, Animal Handling, Athletics, Insight, Intimidation or Persuasion

Tool Proficiencies: None

Equipment: A set of common clothes, a pirate flag featuring your jolly roger, a spyglass and a pouch containing 100 000 beri

Feature: Commanding Presence

You have an innate talent for understanding the wills of other living creatures, and also a massive presence that can turn or bend them to your will.

People and creatures are sometimes drawn towards you seemingly without reason, oftentimes more willing to make friends with you even if they themselves do not understand why. Additionally, wild beasts and monsters may be less aggressive towards you and sense that you are somehow superior to them, though this does not grant you any bonuses when interacting directly with them.

Lastly, you have the potential to unlock the mythical power of Conqueror's Haki, and can pick Haki feats listed as Conqueror's Haki when you reach certain character levels.

Cook

The cook of the ship is tasked with providing good food and drink to the crew, as well as look after their pantry and make sure what food they have will last them from island to island.

While anyone can throw together a basic meal, only a cook can create the kind of food that makes a pirate's heart sing with courage and vigor. They keep their crewmates content and happy with their food, allowing them to focus their effort on their own matters instead.

Skill Proficiencies: Choose two from History, Nature, Persuasion, Performance, Sleight of Hand or Survival

Tool Proficiencies: Cook's Utensils

Equipment: A set of common clothes, cook's utensils, a knife kit consisting of 3 chef knives that can be used as daggers, and a pouch containing 50 000 beri

Feature: Kitchen Artisan

As a trained cook, you've learned to use every last bit and scrap of raw ingredients to create filling and satisfying meals. Even in poor conditions, you can cook food that is satisfying enough to keep a crew happy, healthy and content, which can help stave off sickness and exhaustion.

Additionally, knowing what constitutes for food also makes it easier for you to gather sustenance for allies. Given that game animals, vegetables or fruits are available, you can always find food for yourself and up to five people that will last the day if you're given the time to hunt or forage.

Additionally, you can learn Attack Cuisine recipies, a secret form of cuisine taught in the Kamabakka kingdom. Secrets of it occasionally drift onto sea, but only those dedicated to culinary arts can hope to master this cuisine.

Deckhand

A deckhand's role is much less defined than some of the others, however when push comes to shove they can prove to be the most valuable member of a crew.

Deckhands are jack-of-all-trades that add a great deal of versatility and utility to the crew by helping out with other roles. While the rarely excel in any particular area, they know a little bit about everything which makes them invaluable to any crewmember that needs a helping hand every so often.

Skill Proficiencies: Choose two from Animal Handling, Deception, Engineering, Investigation, Perception or Sleight of Hand

Tool Proficiencies: One artisan's tool kit of your choice

Equipment: A set of common clothes, a hammer, a spyglass and a pouch containing 50 000 beri

Feature: All Hands on Deck

While you do not specialize in any particular role, you're more than adept at helping out with roles as long as you have guidance of another crewmember. Otherwise, you specialize in performing menial tasks aboard the ship such as taking inventory, swabbing the deck, manning the cannons or acting lookout in the crow's nest.

Because of constantly moving about your ship, you can always find your way to where you need to be on any ship you board and can typically move across the deck without worrying about the weather or ocean currents. Additionally, filling in on so many different roles makes it easy for you to pass yourself off as any of the roles if you need to, or temporarily fill in for someone that is missing. In the heat of the moment, you can reliably appear as having full control of any role even if you only have rudimentary understanding of it.

Doctor

At the end of the day, a pirate's life is a rough life filled with danger and hazards. Most crews cannot make it far without a doctor on deck for good reasons.

A doctor's duties speak for themselves, as they're tasked with looking after their crewmates' health. A good deal of patience and kindness is oftentimes required for such a role, as pirates tend to be chaotic and free-spirited to the point of recklessness. Looking after people hellbent on putting themselves in danger can be a trying task, which is why any crew that has a good doctor tend to count themselves as lucky.

Skill Proficiencies: Medicine, choose one from Insight, Nature, Perception, Sleight of Hand or Survival

Tool Proficiencies: Alchemist's Supplies, Herbalism Kit Equipment: A set of common clothes, a herbalism kit, a stethoscope, encyclopedia on medicinal herbs and plants, and a pouch containing 50 000 beri

Feature: Routine Care

Your vigil is neverending and you're always willing and able to look after your crew to make sure they rest properly and treat the wounds as they should be treated.

While you are present, wounded creatures recover from their injuries at a much faster rate than normal, returning their vigor in a matter of hours or days rather than weeks and months. Additionally, your medical professionalism makes certain diseases are properly contained, making it much harder for them to spread from one crewmate to another.

You can also usually tell what injuries or damage a creature has suffered at a glance, allowing you respond with the proper medical procedures almost immediately which can save valuable time that a wounded creature might not have.

Entertainer

A role that is often understated and sometimes flat-out forgotten about is that of the entertainer. While some people would insist such a role is superfluous, any pirate worth their salt know you can't sail the open seas without laughter and music to blaze your trail.

Entertainers keep their crew happy with performance, song and dance. They lift the tired spirits and weary bodies of their crewmates after gruesome fights or violent storms, revivifying them with joy and hope to carry on with their journey through any hardships they may face.

A good entertainer know that an adventure is only worth it if everyone is smiling at the end of the day, and through their performances they make sure that no matter what dangers await them, the crew will be able to face it with their spirits and courage ablaze.

Skill Proficiencies: Performance, choose one from Acrobatics, Animal Handling, Deception, History or Persuasion

Tool Proficiencies: One instrument of your choice

Equipment: A set of common clothes, a costume, an instrument of your choice and a pouch containing 50 000 beri

Feature: Emotional Bastion

You have an intrinsic ability to banish negative emotions around you simply by being there. This is only strengthened by your ability to weave emotion into artistic creations, such as dance, song and music.

While you perform, the worries and hardships of life typically seem further away, making it easy for creatures to calm down and enjoy themselves around you. This makes you an excellent performer, and you can usually use this talent to make a little bit of coin in towns you venture into.

Eventually, you may create a reputation of yourself not relegated to a bounty, but rather your musicianship. People may respond more favorably to seeing you on the streets, perhaps even asking for autographs or performances.

Helmsman

The helmsman of a ship is the one responsible of steering it through the storm. While the navigator charts the course and the shipwright keeps the vessel in good shape, the helmsman is the one braving the ocean waves from behind the wheel.

Helmsmen are steadfast crewmembers that typically possess great physical strength. They are tasked with keeping the ship steady through the storm and safely guide it through the sharp reefs.

While anyone can attempt to steer a ship, only with a skilled helmsman can it reach its full potential and become a vessel worthy of the pirate king.

Skill Proficiencies: Choose two from Athletics, 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

Feature: Ship's Guide

You are excellent at adapting to any situation, knowing full well that the weather on the seas is capricious to a fault. While you have no particular ability to predict the future, your trained mind and body is well-equipped to respond appropriately every time.

When you commandeer a ship from the helm, you instinctively learn of the ship's strengths and weaknesses, easily figuring out how to best handle the ship in any weather.

Furthermore, the many hours spent in the eye of the storm, guiding a ship onwards with nothing but your own strength and willpower has left you with an impressive fortitude. Weather doesn't affect you as harshly as others; what most would consider a rainstorm is but a light drizzle to you, and gusts that'd topple lesser men barely even phase you anymore.

After the captain, the navigator might be the most important role to fill on a ship. While the captain decides where to take the ship, the navigator's task is to figure out how to get there.

Being a navigator requires a level head and a quick wit, as understanding sea charts and weather conditions is entirely imperative to setting the course of a ship. The most skilled navigators can tell what the weather will be like just from a breeze in the wind or a drop of a few degrees in temperature.

Without a knowledgable navigator on board, most ships would be happy to find another harbor after setting sail, less so the one they were aiming for. Reaching the end of the Grand Line without a skilled navigator is downright impossible.

Skill Proficiencies: Nature, choose one from Athletics, History, Religion, Perception or Survival

Tool Proficiencies: Cartographer's tools, Navigator's tools

Equipment: A set of common clothes, cartographer's tools, navigator's tools, 5 blank sea charts, inkwell, quill and a pouch containing 50 000 beri

Feature: Weather Portent

As a navigator, you have an almost supernatural ability to read the weather and the sea, sometimes predicting what it will be like with uncanny accuracy.

You can always tell what the weather will be like within the next hour and always know which way is north as long as you can see the sky. Additionally, you and your crew cannot get lost as long as you have the stars or the sun to guide you.

Additionally, your expertise in charting unknown waters makes it much easier for you to decipher and gather information from sea charts and ship logs, able to make educated guesses from next to no information given.

Scholar

Scholars are purveyor of knowledge and intrepid explorers of the forgotten past. While many are content staying in the safe confines of libraries and academies, others feel a longing call to adventure in their hearts and set sail for the Grand Line.

Scholars that board pirate ships typically do so because they're pursuing knowledge that the world government does not want them to find: The secrets of the mythical Void Century and the knowledge of how to read ancient poneglyphs found scattered around the world.

Scholars are few and far between for this reason, but they are invaluable assets to any crew looking to reach the end of the Grand Line, as the only way forwards is hidden within the poneglyphs.

Skill Proficiencies: History, choose one from Insight, Investigation, Nature, Religion or Stealth

Tool Proficiencies: Disguise kit, Forgery kit

Equipment: A set of common clothes, a leatherbound journal, inkwell, quill and a pouch containing 100 000 beri

Feature: Pursuer of Secrets

Scholars are close to the only people in the world that can read and decipher the nigh-mythical poneglyphs. Hidden within these ancient texts are the secrets of the world, including the existence and locations of ancient super weapons from times immemorial.

Because of this knowledge, many scholars are actively being pursued by the world government who for reasons unknown wish to silence any knowledge of the so-called Void Century. As a result, you've grown adept at hiding yourself in the crowd, moving from island to island or simply town to town without drawing attention to yourself. You know how to best utilize narrow alleyways and seedy company to keep eyes off yourself and your crew as you slip right under the nose of the marines.

Furthermore, your educated mind excel at understanding the past. You have an intrinsic ability to deduce the function and purpose of ancient ruins and mechanisms found scattered around the world, even if you don't know their history.

Shipwright

Sailing the Grand Line without a ship built by a skilled shipwright is to invite disaster and flirt with death. The waters of the Grand Line are as dangerous as the beasts that dwell beneath the surface, and only a monster of a ship could hope to conquer those waves.

Shipwrights are responsible for not only building, but also maintaining, the vessel upon which the crew sails from island to island. It is an artform that cannot be shorthanded or cheated upon, only mastered through years of study and practice. Shipwrights know that if their creations do not hold water, their entire crew will go down with it.

Skill Proficiencies: Engineering, choose one from Athletics, History, Investigation, Perception or Sleight of Hand

Tool Proficiencies: Carpenter's tools, 2 artisan's tool sets of your choice

Equipment: A set of common clothes, a scroll case full of blueprints, carpenter's tools and a pouch containing 50 000 beri.

Feature: Craft Vessel

As a shipwright, naturally you know how to draw out the blueprints for and build a ship. Given the necessary materials, such as wood, steel and cloth, you can construct ships from scratch with enough time and the right tools at hand. Creating a new ship from scratch is a costly and timely pursuit, however, and not one easily undertaken.

Likewise, you're adept at repairing and improving the work of an already constructed ship, capable of adding to the construction without impeding or jeopordizing the integrity of the ship itself.

Lastly, you know of the legendary Adam wood, a material used for constructing vessels of truly legendary status. Few craftsmen are skilled enough to handle Adam wood without spoiling it, but with your extensive training and passion, you are definitely counted among them.

Vice Captain

They say that it is lonely at the top, and that anyone who soars too high is destined to fall. It is for that reason that every captain needs a vice captain. Typically the first mate, a vice captain is oftentimes an informal role on the ship, earned through merit rather than appointment. A true vice captain is rarely, if ever, called as such by the crew itself.

A vice captain does not always take an active managerial role on the ship, as that's not their purpose. A vice captain's purpose is to give the crew direction when the captain isn't around, and to keep the captain grounded in reality. Lofty dreams and ambitions are part of a pirate's life, but if the captain falters the crew will fall apart, and the vice captain's job is to prevent that from happening at any cost.

Despite what the name implies, vice captains rarely consider themselves authority on the ship. They are simply first among equals, who speak their mind when they feel they need to. Any respect they command has been earned through feats of loyalty and leadership, not given to them through ceremony or demand.

Skill Proficiencies: Choose two from Athletics, History, Insight, Intimidation, Persuasion or Survival

Tool Proficiencies: None

Equipment: A set of common clothes, a simple or martial weapon of your choice and a pouch containing 100 000 beri

Feature: Aura of Confidence

You have steeled yourself to become the bastion of the ship, an unfaltering rock that your crewmates can always lean against when they need to. Your presence alone fills your allies with confidence and gives them reason to believe in their own strength.

You have the ability to keep a cool head at all times, and situations that might unsettle or overwhelm others sometimes doesn't even phase you. Conversely, your honed instincts can quickly pick up on danger and hostility, and when you grow anxious your allies quickly realize that something truly dangerous is afoot.

Chapter 4: Equipment and Items

Marketplaces exist on every island and in every city, carrying with them a wide variety of goods and sundries for the traveling adventurer. You will find fish mongers, farmers, clothes boutiques, weaponsmiths and shipwrights in just about every major port city, while smaller hamlets might only have a single general store or blacksmith available.

Merchants and traders are vital for every pirates that intends to take to the sea. Not only do they require their ship to be seaworthy and capable of holding up to the storms of the Grand Line, without a full larder and the necessary sea charts they'd be lucky to reach the next island. If they don't deal in trade, they still need there to be plentiful loot when they raid the towns.

Wealth

The main currency in the world of One Piece is known as Beri (sometimes spelled as Beli, Berry or Belly). It most commonly occurs in paper form, though coins do exist, and has no fractional unit. As such, Beli prices tend to be in the tens of thousands or hundreds of thousands for most adventuring gear, a low quality sword costing the aspiring swordsman around 50 000 beli.

The exchange rate between beri and regular Dungeons and Dragons 5th edition currency can be calculated from the idea that 1 beri = 1 copper coin. However, in order to have the prices check out as you scale up the coinage, the exchange rate between coins i made tenfold the standard value, as described below.

Beri Exchange Rate
Coin
copper(cp)
silver(sp)
Gold(gp)

Beri Equivalent
1 Beri
100 Beri
10 000 Beri

Treasure and Loot

Finding treasure and loot is, to many pirates, the very reason for their existence. Even those who seek freedom and adventure alone typically come upon some kind of treasure on their travel. Though luster of gemstones and the glitter of gold attracts the eye, it cannot fill one's belly. As such, trading in treasure for money is often as vital as finding it to begin with.

Weapons, Armor and other Equipment Typically, weapons and armor you find as treasure or loot aren't in tiptop condition, and selling it typically only nets you half of the market value. Rare and unique finds can however be worth more than a chest full of gold, however, especially if it is a weapon with a history. Conversely, weapons and armor damaged by battle typically aren't worth much except as scrap metal.

Gems, Jewelry and Art Pieces These types of items retain their full value when sold, making them the most valuable form of treasure in terms of monetary value. Exceptionally rare or unique pieces might be difficult to sell however, and not every merchant is scrupulous enough to offer a fair deal.

Trade Goods While not as exciting as chests of gold and silver, sacks full of wheat and barrels of salt and freshwater are just as valuable if not more to traveling pirates, and oftentimes much easier to come upon. Most smaller towns trade in these wares more often than they use monetary transactions, and like gems and art pieces they retain their full market value when sold.

Treasure Maps and Sea Charts Tales of buried treasure left behind by legendary pirates are abundant all across the four seas, and even a fake map can sometimes be treated like the treasure itself. Likewise, mundane maps and sea charts of distant islands or dangerous waters are invaluable to most seafarers, causing these items to maintain their full market value as well.

Expenses

Life on the seas is one of freedom from law and social classes, however it is not freedom from the need to eat and sleep. As long as you have the food, water and living space to suffice long trips, travel from island to island can be a pleasant cruise disregarding any unforseen setbacks.

Before you set off on the seas with a ship, it is important to note how much provisions you have stocked for the journey. These provisions entails more than simple rations, including cooked food, fresh water, comfortable living quarters and any utilities or specific consumables a crew might need on their trip, such as lemons to counteract scurvy. Simply calculate the number of days you aim to spend at sea and then multiply it by the amount of beri required to maintain a specific lifestyle for that time. It's generally a good idea to stock a little extra, as the seas are uncertain especially so in the Grand Line. Typically, this duty falls on the ship's cook.

For instance, if it will take 7 days to travel from one island to the next and you aim to maintain a modest lifestyle (10 000 beri per day) for a crew of 5 people, you will need 350 000 beri's worth of provisions to last you the entire trip.

LifeStyle Expenses
LifeStyle
Wretched
Squalid
Poor
Modest
Comfortable
Wealthy
Aristocractic

Price/Day
-
500 Beri
1 000 Beri
10 000 Beri
20 000 Beri
40 000 Beri
100 000 Beri Minimum
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 50 000 beri 11 + Dex modifier Disadvantage 8 lb.
Leather 100 000 beri 11 + Dex modifier 10 lb.
Navy uniform 100 000 beri 11 + Dex modifier 4 lb.
Studded leather 450 000 beri 12 + Dex modifier 13 lb.
Light longcoat 500 000 beri 12 + Dex modifier 8 lb.
Medium Armor
Hide 100 000 beri 12 + Dex modifier (max 2) 12 lb.
Chain shirt 500 000 beri 13 + Dex modifer (max 2) 20 lb.
Scale mail 500 000 beri 14 + Dex modifier (max 2) Disadvantage 45 lb.
Heavy Longcoat 650 000 beri 14 + Dex modifier (max 2) Str 13 35 lb.
Breastplate 4 000 000 beri 14 + Dex modifer (max 2) 20lb.
Half Plate 7 500 000 beri 15 + Dex modifier (max 2) Disadvantage 40 lb.
Heavy Armor
Ring mail 300 000 beri 14 Disadvantage 40 lb.
Chain mail 750 000 beri 16 Str 13 Disadvantage 55 lb.
Splint 2 000 000 beri 17 Str 15 Disadvantage 60 lb.
Plate 15 000 000 beri 18 Str 15 Disadvantage 65 lb.
Shields
Shield 100 000 beri +2 6 lb.

Armor and Shields

In the world of One Piece, protection from all manners of harm is paramount for most adventurers. However, few pirates would consider taking to the seas in full plate armor, given the difficulty of swimming when clad in suits of steel and metal. The use of lighter armors is more widespread, not to mention more commonly available. Some additional forms of armor exist in this setting.

Navy Uniform The navy standard uniform is made from durable cloth capable of surviving the harsh seas, though not directly designed for close-quarters combat.

Light Longcoat Longcoats primarily made out of sturdy cloth and leather, made for comfort and ease of movement over protection. Favored by marines, each soldier earns a longcoat when they reach ensign rank or higher.

Heavy Longcoat These longcoats are made out of thick hides or leather interlocked with pieces of metal or boiled leather for extra protection, often accompanied by ammunition belts and knife straps. Popular among pirates for the balance between protection and versatility, though the bulk can make it unwieldy to people with less physical strength.

Weapons

Weapons exist in a wide variety of forms in the world of One Piece. Firearms are commonly used, having replaced bows and crossbows as the most basic forms of ranged weaponry since the rise of gundpowder. This introduces a few additional properties on top of the ones presented in the player's handbook.

Misfire All firearms have a specific misfire score. On attack rolls equal to or lower than a weapon's misfire score, the gun misfires and temporarily breaks. While broken, the gun cannot be fired until repaired, which can be done as an action by making a DC 12 Dexterity check, or a DC 10 Gunsmith's tool check. On a successful check, the gun is repaired and can be used again as normal.

Reload All firearms have a specific reload score as well. This counts how many times the firearm can be used to attack with before requiring to be reloaded. Reloading a firearm typically takes an action.

SimpleWeapons
Name Cost Damage Weight Properties
Melee Weapons
Club 500 beri 1d4 bludgeoning 2 lb. Light
Dagger 20 000 beri 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 1 000 beri 1d8 bludgeoning 10 lb. Two-handed
Handaxe 50 000 beri 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 2 500 beri 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 20 000 beri 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Mace 50 000 beri 1d6 bludgeoning 4 lb.
Quarterstaff 1 000 beri 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle 10 000 beri 1d4 slashing 2 lb. Light
Spear 10 000 beri 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed Strike 1 bludgeoning
RangedWeapons
Blunderbuss 500 000 beri 1d10 piercing 7 lb. Ammunition (range 30/120), heavy, misfire 5, reload 1, two-handed
Crossbow, light 250 000 beri 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 25 beri 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60) -
Flintlock 500 000 beri 1d6 piercing 1 lb. Ammunition (range 30/120), light, misfire 5, reload 1
Shortbow 250 000 beri 1d6 piercing 2 lb. Ammunition (80/320), two-handed
Sling 1 000 beri 1d4 bludgeoning Ammunition (30/120)

Additional Ranged Weapons

The existence of firearms introduce a plethora of ranged weapon choices to use by players and NPCs alike, both martial and simple weapons from the crude blunderbuss to the marvel of engineering that is the revolver.

Blunderbuss A simple, muzzle-loaded rifle typically made out of steel or brass that fires small lead balls in a hail, much like a predecessor to the shotgun. Its ammunition type and flared muzzle makes it relatively short range, but it can be deadly in close-quarters combat.

Flintlock The most common gun found on the seas due to being relatively cheap and easy to mass produce, flintlock are single shot pistols with short effective range. Rain and weather have a severe effect on the weapon's reliability, meaning it is typically used only by those that can't afford better firearms.

Musket Muskets in the world of One Piece are outfitted with a percussion cap rather than a flintlock mechanism, making them more reliable to use. The muskets presented her are outfitted with a revolving chamber, allowing repeating shots to be taken before needing to be reloaded. This weapon is typically used by marine soldiers.

Pistol Pistols, much like muskets, use a percussion cap and typically have an extended chamber for ammunition as well, making them more versatile then flintlocks in return for being much more expensive to produce. It is the typical sidearm of most marine soldiers.

Revolver The most modern weapon design, revolvers are repeating handguns equipped with a revolving chamber, making them very useful for firing multiple rounds in quick succession. The design includes rifled barrels and double action operation, making them superior to common pistols but much more expensive to develop.

Additional Melee Weapons

A few additional melee weapons ar also introduced in the setting, as they see prevalent use around the world, some boasting an almost mythical status.

Cutlass Typically featuring a basket hilt and a curved, single-edged blade, these swords trade some of the lightness of a scimitar for more stopping power. A pirate favorite.

Katana Originating from Wano, katana are popular weapons among swordsmen and marine officers. Less bulky than double-edged longswords but also less durable. The slender blade makes it possible to wield them with speed over power.

Odachi Like katana, these two-handed blades originate from Wano. Long and slender blades, they sacrifice weight and stopping power for agility and flexibiliy.

Martail Weapons
Name Cost Damage Weight Properties
Melee Weapons
Battleaxe 100,000 beri 1d8 slashing 4 lb. Versatile (1d10)
Cutlass 150,000 beri 1d8 slashing 3 lb. Finesse
Flail 100 000 beri 1d8 bludgeoning 2 lb. ─
Glaive 200 000 beri 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 300 000 beri 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 500 000 beri 2d6 slashing 6 lb. Heavy, two-handed
Katana 250 000 beri 2d4 slashing 3 lb. Finesse
Lance 100 000 beri 1d12 piercing 6 lb. Reach, special
Longsword 150 000 beri 1d8 slashing 3 lb. Versatile (1d10)
Maul 100 000 beri 2d6 bludgeoning 10 lb. Heavy, two-handed
Odachi 400 000 beri 1d12 slashing 4 lb. Two-handed
Pike 50 000 beri 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 250 000 beri 1d8 piercing 2 lb. Finesse
Scimitar 250 000 beri 1d6 slashing 3 lb. Finesse, light
Shortsword 100 000 beri 1d6 piercing 2 lb. Finesee, light
Trident 50 000 beri 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
Warhammer 150 000 beri 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip 20 000 beri 1d4 slashing 3 lb. Finesse, reach
RangedWeapons
Blowgun 100 000 beri 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, heavy 500 000 beri 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 500 000 beri 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Musket 800 000 beri 1d12 Piercing 10 lb. Ammunition (range 120/480), heavy, misfire 2, reload 4, two-handed
Net 10 000 beri 3 lb. Special, thrown (range 5/15)
Pistol 750 000 beri 1d6 piercing 4 lb. Ammunition (range 60/240), light, misfire 2, reload 4
Revolver 1 250 000 beri 1d8 piercing 3 lb. Ammunition (range 80/320, misfire 1, reload 6
Blade Quality
Grade Qaulity Durability Bonus
Normal Low Low ---
Grade Mid Mid ---
50 Skillful Grade High High +1 bonus to attack and damage rolls made with this Weapon
21 Great Grade High High +2 bonus to attack and damage rolls made with this Weapon
12 Supreme Grade Extreme Extreme +3 bonus to attack and damage rolls made with this Weapon

Blade Quality

Weapons of this world are not merely tools. They are works of arts for many, some of these high quality weapons can be worth more than some countries. Only a small few are lucky to even hold these weapons and even fewer are lucky to even wield them into battle.

Grade

They are blades of good quality, outclassed only by the twelve Supreme Grade Swords, twenty-one Great Grade Swords, and fifty Skillful Grade Swords. The total number of Grade Swords is unknown. They are the lowest classification for a Meito blade. However, despite their lower quality, they still yield far superior attributes and strength compared to normal blades such as exceptional resilience and cutting power against sturdy foes.

50 Skillful Grade Swords

The fifty Skillful Grade Swords are blades of a very high quality, outclassed only by the twelve Supreme Grade swords and the twenty-one Great Grade swords. These swords yield exceptional strength, sharpness, durability, with their light weight being a key factor for speed-based swordsmanship.

21 Great Grade Swords

The twenty-one Great Grade Swords are among the highest quality blades in the world, second only to the twelve Supreme Grade swords. These blades are well known for their incredible power and possessing great balance in terms of strength, sharpness, and durability. In the hands of a capable swordsmen, they can even stand up to the Supreme Grade Swords in combat.

12 Supreme Grade Swords

The twelve Supreme Grade Swords are the twelve highest quality blades in the world. They have displayed incredible feats, such as being exposed to the harshest elements without losing their edge, and slashing through massive structures.

Cursed

Weapons cursed with the evil of its creator or previous owner. Users of these type of weapons bring misery to there owners. Only a rare few are able to will there blade into obeying them.

When you first obtain this blade you must pass the test in order to weild this weapon. Roll a 1d100 the out come may determine a new weapon or a horrible outcome

1-20 the blade has tooken your arm from you as you tried to wield it.

21-70 all attack rolls made with this sword are made at disadvantage.

71-100 the blade has accepted you as its owner and will obey you no matter what.

Each time you level up you are able to roll again to see if the blade will obey you.

Chapter 5: Customization Options

In addition to the many options presented in race, class and role choice, there exist a few additional means of customization for players who truly wish to tailor their character exactly to what they envision. Below are a few listed options for additional ways to customize your character.

Multiclassing

Rules on Multiclassing can be found in chapter 6, p.163 of the Player's Handbook. Multiclassing in this system is an optional rule, and the following requirements apply to the class options presented in chapter 3 of this document.

Multiclassing Prerequisites
Tastiness Cookie Type
Barbarian Strength 13
Bard Charisma 13
Brawler Strength 13 and Dexterity 13
Fighter Strength 13 or Dexterity 13
Marksman Dexterity 13 and Wisdom 13
Rogue Dexterity 13
Scientist Intelligence 13

Feats

A feat represents a talent or an area of expertise that gives a character special capabilities. It embodies training, experience, and abilities beyond what a class provides.

When your class gives you the Ability Score Improvement feature, you can forgo taking that feature to take a feat of your choice instead. You can take each feat only once, unless the feat’s description says otherwise.

You must meet any prerequisite specified in a feat to take that feat. If you ever lose a feat’s prerequisite, you can’t use that feat until you regain the prerequisite. For example, the Grappler feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 somehow — perhaps by a withering curse — you can’t benefit from the Grappler feat until your Strength is restored.

Available Feats (Player's Handbook)

The following feats are available for consideration to players who wish to use their Ability Score Improvement feature to pick a feat. Feats not listed her are normally not allowed, but the DM is allowed to waver this restriction to better fit the feel of their campaign. The feats listed below appear as they are found in Chapter 6 of the Player's Handbook.

  • Actor
  • Athlete
  • Charger
  • Crossbow Expert
  • Defensive Duelist
  • Dual Wielder
  • Durable
  • Grappler
  • Great Weapon Master
  • Healer
  • Heavily Armored
  • Heavy Armor Master
  • Inspiring Leader
  • Keen Mind
  • Lightly Armored
  • Martial Adept
  • Medium Armor Master
  • Mobile
  • Mounted Combatant
  • Polearm Master
  • Resilient
  • Savage Attacker
  • Sentinel
  • Sharpshooter
  • Shield Master
  • Skilled
  • Skulker
  • Tavern Brawler
  • Tough
  • Weapon Master
  • And more

Haki

Haki is a mysterious power that slumbers deep within each living creature. To most people, it is an untapped potential that will never be drawn upon, as very few individuals across the world ever awaken the power within them. Broadly speaking, Haki is not that different from other senses a creature might possess and comes in three distinct types, sometimes referred to as "colors".

Observation Haki (Kenbonshoku) This type of Haki grants a person a sorts of sixth sense, massively increasing their awareness and giving them the ability to pick up on the presence of nearby creatures. When mastered, this type of Haki can even allow creatures to peer moments into the future, giving them an uncanny ability to evade attacks and danger.

Armament Haki (Busoshoku) This type of Haki manifests a person's spirit as an invisible force around their body, protecting them from attacks or empowering their own in the same vein. Armament Haki is one of the only ways to reliably strike and damage Logia-type devil fruit users, and when mastered it allows a person to project their spirit as black armor, coat their weapons to make them stronger and deadlier, and create shockwaves to deflect attacks completely.

Conqueror's Haki (Haoshoku) This type of Haki is exceedingly rare, only appearing in a few individuals over the course of history. Conqueror's Haki is the projection of a person's willpower with such overwhelming force that it can incapacitate weaker beings completely. Conqueror's Haki is unique in that unlike the other two types, it cannot be trained in or forcefully unlocked, but one must possess the innate potential in order to do so.


Learning Haki Feats

Haki feats function similar to normal feats, with a few caveats. The first is that Haki feats are bound to specific character levels, the initial set of Haki feats not being available until a character reaches 8th character level or higher. Similar to feats, Haki feats are an optional choice that can be chosen in place of an Ability Score Improvement feature. However, unlike regular feats, Haki feats can be chosen in pairs of 2 Haki feats per Ability Score Improvement. Alternatively, a player can choose to pick up only one Haki feat when they gain an Ability Score Improvement, and then increase one ability score by 1 point.

Chosing a Haki feat that is a prerequisite for another Haki feat immediately makes you eligible for the latter. For example, you can choose both Basic Armament Haki and Color of Armament Adept at 8th level, but you cannot choose the latter and then improve one Ability Score at 8th level, as Basic Armament Haki is a prerequisite for choosing Color of Armament Adept.

Haoshoku Haki: Rare and Powerful

Dungeon Masters should exercise restraint when it comes to allowing Conqueror's Haki feats at the table. Typically, only players who hold the captain or vice captain role are eligible for Conqueror's Haki, but it's not a requirement to possess for either role.

Basic Observation Haki

Prerequisites: 8th level Through grueling challenges and training, you've unlocked the hidden potential sleeping deep within you. You have access to the basic form of Observation Haki, granting you the ability to sense the auras of living creatures.

Sense Presence You gain a permanent +5 bonus to your passive Perception. As an action, you can focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your passive Perception or be spotted. You do not learn of its exact location unless you can see it.

Observation Adept: Presence

Prerequisites: 8th level As you go on in this world you have learned to focus your ability with Observation Haki allowing you to feel there aura all around you.

Sense Presence As an action, you can focus and become aware of any living creature within 60 feet of you that isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth) check against your passive Perception or be spotted. You instantly learn the location, size of the creatures and how many hit dice it has. By concentrating on this effect as if it was a creation, you can expend the radius by 60 feet as an action, increasing the radius by 60 feet per instance up to a maximum of 300 feet.

Observation Adept: Improved Presence

Prerequisites: 12th level Through diligent training with Observation Haki, you've increased the range and precision of it to entirely new levels.

Enhanced Sense Presence You now can feel the true emotion of anyone you focus on, giving you advantage on all Wisdom (Insight) and Wisdom (Perception) checks you make while concentrating on Sense Presence. While concentration you may also tell the power of anyone you locate. Additionally, you can now shape Sense Presence as a line that is 100 feet long and 10 feet wide that extends from you, rather than a radius around you. On each of your turns, can extend the length of the line by 100 feet, up to a maximum of 1 mile.

Observation Master: Presence

Prerequisites: 16th level Color of Observation Journeyman Your training in Observation Haki has reached complete mastery, allowing you to know all around you.

World View As an action, you can focus and become aware of all living creature within miles of you. Giving you the ability to know all Location,Size, Emotion, and Strength of who ever you seek.


Observation Adept: Intent

Prerequisites: 8th level As you go on in this world you have learned to focus your ability with Observation Haki allowing you to sense the intent of creatures around you, allowing you to read their movements and evade their attacks.

Sense Intent You gain a permanent +1 bonus to your AC. As a reaction when you are the target of an attack or an effect that forces you to make a Dexterity saving throw, you can grant yourself a bonus to your AC and all Dexterity saving throws until the end of the turn. The bonus equals your proficiency bonus. You can choose to do this after seeing the attack roll or making the saving throw, but before you know whether you succeeded on the saving throw or not.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest. This can be shut down by certain haki feats.

Observation Adept: Improved Intent

Prerequisites: 12th level Through diligent training with Observation Haki, you've increased the range and precision of it to entirely new levels.

Enhanced Sense Intent The permanent bonus to your AC increases to +2. This can be shut down by certain haki feats.

Observation Master: Intent

Prerequisites: 16th level Your training in Observation Haki has reached complete mastery, allowing you to see a few seconds into the future through a moment of concentration.

Future Sight The permanent bonus to your AC increases to +3. As a bonus action on your turn, you can peer into the future. Until the start of the next turn, you have advantage on all attack rolls, saving throws and ability checks, and attacks made against you are made with disadvantage.

You can use this feature a number of times equal to your proficiency bonus and regain all uses when you finish a short or long rest. This can be shut down by certain haki feats.

Devil Fruits

Devil fruits are mystical and mysterious fruits found throughout the world that, when consumed, provide the eater a special ability, depending on the type and variation of the fruit itself. Superficially, they resemble common household fruits at a glance, but a closer look will be able to tell them apart by the strange colorization and eldritch patterns that dot the outer layers of the fruit. The taste is also reportedly abhorrent and offputting, however rarely enough to prevent anyone from actually consuming the devil fruit. The rarity of devil fruits mean few people outside of the Grand Line have ever seen one, or a devil fruit user at all. Most commoners in the four seas consider these fruits to be mere myth and legend, however as one travels along the Grand Line these powers become all the more apparent and common. Many of the strongest pirates and marine officers have consumed a devil fruit. Three distinct types of devil fruits exist, ranked most common to rarest: Paramecia, zoan and logia.

Feature: Ocean's Scorn

Consuming a devil fruit instantly grants a character this feature. The creature permanently loses any swimming speed it may have, and it cannot benefit from any creation or effect that'd grant it a swimming speed. When a devil fruit user is partially submerged in running water to its knees, or comes into contact with sea-prism stone, it suffers disadvantage on all attack roll, ability checks and saving throws until contact is broken. If the water additionally reaches its waist, its speed is reduced by half as well. If a devil fruit user is submerged in water beyond their waist, it becomes paralyzed until moved onto dry land, and immediately begins sinking at a speed of 30 feet per turn until it reaches the bottom.

Zoan Types

Zoan type fruits are a lot more straight-forwards than paramecia or logia type fruits, as they all follow the same formula. All zoan type fruits grants the user the ability to shapeshift into the form of a specific animal alongside any boons such an animal might have, or take on the appearence of a hybrid between their humanoid and bestial form. In beast form, a zoan type inherits all the strengths and weaknesses of the animal side, while in hybrid form they mix the power of their bestial side with the bipedal form of their human side