One Piece D&D 5th Edition Tabletop Project (Players) [OUTDATED! VIEW HOMEBREWERY LINK!]

by Cania

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Contents

Chapter 0: Starting Information

Some Basic Info About These Rules

For DMs, be sure to check out the DMs Guide for this project! It provides a great deal of useful informations for planning your campaign.

This rulebook was made with heavy inspiration taken from the Wizards of the Coast D&D 5e rule books, and you will need to read up on the basics of playing. Once you are familiar with at least the basic rules and terminology, you'll be all set. Read this to get started if you are new to 5e!

You will also need to familiarize yourself with the One Piece Universe. It is recommended that you watch or read at least a majority of the story to be able to run this type of game as a Dungeon Master. It is a bit less important for players to familiarize themselves with everything outside of this rulebook, but still very helpful. Below is a list of things you might want to know about or have prior to running a game with these rules.

Things you'll want to understand before playing

If New to D&D and One Piece

  • Have a way to run the campaign. If playing online, use a platform such as Roll20 or something similar. If playing in person, make sure to have many of the required dice and character sheets set up prior to running a game.
  • Come up with a story and world! You can either set up a sandbox world or make a clear path for your players to take if they are less adventurous. Make sure to discuss this with them prior so that everyone is on the same page about what they find fun.
  • As stated above, familiaize yourself with One Piece lore and the D&D rules for playes and Dungeon Masters. Below are some more resources to check out!

The World of One Piece

The map below gives a basic outline and potential roadmap for you to use for your own adventure. This section will also brief players who are new to the geography or nature of the One Piece world. You can either use the islands, factions, kingdoms, and objectives established in the main series. Additionally, you could opt to make an entirely separate alternate universe with new factions, islands, and kingdoms custom tailored for your group's adventure.

Alternatively, you could use a mix of both types of settings, giving homage to certain locations, groups, and characters with your own spin while creating several new islands, allies, and villains for the group to meet. However you choose to run your campaign, using this world map will give you and your players an idea of a path to take to move forward toward adventure and the One Piece.

The Four Blue Seas

There are several different seas in the One Piece world.

North Blue. A sea in which many legendary pirates and factions were birthed. The North Blue contains many great kingdoms, as well as once being ruled by the Vinsmoke family, and mostly ocean with smaller islands and some continents.

East Blue. Considered the weakest of all the seas. The East Blue contains mostly ocean with many small islands and some continents.

South Blue. A sea that, similar to the North Blue, was the home of many famous pirates. The South Blue contains many great kingdoms and mostly ocean with smaller islands and some continents.

West Blue. A sea riddled with crime, being ruled by various mafia organizations that run a strong Underworld. The West blue contains mostly ocean with smaller islands.

Chapter 0 | Starting Information

The Grand Line

The Grand Line attracts an unsurmountable number of pirates and adventurers, both powerful and weak, to its seas. Many fail to even reach this sea, struggling to navigate its treacherous waters, extreme weather conditions, and powerful rival pirate crews or Marine forces. This sea also requires special tools to navigate. "Log Pose" compasses, for example, must be used to properly navigate and point ships to the next island since the sea's abnormal magnetic fields do not allow for ordinary compasses to be used. Moreover, Log Poses only allow for a limited and linear path to be taken because it will only point to one location at a time once it adjusts to the magnetic field of a nearby island.

Reverse Mountain and Red Line

Reaching the grand line from the four blue seas requires travel by ship up through the Reverse mountain, which will carry any ship up with its powerful current and down into a single steep river into the Grand Line. This is a one-way trip, however, and a ship cannot pass back up through the reverse mountain once they've arrived in the Grand Line due to the powerful currents.

Alternatively, one could reach the grand line by traveling across the calm belt. However, the calm belt is incredibly difficult to traverse due to reasons specified below, and is primarily crossed only by the Marines alone. One last way one could theoretically reach the Grand Line is by traveling across the Red Line itself, which is a massive land formation that is virtually impossible to cross for an ordinary person by foot, to loop around the calm belt and into central portion.

Calm Belt

This calm strip of sea that rests on both outer borders on each side of the Grand Line, contains many islands and creatures within it. However, despite its name, crossing the Calm Belt can prove to be instantly fatal to even the most powerful of pirate crews. Due to the complete absence of ocean currents and winds throughout the Calm Belt, there are very few ships that can effectively move through it. Additionally, a near-infinite number of Sea Kings and other sea monsters make the Calm Belt their home and will immediately destroy any suspecting ship or creature attempting to move over it.

Only a select few ships manufactured by the Marines or special Kingdoms will dare to cross the Calm Belt using seastone technology or sea monster guides to bypass the dangers it presents.

Paradise

The first half of the Grand Line, often referred to as "paradise" when compared to the latter half of the Grand Line. Despite its name, this sea is notably dangerous and will eliminate most newbie pirates that attempt to explore it. Paradise contains many small continents and islands with extreme weather conditions, many of which never change in season, temperature, or climate. Each piece of land may contain villages, cities, kingdoms, or countries. Weather conditions all across Paradise are often lethal to crews without gifted navigators and sturdy ships.

The Marines, warlords, armies, and established pirate crews will all defend their territories here or attack anyone unfamiliar on sight. Additionally, Sea Monsters and legendary beasts can be found commonly in the oceans or on islands within paradise that can easily threaten to annihilate any unsuspecting ship or traveler.

New World

Both the latter half of the Grand Line and the final frontier, this is the place where the strongest of the strong reside. It is also the deadliest sea, forcing even the most experienced of crews and ships into submission with its ruthless and completely unpredictable weather, hostile climates on many islands, and other supernatural threats that may randomly appear at a moments notice. Much like Paradise, there are many small continents and islands that are spread out across the sea.

Legendary pirate crews rule over their own massive territories, earning their captains the title "Emperor" or "Yonko". Each compete for territory and resources, with some even aiming for the title of "Pirate King". Territory of the Emperor crews may encompass a massive range of kingdoms, countries, or large sections of ocean. It is often said to survive here, one must align with a Yonko crew or inevitably war against them. There are typically four of these emperors, though that number may change depending on the circumstances and balance of power in the New World. Even the Navy is often afraid of exploring these seas or challenging the mighty Yonko, as more than one Yonko alliance or fleet forming an alliance against them could threaten the entire World Government.

Raftel

To avoid massive spoilers, this section will be intentionally left vague.

This legendary place rests at the very end of the Grand Line, within the final stretch of the New World. Within this mysterious location exists a colossal treasure that has had most pirates searching for decades to find. It also contains all the mysteries of the past, which will be useful to those searching for the truth of the world. The nature or exact contents of this location are still left open to interpretation, though any DM running their game can allow their players to reach this place by special means specific to their own adventure and world. The name of this island itself can be changed to fit a different plot or storyline for each world.

However one chooses to run this location, it will most likely be reached at the very end of a campaign and will allow players to access the One Piece in some way. Perhaps it can act as a gateway to the treasure. It could be an underwater city which rises to the sky to carry the players to the treasure. It could even itself be a weapon of some sort that has the capacity to destroy the planet. Because the mystery of the One Piece and Raftel has not been revealed yet (as of 2021), it is fair to insert your own spin on what it could be that players find here.

Chapter 0 | Starting Information

Chapter 1: Making a Character

Setting Up a Character

This is typically the first step in any tabletop RPG or D&D-styled game. Use your imagination to think up what type of character you want to be in this world. Make sure it remains mostly thematic in regards to the setting, as this isn't a standard D&D campaign.

Think about what race you would like your character to be, their personality, goals, back story, specialties, career, appearance, traits, and relationships. Once you have all of these qualities decided, start following these steps below and writing everything down.

Using a "Character Sheet" provided by Wizards of the Coast for 5th Edition, you can track much of this. You may need to make a few modifications for certain things, like tracking Devil Fruit powers.

1. Choosing Your Race

Races in the One Piece world are very unique and each exhibit many different abilities and defining traits. Deciding your race can be pretty important to describing your character's appearance and abilities, as well as occasionally defining their goals. Humans are easily the most common race to find when exploring the planet, although you may sometimes find individuals or communities of non-humans living in different areas, typically away from humans.

If you are unsure of which race to go with, Human can be an easy choice. However, races such as Fishmen, Merfolk, Minks, Sky Tribesman, Kuja, Dwarves, and others are all possible races to choose from. More information on these races are listed in Chapter 2.

2. Choosing Your Class

Each character should specialize in a field while sailing the seas with their crew. A class will determine your prominent talents and skills, allowing your character to hone and grow their abilities throughout the adventure. For example, a Duelist may focus mainly on fighting while specialists can be useful in performing specifics tasks outside of combat that may benefit the group, such as navigating. While having an all-around useful character is important, sometimes it doesn't hurt to have a character that tends to be extremely good at only one thing, so long as they benefit the group and feel fun to play. A well-rounded party can make the journey far more enjoyable in the long-run.

Put some time into deciding what you want your character's role to be in the crew. Maybe discuss it with others in the group to see what would work best for everyone. However, make sure to choose something you will have fun with and appreciate. Once you have a general idea for what your class will be, pick from the classes listed in Chapter 3.

3. Determining Your Ability Scores

The six abilities that are prevalent in every D&D campaign and determine your character's skills are: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. When you calculate the number of each ability score, you will need to list them on your character sheet.

The Dungeons and Dragons 5th Editions rules should list how you can determine your Ability Scores. However, I will also explain this process here. Using the Standard Array method, you can take the numbers 15, 14, 13, 12, 10, 8 and assign each number to a different Ability Score.

You may also choose to Roll for your Ability Scores by rolling a d6 dice four times and recording the sum of the three highest rolls. Repeat this process five more times until you have written down six total sums. Then, allocate each of these six numbers to individual Ability Scores of your choice. As an example, you may end up with the six numbers 17, 11, 13, 9, 12, 14 after rolling. Your might decide you want strength to be your highest Ability Score, so you would put 17 for your Strength Score. Then you would fill in your other Ability Scores accordingly.

Lastly, one other way you can decide Ability Scores is through using Point Buy. You can easily find a free Point Buy Caculator online. It is of course always up to the DM to decide what method is used to determine Ability Scores for the party. Once you have calculated your ability scores, you will make changes to them according to your racial feats.

Ability Scores and Modifiers

Ability Score Modifier
1 -5
2 - 3 -4
4 - 5 -3
6 - 7 -2
8 - 9 -1
10 - 11 0
12 - 13 +1
14 - 15 +2
16 - 17 +3
18 - 19 +4
20 - 21 +5
22 - 23 +6
24 - 25 +7
26 - 27 +8
28 - 29 +9
30 +10
Chapter 1 | Making a Character

3.5. Choosing a Devil Fruit (Optional)

Depending on how the campaign begins, your character could've already eaten a Devil Fruit if they take the Devil Fruit User feat. This would mean you gain a random Devil Fruit ability at the very beginning of the adventure and cannot consume another Devil Fruit ever again. Of course, this also means you will never be able to swim again. However, this is an optional rule and your DM may decide to not allow this choice in their campaign.

If you are able to use this rule and start with a Devil Fruit, you may opt to roll on one of the two Random Devil Fruit Tables listed in Chapter 7. Once you have rolled your power, you will be stuck with that ability for the rest of the campaign (which could be a good thing or a bad thing depending on what you get). This can technically be done before your Class is decided. Make sure to write down the name and abilities of your Devil Fruit somewhere on your character sheet. Further explanation on Devil Fruit abilities is detailed in Chapter 7.

4. Describing Your Character

First, hopefully you've already decided on a name for your character. If not, try to think of something you like the sound of. If you can't think of anything, feel free to look up D&D name generators online. Then, start to really develop their personality and appearance in your head.

After you have a concept in mind, you want to start writing and organizing these ideas onto your character sheet. Try to find what Alignment best fits them and their morals. Then, start to think up some defining Personality Traits. Once your mark those down on your character sheet, start getting into their Ideals, Bonds, and Flaws. These will provide a guideline on how you plan on roleplaying and making decisions with your character.

Now you want to decide on your characters Background. Your background will provide you with tools and knowledge gained from how you've lived your life prior to the start of the campaign. This will affect how those who recognize you interact with you, how you're treated by the general public, and what your occupation is or was. A DM may provide you with custom backgrounds for this adventure, but feel free to choose from the ones listed in Chapter 4.

Race, Devil Fruit, and Ability Scores

It is important to take into consideration how your race and Ability Scores can impact your character's appearance and personality. Some One Piece races may be noticeably taller than others, some may be tinier on average, and some may have very distinguished traits.

Additionally, if you are a Devil Fruit user, you may have certain physical features or personality traits that match the essence of your power. For example, a user of the Moku Moku no mi (Smoke Logia) might be a huge chain smoker and tend to dress up in white or gray colors. A user of the Neko Neko no mi, Model: Lion (Zoan) could dress up in flashy golden clothing and consider themselves royalty. If your character ate a Devil Fruit before being introduced to the party, consider incorporating how you got the power and how it impacts your daily life into your background. It is up to you how you want to incorporate the theme of your Devil Fruit into your character.

Furthermore, your final ability scores may also factor into your appearance and attitude. Here are some examples:

A character with high strength may appear physically intimidating and bulky, with defined muscles and a towering figure. With low strength, they might appear scrawny or flabby.

A character with high dexterity may appear incredibly quick and versatile when moving around, with a potentially more lean appearance. With low dexterity, they may be heavier or move a bit slower than others.

A character with high constitution may appear noticeably healthy and sturdy. With low constitution, they may look a tad bit sickly or pale.

A character with high intelligence may appear more structured or knowledgeable when talking to others, perhaps having several books or scrolls in their possession. With low intelligence, they may speak noticeably slow, sometimes having a dumbfounded look on their face when hearing complicated explanations.

A character with high wisdom may appear more aware of their surroundings and have a grasp on the deeper meaning of interactions in their daily lives. With low wisdom, a character may seem aloof or carefree to others.

A character with high charisma will most likely stand out in public and most social situations, having the ability to influence the attitudes and thoughts of others through interacting with them. With low charisma, a character may be more easily ignored or feel slightly more difficult to agree with in conversations.

5. Getting Equipped

Class and background will typically decide what equipment your character starts with. Your equipment includes weapons, armor, tools, trinkets, clothing, and other gear. Look at Chapter 5 to record this information on your character sheet.

Alternatively, you may choose to purchase your starting equipment instead. You will start with a set number of Belly (฿) to spend on equipment, based on the value given to you by your class.

Further information on starting gold based on class is detailed in Chapter 5. Weapons in the One Piece world include various types of firearms such as pistols, rifles, and occasionally very high-tech weaponry such as laser beams. The most common weapons you will find are guns like flintlocks, and swords such as cutlasses and sabers. Much higher firepower weapons such as cannons are common, but are typically only used on ships or in fortresses.

Chapter 1 | Making a Character

Melee Weapons require that you roll a 1d20 and add your strength or dexterity modifier as well as your Proficiency Bonus to the roll to hit. This modifier is also usually added on top of the damage roll. Melee weapons tend to use strength modifiers, but occasionally allow you to use other modifiers depending on your weapon or class.

Ranged Weapons require that you roll a 1d20 and add your strength or dexterity modifier as well as your Proficiency Bonus to the roll to hit. This modifier is also usually added on top of the damage roll. Ranged weapons tend to use dexterity modifiers, but occasionally allow you to use other modifiers depending on your weapon or class.

Traditional armor is used far less in the One Piece world often due to how inconvenient it can be for mobility, but it can still be rarely utilized by very tanky pirates. For this reason, it might be wise to reflavor these items for certain characters by instead using durable clothing or body armor that can be used underneath clothing as a substitute. Shields are not used quite as often either, but can still be found and used by very defensive-style duelists.

Armor Class without armor is normally equal to 10 + Dexterity Modifier. Certain classes might change how this is calculated. Additionally, wearing armor or using shields will alter the Base or Modifier value of your AC.

Be sure to write down all of these values on your character sheet for easy access and to remember them for combat encounters.

6. Wrapping Up Session 0

If you are playing with a large group, it is sometimes a good idea to get everyone together a week or so before the first official campaign session to discuss character setup. This is usually called Session 0. With the help of your Dungeon Master and fellow players, try to decide how you want your characters to mesh together. Does everyone in the party/crew know each other before the campaign starts? Does your backstory include any of the other player characters or NPCs? How will your character's background and current occupation fit into the crew's goals and the story? These are all important questions to ask yourselves and especially the DM.

1st level and beyond

By exploring the One Piece World and fighting your way through various forces, your characters will start to develop new strategies and grow stronger over time. Each time a major advancement occurs, either due to reaching a specific number of Experience Points or reaching a Milestone in the story, you will gain a Character Level.

For example, if you start at level 1 with 0 Experience Points and gain enough experience over the course of a session to make your way to Level 2, you will mark this on your character sheet and upgrade your stats accordingly during your next Long Rest. Additionally, your DM may decide to use a Milestone system by granting you a level up upon reaching a new area or island, completing an important objective, or obtaining a key item or treasure.

Character Advancement

Experience Points Level Proficiency Bonus
0 1 +2
300 2 +2
900 3 +2
2,700 4 +2
6,500 5 +3
14,000 6 +3
23,000 7 +3
34,000 8 +3
48,000 9 +4
64,000 10 +4
85,000 11 +4
100,000 12 +4
120,000 13 +5
140,000 14 +5
165,000 15 +5
195,000 16 +5
225,000 17 +6
265,000 18 +6
305,000 19 +6
355,000 20 +6
Chapter 1 | Making a Character

level tiers during the adventure

During the journey, the DM may decide to structure the pacing and level advancement throughout the adventure to give the feeling of progression to players. By deciding level tiers for certain areas in the world, it will be easy to balance enemies and NPCs in ways that align with player progression.

The first tier (levels 1-4) will be for very early exploration throughout the seas outside of the Grand Line, including the North Blue, East Blue, South Blue, and West Blue. It would be wise to start in one of these seas, preferably a fair distance away from Reverse Mountain and the Grand Line. Player characters will be fairly weak at this tier, and will only encounter minor enemies and challenges until they reach the Grand Line.

The second tier (levels 5-10) will be where most of the first half of the campaign takes place, in a portion of the Grand Line called "Paradise". This will be where many mid-tier pirates and powerful members of the navy reside. The sea and various islands will be difficult to traverse, with sea monsters and extreme weather conditions constantly bombarding your travel at random. Surviving to the end of Paradise should prove to be a challenge and feel like an amazing accomplishment upon completing the end. However, the next two stages should feel far more threatening.

The third tier (levels 11-15) is where players will start facing extremely overwhelming challenges. Making your way into the second half of the Grand Line, called the New World, the party should be facing unimaginably powerful pirate crews called the Yonko (or Four Emperors). The weather and islands here are even more threatening than the first half of the grand line, enough for a majority of crews to perish upon initially reaching this area. This will be the stage where characters start training, conducting espionage on the Yonko, and collecting Road Poneglyphs.

The final tier (levels 16-20) is the last stretch of the journey. At this legendary tier, characters should be able to stand up to Yonko pirate crews and marine admirals. Most fights will be remarkably grand and epic, involving hundreds or thousands of pirates in huge wars and battles across the end of the New World. Once several Yonko have fallen and Road Poneglyphs are copied down, the crew can make their way to the One Piece to become pirate kings/queens and complete the adventure.

Chapter 1 | Making a Character

Chapter 2: Races

The races in One Piece all have a variety of distinct traits that set them apart from one-another. While humans are the most common and reside on most islands, other demihuman races have their own islands and territories that they stick to around the world. These demihuman races also have a wide variety sizes, characteristics, abilities, and cultures. In many cases, non-human races can be seen as much stronger by default than ordinary humans. However, many humans can also train to be on par with these races as well.

Typically, non-human races don't mingle well with human cultures due to racism and oppression often seen within the Navy and World Government. When a non-human is introduced into a human society, they will most likely be treated very differently than their human counterpart, oftentimes negatively. Likewise, Humans may also be treated differently when entering a non-human tribe or country. It is up to the DM to decide how to run these encounters during roleplay. Remember, the One Piece world is very divided and has many themes of slavery and extreme hatred toward non-humans. If these themes are too extreme or uncomfortable to run, feel free to remove most of the racial tension.

Human

In the world of One Piece, humans can be considered highly invasive and territorial to most other races and creatures. While there are many good-spirited humans out there, the World Government and Navy often tarnish the reputation of humans among non-humans. Due to this fact, most non-human races don't get along well with humans on average. However, there can very well be brotherhood among these races in certain circumstances, so long as compassion and friendship is shown.

Diversity. Humans, much like the other races, can be very diverse and vary in size. Most humans are 5 or 6 feet tall, though some may veer slightly outside this range. They can weigh anywhere between 100 pounds and 250 pounds on average. Some humans can be obscenely large, ranging up to 20+ feet tall. However, this is pretty rare and can be the result of inter-breeding and experimentation. While coming in many different shapes and sizes, humans also vary in skin, eye color, and hair. Humans may also be capable of breeding with certain races as well to create half-human and half-nonhuman variants.

Conquerors. Humans will settle in and take control of just about anywhere they can reach. The exception to this rule may be places like Fish-man Island or Zou, which are too inconvenient and out-of-reach to settle on for most human civilizations. Most of the world is conquered and ruled by humans under the World Government.

Great Kingdoms. As humans have expanded over the centuries, they have established many large cities, kingdoms, and fortresses across various islands and continents. Human culture can also be very different depending on where you look. While some human settlements can be more open-minded and accepting, other places may be far less tolerant toward outsiders and different ideas or cultures.

Human Traits

While many humans vary in shape and size, your human character will have these traits.

Ability Score Increase. Your ability scores each increase by 1.

Age. Humans reach adulthood in their teens and live for around a century.

Alignment. There is no clear alignment that is consistent among all humans. Just about any alignment can be justified.

Size. Humans in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Languages. Humans can all speak and understand the universal spoken language of this world. Additionally, some rare and select humans can be taught to read and write the language of Poneglyphs. Even more rarely, some humans are born with the ability to inherently read Poneglyphs. However, this is something the DM must approve of and allow for.

Human Variant Traits

Some humans can be noticeably different in their abilities and skills. For this reason, you may choose to instead replace the standard Human Ability Score Increase with these traits instead:

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

Skills. You gain proficiency in one skill of your choice.

Feat. You gain one feat of your choice that you meet the prerequisite for.

Chapter 2 | Races

Fish-Man

Fish-men, along with Merfolk, are one of the two races of humanoids that inhabit the sea. Fish-men are a roughly equal mix of Human and Fish, with human-like appendages and faces crossed with sea creatures such as sharks, blowfish, and other fish. They also have gills between their shoulders and necks, as well as often having webbed hands. Some species of fish-men may have extra appendages depending what on what species of fish they represent.

Fish-men have both lungs and gills, which allow them to breathe underwater and on land. Their webbed fingers and agile bodies allow them to move quickly in water for as long as they want. Some fish-men use their naturally strong bodies and unique features as a reason to believe they are superior to Humans. Despite these beliefs, fish-men often end up being the ones to become enslaved and oppressed by Humans, which drives their hatred for them even further. However, not all fish-men think this way and can actually get along well with humans as equals.

Oppressed. Like other non-human races, fish-men are the victims of world-wide oppression by humans. Due to this, many fish-men stay within the confines of fish-man island and only occasionally leave. Some evil fish-men have opted to be pirates to seek revenge against humanity. Unfortunately, several also end up as slaves under the world government. Even on islands not directly under world government jurisdiction, humans still treat fish-men very unfairly. For this reason, playing a fish-man can prove very different when visiting various human-inhabited islands around the sea.

Domination. Though they are often misunderstood, many fish-men do hold the belief that they should rule over all other fish in the sea. And due to the cruel treatment they receive from humans, some grow to also want to conquer and rule over humanity as a whole. This isn't true of all fish-men though, as many do exhibit the desire to co-exist with other races and species.

Overwhelming Strength. As well as being born with bodies that provide natural weapons in battles, such as razor-sharp teeth, fish-men have incredibly strong bodies compared to average people. From birth, fish-men are ten times stronger than humans. Additionally, fish-men can be even more troublesome in underwater combat. Being even stronger underwater, they can easily devastate a human who isn't proficient at swimming. Unfortunately, this strength can be negated if a fish-man happens to be a Devil Fruit user.

Fish-Man Traits

Your fish-man character will have these traits.

Ability Score Increase. Your consitution score increases by 1.

Age. Fish-men reach adulthood in their teens and live for around a century.

Alignment. Most fish-men are lawful and many stay true to their values, though some lean toward being neutral. Fish-men can live in harmony with other sea creatures, but may turn violent against humans. For this reason, a fish-man can range from being good to evil.

Size. Fish-men are between 7 and 8 feet tall and weigh between 280 and 340 pounds on average. Your size is medium.

Speed. Your base walking speed is 30 feet, and you have a Swimming speed of 35 feet.

Amphibious. You can breathe air and water.

Underwater Athlete. You have proficiency in the Athletics skill. While underwater, you face no penalties or disadvantage as a result of underwater combat rules.

Adapted to the Sea. With the ability to adapt to extreme underwater depths, you have Resistance to cold damage.

Languages. Fish-men can all speak and understand the universal spoken language of this world. Additionally, using gestures and sounds, you can communicate simple ideas with any beast that has an innate Swimming speed.

Fish-Man Subraces

Subrace. Breeding among fish-people resulted in three main subraces: Shark, Manta Ray, or Octopus variants. Choose one of these Subraces and add its traits to your racial features alongside the ones listed above.

Shark Traits

These fish-men are known to have sharp shark-like teeth, light blue-tinted skin, large back fins, and extreme strength.

Ability Score Increase. Your Strength score increases by 2.

Bite. Your razor-sharp teeth are a natural weapon, which you can use to make unarmed strikes. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an Unarmed Strike.

Manta Ray Traits

These fish-men are known to have wide side-fins and light-blue skin, moving at high speeds underwater.

Ability Score Increase. Your Dexterity score increases by 2.

Sea Glide. You have a Swimming speed of 40 feet.

Octopus Traits

Octopus fish-men tend to have six arms and red or brown-tinted skin, with a lot of flexibility with their multiple appendages.

Ability Score Increase. Your Strength and Dexterity scores both increase by 1.

Multi-Armed. You have four additional arms, six in total. While you cannot efficiently wield weapons with these arms, you may use them to hold smaller items such as potions and trinkets. Additionally, you have advantage on grapple checks with your arms.

Chapter 2 | Races

Merfolk

Merfolk, along with fish-men, are one of the two races of humanoids that inhabit the sea. Merfolk have the upper body of a human and the lower body of a fish. Both races are ruled by the undersea king, King Neptune.

Merfolk have access to various skills while underwater, such as extremely fast swimming speeds, weapon proficiency, and the ability to communicate with many sea creatures. Very rarely, a mermaid can be born with the ability to speak with Sea Kings. Only a mermaid princess possesses this power, however.

Peaceful. Unlike fish-men, merfolk are far more peaceful and prefer to live in secret away from most other races. Despite their differences, merfolk and fish-men get along very well.

Sea to Land. Due to their lack of legs, they move very slowly on land. This makes sea travel their primary method of getting around, and they're very proficient at it. However, upon reaching the age of 30, their tails will split and allow them to walk on land much easier.

Victims of Slavery. Despite their efforts to stay away from the surface, some merfolk still end up captured and sold into slavery. Because of their rarity, many can sell for incredibly high prices if they are under 30.

Beauty and Grace. Merfolk are all considered incredibly beautiful by the standards of humans. This beauty is mostly lost when they reach the age of 30 when their tail splits. They are also far less brutish than fish-men, making them a bit less likely to be involved in physical altercations. Merfolk are more commonly involved in activities or occupations that involve their speed or intelligence. Though, many are stilled trained in the military and can use a fighting style known as Merman Combat.

Merfolk Traits

Your merfolk character will have these traits.

Ability Score Increase. Your Dexterity, Wisdom, and Charisma scores each increase by 1.

Age. Merfolk reach adulthood in their teens, mature considerably in their 30s, and live for around a century.

Alignment. Most merfolk are neutral or lawful good. However, few may turn violent against humans and become evil. They are rarely chaotic in nature.

Size. Merfolk are between 6 and 7 feet long and weigh between 160 and 240 pounds on average, largely due to their bulky tail fin. Your size is medium.

Speed. Your base walking speed is 10 feet, and you have a Swimming speed of 50 feet. Once you reach age 30, your walking speed becomes 30 feet.

Amphibious. You can breathe air and water.

Merfolk Training⁠. You have proficiency with the spear, Trident, and net.

Merman Combat. Being trained in underwater combat, you can control the flower of water in devastating ways. You can cast Shape Water with this trait. Starting at 3rd Level, you can cast Tidal Wave with it, and starting at 5th Level, you can also cast Wall of Water with it. Once you Cast a Spell with this trait, you can't cast that spell with it again until you finish a Long Rest. Charisma is your Spellcasting Ability for these Spells.

Adapted to the Sea. With the ability to adapt to extreme underwater depths, you have Resistance to cold damage.

Languages. Merfolk can all speak and understand the universal spoken language of this world. Additionally, using gestures and sounds, you can communicate simple ideas with any beast that has an innate Swimming speed.

Sky Islander

Those who live up in the Sky Islands have adapted and adjusted to live in such an environment. There are three main factions that exist up here: Shandians, Birkans, and Skypieans. All three of these groups descended from a moon, sometimes referred to as "Fairy Vearth". On this moon, a great civilization existed named Shandoria. These three groups were a part of this civilization and were believed to have worked in unison.

Centuries after leaving the moon, these races have split apart and can be considered mostly divided into different tribes. These tribes now live mostly on Sky Islands and form civilizations in the clouds with their own cultures and technology. Some use a seemingly magical power called Mantra, which is actually Observation Haki.

Some sky islanders descent from the skies down to land, known as "Vearth" to them, and can interact with the various other races.

These three tribes can be described in the following ways:

Shandians

Once Shandians descended from the moon, they lived on a land-based island named Jaya. However, this island was blasted into the sky by a knockup stream, leaving the Shandians stranded in the sky for many centuries. Like the others that live on these sky islands, Shandians are known to grow wings on their backs. However, unlike the other groups, their clothing is similar to real-world native Americans. Additionally, they can often be seen with large tattoos decorating their bodies. Shandians fight as fierce and skilled warriors, surviving for many long centuries with these skills.

In ancient times, Shandians fought in a great war against the twenty kingdoms on land. At the end of this war, they were defeated. However, they held on to the ruins of the golden city of Shandora and the Shandorian Golden Belfry Bell, which they now protect with their lives even after it was blasted into the sky long ago. They also protect a Poneglyph left to them by an ancient Great Kingdom they were allies with during the great war.

Chapter 2 | Races

Birkans

Although not much is known about this civilization, it does share some similarities with other Sky Island groups. Much like the other two groups, Birkans all grow wings on their backs. However, Birkans do have a unique appearance compared to the others. Birkans can sometimes appear to have goat-like features such as long goat-like ears growing alongside their regular human ears, and small horns.

Additionally, many Birkans dress in long white robes and gowns, often resembling priests. Many birkans consider themselves divine in nature, and dress accordingly. Unfortunately, the island of Birka was destroyed many years ago, though many survivors still remain. Many Birkan survivors are gifted with strong mantra in combat.

Skypieans

Many Skypieans reside on the sky island known as Skypiea. This island is massive and contains various technologies that make use of Dials, which are found naturally around it. Many Skypieans have angel-like appearances and grow wings on their backs, similar to Birkans and Shandians. Additionally, their hair often resembles the antenna of an insect, their skin is far lighter than the other groups, and their clothes are far more basic.

Skypiea is a grand island that has come to slowly resent outsiders due to the damage dealt to them from non-skypieans. They use a currency known as Extol in place of Belly (฿). Skypieans all fully obey their great leader, known as "God".

Sky Islander Traits

Your sky islander will have these traits.

Ability Score Increase. Your Dexterity score increases by 1.

Age. Sky islanders reach adulthood in their teens and live for around a century.

Alignment. Sky islanders vary in alignment, ranging from good to evil, lawful to chaotic, but are typically neutral in some way.

Size. Sky islanders in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Air Glide. Though your wings aren't capable of granting flight, you may use them to control the air around you and slow the speed of your fall. You gain the ability to cast Feather Fall once per Long Rest.

Dial Proficiency. You innately understand dials that have came from sky islands and can carry one with you. Roll once on the Random Dial Table (p. 107) to determine which one you start with.

Languages. Sky islanders can all speak and understand the universal spoken language of this world.

Sky Islander Subraces

Subrace. The separation of groups living on the "Fairy Vearth" resulted in three main subraces splitting off: Shandian, Birkan, or Skypiean variants. Choose one of these Subraces and add its traits to your racial features alongside the ones listed above.

Shandians

Your Shandian heritage has gifted you with great strength and combat expertise.

Ability Score Increase. Your Strength score increases by 2.

Shandian Weapon Training. You have proficiency with the quarterstaff, halberd, pike, glaive, spear, and heavy firearm.

Birkans

Your Birkan heritage has gifted you with powerful observation and foresight through mantra.

Ability Score Increase. Your Wisdom score increases by 2.

Mantra Specialist. You can choose to take the Observation Haki Novice feat if you meet the prerequisite.

Skypieans

Your Skypiean heritage has gifted you with great knowledge of dials.

Ability Score Increase. Your Intelligence score increases by 2.

Advanced Dial Proficiency. You start with an additional Dial, allowing you to roll once more on the Random Dial Table (p. 107) to determine what other Dial you start with. Additionally, you gain advantage on all checks made to find a dial.

Chapter 2 | Races

Mink

Much like fish-men and merfolk, minks appear to have a mixture of animal-like and human features. Each mink resembles a certain animal, typically mammalian. Their features and appendages are very human-like, but often have paws and padded paws. Male minks look much more bestial and hairy, while female minks appear more human-like.

Strength of the Animal Kingdom. They are considered fearsome and powerful by many, and rightfully so. Minks are born with immense power, speed, stealth, and instincts. Their abilities are far superior to ordinary humans, even at a young age. Every mink, regardless of if they are young or old, is a powerful warrior in battle. This power is greatly elevated when their Sulong Form is activated under a full moon.

Victims of Slavery. Much like many other non-human races, Minks are sometimes victims of slavery and are valued for their exotic appearance and strength. Additionally, many humans may treat minks with similar amounts of hatred to how they treat other non-humans. This can lead to some degree of resentment between both races, though likely not quite as extreme as certain fish-men. Many minks have the ability to get along with humans if there is some level of understanding and respect.

Residents of Zou. Most minks reside on a city atop an ancient island-sized elephant named Zunesha. This city is referred to as Zou, which exists somewhere in the New World. This city is incredibly difficult to locate, allowing minks to live away from pirates and the reaches of the World Government. However, some minks do venture outside of Zou, sometimes as pirates, or decide to live in Totto Land.

Mink Traits

Your mink will have these traits.

Ability Score Increase. Your Strength, Dexterity, and Constitution scores each increase by 1.

Age. Merfolk reach adulthood in their teens, mature considerably in their 30s, and live for around a century.

Alignment. Most minks are neutral or lawful good. However, few may turn chaotic and give into their primal urges if exposed to the full moon for long enough.

Size. Minks in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You have an animal’s keen Senses, especially in the dark. You can see in dim light within 60 feet of you 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.

Beast’s Strike. Because of your beast-like features, you have a climbing speed of 20 feet. In addition, your body is a natural Weapon, which you can use to make unarmed strikes. If you hit with them, you deal bludgeoning, slashing or piercing, depending on the animal you are most similar to, damage equal to 1d4 + your Strength modifier.

Animal Instinct. You have proficiency in the Perception and Stealth Skills.

Electro. You know the Shocking Grasp cantrip. Constitution is your Spellcasting Ability for this Spell. Additionally, you are Resistant to electric damage.

Sulong Transformation. Starting at 3rd Level, you can use your action to channel moonlight energy into your body and transform into a powerful bright white primal form with longer hair and enhanced size, bolstering your strength, speed, and electro.

Your transformation lasts for 1 minute or until you end it as a Bonus Action. During it, your speed increases by 10 feet, you have advantage on strength checks, and once on each of your turns, you can deal extra electric damage to one target when you deal damage to it with an Attack or a spell. The extra electric damage equals your level.

Once you use this trait, you can’t use it again until you finish a Long Rest.

Languages. Minks can all speak and understand the universal spoken language of this world.

Yokai Tribesman

There are several races of human-like tribes that have greatly moderated or exaggerated features that set them apart from regular people. These races are called the yokai tribes (though not officially), due to their resemblance to certain yokai in Japanese folklore. Only so much is known about these tribes in the One Piece world.

There are three main types of yokai tribes to choose from: the longleg tribe, the longarm tribe, and the three-eye tribe.

Yokai Tribesman Traits

Your yokai tribesman will have these traits.

Ability Score Increase. Your Charisma score increases by 1.

Age. Yokai Tribesmen reach adulthood in their teens and live for around a century.

Alignment. Yokai Tribesmen display various alignments, but many are seen as evil. However, any alignment can be reasonably chosen.

Tribal Pride. The pride of your race and features has made you unbelievably confident in conversations. You have proficiency in the Intimidation and Persuasion skills.

Yokai Tribesman Subraces

Subrace. There are several variants of yokai tribesmen: the longleg tribesmen, the longarm tribesmen, and the three-eye tribesmen. Choose one of these Subraces and add its traits to your racial features alongside the ones listed above.

Chapter 2 | Races

Longleg Tribesman

Your longleg tribesman has been gifted with magnificent long legs that grant them the following traits.

Ability Score Increase. Your Dexterity score increases by 2.

Size. Longleg tribesmen in the One Piece World are typically 7-8 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 35 feet.

Longleg Stride. Your massive legs allow you to move with a burst of speed. When you move on Your Turn in Combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Languages. Longleg tribesmen can all speak and understand the universal spoken language of this world.

Longarm Tribesman

Your longarm tribesman has been gifted with long and lanky arms that grant immense strength and reach.

Ability Score Increase. Your Strength score increases by 2.

Size. Longarm tribesmen in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Long-Limbed. When you make a melee Attack on Your Turn, your reach for it is 5 feet greater than normal.

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

Languages. Longarm tribesmen can all speak and understand the universal spoken language of this world.

Three-eyed Tribesman

Your three-eyed tribesman is gifted with a third eye on the center of their forehead which grants them mysterious powers.

Ability Score Increase. Your Wisdom score increases by 2.

Size. Three-eyed tribesmen in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you 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.

See Invisibility. You can see Invisible creatures and objects⁠ within 10 feet of you that are within Line of Sight.

Languages. Three-eyed tribesmen can all speak and understand the universal spoken language of this world. Additionally, some can awaken their third eye to be able to read and understand the language of the Poneglyphs.

Cyborg

As the name would imply, this race includes any human or life form that has had their body altered using metal or robotic parts. Typically, this might only include surface-level alterations, such as steel skin or a robotic hand. However, cyborgs may vary in how much of their body has been modified. Regardless of the degree of modification, they will always still have several parts of them that remain organic.

Cyborg Traits

Your cyborg will have these traits.

Ability Score Increase. Your Constitution score increases by 2, and one other ability score of your choice increases by 1.

Age. Depending on how much of their body has been modified, cyborgs may have longer lifespans compared to other races. In theory, they are should still remain mortal so long as parts of them still remain organic.

Alignment. It can be assumed that many cyborgs act Lawfully, but they can technically fall under any alignment.

Size. Cyborgs in the One Piece World are typically 5-6 feet tall. Some can rest far outside this range, but your size will count as medium.

Speed. Your base walking speed is 30 feet.

Steel Skin. Your body has a layer of defensive metal beneath or replacing your skin, which can be enhanced with armor:

  • You gain a +1 bonus to Armor Class.
  • To reinforce your metal skin, first you must buy an amount of metallic parts equal to the price of a piece of desired armor you are proficient with. After doing so, you must spend an hour consistently incorporating these parts into your skin. Once you are finished, you gain the AC of your chosen armor as if you were wearing it, as well as all of the side-effects of that armor. To remove this armor, you must spend an hour replacing it with artificial skin.
  • This metal skin cannot be removed from your body against your will.

Robotic Resistance. You have advantage on Saving Throws against being Poisoned, and you have Resistance to poison damage.

Refueling. In place of eating food and drinking water each day, you must instead consume an equivalent amount of fuel to what a normal creature of your size would eat. The type of fuel you use can range from cola to gasoline (your choice), which costs roughly ฿8,000. Starvation rules apply to consuming fuel as they would with food for another race.

Chapter 2 | Races

Maintenance. Instead of sleeping each day, you instead conduct maintenance on your body during a Long Rest. This includes oiling your joints, repairing any dents or broken parts, or fixing anything else you'd need to maintain. This takes at least six hours to complete. You are able to see and hear normally while you complete these tasks.

Cyborg Upgrades. You install a weapon or tool feature of your choice listed below into your body. Each time you level up, you can choose to completely replace one of these features with another one. At 5th level, you can install and use a second upgrade feature of your choice:

  • Flail Arm. When you make a unarmed strike or melee weapon attack on your turn that requires your arms to use, you can choose to extend its reach for that attack by 5 feet. You can only use this once on a single melee attack per turn.
  • Flame Breath. You learn the Create Bonfire cantrip, which you produce from your mouth. Constitution is your Spellcasting Ability for this Spell.
  • Refrigerated Stomach. You may store up to 30 pounds of gear in your body, concealed and protected by your metallic flesh. This also acts to chill and preserve any food or fuel you may want to store.
  • Air Blast. You learn the Thunder Clap cantrip, which you produce from air emitted from your body. Constitution is your Spellcasting Ability for this Spell.
  • Propeller Body Your limbs can rotate at extreme speeds in water, acting as a boat propeller. You gain a swimming speed of 30 feet.
  • Centaur Form Using an action to morph your lower body into the form of a horse, your speed increases by 10 feet for one minute. Additionally, you have advantage on all Strength checks and you can allow a medium or smaller creature to use you as a mount for the duration. Once you use this feature, you cannot use it again until you complete a short or long rest.
  • Shape-Memory Alloy Body. You gain one skill proficiency and one tool proficiency of your choice, which you can choose to swap out each time you level up.
  • Arsenal Infusion. You can spend an hour incorporating a single weapon you are proficient with into your body. Upon doing so, you can use this weapon as you normally would. Additionally, this weapon cannot be taken or removed from your body against your will. You may spend an hour to remove this weapon from your body.
  • Night Lens. You can see in dim light within 60 feet of you 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.
  • Headlights. Lights on your body emit bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Extended Flail. This is an upgrade of the Flail Arm Feature, meaning you must have that feat learned in order to learn and use this one as well. Your Flail Arm reach extends to 20 feet.
  • Flamethrower. This is an upgrade of the Flame Breath Feature, meaning you must have that feat learned in order to learn and use this one as well. You learn the Burning Hands spell, which acts as a powerful blast of fire emitted from your body. Constitution is your Spellcasting Ability for this Spell. Once you use this feature, you cannot use it again until you complete a long rest.
  • Radical Beam. This is an upgrade of the Air Blast Feature, meaning you must have that feat learned in order to learn and use this one as well. You learn the Guiding Bolt spell, which acts as a powerful explosive laser beam emitted from you body. Constitution is your Spellcasting Ability for this Spell. Once you use this feature, you cannot use it again until you complete a long rest.
  • General Cannon. This is an upgrade of the Air Blast Feature, meaning you must have that feat learned in order to learn and use this one as well. You learn the Thunderwave spell, which you produce from air emitted from your body. Constitution is your Spellcasting Ability for this Spell. Once you use this feature, you cannot use it again until you complete a long rest.
  • Larger Propellers. This is an upgrade of the Propeller Body Feature, meaning you must have that feat learned in order to learn and use this one as well. You can now spin parts of your body like a propeller to lift you into the air. You now have a flying speed of 10 feet.
  • General Form. This is an upgrade of the Centaur Form Feature, meaning you must have that feat learned in order to learn and use this one as well. You have upgraded your form to resemble a giant robot mech suit. When using your Centaur Form, you now grow one size larger, gain +1 to Armor Class, and gain extra thunder damage to one target when you deal damage to it with a Melee Attack. The extra thunder damage equals your Proficiency bonus. Once you use this feature, you cannot use it again until you complete a Long Rest.
  • Advanced Shape-Memory Alloy. This is an upgrade of the Shape-Memory Alloy Body Feature, meaning you must have that feat learned in order to learn and use this one as well. You learn an additional Skill of your choice. Additionally, you learn the Shield spell. Once you use this feature, you cannot use it again until you complete a long rest.
  • Grand Arsenal. This is an upgrade of the Arsenal Infusion Feature, meaning you must have that feat learned in order to learn and use this one as well. You are able to implement one more weapon into your body using Arsenal Infusion.

Languages. Cyborgs can all speak and understand the universal spoken language of this world.

Chapter 2 | Races

Chapter 2: Optional Races

These optional races are intended to be used for games where the Dungeon Master approves of the use of races that are larger or smaller than Small or Medium in size.

If these races don't fit into the way you want to run your game, feel free to leave them out or repurpose their use for NPCs.

Dwarf

Dwarves are a race of smaller humanoids, some small enough to fit into the palms of many medium-sized races' hands. Many can be considered gullible and are often convinced or tricked into work for others.

Work as Slaves. Despite how cute and innocent they appear, many are still abused and preyed on by humans and other races. Dwarves can often be sold as slaves, as they are seen on a list of slave prices. For this reason, many of them try to live in secret away from outside societies.

Strength and Speed. Dwarves possess immense strength that allows them to shatter stone with ease. Additionally, they are incredibly slippery and hard to spot, allowing them to evade just about any attempt to catch them. For these reasons, they are often considered to be akin to the stories of fairies.

Dwarf Traits

Your dwarf will have these traits

Ability Score Increase. Your Dexterity score increases by 1.

Age. Dwarves reach adulthood in their teens and live for around a century.

Alignment. Dwarves are typically Lawful Good, though they may sometimes fall under different alignments.

Speed. Your base walking speed is 30 feet.

Languages. Dwarves can all speak the universal spoken language of this world.

Dwarf Subraces

Subrace. There are two variants of dwarves: the Tontatta Tribesman and the Automata. Choose one of these Subraces and add its traits to your racial features alongside the ones listed above.

Tontatta Tribe

Your tontatta tribesman has been granted supernatural agility, strength, and mastery over cultivating plants.

Ability Score Increase. Your Strength score increases by 2.

Size. Dwarves in the One Piece World are typically 6-12 inches tall. Your size is tiny.

Hard to Detect. Your tiny size and evasiveness gives you proficiency in the Stealth and Acrobatics skills.

Blinding Speed. As a bonus action⁠, you can magically teleport⁠ up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or Long Rest.

Super Strength. You are considered medium size when calculating push, pull, drag, or carry weight. You also roll normally on grapple checks and saves, and can use heavy weapons.

Master Cultivators. Your mastery of plants and plant products grants you immunity to poison damage and the Poisoned condition.

Automata

Your automata is a race of robots that resemble dwarves and have the ability to travel through outer space and live on the moon.

Ability Score Increase. Your Constitution score increases by 2.

Size. Automata are between 3 and 4 feet tall. Your size is small.

Programmed Minds. You are immune to abilities that allow other creatures to read your thoughts.

Robotic Resilience. You were created to have remarkable Fortitude, represented by the following benefits:

  • You have advantage on Saving Throws against being Poisoned, and you have Resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Militaristic Design. You gain one skill proficiency and one weapon proficiency of your choice.

Electric-Powered. You are immune to lightning damage. Additionally, if you are hit by an ability that would deal lightning damage, your attack rolls have advantage until the end of your next turn

Iron Shell. Your metallic body grants you a +1 bonus to Armor Class.

Chapter 2 | Optional Races

Giant

Giants are a race of massive humanoids that possess otherworldly strength and abilities. Many are dozens of feet tall and can be more than ten times the size of a regular sized person. Regular humans and non-humans aren't anywhere near as strong as them, making most giants some of the fiercest and deadliest warriors on the planet.

Residents of Elbaf. Elbaf is a large kingdom inhabited by giants, often famed for its unmatched strength when compared to other countries around the world. Many brave and nearly invincible warriors hail from here, leading many other races to either greatly fear or respect Elbaf as a whole. Having the warriors of elbaf as an ally is a surefire way to win almost any war. Even the marines often show fear of Elbaf's army, which shows how truly unmatched their warriors are.

Super Giants. While giants are already nearly unbeatable, the much larger Ancient Giants have also been rumored to have existed in the past. Due to their sheer size and strength, they are capable of sizing up battleships or even fortresses. Allegedly, some ancient giants could move entire islands or continents. These giants often stand many times taller than even the tallest ordinary giant, sometimes up to 200 feet tall. Their appearance alone has the power to send fear through any solider or pirate, often resembling a colossal ogre or oni. Very few of these giants still exist today, as many have gone extinct.

Half-Giant

Through breeding with smaller races over time, many smaller variants of giants are shown to exist. These half-giants are several times smaller than their full-blooded giant counterparts, but are still much stronger than ordinary members of other races.

(Warning: it is highly recommended that you use half-giants as a player race instead of actual giants, as many ordinary giants would be gargantuan or colossal in size, and would create a very noticeable imbalance between different player races.)

Half-Giant Traits

Your half-giant will have these traits.

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

Age. Giants can live for up to 300+ years.

Alignment. It can be assumed that many half-giants are neutral, but they can technically fall under any alignment.

Size. Half-giants in the One Piece World are typically 14-16 feet tall. Some can rest far outside this range, but your size will count as large.

Speed. Your base walking speed is 40 feet.

Warrior Training. You have proficiency with the Battleaxe, Handaxe, Light Hammer, Longsword, Club, and Spear.

Sheer Size. You have proficiency in the Athletics and Intimidation skills.

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

Languages. Half-giants can all speak and understand the universal spoken language of this world.

Giant Traits

Your giant will have these traits.

Ability Score Increase. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24. Your Dexterity score decreases by 2, and your Intelligence score decreases by 3.

Age. Giants can live for up to 300+ years.

Alignment. It can be assumed that many giants are neutral, but they can technically fall under any alignment.

Size. Giants in the One Piece World are typically 50-60 feet tall. Some can rest far outside this range, but your size will count as gargantuan.

Speed. Your base walking speed is 40 feet.

Warrior Training. You have proficiency with the Battleaxe, Handaxe, Light Hammer, Longsword, Club, and Spear.

Sheer Size. You have proficiency in the Athletics and Intimidation skills.

Overwhelming Charisma. Tales of you and your race's pride have spread throughout the world. Not only are you constantly oozing confidence in these things, but you can use your words to inspire and raise the spirits of your allies. Whenever you complete a Long Rest with your party, you can choose to spend 5 minutes making an inspiring speech, granting up to 5 allied creatures of your choice gain temporary HP equal to your proficiency bonus.

Languages. Giants can all speak and understand the universal spoken language of this world.

(Note: Once again, this race is incredibly overpowered so I wouldn't recommend using it in a balanced campaign. However, you may still choose to include this player race in your game if you so desire. Or you can decide to use it for NPC or enemy stat sheets.)

Chapter 2 | Optional Races

Chapter 3: Classes

Pirates and explorers are guided by a craving for gold, influence, and power to reach new heights during their adventure. Pirates can be good or evil depending on the style of your campaign, but many will fight through and conquer challenges that ordinary citizens wouldn't dare trifle with. Though finding the One Piece might be the main objective of many powerful pirates, exploring and experiencing the world should be their primary driving force.

Classes can define a character's strengths, occupation, and talents while they advance and conquer new challenges throughout their journey. It is what shapes their role in a crew as well as their relationship with the world and other people. Different classes make use of different Ability Scores, meaning it would be wise to choose a class that best suits your character's strengths and weaknesses. Most of these classes and subclasses are largely based on the classes that exist in the One Piece world. Though it would be wise to exclusively use these classes for characters, feel free to also use any classes or features from official D&D 5th Edition rules that you prefer.

Bruiser

You are a fighter that specializes in using overwhelming raw strength and brute force in close combat. Your fury and heart fuel your might in battle. A surge of powerful emotions may fill you with blinding hatred or may simply remind you of the people you are fighting to protect. This will enhance your attacks and combat capabilities. Regardless, you are simple-minded and can only make use your own body and simple weapons in combat.

Building a Bruiser

It is important to figure out what type of Bruiser you are. Do you prefer using a weapon in battle? Or just your unarmed strikes? Do you fight for glory or for the benefit of others? Some of these ideas may factor into your fighting style or just how your character behaves in combat.

Quick Build

You can make a Bruiser quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the Outlander Background.

Class Features

As a Bruiser, you gain the following class features.

Hit Points

Hit Dice: 1d12 per bruiser level

Hit Points at 1st Level: 12 + your Constitution modifier

Hit Points at Higher Levels: 1d12 (or 7) + your Constitution modifier per bruiser level after 1st

Bruiser
Level Proficiency Bonus Scrapper Fury Features
1st +2 1d6 - Scrapper, Rock Solid Body
2nd +2 1d6 2 Fury, Unyielding Spirit
3rd +2 1d6 2 Brawling Style Feature, Iron Will
4th +2 1d6 3 Ability Score Improvement, Hook Counter
5th +3 1d8 3 Extra Attack, Enhanced Movement
6th +3 1d8 4 Brawling Style Feature
7th +3 1d8 4 Fleet Footed, Unbending Resolve
8th +3 1d8 5 Ability Score Improvement
9th +4 1d8 5 -
10th +4 1d8 6 Unbreakable Spirit
11th +4 1d10 6 Brawling Style Feature, Titanium Will
12th +4 1d10 7 Ability Score Improvement
13th +5 1d10 7 -
14th +5 1d10 8 Formidable Power
15th +5 1d10 8 Tireless Training
16th +5 1d10 9 Ability Score Improvement
17th +6 1d12 9 Brawling Style Feature
18th +6 1d12 10 Ascended Will
19th +6 1d12 10 Ability Score Improvement
20th +6 1d12 12 The King
Chapter 3 | Classes

Proficiencies

Armor: None

Weapons: Simple weapons, improvised weapons, cutlasses

Tools: None

Saving Throws: Strength, Constitution

Skills: Choose two skills from Acrobatics, Athletics, Persuasion, Intimidation, Perception, Animal Handling, and Survival.

Equipment

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

  • (a) a cutlass or (b) any simple weapon
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
  • (a) a set of artisan’s tools (b) a gaming set or (c) thieves’ tools

Scrapper

At 1st level, your life of scrapping and battling with beasts, humans, or other tough creatures has given you mastery of Combat styles that use unarmed strikes and bruiser weapons, which are simple melee weapons without the two-handed property, cutlasses, and improvised weapons. You can not use the finesse property of a weapon while using it as a bruiser weapon.

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

  • You can roll a d6 in place of the normal damage of your unarmed strike or bruiser weapon. This die changes as you gain bruiser levels, as shown in the scrapper column on the bruiser table.
  • When you use the Attack action with an unarmed strike or a bruiser weapon on your turn, you can make one unarmed strike or grapple as a bonus action. For example, if you take the Attack action and Attack with a Club, you can also make an Unarmed Strike or grapple as a Bonus Action, assuming you haven’t already taken a Bonus Action this turn.

Rock Solid Body

Starting at 1st level, while you are not wearing any armor or using a shield, your Armor⁠ Class equals 10 + your Constitution modifier.

Fury

Starting at 2nd Level, your Training allows you to harness Fury, raw power and energy that stems from your spirit. Your access to this energy is represented by a number of Fury points. Your bruiser level determines the number of points you have, as shown in the Fury Points column of the Bruiser table.

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

When you spend a Fury point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended Fury back into yourself. You must spend at least 30 minutes of the rest training to regain your Fury points.

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

Fury save DC = 8 + your Proficiency Bonus + your Constitution modifier

Machine Gun Blows

Immediately after you take the Attack action on Your Turn, you can spend 1 fury point to make two unarmed strikes as a Bonus Action.

Brute Force

You can use a bonus action and expend 1 fury point to make a shove attack or take the Dash action.

Power Through

You can use your Fury to shrug off physical injuries. You can use a bonus action and spend 1 fury point to brace for attacks, gaining resistance to bludgeoning, slashing, and piercing damage until the start of your next turn.

Unyielding Spirit

At 2nd level, your spirit has grown to be able to resist harmful effects or substances.

So long as you have at least 1 Fury point remaining, you have advantage on constitution saving throws from effects such as traps, spells, poison, or breath attacks. To gain this benefit, you can’t be Incapacitated.

Brawling Style

At 3rd Level, you choose and develop a way of brawling that best defines your fighting style: Black Fist Style, Dragon Style, or Beast Style. all detailed at the end of the class description. Your brawling style grants you features at 3rd level and again at 6th, 11th, and 17th level.

Iron Will

Starting at 3rd level, when you you are currently reduced to half your maximum hit points or less, you can use your bonus action to gain temporary hit points equal to a roll of your scrapper die + Bruiser level and you regain all expended fury points. You cannot use this feature again until you finish a short or long rest.

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. Additionally, you cant take a feat listed in the General character stuff. As normal, you can’t increase an ability score above 20 using this feature.

Chapter 3 | Classes

Counter Hook

At 4th level, your abilities in close combat allow you to deliver a devastating counter to any creature attacking you within reach. When a creature within 5 feet of you makes a melee attack targeting you, you may use a reaction and expend 1 Fury point to make a melee attack against the creature targeting you (before they roll the attack) with your bruiser weapon or unarmed strikes. If your attack roll is higher than the attack roll you are attempting to counter, you cause the creature's attack to miss and you deal damage to it with your attack instead. If you roll lower, the creature's attack hits and your attack misses instead.

Extra Attack

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

Fleet Footed

At 7th level, you gain proficiency in Dexterity Saving Throws.

Unbending Resolve

Starting at 7th level, you can use your action to end one Effect on yourself that is causing you to be Charmed or Frightened.

Unbreakable Spirit

Starting at 10th level, you no longer need to have 1 Fury point remaining to have advantage on Constitution Saving Throws using the Unyielding Spirit feature. Additionally, you are immune to disease and poison.

Titanium Will

Starting at 11th level, your willpower can keep you Fighting despite grievous wounds. If you drop to 0 Hit Points and don’t die outright, you can expend 2 Fury points (no action required) to drop to 1 hit point instead.

Every time you use this feature, the Fury points you must spend on the next use is increased by 2. The Fury points required resets back to 2 after you complete a long rest.

Formidable Power

Beginning at 14th level, your mastery of brawling grants you advantage on all Strength Saving Throws and Dexterity Saving Throws.

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

Tireless Training

Starting at 15th level, your carrying capacity is doubled. You can travel and stay awake without needing to rest for up to a month and only gain a level of exhaustion at the end of each month you do not rest.

Ascended Will

Beginning at 18th level, you instead become resistant to all damage types except force damage when using your Power Through feature.

Additionally, you can use 6 Fury points as a reaction to become Immune to all damage and conditions for up to 1d4+1 turns. When you first use this, you automatically end any negative conditions affecting you. However, you cannot take any actions, bonus actions, or reactions during this time. Instead you can only move and talk. You can end this effect at any time without needing to spend an action. You cannot use this ability again until you complete a Long Rest.

The King

At 20th level, you are truly the strongest. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Brawling Styles

Bruiser, despite how easy it may be to generalize their brutish ways, each have a fairly distinct way of fighting. It may depend on their spirit, special attacks, or the way fury fuels their power. This comes in the form of using different fighting styles, typically representing how they were raised and taught to fight, and how they continue to train.

Black Fist Style

Similar to how the "Black Leg Style" utilizes kicks, this style is used by those who primarily use their fists as weapons. Many who utilize this style are often feared for their display of otherworldly strength, speed, defense, and use of haki in battle. The spirit of those who use this style is often heroic, with a hint of bloodlust. Black fist style is named after the way its users coat their limbs in extremely dark and thick layers of haki.

Bonus Proficiency

You have trained to unlock the upper limits of your strength. You gain proficiency with the Athletics Skill. If you are already proficient, you gain proficiency in the Acrobatics or Insight skills instead.

Reckless Strikes

Also at the 3rd level, you start to deal devastating damage when swinging at full strength. Before you make an attack, you can choose to take a -5 penalty to the at⁠tack roll. If the atta⁠ck hits, you add +10 to the attack’s damage.

Chapter 3 | Classes

Haki-Coated

At 6th level, you can pick and use any one Armament Haki Feat of your choice, even if you don't meet the ability score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to.

Bone Crusher

At 11th level, you can perform a variety of combat maneuvers while you are grappling an opponent within 5 feet of you:

  • You can perform a mighty headbutt on a creature you are grappling. If you deal damage with an unarmed strike against a creature you are grappling, their attacks will have disadvantage until the start of your next turn. You can only use this once per turn.
  • You can perform a backbreaker on a creature you are grappling. If you deal damage with an unarmed strike against a creature you are grappling, you can spend 1 fury point to attempt to stun them. The target must succeed on a Constitution saving throw or be Stunned until the end of your next turn. You can only use this once per turn.
  • When you take the attack action, you may spend 1 or more fury points to perform a suplex on a creature your size or larger you are grappling. They must make a Constitution saving throw against your Fury Save DC. On a failed save, the target takes 3 + number of Fury Points spent worth of Scrapper Die in bludgeoning damage and is knocked prone, or only takes half as much damage on a successful one. After this effect is used, the grapple ends.

Black Fist Master

At 17th level, you can pick any one additional Armament Haki Feat, even if you don't meet the ability score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to. If you are already an Armament Haki Master, you instead gain a permanent +1 to Armor Class and Attack and Damage modifiers.

Dragon Style

This brawling style can be best described as a fierce style that emulates the pride and might of a dragon. This style uses a mixture of Unarmed Strikes and Weapon Attacks. Users of the dragon style are fierce fighters that crush and pulverize their enemies with raw strength, guided by the wrath of a dragon spirit surrounding them. Very few have ever lived to see this style used at its full potential.

Spirit of the Dragon

Starting at 3rd level, your limbs are surrounding by the aura of a mighty dragon. when you damage a target with an unarmed strike or bruiser weapon attack, you can change the damage type to fire, cold, or lightning.

Dragon's Breath

Also at 3rd level, when you take the Attack action on your turn, you can spend 1 Fury point replace one of the attacks with an exhalation of draconic energy in either a 20-foot cone or a 30-foot line that is 5 feet wide (your choice). Choose a damage type: fire, cold, or lightning. Each creature in the area must make a Dexterity saving throw against your Fury save DC, taking damage of the chosen type equal to two rolls of your Scrapper die on a failure, or half as much damage on a success.

At 11th level, the damage of your breath increases to three rolls of your Scrapper die.

Thunder Clap

At 6th level, you gain the blinding speed of a dragon. When you use Brute Force, instead of taking the shove attack or Dash action, you can teleport up to 30 feet toward a point you can see and gain advantage on your next attack.

Conqueror of Three Worlds

At 11th level, you are able to emit a blast of draconic energy by slamming your fists or weapon into the ground.

As an action, you can expend 2 Fury points to slam your weapon into the ground, where it erupts everything around you with energy for a brief but deadly instant.

Each Hostile creature within 20 feet of you must make a Dexterity saving throw against your Fury save DC. A creature takes fire, thunder, or lightning damage equal to two scrapper die + your Constitution modiifer on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Dragon Emperor

At 17th level, as a bonus action, you can spend 1 fury point to surround yourself with an aura of draconic spirit energy for 1 minute. You shed bright light in a 30-foot radius and dim light for an additional 30 feet from this aura. You can extinguish or restore the light as a Bonus Action. You gain the following abilities while this effect is active:

  • If an enemy attacks you within 30 feet, you can use your reaction to deal a Scrapper die in fire, cold, or lightning damage to them.

  • When you damage a creature with your Dragon's breath or Conqueror of Three Worlds, the energy clings to the target if they failed the save. At the start of each of the creature’s turns, it takes damage of the type dealt equal to one roll of your Scrapper die. At the end of its turn, the creature can repeat the save, ending the effect on itself on a success.

Chapter 3 | Classes

Beast Style

Certain great fighters desire a powerful companion in battle. Bruiser that utilize the beast style have developed a special bond with nature, allowing them to tame the fearsome beasts they might find along their journey. Through mutual respect and coordination, these bruisers and their companions make for a deadly duo.

Bonus Proficiency

When you choose this style at 3rd level, you gain proficiency with the Animal Handling skill. If you are already proficient, you gain proficiency with the Nature or Survival skills instead.

Beast Companion

Starting at 3rd level when you learn this style, you begin to use your strength and skills to create a powerful bond with a creature of the natural world.

With 8 hours of work and the expenditure of ฿250,000 worth of rare herbs or fine food, you discover an animal to serve as your faithful companion. You normally select you companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might also pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area.

At the end of the 8 hours, your beast companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time.

If your beast companion is ever slain, the bond you share allows you to return it to life by reincarnating it. With 8 hours of work and the expenditure of ฿250,000 worth of rare herbs or fine food, you call forth your companion’s spirit to find a new body for it. You can return a beast companion to life in this manner in any location, even without having its body with you.

If you use this ability to return a former animal companion to life while you have a current beast companion, your current companion leaves you and is replaced by the restored companion.

Companion’s Bond

Your animal companion gains a variety of benefits while it is linked to you.

The animal companion loses its Multiattack action, if it has one.

The companion obeys your commands as best it can. You can use a bonus action on each of your turns to verbally command your companion to take the Attack, Dash, Disengage, Dodge, or Help action that turn. It can also use its movement at any point during your turn. It does not have its own turn unless you are incapacitated or absent, in which case your companion acts on its own and rolls initiative. Your companion never requires your command to use its reaction, such as when making an opportunity attack.

Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. You add your proficiency bonus to your hound’s AC, saving throws, attack rolls, and damage rolls

Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die (d8) and increases its hit points accordingly.

Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.

Your companion shares your interests and alignment, and has personality traits and a design of your choice (with DM assistance if required.)

Primal Coordination

At 3rd level, you share your food, water, shelter, and training sessions with your beast companion. Additionally, you both learn to coordinate in battle using your brawling techniques. You share the following Fury abilities:

Machine Gun Blows. When you use your Machine Gun Blows fury ability, your companion can make one or both attacks instead of you.

Devastating Charge. When you use your Devastating Charge fury ability, your companion can take the Dash action.

Power Through. When you gain resistance as a result of using your Power Through fury ability, your companion gains resistance to the same types of damage until the start of your next turn.

Spiritual Beast Training

At 6th level, you and your companion's attacks count as magical for the purpose of overcoming resistance and immunity to non-magical attacks and damage.

Improved Primal Coordination

Also at 6th level, you and your beast companion begin to flawlessly coordinate attacks. When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.

Vicious Mauling

At 11th level, you can spend 1 Fury point as a bonus action to have your beast companion make a melee attack against each creature of its choice within 5 feet of it, with a separate attack roll for each target.

Connected Wills

Beginning at 17th level, your beast shares your Iron Will feature with you. Whenever you or your beast companion reach half maximum hit points or less, either of you can use a reaction to trigger Iron Will's effect on you. Additionally, your beast companion also gains the temporary hit points granted by Iron Will.

Chapter 3 | Classes
Chapter 3 | Classes

Martial Artist

Martial artists are those who have achieved superhuman levels of power and speed through countless years of training and tempering their spirit. Unlike a bruiser, martial artists rely far more on speed and precision rather than brute force or brawn. Many different styles of martial arts exist in this world, and each may teach different values. Regardless, many of the advanced techniques they teach aren't something just anyone can learn. It requires unparalleled levels of discipline and resolve to reach the top levels of any major martial arts school.

Building a Martial Artist

The style of martial arts you use can depend largely on your race, background, and personality. If you are a Fish-Man, you might use Fish-Man Karate for example. However, anyone can learn any style of martial arts in theory so long as they have the proper teachers and discipline.

Quick Build

You can make a martial artist quickly by following these suggestions. First, make Dexterity your highest ability score, followed by Wisdom. Second, choose the Hermit Background.

Class Features

As a martial artist, you gain the following class features.

Hit Points

Hit Dice: 1d8 per martial artist level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per martial artist level after 1st

Martial Artist
Level Proficiency Bonus Martial Arts Ki Points Unarmored Movement Features
1st +2 1d4 - - Unarmored Defense, Martial Arts
2nd +2 1d4 2 +10 ft. Ki, Unarmored Movement
3rd +2 1d4 3 +10 ft. Martial Arts School Feature, Deflect Bullets
4th +2 1d4 4 +10 ft. Ability Score Improvement, Graceful Landing
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Blow
6th +3 1d6 6 +15 ft. Martial Arts School Feature, Spiritual Strikes
7th +3 1d6 7 +15 ft. Evasion, Slippery
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement improvement
10th +4 1d6 10 +20 ft. Total Awareness
11th +4 1d8 11 +20 ft. Martial Arts School Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Spirits Connected
14th +5 1d8 14 +25 ft. Platinum Soul
15th +5 1d8 15 +25 ft. Ageless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Martial Arts School Feature
18th +6 1d10 18 +30 ft. Foresight, God Speed
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Ascended Spirit
Chapter 3 | Classes

Proficiencies

Armor: None

Weapons: Simple weapons, shortswords

Tools: Choose one type of artisan’s tools or one musical Instrument

Saving Throws: Strength, Dexterity

Skills: Choose two from Acrobatics, Athletics, History, Insight, Religion, and Stealth

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) a dungeoneer’s pack or (b) an explorer’s pack
  • 10 darts

Unarmored Defense

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

Martial Arts

At 1st level, your practice of Martial Arts gives you mastery of Combat styles that use unarmed strikes and martial artist Weapons, which are shortswords and any simple melee weapons⁠ that don’t have the Two-Handed or heavy property.

You gain the following benefits while you are unarmed or wielding only martial artist 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 martial artist Weapons.
  • You can roll a d4 in place of the normal damage of your Unarmed Strike or martial artist weapon. This die changes as you gain martial artist levels, as shown in the Martial Arts column of the Martial Artist table.
  • When you use the Attack action with an Unarmed Strike or a martial artist 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.

Certain martial arts schools use specialized forms of the martial artist Weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a Sickle with a shorter, straighter blade (called a kama). Whatever name you use for a martial artist weapon, you can use the game Statistics provided for the weapon.

Ki

Starting at 2nd Level, your Training allows you to harness The Spiritual energy of ki. Your access to this energy is represented by a number of ki points. Your martial artist level determines the number of points you have, as shown in the Ki Points column of the Martial Artist table.

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

When you spend a ki point, it is unavailable until you finish a short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.

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

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

Swift Assault

Immediately after you take the Attack action on Your Turn, you can spend 1 ki point to make two unarmed strikes as a Bonus Action.

Shifting Body

You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn.

Whirlwind Step

You can spend 1 ki 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 martial artist levels, as shown in the Martial Artist table.

At 9th level, you gain the ability to move along vertical surfaces and across liquids on Your Turn without Falling during the move.

Martial Arts School

When you reach 3rd Level, you commit yourself to a school of martial arts: Six Powers, Fish-Man Karate, or New Kama Kenpo, all detailed at the end of the class description. Your school grants you features at 3rd Level and again at 6th, 11th, and 17th level.

Deflect Bullets

Starting at 3rd Level, you can use your Reaction to deflect or catch the bullet or 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 martial artist level.

If you reduce the damage to 0, you can catch the bullet 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 ki 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 martial artist weapon for the att⁠ack.

Chapter 3 | Classes

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.

Graceful Landing

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 martial artist level.

Extra Attack

Beginning at 5th Level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

Stunning Blow

Starting at 5th Level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon Attack, you can spend 1 ki 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.

Spiritual Strikes

Starting at 6th level, your unarmed strikes count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.

Evasion

At 7th level, your instinctive agility lets you dodge out of the way of certain area Effects, such as a Fireball effect. 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.

Slippery

Starting at 7th level, you can use your action to end one Effect on yourself that is causing you to be Grappled or Restrained.

Total Awareness

By 10th level, your spiritual awareness is 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 spend 1 ki point.

Spirit Thread

Starting at 13th level, you gain the ability to communicate using your mind and spirit to connect with others and understand their intent. You gain proficiency with the Insight Skill. If you are already proficient, you double your proficiency bonus for it instead.

Additionally, as a Bonus Action, you can choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other. The Telepathic connection lasts for a number of minutes equal to your Martial Artist level. It ends early if you are Incapacitated or die or if you use this ability to form a connection with a different creature.

Platinum Soul

Beginning at 14th level, your mastery of ki grants you proficiency in all Saving Throws.

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

Ageless Body

At 15th level, your ki sustains you so that you suffer none of the Frailty of old age, and you can’t be aged by any effect. You can still die of old age, however. In addition, you no longer need food or water.

Foresight

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.

God Speed

Also at 18th level, your agility has far transcended the limits of your race. By infusing your body with ki, you can reach blinding speeds and use the following abilities:

  • You can use your action and spend 4 ki points to caste the Haste spell on yourself, no concentration or material components required.
  • You can spend 8 ki points to cast the Time Stop spell. You cannot use this ability again until you complete a Long Rest.

Ascended Spirit

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

Chapter 3 | Classes

Martial Arts Schools

There are several different schools that teach martial arts. Although anyone strong enough can learn from these schools in theory, only a select group can successfully enter and learn these ways of fighting. Six Powers, Fish-Man Karate, or New Kama Kenpo are your choices.

Six Powers

Six Powers is a special, superhuman martial arts style utilized by many trained government assassins and agents. Those that master this style can have the strength of up to a hundred men. Though this style often requires intense training from a young age, some can learn certain parts of the six powers with enough intense training at a later age. Most users of the six powers belong to the World Government and Navy, though rarely some pirates and other factions have been shown to know it.

Finger Pistol

Starting at 3rd Level, your fingers become as sharp as daggers. When you make an unarmed strike, you can choose to use piercing damage for the damage type.

Tempest Kick

Also at 3rd level, you can make ranged air slices with your legs. This special attack is a sharp compressed air slice used as a ranged spell Attack with a range of 30 feet, in place of your unarmed strike or martial artist weapon attack. 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 martial artist levels, as shown in the Martial Arts column of the Martial Artist table.

You can only replace one melee attack with this special attack per turn. When you gain the Extra Attack feature, you can replace two attacks with this special attack per turn instead. When you take the attack action, you can expend 1 ki point to be able to replace all of your melee attacks with this special attack during your turn.

Iron Body and Paper Art

Starting at 6th level, your muscles become stronger than steel. Your Deflect Bullets feature can now work against melee attacks, though you still cannot catch any attacks that aren't missiles or bullets.

You can use this feature this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point to use this feature again.

Additionally, if you reduce the damage of a melee attack to 0 with this feature, you can completely shift your body to redirect the attack toward another enemy by spending 1 ki point as part of the same reaction. By redirecting the attack, you can force it to hit a creature of your choice, other than the attacker, within 5 feet of you.

Shave

Starting at 11th level, you gain the ability to move or fly at extremely high speeds, appearing to teleport. You can use a Bonus Action to teleport⁠ up to 60 feet to an unoccupied space you can see⁠. You then have advantage on the first melee Attack you make before the end of the turn.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point to use this feature again.

Moon Walk

Also at 11th level, when you use your Whirlwind Step, you can now kick the air with such force that you begin to fly until the end of your turn. While you do this, you have a flying speed equal to your walking speed.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. While you have no uses available, you can spend 1 additional ki point when you activate Whirlwind Step to use this feature again.

Additionally, using the Graceful Landing feature now reduces any Falling damage you take to 0.

Six King Gun

At 17th level, you learn the secret seventh technique of the Six Powers. When you take the attack action, you can make a special melee Attack against a creature within 5 feet of you, only making one unarmed strike as part of that action. If this attack hits, you can spend 3 ki points to send an additional devastating shockwave through the creature using all your built up strength, and the creature must make a Constitution saving throw. If it fails, it is reduced to 0 Hit Points. If it succeeds, it takes 10d10 force damage.

Chapter 3 | Classes

Fish-Man Karate

Through mastery of fish-man karate, which is often used alongside fish-man jujutsu, you begin to learn how to control the water around you and within your opponent's body. Water can be drawn and manipulated anywhere, even the atmosphere, to emit devastating shockwaves of energy that can even affect devil fruit users. This martial arts is learned primarily by fish-men, but can also be learned by humans or other races occasionally. It would be unthinkable to learn this style of martial arts as a devil fruit user.

Water Adept

Starting at 3rd level, your strikes, whether you're on land or in water, are now infused with the water around you. When you make a melee attack, you can choose to use cold damage for the damage type.

Arabesque Tile True Punch

Starting at 3rd Level, you can manipulate and control the direction of water in and around your enemy's body. Whenever you hit a creature with one of the attacks granted by your Swift Assault, you can impose one of the following Effects on that target:

  • It must succeed on a Dexterity saving throw or be knocked prone.
  • It must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • It can’t take Reactions until the end of your next turn.

Five Thousand Tile True Punch

At 6th level, you gain the ability to channel your ki into devastating waves of water-infused energy. Immediately after you take the Attack action on Your Turn, as a bonus action, you can spend 2 ki points to force each creature in a 15-foot cone to make a Dexterity saving throw against your Ki Save DC. A creature takes 3d6 cold damage on a failed save, or half as much damage on a successful one.

You can spend additional ki points to add an additional d6 to the damage. The maximum number of ki points (2 plus any additional points) that you can spend on damage die equals half your martial artist level.

Wrath of the Sea

Also at 6th level, your attacks made with your unarmed strikes, martial artist weapon, or martial artist spells ignore resistance to cold damage.

Sharkskin Palm Block

At 11th level, the power of your water-infused ki now radiates from you, protecting your allies from harm and punishing any who raise arms against them. As a bonus action, you can take a defensive stance to create a protective aura of water that emerges 30 feet from you for 1 minute. Choose acid, cold, fire, lightning, or poison damage, and for the duration, you gain the following effects:

  • You and your allies within your aura gain resistance to the chosen damage type.
  • Waves of water-infused aura flow out from you and your allies when any of you are attacked. When you or one of your allies in the aura is hit by an attack made by another creature within the aura, the target of the attack can use their reaction to deal an amount of cold damage equal to one roll of your Martial Arts die to the attacker.

Once you use this bonus action, you can’t use it again until you finish a long rest, unless you expend 4 ki points to use it again.

Shark Pack Attack

At 17th level, you gain the ability to release a colossal shockwave of ocean water, which transforms into pack of watery sharks that will assault any creature before you. As an action, you can spend 6 ki points to cast Cone of Cold, no material components required.

New Kama Kenpo

New Kama Kenpo is the ultimate form of fighting used by the 99 masters of New Kama Kenpo and their Queen from Kamabakka Kingdom. This style has inspired other similar forms and schools of martial arts, but is considered the strongest of its kind. It is largely used by those who consider themselves "Okamas", but it can be learned by anyone who dedicates themselves to the teachings of this martial arts.

Okama Way

When you choose this school 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 flashy abilities of the Okama. You also gain proficiency with a disguise kit if you don’t already have it.

Spinning Spa

Starting at 3rd level, you learn how to spin and dance gracefully as part of your Swift Assault. Whenever you use Swift Assault, you gain the benefit of the Disengage action, and your walking speed increases by 10 feet until the end of the current turn.

Kick Claw First Pointe

Beginning at 6th level, you can leap to intercept the movement of an enemy during battle. When a creature moves within 15 feet of you, you can spend 1 ki point and use your reaction to spin or flip and move up to 15 feet toward a space adjacent to them. If you do, you make an unarmed attack against the creature immediately at the end of the movement. If you hit, the creature's speed becomes 0 for the rest of the turn.

Awakening of the Maiden

Starting at 11th level, you can always spin in and out of danger at the right moment. When you make an ability check, an Attack roll, or a saving throw and have disadvantage on the roll, you can spend 2 ki points to cancel the disadvantage for that roll.

Additionally, when you’re prone, you can stand up by spending 5 feet of Movement, rather than half your speed.

Chapter 3 | Classesn

Galaxy Spin

Starting at 17th level, whenever you use your Swift Assault, you create a number of spinning afterimages that make you more difficult to hit and allow you make an extra attack. When you use your Swift Assault, you can make an additional attack with it (up to a total of three Swift Assault attacks). Also, whenever you hit an enemy with your Swift Assault, they have disadvantage on attacks against you until the end of their next turn.

Chapter 3 | Classes

Warrior

Warriors are fighters that have been trained in the use of armed combat. Many have been trained as soldiers, samurai, or bounty hunters. Some have simply become proficient at using weapons through intense training and combat experience.

Creating a Warrior

Depending on your background and weapon preference, you might want to be a fighter that relies on strength or dexterity. You may want to use melee weapons or stick to being ranged. Strength fighters may opt to use a sword and shield or a heavier weapon, with decent armor equipped. Other fighters may want to use finesse weapons that rely on dexterity. If you want to rely more on incorporating guns or other ranged weapons into your build, dexterity would also be your priority.

Quick Build

You can make a Warrior quickly by following these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on Melee Weapons or on archery (or Finesse weapons). Your next-highest score should be Constitution, or Intelligence if you plan to adopt the Eldritch Knight Martial Archetype. Second, choose the Soldier Background.

Class Features

As a Warrior, you gain the following Class Features.

Hit Points

Hit Dice: 1d10 per Warrior 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 Skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival

Warrior
Level Proficiency Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge (one use)
3rd +2 Warrior Type
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Warrior Type feature
8th +3 Ability Score Improvement
9th +4 Indomitable (one use)
10th +4 Warrior Type feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (two uses)
14th +5 Ability Score Improvement
15th +5 Warrior Type feature
16th +5 Ability Score Improvement
17th +6 Action Surge (two uses), Indomitable (three uses)
18th +6 Warrior Type feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Equipment⁠

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

  • (a) Chain Mail or (b) Thick Shirt, Longbow, and 20 Arrows
  • (a) a martial weapon and a Shield or (b) two Martial Weapons
  • (a) a Pistol and 20 gun bullets or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack
Chapter 3 | Classes

Fighting Style

Starting at 1st 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.

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 Weapon 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, even if the new roll is a 1 or a 2. 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.

Blind Fighting

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

Thrown Weapon Fighting

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

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

Unarmed Fighting

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

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

Second Wind

Also at 1st level, 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.

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.

Warrior Type

At 3rd Level, you choose an archetype that you strive to emulate in your combat⁠ styles and Techniques. Choose Cursed Soul, Black Weapon, or Elemental Weapon, all detailed at the end of the class description. 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.

Warrior Types

Fighters can vary by the types of weapons they use, what style of fighting they want to utilize, and what they want to provide for their allies. Once you have chosen the type of warrior you are, follow the subclass features listed below.

Chapter 3 | Classes

Cursed Soul

Somehow, along the lines you have become the host to one or more evil presences caged within you. This may either be due to wielding a cursed weapon, being hexed, or perhaps simply having a tainted spirit yourself. Regardless of how you became this way, you have slowly developed a craving for blood and violence. Will you follow the path of destruction? Or will you simply crumble from the curse brought upon you? Only your own strength and willpower can decide your fate.

Champion of Malice

When you reach 3rd Level, you harbor evil energy within yourself. This energy is represented by your Cursed Spirit dice, which are each a d6. You have a number of these dice equal to twice your Proficiency Bonus, and they fuel various cursed powers you have, which are detailed below.

Some of your powers expend the Cursed Spirit die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Cursed Spirit dice when you finish a Long Rest. In addition, as a Bonus Action, you can regain one expended Cursed Spirit die, but you can't do so again until you finish a short or Long Rest.

When you reach certain levels in this class, the size of your Cursed Spirit dice increases: at 5th Level (d8), 11th level (d10), and 17th level (d12).

Saving Throws. Some of your cursed abilities require your target to make a saving throw to resist the curse’s Effects. The saving throw DC is calculated as follows:

Curse save DC = 8 + your Proficiency Bonus + your Intelligence modifier

The powers below use your Cursed Spirit dice:

Demon Strike

You can enhance your Weapons with demonic energy. Once on each of your turns, immediately after you hit a target within 30 feet of you with an Attack and deal damage to it with a weapon, you can expend one Cursed Spirit die, rolling it and dealing necrotic, psychic or radiant damage (your choice) to the target equal to the number rolled plus your Intelligence modifier.

Hellish Glare

By channeling your curse through your appearance, you can cripple a creature that can see you within 30 feet with fear. As a bonus action on your turn, you can force the target to make a Wisdom saving throw against your Curse save DC. If the save fails, the creature is frightened of you until the end of your next turn. Once you take this action, you can't do so again until you finish a short or Long Rest, unless you expend a Cursed Spirit die to take it again.

Arms of Asura

You begin to grow illusory cursed arms, allowing you to make additional attacks on your turn.

When you hit a creature with an Attack, you can expend one Cursed Spirit die to attempt to damage another creature with a mirrored version of the same Attack. Choose another creature within 5 feet of the original target and within 30 feet of you. If the original Attack roll would hit the second creature, it takes necrotic, psychic or radiant damage (your choice) equal to the number you roll on your Cursed Spirit die.

Evil's Embrace

Starting at 7th level, you gain new ways to utilize your cursed spirit:

Fallen Angel Wings

As a Bonus Action, you grow spiritual demonic wings. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this Bonus Action, you can't do so again until you finish a short or Long Rest, unless you expend a Cursed Spirit die to take it again.

Purgatory Strike

When you deal damage to a target with your Demon Strike, you can force the target to make a Strength saving throw. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.

Shepard of Spirits

Beginning at 10th level, your ability to host and contain spirits has allowed your mind to grow stronger. You have Resistance to psychic damage. Moreover, if you start Your Turn Charmed or Frightened, you can expend a Cursed Spirit die and end every Effect on yourself subjecting you to those Conditions.

Silver Mist

Starting at 15th level, you can enhance yourself with an intense demonic aura which allows you to manifest spirital arms and weapons for a period of time. As a Bonus Action, you grow extra arms that give you advantage on one of your attacks made each turn and gain a bonus of +2 to Armor Class. This lasts for 1 minute or until you're Incapacitated.

Once you take this Bonus Action, you can't do so again until you finish a Long Rest, unless you expend a Cursed Spirit die to take it again.

Jest of the Dead

Beginning at 18th level, your Silver Mist feature is now enhanced even further. While using Silver Mist, you grow even more extra appendages and heads that give you these additional bonuses:

  • When you hit a creature with an Attack, you can use your Reaction to force that creature to make a Strength saving throw. On a failed save, the creature is knocked prone, as if struck by several attacks at once.
  • Additionally, your extra heads give you advantage on saving throws against being blinded, deafened, stunned or knocked unconcious.
  • You can use your Demon Strike feature on any attack you make against a creature within 30 feet, instead of once per turn, by expending a Cursed Spirit die.
Chapter 3 | Classes

Black Weapon

Black weapon users are born with incredibly powerful spirits and willpower, which they channel into their weapons. By utilizing armament haki, their weapons become darkened over time until they turn pitch black.

Sharpened Spirit

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

Haki Weapon

At 7th level, you can pick and use any one Armament Haki Feat of your choice, even if you don't meet the ability score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to.

Improved Style

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

Superior Sharpened Spirit

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

Haki Weapon Master

At 18th level, even if you don't meet the ability score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to. If you are already an Armament Haki Master, you instead gain a permanent +1 to Armor Class and Attack and Damage modifiers.

Elemental Weapon

Through learning how to channel elemental energy through your weapon, you can coat your attacks in an element of your choice. Many Wano Kuni samurai have mastered this style.

Elementalist

When you reach 3rd Level, you augment your martial Prowess with the ability to cast Spells. See "Casting a Spell" for the general rules of Spellcasting and "Wizard Spells by Level" for the Wizard spell list.

Cantrips. You learn two Cantrips of your choice from the Wizard spell list. You learn an additional wizard⁠ cantrip of your choice at 10th level.

Spell Slots. The Eldritch Knigh⁠t Spellcasting table shows how many Spell Slots you have to cast your Wizard Spells of 1st level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

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

Spells⁠ Known of 1st-Level and Higher. You know three 1st-level Wizard Spells of your choice, two of which you must choose from the Abjuration and Evocation spells⁠ on the Wizard spell list.

The Spells Known column of the Eldritch Knigh⁠t⁠ Spellcasting table shows when you learn more Wizard spells⁠ of 1st level or higher. Each of these spells⁠ must be an Abjuration or Evocation spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level.

The Spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Wizard spells⁠ you know with another spell of your choice from the wizard⁠ spell list. The new spell must be of a level for which you have Spell Slots, and it must be an Abjuration or Evocation spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting⁠ Ability. Intelligence is your Spellcasting Ability for your Wizard spells⁠, since you learn your spells⁠ through study and memorization. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a Wizard 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

Chapter 3 | Classes
Elemental Weapon Spellcasting
Warrior Level Cantrips Known Spells Known Spell Slots per Spell Level⁠: 1st Spell Slots per Spell Level⁠: 2nd Spell Slots per Spell Level⁠: 3rd Spell Slots per Spell Level⁠: 4th
3rd 2 3 2 - - -
4th 2 4 3 - - -
5th 2 4 3 - - -
6th 2 4 3 - - -
7th 2 5 4 2 - -
8th 2 6 4 2 - -
9th 2 6 4 2 - -
10th 3 7 4 3 - -
11th 3 8 4 3 - -
12th 3 8 4 3 - -
13th 3 9 4 3 2 -
14th 3 10 4 3 2 -
15th 3 10 4 3 2 -
16th 3 11 4 3 3 -
17th 3 11 4 3 3 -
18th 3 11 4 3 3 -
19th 3 12 4 3 3 1
20th 3 13 4 3 3 1

Elemental Style

At 3rd Level, you learn a ritual that creates a spiritual bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a Short Rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond.

Once you have bonded a weapon to yourself, you can use any bonded weapon as a Spellcasting Focus for your Wizard Spells. Any spells you cast will emanate from your weapon as if channeling your spirit through your weapon and releasing the spell from it. For example, if you cast Fire Bolt, imagine a fire slash or wave being released from your weapon toward your target.

Additionally, when you attack and hit with a bonded weapon, you can expend one spell slot to deal fire, cold, or lightning damage to the target, in addition to the weapon’s damage. The extra damage is 2d6 for a 1st-level spell slot, plus 1d6 for each Spell Level higher than 1st, to a maximum of 5d6.

You can have up to three bonded Weapons. If you attempt to bond with a fourth weapon, you must break the bond with one of the other two.

Dance of Elements

Beginning at 7th level, when you use your action to cast a cantrip, you can make one weapon Attack as a Bonus Action.

Water Siphon

At 10th level, you learn how to make your weapon strikes undercut a creature’s Resistance to your Spells. When you hit a creature with a weapon Attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.

Lightning Dash

At 15th level, you gain the ability to teleport⁠ up to 30 feet to an unoccupied space you can see when you use your Action Surge. You can teleport⁠ before or after the additional action.

Improved Dance of Elements

Starting at 18th level, when you use your action to Cast a Spell, you can make one weapon Attack as a Bonus Action.

Part 2 | Your Introduction
Chapter 3 | Classes

Marksman

Marksmen are a class of folk that love to play out of direct danger, moving in and out of battle or firing at a distance. Many marksmen focus on stealth⁠ and Deception, while others build ski⁠lls that help them in maneuvering around, such as climbing, finding and disarming traps, and opening locks.

When it comes to Combat, marksmen prioritize brains over brawn. A marksman would rather make one precise strike, placing it exactly where the at⁠tack will hurt the target most, than wear an opponent down with a barrage of attacks. Marksmen have an almost supernatural knack for avoiding danger, and a few learn magical Tricks to supplement their other abilities⁠.

Creating a Marksman

As you create your marksman, decide how you want to explore the world, interact with your environment, roleplay, and act in combat. Do you want to be a deadly sniper that plays from a distance? Do you want to be a stealthy thief that prioritizes stealing? Or would you rather lay down powerful traps and use elemental attacks?

Quick Build

You can make a Marksman quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Wisdom your next-highest if you want to excel at sniping. Choose Intellgience if you wish to specialize in using traps. Otherwise, choose Charisma instead if you plan to emphasize Deception and Social Interaction. Second, choose the Charlatan Background.

Class Features

As a Marksman, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Marksman level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Marksman level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves’ tools

Saving Throws: Dexterity, Wisdom

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

Marksman
Level Proficiency Bonus Sniping Features
1st +2 1d6 Expertise, Sniping
2nd +2 1d6 Cunning Action
3rd +2 2d6 Marksman Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 -
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Marksman Archetype feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Marksman Archetype feature
14th +5 7d6 Power of Observation
15th +5 8d6 Mastermind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Marksman Archetype feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Chapter 3 | Classes

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 Rifle and 20 gun bullets or (b) a Shortbow and Quiver of 20 Arrows
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Thick Shirt, 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.

Sniping

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.

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 Sniping column of the Marksman table.

Cunning Action

Starting at 2nd Level, your evasiveness and agility allow you to move and act quickly and quietly. 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.

Marksman Archetype

At 3rd Level, you choose an archetype that you emulate in the exercise of your marksman abilities: Sniper, Bounty Hunter, or Elemental Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.

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, you can nimbly dodge out of the way of certain area Effects, such as a devil fruit user's fireball ability or an Ice Storm attack. 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.

Power of Observation

Starting at 14th level, you can pick and use any one Observation Haki Feat of your choice even if you don't meet the Ability Score prerequisite. If you are unable to use this feat upon leveling up, you may choose to take it at any point you have the ability to.

Mastermind

By 15th level, you have acquired greater mental power. You gain proficiency in Intelligence 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.

Chapter 3 | Classes

Marksman Archetypes

There are various types of marksmen that utilize a number of different tools to strike their targets from a distance. Through developing these methods of sniping and ranged dueling, several archetypes have emerged.

Sniper

Snipers are marksmen that try to maximize their range and stealth when hunting a target using camoflauge and distance. They will rarely ever be spotted or caught out when gunning down their prey from a safe location. These marksmen are horrifying to deal with from far away.

Eagle Eye

When you choose this archetype at 3rd Level, you can use a bonus action to double the range of one ranged attack during your turn that has a range of 5 feet or greater. You can use this feature a number of times equal to double your Proficiency Bonus until you complete a short or long rest.

Headshot

Starting at 3rd Level, you can take aim at unsuspecting enemies to deal a lethal blow to one of their vital points. You have advantage on Attack Rolls against any creature that hasn’t taken a turn in the Combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Supreme Camoflauge

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.

Sniper's Support

At 13th level, you can support and draw attention away from your allies while they are fighting your target up close. When you deal damage with your Sniping feat against a creature on your turn, you can use a bonus action to mark that same creature until the start of your next turn. While marked, the next attack against that same creature will have advantage.

Ultimate Headshot

Starting at 17th level, you become a Master of Sniping. When you Attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your Attack against the creature.

Bounty Hunter

Bounty hunters specialize in hunting and stalking their prey from any distance. They have an innate ability to gather information and blend into large crowds in a more urban setting. They will always cash in their bounties so long as they prepare accordingly.

Bonus Proficiencies

When you choose this archetype at 3rd Level, you gain proficiency with the Disguise Kit and Nets.

Bounty

Starting at 3rd level, you can track any creature to claim its bounty. If you spend at least 24 hours studying a location where a creature with a bounty has been in or currently resides to mark them by using a bonus action. Once you have marked your target, you know their exact location at any time while they are within 1000 feet of you. Additionally, you have advantage on Wisdom or Charisma checks made to investigate them or discover their location.

You can only mark one creature at a time. In order to mark a new target, you must have turned in your previous target and received the reward money. Additionally, you may spend a bonus action to forget your currently marked target to allow you to mark a new one. But you must spend the same amount of time to re-mark the same target again after forgetting.

Confronting Capture

Starting at 9th level, when dealing with a foe in close range, you are able to stand toe-to-toe with them. You no longer suffer disadvantage on ranged attacks made within 5 feet of a creature. Additionally, creatures have disadvantage when attempting to resist being grappled or restrained as a result of any effect you create.

Mark of Death

At 13th level, you may mark a number of creatures equal to your Proficiency bonus without needing to forget any. Additionally, due to your advanced understanding of your targets' weaknesses, you always add your Sniping bonus against a creature you have marked when you hit them with a ranged weapon attack.

Professional Hunter

Starting at 17th level, you become famous for bounty hunting and cashing in the bounties of your prey. When you turn in a target that has been marked to collect a bounty, you receive an additional 20% of the reward cash. Moreover, your fame and recognition has made you into a widely respected individual in the eyes of authority and government figures around the world. Bounties can no longer be placed on your head or added to without substantial reason.

Elemental Trickster

Elemental Tricksters have mastered the science of many complex traps, tools, and plants. They may use these tools to aid in combat or simply create a number of illusory effects to distract your opponent.

Spellcasting⁠

When you reach 3rd Level, you gain the ability to cast Spells. See the general rules of Spellcasting and the Wizard spell list.

Cantrips. You learn three cantrips: Druidcraft and two other Cantrips of your choice from the Wizard spell list. You learn another wizard⁠ cantrip of your choice at 10th level.

Spell Slots. The Elemental Trickster Spellcasting table shows how many Spell Slots you have to cast your Wizard Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

Chapter 3 | Classes

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person⁠ using either slot.

Spells⁠ Known of 1st-Level and Higher. You know three 1st-level Wizard Spells of your choice, two of which you must choose from the Enchantment and Illusion spells⁠ on the wizard⁠ spell list.

The Spells Known column of the Elemental Trickster Spellcasting table shows when you learn more Wizard spells⁠ of 1st Level or higher. Each of these spells⁠ must be an Enchantment or Illusion spell of your choice, and must be of a level for which you have Spell Slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd Level.

The Spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the Wizard Spells you know with another spell of your choice from the wizard⁠ spell list. The new spell must be of a level for which you have Spell Slots, and it must be an Enchantment or Illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting⁠ Ability. Intelligence is your Spellcasting ability for your Wizard spells⁠, since you learn your Spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a wizard⁠ 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

Nature's Invention

Starting at 3rd Level, when you cast Druidcraft, you can perform the following additional tasks with it:

  • You can make your next Ranged Weapon attack deal fire, cold, or lightning damage instead. You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.
  • You can enhance any natural shell and turn it into a Simple Dial of your choice. You can't use this feature again until you complete a long rest. You can have a number of Dials created this way equal to your Intelligence Modifier. You can cast this spell again to remove the properties from a Simple Dial you created and revert it back to a normal shell.
  • You create a natural trap of your choice. This works the same as a Hunting Trap or Caltrops (pick one). You can use this feature a number of times equal to twice your Intelligence modifier. You regain all uses of this feature again once you complete a short or long rest.

Gift of the Wild

At 9th level, you may also learn Druid Spells using your Spellcasting feature, using the same limitations.

Additionally, you may use Druidcraft as a bonus action.

Elemental Trickster Spellcasting
Marksman Level Cantrips Known Spells Known Spell Slots per Spell Level⁠: 1st Spell Slots per Spell Level⁠: 2nd Spell Slots per Spell Level⁠: 3rd Spell Slots per Spell Level⁠: 4th
3rd 3 3 2 - - -
4th 3 4 3 - - -
5th 3 4 3 - - -
6th 3 4 3 - - -
7th 3 5 4 2 - -
8th 3 6 4 2 - -
9th 3 6 4 2 - -
10th 4 7 4 3 - -
11th 4 8 4 3 - -
12th 4 8 4 3 - -
13th 4 9 4 3 2 -
14th 4 10 4 3 2 -
15th 4 10 4 3 2 -
16th 4 11 4 3 3 -
17th 4 11 4 3 3 -
18th 4 11 4 3 3 -
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1

Ingenious Ambush

Starting at 13th level, if you are hidden from a creature when you Cast a Spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.

Lord of Nature

At 17th level, you gain the ability to magically steal the power from a spell and use it by channeling it through your plants.

Immediately after a creature casts a spell that Targets you or includes you in its area of Effect, you can use your Reaction to attempt to absorb the effect into a seed and force the creature to make a saving throw with its Spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s Effect against you, and you steal the knowledge of the spell if it is at least 1st Level and of a level you can cast (it doesn’t need to be a Wizard spell). For the next 8 hours, you know the spell through your plants and can cast it using your Spell Slots.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Chapter 3 | Classes
Chapter 3 | Classes

Tinkerer

Tinkers might also be known as inventors, artificers, craftsmen, or mechanics. Regardless of what title you give them, tinkerers are known to be highly intelligent and have utilized science and technology in such a way that allows them to control the elements, weather, robotics, and other properties of the world around them.

Through the use of various gadgets and tools, tinkerers can cast what appears to many as spells or magic.

Creating a Tinkerer

Creating a tinkerer requires a backstory dominated by endless studying, research, and training to perfect your character's skills. What led your character to the study of science and technology? What kind of gadgets or tools does your character prefer using? What type of abilities do they provide? Decide how you want your character to utilize such powers.

Tinkerer
Level Proficiency Bonus Features Cantrips Known Spell Leve⁠l Slots: 1st Spell Leve⁠l Slots: 2nd Spell Leve⁠l Slots: 3rd Spell Leve⁠l Slots: 4th Spell Leve⁠l Slots: 5th Spell Leve⁠l Slots: 6th Spell Leve⁠l Slots: 7th Spell Leve⁠l Slots: 8th Spell Leve⁠l Slots: 9th
1st +2 Spellcasting, Recharging 3 2 - - - - - - - -
2nd +2 Tinkerer Study 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 - 4 4 3 2 - - - - - -
6th +3 Tinkerer Study feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 Tinkerer Study feature 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 Tinkerer Study feature 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 - 5 4 3 3 3 2 1 1 1 1
18th +6 Master of Innovation 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Ultimate Technology 5 4 3 3 3 3 2 2 1 1
Chapter 3 | Classes

Quick Build

You can make a Tinkerer quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Constitution or Dexterity. Second, choose the sage Background. Third, choose the Mage Hand, light, and Ray of Frost Cantrips, along with the following 1st-level Spells for your spellbook: Burning Hands, Charm Person, Feather Fall, Mage Armor, Magic Missile, and sleep.

Class Features

As a Tinkerer, you gain the following Class Features.

Hit Points

Hit Dice: 1d6 per Tinkerer level

Hit Points at 1st Level: 6 + your Constitution modifier

Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per Tinkerer level after 1st

Proficiencies

Armor: None

Weapons: Daggers, darts, slings, quarterstaffs, light crossbows

Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice

Saving Throws: Intelligence, Wisdom

Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion

Equipment

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

  • (a) a Quarterstaff or (b) a Dagger
  • a gadget of choice and blueprints
  • thieves’ tools and a dungeoneer’s pack

Spellcasting

As a Student of robotics and advanced technology⁠, you have Gadget of choice along with blueprints containing Spells that show the first glimmerings of your true abilities. This class works similarly to the Wizard class in standard 5e. See "Casting a Spell" for the 5e general rules of Spellcasting and the Wizard spell list under "Wizard Spells by Level".

Gadget & Blueprints

At 1st Level, you have a Gadget and blueprints (similar to a spellbook in standard 5e) containing six 1st-level Wizard Spells of your choice. Your Blueprints⁠ are instructions which tell you how to build your gadget, as well as a Repository of the spells and abilities⁠ you discover, except your Cantrips, which can be used with or without your blueprints and gadget using materials or separate devices and methods. Your gadget is a form of Power Source (in Chapter 5 under "Adventuring Gear"), and is used as a spellcasting focus.

Tools Required

To build, add to, and use your gadget, which allows you to cast your tinkerer spell Effects, you must use special tools—specifically thieves’ tools or some kind of artisan’s tool. You must be proficient with the tool to use it in this way.

Cantrips

At 1st Level, you know three Cantrips of your choice from the Wizard spell list. You learn additional Wizard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tinkerer table.

Preparing and Casting Spells

The Tinkerer table shows how many Spell Slots you have to cast your Spells of 1st Level and higher. To cast one of these spells⁠, 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 and install the list of Tinkerer Spells onto your gadget that are available for you to cast. To do so, choose a number of spells⁠ from your Blueprints equal to your Intelligence modifier + your Tinkerer level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you’re a 3rd-level Tinkerer, you have four 1st-level and two 2nd-level Spell Slots. With an Intelligence of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination, chosen from your Blueprints. If you prepare the 1st-level spell Magic Missile, you can cast it using a 1st-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 installed on your gadget when you finish a Long Rest. Preparing a new list of spells⁠ requires time spent studying your Blueprints and adding them to parts of your gadget using your tools: at least 1 minute per Spell Level for each spell on your list.

Spellcasting Ability

Intelligence is your Spellcasting ability for your Tinkerer Spells, since you learn your spells⁠ through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Intelligence modifier when setting⁠ the saving throw DC for a Tinkerer 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

Your Blueprints

The Spells and abilities that you add to your Gadget from Blueprints as you gain levels reflect the advanced Research you conduct on your own, as well as scientific breakthroughs you have had about the nature of the world and technological innovation. You might find other spells⁠ during your Adventures. You could discover a spell recorded on blueprints in an abandoned factory, for example, or in dusty records in an ancient library⁠.

Copying a Spell into your Blueprints⁠. When you find a Wizard spell of 1st Level or higher, you can add it to your Blueprints if it is of a Spell Level you can prepare and if you can spare the time to decipher and copy it.

Chapter 3 | Classes

Copying that spell into your Blueprints involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the Inventor who wrote it. You must practice the spell until you understand the technology, methods, and parts required, then transcribe it into your Blueprints⁠ using your own notation.

For each level of the spell, the process takes 2 hours and costs ฿500,000. The cost represents material Components you expend with the writing utensils you need to record it, as well as the tools and supplies used as you experiment with the spell and add new parts to your gadget to power the ability.

Replacing your Blueprints or Gadget⁠. You can copy a spell from your own blueprints to another blueprint—for example, if you want to make a backup copy of your blueprints to craft another device⁠. This is just like copying a spell into your blueprints⁠, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and ฿100,000 for each level of the copied spell to copy the blueprints.

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

Rebuilding your gadget requires having your tools. You must spend at least 1 hour rebuilding your gadget using your tools during a Short or Long Rest in order to use it again. If you are missing your tools, you can choose to pay for a new Power Source instead, which will serve as your new gadget.

The Gadget's Appearance. Your specialized Gadget is a unique device that you build and add to over time, with its own decorative features and designs. It might be a plain metallic staff that can be disassembled, an attached segment of a weapon you are proficient with, or a complex contraption with interconnecting parts and robotic protrusions.

Ritual Casting

You can cast a Tinkerer spell as a ritual if that spell has the ritual tag and you have the spell in your Blueprints. You don’t need to have the spell prepared.

Learning Spells of 1st Level and Higher

Each time you gain a Tinkerer level, you can add two Wizard Spells of your choice to your Spellbook for free. Each of these spells⁠ must be of a level for which you have Spell Slots, as shown on the Tinkerer table. On your Adventures, you might find other Spells that you can add to your Blueprints and Gadget.

Recharging

You have learned how to restore bits of power to your Gadget by recharging it during a rest. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Tinkerer level (rounded up), and none of the slots can be 6th level or higher.

For example, if you’re a 4th-level Tinkerer, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Tinkerer Study

When you reach 2nd Level, you choose Study, shaping your knowledge and practice of inventing through various schools: Military Science, Meteorology, and Robotics.

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

Ability Score Improvement

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

Master of Innovation

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

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

Ultimate Technology

When you reach 20th level, you gain mastery over two powerful Spells and can cast them with little effort. Choose two 3rd-level Tinkerer spells⁠ in your spellbook⁠ as your signature spells⁠. You always have these spells⁠ prepared, they don’t count against the number of spells⁠ you have prepared, and you can cast each of them once at 3rd Level without expending a spell slot. When you do so, you can’t do so again until you finish a short or Long Rest.

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

Tinkerer Studies

Tinkerers all love to pursue scientific innovation and developing new inventions, but many specialize in different fields depending on their profession. Different types of studies will produce different results for the technology created. The personality, profession, and goals of your tinkerer may affect what studies they utilize.

Military Science

Those who study military science are heavily trained in using their knowledge and abilities for war or battle. It enhances a tinkerer's offensive and defensive capabilities in battle, making them primarily versatile in fights.

Chapter 3 | Classes

Deflector Shield

At 2nd Level, you have learned to create technology that fortifies yourself against harm. When you are hit by an Attack or you fail a saving throw, you can use your Reaction to gain a +2 bonus to your AC against that Attack or a +4 bonus to that saving throw.

When you use this feature, you can’t cast Spells other than Cantrips until the end of your next turn.

Tactical Mind

Starting at 2nd Level, your quick wit and tactical thinking allows you to react fast in battle. You can give yourself a bonus to your Initiative rolls equal to your Intelligence modifier.

Power Surge

Starting at 6th level, you can store power and energy within your gadgets to later empower your damaging Spells. In its stored form, this energy is called a Power Surge.

You can store a maximum number of power surges equal to your Intelligence modifier (minimum of one). Whenever you finish a Long Rest, your number of power surges resets to one. Whenever you successfully end a spell with Dispel Magic or Counterspell, you gain one Power Surge, as you steal energy from the spell you foiled. If you end a Short Rest with no power surges, you gain one Power Surge.

Once per turn when you deal damage to a creature or object with a Tinkerer spell, you can spend one Power Surge to deal extra force damage to that target. The extra damage equals half your Tinkerer level.

Durable Tech

Beginning at 10th level, your technology is made to be incredibly tough and difficult to disrupt. While you maintain Concentration on a spell, you have a +2 bonus to AC and all Saving Throws.

Deflecting Shroud

At 14th level, your Deflector Shield becomes infused with deadly energy. When you use your Arcane Deflection feature, you can cause powe to arc from you. Up to three creatures of your choice that you can see within 60 feet of you each take force damage equal to half your Tinkerer level.

Meteorology

Those who study meteorology and weather science are often known for designing a numerous machines and tools that allow them to manipulate weather and storms. Some hail from places such as Weatheria, and some may simply develop these technologies on their own.

Cloud Surfing

Starting at 2nd level, you can use a Bonus Action on Your Turn to create a floating cloud beneath you that that pulls you in any direction using an air current, immediately before or after you Cast a Spell of 1st level or higher. Doing so allows you to fly up to 10 feet without provoking Opportunity Attacks.

Storm Forecasting

At 6th level, you gain Resistance to lightning and thunder damage while holding your gadget. In addition, whenever you start Casting a Spell of 1st level or higher that deals lightning or thunder damage, storm clouds emerge from your gadget. This eruption causes creatures of your choice that you can see within 10 feet of you to take lightning or thunder damage (choose each time this ability activates) equal to half your Tinkerer level.

At 18th level, you become immune to lightning and thunder damage while holding your gadget.

Weather Control

At 10th level, you gain the ability to create and control weather around you.

If it is raining, you can use an action to cause the rain to stop Falling or wind to change direction in a 20-foot-radius Sphere centered on you. You can end this Effect as a Bonus Action.

As an action, you can cause clouds to form in a 20-foot-radius Sphere around you and create rain and wind in that area for 1 minute. Up to 10 gallons of water will fall from this rain altogether onto whatever surface is beneath it, extinguishing any small flames, and reducing all fire damage dealt in the area by an amount equal to your intelligence modifier. The wind will disperse any fog within 20 feet of you while this Effect is active. You can also end this Effect as a Bonus Action. You can use this effect a number of times equal to your proficiency bonus until you complete a Long Rest. If you are out of uses of this feature, you may expend a spell slot to use it again.

Thunder Counter

Starting at 14th level, when you are hit by a melee Attack, you can use your Reaction to deal thunder damage to the attacker. The damage equals your Tinkerer level. The attacker must also make a Strength saving throw against your Tinkerer spell save DC. On a failed save, the attacker is pushed in a straight line up to 20 feet away from you.

Robotics

Those who study robotics love to design automatons and robotic constructs or devices. These types of tinkerers can craft robots and mobile devices that aid them in simples tasks or combat.

Machine Summoning

Starting at 2nd Level, whenever you summon a creature using a Conjuration spell, it will appear as a machine or robot that you crafted. It will also be considered a Construct, but retain all other properties. The money and time you must spend to copy a Conjuration spell into Your Gadget is halved.

Chapter 3 | Classes

Simple Robots

At 2nd Level, you can use your action to quickly craft a short robot in your hand or on the ground in an unoccupied space that you can see within 5 feet of you. This robot counts as a tiny or small Construct and weigh no more than 10 pounds, and it can only be made of simple materials and metals. Its AC is equal to 8 + your Intelligence Modifier, and its HP is 1. It can function and move within 30 feet of you while you hold your Gadget. Once it leaves this radius, it will power down and become useless. It can walk, swim, or fly (pick one) at a speed of 30 feet while it is active, and carry up to half of its weight. As an action on your turn, you can tell it to perform a simple task such as retrieving an object nearby, opening a small door, or fitting through a tight space.

Additionally, you can instead create an inanimate contraption in your hand or on the ground in an unoccupied space that you can see within 5 feet of you. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its shape must be that of a simple object that you have seen. The object is electrically powered, radiating dim light out to 5 feet.

This robot or contraption falls apart and gets destroyed after 1 hour unless you spend an action to maintain it at the end of the hour. It will also be destroyed if it takes at least a point of damage, or if you make another robot or contraption.

Quantum Teleportation

Starting at 6th level, you can use your action to teleport⁠ up to 30 feet to an unoccupied space that you can see. Alternatively, you can choose a space within range that is occupied by a robot, contraption, or Construct that you have created or summoned. You both teleport, swapping places.

Once you use this feature, you can’t use it again until you finish a Long Rest or you cast a Conjuration spell of 1st level or higher.

Autopilot Controls

Beginning at 10th level, while you are concentrating on a Conjuration spell, your Concentration can’t be broken as a result of taking damage.

Tough Exterior

Starting at 14th level, any creature that you summon or create with a Conjuration spell has 30 Temporary Hit Points.

Chapter 3 | Classes
Chapter 3 | Classes

Skald

Through song, tales, speeches, or poetry, skalds are those who exist to inspire their allies or crew and allow them to keep pushing onward. Skalds can fight using their mighty souls to conjure various effects and abilities, or simply channel their spirit and charisma into others to increase their strength and vitality.

Skald
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Leve⁠l Slots: 1st Spell Leve⁠l Slots: 2nd Spell Leve⁠l Slots: 3rd Spell Leve⁠l Slots: 4th Spell Leve⁠l Slots: 5th Spell Leve⁠l Slots: 6th Spell Leve⁠l Slots: 7th Spell Leve⁠l Slots: 8th Spell Leve⁠l Slots: 9th
1st +2 Spellcasting, Skalid Verse 2 4 2 - - - - - - - -
2nd +2 Jack of All Trades, Song of the Sea 2 5 3 - - - - - - - -
3rd +2 Skald School, Expertise 2 6 4 2 - - - - - - -
4th +2 Ability Score Improvement 3 7 4 3 - - - - - - -
5th +3 Continued Verse 3 8 4 3 2 - - - - - -
6th +3 Skald School feature, Counterverse 3 9 4 3 3 - - - - - -
7th +3 - 3 10 4 3 3 1 - - - - -
8th +3 - 3 11 4 3 3 2 - - - - -
9th +4 Ability Score Improvement 3 12 4 3 3 3 1 - - - -
10th +4 Tale of Legends 4 14 4 3 3 3 2 - - - -
11th +4 - 4 15 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 - - -
13th +5 - 4 16 4 3 3 3 2 1 1 - -
14th +5 Skald School feature 4 18 4 3 3 3 2 1 1 - -
15th +5 - 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 - 4 20 4 3 3 3 2 1 1 1 1
18th +6 - 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 Verse 4 22 4 3 3 3 3 2 2 1 1
Chapter 3 | Classes

Creating a Skald

Skalds are encouraging, charismatic individuals who love to tell stories and perhaps even fictional tales that can inspire many different powerful emotions in those around them. Depending on your skald's upbringing, background, and career, they might draw many different elements of their life into their poems, music, and tales. Even putting aside you skald's past, they often look to draw inspiration from the present and future to motivate their allies and allow the power of music and words to surge through their souls and fighting spirit.

Quick Build

You can make a skald quickly by following these suggestions. First, Charisma should be your highest ability score, followed by Dexterity. Second, choose the Entertainer Background. Third, choose the Dancing lights and Vicious mockery Cantrips, along with the following 1st-level spells: Charm Person, Detect Magic, Healing word, and Thunderwave.

Class Features

As a skald, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per skald level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per skald level after 1st

Proficiencies

Armor: Light⁠ armor

Weapons: Simple Weapons, pistols, longswords, rapiers, cutlasses, 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 pirate’s pack or (b) an entertainer’s pack
  • (a) Bagpipes or (b) any other musical instrument (not piano)
  • Thick Shirt and a Dagger

Spellcasting⁠

You have learned to spiritually attune to the emotions of others around you and also project your feelings into the world to create different magic-like effects. This class is very similar to the Bard class in 5e, and will use bard spells. See chapter 10 of the 5e PHB for the general rules of Spellcasting and chapter 11 for the bard spell list. Essentially, skald Spells are just another term for bard Spells.

Cantrips

You know two Cantrips of your choice from the bard spell list. You learn additional bard Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Skald table.

Spell Slots

The Skald table shows how many Spell Slots you have to cast your bard Spells of 1st Level and higher. To cast one of these spells⁠, you must expend a slot of the spell’s level or higher. You regain all expended Spell Slots when you finish a Long Rest.

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

Spells Known of 1st Level and Higher

You know four 1st-level Spells of your choice from the bard spell list.

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

Additionally, when you gain a level in this class, you can choose one of the skald Spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have Spell Slots.

Spellcasting⁠ Ability

Charisma is your Spellcasting ability for your skald Spells. Your power comes from the heart and soul you pour into the Performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for skald spell you cast and when making an Attack roll with one.

Spell save DC = 8 + your Proficiency Bonus + your Charisma modifier

Spell Attack modifier = your Proficiency Bonus + your Charisma modifier

Ritual Casting

You can cast any skald spell you know as a ritual if that spell has the ritual tag.

Spellcasting⁠ Focus

You can use a musical instrument (see chapter 5, “Equipment”) as a Spellcasting focus for your skald Spells.

Skaldic Verse

You can inspire powerful emotions in others through your tales or music to greatly increase their willpower. 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 Skaldic Verse die, a d6.

Chapter 3 | Classes

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 Skaldic Verse die is rolled, it is lost. A creature can have only one Skaldic Verse 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 Skaldic Verse 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 the Sea

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.

Skald School

At 3rd Level, you delve into the advanced Techniques of a Skald School of your choice: the School of Hypnotism, School of Battlehymn, and School of the Underworld. both detailed at the end of the class description. Your choice grants you features at 3rd Level and again at 6th and 14th level.

Expertise

At 3rd Level, choose two of your skill Proficiencies. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.

At 10th level, you can choose another two 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.

Continued Verse

Beginning when you reach 5th Level, you regain all of your expended uses of Skaldic Verse when you finish a short or Long Rest.

Counterverse

At 6th level, you gain the ability to use musical notes or words of power to counter any mind-influencing Effects used against you and your allies. 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).

Tales of Legends

By 10th level, you have learned some of the abilities and techniques of those you have encountered throughout your journeys. Choose two Spells from any Classes (from standard 5e), including bard spells. A spell you choose must be of a level you can cast, as shown on the Skald table, or a cantrip.

The chosen Spells count as skald spells⁠ for you and are included in the number in the Spells⁠ Known column of the Skald table.

You learn two additional Spells from any Classes at 14th level and again at 18th level.

Superior Verse

At 20th level, when you roll Initiative and have no uses of Skaldic Verse left, you regain one use.

Skald Schools

Skalds have many different methods of utilizing their mystical powers, primarily through the school in which teaches them. Since skaldic tales and abilities stem from their music, stories, or other performances, the type of performance can often impact what effect it has on on the people around them. More strict schools might involve a heavily disciplined and militaristic way of telling tales and playing music, while more liberal and expressive schools will allow for more beautiful and inspiring music.

School of Hypnotism

Hypnotists specialize in using their performances to put all that experience it into a mind-altering trance. This can be used to aid their allies or manipulate their enemies in any situation. These verses and songs are known to be tranquil and soothing, but can prove harmful to enemies nonetheless.

Pain-Numbing Verse

When you join the School of Hypnotism at 3rd Level, you hypnotize your allies to allow them to ignore pain.

When an ally is hit with a damaging attack, you can expend one use of your Skaldic Verse die to give 2d6 Temporary Hit Points to the target of the attack.

The temporary hit points increase when you reach certain levels in this class, increasing to 3d6 at 5th Level, 5d6 at 10th level, and 8d6 at 15th level.

Chapter 3 | Classes

Hypnotic Words

At 3rd Level, you learn to infuse your words with a hypnotic rythm that can alter and manipulate the minds of those that hear you. If you speak to a Humanoid alone for at least 1 minute, you can attempt to hypnotize them. At the end of the conversation, the target must succeed on a Wisdom saving throw against your spell save DC or be Charmed by you or another creature of your choice. The target is Charmed in this way for 1 hour, until it is attacked or damaged, threatened in any way, or until it witnesses its allies being attacked or damaged.

If the target succeeds on its saving throw, the target has no hint that you tried to charm it.

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

Collar of Command

At 6th level, you gain the ability to better control others using hypnosis. As a Bonus Action, you cast Command, without expending a spell slot, and you gain an authoritative aura for 1 minute or until your Concentration ends (as if you were concentrating on a spell). During this time, you can cast Command as a Bonus Action on each of your turns, without expending a spell slot.

Any creature Charmed by you automatically fails its saving throw against the Command you cast with this feature.

Once you use this feature, you can’t use it again until you finish a Long Rest.

Complete Hypnosis

At 14th level, you gain the ability to completely hypnotize others with your words and tap into a creature’s psyche.

As an action, you hypnotically Whisper a phrase that only one creature of your choice within 30 feet of you can hear. The target must make a Wisdom saving throw against your spell save DC. It automatically succeeds if it doesn’t share a language with you or if it can’t hear you. On a successful saving throw, your Whisper Sounds like unintelligible mumbling and has no Effect.

On a failed saving throw, the target is Charmed by you for the next 8 hours or until you or your allies Attack it, damage it, or force it to make a saving throw. It is hypnotized and will listen to anything you say with an open mind.

The Charmed creature obeys your commands as if you were a close friend. It won’t risk its life for you or fight for you, unless it was already inclined to do so. It grants you favors and gifts it would offer to a close friend.

When the Effect ends, the creature has no understanding of what happened during its trance and will remember it all as a foggy dream.

Once you use this feature, you can’t use it again until you finish a Long Rest.

School of Battlehymn

Any skald who enters or learns from the school of battlehymn becomes a powerful warrior that uses phrases, words, and song to amplify their power in battle along with their allies. Music and verses produced from these skalds are often serious and triumphant in nature, giving those who hear it the will to continue fighting fiercely.

Bonus Proficiencies

When you join the School of Battlehymn at 3rd Level, you gain proficiency with Medium Armor, Shields, and Martial Weapons.

Warrior Verse

Also at 3rd Level, you learn to inspire others in battle. A creature that has a Skaldic Verse die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an Attack roll is made against the creature, it can use its Reaction to roll the Skaldic Verse die and add the number rolled to its AC against that Attack, after seeing the roll but before knowing whether it hits or misses.

Extra Attack

Starting at 6th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn.

War Rythm

At 14th level, you have mastered the art of Spell and weapon use into a single harmonious act. When you use your action to cast a skald spell, you can make one weapon Attack as a Bonus Action.

School of the Underworld

Despite its scary title, this school often teaches techniques that empowers an individual's soul through majestic or otherworldly verses and melodies connected to the Underworld. Witnessing a performance from this type of skald can be equally beautiful and haunting. It is said that reciting these verses will leave all who hear it doomed to an eternity in the underworld after death.

Bonus Proficiencies

When you join the School of the Underworld at 3rd Level, you gain proficiency with three Skills of your choice.

Haunting Verse

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 Skaldic Verse, rolling a Skaldic Verse 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 Tales of Legends

At 6th level, you have heard the whispers of the underworld which tell of forbidden abilities and secrets used by ancient legends. You learn two Spells of your choice from any Classes (from standard 5e). A spell you choose must be of a level you can cast, as shown on the Skald table, or a cantrip. The chosen spells⁠ count as skald spells⁠ for you but don’t count against the number of skald spells⁠ you know.

Chapter 3 | Classes

Power of the Deep

Starting at 14th level, when you make an ability check, you can expend one use of Skaldic Verse. Roll a Skaldic Verse 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.

Chapter 3 | Classes

Priest

Divine soldiers, knights, and devout followers of god, priests derive their powers from spiritual energy and techniques developed in holy lands. Priests can be destructive or supportive in nature depending on their beliefs and teachings. Priests unify under those worthy of the title of "God", and do all that they can to protect their sacred land and people. Some venture out far away from their homeland to spread the word of their mighty God, and some reside in places far away and detached from normal civilization.

Priest
Level Proficiency Bonus Features Cantrips Known Spell Leve⁠l Slots: 1st Spell Leve⁠l Slots: 2nd Spell Leve⁠l Slots: 3rd Spell Leve⁠l Slots: 4th Spell Leve⁠l Slots: 5th Spell Leve⁠l Slots: 6th Spell Leve⁠l Slots: 7th Spell Leve⁠l Slots: 8th Spell Leve⁠l Slots: 9th
1st +2 Spellcasting, Divine Domain 3 2 - - - - - - - -
2nd +2 Channel Divinity, Divine Domain feature 3 3 - - - - - - - -
3rd +2 - 3 4 2 - - - - - - -
4th +2 Ability Score Improvement 4 4 3 - - - - - - -
5th +3 Purge Spirits 4 4 3 2 - - - - - -
6th +3 Divine Domain feature 4 4 3 3 - - - - - -
7th +3 - 4 4 3 3 1 - - - - -
8th +3 Ability Score Improvement, Divine Domain feature 4 4 3 3 2 - - - - -
9th +4 - 4 4 3 3 3 1 - - - -
10th +4 A Call Beyond 5 4 3 3 3 2 - - - -
11th +4 - 5 4 3 3 3 2 1 - - -
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 - - -
13th +5 - 5 4 3 3 3 2 1 1 - -
14th +5 - 5 4 3 3 3 2 1 1 - -
15th +5 - 5 4 3 3 3 2 1 1 1 -
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 -
17th +6 Divine Domain feature 5 4 3 3 3 2 1 1 1 1
18th +6 - 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 - 5 4 3 3 3 3 2 2 1 1
Chapter 3 | Classes

Creating a Priest

Though spirits and unknown powers are apparent in this universe, it is unknown if any gods actually exist. Regardless, many powerful figures can channel god-like entities through their powers and souls. Priests specialize in channeling this very same energy through them using their bodies, weapons, or holy tools.

What kind of "God" does your priest obey and follow? Is this worship focused around a real, corporeal being? Or a being that is more spiritual? What does this "God" teach and demand of their followers? Where do you fall under the rankings of this belief system? Are you a willing and devout follower? Is your "God" good or evil? Humble or vain? Generous or selfish?

Quick Build

You can make a Priest quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Strength or Constitution. Second, choose the Acolyte Background.

Class Features

As a Cleric, you gain the following Class Features.

Hit Points

Hit Dice: 1d8 per Cleric level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st

Proficiencies

Armor: Light⁠ armor, Medium Armor, Shields

Weapons: Simple Weapons

Tools: None

Saving Throws: Wisdom, Charisma

Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipm⁠ent

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

  • (a) a mace or (b) a Warhammer (if proficient)
  • (a) Scale Mail, (b) Thick Shirt, or (c) Chain Mail (if proficient)
  • (a) a Pistol and 20 gun bullets or (b) any simple weapon
  • (a) a priest’s pack or (b) an explorer’s pack
  • A Shield and a holy symbol⁠

Spellcasting⁠

As a conduit for divine energy, you can cast Priest Spells. Priest spells count as Cleric spells from standard 5e. See the general rules of Spellcasting and the Cleric spell list.

Cant⁠rips

At 1st Level, you know three Cantrips of your choice from the Cleric spell list. You learn additional Cleric cant⁠rips of your choice at higher levels, as shown in the Can⁠trips Known column of the Priest table.

Preparing and Casting Spells⁠

The Priest table shows how many Spell Slots you have to cast your Priest Spells of 1st Level and higher. To cast one of these spells⁠, 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 Spells that are available for you to cast, choosing from the Cleric spell list. When you do so, choose a number of Priest spells⁠ equal to your Wisdom modifier + your Priest level (minimum of one spell). The spells⁠ must be of a level for which you have Spell Slots.

For example, if you are a 3rd-level Priest, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six spells⁠ of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 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 Priest spells⁠ requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.

Spellcasting⁠ Ability

Wisdom is your Spellcasting ability for your Priest Spells. The power of your spells⁠ comes from your devotion to your God. You use your Wisdom whenever a Priest spell refers to your spellcasting⁠ ability. In addition, you use your Wisdom modifier when setting⁠ the saving throw DC for a Priest spell you cast and when making an Attack roll with one.

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

Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier

Ritual Casting

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

Spellcasting⁠ Focus

You can use a holy symbol⁠ as a Spellcasting focus for your Priest Spells.

Divine Domain

Choose one domain related to your teachings: Sky, Desert, or Death. Your choice grants you domain Spells and other features when you choose it at 1st Level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd Level, and additional benefits at 6th, 8th, and 17th levels.

Domain Spells⁠

Each domain has a list of spells—its domain spells—that you gain at the Priest levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of Spells you can prepare each day.

If you have a domain spell that doesn’t appear on the Cleric spell list, the spell is nonetheless a Priest spell for you.

Chapter 3 | Classes

Channel Divinity

At 2nd Level, you gain the ability to channel divine energy directly from your source of belief, using that energy to fuel spiritual Effects. You start with two such effects: Exorcise Spirits and an Effect determined by your domain. Some Domains grant you additional Effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which Effect to create. You must then finish a short or Long Rest to use your Channel Divinity again.

Some Channel Divinity Effects require Saving Throws. When you use such an Effect from this class, the DC equals your Cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and Beginning at 18th level, you can use it three times between rests. When you finish a short or Long Rest, you regain your expended uses.

Channel Divinity: Exorcise Spirits

As an action, you present your holy sym⁠bol and speak a prayer censuring any nearby Spirits. Each Elemental, Fey, and Incorporeal Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge 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.

Purge Spirits

Starting at 5th Level, when a spirit⁠ fails its saving throw against Your Exorcise Spirits feature, the creature is instantly destroyed if its Challenge rating is at or below a certain threshold, as shown in the Purge Spirits table.

Purge Spirits
Priest Level Purges Spirit of CR...
5th 1/2 or lower
8th 1 or lower
11th 2 or lower
14th 3 or lower
17th 4 or lower

A Call Beyond

Beginning at 10th level, you can channel your God's spirit directly through you to summon it and wish for greater power.

Channeling this divine energy to make a wish requires an action. Describe the effect you want, and roll percentile dice. If you roll a number equal to or lower than your Priest level, your wish comes true. The DM chooses the Nature of the wish; the Effect of any Priest spell or Priest domain spell would be appropriate.

If this effect succeeds, you can’t use this feature again for 7 days. Otherwise, you can use it again after you finish a Long Rest.

At 20th level, your Call Beyond succeeds automatically, no roll required.

Divine Domains

Divine domains are used to define your god, religion, and spiritual beliefs. These are important to how your spirit shapes your powers and abilities by channeling divine energy from the beyond.

Sky Domain

Many priests under the Sky Domain hail from the sky islands and the various holy lands that can be found around them. Priests here primarily derive their power from Mantra and Dials to become powerful fighters.

Sky Domain Spells
Priest Level Spells
1st Fog Cloud, Thunderwave
3rd Gust of Wind, Shatter
5th Call Lightning, Sleet Storm
7th Control Water, Ice Storm
9th Destructive Wave, Insect Plague

Bonus Proficiencies

At 1st level, you gain proficiency with Martial Weapons, and Heavy Armor.

Thunderous Dial Strike

Also at 1st level, you can thunderously rebuke attackers with dials built into your clothing or gear. When a creature within 5 feet of you that you can see hits you with an Attack, you can use your Reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Chapter 3 | Classes

Channel Divinity: Destructive Wrath

Starting at 2nd Level, you can use your Channel Divinity to wield the power of your dials with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Dial Ritual

At 6th level, you gain automatic proficiency with all Dials. Additionally, you may occasionally manufacture Dials of your own. You may spend 24 hours touching and altering a normal shell as a ritual to turn it into a powerful Dial. When the 24 hours are over, roll on the Rare Dial Table (p. 107). The shell you are holding becomes that Dial.

You cannot perform this ritual again until you reach the 8th, 11th, 14th, or 17th levels. You can only perform this ritual once during each of those levels, and it must be used to transform your current ritually created dial into a new dial by rolling on the Rare Dial Table to change its effects into something different.

Dial Infusion

At 8th level, you gain the ability to combine your weapon strikes with dial-infused power. Once on each of your turns when you hit a creature with a weapon Attack, you can cause the Attack to deal an extra 1d8 thunder damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Dial Glide

At 17th level, you can use dials to give you a flying speed equal to your current walking speed whenever you are not Underground or indoors.

Desert Domain

Fierce holy warriors of the desert, defenders of sacred land, priests of the desert domain often reside in various kingdoms of the desert. These priests utilize the harsh elements present in the dry, scorching lands they were born in. Divine energy radiates from these lands, giving each warrior of this domain holy powers.

Desert Domain Spells
Priest Level Spells
1st Burning Hands, Faerie Fire
3rd Flaming Sphere, Scorching Ray
5th Daylight, Fireball
7th Guardian of Faith, Wall of Fire
9th Flame Strike, Scrying

Bonus Cantrip

When you choose this domain at 1st level, you gain the light cantrip if you don’t already know it.

Blinding Sands

Also at 1st level, you can whirl up a sandstorm between yourself and an attacking enemy. When you are attacked by a creature within 30 feet of you that you can see, you can use your Reaction to impose disadvantage on the Attack roll, causing sand to momentarily blind the attacker before it hits or misses. An attacker that can’t be Blinded is immune to this feature.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a Long Rest.

Channel Divinity: Scorching Sun

Starting at 2nd Level, you can use your Channel Divinity to harness scorching sunlight, banishing darkness⁠ and dealing radiant damage to your foes.

As an action, you present your holy symbol⁠, and any magical darkness⁠ within 30 feet of you is dispelled. Additionally, each Hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your Priest level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

Crippling Sands

Starting at 6th level, you can also use your Blinding Sands feature when a creature that you can see within 30 feet of you attacks a creature other than you.

Rising Heat

Starting at 8th level, you add fire or radiant damage equal to your Wisdom modifier to the damage you deal with any Cleric cantrip.

Desert Aura

Starting at 17th level, you can use your action to activate an aura of sunlight and burning sands that lasts for 1 minute or until you dismiss it using another action. You emit bright light in a 60-foot radius and dim light 30 feet beyond that. Your enemies in the bright light have disadvantage on Saving Throws against any spell that deals fire or radiant damage.

Death Domain

Devout worshippers of Death, the Reaper, the Devil, and all that brings about ruin and despair, priests that fall under this domain are blessed by the powers of negative energy and forces that cause death.

Chapter 3 | Classes
Death Domain Spells
Priest Level Spells
1st False Life, Ray of Sickness
3rd blindness/deafness, Ray of Enfeeblement
5th Animate Dead, Vampiric Touch
7th Blight, Death Ward
9th Antilife Shell, Cloudkill

Bonus Proficiency

When the Priest chooses this domain at 1st level, he or she gains proficiency with Martial Weapons.

Reap

At 1st level, the Priest learns one Necromancy cantrip of his or her choice from any spell list. When the Priest casts a Necromancy cantrip that normally Targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other.

Channel Divinity: Sudden Decay

Starting at 2nd Level, the Priest can use Channel Divinity to destroy another creature’s life force by touch.

When the Priest hits a creature with a melee Attack, the Priest can use Channel Divinity to deal extra necrotic damage to the target. The damage equals 5 + twice his or her Priest level.

Withering Grasp

Starting at 6th level, the priest’s ability to channel negative energy becomes more potent. Necrotic damage dealt by the character’s Priest Spells and Channel Divinity options ignores Resistance to necrotic damage.

Siphoning Strike

At 8th level, the Priest gains the ability to infuse his or her weapon strikes with necrotic energy. Once on each of the priest’s turns when he or she hits a creature with a weapon Attack, the Priest can cause the Attack to deal an extra 1d8 necrotic damage to the target. When the Priest reaches 14th level, the extra damage increases to 2d8.

Improved Reap

Starting at 17th level, when the Priest casts a Necromancy spell of 1st through 5th Level that Targets only one creature, the spell can instead target two creatures within range and within 5 feet of each other. If the spell consumes its Material Components, the Priest must provide them for each target.

Chapter 3 | Classes
Chapter 3 | Classes

Chapter 4: Crew & Backgrounds

The personality, characteristics, roles, and background of your character should have a great deal of thought and consideration put into them. How you develop these depends on how you want to play your character and how you want to fit into the world your DM is designing. Additionally, you should consider how your character will impact the roles and relationships between the other player characters and you. Although you should prioritize making a character that satisfies what you want out of a game, make sure you are allowing others to have fun alongside you when you design your character's personality and goals.

For the most part, you want to look at Chapter 4: Personality and Background in the D&D 5th Edition Players Handbook for more information on developing your character's personality traits, ideals, bonds, and flaws. It will also provide a great number of character personality traits, alignment, and other useful info for designing your One Piece character for you to use. In addition to these, I will be providing new backgrounds and crew roles that are more utile for a One Piece setting and campaign.

Name and Physical Characteristics

While One Piece has a wide variety of names and designs it borrows from various real people, places, and languages.

Name

It is difficult to categorize or simplify the naming process of One Piece in any significant way. If you wish to name your characters in the traditional One Piece manner, feel free to use the Japanese naming format with slight alterations and inspiration from other regions for your characters.

For example, if you are a Fish-man Martial Artist Cook, you might name yourself Judan (which is Japanese for 10th Dan in Karate) or something similar. And your family name might be Maguro (Japanese for Bluefin Tuna). So your full name might be Maguro Judan. Alternatively, you could implement more western style names into your character's name or nickname. Since this example character is also a cook, you could consider swapping the first or last name with Marzipan, a western confection. This method will help you give your character a more One Piece inspired name for any campaign. However, it is ultimately up to how you want to come up with your character's name.

Physical Appearance

One Piece displays a wide variety of character designs and styles throughout its story. Many character designs appear cartoonish, while others may appear to resemble real life leaders or historical figures.

If you want to emulate the style of traditional One Piece characters, especially those found on the Grand Line, be sure to exaggerate a lot of your character's features and habits. If you want to design a character that is a baseball player, you might give him large hands and a huge baseball cap. Or if you want to design a tall and slender marksman, you could make her roughly 8 feet tall and carry an extremely long rifle on her back.

Most player characters should be around small or medium in size, meaning they will be anywhere from 2 to 8 feet tall (unless altered by a special effect or devil fruit). Any character shorter or taller than this would be a different character size, such as Large or Tiny. Most humans will be somewhere around 5 to 6 feet tall, while other races will vary greatly in size.

If you are unsure, you can randomize your height and weight using the D&D 5e Players Handbook method by using [4'8" + 2d10] to determine your character's height, and use [110 lb. x (2d4) lb.] to determine your character's weight.

Alignment

Alignment, as described in D&D, is used to describe your character's moral and personal attitude. According to the alignment system, your character's morality can be defined as good, evil, or neutral, and your character's personal attitude toward society and order can be identified as lawful, chaotic, or neutral. You combine your character's morality and personal attitude together to form your alignment. There are a total of 9 possible alignments, as follows:

  • Lawful Good (LG) characters typically follow any laws and expectations, such as those laid out by society or any government system, while also trying their best to do the right thing. Many upstanding Marines and citizens may fall under this category. (e.g. Koby)
  • Neutral Good (NG) creatures do their best to help others, but only while following their own path and satisfying their own desires. Independent Marines, citizens, and certain kind-hearted adventurers may fall under this category. (e.g. Smoker)
  • Chaotic Good (CG) individuals act on impulse and a more instinctual desire to help others, while rarely following the status quo and common expectations. Certain pirates and explorers with hearts of gold will fall under this alignment. (e.g. Luffy)
  • Lawful Neutral (LN) characters will follow all laws and personal codes they believe in, but are far less concerned about how positively or negatively they impact others. Most marines fall under this category. (e.g. Kizaru)
  • Neutral (N) is an alignment of folk who avoid taking any side or moral stance on issues, doing whatever seems naturally best for them in each situation. Many independent pirates and lone wolf figures fall under this alignment. (e.g. Mihawk)
Chapter 4 | Crew & Backgrounds
  • Chaotic Neutral (CN) individuals prioritize absolute freedom, and do whatever their gut tells them to do, even if it isnt beneficial for others. Many pirates and revolutionaries may fall under this alignment. (e.g. Ace)

  • Lawful Evil (LE) creatures are willing to take from others and commit horrible deeds, so long as they follow a set of rules, traditions, and order. Very cruel marines may fall under this alignment. (e.g. Akainu)

  • Neutral Evil (NE) characters are selfish, often twisted, and frequently prioritize their own interests and goals over the happiness of anyone else. Evil pirates seeking fortune and power may fall under this alignment. (e.g. Blackbeard)

  • Chaotic Evil (CE) creatures are cruel, greedy, hateful, and bloodthirsty, always seeking out prey and creatures to harm. The most despicable pirates and criminals fall under this alignment. (e.g. Doflamingo)

Personal Characteristics

Your character's characteristics make up their personality and relationships with others and the world around them. These characteristics include personality traits, ideals, bonds, and flaws.

Each background will include a number of examples of each personal characteristic for you to use or roll up.

Personality Traits

Your character should have about two personality traits that are often acted out. These personality traits should be fun and interesting to act out for you while roleplaying as your character. They will also set apart your character from others, and could make you a memorable part of the group.

These traits might include something your character appreciates, funny quirks, mannerisms, past accomplishments, strange ways of laughing or talking, or a reflection of his or her ability scores.

Ideals

Choose one ideal for your character. Ideals are powerful motivators that brings your character a great deal of joy or satisfaction through exploring or progressing through the campaign. These may include the dreams, morals, ethics, beliefs, and goals of your character. These ideals should be expressed by your character whenever necessary, through action or words. For example, if your character believes him or herself to be a hero that saves others across the sea, you might always try to respond to cries for help and convince your allies to assist you.

Consider using elements of your race, class, role, and background to decide what ideals will drive you throughout the adventure.

Bonds

Create one bond for your character. Bonds can be described as a connection your character has with a person, place, group, or thing. This bond can impact parts of your personality traits, ideal, and flaws in various ways.

Some examples of bonds can be a deep connection to a person who once existed in your life that you learned a lot from. Or perhaps a place you grew up in was taken over by marines, and you wish to return there some day. Maybe you carry a ring or bracelet that holds a ton of sentimental value. No matter what your bond may be, it should be a powerful factor in how your character makes decisions or develops his or her goals.

Consider using elements of your race, class, role, and background to decide what bonds you may have with other people, places, or things.

Flaws

Lastly, choose a flaw for your character. A flaw is something that is normally considered a weakness or negative trait your character might have. It could be a quality that is fun to act out, or it could serve to balance your character's overwhelmingly positive traits. This could be an irrational fear, weakness, embarrassing secret, compulsion, or negative bias against something most regard as positive.

Consider using elements of your race, class, role, and background to determine what might be a weakness or fear of your character.

Inspiration Dice Alternative: Pirate Prestige

In order to understand how crew roles work, it is important to understand a new system of reward points I am introducing called "Pirate Prestige". This is intended to reward players for playing their roles to the best of their ability, while also promoting proper teamwork. A crew that works together will succeed, and this system is designed to make that process feel very fulfilling. While you can use Inspiration Dice in favor of this system if you don't like it, it is another easy way to balance crew roles by rewarding points to players, which can be used for strengthening their role's abilities and different roleplay elements.

The way this works is fairly simple. Whenever players overcome a difficult challenge, like winning a fight against a mighty enemy pirate, battling a deadly storm on the seas, or simply saving a town from danger, everyone who did well in that situation will gain a point of pirate prestige. However, characters that were absent, didn't want to help the group, or simply complained and caused issues for others shouldn't receive any points. Fighting pointless battles, intentionally running into dangerous situations which have no reward, or simply trying to farm these points will not net the crew any points. At higher levels, you can also choose to elect an MVP character during an event. Players may decide someone in the crew went above and beyond in overcoming a challenge, and give them a large surge of pirate prestige points at the end of the encounter. An MVP may roll a 1d4 at the end of such an event, and gain a number of pirate prestige points equal to the number rolled. A character can have a maximum number of Pirate Prestige points equal to half their character level, rounded up.

Chapter 4 | Crew & Backgrounds

Methods of Spending Pirate Prestige

While pirate prestige should be primarily used to benefit the crew as a whole and should heavily reward teamwork, it can also be spent in a few other ways. Stockpiling these points can be rewarding and beneficial to overcoming future challenges. Other uses for pirate prestige is described under "Crew Roles" up next, but these points can be used for anything that the DM deems to be fun or appropriate for roleplay, investigating, or exploration, such as the following abilities:

Pirate Prestige Ability: Locate Quests

When exploring a populated town, city, or village, a character may expend 1 pirate prestige point to locate a random NPC or troubled creature that will provide them with a task to complete (up to the DM to decide the difficulty and reward), without needing to make any skill checks. To use this ability again, a character must complete a long rest.

Pirate Prestige Ability: Find Minor Clue

If a group is stuck on a mission or quest that they need to complete, a character may expend 1 pirate prestige point to ask the DM for a minor hint or clue that may lead them on the right track. This can only be used once per character during any single mission or quest.

Pirate Prestige Ability: Gain Reputation

If a group wants to gain recognition or respect in a single kingdom, village or town, or simply undo their negative reputation, characters may spend 24 hours and 1 pirate prestige point to spread rumors and tales of their deeds and gain 1 point of reputation in that location (explained further in the One Piece D&D 5E DM's guide). A character can only use this ability this way once per location, and a crew can only spend a total of 5 pirate prestige points altogether to gain reputation in a location. A crew cannot use this ability when they only have 1 reputation point in that location.

Crew Roles

Your crew role is an additional feature that can be used alongside your character's background and class. It essentially gives you the ability to specialize in a field or duty and succeed where others may fail. While it may not provide a wide variety of bonuses and stats, it will be crucial to developing a stable crew and allocating jobs on a functioning ship. Your role should be something you enjoy doing when playing as your character. For example, if you are a cyborg tinkerer, you may take pride in being the crew's shipwright. This may also tie into your character's ideals and background.

Deciding your role can depend on your class and background, but can ultimately be anything that would fit your character's interests. Work with other players to decide what would make for a balanced team, and try to give everyone a unique position and function. Without proper coordination and cohesion, as well as leadership, a ship and its crew could easily fall apart. While your role may not provide any proficiencies, equipment, or languages, it will provide features that will make you a very useful and unique addition to your crew.

Crew role can be decided at any point early in the campaign or during character introductions. But it should make sense and align with everyone character's strengths and abilities.

Allocating or Swapping Roles

While a crew role can be decided at any point when designing or playing your character early on, it may prove difficult to suddenly change roles on a whim. While you can officially swap to a different role and perform its basic functions, you cannot have the pirate prestige abilities of a new role until you actively work and study that role for at least [3d6 x 10] days to adjust to it. Until then, can only perform basic tasks for that role and use the regular features.

Captain

Your role is very simple: you motivate, guide, and command your ship and crew. It is possible for the captain of a ship to have a number of complex roles, but they should typically be the strongest and most charismatic individual in a crew. Some captains may differ or have unique personalities, but their goal should be to unite their allies in troubling times to tackle any obstacle, in order to accomplish their dreams and goals.

The captain should always have the last say during any group decision or plan. While some crews may not entirely center around their captain, it is important to still give them a high degree of authority over the decision process.

Feature: Captain's Charisma

A captain is the head of the ship, but should never act like a tyrant when operating a healthy crew. When they lead a charge, your allies should follow. When they call a shot, others should respect it. When they are speaking, the crew should listen. This shouldn't be a power that is abused, but rather a quality that your comrades revere. If you tell a member of your crew to perform an action, they will feel naturally compelled to complete it. However, if a duty directly goes against their alignment, ideals, personality traits, class, background, or race (or is simply too ridiculous to consider), they are allowed to refrain.

Chapter 4 | Crew & Backgrounds

Pirate Prestige Ability: Crew Recruitment

A character that has the captain role can easily recruit other pirates by spending their pirate prestige points at various locations. In order to hire crew members, a captain must spend 1 pirate prestige point to recruit a Lackey (Bandit NPC stats) or spend 2 points for a Deckhand (Thug NPC stats). Lackeys are unskilled workers and will perform basic duties, such as cleaning, maintaining equipment, and assisting the crew with simple tasks. A lackey must be paid ฿2,000 for each adventuring day to willingly stay on the ship after the first day, and will not put themselves in any immediate risk during battles. A deckhand is more skilled and capable than a lackey, and will perform duties or fill any vacant roles and positions, but are unable to gain or use pirate prestige points or features. A deckhand will have any two skill or tool proficiencies of your choice.

Deckhands will need to be paid ฿20,000 for each adventuring day in order to stay on the ship after the first day, and will willingly take part in any battle that isn't suicide.

As an option, you can spend 1 pirate prestige point and take 7 days to teach a lackey basic pirating skills to upgrade them to a deckhand, in which case they get the same stats, benefits, and wage as a deckhand. Additionally, a captain can spend 1 pirate prestige point instead of paying their lackey for an adventuring week, and 2 points instead of paying their deckhand for an adventuring week. This will be effectively the same as if you paid them for their services with money.

A captain can command their lackeys and deckhands in any way they see fit, within reason. Other players will also have a say in what lackeys and deckhands do. If any NPC recruit is neglected, underpaid, underfed, or put in constant danger, they will attempt to flee, perform a mutiny, or sabotage the ship. They will also gain an equal share of the experience for each combat encounter they are involved in.

You may allow recruits to progress alongside characters by giving them stat bonuses, hit dice, and skill proficiencies whenever they help the crew overcome a major challenge and gain experience. Eventually, after a significant amount of time spent assisting the crew, the DM may decide to promote recruits into higher-level NPCs or even turn them into a Player Character if someone wishes to play as them.

You cannot recruit in locations where your crew has a reputation of 5 or less.

Navigator

The role of a navigator involves charting, mapping, and understanding the weather and conditions that they may encounter on their crew's journey. The navigator is crucial to the ship effectively progressing to the next island or continent throughout the adventure. Without a decent navigator on board, the crew may end up lost for several days or weeks in dangerous waters.

Being a navigator means you must take responsibility for charting the crew's course, making rolls to stay on course, and avoiding getting lost or stuck in storms and bad weather.

Feature: Charting and Mapping

A player that chooses the navigator role will actively aid in helping the crew along both in and out of character. With the DM's assistance, you have the ability to physically map out and chart the course of the ship and nearby islands. Sometimes, you will be required to make various Wisdom or Intelligence skill checks to properly map out territories in more treacherous waters. Otherwise, this process should be effortless for your character under ordinary circumstances.

Additionally, you can assist in directing the ship on the right path. If the helmsman or captain is attempting to stay on course in the proper direction, you may assist them in rolling skill checks if you have properly analyzed the weather and map of the surrounding region.

Pirate Prestige Ability: Storm Tracking

In places like the grand line, fully understanding the weather and climate conditions is often incredibly difficult. However, that doesn't mean it's impossible for a talented navigator. In most situations, if you are about to run into dangerous weather or climates, the DM may warn the navigator in advance if they succeed on their skill checks. This may be done through subtle hints or simply describing what kind of weather is seen up ahead.

In some instances, the weather may appear so dangerous that it would cause a great deal of damage to the ship and crew if sailed through. If the navigator is unable to find a way around this, they may choose to expend 1 pirate prestige point to completely steer clear and avoid the storm or danger. It is possible that the storm may be exceptionally dangerous, so much so that 1 pirate prestige point won't be enough to satisfy the condition and completely avoiding it. In this case, the DM may demand that you spend additional points to navigate around such a situation in the more extreme regions of the world.

Doctor

The ship's doctor is responsible for keeping track of the injuries and overall health of their crewmates and captain. They have a good understanding of medical science and procedures. They can perform surgeries, create medicine, and alleviate sickness or diseases.

Taking on the doctor role leaves you in charge of caring for your allies when they are hurt or in need of medical assistance. Skalds and Priests in particular may excel at completing these tasks.

PChapter 4 | Crew & Backgrounds

Feature: Advanced Treatment

As a doctor, you are capable of understanding and analyzing all forms of medicine and medical treatments. You are proficient in using and administering antidotes, medicine, and other medical tools. When you use a healer’s kit to stabilize a dying creature, that creature also regains 1 hit point. Additionally, when a creature is suffering from disease, blindness, deafness, paralysis, or poison, you can spend ฿400,000 to gather the medical supplies required to treat them and end one of these conditions over the course of 1 hour.

Pirate Prestige Ability: First Aid

When you take the doctor crew role, you are capable of stitching up wounds and providing first aid to yourself and your allies. You can spend 1 pirate prestige point as an action to restore 1d6 + 4 hit points to an injured creature, plus additional hit points equal to the creature’s maximum number of Hit Dice. The creature can’t regain hit points from this ability again until it finishes a short or long rest.

Chef

The chef of the ship provides meals filled with nutrients and warmth to their crew after a long day of sailing and exploring. While this role may not be as extreme as others in every situation, it is just as vital to have. Without a chef, the crew may begin to poorly ration food, suffer from malnutrition, or grow disgusted from eating the same mundane meals.

Chefs will provide their allies with the motivation to keep fighting, so that they can return to the ship at the end of the day and enjoy a delicious meal. Any crew will greatly appreciate their chef on board for the work they put forth in the kitchen, as food is what keeps everyone moving forward. With a good enough chef on a ship, a crew will never go hungry.

Feature: Food Preparation

You gain proficiency with cook’s utensils if you don’t already have it. With one hour of work or when you finish a long rest, you can cook a number of treats equal to your proficiency bonus. These special treats last 8 hours after being made. A creature can use a bonus action to eat one of those treats to gain temporary hit points equal to your proficiency bonus. These treats do not count as a full meal.

Pirate Prestige Ability: First-Class Feast

When you take the chef role, you gain the ability to focus all of your talent and effort into your dishes. As part of a short rest, you can cook special food by spending 1 pirate prestige point, provided you have ingredients and cook's utensils on hand. You can prepare enough of this food for a number of creatures equal to 4 + your proficiency bonus. At the end of the short rest, any creature who eats the food and spends one or more Hit Dice to regain hit points regains an extra 1d8 hit points.

Shipwright

A shipwright is a wonderful role to have on board any crew that desires a powerful ship. A shipwright is in charge of building, upgrading, and repairing the ship over time. With the help of the captain and other crewmates, the shipwright may customize the ship in any way he or she sees fit. Constructing and maintaining a healthy ship will greatly aid in winning battles against other ships or simply surviving deadly storms.

Feature: Ship Building, Upgrading, and Repairing

Shipwrights automatically gain the ability to utilize the ship building rules in the DM section. A shipwright will be proficient in constructing a ship, and can re-roll once on any roll during the ship building process. Additionally, you will only need to pay for the parts of the ship, not the service fee during the building, upgrading, or repairing process.

Pirate Prestige Ability: Defensive Coating

When you take the Shipwright role, you gain the ability to apply an additional coating to your ship that will give it an extra layer of defense and durability. By spending any number of pirate prestige points over the course of an hour, you roll a number of d10 die equal to the number of points spent, and your ship will gain a number of temporary hit points equal to the total that is rolled. This coating will last 7 days or until you use this ability again, in which case the old coating will be removed and replaced with the new one.

Musician

A musician is the moral support and entertainment for a crew that is faced with lowered morale or increased stress. They may often serve as a crew mascot, a charismatic uniting force for their allies, or a means of gathering support from the populace. Although this role may be used primarily by the skald class, any class can take on this role.

Feature: Musical Talent

A musician can play any musical instrument they are proficient with to its full potential. If you aren't already proficient with an instrument, you are simply able to sing or use various inanimate objects of your choice to create wonderful music. Using song and dance to inspire your crew comes naturally and should motivate the crew to reach new heights. Upon hearing your music, others will feel energized, uplifted, and united.

Pirate Prestige Ability: Song of Legends

Performing a captivating song or play that tells of their crew's strength and legendary deeds, the musician inspires awe and admiration in locals. Using the same rules as the "Gain Reputations" Pirate Prestige ability, the musician may instead spend 1 pirate prestige point to instead raise the crew's reputation by 1d4 points in a location. This ability can only be used once per location. Additionally, this gives the party a +2 bonus to charisma checks when speaking to locals for up to 1 day after the performance takes place.

Chapter 4 | Crew & Backgrounds

Lookout

A lookout is a member of a crew that is responsible for staying on the crow's nest or any other lookout point to spot any approaching ships, islands, hazards, or creatures. By using a spyglass to detect any potential dangers in the distance, a lookout will provide a crew with any necessary visual information to prepare accordingly.

Feature: Bird's Eye View

Lookouts are far better than others are spotting potential danger ahead. When looking from a vantage point on the ship, you are able to detect even the smallest of details through any abnormal conditions. If a location or direction is lightly obscured, such as from patchy fog or rain, you are able to treat it as if it were clear when spotting ships or islands ahead.

Pirate Prestige Ability: Sharp-Sighted Scout

When you take the lookout role, you are capable of discerning objects at extreme distances. When you make a Wisdom (Perception) check that relies on sight, you may spend 1 pirate prestige point to make the roll with advantage. Additionally, you may spend 1 pirate prestige point to gain a +5 to passive perception for 1 minute.

Helmsman

The helmsman is a member of a crew tasked with the role of driving and maneuvering the ship. Although the captain or navigator may sometimes take over this role, a helmsman is unmatched when driving through rough conditions or tight spots.

Feature: Through Thick and Thin

When steering a ship, a helmsman is a natural. Understanding water currents, when to lower or raise sails, and when to anchor is fundamental and also natural to a helmsman. When attempting to steer the ship through any obstacles or rough waters, you may add your proficiency bonus to any skill checks made, on top of any proficiencies already added, to keep the ship out of danger or avoid a specific hazard.

Pirate Prestige Ability: At the Helm

When you take the helmsman role, you gain an affinity for moving the ship out of harm's way when under attack. When the ship or those on board are targeted by an attack or effect, you may spend 1 pirate prestige point as a reaction to add a +2 to the ship's AC and you and your allies's AC and saving throws while on the ship as it's moving, until the start of your next turn.

Record-Keeper

The record-keeper is responsible for keeping record of the history, journals, and events while on board the ship. The record-keeper should be fairly knowledgeable and competent when it comes to any information such as when analyzing information, pieces of island history, and artifacts.

Feature: Librarian of the Sea

Although being a record-keeper can involve working on a variety of different tasks and having many different goals and purposes on-board, most record-keepers is proficient in any form of note-keeping and information analysis. At the beginning of each session, the record-keeper may recap the previous session for all players to refresh their memories.

Additionally, the record-keeper can keep note of major quests, story points, and useful information regarding the lore the DM establishes throughout the campaign. The record-keeper may also add their proficiency bonus, on top of any other proficiency bonuses, to intelligence checks when it comes to analyzing any form of writing, artifact, puzzle, or piece of history.

Pirate Prestige Ability: Flash of Insight

When you take the record-keeper role, you can often tap into your nearly infinite pool of knowledge and mentally archived data. By spending 1 pirate prestige point, you can discover one major clue, detail, or other piece of information about a puzzle, artifact, or form of writing. Your DM might give you a major hint or advantage on a roll to discover something vital.

Chapter 4 | Crew & Backgrounds

Backgrounds

Each and every character has a history in this world. While not everyone is entirely defined by their past, many have been molded by major life events such as experiences from their upbringing, occupation, tragedies, etc. Developing a backstory is a great way to give your character more depth and motivations as they are introduced and grow throughout the campaign.

Additionally, backgrounds can contribute to a character's skills, characteristics, personality, and proficiencies. Choosing a fitting background for your character is important to understanding how they might think, feel, act, and rationalize the world around them. It will also partially shape how the world perceives them, as well as defining what knowledge and abilities they have developed prior to the adventure.

Language proficiencies will not be included in backgrounds because the One Piece world uses one universal language. Though, if the DM chooses to add additional languages, feel free to swap one of your tool proficiencies will a custom language proficiency.

Customizing a Background

In order to better understand how backgrounds work, feel free to check out the 5th Edition D&D Players Handbook, as it will provide additional backgrounds that you can use or modify to your liking.

If you feel as if any of these backgrounds do not fully suit your character, feel free to swap around features, choose any two skills, and take a total of two tool proficiencies from sample backgrounds. If the DM chooses to add custom languages, feel free to swap one of these tool proficiencies will a custom language proficiency.

Next, you can either use the equipment package from your background or spend Belly (฿) on gear as described in Chapter 5 (If you spend Belly this way, you can't also take the equipment package from your class). Last, choose two personality traits, one ideal, one bond, and one flaw. Feel free to develop custom features with your DM if you cannot choose one that fits your character.

Anthropologist

Skill Proficiencies Insight, Religion

Tool Proficiencies Two of your choice

Equipment A leather-bound diary, a bottle of ink, an ink pen, a set of traveler's clothes, one trinket of special significance, and a wallet containing ฿100,000

Multicultural

Before becoming an explorer or pirate, you have sought out a life among various cultures and races around the world. This may have led you to a location full of denizens of an entirely different race or culture. The folk of this place accepted you as one of their own and taught you their ways of life, enough for you to have a basic understanding of their culture, traditions, and beliefs.

Choose a race whose culture you've adopted, or roll on the Adopted Culture table.

Adopted Culture Table
d8 Culture
1 Fish-man
2 Merfolk
3 Mink
4 Sky Islander
5 Longarm Tribe
6 Longleg Tribe
7 Dwarf
8 Giant

Feature: Cultural Chameleon

You can begin to understand the traditions, dialects, and habits of any culture you spend enough time in. You must observe the creatures interacting with one another for at least 1 day, after which you learn a handful of important words, expressions, and gestures - enough to allow you to fit in with them on a basic level if the location isn't already hostile toward you.

Suggested Characteristics

Anthropologists thrive in other parts of the world that are far different from the ones they were born into. They love to study and explore new cultures and beliefs developed by other races and civilizations. Many anthropologists find these new locations to satisfy their intellectual curiosity or simply develop a newfound respect for different ideas. Some may seek out fame and fortune, while others do it for more humbling reasons.

Anthropologist Personality Traits
d6 Personality Trait
1 I enjoy traveling alongside different humanoid races.
2 It is always fun to observe local customs and traditions.
3 I prefer to listen rather than speak.
4 Through experiencing the wars between different cultures and races, I am desensitized to violence.
5 I have a personality defined by a culture that I have adopted.
6 I am beyond obsessed with learning about new cultures and civilizations or even studying dead ones.
Chapter 4 | Crew & Backgrounds
Anthropologist Ideals
d6 Ideal
1 Discovery. I must be the first of my people to discover new or lost cultures. (Any)
2 Distance. It is my personal duty to not interfere or tamper with any culture's traditions or beliefs. (Lawful)
3 Knowledge. Documenting and journaling any information about different cultures gives me purpose. (Any)
4 Power. Providing structure and strong leadership is important to any group of people that need it. (Lawful)
5 Protection. The people of any civilization or culture must not be harmed by outsiders. (Good)
6 Indifferent. The world is full of warring civilizations and warmongering factions. Why bother stopping them or saving anyone? (Chaotic)
Anthropologist Bonds
d6 Bond
1 I have a journal full of the traditions and beliefs of other civilizations, and losing it would devastate me.
2 I once lived alongside a tribe of a different race, and I wish to visit them again someday.
3 Tragedy once befell a civilization I adored or lived with, so I will honor and avenge them.
4 I want to learn about a rare race or culture that interests me.
5 I will continue exploring until I find a legendary civilization I once read about.
6 A trinket I obtained long ago is the key to discovering or unlocking the path to a lost civilization.
Anthropologist Flaws
d6 Flaw
1 I do not get along with my own race very well.
2 I will not stay on the same island for any longer than I need to.
3 I've picked up many habits from a different culture that outsiders find unpleasant.
4 I must show other cultures how much better my culture is.
5 I feel the need to frequently complain.
6 I will never remove the jewelry or mask that was given to me at a young age.

Archaeologist

Skill Proficiencies History, Survival

Tool Proficiencies Cartographer's tools and navigator's tools

Equipment A wooden case containing a map to a ruin or dungeon, a bullseye lantern, a miner's pick, a set of traveler's clothes, a shovel, a two-person tent, a trinket recovered from a dig site, and a pouch containing ฿250,000 worth of jewels.

Excavator

Through years of crawling through dust, working in excavation sites, and shoveling dirt, you have managed to collect a number of valuables or sold them to purchase a tool of choice. You have grow attached to this item and have continued to hold onto it. Roll on the Archaeologist Item table to see what you have, or choose an item from the table.

Archaeologist Item Table
d8 Culture
1 10-foot pole
2 Crowbar
3 Hat
4 Hood
5 Medallion
6 Shovel
7 Sledge Hammer
8 Whip
Chapter 4 | Crew & Backgrounds

Feature: Historical Knowledge

When you enter a ruin or abandoned location, you can correctly ascertain its original purpose and which known race or civilization it might be connected to. In addition, you can determine the monetary value of art objects more than a century old.

Suggested Characteristics

Archaeologists chase after the chance to explore any ruins, especially if it is known to have any amount of lost treasure or relics held within. Many archaeologists seek out adventure and knowledge from their searches, while others seek out fame and riches. Whatever their motivations, archaeologists are a combination of a self-made historian mixed with the qualities of a dedicated treasure-hunter.

Archaeologist Personality Traits
d6 Personality Trait
1 I very much enjoy solving puzzles and riddles.
2 Collecting any valuable that I come across is a must.
3 I seek out fame for my accomplishments over all else.
4 I am perfectly fine with stealing from any abandoned place.
5 Exploring an old tomb brings me more joy than touring any city.
6 Traps don't scare me. Idiots triggering them does, though.
Archaeologist Ideals
d6 Ideal
1 Preservation. I shouldn't tamper with any sacred artifacts or tomes. (Good)
2 Greed. I will take whatever I can get, so long as it is worth the risk. (Any)
3 Deathwish. The thrill of narrowly escaping danger is probably the greatest feeling. (Chaotic)
4 Respect. I will stick to my personal code and never disrespect the dead. (Lawful)
5 Glory. I seek out great power and recognition as a reward for all of my exploration. (Good)
6 Courage. A great deal of bravery is required for finding any guarded treasure. (Any)
Archaeologist Bonds
d6 Bond
1 As a kid, I heard stories about a legendary treasure. I wish to find it someday.
2 I will search day and night to find a legendary location that my ancestors couldn't.
3 There are several other treasure-hunters I know and respect, but I will be the best.
4 I could never sell an artifact that has historical significance or sentimental value to me.
5 I hope to gain approval from a certain someone for my finds.
6 I must return something valuable to a ruin that was stolen from long ago.
Archaeologist Flaws
d6 Flaw
1 I fear that someone out there is ready to steal from me at any time.
2 Every room must be searched for secret doors and switches.
3 When not exploring, I begin to grow grumpy and impatient.
4 I must leave many of my family and friends behind to seek out treasure and danger.
5 When deciding whether to go left or right, I always go right.
6 I always hesitate when having to leave any ruins that I explore.
Chapter 4 | Crew & Backgrounds

Architect

Skill Proficiencies Sleight of Hand, Perception

Tool Proficiencies Carpenter's tools, one Artisan's Tool of your choice

Equipment A set of well-loved carpenter's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveler's clothes, and a wallet with ฿100,000

Feature: I'll Patch It!

Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle or wooden building. When you use this ability, you restore a number of hit points to a water vehicle or wooden building equal to 5 × your proficiency modifier.

Life of Building

Your life of drafting, designing, and building things have shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.

Life of Building Table
d6 Influence
1 Ship Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
2 Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
3 Favored. You aided a merchant in repairing his roof before a devastating storm. You have a standing invitation to visit the merchant's distant mansion.
4 Master of Armaments. You specialized in designing and mounting defenses for a vulnerable town. You easily recognize and determine the quality of such items.
5 Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals' ships in exchange for money and favors.
6 Mysteries of the Deep. You experienced an encounter with an intelligent Sea King while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this creature revealed to you.

Suggested Characteristics

Architects are resourceful builders and designers. They often have a dedicated spot at the local tavern, since their job is invaluable to most communities. Architects have an affinity for working with their hands and often perform feats of carpentry and designing that others might deem miraculous.

Architect Personality Traits
d6 Personality Trait
1 I love talking and being heard more than I like to listen.
2 I'm extremely fond of puzzles.
3 I thrive under pressure.
4 I love sketching and designing objects, especially boats.
5 I'm not afraid of hard work—in fact, I prefer it.
6 I don't mind getting my hands dirty.
Architect Ideals
d6 Ideal
1 Crew. If everyone on deck pitches in, we'll never sink. (Good)
2 Careful Lines. A building or ship must be balanced according to the laws of the universe. (Lawful)
3 Invention. Make what you need out of whatever is at hand. (Chaotic)
4 Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5 Weaponry. It is important to design something that is equally effective and dangerous, even if it might cause trouble. (Chaotic)
6 Hope. The horizon at sea holds the greatest promise. (Any)
Chapter 4 | Crew & Backgrounds
Architect Bonds
d6 Bond
1 I must visit all the oceans of the world and behold the ships and buildings there.
2 Much of the treasure I claim will be used to enrich my community.
3 I must find the legendary Adam Wood, which is rumored to be many times stronger than regular wood.
4 I repair broken things to redeem what's broken in myself.
5 I will craft a boat capable of controlling the world.
6 A sea monster destroyed my magnum opus, now I must rebuild it and seek revenge on the creature.
Architect Flaws
d6 Flaw
1 I don't know when to throw something away. You never know when it might be useful again.
2 I get frustrated to the point of distraction by shoddy craftsmanship.
3 Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
4 I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
5 I'm judgmental of those who are not skilled with tools of some kind.
6 I sometimes take things that don't belong to me, especially if they are very well made.

Celebrity

Skill Proficiencies Persuasion, Performance

Tool Proficiencies Disguise kit, Calligrapher's Supplies

Equipment Disguise kit, a set of fine clothes, and a wallet containing ฿300,000.

Feature: Face of a Star

Many folk know you within your homeland. You may even be a world-renowned figure or idol. Gathering support from minor authority figures could be very possible at various points in the campaign, at the DM's discretion. Additionally, the common folk will often recognize you and treat you with a great deal of respect, and your face and clothing will oftentimes earn you a free meal or a place to sleep.

Suggested Characteristics

Celebrities are often tasked at dealing with both positive and negative press, pleasing tons of fans, and coping with a boatload of stress. Though many may recognize and praise you, some may use your fame against you. You must learn to use your status as a tool or weapon to your advantage, or find ways to avoid getting recognized by commoners.

Celebrity Personality Traits
d6 Personality Trait
1 I will never go unrecognized in public, and nobody will understand that burden.
2 As I travel and explore, my fans will follow.
3 I love the spotlight in any given situation.
4 I'm used to being spoiled by good food and furniture.
5 I love to steal flashy things from my enemies.
6 No one can fake a smile like I can.
Celebrity Ideals
d6 Ideal
1 Power. I must have it all, by any means necessary. (Evil)
2 Peace. Making my friends and followers feel calm brings me comfort. (Lawful)
3 Fame. I've seen what fame can bring. And I'll do my best to reach the top. (Neutral)
4 Training. Sculpting my body, behavior, and hygiene to always be at its peak is key to success. (Any)
5 Anonymity. I want to be successful, but I must also have alone time away from my fans. (Any)
6 Love. Friendship and family triumph all wealth. (Good)
Chapter 4 | Crew & Backgrounds
Celebrity Bonds
d6 Bond
1 My servants have always been there for me, I cherish them the most.
2 I consider every member of my crew to be family.
3 I have a famous parent that left me at a young age, but I still respect them. I love them and want to make them proud.
4 A fan once gifted me a cursed item. It is now my obsession.
5 The one who helped make me famous is like a parent to me. I will cherish them forever.
6 Growing up, I had a friend that encouraged me to become famous. I wish to speak with them again someday.
Celebrity Flaws
d6 Flaw
1 You don't know what I'm going through. You never can.
2 You. Fetch my coat. And maybe rub my feet for a while.
3 Oh, yeah, that ability? It is a special name I came up with. Let me tell you about it.
4 My comrades are brave, but I must defeat this threat alone to prove my worth.
5 The anxiety and responsibility from my fame brings me toil, depression, and pain.
6 You have to look out for yourself. No one else will.

Entertainer

Skill Proficiencies Acrobatics, Performance

Tool Proficiencies Disguise kit, one type of musical instrument

Equipment A musical instrument (one of your choice other than piano), costume clothes, and a wallet containing ฿150,000.

Specialty

A good entertainer is versatile, spicing up every performance with a variety of different routines. Choose one to three routines or roll on the table below to define your expertise as an entertainer.

Specialty Table
d10 Routine
1 Actor.
2 Dancer.
3 Fire-eater.
4 Clown.
5 Juggler.
6 Acrobat.
7 Instrumentalist.
8 Poet.
9 Singer.
10 Storyteller.

Suggested Characteristics

Successful entertainers have to be able to capture and hold an audience's attention, so they tend to have flamboyant or forceful personalities. They're inclined toward the romantic and often cling to high-minded ideals about the practice of art and the appreciation of beauty.

Chapter 4 | Crew & Backgrounds
Entertainer Personality Traits
d6 Personality Trait
1 I know a story relevant to almost every situation.
2 Whenever I come to a new place, I collect local rumors and spread gossip.
3 I'm a hopeless romantic, always searching for that "special someone".
4 Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I'm not the center of attention.
Entertainer Ideals
d6 Ideal
1 Beauty. When I perform, I make the world better than it was. (Good)
2 Tradition. The stories, legends, and songs of the past must never be forgotten, for they teach us who we are. (Lawful)
3 Greed. I'm only in it for the money and fame. (Evil)
4 Creativity. The world is in need of new ideas and bold action. (Chaotic)
5 People. I like seeing the smiles on people's faces when I perform. That's all that matters. (Neutral)
6 Honesty. Art should reflect the soul; it should come from within and reveal who we really are. (Any)
Entertainer Bonds
d6 Bond
1 My instrument is my most treasured possession, and it reminds me of someone I love.
2 Someone stole my precious instrument, and someday I'll get it back.
3 I want to be famous, whatever it takes.
4 I idolize a hero of the old tales and measure my deeds against that person's.
5 My hated rival hurt me greatly long ago, and I seek power and revenge.
6 I made a promise to a friend many years back, and I still aim to keep it.
Entertainer Flaws
d6 Flaw
1 I'll do anything to win fame and renown.
2 I'm a sucker for a pretty face.
3 A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.
4 I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
5 I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.
6 Despite my best efforts, I am unreliable to my friends.

Folk Hero

Skill Proficiencies Animal Handling, Survival

Tool Proficiencies One type of artisan's tools, vehicles (land)

Equipment A set of artisan's tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a wallet containing ฿100,000.

Chapter 4 | Crew & Backgrounds

Feature: Rustic Hospitality

Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the marines or anyone else searching for you, though they will not risk their lives for you.

Specialty

You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things. Choose or randomly determine a defining event that marked you as a hero of the people.

Specialty Table
d10 Defining Event
1 I stood up to a tyrannical noble.
2 I saved people during a natural disaster.
3 I stood alone against a rampaging Sea King.
4 I stole from a corrupt merchant to help the poor.
5 I led a militia to fight off an invading army.
6 I broke into a marine base and stole weapons to arm the people.
7 I trained the village peasants to stand up against thieving mountain bandits.
8 A world noble returned a slave to their village after I led a protest against them.
9 I defended a group of fishmen, mink, or merfolk from persecution by a marine ship.
10 Recruited into a nation's military, I rose to leadership and was commended for my heroism.

Suggested Characteristics

A folk hero is one of the common people, for better or for worse. Most folk heroes look on their humble origins as a virtue, not a shortcoming, and their home communities remain very important to them.

Folk Hero Personality Traits
d6 Personality Trait
1 I judge people by their actions, not their words.
2 If someone is in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no matter what gets in my way.
4 I have a strong sense of fair play and always try to find the most equitable solution to arguments.
5 I'm confident in my own abilities and do what I can to instill confidence in others.
6 Thinking is for other people. I prefer action.
Folk Hero Ideals
d6 Ideal
1 Respect. People deserve to be treated with dignity and respect. (Good)
2 Fairness. No one should get preferential treatment before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
5 Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Chapter 4 | Crew & Backgrounds
Folk Hero Bonds
d6 Bond
1 I have a family, but I have no idea where they are. One day, I hope to see them again.
2 I worked the land, I love the land, and I will protect the land.
3 A proud world noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
4 My tools are symbols of my past life, and I carry them so that I will never forget my roots.
5 I protect those who cannot protect themselves.
6 I wish my childhood sweetheart had come with me to pursue my destiny.
Folk Hero Flaws
d6 Flaw
1 My past selfless actions have placed a large bounty on my head, which might burden my allies.
2 I'm convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
3 The people who knew me when I was young know my shameful secret, so I can never go home again.
4 I have a weakness for the vices of the city, especially hard drink.
5 Secretly, I believe that things would be better if I were a tyrant lording over the land.
6 I have trouble trusting in my allies.

Gambler

Skill Proficiencies Deception, Insight

Tool Proficiencies Two gaming sets of your choice

Equipment Two gaming sets, a lucky charm, a set of fine clothes, and a wallet containing ฿150,000

Feature: Never Tell Me the Odds

Odds and probability are your bread and butter. During downtime activities that involve games of chance or figuring odds on the best plan, you can get a solid sense of which choice is likely the best one and which opportunities seem too good to be true, at the DM's determination.

Suggested Characteristics

Some gamble out of necessity. Others do so out of boredom. Still others become addicted to the thrill of winning or losing everything on a turn of fortune. For some, gambling is less a matter of chance and more a matter of seeking every advantage to ensure the outcome. The best gamblers can lose everything, and the worst gamblers sometimes win. Regardless, you can always tell gamblers by the look in their eyes. Lady Luck haunts them.

Gambler Personality Traits
d6 Personality Trait
1 I plan for every contingency. Leave nothing to chance!
2 Every hundred Belly (฿) can become a thousand. Each bet is an opportunity.
3 I'm one of Lady Luck's favored. Anything I try is destined to succeed.
4 I've lost so much to gambling that I refuse to spend money on anything anymore.
5 Nothing is certain. Planning is a coward's act.
6 I have beaten my addiction, but all it takes is one weak moment and I'll be back at the card table.
Chapter 4 | Crew & Backgrounds
Gambler Ideals
d6 Ideal
1 Knowledge. Knowledge is power, and knowing which horse to back is the key to success. (Any)
2 Fate. Whatever happens is fated, regardless of any planning or striving. (Lawful)
3 Bravery. If you want to succeed, you have to take risks. (Chaotic)
4 Survival. You can't win if you're dead. Live to fight another day—when the odds might be more in your favor. (Any)
5 Reliability. When I was in need, I was able to rely on others. Now I want to be the one others rely on. (Good)
6 Victory. Winning is the real measure of a person. In the end, the only thing that matters is the scoreboard. (Evil)
Gambler Bonds
d6 Bond
1 One person in particular owes me a lot of money, and I need to keep them alive if I want to be repaid.
2 I'm loyal to the friend or family member who taught me how to gamble.
3 The person who saved me from my gambling addiction is the only reason I'm alive today.
4 A patron once fronted me money in exchange for a percentage of my winnings. I owe them a debt of gratitude. And a lot of cash.
5 A criminal syndicate I once played for isn't happy I left the game, and its enforcers are looking for me.
6 It's my dream to find a legendary casino that'll win me all the riches in the world.
Gambler Flaws
d6 Flaw
1 I don't know when to quit. Especially when everyone else is telling me to.
2 I save my sympathy for my friends, and I have no friends.
3 You think we're in trouble now? Let me tell you how bad things are likely to get!
4 You can loan me a little, right? I've got a sure thing. I'll double your money, guaranteed.
5 I was once a terribly flawed person, like you. Let me tell you how you can save yourself.
6 I'm a great gambler. I'm just bad at math and logic.

Gladiator

Skill Proficiencies Acrobatics, Athletics

Tool Proficiencies Smith's Tools, Vehicles (land)

Equipment A bronze gladiator helmet or brace, a lucky charm or past trophy, a set of traveler's clothes, and a wallet containing ฿100,000

Feature: Arena Master

You have attracted admiration among spectators, fellow gladiators, and trainers all around the world who have watched you perform. When visiting any settlement with an arena or coliseum in it, there is a 50 percent chance you can find someone there who admires you and is willing to provide information or temporary shelter.

Favored Event

While many gladiators practice various coliseum events, most excel at a single form of competition. Roll or choose from the options in the Favored Event table to determine the event in which you excel.

Favored Event Table
d8 Event
1 Armed Duels
2 Animal Hunts
3 Beast Battles
4 Horse Racing
5 Fist Fights
6 Chariot Battles
7 Jousting
8 Ranged Weapon Battles
Chapter 4 | Crew & Backgrounds
Gladiator Personality Traits
d6 Personality Trait
1 I feel most at peace during physical exertion, be it exercise or battle.
2 Anything worth doing is worth doing best.
3 I have a daily exercise routine that I refuse to break.
4 Obstacles exist to be overcome.
5 When I see others struggling, I offer to help.
6 I get irritated if people praise someone else and not me.
Gladiator Ideals
d6 Ideal
1 Competition. I strive to test myself in all things. (Chaotic)
2 Triumph. The best part of winning is seeing my rivals brought low. (Evil)
3 Camaraderie. The strongest bonds are forged through struggle. (Good)
4 People. I strive to inspire my spectators. (Neutral)
5 Tradition. Every game has rules, and the playing field must be level. (Lawful)
6 Growth. Lessons hide in victory and defeat. (Any)
Gladiator Bonds
d6 Bond
1 My teammates are my family.
2 I will overcome a rival and prove myself their better.
3 My mistake got someone hurt. I'll never make that mistake again.
4 I will be the best fighter in the world for the honor and glory of my home.
5 The person who trained me is the most important person in my world.
6 I strive to live up to a specific gladiator or hero's example.
Gladiator Flaws
d6 Flaw
1 I indulge in a habit that threatens my reputation or my health.
2 I'll do absolutely anything to win.
3 I ignore anyone who doesn't compete and anyone who loses to me.
4 I have lingering pain from old injuries.
5 Any defeat or failure on my part is because my opponent cheated.
6 I must be the captain of any crew I join.
Chapter 4 | Crew & Backgrounds

Hermit

Skill Proficiencies Medicine, Religion

Tool Proficiencies Herbalism kit, one Artisan's Tools of your choice

Equipment A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and ฿50,000

Chapter 4 | Crew & Backgrounds

Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, spirits, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.

Specialty

What was the reason for your isolation, and what changed to allow you to end your solitude? You can work with your DM to determine the exact nature of your seclusion, or you can choose or roll on the table below to determine the reason behind your seclusion.

Specialty Table
d8 Life of Seclusion
1 I was searching for spiritual enlightenment.
2 I was partaking of communal living in accordance with the dictates of a religious order.
3 I was exiled for a crime I didn't commit.
4 I retreated from society after a life-altering event.
5 I needed a quiet place to work on my art, literature, music, or manifesto.
6 I needed to commune with nature, far from civilization.
7 I wanted to meditate and train alone to strengthen my physical, mental, and spiritual power.
8 I was a pilgrim in search of a person, place, or relic of spiritual significance.

Suggested Characteristics

Some hermits are well suited to a life of seclusion, whereas others chafe against it and long for company. Whether they embrace solitude or long to escape it, the solitary life shapes their attitudes and ideals. A few are driven slightly mad by their years apart from society.

Hermit Personality Traits
d6 Personality Trait
1 I've been isolated for so long that I rarely speak, preferring gestures and the occasional grunt.
2 I am utterly serene, even in the face of disaster.
3 I connect everything that happens to me to a grand, cosmic plan.
4 I feel tremendous empathy for all who suffer.
5 I'm oblivious to etiquette and social expectations.
6 I am working on a grand philosophical theory and love sharing my ideas.
Hermit Ideals
d6 Ideal
1 Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is right and true, or our logical thinking. (Lawful)
3 Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
4 Power. Solitude and contemplation are paths toward mystical or magical power. (Evil)
5 Live and Let Live. Meddling in the affairs of others only causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there's nothing left to know. (Any)
Hermit Bonds
d6 Bond
1 Nothing is more important than the other members of my hermitage, order, or association.
2 I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
3 I'm still seeking the ultimate enlightenment I pursued in my seclusion, and it still eludes me.
4 I entered seclusion because I wished to grow stronger.
5 Should my discovery come to light, it could bring ruin to the world.
6 My isolation gave me great insight into a great evil that only I can destroy.
Hermit Flaws
d6 Flaw
1 Now that I've returned to the world, I enjoy its delights a little too much.
2 I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell.
3 I am dogmatic in my thoughts and philosophy.
4 I let my need to win arguments overshadow friendships and harmony.
5 I'd risk too much to uncover a lost bit of knowledge.
6 I like keeping secrets and won't share them with anyone.

Knight

Skill Proficiencies Athletics, Persuasion

Tool Proficiencies Your choice of a gaming set, one type of musical instrument

Equipment One set of traveler's clothes, a signet, banner, or seal representing your place or rank in the order, and a wallet containing ฿100,000

Feature: Knightly Regard

Knights are defenders that fight for the inhabitants of a kingdom, following under the code of Chivalry. You have pledged allegiance to a kingdom or monarch, and ascended the ranks to earn your rank. You may have left your duties behind to go explore the world, but you are still well-respected by your kingdom and people. You receive shelter and succor from members of your kingdom and those who are sympathetic to its aims.

This help comes in the form of shelter and meals, and healing when appropriate, as well as occasionally risky assistance, such as a band of local citizens rallying to aid a sorely pressed knight, or those who support the order helping to smuggle a knight out of town when he or she is being hunted unjustly.

Specialty

What kingdom or monarch do you serve under? Roll on this table or choose one of the listed kingdoms to decide which kingdom you serve. You may also use a separate kingdom of your choice instead of the below ones.

Kingdom Table
d12 Kingdom
1 Lulusia Kingdom
2 Germa Kingdom
3 Shikkearu Kingdom
4 Torino Kingdom
5 Dressrosa Kingdom
6 Bourgeois Kingdom
7 Standing Kingdom
8 Tehna Gehna Kingdom
9 Alabasta Kingdom
10 Sky Island Kingdom
11 Drum Kingdom
12 Ryugu Kingdom

Suggested Characteristics

Your bond almost always involves the kingdom to which you belong (or at least key members of it), and it is highly unusual for a knight's ideal not to reflect the agenda, sentiment, or philosophy of one's monarch or kingdom's leaders.

Knight Personality Traits
d6 Personality Trait
1 I'm always polite and respectful.
2 I'm haunted by memories of battle. I can't get the images of violence out of my mind.
3 I'm full of inspiring and cautionary tales from my military experience relevant to almost every combat situation.
4 I can stare down a hell hound without flinching.
5 I have a crude sense of humor.
6 I face problems head-on. A simple, direct solution is the best path to success.
Chapter 4 | Crew & Backgrounds
Knight Ideals
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
2 Responsibility. I do what I must and obey just authority. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in battle, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren't worth killing over or going to battle for. (Neutral)
6 Nation. My city, nation, or people are all that matter. (Any)
Knight Bonds
d6 Bond
1 I would still lay down my life for the people I served with.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my company suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
Knight Flaws
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 My hatred of my enemies is blinding and unreasoning.
5 I obey the law, even if the law causes misery.
6 I'd rather eat my armor than admit when I'm wrong.

Kuja

Skill Proficiencies Athletics, Intimidation

Tool Proficiencies One type of gaming set, vehicles (land)

Equipment An insignia of a snake, a white Kuja cape, a bone dice set or playing card set, a set of common clothes, and a wallet containing ฿100,000

Feature: Kuja Warrior

You were born and raised on Amazon Lily, alongside many others in the Kuja tribe. All warriors here are women, and have fierce fighting abilities and nearly unmatched strength. Before venturing away from Amazon Lily, you may have lived as a pirate, islander, or warrior for the Kuja Clan. Any other Kuja Tribe member you encounter will treat you with respect, along with any other female in your party.

Kuja Personality Traits
d6 Personality Trait
1 I'm always polite and respectful to other women.
2 I'm haunted by memories of battle. I can't get the images of violence out of my mind.
3 I'm full of inspiring and cautionary tales I heard while living on Amazon Lily.
4 I can stare down a hell hound without flinching.
5 I have a crude sense of humor.
6 I face problems head-on. A simple, direct solution is the best path to success.
Chapter 4 | Crew & Backgrounds
Kuja Ideals
d6 Ideal
1 Greater Good. Our lot is to lay down our lives in defense of other women and children. (Good)
2 Responsibility. I do what I must and obey just authority, so long they are female. (Lawful)
3 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
4 Might. In life as in battle, the stronger force wins. (Evil)
5 Live and Let Live. Ideals aren't worth killing over or going to battle for. (Neutral)
6 Nation. The Kuja Tribe and it's people are all that matter. (Any)
Kuja Bonds
d6 Bond
1 I would still lay down my life for the women I lived with.
2 A man once saved my life on the battlefield. To this day, I feel compelled to help everyone equally.
3 My honor is my life.
4 I'll never forget the crushing defeat my tribe suffered by the hands of men.
5 Women who fight beside me are those worth dying for.
6 I fight for those who cannot fight for themselves.
Kuja Flaws
d6 Flaw
1 The monstrous enemy we faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a strong woman.
3 I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
4 Contrary to my tribe's core beliefs, I am obsessed with men.
5 I obey the laws of my tribe, even if they confuse others.
6 I will never admit I'm wrong, especially not to a man.

Marine (or Ex-Marine)

Skill Proficiencies Athletics, Survival

Tool Proficiencies Cartographer's Tools, Vehicles (land)

Equipment A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of the marines, a set of traveler's clothes, and a wallet containing 100,000฿

Feature: Marching Orders

You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see "Travel Pace" in chapter 8 of the D&D Player's Handbook). Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.

Hardship Endured

Your past as a Marine has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. It might also be the reason you potentially left the marines. You can roll on the following table to determine this hardship or choose one that best fits your character.

Chapter 4 | Crew & Backgrounds
Hardship Endured Table
d6 Hardship
1 Mutiny. Your crew overthrew you and left you stranded on an island in the middle of nowhere.
2 Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
3 Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you're dead.
4 Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
5 Tyranny. After exposing a corrupt high-ranking marine, you were silenced, beaten, and imprisoned for years.
6 Leave None Behind. You carried an injured marine for miles to avoid capture and death.

Suggested Characteristics

Marines are looked up to by many civilians and must always obey their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers or pirates. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

Marine Personality Traits
d6 Personality Trait
1 I speak rarely but mean every word I say.
2 I laugh loudly and see the humor in stressful situations.
3 I prefer to solve problems without violence, but I finish fights decisively.
4 I am dependable.
5 I am often considered a lone wolf, and I must enforce my own form of law.
6 When the sea is within my sight, my mood is jovial and optimistic.
Marine Ideals
d6 Ideal
1 Teamwork. Success depends on cooperation and communication. (Good)
2 Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)
3 Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
4 Might. The strong train so that they might rule those who are weak. (Evil)
5 Bravery. To act when others quake in fear—this is the essence of the warrior. (Any)
6 Perseverance. No injury or obstacle can turn me from my goal. (Any)
Marine Bonds
d6 Bond
1 I face danger and evil to offset an unredeemable act in my past.
2 I. Will. Finish. The. Job.
3 I must set an example of hope for those who have given up.
4 An honorable pirate once saved me from an evil marine, and I now respect that pirate greatly.
5 Fear leads to tyranny, and both must be eradicated.
6 My commander betrayed my unit, and I will have revenge.
Marine Flaws
d6 Flaw
1 I have an unconditional hatred for pirates and criminals.
2 I find life outside the marines difficult and struggle to say the right thing in social situations.
3 My intensity can drive others away.
4 I hold grudges and have difficulty forgiving others.
5 I become irrational when innocent people are hurt.
6 I sometimes stay up all night listening to the ghosts of my fallen enemies.
Chapter 4 | Crew & Backgrounds

Mercenary

Skill Proficiencies Investigation, Insight

Tool Proficiencies One type of gaming set, Disguise Kit

Equipment A Disguise Kit, common clothes, an insignia of your position in your organization or a personal symbol, a gaming set of your choice, and a wallet containing the remainder of your last wages (฿100,000).

Feature: Mercenary Contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other mercenaries. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, greedy merchants, and corrupt marines who can deliver messages for you.

Mercenary Organization

Many organizations exist across the world, specifically in the grand line, that seek out wealth and power from behind the scenes. Collecting bounties, overthrowing kingdoms, or simply taking out specific figures is often what they are tasked with. You are a part of one of the following organizations. Choose from the following, or roll on the table below.

Mercenary Organization
d6 Organization
1 Baroque Works
2 Koala Mercenaries
3 Germa 66
4 New Giant Warrior Pirates
5 Buggy's Delivery Service
6 None (Lone Wolf)

Suggested Characteristics

Your bond could be associated with the company you traveled with previously, or with the organization you are currently under. The ideal you embrace largely depends on your worldview and your motivation for being a mercenary.

Mercenary Personality Traits
d6 Personality Trait
1 I always have a plan for when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I can stare down a hell hound without flinching.
5 I have a crude sense of humor.
6 I face problems head-on. A simple, direct solution is the best path to success.
Mercenary Ideals
d6 Ideal
1 Honor. I don't steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Greater Good. I clean the streets of any criminals that may harm the innocent. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 People. I'm loyal to my friends, not to any ideals, and surely not to anyone else. (Neutral)
6 Unity. My organization is all that matters. (Any)
Mercenary Bonds
d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
Chapter 4 | Crew & Backgrounds
Mercenary Flaws
d6 Flaw
1 When I see something valuable, I can't think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4 I have a 'tell' that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I'm okay with that.

Merchant

Skill Proficiencies Investigation, Persuasion

Tool Proficiencies Two types of artisan's tools

Equipment Two sets of artisan's tools, merchant's scale, a set of fine clothes, and a wallet containing ฿100,000

Feature: Supply Chain

From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections when looking for items or information.

Suggested Characteristics

Being a merchant involved having a head for numbers, a strong personality, the ability to make deals with hostile adversaries, a strong sword arm to fight off bandits, and the intuition for knowing what people want and need. The art of business is the art of finding the best path to profit, and that path might be different with each transaction. It takes a strong mind and a stronger stomach to succeed. So why did you fail?

Merchant Personality Traits
d6 Personality Trait
1 I didn't have the cutthroat attitude necessary to succeed.
2 Even my competitors said I was affable and talented. Those traits should serve me well.
3 To prosper, you have to be in control.
4 The customer is always right.
5 If I can be everyone's friend, I'll always have support.
6 I'm a snob who looks down on those who can't appreciate fine art.
Merchant Ideals
d6 Ideal
1 Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
2 Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
3 Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
4 Greed. I'm only in it for the money. (Evil)
5 People. I'm committed to the people I care about, not to ideals. (Neutral)
6 Aspiration. I work hard to be the best there is at my job. (Any)
Merchant Bonds
d6 Bond
1 My family means everything to me.
2 I owe a dangerous person a lot of money. As long as they're happy, they let my debt rest unpaid.
3 I owe my teacher a great debt for forging me into the person I am today.
4 I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
5 One day I will return to my home and prove that I am the greatest merchant of them all.
6 I pursue wealth to secure someone's love.
Chapter 4 | Crew & Backgrounds
Merchant Flaws
d6 Flaw
1 I'll do anything to get my hands on something rare or priceless.
2 I'm quick to assume that someone is trying to cheat me.
3 No one must ever learn that I once stole money from another merchant.
4 I'm never satisfied with what I have—I always want more.
5 I would kill to acquire a noble title.
6 I'm horribly jealous of anyone who does my job better than me. Everywhere I go, I'm surrounded by rivals.

Noble

Skill Proficiencies History, Persuasion

Tool Proficiencies Two types of gaming sets

Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing ฿250,000

Variant Noble: Celestial Dragon (Optional)

You were born into a family of aristocrats that are descendants of nineteen of the Twenty Kings who established what is now known as the World Government. Members of the celestial dragons are rarely seen in regular society, as many solely reside inside of Mariejois. Those who leave Mariejois permanently are rarely accepted back, and may be targeted by the world government and other celestial dragons.

Feature: Position of Privilege

Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You may not even be affiliated with your birth family anymore, but you can secure an audience with just about any noble family if you need to.

Suggested Characteristics

Nobles are born and raised to a very different lifestyle than most people ever experience, and their personalities reflect that upbringing. A noble title comes with a plethora of bonds—responsibilities to family, to other nobles, to the people entrusted to the family's care, or even to the title itself. But this responsibility is often a good way to undermine a noble. Some run away from these responsibilities in order to live a more modest or adventurous lifestyle, though this is greatly frowned upon.

Noble Personality Traits
d6 Personality Trait
1 My eloquent flattery makes everyone I talk to feel like the most wonderful and important person in the world.
2 The common folk love me for my kindness and generosity.
3 No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.
4 I take great pains to always look my best and follow the latest fashions.
5 I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
6 Despite my noble birth, I do not place myself above other folk. We all have the same blood.
Noble Ideals
d6 Ideal
1 Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)
2 Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)
3 Independence. I must prove that I can handle myself without coddling from my family. (Chaotic)
4 Power. If I can attain more power, no one will tell me what to do, including my family. (Evil)
5 Family. Blood runs thicker than water. (Any)
6 Noble Obligation. It is my duty to protect and care for the people beneath me. (Good)
Chapter 4 | Crew & Backgrounds
Noble Bonds
d6 Bond
1 I will face any challenge to win the approval of my family.
2 A childhood friend who lacked noble blood inspired me to seek a more humble and adventurous life.
3 I owe a parent a great deal of gratitude for forging me into the person I am today.
4 I must steal the ultimate treasure of the noble families for myself.
5 I am in love with the heir of a family that my family despises.
6 The common folk must see me as a hero of the people.
Noble Flaws
d6 Flaw
1 I secretly believe that everyone is beneath me.
2 I hide a truly scandalous secret that could ruin my family forever.
3 I too often hear veiled insults and threats in every word addressed to me, and I'm quick to anger.
4 I have an insatiable desire for carnal pleasures.
5 In fact, the world does revolve around me.
6 Do not remind me of my family! I no longer have any connection to them.

Pirate

Skill Proficiencies Athletics, Perception

Tool Proficiencies Navigator's tools, Carpenter's tools

Equipment A belaying pin (club), rope (50 feet), a lucky charm, a set of common clothes, and a wallet containing ฿100,000

Feature: Ship's Passage

When you need to, you can secure free passage on a pirate ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Suggested Characteristics

Pirates can be a rough lot, but the responsibilities of life on a ship make them generally reliable as well. Living as a pirate can be dangerous, but is equally rewarding in the freedom and potential wealth it offers.

Pirate Personality Traits
d6 Personality Trait
1 My friends know they can rely on me, no matter what.
2 I work hard so that I can play hard when the work is done.
3 I enjoy sailing into new ports and making new friends over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a new city.
6 I never pass up a friendly wager.
Chapter 4 | Crew & Backgrounds
Pirate Ideals
d6 Ideal
1 Respect. The thing that keeps a ship together is mutual respect between captain and crew. (Good)
2 Fairness. We all do the work, so we all share in the rewards. (Lawful)
3 Freedom. The sea is freedom—the freedom to go anywhere and do anything. (Chaotic)
4 Mastery. I'm a predator, and the other ships on the sea are my prey. (Evil)
5 People. I'm committed to my crewmates, not to ideals. (Neutral)
6 Aspiration. Someday, I'll own my own ship and chart my own destiny. (Any)
Pirate Bonds
d6 Bond
1 I'm loyal to my captain first, everything else second.
2 The ship is most important—crewmates and captains come and go.
3 I'll always remember my first ship.
4 I was cheated out of my fair share of the profits, and I want to get my due.
5 Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die. Vengeance will be mine.
6 I will find the greatest treasure of all, the One Piece!
Pirate Flaws
d6 Flaw
1 I follow orders, even if I think they're wrong.
2 I'll say anything to avoid having to do extra work.
3 Once someone questions my courage, I never back down no matter how dangerous the situation.
4 Once I start drinking, it's hard for me to stop.
5 I can't help but pocket loose coins and other trinkets I come across.
6 My pride will probably lead to my destruction.

Revolutionary

Skill Proficiencies Deception, Stealth

Tool Proficiencies Poisoner's kit. Disguise Kit

Equipment A set of common clothes, a disguise kit, a black cloak with a hood, a poisoner's kit, and a wallet containing ฿100,000

Variant Revolutionary: Secret Agent (Optional)

Revolutionaries have spies all over, infiltrating and deceiving various powerful organizations and government networks to bring back intelligence to the main revolutionary organization. When you take this option, with the DM's permission, you may choose to disguise yourself and deceive others into believing you have a different background for the purposes of keeping your connection to the revolutionaries a secret, or even infiltrating their group.

By creating this fake identity for yourself, you may pick another background and replace up to three proficiencies or pieces of equipment with that background. You may also develop a fake persona as a mask to match your new background, though your real personality is different. Additionally, you are able to convince everyone you meet outside of the revolutionary network that you belong to the group corresponding to that background through the way you appear and act.

Feature: Shadow Network

You have access to the revolutionary shadow network, which allows you to communicate with other members of the order over long distances. If you gain access to a snailphone, you may input a special sequence into it to call any revolutionary member on standby without being intercepted.

Suggested Characteristics

Agents of the revolutionary army are all put through intense training and taught how to infiltrate any building or organization. Although the revolutionary army's true motives are unknown to outsiders, civilians are taught to fear their influence and hold over major kingdoms or governments. Revolutionaries are often extremely secretive, and may only reveal their true identities to lifelong friends or family whom they know they can trust.

Chapter 4 | Crew & Backgrounds
Revolutionary Personality Traits
d6 Personality Trait
1 I prefer to keep my thoughts to myself.
2 A signature piece of clothing or distinct weapon serves as an emblem of who I am.
3 I never accept that I'm out of my depth.
4 I must know the answer to every secret. No door remains unopened in my presence.
5 I let people underestimate me, revealing my full competency only to those close to me.
6 It doesn't matter if the whole world's against me. I'll always do what I think is right.
Revolutionary Ideals
d6 Ideal
1 Honor. I always perform my duties effectively and as ordered. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Absolute Justice. The people have been gullible for so long, they are just as guilty as the ones that deceive them. They also deserve to be punished. (Evil)
5 People. I'm loyal to my friends, family, and fellow revolutionaries, nobody else matters. (Neutral)
6 Redemption. There's a spark of good in everyone, even the corrupt elites. (Good)
Revolutionary Bonds
d6 Bond
1 Everything I do is in the service of a powerful master, one I must keep a secret from everyone.
2 I've seen great darkness, and I'm committed to being a light against it—the light of all lights.
3 A great evil dwells within me. I will fight against it and the world's other evils for as long as I can.
4 The world has been convinced of a terrible lie. It's up to me to reveal the truth.
5 I use my cunning mind to solve mysteries and find justice for those who've been wronged.
6 I lost someone I care about, but I still see them in guilty visions, recurring dreams, or as a spirit.
Revolutionary Flaws
d6 Flaw
1 I follow orders, even if I think they're wrong.
2 I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could.
3 I've done unspeakable evil and will do anything to prevent others from finding out.
4 I am exceptionally credulous and believe any story or legend immediately.
5 I'm a skeptic and don't believe in the power of rituals, religion, superstition, or spirits.
6 I know my future is written and that anything I do will lead to a prophesied end.
Chapter 4 | Crew & Backgrounds

Sage

Skill Proficiencies Arcana, History

Tool Proficiencies Cartographer's Tools, one set of Artisan's Tools of your choice

Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a wallet containing ฿100,000

Feature: Researcher

When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.

Specialty

To determine the nature of your scholarly training, roll a d8 or choose from the options in the table below.

Field of Study
d8 Field
1 Alchemist
2 Astronomer
3 Discredited academic
4 Librarian
5 Professor
6 Researcher
7 Scientist
8 Scribe

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Sage Personality Traits
d6 Personality Trait
1 I use polysyllabic words that convey the impression of great erudition.
2 I've read every book in the world's greatest libraries—or I like to boast that I have.
3 I'm used to helping out those who aren't as smart as I am, and I patiently explain anything and everything to others.
4 There's nothing I like more than a good mystery.
5 I'm willing to listen to every side of an argument before I make my own judgment.
6 I'm convinced that people are always trying to steal my secrets.
Sage Ideals
d6 Ideal
1 Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2 Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3 Logic. Emotions must not cloud our logical thinking. (Lawful)
4 No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5 Power. Knowledge is the path to power and domination. (Evil)
6 Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)
Chapter 4 | Crew & Backgrounds
Sage Bonds
d6 Bond
1 It is my duty to protect my students.
2 I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3 I work to preserve a library, university, scriptorium, or monastery.
4 My life's work is a series of tomes related to a specific field of lore.
5 I've been searching my whole life for the answer to a certain question.
6 I strive to be the greatest in my field of study.
Sage Flaws
d6 Flaw
1 I am easily distracted by the promise of information.
2 Most people scream and run when they see a monster. I stop and take notes on its anatomy.
3 Unlocking an ancient mystery is worth the price of a civilization.
4 I overlook obvious solutions in favor of complicated ones.
5 I speak without really thinking through my words, invariably insulting others.
6 I can't keep a secret to save my life, or anyone else's.

Salvager

Skill Proficiencies Investigation, Perception

Tool Proficiencies Carpenter's Tools, Cartographer's Tools

Equipment A set of artisan's tools (one of your choice), an ancient artifact found in a sunken ship, a set of traveler's clothes, and a wallet containing ฿150,000

Feature: Ship Salvager

Through years of learning how to dive, hold your breath, and recover valuable items from sunken ships, you can reliably profit from salvaging any shipwreck you find. Whenever you locate a shipwreck, the valuables you find within will always be collectively worth at least ฿100,000. The time you can hold your breath underwater is also doubled.

Suggested Characteristics

Architects are resourceful collectors, treasure hunters, and divers.

Salvager Personality Traits
d6 Personality Trait
1 I love talking and being heard more than I like to listen.
2 I'm extremely fond of ruined ships and buildings.
3 I thrive under pressure.
4 I love competing to see who can hold their breath the longest.
5 I'm not afraid of hard work—in fact, I prefer it.
6 I don't mind getting my hands dirty.
Salvager Ideals
d6 Ideal
1 Crew. If everyone on deck pitches in, we'll always do a great job. (Good)
2 Careful Lines. A proper salvage requires following protocol. (Lawful)
3 Invention. Make what you need out of whatever is at hand. (Chaotic)
4 Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5 Reflection. Muddied water always clears in time. (Any)
6 Hope. The horizon at sea holds the greatest promise. (Any)
Chapter 4 | Crew & Backgrounds
Salvager Bonds
d6 Bond
1 I must find a legendary shipwreck located in the most dangerous sea.
2 Much of the treasure I claim will be used to enrich my community.
3 I will recover an artifact that was stolen from me out of a shipwreck long ago.
4 I repair broken things to redeem what's broken in myself.
5 I will become the greatest diver that ever lived.
6 A sea monster destroyed my ship; its head will be mounted on my frame.
Salvager Flaws
d6 Flaw
1 I don't know when to throw something away. You never know when it might be useful again.
2 I become depressed and anxious if I'm away from the sea too long.
3 I am better at ripping through things than putting them together.
4 I am so obsessed with diving that I frequently get decompression sickness.
5 I am judgmental, especially of those I deem homebodies or otherwise lazy.
6 I sometimes take things that don't belong to me, especially if they are very well made.

Samurai

Skill Proficiencies Insight, History

Tool Proficiencies Smith's tools, one type of musical instrument

Equipment A valuable katana sheath that holds sentimental value, a Flute (Shakuhachi) or Lute (Biwa), a Hakama or Kimono, a set of common clothes, and ฿150,000

Variant Samurai: Ninja (Optional)

A ninja is a warrior, typically born in Wano Kuni, who possesses great skills primarily in infiltration, espionage, and assassination. If you wish to take this option, you may replace one or more of your skill proficiencies with Acrobatics, Deception, or Stealth. Additionally, you may replace your proficiency in Smith's Tools with Thieves' Tools or a Disguise Kit instead.

Feature: Social Status

Samurai tend to have high social status in their countries, such as Wano Kuni, allowing them to exercise social power over lower class citizens. Many outsiders who encounter samurai will show great respect for their status and skills, perhaps even to the point of fearing their abilities.

Suggested Characteristics

Samurai are not only high on the social ladder, but they are expected to follow a code of honor that makes them highly educated, disciplined, and honorable. Additionally, they are known to be extremely prideful, caring greatly about their honor and loyalty to their master or family.

Samurai Personality Traits
d6 Personality Trait
1 I'm always polite and respectful.
2 I face problems head-on. A simple, direct solution is the best path to success.
3 I enjoy being strong and like breaking things.
4 I've left emotion behind me. I'm now perfectly placid.
5 I'm confident in my own abilities and do what I can to instill confidence in others.
6 Despite my social class, I do not place myself above other folk. We all have the same blood.
Chapter 4 | Crew & Backgrounds
Samurai Ideals
d6 Ideal
1 Order. The will of my master and family is absolute. (Lawful)
2 Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)
3 Death. The penalty for dishonor is death. (Evil)
4 Determination. I cannot fail. Not ever. (Neutral)
5 Greater Good. Our lot is to lay down our lives in defense of others. (Good)
6 Nation. My city, nation, or people are all that matter. (Any)
Samurai Bonds
d6 Bond
1 I would still lay down my life for my master or family.
2 Someone saved my life on the battlefield. To this day, I will never leave a friend behind.
3 My honor is my life.
4 I'll never forget the crushing defeat my family suffered or the enemies who dealt it.
5 Those who fight beside me are those worth dying for.
6 I will become the strongest to restore honor to my family.
Samurai Flaws
d6 Flaw
1 The monstrous foe I once faced in battle still leaves me quivering with fear.
2 I have little respect for anyone who is not a proven warrior.
3 I suffered defeat, humiliation, and dishonor long ago. Nobody must ever hear of this.
4 My hatred of my enemies is blinding and unreasoning.
5 I obey my code, even if the code causes misery.
6 I'd rather eat my weapon than admit when I'm wrong.

Savage

Skill Proficiencies Nature, Survival

Tool Proficiencies One type of musical instrument, one set of Artisan's tools of your choice

Equipment A staff, a hunting trap, a trophy from an animal you killed, a set of traveler's clothes, and ฿100,000 worth of gems and ores

Feature: Wanderer

Growing up in the wilderness to fend for yourself, you have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Suggested Characteristics

Often considered rude and uncouth among civilized folk, savages have little respect for the niceties of life in the cities. The ties of the natural world and close friends or family of which they are a part are the most important bonds to most savages.

Savage Personality Traits
d6 Personality Trait
1 I'm driven by a wanderlust that led me away from home.
2 I watch over my friends as if they were a litter of newborn pups.
3 I once ran twenty-five miles without stopping to bring medicine back a friend. I'd do it again if I had to.
4 I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.
5 I place no stock in wealthy or well-mannered folk. Money and manners won't save you from a hungry tiger.
6 I was, in fact, raised by wolves.
Chapter 4 | Crew & Backgrounds
Savage Ideals
d6 Ideal
1 Change. Life is like the seasons, in constant change, and we must change with it. (Chaotic)
2 Greater Good. It is each person's responsibility to make the most happiness for the whole world. (Good)
3 Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
4 Might. If I become strong, I can take what I want—what I deserve. (Evil)
5 Nature. The natural world is more important than all the constructs of civilization. (Neutral)
6 Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Savage Bonds
d6 Bond
1 My family and friends are the most important thing in my life, even if they are far from me.
2 I protect those who cannot protect themselves.
3 I will bring terrible wrath down on the evildoers who destroyed my homeland.
4 I am the last of my kind, and it is up to me to ensure their names enter legend.
5 I suffer awful visions of a coming disaster and will do anything to prevent it.
6 I will explore the world and see all of its natural splendor.
Savage Flaws
d6 Flaw
1 I am too enamored of ale, wine, and other intoxicants.
2 There's no room for caution in a life lived to the fullest.
3 I remember every insult I've received and nurse a silent resentment toward anyone who's ever wronged me.
4 I am slow to trust city folk and those I've never met.
5 Violence is my answer to almost any challenge.
6 I become depressed and anxious if I'm away from nature too long.

Thief

Skill Proficiencies Deception, Sleight of Hand

Tool Proficiencies One type of gaming set, thieves' tools

Equipment A crowbar, a set of dark common clothes including a hood, and wallet containing ฿150,000

Feature: Bribery

Through years of bribing and deceiving law enforcement, pirates, and the marines, you've learned how to reliably avoid punishment for less severe crimes such as petty theft (stealing anything under ฿1,000) and littering, with the DM's discretion to determine leniency. Even when you are punished for more severe crimes, you are able to halve the duration of your punishment or imprisonment.

Specialty

There are many kinds of criminals and thieves, or individual members of organizations have particular specialties. Each thief has a strong preferences for certain kinds of crimes over others. Choose the role you played in your thieving life, or roll on the table below.

Specialty Table
d6 Specialty
1 Bank Heister
2 Burglar
3 Fence
4 Highway Robber
5 Grave Robber
6 Pickpocket

Suggested Characteristics

Thieves might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Chapter 4 | Crew & Backgrounds
Thief Personality Traits
d6 Personality Trait
1 I always have a plan for when things go wrong.
2 I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4 I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
5 I would rather make a new friend than a new enemy.
6 I blow up at the slightest insult.
Thief Ideals
d6 Ideal
1 Honor. I don't steal from others in the trade. (Lawful)
2 Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3 Charity. I steal from the wealthy so that I can help people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy. (Evil)
5 Live and Let Live. Meddling in the affairs of others is a great way to get squashed like a bug. (Neutral)
6 Redemption. There's a spark of good in everyone. (Good)
Thief Bonds
d6 Bond
1 I'm trying to pay off an old debt I owe to a generous benefactor.
2 My ill-gotten gains go to support my family and homeland.
3 Something important was taken from me, and I aim to steal it back.
4 I will become the greatest thief that ever lived.
5 I'm guilty of a terrible crime. I hope I can redeem myself for it.
6 Someone I loved died because of a mistake I made. That will never happen again.
Thief Flaws
d6 Flaw
1 When I see something valuable, I can't think about anything but how to steal it.
2 When faced with a choice between money and my friends, I usually choose the money.
3 I have trouble trusting anyone but myself.
4 I have a 'tell' that reveals when I'm lying.
5 I turn tail and run when things look bad.
6 An innocent person is in prison for a crime that I committed. I'm okay with that.
Chapter 4 | Crew & Backgrounds

Zealot

Skill Proficiencies Insight, Religion

Tool Proficiencies Two Artisan's Tools of your choice

Equipment A holy symbol, holy scripture, 5 sticks of incense, vestments, a set of common clothes, and wallet containing ฿150,000

Feature: Shelter of the Faithful

As a zealot, you command the respect of those who share your faith, and you can perform the religious ceremonies of your god. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.

Suggested Characteristics

Zealots are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme.

Zealot Personality Traits
d6 Personality Trait
1 I idolize a particular hero of my faith, and constantly refer to that person's deeds and example.
2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace.
3 I see omens in every event and action. The gods try to speak to us, we just need to listen.
4 Nothing can shake my optimistic attitude.
5 I quote (or misquote) sacred texts and proverbs in almost every situation.
6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods.
Zealot Ideals
d6 Ideal
1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful)
2 Charity. I always try to help those in need, no matter what the personal cost. (Good)
3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic)
4 Power. I hope to one day rise to the top of my faith's religious hierarchy. (Lawful)
5 Faith. I trust that my god will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6 Redemption. There's a spark of good in everyone. (Good)
Zealot Bonds
d6 Bond
1 I would die to recover an ancient relic of my faith that was lost long ago.
2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic.
3 I owe my life to the priest who took me in when my parents died.
4 Everything I do is for the common people.
5 I will do anything to protect the temple where I served.
6 I must spread my faith to all who seem willing to listen.
Zealot Flaws
d6 Flaw
1 I judge others harshly, and myself even more severely.
2 I put too much trust in those who wield power within my temple's hierarchy.
3 My piety sometimes leads me to blindly trust those that profess faith in my god.
4 I am inflexible in my thinking.
5 I am suspicious of strangers and expect the worst of them.
6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life.
Chapter 4 | Crew & Backgrounds

Crew Faction

An adventure through the One Piece world doesn't need to be done in any one specific fashion. The DM and the players should decide what kind of campaign they want to run in this setting, whether it be playing as pirates, marines, revolutionaries, or some other faction. One way for the DM to find what might work best for a table is to allow everyone to make their characters and see what kind of traits and backgrounds they pick.

If a party is largely composed of thieves, pirates, or other similar types of characters, it might be wise to develop the campaign into a pirate story. If a party is mostly composed of marines, knights, or honorable and law-abiding types, then a marine-centered campaign could be the best way to go. Alternatively, the DM and players could decide on or vote on what kind of campaign they want prior to making their characters. Try to be transparent with everyone at the table to find what works best. Remember, the DM should have the last say on what kind of game is being run, but never to the detriment of the entire group's fun.

Here are some examples of how some games might be run, and what the objectives could be.

Pirate Faction Campaign

Tool Proficiencies Vehicles (water)

If the majority of the party is set on being pirates and following a pirate captain, a pirate campaign is a wonderful way to go. In fact, this should be the standard way of exploring and dissecting the world to eventually reach the ultimate treasure, the One Piece itself. The group may decide to elect one member of their crew, preferably the captain, as the Pirate King or Queen if they reach the end. Alternatively, the group may decide to agree on being equal and simply become a legendary crew of pirate kings and queens if they complete the campaign.

The goal of this type of adventure is to explore whatever sea is required to get across to reach the reverse mountain to get to the grand line. After that point, reaching Raftel (or Laugh Tale) should be the primary objective to secure the One Piece. You may follow the formula the Manga itself uses to reach the end, or simply have the DM come up with an alternative way of reaching the end.

Because pirates are very seldom accepted into society and most nations or towns, it may be difficult to freely explore civilized islands that aren't open to pirates. Feel free to use the reputation system found in the One Piece D&D DM's Guide to expand on how pirates are treated on each individual island. Islands that are ruled by Marine forces are naturally difficult for pirates to enter or explore without disguises. Additionally, Marines in general will chase after any pirates they encounter and try to arrest them, unless these pirates have bribed, befriended, or intimidated that specific group of Marines enough to avoid conflict or pursuit.

Revolutionaries and other factions are largely neutral toward pirates, and will only act aggressively or generous toward them on a case-by-case basis.

Marine Faction Campaign

Tool Proficiencies Vehicles (water), Seastone Handcuffs

If the majority of the party is set on being marines, knights, or other lawful types of characters, a marine campaign might be the best choice for your party. This style of campaign can be run in various ways, but you should intend on following the principles of the marines (listed in ). Unlike a pirate campaign, there may be less of an adventure-oriented goal, and more of a capture/destroy or conquest goal. In this sense, hunting pirates or other rogue and anti-government factions would be the main objective.

Alternatively, if your party insists on having an adventure-driven marine campaign, the DM may decide to run it similar to the pirate style campaign, with more of a focus on seizing the One Piece and controlling Raftel to keep it away from the reach of pirates, and having the goal of capturing major pirates be worked in as a secondary objective.

Because most Marines serve their superiors in the Marines, World Government, Celestial Dragons, and Gorosei, the missions sent to you by these individuals may grant additional objectives to the party. Leveling up and completing objectives may also advance the party to a higher rank in the marines or world government, such as vice admiral, admiral, or even Cipher Pol Agent.

The reputation system can still be utilized in this style of campaign, but instead of marine-controlled islands giving you automatically low reputation, they will automatically give you high reputation. Additionally, you will start with low reputation pirate-controlled islands. Pirates who encounter Marines will always attempt to drive them away, evade them, or attack them head-on to avoid arrest.

Revolutionaries and other government-hating factions will also despise marines, potentially attacking them on sight. Nations or towns allied with the world government will normally respect and obey any marines they encounter.

Alternative Faction Campaign

Tool Proficiencies Any set of Artisan's Tools or Vehicle of the party's choice

If the majority of the party refuse to make characters that align with Marine or Pirate goals, then it is possible that an entirely different faction might be best for your group to fall under. For example, if an overwhelming majority of players choose the Revolutionary background, then you might decide to run a campaign that focuses on developing and following a revolutionary path. This may involve progressing by following plans to overthrow the world government and other various governments or factions around the world.

There are a large number of factions the DM or Players may decide would work best for the group, if you'd like to use any examples from the base series.

Chapter 4 | Crew & Backgrounds

Character Dreams

To keep players invested and eagerly rushing to the table each session, especially if this is a long-running campaign, it is key to give motivation to every player and character. The most powerful motivator may come in the form of an individual character's dream. This dream could be something vague or extremely difficult to achieve. Regardless, it should be something that becomes more and more feasible to accomplish and characters advance throughout the story and grow stronger.

For example, a character may dream of creating the greatest pirate ship the world has ever seen. As the story progresses, the crew may gather more materials and wealth to upgrade the ship, slowly allowing for this character's dream to come to fruition. Accomplishing this dream toward the end of the story is important, but it is far more imperative to drive the player and character's ambition throughout the journey to build up to such a grand dream being accomplished.

For a player to determine what their character's dream may be, it is a good idea to pull from that character's race, class, crew role, background, ideals, or bonds to develop a fitting dream. This dream should be overarching and overshadow any other less important bonds or objectives your character has. Alternatively, you may choose an option from the table below or roll to decide what your character's dream will be. You can have multiple dreams or combine them together.

d20 Example Character Dream
1 To become the greatest of your race or occupation
2 To overcome every type of natural disaster
3 To research every type of plant or animal
4 To spread your ideals or religion to every nation
5 To find a certain type of powerful Devil Fruit
6 To tame every type of monster in the world
7 To become the wealthiest person alive
8 To restore absolute justice to the world
9 To reach the moon or a certain planet
10 To defeat the Navy or World Government
11 To uncover a lost civilization or place that was only mentioned in legends
12 To bring peace and unity between your race and others
13 To find an old friend or family member who journeyed out long ago
14 To build the ultimate ship that will sail the world
15 To uncover the true history of the world
16 To surpass a legendary person or creature
17 To become a brave warrior of the sea
18 To become the strongest fighter or swordsman
19 To map out the entire planet
20 To find the One Piece and become Pirate King
Chapter 4 | Crew & Backgrounds

Chapter 5: Equipment

The world is filled with various shops and sellers ranging from town marketplaces to black markets. Supplies, equipment, and other goods or services may be provided in these places, allowing you to spend the money you earn throughout the campaign. In small village markets, you may be able to purchase a selection of food and simple equipment. In larger cities, you may find a larger selection of weapons, kits, gear, food, and materials. These supplies will help pirates, adventurers, and explorers prepare themselves for the open seas and any formidable islands they may encounter. In general, some rations, backpacks, rope, swords, guns, repair tools, and decent clothing and armor would be ideal purchases for any adventuring party looking to adequately prepare for their adventure.

If you manage to find a black market through the Underworld's trade network, you may be able to find extremely rare and exotic, albeit very expensive, gear and items. In some cases, this gear may include cursed weapons, devil fruits, or other dangerous items that would normally be far too risky and pricey to sell to the average buyer.

Starting Equipment

Every character starts with a selection of equipment and adventuring gear in their inventory. When creating your character, after selecting your class and background, you may decide to start with the equipment listed in your class's starting equipment or start with a set amount of Belly (฿) to spend on equipment of your choice listed in this chapter.

If you opt to forgo taking your class's starting equipment, you may roll the amount of starting wealth you have on the table below based on your class. Then, buy any amount of equipment you'd like from the stores listed in this chapter, not including exotic or black market equipment.

Starting Wealth by Class

Class Funds
Bruiser 2d4 x ฿100,000
Martial Artist 5d4 x ฿10,000
Warrior 5d4 x ฿100,000
Marksman 4d4 x ฿100,000
Tinkerer 4d4 x ฿100,000
Skald 5d4 x ฿100,000
Priest 5d4 x ฿100,000

Wealth

While Belly (฿) is the primary currency used for buying goods and services, wealth can appear in many forms in the One Piece world. Rare weapons, devil fruits, gemstones, gold, treasure, and other valuables can all be exchanged for other equivalent items or for a portion of their value in Belly (depending on bartering skills).

Because Belly is the world's primary monetary unit, it is what most islands and nations use to trade. You are free in most places to trade an item that is considered to be worth a set amount in Belly for an item of equivalent value in Belly. Occasionally, other forms of currency may be found and used on different islands around the world (typically if they are secluded from other major islands and nations). Some of these currencies have unknown conversion rates in canon, but you may choose to use the conversion tables down below.

Belly (฿) Paper and Coins

Belly is a currency that is given value by the world government and various nations and kingdoms around the world. Not all islands use Belly as the standard currency, though most will be willing convert it over to their nation's currency. Belly has six known coin denominations and three known paper denominations, with no fractional units (though the DM may make additional denominations if desired). The denominations are as follows:

  • Coin: ฿1, ฿5, ฿10, ฿50, ฿100, and ฿500
  • Paper: ฿1,000, ฿5,000, and ฿10,000

Belly (฿) Conversion

Converting different currencies, such as Belly in the One Piece world and the precious metal coins in the Forgotten Realms is a simple process. This conversion isn't considered canon, but it is solid approximation of the worth of each currency when converted to a different type of currency.

Exchange Rates

Currency ฿ cp sp ep gp pp
Belly (฿) 1 1/100 1/1,000 1/5,000 1/10,000 1/100,000
Copper (cp) 100 1 1/10 1/50 1/100 1/1,000
Silver (sp) 1,000 10 1 1/5 1/10 1/100
Electrum (ep) 5,000 50 5 1 1/2 1/20
Gold (gp) 10,000 100 10 2 1 1/10
Platinum (pp) 100,000 1,000 100 20 10 1
Chapter 5 | Equipment

Additional Currencies and Exchange Rates

Many islands and nations separated from the rest of the world often use alternate forms of currency that can be used for trading within their borders. Additionally, most of the time you can exchange Belly (฿) for an amount of that nation's currency equal to the number of Belly (฿) exchanged.

Extol

Extol is the currency used in Skypiea. This currency can be use and traded with across a number of sky islands, and can also be exchanged for Belly (฿).

The standard exchange rates is 10,000 Extol = 1 Belly (฿).

Gor

Gor is the currency used in Amazon Lily. Although the exchange rate isn't officially defined in canon, you may use the below exchange rate.

The standard exchange rate is 100 Gor = 1 Belly (฿).

Silver, Gold, and Platinum

Silver, Gold, and Platnium are the standard currencies used in Wano Kuni. You may use the above table of exchange rates for corresponding precious metal coins to determine exchange rates within Wano Kuni.

Selling Treasure

After journeying across several islands and uncovering various hidden treasures, you may decide to sell what you don't wish to keep in exchange for a large sum of Belly (฿), provided that you find buyers who can afford to do so.

Arms, Armor, and Other Equipment. Undamaged armor and weapons will typically sell for half of their cost when sold to any market. Any standard damaged or used equipment won't have much value to any buyer.

Devil Fruits, Cursed/Named Weapons, and Other Rare Items. Unlike ordinary equipment, devil fruits and special weapons or equipment aren't easily damaged and can be sold for extremely high prices in a black market. The price they are sold for may depend on how legitimate the buyer is or how desperate they are to obtain it. Underground auctions are another way to get a large sum of money for any rare item. Ordinary markets or civilians will not be able to afford these types of items.

Gems, Precious Metals, Jewelry, and Art Objects. These items may be found inside treasure chests, sunken ships, or unexplored ancient ruins. Regardless, these items retain their full value in any reputable marketplace. For large amounts of treasure and valuables, your DM may require you to find a particularly wealthy buyer or marketplace in a large city.

Trade Goods. Across most islands and continents, raw materials such as ore, salt, grain, and livestock will often retain their full value in any market across the world, much like Gems, Precious Metals, Jewelry, and Art Objects.

Armor and Shields

The level technology and innovation in the One Piece world varies across islands and continents around the world. Some of the rarest forms of armor can be found in the Marines' possession or in markets across the grand line.

Many pirates and marines will wear armor and gear that makes seafaring more comfortable and painless, though some may opt to wear heavy armor helps them last in battle. Metallic Heavy armor doesn't last long in seawater, hinders mobility, and should not be preferred when traveling by boat. Therefore, you must find vendors who will sell effective equipment that works for a life of pirating and seafaring. It is up to each character and their class to decide what armor is worth using.

The Armor table shows the cost, weight, and other properties of the common types of armor worn in the world of One Piece.

Armor Proficiency. Anyone can put on a suit of armor or strap a Shield to an arm. Only those proficient in the armor’s use know how to wear it effectively, however. Your class gives you proficiency with certain types of armor. If you wear armor that you lack proficiency with, you have disadvantage on any ability check, saving throw, or Attack roll that involves Strength or Dexterity, and you can't cast Spells.

Stealth. If the Armor table shows Disadvantage in the Stealth column, the wearer has disadvantage on Dexterity (Stealth) checks.

Shields. Many warrior-type pirates supplement their armor with a Shield. A Shield is made from wood or metal and is carried in one hand. Wielding a Shield increases your Armor Class by 2. You can benefit from only one Shield at a time.

Light Armor

Made from light materials and fabrics, light armor provides a solid balance of mobility and protection for the swashbuckling and seafaring types. If you wear light armor, you add your Dexterity modifier to the base number from your arm or type to determine your Armor Class.

Dense Coat. This type of coat is a made from durable fabrics and materials that provides basic protection.

Thick Shirt. Thicker shirts consist of high-quality quilted cloth or leathers that don't hinder flexibility.

Light Bulletproof Shirt. An undershirt consisting of durable synthetic fibers that provides noticeable protection against bullets and other weapons.

Medium Armor

Medium armor is similar to light armor, but sacrifices mobility in exchange for greater protection through its thicker fabrics and materials. If you wear medium armor, you add your Dexterity modifier, to a maximum of +2, to the base number from your armor type to determine your Armor Class.

Chapter 5 | Equipment

Hide. This crude armor is made from various thick beast skins and pelts. Tribal groups, evil humanoids, and savages often wear this type of material for protection.

Bulletproof Jacket. A protective jacket consisting of durable synthetic fibers that provides decent protection against bullets and other weapons without making too much noise.

Scale Mail. This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Bulletproof Suit. This armor consists of fully bulletproof materials made from durable synthetic fibers. Your vital organs are completely protected by this suit, though your legs and arms are left partially uncovered.

Sea King Half Plate. This half plate armor is crafted from nearly impenetrable Sea King hide and scale plating that covers most of the wearer's body.

Heavy Armor

Although not always preferred for seafaring and pirating, heavy armor can provide the greatest protection out of any type of armor. It is worn by those who possess great strength and juggernaut capabilities.

Heavy armor doesn't let you add your Dexterity modifier to your Armor Class, but it also doesn't penalize you if your Dexterity modifier is negative.

Ring Mail. This armor is leather arm or with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can’t afford better armor.

Chain Mail. Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Splint. This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

Steel Wootz Armor. Consists of shaped, interlocking steel plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, giant shoulder plates, and thick layers of padding underneath the armor. Sometimes comes in a gold coating.

Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Dense Coat ฿50,000 11 + Dex modifier - Disadvantage 8 lb.
Thick Shirt ฿100,000 11 + Dex modifier - - 6 lb.
Light Bulletproof Shirt ฿450,000 12 + Dex modifier - - 9 lb.
Medium Armor
Hide ฿100,000 12 + Dex modifier (max 2) - - 12 lb.
Bulletproof Jacket ฿500,000 13 + Dex modifier (max 2) - - 11 lb.
Scale Mail ฿500,000 14 + Dex modifier (max 2) - Disadvantage 45 lb.
Bulletproof Suit ฿4,000,000 14 + Dex modifier (max 2) - - 14 lb.
Sea King Half Plate ฿7,500,000 15 + Dex modifier (max 2) - Disadvantage 40 lb.
Heavy Armor
Ring Mail ฿300,000 14 - Disadvantage 40 lb.
Chain Mail ฿750,000 16 Str 13 Disadvantage 55 lb.
Splint ฿2,000,000 17 Str 15 Disadvantage 60 lb.
Steel Wootz Armor ฿15,000,000 18 Str 15 Disadvantage 65 lb.
Shield
Shield ฿100,000 +2 - - 6 lb.
Chapter 5 | Equipment

Getting Into and Out of Armor

The time it takes to don or doff arm or depends on the armor’s category.

Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.

Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Donning and Doffing Armor

Category Don Doff
Light Armor 1 minute 1 minute
Medium Armor 5 minutes 1 minute
Heavy Armor 10 minutes 5 minutes
Shield 1 action 1 action

Weapons

Your class grants proficiency in certain weapons, reflecting both the class's focus and the tools you are most likely to use. Whether you favor a longsword or a pistol, your weapon and your ability to wield it effectively can mean the difference between life and death while adventuring.

The Weapons table shows the most common weapons used in the world of One Piece, their price and weight, the damage they deal when they hit, and any special properties they possess. Every weapon is classified as either melee or ranged. A melee weapon is used to attack a target within 5 feet of you, whereas a ranged weapon is used to attack a target at a distance.

Weapon Proficiency

Your race, class, and feats give you the ability to gain Proficiency in certain types of weapons. These types of weapons are categorized as simple and martial.

When you have proficiency in a weapon type, you can add your proficiency bonus to the attack roll. When you don't have proficiency in a weapon type, you do not add your proficiency bonus to the roll.

Weapon Properties

The different types of special weapon properties are listed on the different Weapons table. These include ammunition, finesse, heavy, light, loading, range, reach, special, thrown, two-handed, and versatile. These properties function the same as they do in standard 5th edition D&D rules.

Improvised weapons

When characters decides to use a tool or item that could be used as a potential weapon, the DM may allow them to use it as an improvised weapon. If a character is proficient with improvised weapons or if the improvised weapon is similar to a type of weapon, such as a club, the DM may allow the character to add their proficiency bonus to the attack roll.

When an improvised weapon is used, the damage die is a 1d4 (the damage type is decided by the DM based on the weapon). It may be used as a melee weapon or a thrown weapon depending on the weapon. An improvised thrown weapon has a normal range of 20 feet and a long range of 60 feet.

Special Weapons

Weapons with special rules are described here.

Bazooka. A bazooka deals greater damage than ordinary guns, but takes longer to reload. Along with the loading property of this weapon, it requires an additional full action on the next turn to completely reload it. It cannot be fired again using the loading property until it is reloaded this way. Also, there is a 10% chance that the ammunition fired won't explode on contact. When this happens, the damage type is bludgeoning instead of fire.

Lance. You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren’t mounted.

Machine Gun. A machine gun deals greater damage than ordinary guns, but takes longer to reload. Along with the loading property of this weapon, it requires an additional full action on the next turn to completely reload it. It cannot be fired again using the loading property until it is reloaded this way. Also, this gun requires three times the amount of ammo to be loaded in order to fire.

Net. A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are form less, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Chapter 5 | Equipment
Melee Weapons
Name Cost Damage Weight Properties
Simple Melee Weapons
Club ฿1,000 1d4 bludgeoning 2 lb. light
Dagger ฿20,000 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub ฿2,000 1d8 bludgeoning 10 lb. Two-handed
Handaxe ฿50,000 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin ฿5,000 1d6 piercing 2 lb. Thrown (range 30/120)
Light hammer ฿20,000 1d4 bludgeoning 2 lb. Light, thrown (range 20/60)
Mace ฿50,000 1d6 bludgeoning 4 lb. -
Quarterstaff ฿2,000 1d6 bludgeoning 4 lb. Versatile (1d8)
Sickle ฿10,000 1d4 slashing 2 lb. Light
Spear ฿10,000 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed strike - 1 blugdeoning - -
Martial Melee Weapons
Battleaxe ฿100,000 1d8 slashing 4 lb. Versatile (1d10)
Cutlass ฿300,000 1d6 slashing 3 lb. Light
Flail ฿100,000 1d8 bludgeoning 2 lb. -
Glaive ฿200,000 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe ฿300,000 1d12 slashing 7 lb. Heavy, two-handed
Greatsword ฿500,000 2d6 slashing 6 lb. Heavy, two-handed
Halberd ฿200,000 1d10 slashing 6 lb. Heavy, reach, two-handed
Katana ฿200,000 1d8 slashing 3 lb. Versatile (1d10)
Katana, light ฿300,000 1d8 slashing 2 lb. Finesse
Lance ฿100,000 1d12 piercing 6 lb. Reach, special
Longsword ฿150,000 1d8 slashing 3 lb. Versatile (1d10)
Maul ฿100,000 2d6 bludgeoning 10 lb. Heavy, two-handed
Morningstar ฿150,000 1d8 piercing 4 lb. -
Pike ฿50,000 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier ฿250,000 1d8 piercing 2 lb. Finesse
Saber ฿300,000 1d8 slashing 3 lb. Finesse
Scimitar ฿250,000 1d6 slashing 3 lb. Finesse, light
Shortsword ฿100,000 1d6 piercing 2 lb. Finesse, light
Trident ฿50,000 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick ฿50,000 1d8 piercing 2 lb. -
Warhammer ฿150,000 1d8 bludgeoning 2 lb. Versatile (1d10)
Whip ฿20,000 1d4 slashing 3 lb. Finesse, reach
Chapter 5 | Equipment
Ranged Weapons
Name Cost Damage Weight Properties
Simple Ranged Weapons
Dart ฿500 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Rifle ฿250,000 1d8 bludgeoning 8 lb. Ammunition (range 80/320), loading, two-handed
Shortbow ฿250,000 1d6 piercing 2 lb. Ammunition (range 80/320), two-handed
Sling ฿1,000 1d4 bludgeoning - Ammunition (range 30/120)
Martial Ranged Weapons
Bazooka ฿5,000,000 2d6 fire 18 lb. Ammunition (range 60/300), heavy, loading, two-handed, special
Blowgun ฿100,000 1 piercing 1 lb. Ammunition (range 25/100), loading
Longbow ฿500,000 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Machine Gun ฿2,500,000 3d4 bludgeoning 18 lb. Ammunition (range 80/320), heavy, loading, two-handed, special
Net ฿10,000 - 3 lb. Special, thrown (range 5/15)
Pistol ฿750,000 1d6 bludgeoning 3 lb. Ammunition (range 30/120), light, loading
Rifle, sniper ฿1,000,000 1d10 bludgeoning 18 lb. Ammunition (range 150/600), heavy, loading, two-handed
Sling, giant ฿150,000 1d6 bludgeoning 5 lb. Ammunition (range 60/600), heavy, two-handed

Adventuring Gear

This section describes items that have special rules or require further explanation.

Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.

Antitoxin. A creature that drinks this vial of liquid gains advantage on saving throws against poison for 1 hour. It confers no benefit to undead or constructs.

Attack Cuisine. A character who eats this powerful meal regains 2d4 + 2 hit points. Eating it all takes an action.

Ball Bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the saving throw.

Block and Tackle. A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

Book. A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on dial contraptions, or just about anything else that can be represented using text or pictures.

Caltrops. As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn’t need to make the saving throw.

Candle. For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Chapter 5 | Equipment
Item Cost Weight
Abacus ฿20,000 2 lb.
Acid (vial) ฿250,000 1 lb.
Ammunition
Arrows (20) ฿10,000 1 lb.
Bazooka Rounds (20) ฿100,000 5 lb.
Blowgun Needles (50) ฿10,000 1 lb.
Gun Bullets (20) ฿10,000 1 1/2 lb.
Sling Bullets (20) ฿400 1 1/2 lb.
Antitoxin (vial) ฿500,000 -
Attack Cuisine ฿500,000 2 lb.
Backpack ฿20,000 5 lb.
Ball bearings (bag of 1,000) ฿10,000 2 lb.
Barrel ฿20,000 70 lb.
Basket ฿4,000 2 lb.
Bedroll ฿10,000 7 lb.
Bell ฿10,000 -
Blanket ฿5,000 3 lb.
Block and tackle ฿10,000 5 lb.
Book ฿250,000 5 lb.
Bottle, glass ฿20,000 2 lb.
Bucket ฿500 2 lb.
Caltrops (bag of 20) ฿10,000 2 lb.
Candle ฿100 -
Case, gun bullets ฿10,000 1 lb.
Case, map or scroll ฿10,000 2 lb.
Chain (10 feet) ฿50,000 10 lb.
Chalk (1 piece) ฿100 -
Chest ฿50,000 25 lb.
Climber's Kit ฿250,000 12 lb.
Clothes, common ฿5,000 3 lb.
Clothes, costume ฿50,000 4 lb.
Clothes, fine ฿150,000 6 lb.
Clothes, traveler's ฿20,000 4 lb.
Component Pouch ฿250,000 2 lb.
Crowbar ฿20,000 5 lb.
Fire Explosive ฿500,000 1 lb.
Fishing tackle ฿10,000 4 lb.
Flask or tankard ฿200 1 lb.
Grappling hook ฿20,000 4 lb.
Hammer ฿10,000 3 lb.
Item Cost Weight
Hammer, sledge ฿20,000 10 lb.
Handcuffs ฿20,000 6 lb.
Healer's Kit ฿50,000 3 lb.
Holy Symbol ฿50,000 1 lb.
Holy water (flask) ฿250,000 1 lb.
Hourglass ฿250,000 1 lb.
Hunting Trap ฿50,000 25 lb.
Ink (1 ounce bottle) ฿100,000 -
Ink pen ฿200 -
Ladder (10-foot) ฿1,000 25 lb.
Lamp ฿5,000 1 lb.
Lantern, bullseye ฿100,000 2 lb.
Lantern, hooded ฿50,000 2 lb.
Lock ฿100,000 1 lb.
Log pose ฿500,000 1/4 lb.
Mess Kit ฿2,000 1 lb.
Mirror, steel ฿50,000 1/2 lb.
Oil (flask) ฿1,000 1 lb.
Paper (one sheet) ฿2,000 -
Parchment (one sheet) ฿1,000 -
Perfume (vial) ฿50,000 -
Pick, miner's ฿20,000 10 lb.
Piton ฿500 1/4 lb.
Poison, basic (vial) ฿1,000,000 -
Pole (10-foot) ฿500 7 lb.
Pot, iron ฿20,000 10 lb.
Pouch ฿5,000 1 lb.
Power Source ฿100,000 3 lb.
Quiver ฿10,000 1 lb.
Ram, portable ฿40,000 35 lb.
Rations (1 day) ฿5,000 2 lb.
Robes ฿10,000 4 lb.
Rope, hempen (50 feet) ฿10,000 10 lb.
Rope, silk (50 feet) ฿100,000 5 lb.
Sack ฿100 1/2 lb.
Scale, merchant’s ฿50,000 3 lb.
Sealing wax ฿5,000 -
Shovel ฿20,000 5 lb.
Signet ring ฿50,000 -
Soap ฿200 -
Chapter 5 | Equipment

Adventuring Gear (Continued)

Item Cost Weight
Spikes, iron (10) ฿10,000 5 lb.
Spyglass ฿1,000,000 1 lb.
Tent, two-person ฿20,000 20 lb.
Tinderbox ฿5,000 1 lb.
Torch ฿100 1 lb.
Vial ฿10,000 -
Waterskin ฿2,000 5 lb. (full)
Whetstone ฿100 1

Case, Gun Bullets. This wooden case can hold up to twenty gun bullets or five bazooka rounds.

Case, Map or Scroll. This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.

Chain. A chain has 10 hit points. It can be burst with a successful DC 20 Strength check

Climber’s Kit. A climber’s kit includes special pitons, boot tips, gloves, and a harness. You can use the climber’s kit as an action to anchor yourself; when you do, you can’t fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

Component Pouch. A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

Crowbar. Using a crowbar grants advantage to Strength checks where the crow bar’s leverage can be applied.

Fire Explosive. Explosives require a method of being lit using heat or fire, and then being thrown. As an action, you can throw this explosive up to 20 feet, letting it explode where it lands. Make a ranged attack against a creature or object, treating the explosive as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. If it hits a flammable material or object, it will begin to burn away a random 5-foot cube of the material each round. A creature can end this damage or fire spread by using its action to make a DC 10 Dexterity check to extinguish the flames or toss water on it.

Fishing Tackle. This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

Handcuffs These metal restraints can bind a Small or Medium creature. Escaping the handcuffs requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of m anacles com es with one key. Without the key, a creature proficient with thieves’ tools can pick the handcuffs' lock with a successful DC 15 Dexterity check. Handcuffs have 15 hit points.

Healer’s Kit. This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

Holy Symbol. A holy symbol is a representation of a god or pantheon. A Priest can use a holy symbol as a spellcasting focus, as described in chapter 10 of the D&D 5th Edition Player's Handbook. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.

Holy Water. As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

A priest may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses ฿250,000 worth of powdered silver and special salts, and requires the caster to expend a 1st-level spell slot.

Hunting Trap. When you use your action to set it, this trap form s a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Bullseye. A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Lock. A key is provided with the lock. Without the key, a creature proficient with thieves’ tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.

Log Pose. A log pose, similar to a compass, helps navigators find their way to nearby islands or locations. However, log poses are special in that they are the only way to navigate on the Grand Line, since regular compasses don't work there. A log pose is used by spending a certain amount of time on an island (which could take hours, days, or years) to record the magnetic waves required to point it toward the next nearby island. Paradise log poses do not work in the New World, so a New World log pose is required to navigate there. New World log poses are 10 times more expensive than an ordinary log pose.

Mess Kit. This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.

Chapter 5 | Equipment

Oil. Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Poison, Basic. You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Pouch. A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch (described earlier in this section).

Power Source. A power source is a special item—a battery, a special dial, an energy crystal, a fuel rod, or a similar item—designed to channel the power of abilities and spells. A tinkerer can use such an item as a spellcasting focus, as described in chapter 10 of the 5th Edition D&D Players Handbook.

Quiver. A quiver can hold up to 20 arrows.

Ram, Portable. You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

Rations. Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Rope. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Scale, Merchant’s. A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

Spyglass. Objects viewed through a spyglass are magnified to twice their size.

Tent. A simple and portable canvas shelter, a tent sleeps two.

Tinderbox. This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

Torch. A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Tools

Item Cost Weight
Artisan's Tools
Alchemist’s supplies ฿500,000 8 lb.
Brewer’s supplies ฿200,000 9 lb.
Calligrapher's supplies ฿100,000 5 lb.
Carpenter’s tools ฿80,000 6 lb.
Cartographer’s tools ฿150,000 6 lb.
Cobbler’s tools ฿50,000 5 lb.
Cook’s utensils ฿10,000 8 lb.
Glassblower's tools ฿300,000 5 lb.
Jeweler’s tools ฿250,000 2 lb.
Leatherworker’s tools ฿50,000 5 lb.
Mason’s tools ฿100,000 8 lb.
Painter’s supplies ฿100,000 5 lb.
Potter’s tools ฿100,000 3 lb.
Smith’s tools ฿200,000 8 lb.
Tinker’s tools ฿500,000 10 lb.
Weaver’s tools ฿10,000 5 lb.
Woodcarver's tools ฿10,000 5 lb.
Disguise kit ฿250,000 3 lb.
Forgery kit ฿150,000 5 lb.
Gaming set
Dice set ฿1,000 -
Chess set ฿10,000 1/2 lb.
Playing card set ฿5,000 -
Poker set ฿50,000 -
Herbalism kit ฿10,000 3 lb.
Musical instrument
Bagpipes ฿300,000 6 lb.
Concertina ฿200,000 2 lb.
Drum ฿60,000 3 lb.
Flute ฿20,000 1 lb.
Guitar ฿300,000 2 lb.
Lute ฿350,000 2 lb.
Lyre ฿300,000 2 lb.
Horn ฿30,000 2 lb.
Pan flute ฿120,000 2 lb.
Piano ฿2,000,000 300 lb.
Viol ฿300,000 1 lb.
Navigator’s tools ฿250,000 2 lb.
Poisoner’s kit ฿500,000 2 lb.
Thieves’ tools ฿250,000 1 lb.
Chapter 5 | Equipment

Equipment Packs

The starting equipment you get from your class includes a collection of useful adventuring gear, put together in a pack. The contents of these packs are listed here. If you are buying your starting equipment, you can purchase a pack for the price shown, which might be cheaper than buying the items individually.

Burglar’s Pack (฿160,000). Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Diplomat's Pack (฿390,000). Includes a chest, 2 cases for maps and scrolls, a set of fine clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a vial of perfume, sealing wax, and soap.

Dungeoneer’s Pack (฿120,000). Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Entertainer’s Pack (฿400,000). Includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.

Explorer’s Pack (฿100,000). Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Pirate's Pack (฿320,000). Includes a chest, 2 cases for maps and scrolls, a set of traveler's clothes, a bottle of ink, an ink pen, a lamp, 2 flasks of oil, 5 sheets of paper, a tankard, 20 days of rations, fishing tackle, soap, a hammer, and a small knife. The pack also has 50 feet of hempen rope strapped to the side of it.

Priest’s Pack (฿190,000). Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.

Scholar’s Pack (฿400,000). Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.

Tools

Your class, race, and background will give you proficiency with tools. Tools are designed to assist you in performing a certain task such as repairing, building, playing music, or any other similar activity. When you are proficient with a certain type of tool, you add your proficiency bonus to checks made when using that particular tool. Tool checks can use a number of different abilities, not just one.

For the most part, these tools operate the same as they do in D&D 5th Edition, with a few exceptions.

Artisan’s Tools. These special tools include the items needed to pursue a craft or trade. The Tools table shows examples of the most common types of tools, each providing items related to a single craft. Proficiency with a set of artisan’s tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan’s tools requires a separate proficiency.

Disguise Kit. This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Forgery Kit. This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.

Gaming Set. This item encompasses a wide range of game pieces, including dice and decks of cards (for games such as Poker). A few common examples appear on the Tools table, but other kinds of gaming sets exist. If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set. Each type of gaming set requires a separate proficiency.

Herbalism Kit. This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs. Also, proficiency with this kit is required to create antitoxin and potions of healing.

Musical Instrument. Several of the most common types of musical instruments are shown on the table as examples. If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

Navigator’s Tools. This set of instruments is used for navigation at sea. Proficiency with navigator's tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your proficiency bonus to any ability check you make to avoid getting lost at sea.

Poisoner’s Kit. A poisoner’s kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.

Thieves’ Tools. This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.

Mounts and Vehciles

Mounts, although difficult to bring out to sea, can be a great way to get to different places on land. Carriage, carts, wagons and other drawn vehicles can be pulled by multiple mounts to carry the weight more efficiently. Some mount prices in the One Piece world are listed below, although there are other rare creatures the DM may let you use.

Chapter 5 | Equipment

Barding. Barding is arm or designed to protect an animal’s head, neck, chest, and body. Any type of arm or shown on the Armor table in this chapter can be purchased as barding. The cost is four times the equivalent arm or made for humanoids, and it weighs twice as much.

Saddles. A military saddle braces the rider, helping you keep your seat on an active mount in battle. It gives you advantage on any check you make to remain mounted. An exotic saddle is required for riding any aquatic or flying mount. A colossal saddle is required for riding any creature that is gargantuan or larger.

Exotic Mounts. Some mounts, especially those found in various islands within the Grand Line, are far more special than ordinary mounts. Mounts marked in the table below as exotic are only found and domesticated on certain islands. For example, Bananawani are normally only found in Alabasta or other extreme arid climates around the world.

Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.

Renting a Mount. Renting a cheap mount typically costs ฿1,000 an hour in most locations. Renting a more expensive or exotic mount will typically cost ฿2,000 an hour when made available.

Mounts and Other Animals

Item Cost Speed Carrying Capacity
Bananawani (F-wani)* ฿4,500,000 60 ft. 580 lb.
Camel ฿500,000 50 ft. 480 lb.
Donkey or mule ฿80,000 40 ft. 420 lb.
Elephant ฿2,000,000 40 ft. 1,320 lb.
Flying Fish* ฿10,000,000 50 ft. (swim & fly) 520 lb.
Horse, draft ฿500,000 40 ft. 540 lb.
Horse, riding ฿750,000 60 ft. 480 lb.
Komashika* ฿6,000,000 60 ft. 570 lb.
Komatori* ฿5,500,000 60 ft. 550 lb.
Mastiff ฿250,000 40 ft. 195 lb.
Pony ฿250,000 40 ft. 225 lb.
Super Spot-Billed Duck* ฿400,000 60 ft. 275 lb.
Warhorse ฿4,000,000 60 ft. 540 lb.
Yagara Bull* ฿5,000,000 40 ft. (swim) 620 lb.
Mounts that are marked with a * are considered exotic.

Tack, Harness, and Drawn Vehicles

Item Cost Weight
Barding x4 x2
Bit and Bridle ฿20,000 1 lb.
Carriage ฿1,000,000 600 lb.
Cart ฿150,000 200 lb.
Chariot ฿2,500,000 100 lb.
Feed (per day) ฿500 10 lb.
Saddle
Colossal ฿14,500,000 900 lb.
Exotic ฿600,000 40 lb.
Military ฿200,000 30 lb.
Pack ฿50,000 15 lb.
Riding ฿100,000 25 lb.
Saddlebags ฿40,000 8 lb.
Sled ฿200,000 300 lb.
Stabling (per day) ฿5,000 -
Wagon ฿350,000 400 lb.

Waterborne Vehicles

Item Cost Crew Max Speed
Waver* ฿5,000,000 1 25 mph
Rowboat ฿500,000 2 3 mph
Sloop ฿30,000,000 3 3 mph
Caravel ฿50,000,000 8 4 mph
Submarine* ฿600,000,000 20 5 mph
Cog ฿100,000,000 20 4 mph
Brig ฿150,000,000 30 5 mph
Carrack ฿300,000,000 100 3 mph
Galleon ฿500,000,000 200 4 mph
Man-o-War* ฿1,000,000,000 400 3 mph
Battleship* ฿3,000,000,000 1000 5 mph

Waterborne vehicles that are marked with a *, or similar items, cannot be built or purchased in most locations, and can only be crafted by special builders in certain locations.

Waterborne Vehicles. Most ships and other waterborne vehicles are the common method of transportation in this world. Crew max determines the amount of crewmates that can permanently reside on the vehicle. An additional number of temporary passengers may also fit on the boat, equal to the crew max. Daily miles traveled on waterborne vehicles equals the speed x 24. More information on waterborne vehicles and ships are found in the One Piece D&D DM's guide.

Chapter 5 | Equipment

Special Equipment

Certain items are often considered far too advanced for the majority of the One Piece world, and are instead mainly used by powerful factions or groups within the grand line. Many forms of technology have been seized and monopolized by the World Government and Marines. However, some of this equipment may still be usable by adventurers if attained.

Dials

Dials are mysterious devices made from sea shells that each hold a unique power. They are normally found throughout the sky islands, and often vary in size and power.

Some are used for completing simple tasks such as cooking, refrigeration, or blowing air, while others can be used to enhance weapons or deal devastating amounts of damage to enemies.

Common dials are easy to come by when exploring sky island. However, it may be difficult to discover more rare and powerful dials on your own. Purchasing or trading to attain special rare dials is one way to gather them, but they may not be available in many shops. Therefore, finding them in dungeons or well-guarded fortresses might be the only way to get a rare dial that you want.

Finding a Simple Dial

Searching for the more simple dials is easy when you're traveling through the sky islands, especially along the shorelines. Finding dials, especially rare ones, outside of any sky islands is incredibly difficult.

When searching along shorelines throughout the sky islands, such as the shore of the White-White Sea, a DC 15 Intelligence (Investigation) check may be rolled for every 24 hours spent searching to see if a character locates a Simple Dial shell. If a character is proficient in using Dials, they make this check with advantage.

If a character succeeds on finding a simple dial, have them roll a d20 and use the Simple Dial Table below to determine which dial they receive.

Finding a Rare Dial

Rare dials are far more difficult to find than ordinary dials. They are often larger, store massive amounts of energy, and are used in warfare and advanced machinery. In order to find a rare dial, it may be required to search sky island ruins or dungeons to discover such powerful dials.

If a character does find a way to locate a rare dial, the DM may choose to roll a d20 on the Rare Dial Table or pick from it when giving it to the character.

Using a Dial

Each type of dial has a special ability that may be more useful or powerful than others depending on the desired outcome. Dials work by sapping power from a source of energy, impact, or element, then pushing a button on the shell to expel everything built up within the dial to perform any type of task.

Simple Dial Table

d20 Simple Dial
1-4 Breath Dial
5-7 Flavor Dial
8 Freeze Dial
9 Heat Dial
10-12 Lamp Dial
13-15 Milky Dial
16 Thunder Dial
17-18 Tone Dial
19 Vision Dial
20 Water Dial

Rare Dial Table

d20 Rare Dial
1-2 Axe Dial
3-4 Ball Dial
5 Eisen Dial
6-8 Flash Dial
9-10 Flame Dial
11 Impact Dial
12 Jet Dial
13-17 Large Simple Dial (Roll on simple dial table)
18 Reject Dial
19-20 Storm Dial
Chapter 5 | Equipment

Simple dials tend to have less overwhelming or dangerous abilities, and absorb less from their designated energy source on average. Rare dials are often incredibly effective in combat, and some have the power to devastate both their user and any foe from the amount of power they can expel in an instant.

Being proficient in dials allows you to add your proficiency bonus to any check or attack roll when using a dial. Dial effects for both simple and rare dials are listed below.

Breath Dial. By storing air, gases, or wind currents, breath dials have the ability to emit anything it absorbs as a gust of energy. Simple breath dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any gas or wind. By pressing the button on the dial as an action, you can expel up to a 5-foot cube of any stored gas in a space within 5 feet of you. For example, if you absorbed poisonous gas, you may fill up any 5-foot square of space within 5 feet of you with this poisonous gas you as an action. Any creature in the space being filled with gas must succeed on a DC 10 Strength (Athletics) check or be pushed out of the space away from the dial. Objects less than 10 pounds are also pushed out of the space automatically. Simple breath dials can store up to 25 cubic feet of gas, and regain up to 1d4+1 expended charges daily at dawn.

Large Breath Dials (rare) have 10 charges and can store up to 50 cubic feet of gas. Additionally, they regain 1d6+4 expended charges daily at dawn instead. You can also use a large breath dial to power a standard waver, reducing the cost of building a waver by 80%.

Flavor Dial. Similar to breath dials, flavor dials specialize in storing gases and scents. This includes explosive gas or foul odors. However, flavor dials aren't capable of emitting strong gusts that can push things away. Simple flavor dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any gas or scent. By pressing the button on the dial as an action, you can expel up to a 5-foot cube of any stored gas in a space within 5 feet of you. Simple flavor dials can store up to 25 cubic feet of gas, and regain up to 1d4+1 expended charges daily at dawn.

Large Flavor Dials (rare) have 10 charges and can store up to 50 cubic feet of gas. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Freeze Dial. By absorbing freezing substances or gases, freeze dials can be used to chill and cool off anything by expelling cold elemental energy. Simple freeze dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap cold energy from any 5-foot cube of material or gas that is 0° C (32° F) or less in temperature, such as ice, snow, or frigid air by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to keep that space at freezing or cool temperatures for up to 24 hours for every 5-foot cube of stored cold energy released. This can be used for freezers or refrigerators. Alternatively, you can release all the cold energy stored in a freeze dial to make an attack. As an action, you can make a melee attack against a creature and release the cold energy within the dial to deal 1 cold damage for every 5-foot cube of cold energy expelled. Simple freeze dials can store up to 25 cubic feet of cold energy, and regain up to 1d4+1 expended charges daily at dawn.

Large Freeze Dials (rare) have 10 charges and can store up to 50 cubic feet of cold energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Heat Dial. By absorbing hot substances or gases, heat dials can be used to heat up anything by expelling hot elemental energy. Simple heat dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap heat energy from any 5-foot cube of material or gas that is 100° C (212° F) or more in temperature, such as fire, magma, or burning gas by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to keep that space at burning or boiling temperatures for up to 24 hours for every 5-foot cube of stored cold energy released. This can be used for ovens or heaters. Alternatively, you can release all the heat energy stored in a heat dial to make an attack. As an action, you can make a melee attack against a creature and release the heat energy within the dial to deal 1 fire damage for every 5-foot cube of heat energy expelled. Simple heat dials can store up to 25 cubic feet of heat energy, and regain up to 1d4+1 expended charges daily at dawn.

Large Heat Dials (rare) have 10 charges and can store up to 50 cubic feet of heat energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Lamp Dial. By absorbing light from any source, a lamp dial can emit bright light for an extended period of time. Simple lamp dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb up to an hour worth of light or sunlight, for each charge spent, into this dial by holding it or placing it within range of the source without interruption. To use this dial, as an action, you can press the button on the dial to continuously shed bright light in a 20-foot radius and dim light for an additional 20 feet from the dial for a duration equal to the amount of stored light in hours. Simple lamp dials can store up to 5 hours worth of consistent light, and regain up to 1d4+1 expended charges daily at dawn.

Large Lamp Dials (rare) have 10 charges and can store up to 10 hours worth of light. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Milky Dial. This dial only works in extremely high altitudes, such as any location in the sky islands. By absorbing giant chunks of clouds into a milky dial, you can release pathways or blocks of cloud from the dial. Simple milky dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb any 5-foot cube of island or sea clouds by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to release a 5-foot cube of island or water cloud stored, depending on the type of clouds absorbed, within 5 feet of the dial once at the beginning of every round. Each 5-foot cube of this cloud has 1 HP and AC 6, and will float slowly in any direction it is expelled or pushed, up to 5 feet per round. Simple milky dials can store up to 25 cubic feet of cloud, and regain up to 1d4+1 expended charges daily at dawn.

Large Milky Dials (rare) have 10 charges and can store up to 50 cubic feet of cloud. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Chapter 5 | Equipment

Thunder Dial. By absorbing electric elemental energy from a material or current, thunder dials can be used as an electric power source to anything by channeling stored electricity. Simple thunder dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap electric energy from any 5-foot cube of material or current that is releasing or channeling electricity, such as a lightning rod, active wiring, or generator, by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to channel electricity into one nearby device for up to 24 hours for every 5-foot cube of electric energy stored being released. This can be used for simple machines such as a fan or light bulb. Alternatively, you can release all the electric energy stored in a heat dial to make an attack. As an action, you can make a melee attack against a creature and release the electricity within the dial to deal 1 lightning damage for every 5-foot cube of electric energy expelled. Simple thunder dials can store up to 25 cubic feet of electric energy, and regain up to 1d4+1 expended charges daily at dawn.

Large Thunder Dials (rare) have 10 charges and can store up to 50 cubic feet of electric energy. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Tone Dial. This dial can store sounds or spoken messages to replay them out loud at a later time when activated. Simple tone dials have 5 charges. By expending any number of charges from this dial as a bonus action, you can record up to 10 seconds for each charge spent of any sound or spoken message. As an action, you can press the button on the dial to play any stored noise or message, which can be heard up 120 feet away from the dial depending on the volume. Additionally, stored messages can be replayed or looped for up to an hour each day, or can be erased in up to 10 second segments as an action. Simple tone dials can store up to 50 seconds of sound or speaking, and regain up to 1d4+1 expended charges daily at dawn.

Large Tone Dials (rare) have 10 charges and can store up to 100 seconds of sound, which can be replayed or looped infinitely. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Vision Dial. By capturing and absorbing visible colored light in an area, vision dials can capture photos and print them onto paper or parchment. Simple vision dials have 5 charges. By expending a charge from this dial as a bonus action, you can capture a single photo in one direction. As an action, you can press the button on the dial to print the stored image onto a piece of paper or parchment and delete the stored photo data on the dial. Simple vision dials can store up to 5 individual photos at a time, and regain up to 1d4+1 expended charges daily at dawn.

Large Vision Dials (rare) can record videos for up to 10 seconds for every 2 charges spent, have 10 charges, and can store up to 10 photos or videos at a time. Videos can be played back on a projector created by the large vision dial, and can have individual frames printed out. Photos and videos can also continue to be stored without getting deleted after being printed. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Water Dial. This dial can absorb and store any type of water or liquid and then release it when activated. Simple water dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb any 5-foot cube of water or liquid by placing it within 5 feet of the source. To use this dial, as an action, you can place or hold the dial in a 5-foot square, then press the button on it to release and pour up to 5 cubic feet of stored liquid, within a space up to 5 feet of the dial once at the beginning of every round. This liquid can be stored in containers, or poured over surfaces or even fires to put them out. Simple water dials can store up to 25 cubic feet of liquid, and regain up to 1d4+1 expended charges daily at dawn.

Large Water Dials (rare) have 10 charges and can store up to 50 cubic feet of liquid. Additionally, they regain 1d6+4 expended charges daily at dawn instead.

Axe Dial (Rare). Are incredibly powerful damage-dealing dials that can amplify the effects of attacks. They can be attached to your body or combined with any weapon to amplify its effects. By passively absorbing and storing sharpness from a blade, weight from a blunt weapon, strength from the user's fists and legs, etc. an axe dial will greatly enhance any attack made with a weapon it is attached to. The are three different types of axe dials, each type increasing in both strength and rarity.

A +1 axe dial (uncommon) will give any weapon, including your unarmed strikes, a +1 bonus to attack and damage rolls when attached.

A +2 axe dial (rare) will give any weapon, including your unarmed strikes, a +2 bonus to attack and damage rolls when attached.

A +3 axe dial (very rare) will give any weapon, including your unarmed strikes, a +3 bonus to attack and damage rolls when attached.

In order to attach an axe dial to a weapon or body part, the user must spend time during a short or long rest properly fitting and attaching it to the desired weapon. A weapon can only receive the benefits from one dial at a time, and the effects of separate dials on a single weapon do not stack. Furthermore, axe dials do not stack with innate weapon bonus stats, and can only increase a weapon's innate bonuses up to a total +3 for attack or damage rolls. However, axe dial bonuses do stack with bonuses from character feats and abilities. For example, a +3 supreme grade meito would receive no benefits from an axe dial and a +2 great grade meito would only increase to a +3 bonus to attack and damage rolls for the weapon if it had a +3 axe dial attached to it.

Chapter 5 | Equipment

Ball Dial (Rare). This dial is almost identical to the large milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they become floating 5-foot diameter balls that can be attached to eachother without breaking. They each have 1 HP and AC 6, and can be pushed up to 30 feet in any direction as a ranged attack, popping on impact with the first thing they touch. Additionally, when a cloud ball is destroyed or popped, it will produce a random effect. Roll a d100 on the wild magic surge table (D&D standard 5th edition rules) to determine the effect, and have the effect target and damage the creature closest to the ball or the ball itself after popping. If the rolled effect grants sorcery points or doesn't have an applicable effect, re-roll on the table instead.

Eisen Dial (Rare). The eisen dial is considered one of the strongest types of dials. This dial is almost identical to the simple milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they are as thick and durable as iron. They have 30 HP and AC 20 per 5-foot cube released, and will shatter into metallic dust when destroyed. Additionally, by releasing a 5-foot cube of stored cloud, you may transform it into an iron simple melee weapon of choice that you can use. If you are proficient with rare dials, you are also proficient with the created weapon. This weapon lasts for 1 hour, or until it is dispelled as a bonus action, in which it will crumble into metallic dust afterwards.

Flash Dial (Rare). This dial is very similar to a lamp dial, but instead releases stored light in a powerful flash that can blind enemies. Flash dials have 5 charges. By expending a charge from this dial as a bonus action, you may absorb up to an hour worth of light or sunlight, for each charge spent, into this dial by holding it or placing it within range of the source without interruption for the desired amount of time. To use this dial, as an action, you can press the button on the dial while holding it to release an hour worth of stored light in a powerful instant flash of blinding light. Each creature aside from the user within 30 feet of the dial has to make a DC 15 Constitution saving throw or become blinded until the end of their next turn. Flash dials can store up to 5 hours worth of consistent light, and regain up to 1d4+1 expended charges daily at dawn.

Flame Dial (Rare). By absorbing flames or burning materials, flame dials can be used to release scorching bursts or beams of fire. Flame dials have 5 charges. By expending a charge from this dial as a bonus action, you may sap fire from any 5-foot cube of fire, magma, or burning material by placing it within 5 feet of the source. To use this dial, as an action, you can release a burst of flames from the dial, one ray for every stored 5-foot cube of fire released, and hurl them at targets within 120 feet. Make a ranged attack for each burst of flame created. On a hit, the target takes 2d6 fire damage. Flame dials can store up to 25 cubic feet of fire, and regain up to 1d4+1 expended charges daily at dawn.

Impact Dial (Rare). By absorbing an instance of damage or force from an incoming attack, you can store and later release the force in a devastating burst of concentrated energy. Impact dials have 5 charges. When the user is individually targeted by an attack, spell, or damaging effect, they can use the impact dial to absorb the damage or a portion of it by expending charges as a reaction. Roll a d10 for every charge spent, and reduce the damage of the attack, spell, or effect by the number rolled and store that amount inside of the dial as part of that same reaction. The number stored cannot be more than the total amount of damage rolled by the attack, spell, or effect targeting the user of the dial. Additionally, if the damage rolled by the attack, spell, or effect is reduced to 0, it is nullified and has no effect.

To release the stored damage as a concentrated shock wave, the user can spend an action to make a melee attack against a target with the dial, deciding how much stored damage to expend. On a hit, the target takes a number of force damage equal to the expended damage. Whether the attack hits or misses, the user of the dial will be damaged by half of the expended force damage (rounded down) as recoil in force damage as well. Impact dials can store up to 30 force damage at once, and regain up to 1d4+1 expended charges daily at dawn. If the stored force damage reaches its cap, any carryover damage that cant be absorbed when attempting to nullify an attack is still dealt to the user and isn't reduced.

Jet Dial (Rare). By storing powerful gusts or wind currents, jet dials have the ability to emit anything it absorbs as a gust of energy. Jet dials have 5 charges. By expending a charge from this dial as a bonus action, you can absorb up to a 5-foot cube of any strong wind or gas. By pressing the button on the dial as a bonus action, you can expel at least one 5-foot cube of stored wind to launch you 30 feet x every 5-foot cube of stored wind released in any direction. Jet dials can store up to 25 cubic feet of wind, and regain up to 1d4+1 expended charges daily at dawn. Additionally, attaching a jet dial to a waver will double its speed.

Reject Dial (Rare). Reject dials are one of the strongest and hard to find dials among even the rarest dials. However, reject dials are also incredibly dangerous to use, with the recoil being able to potentially kill anyone who uses them. This dial is almost identical to the impact dial (use the description from Impact Dial.), except it has 10 charges, can store up to 60 force damage, and regains 1d6+4 expended charges daily at dawn.

Storm Dial (Rare). This dial is almost identical to the simple milky dial (use the description from Milky Dial.), except when segments of solid cloud are produced from this dial, they come in the form of condensed chunks of powerful storm clouds. Every 5-foot cube of storm cloud can be passed through, though it is considered Difficult Terrain. Any creature that ends its turn inside a created storm cloud must make a DC 15 Strength saving throw or take 2d6 bludgeoning damage from the harsh maelstrom of wind inside the cloud. Additionally, at the start of each round, each 5-foot cube of storm cloud will target the closest creature within 30 feet and deal 1d6 lightning damage to it. Storm clouds only last for 1 minute after being created, in which they return to being an ordinary island or sea cloud after.

Chapter 5 | Equipment

Pop Greens

Pop greens are special seeds that have the power to instantly grow into full plants that produce a desired spell effect. Pop greens can be imbued with various effects or spells by a skilled herbalist, allowing them to be used as soon as they are planted in dirt or soil. Creating a pop green requires having a Herbalism Kit, supplies, a nearby spellcaster, and being proficient in the Nature or Arcana skills.

Additionally, they can only be created during extended periods of downtime, such as when traveling by boat to a new location in clear weather or spending time on a peaceful island.

Creating a Pop Green

A pop green is made by placing the energy from any spell and the material components required into a special seed. Creating a pop green can take a specific amount of time and money related to the strength and level of the Pop Green the characters wants to imbue into the seed, as shown on the table below. Additionally, the character creating the pop green must have proficiency in the Nature or Arcana skills and provide any material components required by the spell being put into the pop green. Moreover, at least one character making the pop green or assisting in the creation process must have the spell prepared, or it must be among the character's known spells, in order to create the pop green.

If the scribed spell is a cantrip, the version on the scroll works as if the caster were 1st Level.

Pop Green Cost

Spell Level Time Cost
Cantrip 1 day ฿150,000
1st 1 day ฿250,000
2nd 3 days ฿2,500,000
3rd 1 workweek ฿5,000,000
4th 2 workweeks ฿25,000,000
5th 4 workweeks ฿50,000,000
6th 8 workweeks ฿150,000,000
7th 16 workweeks ฿250,000,000
8th 32 workweeks ฿500,000,000
9th 48 workweeks ฿2,500,000,000

Pop greens are occasionally found on various islands or sold in black markets. They can be sold to certain rich buyers for a price equal to the material cost on the table below. Their cost in the black market often equals 120% of their cost on the Pop Green Cost Table.

Using a Pop Green

When a character possesses a pop green, he or she can use at any time by planting it in a patch of dirt, soil, or sediment nearby. The pop green can be planted as an action, bonus action, or reaction (depending on the spell) within 5 feet of the user. It can also be thrown or fired by a sling as an action up to 30 feet away from the user into a nearby patch of soil. When the pop green is planted, it will begin casting the spell stored inside of it, no material components required.

The plant created will begin casting the spell from itself. For example, if the plant created from a pop green has cone of cold stored in it, it will cast it immediately after the action the user made to plant it, blasting the 60-foot cone from itself and damaging all enemies in the range depending on the direction the user wants it to aim the spell. After the spell is finished being casted or concentrated on, it will wither and die.

If the plant casts a spell, such as time stop, that can only target the caster, it will instead target the creature that planted it if they are within 30 feet of the plant. Otherwise, the plant will target itself with the spell before withering and dying. If the spell requires a target, the person who planted the pop green can verbally command it to choose the desired targets. Additionally, if the spell has a casting time longer than an action, the plant will remain alive and actively cast the spell until it is casted. Also, if the spell requires concentration, the plant will remain alive and attempt to concentrate on the spell until the duration ends or concentration is lost. Once the spell is no longer being concentrated on or is finished casting, the plant instantly withers and dies.

While the plant remains alive, its stats are as follows (Treat cantrips as 1st-level spells when determining these stats). Its size is medium, its HP is equal to 10 x Spell Level, its AC is equal to 10 + Spell Level, and its Constitution save bonus for keeping concentration is equal to the Spell Level. The plant's appearance depends on the type of spell stored by it. For example, if it has the fireball spell stored, it may have a reddish-orange color, a bazooka-shaped stem, and flame-shaped leaves. The plant may also cast or create the spell effect by emitting it from its stalk or mouth, or attacking with segments of its body.

Chapter 5 | Equipment

The spell casted by the plant has an Attack Bonus and Save DC depending on the level of the spell stored by the plant, shown on the table below.

Pop Green Spellcasting

Spell Level Save DC Attack Bonus
Cantrip 13 +5
1st 13 +5
2nd 13 +5
3rd 15 +7
4th 15 +7
5th 17 +9
6th 17 +9
7th 18 +10
8th 18 +10
9th 19 +11

Pop Green Complications

If the creature planting the pop green is a spellcaster that already knows how to cast the spell being stored by the pop green, planting it will always work without fail.

However, if the creature planting the pop green doesn't already know how to cast the spell being stored by it, there is a chance that the pop green will fail to grow and will die before it casts the spell successfully. In this case, the creature planting it must make an Intelligence (Nature) or Intelligence (Arcana) check to determine whether they plant it successfully or not. The DC equals 10 + the spell's level. On a failed check, the plant dies and has no other effect.

Stars

Stars are special types of ammo that deal additional damage compared to ordinary ammo or have some form of additional effect when fired. These can be crafted by a tinkerer or marksman, or found and purchased throughout the adventure.

Crafting a star requires any type of appropriate artisan's tools (such as mason's tools or smith's tools), proficiency in the Arcana or Sleight of Hand skills, and proficiency in at least one type of ranged weapon. The rarity, cost, and time it takes to make a batch of 5 for each type of star is listed in the Star Cost Table. Machine gun ammo, sniper rifle ammo, and bazooka ammo require double the time and money to make. Sling bullets require half the time and money to make.

Star Batch Cost

Star Type Time Cost
Uncommon 1 workweek ฿1,000,000
Rare 4 workweeks ฿5,000,000
Very Rare 8 workweeks ฿25,000,000

Each batch of stars created from the table above comes with 5 of the desired type of ammo. Once a star is used or fired, it cannot be used again. If a star misses a target after being fired, it has no effect and becomes useless.

Types of Stars

Individual batches of stars can come in many forms, depending on their rarity. Below are the different types of stars you can create.

Metallic Star. This type of star is much heavier and more destructive than ordinary ammo. Uncommon metallic stars have a +1 to attack and damage rolls when fired, rare metallic stars have a +2 to attack and damage rolls when fired, and very rare metallic stars have a +3 to attack and damage rolls when fired. Additionally, targets that are medium or smaller that are hit by a metallic star must succeed on a Strength save against a DC equal to 10 + (attack/damage bonus of the star x 2), or be knocked prone.

Flame Star. A flame star ignites mid-air, igniting anything it hits on contact. Uncommon flame stars deal an addition 1d6 fire damage when fired, rare flame stars deal an additional 2d6 fire damage when fired, and very flame metallic stars deal an additional 3d6 fire damage when fired.

Smoke Star. This star creates a sphere of smoke centered on a point within range on impact with a target. An uncommon smoke star creates a sphere radius of 10 feet, a rare smoke star creates a sphere radius of 20 feet, and a very rare smoke star creates a sphere radius of 30 feet. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Cactus Star. This star explodes upon hitting a target, piercing nearby targets with flying spikes. If this star hits a target, it will damage all creatures within 5 feet of the target for 1d4 piercing damage if it is uncommon. If it is rare, it will damage all creatures within 5 feet of the target for 2d4 piercing damage. If it is very rare, it will damage all creatures within 5 feet of the target for 3d4 piercing damage.

Terror Star. When this star hits a target, a terrifying vision appears in front of them. Until the end of their next turn, they are frightened of you for the duration. If it is a rare terror star, they also take 1d4 additional psychic damage. If it is a very rare terror star, they take 2d4 additional psychic damage instead.

Chapter 5 | Equipment

Meito

A meito is a world-class blade of exceptional quality. These blades were made by some of the best craftsmen in the world, and come in many shapes and sizes. They are far superior to regular blades, and have the power to slice through just about any material.

There are a limited number of meito in the world, and each can sell for several hundreds of millions of Belly (฿) or more depending on the rarity. Finding these swords, or even individuals who will sell these swords, should be incredibly difficult to accomplish for ordinary pirates. The four grades of meito and the number of each in existence are listed in the table below.

Meito Grades

Grade Number of Blades
Regular Unknown
Skillful 50
Great 21
Supreme 12

Regular Grade

Regular grade meito are the lowest classification for a meito blade, but are still exceptional in quality and sharpness compared to ordinary blades. Any weapon considered a regular grade meito will typically have a +1 bonus to Attack rolls.

Skillful Grade

With only 50 skillful grade blades in existence, this classification of meito are known to be extremely light, sharp, and powerful. Attuning to a skillful grade meito may also grant the user special abilities or bonuses while using the weapon. Any weapon considered a skillful grade meito will usually have a +1 bonus to Attack and Damage rolls.

Great Grade

Known to be the second rarest grade of meito with only 21 in existence, great grade meito are only a slight bit weaker than supreme grade meito. Despite this, they are still some of the few strongest swords in the world. Attuning to a great grade meito may also grant the user special abilities or bonuses while using the weapon. Any weapon considered a great grade meito will typically have a +2 bonus to Attack and Damage rolls.

Supreme Grade

Being the rarest grade of meito in the world, supreme grade meito are 12 of the strongest blades ever crafted. This grade of meito has the ability to slice through mountains like butter if wielded by a capable user. Attuning to a supreme grade meito may also grant the user special abilities or bonuses while using the weapon. Any weapon considered a supreme grade meito will always have a +3 bonus to Attack and Damage rolls.

Black Blade

Any meito or weapon that has become black in color through long-term use officially becomes a black blade. Black blades are considered indestructible, and can never be destroyed under any circumstance. Additionally, if a meito is less than supreme grade and becomes a black blade, it automatically advances up a grade in strength, gaining higher stats. Black blades may also come with additional powerful effects or boons, such as the ability to deal extra necrotic damage when rolling a critical hit. If a user of a meito turns their blade into a black blade, feel free to use the table below to determine what bonus the black blade gains. Gaining the effects of special bonuses requires the user to attune to the blade.

Cursed Blade

Cursed blades, such as kitetsu swords, are known to bring doom and misfortune to its user over time. However, if tamed, cursed blades can be extraordinarily fearsome in battle. Every cursed blade comes with a downside to being used recklessly, and each cursed blade may have a more crippling effect than the last depending on how high the grade is. When the user of a cursed blade attunes to it, they must succeed on a contested charisma check against the cursed blade (charisma bonus of the blade is decided by DM).

If the user loses the contest, they will attune to the blade and gain a random form of indefinite madness (Standard D&D 5th Edition Rules). If the user wins the contest, they may attune to the blade regularly. After attuning, the only way to end the attunement is to use a remove curse spell. While attuned, the user will gain access to a special ability while using the blade (feel free to roll on the table below to decide the ability). However, there may also be a severe drawback equivalent to the benefit the sword offers. For example, a cursed blade may deal an additional 2d6 necrotic damage to a target on a hit, but will deal 1d6 force damage to its owner every time an attack misses.

Special Blade Bonuses

d10 Bonus
1 Deals radiant damage and emits 20 feet of bright sunlight.
2 Deals necrotic damage and creates a 20-foot radius of darkness that lightly obscures the area.
3 Creatures cannot heal for 1 minute when damaged.
4 Deals an additional 2d6 elemental damage.
5 Ignores resistance to the weapon's damage type.
6 Removes a creature's limb when you roll a 20.
7 Heals you for damage dealt when you roll a 20.
8 Blade's reach extends by 5 feet.
9 Deals additional 1d6 damage for every size larger than you a target is.
10 Deals double damage against structures.
Chapter 5 | Equipment

Underworld Marketplace

The Underworld is a colossal crime syndicate that is known to carry smuggled goods and trade them off to bidders in underground auctions or markets. Its main operations are found on the Grand Line, and many different types of pirates, nobles, and notorious figures bid for extremely rare (and often very illegal) goods and services they wouldn't be able to purchase elsewhere.

Some towns may have underworld marketplaces and black markets readily available and easy to find for wealthy buyers, while other locations may attempt to hide their dealings away from officials. Goods sold in these auction houses and marketplaces may include extremely rare or exotic items such as devil fruits, powerful weapons, and legendary materials. Sometimes this auction houses also commit more horrific crimes such as capturing non-human races, selling slaves, or auctioning away weapons of mass destruction.

The price of a good depends on its rarity, as listed in the table below. Because items are often auctioned away in these markets instead of being regularly sold, it may be possible that a bidder will need to pay more (or very rarely less) than the standard asking price for more popular items.

Common items are easy to find in these markets, if their price is high enough to warrant being auctioned. Uncommon items are less common, and typically these markets will only have 1d8 uncommon items in each marketplace. Rare items are also pretty hard to attain, with only 1d6 possibly existing in each marketplace that sells them. Very rare items are among the hardest to find, with a 25% chance of there being any very rare items in the marketplace to begin with, in which case there may be 1d4 of these types of items. Lastly, legendary items are almost never sold in auction houses or underworld marketplaces. However, there is a 10% chance a single legendary item will be offered by a high-ranking underworld broker or official. In this case, it will likely be sold for an extraordinarily high price, or be given away in some high-stakes competition.

Underworld Smuggled Goods

Various types of rare items are available in the Underworld Markets. As shown on the table, some of these items have different types of rarity.

Slaves. Slaves are commonly sold at many exclusive underworld auction houses. Common slaves may include captured low-level pirates, commoners, and animals. Rare or Legendary slaves may include more exotic non-human races, such as merfolk or fish-men.

Rare Supplies. These supplies are nearly impossible for ordinary citizens to buy, as they are typically extracted from materials that are illegal or difficult to find. For example, Adam Wood is a type of Very Rare wood that can be used to build top-tier ships. However, this wood can only be bought through the underworld market due to how difficult it is to find or purchase normally.

Devil Fruit. Devil fruits are among some of the rarest items in the world. However, some random devil fruits may be sold in underworld auctions. If a Very Rare devil fruit is being sold, its powers are unknown and must be rolled on the Devil Fruit Table (Chapter 7) only after being eaten.

Underworld Marketplace

Item Rarity Minimum Cost
Slave Common >฿500,000
Slave Uncommon >฿1,000,000
Slave Rare >฿5,000,000
Slave Very Rare >฿50,000,000
Slave Legendary >฿500,000,000
Rare Supplies (200,000 lbs.) Uncommon >฿5,000,000
Rare Supplies (200,000 lbs.) Rare >฿20,000,000
Rare Supplies (200,000 lbs.) Very Rare >฿200,000,000
Devil Fruit Very Rare >฿100,000,000
Devil Fruit Legendary >฿1,000,000,000
Regular Grade Meito Common >฿1,000,000
Skillful Grade Meito Uncommon >฿5,000,000
Great Grade Meito Rare >฿50,000,000
Supreme Grade Meito Very Rare >฿100,000,000
Black Supreme Grade Meito Legendary >฿500,000,000
Cursed Meito - Half of meito type cost
Simple Dial Common >฿500,000
Rare Dial Uncommon >฿5,000,000
Illegal Weapons Uncommon >฿2,000,000
Illegal Weapons Rare >฿5,000,000
Illegal Weapons Very Rare >฿50,000,000
Illegal Weapons Legendary >฿500,000,000
Rare Equipment Common >฿1,000,000
Rare Equipment Uncommon >฿5,000,000
Rare Equipment Rare >฿50,000,000
Rare Equipment Very Rare >฿100,000,000
Rare Equipment Legendary >฿500,000,000
Devil Fruit Book Legendary >฿1,000,000,000
Eternal Pose Uncommon >฿1,000,000
Eternal Pose Rare >฿5,000,000
Eternal Pose Very Rare >฿50,000,000
Chapter 5 | Equipment

If a Devil Fruit being sold or auctioned is Legendary in rarity, its powers will be known and stated by the seller before the bidding begins. These devil fruits are among the strongest, and typically come in the form of a powerful Logia, Mythical Zoan, or rare paramecia type.

Meito. Details about Meito blades are listed earlier in this chapter. A cursed meito will be sold for half the minimum cost initially, though it will not be stated that the sword is cursed.

Dials. Detials about different types of dials are listed earlier in this chapter. The strongest dials may have a starting price many times higher than the minimum cost of rare dials.

Illegal Weapons. Illegal weapons are often weapons of mass destruction and arms deemed to be so dangerous that they have been deemed highly illegal to use. Being banned by the World Government, having these weapons in your possession is punishable by death. Uncommon illegal weapons have the potential to wipe out an average-sized house. Rare illegal weapons have the potential to wipe out an entire block of buildings. Very rare illegal weapons have the potential to wipe out a small village. Legendary illegal weapons have the ability to destroy a large town. To determine the deadliness and effects of a type of illegal weapon, have it work similarly to a pop green or spell scroll of the same rarity.

An uncommon illegal weapon may have the effect of a Fireball spell, a rare illegal weapon may have the effect of a Cloudkill spell, a very rare illegal weapon may have the effect of a Fire Storm spell, and a legendary illegal weapon may have the effect of an Earthquake or Meteor Swarm Spell. Each weapon may differ in use and intensity, and some may be far more catastrophic than even the deadliest known spells if the DM allows it. They may also work similar to expendable magic items in standard 5th Edition D&D rules, such as a Necklace of Fireballs.

Rare Equipment. Certain types of equipment, such as armor, guns, rings, or other types of gear are considered so rare and expensive that they are only occasionally sold in underworld auctions or markets. This equipment being sold may include items similar to +1 Armor, magic rings, or vicious weapons.

Devil Fruit Book. These books are among some of the rarest items in the world, with only a few ever being printed. Devil Fruit Books can be used to automatically identify any type of Devil Fruit and give basic information on its abilities and powers. When observing a Devil Fruit with this book, you or the DM may roll on the Devil Fruit Table to identify its name and properties without needing to consume it.

Eternal Pose. Eternal Poses are special log poses that always point toward a particular island. This makes finding that specific island very easy, and getting lost is almost impossible. The rarity of the eternal pose depends on how legendary the location is.

Den Den Mushi

Den Den Mushi are a species of telepathic snails that can be used for vocal communication, similar to telephones. Den Den Mushi are often modified by people to have dials, receivers, and other accessories built into to their shells and bodies, allowing for humans and other creatures to utilize their telepathy and use them for long distance communication with other modified Den Den Mushi.

Some Den Den Mushi are modified to serve as makeshift telephones, some are modifed to serve as cameras, or other transmission devices. Very rare Den Den Mushi devices may be used for other specific purposes, such as intercepting other Den Den Mushi. Additionally, some may be modified and painted to resemble their owners.

Standard Den Den Mushi. The most commonly used Den Den Mushi have telepathic abilities that allow them to serve as telephones. When two Den Den Mushi connect to each other, any sound that plays into one will be transmitted and sent over to the other and be perfectly replicated by the receiving Den Den Mushi, and vice versa. This is essentially the same as calling someone with a telephone. There may be limitations to the signal range of most Den Den Mushi, aside from few rare ones that have nearly unlimited range.

Baby Den Den Mushi. Are much smaller audio-based Den Den Mushi that can be concealed in clothing to avoid detection. However, this comes at the cost of having a weaker signal range.

Black Den Den Mushi. Is a Den Den Mushi that intercepts and listens into other audio-based Den Den Mushi communicating, being able to save any messages they record and memorize them for playback. These are often used by government agents and the marines.

White Den Den Mushi. Is a very special type of Den Den Mushi that prevents any nearby Black Den Den Mushi from eavesdropping. These are incredibly rare, and are typically used by Revolutionary agents.

Visual Den Den Mushi. Are Den Den Mushi that record and relay visual information in order to play it back later in the form of photographs or videos. These Den Den Mushi can capture photos or record videos and then project them back onto screens by using their powerful flashing eyes for others to see. In other words, they often serve as both cameras and image or video projectors.

Chapter 5 | Equipment

Expenses

Sometimes long journeys across the ocean allow for some extended periods of downtime while occasionally stopping by various islands to gather supplies. Even stepping away from the dangerous life of pirating for a while and spending time in a small village or large city isn't all that uncommon for those looking for a short break from the unforgiving seas. However, living comfortably in any situation can cost quite a bit of money. Depending on a character's lifestyle and career, these expenses will begin to stack up over time.

Lifestyle expenses

Maintaining a decent home or ship cabin, purchasing food and water, maintaining your gear and equipment, and covering transportation each day in a village or city will vary in cost depending on the quality of these goods and services required by a character.

Someone who decides to live with spending on only the bare minimum will pay far less than someone maintaining an elite noble lifestyle, for example. The cost of living for each lifestyle preference is listed in the table below.

Lifestyle Expenses

Lifestyle Price per day
Wretched -
Poor ฿2,000
Comfortable ฿10,000
Wealthy ฿40,000
Rich ฿100,000
Noble ฿1,000,000 minimum

Wretched. You choose to live in horrible conditions, often stealing scraps of food or dumpster diving for survival. Your gear is never maintained and you almost never care for your appearance. You may reek of body odor and look to be suffering from malnutrition.

Poor. You have found ways to live for very cheap, albeit in not very comfortable conditions. Only being able to afford the bare necessities, such as a few slices of bread each day, some water, and a small room or place to stay in for shelter. Your gear is poorly maintained, and you may not appear particularly clean.

Comfortable. You are considered roughly middle-class and can afford a decent house in a modest part of town, or a small room on a ship or in an inn. You have access to clean water, average food, and other basic necessities. You take care of your equipment and your appearance is clean and acceptable.

Wealthy. A step up from the comfortable lifestyle, you belong on the upper tiers of society. You may own a large house, have a decent-sized living space on a ship, or regularly lodge at a high-quality inn. Your equipment is kept in great condition and your appearance and cleanliness is certainly well above-average.

Rich. You live a life of luxury, and might even be popular throughout your homeland or other nearby towns. Perhaps you are a prestigious pirate, aristocrat, or successful business owner. You may own a mansion, stay in a large room on a ship, or even own an inn or two. Your equipment is kept in mint condition and you always dress in the best clothes available.

Noble. Nobles are often world-class elites, top pirates, or celestial dragons that have access to nearly infinite sums of money at their disposal. The lifestyle of a noble allows for just about any expense to be easily covered. You may own several homes, ships, or buildings all around the world. Nobles have immediate access to the best clothes, the best perfumes, some of the finest weapons, and always keep their equipment in perfect shape.

Chapter 5 | Equipment

Food, Drink, and Lodging

The table below will give prices for food and drink as well as inn fees for a single night's lodging. These prices are automatically included in your lifestyle expenses during downtime.

Food, Drink, and Lodging

Item Cost
Banquet (per person) ฿100,000
Bread, loaf ฿200
Cheese, hunk ฿1,000
Inn stay (per day)
Poor ฿1,000
Comfortable ฿5,000
Wealthy ฿20,000
Rich ฿40,000
Noble ฿400,000
Meals (per day)
Poor ฿600
Comfortable ฿3,000
Wealthy ฿8,000
Rich ฿20,000
Noble ฿200,000
Meat, chunk ฿3,000
Rum
Gallon ฿2,000
Mug ฿400
Sake
Common (pitcher) ฿1,000
Fine (Bottle) ฿30,000
Wine
Common (pitcher) ฿2,000
Fine (Bottle) ฿100,000

Services

Within a city or nation, even the best pirates may need to utilize the services provided by the people in the local area. These services may come in the form of transportation, medical attention, hiring lackeys, or getting around town faster. The table below lists individual services and their cost.

Services

Service Pay
Appraisal (Identify) ฿100,000-500,000 per item
Basic healing (Cure Wounds) ฿100,000-500,000 per use
Coach cab
Between towns ฿300 per mile
Within a city ฿100
Hireling
Skilled ฿20,000 per day
Untrained ฿2,000 per day
Messenger ฿200 per mile
Road or gate toll ฿100
Ship's passage ฿1,000 per mile
Chapter 5 | Equipment

Trinkets

When creating a character, you may roll once on the trinket table below to give your character a special trinket. The DM may also use this table throughout the adventure to give certain characters or NPC items.

Trinkets

d100 Trinket
1 A sharp tooth from a newborn Sea King.
2 A broken eternal pose that once pointed to a legendary location.
3 A small den den mushi that only repeats "hello?"
4 A small wooden statue of an unknown pirate.
5 A half-torn sketch of an underwater map.
6 A fancy worn purple captain's hat.
7 A rainbow-colored scale from a mermaid.
8 A wax replica of a devil fruit.
9 A conch shell that sobs when you listen to it.
10 A playing card made of lead.
11 A seastone bullet that has lost its properties.
12 An ornament shaped like a captain's wheel.
13 A necklace locket that can't be opened.
14 A music box that plays an old sea shanty.
15 An oversized straw hat.
16 A small kaleidoscope.
17 A bent key with a skull emblem on it.
18 A jar with a small eel inside.
19 A sword hilt with familiar initials etched into it.
20 A rusted knife that belonged to a relative.
21 A small sketch of the last pirate king.
22 A cracked copper coin from a lost civilization.
23 A syringe containing apple juice.
24 A paint brush that slowly removes paint.
25 The leg of a large toad.
26 The tail tip of a crocodile.
27 A surgeon's scalpel.
28 A tiny symbol of a smiling face.
29 A small indestructible cube with a rune on it.
30 A red monkey's right paw.
31 A thin disk made of aluminum.
32 A poorly drawn jolly roger.
33 A candle that glows blue when lit.
34 A small vial containing mysterious red fluid.
35 A large broken dinosaur egg.
36 The wooden leg of a marine veteran.
37 An eye patch with a serpent symbol.
38 An unmelting snowball from a mysterious country.
39 A wheel of cheese with a mouse inside.
40 A square compass that points in random directions.
41 An iron tooth stuck inside a wooden apple.
42 A banner belonging to a certain clan.
43 A mug that colors any liquid inside it orange.
44 A broken lock shaped like a Sea King.
45 A chunk of rubber from a tire.
46 A ship in a bottle that wobbles occasionally.
47 A slightly melted dog figurine.
48 A worn comic book about super hero pirates.
49 A glove that could only fit a small fairy.
50 A t-shirt with a random English word on it.
51 A pair of glasses that are always too blurry.
52 An empty soda can from an unknown brand.
53 A glass snake eye.
54 An iron orb that lightly sticks to anything it touches.
55 A small lizard living in a pouch.
56 A pyrite bell attached to a string.
57 A small bronze gear from a toy.
58 A wooden yo-yo.
59 A baby octopus that squirts water.
60 A piece of rope that randomly ties itself into a knot.
61 Shoes that leave behind faint tracks of dirt.
62 A wooden tribal mask.
63 A lock of hair from a sulong mink.
64 A mechanical bird in a wooden birdhouse.
65 A beanstalk that sometimes grows.
66 An earring shaped like an anchor.
67 A tiny hairy spider that can walk on water.
68 A rough diagram of a fish's anatomy.
69 A used bazooka shell containing volcanic ash.
70 A ceramic bowl filled with small bones.
71 A stone parrot head that repeats its holder's most used word.
Chapter 5 | Equipment
d100 Trinket
72 A lightning rod that glows dim blue.
73 A stuffed reindeer toy.
74 A blue banana peel.
75 A scarf that makes its wearer colder.
76 A perfectly symmetrical skipping stone.
77 A plastic flower that always smells authentic.
78 A stone tablet with a sun symbol painted on.
79 A silver whisk.
80 A tangerine tree sapling in a pot.
81 An arrowhead shaped like a beak.
82 A slingshot without a handle.
83 A skull-shaped helmet with an afro.
84 A single strip of sea cow beef jerkey.
85 A metallic fang coated in heavily diluted poison.
86 A playing dice with a 6 on every side.
87 A jack in the box with a smiling lion head inside.
88 A hand-sized toy robot that dances under sunlight.
89 A cigarette that never burns out.
90 A pamphlet detailing a far-away amusement park.
91 A diary written by a sailor with partially ruined pages.
92 A mirror that only reflects moonlight.
93 An incomplete globe.
94 A chart detailing all the known constellations.
95 A silk handkerchief that is always a bit damp.
96 A chunk of green salt rock.
97 A steel whistle that makes bird sounds.
98 A stick of incense that smells like home.
99 A child's drawing that gives you nightmares every time you see it.
100 A bright red clown nose.
Chapter 5 | Equipment

Chapter 6: Customization & Feats

Even after customizing your race, class, and background, there are more steps to developing and customizing your character's abilities and features. As your character gains levels and advances through the story, you may decide to replace an ability score upgrade with a feat. These provide additional paths for your character to take in gaining new types of abilities alongside race and class.

Multiclassing

Because these classes haven't been thoroughly tested and balanced for multiclassing, it is heavily advised that you do not attempt to multiclass your character with these classes. If you insist on doing so, feel free to incorporate classes from standard 5th Edition D&D rules into your campaign for this purpose. For the classes listed in this book, there may be significant issues attempting to balance classes together, such as Bruiser and Martial Artist. However, if you still insist on trying to multiclass with the listed classes, use similar techniques from the D&D 5e Player's Handbook.

Feats

A feat defines how your character's abilities develop in relation to their fields of expertise over the course of the adventure. Many of these feats are very much necessary throughout this type of campaign as it provides tools for characters to deal with the likes of Devil Fruit Users and other new types of enemies.

Additionally, many of these feats require certain unique prerequisites to be met before unlocking them, unless your class or race tells you otherwise. These prerequisites may be in the form of ability score minimums, already having certain feats unlocked, or being a certain race.

Armament Haki Novice

Prerequisite: Constitution 13 or higher

Through applying a thin coat of spiritual power to your weapons or body, your body becomes more durable and deadly. You gain the following benefits:

  • You can use your reaction when forced to make a saving throw to add your Constitution modifier to any saving throw made against a spell or effect that you can see.
  • Armor Coating: You can use your reaction when targeted by a damaging attack or spell to temporarily coat your body in spirit armor. Doing so grants you a +1 bonus to your AC until the start of your next turn.
  • Weapon Coating: When you make a ranged or melee attack, you can use your reaction to temporarily coat your attacks with spiritual energy. You gain a +1 bonus to attack rolls you make with any unarmed strike or weapon you are holding until the start of your next turn.

Armament Haki Intermediate

Prerequisite: Character Level 6, Constitution 13 (or higher), Armament Haki Novice

Through applying a colossal coat of spiritual power to your weapons or body, your body becomes infinitely more durable and deadly. You gain the following benefits:

  • Your weapon attacks and unarmed strikes count as magical for the Purpose of overcoming Resistance and immunity.
  • Your bonus to attack rolls or AC from using Armor Coating or Weapon Coating increases to +2.

Armament Haki Master

Prerequisite: Character Level 11, Constitution 13 (or higher), Armament Haki Intermediate

Through applying a thick coat of spiritual power to your weapons or body, your body becomes far more durable and deadly. You gain the following benefits:

  • When you make an attack and hit while using your Weapon Coating, you add your constitution modifier to the damage dealt. Attacks made while using Weapon Coating also deal double damage to objects and structures.
  • Your bonus to attack rolls or AC from using Armor Coating or Weapon Coating increases to +3.

Athlete

You have undergone extensive physical training to gain the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • When you are prone, standing up uses only 5 feet of your movement.
  • Climbing doesn’t halve your speed.
  • You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Big Eater

Your stomach has expanded far beyond the size of any ordinary stomach to gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • You can now recover injuries by consuming large quantities of food. For every 10 lbs of food you consume, you recover 1 hit point. If you are at full hit points, you instead gain temporary hit points for every 10 lbs of food you consume, up to a maximum of your character level.
Chapter 6 | Customization & Feats

Burglar

You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.

Conqueror's Haki Novice

Prerequisite: Charisma 13 or higher, DM permission

By being a born conqueror, you begin to awaken the power to rule over the spirits of others. You gain the following benefits:

  • You gain proficiency in the Persuasion and Intimidation skills. If you’re already proficient in either skill, your proficiency bonus is doubled for any check you make with that skill.
  • Conqueror's Dominating Spirit: You gain the ability to dominate those around you with your willpower as an action. When you take this action, each creature of your choice within 30 feet of you that can see you must succeed on a Charisma saving throw against a DC of 8 + your Proficiency Bonus + your Charisma modifier, or be frightened of you for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. You can use this feature this way a number of times equal to your Charisma modiifer + 1. You regain all uses once you finish a Long Rest.

Conqueror's Haki Intermediate

Prerequisite: Character Level 6, Charisma 13 (or higher), Conqueror's Haki Novice

By being a born conqueror and strengthening your resolve, you now fully unlock the power to rule over the spirits of others. You gain the following benefits:

  • You have advantage on all Charisma Checks.
  • When using Conqueror's Dominating Spirit, creatures that are frightened by this effect are now also paralyzed for the duration if they fail the initial save by 5 or more. Additionally, the range you can use this ability increases to 60 feet.

Conqueror's Haki Master

Prerequisite: Character Level 11, Charisma 13 (or higher), Conqueror's Haki Intermediate

By being a born conqueror and strengthening your resolve, you now fully unlock the power to rule over the spirits of others. You gain the following benefits:

  • When using Conqueror's Dominating Spirit, you also knock creatures prone when they fail their saving throw against the effect. Also, the range you can use this ability increases to 120 feet.
  • Conqueror's Infusion: You can use your action to coat yourself with your overwhelming conqueror's spirit. This lasts for 1 minute, giving you +2 to Armor Class and once on each of your turns, you can deal extra force damage to one target when you deal damage to it with an Attack. The extra force damage equals your character level. When you damage a creature with force damage this way, they must succeed on a Strength saving throw against a DC of 8 + your Proficiency Bonus + your Charisma modifier, or be knocked prone or be knocked back 5 feet (your choice). You can use this coating a number of times equal to your Charisma modifier + 1. You regain all uses of Conqueror's Infusion once you finish a Long Rest.

Cyborg Super Upgrade

Prerequisite: Cyborg

When you take this feat, you can install three additional cyborg upgrades of your choice.

You can select this feat multiple times. Each time you do so, you must choose different upgrades.

Defensive Duelist

Prerequisite: Dexterity 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Devil Fruit User

This feat must be taken during the character creation process, with your DM's permission. When you take this feat, you may gain the powers of a random Devil Fruit by rolling a d100 on a Devil Fruit Table of your choice. (Listed in Chapter 7.) You have eaten the devil fruit that you rolled and gained its powers, at the cost of being weak to sea water, as a part of your character's background before entering the story.

Dial Expert

Through studying and locating the various Dials found on the Sky Islands, you gain the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You gain proficiency in using all Dials.
  • You find two Simple Dials of your choice that have mysteriously fallen from a Sky Island.
  • You can immediately identify and understand the properties of any dial you find.
Chapter 6 | Customization & Feats

Disruptor

You have practiced techniques useful in melee combat against elementalists, tinkerers, and other spell users, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.

Dungeon Delver

Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
  • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
  • You have advantage on saving throws made to avoid or resist traps.
  • You have resistance to the damage dealt by traps.
  • You can search for traps while travelling at a normal pace, instead of only at a slow pace.

Durable

Hardy and resilient, you gain the following benefits:

  • Increase your Constitution score by 1, to a maximum of 20.
  • When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).

Elemental Adept

Prerequisite: The ability to cast at least one spell

When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Fell Handed

You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:

  • You gain a +1 bonus to attack rolls you make with the weapon.
  • Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
  • Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
  • If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.

Friend of the Sea

Prerequisite: Fish-man or Merfolk

Your friendship with sea creatures mystically deepens thanks to your racial abilities. You gain the following benefits:

  • You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
  • You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can only target and speak with beasts that have an innate swimming speed with these spells, not including Sea Kings. Intelligence is your spellcasting ability for these spells.

Grappler

Prerequisite: Strength 13 or higher

You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:

  • You have advantage on attack rolls against a creature you are grappling.
  • You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creatures are both restrained until the grapple ends.
  • Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Chapter 6 | Customization & Feats

Great Weapon Master

You’ve learned to put the weight of a weapon to your advantage, letting its momentum empower your strikes. You gain the following benefits:

  • On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
  • Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Heavily Armored

Prerequisite: Proficiency with medium armor

You have trained to master the use of heavy armor, gaining the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • You gain proficiency with heavy armor.

Heavy Armor Master

Prerequisite: Proficiency with heavy armor

You can use your armor to deflect strikes that would kill others. You gain the following benefits:

  • Increase your Strength score by 1, to a maximum of 20.
  • While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take are reduced by 3.

Lightly Armored

You have trained to master the use of light armor, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with light armor.

Linguist (Pongelyphs)

Prerequisite: Archaeologist, DM Permission

You have studied ancient languages and codes, gaining the following benefits:

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn the language of the Poneglyphs
  • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use an ability to decipher it.

Master of Disguise

You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
  • If you spend 1 hour observing a creature, you can then spend 8 hours crafting a disguise you can quickly don to mimic that creature. Making the disguise requires a disguise kit. You must make checks as normal to disguise yourself, but you can assume the disguise as an action.

Medium Armor Master

Prerequisite: Proficiency with medium armor

You have practiced moving in medium armor to gain the following benefits:

  • Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
  • When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Moderately Armorered

Prerequisite: Proficiency with light armor

You have trained to master the use of medium armor and shields, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with medium armor and shields.

Mounted Combatant

You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:

  • You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
  • You can force an attack targeted at your mount to target you instead.
  • If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Chapter 6 | Customization & Feats

Mysterious Power

Choose a class from standard 5th edition: bard, cleric, druid, sorcerer, warlock, or wizard.

You learn two cantrips of your choice from that class’s spell list.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid: or Intelligence for wizard.

Observation Haki Novice

Prerequisite: Wisdom 13 or higher

Through your mastery of supernatural senses granted by your willpower, your ability to see and detect things increases. You gain the following benefits:

  • You gain a +5 bonus to initiative.
  • You can’t be surprised while you are conscious.
  • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

Observation Haki Intermediate

Prerequisite: Character Level 6, Wisdom 13 (or higher), Observation Haki Novice

Through your mastery of supernatural senses granted by your willpower, you can either detect things around you very clearly or see a little bit into the future.

You now have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Additionally, you have a number of observation points equal to your Wisdom modifier + 1, and regain all expended observation points once you finish a Short or Long Rest. You can spend these points in the following ways:

  • Aura of Observation: As an action, you can spend 1 observation point to expand your complete awareness and see the aura of all things. When you take this action, you gain blindsight up to a range of 60 feet for 10 minutes.

  • Future Sight: You begin to see a little bit into the future to see the outcome of a situation. Whenever you make an attack roll, an ability check, or a saving throw, you can spend 1 observation point to roll an additional d20. You can choose to spend one of your observation points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one observation point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends an observation point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

Observation Haki Master

Prerequisite: Character Level 11, Wisdom 13 (or higher), Observation Haki Intermediate

Through your mastery of supernatural senses granted by your willpower, you have full awareness of your surroundings or can see into the future more clearly. You gain the following benefits:

  • You can spend 2 observation points to cast Arcane Eye, no verbal or material components required. Additionally, the eye has blindsight and a vision range of 60 feet.
  • Your Aura of Observation range increases to 120 feet.
  • You can now choose to spend one of your observation points after you roll a die and also after the outcome is determined when using Future Sight.

Polearm Master

You can keep your enemies at bay with reach weapons. You gain the following benefits:

  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Resilient

Choose one ability score. You gain the following benefits:

  • Increase the chosen ability score by 1, to a maximum of 20.
  • You gain proficiency in saving throws using the chosen ability.

Samurai Warrior

The katana is a difficult blade to use, but you have spent countless hours mastering it. You gain the following benefits:

  • You gain a +1 bonus to attack rolls you make with a katana.
  • You can deliver a decisive critical strike or sweep when you attack enemies that turn their back on you. When you hit with an opportunity attack using a katana, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
  • You may attempt to disarm your target with a decisive strike at their weapon or another object of your choice that it's holding. When you attack and hit with a katana, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have the chosen item knocked down and dropped at its feet. You cannot use this ability again until you complete a Short or Long Rest.
Chapter 6 | Customization & Feats

Savage Attacker

Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Sentinel

You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:

  • When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
  • Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
  • When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Sharkskin

Prerequisite: Fish-man

Due to your fish-man features and rough skin, you are difficult to touch without getting injured. You gain the following benefits:

  • Increase your Constitution score by 1, up to a maximum of 20.
  • Your rough skin deals 1d6 piercing damage to any creature grappling you or any creature grappled by you.
  • You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.

Sharpshooter

You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks ignore half cover and three-quarters cover.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Shorter Loading

You require far less time to reload heavier guns. You gain the following benefits:

  • Increase your Dexterity score by 1, up to a maximum of 20.
  • Bazookas and Machine Guns no longer require an additional action on the following turn to be fully reloaded. You must still use the loading properties.

Shield Master

You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield.

  • If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
  • If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
  • If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.

Skilled

You gain proficiency in any combination of three skills or tools of your choice.

Skulker

Prerequisite: Dexterity 13 or higher

You are expert at slinking through shadows. You gain the following benefits:

  • You can try to hide when you are lightly obscured from the creature from which you are hiding.
  • When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
  • Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.

Sling King

Your sling skills have grown, and you gain these benefits:

  • You gain a +1 bonus to attack rolls you make with a sling.
  • When you use a sling, its damage die changes from a d4 to a d6, and from a d6 to a d8 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
  • Your maximum range with slings now also count as your minimum.

Spell Sniper

Prerequisite: The ability to cast at least one spell

You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:

  • When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll.
Chapter 6 | Customization & Feats

Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.

Tavern Brawler

Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • You are proficient with improvised weapons and unarmed strikes.
  • Your unarmed strike uses a d4 for damage.
  • When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.

Tough

Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

Two-Weapon Style

You master fighting with two weapons, gaining the following benefits:

  • You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
  • You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
  • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Three-Weapon Style

Prerequisite: Two-Weapon Style, Two-weapon fighting

You master fighting with three weapons, gaining the following benefits:

  • Your Two-Weapon Style bonus to AC increases to +2.
  • You can hold an additional offhand weapon with another appendage or with your mouth, and it doesn't have to be light.
  • While holding this third weapon, you can not attack with it, but you can use attacks that combine it and your other held weapons to deal extra damage. Once per turn, you may combine a strike with your third weapon with one of your regular weapon attacks to make that weapon deal one dice higher in damage. For example, a d4 damage die would become a d6, a d6 would become a d8, a d8 would become a d10, and a d10 would become a d12. The maximum the damage die can increase is up to a d12.
  • You can draw or stow three one-handed weapons when you would normally be able to draw or stow only one.

Voice of All Things

Prerequisite: Conqueror's Haki Novice or Three-Eyed Tribesman, DM permission

Being born extremely special, you gain the ability to hear words conveyed by inanimate objects and animals that you cannot normally understand through speaking. You gain the following benefits:

  • You can innately understand what is written on poneglyphs or other ancient writings without needing to understand the language written on them.
  • Sea Kings and other beasts have the ability to speak directly with you if they so choose, and you understand them.
  • As an action, you can telepathically send out a small sentence that is 5 words or shorter to a creature you know up to 1000 feet away from you.

War Caster

Prerequisite: The ability to cast at least one spell

You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

Weapon Master

You have practiced extensively with a variety of weapons, gaining the following benefits:

  • Increase your Strength or Dexterity score by 1, to a maximum of 20.
  • You gain proficiency with four weapons of your choice.
Chapter 6 | Customization & Feats

Chapter 7: Devil Fruits

Devil Fruits

Devil Fruits are mysterious fruits that grant the creature or thing that eats it supernatural powers. There are three types of Devil Fruits: Paramecia, Zoan, and Logia types.

Paramecia Devil Fruit users are usually the most common type and gain the power to either change their bodies, alter their environment, or produce a specific type of material. Zoan Fruit users gain the ability to transform into a type of creature. And Logia Fruit Users gain the ability to transform and control a natural element.

This all comes at the cost of never being able to swim again and being weak to water.

Benefits and Drawbacks

Strengths

  • Newfound Power A Devil Fruit grants its user powers that range from useful to completely game-changing. It is possible to gain an undesirable power, however.
  • Quick to Learn Upon consuming the devil fruit, you will quickly understand the powers you have gained. Those who are expert fighters or tacticians can quickly devise crafty ways to utilize their powers.
  • Flexibility While some Devil Fruits are more useful than others, the newly gained power and abilities can always be improved upon and made into something very useful.
  • Growth As the user of a Devil Fruit grows, so will its power. Upon learning how to "Awaken" a Devil fruit, you will gain an immense power up regardless of your fruits effects.

Weaknesses

  • Randomness - The powers gained from eating a devil Devil Fruit are often completely unpredictable. The exception to this rule is if you can identify the fruit before eating it using a rare Devil Fruit Encyclopedia.
  • Not All Powers are Equal - - While you can train to make your Devil Fruit ability stronger, some powers are just objectively far better than others at first. You may be stuck with a useless power forever if you decide to eat one.
  • Only Room for One - Devil Fruits allegedly grant you powers by placing a devil in your stomach that grants you abilities. When you eat more than one Devil Fruit, your stomach won't have enough room for another devil. Meaning you will spontaneously explode and die.
  • Weak to the Sea - Arguably the biggest reason to not eat a devil fruit is losing the ability to swim. When submerged in water, a Devil Fruit user will become incapacitated and start drowning. Being in contact with "Sea Stone" will also nullify your powers and weaken you considerably.

Finding a Devil Fruit

Devil fruits are very rare, but can be found growing on trees or plants if lucky enough. There is a 1/10 chance an island on the grand line will have a randomly generated Devil Fruit growing on it, and a 1/100 chance an island outside the grand line will have one. If you succeed on this roll, you may roll again to see if there is more than one on that island. When a Devil Fruit user dies, the devil spirit inside of them will fly into a nearby regular fruit and transform it into a Devil Fruit containing the same powers it granted to the previous user. If a devil fruit user has recently died on an island, there is a 1/4 chance it will spawn on that island or whenever you enter a different island nearby.

Even if you know a Devil Fruit is on an island, it can take a long time to locate it. You will need to spend 1d10 x (1 for every 10 square km) days to find a Devil Fruit on an island containing one. This duration is halved for every successful DC 15 nature check made by a party member. This check can only be made once per person for that island, stacking with each success. Additionally, if the island contains very little wildlife, you may also halve the duration.

Additionally, collectors and underground dealers may be able to sell you a random fruit if finding one proves difficult. Being pirates, you may also steal one. If you are extra evil, you can kill a Devil Fruit user to potentially re-spawn their power on the same island or a nearby island.

Emphasis on Randomness

D&D is all about randomness. Avoid plainly handing a player their desired Devil Fruit power if possible. If someone wants a specific fruit bad enough, make them work to find it. This could take many sessions to accomplish, but working for it will make it feel earned. If a character opts to immediately find a random Devil Fruit, make them roll a random result for what power they get (see next page). If you want to be fair to your players, make villains have to also roll for their devil fruit power. However, you are the DM. You can decide who gets a random power and who doesn't. Just make sure everyone at the table has fun.

Chapter 7 | Devil Fruits

random devil fruit tables

There will be many instances where players will find Devil Fruits or you will roll up a villain with a Devil Fruit.

This doesn't always need to be random, you may handpick the result from this table or make one up altogether. Regardless, here are two easy tables to roll on to decide the result.

Table 1

d100 Name & Power
1 Gomu Gomu no mi (Rubber Paramecia)
2 Bara Bara no mi (Chopping Paramecia)
3 Sube Sube no mi (Smooth Paramecia)
4 Kilo Kilo no mi (Kilogram Paramecia)
5 Bomu Bomu no mi (Bomb Paramecia)
6 Hana Hana no mi (Bloom Paramecia)
7 Doru Doru no mi (Wax Paramecia)
8 Baku Baku no mi (Munch Paramecia)
9 Mane Mane no mi (Imitation Paramecia)
10 Supa Supa no mi (Steel Blade Paramecia)
11 Toge Toge no mi (Spike Paramecia)
12 Ori Ori no mi (Cage Paramecia)
13 Bane Bane no mi (Spring Paramecia)
14 Ito Ito no mi (String Paramecia)
15 Noro Noro no mi (Slowing Paramecia)
16 Doa Doa no mi (Door Paramecia)
17 Awa Awa no mi (Bubble Paramecia)
18 Shari Shari no mi (Wheel Paramecia)
19 Beri Beri no mi (Orb Paramecia)
20 Sabi Sabi no mi (Rust Paramecia)
21 Yomi Yomi no mi (Resurrection Paramecia)
22 Kage Kage no mi (Shadow Paramecia)
23 Horo Horo no mi (Hollow Paramecia)
24 Suke Suke no mi (Invisibility Paramecia)
25 Nikyu Nikyu no mi (Paw Repel Paramecia)
26 Jida Jida no mi (Age Paramecia)
27 Ope Ope no mi (Surgery Paramecia)
28 Jishaku Jishaku no mi (Magnet Paramecia)
29 Shiro Shiro no mi (Fortress Paramecia)
30 Wara Wara no mi (Straw Paramecia)
31 Karma Karma no mi (Karma Paramecia)
32 Oto Oto no mi (Sound Paramecia)
33 Mero Mero no mi (Love Paramecia)
34 Doku Doku no mi (Poison Paramecia)
35 Fuwa Fuwa no mi (Levitate Paramecia)
36 Horu Horu no mi (Hormone Paramecia)
37 Choki Choki no mi (Snipping Paramecia)
38 Gura Gura no mi (Earthquake Paramecia)
39 Kira Kira no mi (Diamond Paramecia)
40 Woshu Woshu no mi (Wash Paramecia)
41 Mato Mato no mi (Mark Paramecia)
42 Fuku Fuku no mi (Clothing Paramecia)
43 Buki Buki no mi (Weapon Paramecia)
44 Guru Guru no mi (Spin Paramecia)
45 Beta Beta no mi (Sticky Paramecia)
46 Zushi Zushi no mi (Gravity Paramecia)
47 Bari Bari no mi (Barrier Paramecia)
48 Nui Nui no mi (Sewing Paramecia)
49 Giro Giro no mi (Glare/Insight Paramecia)
50 Ato Ato no mi (Art Paramecia)
51 Ushi Ushi no mi, Model: Bison (Zoan)
52 Inu Inu no mi, Model: Jackal (Zoan)
53 Tori Tori no mi, Model: Falcon (Zoan)
54 Mogu Mogu no mi, Model: Mole (Zoan)
55 Inu Inu no mi, Model: Dachsund (Zoan)
56 Inu Inu no mi, Model: Dalmation (Zoan)
57 Uma Uma no mi, Model: Horse (Zoan)
58 Neko Neko no mi, Model: Leopard (Zoan)
59 Zou Zou no mi, Model: Elephant (Zoan)
60 Inu Inu no mi, Model: Wolf (Zoan)
61 Ushi Ushi no mi, Model: Giraffe (Zoan)
62 Sara Sara no mi, Model: Axolotl (Zoan)
63 Hebi Hebi no mi, Model: Cobra (Zoan)
64 Hebi Hebi no mi, Model: Anaconda (Zoan)
65 Hito Hito no mi, Model: Human (Zoan)
66 Tori Tori no mi, Model: Eagle (Zoan)
67 Inu Inu no Mi, Model: Poodle (Zoan)
68 Hebi Hebi no mi, Model: Rattlesnake (Zoan)
69 Inu Inu no Mi, Model: Husky (Zoan)
70 Neko Neko no mi, Model: Lion (Zoan)
71 Neko Neko no mi, Model: Puma (Zoan)
Chapter 7 | Devil Fruits
d100 Name & Power
72 Saru Saru no mi, Model: Chimpanzee (Zoan)
73 Saru Saru no mi, Model: Gorilla (Zoan)
74 Uma Uma no mi, Model: Rhinoceros (Zoan)
75 Kuma Kuma no mi, Model: Grizzly Bear (Zoan)
76 Kuma Kuma no mi, Model: Polar Bear (Zoan)
77 Kuma Kuma no mi, Model: Panda Bear (Zoan)
78 Mushi Mushi no mi, Model: Hornet (Zoan)
79 Mushi Mushi no mi, Model: Ant (Zoan)
80 Mushi Mushi no mi, Model: Arthropleura (Ancient Zoan)
81 Zou Zou no mi, Model: Mammoth (Ancient Zoan)
82 Ryu Ryu no mi, Model: Pteranodon (Ancient Zoan)
83 Ryu Ryu no mi, Model: Spinosaurus (Ancient Zoan)
84 Ryu Ryu no mi, Model: Brachiosaurus (Ancient Zoan)
85 Ryu Ryu no mi, Model: Pachycephalosaurus (Ancient Zoan)
86 Ryu Ryu no mi, Model: Triceratops (Ancient Zoan)
87 Ryu Ryu no mi, Model: Allosaurus (Ancient Zoan)
88 Kumo Kumo no mi, Model: Rosamygale Grauvogeli (Ancient Zoan)
89 Neko Neko no mi, Model: Saber Tiger (Ancient Zoan)
90 Ryu Ryu no mi, Model: Tyrannosaurus Rex (Ancient Zoan)
91 Uo Uo no mi, Model: Seiryu (Mythical Zoan)
92 Hito Hito no mi, Model: Daibutsu (Mythical Zoan)
93 Tori Tori no mi, Model: Phoenix (Mythical Zoan)
94 Batto Batto no mi, Model: Vampire (Mythical Zoan)
95 Uma Uma no mi, Model: Unicorn (Mythical Zoan)
96 Pika Pika no Mi (Light Logia)
97 Suna Suna no mi (Sand Logia)
98 Mera Mera no mi (Fire Logia)
99 Hie Hie no mi (Ice Logia)
100 Magu Magu no mi (Magma Logia)

Table 2

d100 Name & Power
1 Jake Jake no mi (Jacket Paramecia)
2 Sui Sui no mi (Swimming Paramecia)
3 Hira Hira no mi (Ripple Paramecia)
4 Ishi Ishi no mi (Stone Paramecia)
5 Nagi Nagi no mi (Silence/Calm Paramecia)
6 Chiyu Chiyu no mi (Healing Paramecia)
7 Soru Soru no mi (Soul Paramecia)
8 Mira Mira no mi (Mirror Paramecia)
9 Pero Pero no mi (Licking Paramecia)
10 Bisu Bisu no mi (Biscuit Paramecia)
11 Bata Bata no mi (Butter Paramecia)
12 Buku Buku no mi (Book Paramecia)
13 Kuri Kuri no mi (Cream Paramecia)
14 Shibo Shibo no mi (Wring Paramecia)
15 Memo Memo no mi (Memory Paramecia)
16 Mochi Mochi no mi (Mochi Paramecia)
17 Hoya Hoya no mi (Puffing Paramecia)
18 Netsu Netsu no mi (Heat Paramecia)
19 Kuku Kuku no mi (Cooking Paramecia)
20 Gocha Gocha no mi (Mix/Combining Paramecia)
21 Oshi Oshi no mi (Pushing Paramecia)
22 Kobu Kobu no mi (Pumping Power Paramecia)
23 Kibi Kibi no mi (Taming Food Paramecia)
24 Toki Toki no mi (Time Paramecia)
25 Juku Juku no mi (Maturing Paramecia)
26 Goe Goe no mi (Screaming Blast Paramecia)
27 Hiso Hiso no mi (Animal Whisperer Paramecia)
28 Kama Kama no mi (Sickle Paramecia)
29 Kachi Kachi no mi (Hard Paramecia)
30 Nemu Nemu no mi (Sleep Paramecia)
31 Mini Mini no mi (Miniature Paramecia)
32 Noko Noko no mi (Mushroom Spore Paramecia)
33 Ton Ton no mi (Ton Paramecia)
34 Kopi Kopi no mi (Copy Paramecia)
35 Mosa Mosa no mi (Plant Growth Paramecia)
36 Peto Peto no mi (Pet Paramecia)
37 Moa Moa no mi (More/Increasing Paramecia)
38 Kyubu Kyubu no mi (Cube Paramecia)
Chapter 7 | Devil Fruits
d100 Name & Power
39 Maji Maji no mi (Magic Paramecia)
40 Nito Nito no mi (Nitroglycerin Paramecia)
41 Nuke Nuke no mi (Phase Through Paramecia)
42 Koro Koro no mi (Roll Paramecia)
43 Jara Jara no mi (Chain Paramecia)
44 Goru Goru no mi (Gold Paramecia)
45 Raki Raki no mi (Luck Paramecia)
46 Bijo Bijo no mi (Vision/Illusion Paramecia)
47 Deri Deri no mi (Delivery Paramecia)
48 Dero Dero no mi (Dissolve Paramecia)
49 Gasha Gasha no mi (Assimilation Paramecia)
50 Radi Radi no mi (Radioactive Paramecia)
51 Ushi Ushi no mi, Model: Cow (Zoan)
52 Inu Inu no mi, Model: Bulldog (Zoan)
53 Inu Inu no mi, Model: Great Dane (Zoan)
54 Ushi Ushi no mi, Model: Bull (Zoan)
55 Neko Neko no mi, Model: Tiger (Zoan)
56 Neko Neko no mi, Model: Lynx (Zoan)
57 Neko Neko no mi, Model: Jaguar (Zoan)
58 Hachu Hachu no mi, Model: Chameleon (Zoan)
59 Hachu Hachu no mi, Model: Frilled Lizard (Zoan)
60 Hachu Hachu no mi, Model: Chameleon (Zoan)
61 Hachu Hachu no mi, Model: Alligator (Zoan)
62 Kame Kame no mi, Model: Turtle (Zoan)
63 Tori Tori no mi, Model: Hawk (Zoan)
64 Tori Tori no mi, Model: Parrot (Zoan)
65 Tori Tori no mi, Model: Albatross (Zoan)
66 Kame Kame no mi, Model: Alligator Snapping Turtle (Zoan)
67 Hebi Hebi no mi, Model: Python (Zoan)
68 Kumo Kumo no mi, Model: Tarantula (Zoan)
69 Kumo Kumo no mi, Model: Black Widow (Zoan)
70 Mushi Mushi no mi, Model: Bumble Bee (Zoan)
71 Mushi Mushi no mi, Model: Killer Bee (Zoan)
72 Mushi Mushi no mi, Model: Wasp (Zoan)
73 Mushi Mushi no mi, Model: Termite (Zoan)
74 Mushi Mushi no mi, Model: Bullet Ant (Zoan)
75 Mushi Mushi no mi, Model: Scorpion (Zoan)
76 Wamu Wamu no mi, Model: Earthworm (Zoan)
77 Kuma Kuma no mi, Model: Black Bear (Zoan)
78 Kaba Kaba no mi, Model: Hippo (Zoan)
79 Kamo Kamo no Mi, Model: Platypus (Zoan)
80 Hebi Hebi no mi, Model: Titanoboa (Ancient Zoan)
81 Kuma Kuma no mi, Model: Arctodus Simus (Ancient Zoan)
82 Mushi Mushi no mi, Model: Meganeuropsis (Ancient Zoan)
83 Ryu Ryu no mi, Model: Therizinosaurus (Ancient Zoan)
84 Kaba Kaba no mi, Model: Archaeotherium (Ancient Zoan)
85 Inu Inu no mi, Model: Dire Wolf (Ancient Zoan)
86 Ryu Ryu no mi, Model: Deinosuchus (Ancient Zoan)
87 Nezu Nezu no mi, Model: Phoberomys Pattersoni (Ancient Zoan)
88 Kuma Kuma no mi, Model: Yeti (Ancient Zoan)
89 Tori Tori no mi, Model: Harpagornis Moorei (Ancient Zoan)
90 Ryu Ryu no mi, Model: Euoplocephalus (Ancient Zoan)
91 Ryu Ryu no mi, Model: Fire Dragon (Mythical Zoan)
92 Ushi Ushi no mi, Model: Kirin (Mythical Zoan)
93 Neko Neko no mi, Model: Chimera (Mythical Zoan)
94 Hito Hito no Mi, Model: Faerie Queen (Mythical Zoan)
95 Inu Inu no mi, Model: Cerberus (Mythical Zoan)
96 Gasu Gasu no mi (Gas Logia)
97 Goro Goro no mi (Thunder/Lightning Logia)
98 Moku Moku no mi (Smoke Logia)
99 Yuki Yuki no mi (Snow Logia)
100 Yami Yami no mi (Darkness Logia)
Chapter 7 | Devil Fruits

Using your Devil Fruit

When eating a Devil Fruit, you begin to develop supernatural powers almost instantly. The powers you develop greatly depend on what type of Devil Fruit you ate. In exchange for these powers, you begin to suffer from a crippling weakness to sea water. How you develop your powers depends greatly on how you and your DM want to work together to customize it and make it feel fun, strong, and appropriately designed.

Since many classes from standard D&D are not included in this rulebook, you will instead be able to include many of their spells and abilities in your devil fruit powers, assuming they fit. Paramecia users will tend to use spells from any class, zoan users will have animal transformations similar to druids, and logias will have a mixture of spells and transformation abilities.

Vulnerabilities

Devil fruit users are doomed to "become a hammer" for the rest of their lives, meaning they cannot swim. If their powers are particularly useful, that might be an acceptable tradeoff for many. Additionally, you can never eat another devil fruit or you will die.

Upon gaining devil fruit powers, you are permanently weak to sea water, sea stone, and similar bodies of liquid. This can make a seafaring adventure fairly difficult, even if your devil fruit power is particularly strong. Marines and other powerful pirates may also have access to various seastone weapons that will immediately weaken you and nullify your powers. Being a strong devil fruit user can often make its user feel like they have become gods, giving them a great advantage over most foes. However, it can be considered a great burden over time, and requires great care and caution to avoid drowning or being captured because of the weaknesses that come with it.

Feature: Becoming a Hammer

When you gain the powers of a devil fruit, your swimming speed becomes 0 forever. Additionally, if you are more than half submerged in any body of water or similar liquid, you become incapacitated until you are no longer submerged. If this causes you to sink completely, you may hold your breath for a number of minutes equal to 1 + Constitution Modifier (minimum 30 seconds). Once you begin drowning, you drop to 0 HP, and you can survive a number of rounds equal to your Constitution Modifier (minimum 1). Only when you are able to breathe again will you become stabilized.

The speed in which you sink depends on how much armor you are wearing. By default, you begin sinking at a rate of 5 feet per round. If you are wearing light armor, you sink at a rate of 10ft/round. If you are wearing medium armor, you sink at a rate of 15ft/round. And if you are wearing heavy armor, you sink at a rate of 20ft/round.

Feature: The Devil Inside

When eating a devil fruit, you will never be able to eat another devil fruit for the rest of your life. Some may not be aware of this fact, and will be doomed to meet a horrible fate when trying to do so. If a character eats more than one devil fruit, they immediately drop to 0 HP and explode, dying instantaneously. If they are somehow brought back to life by a specific spell or ability, such as wish or true resurrection, they will no longer have devil fruit powers.

Feature: Seastone & Other Weaknesses

Seastone, similar to sea water, can completely incapacitate any devil fruit user that comes into contact with it. If a devil fruit user ever comes into direct contact with sea stone, they must succeed on a DC 20 Constitution Save, or become incapacitated until they are no longer touching the material. If they succeed on the initial save, they must also save at the beginning of each following turn so long as they are touching the seastone.

If a creature is attempting to attack a devil fruit user with a seastone weapon, they can only consistently apply the material to the target's body as an action if they succeed on a contested Strength (Athletics) check against a target's Strength (Athletics) or Dexterity (Acrobatics) check. If the devil fruit user fails the check, they are immediately cuffed or pinned down by the seastone. To escape the cuffs, the devil fruit user must not be incapacitated, must have the Conqueror's Haki Master feat, and may attempt to make a DC 25 Strength (Athletics) or Dexterity (Acrobatics) to break or slip out of the cuffs. If this check fails, they cannot attempt it again. The devil fruit user may attempt to escape the pin or grapple normally only if they are not immediately incapacitated by the seastone touching them.

When a devil fruit user and things affected by their power comes into contact with sea water, sea salt, or similar substances, the effects their powers have will often be weakened or completely nullified.

Abilities

Aside from the listed weaknesses, you become almost immediately aware of what your devil fruit power is upon consuming it. The three primary categories of devil fruits are Paramecia, Zoan, and Logia. The sub-category of your devil fruit may be listed on the Devil Fruit Table, but sometimes it could be too vague to know right away.

Some devil fruit powers may be far too unique to be easily designed using the template given by these rules. If given such a hard-to-define power, feel free to work with your DM to design something that feels right, using the template guidelines far more loosely than you normally would.

The next page will give details how to customize and design your own devil fruit's powers.

Chapter 7 | Devil Fruits

Designing Paramecia Devil Fruit Powers

Paramecia Devil Fruits are one of the three types of devil fruit classifications, allowing their users to achieve superhuman feats by modifying their bodies, producing and conjuring materials, or transmuting their environment. Paramecia type devil fruit powers are typically the most common to find, with users having distinct or sometimes very similar abilities.

Paramecia Subclassifications

Body Alterer, Substance Generator, and Environment Alterer are the three subclasses of paramecia devil fruits that defines a paramecia user's abilities. Each paramecia will normally limit its user's powers to one of these three classifications. A body alterer can only alter their own body and clothes with their powers, a substance generator can only produce a specific type of substance around and outside of their body, and an environment alterer can only transmute or change the properties of objects and people around them. It isn't always clear what subclass a paramecia fruit may belong to, so work with your DM to decide what makes the most sense.

For example, the Toge Toge no mi (Spike Paramecia) could classify as either a "body alterer" or "environment alterer" type, allowing you to either make your body spiky or make the area around you spiky. However, you must pick only one of these two subclasses before continuing to develop the rest of your abilities. The only exception to this rule is if you "awaken" your devil fruit powers later on, which will give you the ability to bypass the limitations of your paramecia subclass. Be sure to remember and mark down which subclass you are.

Feature: Body Alterer

At 1st level, if your devil fruit makes you into a Body Altering paramecia power user, you can now change the properties of your body in various ways.

For example, the Bara Bara no mi (Chopping Paramecia) and Kilo Kilo no mi (Weight Paramecia) under the body alteration subclass will allow you to divide your body into floating segments or increase and decrease the weight of your body.

Feature: Substance Generator

At 1st level, if your devil fruit makes you into a Substance Generating paramecia power user, you can now produce a certain type of material from your body. You can use this substance as armor, to create a held weapon, or to create structures and barricades.

For example, the Doku Doku no mi (Poison Paramecia) will produce poison around the user's body that can be sprayed at enemies or used as armor. Alternatively, devil fruits such as the Bari Bari no mi (Barrier Paramecia) can allow their user to create substances a bit farther away from their body. This can depend on the range and target of the devil fruit.

Feature: Environment Alterer

At 1st level, if your devil fruit makes you into a Enviornment Altering paramecia power user, you can now control, transmute, or change the properties of the environment around you. This means you can control creatures, objects, space, time, or the air and atmosphere around you depending your specific power.

For example, the Noro Noro no mi (Slowing Paramecia) allows its user to make time move slower in certain areas around them for a limited period of time.

Paramecia Damage Type, Resistances, and Immunities

Paramecia devil fruit users will almost immediately notice that they are immune to certain types of elemental or physical attacks.

For example, a rubber body paramecia fruit will make its user immune to bludgeoning and lightning attacks because rubber typically nullifies that type of damage. Working with your DM, decide which of the following features apply to you based on your devil fruit's power and nature.

Feature: Paramecia Attacks

Starting at 1st level, you can choose to deal a specific type of damage by replacing the damage type of your attacks and devil fruit spells with one that matches your power. If your devil fruit does not have an elemental or special damage type, choose between bludgeoning, slashing, or piercing (based on a weapon you are proficient with).

For example, a user of the Doku Doku no mi (Poison Paramecia) can choose to coat their attacks in poison, replacing the damage used by spells and weapon attacks with poison damage instead. Alternatively, if you have the Gomu Gomu no mi (Rubber Paramecia) power, you might opt to incorporate your elastic body into attacks and deal bludgeoning damage with all attacks by involving your punches and kicks instead. This would mean if you cast a spell using your devil fruit ability, such as fireball, you will replace the fire damage with the damage type corresponding to your devil fruit's nature (such as poison damage for a doku doku no mi user).

Feature: Paramecia Resistances and Immunities

At 1st level, you gain at least one type of resistance or immunity to a damage type or condition that would align with your devil fruit power.

For example, a user of the Bomu Bomu no mi (Bomb Paramecia) might be immune to fire damage, a user of the Gomu Gomu no mi (Rubber Paramecia) might be immune to bludgeoning and lightning damage, and a user of the Oto Oto no mi (Sound Paramecia) might be immune to thunder damage and being deafened.

Magical bludgeoning, piercing, and slashing damage, such as from a creature using Armament Haki, will overcome resistances and immunities.

Chapter 7 | Devil Fruits

Paramecia Skills

Starting at 1st level, your paramecia devil fruit powers give your body supernatural capabilities. You start with 1 Devil Fruit Point and receive more as you gain levels, as shown on the Paramecia Table.

You can spend these points to fuel various devil fruit skills or features. Some of these features are listed below, but you must have the prerequisites required to use them.

When you spend a devil fruit point, it is unavailable until you finish a short or Long Rest. You must spend at least 30 minutes of the rest meditating to regain your devil fruit points.

Some of your devil fruit features require your target to make a saving throw to resist the feature’s Effects. Additionally, you may often make spell attacks or other types of attacks using your devil fruit powers. In both cases, you use your highest Ability score number as the modifier. For example, if Strength is your highest ability modifier number, you would use it as your devil fruit modifier. The saving throw DC and spell attack modifier are calculated as follows, using your highest ability modifier:

Devil Fruit save DC = 8 + your Proficiency Bonus + your highest Ability modifier

Devil Fruit Attack modifier = your Proficiency Bonus + your highest Ability modifier

Body Enhancement

Prerequisite: Body Alterer

By having the properties of your bodies changed by your powers, you gain the following effects:

  • Increase any Ability score by 1, up to a maximum of 24. The chosen ability score should reflect how your devil fruit changes your body.
  • You gain proficiency in a skill of your choice, which must use the modifier of the Ability score that was increased using this feature. If no skill can gain proficiency this way, you add double your proficiency bonus to checks you make with one skill of your choice that uses it.
  • Bolstering: By spending 1 Devil Fruit point as a bonus action, you can temporarily gain a +2 bonus to either your Armor Class, a Skill of your choice, a Saving Throw of your choice, a Melee attacks, Spell Attacks, or Ranged attacks (pick one) for 1 minute. This must be used in a way that fits your devil fruit's nature.

Substance Armor

Prerequisite: Substance Generator

You can now produce layers of a substance created by your devil fruit around your body to form permanent armor. This gives you the following benefits:

  • Coating: You can spend an action to coat your body in your substance. This coating lasts for 8 hours, during which your base AC becomes 13 + your Dexterity modifier, and can be removed as a bonus action. You cannot use this again until you complete a short or long rest.
  • Substance Shield: By spending any number of Devil Fruit points as an action to form denser armor around you, you gain 2d4 temporary hit points for every point spent.
Paramecia Table
Character Level Extra Skills Known Devil Fruit Points
1st 1 1
2nd 2 2
3rd 3 3
4th 3 4
5th 4 5
6th 4 6
7th 5 7
8th 5 8
9th 6 9
10th 6 10
11th 7 11
12th 7 12
13th 8 13
14th 8 14
15th 9 15
16th 9 16
17th 10 17
18th 10 18
19th 12 19
20th 12 20
Chapter 7 | Devil Fruits

Environment Control

Prerequisite: Environment Alterer

You can now alter anything around you in a number of ways. This gives you the following benefits:

  • Touch of Death: You can change the properties of anything you touch. Depending on your power, this may apply conditions such as blindness, charmed, stunned, deafened, petrified, etc. Feel free to borrow additional effects from creatures for conditions that may apply to your powers, such as a stone golem's Slow ability or a rust monster's Rust Metal ability. This requires that you make a Melee devil fruit attack as an action against a creature, or be in physical contact with the creature. If you touch the creature, you apply that condition to it until the end of its next turn. This attack can only affect up to a 5-foot cube of a structure or material at a time.
  • Zone Control: You can spend 1 Devil Fruit point as an action to affect a certain area around you with your devil fruit's power. You may choose to affect each creature or object within 10 feet, any creature within a 15-foot cone, or any creature within a 20-foot line (pick one). Any creature caught inside the range must succeed on a Saving Throw against your Devil Fruit save DC (the type of saving throw depends on the effect), or become affected by your powers for up to 1 minute. At the end of each turn, the creature may repeat the saving throw to attempt to end the effect. Objects and structure within range are also affected by your power if applicable.
  • As an action, you may "manipulate" any creature or object that is being affected by your powers. For example, you may swap places with them, command them to perform a certain action on their turn, or deal 1d6 damage to them (The effect's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6)), or any similar effect so long as it can be justified by your devil fruit's nature.

Basic Paramecia Ability

You gain the ability to learn and use a single cantrip of your choice, from any 5e class, that would fit the nature of your devil fruit powers. If such a cantrip does not exist or make sense to use, feel free to modify a previously existing cantrip with your DM to create one. If it is still difficult to find a fit, develop a completely new cantrip with your DM that would fit your powers.

This cantrip does not require material components and deals your devil fruit's damage type.

Extra Skills

Starting at 1st level, in addition to the skills you already know, you may now choose your own devil fruit skills to learn. Using the Devil Fruit Skills & Feats section, you may pick a number of skills to learn that you meet the prerequisite for equal to the number shown on the Paramecia Table. At the beginning of each time you level up, may can choose to swap extra skills using this feature.

Paramecia Intermediate

At 5th level, you have trained to use your devil fruit powers more efficiently. Your innate skills are improved to grant you a greater deal of power. Depending on your paramecia subclass, your skills are improved in various ways. Skills gained from this feature are innate and do not apply to "Extra Skills".

Body Buffing

Prerequisite: Body Alterer

  • Increase the same Ability score you initially increased using the Body Enhancement skill by 1, up to a maximum of 24.
  • Overdrive: While your Bolstering ability is active, you can choose to gain additional effects by spending 1 extra Devil Fruit point to drive your body to the extreme. By doing this, your +2 chosen stat bonus is increased to a +3. Your melee, ranged, or spell attacks (choose one) now deal +2 additional damage. This lasts for the duration of Bolstering, at the end of which you gain a level of exhaustion that can only be removed by taking a Long Rest.

Substance Enrichment

Prerequisite: Substance Generator

  • Better Coating: While using your Coating, you can alternatively make your base AC become 15 + your Dexterity modifier (max 2) while it is active.
  • Durable Shield: When you spend an action to use Substance Shield, you add the number of devil fruit points spent to the temporary hit points gained.

Environment Domination

Prerequisite: Environment Alterer

  • When using your Touch of Death, the effect lasts for 1 minute. At the end of each turn, the affected creature can make a saving throw against your Devil Fruit Save DC (choose appropriate saving throw type) to end the effect. If a save cannot be made due to the condition applied, the creature will simply be affected by the ability for 1 minute.
  • Advanced Zone Control: Your Zone Control now has increased range. When using Zone Control, your range is effectively doubled, and you may instead choose to affect each creature or object within 20 feet, any creature within a 30-foot cone, or any creature within a 40-foot line (pick one).
Chapter 7 | Devil Fruits

Paramecia Master

Starting at the 11th level, a paramecia user learns to drive their abilities to the max. Depending on your paramecia subclass, your skills are vastly improved in a number of ways. Skills gained from this feature are innate and do not apply to "Extra Skills".

Supreme Form

Prerequisite: Body Alterer

  • Increase the same Ability score you initially increased using the Body Enhancement skill by 1, up to a maximum of 24.
  • You no longer need to spend a devil fruit point to use Bolstering. You only need to spend a point while using Bolstering in order to use Overdrive.
  • Maximum Overdrive: While using overdrive, you gain one additional bonus to your abilities of your choice. You gain a flying speed of 60 feet, increase your +3 chosen stat bonus to +4, you double you overdrive damage bonus, you gain resistance to one damage type, you gain immunity to one type of condition, you grow one size larger/smaller, or you gain a +30 bonus to speed for the duration (choose one bonus that applies). You gain one additional bonus among these choices at the 15th level.

Supreme Substance

Prerequisite: Substance Generator

  • Ultimate Coating: While using your Coating, you can alternatively make your base AC become 18 while it is active.
  • Invincible Shield: When you use Substance Shield, you can spend 1 additional Devil Fruit point as a part of the same action to give yourself resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 hour, or until the temporary hit points gained from substance shield are lost.

Environment Authority

Prerequisite: Environment Alterer

  • Wave of Death: You can now make a Devil Fruit ranged attack against a creature up to 60 feet away as an action to apply your Touch of Death effect or condition. You may spend a number of Devil Fruit points to affect an additional creature within 60 feet for each point spent.
  • Ultimate zone control: Your Zone Control now has maximum increased range. When using Zone Control, you may instead choose to affect each creature or object within 30 feet, any creature within a 60-foot cone, or any creature within a 100-foot line (pick one).

Paramecia Awakening

At 17th level, you unlock the ability to fully unlock your devil fruit power's potential to become a "special paramecia" user. You are no longer bound by the limitations of your paramecia subclass, and you gain the following abilities:

  • By spending 1 Devil Fruit point an action, you can swap any paramecia extra skill for another, even if you don't meet the paramecia subclass prerequisite. This means if a an extra skill requires a different paramecia subclass as a prerequisite, you count as that subclass for the purposes of learning that skill.
  • You can use an "Extra Skills Known" slot to learn another innate skill even if you don't meet the paramecia subclass prerequisite. However, you must start at "Paramecia Skills" for learning innate skills, and spend Extra Skill slots for each skill upgrade learned under "Paramecia Intermediate", "Paramecia Master", and "Perfected Paramecia". You cannot unlearn or swap your innate paramecia skills using this ability.

Perfected Paramecia

Starting at 20th level, you have learned every possible aspect of your paramecia fruit's capabilities. You gain the following benefits depending on your subclass:

Perfect Form

Prerequisite: Body Alterer

  • Increase the same Ability score you initially increased using the Body Enhancement skill by 1, up to a maximum of 24.
  • Final Overdrive: You no longer need to spend a devil fruit point to use Overdrive.

Perfect Substance

Prerequisite: Substance Generator

  • Final Coating: While using your Coating, you can alternatively make your base AC become 20 while it is active.
  • God Shield: You now gain 1 refunded devil fruit point when using Substance Shield.

Perfect Environment Authority

Prerequisite: Environment Alterer

  • God Wave: Wave of death now targets any number of creatures within range without requiring devil fruit points to be spent.
  • Final zone control: You now gain 1 refunded devil fruit point when using Zone Control.
Chapter 7 | Devil Fruits

Designing Zoan Devil Fruit Powers

(NOTE: Zoan users require heavy DM assistance.)

Zoan Devil Fruits are one of the three types of devil fruit classifications, allowing their users to transform into a specific type of animal or creature. Zoan type devil fruit powers are typically the second most common to find. However, mythical zoan devil fruits are extremely rare and difficult to find, similar to logia devil fruits.

Zoan Subclassifications

Standard Zoan, Ancient Zoan, and Mythical Zoan are the three subclasses of zoan devil fruits that defines a zoan user's abilities and what creature they can transform into. Unlike paramecia subclasses, the ancient and mythical zoan subclasses are both very similar to the standard zoan subclass, but are far more rare and powerful by comparison.

Standard zoan users are typically able to transform into commonly known animals such as dogs, cats, insects, birds, or even humans. Ancient zoan users can transform into less commonly known ancient creatures or animals such as dinosaurs or other extinct creatures. Mythical zoan users can transform into incredibly rare creatures that typically only exist in fiction, such as a phoenix, hydra, or dragon. Mythical zoan users have magical powers that far surpass the abilities that are commonly given to standard or ancient zoan users.

Zoan Skills

Starting at 1st level, your zoan devil fruit powers give your body supernatural capabilities. You start with 1 Devil Fruit Point and receive more as you gain levels, as shown on the Zoan Table.

You can spend these points to fuel various devil fruit skills or features. Some of these features are listed below, or later under Additional Hybrid Form Skills.

When you spend a devil fruit point, it is unavailable until you finish a short or Long Rest. You must spend at least 30 minutes of the rest meditating to regain your devil fruit points.

Some of your devil fruit features require your target to make a saving throw to resist the feature’s Effects. Additionally, you may often make spell attacks or other types of attacks using your devil fruit powers. In both cases, you use your highest Ability score number as the modifier. For example, if Strength is your highest ability modifier number, you would use it as your devil fruit modifier. The saving throw DC and spell attack modifier are calculated as follows, using your highest ability modifier:

Devil Fruit save DC = 8 + your Proficiency Bonus + your highest Ability modifier

Devil Fruit Attack modifier = your Proficiency Bonus + your highest Ability modifier

Zoan Table
Character Level Devil Fruit Points Hybrid Skills Known
1st 1 1
2nd 2 1
3rd 3 2
4th 4 2
5th 5 3
6th 6 3
7th 7 4
8th 8 4
9th 9 5
10th 10 5
11th 11 6
12th 12 6
13th 13 7
14th 14 7
15th 15 8
16th 16 8
17th 17 9
18th 18 9
19th 19 10
20th 20 10
Chapter 7 | Devil Fruits

Zoan Form

Starting at 1st Level, you can use your action to magically assume the shape of a creature or beast that corresponds to your devil fruit power, or back into your true form. For example, a "Tori Tori no mi, Model: Falcon" zoan user can transform into a giant falcon using this feature. You can use this feature twice. You regain expended uses when you finish a short or Long Rest.

Your character level determines the maximum CR of the creature you can transform into, with the CR maximum equaling a quarter of your character's level. For example, at level 1 you can transform into a creature with a maximum CR of 1/4. If your designated animal or creature has too high or low of a CR to meet this number, you may change its stats (with DM assistance) according to the D&D 5th Edition Dungeon Master's Guide “Creating a Monster Stat Block” section on page 275. Alternatively, if there are no creature stat sheets that would fit your zoan power, simply modify a similar creature's stats and adjust it to your zoan form's CR maximum.

While you are transformed, the following rules apply:

  • In your zoan form, you retain your game statistics and ability to speak, but your size, AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and you gain any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that you lack.
  • Any equipment you are wearing or carrying is absorbed or borne by the new form (your choice)
  • You can stay in your zoan form for a number of hours equal to half your character level (rounded down), at a minimum of 1 hour. You then revert to your normal form unless you expend another use of this feature. You automatically revert if you fall Unconscious, come in contact with seastone, become at least partially submerged in liquid, or drop to 0 Hit Points.

Feature: Ancient Zoan Form

In addition to the rules mentioned for using zoan forms, your ancient zoan form is far stronger than ordinary zoan forms. Your ancient zoan form's CR maximum is equal to half your character level. Ancient creature stat sheets such as that of a Mammoth can be modified to fit your form's CR maximum.

If you cannot find an ancient animal that corresponds to your zoan power, you may modify an ordinary animal and make it "ancient" by increasing its size and changing its appearance, then modifying its other stats to fit your form's CR maximum.

Feature: Mythical Zoan Form

Because of how rare and powerful mythical zoan devil fruits are, they give astronomically high amounts of power right away. Your mythical zoan form's CR maximum is equal to your character level, up to a maximum of 20. Because mythical creatures are quite often a very high CR, you may need to find various ways to scale them down to the maximum CR of your zoan form. Work hard with your DM to find a way to make this feel both fun and not too game-breaking.

For example, if you have Tori Tori no mi, Model: Phoenix mythical zoan powers, you would scale the stats of the Phoenix from Mordenkainen's Tome of Foes (D&D 5th Edition Expansion Book) up or down to the appropriate CR, while still using the standard zoan form rules.

Zoan Hybrid Form

At 1st level, by spending any number of Devil Fruit points as an action, you transform into a condensed hybrid of your regular form and zoan form for a number of minutes equal to the number of Devil Fruit points spent. You then revert to your normal form unless you expend another use of this feature.

You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, come in contact with seastone, become at least partially submerged in liquid, or drop to 0 Hit Points.

Part 2 | Your Introduction

In some circumstances, this can make you far more powerful, agile, or versatile than you would be in either your regular form or zoan form. You gain the following benefits while in this form:

  • Appearance Change. You transform your appearance in a way that matches the creature you partially transform into. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if it applies to your zoan creature. Additionally, you can gain various characteristics similar to that of your zoan creature. You can grow or shrink to the size of your zoan creature, and your basic shape stays mostly the same.
  • Natural Armor. If your zoan creature's natural armor is higher than yours, you may change your base AC to that amount. However, you cannot wear armor while using the natural armor this way.
  • Adaptation. You gain the walking speed, flying speed, or climbing speed of your zoan creature. Look at a corresponding creature or similar creature's stat sheet to determine this speed. You can choose to not make this change if it is not beneficial to you.
  • Natural Weapons. You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes.
  • Increased Attributes. You may choose to change any of your ability scores to any of your zoan creature's ability scores if they are higher than your own. If your zoan creature has a higher proficiency bonus, use that instead. You also gain any additional skills or saving throws that your zoan creature is proficient with. You can speak normally, and your alignment and personality stay the same.
  • Hybrid Senses. You can choose to replace your own senses with your zoan creature's senses. For example, if it has blindsight up to 30 feet, you can replace your ordinary vision with that instead.
  • Resistances and Immunities. You gain any damage resistances or immunities and condition immunities that your zoan creature has.
  • By using "Hybrid Skills Known" slots, you may use any number of additional features known by your zoan animal, such as pack tactics.

Additional Hybrid Form Skills

At 1st level, using the Devil Fruit Skills & Feats section, you may pick a number of skills to learn that you meet the prerequisite for equal to the "Hybrid Skills Known" number shown on the Zoan table. These skills can only be used while you are in your hybrid form.

Zoan Durability

Starting at 2nd level, when entering your Zoan form, your hit point maximum and current Hit Points increase by 1d8 for the Duration of your form. This is increased to 2d8 for ancient zoan users, and 3d8 for mythical zoan users. By spending Devil Fruit points as a part of the action to enter your zoan form, you gain an additional 1d8 to your hit point maximum and current Hit Points for each Devil Fruit point spent.

Zoan Master

At 14th level, you can enter your zoan hybrid form without expending any Devil Fruit points.

Zoan Awakening

When you reach 17th level, you unlock the ability to fully unlock your devil fruit power's potential to become a "special zoan" user. When using your zoan form, you can spend 9 devil fruit points to "awaken" and enter an advanced form, using most of the same rules as your regular zoan form. However, while in this form, the CR of your zoan creature is equal to your level. Additionally, when you transform, you assume the creature’s Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 Hit Points, you aren’t knocked Unconscious.

You can revert to your standard zoan form or regular form by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, come in contact with seastone, become at least partially submerged in liquid, drop to 0 Hit Points, or die. After an hour is spent in your awakened form, you must save against a DC 20 Wisdom saving throw, or lose control of your sanity. If you fail this save, you immediately lose control of yourself and go on a violent rampage, attacking any nearby creature or object. Your DM will take control of your character for this time, or until you somehow return to your regular form.

Perfected Zoan

At 20th level, you can use your zoan form an unlimited number of times.

Additionally, you can enter your zoan and hybrid form as a bonus action.

Chapter 7 | Devil Fruits

Designing Logia Devil Fruit Powers

Logia Devil Fruits are one of the three types of devil fruit classifications, allowing their users to turn transform their body into a natural element, while also being able to create and control it. Logia type devil fruit powers are considered the rarest and strongest of the three types.

Logia Subclassifications

Solid Logias, Liquid Logias, and Gaseous Logias are the three subclasses of logia devil fruits that defines a logia user's abilities and what element and state of matter they can transform into or use with their powers. All three of these subclassifications are roughly equal in power, though some logia elements can be weaker than others on average.

Feature: Solid Logia User

Solid logia devil fruit powers allow their users to transform themselves into a solid element, create solid objects out of that element, and transform materials into that element. For example, the Hie Hie no Mi, or ice logia power, allows its user to transform into ice that can break apart or reform without inflicting damage on the user. Additionally, the user can freeze just about any object, and can create weapons or structures out of ice. Other elements that solid logia fruits might specifically use are materials such as wood, stone, brick, glass, salt, and metal.

Feature: Liquid Logia User

Liquid logia devil fruit powers allow their users to transform themselves into a liquid element, create liquid pools, waves, or fluid objects out of that element, and break down materials by using that element. For example, the Magu Magu no Mi, or magma logia power, allows it user to transform into magma that can morph into a puddle or mold into any fluid shape to avoid attacks. Additionally, the user can use the magma to melt down objects, create hell hounds out of magma, or produce volcanic eruptions. Other elements that liquid logia fruits might specifically use are materials such as mud, syrup, gasoline, blood, milk, wine, or a liquid chemical. Liquid fresh water or sea water cannot be used as a logia element.

Feature: Gaseous Logia User

Gaseous logia devil fruit powers allow their users to transform themselves into a type of gas, plasma, or free-moving particle, and can use this element to create clouds, missiles, beams, or produce other various effects. For example, the Pika Pika no Mi, or light logia power, allows its user to disperse into light particles and reform at the speed of light. Additionally, the user can create explosive light beams, project themselves as a beam of light to move at unmatched speeds, and create various weapons out of light. Other elements that gaseous logia fruits might specifically use are wind, smoke, sand, helium, xenon, neon, propane, poison gas, fire, snow, and lightning.

Feature: Darkness Logia User

The Yami Yami no Mi, or darkness logia, is such a unique and powerful devil fruit that it deserves its own subcategory. It can be considered one of the strongest, if not the strongest, devil fruit. Unlike other logias, its user cannot disperse into darkness or avoid physical attacks. However, it gives the user complete control over darkness that they can produce, which can consume any material or element.

Logia Damage Type, Resistances, and Immunities

Logia users are provided with some of the greatest protection, agility, and damage out of all devil fruit types. Being able to disperse into their element, they can avoid just about any attack. And because they can transform into their element at any time, they can consistently deal a damage type based on their element.

Feature: Logia Resistances and Immunities

Starting at 1st level, logia devil fruit users will almost immediately notice that they are immune to certain types of elemental damage and conditions. Additionally, all logia fruits aside from the Yami Yami no Mi, or darkness logia fruit, grant its user complete immunity to nonmagical bludgeoning, piercing, and slashing damage.

For example, an ice logia devil fruit will make its user immune to all physical damage and cold damage, as well as any conditions applied from cold environments or cold-based attacks. Working with your DM, decide which of the following features apply to you based on your devil fruit's power and nature.

Feature: Logia Attacks

Starting at 1st level, you can choose to deal a specific type of damage by replacing the damage type of your attacks and devil fruit spells with one that matches your power. If your devil fruit does not have a special elemental damage type to pick from, choose between bludgeoning, slashing, or piercing (based on how you use your powers).

For example, the Pika Pika no Mi, or light logia power, will allow its user to deal radiant damage with any spell, ranged, or melee attack made using its devil fruit powers. An ice logia power will grant its user the ability to use cold damage, a magma logia power will grant its user the ability to use fire damage, etc. This would also mean if you cast a spell using your devil fruit ability, such as fireball, you will replace the fire damage with the damage type corresponding to your devil fruit's nature (such as radiant damage for a Pika Pika no Mi user).

Chapter 7 | Devil Fruits

Logia Skills

Starting at 1st level, your logia devil fruit powers give your body supernatural capabilities. You start with 1 Devil Fruit Point and receive more as you gain levels, as shown on the Logia Table.

You can spend these points to fuel various devil fruit skills or features. Some of these features are listed below, but you must have the prerequisites required to use them.

When you spend a devil fruit point, it is unavailable until you finish a short or Long Rest. You must spend at least 30 minutes of the rest meditating to regain your devil fruit points.

Some of your devil fruit features require your target to make a saving throw to resist the feature’s Effects. Additionally, you may often make spell attacks or other types of attacks using your devil fruit powers. In both cases, you use your highest Ability score number as the modifier. For example, if Strength is your highest ability modifier number, you would use it as your devil fruit modifier. The saving throw DC and spell attack modifier are calculated as follows, using your highest ability modifier:

Devil Fruit save DC = 8 + your Proficiency Bonus + your highest Ability modifier

Devil Fruit Attack modifier = your Proficiency Bonus + your highest Ability modifier

Feature: Solid Element

Prerequisite: Solid Logia User

Having control over a solid element, you gain the following benefits:

  • As an action, you can create a large or smaller object out of your element. Alternatively, using this action, you can transform any 10-foot cube of non-organic material into your element. This must be within reason, and must make sense for your element to transform what you are targeting. For example, an ice logia can reasonably transform a 10-foot cube of water into ice. Or a brick logia can reasonably transform a 10-foot cube of stone into stone bricks. However, a salt logia shouldn't be able to turn an 10-foot thick iron wall into salt.
  • Elemental Petrification: You can force a creature to save against being petrified by your element. When you touch or damage a creature with a melee attack, you can spend 1 Devil Fruit point to force them to make a Constitution saving throw against your Devil Fruit save DC, or become petrified for 1 minute.

Feature: Liquid Element

Prerequisite: Liquid Logia User

Having control over a liquid element, you gain the following benefits:

  • As an action, you can create or destroy a body of liquid made up of the element you control. You can produce up to 75 gallons, or a 10-foot cube worth, of your element per round. If this element is corrosive or otherwise destructive toward certain materials, it will destroy each 5-foot cube of that material it is in contact with per round. Additionally, any creature starting their turn in a corrosive or damaging substance takes 3d10 damage.
Logia Table
Character Level Extra Skills Known Devil Fruit Points
1st 1 1
2nd 2 2
3rd 3 3
4th 3 4
5th 4 5
6th 4 6
7th 5 7
8th 5 8
9th 6 9
10th 6 10
11th 7 11
12th 7 12
13th 8 13
14th 8 14
15th 9 15
16th 9 16
17th 10 17
18th 10 18
19th 12 19
20th 12 20
Chapter 7 | Devil Fruits
  • Elemental Stride: As a bonus action, you can spend 1 Devil Fruit point to turn into a puddle that seeps into a material within 5 feet and reappears within 100 feet on the same surface. You may spend additional Devil Fruit points to extend this range by 100 feet for each point spent.

Feature: Gaseous Element

Prerequisite: Gaseous Logia User

Having control over a gaseous element, you gain the following benefits:

  • As an action, you can create up to a 10-foot cube containing your gaseous element. Additionally, you can destroy up to a 10-foot space of space that contains your gaseous element, or replace the air or gas in that space with your element. If a creature ends its turn in a space containing no oxygen, or only your element, suffocation rules apply. This gaseous element has any properties it normally would, such as poisonous gas applying the poison condition.
  • Gas Form: By spending 1 devil fruit point as an action, you can transform into a misty cloud of your gaseous element. While in this form, your only method of movement is a flying speed of 30 feet. You can enter and occupy the space of another creature. You have resistance to nonmagical damage, and you have advantage on Strength, Dexterity, and Constitution saving throws. You can pass through small holes, narrow openings, and even mere cracks, though you treats liquids as though they were solid surfaces. You can’t fall and you remain hovering in the air even when stunned or otherwise incapacitated. While in the form of a misty cloud, you can’t talk or manipulate objects, and any objects you were carrying or holding can’t be dropped, used, or otherwise interacted with. You can’t attack or cast spells. This form lasts for 1 minute, or until you end it as a bonus action. You revert back to normal if you are incapacitated, fall unconscious, drop to 0 hit points, come into contact with seastone, or become more than partially submerged in water.

Feature: Void Element

Prerequisite: Darkness Logia User

Having control over the darkness or void element, you gain the following benefits:

  • As an action, you can absorb up to a 10-foot cube of a material into your darkness, storing it inside of a pocket dimension. A material must not be invulnerable to physical damage or weigh more than 1 ton per 5 cubic feet for this to work. You cannot store more than 100 cubic feet of materials this way. You can release all stored materials at any point as an action within 30 feet, up to the maximum storage capacity in range, making any creature within the range make a Dexterity saving throw against your Devil Fruit Save DC, or take 3d10 damage depending on the material.
  • Additionally, you can spend an action create up to a 10-foot cube of darkness that acts similar to a heavy gas or liquid, and seeps into and spreads across surfaces. This darkness disappears after 1 minute. Any creature or object that comes into contact with this darkness takes 3d10 necrotic damage at the start of its turn. If the creature or object uses a devil fruit, its devil fruit powers are also nullified so long as they are in contact with the darkness.
  • Black Spiral: By spending 1 devil fruit point as an action, you can attempt to pull any creature up to 60 feet away toward you. A creature targetted by this ability must make a Strength saving throw against your Devil Fruit Save DC, or be pulled up to 60 feet toward you and becomes grappled. While grappled in this way, the target also becomes restrained for the duration. The target can attempt to break out of the grapple as an action on their turn. If the target is a Devil Fruit user, their Devil Fruit abilities are nullified until freed. You can spend additional devil fruit points to target additional targets with this ability, but you must have enough free appendages to do so.

Basic Logia Ability

You gain the ability to learn and use a single cantrip of your choice, from any 5e class, that would fit the nature of your devil fruit powers. If such a cantrip does not exist or make sense to use, feel free to modify a previously existing cantrip with your DM to create one. If it is still difficult to find a fit, develop a completely new cantrip with your DM that would fit your powers.

This cantrip does not require material components and deals your devil fruit's damage type.

Logia Guard

Starting at 1st level, use a bonus action to focus all your energy to enter an elemental form that allows you to more easily dodge and guard against any type of incoming attack. You may end this form early as a bonus action. This form lasts for 1 minute, or until you become incapacitated, fall unconscious, drop to 0 hit points, come into contact with seastone, or become more than partially submerged in water. While in this form, you gain the following bonuses:

  • You gain a bonus to your AC equal to your Devil Fruit modifier (Minimum +1).
  • You gain advantage on dexterity checks and saving throws.
  • You gain a flying speed of 30 feet.
  • Any creature or object that touches or comes into physical contact with you for the first time or hits you with a Melee attack takes 1d6 damage. Additionally, any creature or object that starts its turn in contact with you while Logia Guard is active takes 1d6 damage at the start of its turn

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

Chapter 7 | Devil Fruits

Alternative Feature: Void Guard

Users of the Yami Yami no Mi, or darkness logia, do not have the ability to use Logia Guard. Instead, you gain a similar form that uses the same rules, but you surround your body with a veil of darkness for the duration and gain the following bonuses instead:

  • You gain a bonus to your AC equal to your Devil Fruit modifier (Minimum +1).
  • You gain advantage on constitution checks and saving throws.
  • Any creature or object that touches or comes into physical contact with you for the first time or hits you with a Melee attack takes 1d6 necrotic damage. Additionally, any creature or object that starts its turn in contact with you while this veil is active takes 1d6 necrotic damage at the start of its turn and has its devil fruit powers nullified until the start of its next turn.

Extra Skills

Starting at 1st level, in addition to the skills you already know, you may now choose your own devil fruit skills to learn. Using the Devil Fruit Skills & Feats section, you may pick a number of skills to learn that you meet the prerequisite for equal to the number shown on the Logia Table. At the beginning of each time you level up, may can choose to swap extra skills using this feature.

Logia Intermediate

At 5th level, you have trained to use your devil fruit powers more efficiently. Your innate skills are improved to grant you a greater deal of power. Depending on your logia subclass, your skills are improved in various ways. Skills gained from this feature are innate and do not apply to "Extra Skills".

Solid Element Enhancement

Prerequisite: Solid Logia User

  • You can now create a huge or smaller object out of your element. Additionally, you can transform up to a 15-foot cube of material into your element.
  • Elemental Prison: When using Elemental Petrification, the petrification now lasts 5 minutes.

Liquid Element Enhancement

Prerequisite: Liquid Logia User

  • You can now produce up to 115 gallons, or a 15-foot cube worth, of your element, per round. Your element now does 5d10 damage instead to any creature or object it can damage that starts its turn in the substance.
  • Elemental Plunge: When using your Elemental Stride, you create a 15-foot wide pool in the surface that you dive into and reappear out of. This will deal damage to any creature that starts their turn inside of it, as mentioned in the Liquid Element feature.

Gaseous Element Enhancement

Prerequisite: Gaseous Logia User

  • You can now create up to a 15-foot cube of your gaseous element, or destroy up to a 15-foot space of gas instead. Creatures stuck inside the gas-filled space now suffocate at double the rate.
  • Plume Form: Your gas form now lasts 10 minutes. Additionally, while moving in your gas form, you leave behind a 5-foot wide trail of your condensed gaseous element behind you. Each 5-foot cube of this trail lasts for 1 minute after being created, counts as rough terrain, and deals 1d6 damage to each creature that ends its turn inside your space or in the trail. This trail also has the same rules as your gas element

Void Element Enhancement

Prerequisite: Darkness Logia User

  • You can now absorb up to a 15-foot cube of material using your darkness, store up to 150 cubic feet of material in your pocket dimension, and create up to a 15-foot cube of darkness. Additionally, your darkness created this way now deals 5d10 necrotic damage.
  • Pitch Black Spiral: Your black spiral now has a range of 120 feet, and pulls creatures and objects up to 120 feet on a failed save.

Logia Master

Starting at the 11th level, a logia user learns to drive their abilities to the max. Depending on your paramecia subclass, your skills are vastly improved in a number of ways. Skills gained from this feature are innate and do not apply to "Extra Skills".

Supreme Solid Element

Prerequisite: Solid Logia User

  • You can now create a gargantuan or smaller object out of your element. Additionally, you can transform up to a 20-foot cube of material into your element.
  • Ultimate Prison: When using Elemental Petrification, the petrification now lasts 10 minutes.

Supreme Liquid Element

Prerequisite: Liquid Logia User

  • You can now produce up to 150 gallons, or a 20-foot cube worth, of your element, per round. Your element now does 10d10 damage instead to any creature or object it can damage that starts its turn in the substance.
  • Elemental Gate: You can now carry one other creature with you while using Elemental Stride without harming them.
Chapter 7 | Devil Fruits

Supreme Gaseous Element

Prerequisite: Gaseous Logia User

  • You can now create up to a 20-foot cube of your gaseous element, or destroy up to a 20-foot space of gas instead. Creatures stuck inside the gas-filled space now suffocate at triple the rate.
  • Gas Acceleration: Your gas form now has a flying speed of 60 feet.

Supreme Void Element

Prerequisite: Darkness Logia User

  • You can now absorb up to a 20-foot cube of material using your darkness, store up to 200 cubic feet of material in your pocket dimension, and create up to a 20-foot cube of darkness. Additionally, your darkness created this way now deals 10d10 necrotic damage.
  • Silencing Black Spiral: Devil fruit users now roll at disadvantage when saving against your dark spiral.

Logia Awakening

At 17th level, you unlock the ability to fully unlock your devil fruit power's potential to become a "special logia" user. You can now transform entire islands and cities into your element over time. If you spend more than 24 hours actively transforming up to a 10 square mile piece of land, you can permanently alter its appearance, environment, properties, and climate to match your element. For example, a 5 square mile island affected by an awakened magma logia fruit in this way would become volcanic and unbearably hot, with lava replacing its rivers and streams and volcanoes replacing its mountains. Most of the time, this makes areas completely inhospitable for life depending on the element.

Perfected Logia

Starting at 20th level, you have learned every possible aspect of your logia fruit's capabilities. You gain the following benefits depending on your subclass:

Perfect Solid Element

Prerequisite: Solid Logia User

  • Eternal Prison: When using Elemental Petrification, the petrification now lasts forever or until removed by special means. Additionally, you no longer need to spend a Devil Fruit point to use Elemental Petrification.

Perfect Liquid Element

Prerequisite: Liquid Logia User

  • Final Gate: You can now carry up to two other creature with you while using Elemental Stride without harming them. Additionally, You now gain 1 refunded devil fruit point when using Elemental Stride.

Perfect Gaseous Element

Prerequisite: Gaseous Logia User

  • Perfect Gas Form: Your gas form now lasts for 1 hour. Additionally, you no longer need to spend a Devil Fruit point to use gas form

Perfect Void Element

Prerequisite: Darkness Logia User

  • Endless Black Spiral: Devil Fruit users affected by black spiral will still have their powers nullified for 1 minute after being freed from the grapple. Additionally, You now gain 1 refunded devil fruit point when using Black Spiral.
Chapter 7 | Devil Fruits

Devil Fruit Skills & Feats

Devil Fruit users can pick from features or skills listed below, so long as they have "Extra Skills Known" points to spend. A character must meet the listed prerequisites needed in order to learn a feature or skill this way. Some skills can be taken multiple times to make them stronger, as listed in their description, but require spending additional "Extra Skills Known" slots.

Additional Basic Ability

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

You gain the ability to learn and use a single cantrip of your choice, from any 5e class, that would fit the nature of your devil fruit powers. If such a cantrip does not exist or make sense to use, feel free to modify a previously existing cantrip with your DM to create one. If it is still difficult to find a fit, develop a completely new cantrip with your DM that would fit your powers.

This cantrip does not require material components and deals your devil fruit's damage type

Taking This Ability Again: You can learn this ability more than once to learn an additional cantrip from any 5e class, following the same rules listed above.

Devil Fruit Spell Ability

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

You gain the ability to learn and use a single spell of your choice, from any 5e class, that would fit the nature of your devil fruit powers. If such a spell does not exist or make sense to use, feel free to modify a previously existing spell with your DM to create one. If it is still difficult to find a fit, develop a completely new spell with your DM that would fit your powers. The spell you learn must be less than or equal to your character level. You must spend 1 Devil fruit Point for each level you cast the spell at. For example, in order to cast Cone of Cold, you must spend 5 Devil Fruit points. If you wanted to cast Cone of Cold at the 8th level, you would need to spend 8 Devil Fruit points to cast it.

This spell does not require material components and deals your devil fruit's damage type.

Taking This Ability Again: You can learn this ability more than once to learn an additional spell from any 5e class, following the same rules listed above.

Gatling Attacks

Prerequisite: Any Devil Fruit User

If your devil fruit ability gives you the ability to extend your limbs, produce multiple separate weapons, or control multiple sources of damage at once, you may use this ability. The attack's shape, origin, and damage type depends entirely on your unique Devil Fruit abilities.

You can spend 1 or more Devil Fruit points to rapidly attack in one direction, forcing each creature in either a 15 foot cone or a 5 by 30 foot line (your choice) to make a Dexterity Saving Throw against your Devil Fruit Save DC. On a failed save, a creature takes 2d8 damage and is pushed 5 feet away from you. On a successful save, a creature takes half as much damage and isn’t pushed.

You can increase the damage by 1d8 for each additional Devil Fruit point spent over 1.

Taking This Ability Again: You can learn this ability more than once to deal an additional 1d8 base damage each time you take it.

Amplified Attack

Prerequisite: Any Devil Fruit User

Using your devil fruit to increase the power of one of your attacks, you deal additional damage depending on your devil fruit power. The method in which your attack is amplified, its appearance, and damage type depends on your Devil Fruit's power and nature.

Whenever you hit a target with a Melee or Ranged attack, you can spend 1 Devil Fruit Point to deal an additional 2d8 damage with that attack. Additionally, when the target is hit, you may apply an additional effect depending on your devil fruit power, such as pushing the target 10 feet away, knocking the target prone, poisoning the target until the end of the next turn, or similar effects.

You can increase the damage by 1d8 for each additional Devil Fruit point spent over 1.

Taking This Ability Again: You can learn this ability more than once to deal an additional 1d8 base damage each time you take it.

Extreme Reach

Prerequisite: Any Devil Fruit User

Any devil fruit user that can expand, stretch, or detach and telekinetically control their limbs and body can extend their range and reach of attacks. How this looks, functions, and is applied depends on your Devil Fruit's power and nature.

When you take this skill, you gain a +10 ft. range bonus to melee attacks, ranged attacks, or grapple and push attempts.

Taking This Ability Again: You can learn this ability more than once to gain an additional +10 ft. bonus to your range each time you take it.

Chapter 7 | Devil Fruits

Weight Change

Prerequisite: Kilo Kilo no Mi, Ton Ton no Mi, or other Weight Paramecia (Body Changer)

By spending Devil Fruit points as an action, you can increase or decrease the weight of your body without changing your appearance or size, up to 1,000 units of measurement for weight for each Devil Fruit point spent (up to 10,000 units), or at least 1 point to reach the lowest possible weight (1 unit). Your weight remains this amount until you return to your original body weight as a bonus action. When you increase your weight by spending at least 1 Devil Fruit point, you gain advantage on grapple and strength checks for the duration.

When using your power to lower your weight down to 1/100th of your original body weight, you can levitate and rise vertically up to 20 feet each round as a bonus action. If you increase your weight while at least 10 feet above a target, you can deal damage to it by crushing it beneath your weight when you land. The target beneath you must make a Dexterity saving throw against your Devil Fruit save DC, or take 2d6 bludgeoning damage for each 1,000 kilograms you weigh over your original body weight (up to 20d6 bludgeoning) and be knocked prone on a failed save, if using the Kilo Kilo no Mi. If using the Ton Ton no Mi, instead make the damage 10d6 bludgeoning damage for every 1,000 tons you weigh over your original weight (up to 100d6) and the target is knocked prone on a failed save. Use similar methods of damage for other units of weight.

Devil Fruit Weapon

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

If your devil fruit powers allow you produce a viable weapon from a substance, morph your body into a viable weapon, or create a viable weapons, you may use this skill. The way this weapon appears, functions, and deals damage depends on your Devil Fruit's power and nature.

By spending 1 Devil Fruit point, you produce any type of known weapon using your Devil Fruit powers. This weapon lasts 1 minute. You are proficient with this produced weapon. The weapon deals the same damage die, but its damage type depends on your Devil Fruit. If the weapon is made from a special material, any properties it has will apply when hitting a target (such as a poison weapon poisoning the target until the end of its next turn). If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the duration persists, you can use a bonus action to cause the weapon to reappear in your hand.

Taking This Ability Again: You can learn this ability more than once to deal an additional bonus +1 to attack and damage rolls with your Devil Fruit weapon each time you take it. You can only increase this bonus up to a maximum of +3 using this feature.

Enhanced Jumping

Prerequisite: Any Devil Fruit User

If your Devil Fruit powers allow you to increase your jumping abilities through ways such as making your body springy, providing propulsion, enhancing limbs, or similar means, your jump distance is permanently tripled.

You can bounce off hard surfaces, even walls or ceilings, for a distance equal to your jump distance so long as you have the movement to do so. Additionally you reduce any fall damage you take by 20 so long as you are fully aware of where you are falling and not paralyzed, stunned, unconscious, restrained, or otherwise incapacitated. You can spend Devil Fruit points to reduce any additional fall damage up to 10 for each point spent.

Taking This Ability Again: You can learn this ability more than once to increase your jump distance by once stage each time you take it. For example, taking this skill twice will quadruple your original jump distance, taking it again will increase it by five times the original amount, etc. Additionally, the base reduced fall damage amount increases by 10 each time you take this again.

Resurrection

Prerequisite: Yomi Yomi no mi Paramecia User or similar Devil Fruit Users

When you reach 0 hit points, you do not roll Death Saving Throws. Instead, your soul becomes detached from your body, appearing in a random space 30 feet away, and can be controlled by you. Your soul has a flying speed of 30 feet, retains your vision type and distance, can pass through creatures and objects as if they were difficult terrain (similar to Incorporeal Movement), is considered Undead, retains your Ability score modifiers and Saving Throws, cannot take any actions, bonus actions, or reactions, and is immune to all damage types and conditions (except for any effects from a priest's Exorcise Spirits feature).

During this time, your body can still be further damaged or destroyed while your soul is detached. Your soul can rejoin your body by entering its space, returning you to 1 hit point in your original body. You can return to your main body despite any injuries or deep wounds, even normally lethal ones, so long as it isn't completely destroyed or reduced to dust. Any minor injuries or wounds will be completely healed. However, deeper wounds such as missing organs, missing limbs, or other similar serious injuries cannot be reverted. Instead, your body will be magically granted the functions of those organs through your soul. For example, if you are missing your eyes, you will still be able to see the same as if you still had eyes. This will not work for destroyed or missing limbs, though your powers will reattach any nearby missing limbs to your body instantly. Even at worst, if your body is merely left as skeletal remains, you will be able to continuously possess your body and function as a living creature through magical means.

Taking This Ability Again: You can learn this ability once more to be able to detach your soul from your body as an action, up to 5 feet away, without needing to drop to 0 hit points or die. Your body remains unconscious and incapacitated for as long as you stay in your soul form.

Chapter 7 | Devil Fruits

Glob Attack

Prerequisite: Logia User (Liquid), Paramecia User (Substance Generator), or Zoan User (Any)

If your Devil Fruit powers allow you to produce a damaging liquid substance that can be thrown or launched at target, you can use this skill.

As an action, you can spend 1 devil fruit point to make a ranged Devil Fruit attack against a target. The target takes 1d10 damage on a hit, plus 1d10 damage at the end of each turn until a creature spends its action on its turn to remove the substance off itself or another creature. You may spend additional devil fruit points to deal an extra 1d10 damage on the initial damage and damage per turn for each point spent.

Taking This Ability Again: You can learn this ability more than once to deal an additional 1d10 base damage on the initial damage each time you take it.

Sticky Surface

Prerequisite: Logia User (Liquid or Solid), Paramecia User (Any), or Zoan User (Any)

If your Devil Fruit power allows you to produce a substance that has the potential to be sticky, can change the properties of your body in order to make you sticky, or somehow creates sticky surfaces, you can use this skill.

Any creature that comes into contact with any surface, whether it be you, a substance you produced, an attack, something you created, or something you transformed, must make a Strength Saving throw against your Devil Fruit save DC upon coming into contact with it, or become stuck to it. Their movement speed becomes 0 if they cannot move with whatever they are stuck to, and they are restrained if it covers their entire body. A creature Restrained or stuck to something this way can use its action to make another Strength check against your spell save DC. If it succeeds, it is no longer Restrained or stuck.

Knockout Poison

Prerequisite: Any Devil Fruit User

If your Devil Fruit power allows you to produce or use any type of poison or venom, you can use this skill. Applying this special poison to your body, a weapon, or a 5-foot surface requires an action and expending 1 Devil Fruit point.

A creature subjected to poison or venom your produce through touch or injury must succeed on a Constitution saving throw against your Devil Fruit save DC or be Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

Taking This Ability Again: You can learn this ability more than once to make the poison's effects last for 1 hour longer each time you take it.

Potent Poison

Prerequisite: Any Devil Fruit User

If your Devil Fruit power allows you to produce or use any type of poison or venom, you can use this skill.

A creature subjected to poison or venom your produce through touch or injury must succeed on a Constitution saving throw against your Devil Fruit save DC or be Poisoned. At the start of each of the creature's turns while it is Poisoned in this way, it takes 1d6 poison damage. At the end of each of its turns, it can repeat the saving throw. On a successful save, the poison damage the creature takes on its subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Taking This Ability Again: You can learn this ability more than once to deal an additional 1d6 poison damage with this poison condition each time you take it.

Hard Body

Prerequisite: Logia User (Solid), Paramecia User (Body Alterer), or Zoan User (Any)

If your Devil Fruit power increases the hardness or durability of your body in a significant way, you can use this skill.

You gain a permanent bonus of +1 to your Armor Class. You can spend Devil Fruit points as a bonus action to increase your Armor Class by +1 for each point spent, up to a total possible bonus AC of +5 using this skill (including your original bonus). Additional bonus AC gained this way lasts for 1 minute.

Phasing Movement

Prerequisite: Logia User (Solid), Paramecia User (Body Alterer or Environment Alterer), or Zoan User (Mythical)

If your Devil Fruit power gives you the ability to phase through physical objects or creatures, you can use this skill.

As a bonus action on your turn, you gain the ability to move through other creatures and objects as if they were difficult terrain until the end of your turn. You take 1d10 force damage and get pushed into the nearest empty space if you end your turn inside an object.

Substance Fabricating

Prerequisite: Paramecia User (Substance Generator) or Zoan User (Mythical)

You can produce up to a 10-foot cube worth of a substance as an action. The substance appears in a space up to 10 feet away from you. It has any properties that substance would normally have. For example, if it is an edible substance, it can serve as food. Or if it is poisonous, any poison conditions will apply to a creature that ingests it. If it is flammable, it will ignite when exposed to fire.

Taking This Ability Again: You can learn this ability more than once to increase the amount of substance produced by 5 cubic feet each time you take it.

Chapter 7 | Devil Fruits

Cloning

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

If your Devil Fruit power allows you to clone yourself, produce a substance that you control, or manipulate objects, you can use this skill to produce clones of yourself.

By spending any number of Devil Fruit Points as an action, you can create a number of clones equal to the points spent and spawn them in an empty space within 20 feet of you. Each clone acts during your initiative in combat. Your clone's appearance, mannerisms, and speech patterns are nearly identical to you. A creature can spend an action to determine if any clones it sees are fakes by making an Investigation check against your Devil Fruit save DC. Your clone has the same stats as you, except it has 10 hit points and its AC is equal to 10 + your Dexterity modifier. Its stats, hit points, and AC cannot be increased in any way. They cannot be healed or mended. You can see through each of your clones. Each clone lasts for 1 minute, and is destroyed if you reach 0 hit points, fall unconscious, or become incapacitated.

You can spend an action to have each clone move up to its movement. Additionally, as a part of that same action, you can command one clone to take an action during your turn. A clone does not have a bonus action, it cannot make more than one attack during your turn, shares your Devil Fruit points and any other points you have, and can't cast spells. Clones do not act unless commanded as a part of your action during your turn, and will otherwise stand stationary until controlled or destroyed.

Taking This Ability Again: You can learn this ability more than once to increase the hit points of each created clone by 10 each time you take it.

Size Changing

Prerequisite: Paramecia User (Body Alterer or Environment Alterer) or Zoan User (Mythical)

If your Devil Fruit power allows you to change your size, you can use this skill.

As an action, you change your size to be one size smaller or larger. To become an additional size smaller or larger after increasing or decreasing your original size by one, you must spend 1 Devil Fruit point as an action for each additional size change. The minimum size you can reach is tiny, and the maximum size you can reach is gargantuan (maximum of 20 by 20 ft.). You can use an action to return to your original size without expending any Devil Fruit points.

This skill can also work on objects if using the Moa Moa no Mi paramecia power or similar devil fruits.

Extra Senses

Prerequisite: Paramecia User (Any) or Zoan User (Any)

If your Devil Fruit power allows you to alter your vision in any way, you can use this skill.

You gain one additional sense that makes sense with your Devil Fruit power and nature (choose from Blindsight, Darkvision, Tremorsense, Truesight). You gain up to 30 ft. of range with this sense. Alternatively, when you take this skill, you can choose to double the range of a sense you already have instead. You can only reach a maximum of 120 ft. of range with a single type of sense using this skill.

Taking This Ability Again: You can learn this ability more than once to gain an additional sense that your Devil Fruit power can grant you with 30 ft. of range, or instead double the range of a sense you already have (stacking each time you take this skill).

Devil Fruit Skills

Prerequisite: Any Devil Fruit User

You gain proficiency in any combination of three skills or tools of your choice.

Tough Body Enhancement

Prerequisite: Paramecia User (Body Alterer)

By spending any number of Devil Fruit points as an action, you can increase your hit point maximum and current hit points by 10 for each point spent. This bonus lasts for 8 hours, or until you complete a short rest.

Material Manipulation

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

If your Devil Fruit power allows you to alter and manipulate a specific material or substance (such as gold, metal, stone, etc.) in any way, you can use this skill.

You can control up to a 10-foot cube worth of a material or substance that you can control within 60 feet with telekinetic powers as an action, similar to the Telekinesis spell. If a material is solid and attached to a larger structure or object, you can temporarily make it liquid-like or mold it to form its own shape to separate it. If the material or object isn’t being worn or carried, you automatically move it up to 30 feet in any direction, but not beyond the range of this skill (60 feet).

If the material or object is worn or carried by a creature, you must make an ability check with your Devil Fruit ability modifier contested by that creature’s Strength check. If you succeed, you pull the object away from that creature and can move it up to 30 feet in any direction but not beyond the range of this ability.

You can exert fine control on materials or objects you can control with your telekinetic grip, such as floating on them, dropping them on a creature, opening a door or a container made from that material, forming complex shapes out of them, stowing or retrieving an item made from that material, or bending a large pole made from that material.

Taking This Ability Again: You can learn this ability more than once to increase the amount of material you can control by 5 cubic feet each time you take it.

Chapter 7 | Devil Fruits

Magical Food

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Mythical)

If your Devil Fruit power allows you to produce food items or drinks, you can use this skill.

Any creature that consumes a piece of food or drink that you have produced using your Devil Fruit powers, they become Charmed or Frightened by you for 1 hour.

Taking This Ability Again: You can learn this ability more than once to increase the duration of the condition by 1 hour each time you take it.

Enhanced Flight

Prerequisite: Logia User (Any), Paramecia User (Any), or Zoan User (Any)

If your Devil Fruit power allows you to potentially grow wings, float, levitate, or propel yourself in any way within reason, you can use this skill.

By spending an action and any number of Devil Fruit point, you gain a flight speed of 30 feet for each Devil Fruit point spent. This ability lasts up to 10 minutes. If you already have a flying speed, you gain a +30 ft bonus to your current flying speed for each Devil Fruit point spent the duration of this ability. You can only gain up to a maximum of 90 ft flying speed in total. When the duration ends, the target falls if it is still aloft, unless it can stop the fall or still has a flying speed without the use of this skill.

Lucky Devil

Prerequisite: Raki Raki no Mi User or a similar Devil Fruit User

You can alter the luck of your surroundings in various ways. By spending 1 Devil Fruit point after any roll is made, you can roll the same number of dice once, and take the result that you prefer.

Taking This Ability Again: You can learn this ability more than once to increase the number of Devil Fruit points you can spend to make an additional roll to pick from, each time you take it.

Living Fortress

Prerequisite: Shiro Shiro no Mi or Baku Baku no Mi

You can transform yourself into a mighty fortress as an action, while still being able to move and act normally. You can use the description from Daern's Instant Fortress to decide the layout and appearance of your body fortress, but ignore the stats and resistances of it and treat it as if its your body (your hit points and armor class stay the same).

If you are using the Shiro Shiro no Mi, you do not need to change sizes to fit the fortress description, as creatures will shrink down to fit inside your fortress body. Creatures that willingly move into your space and are allowed in by you can enter your fortress body and shrink down to the proportions required to fit as they normally would inside of Daern's Instant Fortress in relation to your size. You can also shrink down cannons, weapons, and other supplies to fit into your fortress body.

Once a creature or objects leaves your space, it reverts to its original size. If a creature or object inside your fortress body is targeted by an attack or effect, you can choose to have it target you instead. You can control and manipulate the walls, floor, ceiling, and other surfaces inside your fortresses body that aren't independent objects. Additionally, you can create one smaller illusion of yourself inside your fortress body to be able to talk to creatures inside. Your fortress body has no interior decorations or furnishings that haven't been brought in already. If you voluntarily end your fortress body form as an action, drop to 0 hit points, or become incapacitated due to seastone or water, every creature and object is expelled from you body and reverted to their original forms without taking damage, each in a random safe and empty space within 100 feet of you.

A user of the Baku Baku no Mi uses this ability in an almost identical way, except you instead grow to be able to fit others into your fortress body. After consuming 100 cubic feet of stone or a similar material (consuming these materials at a rate of 5 cubic feet per round as an action each turn), you can use an action to grow to a gargantuan size and transform into a living fortress using the same rules listed previously. No creatures or objects change size to enter your fortress body.

Dimension Leap

Prerequisite: Mira Mira no Mi User, Doa Doa no Mi User, or Similar Devil Fruit User

By spending one Devil Fruit point as an action to create a dimensional portal that appears similar to a mirror or door (depending on your Devil Fruit power), or spending an action to enter a previously existing door or mirror using your powers, you can enter a randomized dimension similar to the Ethereal Plane. Other creatures cannot enter this dimension unless you carry them with you through a portal (maximum of one other creature as a part of the same action used to enter). The DM decides how this dimension appears.

You can exit this dimension freely as an action by entering a door or mirror that is tied to this dimension through the many portals within it. You appear through the corresponding mirror or portal in an empty space, assuming it isn't blocked off or broken. Additionally, you can spend 1 Devil Fruit point to exit the dimension into any mirror or door of your choice within a mile of the location you entered this dimension.

Body Jacket

Prerequisite: Jake Jake no Mi User or Similar Devil Fruit User

As an action, you can transform your body into a jacket that can be worn by another allied creature voluntarily. The creature wearing your jacket form will be able to replace their Strength, Dexterity, or Constitution Modifiers, Armor Class, Skills, and Saving Throws with yours. Additionally, they will gain the benefits of any Devil Fruit skills or other Features you have, so long as you allow them to use them. If the creature is individually targeted by an attack, spell, or effect, you become the target instead. This ability ends if you choose to end it early as a bonus action, or drop to 0 hit points, fall unconscious, or become incapacitated due to seastone or water.

Credits

First off, thank you so much for reading to the very end of this document. If you are a Dungeon Master, I would highly recommend you check out the Dungeon Master's Guide as well, as it provides a great number of resources such as island generation, travel rules, and ship/monster stats.

During the last few years, I spent a great deal of my free time between work and university to write, compile, and edit together this conversion system. I hope that many other fans of D&D and One Piece use it freely in their own tabletop groups and campaigns.

I do not claim any intellectual rights to the original One Piece manga/anime series, the official Dungeons and Dragons 5th Edition system owned by Wizards of the coast, or any third-party media mentioned in this document. This document was made for completely non-profit reasons and is not to be sold, rented, or redistributed in any way which would require a fee or subscription. This document is a free download intended to further the One Piece fan base and give readers/viewers a means to transform their homebrew 5th Edition D&D adventures into something more One Piece themed. I will refrain from asking for any donations or tips, but do appreciate positive feedback or constructive criticism.

Modifying this document or improving upon it for personal use or to send to friends is perfectly fine. I would greatly appreciate any advice or assistance anyone is willing to offer toward updating this project in the form of original artwork, ideas, or even a list of errors found in the document. Anyone wishing to join in working on the project is more than welcome. I will personally attempt to make any corrections needed in a timely manner and update these documents periodically. However, I am normally busy with other projects and university work, so it won't be immediate. Unless needed changes are urgent, I will only make major corrections over time.

If you need to reach out to me for any reason, message me on my twitter @OneWorldHD and I will get back to you. If anyone tries to claim ownership or charge money for this document, please let me know right away.

-Cody (OneWorldHD)

 

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