Contents
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3Chapter 0: Starting Information
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6Chapter 1: Making a Character
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7Chapter 2: Races
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19Chapter 3: Classes
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56Chapter 4: Crew & Backgrounds
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96Chapter 5: Equipment
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120Chapter 6: Customization & Feats
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127Chapter 7: Devil Fruits
Credits
Made by Cody (OneworldHD).
Major Credit to
Eiichiro Oda (One Piece Writer)
Shueisha (One Piece Publisher)
Wizards of the Coast (D&D Designers)
Bandai Namco Entertainment Inc. (Art)
Benjamin Huffman (Pugilist Class Inspiration)
Special Thanks to
MasterMasher23, Skylarke, Boop, Hagasmacho, Rob, Scottish Spartan, Chlo_z, and others (Testing)
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!
Useful Links
- Devil Fruits - These are magical fruits that have the ability to grant the eater super-human powers. There are some downsides to this, however. Read this to learn about Devil Fruits!
- World of One Piece - Most of the One Piece world is full of a variety of wacky large and small islands. There are very few large continents in this world. There is also the grand lind, the red line, the calm belt, and different sections of the ocean. Read this to learn more about the World of One Piece!
- Fighting Styles - There are many unique and powerful ways of fighting, even if you are a non-devil fruit user! Read this to learn more about these fighting styles in detail!
Da Rules! (5e)
If you are running a campaign with these rules, it is important to understand the rules of 5th Edition. I would highly recommend using the Dungeon Master's Guide in conjunction with the rules in this book. Most of the rules from 5e will apply to this campaign setting in this rulebook, only because they are the easiest to understand for most people. The only things that will be different are the races, classes, some spells, items, and a few other rules. Take what you want from the 5e rules and add them to your own game if a rule isn't covered in this book!
Many of the standard rules will apply from the 5e rulebooks along with most types of actions (jumping, hiding, attacking, etc.), combat, certain abilities, attributes, and skills. Combat will largely be run the same way, feats will be swapped for One Piece feats, and many weapons will be aesthetically and mechanically different. Magic is a bit different in this world and can be explained through science, skills, and abilities people naturally use. Most supernatural phenomenon are explained by devil fruits and haki as well.
Important Things to Note
Understand that when reading this, it is only used as a guide to help you run or play in a game of your own. It is entirely fanmade homebrew. In other words, the Dungeon Master has the final say about what the rules are. You could use 100% of these rules or only 10% , it is up to how you want to run your world!
Personally, I am a big fan of One Piece and have read every chapter to date. However, I am not a perfect writer nor am I familiar with every minor nuance or detail of the story and lore. If you have any gripes with the rules used here, feel free to alter or remove them entirely in your own game. There may be a few typos or grammatical errors, and I will try to spot and fix them. Otherwise, thank you for reading this!
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.
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 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 |
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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 |
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.
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 |
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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 |
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 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.
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.
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.
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.
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.
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.
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: 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.
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 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 |
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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.
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
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.
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.
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
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.
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 |
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.
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.
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.
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 |
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.
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.
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.
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.
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 |
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.
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.
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.
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.
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 |
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.
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.
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.
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 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)
-
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.
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.
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.
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.
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.
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.
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. |
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 |
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. |
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) |
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) |
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.
Feature: By Popular Demand
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or concert. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
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.
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.
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) |
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. |
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 |
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. |
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
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. |
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. |
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.
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. |
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. |
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. |
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) |
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. |
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.
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. |
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) |
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.