You are on page 1of 94

One Piece 5e

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


Homebrew created by u/Mr-Silvers

Disclaimer
Based on the original work of Eiichiro Oda
© Eiichiro Oda © Shueisha © Toei Animation © Wizards of the Coast
This is a Fan-created, unofficial supplement to Dungeons and Dragons 5th edition. All contents within this document is strictly
non-profit. Please support the official sources and releases.
This document is free to use by anyone and will always remain non-profit. The author of this document will never demand
payment for the contents presented within.
Images in this document are intended for non-commercial use under the 1976 Copyright Act. Artists are credited at the end of
the document, and all rights to the images belong to their respective artists and/or owners.
Made with Homebrewery.
Preface

T
his began as a simple passion project by one
guy who thought to himself "hey, it'd be kinda Table Of Contents
cool to play dungeons and dragons in the Chapter 1: Races (Pg. 3)
world of One Piece. I wonder if that's 1.1 Choosing a Race
possible?" and then just went along with it. 1.2 Human
What started out as a simple rework of a few 1.3 Fishman
classes and some rewording of features and 1.4 Merfolk
feats to better fit in the designated setting eventually turned 1.5 Mink
into almost a hundred pages of homebrew. 1.6 Sky Islander
Why dungeons and dragons, of all systems? Accessibility
more so than anything, 5th edition is a system that is ever so Chapter 2: Classes (Pg. 14)
easy to pick up and enjoy, while still having enough room for 2.1 Barbarian
creative veterans to play around for years. This document 2.2 Bard
provides all the necessary additions and revisions to the base 2.3 Brawler
system to seamlessly tie it into the world of Eiichiro Oda's 2.4 Fighter
brainchild, and dungeon masters should find everything they 2.5 Gadgeteer
need in order to run games in the setting of One Piece. 2.6 Marksman
Naturally, a lot of work and passion has been put into this 2.7 Rogue
project, but it's most likely always going to remain a work in 2.8 Savant
progress as ideas form and changes are to be made.
Whoever's reading this, hope you enjoy the contents as much Chapter 3: Characters, Roles and Dreams (Pg. 58)
as the author did enjoy writing this document, and let it urge 3.1 Dreams
you to set sail for the Grand Line! 3.2 Roles
3.2.1 Captain
3.2.2 Cook
3.2.3 Deckhand
3.2.4 Doctor
3.2.5 Entertainer
3.2.6 Helmsman
3.2.7 Navigator
3.2.8 Scholar
3.2.9 Shipwright
3.2.10 Vice Captain
Chapter 4: Equipment and Items (Pg. 69)
4.1 Wealth
4.2 Expenses
4.3 Armor and Shields
4.4 Weapons
4.5 Adventuring Gear
4.6 Tools
4.7 Mounts and Vehicles
4.8 Building, Maintaining and Repairing Your Ship
Chapter 5: Customization Options (Pg. 81)
5.1 Multiclassing
5.2 Feats
5.3 Haki
Chapter 6: Creation Lists (Pg. 85)
Appendix A: Devil Fruits (Pg. 88)
7.1 What are Devil Fruits?
7.2 Creating a Devil Fruit
7.3 Paramecia Type
7.4 Zoan Type
7.5 Logia Type
Credits Page (Pg. 94)
Chapter 1: Races

T
he world of One Piece is home to a myriad of Performing in the town square is a band of entertainers, all
unique humanoid races that make their home part of the long-arm tribe, using their elongated limbs to
on the four seas and beyond. Life thrives from perform acts of acrobatics and dexterity to the cheer of a
the bottom of the ocean beneath the Red Line crowd. A group of long-leg humans push their way to the front
to far above the clouds in the flying lands of of the crowd, already towering over it, intent on starting some
Skypiea, each housing a civilization with a rich trouble. And in the harbor, a curious mermaid peeks her head
history and and uncertain futures. above the water for but a moment, starry eyes gazing upon
With a world consisting of scattered islands dotting an the moored ships and colourful flags, before she dives back
endless ocean, it is no strange occurrence that many are beneath the waves before anyone spots her.
drawn to a life of adventure, setting sail into the horizon as
pirates and freedom-seekers. Though very different in shape
and story, one thing all races of the world have in common is Choosing a Race
the call to adventure that rings within the hearts of the select While humans are the most common by a long shot to be
few, regardless of their origins. found in the world, they still live side-by-side with other races
Walking the streets of a port town in the Grand Line, one even if they aren't always aware of it. Even then, human tribes
could sometimes find more than humans in the crowd if one are so diverse that distinctions between them are more than
just knows where to look for them. The blue-tinted skin of a simply cultural. Whatever choice you make, your character
stout fishman as he hauls a massive chest of goods to the remains a part of the living breathing, world.
market; the skulking shadow of a cat mink as she curiously The call to adventure can ring true in the heart of any
explores the alleys and corners of this strange world; the creature in the world, however some races produce more
sharp, intimidating tattoos of a shandian sky islander that adventurers than others. Humans and fishmen are more
cast wary glances at crowd around him. likely to go to sea as pirates in search of dreams, treasure or
ambition but your choice of race should not be hindered by
conventions. Minks and merfolk are curious by nature, and
Languages sky islanders are not faint of heart either, so even if they
The world of One Piece is unique in that all
typically do not fly a jolly roger there's nothing stopping them
creatures and races share the same language. from doing so.
Languages are thus not taken into consideration
in this system, with the exception of poneglyphs,
which is a written language of which knowledge
has long since been lost, save for very few
dedicated individuals.
Standard Human
Human You are a common human, the most numerous among the
By far the most numerous of all races are the humans. world's inhabitants. While your origins are unremarkable,
Inhabiting the entire world from the a hundred and seventy you nonetheless have a power within you to make your own
kingdoms to the halls of Marie Geoise upon the Red Line, the future.
humans have spread all across the four seas to stake claim to Ability Score Increase. Your Constitution score increases
the title of masters of the world. by 1.
Few humans are defined by their race, however. A varied Alignment. Standard humans tend towards no particular
kind from every echelon of society, one would find it difficult alignment. The best and worst of all people are represented
to place a blanket terms on humans as a whole. They can be among their numbers.
fearless heroes, intrepid adventurers, craven villains Resourcefulness. You gain proficiency with one skill or
despicable tyrants, pirates seeking freedom or marine one weapon of your choice.
soldiers seeking order. The only surefire way to know where Strong Will. Once when you fail a saving throw, you can
a human's heart lies is to look at the flag she flies, which can choose to reroll it with advantage. You must finish a long rest
be as manifold as the stars upon the night sky. before you can use this trait again.
Restless Hearts
Among all the races, humans are the most likely to set off on
the sea in search of adventure, riches, purpose or power.
Even considering their vast majority in the world, there is still
something within their hearts that calls them to the sea.
Because of this, many different tribes of humans have
appeared all over the world, each with their own distinct
culture and quirks. Each single island is more like a country
in its own right with customs and history unique to the
people living there since centuries back.
History of Conflict
Among the one hundred and seventy kingdoms that make up
the world government, all but one is a human kingdom giving
the human race an indiscriminate claim to being the Kuja Tribe
dominant race in the world. Adding to that, they are also the Kuja are an all-female amazonian subset of humans that live
most technologically advanced and organized race, giving secluded on the island of Amazon Lily located in the Calm
them a massive geopolitical edge in the state of the world. Belt. Most if not all Kuja are trained warriors, and even the
However, human history is one of strife and conflict, both common soldier can wield minor armament haki.
amongst themselves and against other races. Human society Ability Score Increase. Your Wisdom score increases by
is heavily fractured with deep-seated socioeconomical 1.
inequalities; the world nobles can demand anything they wish Alignment. Kuja are typically only concerned with the well-
from anyone with the world government's full support, while being of their queen and society, favoring lawful alignments
other countries who cannot pay the taxes are left at the mercy with a strong neutral bend.
of pirates and marauders. While life on the sea is a harsh and Amazon Training. You have proficiency with longbows,
unforgiving one, it is at the very least an equal existence for shortbows, shortswords and spears.
all who travel upon it. Minor Haki. When you make a weapon attack, you can
choose to temporarily infuse the weapon with haki. You gain
Human Traits advantage on the attack roll, and the weapon is considered
haki-imbued for the purpose of overcoming resistances and
As a human, you have the following traits. immunities. You can use this feature three times and regain
Ability Score Increase. Two ability scores of your choice all uses when you finish a long rest.
increase by 1.
Age. Humans reach adulthood in their late teens and
typically live less than a century.
Size. Humans vary greatly in size, standing anywhere
between 5 to well over 10 feet, with those belonging to the
long-leg tribe reaching heights above 15 feet. Your size is
medium.
Speed. Your base walking speed is 30 feet.
Human Determination. Once when you're reduced to 0
hit points but not killed outright, you can choose to fall to 1
hit point instead. You must finish a long rest before you can
use this trait again.
Subraces. Choose between standard human, kuja, long-
arm, long-leg, snakeneck or three-eye tribe.
Long-arm Tribe Long-leg Tribe
Humans of the Long-arm tribe possess an additional elbow in Humans of the Long-leg tribe are defined by their abnormally
their arms, extending their reach much greater than other long and powerful legs, which they are quite proud of and
tribes. This typically gives them a lanky appearence that happily show off by eschewing legwear. They have a
distinguishes them from other humans. longstanding rivalry with the Long-arm tribe.
Ability Score Increase. Your Dexterity score increases by Ability Score Increase. Your Strength score increases by
1. 1.
Alignment. Long-arm humans have no particular tendency Alighment. Like Long-arm humans, Long-leg humans
towards any alignment, however due to a longstanding gravitate towards chaos. They have no strong disposition
conflict with long-leg tribes they are warlike in nature, towards good or evil.
gravitating towards chaos. Giant Stride. Your walking speed increases by 5 feet, and
Long Limbs. Your reach with melee weapons and your jumping distance is doubled.
unarmed strike increases by 5 feet. Strong Legs. Your unarmed strike deals 1d6 + your
Sudden Reach. You have advantage on opportunity Strength modifier bludgeoning damage instead of the normal
attacks. damage if you attack using your legs.

Snakeneck Tribe Three-eye Tribe


Humans of the Snakeneck tribe are defined by their Humans of the Three-eye tribe are few and far between,
elongated necks, and often have slender bodies to match. valued for the potential to hear the "voice of all things", which
Pragmatic in nature, they tend to favor cold logic over allow a person to read poneglyphs. Many conceal their third
emotionally driven decisions. eye for fear of persecution or discrimination.
Ability Score Increase. Your Intelligence score increases Ability Score Increase. Your Charisma score increases by
by 1. 1.
Alighment. Snakeneck humans typically are as varied as Alighment. Three-eye humans have no specific tendencies
other humans, however some possess an innate sadistic towards neither good nor evil.
streak that prompts them towards evil. Keeper of Secrets. You have proficiency in the Deception
Pragmatic. You have advantage on saving throws against and Insight skills.
being charmed. Third Eye. You have advantage on saving throws against
Towering Gaze. You have advantage on Wisdom being blinded, and on all ability checks you make to see
(Perception) checks relying on sight. through illusions and mirages.
A history of strife
For centuries, the fishmen were considered little more than
any other monster in the oceans by the humans and were
Fishman treated accordingly, only welcome on the surface world as
Ten times stronger than the common man and undisputed slaves if they weren't killed on sight. Eventually, the world
monarchs of the sea, the fishmen of the world oceans were government realized the benefits of peace between the races
for the longest time the boogeymen of sailors everywhere. and made several attempts to mend the relationship between
Tall and proud warriors of the deep, the fishmen share a humans, fishmen and merfolk. Thanks in part to the actions
troubled history of racial discrimination and slavery at the of the fishman pirate Fisher Tiger and the merfolk queen
hands of humans, scars that even centuries of peace with the Otohime, a peaceful coexistance was finally reached after
surface world has yet to completely mend. decades of negotiations.
A lot of the prejudice against them stem from how they However, the old ways still rings loudly in the ears of both
differ from humans, looking monstrous to the common man humans and fishmen alike, who have had a hard time leaving
because of their half-fish, half-human physiology, but also the past behind. Many humans, especially nobles, still
because of their renowned physical superiority and ability to consider fishmen to be nothing but monsters and fish.
fight as well on land as in water. Conversely, many fishmen subscribe to the notion that their
Despite their fearsome reputation as pirates and superior strength and adaptability means they should be
marauders, the fishmen are not a simple or militaristic race ruling over humans, who they consider weak and cowardly.
of savages that many humans believe them to be. A fishman Even so, a strained peace still aided in softening the
dedicated to a crew or a cause tends to be loyal to a fault, animosity between the races, and more fishmen and humans
willing to fight to the bitter end for what they believe in. alike are beginning to wake up to the idea of co-existance,
slowly beginning to see eachother as kin rather than
enemies.
Champions of the Sea
In water, fishmen are second to none. Already on land a
fishman can boast the strength of ten common humans, and
this strength is only amplified by their amphibious nature. A
fishman possesses both the gills of a fish and the respiratory
system of a human, allowing them to breath air and water
without issue, while dorsal fins and webbed hands and feet
allow them to move unhindered in water.
In addition to these boons, fishmen have a unique form of
martial arts known as Fishman Karate, which emphasizes
the use of water to their advantage. It's a martial art that
grows even more potent while near or submerged in water.
This unique fighting style is only taught at certain dojos on Stronghide
fishman island and has a near mythical reputation that Stronghide fishmen develop powerful bodies that further
reaches even the surface world above. amplify their innate strength and endurance, allowing them
to become remarkable martial artists and fighters.
Fishman Traits Ability Score Increase. Your Constitution score increases
As a fishman, you have the following traits. by 1.
Ability Score Increase. Your Strength score increases by Strong Body. Your hit point maximum increases by 1, and
2. it increases by 1 every time you gain a level.
Age. Fishmen reach adulthood in their late teens and live
as long as humans.
Alignment. Fishmen display extremes on the moral scales,
with good-aligned fishmen typically being chaotic good with a
great emphasis on personal freedom, while evil-aligned
fishmen tend towards lawful evil with the ideals that their
superior physique means they should rule over other races.
Size. Fishmen vary greatly in size and typically stand taller
than humans at 7-8 feet up to 15 feet. Your size is medium.
Speed. Your base walking speed is 25 feet. Your base
swimming speed is 30 ft.
Aquatic Adaption. You can breathe air and water. You have
advantage on all Strength (Athletic) ability checks made
while in water.
Darkvision. Accustomed to the dark ocean floors where
light is scarce, you have darkvision out to 60 feet and can see Multipod
in dim light as if it were bright light, and in darkness as if it Multipod fishmen are recognizable by their extra arms,
were dim light. You can’t discern color in darkness, only possessing as many as eight functioning limbs.
shades of gray. Ability Score Increase. Your Dexterity score increases by
Powerful Build. You count as one size larger when 1.
determining your carrying capacity and the weight you can Extra Arms. You have up to four additional arms. Each
push, drag, or lift. arm can hold a single item that can fit in one hand. When
Speech of the Sea. You can communicate simple ideas engaged in two-weapon fighting, you can still only make one
and words to creatures with a natural swimming speed that attack as a bonus action. You cannot engage in two-weapon
are of large size or smaller. Most sealife lack the ability to fighting while wielding a weapon with the two-handed
form or understand complicated messages, but can property. Additionally, you can only benefit from one
communicate simple expressions and desires such as fear, equipped shield even if you are wielding multiple shields.
hunger or joy.
Subraces. Choose between sharptooth, stronghide or
multipod.
Sharptooth
Sharptooth fishmen typically have the physiological traits of a
predator, such as a shark or killer whale. They use their
sharp teeth or spines to tear enemies asunder if provoked.
Ability Score Increase. Your Charisma score increases by
1.
Natural Weapons. You have sharp claws, teeth or spines
that can be used as weapons. Your unarmed strike deals 1d6
+ your Strength modifier slashing damage instead of the
normal damage.
Merfolk
Merfolk are humanoid creatures with the upper body of a
human and the lower body of a marine creature, typically a
fish or an octopus. Unlike fishmen, the human side of
merfolk does not necessarily bear any piscine features,
though it is not unheard of for some merfolk to have more
marine traits such as fins or webbed fingers.
Related to the fishmen, merfolk make their home beneath
the Red Line on fishman island. The two races exist in
harmony, sharing a similar difficult history with the surface
world and the races that inhabit it. But whereas fishmen are
feared and infamous for being savages, merfolk have a much
more favorable reputation among humans as beings of
extreme beauty. Sadly, this reputation only serves to make
them more desirable as slaves on the underworld markets,
leading to many cases of abductions at the hands of pirates.
Despite these unfortunate circumstances, merfolk have
remained firmly open-minded towards all other races,
including humans. Kind-hearted and gregarious to a fault,
merfolk have a reputation for saving drowning sailors from
the depths only to disappear moments afterwards.
Deep Sea Monarchs
While not as physically imposing or martially bent as
fishmen, merfolk have a keen eye for politics and diplomacy,
being the current rulers of Fishman Island under King
Neptune. While the common fishman has the advantage in a
one on one fight, the merfolk's ability to organize and manage
a standing army makes them the obvious figureheads in
politics with the surface world.
Merfolk do not possess the same sense of superiority found
in some fishmen however, and the two races co-inhabit
Fishman Island in perfect harmony with extremely few
instances of political unrest or infighting.
Merfolk are very hospitable and welcoming to travelers
that reach Fishman Island, which is a common occurance as
it's the only way to travel from Paradise to the New World. As
long as visitors come in peace and with no ill intent, the
merfolk will graciously host any traveler during their stay
whether they are pirates or marine soldiers.
While peaceful, merfolk are not naive however. If provoked,
merfolk will respond in kind if their hands are forced, many of
their soldiers and warriors having mastered a unique form of
Fishman Karate unique to their kind. Being the fastest
swimmers of all intelligent races, coupled with their
organized military, make merfolk a force to be reckoned with
even when battle is at hand.
Gregarious Helpers
Merfolk delight in song, music and all forms of community-
based entertainment. Their's is a tight-knit community that
lacks social stigma or class differences, each individual
treated as a cherished part of the community as long as they
are honest and kind-hearted in turn.
Merfolk and fishmen typically consider themselves kin of
eachother and rarely make a difference between the two.
Interbreeding between the two races has an equal chance of
producing either a merfolk or fishman child, and most carry
genes from both species with them resulting in a sense of
unity and equality between the two races.
Merfolk may still have some reservations about humans, but Merfolk Traits
these prejudices typically stem from fear or ignorance, which
can usually be remedied through nothing but a few minutes Ability Score Increas. Your Charisma score increases by 2,
of pleasant conversation. Most merfolk would much rather and your Wisdom score increases by 1.
make a new friend rather than an enemy, and typically treat Age. Merfolk reach adulthood in their late teens and live as
strangers as potential friends or allies with more open- long as humans.
mindedness than most other species. Alignment. Merfolk are naturally amiable and kindhearted,
Merfolk's friendly and approachable nature isn't limited gravitating towards good alignments. They have a strong
only to other sapient beings. All mermaids can communicate focus on community and coexistence, making them tend
and speak with fish, having a much easier time doing so than towards law over chaos.
even fishmen. They can use this ability to call fish to their aid, Size. Merfolk are usually the same size as humans, though
which can be used for scouting or to gather information on exceptions that vary to the extremes do exist. The ones
the surrounding waters. presented here are human-sized. Your size is medium.
Speed. Your base walking speed is 10 feet. Your base
swimming speed is 40 ft.
Swarm of Fish Aquatic Adaption. You can breathe air and water. You have
advantage on all Strength (Athletic) ability checks made
Medium swarm of tiny beasts, unaligned while in water.
Armor Class 12
Bubble Floater. When near a body of water, you can create
Hit Points 15 (6d6-6)
a bubble floater around your midsection as an action. While
Speed 0ft., swim 40 ft. you have this floater, you have a flying (hover) speed of 20
feet. The floater lasts for 8 hours.
Call for Aid. As an action, you can summon a swarm of
STR DEX CON INT WIS CHA fish in an empty square within 10 feet of you. The swarm is
8 (-1) 15 (+2) 9 (-1) 1 (-5) 11 (+0) 2 (-4)
friendly to you and your allies, and obeys your command for 1
hour. Roll initiative for the swarm separately when in combat.
It obeys any verbal commands that you issue to it (no action
Skill Proficiencies Perception +2, Survival +2
Damage Resistance bludgeoning, piercing, slashing
required by you). If you don’t issue any commands to it, it
Condition Immunities charmed, frightened,
defends itself from hostile creatures, but otherwise takes no
grappled, paralyzed, petrified, prone, restrained, actions. Once you use this trait, you cannot use it again until
stunned you finish a long rest.
Senses darkvision 60 ft., passive Perception 8 Darkvision. Accustomed to the dark ocean floors where
Challenge 1/8 (25 XP) light is scarce, you have darkvision out to 60 feet and can see
in dim light as if it were bright light, and in darkness as if it
Search Party. The swarm has advantage on Wisdom were dim light. You can’t discern color in darkness, only
(Perception) and Wisdom (Survival) checks while it shades of gray.
has more than half its maximum hit points. Friend of the Sea. You can speak with creatures with a
natural swimming speed that are of huge size or smaller.
Swarm. The swarm can occupy another creature's Though simple-minded, sea creatures can understand the
space and vice versa, and the swarm can move words you speak. Additionally, you have advantage on
through any opening large enough for a tiny fish.
The swarm can't regain hit points or gain temporary
Wisdom (Animal Handling) ability checks made towards
hit points.
marine creatures.
Pure Soul. You have advantage on Intelligence, Wisdom
Water Breathing. The swarm can breathe only and Charisma saving throws.
underwater.

Actions
Nibbles (swarm has more than half HP). Melee
Weapon Attack: +4 to hit, reach 0 ft., one creature
in the swarm's space. Hit: 5 (2d4) piercing damage.
Nibbles (swarm has half HP or less). Melee Weapon
Attack: +4 to hit, reach 0 ft., one creature in the
swarm's space. Hit: 2 (1d4) piercing damage.
Mink
The mysterious mink tribe is a race of fur-covered,
anthropomorphic humanoids from the "phantom island" of
Zou in the New World, a moving island situated atop the back
of an ancient, millenium old elephant known as Zunesha.
Because of its unique location, Zou is impossible to find with
a logpose, hiding the minks away from the eyes of the world
as a result. While most humans go their entire lives without
ever seeing a mink, the rumours of Zou's formidable sentinels
carry far and wide across the new world, telling tales of the
minks' mythical ability to wield electricity like a weapon and
transform into vicious beasts beneath the light of the full
moon.
Close-knit Community
The island of Zou rests on the back of a giant, millenia-old
elephant known as Zunesha. Reaching the island atop this
giant is a difficult task, leading to rumours and hearsay telling
that minks are isolationist and reclusive. Truthfully however,
despite having been hunted for slaves by human pirates in the
past, minks are exceptionally welcoming and hospitable to all
manners of visitors that come in good faith to their island.
Minks have a tight-knit community on their island, making
no difference between themselves regardless of a mink's
features. They show affection to eachother through physical
contact or acts of generosity, having next to no concept of
personal space even between relative strangers. "Garchu", a
common practice among minks, consists of rubbing their
temple or cheek against eachother, signifying a greeting or
act of gratitude.
Each individual mink takes after a specific fur-covered
mammalian creature, and recognize differences in their own
kin by referring to canine minks as such, for example.
However, mink do not differentiate between eachother, and
carnivorous minks live side by side with herbivorous minks.
Mink society places a stigma on eating animals with fur, and
as such their diet primarily consists of reptlies, fish and
greens found on the island of Zou.
Moonlit Warriors
All minks tend to be stronger than normal humans,
possessing formidable physical abilities typical to their
animalistic side, such as strong legs that can scale trees in a
single leap, or powerful muscles for physical labor. Their
abilities do not remarkably detoriate with age, and this
combined with an effective metabolism and recovery rate
makes them formidable fighters in battle.
Adding to that, minks have two additional abilities that
serve to differentiate them from humans: Electro, the ability
to generate powerful electrical charges through their fur, and
Sulong, the ability to transform into an even more powerful
form while under the light of the full moon.
Sulong is the most feared ability of the minks, known to
transform them into unstoppable, rampaging beasts. Only a
few minks master this ability, as loss of control can result in
the death of not just their enemies, but their allies and even
themselves as well. While transformed, a mink grows
increasingly ferocious as their fur grows out, their muscles
tense and their claws extend, becoming a frightful sight to
behold by their enemies.
Mink Traits Diurnal
As a mink, you have the following traits. Diurnal minks are primarily awake and active during the day.
Ability Score Increase. Your Dexterity score increases by Due to catching sunlight, they do most of the agricultural
2. work among the mink.
Age. Minks reach adulthood in their late teens and live as Ability Score Increase. Your Intelligence score increases
long as humans. by 1.
Alignment. Minks are generally gregarious and friendly, Diurnal Nature. You gain proficiency in two of the
though they focus on their own community over contact with following skills of your choice: Athletics, History, Medicine,
other races, making them lawful good. Nature or Persuasion.
Size. Minks vary greatly in size due to their animal
heritage, but typically are comparable to humans. Your size is
medium.
Speed. Your base walking speed is 35 feet.
Darkvision. You are accustomed to the dark forests and
hunt of the night. You have darkvision out to 60 feet and can
see in dim light as if it were bright light, and in darkness as if
it were dim light. You can’t discern color in darkness, only
shades of gray.
Electro. All minks can generate electricity through their
fur. Once per turn when you hit with a melee weapon attack,
you can choose to deal additional lightning damage equal to
your proficiency bonus. You can do this three times and
regain the ability to do so when you finish a short or long rest.
Inner Beast. You can draw upon your bestial blood to Nocturnal
greatly boost your speed and strength for a short time. As a Nocturnal minks are primarily awake and active during the
bonus action, you can grant yourself advantage on all night. Known as the guardians, they make excellent scouts
Strength and Dexterity-based ability checks for 1 minute. and defenders.
During this time, your speed increases by 10 and you can use Ability Score Increase. Your Strength score increases by
your Electro trait any number of time without expending uses 1.
of it. When this transformation ends, you suffer one level of Nocturnal Nature. You gain proficiency in two of the
exhaustion. You must finish a long rest before you can use following skills of your choice: Acrobatics, Athletics,
this trait again. Perception, Stealth or Survival.
If the full moon is visible when you make this
transformation, you enter Sulong form for the duration,
increasing both your Strength and Dexterity score by 3. This
increase can exceed an ability score of 20, but not 30.
Subrace. Choose between diurnal or nocturnal.
Sky Islander Dials and Cloudscapes
Far removed from the seas of blue and shores of sand lies a
collection of islands resting in the balmy embrace of the Daily life on the sky islands revolve around the use of dials, a
clouds above, known to all as the mythical sky islands. Here, type of shells left by a species of shellfish unique to the sky
the "water" is white and made of strange, buoyant clouds that islands. These dials have the unique ability to store different
flow just like seawater, while the "earth" is made from forms of energy and matter, such as the breath dial which can
springy, firm yet soft clouds that can support entire cities and store air currents or the flame dial which can store open,
forests. living fire. As long as the shell is intact, a dial can be
To most residents of the "blue" sea, as the world below the recharged indefinitely as long as it is subjected to the energy
clouds is known to the inhabitants of sky islands, the idea of or matter that it can store, as each dial can only handle one
there existing a world above in the clouds is one of fantasy specific element.
and myth. Anyone who would claim otherwise is often met Dials are more than simple tools to sky islanders. With the
with ridicule and possibly even scorn, for the idea of another lack of naturally occuring earth in their world, their entire
sea existing above them is ludicrous to most humans. society has been shaped around the use of dials. It is used to
Yet anything a man can imagine is a possible reality. power what is known as "wavers", unique dial-driven vehicles
Hailing from these mythical islands are a tribe of humanoids that can easily traverse the cloud sky; as weapons used by
known collectively as sky islanders, though they rarely refer fighters and warriors to produce force, fire or even cutting
to themselves as such. Atop the clouds lies an endless stretch winds; to shape clouds like wood and stone to make
of islands, kingdoms and tribes with their own unique history. foundations for buildings and roads; and as simple household
The largest known society being that of Skypiea, situated ten items such as heat dials to cook, or light dials to illuminate
thousand meters above the waters of Paradise in the Grand rooms.
Line. Home to the skypieans and shandia, distinguishable by
the small wings upon their back, it is the largest settlement Holy Vearth
found upon the clouds of the world. Only reachable through Earth does not appear naturally on sky islands. Though
one of two ways, the long and arduous "High West" or the plants can grow on the clouds they shape, they cannot
extremely dangerous "Geyser Stream", it is a land that see germinate through them like they can in earth. As a result,
few visitors. sky islanders consider earth to be the most precious
substance of all and has exalted it to holy status, referring to
it as "vearth".
The largest mass of earth can be found in Skypiea, known as Shandian
Upper Yard among the locals. For the longest time since it Shandians originate from the Blue Sea, being the original
arrived on the sky island 400 years ago, it was the seat of the inhabitants of Upper Yard who were driven out when
Skypiean political and religious leader known as "god". skypieans conquered the island. Eventually peace was
Skypieans and the original inhabitants of the island, the brokered and these proud warriors now act as god's personal
shandia, fought a long and tolling war over the island, which guards, once again walking the earth of their ancestors.
was only settled recently with the banishment of the old god Ability Score Increase. Your Dexterity score increases by
Enel and his followers, the last of the birkan sky islanders. 2.
Battle Dials. You have a few dials designed for combat.
Sky Islander Traits You know the produce flame trick. You can use burning
As a sky islander, you have the following traits. hands and thunderwave once each and regain the ability to
Ability Score Increase. Your Wisdom score increases by do so when you finish a long rest. Wisdom is your creative
1. ability for these creations.
Age. Sky Islanders reach adulthood in their late teens and Fearless. You have advantage on saving throws against
live as long as humans. being frightened.
Alignment. Sky islanders are often religious, tending
towards lawful alignments. Shandians are the exception,
revering their ancestors and having a slight chaotic bend.
Size. Sky Islanders vary greatly in size, but typically are
comparable to humans. Your size is medium.
Speed. Your base walking speed is 30 feet.
Aircraft Expertise. You are proficient with Vehicles (Sky),
and may double your proficiency bonus for any ability check
made with a Vehicles (Sky). Additionally, you have advantage
on all Intelligence-based ability checks relating to dials.
Cloudscape Citizen. You are naturally acclimated to life at
high altitudes where air is thin, including elevations above
30,000 feet. You can hold your breath for twice as long as you
normally would and have advantage on saving throws against
weather-related hazards, such as strong winds or a sleet
storm creation.
Subraces. Choose between birkan, shandian and skypiean.
Birkan Skypiean
Birka was the home of strong warriors before it was Skypieans are the most numerous inhabitants of the sky
destroyed by the previous god Enel. A few survivors of the islands. Most eke out humble lives upon the cloudy lands
destruction may still be found in the world, but the heritage of surrounding Upper Yard, being unparalleled cloud artisans.
the Birkan people is long since gone. Ability Score Increase. Your Intelligence and Wisdom
Ability Score Increase. Your Constitution score increases scores both increase by 1.
by 2. Artisan Dials. You have a few dials for personal use. You
Ancient Dials. You have a few dials thought long extinct. know the prestidigitation trick. You can use create or destroy
You know the shocking grasp trick. You can use expeditious water and fog cloud once each and regain the ability to do so
retreat and inflict wounds once each and regain the ability to when you finish a long rest. Wisdom is your creative ability
use these creations when you finish a long rest. Wisdom is for these creations.
your creative ability for these creations. Leisurely Pursuits. You gain proficiency with one set of
Warrior Born. You have proficiency with light armor and artisan's tools of your choice, one musical instrument of your
two martial weapons of your choice. choice and one gaming set of your choice.
Chapter 2: Classes

P
eople who take to the seas are all individuals Creativity (Spellcasting). The world of One Piece is full of
with the potential for greatness in their hearts gifted creators who can create spell-like effects through the
and soul. They are the wills with which history use of gadgets and items. Spellcasting is referred to as
will be shaped, standing out from the crowd as Creativity, however its functionality is virtually the same as in
heroes, villains and simple seekers of freedom. standard Dungeons and Dragons 5th edition.
Classes as they exist in this setting represents a Creation (Spell). Spells and Spell Slots are referred to as
character's primary skillset and the abilities Creations and Creation Slots, however their functionality are
they rely on in order to make their dream a reality. virtually the same as in standard Dungeons and Dragons 5th
edition.
Arcana = Engineering Trick (Cantrip). Cantrips are referred to as Tricks,
The Intelligence (Arcana) skill is replaced in this setting with however their functionality is virtually the same as in
the Intelligence (Engineering) skill. When the DM calls for a standard Dungeons and Dragons 5th edition.
skill ability check involving technology, inventions or Devil Fruits (Innate Spellcasting). The fantastical power
clockworks, Intelligence (Engineering) is used to determine of devil fruits manifest in those who consume it. These
how well they perform. individuals gain the ability to create fantastical effects and
powers, which fill a similar function to innate spellcasting
found in standard Dungeons and Dragons 5th edition.
Spells = Creations Creative Ability (Spellcasting Ability). Spellcasting
In the world of One Piece, spellcasting is nonexistent. Ability is referred to as Creative Ability, however its
However, much of Dungeons and Dragons are designed functionality is virtually the same in both instances and as in
around the idea of spells being a factor, most of the classes standard Dungeons and Dragons 5th edition.
having access to it in some extent. Routine Usage (Ritual Casting). Ritual Casting is
In order to maintain the mechanical diversity of the referred to as Routine Usage, however its functionality is
playstyles presented in Dungeons and Dragons 5th edition, virtually the same as in standard Dungeons and Dragons 5th
spellcasting is thematically rebranded in this system as edition.
Creativity. This is, for the most part, a simple change in
terminology for the sake of immersive roleplay, however a few
classes are changed as a result of this and others still are
unfortunately removed completely.

Classes
Saving
Hit Primary Throw
Class Description Die Ability Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior who can draw upon an inner d12 Strength Strength & Light and medium armor, shields,
fury to crush their enemies Constitution simple and martial weapons
Bard A musician who can create enchanting d8 Charisma Dexterity & Light armor, simple weapons, hand
music that aids allies and hinders enemies Charisma crossbows, pistols, cutlass,
longswords, rapiers, shortswords
Brawler A simple fistfighter who strikes with power d8 Strength & Strength & Simple weapons, improvised
and speed in deadly flurries of blows Dexterity Dexterity weapons
Fighter A well-rounded combatant that can claim a d10 Strength or Strength & All armors, shields, simple and
mastery over many weapons and armor Dexterity Constitution martial weapons
Gadgeteer Brilliant inventors who create fantastical d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
gadgets that could easily be mistaken for or Wisdom & Wisdom blunderbuss, flintlocks, light
magic crossbows
Marksman Expert snipers and hunters with a deadly d10 Dexterity & Strength & Light and medium armor, shields,
aim, using the terrain to their advantage as Wisdom Dexterity simple and martial weapons
they single out a favored mark to hunt
Rogue Experts at infiltration and subterfuge that d8 Dexterity Dexterity & Light armor, simple weapons, hand
sneak behind the enemy and strike them Intelligence crossbows, pistols, revolvers,
from where they least expect it cutlass, katana, longswords, rapiers,
shortswords
Savant Passionate souls who draw upon an inner d10 Strength or Wisdom & All armors, shields, simple and
power to smite their enemies Dexterity & Charisma martial weapons
Charisma
Barbarian
The Barbarian
Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored 2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense
3rd +2 Primal Path 3 +2
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, Fast 3 +2
Movement
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical (1 4 +3
die)
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical (2 5 +3
dice)
14th +5 Path Feature 5 +3
15th +5 Persistant Rage 5 +3
16th +5 Ability Score 5 +4
Improvement
17th +6 Brutal Critical (3 6 +4
dice)
18th +6 Indomitable Might 6 +4
19th +6 Ability Score 6 +4
Improvement
20th +6 Primal Champion Unlimited +4
Class Features Reckless Attack
As a barbarian, you gain the following class features Starting at 2nd Level, you can throw aside all concern for
defense to attack with fierce desperation. When you make
Hit Points your first attack on your turn, you can decide to attack
Hit Dice: 1d12 per barbarian level recklessly. Doing so gives you advantage on melee weapon
Hit Points at 1st Level: 12 + your Constitution modifier attack rolls using Strength during this turn, but attack rolls
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution against you have advantage until your next turn.
modifier per barbarian level after 1st Danger Sense
Proficiencies At 2nd Level, you gain an uncanny sense of when things
Armor: Light armor, medium armor, shields nearby aren’t as they should be, giving you an edge when you
Weapons: Simple weapons, martial weapons dodge away from danger.
Tools: none You have advantage on Dexterity Saving Throws against
Saving Throws: Strength, Constitution effects that you can see, such as traps and creations. To gain
Skills: Choose two from Animal Handling, Athletics, this benefit, you can’t be blinded, deafened, or incapacitated.
Intimidation, Nature, Perception, and Survival
Primal Path
Equipment
You start with the following equipment, in addition to the At 3rd Level, you choose a path that shapes the nature of your
equipment granted by your role: rage. Path of the Berserker, Path of the Blade Master, Path of
the Cannoneer and Path of the Challenger are detailed at the
(a) a greataxe or (b) any martial melee weapon end of the class description. Path of the Totem Warrior can
(a) two handaxes or (b) any simple weapon be found in chapter 3 of the player's handbook, while Path of
An explorer's pack and four javelins the Storm Herald can be found in chapter 1 of Xanathar's
Guide to Everything.
Rage
In battle, you fight with primal ferocity. On your turn, you can Ability Score Improvement
enter a rage as a bonus action. When you reach 4th Level, and again at 8th, 12th, 16th, and
While raging, you gain the following benefits if you aren’t 19th level, you can increase one ability score of your choice
wearing heavy armor: by 2, or you can increase two ability scores of your choice by
You have advantage on Strength Checks and Strength 1. As normal, you can’t increase an ability score above 20
saving throws. using this feature.
When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll that increases as you Extra Attack
gain levels as a barbarian, as shown in the Rage Damage Beginning at 5th Level, you can attack twice, instead of once,
column of the Barbarian table. whenever you take the Attack action on your turn.
You have resistance to bludgeoning, piercing, and slashing
damage. Fast Movement
If you are able to use creations, you can’t use them or Starting at 5th Level, your speed increases by 10 feet while
concentrate on them while raging. you aren’t wearing heavy armor.
Your rage lasts for 1 minute. It ends early if you are
knocked unconscious or if your turn ends and you haven’t Feral Instinct
attacked a hostile creature since your last turn or taken
damage since then. You can also end your rage on your turn By 7th level, your instincts are so honed that you have
as a bonus action. advantage on initiative rolls.
Once you have raged the number of times shown for your Additionally, if you are surprised at the beginning of
barbarian level in the Rages column of the Barbarian table, combat and aren’t Incapacitated, you can act normally on
you must finish a long rest before you can rage again. your first turn, but only if you enter your rage before doing
anything else on that turn.
Unarmored Defense
While you are not wearing any armor, your armor class Brutal Critical
equals 10 + your Dexterity modifier + your Constitution Beginning at 9th level, you can roll one additional weapon
modifier. You can use a shield and still gain this benefit. damage die when determining the extra damage for a critical
hit with a melee attack.
This increases to two additional dice at 13th level and
three additional dice at 17th level.
Relentless Rage Intimidating Presence
Starting at 11th level, your rage can keep you fighting despite Beginning at 10th level, you can use your action to frighten
grievous wounds. If you drop to 0 hit points while you’re someone with your menacing presence. When you do so,
raging and don’t die outright, you can make a DC 10 choose one creature that you can see within 30 feet of you. If
Constitution saving throw. If you succeed, you drop to 1 hit the creature can see or hear you, it must succeed on a
point instead. Wisdom saving throw (DC equal to 8 + your Proficiency
Each time you use this feature after the first, the DC Bonus + your Charisma modifier) or be frightened of you
increases by 5. When you finish a short or long rest, the DC until the end of your next turn. On subsequent turns, you can
resets to 10. use your action to extend the duration of this effect on the
frightened creature until the end of your next turn. This effect
ends if the creature ends its turn out of line of sight or more
Persistent Rage than 60 feet away from you.
Beginning at 15th level, your rage is so fierce that it ends If the creature succeeds on its saving throw, you can’t use
early only if you fall unconscious or if you choose to end it. this feature on that creature again for 24 hours.
Indomitable Might Retaliation
Starting at 14th level, when you take damage from a creature
Beginning at 18th level, if your total for a Strength check is that is within 5 feet of you, you can use your reaction to make
less than your Strength score, you can use that score in place a melee weapon attack against that creature.
of the total.
Path of the Blade Master
Primal Champion
The rage of a blade master is not the mad screams of a
At 20th level, you embody the power of the wilds. Your berserker or the primal howls of a totem warrior, but a silent,
Strength and Constitution scores increase by 4. Your merciless and deadly intent that suffuses their blades like an
maximum for those scores is now 24. aura. Blade masters draw on their rage like other barbarians,
but they wield it like another blade rather than give in to it,
Primal Paths unleashing the full power of their fury without losing sight of
their goal.
Rage burns in every barbarian’s heart, a furnace that drives While swords are the most popular weapon for these
him or her toward greatness. Different barbarians attribute barbarians, they are not restricted to such weapons alone.
their rage to different sources, however. For some, it is an The philosophy behind their power can be applied to any
internal reservoir where pain, grief, and anger are forged into weapon of their choice.
a fury hard as steel. Others see it as a spiritual blessing, a gift
of a totem animal. To a few, rage is a weakness unless Fighting Style
controlled, honed like the blade they wield to cut only when Starting when you chose this path at 3rd level, you learn how
they wish for it do so. to properly wield your weapon of choice. Choose a fighting
style from the list below. You can’t take a Fighting Style
Path of the Berserker option more than once, even if you later get to choose again.
For some barbarians, rage is a means to an end—that end Dueling
being violence. The path of the berserker is a path of When you are wielding a melee weapon in one hand and no
untrammeled fury, slick with blood. As you enter the other weapons, you gain a +2 bonus to damage rolls with that
berserker’s rage, you thrill in the chaos of battle, heedless of weapon.
your own health or well-being.
Great Weapons Fighting
Frenzy When you roll a 1 or 2 on a damage die for an attack you
Starting when you choose this path at 3rd level, you can go make with a melee weapon that you are wielding with two
into a frenzy when you rage. If you do so, for the duration of hands, you can reroll the die and must use the new roll. The
your rage you can make a single melee weapon attack as a weapon must have the two-handed or versatile property for
bonus action on each of your turns after this one. When your you to gain this benefit.
rage ends, you suffer one level of exhaustion.
Two-weapon Fighting
Mindless Rage When you engage in two-weapon fighting, you can add your
Beginning at 6th level, you can’t be charmed or frightened ability modifier to the damage of the second attack.
while raging. If you are charmed or frightened when you
enter your rage, the effect is suspended for the duration of
the rage.
Flying Scars Path of the Cannoneer
Also at 3rd level, you learn how to generate destructive Every ship needs someone to man the cannons, but
shockwaves that fly from your weapon through the air. barbarians who follow the path of the cannoneer won't settle
You gain a new attack option that you can use with the for leaving their boomstick behind on the ship. Part genius
Attack action while raging. This special attack is a ranged and part madness compels them to sling the massive gun
weapon attack with the normal range of 20 feet and over their shoulder and bring it with them into battle.
maximum range of 60 feet. You are proficient with it, and add
your Strength modifier to its attack and damage roll. Its
damage type and damage die is the same as the weapon you Boomstick
are wielding when you make this attack. At 3rd level, you've trained your body to withstand the recoil
While you engage in two-weapon fighting and use this of smaller cannons. You gain proficiency with cannons and
special attack as part of an Attack action on your turn, you improvised weapons, and can now wield the swivel gun
can make this special attack an additional time as a bonus (Chapter 4) as a weapon, treating it as a ranged improvised
action. weapon with the loading, heavy and two-handed properties.
If the bonuses from a Fighting Style you have applies to the While wielded in your hands, a swivel gun has a misfire score
weapon you are wielding when you make this special attack, of 3, reload 1 and range 60/240. You are proficient with swivel
those bonuses apply to this attack as well. guns and add your Strength modifier to the attack and
When you gain the Extra Attack feature, this special attack damage rolls. Additionally, you can add your bonus Rage
can be used for any of the attacks you make as part of the damage to attacks made with swivel guns, and later when you
Attack action. gain your Brutal Critical feature, it applies to swivel guns as
well.
Steel Rending You can also use the bulk of the cannon to strike at
At 6th level, your focused fury is honed like an edge, allowing enemies in melee range. In this instance, the swivel gun acts
you pierce through any defenses. as an improvised weapon that deals 2d6 bludgeoning damage
While raging, your weapon attacks ignore any resistance to on hit and has the heavy and two-handed properties.
bludgeoning, piercing or slashing damage that isn't Haki- The massive bulk of the cannon makes it unwieldy to use.
based. Additionally while raging, your attacks deal double You have disadvantage on all attack rolls with the swivel gun
damage to structures and buildings. unless you're raging.
Test Their Mettle Angry Fix
At 10th level, you can learn all you need to know about an At 6th level, the frustration of having to stop to clean, reload
opponent by testing the strength of their steel. or fix a broken cannon maintains your rage.
When you take the Attack action, you can forego one of You maintain your rage even if you don't make an attack or
your attacks in order to clash with an enemy. Make a Wisdom take damage on your turn if you use your action to fix a swivel
(Insight) check contested by the target creature's Charisma gun that has misfired.
(Deception). You gain a bonus to your check equal to half your
Strength modifier (rounded up) the first time you use this Pack Mule
ability against a creature. At 10th level, lugging a massive cannon around has granted
On a successful check, you learn one of the creature's you immense physical strength. You gain the following
capabilities from the list below. benefits.
The target's armor class. Your carrying capacity (including maximum load and
If the target has any reactions, and what triggers said maximum lift) is doubled, and you have advantage on
reactions. Strength Checks made to push, pull, lift, or break objects.
One attack option the target has, and what the modifier is When pushed or moved against your will, you can use
for the attack and damage roll. your reaction to reduce the distance moved by a number
One action the target has that forces a creature to make a of feet equal to your Strength score.
saving throw, and what kind of saving throw it uses. You have advantage on Constitution saving throws against
exhaustion.
You can use this feature three times, and regain the ability
to do so when you finish a short or long rest. Blastback
At 14th level, your aim has gotten good enough that you can
Inexorable Prowess send enemies flying with your cannon.
Beginning at 14th level, you have completely mastered your Once per turn while raging and when you hit a creature
fury. While raging, you never have disadvantage on weapon with a weapon attack using a weapon with the heavy
attacks against creatures you can see. property, you can force the creature to make a Strength
saving throw. The DC for the saving throw is calculated as 8
+ your proficiency bonus + your Strength modifier. On a failed
save, a creature is pushed up to 15 feet away from you.
Path of the Challenger Path of the Totem Warrior
Most barbarians seek out the most brutal weapon they can The Path of the Totem Warrior is a viable choice that appears
find to wield in battle. Those that follow the path of the in the player's handbook. It is a suitable choice for tribal
challenger has come to the conclusion that their own warriors from the fringes of the civilized world, where animal
muscles are the deadliest weapon of all. Perhaps the craziest spirits guide the people. With this subclass, you become a
of all barbarians, these pugilists rush into battle with neither ferocious warrior that draws upon the power of bear, eagle or
weapon nor armor, their rage more like a euphoric laughter wolf with abilities like the following:
as they revel in the battle ahead. A choice between three major spirits: Bear, eagle and wolf,
Fists of Fury each with their own strengths. Focus on one, or build a
At 3rd level, the strike of your fists grow more potent, and totem with aspects of all three beasts.
each punch resounds a challenge to the creature you strike. Bear grants you incredible fortitude to stand tall against
You can roll a d4 in place of the normal damage of your any attack, strength to lift weights far heavier than the
unarmed strikes. While raging, you can roll a d8 instead. common person, and the ability to intimidate enemies into
Additionally when you hit a creature with an unarmed focusing their attention on you.
strike while raging, that creature has disadvantage on attack Eagle grants you boundless speed and agility, the eyesight
rolls against creatures other than you until the start of your of an apex predator, and even the ability to take to the
next turn. skies while raging.
Wolf makes you a leader of your pack, able to grant
Interception advantage to allies, hunt and track enemies with ease, and
At 6th level, your quick reflexes allow you to intercept knock down enemies you strike.
enemies aiming for your allies. Path of the Storm Herald
While raging, when a friendly creature you can see within
30 feet is the target of an attack, you can immediately use The Path of the Storm Herald is a viable choice that appears
your reaction to move up to half your speed and make a in Xanathar's Guide to Everything. It is a suitable choice for
single unarmed strike against the attacking creature if you're warriors with hidden inner strength, able to draw power from
within range. You can take this reaction after seeing the the very elements themselves. With this subclass, you
attack roll but before any effects are played out. become a whirlwind of elemental powers, be they heat, cold
If you hit, the attacking creature can choose to redirect its or storm, harnessing the natural world with abilities like the
attack towards you instead. If it doesn't, it must reroll its following:
attack roll at disadvantage. The ability to summon a storming aura around yourself
Psyche Up when you rage. As you grow stronger, this aura not only
At 10th level, you can release a loud bellow that inspires harms and hinders enemies but aids your allies as well.
nearby allies. The desert aura is one of heat, burning enemies around
As a bonus action, you can release a fierce cry that fills you every round, lighting the surroundings on fire and
allies with courage. Up to ten creatures of your choice gains sheltering you from fire damage.
advantage on attack rolls and immunity to the frightened The sea aura harnesses the storms of the oceans, causing
condition until the start of your next turn. If a chosen creature lightning bolts to strike down enemies, allowing you to
is frightened when it hears this war cry, the frightened effect breathe water as if it was air, and allowing you to strike
is temporarily suspended for the duration of this effect and enemies with the force of a tidal wave.
the creature makes its next saving throw to remove the The tundra aura surrounds you with the bitter chill of
frightened effect at advantage. winter, numbing allies to suffering and reducing the
Once you use this feature, you cannot do so again until you damage they take, freezing water around you and halting
finish a long rest. enemies that try to escape.

Death Defying
Beginning at 14th level, you refuse to fall while battle is still
at hand.
While you’re raging, having 0 Hit Points doesn’t knock you
unconscious. You still must make death saving throws, and
you suffer the normal effects of taking damage while at 0 hit
points. However, if you would die due to failing death saving
throws, you don’t die until your rage ends, and you die then
only if you still have 0 hit points.
Bard
The Bard
Proficiency Tricks Creations
Level Bonus Features Known Knowns 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Creativity, Bardic Inspiration (d6) 2 4 2 — — — — — — — —
2nd +2 Jack of All Trades, Song of Rest (d6) 2 5 3 — — — — — — — —
3rd +2 Bard College, Expertise 2 6 4 2 — — — — — — —
4th +2 Ability Score Improvement 3 7 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Font of 3 8 4 3 2 — — — — — —
Inspiration
6th +3 Countercharm, Bard College Feature 3 9 4 3 3 — — — — — —
7th +3 ─ 3 10 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 3 11 4 3 3 2 — — — — —
9th +4 Song of Rest (d8) 3 12 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Expertise, 4 14 4 3 3 3 2 — — — —
Musical Secrets
11th +4 ─ 4 15 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 4 15 4 3 3 3 2 1 — — —
13th +5 Song of Rest (d10) 4 16 4 3 3 3 2 1 1 — —
14th +5 Musical Secrets, Bard College Feature 4 18 4 3 3 3 2 1 1 — —
15th +5 Bardic Inspiration (d12) 4 19 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
17th +6 Song of Rest (d12) 4 20 4 3 3 3 2 1 1 1 1
18th +6 Musical Secrets 4 22 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
20th +6 Superior Inspiration 4 22 4 3 3 3 3 2 2 1 1
Additionally, when you gain a level in this class, you can
Class Features choose one of the Bard creations you know and replace it
As a bard, you gain the following class features with another creation from the bard creation list, which also
must be of a level for which you have creation slots.
Hit Points
Hit Dice: 1d8 per bard level Creative Ability (Spellcasting Ability)
Hit Points at 1st Level: 8 + your Constitution modifier Charisma is your creative ability for your Bard creations.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Your creations are music and songs that comes from the
modifier per bard level after 1st heart and soul you pour into the performance. You use your
Charisma whenever a creation refers to your creative ability.
Proficiencies In addition, you use your Charisma modifier when setting the
Armor: Light armor saving throw DC for a bard creation you play and when
Weapons: Simple weapons, hand crossbows, pistols, cutlass, making an attack roll with one.
longswords, rapiers, shortswords Creation save DC = 8 + your proficiency bonus + your
Tools: Three musical instruments of your choice Charisma modifier
Saving Throws: Dexterity, Charisma Creation Attack modifier = your proficiency bonus + your
Skills: Choose any three Charisma modifier
Routine Usage (Ritual Casting)
Equipment You can play any bard creation you know as a routine if that
You start with the following equipment, in addition to the creation has the routine tag.
equipment granted by your background:
(a) a rapier, (b) a longsword, or (c) any simple weapon Apparatus (Spellcasting Focus)
(a) a diplomat's pack or (b) an explorer's pack You can use a musical instrument (see chapter 5,
(a) a lute or (b) any other musical instrument “Equipment”) as an apparatus for your Bard creations.
Leather armor and a dagger
Bardic Inspiration
Creativity (Spellcasting) You can inspire others through stirring words or music. To do
You have learned to untangle and reshape the fabric of reality so, you use a bonus action on your turn to choose one
in harmony with your music. Your creations are part of your creature other than yourself within 60 feet of you who can
vast repertoire, music that you can tune to different hear you. That creature gains one Bardic Inspiration die, a
situations. See the bard creation list under "Bard Creations d6.
by Level". (Creativity is synonymous with 5th edition Once within the next 10 minutes, the creature can roll the
Spellcasting. See "Casting a Spell" in the Player's Handbook die and add the number rolled to one ability check, attack roll,
for the general rules of Spellcasting in Dungeons and or saving throw it makes. The creature can wait until after it
Dragons 5th edition). rolls The D20 before deciding to use the Bardic Inspiration
die, but must decide before the DM says whether the roll
Tricks (Cantrips) succeeds or fails. Once the Bardic Inspiration die is rolled, it
At 1st Level, you know three tricks of your choice from the is lost. A creature can have only one Bardic Inspiration die at
bard creations list. You learn additional bard tricks of your a time.
choice at higher levels, as shown in the Tricks Known column You can use this feature a number of times equal to your
of the Bard table. Charisma modifier (a minimum of once). You regain any
expended uses when you finish a long rest.
Creation Slots (Spell Slots) Your Bardic Inspiration die changes when you reach
The Bard table shows how many creation slots you have to certain levels in this class. The die becomes a d8 at 5th Level,
play your bard creations of 1st Level and higher. To play one a d10 at 10th level, and a d12 at 15th level.
of these creations, you must expend a slot of the creation’s
level or higher. You regain all expended creation slots when Jack of all Trades
you finish a long rest. Starting at 2nd Level, you can add half your proficiency
For example, if you know the 1st-level creation healing bonus, rounded down, to any ability check you make that
word and have a 1st-level and a 2nd-level creation slot doesn’t already include your proficiency bonus.
available, you can cast healing word using either slot.
Creations Known of 1st Level and
Higher (Spells)
You know four 1st-level creations of your choice from the
bard creation list.
The Creations Known column of the Bard table shows
when you learn more bard creations of your choice. Each of
these creations must be of a level for which you have creation
slots, as shown on the table. For instance, when you reach
3rd Level in this class, you can learn one new creation of 1st
or 2nd Level.
Song of Rest The chosen creations count as bard creations for you and
are included in the Creations Known column on the Bard
Beginning at 2nd Level, you can use soothing music or table.
oration to help revitalize your wounded allies during a short You learn two additional creations from any classes at 14th
rest. If you or any friendly creatures who can hear your and again at 18th level.
performance regain hit points at the end of the short rest by
spending one or more hit dice, each of those creatures Superior Inspiration
regains an extra 1d6 hit points. At 20th level, when you roll initiative and have no uses of
The extra hit points increase when you reach certain levels Bardic Inspiration left, you regain one use.
in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to
1d12 at 17th level.
Bard College
Bard College
The way of a bard is gregarious. Bards seek each other out to
At 3rd Level, you delve into the advanced techniques of a bard swap songs and stories, boast of their accomplishments, and
college of your choice: the College of Legends and the share their knowledge. Bards form loose associations, which
College of Lore are detailed at the end of the class they call colleges, to facilitate their gatherings and preserve
description. The College of Valor can be found in chapter 3 of their traditions. A bard college is rarely a physical place,
the player's handbook, while the College of Swords and though such institutions do exist, but more often than not
College of Whispers can be found in chapter 1 of Xanathar's they are simply a collective term for bards that share similar
Guide to Everything. Your choice grants you features at 3rd philosophies and walks of life.
Level and again at 6th and 14th level.
College of Legends
Expertise Bards belonging to the College of Legends are drawn to
At 3rd level, choose two of your skill proficiencies. Your powerful personalities, intent on recording the life of
proficiency bonus is doubled for any ability check you make extraordinary individuals and immortalizing them through
that uses either of the chosen proficiencies. song and music. These daring bards believe that a single
At 10th level, you get to choose another 2 skill proficiencies powerful will can change the course of history and dedicate
to gain this benefit. themselves to seeing their muse's ambition come true.
While some of these bards have themselves as their own
Ability Score Improvement muse, it is far more common for one to find a person or a
When you reach 4th level, and again at 8th, 12th, 16th, and group sometime in their life that they choose to follow. A
19th level, you can increase one ability score of your choice musician aboard a pirate ship typically looks upon their
by 2, or you can increase two ability scores of your choice by captain or their whole crew in this fashion. These bards arm
1. As normal, you can’t increase an ability score above 20 themselves for battle, intent on seeing the legends be made
using this feature. with their own eyes. Even if they don't have eyes.

Font of Inspiration Bonus Proficiencies


Beginning when you join this college at 3rd level, you gain
Beginning when you reach 5th level, you regain all of your proficiency with martial weapons.
expended uses of Bardic Inspiration when you finish a short
or long rest. Song of Strength
Also at 3rd level, you learn how to weave music into melodic
Countercharm battle cries, imbuing allies with strength and endurance.
At 6th level, you gain the ability to use musical notes or words As a bonus action, you can expend one use of your Bardic
of power to disrupt mind-influencing effects. As an action, you Inspiration to sound a call to arms for your allies. Choose a
can start a performance that lasts until the end of your next number of creatures that can hear you within 60 feet, up to
turn. During that time, you and any friendly creatures within your Charisma modifier (minimum of one). Each of them
30 feet of you have advantage on saving throws against being gains 5 temporary hit points. Additionally, the next attack an
frightened or charmed. A creature must be able to hear you to affected creatures makes deals additional damage equal to
gain this benefit. The performance ends early if you are your Charisma modifier (minimum of one additional
incapacitated or silenced or if you voluntarily end it (no action damage).
required). The number of temporary hit points increases when you
reach certain levels in this class, increasing to 8 at 5th level,
11 at 10th level, and 14 at 15th level.
Musical Secrets
At 10th level, you've gathered inspiration from creations of a Extra Attack
wide spectrum of disciplines. Starting at 6th level, you can attack twice, instead of once,
Choose two creations from any class creation list found in whenever you take the Attack action on your turn.
this document, including this one. The creation must be of a
level you can use, as shown on the Bard table, or a trick.
Rallying Encore College of Valor
At 14th level, your music can inspire allies to fight on even as The College of Valor is a viable choice that appears in the
death encroaches upon them. player's handbook. It is a suitable choice for battle skaalds
When you see a friendly creature be reduced to 0 hit singing of glory and upbeat adventurers who bring a smile to
points, you can use your reaction to sound a majestic melody the people they meet. With this subclass, you become a
that resonates with their spirit. The target instead falls to 1 warrior poet equally skilled at battle and entertainment with
hit point before it regains a number of hit points equal to your abilities like the following:
bard level, even if it normally would have died.
Once you use this feature, you must finish a long rest Mastery of armor and weapons, allowing you to wade into
before you can do so again. battle alongside allies with confidence.
The ability to boost your allies' damage and armor rating
College of Lore with inspiring words.
Bards of the College of Lore know something about most A choice of attacking multiple times during your turn, or
things, collecting bits of knowledge from sources as diverse weave magic and steel together into an elegant dance.
as scholarly tomes and peasant tales. Whether singing folk College of Swords
ballads in taverns or elaborate compositions in royal courts,
these bards use their gifts to hold audiences spellbound. The College of Swords is a viable choice that appears in
When the applause dies down, the audience members might Xanathar's Guide to Everything. It is a suitable choice for
find themselves questioning everything they held to be true, swashbucklers and fencers with a more elegant and musical
from their faith in the priesthood of the local temple to their flair. With this subclass, you become a skilled swordsman
loyalty to the king. that can rival any fighter in a straight-up fight with special
The college’s members gather in libraries and sometimes techniques and abilities like the following:
in actual colleges, complete with classrooms and dormitories, Mastery over all forms of blades and medium armor,
to share their lore with one another. They also meet at making you a durable and skilled duelist.
festivals or affairs of state, where they can expose corruption, A choice of a fighting style, using either a single blade or
unravel lies, and poke fun at self-important figures of one in each hand.
authority. Several flashy flourishes that improve your battle skills by
Bonus Proficiencies expending Bardic Inspiration die.
When you join the College of Lore at 3rd level, you gain An additional attack per turn, letting you slice and dice
proficiency with three skills of your choice. with the best of them.

Cutting Words
College of Whispers
Also at 3rd level, you learn how to use your wit to distract, The College of Whispers is a viable choice that appears in
confuse, and otherwise sap the confidence and competence Xanathar's Guide to Everything. It is a suitable choice for
of others. When a creature that you can see within 60 feet of characters with a more sinister agenda, such as assassins or
you makes an attack roll, an ability check, or a damage roll, spies. With this subclass, you become a master at deception,
you can use your reaction to expend one of your uses of using fear as a lethal weapon against your enemies with few
Bardic Inspiration, rolling a Bardic Inspiration die and reservations, mastering abilities like the following:
subtracting the number rolled from the creature’s roll. You The knowledge of how to twist the knife so that your
can choose to use this feature after the creature makes its enemies suffer not only physical harm, but psychic
roll, but before the DM determines whether the attack roll or damage as well.
ability check succeeds or fails, or before the creature deals its The ability to hide ominous insinuation and unnerving
damage. The creature is immune if it can’t hear you or if it’s threats behind seemingly innocent words, leaving those
immune to being charmed. you speak with trembling in their breeches.
Additional Musical Secrets The ability to completely steal a fallen enemy's personality
At 6th level, you learn two creations of your choice from any and appearence through the use of trickery and creativity.
class. A creation you choose must be of a level you can cast, A subtle ability to speak with words that insinuate a
as shown on the Bard table, or a trick. The chosen creations person's darkest fears
count as bard creations for you but don’t count against the
number of bard creations you know.
Peerless Skill
Starting at 14th level, when you make an ability check, you
can expend one use of Bardic Inspiration. Roll a Bardic
Inspiration die and add the number rolled to your ability
check. You can choose to do so after you roll the die for the
ability check, but before the DM tells you whether you
succeed or fail.
Brawler (Monk)
The Brawler
Level Proficiency Bonus Brawling Spirit Points Unarmored Movement Features
1st +2 1d4 — — Brawling, Unarmored Defense
2nd +2 1d4 2 +10 ft. Spirit, Unarmored Movement
3rd +2 1d4 3 +10 ft. Brawling Style, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Brace for Impact
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Style Feature
7th +3 1d6 7 +15 ft. Evasion, Shake it Off
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Ability Score Improvement
11th +4 1d8 11 +20 ft. Style Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Animal Spirit
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Style Feature
18th +6 1d10 18 +30 ft. Immortal Will
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self
You can spend these points to fuel various spirit features.
Class Features You start knowing three such features: Flurry of Blows,
As a brawler, you gain the following class features Patient Defense, and Step of the Wind. You learn more spirit
features as you gain levels in this class.
Hit Points When you spend a spirit point, it is unavailable until you
Hit Dice: 1d8 per brawler level finish a short or long rest, at the end of which you psyche
Hit Points at 1st Level: 8 + your Constitution modifier your spirit back to full energy. You must spend at least 30
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution minutes of the rest doing light exercise to regain your spirit
modifier per brawler level after 1st points.
Some of your spirit features require your target to make a
Proficiencies saving throw to resist the feature’s Effects. The saving throw
Armor: None DC is calculated as follows:
Weapons: Simple weapons, improvised weapons Spirit save DC = 8 + your Proficiency Bonus + your Strength
Tools: Choose one type of artisan's tools or one musical or Dexterity modifier (Whichever is highest)
instrument
Flurry of Blows
Saving Throws: Strength, Dexterity Immediately after you take the Attack action on your turn, you
Skills: Choose two from Acrobatics, Animal Handling, can spend 1 spirit point to make two unarmed strikes as a
Athletics, Insight, Intimidation, Stealth or Survival bonus action.
Equipment
You start with the following equipment, in addition to the Patient Defense
equipment granted by your role: You can spend 1 spirit point to take the Dodge action as a
bonus action on your turn.
(a) a dungeoneer's pack or (b) an explorer's pack
A simple weapon of your choice and 10 darts Step of the Wind
You can spend 1 spirit point to take the Disengage or Dash
Brawling action as a bonus action on your turn, and your jump distance
At 1st Level, your experience in street fighting gives you is doubled for the turn.
mastery of combat styles that use unarmed strikes and
brawler weapons, which are improvised weapons and any Unarmored Movement
simple melee weapons that lacks the two-handed or heavy Starting at 2nd Level, your speed increases by 10 feet while
property. you are not wearing armor or wielding a shield. This bonus
You gain the following benefits while you are unarmed or increases when you reach certain brawler levels, as shown in
wielding only brawler weapons and you aren’t wearing armor the Brawler table.
or wielding a shield: At 9th level, you gain the ability to move along vertical
You can use Dexterity instead of Strength for the attack surfaces and across liquids on your turn without falling
and damage rolls of your unarmed strikes and brawler during the move.
weapons.
You can roll a d4 in place of the normal damage of your Brawling Style
unarmed strike or brawler weapon. This die changes as At 3rd level, you settle on a specific brawling style to define
you gain brawler levels, as shown in the Brawling column your brawling: Daredevil, Fishman Karate, Ninja, Rokushiki
of the Monk table. Master, Okama Kenpo or Drunken Boxer, all detailed at the
When you use the Attack action with an unarmed strike or end of the class description.
a brawler weapon on your turn, you can make one Your fighting style grants you features at 3rd level and then
unarmed strike as a bonus action. For example, if you take again at 6th, 11th and 17th level.
the Attack action and attack with a uuarterstaff, you can
also make an unarmed strike as a bonus action, assuming Deflect Missiles
you haven’t already taken a bonus action this turn.
Starting at 3rd Level, you can use your reaction to deflect or
Unarmored Defense catch the missile when you are hit by a ranged weapon
Beginning at 1st Level, while you are wearing no armor and attack. When you do so, the damage you take from the attack
not wielding a shield, your AC equals 10 + your Dexterity is reduced by 1d10 + your Dexterity modifier + your brawler
modifier + your Strength modifier. level.
If you reduce the damage to 0, you can catch the missile if
Spirit 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
Starting at 2nd Level, your training allows you to draw upon spend 1 spirit point to make a ranged attack with the weapon
an inner energy of willpower and grit. Your access to this or piece of ammunition you just caught, as part of the same
energy is represented by a number of spirit points. Your reaction. You make this attack with proficiency, regardless of
brawler level determines the number of points you have, as your weapon proficiencies, and the missile counts as a
shown in the Spirit Points column of the Brawler table. brawler weapon for the attack, which has a normal range of
20 feet and a long range of 60 feet.
Ability Score Improvement Immortal Will
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, Starting at 18th level, your powerful spirit cannot be subdued
and 19th level, you can increase one ability score of your or imprisoned. You can no longer be incapacitated, paralyzed
choice by 2, or you can increase two ability scores of your or restrained by creations.
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature. Perfect Self
Brace for Impact At 20th level, when you roll for Initiative and have no spirit
points remaining, you regain 4 spirit points.
Beginning at 4th Level, you can use your reaction when you
fall to reduce any falling damage you take by an amount equal
to five times your brawler level. Brawling Style
Anyone can throw a punch if they try hard enough, but
Extra Attack overtime specific brawling styles arose around the world.
Beginning at 5th Level, you can attack twice, instead of once, Each brawling style has a unique origin and philosophy
whenever you take the Attack action on your turn. behind it depending on the purpose for which it was
developed.
Stunning Strike Daredevil
Starting at 5th Level, you can aim a suckerpunch at the Daredevils are brawlers that go into a fight seemingly without
enemy's head. When you hit another creature with a melee a plan and fight with complete abandon. However, while they
weapon attack, you can spend 1 spirit point to attempt a may look unprofessional and unrefined from an outside
stunning strike. The target must succeed on a Constitution perspective, a daredevil is defined by the purpose for which
saving throw or be stunned until the end of your next turn. they fight, be it personal glory, a greater calling or their
friends. Few enemies make for scarier opponents than a
Evasion daredevil with everything to lose.
At 7th level, your instinctive agility lets you dodge out of the
way of certain area effects, such as a fireball creation. When Power Strike
you are subjected to an effect that allows you to make a At 3rd level, you learn a powerful technique that causes
Dexterity saving throw to take only half damage, you instead massive damage if it connects.
take no damage if you succeed on the saving throw, and only When you make an attack with an unarmed strike, you can
half damage if you fail. choose to suffer a -5 penalty to the attack roll. If you still hit,
you gain a +10 bonus to the damage roll of the attack. You
Shake it Off can only make this attack once per turn.
At 7th level, you can use your action to end one effect on Tireless Persistence
yourself that is causing you to be charmed or frightened. Starting at 6th level, your persistence in a fight and
unwillingness to give up makes you extremely tough. If you
Animal Spirit hit a creature with an unarmed strike or a brawler weapon on
Starting at 13th level, your inner spirit burns with passion your turn, you gain 5 temporary hit points at the end of your
that even wild animals can understand. You can speak with turn, which last until the start of your next turn. The
all beasts and monstrosities, and understand what they say temporary hit points increases to 8 at 11th level and 10 at
as well. Additionally, you have advantage on Charisma 17th level.
(Intimidation) ability checks you make towards beasts and
monstrosities. Restless Vigil
At 11th level, your persistant spirit doesn't rest even when
Diamond Soul you're unconscious.
Creatures within 60 feet of you have disadvantage on
Beginning at 14th level, your hardened spirit grants you Dexterity (Stealth) ability checks they make against your
proficiency in all Saving Throws. passive perception. Additionally, you are aware of your
Additionally, whenever you make a saving throw and fail, surroundings even while asleep, and now only require 4
you can spend 1 spirit point to reroll it and take the second hours of sleep to benefit from rest if you need to sleep.
result.
Insurmountable Spirit
Timeless Body At 17th level, you cannot be brought down while your spirit is
At 15th level, your spirit sustains you so that you suffer none still burning bright.
of the frailty of old age, and you can’t be aged magically. You When you are brought to 0 hit points, you can expend 1
can still die of old age, however. Additionally, you only require spirit point to remain conscious and take actions as normal.
food and water once every 7 days. You do not need to make death saving throws in this state.
Each time you take damage while in this state, or if you start
your turn with 0 hit points, you must expend 1 spirit point or
immediately fall unconscious.
Fishman Karate Vagabond Drill
Fishman karate is the signature fighting style of the fishmen. At 17th level, you've learned the ultimate techniques of
It's a skillful and powerful martial art that becomes even fishman karate.
deadlier while underwater. Typically practiced only by As an action, you can expend 5 spirit points to gather
fishmen, though there's nothing prohibiting other races from moisture in the palm of your hand and send a crashing
learning this martial art. shockwave flying at enemies. Each creature in a 30 feet cone
centered on you must make a Dexterity saving throw. On a
failed save, a creature takes 10d6 bludgeoning damage and is
Aquatic Martial Arts pushed 20 feet away from you. On a successful save, a
Starting at 3rd level, you gain a swimming speed equal to creature takes half that damage and isn't pushed. Constructs
your walking speed if you don't already have one. Additionally, and objects do not make this saving throw, instead taking the
you make unarmed strikes with advantage while underwater. maximum amount of damage possible.
Brick Fist Ninja
Also at 3rd level, you learn how to launch a powerful strike
that vibrates the water within a creature's body, ignoring any Ninja are the legendary shadow warriors of Wano. Officially
defenses it might have. known as the Oniwabanshu, they are the eyes and ears of
As an action, you can touch a creature and expend a Wano's shogun. Reknowned for their ability to teleport,
number of spirit points up to your proficiency bonus. The disappear in puffs of smoke or appear in several places at
creature must make a Constitution saving throw. On a failed once, the sight of their ninjutsu is enough to fill all enemies of
save, the creature takes 1d10 bludgeoning damage for each Wano with fear. Allegedly.
spirit point you spend, and half that on a successful save. This
damage cannot be resisted or reduced in any way except with Bonus Proficiency
certain Haki feats. At 3rd level, you gain proficiency with katana, and they count
While underwater, a creature without a swimming speed as brawler weapons for you.
has disadvantage on its saving throw. The range of this
feature increases as you gain levels in this class, becoming 15 Ninjutsu
feet at 6th level, 30 feet at 11th level and 60 feet at 17th level. Beginning at 3rd level, you learn the basic ninjutsu
techniques taught to all initiates. As an action, you can spend
Water Shot 2 spirit points to use blindness deafness, darkvision, mirror
At 6th level, you learn how to harness the moisture in the air, image or pass without trace, without providing material
collecting it and hurling it as deadly projectiles. components. Additionally, you gain the minor illusion trick if
You gain a new attack option that you can use with the you don’t already know it.
Attack action. This special attack is a ranged attack with a
range of 60 feet. You are proficient with it, and you add your Ninja Escape
Dexterity modifier to its attack and damage rolls. Its damage At 6th level, you can disappear in a cloud of smoke, replaced
is bludgeoning, and its damage die is a d6. This die changes with a mundane item.
as you gain brawler levels, as shown in the Brawling column If you reduce the damage of an attack to 0 using Deflect
of the Brawler table. Missiles, you can expend 1 spirit point and target an object
When you take the Attack action on your turn and use this within 30 feet that can fit in a 5 by 5 foot cube and is larger
special attack as part of it, you can spend 1 spirit point to than tiny. If the object isn't being worn or carried, you can
make the special attack twice as a bonus action. swap places with the object as part of the same reaction.
When you gain the Extra Attack feature, this special attack
can be used for any of the attacks you make as part of the Cloak of Shadows
Attack action. By 11th level, you have learned to become one with the
shadows. When you are in an area of dim light or darkness,
Water Heart you can use your action to become invisible. You remain
At 11th level, you learn a powerful technique to turn the invisible until you make an attack, use a creation, or are in an
ocean's tide upon your enemies. area of bright light.
You can expend 3 spirit points to use Tidal Wave as an
action. You only need to expend 1 spirit point if you're near or Opportunist
within a body of natural water that reaches up to your waist At 17th level, you can exploit a creature’s momentary
or higher, such as a river or the ocean. distraction when it is hit by an attack. Whenever a creature
Additionally, you become increasingly more adept at within 5 feet of you is hit by an attack made by a creature
underwater combat. You ignore difficult terrain while other than you, you can use your reaction to make a melee
underwater, and you don't provoke opportunity attacks when attack against that creature.
you use any of your swimming speed on your turn.
Rokushiki Master Enhanced Technique
Rokushiki is a classified martial art practiced by the Navy. It At 11th level, you chose one of the six techniques you've
allows the practitioner to move and strike at superhuman mastered to make your specialty. The chosen technique
levels, having six primary techniques revolving around grows stronger as show below.
offense, defense and mobility in combat. Geppo. When you use your Step of the Wind, you now
gain the effects of both a Dash and a Disengage action.
Six Techniques
Beginning at 3rd level, you've mastered a few of the signature Tekkai. You can now use any of your movement and still
techniques of Rokushiki. retain the benefits of this technique.
Choose three of the following techniques. You gain the Shigan. You now have advantage when you make this
benefits of the chosen techniques immediately. special attack, and score a critical hit on a roll of 19 or 20
Geppo. The distance you can cover with a high jump is on the attack roll.
tripled, and you only need to move 5 feet before Rankyaku. The range of your special attack increases to
attempting one. Additionally when you use your Step of 120 and ignores any resistance to slashing damage. The
the Wind, you can move horizontally through the air using attack now deals double damage to objects and structures,
your walking speed. You begin falling if you end your turn as well.
in the air.
Soru. You can now take this reaction without expending
Tekkai. You can expend 1 spirit point as a bonus action to spirit points. By expending up to 3 spirit points, you can
gain resistance against non-imbued bludgeoning, piercing extend the range of the teleport by 10 feet for each spirit
and slashing damage until the end of your next turn. You point.
lose this resistance if you use any of your movement after
using this technique. Kami-e. When you take the Dodge action on your turn,
you can now use your reaction when a creature within 5
Shigan. As part of making an unarmed strike, you can feet misses you with an attack to make an opportunity
move up to 10 feet in a straight line before the attack. If attack against the same creature.
you do so, the attack deals piercing damage instead of the
normal bludgeoning damage. You can only make this When you reach 17th level in this class, you gain the
special attack once per turn. remaining 5 enhanced techniques you didn't choose at 11th
Rankyaku. You gain a new attack option that you can use level.
with the Attack action. This special attack is a ranged
attack with a range of 60 feet. You are proficient with it, Rokuogan
and you add your Dexterity modifier to its attack and At 17th level, you learn the secret seventh technique of
damage rolls. Its damage is slashing, and its damage die is Rokushiki, available only to those who master the common
a d4. This die changes as you gain brawler levels, as six techniques.
shown in the Brawling column of the Brawler table. When As an action, you can touch a creature and expend up to 6
you take the Attack action on your turn and use this spirit points. The creature must make a Constitution saving
special attack as part of it, you can spend 1 spirit point to throw, taking 2d10 necrotic damage per spirit point spent on
make the special attack twice as a bonus action. When a failed save, and half that on a successful one. If this damage
you gain the Extra Attack feature, this special attack can reduces a creature to 0 hit points, it dies immediately.
be used for any of the attacks you make as part of the
Attack action.
Soru. When you are the target of an attack, you can use Special Limitation: Navy Only
your reaction and expend 1 spirit point to impose
disadvantage on the attack. If the attack misses, you can Rokushiki is a special martial art taught only to the
navy's finest. It is recommended that only navy or
teleport 10 feet in any direction you choose. navy-affiliated character are allowed to take this
Kami-e. When you spend a spirit point to use Patient subclass. Naturally, Dungeon Masters are allowed
Defense, you gain a bonus to your AC equal to your to lift this restriction to better fit their idea of a
proficiency bonus. campaign.

When you reach 6th level in this class, you gain the
remaining 3 techniques you didn't choose at 3rd level.
Okama Kenpo Drunken Boxer
Okama kenpo is a kick-focused martial art inspired by dance Most people wouldn't hold a candle in a fight after a few
routines, such as ballet, developed by the inhabitants of the drinks, but a few only unleash their full potential when drunk.
Kamabakka kingdom. It is unique in its application of make- A drunken boxer presents what seems like an incompetent
up and mascara in its fighting style. fool who proves frustrating to engage. The drunken boxer’s
erratic stumbles conceal a carefully executed dance of blocks,
Okama Way parries, advances, attacks, and retreats.
Beginning at 3rd level, you gain proficiency with the disguise
kit, and may double your proficiency bonus for any tool ability Bonus Proficiencies
check you make with the kit. You also gain proficiency in the When you choose this tradition at 3rd Level, you gain
Performance skill. proficiency in the Performance skill if you don’t already have
Additionally, you may use your Charisma score in place of it. Your martial arts technique mixes combat training with the
your Strength score for the calculations of your Unarmored precision of a dancer and the antics of a jester. You also gain
Defense. proficiency with brewer’s supplies if you don’t already have it.
Swan Dance Drunken Sway
Also at 3rd level, you learn how to conceal immeasurable At 3rd Level, you learn how to twist and turn in unpredictable
strength beneeth the veneer of a beautiful dance. ways. When you hit a creature with an unarmed strike, you
As an action on your turn, you can force a creature to make can expend 1 spirit point to begin swaying for 1 minute or
a Wisdom (Insight) check contested by your Charisma until you willingly end this effect (no action required). While
(Performance) check. If you win the contest, you have swaying, you gain the following benefits.
advantage on all weapon attacks against the target until the Frustrating Foe. If a creature misses you with an attack,
end of your next turn, and can immediately make an unarmed it has disadvantage on all subsequent attack rolls it makes
strike against the creature as a bonus action, or use your against you until the end of its turn.
Flurry of Blows. If you hit a creature with an unarmed strike Leap to Your Feet. When you’re prone, you can stand up
before the end of your turn, it takes additional psychic by spending 5 feet of movement, rather than half your
damage equal to your Charisma modifier (minimum of one). speed.
Mascara Boomerang Tipsy Flurry. When you hit a creature with Flurry of
At 6th level, you learn how to apply make-up to your face in Blows, it must succeed on a Strength saving throw or be
way that it can be used as a weapon in battle. knocked prone.
By spending 10 minutes with your disguise kit, you can Iron Gut
apply eyelashes that double as lethal weapons. As an Action Starting at 6th level, you've become quite the connoiseur of
on your turn, you can remove the eyelashes and hurl them as alcoholic beverages. You gain immunity to poison damage
boomerangs in a line that is 30 feet long and 10 feet wide. and the poisoned condition.
Each creature in the line must make a Dexterity saving throw, Additionally, you can consume an alcoholic beverage to
taking 2d6 slashing damage on a failed save and half that on recharge your spirit, restoring a number of hit points to
a successful one. yourself equal to three times your brawler level. You can use
By expending up to 3 spirit points, you can increase the this feature once and regain the ability to do so when you
damage by 2d6 per spirit point spent. finish a long rest.
Swan Arabesque Combination Drunkard’s Roll
At 11th level, you learn a potent combination attack that ends Starting at 11th level, your unpredictable movements makes
with an explosive finish. it difficult to even figure out where you're going. When you
When you use your Flurry of Blows and hit with both are a forced to make a Dexterity saving throw to avoid an
attacks, you can make one additional unarmed strike as part effect you can see, you can use your reaction and expend 2
of the same action. If this additional attack hits, the target spirit points to move up to 10 feet before making the saving
must make a Strength saving throw. On a failed save, you throw. If you move beyond the range of the effect that
decide whether the creature is knocked prone or pushed 15 prompted the saving throw, you automatically succeed on it.
feet away from you.
Intoxicated Frenzy
Bombardier Arabesque At 17th level, you gain the ability to make an overwhelming
At 17th level, you know that the final act must leave the number of attacks against a group of enemies. When you use
audience awestruck and at a loss for words. your Flurry of Blows, you can make up to three additional
Your Swan Arabesque special attack now deals additional attacks with it (up to a total of five Flurry of Blows attacks),
damage equal to your brawler level. provided that each Flurry of Blows attack targets a different
creature this turn.
Fighter
The Fighter
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses),
Indomitable (Two Uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features
As a fighter, you gain the following class features
Hit Points
Hit Dice: 1d10 per concierge level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
Equipment When you successfully start a grapple, you can deal 1d4
You start with the following equipment, in addition to the bludgeoning damage to the grappled creature. Until the
equipment granted by your background: grapple ends, you can also deal this damage to the creature
whenever you hit it with a melee attack.
(a) a chainmail, (b) a heavy longcoat, or (c) leather armor,
longbow, and 20 arrows Second Wind
(a) a martial weapon and a shield or (b) two martial You have a limited well of stamina that you can draw on to
weapons protect yourself from harm. On your turn, you can use a
(a) a light crossbow and 20 bolts or (b) two handaxes bonus action to regain hit points equal to 1d10 + your fighter
(a) a dungeoneer's pack or (b) an explorer's pack level. Once you use this feature, you must finish a short or
Fighting Style long rest before you can use it again.
You adopt a particular style of fighting as your specialty. Action Surge
Choose one of the following options. You can’t take a Fighting
Style option more than once, even if you later get to choose Starting at 2nd Level, you can push yourself beyond your
again. normal limits for a moment. On your turn, you can take one
additional action on top of your regular action and a possible
Archery bonus action.
You gain a +2 bonus to attack rolls you make with ranged Once you use this feature, you must finish a short or long
weapons. 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.
Blind Fighting
Being unable to see a creature doesn’t impose disadvantage Martial Archetype
on your attack rolls against it, provided the creature isn’t At 3rd Level, you choose an archetype that you strive to
hidden from you. emulate in your combat styles and techniques. Champion,
Cyborg and Ironclad are detailed at the end of the class
Defense description. Battlemaster can be found in chapter 3 of the
While you are wearing armor, you gain a +1 bonus to AC. player's handbook, while Cavalier and Samurai can be found
in chapter 1 of Xanathar's Guide to Everything. The
Dueling archetype you choose grants you features at 3rd Level and
When you are wielding a melee weapon in one hand and no again at 7th, 10th, 15th, and 18th level.
other weapons, you gain a +2 bonus to damage rolls with that
weapon. Ability Score Improvement
Great Weapons Fighting When you reach 4th Level, and again at 6th, 8th, 12th, 14th,
When you roll a 1 or 2 on a damage die for an attack you 16th, and 19th level, you can increase one ability score of
make with a melee weapon that you are wielding with two your choice by 2, or you can increase two Ability Scores of
hands, you can reroll the die and must use the new roll. The your choice by 1. As normal, you can’t increase an ability
weapon must have the two-handed or versatile property for score above 20 using this feature.
you to gain this benefit.
Extra Attack
Protection Beginning at 5th Level, you can attack twice, instead of once,
When a creature you can see attacks a target other than you whenever you take the Attack action on your turn.
that is within 5 feet of you, you can use your reaction to The number of attacks increases to three when you reach
impose disadvantage on the attack roll. You must be wielding 11th level in this class and to four when you reach 20th level
a shield. in this class.
Two-weapon Fighting
When you engage in two-weapon fighting, you can add your Indomitable
ability modifier to the damage of the second attack. 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
Thrown Weapon Fighting this feature again until you finish a long rest.
You can draw a weapon that has the thrown property as part You can use this feature twice between long rests starting
of the attack you make with the weapon. at 13th level and three times between long rests starting at
In addition, when you hit with a ranged attack using a 17th level.
thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + your Strength modifier. If you strike with two free
hands, the d6 becomes a d8.
While a suit of armor is attached to your body, you always
Martial Archetypes gain the bonus to AC it provides and the armor cannot be
Different fighters choose different approaches to perfecting removed from you against your will. Additionally, you ignore
their fighting prowess. The martial archetype you choose to any Strength requirements to wear the armor without
emulate reflects your approach. penalty.
You can only have one suit of armor attached to yourself at
Champion any time. If you attach another set of armor to yourself, the
old set of armor is destroyed and removed from your body.
The archetypal Champion focuses on the development of raw
physical power honed to deadly perfection. Those who model Integrated Weaponry
themselves on this archetype combine rigorous training with Also at 3rd level, you begin the process of building weapons
physical excellence to deal devastating blows. into your metallic body. You can take 1 hour using your tools
to attach two simple or martial weapons that lacks the heavy
Improved Critical or two-handed properties to your body. Attaching a weapon to
Beginning when you choose this archetype at 3rd level, your your body gives you the following benefits.
weapon attacks score a critical hit on a roll of 19 or 20. You can draw or stow the weapon as part of a weapon
Remarkable Athlete attack you make with it.
Starting at 7th level, you can add half your proficiency bonus You cannot unwillingly be disarmed of attached weapons.
(round up) to any Strength, Dexterity, or Constitution check You ignore the loading properties of a weapon.
you make that doesn't already use your proficiency bonus. Additionally, if a weapon has the ammunition property,
In addition, when you make a running long jump, the you no longer need an empty hand to load ammunition
distance you can cover increases by a number of feet equal to into the weapon.
your Strength modifier. The number of weapons you can attach to your body
increases as you gain levels in this class, becoming 3 at 7th
Additional Fighting Style level, 4 at 10th level, 5 at 15th level and 6 at 18th level.
At 10th level, you can choose a second option from the
Fighting Style class feature.
Fuel versus Food
Superior Critical Cyborgs do not always have to eat, depending on
Starting at 15th level, your weapon attacks score a critical hit whather they replace their stomach with a fuel
on a roll of 18-20. supply or not. Regardless of their choice, a cyborg
still requires fuel of some sort in the same extents
Survivor as a normal human does.
At 18th level, you attain the pinnacle of resilience in battle. At This fuel can be any commonly available material
the start of each of your turns, you regain hit points equal to 5 or substance, such as lamp oil, charcoal or cola for
+ your Constitution modifier if you have no more than half of instance. Work with your DM to determine what
your hit points left. You don't gain this benefit if you have 0 hit fuel source your cyborg character requires to
points. function.

Cyborg
All fighters consider themselves master of their weapons and Extended Fuel Supply
armor, but cyborgs take it one step further. Melding steel and At 7th level, you expertedly optimize your new body's fuel
gears to their bodies, they become walking weapons in their consumption.
own right. You now only require food, water or fuel once every seven
Whether they are a result of experimentation at the hands days. Additionally, you no longer require sleep in order to
of the World Government, or a creation of their own design, stave of exhaustion but can instead spend 4 hours in
cyborgs are a force to be reckoned with given their extreme suspended animation, during which time you are fully aware
superiority over mere, simple humans. of your surroundings.
Additionally, when you make a weapon attack with a
Bonus Proficiencies ranged weapon that has the ammunition property, you can
At 3rd level, you gain proficiency in the Engineering skill if ignore the need for ammunition and instead use your fuel
you don't already have it. You additionally gain proficiency reserves to power the weapon. You have a threshold for how
with tinker's tools and smith's tools. many times you can use this feature without negative effects,
equal to your Constitution modifier (minimum of once). If you
Integrated Armor try to use this feature again beyond the threshold, you must
Beginning when you choose this archetype at 3rd level, you succeed on a Constitution saving throw or suffer one level of
have completed the transition from man to machine. By exhaustion. The DC for this saving throw is calculated as 10
taking 1 hour using your tools, you can attach a suit of armor + 1 for each attack made over the threshold.
to your body.
Cyborg Blaster Battlemaster
At 10th level, you optimize your weapons system for a The Battlemaster archetype is a viable choice that appears in
massive blast that burns through your remaining fuel the player's handbook. It is a suitable choice for swordsmen
instantly. and seasoned warriors who do not rely on devil fruits. With
As an action, you can create a blast of energy with enough this subclass, you become a tactical master of the battlefield,
force to send enemies flying. Each creature in a 100 feet long, organizing allies and reigning superior over your enemies
5 feet wide line must make a Dexterity saving throw. On a with abilities like the following:
failed save, a creature takes 8d6 bludgeoning damage and is
pushed 15 feet away from you. On a successful save, a A wide plethora of maneuvers designed to control the flow
creature takes half that damage and isn't pushed. of battle. Knock enemies prone, rally allies or frighten
Once you use this feature, you cannot do so again until you enemies with displays of superior martial skill.
finish a short or long rest. Your fuel supply is also completely Additional dice called Superiority Dice that enhance your
depleted and you lose access to this feature and Extended versatility and strength in combat, which only grow
Fuel Supply until you refuel. stronger as you gain levels in the class.
A keen eye allow you to gauge the strengths of your
Iron Physique enemies through simply conversing with them.
At 15th level, your iron body becomes impervious to
environmental hazards. Cavalier
You gain immunity to poisons and disease, and can now The Cavalier archetype is a viable choice that appears in
tolerate temperatures as high as 200 degrees or as low as Xanathar's Guide to Everything. It is a suitable choice for the
negative 50 degrees without additional protection. noble marines who see themselves as protectors rather than
Additionally, you can hold your breath for twice as long as judges and pirate hunters. With this subclass, you become a
normal. noble knight and protector of the innocent. Whether atop
Invulnerability your trusty steed or facing your enemy on the ground, you
At 18th level, you become all but invulnerable to weaker remain a staunch defender with abilities like the following:
attacks. You gain resistance to all damage except psychic The ability to mark enemies you strike, imposing
damage. disadvantage on them if they dare strike your allies.
Honed reflexes to rush to allies' aid, using your shield or
Ironclad weapon to boost their AC against attacking enemies.
Ironclad is a title bestowed upon fighters who master the use Several ways to make opportunity attacks enemies, which
of heavy armor in combat. These walking fortresses stand as will be stopped in their tracks if they try to maneuver
bastions ot their allies and impenetrable walls to their around you towards your allies.
enemies. Additional poise and refinement to carry yourself in the
court of kings and among hives of scum all the same.
Walking Bastion Samurai
Beginning when you choose this archetype at 3rd level,
creatures of your choice within 5 feet of you gain the benefits The Samurai archetype is a viable choice that appears in
of half cover as long as you're wearing heavy armor. Xanathar's Guide to Everything. It is a suitable choice for any
swordsman, but particularly the mythical samurai of Wano
Peak Performance country. With this subclass, you become a disciplined master
Starting at 7th level, your carrying capacity (including of the blade, whose fighting spirit fuels you to strike with
maximum load and maximum lift) is doubled, and you have impeccable precision and deadliness. Overcome the odds
advantage on Strength checks made to push, pull, lift, or and strike down enemies with abilities like the following:
break objects. The ability to channel your fighting spirit to increase your
Additionally, you can don heavy armor as an action, and fortitude and strike down enemies with advantage.
doff it as a bonus action. Refinement born from honor and duty that let you use
Bodyguard your wisdom in social situations, and empowers your
At 10th level, when a creature within 5 feet of you is the spirit even further.
target of an attack or effect that targets only it, you can use Trusting in your abilities, you can relinquish advantage
your reaction to make yourself the target instead. against enemies to strike multiple times instead, cutting
them down in a flurry of swift cuts.
Superior Bastion At the end of your journey, even death holds no sway over
Starting at 15th level, the range of your Walking Bastion and you. Even when struck down, your fighting spirit allow you
Bodyguard features extend to 10 feet. to visit swift vengeance upon your enemies.

Ultimate Defender
At 18th level, when you use your Bodyguard reaction, the
creature gains the benefits of full cover until the start of your
next turn or until it moves more than 10 feet away from you.
Gadgeteer (Wizard)
The Gadgeteer
Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +2 Creativity, Gadget Design 3 2 — — — — — — — —
2nd +2 Gadget Recharge 3 3 — — — — — — — —
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 ─ 4 4 3 2 — — — — — —
6th +3 Gadgeteering Style Feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Gadgeteering Style 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 Gadgeteering Style 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 Certified Genius 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Signature Creations 5 4 3 3 3 3 2 2 1 1
For example, if you’re a 3rd-level gadgeteer, you have four
Class Features 1st-level and two 2nd-level creation slots. With an Intelligence
As a gadgeteer, you gain the following class features or Wisdom of 16, your list of prepared creations can include
six creations of 1st or 2nd Level, in any combination, chosen
Hit Points from your notebook. If you prepare the 1st-level creation
Hit Dice: 1d6 per gadgeteer level burning hands, you can use it using a 1st-level or a 2nd-level
Hit Points at 1st Level: 6 + your Constitution modifier slot. Using the creation doesn’t remove it from your list of
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution prepared creations.
modifier per gadgeteer level after 1st You can change your list of prepared creations when you
finish a long rest. Preparing a new list of gadgeteer creations
Proficiencies requires time spent studying your notebook and recalibrating
Armor: None the gadgets and gizmos you need to use the creation: at least
Weapons: Daggers, darts, slings, quarterstaffs, blunderbuss, 1 minute per creation level for each creation on your list.
flintlocks, light crossbows
Tools: Tinker's tools and one additional artisan's tools of your Creative Ability (Spellcasting Ability)
choice Intelligence or Wisdom is your creative ability for your
gadgeteer creations, depending on whether you learn
Saving Throws: Intelligence, Wisdom through careful study and theory crafting, or observation, trial
Skills: Choose two from Engineering, History, Insight, and error. You choose which when you gain your first level in
Investigation, Medicine and Religion this class. Your choice cannot be changed later on. You use
Equipment your Intelligence or Wisdom whenever a creation refers to
You start with the following equipment, in addition to the your creative ability. In addition, you use your Intelligence or
equipment granted by your role: Wisdom modifier when setting the saving throw DC for a
gadgeteer creations you cast and when making an attack roll
(a) a quarterstaff or (b) a dagger with one.
(a) a scholar's pack or (b) an explorer's pack Creation save DC = 8 + your proficiency bonus + your
a notebook and a bag of inventions Intelligence or Wisdom modifier
Creativity (Spellcasting) Creation Attack modifier = your proficiency bonus + your
Intelligence or Wisdom modifier
As an adept gadgeteer, you have a notebook containing Routine Usage (Ritual Casting)
creations that show the first glimmerings of your true You can use a gadgeteer creation as a routine if that creation
potential. See the gadgeteer creation list under "Gadgeteer has the routine tag and you have the creation in your
Creations by Level". (Creativity is synonymous with 5th notebook. You don’t need to have the creation prepared.
edition Spellcasting. See "Casting a Spell" in the Player's
Handbook for the general rules of Spellcasting in Dungeons Apparatus (Focus)
and Dragons 5th edition). You can use any apparatus or tinker's tools as an apparatus
for your gadgeteer creations.
Tricks (Cantrips)
At 1st Level, you know three tricks of your choice from the Learning Gadgets of 1st Level and
gadgeteer creations list. You learn additional gadgeteer tricks Higher (Learning Spells)
of your choice at higher levels, as shown in the Tricks Known Each time you gain a gadgeteer level, you can add two
column of the Gadgeteer table. gadgeteer creations of your choice to your notebook for free.
Notebook (Spellbook) Each of these creations must be of a level for which you have
At 1st Level, you have a notebook containing six 1st-level creation slots, as shown on the gadgeteer table. On your
gadgeteer creations of your choice. Your notebook is the adventures, you might find other creations that you can add
repository of the gadgeteer creations you know, except your to your notebook (see the “Your notebook”).
tricks, which are fixed in your mind.
Gadget Design
Preparing and Using Creations Also at 1st level, you choose a specific design for your gadgets
(Preparing and Casting Spells) and creations that characterizes yourself and determines the
The Gadgeteer table shows how many creation slots you have functionality of your inventions. Choose between Inventor,
to use your gadgeteer creations of 1st Level and higher. To Specialist, Scientist, Apothecary or Dilettante, all detailed at
use one of these creations, you must expend a slot of the the end of the class description.
creation’s level or higher. You regain all expended creation Your choice grants you features at 1st Level and again at
slots when you finish a long rest. 6th, 10th, and 14th level.
You prepare the list of gadgeteer creations that are
available for you to cast. To do so, choose a number of
gadgeteer creations from your notebook equal to your
Intelligence modifier + your gadgeteer level (minimum of one
creation). The creations must be of a level for which you have
creation slots.
Your Notebook (Spellbook)
Gadget Recharge
The creations that you add to your notebook as you At 2nd level, you have learned to recharge some of your
gain levels reflect the research you conduct on creations by tinkering with them. Once per day when you
your own, as well as intellectual breakthroughs you finish a short rest, you can choose expended creation slots to
have had in the fields of engineering. You might recover. The creation slots can have a combined level that is
find other creations during your adventures. You equal to or less than half your gadgeteer level (rounded up),
could discover a creation recorded on a blueprint and none of the slots can be 6th level or higher.
in a shipwright's desk, for example, or written in For example, if you’re a 4th-level gadgeteer, you can recover
poneglyphs in an ancient library. up to two levels worth of creation slots. You can recover
Copying a Creation into the Book. When you find a either a 2nd-level creation slot or two 1st-level creation slots.
gadgeteer creation of 1st Level or higher, you can
add it to your notebook if it is of a creation level
you can prepare and if you can spare the time to
Ability Score Improvement
decipher and copy it. When you reach 4th Level, and again at 8th, 12th, 16th, and
Copying that creation into your notebook 19th level, you can increase one ability score of your choice
involves reproducing the basic form of the by 2, or you can increase two Ability Scores of your choice by
creation, then deciphering the unique system of 1. As normal, you can’t increase an ability score above 20
notation used by the gadgeteer who wrote it. You using this feature.
must create prototypes of the creation until you
understand what makes it tick, then transcribe it
into your notebook using your own notation. Certified Genius
For each level of the creation, the process takes Beginning at 18th level, you've practically become the
2 hours and costs 50 gp. The cost represents smartest person alive.
material components you expend as you craft You can now copy creations into your notebook without any
prototypes, as well as the fine inks you need to material cost, and the time required to do so is halved.
record it. Once you have spent this time and
money, you can prepare the creation just like your
Additionally, you never forget your creations and even if your
other creations.
current notebook is destroyed, you can copy all creations you
Replacing the Book. You can copy a creation from knew into a new one.
your own notebook into another book—for
example, if you want to make a backup copy of Signature Creations
your notebook. This is just like copying a new When you reach 20th level, you gain mastery over two
creation into your notebook, but faster and easier,
since you understand your own notation and
powerful creations and can use them with little effort. Choose
already know how to craft the creation. You need
two 3rd-level gadgeteer creations in your notebook as your
spend only 1 hour and 10 gp for each level of the signature creations. You always have these creations
copied creation. prepared, they don’t count against the number of creations
If you lose your notebook, you can use the same you have prepared, and you can use each of them once at 3rd
procedure to transcribe the creations that you have level without expending a creation slot. When you do so, you
prepared into a new notebook. Filling out the can’t do so again until you finish a short or long rest.
remainder of your notebook requires you to find If you want to use either creation at a higher level, you must
new spells to do so, as normal. For this reason, expend a creation slot as normal.
many gadgeteers keep backup notebooks in a safe
place.
The Book’s Appearance. Your notebook is a Gadget Styles
unique compilation of creations and blueprints,
with its own standard of measurements and margin
Every inventor and gadgeteer around the world has its own
notes. It might be a plain, functional leather volume
unique approach to creations, but a few common practices
that you received as a gift from your master, can be found everywhere. Some focus on creating powerful
meticulously drawn blueprints kept firmly rolled weapons and military equipment meant solely for battle,
into a scroll case, or even a loose collection of while others go as far as to create cyborgs from living beings.
notes that only ever makes sense to you, stashed
away equally haphazardly into an old backpack. Inventor
Inventors aren't particularly concerned with the purpose of
their creations as much as they simply love the art of
creation. Their creations can at times be unpredictable but
once they get an idea in their head, they will see it through
until they reach perfection.
Bonus Proficiencies
At 1st level, you gain proficiency in the Engineering skill if
you don't already have it, and may double your proficiency
bonus for ability checks made with the skill. You also gain
proficiency with two sets of artisan's tools of your choice.
Failsafe Modify Weapon
At 1st level, you can sculpt your creations to make sure they At 1st level, you create a modified weapon that acts as a
don't harm your allies. container for your creations.
When you use a creation that deals damage and affects Over the course of 1 hour, you can use your tinker's tools to
other creatures that you can see, you can choose a number of modify one simple or martial weapon that lacks the heavy
them equal to 1 + the creation’s level. The chosen creatures property into a modified weapon. You are proficient in the use
automatically succeed on their saving throws against the of your modified weapon, and it gains the following benefits.
creation, and they take no damage if they would normally
take half damage on a successful save. You can use your Intelligence or Wisdom score, rather
than Strength or Dexterity, for the attack and damage rolls
Contingency Plan with the modified weapon.
At 6th level, you begin preparing emergency gadgets for when The modified weapon counts as an apparatus for your
you're in a pinch. You can't always remember exactly what gadgeteer creations.
they do, but you're fairly certain it'll work out when the time If the weapon has the ammunition property, you can make
comes. Maybe. ranged creation attacks with the weapon without the need
When you finish a short or long rest, choose 6 creations of for ammunition. You use the weapon's damage dice, and
2nd level or lower listed in your notebook as potential the damage becomes force damage.
contingency plans, listing them as number 1 through 6. Tricks If the weapon has the thrown property, it returns to your
are viable choices. A creation does not need to be prepared to hand after being thrown.
be used as a contingency plan. You can only have one modified weapon at any time. If you
When you are the target of an attack, you can use your create a new modified weapon, the old one immediately
reaction to roll a d6. As part of the same reaction, you use the ceases to function and becomes a normal weapon again until
creation listed as the number rolled on the d6, without you spend 1 hour reworking it.
expending a creation slot. You can take this reaction after the
attack roll is made but before any results are played out. Elemental Modifications
Once you've used this reaction, you cannot do so again At 6th level, you add elemental modifications to your weapon.
until you finish a long rest. When you hit with an attack using your modified weapon,
the weapon deals additional damage equal to your
Up to Eleven proficiency bonus. This damage can be your choice of acid,
Beginning at 10th level, you can add your creative ability cold, fire, lightning or thunder, and you choose which each
modifier to one damage roll of any gadgeteer creation of 1st time you hit with an attack.
level or higher you use. Additionally, you can attack twice, instead of once, when
you take the Attack action on your turn and attack with your
Overcharge modified weapon.
At 14th level, you've come to the genius conclusion that safety
switches are completely optional for your creations. Analyze
When you use a gadgeteer creation of 5th level or lower At 10th level, your keen mind allow you to read your enemies
that deals damage or restores hit points, you can deal and determine their weaknesses even in the middle of battle.
maximum damage or restore the maximum amount of hit As a bonus action, you can expend a creation slot of 1st
points with the creation instead of rolling. level or higher to learn one of the following facts about a
The first time you do so, you suffer no adverse effects. The creature you can see within 60 feet.
second time If you use this feature again before finishing a
long rest, roll a d100. If you roll below your gadgeteer level, One of the target's ability scores.
nothing happens. If you roll above your gadgeteer level, the The target's armor class.
creation still goes off but also backfires violently. You take What skill proficiencies, if any, the target has.
2d12 force damage for each level of the creation, and you What saving throw proficiencies, if any, the target has.
cannot use the same creation again until you finish a long What resistances, immunities and vulnerabilities, if any,
rest. the target has.
If you overcharge creations a total of 3 times before By expending a creation slot of higher level, you can learn
finishing a long rest, the next creation you use will one additional fact about a target creature for each creation
automatically backfire. Once a creation backfires from level above first.
overcharge, you cannot use this feature again until you finish
a long rest.
Battle Aide
Specialist At 14th level, you learn how to aid your allies with attacks
from your modified weapon.
Specialists are gadgeteers who focus more on a scholastic or When you hit a creature with an attack using your modified
academical pursuit, resulting in a lower variety of gadgets. weapon, the next ally that makes an attack against the
Instead, they typically create a single modified weapon or tool creature has advantage on the attack roll and deals additional
they rely on for protection, their creations and techniques damage equal to your creative ability modifier.
focusing on simple aspects such as creating elemental
charges and supporting allies with their sharp minds.
Scientist Resuscitation
Scientists take a very academical and analytical approach to At 6th level, you perfect the means you have to return allies
their inventions. To them, theory and results are more from the brink of death.
important than the actual act of creation itself. Efficient and When you restore hit points to a creature at 0 hit points
by the book, their creations can be counted on to be reliable, with a creation of 1st level or higher, it regains the maximum
if not necessarily very flashy. amount of hit points possible instead of rolling.
Developed Immunity
Keen Wit At 10th level, you become immune to poison damage, as well
At 1st level, your keen ability to assess tactical situations as all poisons and diseases.
allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Intelligence Panacea
modifier (minimum of one). At 14th level, you develop the all-cure drug to aid allies.
You gain the heal creation and can add it to your notebook.
Well Read It counts as a gadgeteer creation for you, and you can use it
Also at 1st level, you gain proficiency in two of the following once without expending a creation slot even if you haven't
skills of your choice: Animal Handling, Engineering, History, prepared it. You regain the ability to do so when you finish a
Medicine, Nature, Religion or Survival. Your proficiency long rest.
bonus is doubled for any ability check you make with either of
the two skills Dilettante
Reliable Creations Dilettantes are often self-taught gadgeteers who learned what
At 6th level, you've made sure your creations perform at any they know from tinkering, and cannot boast much academical
given moment. When you roll damage for a creation, you can clout. Other gadgeteers tend to sneer at these dabblers, but
treat any 1 you roll as a 2. they are resourceful geniuses who seem to have the right
trick for the right situation at all times.
Reserve Power
At 10th level, you never exhaust a gadget if you don't think it'll Bag of Tricks
work. When a creature successfully saves against a creation At 1st level, you learn 3 additional tricks from any creation
you use, you regain the spell slot with which you used the list, and they count as gadgeteer tricks for you.
creation if it's of 5th level or lower.
Once you use this feature, you cannot do so again until you Handout
finish a long rest. Also at 1st level, your dedication to keeping it simple and easy
makes it possible for others to use your tricks as well.
Mental Superiority As an action, you can touch a willing creature and lend it
At 14th level, you know what the enemy is thinking before one of the gadgeteer tricks you know. The creature learns the
they do. You have advantage on all saving throws against trick for the duration and can use it at will, using your
creations, and you have resistance to any damage from a creative ability for the attack and damage roll (if any), or to
creation. calculate the save DC. You can't use the trick yourself while
you have loaned it to another creature.
Apothecary A creature can only hold one loaned trick at any time. If
Gadgeteers focused on the healing arts are known as you lend another trick to the creature, it must return the old
apothecaries. They might be skilled physicians or skilled trick first. You can also reclaim the trick as a bonus action.
surgeons as well, but these healers are mostly focused on Master Trickster
developing medicine to keep their crew alive. Their specialty At 6th level, when a creature succeeds on a saving throw
is always making sure they have the right tool for the right against a trick you used, it takes half the damage (if any) of
job, keeping their allies alive by virtue of being always the trick but suffers no additional effect from the trick.
prepared and ready to aid them.
Bonus Proficienciy Potent Creativity
At 1st level, you gain proficiency in the Medicine skill if you At 10th level, you can add your creative ability modifier to
don't already have it, and may double your proficiency bonus damage of any gadgeteer trick you use.
for ability checks made with the skill. Unison Attack
At 14th level, you learn to coordinate your trick attacks with
Devotee of Life allies.
At 1st level, your creations designed to heal become more When you deal damage to a creature with a gadgeteer
effective. Whenever you use a creation of 1st level or higher trick, one creature of your choice can immediately use its
that restores hit points to a creature, that creature regains reaction to make a creative attack against the same creature
additional hit points equal to 2 + the creation's level. with a trick it knows.
Marksman (Ranger)
The Marksman
Level Proficiency Bonus Features Creations Known 1st 2nd 3rd 4th 5th
1st +2 Deft Explorer, Favored Mark — — — — — —
2nd +2 Creativity, Fighting Style 3 2 — — — —
3rd +2 Marksman Archetype, Quick Reload 3 3 — — — —
4th +2 Ability Score Improvement 4 3 — — — —
5th +3 Extra Attack, Favored Mark (d8) 5 4 2 — — —
6th +3 Deft Explorer 6 4 2 — — —
7th +3 Marksman Archetype Feature 7 4 3 — — —
8th +3 Ability Score Improvement, Land's Stride 8 4 3 — — —
9th +4 ─ 9 4 3 2 — —
10th +4 Deft Explorer, Expert Camouflage 10 4 3 2 — —
11th +4 Marksman Archetype Feature 11 4 3 3 — —
12th +4 Ability Score Improvement 11 4 3 3 — —
13th +5 ─ 12 4 3 3 1 —
14th +5 Vigilant Gaze, Favored Mark (d10) 12 4 3 3 1 —
15th +5 Marksman Archetype Feature 13 4 3 3 2 —
16th +5 Ability Score Improvement 13 4 3 3 2 —
17th +6 ─ 14 4 3 3 3 1
18th +6 Eagle Eyes 14 4 3 3 3 1
19th +6 Ability Score Improvement 15 4 3 3 3 2
20th +6 Killshot, Favored Mark (d12) 15 4 3 3 3 2
Class Features Favored Mark
As a marksman, you gain the following class features You can use your uncanny precision to mark a target for
termination. As a bonus action, you can mark a creature that
Hit Points you can see as your favored mark for 1 hour or until you
Hit Dice: 1d10 per marksman level mark another creature. You don't have disadvantage on
Hit Points at 1st Level: 10 + your Constitution modifier ranged weapon attacks at long range against the marked
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution target, and once per turn when you hit a marked target with a
modifier per marksman level after 1st weapon attack you can choose to deal an additional 1d6
damage to it. If the target of your mark is reduced to 0 hit
Proficiencies points, you can immediately use your reaction to mark
Armor: Light armor, medium armor, shields another creature without expending a use of this feature.
Weapons: Simple weapons, martial weapons, cannons Additionally, you have advantage on Intelligence
Tools: Gunsmith's tools, tinker's tools (Investigation) and Wisdom (Perception) checks made to spot
the mark.
Saving Throws: Strength, Dexterity You can use this feature a number of times equal to your
Skills: Choose three from Acrobatics, Athletics, Insight, Wisdom modifier (minimum of once) and regain all uses
Investigation, Medicine, Nature, Perception, Stealth, and when you finish a short or long rest.
Survival The damage from this mark increases as you gain levels in
Equipment this class, becoming d8 at 5th level, d10 at 14th level and d12
You start with the following equipment, in addition to the at 20th level.
equipment granted by your role:
Creativity
(a) a shortsword or (b) any simple weapon At 2nd level, experimentation and application of natural
(a) scale mail, (b) leather armor, or (c) heavy longcoat resources have taught you how to create special ammunition
(a) an explorer's pack or (b) a dungoneer's pack and gadgets to aid your marksmanship. See the marksman
Any ranged weapon and 20 pieces of appropriate creation list under "Marksman Creations by Level".
ammunition, a dagger and a set of tinker's tools (Creativity is synonymous with 5th edition Spellcasting. See
Deft Explorer "Casting a Spell" in the Player's Handbook for the general
rules of Spellcasting in Dungeons and Dragons 5th edition).
You are an unsurpassed explorer and survivor. Choose one of
the following benefits, and then choose another one at 6th Creation Slots (Spell Slots)
and 10th level. The Marksman table shows how many creation slots you
have to play your marksman creations of 1st Level and
Canny higher. To play one of these creations, you must expend a slot
Choose one skill: Acrobatics, Athletics, History, Insight, of the creation’s level or higher. You regain all expended
Investigation, Medicine, Nature, Perception, Stealth, or creation slots when you finish a long rest.
Survival. You gain proficiency in the chosen skill if you don’t For example, if you know the 1st-level creation entangle
already have it, and you can add double your proficiency and have a 1st-level and a 2nd-level creation slot available,
bonus to ability checks using that skill. you can cast entangle using either slot.
In addition, thanks to your extensive wandering, you can no
longer get lost by natural means. Creations Known of 1st Level and
Higher (Spells)
Roving You know four 1st-level creations of your choice from the
Your walking speed increases by 5, and you gain a climbing marksman creation list.
speed and a swimming speed equal to your walking speed. The Creations Known column of the Marksman Table
shows when you learn more marksman creations of your
Tireless choice. Each of these creations must be of a level for which
As an action, you can give yourself a number of temporary hit you have creation slots, as shown on the table. For instance,
points equal to 1d10 + your Wisdom modifier. You can use when you reach 3rd Level in this class, you can learn one new
this special action a number of times equal to your Wisdom creation of 1st or 2nd Level.
modifier (a minimum of once), and you regain all expended Additionally, when you gain a level in this class, you can
uses when you finish a long rest. choose one of the marksman creations you know and replace
In addition, whenever you finish a short rest, your it with another creation from the marksman creation list,
exhaustion level, if any, is decreased by 1. which also must be of a level for which you have creation
slots.
Creative Ability (Spellcasting Ability) Ability Score Improvement
Wisdom is your creative ability for your marksman creations. When you reach 4th Level, and again at 8th, 12th, 16th, and
Your creations are special kinds of ammunition and gadgets 19th level, you can increase one ability score of your choice
created from natural resources you've found or gathered on by 2, or you can increase two Ability Scores of your choice by
your travels. You use your Wisdom whenever a creation 1. As normal, you can’t increase an ability score above 20
refers to your creative ability. In addition, you use your using this feature.
Wisdom modifier when setting the saving throw DC for a
marksman creation you play and when making an attack roll
with one. Extra Attack
Creation save DC = 8 + your proficiency bonus + your Beginning at 5th Level, you can attack twice, instead of once,
Wisdom modifier whenever you take the Attack action on your turn.
Creation Attack modifier = your proficiency bonus + your
Wisdom modifier Land's Stride
Fighting Style Starting at 8th level, moving through difficult terrain caused
At 2nd Level, you adopt a particular style of fighting as your by natural sources such plants, ice or rocks costs you no
specialty. Choose one of the following options. extra movement. You can also pass through naturally
You can’t take a Fighting Style option more than once, even occuring hazards without being slowed by them and without
if you later get to choose again. taking damage from them if they have thorns, spines, or a
similar hazard.
Akimbo In addition, you have advantage on saving throws against
You can now engage in two-weapon fighting with ranged living or animated plants manipulated to impede movement,
weapons that has the light property. such those created by the entangle creation.
Archery Expert Camouflage
You gain a +2 bonus to attack rolls you make with ranged
weapons that lack the reload property. Starting at 10th level, your footsteps no longer make any
sound while you move and you can willingly silence your
Gunslinger breathing until it's imperceptible.
When you roll a 1 or 2 on the damage dice of a ranged Additionally, can spend 1 minute creating camouflage for
weapon you are wielding, you can reroll the dice and must yourself. You must have access to fresh mud, dirt, plants, soot,
use the new roll. The weapon must have the reload property. and other naturally occurring materials with which to create
your camouflage. While you have this camouflage, you have
Melee Shooter advantage on Dexterity (Stealth) checks you make. The
While you're wielding a ranged weapon in one hand and no camouflage lasts for 1 hour and retains its integrity even if
other weapon, you gain +1 bonus to the damage roll and you you enter a body of water.
do not have disadvantage on ranged attacks while a creature While camouflaged and making a ranged weapon attack,
is within 5 feet of you. missing with the attack doesn't reveal your position to the
enemy.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part Vigilant Gaze
of the attack you make with the weapon. Starting at 14th level, you can take the Search action as a
In addition, when you hit with a ranged attack using a bonus action on your turn. Additionally, you do not have
thrown weapon, you gain a +1 bonus to the damage roll. disadvantage on ranged weapon attacks against a creature as
a result of it being invisible to you.
Marksman Archetype
At 3rd level, you choose an archetype to emulate: Sniper, Eagle Eyes
Bounty Hunter or Beastmaster, all detailed at the end of the Beginning at 18th level, your eyes have become that of an
class description. Your choice grants you features at 3rd apex predators and there is nothing that escapes them. You
Level and again at 7th, 11th, and 15th level. gain the following benefits.
Quick Reload You can see up to 1 mile away with no difficulty, able to
Also at 3rd level, your expertise with ranged weapons let you discern even fine details as though looking at something
use them with greater ease. no more than 100 feet away from you.
You can now load ammunition into a ranged weapon that You never have disadvantage on Wisdom (Perception)
requires ammunition even if you're wielding a weapon in both checks or ranged weapon attacks.
hands, and you can ignore the loading property of any ranged The normal and max range of all ranged weapons and
weapon. Additionally, you can reload any weapon that has the cannons you are proficient with doubles.
reload property as a bonus action rather than an action.
Killshot When you are reduced to 0 hit points, you can instantly use
your reaction to delay falling unconscious or dying and make
At 20th level, your aim becomes completely unerring and a single ranged weapon attack with advantage against a
extremely lethal. creature within range. On hit, you deal additional damage
If you hit a creature marked as your Favored Mark with a equal to your marksman level. Immediately after making this
ranged weapon attack and the target has 20 hit points attack, you fall unconscious or die as you normally would.
remaining or less, it is instantly reduced to 0 hit points.
Bounty Hunter
Marksman Archetype Bounty hunters are marksmen who thrive in the thick of the
Marksmen are all defined by their improbable aim and fight rather than in the backlines. Equally skilled with ranged
massive resourcefulness that sets them apart from common and melee weapons, they weave seamlessly between them in
gunmen. However, marksmen differ greatly between a neverending dance of steel and bullets.
eachother, some being patient snipers that take down Additional Fighting Style
enemies from afar, while others tame beasts that aid them in At 3rd level, you choose an additional fighting style from the
taking out enemies, and others still learn how to wield melee options below. At 11th level, you gain the other fighting style
weapons as skillfully as they wield their guns and bows. you didn't choose at 3rd level.
Sniper Dueling
The quintessential marksman is the sniper, a skilled fighter When you are wielding a melee weapon in one hand and no
that excells at fighting at long ranges utilizing the massive other weapons, you gain a +2 bonus to damage rolls with that
reach of their weapons. A sniper is remarkable for their skill weapon.
more so than their weapon of choice, as even a humble Two-weapon Fighting
slingshot can be deadly in the hands of a skilled sniper.
When you engage in two-weapon fighting, you can add your
Careful Aim ability modifier to the damage of the second attack.
Starting at 3rd level, you can use a bonus action to take
careful aim. Bonus Creations
If you do so, the normal and maximum range of any ranged You gain the following bonus creations at specific marksman
weapon you're wielding becomes 100 and 400 feet unless it's levels. They count as marksman creations for you, but doesn't
already more than that. Additionally, you ignore any count towards the number of marksman creations you know.
disadvantage on ranged attacks imposed by weather-related Marksman Level Creation
effects, such as fog or strong winds.
3rd zephyr strike^
Explosive Shot 5th branding smite
Also at 3rd level, you can fire off special ammunition shots 9rd blinding smite
with great lethality.
When you hit with a ranged weapon attack, you can expend 13th staggering smite
a marksman creation slot to deal additional fire damage to a 17th steel wind strike^
creature with an explosive bullet. The extra damage is 1d6
for a 1st-level creation slot, plus 1d6 for each creation level Defensive Champion
higher than 1st, to a maximum of 5d6. At 7th level, you choose one of the defensive techniques listed
Remarkable Fortitude
below.
At 7th level, your patience and dedication imbues you with Nerves of Steel. When a creature that you can see forces
remarkable fortitude. you to make a saving throw, you can use your reaction to
You gain proficiency in Constitution saving throws if you grant yourself advantage on the saving throw.
don't already have it. If you're already proficient, you instead Stand Against the Tide. When a hostile creature misses
gain proficiency in your choice of Intelligence or Wisdom you with a melee attack, you can use your reaction to force
saving throws. that creature to repeat the same attack against another
creature (other than itself) of your choice.
Unerring Aim
Uncanny Dodge. When an attacker that you can see hits
At 11th level, your aim grow so accurate that you never miss a you with an attack, you can use your reaction to halve the
shot. Once on each of your turns when you miss with a attack’s damage against you.
weapon attack, you can reroll the attack roll and must use the Master-at-arms
new result. At 15th level, you become a master at fighting with weapons.
Parting Shot
You can draw or stow a weapon as part of making an attack
At 15th level, even your own death wouldn't stop you from with it. When you take the attack action on your turn and
making the shot. make an attack with at least two different weapons, you can
make one additional attack with a weapon you haven't
attacked with on this turn.
Beastmaster Natural Attunement
Beastmasters are wardens of nature and skilled survivalists. Also at 3rd level, you gain proficiency in the Animal Handling
They have an innate ability to communicate with animals and skill if you don't already have it and may double your
are always accompanied by a bestial companion that fights proficiency bonus for any ability check made with the skill.
alongside them as an extension of the beastmaster's own Additionally, you can speak and communicate with beasts
body. and understand anything they are saying. This doesn't make
them any friendlier towards you than normal, however you
can combine this ability with food to curry favor with animals.
Bestial Companion
When you choose this archetype at 3rd level, you get access Exceptional Training
to an animal companion that will follow you on your Beginning at 7th level, you can give your bestial companion
adventures. additional commands.
Choose either the Beast of the Air, Beast of the Earth or Using your bonus action, you can command your bestial
Beast of the Sea to be your companion, all listed at the end of companion to take the Dash, Disengage or Help action on its
the subclass description. Your bestial companion takes a turn. In addition, if you know any Haki feats, your bestial
form appropriate to its type, for instance a Beast of the Air companion gains those feats as well.
might be a hawk or a seagull, while a Beast of the Land could
be a wolf or a bear. Bestial Mark
The beast obeys your commands as best as it can. It takes At 11th level, your bestial companion homes in on your
its turn on your initiative. On your turn, you can verbally favored mark with uncanny precision.
command the beast where to move (no action required by Your bestial companion now has advantage on attacks it
you). If you are incapacitated or absent, the beast acts on its makes against your favored mark, and for the duration of the
own, focusing on protecting you and itself. The beast never mark it always knows of its location as long as the marked
requires your command to use its reaction, such as when enemy remains within 1 mile of your bestial companion.
making an opportunity attack.
If your bestial companion is reduced to 0 hit points, it falls Enrage
unconscious and makes death saving throws as normal At 15th level, you and your bestial companion become
instead of dying outright. As an action, you can touch an enraged with primal fury at the sight of injury to eachother.
unconscious or dead bestial companion and expend one When your bestial companion is reduced to 0 hit points,
creation slot of 1st level or higher. If your bestial companion you gain the following benefits for 1 minute. If you are
was unconscious, it regains 1d8 hit points per creation slot reduced to 0 hit points, your bestial companion gains these
level instantly. If your bestial companion was dead, it regains benefits instead.
consciousness after 1 minute with all its maximum hit points
restored. You gain resistance to bludgeoning, piercing and slashing
While traveling alone with your bestial companion, you can damage.
move stealthily at a normal pace. If your bestial companion is You gain immunity to the charmed, frightened and
separated from you, it will find your position after 8 hours paralyzed conditions, and your movement speed cannot
and immediately seek you out to the best of its ability. be reduced.
You can make one additional weapon attack on your turn
Bestial Commands as a bonus action.
At 3rd level, you learn how to efficiently command your
bestial companion in battle. Using your bonus action, you can You and your bestial companion can gain these benefits
command a bestial companion to take the following actions. once each, and regain the ability to gain them after you finish
If you don't give your bestial companion a command on your a long rest.
turn, it takes the Dodge action.
Attack. Your bestial companion makes one attack with its
available actions.
Search. Your bestial companion makes a Wisdom
(Perception) check to search for hidden enemies, traps or
specific objects. You must designate which of the three you
want it to search for.
Fetch. Your bestial companion runs off to fetch an item it
can carry and bring it to you. The bestial companion must
know of the item's location to fetch it for you. If a hostile
creature is carrying the item, your bestial companion will
attempt to wrestle it from them with a Strength (Athletics) or
Dexterity (Sleight of Hand) check contested by the target
creature's Strength (Athletics) check.
Hide. Your bestial companion makes a Dexterity (Stealth)
check to attempt to hide.
Bestial Companions
Listed below are the available bestial companions for Beast of the Air
Beastmasters.
Small beast, neutral

Armor Class 13
Beast of the Land Hit Points equal the beast’s Constitution modifier +
your Wisdom modifier + five times your ranger
Medium beast, neutral
level (the beast has a number of Hit Dice (d6)
Armor Class 12 equal to your ranger level)
Hit Points equal the beast’s Constitution modifier + Speed 10ft., fly 60 ft.
your Wisdom modifier + five times your ranger
level (the beast has a number of Hit Dice (d8)
STR DEX CON INT WIS CHA
equal to your ranger level)
Speed 40ft., climb 40 ft. 6 (-2) 16 (+3) 13 (+1) 8 (-2) 14 (+2) 11 (+0)

Saving Throws Dex +5, Con +3, Wis +4


STR DEX CON INT WIS CHA
Skills Perception +4, Stealth +5
14 (+2) 14 (+2) 15 (+2) 8 (-2) 14 (+2) 11 (+0) Senses Darkvision 60 ft., passive Perception 14
Languages Understands the languages you speak
Saving Throws Dex +4, Con +4, Wis +4
Skills Perception +4, Stealth +4 Flyby. The beast doesn’t provoke opportunity
Senses Darkvision 60 ft., passive Perception 14 attacks when it flies out of an enemy’s reach.
Languages Understands the languages you speak
Actions
Charge. If the beast moves at least 20 feet straight
Shred. Melee Weapon Attack: +5 to hit, reach 5 ft.,
toward a target and then hits it with a maul attack
one target. Hit: 1d6 + 3 slashing damage.
on the same turn, the target takes an extra 1d6
slashing damage. If the target is a creature, it must
succeed on a Strength saving throw against your
creation save DC or be knocked prone.
Weapon Form (Kuja Snake only). As an action, the
beast can harden and transform into a quarterstaff,
Beast of the Sea
shortbow or longbow. When wielded as a weapon, Medium beast, neutral
the user has a +1 bonus to attack and damage rolls.
The beast is incapacitated until it reverts to its Armor Class 12
normal form as an action. Hit Points equal the beast’s Constitution modifier +
your Wisdom modifier + five times your ranger
Actions level (the beast has a number of Hit Dice (d8)
equal to your ranger level)
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., Speed 10ft., swim 60 ft.
one target. Hit: 1d6 + 2 slashing damage.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 13 (+1) 8 (-2) 14 (+2) 11 (+0)

Saving Throws Dex +4, Con +3, Wis +4


Skills Perception +4, Stealth +4
Kuja Snakes Senses Darkvision 60 ft., passive Perception 14
The Kuja tribe of humans are renowned for their Languages Understands the languages you speak
beastmasters, who favor a unique species of snakes
native to their island as their bestial companions. Amphibious. The beast can breathe air and water.
Non-Kuja beastmasters, especially males, would
have a difficult time finding a Kuja snake to use as a Ride the Current. While in water, a creature of
bestial companion and should be restricted in their medium size or smaller can use the beast as a
ability to find and use such bestial companions. mount.
A DM can naturally lift this restriction to better
suit the feel of the game. Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one target. Hit: 1d6 + 3 piercing damage.
Rogue
The Rogue
Proficiency Sneak
Level Bonus Attack Features
1st +2 1d6 Expertise, Sneak Attack,
Thieves' Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature
14th +5 7d6 Blind Sense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck

Class Features
As a rogue, you gain the following class features
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, pistols,
revolvers, cutlass, katana, longswords, rapiers,
shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
Equipment Ability Score Improvement
You start with the following equipment, in addition to the When you reach 4th Level, and again at 8th, 10th, 12th, 16th,
equipment granted by your role: and 19th level, you can increase one ability score of your
(a) a rapier or (b) a shortsword choice by 2, or you can increase two Ability Scores of your
(a) a shortbow and quiver of 20 arrows or (b) a shortsword choice by 1. As normal, you can’t increase an ability score
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an above 20 using this feature.
explorer's pack
Leather armor, two daggers and thieves' tools Uncanny Dodge
Expertise Starting at 5th Level, when an attacker that you can see hits
you with an attack, you can use your reaction to halve the
At 1st Level, choose two of your skill proficiencies, or one of attack’s damage against you.
your skill proficiencies and your proficiency with thieves’
tools. Your proficiency bonus is doubled for any ability check Evasion
you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies Beginning at 7th level, your instinctive agility lets you dodge
(in skills or with thieves’ tools) to gain this benefit. out of the way of certain area effects, such as a fireball
creation. When you are subjected to an effect that allows you
Sneak Attack to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
Beginning at 1st Level, you know how to strike subtly and throw, and only half damage if you fail.
exploit a foe’s distraction. Once per turn, you can deal an
extra 1d6 damage to one creature you hit with an attack if Reliable Talent
you have advantage on the attack roll. The attack must use a
finesse or a ranged weapon. By 11th level, you have refined your chosen skills until they
You don’t need advantage on the attack roll if another approach perfection. Whenever you make an ability check
enemy of the target is within 5 feet of it, that enemy isn’t that lets you add your proficiency bonus, you can treat a d20
incapacitated, and you don’t have disadvantage on the attack roll of 9 or lower as a 10.
roll.
The amount of the extra damage increases as you gain Blindsense
levels in this class, as shown in the Sneak Attack column of Starting at 14th level, if you are able to hear, you are aware of
the Rogue table. the location of any hidden or invisible creature within 10 feet
of you.
Thieves' Cant
During your rogue training you learned thieves’ cant, a Secret Slippery Mind
mix of dialect, jargon, and code that allows you to hide By 15th level, you have acquired greater mental strength. You
messages in seemingly normal conversation. Only another gain proficiency in Wisdom saving throws.
creature that knows thieves’ cant understands such
messages. It takes four times longer to convey such a Elusive
message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and Beginning at 18th level, you are so evasive that attackers
symbols used to convey short, simple messages, such as rarely gain the upper hand against you. No attack roll has
whether an area is dangerous or the territory of a thieves’ advantage against you while you aren’t incapacitated.
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the Stroke of Luck
run. At 20th level, you have an uncanny knack for succeeding
when you need to. If your attack misses a target within range,
Cunning Action you can turn the miss into a hit. Alternatively, if you fail an
Starting at 2nd Level, your quick thinking and agility allow ability check, you can treat The D20 roll as a 20.
you to move and act quickly. You can take a bonus action on Once you use this feature, you can’t use it again until you
each of your turns in combat. This action can be used only to finish a short or long rest.
take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd Level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Seeker, Sawbones and Thief
are detailed at the end of the class description. Assassin can
be found in chapter 3 of the player's handbook, while
Inquisitive, Mastermind, Scout and Swashbuckler can be
found in chapter 1 of Xanathar's Guide to Everything.
Additionally, you now add your proficiency bonus to the
Roguish Archetypes Intelligence check you make with Keen Intuition, and when
Rogues have many features in common, including their you successfully use your Keen Intuition against a creature
emphasis on perfecting their skills, their precise and deadly you also learn if it has any skill or saving throw proficiencies,
approach to combat, and their increasingly quick reflexes. and what they are.
But different rogues steer those talents in varying directions,
embodied by the rogue archetypes. Your choice of archetype Incapacitating Ambush
is a reflection of your focus - not necessarily an indication of At 13th level, you learn how to deftly incapacitate enemies
your chosen profession, but a description of your preferred when you strike them unaware. As an action, you can touch a
techniques. surprised creature that is of large size or smaller and force it
to make a Constitution saving throw. On a failed save, the
Seeker creature falls unconscious for 1 hour. The DC for this saving
throw is calculated as 8 + your proficiency bonus + your
Seekers are rogues who see little value in gold or power. Dexterity modifier.
Their treasure is that of knowledge, being pursuers of ancient While unconscious this way, the creature is stable and
secrets and knowledge hidden away in forgotten corners of looks to be asleep. The creature immediately wakes up if it
the world, sometimes for centuries. suffers any damage or if another creature uses its action to
Daring adventurers, seekers brave the dangers of the shake it awake.
world, not only from the ancient temples they explore but also
from those who wish to keep the secrets of the past hidden. Applied Experience
They excel at gathering information and have a vast array of At 17th level, you've garnered enough knowledge on your
knowledge at their disposal. travels to have universally applicable experience for every
situation.
Bonus Proficiencies You can add half your Intelligence modifier to any attack
When you choose this subclass at 3rd level, choose two from roll, ability check and saving throw you make that doesn't
Engineering, History, Nature and Religion. You gain already use your Intelligence modifier.
proficiency in the chosen skills if you don't already have it,
and may double your proficiency bonus for any ability check Sawbones
you make with the chosen skills. Good doctors are hard to come by. When you're a pirate,
Keen Intuition virtuous ones even more so. In academical circles, being
At 3rd level, you can use the bonus action granted by your labeled "sawbones" is definitely a mark of shame, however
Cunning Action to discern the structural integrity of a among pirates and marines it's a title that oftentimes carry
construct or root out the nature of an enemy you're facing. some modicum of respect, and no small amount of fear.
Choose an object, structure or creature that you can see Sawbones are rogues who put their deft fingers to use as
within 60 feet. If it's a structure or object, you immediately marine doctors. A good sawbones can easily be counted
learn how much damage it can sustain before collapsing. among the most skilled surgeons on the seas, able to
Additionally if it's a structure that can be moved across such stomach any amount of blood and work with precision
as a rope bridge or a sheer wall, you learn whether it can be through the harshest of storms.
safely crossed and what the ability check DC would be to do Bonus Proficiency
so, if any. When you choose this archetype at 3rd level, you gain
If the target is a creature, make an Intelligence check proficiency in the Medicine skill if you don't already have it,
against a DC equal to 5 + the creature's challenge rating, and may double your proficiency bonus for any ability check
treating any challenge rating lower than 1 as 0. On a made with the skill.
successful check, you learn whether the creature has any
damage immunities, resistances or vulnerabilities, and what Patchwork
they are. At 3rd level, you learn to keep a doctor's bag with you at all
Quickened Mind times. You have a pool of medicine that can be used to heal
At 9th level, you can process information at a much faster allies in the middle of combat, represented by a number of
rate than others. d8s equal to 1 + your Rogue level.
You can make Intelligence (Investigation) and Wisdom Using your Cunning Action, you can touch a creature and
(Perception) checks without penalty even when partaking in spend a number of those dice equal to your Intelligence
mentally or physically trying activities that normally requires modifier (minimum of one). Roll the spent dice and add them
your full attention, such as heavy physical labour or intense together. The target regains a number of hit points equal to
conversations. You make such checks without garnering the total. Alternatively, you can expend one of these dice to
attention from other nearby creatures, appearing no different remove one disease or poison from a creature.
from how you would normally appear during selected You regain all spent dice when you finish a long rest.
activities. You additionally do not suffer a penalty to your
passive perception while traveling at a fast pace.
Miracle Worker Thief
At 9th level, your medical expertise literally let you bring You hone your skills in the larcenous arts. Burglars, bandits,
people back from the grave. cutpurses, and other criminals typically follow this archetype,
You can perform a life-saving surgery on a creature that but so do rogues who prefer to think of themselves as
has died within the last hour. The operation requires costly professional treasure seekers, explorers, delvers, and
medicine and anaesthetics worth at least 5 000 000 beri investigators. In addition to improving your agility and
(500gp). You must concentrate on the operation for 10 stealth, you learn skills useful for delving into ancient ruins,
minutes as if you were concentrating on a creation, and if evaluating rare treasure, and using gadgets you normally
your concentration is broken you lose all progress and couldn’t employ.
medicine involved in the operation. If one hour has not yet
passed since the creature died, you can attempt this
operation again, provided you have the means to do so. Fast Hands
If you successfully finish the operation, the dead creature Starting at 3rd Level, you can use the bonus action granted by
returns to life with one hit point and is cured of any poisons your Cunning Action to make a Dexterity (Sleight of Hand)
or diseases it was suffering from. If it was missing any limbs, check, use your thieves’ tools to disarm a trap or open a lock,
you can reattach them as part of this operation if they are or take the Use an Object action.
intact and available.
You can use this feature twice, and regain the ability to do Second-story Work
so when you finish a long rest. When you choose this archetype at 3rd Level, you gain the
ability to climb faster than normal; climbing no longer costs
Routine Check-up you extra movement.
At 13th level, you can set aside time to see to allies when a In addition, when you make a running jump, the distance
moment of rest is given. Over the course of a short rest, you you cover increases by a number of feet equal to your
can tend to a number of creatures equal to your Intelligence Dexterity modifier.
modifier (minimum of one).
Each creature you treat are cured of the blinded, deafened, Supreme Sneak
paralyzed, petrified and poisoned conditions. Additionally, if Starting at 9th level, you have advantage on a Dexterity
the creature was missing a limb, you can reattach if you still (Stealth) check if you move no more than half your speed on
have access to it and it wasn't destroyed. Finally, each the same turn.
creature regain an additional 2 hit points for each hit dice it
rolls to restore hit points. Snatch Weapon
Once you use this feature, you must finish a long rest By 13th level, your can snatch an enemy's weapon from their
before you can do so again. hand. Using a bonus action granted by your Cunning Action,
you can make a Dexterity (Sleight of Hand) check contested
Surgical Precision by a creature's Strength (Athletics). On a successful check,
At 17th level, you learn how to turn your anatomical the creature is disarmed of one weapon it is holding and if
knowledge into a weapon. you have an empty hand you can choose to pick up the
When you roll a 1 or 2 on a damage dice for your Sneak weapon as part of the same action.
Attack, you can reroll the dice and must use the new roll.
Thief's Reflexes
When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can’t use this feature when you are
surprised.
Assassin Scout
The Assassin archetype is a viable choice that appears in the The Scout archetype is a viable choice that appears in
player's handbook. It is a suitable choice for stealthy killers Xanathar's Guide to Everything. It is a suitable choice for
who work from the shadows, pirates that rely on subterfuge. outlanders and lookouts who aid their crew with keen eyes
With this subclass, you become a silent killer who can and quick feet. With this subclass, you become a mobile
disappear in a crowd and strike down enemies before they skirmisher that weaves through the battlefield like a greased
even know what hit them, wielding deadly abilities like the lightning and cut an opening for the rest of the crew.
following: Overwhelm your enemies and blaze the trail with abilities
Additional proficiencies, mastering the use of disguises like the following:
and poisons. Additional expertise in skills meant for exploration and
Extremely lethal first strikes against creatures, especially travel
if you get the drop on them. Unmatched mobility among all rogues, able to slink away
The ability to craft an entire secondary identity to live a from enemies without them having a sigh at stopping you.
double life as someone completely else, even another A higher chance to act first in combat, and the ability to
person that may or may not be alive anymore. spot enemies for your crew to focus on.
A celerity that lets you sneak in two sneak attacks against
Inquisitive two different enemies in the blink of an eye.
The Inquisitive archetype is a viable choice that appears in Swashbuckler
Xanathar's Guide to Everything. It is a suitable choice for
marine investigators or bounty hunters that take a slower and The Swashbuckler archetype is a viable choice that appears
calculated approach to their job. With this subclass, you in Xanathar's Guide to Everything. It is nothing short of the
become an expert at rooting out the truth, whether through archetypical pirate, who swings into battle with rakish
careful observation or interaction with other creatures, audacity and no fear. With this subclass, you earn your sea
reading them like open books with abilities like the following: legs properly and become a master at dueling, using fleet
The uncanny ability to see through deception and footwork and daring speed to dance circles around enemies
masquerade, unveiling hidden traps and enemy tricks with with abilities like the following:
ease. The panache to challenge enemies to one on one duels,
An unerring eye that finds weaknesses in the enemy where your confidence lets you use your sneak attack
defenses, allowing you to use your sneak attack without without the need for allies or advantage. Eventually, you
the need for allies or advantage. can throw the gauntlet and make sure your enemy steps
The opportunity to take a slow and steady approach to up to the challenge properly.
take in the environment, gaining advantage on spotting Fancy footwork and quick feet let you weave between
traps and secrets. blades without giving an opportunity to strike you as you
single out your dance partner.
Mastermind Using your Cunning Action, you can now grant yourself
The Mastermind archetype is a viable choice that appears in advantage on any daring stunt you aim to undertake,
Xanathar's Guide to Everything. It is a suitable choice for swinging from the mast to the deck with complete
spies and plotters, including cunning pirate captains who confidence.
thrive on guile and scheming. With this subclass, you become The leading star never messes up as you turn a missed hit
a master at manipulating others to your own gain and into nothing but a cinematic feint, weaving around for a
gathering information on them. Outsmart and outmaneuver second strike in a moment afterwards.
your foes with abilities like the following:
The ability to aid allies with an extended use of your
Cunning Action, granting them advantage instead of
yourself.
A plethora of versatile proficiencies in everything from
disguises to gaming sets and mimicry to truly blend into a
crowd.
The ability to read a creature's mental aptitude and
skillset from nothing but a few minutes of conversation.
Complete mastery over lies and trickery, allowing you to
turn fumbling foes into their own worst enemy while
appearing completely innocent yourself.
Savant (Paladin)
The Savant
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
1st +2 Ardent Soul, Rallying Presence — — — — —
2nd +2 Creativity, Fighting Style, Ardent Smite 2 — — — —
3rd +2 Ardent Soul Feature 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Ardent Soul Feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 ─ 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Passionate Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 ─ 4 3 3 1 —
14th +5 Saviour in Need 4 3 3 1 —
15th +5 Ardent Soul Feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 ─ 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ardent Soul Feature 4 3 3 3 2
Preparing and Using Creations (Spell
Class Features Slots)
As a savant, you gain the following class features The Savant table shows how many creation slots you have to
play your savant creations of 1st Level and higher. To play one
Hit Points of these creations, you must expend a slot of the creation’s
Hit Dice: 1d10 per savant level level or higher. You regain all expended creation slots when
Hit Points at 1st Level: 10 + your Constitution modifier you finish a long rest.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution You prepare the list of savant creations that are available
modifier per savant level after 1st for you to use, choosing from the savant creation list. When
you do so, choose a number of savant creations equal to your
Proficiencies Charisma modifier + half your savant level, rounded down
Armor: All armor, shields (minimum of one spell). The creations must be of a level for
Weapons: Simple weapons, martial weapons which you have creation slots.
Tools: None For example, if you are a 5th-level savant, you have four 1st-
Saving Throws: Wisdom, Charisma level and two 2nd-level creation slots. With a Charisma of 14,
Skills: Choose two from Athletics, Acrobatics, Insight, your list of prepared creations can include four creations of
Intimidation, Persuasion and Performance 1st or 2nd level, in any combination. For example, if you
prepare the 1st-level creation longstrider and have a 1st-level
Equipment and a 2nd-level creation slot available, you can use
You start with the following equipment, in addition to the longstrider with either slot.
equipment granted by your role: You can change your list of prepared creations when you
(a) a martial weapon and a shield or (b) two martial finish a long rest. Preparing a new list of savant creations
weapons requires time spent in focus and creative pursuit: at least 1
(a) chainmail or (b) a heavy longcoat minute per creation level for each creation on your list.
(a) a dungeoneer's pack or (b) an explorer's pack Creative Ability (Spellcasting Ability)
five javelins and a dagger Charisma is your creative ability for your savant creations.
Ardent Soul Your creations are not physical items, but rather
manifestations of your own burning passion and innate
Your soul flares with a passion unlike the common man, talent. You use your Charisma whenever a creation refers to
which manifests occasionally as a disposition towards your creative ability. In addition, you use your Charisma
elemental forces: Burning Passion, Caustic Spite, Cold modifier when setting the saving throw DC for a savant
Indifference, Fulminating Glee, Mindful Insight, Radiant creation you play and when making an attack roll with one.
Superiority or Venomous Duality, all detailed at the end of the
class description. Creation save DC = 8 + your proficiency bonus + your
Your choice grants you features at 1st level, and then again Charisma modifier
Creation Attack modifier = your proficiency bonus + your
at 3rd, 7th, 15th and 20th level. Charisma modifier
Fighting Style
Rallying Presence At 2nd Level, you adopt a particular style of fighting as your
At 1st level, your strong personality inspires allies on the specialty. Choose one of the following options.
battlefield, allowing them to catch their breath and have a
second wind. Defense
You have a pool of inspiring energy equal to five times your While you are wearing armor, you gain a +1 bonus to AC.
savant level. As an action, you can touch a willing creature
and draw power from the pool to restore a number of hit Dueling
points to that creature, up to the maximum amount When you are wielding a melee weapon in one hand and no
remaining in that pool. other weapons, you gain a +2 bonus to damage rolls with that
Alternatively, you can expend 5 of these hit points to help weapon.
the ally snap out of a stupor. The ally can immediately make a
saving throw to remove one effect that has it charmed or Great Weapons Fighting
frightened. You can aid it in removing several of these effects When you roll a 1 or 2 on a damage die for an attack you
at once, expending hit points for each effect. make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The
Creativity weapon must have the two-handed or versatile property for
At 2nd level, your passionate soul finally stirs enough to you to gain this benefit.
awaken the power slumbering within. (Creativity is
synonymous with 5th edition Spellcasting. See "Casting a
Spell" in the Player's Handbook for the general rules of
Spellcasting in Dungeons and Dragons 5th edition).
Protection Aura of Protection
When a creature you can see attacks a target other than you Starting at 6th level, whenever you or a friendly creature
that is within 5 feet of you, you can use your reaction to within 10 feet of you must make a saving throw, the creature
impose disadvantage on the attack roll. You must be wielding gains a bonus to the saving throw equal to your Charisma
a shield. modifier (with a minimum bonus of +1). You must be
conscious to grant this bonus.
Unarmed Fighting At 18th level, the range of this aura increases to 30 feet.
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + your Strength modifier. If you strike with two free Aura of Courage
hands, the d6 becomes a d8.
When you successfully start a grapple, you can deal 1d4 Starting at 10th level, you and friendly creatures within 10
bludgeoning damage to the grappled creature. Until the feet of you can’t be frightened while you are conscious.
grapple ends, you can also deal this damage to the creature At 18th level, the range of this aura increases to 30 feet.
whenever you hit it with a melee attack.
Improved Ardent Smite
Ardent Smite Starting at 11th level, your powerful will suffuses your entire
Starting at 2nd level, when you hit a creature with a melee being, causing every attack you make to carry elemental
weapon attack, you can expend one creation slot to deal powers behind them.
damage to the target, in addition to the weapon’s damage. Whenever you hit a creature with a melee weapon, the
The extra damage is 2d8 for a 1st-level creation slot, plus 1d8 creature takes an extra 1d8 damage of the type you chose for
for each creation level higher than 1st, to a maximum of 5d8. your Ardent Soul, as described in the Ardent Soul Element
The damage type of this extra damage depends on your table.
choice of Ardent Soul, as described in the Ardent Soul
Element table below. Saviour in Need
Ardent Soul Element At 14th level, you can draw upon your inner strength to help
Ardent Soul Damage Type an ally escape from nefarious effects.
As an action, you can end one creative effect on yourself or
Burning Passion Fire a willing creature you touch.
Caustic Spite Acid You can use this feature a number of times equal to your
Charisma modifier (minimum of once) and regain all uses
Cold Indifference Cold when you finish a long rest.
Fulminating Glee Lightning
Mindful Insight Psychic Ardent Soul
Radiant Superiority Radiant A savant is defined by their innate ability to draw upon a
Venomous Duality Poison fantastical elemental force. Sometimes, it is a gift that they
are born with, such as oracles that can scry the future. Other
Channel Conviction times, it is as a result of genetical tampering in an attempt to
creature super soldiers. More rarely is it that a savant
At 3rd level, you also gain the Channel Conviction features of awakens their ability on the seas, as a result of a strong
your subclass. Your powerful soul allow you to channel an conviction.
inner power to fuel fantastic effects. Each Channel Savants are typically colored by the type of gift that they've
Conviction option provided by your code explains how to use been granted, though this isn't necessarily good or bad. Fire
it. and heat, for instance, tend to represent passion, so a valiant
When you use your Channel Conviction, you choose which protector of the weak and an ambitious, ruthless conqueror
effect to use. You must finish a short or long rest to use your could both end up drawing on this power.
Channel Conviction again.
Some Channel Conviction effects require a saving throw. Burning Passion
When you use such an effect from this class, the DC equals
your savant creation save DC. Savants who hold a burning passion, love or ambition within
their soul can manifest it as a blazing heat that creeps upon
Ability Score Improvement their limbs and weapons, scorching their enemies when they
strike them. Typically, these savants are born defenders who
When you reach 4th Level, and again at 8th, 12th, 16th, and will protect their crews and ideals with their lives, fearless in
19th level, you can increase one ability score of your choice their fight against those who would seek to harm their
by 2, or you can increase two Ability Scores of your choice by friends.
1. As normal, you can’t increase an ability score above 20
using this feature. Fiery Soul
Beginning when you unlock this ardent soul at 1st level, you
Extra Attack gain resistance to fire damage. Additionally, you can tolerate
Beginning at 5th Level, you can attack twice, instead of once, temperatures as high as 200 degrees.
whenever you take the Attack action on your turn.
Ardent Creations Once you use this feature, you can’t use it again until you
You gain the following ardent creations at specific savant finish a long rest.
levels. They count as savant creations for you, and you always
have these creations prepared, though they do not count Caustic Spite
towards the number of creations you can prepare. Savants filled with feelings of prejudice, envy or malice can
Ardent Creations
manifest their soul as corrosive acid that eats away at their
enemy's defenses. Despite their caustic nature, some of these
Savant Level Creation savants develop a strong rapport with a few close friends
2nd hellish rebuke nonetheless. These savants typically treat their friends with
5th heat metal adoring and doting affection, but turn around on a leaf to face
their enemies with cruel and malignant glee.
9rd beacon of hope
13th wall of fire Corrosive Soul
Beginning when you unlock this ardent soul at 1st level, you
17th flame strike gain resistance to acid damage. You also learn the acid splash
trick if you don't already know it.
Channel Conviction
At 3rd level, you gain the following two Channel Conviction Ardent Creations
options. You gain the following ardent creations at specific savant
Manifest Soul. As an action, you can manifest the element levels. They count as savant creations for you, and you always
of your soul around a weapon. A limb used for unarmed have these creations prepared, though they do not count
strikes is a viable option. For 1 minute, your weapon attacks towards the number of creations you can prepare.
and creations ignore any resistance to fire damage.
You can end this effect on your turn as part of any other Ardent Creations
action. If you are no longer holding or carrying this weapon, Savant Level Creation
or if you fall unconscious, this effect ends. 2nd grease
Sense Distress. As an action, you can focus your attention
on understanding the hearts of people you speak with. You 5th melf's acid arrow
gain a +10 bonus to all Wisdom (Insight) checks you make for 9rd dispel magic
1 hour. 13th vitriolic sphere^
Aura of Devotion 17th antilife shell
Starting at 7th level, you and friendly creatures within 10 feet
of you can’t be charmed while you are conscious. Channel Conviction
At 18th level, the range of this aura increases to 30 feet. At 3rd level, you gain the following two Channel Conviction
options.
Heroic Rush Manifest Soul. As an action, you can manifest the element
At 15th level, when an ally is forced to make a Dexterity of your soul around a weapon. A limb used for unarmed
saving throw to avoid an effect such as a fireball creation, you strikes is a viable option. For 1 minute, your weapon attacks
can use your reaction to move up to your speed towards the and creations ignore any resistance to acid damage.
ally. If this movement brings you within 5 feet of the ally, you You can end this effect on your turn as part of any other
can touch the ally and teleport it a number of feet equal to action. If you are no longer holding or carrying this weapon,
your speed. The ally automatically succeeds on its saving or if you fall unconscious, this effect ends.
throw and if it would normally take half damage on a Spiteful Corrosion. As an action, you can touch an object,
successful save, it instead takes no damage. You must then structure or the armor or shield of a creature and smear it
make the saving throw against the effect as you normal. with corrosive acid. A creature can attempt a Dexterity saving
throw to evade the effect. On a failed save, corrosive acid
Dashing Saviour reduces the object's AC by -2 permanently. If this reduction
At 20th level, you can clad yourself in flames as an action, reduces an objects AC by a number equal to -5 or more, the
becoming a beacon of protection to your allies. For 1 minute, object is permanently destroyed.
you gain the following benefits.
You are immune to fire damage. Aura of Spite
You shed bright light in a 30 feet radius, and dim light for Starting at 7th level, you and friendly creatures within 10 feet
another 30 feet. of you have advantage on opportunity attacks, and can make
Creatures of your choice that begin their turn within this opportunity attacks when a creature moves out of your reach
bright light take 10 fire damage. even if the creature has taken the Disengage action, while
You can use your Heroic Rush reaction any number of you are conscious.
times per round, but only once per turn. At 18th level, the range of this aura increases to 30 feet.
When two or more creatures are forced to make a
Dexterity saving throw to take only half damage from an
effect, you can choose to aid any number of creatures you
can reach with one use of your Heroic Rush instead of just
one.
Corrosive Defenses You can end this effect on your turn as part of any other
Starting at 15th level, you are always coated in small amounts action. If you are no longer holding or carrying this weapon,
of acid. Whenever a creature hits you with a melee attack, it or if you fall unconscious, this effect ends.
takes acid damage equal to your Charisma modifier Touch of Winter. As an action, you can use your Channel
(minimum of one). Conviction to instantly freeze the surrounding area. The area
within 60 feet of you becomes difficult terrain for creatures
Spiteful Destroyer other than you as jagged ice spreads across it. If you touch a
At 20th level, you can coat yourself in acid to become an body of water, you instantly freeze the surface and as deep as
avatar of destruction. For 1 minute, you gain the following 10 feet of the water. Any creature occupying this space is
benefits. pushed to nearest unfrozen square. The ice remains for 1
minute until it thaws.
You are immune to acid damage.
When you hit with a weapon attack, any non-imbued Aura of Winter
armor or shield the target is wearing suffers a permanent Starting at 7th level, creatures of your choice within 10 feet of
-1 reduction to its AC. The reduction is cumulative, and if you has their speed reduced by 10 while you are conscious.
the item's AC is reduced to 0, or by -5 or more, it is At 18th level, the range of this aura increases to 30 feet.
permanently destroyed.
When you hit a creature with a weapon attack or it suffers Bitter Chill
damage from your Corrosive Defenses, it has Beginning at 15th level, your creations grasp enemies in the
disadvantage on all attack rolls it makes before the start of cold throes of winter.
your next turn. While a creature is under the effects of a creation you have
The damage from your Corrosive Defenses is doubled for used that either reduces its speed or incapacitates its, it
the duration, and ignores resistance and immunity to acid suffer cold damage at the start of its turn equal to your
damage. Charisma modifier (minimum of one). If damage would
Once you use this feature, you can’t use it again until you normally allow the creature to make a saving throw, this
finish a long rest. damage does not trigger such effects.
Diamond Dust
Cold Indifference At 20th level, you can manifest your inner cold in a veil of
Savants whose hearts are distant to the world, who keep their frost and snow. For 1 minute, you gain the following benefits.
feelings shut away from others, may manifest the icy cold You are immune to cold damage.
embrace of winter around them. Those who break past their Creatures within range of your Aura of Winter now suffer
icy shells will find stout allies who can approach any problem damage from Bitter Chill as if it was a creation.
with a level head and cool rationality. Creatures that move into or start their turn in your Aura of
Winter must make a Strength saving throw against your
Frozen Soul creation save DC. On a failed save, the creature is
Beginning when you unlock this ardent soul at 1st level, you restrained by ice until the end of its turn.
gain resistance to cold damage. Additionally, you can tolerate Immediately when you use this feature, you use armor of
temperatures as cold as negative 50 degrees. agathys on yourself as a 5th level creation without
expending a creation slot. As a bonus action on your turn,
Ardent Creations you can use armor of agathys as a 2nd level creation
You gain the following ardent creations at specific savant without expending a creation slot.
levels. They count as savant creations for you, and you always
have these creations prepared, though they do not count Once you use this feature, you can’t use it again until you
towards the number of creations you can prepare. finish a long rest.
Ardent Creations
Savant Level Creation
Fulminating Glee
2nd armor of agathys
Savants who have little care for anything but fun in the world
tend to be sparking with energy, which appears as jolts of
5th hold person lightning shooting from their bodies. High-spirited and
9rd slow confident, these savants rarely let anything bring them down.
At their best, they are bundles of infectious joy that bring
13th ice storm smiles on the lips of their allies. At their worst, they are
17th cone of cold arrogant bullies who care only for their own enjoyment.
Channel Conviction Sparking Soul
At 3rd level, you gain the following two Channel Conviction Beginning when you unlock this ardent soul at 1st level, you
options. gain resistance to lightning damage. You also learn the
Manifest Soul. As an action, you can manifest the element shocking grasp trick if you don't already know it.
of your soul around a weapon. A limb used for unarmed
strikes is a viable option. For 1 minute, your weapon attacks
and creations ignore any resistance to cold damage.
Ardent Creations Once you use this feature, you can’t use it again until you
You gain the following ardent creations at specific savant finish a long rest.
levels. They count as savant creations for you, and you always
have these creations prepared, though they do not count Mindful Insight
towards the number of creations you can prepare. These savants differ from others in that their emotional state
Ardent Creations
doesn't manifest as vigorously as it does for others. Instead,
these savants have been blessed with the arts of premonition,
Savant Level Creation able to scry the future through crystal balls or tarot cards.
2nd thunderwave Sometimes called "oracles", they tend to be insightful and
5th shatter philosophical souls, though knowledge of the future tends to
make them apprehensive of it, more than anything else.
9rd lightning arrows
13th storm sphere^ Psychic Soul
Beginning when you unlock this ardent soul at 1st level, you
17th destructive wave gain resistance to psychic damage. You also learn the vicious
mockery trick if you don't already know it.
Channel Conviction
At 3rd level, you gain the following two Channel Conviction Ardent Creations
options. You gain the following ardent creations at specific savant
Manifest Soul. As an action, you can manifest the element levels. They count as savant creations for you, and you always
of your soul around a weapon. A limb used for unarmed have these creations prepared, though they do not count
strikes is a viable option. For 1 minute, your weapon attacks towards the number of creations you can prepare.
and creations ignore any resistance to lightning damage.
You can end this effect on your turn as part of any other Ardent Creations
action. If you are no longer holding or carrying this weapon, Savant Level Creation
or if you fall unconscious, this effect ends. 2nd dissonant whispers
Mocking Gadfly. As a bonus action, you can use your
Channel Conviction to begin a mocking tirade at a creature. 5th augury
The creature must make a Wisdom saving throw. On a failed 9rd clairvoyance
save, the creature has disadvantage on attack rolls against
creatures other than you until the start of your next turn. 13th locate creature
After using this Channel Conviction, you can repeat it as a 17th scrying
bonus action on your subsequent turns for 1 minute,
targeting the same creature or a different one. Channel Conviction
At 3rd level, you gain the following two Channel Conviction
Aura of Freedom options.
Starting at 7th level, you and friendly creatures within 10 feet Future's Ward. As a reaction when an ally is the target of
of you ignore non-created difficult terrain while you are an attack or is forced to roll a saving throw, you can use your
conscious. Channel Conviction to peer into the future for the best course
At 18th level, the range of this aura increases to 30 feet. of action. You can impose disadvantage on the attack roll, or
grant the ally advantage on the saving throw. If you impose
Lightning Reflexes disadvantage, the target must additionally subtract your
Beginning at 15th level, you can take advantage on an Charisma modifier (minimum of one) from its roll. If you
enemy's mistake in the flash of an eye. grant advantage, the ally may add your Charisma modifier
When a creature misses you with an attack, you can use (minimum of one) to its roll.
your reaction to instantly make an opportunity attack against Working Routine. You can use your Channel Conviction to
it. grant yourself the ability to use any savant creations you
know as routines for 8 hours.
Rider of Storms
At 20th level, you can channel the storm to surround yourself Aura of Warding
with thunder and lightning. For 1 minute, you gain the Starting at 7th level, you and friendly creatures within 10 feet
following benefits. of you have resistance to the damage of creations while you
You are immune to lightning damage. are conscious.
You have a flying speed of 60 feet. At 18th level, the range of this aura increases to 30 feet.
You can take the Dash action as a bonus action on your
turn, and when you take the Dash action you gain the Revealing Smite
benefits of a Disengage action. Beginning at 15th level, you can forego dealing additional
When you use your action to use a savant creation that damage to a creature when you use your Ardent Smite to
deals either lightning or thunder damage, you can make instead read the target's mind. You can impose disadvantage
one weapon attack as a bonus action. on all attack rolls and ability checks the creature makes until
the end of its turn when you hit a creature with your Ardent
Smite.
Mental Fortress Ardent Creations
At 20th level, you can summon a psychic force to surround Savant Level Creation
yourself like armor. For 1 minute, you gain the following 2nd guiding bolt
benefits. 5th scorching ray
You are immune to psychic damage. 9rd crusader's mantle
Attack rolls against you have disadvantage, and you have
advantage on all saving throws. 13th sickening radiance^
When a creature makes a melee attack against an ally 17th wall of light^
within 30 feet, you can use your reaction to impose
disadvantage on the roll. If the roll misses, the targeted Channel Conviction
ally can immediately use its reaction to make an At 3rd level, you gain the following two Channel Conviction
opportunity attack against the creature. options.
Radiant Superiority Blazing Light. As an action, you can manifest the element
of your soul around a weapon. A limb used for unarmed
Savants are a special breed, and this is something a few of strikes is a viable option. For 1 minute, your weapon sheds
them realize early. Fueled by their own pride and feelings of bright light in a 20 feet radius and dim light for another 20
superiority, some savants can harness a blazing light at their feet, and you can add your Charisma modifier (minimum of
beck and call. Almost regal in their appearence, these savants one) to the attack rolls you make with the weapon.
can be anything from noble defenders to vain tyrants. You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon,
Shining Soul or if you fall unconscious, this effect ends.
Beginning when you unlock this ardent soul at 1st level, you Commanding Presence. You can use your Channel
gain resistance to radiant damage. You also learn the light Conviction to exude a presence of majesty. As an action, you
trick if you don't already know it. force each creature of your choice that you can see within 30
feet of you to make a Wisdom saving throw. On a failed save,
Ardent Creations a creature becomes frightened of you for 1 minute. The
You gain the following ardent creations at specific savant frightened creature can repeat this saving throw at the end of
levels. They count as savant creations for you, and you always each of its turns, ending the effect on itself on a success.
have these creations prepared, though they do not count
towards the number of creations you can prepare.
Aura of Superiority Channel Conviction
Starting at 7th level, you and friendly creatures within 10 feet At 3rd level, you gain the following two Channel Conviction
of you cannot be knocked prone or moved against your will options.
while you are conscious. Manifest Soul. As an action, you can manifest the element
At 18th level, the range of this aura increases to 30 feet. of your soul around a weapon. A limb used for unarmed
strikes is a viable option. For 1 minute, your weapon attacks
Blinding Flare and creations ignore any resistance to poison damage.
Beginning at 15th level, you can blind enemies when you You can end this effect on your turn as part of any other
strike them with radiant energies. action. If you are no longer holding or carrying this weapon,
When you deal radiant damage to a creature, you can force or if you fall unconscious, this effect ends.
it to make a Constitution saving throw against your creation Antivenom. As an action, you can touch a willing creature
save DC. On a failed save, the creature is blinded until the and use your Channel Conviction to absorb any poison or
end of its next turn. disease inflicting them from their body. Alternatively, you can
You can use this feature a number of times equal to your use your Channel Conviction to inhale any airborne poison in
Charisma modifier (minimum of once) and regain all uses a 20-foot sphere centered on you. The creature or air is
when you finish a long rest. cleared of any poison, and you gain temporary hit points
equal to twice the DC of the poison or disease.
Absolute Authority
At 20th level, you can wreathe yourself in light to become a Toxic Aura
being of perfection. For 1 minute, you gain the following Starting at 7th level, an invisible, poisonous aura extends 10
benefits. feet out from you when you are not incapacitated, but not
through full cover. At the start of your turn, creatures of your
You have immunity to radiant damage, and resistance choice within this aura take poison damage equal to your
against all other forms of damage. Charisma modifier (minimum of one).
Once when you miss with a weapon or creation attack on
your turn, you can reroll the attack and must use the new Transmutating Anodyne
roll. Beginning at 15th level, you can control the potency of your
When you take the Attack action on your turn, you can poisons, turning lethal toxin into soothing medicant.
make one additional attack as part of that action. As an action on your turn, you invert the poison of your
Venomous Duality Toxic Aura. Creatures of your choice within the aura gain
temporary hit points equal to 2d6 + your Charisma modifier
Savants who are uncertain in their path, or doubtful of (minimum of one). You then lose the benefits of your Toxic
themselves, manifest their soul with the duality of medicine Aura until it reforms at the end of your next turn.
and poison. The difference between a life-saving remedy and You can use this feature a number of times equal to your
a lethal dose of poison rests on a razor's edge, and like their Charisma modifier (minimum of once) and regain all uses
powers these savants exist on both sides of the blade. Some when you finish a long rest.
are insightful and calm, weighing all options they have before
a decision. Others are volatile and uncertain, letting their Cloak of Miasma
guts decide on which path to take at all times. At 20th level, you can summon a cloud of potent poison to
surround you. For 1 minute, you gain the following benefits.
Miasmic Soul
Beginning when you unlock this ardent soul at 1st level, you You and friendly creatures within your Toxic Aura gain
gain immunity to the poisoned condition, and resistance to immunity to the poisoned condition and poison damage.
poison damage. Additionally, you learn the poison spray trick You have advantage on attack rolls against poisoned
if you don't already know it. creatures.
Creatures that enter your Toxic Aura for the first time or
Ardent Creations start their turn within become poisoned until they exit the
You gain the following ardent creations at specific savant radius of your Toxic Aura.
levels. They count as savant creations for you, and you always You don't lose access to your Toxic Aura after using
have these creations prepared, though they do not count Transmuting Anodyne, and you can use it as a bonus
towards the number of creations you can prepare. action on your turn instead of an action.
Ardent Creations
Savant Level Creation
2nd ray of sickness
5th protection from poison
9rd mass healing word
13th blight
17th cloudkill
Chapter 3: Characters, Roles and
Dreams

C
haracters in the world of One Piece are not A dream can be a simple desire to possess something, or a
defined by their origins or past, but by their more diffuse ideal that a character is chasing. Whatever it
dreams and aspirations. It doesn't matter if a may be, it goes beyond a simple ambition or goal; a dream is
character is born among the privileged nobility, something that defines a character as a person, something
as the son of a great pirate or as the heir to a they are willing to risk their life or even die for.
marine hero if their dream draws them towards a Each role have a few suggested dreams appropriate to the
horizon away from where their blood would role, however work with your DM to determine exactly what
suggest they search for it. motivates your character to seek adventure on the open seas
When creating a character, consider what role on a ship of the world of One Piece.
that you imagine they would fill, and what they have done up
to this point working towards that goal. Also consider why
they are working towards; what ambition drives them out to Roles
sea? What dreams do they have that won't be fulfilled by A ship cannot brave the open sea and much less the Grand
staying put in their hometown? How do they interact when Line if it does not have a crew of diverse skills and abilities to
faced with the dreams of others, whether those align or clash maintain it. A character's role on the ship is as, if not even
with their own ideals? more important than their class.
By assembling a crew of different roles, a captain can bring
Dreams a ship on grand adventures without worrying about the little
details on the way. Each role fills a necessary role to survive
Everyone has dreams, wether they are humble and simple or the Grand Line, but the most important roles to cover are
grand and ambitious. A character's dream should be unique captain, navigator, doctor and shipwright. If the endgoal is to
to them and act as the ultimate endgoal for their story. find the One Piece, a scholar will be required as well.
Captain
Perhaps the most important role to fill on a ship is the
captain. As a captain, you set the course of the ship you're
sailing and spearhead your crew into adventure ahead.
Your most valuable power isn't your strength in combat,
though it's typically above average, but rather your ability to
inspire and lead others. As a captain, the lives of your entire
crew rest upon your shoulders and your duty towards them
comes second to none.
Skill Proficiencies: Choose two from Acrobatics, Animal
Handling, Athletics, Insight, Intimidation or Persuasion
Tool Proficiencies: None
Equipment: A set of common clothes, a pirate flag featuring
your jolly roger, a spyglass and a pouch containing 100 000
beri
Feature: Commanding Presence
You have an innate talent for understanding the wills of other
living creatures, and also a massive presence that can turn or
bend them to your will.
People and creatures are sometimes drawn towards you
seemingly without reason, oftentimes more willing to make
friends with you even if they themselves do not understand
why. Additionally, wild beasts and monsters may be less
aggressive towards you and sense that you are somehow
superior to them, though this does not grant you any bonuses
when interacting directly with them.
Lastly, you have the potential to unlock the mythical power
of Conqueror's Haki, and can pick Haki feats listed as
Conqueror's Haki when you reach certain character levels.
Dream
A captain's dream is extremely important for the crew, as it is
what shapes the journey they are undertaking. Choose a
dream from the table below or create your own with the help
of your DM.
d6 Dream
1 I want to be the king/queen of the pirates.
2 A pirate captain saved my life once, and inspired me to
take up the mantle myself until I can surpass them.
3 I want to create a pirate paradise where people can live
a life of absolute freedom.
4 The world government is a scourge on the free world
and must be torn down from their thrones.
5 I want to create a better world for everyone, free from
aristocracy and oppression.
6 I will create the greatest armada that the world has
ever seen.
Cook
The cook of the ship is tasked with providing good food and
drink to the crew, as well as look after their pantry and make
sure what food they have will last them from island to island.
While anyone can throw together a basic meal, only a cook
can create the kind of food that makes a pirate's heart sing
with courage and vigor. They keep their crewmates content
and happy with their food, allowing them to focus their effort
on their own matters instead.
Skill Proficiencies: Choose two from History, Nature,
Persuasion, Performance, Sleight of Hand or Survival
Tool Proficiencies: Cook's Utensils
Equipment: A set of common clothes, cook's utensils, a knife
kit consisting of 3 chef knives that can be used as daggers,
and a pouch containing 50 000 beri
Feature: Kitchen Artisan
As a trained cook, you've learned to use every last bit and
scrap of raw ingredients to create filling and satisfying meals.
Even in poor conditions, you can cook food that is satisfying
enough to keep a crew happy, healthy and content, which can
help stave off sickness and exhaustion.
Additionally, knowing what constitutes for food also makes
it easier for you to gather sustenance for allies. Given that
game animals, vegetables or fruits are available, you can
always find food for yourself and up to five people that will
last the day if you're given the time to hunt or forage.
Additionally, you can learn Attack Cuisine recipies, a secret
form of cuisine taught in the Kamabakka kingdom. Secrets of
it occasionally drift onto sea, but only those dedicated to
culinary arts can hope to master this cuisine.
Dream
A cook's dream typically has something to do with finding
rare ingredients to cook with, or creating a dish that is
entirely unique to the world. Choose a dream from the table
below or create your own with the help of your DM.
d6 Dream
1 There's a mythical sea called the "All Blue" where fish
from all oceans swim. I want to find it one day.
2 I want to create the perfect dish.
3 I wish to master all 99 recipies of the so called "Attack
Cuisine".
4 There are so many strange, rare creatures in the world.
I want to cook a meal with every ingredient possible.
5 I want to create my own restaurant that serves food
that can't be found anywhere else.
6 There is a single, mythical ingredient somewhere in the
world that noone has mastered. I will be the first.
Deckhand
A deckhand's role is much less defined than some of the
others, however when push comes to shove they can prove to
be the most valuable member of a crew.
Deckhands are jack-of-all-trades that add a great deal of
versatility and utility to the crew by helping out with other
roles. While the rarely excel in any particular area, they know
a little bit about everything which makes them invaluable to
any crewmember that needs a helping hand every so often.
Skill Proficiencies: Choose two from Animal Handling,
Deception, Engineering, Investigation, Perception or
Sleight of Hand
Tool Proficiencies: One artisan's tool kit of your choice
Equipment: A set of common clothes, a hammer, a spyglass
and a pouch containing 50 000 beri
Feature: All Hands on Deck
While you do not specialize in any particular role, you're
more than adept at helping out with roles as long as you have
guidance of another crewmember. Otherwise, you specialize
in performing menial tasks aboard the ship such as taking
inventory, swabbing the deck, manning the cannons or acting
lookout in the crow's nest.
Because of constantly moving about your ship, you can
always find your way to where you need to be on any ship you
board and can typically move across the deck without
worrying about the weather or ocean currents. Additionally,
filling in on so many different roles makes it easy for you to
pass yourself off as any of the roles if you need to, or
temporarily fill in for someone that is missing. In the heat of
the moment, you can reliably appear as having full control of
any role even if you only have rudimentary understanding of
it.
Dream
A deckhand's dreams tend to be a lot more obtuse or humble
when compared to other roles. It is not that they settle for
less, but rather their supportive nature means their dreams
are more often than not related to aiding their crew. Choose a
dream from the table below or create your own with the help
of your DM.
d6 Dream
1 I will do everything in my power to make sure my
captain becomes the king/queen of the pirates.
2 One day, I want to be a legend sung about in songs of
heroes.
3 I want to have the adventure of a lifetime!
4 I made a promise to a childhood friend to brave the
seas, and I will keep that promise no matter what.
5 Noone believed me when I said I would sail around the
world, and I aim to prove them all wrong.
6 There's a mythical island located somewhere in the
New World that I want to see with my own eyes.
Doctor
At the end of the day, a pirate's life is a rough life filled with
danger and hazards. Most crews cannot make it far without a
doctor on deck for good reasons.
A doctor's duties speak for themselves, as they're tasked
with looking after their crewmates' health. A good deal of
patience and kindness is oftentimes required for such a role,
as pirates tend to be chaotic and free-spirited to the point of
recklessness. Looking after people hellbent on putting
themselves in danger can be a trying task, which is why any
crew that has a good doctor tend to count themselves as
lucky.
Skill Proficiencies: Medicine, choose one from Insight,
Nature, Perception, Sleight of Hand or Survival
Tool Proficiencies: Alchemist's Supplies, Herbalism Kit
Equipment: A set of common clothes, a herbalism kit, a
stethoscope, encyclopedia on medicinal herbs and plants,
and a pouch containing 50 000 beri
Feature: Routine Care
Your vigil is neverending and you're always willing and able to
look after your crew to make sure they rest properly and treat
the wounds as they should be treated.
While you are present, wounded creatures recover from
their injuries at a much faster rate than normal, returning
their vigor in a matter of hours or days rather than weeks and
months. Additionally, your medical professionalism makes
certain diseases are properly contained, making it much
harder for them to spread from one crewmate to another.
You can also usually tell what injuries or damage a creature
has suffered at a glance, allowing you respond with the
proper medical procedures almost immediately which can
save valuable time that a wounded creature might not have.
Dream
A doctor's dream typically revolves around their attachment
to the medical arts, whether it is to find a mythical panacea
for all kinds of maladies, or a specific cure for a particularly
deadly disease. Choose a dream from the table below or
create your own with the help of your DM.
d6 Dream
1 An incurable disease is ravaging my homeland, and I
aim to find a cure before it's too late.
2 I wish to create a miracle drug that can cure any illness
or sickness.
3 I want to write my own encyclopedia on rare medical
herbs and plants found all over the world.
4 A doctor once gave their life to save mine. I pursue my
craft to be the best I can be, and to make them proud.
5 I want to create a hospital somewhere that can take
care of any patient, no matter what illness they have
come down with.
6 Honestly, I'm good if I can just keep my crew of idiots
alive until we reach the next island.
Entertainer
A role that is often understated and sometimes flat-out
forgotten about is that of the entertainer. While some people
would insist such a role is superfluous, any pirate worth their
salt know you can't sail the open seas without laughter and
music to blaze your trail.
Entertainers keep their crew happy with performance,
song and dance. They lift the tired spirits and weary bodies of
their crewmates after gruesome fights or violent storms,
revivifying them with joy and hope to carry on with their
journey through any hardships they may face.
A good entertainer know that an adventure is only worth it
if everyone is smiling at the end of the day, and through their
performances they make sure that no matter what dangers
await them, the crew will be able to face it with their spirits
and courage ablaze.
Skill Proficiencies: Performance, choose one from
Acrobatics, Animal Handling, Deception, History or
Persuasion
Tool Proficiencies: One instrument of your choice
Equipment: A set of common clothes, a costume, an
instrument of your choice and a pouch containing 50 000
beri
Emotional Bastion
You have an intrinsic ability to banish negative emotions
around you simply by being there. This is only strengthened
by your ability to weave emotion into artistic creations, such
as dance, song and music.
While you perform, the worries and hardships of life
typically seem further away, making it easy for creatures to
calm down and enjoy themselves around you. This makes you
an excellent performer, and you can usually use this talent to
make a little bit of coin in towns you venture into.
Eventually, you may create a reputation of yourself not
relegated to a bounty, but rather your musicianship. People
may respond more favorably to seeing you on the streets,
perhaps even asking for autographs or performances.
Dream
An entertainer's dream naturally tends to revolve around
their performance, but not always. Sometimes, their dreams
are more down-to-eart, rooted in an emotional connection to
a specific person or place. Choose a dream from the table
below or create your own with the help of your DM.
d6 Dream
1 I left my sweetheart behind as I took to the seas. One
day I will return to them with great treasure in my
hands.
2 I wish to record the epic adventures of my crew and
immortalize them through song.
3 Somewhere in the world, there is a beauty unlike any
other. I wish to lay my own eyes upon it at least once.
4 Notes on a great performance are scattered around the
world. I want to collect them all and recreate it in its
full glory.
5 I wish to bring the joy of laughter and song to all
corners of the world.
6 I fell in love with someone who set off to sea, and now
I follow their trail in hopes of a reunion.
Helmsman
The helmsman of a ship is the one responsible of steering it
through the storm. While the navigator charts the course and
the shipwright keeps the vessel in good shape, the helmsman
is the one braving the ocean waves from behind the wheel.
Helmsmen are steadfast crewmembers that typically
possess great physical strength. They are tasked with keeping
the ship steady through the storm and safely guide it through
the sharp reefs.
While anyone can attempt to steer a ship, only with a
skilled helmsman can it reach its full potential and become a
vessel worthy of the pirate king.
Skill Proficiencies: Choose two from Athletics, Engineering,
Insight, Intimidation, Sleight of Hand or Survival
Tool Proficiencies: Vehicles (Water)
Equipment: A set of common clothes, a warm coat, a lucky
charm and a pouch containing 100 000 beri
Ship's Guide
You are excellent at adapting to any situation, knowing full
well that the weather on the seas is capricious to a fault.
While you have no particular ability to predict the future, your
trained mind and body is well-equipped to respond
appropriately every time.
When you commandeer a ship from the helm, you
instinctively learn of the ship's strengths and weaknesses,
easily figuring out how to best handle the ship in any weather.
Furthermore, the many hours spent in the eye of the storm,
guiding a ship onwards with nothing but your own strength
and willpower has left you with an impressive fortitude.
Weather doesn't affect you as harshly as others; what most
would consider a rainstorm is but a light drizzle to you, and
gusts that'd topple lesser men barely even phase you
anymore.
Dream
A helmsman's dream oftentimes revolves around their own
abilities. Sometimes it's as simple as wanting to pilot a ship
to the ends of the world, but othertimes it appears as
something more esoteric and philosophical. Choose a dream
from the table below or create your own with the help of your
DM.
d6 Dream
1 One day, I will stand at the helm of a ship as it sails
around the world.
2 I wish to master myself as I master the ship I
command.
3 There is a legendary storm that noone has sailed
through before. I will be the first to commandeer a
ship through its waves.
4 I won't settle for a single ship, I want to sail all
manners of ships in the world!
5 I've heard legends of a ship that can sail the skies to
the moon and back. I want to sail it myself one day.
6 There's a ship known to revolt against its crews and
refuse to be sailed. I will find it, and tame it with my
own hands.
Navigator
After the captain, the navigator might be the most important
role to fill on a ship. While the captain decides where to take
the ship, the navigator's task is to figure out how to get there.
Being a navigator requires a level head and a quick wit, as
understanding sea charts and weather conditions is entirely
imperative to setting the course of a ship. The most skilled
navigators can tell what the weather will be like just from a
breeze in the wind or a drop of a few degrees in temperature.
Without a knowledgable navigator on board, most ships
would be happy to find another harbor after setting sail, less
so the one they were aiming for. Reaching the end of the
Grand Line without a skilled navigator is downright
impossible.
Skill Proficiencies: Nature, choose one from Athletics,
History, Religion, Perception or Survival
Tool Proficiencies: Cartographer's tools, Navigator's tools
Equipment: A set of common clothes, cartographer's tools,
navigator's tools, 5 blank sea charts, inkwell, quill and a
pouch containing 50 000 beri
Feature: Weather Portent
As a navigator, you have an almost supernatural ability to
read the weather and the sea, sometimes predicting what it
will be like with uncanny accuracy.
You can always tell what the weather will be like within the
next hour and always know which way is north as long as you
can see the sky. Additionally, you and your crew cannot get
lost as long as you have the stars or the sun to guide you.
Additionally, your expertise in charting unknown waters
makes it much easier for you to decipher and gather
information from sea charts and ship logs, able to make
educated guesses from next to no information given.
Dream
A navigator's dream typically entails a desire to chart the
entire world, but some have more focused dreams than that,
such as wanting to chart a forgotten path through the Grand
Line or simply find a long lost treasure. Choose a dream from
the table below or create your own with the help of your DM.
d6 Dream
1 I wish to draw a map of the entire world.
2 There is a passage in the Grand Line said to be
impossible to chart, and I aim to prove that wrong.
3 A legendary storm sweeps across the seas every 100
years. I aim to be the first one to conquer it.
4 A stranger gifted me a map of an ancient treasure, and
I will not rest until I've found it.
5 I inherited an incomplete map of the New World, and
promised to finish what my predecessor started.
6 I wish to chart a trade route that will span from the
depths of Fishman Island to the most distant sky
islands.
Scholar
Scholars are purveyor of knowledge and intrepid explorers of
the forgotten past. While many are content staying in the safe
confines of libraries and academies, others feel a longing call
to adventure in their hearts and set sail for the Grand Line.
Scholars that board pirate ships typically do so because
they're pursuing knowledge that the world government does
not want them to find: The secrets of the mythical Void
Century and the knowledge of how to read ancient
poneglyphs found scattered around the world.
Scholars are few and far between for this reason, but they
are invaluable assets to any crew looking to reach the end of
the Grand Line, as the only way forwards is hidden within the
poneglyphs.
Skill Proficiencies: History, choose one from Insight,
Investigation, Nature, Religion or Stealth
Tool Proficiencies: Disguise kit, Forgery kit
Equipment: A set of common clothes, a leatherbound
journal, inkwell, quill and a pouch containing 100 000 beri
Feature: Pursuer of Secrets
Scholars are close to the only people in the world that can
read and decipher the nigh-mythical poneglyphs. Hidden
within these ancient texts are the secrets of the world,
including the existence and locations of ancient super
weapons from times immemorial.
Because of this knowledge, many scholars are actively
being pursued by the world government who for reasons
unknown wish to silence any knowledge of the so-called Void
Century. As a result, you've grown adept at hiding yourself in
the crowd, moving from island to island or simply town to
town without drawing attention to yourself. You know how to
best utilize narrow alleyways and seedy company to keep
eyes off yourself and your crew as you slip right under the
nose of the marines.
Furthermore, your educated mind excel at understanding
the past. You have an intrinsic ability to deduce the function
and purpose of ancient ruins and mechanisms found
scattered around the world, even if you don't know their
history.
Dream
A scholar's dream tends to revolve around their pursuit of
knowledge. Some are hellbent on finding the truth behind the
Void Century, while others pursue a more personal goal.
Choose a dream from the table below or create your own
with the help of your DM.
d6 Dream
1 It's my duty to unravel the true history behind the Void
Century.
2 I was gifted an ancient text that will lead to a great
discovery, and I promised myself I'd find it.
3 The secrets of the past will unravel the world
government, and that's exactly what I wish for.
4 I wish to find and control the ancient weapons of the
world: Pluton, Poseidon and Uranus.
5 I am currently working on a chronicle of the world's
history, and I need to learn everything to complete it.
6 The knowledge of the poneglyphs must be preserved,
even if I have to run to the ends of the world to do so.
Shipwright
Sailing the Grand Line without a ship built by a skilled
shipwright is to invite disaster and flirt with death. The
waters of the Grand Line are as dangerous as the beasts that
dwell beneath the surface, and only a monster of a ship could
hope to conquer those waves.
Shipwrights are responsible for not only building, but also
maintaining, the vessel upon which the crew sails from island
to island. It is an artform that cannot be shorthanded or
cheated upon, only mastered through years of study and
practice. Shipwrights know that if their creations do not hold
water, their entire crew will go down with it.
Skill Proficiencies: Engineering, choose one from Athletics,
History, Investigation, Perception or Sleight of Hand
Tool Proficiencies: Carpenter's tools, 2 artisan's tool sets of
your choice
Equipment: A set of common clothes, a scroll case full of
blueprints, carpenter's tools and a pouch containing 50
000 beri.
Feature: Craft Vessel
As a shipwright, naturally you know how to draw out the
blueprints for and build a ship. Given the necessary
materials, such as wood, steel and cloth, you can construct
ships from scratch with enough time and the right tools at
hand. Creating a new ship from scratch is a costly and timely
pursuit, however, and not one easily undertaken.
Likewise, you're adept at repairing and improving the work
of an already constructed ship, capable of adding to the
construction without impeding or jeopordizing the integrity of
the ship itself.
Lastly, you know of the legendary Adam wood, a material
used for constructing vessels of truly legendary status. Few
craftsmen are skilled enough to handle Adam wood without
spoiling it, but with your extensive training and passion, you
are definitely counted among them.
Dream
A shipwright's dream is typically competative with others:
Most of them wish to create the strongest ship ever. However,
some are less concerned with titles and focus on the
destination instead. A ship is a promise to take the crew to
the next island, and shipwrights embody this belief. Choose a
dream from the table below or create your own with the help
of your DM.
d6 Dream
1 I wish to build a ship that can sail to the ends of the
world and back again.
2 The ship of my dreams is one that can fight off 10
galleons without a scratch in the hull.
3 I dream of revolutionizing the history of shipwrighting
by creating something noone has seen before.
4 Any ship can sail on water. I wish to build a ship that
can sail the skies!
5 My mentor created a work of art but died before
seeing it realized. I swore to make their dream a reality.
6 There exists a storm that destroys any ship caught in it.
The ship I create will sail through it as if the skies were
clear.
Vice Captain
They say that it is lonely at the top, and that anyone who
soars too high is destined to fall. It is for that reason that
every captain needs a vice captain. Typically the first mate, a
vice captain is oftentimes an informal role on the ship,
earned through merit rather than appointment. A true vice
captain is rarely, if ever, called as such by the crew itself.
A vice captain does not always take an active managerial
role on the ship, as that's not their purpose. A vice captain's
purpose is to give the crew direction when the captain isn't
around, and to keep the captain grounded in reality. Lofty
dreams and ambitions are part of a pirate's life, but if the
captain falters the crew will fall apart, and the vice captain's
job is to prevent that from happening at any cost.
Despite what the name implies, vice captains rarely
consider themselves authority on the ship. They are simply
first among equals, who speak their mind when they feel they
need to. Any respect they command has been earned through
feats of loyalty and leadership, not given to them through
ceremony or demand.
Skill Proficiencies: Choose two from Athletics, History,
Insight, Intimidation, Persuasion or Survival
Tool Proficiencies: None
Equipment: A set of common clothes, a simple or martial
weapon of your choice and a pouch containing 100 000
beri
Feature: Aura of Confidence
You have steeled yourself to become the bastion of the ship,
an unfaltering rock that your crewmates can always lean
against when they need to. Your presence alone fills your
allies with confidence and gives them reason to believe in
their own strength.
You have the ability to keep a cool head at all times, and
situations that might unsettle or overwhelm others
sometimes doesn't even phase you. Conversely, your honed
instincts can quickly pick up on danger and hostility, and
when you grow anxious your allies quickly realize that
something truly dangerous is afoot.
Dream
A vice captain's dream is more often than not a simple
extension of their captain's wish, but sometimes it's a more
personal goal. This goal, however, tend to circle back to their
crew anyways, such as being the strongest fighter to protect
them. Choose a dream from the table below or create your
own with the help of your DM.
d6 Dream
1 My captain's dream is my dream. I will make certain it
comes true.
2 I will be the strongest fighter in the world, bar none!
3 I have a rival that I wasn't strong enough to defeat
before. I must grow stronger to face them again one
day.
4 I seek to master the art of fighting for the sake of
someone else who cannot do so anymore.
5 I have learned of a secret technique noone has ever
mastered. I will be the first one to do so.
6 Seeing my crew make it to the end of Grand Line is all I
care about.
Chapter 4: Equipment and Items

M
arketplaces exist on every island and in Gems, Jewelry and Art Pieces. These types of items
every city, carrying with them a wide retain their full value when sold, making them the most
variety of goods and sundries for the valuable form of treasure in terms of monetary value.
traveling adventurer. You will find fish Exceptionally rare or unique pieces might be difficult to sell
mongers, farmers, clothes boutiques, however, and not every merchant is scrupulous enough to
weaponsmiths and shipwrights in just offer a fair deal.
about every major port city, while Trade Goods. While not as exciting as chests of gold and
smaller hamlets might only have a single general store or silver, sacks full of wheat and barrels of salt and freshwater
blacksmith available. are just as valuable if not more to traveling pirates, and
Merchants and traders are vital for every pirates that oftentimes much easier to come upon. Most smaller towns
intends to take to the sea. Not only do they require their ship trade in these wares more often than they use monetary
to be seaworthy and capable of holding up to the storms of transactions, and like gems and art pieces they retain their
the Grand Line, without a full larder and the necessary sea full market value when sold.
charts they'd be lucky to reach the next island. If they don't Treasure Maps and Sea Charts. Tales of buried treasure
deal in trade, they still need there to be plentiful loot when left behind by legendary pirates are abundant all across the
they raid the towns. four seas, and even a fake map can sometimes be treated like
the treasure itself. Likewise, mundane maps and sea charts
of distant islands or dangerous waters are invaluable to most
Wealth seafarers, causing these items to maintain their full market
The main currency in the world of One Piece is known as value as well.
Beri (sometimes spelled as Beli, Berry or Belly). It most
commonly occurs in paper form, though coins do exist, and Expenses
has no fractional unit. As such, Beli prices tend to be in the
tens of thousands or hundreds of thousands for most Life on the seas is one of freedom from law and social
adventuring gear, a low quality sword costing the aspiring classes, however it is not freedom from the need to eat and
swordsman around 50 000 beli. sleep. As long as you have the food, water and living space to
The exchange rate between beri and regular Dungeons and suffice long trips, travel from island to island can be a
Dragons 5th edition currency can be calculated from the idea pleasant cruise disregarding any unforseen setbacks.
that 1 beri = 1 copper coin. However, in order to have the Before you set off on the seas with a ship, it is important to
prices check out as you scale up the coinage, the exchange note how much provisions you have stocked for the journey.
rate between coins i made tenfold the standard value, as These provisions entails more than simple rations, including
described below. cooked food, fresh water, comfortable living quarters and any
utilities or specific consumables a crew might need on their
Beri Exchange Rate trip, such as lemons to counteract scurvy. Simply calculate
Coin Beri Equivalent the number of days you aim to spend at sea and then multiply
Copper (cp) 1 Beri it by the amount of beri required to maintain a specific
lifestyle for that time. It's generally a good idea to stock a little
Silver (sp) 100 Beri extra, as the seas are uncertain especially so in the Grand
Gold (gp) 10 000 Beri Line. Typically, this duty falls on the ship's cook.
For instance, if it will take 7 days to travel from one island
Treasure and Loot to the next and you aim to maintain a modest lifestyle (10
000 beri per day) for a crew of 5 people, you will need 350
Finding treasure and loot is, to many pirates, the very reason 000 beri's worth of provisions to last you the entire trip.
for their existence. Even those who seek freedom and
adventure alone typically come upon some kind of treasure Lifestyle Expenses
on their travel. Though luster of gemstones and the glitter of Lifestyle Price/Day
gold attracts the eye, it cannot fill one's belly. As such, trading Wretched -
in treasure for money is often as vital as finding it to begin
with. Squalid 500 beri
Weapons, Armor and other Equipment. Typically, Poor 1 000 beri
weapons and armor you find as treasure or loot aren't in tip-
top condition, and selling it typically only nets you half of the Modest 10 000 beri
market value. Rare and unique finds can however be worth Comfortable 20 000 beri
more than a chest full of gold, however, especially if it is a Wealthy 40 000 beri
weapon with a history. Conversely, weapons and armor
damaged by battle typically aren't worth much except as Aristocratic 100 000 beri minimum
scrap metal.
Optional Rule: Poor Living On a successful check, the mutiny is quelled and no further
Mutiny saving throws need to be rolled for a number of days
A Dungeon Master can choose to introduce a measure of equal to the captain's or vice captain's Charisma modifier
hardship that represents the challenges of living a poor or (minimum of one day). After these days have passed, if
worse lifestyle in order to add a sensation of realism and grit conditions haven't improved, resume rolling the Mutiny
to their campaign. saving throws as normal. If the check fails, the crew turns
While a crew is maintaining modest or better lifestyle hostile towards the players and might attack them.
conditions, they generally don't have to worry about food and
water running out. Should something happen to worsen their Food, Drink and Lodging
conditions, such as losing half their provisions to a storm or Most pirates sleep on their ship, while many marines have a
lacking the money to properly stock up between voyages, local headquarters that will provide food and lodging.
then their situation gets a bit more perilous. See the table However, ever so often it becomes necessary for the party to
below for possible repercussions that may follow when find a place to stay for the night, or simply somewhere to eat.
leading a poor lifestyle or worse. These prices are included in your total lifestyle expenses.
Lifestyle Repercussions
Lifestyle Effects
Food, Drink and Lodging
Item Cost
Wretched Disaster. The crew has no food or water, unless
they find both elsewhere they suffer the effects Ale
of lacking food and water as described in Gallon 1 000 beri
chapter 7 of the player's handbook.
Mug 40 beri
Squalid Starvation. The crew has barely enough water to
sustain themselves, but food has run out or Banquet (per person) 100 000 beri
spoiled. Unless they find food elsewhere they
suffer the effects of starvation as described in Bread, loaf 100 beri
chapter 7 of the player's handbook. Cheese, hunk 500 beri
Poor Rationing. Food and water is beginning to run Inn Stay (Per Day)
out, forcing the crew to ration what's left. Living
conditions have worsened, imposing Squalid 350 beri
disadvantage on all Constitution saving throws Poor 1 000 beri
to resist disease, exhaustion or poison.
Modest 5 000 beri
Optional Rule: Mutiny Comfortable 8 000 beri
If the party has any NPC crewmates, living for extended Wealthy 20 000 beri
periods of time under poor or worse conditions can Aristocratic 40 000 beri
eventually cause a mutiny. When this happens, the NPC crew
typically turns hostile and attempts to overthrow the current Meals (Per Day)
leadership, more often than not by force. Squalid 150 beri
If a crew is approaching the stage of mutiny as described in Poor 600 beri
the Days Before Mutiny Table below, roll a "Mutiny saving
throw" which is a flat d20. The DC for the check equals 10 + Modest 3 000 beri
1 per number of days spent in squalid or worse conditions. Comfortable 5 000 beri
Days Before Mutiny Wealthy 8 000 beri
Lifestyle Hirelings Loyal Crew Aristocratic 20 000 beri
Wretched 2 3 Meat, chunk 1 500 beri
Squalid 4 5 Wine
Poor 5 7 Common (Pitcher) 1 000 beri
Repeat this saving throw at the end of each day that the Fine (Bottle) 100 000 beri
lifestyle conditions do not get better. The first time that the
crew fails the saving throw, dissent begins to spread amongst
it and one or more may choose to confront the ship's captain.
When this happens, the captain or vice captain might attempt
a Charisma (Intimidation) or Charisma (Persuasion) check to
quell any dissent. The DC for this check equals the current
Mutiny saving throw.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Padded 50 000 beri 11 + Dex modifier ─ Disadvantage 8 lb.
Leather 100 000 beri 11 + Dex modifier ─ ─ 10 lb.
Navy uniform 100 000 beri 11 + Dex modifier ─ ─ 4 lb.
Studded leather 450 000 beri 12 + Dex modifier ─ ─ 13 lb.
Light longcoat 500 000 beri 12 + Dex modifier ─ ─ 8 lb.
Medium Armor
Hide 100 000 beri 12 + Dex modifier (max 2) ─ ─ 12 lb.
Chain shirt 500 000 beri 13 + Dex modifer (max 2) ─ ─ 20 lb.
Scale mail 500 000 beri 14 + Dex modifier (max 2) ─ Disadvantage 45 lb.
Heavy Longcoat 650 000 beri 14 + Dex modifier (max 2) Str 13 ─ 35 lb.
Breastplate 4 000 000 beri 14 + Dex modifer (max 2) ─ ─ 20 lb.
Half Plate 7 500 000 beri 15 + Dex modifier (max 2) ─ Disadvantage 40 lb.
Heavy Armor
Ring mail 300 000 beri 14 ─ Disadvantage 40 lb.
Chain mail 750 000 beri 16 Str 13 Disadvantage 55 lb.
Splint 2 000 000 beri 17 Str 15 Disadvantage 60 lb.
Plate 15 000 000 beri 18 Str 15 Disadvantage 65 lb.
Shields
Shield 100 000 beri +2 ─ ─ 6 lb.

Armor and Shields Weapons


In the world of One Piece, protection from all manners of Weapons exist in a wide variety of forms in the world of One
harm is paramount for most adventurers. However, few Piece. Firearms are commonly used, having replaced bows
pirates would consider taking to the seas in full plate armor, and crossbows as the most basic forms of ranged weaponry
given the difficulty of swimming when clad in suits of steel since the rise of gundpowder. This introduces a few
and metal. The use of lighter armors is more widespread, not additional properties on top of the ones presented in the
to mention more commonly available. Some additional forms player's handbook.
of armor exist in this setting. Misfire. All firearms have a specific misfire score. On
Navy Uniform. The navy standard uniform is made from attack rolls equal to or lower than a weapon's misfire score,
durable cloth capable of surviving the harsh seas, though not the gun misfires and temporarily breaks. While broken, the
directly designed for close-quarters combat. gun cannot be fired until repaired, which can be done as an
Light Longcoat. Longcoats primarily made out of sturdy action by making a DC 12 Dexterity check, or a DC 10
cloth and leather, made for comfort and ease of movement Gunsmith's tool check. On a successful check, the gun is
over protection. Favored by marines, each soldier earns a repaired and can be used again as normal.
longcoat when they reach ensign rank or higher. Reload. All firearms have a specific reload score as well.
Heavy Longcoat. These longcoats are made out of thick This counts how many times the firearm can be used to
hides or leather interlocked with pieces of metal or boiled attack with before requiring to be reloaded. Reloading a
leather for extra protection, often accompanied by firearm typically takes an action.
ammunition belts and knife straps. Popular among pirates for
the balance between protection and versatility, though the
bulk can make it unwieldy to people with less physical
strength.
Simple Weapons
Name Cost Damage Weight Properties
Melee Weapons
Club 500 beri 1d4 2 lb. Light
bludgeoning
Dagger 20 000 beri 1d4 piercing 1 lb. Finesse, light, thrown (range 20/60)
Greatclub 1 000 beri 1d8 10 lb. Two-handed
bludgeoning
Handaxe 50 000 beri 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 2 500 beri 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 20 000 beri 1d4 2 lb. Light, thrown (20/60)
bludgeoning
Mace 50 000 beri 1d6 4 lb. ─
bludgeoning
Quarterstaff 1 000 beri 1d6 4 lb. Versatile (1d8)
bludgeoning
Sickle 10 000 beri 1d4 slashing 2 lb. Light
Spear 10 000 beri 1d6 piercing 3 lb. Thrown (range 20/60), versatile (1d8)
Unarmed Strike ─ 1 bludgeoning ─ ─
Ranged
Weapons
Blunderbuss 500 000 1d10 piercing 7 lb. Ammunition (range 30/120), heavy, misfire 5, reload 1, two-
beri handed
Crossbow, light 250 000 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
beri
Dart 25 beri 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Flintlock 500 000 1d6 piercing 1 lb. Ammunition (range 30/120), light, misfire 5, reload 1
beri
Shortbow 250 000 1d6 piercing 2 lb. Ammunition (80/320), two-handed
beri
Sling 1 000 beri 1d4 ─ Ammunition (30/120)
bludgeoning

Additional Ranged Weapons Musket. Muskets in the world of One Piece are outfitted
with a percussion cap rather than a flintlock mechanism,
The existence of firearms introduce a plethora of ranged making them more reliable to use. The muskets presented
weapon choices to use by players and NPCs alike, both her are outfitted with a revolving chamber, allowing repeating
martial and simple weapons from the crude blunderbuss to shots to be taken before needing to be reloaded. This weapon
the marvel of engineering that is the revolver. is typically used by marine soldiers.
Blunderbuss. A simple, muzzle-loaded rifle typically made Pistol. Pistols, much like muskets, use a percussion cap
out of steel or brass that fires small lead balls in a hail, much and typically have an extended chamber for ammunition as
like a predecessor to the shotgun. Its ammunition type and well, making them more versatile then flintlocks in return for
flared muzzle makes it relatively short range, but it can be being much more expensive to produce. It is the typical
deadly in close-quarters combat. sidearm of most marine soldiers.
Flintlock. The most common gun found on the seas due to Revolver. The most modern weapon design, revolvers are
being relatively cheap and easy to mass produce, flintlock are repeating handguns equipped with a revolving chamber,
single shot pistols with short effective range. Rain and making them very useful for firing multiple rounds in quick
weather have a severe effect on the weapon's reliability, succession. The design includes rifled barrels and double
meaning it is typically used only by those that can't afford action operation, making them superior to common pistols
better firearms. but much more expensive to develop.
Additional Melee Weapons Katana. Originating from Wano, katana are popular
weapons among swordsmen and marine officers. Less bulky
A few additional melee weapons ar also introduced in the than double-edged longswords but also less durable. The
setting, as they see prevalent use around the world, some slender blade makes it possible to wield them with speed
boasting an almost mythical status. over power.
Cutlass. Typically featuring a basket hilt and a curved, Odachi. Like katana, these two-handed blades originate
single-edged blade, these swords trade some of the lightness from Wano. Long and slender blades, they sacrifice weight
of a scimitar for more stopping power. A pirate favorite. and stopping power for agility and flexibility.

Martial Weapons
Name Cost Damage Weight Properties
Melee Weapons
Battleaxe 100 000 beri 1d8 slashing 4 lb. Versatile (1d10)
Cutlass 150 000 beri 1d8 slashing 3 lb. Finesse
Flail 100 000 beri 1d8 2 lb. ─
bludgeoning
Glaive 200 000 beri 1d10 slashing 6 lb. Heavy, reach, two-handed
Greataxe 300 000 beri 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 500 000 beri 2d6 slashing 6 lb. Heavy, two-handed
Halberd 200 000 beri 1d10 slashing 6 lb. Heavy, reach, two-handed
Katana 250 000 beri 2d4 slashing 3 lb. Finesse
Lance 100 000 beri 1d12 piercing 6 lb. Reach, special
Longsword 150 000 beri 1d8 slashing 3 lb. Versatile (1d10)
Maul 100 000 beri 2d6 10 lb. Heavy, two-handed
bludgeoning
Morningstar 150 000 beri 1d8 piercing 4 lb. ─
Odachi 400 000 beri 1d12 slashing 4 lb. Two-handed
Pike 50 000 beri 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 250 000 beri 1d8 piercing 2 lb. Finesse
Scimitar 250 000 beri 1d6 slashing 3 lb. Finesse, light
Shortsword 100 000 beri 1d6 piercing 2 lb. Finesee, light
Trident 50 000 beri 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 50 000 beri 1d8 piercing 2 lb. ─
Warhammer 150 000 beri 1d8 2 lb. Versatile (1d10)
bludgeoning
Whip 20 000 beri 1d4 slashing 3 lb. Finesse, reach
Ranged
Weapons
Blowgun 100 000 beri 1 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 750 000 beri 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, 500 000 beri 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
heavy
Longbow 500 000 beri 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed
Musket 800 000 beri 1d12 Piercing 10 lb. Ammunition (range 120/480), heavy, misfire 2, reload 4, two-
handed
Net 10 000 beri ─ 3 lb. Special, thrown (range 5/15)
Pistol 750 000 beri 1d6 piercing 4 lb. Ammunition (range 60/240), light, misfire 2, reload 4
Revolver 1 250 000 1d8 piercing 3 lb. Ammunition (range 80/320, misfire 1, reload 6
beri
Item Cost Weight Item Cost Weight
Abacus 20 000 beri 2 lb. Hunting Trap 50 000 beri 25 lb.
Acid (vial) 250 000 beri 1 lb. Ink (1 ounce per bottle) 100 000 beri ─
Ammunition Ink pen 10 beri ─
Arrows (20) 10 000 beri 1 lb. Jug or pitcher 100 beri 4 lb.
Blowgun needles (50) 10 000 beri 1 lb. Ladder (10-foot) 500 beri 25 lb.
Crossbow bolts (20) 10 000 beri 1½ lb. Lamp 2 500 beri 1 lb.
Firearms bullets (20) 25 000 beri 1½ lb. Lantern 50 000 beri 2 lb.
Sling bullets (20) 200 beri 1½ lb. Log pose 1 000 000 beri ─
Antitoxin (vial) 500 000 beri ─ Lock 100 000 beri 1 lb.
Apparatus Manacles 20 000 beri 6 lb.
Bag of inventions 100 000 beri 12 lb. Mess kit 1 000 beri 1 lb.
Dial set 500 000 beri 7 lb. Mirror, steel 50 000 beri 1/2 lb.
Experimental device 150 000 beri 3 lb. Oil (flask) 500 beri 1 lb.
Backpack 20 000 beri 5 lb. Paper (one sheet) 1 000 beri ─
Ball Bearings (bag of 1,000) 10 000 beri 2 lb. Parchment (one sheet) 500 beri ─
Barrel 20 000 beri 70 lb. Perfume (vial) 50 000 beri ─
Basket, woven 2 000 beri 2 lb. Pick, miner's 20 000 beri 10 lb.
Bedroll 10 000 beri 7 lb. Piton 25 beri 1/4 lb.
Bell 10 000 beri ─ Pole (10-foot) 250 beri 7 lb.
Blanket 2 500 beri 3 lb. Pot, iron 20 000 beri 10 lb.
Block and tackle 10 000 beri 5 lb. Pouch 2 500 beri 1 lb.
Book 250 000 beri 5 lb. Preservation Box 1 000 000 beri 35 lb.
Bottle, glass 20 000 beri 2 lb. Ram, portable 40 000 beri 35 lb.
Bucket 250 beri 2 lb. Rations (1 day) 500 beri 2 lb.
Caltrops (bag of 20) 10 000 beri 2 lb. Rope, hempen (50 feet) 10 000 beri 10 lb.
Candle 5 beri ─ Rope, silken (50 feet) 100 000 beri 5 lb.
Case or quiver, ammunition 10 000 beri 1 lb. Sack 100 beri 1/2 lb.
Chain (10 feet) 50 000 beri 10 lb. Scales, merchant's 50 000 beri 3 lb.
Chalk 5 beri ─ Sea charts, local 10 000 beri ─
Chest, with lock 50 000 beri 25 lb. Sealing Wax 2 500 beri ─
Climber's Kit 250 000 beri 12 lb. Shovel 20 000 beri 5 lb.
Clothes, common 2 500 beri 3 lb. Signal whistle 250 beri ─
Clothes, costume 50 000 beri 4 lb. Signet ring 50 000 beri ─
Clothes, fine 150 000 beri 6 lb. Soap 100 beri ─
Crowbar 20 000 beri 5 lb. Spikes, iron (10) 10 000 beri 5 lb.
Fishing Tackle 10 000 beri 4 lb. Spyglass 100 000 beri 1 lb.
Flask or tankard 100 beri 1 lb. Tent, two-person 20 000 beri 20 lb.
Grappling hook 20 000 beri 4 lb. Tinderbox 2 500 beri 1 lb.
Hammer 10 000 beri 3 lb. Torch 10 beri 1 lb.
Hammer, sledge 20 000 beri 10 lb. Vial 10 000 beri ─
Healer's Kit 50 000 beri 3 lb. Waterskin 200 beri 5 lb. (full)
Hourglass 250 000 beri 1 lb. Whetstone 50 beri 1 lb.
Tools
Adventuring Gear Item Cost Weight
This section describes items unique to the setting, using their Artisan's tools
own mechanics and special rules. Alchemist's supplies 500 000 beri 8 lb.
Firearms Bullets. Iron or lead balls used as ammunition
in the blunderbuss, flintlock, musket, rifle and revolver. Appraiser's tools 500 000 beri 4 lb
Apparatus. An apparatus is a mechanism or item of some Brewer's supplies 200 000 beri 9 lb
sort that allow gadgeteers to create fantastic effects, such as
dials from the sky islands or an experimental rod with Calligrapher's supplies 100 000 beri 5 lb
sprockets and gyri attached to it. Carpenter's tools 80 000 beri 6 lb.
Log pose. In the Grand Line, compasses do not work Cartographer's tools 150 000 beri 6 lb.
because of the strong magnetic fields surrounding each
island. A log pose is required to make navigation rolls at all Cobbler's tools 50 000 beri 5 lb.
while in the Grand Line, otherwise you're sailing blindly. Cook's utensils 10 000 beri 8 lb.
Preservation Box. A massive iron box filled with ice or
other coolants, and tightly insulated from the elements. Helps Glassblower's tools 300 000 beri 5 lb
keep fresh produce or medicine from spoiling on long trips, Jeweler's tools 250 000 beri 2 lb.
allowing for crews to enjoy better and healthier food and Leatherworker's tools 50 000 beri 5 lb.
medical treatment on their travels.
Sea Charts. Sea charts map the nearby island as well as Mason's tools 100 000 beri 8 lb.
water depth and land elevations. While a navigator has sea Painter's supplies 100 000 beri 5 lb.
charts at hand, it makes all navigation checks at advantage
while within the area. Potter's tools 100 000 beri 3 lb.
Smith's tools 200 000 beri 8 lb
Tools Tinker's tools 500 000 beri 10 lb
A few additional tools appear in this setting, using their own Weaver's tools 10 000 beri 5 lb
mechanics and special rules as well. Woodcarver's tools 10 000 beri 5 lb.
Appraiser's Tools. A tool kit consisting of magnifying
glass, reference material, a small hammer and scales with Dial kit 500 000 beri 4 lb.
which to weigh small items. It's useful for establishing the Disguise kit 250 000 beri 3 lb.
proper value of bounty and loot you find on your travels. Forgery kit 150 000 beri 5 lb.
Dial Kit. A set of tools containing everything a tinkerer
needs in order to repair and prepare dials, described later in Gaming set
the chapter. With a dial kit, you can repair cracked dials or Dice set 500 beri ─
identify different types of dials and their uses. You also need
this in order to repair broken skyborne vehicles. Chess set 10 000 beri 1/2 lb.
Sky Vehicles. On sky islands, dials are used in place of Playing card set 2 500 beri ─
common watercrafts. Typically crafted from wood with breath Gunsmith's tools 250 000 beri 6 lb.
dials attached to them, skyborne vehicles can race across
clouds and water at great speeds. These kinds of vehicles Herbalism kit 50 000 beri 3 lb.
come in three distinct forms: Surfers, shooters and wavers. Musical instrument
Surfer. Surfers superficially resemble regular surfing
boards, however they have a set of breath dials attached to Bagpipes 300 000 beri 6 lb.
the back end or sides which serve to propel the board without Drum 60 000 beri 3 lb.
the need for wind or waves. It is the middle ground for sky Dulcimer 250 000 beri 10 lb.
vehicles, faster than the skates but more nimble and lighter
than a waver. Flute 20 000 beri 1 lb
Shooters. Shooters have a similar shape to ice skates that Guitar 350 000 beri 3 lb.
are attached to feet or foot-wear, however with a broader and
dull blade. Breath dials attached to them allow the wearer to Lyre 300 000 beri 2 lb.
travel over water and clouds with practice. The most agile of Horn 30 000 beri 2 lb.
all sky vehicles, the shooters are difficult to master but Shamisen 200 000 beri 2 lb.
rewarding as they carry next to no bulk.
Waver. The largest of the sky vehicles, the waver resembles Tambourine 10 000 beri 1/4 lb.
a water scooter and functions practically the same, using a Trumpet 100 000 beri 1 lb.
larger breath dial (or, in the case of rare antiques, jet dial) as
an engine. By far the fastest of the three sky vehicles, it can Viol 300 000 beri 1 lb.
easily overwhelm the non-proficient user due to its fast Navigator's tools 250 000 beri 2 lb.
accelerations. Poisoner's kit 500 000 beri 2 lb.
Thieves' tools 250 000 beri 1 lb.
Sky Vehicles* See "Mounts and Vehicles" ─
Transponder Snails Horned Transponder Snails. These transponder snails do
Transponder snails are a unique genus of snails with the not recieve signals for communication, instead they
ability to communicate with eachother through telepathy, broadcast signals that intercept other transponder snails,
capable of using electronic signals to reach across great making it impossible to use them in their vicinity. Typically
distances. Coupled with their ability to perfectly mimic used by pirates who wish to hold meetings in secret.
human speech and even expressions, they have been Proko Transponder Snails. This subspecies of
domesticated for use as phones across the world. These transponder snails can recieve, project and broadcast what a
snails are also referred to as "den den mushi". cameko subspecies sees onto a bigger video screen. It is an
Older transponder snails are typically as big as a domestic older visual transponder snail. They are able to broadcast
cat, while baby transponder snails are small enough to fit in a their frequencies between two relatively close locations.
hand, allowing them to act as mobile devices. Transponder Surveillance Transponder Snails. An adult form of the
snails are typically docile by nature and do not mind being cameko transponder snails. Too big to be kept and moved
domesticated, as it provides a source of food and safety. The around by hand, these transponder snails can be placed
attachments necessary to use them for communication also strategically to survey an area. Multiple surveillance
does not cause them particular harm or discomfort. transponder snails can broadcast their sight to a single
Common transponder snails are typically used only by proko, allowing an effective network to be set up with enough
government officials and wealthy pirate captains with the funds. Typically only important government facilities employ
means to procure one. They are typically not used by the this level of surveillance.
normal citizen, though they become more common
throughout the Grand Line, especially in the New World. Transponder Snails
Other forms of transponder snails do exist, but are Item Cost Weight
extremely rare. Visual transponder snails are used widely by Basic Transponder Snail 1 000 000 beri 10 lb.
the world government but are mostly unheard of elsewhere. Black Transponder Snail 50 000 000 beri 1/2 lb.
Black Transponder Snails. Typically only used by
marines, black transponder snails are a subspecies that Cameko Transponder Snail 2 000 000 beri 1 lb
remain small for life. Typically small enough to be fitted to Horned Transponder Snail 10 000 000 beri 9 lb
one's wrist, these transponder snails pick up and eavesdrop
on other forms of transponder snails, allowing the user to Proko Transponder Snail 6 000 000 beri 12 lb
listen in on conversations between other transponder snails. Surveillance Transponder Snail 2 500 000 beri 8 lb.
Cameko Transponder Snails. is able to store images and
videos. It is a younger visual transponder snail. While taking
a photo, it create flashes of light with its eyes in order to
perform flash photography. It is usually outfitted with an
antenna connected to the shell, that allows it to send signals
and live video feeds to their connected proko.
Galleon. The largest available ships in the setting, galleons
Mounts and Vehicles are multi-decked sailing ships that can easily be outfitted and
The world is a massive, expansive reach of uncharted waters repurposed as warships. Typically the flagships of any fleet, a
and lands unknown. Getting around on foot is next to galleon can hold a big crew and plenty of cargo, while
impossible, and even islands can span many miles of retaining better maneuverability than a carrack.
unforgiving wilderness filled with beasts and monsters. To Galley. Galleys are long vessels that rely on sails and
this end, crews must band together and secure vessels for sizable rowing crews to move. These ships can carry siege
themselves to travel on, if they wish to explore everything that weapons and soldiers to war or transport large amounts of
the world has to offer. cargo for merchants. However, their reliance on manpower
for their speed means they cannot carry heavy weaponry for
Ships and Waterborne Vessels use, making them less useful in naval warfare.
Longship. Longships are vessels that rely on a rowing
No pirate crew worth their salt can even call themselves a crew and sails to move across the sea, often outfitted with a
crew unless they have a ship of their own. Whether it's a single full-rigged mast. The size of a longship makes it easy
humble keelboat or a massive galleon, a crew's ship is their for troops to get on and off quickly, making it the perfect ship
heart without which they cannot even leave the harbor for engaging in surprise strikes. Typically only used by giants
behind. Most crews start out humbly with a simple rowboat in this setting.
or keelboat, but in order to cross reverse mountain into the Keelboat. One of the smallest sailing vessels, keelboats
Grand Line, they must find the means to acquire a proper can be sailed or rowed by a single person. These ships often
ship first, and establish enough of a crew to sail it. transport small amounts of cargo or passengers. They're
Caravel. Caravels are sailing ships distinguished by their perfect for pleasure cruises, as they're easier and less
lateen sails and 2 or more masts. Light and fast, caravels expensive to operate than larger vessels.
make for excellent expeditionary ships and can be manned by Rowboat. The humble rowboat serves to ferry passengers
a small crew. In this setting, a caravel specifically refers to a back and forth from larger ships or to navigate lakes and
smaller sailing vessel of its type. rivers. Due to its simple, versatile design, a rowboat has no
Carrack. Carracks are caravel-built ships with 3 to 4 masts decks or typical crew. Weighing 100 pounds, a rowboat is
and both lateen and square-rigged sails, and predecessor to easy to transport and might be carried by larger ships.
the galleon. In this setting, carrack refers to a caravel-built Sloop. A small, nimble and agile sailing vessel with a
warship. It is specifically favored among pirates and marines. single mast and for-and-aft-rigged sails. A sloop in this setting
refers to smaller boats and not a sloop-of-war. Its small size
makes it easy to maneuver, oftentimes being a prime choice
for pirate crews who only just began their journey.
Waterborne Vehicles
Ship Cost (Beri) Speed Crew Passengers Cargo (tons) Cannon Slots AC HP Damage Threshold
Caravel 100 Million 5 mph 30 20 100 Bow 1, Port 6, Star 6, Stern 3 15 600 15
Carrack 250 Million 4 mph 40 60 200 Bow 4, Port 12, Star 12, Stern 4 15 1000 30
Galleon 400 Million 4½ mph 60 90 300 Bow 4, Port 24, Star 24, Stern 8 17 1200 30
Galley 300 Million 4 mph 80 40 150 Bow 1, Stern 2 15 1000 20
Keelboat 30 Million 3 mph 3 4 1/2 Bow 1 15 200 10
Longship 100 Million 5 mph 40 100 10 None 15 600 15
Rowboat 500 000 1½ mph 2 2 ─ None 11 100 ─
Sloop 50 Million 4 mph 10 10 25 Bow 1, Port 1, Star 1 15 300 15

Cannons
Cannon Damage Cost (Beri) Misfire Range Siege Weapon Clean and Reload Ship Availability
Swivel Gun 2d8 100 000 3 120/480 No 1 Bonus Action All Ships
8-pounder 2d10 1 Million 4 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley, Sloop
12-pounder 3d10 3 Million 4 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley
18-pounder 4d10 7 Million 4 250/1000 Yes 2 Actions Caravel, Carrack, Galleon, Galley
24-pounder 6d10 12 Million 4 250/1000 Yes 2 Actions Carrack, Galleon, Galley
36-pounder 8d10 20 Million 3 250/1000 Yes 2 Actions Carrack, Galleon
42-pounder 10d10 30 Million 3 300/1200 Yes 2 Actions Carrack, Galleon
64-pounder 15d10 40 Million 3 300/1200 Yes 2 Actions Terrestrial Only
Cannons Mounts and Animals
Item Cost Speed
In naval battles, cannons serve as the primary weapon of
most all seafaring vessels. A cannon's destructive properties Camel 500 000 beri 50 ft.
are measured by the pound rating of the ammunition it fires: Donkey or mule 80 000 beri 40 ft.
The larger the pound rating, the more damage the cannon Duck, giant 1 000 000 beri 60 ft.
deals on a successful hit. However, cannons are heavy duty
equipment, and larger cannons typically can't be mounted on Elephant 2 000 000 beri 40 ft.
smaller vessels at all. Furthermore, the size of the vessel Horse, draft 500 000 beri 40 ft.
determines how many cannons can even fit on the ship to
begin with, regardless of weight and size. Horse, riding 750 000 beri 60 ft.
Damage. All cannons deal bludgeoning damage with basic Horse, sea 600 000 beri Swim 40 ft.
round shots, however different forms of ammunition exist. Pony 300 000 beri 40 ft.
See the Cannon Shot table for more information.
Misfire. All cannons have a relatively high misfire score, as Warhorse 4 000 000 beri 60 ft.
anything from the weather to the ambient temperature can
affect cannon efficiency. Tack, Harness, and Drawn Vehicles
Clean and Reload. Smaller guns, such as the swivel gun, Item Cost Weight
can be effectivelly manned and used by a single person, Barding x4 x2
however larger cannons typically require a group of two to
three in order to fire effectively each turn. Bit and briddle 20 000 beri 1 lb.
Ship Availability. Some ships are better designed to Carriage 1 000 000 beri 600 lb.
handle the weight and recoil of cannons than others. If a ship
fires a cannon for which it isn't designed, such as a caravel Cart 150 000 beri 200 lb.
loading and firing a 24-pounder cannon, then the ship takes Chariot 2 500 000 beri 100 lb.
bludgeoning damage equal to the average damage of the Feed (per day) 25 beri 10 lb.
cannon whenever it is fired (in this case, that would result in
33 (6d10) bludgeoning damage.) Saddle 150 000 beri 15 lb.
Saddlebags 40 000 beri 8 lb.
Cannon Shot
Damage Sled 2 00 000 beri 300 lb.
Shot Cost Type Damage Spread Stabling (per day) 2 500 beri ─
Round Shot 10 000 Bludgeoning Sphere (5 feet Wagon 350 000 beri 400 lb.
beri radius)
Grapeshot 15 000 Piercing Cone (30 feet) Dial Vehicles (Sky)
beri
Item Cost Weight Speed
Chain Shot 15 000 Bludgeoning Line (5 feet wide)
beri Board, breath dial 200 000 beri 2 lb. 50 ft.

Exploding 20 000 Fire Sphere (20 feet Board, jet dial 10 000 000 beri 2 lb. 65 ft.
Shell beri radius) Shooters, breath dial 100 000 beri 1 lb. 40 ft.
Flame Dial 100 000 Fire Line (10 feet wide) Shooters, jet dial 5 000 000 beri 1 lb. 50 ft.
beri
Waver, breath dial 1 000 000 beri 80 lb. 60 ft.
Damage Spread. A shot type's damage spread determines Waver, jet dial 50 000 000 beri 80 lb. 80 ft.
the splash zone resulting from a hit. Sphere-shaped spreads
extend from the shot's impact, while cone and line-shaped
spreads extend from the muzzle of the cannon. If the damage
shape is in a line, the length of the line equals the cannon's
normal range. Each creature that is not the target but are
within the damage spread when the cannon is fired must
make a Dexterity saving throw. A creature takes half the
damage of the cannon's damage roll on a failed save, and no
damage on a successful one.
Firing a Cannon. When you fire a cannon, you make a
ranged attack roll with the cannon as normal, using your
Dexterity modifier. Unless you have proficiency with cannons,
you do not add your proficiency modifier to attacks with
them.
Ranged Cannon Attack = d20 + your proficiency bonus +
your Dexterity modifier
Cannon Save DC = 8 + number of damage dice of the
cannon
Building, Maintaining and Damage and Repairs
Damage to a crew's ship on the seas is not a possibility, but
Repairing Your Ship an eventuality. Rough seas, harsh weather, sharp reefs and
Most renowned pirate crews have signature ships unique in enemy ships will all tear away at your ship's hull and wear
their design. These are ships that have been either built or down the masts and sails. Mooring to repair and maintain
upgraded by the hands of a skilled shipwright. your ship in between is imperative to keeping it seaworthy.
The difference between a crew with and without a skilled Whenever a ship suffers damage, its hit point maximum is
shipwright is clear as day from a glance at their ship. reduced by a number equal to half the damage it suffered.
Strengthened hulls, heavier cannons and propulsion systems Any crewmate can attempt to make repairs to restore lost hit
mark a vessel in the care of a skilled shipwright with the points to a ship, but only a shipwright can restore lost
proper means to work with, and can make the difference maximum hit points. If a ship's hit point maximum is reduced
between life and death on the open seas. below half its normal value, the ship is irrepairably damaged
and not even a shipwright can restore it to its original hit
Building a Ship points maximum.
A creature can spend anywhere between 1 to 8 hours
A shipwright does not need to bargain with others in order to doing repairs to a ship. For each hour a creature spends
get a ship up and running for their allies. All shipwrights have doing repairs, it can roll a DC 10 tool ability check with
the knowledge necessary to craft a seafaring vessel from carpenter's tools, or alternatively an Intelligence
scratch, what they need is the resources and manpower. In (Engineering) or Strength (Athletics) ability check at
order to begin the construction of a ship, the crew must have disadvantage. On a successful check, the ship regains 5 hit
at least one shipwright as part of their crew. However, other points, or twice that if the creature making the check is a
participants in the crafting process do not need to be shipwright. A shipwright also restores the ship's hit point
shipwrights. maximum by an equal amount on a successful check.
Building your own ship is a time-consuming effort, but it is If a ship is brought to 0 hit points, it begins taking in water.
relatively cheaper than buying one from a company. In order The ship can remain afloat for a number of minutes equal to
to build a ship, you need resources such as wood, iron and 10 + half its damage threshold value before completely
cloth of a value equal to half the market value of the ship you sinking. While the ship is still afloat, a creature can attempt
are attempting to build, as well as 8 hours set aside for to temporarily block the leakage with a DC 15 tool ability
crafting each day. So if you for instance are attempting to check with carpenter's tools, or a DC 20 Intelligence
build a caravel, you would need 50 million beri's worth of (Engineering) or Strength (Athletics) check. On a successful
resources. check, the hole is temporarily fixed and the ship can stay
As you craft, you make progress in increments measured in afloat for an additional 10 minutes or until it takes damage
beli. The increments are decided by a tool ability check using again.
your carpenter's tools, as described in the Crafting Process Each time the ship suffers damage while below 0 hit
table below. Creatures that have the Craft Vessel feature points, a new hole opens in the hull requiring one additional
make this check at advantage, and alternatively creatures action to stop the ship from taking in water.
without proficiency with carpenter's tools can make an
Intelligence (Engineering) or Strength (Athletics) skill check
at disadvantage, symbolizing mental and physical labor. Each
participating creature makes its own tool or skill ability Klabautermann: Spirit of the Ship
check, and the results are pooled together for a total progress Legends tell of a mythical water spirit known as the
sum for the day. You make these tool and ability checks until Klabautermann that dwells in ships beloved by their
your reach the market value of the ship you are crafting, for crew. They are said to warn the crew of danger and
example if you make 250 000 beri's worth of progress per watch over the ship when they aren't present. Pray
day, you will be able to complete a caravel (market value of you never gaze upon it, however, as legend has it
100 million beri) in 400 days. If two of your crew members that the klabautermann only shows itself to the
help you and add a progress of 125 000 beri's worth of crew of the ship if it is doomed to sink.
progress per day each, you will be able to finish the ship in Using the Klabautermann. A DM can choose to
only 200 days. bestow a ship with a klabautermann at their
discretion. The spirit typically does not interact
Crafting Process directly with the players or the crew, instead acting
Crafting Check Result Progress (in beli) in silent vigil. Whenever the crew takes a long rest
while damage has been done to the ship, the
5 or lower 10 000 klabautermann will do repairs to the ship if it's
10 50 000 below half its hit point maximum. These repairs
also restores lost hit points maximum.
15 125 000 Additionally, a ship with a klabautermann is
20 250 000 always considered to be under the alarm creation.
The trigger for this alarm is anything that seeks to
25 500 000 harm the ship or the crew, and can manifest as the
30 or higher 1 000 000 ship suddenly reeling to the side or the sails
unfurling suddenly.
Optional Rule: Upgrading your Ship Activation. This upgrade is normally not in effect.
Someone on the crew (typically the helmsman) must use an
Having your own ship is a mark of pride for any captain, action to activate the upgrade.
however in order to really stand out on the seas one must Burst of Speed. As an action, the current helmsman of the
make additions to it that help it stand out from the common ship can activate the turbo. This expends all remaining fuel in
ship. all tanks and moves the ship a number of feet in a straight
A skilled shipwright can upgrade an existing ship with all line equal to the total amount of fuel consumed.
manners of additions and modifications. Upgrades require a Dive. This upgrade creates a shell around the ship,
creative mind and is typically not a service provided by most allowing it to dive beneath the ocean's surface and travel
common shipwrights, including larger companies. along the ocean floor.
When crafting an upgrade for a ship, you follow the same Fish Tank. A fish tank allows the crew to keep fresh fish
crafting rules as the ones for building a ship. You can only on board, which can be used for food. This halves the crew's
craft one upgrade at a time, and other crewmembers can help lifestyle expenses if they have a cook on board.
you as with building a ship. The cost listed for each upgrade Fuel Supply. A fuel supply is measured in gallons of fuel.
generally entails the resources necessary to craft the Fuel supply by itself does nothing, however it is necessary in
upgrade, such as lumber, steel or clockwork mechanisms. In order to use other specific upgrades that require fuel.
order to craft an upgrade for a ship, you must first have a Gardening. Gardening allows the crew to grow plants,
proficiency bonus equal to the number listed in the typically for medicine or food, on the ship. This halves the
Proficiency column of the Ship Upgrades table. Additionally, crew's lifestyle expenses if they have a doctor on board.
the ship must meet the requirements listed for the upgrade, Lightweight. This makes the ship nimble and light,
as described in the Requirement column of the same table. allowing it to travel in shallow water and sail upon the clouds
Some upgrades come with additional bonuses to the ship, of sky islands.
ranging from increased storage to sudden acceleration. Reverse. This upgrade allows the ship to move in a
straight line backwards by expending fuel.
Ship Upgrades
Upgrade Cost (Beri) Proficiency Repeatable Requirement Properties
Additional deck level
+1 deck level 5 Million 2 No Caravel, carrack, galleon x2 cannon slots (port/star)
+2 deck levels 10 Million 4 No Carrack, galleon x3 cannon slots (port/star)
Aerodynamics 500 000 2 No Caravel, keelboat, sloop Lightweight
Aquarium 750 000 3 No Carrack, galleon, galley Fish tank
Enhanced support 750 000 2 Yes None +1 cannon weight capacity
Expanded storage 500 000 3 No Caravel, carrack, galleon, galley x1.5 Cargo hold
Fuel tank, gallon (100) 2 Million 3 Yes Caravel, carrack, galleon Fuel supply
Orchard 300 000 3 No Caravel, carrack, galleon, galley Gardening
Propulsion 20 Million 3 No Fuel tank (25/hour) +2 mph, Activation, reverse
Reinforced hull
Apprentice 5 Million 3 No None +1 AC
Journeyman 10 Million 4 No None +2 AC
Masterwork 20 Million 5 No None +3 AC
Reinforced keel
Apprentice 10 Million 3 No None +100 hit point maximum
Journeyman 20 Million 4 No None +200 hit point maximum
Masterwork 30 Million 5 No None +300 hit point maximum
Submarine 30 Million 4 No Fuel tank (25/hour), propulsion Activation, dive
Turbo engine 5 Million 3 No Carrack, galleon, fuel (All remaining) Activation, burst of speed
Turrets, bow 7 Million 2 No Caravel, carrack, galleon, galley x2 cannon slots (bow)
Turrets, stern 7 Million 2 No Caravel, carrack, galleon, galley x2 cannon slots (stern)
Chapter 5: Customization Options

I
n addition to the many options presented in race, Dungeon Delver
class and role choice, there exist a few additional Durable
means of customization for players who truly wish to Grappler
tailor their character exactly to what they envision. Great Weapon Master
Below are a few listed options for additional ways to Healer
customize your character. Heavily Armored
Heavy Armor Master
Inspiring Leader
Multiclassing Keen Mind
Rules on Multiclassing can be found in chapter 6, p.163 of Lightly Armored
the Player's Handbook. Multiclassing in this system is an Martial Adept
optional rule, and the following requirements apply to the Medium Armor Master
class options presented in chapter 3 of this document. Mobile
Mounted Combatant
Multiclassing Prerequisites Polearm Master
Class Ability Score Minimum Resilient
Savage Attacker
Barbarian Strength 13 Sentinel
Bard Charisma 13 Sharpshooter
Brawler Strength 13 and Dexterity 13 Shield Master
Skilled
Fighter Strength 13 or Dexterity 13 Skulker
Gadgeteer Intelligence 13 or Wisdom 13 Tavern Brawler
Tough
Marksman Dexterity 13 and Wisdom 13 Weapon Master
Rogue Dexterity 13
Savant Strength and Charisma 13
Reworded Feats
The following feats appear differently than as presented in
the Player's Handbook, changing the terminology to better
Feats match the rest of the document.
A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training, Elemental Adept
Prerequisite: The ability to use at least one creation
experience, and abilities beyond what a class provides. When you gain this feat, choose one of the following damage
When your class gives you the Ability Score Improvement types: acid, cold, fire, lightning, or thunder.
feature, you can forgo taking that feature to take a feat of your Creations you use ignore resistance to damage of the
choice instead. You can take each feat only once, unless the chosen type. In addition, when you roll damage for a creation
feat’s description says otherwise. that uses that deals damage of that type, you can treat any 1
You must meet any prerequisite specified in a feat to take on a damage die as a 2.
that feat. If you ever lose a feat’s prerequisite, you can’t use You can select this feat multiple times. Each time you do
that feat until you regain the prerequisite. For example, the so, you must choose a different damage type.
Grappler feat requires you to have a Strength of 13 or higher.
If your Strength is reduced below 13 somehow — perhaps by Trick Foiler (Mage Slayer)
a withering curse — you can’t benefit from the Grappler feat You have practiced techniques useful in melee combat
until your Strength is restored. against gadgeteers, gaining the following benefits:
Available Feats (Player's Handbook) When a creature within 5 feet of you uses a creation, you
The following feats are available for consideration to players can use your reaction to make a melee weapon attack
who wish to use their Ability Score Improvement feature to against that creature.
pick a feat. Feats not listed her are normally not allowed, but When you damage a creature that is concentrating on a
the DM is allowed to waver this restriction to better fit the creation, that creature has disadvantage on the saving
feel of their campaign. The feats listed below appear as they throw it makes to maintain its concentration.
are found in Chapter 6 of the Player's Handbook. You have advantage on saving throws against creations
used by creatures within 5 feet of you.
Actor
Athlete
Charger
Crossbow Expert
Defensive Duelist
Dual Wielder
Hobby Tinkerer (Magic Initiate)
Choose a class: bard or gadgeteer. You learn two tricks of
Haki
your choice from that class’ creation list. Haki is a mysterious power that slumbers deep within each
In addition, choose one 1st-level creation from that same living creature. To most people, it is an untapped potential
list. Using this feat, you can use the creation once at its that will never be drawn upon, as very few individuals across
lowest level, and you must finish a long rest before you can the world ever awaken the power within them. Broadly
use it again. speaking, Haki is not that different from other senses a
Your creative ability for these creations depends on the creature might possess and comes in three distinct types,
class you chose: Charisma for bard and your choice of sometimes referred to as "colors".
Intelligence or Wisdom for gadgeteer. Observation Haki (Kenbonshoku). This type of Haki
grants a person a sorts of sixth sense, massively increasing
Routine User (Ritual Caster) their awareness and giving them the ability to pick up on the
Prerequisite: Intelligence or Wisdom 13 or higher presence of nearby creatures. When mastered, this type of
You have learned a number of creations that you can use as Haki can even allow creatures to peer moments into the
routines. These creations are written in a journal, which you future, giving them an uncanny ability to evade attacks and
must have in hand while using one of them. danger.
When you choose this feat, you acquire a journal holding Armament Haki (Busoshoku). This type of Haki
two 1st-level creations of your choice. Choose one of the manifests a person's spirit as an invisible force around their
following classes: bard or gadgeteer. You must choose your body, protecting them from attacks or empowering their own
creations from that class’ creation list, and the creations you in the same vein. Armament Haki is one of the only ways to
choose must have the routine tag. The class you choose also reliably strike and damage Logia-type devil fruit users, and
determines your creative ability for these creations: harisma when mastered it allows a person to project their spirit as
for bard and your choice of Intelligence or Wisdom for black armor, coat their weapons to make them stronger and
gadgeteer. deadlier, and create shockwaves to deflect attacks completely.
If you come across a creations in written form, such as a Conqueror's Haki (Haoshoku). This type of Haki is
blueprint or a gadgeteer's notebook, you might be able to add exceedingly rare, only appearing in a few individuals over the
it to your journal. The creation must be on the creation list for course of history. Conqueror's Haki is the projection of a
the class you chose, the creation’s level can be no higher than person's willpower with such overwhelming force that it can
half your level (rounded up), and it must have the routine tag. incapacitate weaker beings completely. Conqueror's Haki is
The process of copying the creation into your journal takes 2 unique in that unlike the other two types, it cannot be trained
hours per level of the creation, and costs 50 gp per level. The in or forcefully unlocked, but one must possess the innate
cost represents material components you expend as you potential in order to do so.
experiment with the creation to master it, as well as the fine
inks you need to record it. Learning Haki Feats
Gadget Sniper (Spell Sniper) Haki feats function similar to normal feats, with a few
Prerequisite: The ability to use at least one creation caveats. The first is that Haki feats are bound to specific
You have learned Techniques to enhance your attacks with character levels, the initial set of Haki feats not being
certain kinds of creations, gaining the following benefits: available until a character reaches 8th character level or
higher. Similar to feats, Haki feats are an optional choice that
When you use a creation that requires you to make an can be chosen in place of an Ability Score Improvement
attack roll, the creation’s range is doubled. feature. However, unlike regular feats, Haki feats can be
Your ranged creation attacks ignore half cover and three- chosen in pairs of 2 Haki feats per Ability Score
quarters cover. Improvement. Alternatively, a player can choose to pick up
You learn one trick that requires an attack roll. Choose the only one Haki feat when they gain an Ability Score
trick from the bard or gadgeteer spell list. Your creative Improvement, and then increase one ability score by 1 point.
ability for these creations depends on the class you chose: Chosing a Haki feat that is a prerequisite for another Haki
Charisma for bard and your choice of Intelligence or feat immediately makes you eligible for the latter. For
Wisdom for gadgeteer. example, you can choose both Basic Armament Haki and
Battle Creator (War Caster)
Color of Armament Adept at 8th level, but you cannot choose
Prerequisite: The ability to use at least one creation the latter and then improve one Ability Score at 8th level, as
You have practiced casting Spells in the midst of Combat, Basic Armament Haki is a prerequisite for choosing Color of
learning Techniques that grant you the following benefits: Armament Adept.
You have advantage on Constitution saving throws that
you make to maintain your concentration on a creation Haoshoku Haki: Rare and Powerful
when you take damage. Dungeon Masters should exercise restraint when it
You can perform the somatic components of creation even comes to allowing Conqueror's Haki feats at the
when you have weapons or a shield in one or both hands. table. Typically, only players who hold the captain
When a hostile creature’s movement provokes an or vice captain role are eligible for Conqueror's
opportunity attack from you, you can use your reaction to Haki, but it's not a requirement to possess for
use a creation at the creature, rather than making an either role.
opportunity attack. The creation must have a usage time
of 1 action and must target only that creature.
List of Haki Feats Color of Armament Master
Prerequisites: 16th level, Color of Armament Journeyman
The available Haki feats are listed here in alphabetical order. Your training in Armament Haki has reached complete
If a Haki feat has a prerequisite, you must first meet it before mastery, allowing you to create an invisible barrier around
being eligible to chose the Haki feat. yourself, or project it outwards to break through any
creature's defenses.
Basic Armament Haki Emission. You unconsciously emit an invisible barrier of
Prerequisites: 8th level force around yourself. You have immunity to bludgeoning,
Through grueling challenges and training, you've unlocked piercing and slashing damage not made with haki-imbued
the hidden potential sleeping deep within you. You have weapons, and resistance against all other damage except
access to the basic form of Armament Haki. from creatures with this feat. Additionally, you can choose to
Enhancement. Your weapon attacks now count as Haki- ignore the effects of creations used at 5th level or below.
imbued for the purpose of overcoming immunities and Destruction. As an action, you can touch a creature and
resistances. create ripples of energy that pierces any defenses. The target
creature must make a Constitution saving throw. On a failed
Basic Observation Haki save, the creature is reduced to 0 hit points. On a successful
Prerequisites: 8th level save, the creature suffers 10d10 necrotic damage. A creature
Through grueling challenges and training, you've unlocked
the hidden potential sleeping deep within you. You have with this feat does not need to make this saving throw,
access to the basic form of Observation Haki, granting you instead only losing access to the Emission portion of this feat
the ability to sense the auras of living creatures. for 1 minute. The DC is calculated as 8 + your proficiency
Sense Presence. You gain a permanent +5 bonus to your bonus + your Strength, Constitution or Charisma modifier
passive perception. As an action, you can focus and become (whichever is higher).
aware of any living creature within 60 feet of you that isn't Once you use this feature, you cannot do so again until you
hidden, and a hidden creature must immediately make a finish a long rest.
Dexterity (Stealth) check against your passive perception or
be spotted. You instantly learn the size of the creature and Color of Observation Adept
Prerequisites: 8th level, Basic Observation Haki
how many hit dice it has, but do not learn of its exact location Your specialization with Observation Haki allow you to sense
unless you can see it. By concentrating on this effect as if it the intent of creatures around you, allowing you to read their
was a creation, you can expend the radius by 60 feet as an movements and evade their attacks.
action, increasing the radius by 60 feet per instance up to a Sense Intent. You gain a permanent +1 bonus to your AC.
maximum of 300 feet. As a reaction when you are the target of an attack or an effect
that forces you to make a Dexterity saving throw, you can
Color of Armament Adept grant yourself a bonus to your AC and all Dexterity saving
Prerequisites: 8th level, Basic Armament Haki throws equal to your proficiency bonus until the start of your
Your specialization into Armament Haki empowers your use
of it, granting you the ability to coat yourself in a black sheen next turn, including against the triggering effect.
that protects like armor. You gain the following benefits. You can use this feature three times and regain all uses
Hardening. As a reaction when you take damage, you can when you finish a short or long rest.
harden your skin like jetblack armor. Until the end of your
next turn, you have resistance to all damage not made with Color of Observation Journeyman
Prerequisites: 12th level, Color of Observation Adept
Haki-imbued weapons or abilities, including against the Through diligent training with Observation Haki, you've
triggering source of damage, and you have advantage on increased the range and precision of it to entirely new levels.
saving throws against creations. Enhanced Sense Presence. The permanent bonus to
You can use this feature three times and regain all uses your AC increases to +2. You now have advantage on all
when you finish a short or long rest. Wisdom (Insight) and Wisdom (Perception) checks you make
while concentrating on Sense Presence. Additionally, you can
Color of Armament Journeyman now shape Sense Presence as a line that is 100 feet long and
Prerequisites: 12th level, Color of Armament Adept 10 feet wide that extends from you, rather than a radius
As your training with Armament Haki continues, you've
learned how to extend your Haki to your weapons, turning around you. On each of your turns, can extend the length of
the steel jet black and increasing its power immensely. You the line by 100 feet, up to a maximum of 1 mile.
gain the following benefit.
Imbuement. As a bonus action, you can imbue your Color of Observation Master
Prerequisites: 16th level, Color of Observation Journeyman
weapons with Armament Haki for 1 minute. During this time, Your training in Observation Haki has reached complete
you gain a bonus to attack and damage rolls with the weapon mastery, allowing you to see a few seconds into the future
equal to half your proficiency bonus (rounded up) unless it through a moment of concentration.
already has a bonus to hit and damage. A limb used to make Future Sight. The permanent bonus to your AC increases
unarmed strikes with is a viable choice. to +3. As a bonus action on your turn, you can peer into the
You can use this feature once and regain the ability to do so future. Until the start of the next turn, you have advantage on
when you finish a short or long rest. all attack rolls, saving throws and ability checks, and attacks
made against you are made with disadvantage.
You can use this feature three times and regain the ability
to do so when you finish a long rest.
Conqueror's Haki Voice of All Things
Prerequisites: Special Prerequisites: Special
An optional addition to the Basic Armament Haki and Basic The voice of all things is not technically related to Haki,
Observation Haki feats, a DM can choose to award this as an however it follows a very similar pattern in that only a few
additional feat when specific characters learn both of the individuals ever have the opportunity to unlock it. Dungeon
aforementioned feats. Awakening Conqueror's Haki grants a Masters are free to grant this feat to players when they meet
character access to the following benefits. the prerequisites for Basic Haki feats. The voice of all things
Overhwelming Presence. As a bonus action, you can grants you the following benefits.
project your willpower in a massive surge that knocks out any Universal Language. You have an innate ability to hear the
lesser creatures instantly. Each creature of your choice within "voice" of animals and inanimate objects, instinctually
30 feet must succeed on a Wisdom saving throw or become understanding the meaning behind the sounds and gestures
incapacitated for 1 minute. While incapacitated, the creature of animals, or any imagery or written language upon an
is unconscious, but wakes up if it suffers any damage. The object, including poneglyphs. You gain no additional benefits
DC for this saving throw is calculated as 8 + your proficiency to communicate back with beasts and objects through this
bonus + your Charisma modifier. Creatures with a challenge feature, nor any ability to coerce them to communicate with
rating equal to your character level divided by 5 (rounded you.
down) automatically fail this saving throw. Creatures that Guidance of the World. Once, you can ask the DM one
either possess any Haki feat, have a CR rating equal to or question relegated to a specific object, place or creature that
higher than half your level, or have equal to or more character you are trying to find. The DM then gives you one truthful
levels than you, automatically succeed on this saving throw. answer that guides you in the direction of the thing you are
Once you use this feature, you cannot do so again until you looking for. You are not made aware of any dangers waiting
finish a long rest. on the path, nor does the answer you recieve take into
Clash. As a reaction when another creature uses account any changes that might as a result of an action taken
Overwhelming Presence, you can choose to clash with them by another player or NPC.
using your own. If you choose to do so, the radius of both you Once you use this feature, you cannot do so again until 7
and your target's Overwhelming Presence increases to 60 days have passed since you last used it.
feet, and creatures forced to make a saving throw does so at a
disadvantage.
Domination. You can use dominate beast at will, using
Charisma as your creative ability for this creation unless you
have the Creativity feature, in which case you use your
creative ability granted by that feature. A creature with a
challenge rating equal to your character level divided by 5
(rounded down) automatically fail this saving throw. If you
maintain this creation for its entire duration, the beast you
targeted becomes friendly to you and your allies, but you no
longer have any direct control over it unless you use this
feature again.
Chapter 6: Creation Lists

T
his chapter describes the most common Additionally, creation is a more obtuse term in this setting.
creations found in the world of One Piece. It could be an inspiring song played by a bard, an invention
Creations are synonymous with Spells found created by a gadgeteer, a special kind of ammunition crafted
in standard Dungeons and Dragons 5th by a marksman or a manifestation of inner power summoned
edition, however due to thematics the lists by a vindicator.
presented here are more limited in scope. Legend. Creations marked with a ^ can be found in
Xanathar's Guide to Everything.
(R) Tag means the creation can be used as a routine.
Unseen Servant (R) Spirit Guardians Crown of Stars
Bard Creations
Water Walk (R) Fire Storm
Tricks (0 Level) 2nd Level Mirage Arcane
Blade Ward Aid 4th Level Power Word Pain^
Control Flames^ Animal Messenger (R) Aura of Life Project Image
Dancing Lights Blindness Deafness Aura of Purity Regenerate
Friends Calm Emotions Charm Monster^ Reverse Gravity
Frostbite^ Continual Flame Compulsion
Guidance Crown of Madness Confusion 8th Level
Infestation^ Enhance Ability Control Water Antimagic Field
Light Enthrall Death Ward Dominate Monster
Mage Hand Heat Metal Freedom of Movement Feeblemind
Message Hold Person Greater Invisibility Glibness
Minor Illusion Invisibility Guardian of Faith Maddening Darkness^
Prestidigitation Knock Hallucinatory Terrain Mind Blank
Resistance Lesser Restoration Stoneskin Power Word Stun
Shape Water^ Phantasmal Force
Thunderclap^ Prayer of Healing 5th Level 9th Level
Toll the Dead^ Pyrotechnics^ Animate Objects Mass Heal
True Strike Silence (R) Control Winds^ Power Word Heal
Vicious Mockery Shatter Dominate Person Power Word Kill
Word of Radiance^ Skywrite^ (R) Flame Strike Psychic Scream^
Suggestion Geas
1st Level Warding Wind^ Greater Restoration
Gadgeteer
Animal Friendship Zone of Truth Hold Monster Creations
Bane Insect Plague Tricks (0 Level)
Bless 3rd Level Mass Cure Wounds Acid Splash
Charm Person Aura of Vitality Mislead Blade Ward
Command Beacon of Hope Seeming Chill Touch^
Cure Wounds Bestow Curse Skill Empowerment^ Dancing Lights
Dissonant Whispers Catnap^ Synaptic Static^ Fire Bolt
Earth Tremor^ Counterspell Gust^
Entangle Dispel Magic 6th Level Light
Faerie Fire Enemies Abound^ Eyebite Mage Hand
Feather Fall Fear Harm Mending
Healing Word Haste Heal Minor Illusion
Heroism Hypnotic Pattern Investiture of Flame Mold Earth^
Illusory Script (R) Major Image Investiture of Ice Poison Spray
Longstrider Mass Healing Word Investiture of Stone Prestidigitation
Sanctuary Nondetection Investiture of Wind Produce Flame
Silent Image Plant Growth Mass Suggestion Ray of Frost
Sleep Protection from Energy Otto's Irresistible Dance Resistance
Speak with Animals (R) Revivify Programmed Illusion Shape Water^
Tasha's Hideous Laughter Sending Wall of Thorns Shocking Grasp
Thunderwave Speak with Plants (R) Thunderclap^
7th Level
1st Level Levitate 5th Level Marksman
Absorb Elements Lesser Restoration Cloudkill Creations
Alarm (R) Melf's Acid Arrow Cone of Cold
Mirror Image
1st Level
Burning Hands Enervation^
Pyrotechnics^ Absorb Elements
Catapult^ Greater Restoration
Ray of Enfeeblement Alarm (R)
Chromatic Orb Hold Monster
Scorching Ray Animal Friendship
Color Spray Immolation^
Shatter Beast Bond^
Cure Wounds Insect Plague
Skywrite^ (R) Burning Hands
Detect Magic (R) Mass Cure Wounds
Snilloc's Snowball Swarm^ Detect Poison and Disease
Detect Poison and Disease Passwall
Spider Climb (R)
(R) Seeming
Warding Wind^ Ensnaring Strike
Disguise Self Transmute Rock
Web Faerie Fire
Earth Tremor^ Wall of Force
Feather Fall
Expeditious Retreat Wall of Light^
3rd Level Fog Cloud
Faerie Fire Wall of Stone
Call Lightning Grease
Feather Fall
Catnap^ 6th Level Guiding Bolt
Fog Cloud
Counterspell Blade Barrier Hail of Thorns
Grease
Dispel Magic Bones of the Earth Hunter's Mark
Ice Knife
Erupting Earth^ Chain Lightning Ice Knife
Illusory Script
Fireball Contingency Sleep
Healing Word
Fly Disintegrate Snare
Heroism
Leomund's Tiny Hut (R) Globe of Invulnerability Witch Bolt
Illusory Script (R)
Jump Lightning Bolt Otiluke's Freezing Sphere
Major Image
2nd Level
Longstrider Move Earth
Mass Healing Word Animal Messenger
Mage Armor Sunbeam
Melf's Minute Meteors Beast Bond^
Magic Missile Wall of Ice
Nondetection Blindness Deafness
Ray of Sickness Wall of Thorns
Plant Growth Cordon of Arrows
Shield
Protection from Energy 7th Level Darkvision
Silent Image
Revivify Delayed Blast Fireball Dust Devil^
Sleep
Sleet Storm Fire Storm Gust of Wind
Snare
Slow Mordenkainen's Sword Hold Person
Tenser's Floating Disk (R)
Stinking Cloud Prismatic Spray Melf's Acid Arrow
Thunderwave
Tidal Wave^ Regenerate Pass Without Trace
Witch Bolt
Tiny Servant^ Reverse Gravity Scorching Ray
2nd Level Wall of Sand^ Whirlwind Shatter
Wall of Water^ Spike Growth
Aganazzar's Scorcher
Water Walk 8th Level Spider Climb
Alter Self
Wind Wall Abi-Dalzim's Horrid Wilting^ Web
Arcane Lock
Blindness Deafness Antimagic Field
4th Level 3rd Level
Blur Earthquake
Arcane Eye Conjure Barrage
Cloud of Daggers Incendiary Cloud
Blight Erupting Earth^
Continual Flame Mighty Fortress^
Elemental Bane^ Feign Death (R)
Darkness Sunburst
Fire Shield Fire Arrows
Darkvision Tsunami
Greater Invisibility Lightning Arrow
Dragon's Breath^
Ice Storm 9th Level Nondetection
Dust Devil^
Otiluke's Resilient Sphere Invulnerability^ Plant Growth
Flaming Sphere
Stoneskin Meteor Swarm Protection from Energy
Gust of Wind
Vitriolic Sphere Prismatic Wall Sleet Storm
Hold Person
Wall of Fire Time Stop Stinking Cloud
Invisibility
Knock Watery Sphere
4th Level Cause Fear^ Dragon's Breath^ 4th Level
Blight Charm Person Enhance Ability Aura of Life
Evard's Black Tentacles Detect Magic Enlarge Reduce Aura of Purity
Grasping Vine Expeditious Retreat Lesser Restoration Charm Monster
Ice Storm False Life Levitate Dominate Beast
Vitriolic Sphere Feather Fall Misty Step Elemental Bane^
Wall of Fire Healing Word Pass Without Trace Fire Shield
Watery Sphere Heroism Shadow Blade Freedom of Movement
Inflict Wounds Spider Climb Shadow of Moil^
5th Level Jump Suggestion Staggering Smite
Cloudkill Longstrider Stoneskin
Conjure Volley Mage Armor 3rd Level
Hold Monster Searing Smite Aura of Vitality 5th Level
Immolation^ Shield of Faith Blinding Smite Circle of Power
Insect Plague Thunderous Smite Crusader's Mantle Contagion
Swift Quiver Wrathful Smite Elemental Weapon Destructive Wave
Zephyr Strike^ Fear Dominate Person
Savant Creations Fly Far Step
1st Level 2nd Level Haste Greater Restoration
Absorb Elements Aid Mass Healing Word Steel Wind Strike
Command Blur Protection from Energy
Compelled Duel Branding Smite Thunder Step
Animal Friendship Darkvision
Gadgeteers are set apart from their peers by their ability to
Creations Expanded create just about anything they can dream. Their creations
In the world of One Piece, fantastical abilities are not can be medical to heal the wounded, utilitarian gadgets
unheard of among pirates and marines both. Specific designed for exploration, or customized weapons of war that
individuals sometimes develop abilities that stand above the spew fire, ice and lightning upon their enemies.
norm, allowing them to wield power that sometimes even
rival that of Haki itself. These powers are typically referred to Marksmen - Always Prepared
as their "creations" in the broadest of terms. Marksmen are experts in their field that enhance their
A creation could be anything that holds significantly more uncanny aim with the use of specialized ammunition, gun
power than one might think. A song that inspires people to customizations and easy-to-use gadgets, some of which can
fight beyond their limits is as much of a creation as a medical be applied to animal companions.
drug that boosts performance if the results are the same. Marksmen split their focus between creativity and combat
Below follow an expansion on each creativity-using class training, resulting in a smaller arsenal than gadgeteers.
presented in this document, exploring their particular brand Instead, they specialize in creations designed for ease-of-use
of creativity further. in battle, such as pop greens and dials, allowing them to rain
bullets over large areas, fire incendiary napalm onto enemies
Bards - Stories to Shape the World or trap them in sticky glue-like tar.
Bards are minstrels and entertainers, acrobats and
daredevils who entertain the masses and lift the weary hearts Savants - Power from Within
of travelers everywhere. Most if not all pirate ships boast at Savants are extremely rare individuals that have developed
least one bard on board for very specific reasons. fantastical power from within. Most of the time, this power
Not every entertainer is a bard. What sets a bard aside comes as a result of genetic modification or tampering,
from other entertainers is the way their music seem to touch however sometimes it's simply a manifestation of a person's
not only the soul but the bodies of those that listen to their passion and spirit. Some savants are seers, capable of
music as well. Bard songs are creations that can seemingly peering into the future through the use of paraphernalia such
numb pain, hypnotize and mesmerize crowds, and in some as tarot cards or crystal orbs.
extreme cases even manipulate the environment itself. Limited in scope compared to other forms of creativity,
savants do not need gadgets or paraphernalia for their
Gadgeteers - Brains over Brawn creations, instead it being a power that comes from within.
Gadgeteers are inventors and tacticians that build Unlike other creative minds, savants learn a few specific
extraordinary contraptions and gadgets to use in combat. creations based on what their soul mirrors.
They can be anything from an underworld arms dealer to
hobby tinkerer to a government-endorsed scientist to a
revolutionary commander.
Appendix A: Devil Fruits
Special types of minerals, known as sea-prism stone or
What are Devil Fruits? simply seastone, also generate a similar "energy" to the
Devil fruits are mystical and mysterious fruits found ocean. Much like running water, contact with these stones
throughout the world that, when consumed, provide the eater sap the strength from devil fruit users and prevent them from
a special ability, depending on the type and variation of the using their powers. The mining and distribution of sea-prism
fruit itself. Superficially, they resemble common household stone is a tightly guarded secret by the world government.
fruits at a glance, but a closer look will be able to tell them
apart by the strange colorization and eldritch patterns that Feature: Ocean's Scorn
dot the outer layers of the fruit. The taste is also reportedly Consuming a devil fruit instantly grants a character this
abhorrent and offputting, however rarely enough to prevent feature. The creature permanently loses any swimming speed
anyone from actually consuming the devil fruit. it may have, and it cannot benefit from any creation or effect
The rarity of devil fruits mean few people outside of the that'd grant it a swimming speed. When a devil fruit user is
Grand Line have ever seen one, or a devil fruit user at all. partially submerged in running water to its knees, or comes
Most commoners in the four seas consider these fruits to be into contact with sea-prism stone, it suffers disadvantage on
mere myth and legend, however as one travels along the all attack roll, ability checks and saving throws until contact is
Grand Line these powers become all the more apparent and broken. If the water additionally reaches its waist, its speed is
common. Many of the strongest pirates and marine officers reduced by half as well. If a devil fruit user is submerged in
have consumed a devil fruit. water beyond their waist, it becomes paralyzed until moved
Three distinct types of devil fruits exist, ranked most onto dry land, and immediately begins sinking at a speed of
common to rarest: Paramecia, zoan and logia. 30 feet per turn until it reaches the bottom.

A Treasure like no Other Awakening the Power


Devil fruits are truly one of a kind, as no single fruit exists in Beyond the obvious boons granted by a devil fruit, the powers
two different instances at any time. However, mystical in they contain also grows and change with the fruit user. The
nature, once a devil fruit user dies for any reason, the devil same devil fruit could be harmless in the hands of a bumbling
fruit they had consumed will soon grow on a fruit tree close farmer and devastating in the hands of an ambitious pirate.
to where the previous consumer had died. However, the exact A lot of devil fruits, paramecia type ones especially, rely on
location is always random, meaning that a devil fruit can the ingenuity and resourcefulness of the user. Beyond mere
remain hidden away for decades, possibly even centuries, training and application with a fruit's power however is the
with noone aware of its existence. The only known ability to "awaken" the power within them. When this
documentation of devil fruits is the Devil Fruit Encyclopedia, happens, the fruit's powers grow beyond the user itself.
and its contents are incomplete as only a few listed fruits are Awakening manifests differently in different types of fruits:
given illustrations. Paramecia fruits gain the ability to affect their surroundings,
The only true way of learning what powers a specific devil while zoan fruits instead only gain massively increased
fruit holds is to consume it. A single bite of the fruit is enough physical attributes.
to gain its powers, the remainder of the fruit becoming just a Only a few devil fruit users ever manage to awaken their
normal, if unappetizing, fruit afterwards. Once consumed, the power, making any documentation on the true extent of
new devil fruit user innately learns the name of the fruit, and awakened power scarce and unavailable. Few people have
the basic properties of the power they have gained. ever heard of devil fruits, so the number of people aware of
While the powers granted by a devil fruit cannot be awakening are even less commonplace in the world.
understated, the price to pay for such a boon is a steep one
indeed. Said to have been spawned by the devil of the seas,
whoever eats a devil fruit forever loses their ability to swim.
In a world consisting mostly of expansive seas and oceans, The Rarity of Devil Fruits
this is a dangerous gambit to risk for the sake of power. Devil fruits are incredibly rare and sought after, a
Even so, the lure of the devil fruits remain extremely strong fact that shouldn't be taken lightly. Anyone who
with all who desire power or freedom, so much that the eats a devil fruit is practically destined to take to
rarest and most powerful devil fruits can sell for as much as 5 the seas and make a name for themselves. The
journey to find a devil fruit could be an entire
000 000 000 beri, more than ten times as much as a galleon adventure in and of itself.
warship. A DM should exercise caution in allowing devil
fruits in their campaign. While they are an intrinsic
Hated by the Sea part of One Piece, their powers can easily schew
It is said that the sea itself hates devil fruit users, which is the game in favor of the players. Paramecia and
zoan type fruits are less egregious of an example
why all of them without fault lose the ability to swim. More depending on their subtype, however logia type
than that, they become entirely incapacitated when devil fruits should not be made available to players
submerged in water, meaning a single unfortunate drop could until they reach 8th level and gain accesss to Haki
spell the definite end of a devil fruit user, no matter how feats, to balance the damage immunities that come
powerful. Even a casual dip in running water saps the with logia fruits.
strength of a devil fruit user, leaving them weak and lethargic.
While some paramecia fruits allow the user to transform
Creating a Devil Fruit parts or even their whole body, they do not infer the same
Due to the infinite possibilities for creating devil fruits, immunities to damage that logia fruits do. The same goes for
dungeon masters and players must work together to design paramecia fruits that allow the user to generate a substance,
them from whatever concept they might have. A few but not transform into it.
examples will be given in this document, as well as general
guidelines on creating and designing devil fruits for use by Example Paramecia Fruit: The Lock
players. Lock Fruit
The lock lock fruit is a devil fruit that allows the user to "lock"
Fruit user Class and Class Levels any mechanism that can naturally be opened or closed, such
When a player consumes a devil fruit, they immediately gain as doors, chests or windows, for a brief time. However, this
a level in a unique class known as a fruit user class. This ability also extends to more diffuse examples of what can be
functions similar to multiclassing in most aspects, however a opened or closed, such as a person's eyelids or a bleeding
character is not required to have the required Ability Scores wound. As the player gains levels in the lock lock user class,
necessary to multiclass out of their chosen classes to gain they eventually learn how to unlock things they touch as well,
levels in a fruit user class. Each devil fruit has its own hit and when their power awakens they can affect a wide area
dice, which you gain and use as normal as you gain levels in a without touching it.
fruit user class. A player must have at least one level in a Hit Dice. The hit dice for the lock lock user class is a d6.
normal class before consuming a devil fruit. Ability Checks. Some of your lock lock fruit features
Once a player has gained the first level in a fruit user class, require a lock ability check from you. You calculate this ability
they gain levels in the same fashion as they would while as follows.
multiclassing as described in chapter 6 of the player's Saving Throw. Some of your lock lock fruit features
handbook. Gaining levels in a fruit user class signifies require a saving throw. The DC for this saving throw is
training and eventually awakening the powers of the devil calculated as follows.
fruit you've consumed. Lock Lock Ability Check = 1d20 + your proficiency bonus +
Each fruit user class only has between 3 and 5 levels, and your Charisma modifier
each level grants the player a feature similar to normal Lock Lock Save DC = 8 + your proficiency bonus + your
classes. Once you've reached the maximum level of a fruit Charisma modifier
user class, you're considered to have completely mastered the Lock Star
devil fruit's powers. Additionally, some fruit user classes Beginning when you eat the lock lock fruit at 1st level, you
require the player to be of a certain character level before learn how to temporarily lock mechanisms that can be
increasing the level of their fruit user class, unlike normal closed. As an action, you can touch a door, chest or similar
classes. object and speak the command word. For 1 minute or until
For example, the quick quick user requires the player to you use a bonus action to release this effect, the object closes
have reached 11th character level before they can go from and locks in place and cannot be opened by normal means. A
3rd level to 4th level in the quick quick user class. If a player creature can attempt to break open the locking effect with a
is a 5th level brawler and a 3rd level quick quick user, they Strength (Athletics) check contested by your lock save DC.
must choose to increase their brawler to 6th level or possibly Additionally, you can innately use the following creations at
multiclass into another class when they next gain a level, as their lowest level, requiring no material components.
their character level is only 8th level. Charisma is your creative ability for these creations. Any
A character can only have one fruit user class at any time, creation you use with this feature has the range of touch. You
as it's impossible to benefit from two devil fruits at the same regain all uses at dawn.
time. 3/day: cure wounds (1st level)
Some devil fruits have abilities that require an ability check 1/day: blindness deafness (blindness only)
or a saving throw. In those cases, either the fruit user's Unlocked Secrets
Constitution or Charisma score is used. If the fruit's power At 2nd level, your locks are reinforced further and you also
changes the eater physically, it's typically Constitution. If the gain the ability to unlock closed doors, chests and similar
fruit allow them to generate a force or create an effect, it's objects with your devil fruit powers. Any object you lock will
typically Charisma. Paramecia are typically Charisma-based, now remain locked for up to 10 minutes or until you use a
while Logia are typically Constitution-based. bonus action to release the effect. Additionally, you can now
make a lock ability check to unlock any kind of lock you come
Paramecia Type upon. If you fail this check, you have disadvantage on
subsequent checks you make against the same lock within
Paramecia type fruits are most common and the broadest the next hour.
categorization of devil fruits, as it entails all forms of Lastly, you gain additional creations that you can innately
superhuman abilities and traits, both physical and mental. use, requiring no material components. Charisma is your
Some paramecia devil fruits allow the user to transform their creative ability for these creations. Any creation you use with
body into different substances, such as rubber or blades. this feature has the range of touch. You regain all uses at
Other paramecia devil fruits allow the user to create specific dawn.
substances such as wax or soap, or a force like shockwaves
or magnetism. When a devil fruit cannot be classified as a 3/day: cure wounds (1st level)
logia or zoan type, it is a paramecia type. 1/day: blindness deafness (blindness only), cure wounds (2nd
level)
Devil's Locksmith
Prerequisite: 5th character level Zoan Type
At 3rd level, your mastery of the lock lock fruits have reached Zoan type fruits are a lot more straight-forwards than
new heights, and you can even lock things in motion for short paramecia or logia type fruits, as they all follow the same
periods of time. When you hit a creature with an opportunity formula. All zoan type fruits grants the user the ability to
attack, that creature must succeed on a Strength saving shapeshift into the form of a specific animal alongside any
throw or have its speed reduced to 0 until the start of its next boons such an animal might have, or take on the appearence
turn. Additionally, creatures now make Strength (Athletics) of a hybrid between their humanoid and bestial form. In beast
checks to open doors or chests you have locked at form, a zoan type inherits all the strengths and weaknesses of
disadvantage. the animal side, while in hybrid form they mix the power of
Lastly, you gain additional creations that you can innately their bestial side with the bipedal form of their human side.
use, requiring no material components. Charisma is your Variations of the same type of animal exist within each fruit
creative ability for these creations. Any creation you use with subtype. For example, the cat cat fruit exists in multiple
this feature has the range of touch. You regain all uses at versions, from leopard to lion to cheetah to common calico
dawn. housecats. Each such zoan type is a unique fruit, and several
3/day: cure wounds (1st level), cure wounds (2nd level) subtypes can exist at the same time.
1/day: blindness deafness (blindness only), cure wounds (3rd Typically, only normal animals are represented in zoan type
level), hold person fruits, however there exists two distinct and extremely rare
Awakening variants of zoan fruits, known as ancient and mythical zoan
Prerequisite: 9th character level fruits. The former lets the user transform into extinct races
At 4th level, you've awakened your devil fruit's power, and you such as dinosaurs, while the latter lets them take on the
can now lock anything within the nearby vicinity without even shape of mythical beasts such as the dragon or the phoenix.
moving a finger. The range of your lock lock fruit features is These devil fruits are rare and valuable, even more so than
now extended to 30 feet, instead of touch. You can also target logia type devil fruits.
up to 5 different objects to close and lock, or unlock and A curious case with zoan type devil fruits is the ability to
open, with the use of a single action. Additionally, any innate "feed" them to inanimate objects, such as weapons or
creations you use that targets only one creature now uses its teapots, creating animal-object hybrids with sentience. The
normal range, or a range of 30 feet if it is a touch creation. exact process is currently unknown and was developed by
As a reaction when you see a creature or object that is world goverment scientists, however it is a widespread
falling and that can fit within a 10 foot cube, you can use the enough practice to appear across the Grand Line, though in a
lock lock fruit's power to "lock" the falling object and up to very limited scope.
five additional target in place. If a target is an unwilling
creature, it can make a Strength saving throw to resist the Example Zoan Fruit: The Cat Cat
effect. On a failed save, all targets are suspended in midair
for up to 1 minute. You must concentrate on this ability as if it Fruit ─ Model: Calico
was a creation. While suspended in air, a creature is Perhaps not the most powerful zoan type, the cat cat fruit ─
incapacitated and its speed is reduced to 0. A creature can model: calico allows the user to transform into a small,
retry this saving throw at the end of its turn, ending the effect seemingly harmless calico housecat. While not particularly
on itself on a successful save. strong in combat, the small size and cat-like agility make it
Lastly, you gain additional creations that you can innately excellent for scouting and sneaking past sentries unnoticed.
use, requiring no material components. Charisma is your The hybrid form offers little bulk, but retains your humanoid
creative ability for these creations. You regain all uses at size while bestowing you with uncanny agility and swiftness.
dawn. Hit Dice. The hit dice for the cat cat fruit ─ model: calico
3/day: blindness deafness (blindness only), cure wounds (2nd user class is a d6.
level), cure wounds (3rd level), hold person
1/day: cure wounds (4th level), hold monster, mass cure Calico Beast Form
wounds (5th level) Starting when you eat the cat cat fruit ─ model: calico at 1st
Lockdown
Prerequisite: 17th character level level, you can use a bonus action on your turn to transform
At 5th level, you've completely mastered the use of the lock into a calico housecat and back. While transformed this way,
lock fruit. You can now draw upon the power to completely the following rules apply.
lock down everything but yourself for a moment. The range of Your game statistics are replaced by the statistics of a cat
your lock lock fruit features extend to 60 feet, instead of 30 (appendix D of the player's handbook), but you retain your
feet. alignment, personality, and Intelligence, Wisdom, and
Additionaly, you gain additional creations that you can Charisma scores. You also retain all of your skill and
innately use, requiring no material components. Charisma is saving throw proficiencies, in addition to gaining those of
your creative ability for these creations. You regain all uses at the creature. If the creature has the same proficiency as
dawn. you and the bonus in its stat block is higher than yours,
3/day: blindness deafness (blindness only), cure wounds (4th use the creature’s bonus instead of yours.
level), cure wounds (5th level), hold person You retain your current hit points and hit point maximum
1/day: hold monster, mass cure wounds (8th level), time stop instead of adopting the cat's hit points and hit points
maximum. You do not revert to your normal form if you're
reduced to 0 hit points, and you make death saving throws
as normal.
You cannot use creations while transformed, however you Hybrid Form
can still speak and communicate as normal. This doesn't While transformed into your hybrid form, you now gain the
break the concentration on creations you have active, following additional benefits.
however, or prevent you from taking actions that are part
of a creation, such as call lightning, that you’ve already The damage from your claws increases to 1d6 + your
used. Dexterity modifier.
You retain the benefit of any features from your class, When an attacker that you can see hits you with an attack,
race, or other source and can use them if the new form is you can use your reaction to halve the attack’s damage
physically capable of doing so. However, you can’t use any against you.
of your special senses, such as darkvision, unless your
new form also has that sense. Awakening
You have darkvision out to 60 feet. If you already have Prerequisite: 12th character level
At 3rd level, you awaken the true power of your devil fruit,
darkvision from another source, it is extended by another massively increasing your speed and ferocity. You gain the
60 feet. following benefits in both transformed forms.
You choose whether your equipment falls to the ground in
your space, merges into your new form, or is worn by it. Your Dexterity score is set to 21, unless it's already higher.
Worn equipment functions as normal, but the DM decides When you are subjected to an effect that allows you to
whether it is practical for the new form to wear a piece of make a Dexterity saving throw to take only half damage,
equipment, based on the creature’s shape and size. Your you instead take no damage if you succeed on the saving
equipment doesn’t change size or shape to match the new throw, and only half damage if you fail.
form, and any equipment that the new form can’t wear You can take the Dash or Disengage action as a bonus
must either fall to the ground or merge with it. Equipment action on your turn.
that merges with the form has no effect until you leave the When a creature ends its turn within 5 feet of you, you can
form. use your reaction to move up to half your speed without
provoking opportunity attacks.
Calico Hybrid Form
Also at 1st level, you can use a bonus action on your turn to Logia Type
transform into a humanoid/cat hybrid form and back. While
transformed this way, the following rules apply. The logia type is characterized by giving its user the ability to
become, create, and control an element or force of nature. If
Your creature type is both humanoid and beast, and you all three of these requirements are not met, then the devil
have advantage on saving throws against creations that fruit cannot be classified as a logia type. devil fruits that allow
affect only one of the two creature types, such as hold the user to create and control poison, wax, or any other
person. substance that do not allow the user's body itself to transform
You have darkvision out to 60 feet. If you already have into that element itself are classified under paramecia.
darkvision from another source, it is extended by another Likewise if the devil fruit changes the propertiesof the user's
60 feet. body to a specific element but doesn't allow for the creation
Your walking speed increases by 10, and you gain a and manipulation of similar elements, a fruit is also classified
climbing speed equal to your walking speed. as paramecia over logia.
You gain sharp claws that can be used as weapons. You The most powerful ability of a logia fruit is the power of
gain a special unarmed strike option to attack with your intangibility and reformation. As logia user can transform
claws, dealing 1d4 + your Dexterity modifier slashing completely into the element of their devil fruit, they become
damage instead of the normal damage. almost invulnerable to most conventional forms of damage.
You are proficient in Dexterity saving throws and the Even if their element is a typical solid, like steel or diamond,
acrobatics skill, even if you normally aren't. they can still reform if broken apart. Even decapitation or
Enhanced Forms other forms of limb loss are inconsequential setbacks at best
Prerequisite: 6th character level to logia fruit users.
At 2nd level, both your beast and hybrid forms are further The only way to directly harm a logia fruit user is to either
improved through rigorous training. find an element that directly opposes or overpowers their's,
such as water opposing sand or magma burning hotter than
Beast Form fire, or by using armament haki which is extremely rare
While transformed into your beast form, you now gain the outside of the New World. The opposite weakness is the most
following additional benefits. common and accessible way of battling logia fruit users, if
one can only figure out what it is. Additionally, logia fruit
Your Dexterity score is now set to 19. users still lose the ability to act or transform while
You gain proficiency in Dexterity saving throws and the submerged in water, like all other forms of devil fruit users.
acrobatics skill if you don't already have it. Logia fruits are thus rightfully considered the most
Creatures make opportunity attacks against you at powerful of all devil fruits, and a single logia fruit user can
disadvantage. easily overpower scores of common soldiers without effort.
You may double your proficiency bonus for any Dexterity
(Acrobatics) or Dexterity (Stealth) check you make.
Example Logia Fruit: The Quick Mercurial Combat
Quick Fruit At 2nd level, you've learned how to manipulate the element of
quicksilver to your advantage. You gain a special action you
The quick quick fruit bestows the eater with the power of can take on your turn that showers an area with mercury.
quicksilver, or mercury, transforming them into a quicksilver As an action, you create a hail of mercury over an area.
human. As the only metal that is liquid at normal room Creatures other than you within this area must make a
temperature, the fruit user can easily shapeshift into a Dexterity saving throw, taking 1d6 acid damage and 1d6
viscous liquid metal at will. Quicksilver is highly toxic, bludgeoning, piercing or slashing damage (your choice) on a
allowing them to leave burning marks when touching failed save, and half that on a successful one.
enemies. The range and radius you use this special action across
However, quicksilver has a weakness in cold. By lowering can be one of the following shapes.
the temperature, quicksilver becomes solid and extremely
brittle, losing their trademark invulnerability and intangibility A 30 foot cone, centered on yourself.
temporarily. A 20 feet radius sphere, centered on yourself.
Hit Dice. The hit dice for the quick quick user class is a A 60 foot long, 5 feet wide line, centered on yourself.
d10. A 15 foot cube, centered on a point you can see within
Saving Throw. Some of your quick quick fruit features 120 feet.
require a saving throw. The DC for this saving throw is Mercurial Mastery
calculated as follows. Prerequisite: 6th character level
Quick Quick Save DC = 8 + your proficiency bonus + your At 3rd level, you learn to power up your special attack granted
Constitution modifier by Mercurial Combat.
Quicksilver Humanoid When you take an action to use your Mercurial Combat,
Starting when you eat the quick quick fruit at 1st level, you you can choose to empower the special attack, dealing an
become a quicksilver humanoid able to control your mutable additional 3d6 acid damage and 3d6 bludgeoning, piercing or
form to your whim. You gain the following benefits. slashing damage. You can empower the attack twice, and
regain all uses when you finish a long rest. This increases to
You gain immunity to all non-imbued damage except cold three times at 4th level and five times at 5th level.
and psychic damage.
Attacks made with non-imbued weapons automatically Quickening
miss you, regardless of the attack roll. Prerequisite: 11th character level
If you suffer cold damage, you lose all your damage At 4th level, you learn how to consciously transform your
immunities granted by this class until the end of your next body to evade even haki-imbued attacks.
turn. During this time, you can't use any of the features When a creature you can see makes an attack against you,
granted by this class. you can use your reaction to impose disadvantage on the
You can move through a space as narrow as 1 inch wide attack roll. If the attack still hits, you have resistance to the
without squeezing. damage.
If you move half your speed or less on your turn, you can
transform into liquid mercury for the duration of the Awakening
movement. While taking this movement, you can move Prerequisite: 17th character level
through a creature's space as if it was difficult terrain, and At 5th level, you completely master your use of the quick
opportunity attacks made against you are made with quick fruit.
disadvantage. If you end your turn within another The area affected by your Mercurial Combat now expands,
creature's space, you take 5 (1d10) force damage and is causing the range and radius of the special attack to take one
pushed to the nearest unoccupied space. of the following shapes.
You can use your quicksilver body to attack enemies. You A 60 foot cone, centered on yourself.
gain a special melee weapon attack with your quicksilver A 30 feet radius sphere, centered on yourself.
that you can use in place of any normal weapon attack. A 100 foot long, 10 feet wide line, centered on yourself.
Your quicksilver is considered a simple weapon with Up to three 15 foot cubes, each centered on a separate
which you are proficient, and it has the finesse, light and point you can see within 120 feet. The cubes can overlap.
thrown (range 20/60) properties. On hit, it deals your
choice of acid, bludgeoning, piercing or slashing damage Additionally, whenever you empower this special attack,
equal to 1d8 + your Dexterity or Strength modifier quicksilver lingers on the ground in the area and transforms
(whichever is higher). it into difficult terrain until the end of your next turn.
When you use an action to attempt to grapple a creature
and succeed, you can choose to transform into mercury
and restrain them as a bonus action. While restraining a
creature this way, your speed is reduced to 0 for the
duration. While restrained this way, a creature suffers acid
damage equal to your proficiency bonus at the start of its
turn.
Credits Page
Cover Page and Preface:
Stain Marks and Borders - Flamableconcrete
Dream Sounds - Megatruh
Firdous e bareen - Megatruh
Chapter 1:
One Piece PS4 Cover - Eiichiro Oda; cutout by bodskih
Shanks Redhair, Boa Hancock, Ideo, Blue Gilly, Amande,
Pudding - Eiichiro Oda; cutout by bodskih
Sun Pirates - Inmortal Khan
Arlong, Jinbei, Hatchan - Eiichiro Oda; cutout by bodskih
Shirahoshi - AireensColor
Underwater Concept Art - Sahil Travedi
Carrot Sulong - Hugo Lizarbe
Inuarashi, Nekomamushi - Eiichiro Oda; cutout by
bodskih
Jungle - Jordi Gonzalez Escamilla
Wyper - Carlito Carlixtro Jr.
God Enel, Raki, Conis - Eiichiro Oda; cutout by bodskih
Chapter 2:
Zoro - Young-street
Soul King Brook (ONE PIECE) - Art-by-Evan
Gear Second - OH NIPS
Franky - Deyvidson
Nami (New World) - fpxzy111
Usopp - Evan Scale
Marguerite of Kuja Pirates - Eiichiro Oda; cutout by
bodskih
Nico Robin - r-trigger
OP_A day in the medical library - zzyzzy
Sanji (New World) - fpxzy111
Not a single inch - Arasdel
Chapter 3:
Strawhats - Junefeier
Luffy, Brook, Nami, Sanji, Usopp - Young-street
Chopper Sensei - RaetElgnis
Fishman Karate - Supario
Nico Robin - Madboy-Art
弗兰奇 (Franky) - C home
onepiece zoro - Pu Reum Lee
Chapter 4:
Shandia - Eiichiro Oda, Shueisha and Toei; hosted on One
Piece Wiki
Den Den Mushi - Eiichiro Oda, Shueisha and Toei; hosted
on One Piece Wiki
Appendix A:
One Piece - Devil Fruit - Ismail Marzuok
Credits:
Pirates - Megatruh

You might also like