Libro One Piece
Libro One Piece
Disclaimer
Based on the original work of Eiichiro Oda
© Eiichiro Oda © Shueisha © Toei Animation © Wizards of the Coast
This is a Fan-created, unofficial supplement to Dungeons and Dragons 5th edition. All contents within this document are strictly
for non-profit use. Please support the official sources and releases.
This document is free to use by anyone and will always remain non-profit. The author of this document will never demand
payment for the contents presented within. Credit to the original Homebrew:
https://homebrewery.naturalcrit.com/share/HkRwCRCxU
Images in this document are intended for non-commercial use under the 1976 Copyright Act. Artists are credited at the end of
the document, and all rights to the images belong to their respective artists and/or owners.
Made with Homebrewery.
Preface
T
he world of One Piece has always been A balance that essentially boiled down to, nothing is
fascinating due to its endless diversity, fun broken, if everything is broken. This is where an adaptable
power systems and battles, and compelling DM is essential. For example, for every encounter I plan, I
stories from every character. The possibilities play test the characters, to ensure they get the best
are near endless. This had combined with a experience possible. I don't play as myself, but rather as them
second love of mine, that being Dungeons and and how they would play their characters.
Dragons, specifically 5th edition due to it being If I get caught off guard, that is fine, continue and
the most popular, and the system I was most familiar with. improvise. I do advise against a common pitfall of railroading.
The overall simplicity of the system and the possibilities of The best way to avoid this is by practicing adaptability and
One Piece gave rise to some inspiration. That being to run communicating with your players to agree.
my own 5e game in the One Piece world. Eager, I searched Haki itself is also more reward-based but requires the party
for any hints on how to run things such as devil fruits, new to at least be level 8 to achieve it. Haki will be described more
classes, and the like. That was when I came across in-depth, but know that it is not as strong as other systems
u/MrSilver's original 5e book. It had so much to offer, but still I've seen. Most haki systems use Haki Dice. While it does
was lacking. However, this did not deter me from my make sense to the canon, it would destroy the balance. Too
endeavors to run One Piece 5e game, so I instead began much damage means I have to increase the hit points every
planning the world and characters. level, too many hit points means I have to buff the magic, and
Months down the line, I would discover a D&D 5e podcast so on. So to avoid that nightmare, haki is mostly based on a
that was also about One Piece, that being One Piece D&D by proficiency bonus.
Rustage, Tekking101, 2Spooky, Lost Pause, and Briggs. The With all that said and done, I hope you all enjoy this system
devil fruit system made by Rustage, and how much fun the and have fun sailing the blues in search of your treasures.
players were having brought back that motivation I needed.
So began the journey of making the system more like One
Piece. Using some newfound ideas from Rustage, the original Recommendation: Higher Power Play
guide by u/MrSilvers, and some knowledgeable friends along Do not be fooled by this system's label of 5e. The
the way, we began crafting this guide, adding new content content presented in this guide is meant to be self-
whenever the need came up, bringing us to where we are contained, and typically doesn't mix well in regular
now. As of writing this preface, I have been DMing my One 5e, as the One Piece world, like most shonens, has
Piece 5e game for a little over half a year, and so far, it has high power scales.
been a blast, the joy my players have when they progress In my experience in utilizing this guide, the best
through the hardships of the world is what this guide is for. way to run this world is high fantasy, specifically in
"magic items". Magic items in this world are more
or less referring to anything special. For example, a
Using This Guide longsword that does 1d10 base and 1d12 when
This goes out to all my fellow Dungeon Masters out there. If two-handed, devil fruits, additional powers listed in
you do want to use this system and play One Piece 5e, you a later chapter, and weapons that can deal 2d12
must keep 2 main factors in mind. The first is that the best (Like the Bad News from Critical Role). It is best to
One Piece game reflects the actual series in that you will be spread these awards out across the game, getting
in here for the long con. A slow drip of the plot as your party better and better with each arc. Because of this, it
is recommended a special rule below to allow
sails through ocean blues. certain builds to not be outshined in higher power
For games to be successful, I have found through using this play. Remember, you are the DM, do not feel peer
system, high fantasy and focus on characters separate by arcs pressured to follow these rules, I am speaking from
have been most effective in creating a fun narrative that personal experience.
captures the true essence of the One Piece world. Some of the class abilities, additional powers,
Later on, in this guide there will be a few chapters on items and feats can increase the damage dice of an
and additional powers, essentially acting as rewards for the unarmed strike by 1 size, however, the cap is
players. Try your best to balance out the party dynamic, and presented as 1d12. Some characters may gain
play to each player's strength. A key component to a weapons that can deal large amounts of damage,
competent Dungeon Master is flexibility and learning. so to prevent characters that focus on unarmed
Building the world to grow around your players can be key. builds from being left in the dust, one rule could be
Please do not be alarmed by the strength of some of the extending the limit, increasing can now reach a
class features as the guide is not meant to mesh with regular maximum of 2d8 instead of 1d12; 1d12 => 1d14
5e, a common thing I see from veteran Dungeon Masters is => 2d8; because other martial classes in a higher
that they believe that all the higher-level abilities are too powered game might also get weapons that do big
strong. I agree, but looking back at games like Pathfinder, we damage dice, or deal extra elemental damage,
found that there was a balance in that system. essentially allowing the players who wanna do an
unarmed strike build be on par with the rest of the
players.
One Piece 5e
Chapter 1: Races 6 Hermit.............................................................................................164
Jeweler.............................................................................................165
Choosing a Race............................................................................6 Knight............................................................................................. 166
Human............................................................................................. 7 Leatherworker...............................................................................167
Fishman...........................................................................................9 Librarian........................................................................................ 168
Merfolk.......................................................................................... 12 Lumberjack................................................................................... 169
Lunarians......................................................................................14 Marine/Soldier..............................................................................170
Dwarves........................................................................................ 16 Mason............................................................................................. 171
Mink...............................................................................................17 Mercenary...................................................................................... 172
Sky Islander..................................................................................19 Merchant........................................................................................173
Augmented....................................................................................21 Miner...............................................................................................174
Giants............................................................................................ 24 Navigator........................................................................................ 175
Noble...............................................................................................176
Chapter 2: Classes 26 Pirate.............................................................................................. 177
Barbarian......................................................................................27 Priest...............................................................................................178
Bard................................................................................................38 Revolutionary.................................................................................179
Brawler.......................................................................................... 45 Sailor...............................................................................................180
Fighter........................................................................................... 58 Scientist......................................................................................... 181
Gadgeteer......................................................................................74 Shipwright..................................................................................... 182
Marksman.....................................................................................88 Slave................................................................................................183
Medic............................................................................................. 97 Smuggler........................................................................................184
Rogue.......................................................................................... 110 Sniper..............................................................................................185
Savant......................................................................................... 122 Swordsman................................................................................... 186
Tailor................................................................................................187
Chapter 3: Character Origins 133 Urchin.............................................................................................188
Wanderer........................................................................................189
Dreams .....................................................................................133
Roles ......................................................................................... 133
Captain........................................................................................134
Cook............................................................................................ 135
Deckhand....................................................................................136
Doctor..........................................................................................137
Helmsman..................................................................................138
Master at Arms..........................................................................139
Musician..................................................................................... 140
Navigator.....................................................................................141
Scholar........................................................................................ 142
Shipwright..................................................................................143
Backgrounds ....................................................................144
Archaeologist.............................................................................144
Acrobat........................................................................................145
Artist............................................................................................146
Author..........................................................................................147
Bounty Hunter........................................................................... 148
Blacksmith................................................................................. 149
Boxer............................................................................................150
Carpenter....................................................................................151
Cook............................................................................................ 152
Detective.....................................................................................153
Doctor..........................................................................................154
Drunkard.....................................................................................155
Entertainer................................................................................. 156
Faceless...................................................................................... 157
Farmer.........................................................................................158
Fisherman..................................................................................159
Folk Hero....................................................................................160
Gambler...................................................................................... 161
Gladiator..................................................................................... 162
Glutton........................................................................................ 163
Chapter 4: Equipment & Items 190
Wealth......................................................................................... 190
Expenses.................................................................................... 190
Mounts and Vehicles................................................................191
Shipbuilding and Repair..........................................................193
Armor and Shields................................................................... 198
Weapons..................................................................................... 199
Adventuring Gear......................................................................202
Tools............................................................................................ 203
Chapter 5: Customization 205
Fighting Styles.......................................................................... 205
Feats............................................................................................ 208
Racial Feats................................................................................229
Haki............................................................................................. 237
Chapter 6: Devil Fruits 242
Paramecia Type.........................................................................243
Zoan Type...................................................................................244
Logia Type.................................................................................. 246
Example Devil Fruits............................................................... 247
Chapter 7: Additional Powers 255
Eight Impacts Fist.................................................................... 255
Destructive Wave...................................................................... 255
Foxfire Style...............................................................................256
Life Return................................................................................. 257
Geo Fist.......................................................................................257
Leg Technique Way...................................................................257
Merman Combat.......................................................................257
Six Powers Adept..................................................................... 257
Ricochet Rounds.......................................................................258
Man Demon Tactics................................................................. 258
No Sword Style......................................................................... 258
Dragon Claw Fist......................................................................258
Multiple Weapon Style............................................................ 259
Newkama Kenpo.......................................................................259
Rope Action................................................................................259
Ramen Kenpo............................................................................260
Kappa Style................................................................................260
Emphatic Observation.............................................................260
Full Body Armament................................................................261
Observation Killing...................................................................261
Longshot.....................................................................................261
Dodge Roll.................................................................................. 261
Inspired Innovation.................................................................. 262
Fearsome Fortitude..................................................................262
Fortune Telling.......................................................................... 262
Battle Modes..............................................................................262
Voice of All Things....................................................................263
Heart Strings............................................................................. 264
Raging Singularity.................................................................... 264
Mutant Metamorphosis...........................................................264
Fishman Karate Adept.............................................................264
Armorless Guardian.................................................................264
Flowing Mind.............................................................................265
Ardent Zeal.................................................................................265
Sharp Focus.................................................................................. 265 Rewards .................................................................................. 381
Tough Customer........................................................................... 265 "Magic" Items............................................................................ 381
Charismatic Bastion....................................................................265 Cursed Items............................................................................. 381
Iron Fury.........................................................................................265 Awarding Haki...........................................................................382
Machiavellian Misfit.....................................................................266 Boons.......................................................................................... 382
PhD................................................................................................. 266 Reward Guide............................................................................384
Master of the Craft.......................................................................266 Purchasing Goods ..................................................... 384
Burn Baby, Burn...........................................................................266 Pricing Goods............................................................................384
Cheater Cheater............................................................................267 Availability of Goods.................................................................386
Plan B............................................................................................. 268
Powerful Laughter....................................................................... 268 Making Devil Fruits ................................................386
World Champion.......................................................................... 268 Devil Fruits and the Environment.........................................386
Cannonball Chucker.................................................................... 268 Multiple Devil Fruit Rules.......................................................387
Devil Fruit Vulnerabilities.......................................................387
Chapter 8: Special Items 269 Approaching Awakenings....................................................... 387
Ranked Weapons......................................................................269 Suggested Rulings .....................................................387
Cursed Weapons.......................................................................269 Non-Lethal Damage................................................................. 387
Black Blades.............................................................................. 269 Rolling Hit Points..................................................................... 387
White Weapons......................................................................... 269 Automatic Success in Skill Checks...................................... 388
Dials and Dial Equipment...................................................... 269 Reliable Tool Checks................................................................388
Devil Fruit Objects....................................................................269 Collision Damage..................................................................... 388
Smiles......................................................................................... 269 Skills and Tools.........................................................................388
Wapol Metal............................................................................... 271 Shoving, Grappling, and Disarming......................................388
Bubble Coral.............................................................................. 271 Story-Classing........................................................................... 389
Vivre Card...................................................................................271 Ability Crafting.......................................................................... 389
Raid Suit.....................................................................................271 Starting Rules............................................................................389
Drugs...........................................................................................272 Party Diversity........................................................................... 390
Special Books............................................................................272 Don't Use Flanking Rules....................................................... 390
Attack Cuisine........................................................................... 272 Critical Saving Throws............................................................390
Seastone and Seastone Items............................................... 272 Hybrid Races............................................................................. 390
Special Ammunition................................................................ 273 Siege Against Constructs........................................................390
Example Items.......................................................................... 274 Creations and Objects............................................................. 390
Reflavored Items.......................................................................276 Destroying Special Objects.................................................... 391
Unreasonable Strength...........................................................391
Appendix A: Creations 278 Impactful Death........................................................................ 391
Concentration and Temporary HP........................................ 392
Creation Lists ................................................................278 Allied Space Occupancy..........................................................392
Creation Descriptions ......................................... 284 Proficiency Reclaim................................................................. 392
Tricks...........................................................................................284 Ursa Array...................................................................................392
1st Level Creations...................................................................294 Making Custom Backgrounds............................................... 392
2nd Level Creations................................................................. 311 Boarding Combat..................................................................... 392
3rd Level Creations..................................................................329 Improved Help Action..............................................................393
4th Level Creations.................................................................. 344 Lingering Injuries..................................................................... 393
5th Level Creations.................................................................. 353
6th Level Creations.................................................................. 362 Credits 395
7th Level Creations.................................................................. 370
8th Level Creations.................................................................. 373
9th Level Creations.................................................................. 376 Additional Links
Appendix B: Running The Game 379 In addition to this book, there are two additional
books, a discord server, as well as our own Twitch
The Environment ........................................................379 Channel where we livestream games.
Travel Time................................................................................ 379 Devil Fruits 5e: A guide on how to run all canon,
Natural Obstacles.....................................................................379 and named devil fruits using this guide.
Crafting ................................................................................380
Book of Beasts 5e: A guide on how to run some
of the NPCs and creatures players may encounter.
Experience................................................................................. 380 One Piece 5e Development: A discord server for
Tools............................................................................................ 380 those to ask questions and give suggestions for the
Materials.....................................................................................381 homebrew.
Time............................................................................................ 381 14SidedDie Twitch: Our livestream platform in
which we play tabletop RPGs, dedicated to
bringing fun and unique stories to the table.
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 pushes their way to the
to far above the clouds in the flying lands of front of the crowd, already towering over it, intent on starting
Skypiea, each housing a civilization with a rich some trouble. And in the harbor, a curious mermaid peeks
history and uncertain futures. her head above the water for but a moment, starry eyes
With a world consisting of scattered islands dotting an gazing upon the moored ships and colorful flags, before she
endless ocean, it is no strange occurrence that many are dives back 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. Skulking in the shadows, a cat mink curiously The call to adventure can ring true in the heart of any
explores the alleys and corners of this strange world, vigilant creature in the world, however some races produce more
and ready for any threat. The sharp, intimidating tattoos of a adventurers than others. Humans and fishmen are more
shandian sky islander cast wary glances at the crowd around likely to go to sea as pirates in search of dreams, treasure, or
him, but many choose not to say anyhting due to the arsenal ambition but your choice of race should not be hindered by
of dial-based weaponry on his person. conventions. Minks and merfolk are curious by nature, and
sky islanders are not faint of heart either, so even if they
typically do not fly a jolly roger nothing is stopping them from
doing so.
Subraces. Choose between standard human, kuja, long-
Human arm, long-leg, snakeneck, or three-eye tribe.
By far the most numerous of all races are humans. Inhabiting Standard Human
the entire world from the hundred and seventy kingdoms to You are a common human, the most numerous among the
the halls of Marie Geoise upon the Red Line, the humans world's inhabitants. While your origins are unremarkable,
have spread all across the four seas to stake claim to the title you nonetheless have the power within you to make your own
of masters of the world. future.
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 term 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 simple or martial weapon of your choice.
soldiers seeking order. The only surefire way to know where Strong Will. When you fail a saving throw, you can roll a
a human's heart lies is to look at the flag she flies, which can d4 and add it to the roll, possibly changing the outcome. You
be as manifold as the stars upon the night sky. can do this a number of times equal to your proficiency
bonus, and regain all uses when you finish a long rest.
Restless Hearts
Among all the races, humans are the most likely to set off on
the sea in search of adventure, riches, purpose, or power.
Even considering their vast majority in the world, there is still
something within their hearts that calls them to the sea.
Because of this, many different tribes of humans have
appeared all over the world, each with their own distinct
culture and quirks. Every single island is more like a country
in its own right with customs and history unique to the
people living there for centuries back.
History of Conflict
Among the one hundred and seventy kingdoms that make up
the world government, all but one is a human kingdom giving Kuja Tribe
Kuja are an all-female amazonian subset of humans that live
the human race an indiscriminate claim to being the secluded on the island of Amazon Lily located in the Calm
dominant race in the world. Adding to that, they are also the Belt. Most if not all Kuja are trained warriors, and even the
most technologically advanced and organized race, giving
them a massive geopolitical edge in the state of the world. common soldier can wield minor armament haki.
However, human history is one of strife and conflict, both Alignment. Kuja are typically only concerned with the well-
amongst themselves and against other races. Their society is being of their queen and society, favoring lawful alignments
heavily fractured by deep-seated socioeconomic inequalities; with a strong neutral bend.
the world nobles can make any demands with the world Amazonian Bond. You can use the Animal Friend creation
government's full support, while countries that cannot pay at will, however only when targeting beasts that are snakes. If
taxes are left at the mercy of pirates and marauders. While you have the creativity feature, this creation is added to your
life on the sea is a harsh one, it is at the very least an equal creation list.
existence for all who travel upon it. Minor Haki. When you make a weapon attack that lets you
add your proficiency bonus to the attack roll, you can choose
Human Traits
to temporarily infuse the weapon with haki. You can add a d4
to the damage roll of this weapon attack, and the weapon is
As a human, you have the following traits. considered haki-imbued for the purpose of overcoming
Ability Score Increase. One ability score of your choice resistances and immunities. You can use this feature a
increases by 2, and another one increases by 1. Alternatively, number of times equal to your proficiency bonus, and regain
three ability scores of your choice increase by 1. all uses when you finish a short or long rest.
Age. Humans reach adulthood in their late teens and
typically live less than a century.
Size. Humans vary greatly in size, standing anywhere
between 3 to well over 10 feet, with those belonging to the
long-leg tribe reaching heights above 15 feet. Your size is
your choice of small or medium.
Speed. Your base walking speed is 30 feet.
Human Determination. Once when you're reduced to 0
hit points but not killed outright, you can choose to fall to 1
hit point instead. You must finish a long rest before you can
use this trait again.
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 appearance that happily show off by eschewing legwear. They have a
distinguishes them from other humans. longstanding rivalry with the Long-arm tribe.
Alignment. Long-arm humans have no particular tendency Alignment. 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. Tall Stride. Your walking speed increases by 5 feet, and
Long Limbs. When you wield a weapon or unarmed the distance you can cover with a high or long jump doubles.
strikes, your reach with the weapon or your unarmed strikes Sprint. When you move on your turn, you can double your
increases by 5 feet. speed until the end of the turn. Once you use this trait, you
Sudden Reach. You have advantage on opportunity can’t use it again until you move 0 feet on one of your turns.
attacks.
Multipod
Multipod fishmen are recognizable by their extra arms,
possessing as many as eight functioning limbs. These types
of fishmen are typically squids and octopuses, and while not
technically fish, still fall under the umbrella of fishmen
species. Having been born with multiple limbs, they are
natural masters of dual-wielding, and are quite agile with
their hands.
Manual Agility. You have proficiency in the Sleight of
Hand skill.
Ambidextrous. Having grown up your whole life with extra
arms, you gain the benefits of the Two Weapon Fighting
Style, allowing you to add your damage modifier when you
engage in two weapon fighting. Despite having multiple arms,
you can still only attack once with your bonus action and
cannot dual wield two handed weapons. As well as not
benefiting from multiple shields.
Merfolk
Merfolk are humanoid creatures with the upper body of a
human and the lower body of a marine creature, typically a
fish or an octopus. Unlike fishmen, the human side of
merfolk does not necessarily bear any piscine features,
though it is not unheard of for some merfolk to have more
marine traits such as fins or webbed fingers.
Related to the fishmen, merfolk make their home beneath
the Red Line on fishman island. The two races exist in
harmony, sharing a similar difficult history with the surface
world and the races that inhabit it. But whereas fishmen are
feared and infamous for being savages, merfolk have a much
more favorable reputation among humans as beings of
extreme beauty. Sadly, this reputation only serves to make
them more desirable as slaves on the underworld markets,
leading to many cases of abductions at the hands of pirates.
Despite these unfortunate circumstances, merfolk have
remained firmly open-minded towards all other races,
including humans. Kind-hearted and gregarious to a fault,
merfolk have a reputation for saving drowning sailors from
the depths only to disappear moments afterwards.
Deep Sea Monarchs
While not as physically imposing or martially bent as
fishmen, merfolk have a keen eye for politics and diplomacy,
being the current rulers of Fishman Island under King
Neptune. While the common fishman has the advantage in a
one-on-one fight, the merfolk's ability to organize and manage
a standing army makes them the obvious figureheads in
politics with the surface world.
Merfolk do not possess the same sense of superiority found
in some fishmen however, and the two races co-inhabit
Fishman Island in perfect harmony with extremely few
instances of political unrest or infighting.
Merfolk are very hospitable and welcoming to travelers
that reach Fishman Island, which is a common occurrence as
it's the only way to travel from Paradise to the New World. As
long as visitors come in peace and with no ill intent, the
merfolk will graciously host any traveler during their stay
whether they are pirates or marine soldiers.
Gregarious Helpers
Merfolk delight in song, music, and all forms of community-
based entertainment. Theirs is a tight-knit community that
lacks social stigma or class differences, each individual is
treated as a cherished part of the community as long as they
are honest and kind-hearted in turn.
Merfolk and fishmen typically consider themselves kin of
each other and rarely make a difference between the two.
Interbreeding between the two races has an equal chance of
producing either a merfolk or fishman child, and most carry
genes from both species with them resulting in a sense of
unity and equality between the two races.
Merfolk may still have some reservations about humans, but
these prejudices typically stem from fear or ignorance, which
can usually be remedied through nothing but a few minutes
of pleasant conversation. Most merfolk would much rather
make a new friend rather than an enemy, and typically treat
strangers as potential friends or allies with more open-
mindedness than most other species.
Merfolk's friendly and approachable nature isn't limited
only to other sapient beings. All mermaids can communicate
and speak with fish, having a much easier time doing so than
even fishmen. They can use this ability to call fish to their aid,
which can be used for scouting or to gather information on
the surrounding waters.
Merfolk Traits
Ability Score Increase. One ability score of your choice
increases by 2, and another one increases by 1. Alternatively,
three ability scores of your choice increase by 1.
Age. Merfolk reach adulthood in their late teens and live as
long as humans.
Alignment. Merfolk are naturally amiable and kindhearted,
gravitating towards good alignments. They have a strong
focus on community and coexistence, making them tend
towards law over chaos.
Size. Merfolk are usually the same size as humans, though
exceptions that vary to the extremes do exist. The ones
presented here are human-sized. Your size is your choice of
small or medium.
Speed. Your base walking speed is 10 feet. Your base
swimming speed is 40 ft.
Aquatic Adaption. You can breathe air and water. You have
advantage on all Strength (Athletic) ability checks made
while in water. In addition, you gain resistance to cold
damage.
Bubble Floater. When near a body of water, you can create
a bubble floater around your midsection as an action. While
you have this floater, your walking speed increases by 20. The
floater lasts for 8 hours.
Call for Aid. As an action, you can use the Call Beast
creation without any material components, summoning only
beasts of a water environment. This feature uses your choice
of Intelligence, Wisdom, or Charisma as your creativity
modifier. Once you use this trait, you cannot use it again until
you finish a long rest.
If you have the creativity feature, you add this creation to
your creation list, not counting against the maximum amount
of creations you know or prepare.
Darkvision. Accustomed to the dark ocean floors where
light is scarce, you have darkvision out to 60 feet and can see
in dim light as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Friend of the Sea. You can speak with creatures with a
natural swimming speed that are of huge size or smaller.
Though simple-minded, sea creatures can understand the
words you speak. Additionally, you have advantage on
Wisdom (Animal Handling) ability checks made towards
marine creatures.
Pure Soul. You have advantage on Intelligence, Wisdom,
and Charisma saving throws.
Lunarians
Lunarians are a race of humanoid creatures, set apart by the
other races due to their dark brown skin, silvery-white hair,
and a set of large, black, feathery wings that grant them flight.
Additionally, they have the inherited ability of pyrokinesis,
some of which can burn as hot as magma.
While most of their history is unknown, it is confirmed that
before the Celestial Dragons had made their home, Mary
Geoise, on top of the Red Line, the Lunarians lived there. The
Lunarians were so powerful, that they were known as Gods,
their home being referred to as the "Kingdom of The Gods".
Upon the arrival of the Celestial Dragons, the Lunarians were
likely mostly wiped out, and the few that went into hiding
were hunted down like dogs.
Lunarians are a rare find these days, as the World
Government still offers high cash rewards for even the
slightest information on their locations.
Former Gods
Little is known about the perceptions or world views of most
Lunarians. However, with the information at hand, it would
not be surprising if there is ill will towards the World
Government and the Celestial Dragons.
Siding with powerful allies may also be a possible trait, but
mostly out of a necessity to survive and hide their identity.
Hidden Visage
Lunarians, at least the survivors, hide their faces from the
world. Siding with powerful figures that can oppose the
World Government's influence, or donning a suit that hides
every inch of their skin, Lunarians would do anything to keep
their identity a secret.
Lunarians do their best to keep their identities secret, even
killing those who see their true face. When a Lunarian does
reveal their nature, it is only to people they trust above all
else.
DM's Note
Lunarians as a race are optional, they are a DM
Race, meaning mostly used for NPCs, but can be
used for players if the DM allows it. To the DMs,
don't feel pressured by players to allow it if it will
wreck your plans for story and balance. They are
essentially Aarakocras but with the ability to
inherently cast fire spells, move extremely fast, and
have resistance to essentially all damage.
Due to their rarity, if you do allow players to
choose it, only one of them being it is the best
choice. Also, if the player's race is ever revealed to
the public, this is generally bad news for the party
as World Government will do anything in their
power to kill and/or capture the rest of the
Lunarians, a situation that will likely end the party.
Do not cave, and if you do, do not hold back.
Lunarian Traits
Ability Score Increases. One ability score of your choice
increases by 2, and another one increases by 1. Alternatively,
three ability scores of your choice increase by 1.
Age. Unknown, but appears to age around the same pace
as most of the humanoid races.
Alignment. Lunarians, given their history, are more
reserved and cold, issues with trust, but with undying loyalty.
Due to this, gravitate towards neutral alignments as well as
their fear of being in the open making them tend towards law
over chaos.
Size. Lunarians are likely the same size as humans. The
ones presented here are human-sized. Your size is your
choice of small or medium.
Speed. Your base walking speed is 30 feet. Due to your
large, black wings, you also have a base flying speed of 30 ft.
Darkvision. Able to survive anywhere, the dark is no
exception, you have darkvision out to 60 feet and can see in
dim light as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Omni-Adapted. Lunarians can withstand any and all
extreme weather without any debuffs, as well as any climates
and altitudes. In addition, you are resistant to fire damage.
Lunarian Phisiology. Lunarians possess various
biological traits that render them able to resist any
punishment, move in the blink of an eye, and produce and
manipulate flames.
Flaming Duality: At 1st level, you can invoke the flames
within. As a bonus action, you can gain access to one of
two forms that you can switch from one to another as a
bonus action for one minute. These forms are Ignited and
Godspeed. In your Ignited form, flames erupt from your
back and you gain resistance to bludgeoning, piercing, and
slashing. In your Godspeed form, your movement speed
increases by 10. You can use this feature a number of
times equal to your proficiency bonus, regaining all uses
on a long rest.
Empowered Godspeed: At 5th level, your Godspeed form
becomes more powerful. While you are in your Godspeed
Form, opporunity attacks are made against with
disadvantage.
Improved Ignite: At 10th level, your Ignited form
becomes more powerful. While you are in your Ignited
Form, you gain resistance to all damage except psychic.
Ultimate Duality: At 15th level, you have mastered your
Lunarian Phisiology. While in you are in your Godspeed
form, your movement speed doubles, rather than
increases by 10. You can now use your Flaming Duality
transformation as many times as you want.
Flame Investure. Lunarians are able to use flames in
combat. You know the Fire Bolt trick. Starting at 3rd level,
you can use Elemental Armor (fire only) with this trait.
Starting at 5th level, you can use the Fireball creation. You
cannot use the same creation again until you finish a long
rest. If you have the Creativity feature, these creations are
added to your creation lists, allowing you to use these
creations with any creation slots you have.
Your creative ability score for these creations is your
Constitution score.
Dwarves
Dwarves are a race of small humanoid creatures. They are so
small, that humans are essentially giants to them. They are
mostly human in appearance, with chibi-like proportions, and
often have pointed noses. Members of the Tontatta Tribe have
thick fluffy tails.
Most Dwarves shown in the canon have been part of the
Tontatta tribe, however other tribes do seem to exist.
A Little Gullible
Dwarves casually ask people whether they are good or bad
and as a tradition, a good person can prove him/herself by
either giving up their weapons or being stripped of all their
possessions. Dwarves are very careful not to be seen by any
humans as they will try to kill anyone who sees them unless
they promise not to tell anyone of their existence. They are
also gullible to anything humans say to them, making them
simple to be motivated.
Small, But Deadly
Despite their small size, they are entirely capable of feats of
strength that are equal and may even rival regular humans.
Their size and speed make them difficult to see, and utilizing
Tontatta combat aids their capabilities as warriors.
Dwarven Traits
Ability Score Increases. One ability score of your choice
increases by 2, and another one increases by 1. Alternatively,
three ability scores of your choice increase by 1.
Age. Unknown, but appears to age around the same pace
as most of the humanoid races.
Alignment. Dwarves are generally good due to their kind
and trusting nature, however due to their desires to stay
hidden, they often take extreme measures, making them lean
towards chaos.
Size. Your size is tiny.
Speed. Your base walking speed is 30 feet. You also have a
climbing speed equal to your movement speed.
Quick-Footed. You are proficient in Dexterity (Stealth) and
Dexterity (Acrobatics) checks.
Nimble. You can move through the space of any creature
that is of a size larger than yours.
Naturally Stealthy. You can attempt to hide even when you
are only obscured by a creature that is at least one size larger
than you.
Combat Ready. Your unarmed strikes deal 1d6
bludgeoning. You count as medium when determining your
carrying capacity and jump height.
Gullible. Dwarves have disadvantage on Insight checks to
see if someone is lying.
DM's Note
Dwarves, much like Lunarians, are also a DM race.
A player can use it with permission from the DM,
but being tiny could make some encounters
challenging. Though size is not as a big factor as
Lunarians or Giants, it can still be tricky.
Mink
The mysterious mink tribe is a race of fur-covered,
anthropomorphic humanoids from the "phantom island" of
Zou in the New World, a moving island situated atop the back
of an ancient, millenium old elephant known as Zunesha.
Because of its unique location, Zou is impossible to find with
a logpose, hiding the minks away from the eyes of the world
as a result. While most humans go their entire lives without
ever seeing a mink, the rumors of Zou's formidable sentinels
carry far and wide across the new world, telling tales of the
minks' mythical ability to wield electricity like a weapon and
transform into vicious beasts beneath the light of the full
moon.
Close-knit Community
The island of Zou rests on the back of a giant, millenia-old
elephant known as Zunesha. Truthfully, however, despite
having been hunted for slaves by human pirates in the past,
minks are exceptionally welcoming and hospitable to all
manners of visitors that come in good faith to their island.
Minks have a tight-knit community on their island, making
no difference between themselves regardless of a mink's
features. They show affection to eachother through physical
contact or acts of generosity, having next to no concept of
personal space even between relative strangers. "Garchu", a
common practice among minks, consists of rubbing their
temple or cheek against each other, signifying a greeting or
act of gratitude.
Each individual mink takes after a specific fur-covered
mammalian creature, and recognize differences in their kin
by referring to canine minks as such, for example. However,
mink do not differentiate from each other, and carnivorous
minks live side by side with herbivorous minks. Mink society
places a stigma on eating animals with fur, and as such their
diet primarily consists of reptiles, fish and greens found on
the island of Zou.
Moonlit Warriors
All minks tend to be stronger than normal humans,
possessing formidable physical abilities typical to their
animalistic side, such as strong legs that can scale trees in a
single leap, or powerful muscles for physical labor. Their
abilities do not remarkably deteriorate with age, and this
combined with an effective metabolism and recovery rate
makes them formidable fighters in battle.
Adding to that, minks have two additional abilities that
serve to differentiate them from humans: Electro, the ability
to generate powerful electrical charges through their fur, and
Sulong, the ability to transform into an even more powerful
form while under the light of the full moon.
Sulong is the most feared ability of the minks, known to
transform them into unstoppable, rampaging beasts. Only a
few minks master this ability, as loss of control can result in
the death of not just their enemies, but their allies and even
themselves as well. While transformed, a mink grows
increasingly ferocious as their fur grows out, their muscles
tense and their claws extend, becoming a frightful sight to
behold by their enemies.
Mink Traits
Electro. All minks can generate electricity through their fur.
Once per turn when you hit with a weapon attack, you can
As a mink, you have the following traits. choose to deal lightning damage instead of the weapon's
Ability Score Increase. One ability score of your choice normal damage. When dealing lightning damage with this
increases by 2, and another one increases by 1. Alternatively, attack, the target then cannot take reactions until the start of
three ability scores of your choice increase by 1. your next turn.
Age. Minks reach adulthood in their late teens and live as Subrace. Choose between diurnal or nocturnal.
long as humans.
Alignment. Minks are generally gregarious and friendly, Diurnal
though they focus on their own community over contact with Diurnal minks are primarily awake and active during the day.
other races, making them lawful good. Due to catching sunlight, they do most of the agricultural
Size. Minks vary greatly in size due to their animal work among the mink.
heritage, but typically are comparable to humans. Your size is Diurnal Nature. You gain proficiency in two of the
your choice of small or medium. following skills of your choice: Athletics, History, Medicine,
Speed. Your base walking speed is 35 feet. Nature, or Persuasion.
Darkvision. You are accustomed to the dark forests of Zou.
You have darkvision out to 60 feet and can see in dim light as
if it were bright light, and in darkness as if it were dim light.
You can’t discern color in darkness, only shades of gray.
Natural Weapons. Due to your appearance being based
upon an animal, you also gain their natural weapons, such as
the claws of a lion, the teeth of a wolf, the horns of a ram, or
even the fists of an ape. You have natural weapons, which you
can use to make unarmed strikes. If you hit with them, you
can deal one of either bludgeoning, piercing, or slashing
damage equal to 1d6 + your Strength or Dexterity modifier.
You can choose whether to use Strength or Dexterity when
attacking with these natural weapons, but must use the same
ability score for both the attack and damage roll.
Inner Beast. You can draw upon your bestial blood to
greatly boost your speed and strength for a short time. As a
bonus action, you can grant yourself advantage on all Nocturnal
Strength and Dexterity-based ability checks for 1 minute. Nocturnal minks are primarily awake and active during the
During this time, your speed increases by 10 and when you night. Owing to their nightly activities, they make excellent
use your Electro trait, you deal additional lightning damage scouts and defenders.
equal to your level. You must finish a long rest before you can Nocturnal Nature. You gain proficiency in two of the
use this trait again. following skills of your choice: Acrobatics, Athletics,
If the full moon is visible when you make this Perception, Stealth, or Survival.
transformation, you enter Sulong form for the duration,
increasing both your Strength and Dexterity scores by 4. This
increase can exceed an ability score of 20, but not 30. When
this sulong form ends, you suffer one level of exhaustion.
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 shell 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 occurring 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 unique history. foundations for buildings and roads; and as simple household
The largest known society is 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 sees 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
brokered and these proud warriors now act as god's personal
Sky Islander Traits guards, once again walking the earth of their ancestors.
As a sky islander, you have the following traits. Battle Dials. You have a few dials thought long extinct.
Ability Score Increase. One ability score of your choice Your learn creations of the Evocation or Illusion school at
increases by 2, and another one increases by 1. Alternatively, certain levels. You learn a trick at 1st level. In addition, you
three ability scores of your choice increase by 1. learn a 1st level at level 3, and a 2nd level creation at level 5.
Age. Sky Islanders reach adulthood in their late teens and You can use either of these creations with this trait a number
live as long as humans. of times equal to your proficiency bonus, regaining all uses
Alignment. Sky islanders are often religious, tending when you finish a long rest. You can also use these creations
towards lawful alignments. Shandians are the exception, with any creation slots you have.
revering their ancestors and having a slight chaotic bend. Your creative ability for these creations is your choice of
Size. Sky Islanders vary greatly in size, but typically are Intelligence, Wisdom, or Charisma (choose which when you
comparable to humans. Your size is your choice of small or select this race).
medium. Bonus Proficiecies. You gain proficiency in Acrobatics
Speed. Your base walking speed is 35 feet. and one tool of your choice.
Aircraft Expertise. You have proficiency with Dial kits and
expertise with Vehicles (Sky).
Cloud Walker. You are naturally acclimated to high
altitudes where air is thin and winds rough. You can hold
your breath for twice as long, and your speed cannot be
reduced by strong winds or weather-related effects.
Strong Faith. You have advantage on saving throws
against being charmed or frightened.
Subraces. Choose between birkan, shandian and skypiean.
Birkan
Birka was the home of strong warriors before its destruction.
its remaining denizens are easily recognized by their
downwards-facing wings, as opposed to those of skypieans.
Ancient Dials. You have a few dials thought long extinct.
Your learn creations of the Necromancy or Abjuration school Skypiean
at certain levels. You learn a trick at 1st level. In addition, you Skypieans are the most numerous inhabitants of the sky
learn a 1st level at level 3, and a 2nd level creation at level 5. islands. Most eke out humble lives upon the cloudy lands
You can use either of these creations with this trait a number surrounding Upper Yard, being unparalleled cloud artisans.
of times equal to your proficiency bonus, regaining all uses Artisan Dials. You have a few dials thought long extinct.
when you finish a long rest. You can also use these creations Your learn creations of the Conjuration or Transmutation
with any creation slots you have. school at certain levels. You learn a trick at 1st level. In
Your creative ability for these creations is your choice of addition, you learn a 1st level at level 3, and a 2nd level
Intelligence, Wisdom or Charisma (choose which when you creation at level 5. You can use either of these creations with
select this race). this trait a number of times equal to your proficiency bonus,
Bonus Proficiecies. You gain proficiency in Athletics and regaining all uses when you finish a long rest. You can also
one tool of your choice. use these creations with any creation slots you have.
Your creative ability for these creations is your choice of
Intelligence, Wisdom or Charisma (choose which when you
select this race).
Bonus Proficiecies. You gain proficiency in Engineering
and one tool of your choice.
Augmented
Across the four seas and the Grand Line, scientists of every
mindset and morality seek to push humankind to the next
level, oftentimes at the cost of their own humanity as much as
that of their subjects. To this end exist the augmented: A race
of humanoids empowered with technological or biological
enhancements that stand at the apex of evolution. The
augmented exist as something beyond that of mere men and
beasts, regardless of whether they originally wanted to or not.
Scientific Menagerie
The existence of augmented humanoids is a very recent
thing, appearing as the result of scientific progress. Doctors,
scientists and madmen alike have always sought to overcome
the limits of the human body, and to this end they created the
augmented from already living, or sometimes even dead,
creatures. Augmented vary greatly in appearance, however
they can typically be categorized into groups depending on
how they were experimented on. If an augmented had body
parts replaced with machinery, they are considered a cyborg;
if an augmented had body parts replaced with those of wild
animals, they are considered a chimera; if the augmented
was given no visual modifications and instead only returned
to life from a dead state, they are considered a revived; and
finally, if an augmented were only given internal or genetical
modifications with no visible changes, they are considered to
be an artificial human.
Made to Order
Most augmented were created for a singular purpose, such as
the pacifistas created by the world government or the
zombies raised by Dr. Hogback. Most augmented were
normal people at first, and many had no say in their
transformation into augmented. Unscrupulous scientists have
no qualms about using slaves or kidnapped civilians for their
experiments. True freedom is a luxury that many augmented
have never tasted in their life.
Augmented Traits
As an augmented, you have the following traits.
Ability Score Increase. One ability score of your choice
increases by 2, and another one increases by 1. Alternatively,
three ability scores of your choice increase by 1.
Age. Augmented are typically created from already living
humanoids, and tend to inherit the lifespan of their former
life.
Alignment. Subservient augmented are almost always
lawful neutral, while those that have broken free of their
bonds and old masters usually gravitate towards chaotic
alignments.
Size. Augmented vary greatly in size depending on the
mold from which they were created. Your size is your choice
of small or medium.
Speed. Your base walking speed is 30 feet.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, lift, and for grapple and shove attempts.
Subraces. Choose between cyborg, artifical human,
chimera or revived.
Chimera
Cyborg
Your body has been augmented with mechanical parts. Your body has been augmented with the features of a wild
Mechanical Improvements. You were created to go beast, granting you enhanced strength and senses.
Beast Body. You gain a movement speed based on the
beyond human limits, you gain the following benefits: animal that you embody. You have either a flying speed of 30
You have advantage on saving throws against being feet, a swim speed of 30 feet and the ability to breathe
poisoned, and you have resistance to poison damage. underwater, or a climbing speed of 30 feet and a burrow
You don’t need to eat, drink, or breathe. You are immune speed of 10 feet which when you select this race.
to disease. Darkvision. Your bestial side enhances your sense. You
You don't need to sleep, and creation and other effects like have darkvision out to 60 feet and can see in dim light as if it
devil fruits can't put you to sleep. were bright light, and in darkness as if it were dim light.
You have darkvision out to 60 feet and can see in dim light Natural Weapons. You have natural weapons in the shape
as if it were bright light, and in darkness as if it were dim of sharp talons, claws, fangs, or all of the above.
light. You can use these natural weapons to make unarmed
strikes, and they deal 1d6 + your Strength or Dexterity
Integrated Armor. Your body has built-in defensive layers, modifier bludgeoning, piercing, or slashing damage on hit.
which can be enhanced with armor. You gain a +1 bonus to You can choose whether to use Strength or Dexterity when
Armor Class. You can don only armor with which you have attacking with these natural weapons, but must use the same
proficiency. To don armor, you must incorporate it into your ability score for both the attack and damage roll.
body over the course of 1 hour, which can be done as part of a
rest. To doff armor, you must spend 1 hour removing it. While
you live, your armor can't be removed from your body against
your will.
Integrated Toolbox. You can integrate a weapon, item, or
a set of tools into you with 10 minutes of uninterrupted work,
which can be done as part of any rest. Once integrated, you
can draw or stow the item as part of any action that involves
its use, and you cannot be disarmed of it against your will.
You can integrate a number of items equal to 1 + your
proficiency bonus.
Ancient Giant
You are one of the few remnants of the ancient giant clan.
They say that even regular giants are mere dwarves to the
ancient giants. Some have been known to pull continents.
Thick Skin. Your Armor Class is equal to 14 + your
Constitution modifier.
Fear Factor. Your size and the horns and teeth that adorn
your visage send chills down the spines of most men. You
have advantage on Intimidation checks against any creature
that is at least one size smaller than you. Ice Giant
Natural Weapons. All of your unarmed strikes deal 1d10 You are a giant hailing from the deepest of icy wastelands, so
damage. You can use their teeth and horns to deal piercing deep that your origins are still unknown.
damage. Speed. You have a movement speed of 60ft.
Titanic Strength. At no point does your strength falter. Dexterous. You are proficient in acrobatics and stealth.
Whenever you make a strength check, you can treat the dice Frost Born. You have resistance to cold damage and can
roll as a 10, and add additional modifiers. withstand extreme colds. You also ignore difficult terrain
created from ice.
Darkvision. Your senses allow you to peer past the
darkness. You have darkvision out to 60 feet and can see in
dim light as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
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
They are the wills with which history will be use of gadgets and items. Spellcasting is referred to as
shaped, standing out from the crowd as heroes, Creativity, however its functionality is virtually the same as in
villains and simple seekers of freedom. Classes standard Dungeons and Dragons 5th edition.
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 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.
Devil Fruits (Innate Spellcasting). The fantastical power
skill ability check involving technology, inventions, or of devil fruits manifests in those who consume it. These
clockworks, Intelligence (Engineering) is used to determine individuals gain the ability to create fantastical effects and
how well they perform. 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, in order to maintain the mechanical diversity of the functionality is virtually the same in both instances and as in
playstyles, spellcasting is thematically rebranded in this standard Dungeons and Dragons 5th edition.
system as Creativity. This is, for the most part, a simple Routine Usage (Ritual Casting). Ritual Casting is
change in terminology for the sake of immersive roleplay, referred to as Routine Usage, however its functionality is
however, a few classes are changed as a result of this and virtually the same as in standard Dungeons and Dragons 5th
others still are unfortunately removed completely. edition.
Classes
Hit Primary Saving Throw
Class Description Die Ability Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior who can draw d12 Strength Strength & Light and medium armor, shields, simple
upon an inner fury to crush their Constitution and martial weapons
enemies.
Bard A musician who can create d8 Charisma Dexterity & Light armor, simple weapons, hand
enchanting music that aids allies Charisma crossbows, pistols, cutlass, longswords,
and hinders enemies. rapiers, shortswords
Brawler A simple fistfighter who strikes d10 Dexterity & Strength & Simple weapons, improvised weapons
with power and speed in deadly Wisdom Dexterity
flurries of blows.
Fighter A well-rounded combatant that d10 Strength or Strength & All armors, shields, simple and martial
can claim a mastery over many Dexterity Constitution weapons
weapons and armor.
Gadgeteer A brilliant inventor who creates d10 Intelligence Intelligence & Light, Medium, Shields, Simple Weapons,
and modifies wondrous gadgets. Constitution and Firearms
Marksman A sniper with deadly aim that d10 Dexterity & Dexterity & Light and medium armor, shields, simple
relentlessly hunt their favored Wisdom Wisdom and martial weapons, and cannons
mark.
Medic A practitioner of medicine who d8 Wisdom Intelligence & Light armor, daggers, slings, quarterstaffs,
specializes in keeping the rest of Wisdom blunderbusses, flintlocks, light
their crew alive. crossbows, sickle
Rogue An expert at infiltration that d8 Dexterity Dexterity & Light armor, simple weapons, hand
sneaks behind the enemy line Intelligence crossbows, pistols, revolvers, cutlasses,
and strike from where they least katanas, longswords, rapiers,
expect it. shortswords, whips
Savant A passionate soul who draws d10 Strength & Wisdom & All armors, shields, simple and martial
upon an inner power to smite Charisma Charisma weapons
their foes.
Barbarian
The Barbarian
Level Proficiency Bonus Features
The Bard
Proficiency Tricks
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
The Brawler
Level Proficiency Bonus Brawling Spirit Points Unarmored Movement Features
The Fighter
Proficiency
Level Bonus Features
Class Features
As a fighter, you gain the following class features
Hit Points
Hit Dice: 1d10 per fighter level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength or Dexterity, Constitution
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
Equipment If you ready your action to make an attack, you can attack
You start with the following equipment, in addition to the the same number of times you would if you had taken the
equipment granted by your background: attack action on your turn.
The number of attacks increases to three when you reach
(a) a chainmail, (b) a heavy longcoat, or (c) leather armor, 11th level in this class and to four when you reach 20th level
longbow, and 20 arrows in this class.
(a) a martial weapon and a shield or (b) two martial
weapons Indomitable
(a) a light crossbow and 20 bolts or (b) two handaxes
(a) a dungeoneer's pack or (b) an explorer's pack Beginning at 9th level, you can, with advantage, reroll a
saving throw that you fail. If you do so, you must use the new
Fighting Style roll, and you can’t use this feature again until you finish a
short or long rest.
You adopt a particular style of fighting as your specialty. You can use this feature twice between rests starting at
Choose one of the options in Chapter 5, in the Fighter Styles 13th level and three times between rests starting at 17th
section. You can’t take a Fighting Style option more than level.
once, even if you later get to choose again.
Whenever you reach a level in this class that grants the
Ability Score Improvement feature, you can replace a fighting Martial Archetypes
style you know with another fighting style available to Different fighters choose different approaches to perfecting
fighters. their fighting prowess. The martial archetype you choose to
emulate reflects your approach.
Second Wind
You have a limited well of stamina that you can draw on to Brute
protect yourself from harm. On your turn, you can use a The powerful Brute focuses on the use of raw physical power
bonus action to regain hit points equal to 1d10 + your fighter honed to deadly perfection. Those who model themselves on
level. You can use this feature a number of times equal to this archetype combine rigorous training with physical
your proficiency bonus. You can regain all uses of this feature excellence to deal devastating blows, and to take heavy hits.
at the end of a short or long rest.
Brute Force
Action Surge Starting at 3rd level, whenever you hit with a weapon that
Starting at 2nd Level, you can push yourself beyond your you’re proficient with and deal damage, the weapon’s damage
normal limits for a moment. On your turn, you can take one increases by 1d4. This feature also works with unarmed
additional action on top of your regular action and an extra strikes. This bonus becomes 1d6 at 5th level, 1d8 at 11th
bonus action. level, and 1d10 at 17th level.
Once you use this feature, you must finish a short or long
rest before you can use it again. Starting at 17th level, you Unstoppable Durability
can use it twice before a rest, but only once on the same turn. Beginning at 7th level, whenever you make a saving throw,
roll 1d6 and add the die to your saving throw total. If applying
Martial Archetype this bonus to a death saving throw increases the total to 20 or
higher, you gain the benefits of rolling a 20 on the d20.
At 3rd Level, you choose an archetype that you strive to
emulate in your combatstyles and techniques. Brute, Gadget Third Wind
Knight, Gunslinger, Samurai, Master of None, Banneret, At 10th level, you won't give up the fight. When you use your
Battlemaster, Cavalier, Champion, Arms Dealer, and Second Wind feature, you additionally gain a number of
Blitzkrieg can all be found at the end of this section. The temporary hit points equal to the amount you rolled.
archetype you choose grants you features at 3rd Level and
again at 7th, 10th, 15th, and 18th level. Devastating Critical
Starting at 15th level, when you score a critical hit with a
Ability Score Improvement weapon attack, you gain a bonus to that weapon’s damage roll
When you reach 4th Level, and again at 6th, 8th, 12th, 14th, equal to your level in this class.
16th, and 19th level, you can increase one ability score of Survivor
your choice by 2, or you can increase two Ability Scores of At 18th level, at the start of each of your turns, you regain hit
your choice by 1. As normal, you can’t increase an ability points equal to 5 + your Constitution modifier if you have no
score above 20 using this feature. more than half of your hit points left. You don't gain this
benefit if you have 0 hit points.
Extra Attack
Beginning at 5th Level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Tool Enhancement
Gadget Knight
While wearing or carrying an object upgraded with this
Not all fighters are brutes who rely only on strength of arms enhancement, your proficiency bonus is doubled for any
to battle foes. Those known as gadget knights incorporate ability check you make that uses your proficiency with a tool.
genius creativity and handy craftsmanship in their fighting In addition, when you hit a creature with an attack using a
style, creating useful gadgets that give them an upper hand in weapon, you can activate the enhancement to shackle the
any fight. target. The target takes an extra 2d6 fire, cold, lightning,
thunder, acid, or poison damage, and it must succeed on a
Mechanic Strength saving throw or be restrained for 1 minute. While
At 3rd level, you gain proficiency with your choice of smith's restrained by the shackles, the target takes 2d6 of the same
tools, carpenter's tools, or tinkerer's tools, as well as the type as the initial damage at the start of each of its turns. The
Engineering skill. target can repeat the saving throw at the end of each of its
turns, breaking the shackles on a success. Once you activate
Tactical Enhancements this enhancement, you can't do so again until you finish a
Starting at 3rd level, you can utilize your skills to incorporate short or long rest.
creativity into your weapons and armor, enhancing them. You
learn two enhancements of your choice, from among the Fortitude Enhancement
enhancements described below, and each time you gain a While wearing or carrying an object upgraded with this
level in this class, you can replace one enhancement you enhancement, you have advantage on Wisdom (Animal
know with a different one from this feature. Handling) checks and Charisma (Intimidation) checks.
You learn one additional enhancement at 7th, 10th, and In addition, you can activate this enhancement as a bonus
15th level. action to increase your sturdiness. For 10 minutes, you gain a
Whenever you finish a long rest, you can touch a number of +2 bonus to all ability checks and saving throws that use
objects equal to the number of enhancements you know, and Strength or Constitution. Once you activate this
you apply a different enhancement to each of the objects. To enhancement, you can't do so again until you finish a short or
be eligible, an object must be a weapon, a suit of armor, a long rest.
shield, or something else you can wear or hold in a hand. Your
enhancement remains on an object until you finish a long Vision Enhancement
rest, and an object can bear only one of your enhancements While wearing or carrying an object upgraded with this
at a time. enhancement, you have advantage on Wisdom (Insight)
The following enhancements are available to you when you checks, and you have darkvision out to a range of 120 feet.
learn one. If an enhancement has a level requirement, you In addition, you can use your bonus action to activate the
must be at least that level in this class to learn it. If an enhancement and force a creature within 30ft of you to make
enhancement requires a saving throw, your Enhancement a Wisdom saving throw. Unless the save succeeds, the
Creativity save DC equals 8 + your proficiency bonus + your creature is charmed by you for 1 minute. While charmed in
Constitution modifier. this way, the creature has a speed of 0 and is incapacitated,
descending into a dreamy stupor. The creature repeats the
Deflection Enhancement saving throw at the end of each of its turns, ending the effect
While wearing or carrying an object upgraded with this on a success. Once you activate this enhancement, you can't
enhancement, you have advantage on Dexterity (Sleight of do so again until you finish a short or long rest.
Hand) checks and Charisma (Deception) checks.
In addition, when you or a creature you can see within 30 Resistance Enhancement (7th Level or
feet of you is hit by an attack roll, you can use your reaction to Higher)
activate the enhancement and choose a different creature While wearing or carrying an object upgraded with this
within 30 feet of you, other than the attacker. The chosen enhancement, you have advantage on saving throws against
creature becomes the target of the attack, using the same roll. being poisoned, and you have resistance against poison
This enhancement works regardless of the attack's range. damage.
Once you activate this enhancement, you can't do so again In addition, you can activate the enhancement as a bonus
until you finish a short or long rest. action, gaining resistance to bludgeoning, piercing, and
slashing damage for 1 minute. Once you activate this, you
can't do so again until you finish a short or long rest.
Analysis Enhancement (7th Level or Adaptable Arms
Higher) As a bonus action, you can transform this augmented weapon
While wearing or carrying an object upgraded with this into any weapon you are proficient with (including ranged
enhancement, you have advantage on Intelligence skill weapons). Alternatively, you can transform your augmented
checks, and you can't be surprised as long as you aren't weapon into a shield.
incapacitated.
In addition, you can activate it as a bonus action to activate Superior Range
advanced calculations for 1 minute or until you're Your augmented weapon gains the reach property it if is a
incapacitated. Until it ends, when you or another creature you melee weapon. If it is a ranged weapon, you can ignore
can see within 60 feet of you makes an attack roll, a saving loading and reload properties if it has it.
throw, or an ability check, you can use your reaction to cause
the roll to have advantage or disadvantage. Once you activate Defensive Field
it, you can't do so again until you finish a short or long rest. At 7th level, you learn to create a defensive field to protect
your allies. When another creature you can see within 60 feet
Augmented Arms of you is hit by an attack roll, you can use your reaction to
At 3rd level, you gain the ability to further enhance your force the attacker to reroll the d20 and use the lower of the
weapons, making them an extension of yourself. two rolls.
You can complete the augmentation process over the You can use this feature a number of times equal to your
course of 1 hour, which can be done during a short rest. The proficiency bonus, and you regain all expended uses when
weapon must be within your reach during the process. Once you finish a long rest.
you have augmented a weapon, you can't be disarmed of that
weapon unless you are incapacitated. It gains a bonus to Wondrous Creation
attack and damage rolls equal to half your proficiency bonus At 10th level, you gain insight into how to construct powerful
rounded down. gadgets that you can utilize in and out of combat.
In addition, you can add effects to each of your augmented At the end of a long rest, you can choose a gadgeteer
weapons. Each weapon can only have 1 such augmentation creation of up to 3rd level (If it is lower, you can choose to
at a time, and you can have a number of augmented weapons upcast it at 3rd level), using your Tactical Enhancement
equal to your proficiency bonus active at a time. Creativity DC. You can activate that creation a number of
times equal to 1 + your Constitution Modifier. You regain all
Returning Artillery uses of this ability at the end of a long rest.
Your weapon gains the thrown property (30/120) if it doesn't
already have it. When the weapon is thrown, it returns to Two Tactics
your hand once the attack is resolved. At 15th level, you can activate each enhancement you know
from your Tactical Enhancement feature twice, rather than
Elemental Aegis once, and you regain all expended uses when you finish a
Whenever you hit a creature with an attack using your short or long rest.
augmented weapon, you can change the damage type with an
elemental damage type from the following: acid, fire, cold, Marvelous Creation
thunder, lightning, or poison. At 18th level, you have mastered the art of your wondrous
creations. When you use your Wondorous Creation feature,
Lethally Light when you finish a long rest, you can instead choose a
You can use your Dexterity modifier, rather than your creation of up to 5th level (If it is lower, you can choose to
Strength, for attacks and damage rolls using this augmented upcast it at 5th level).
weapon and the weapon gain the light property, if it has the
heavy property, it instead loses the heavy property. Gunslinger
Hefty Executor Some warriors and combat specialists spend their years
Your augmented weapon gains the heavy and the two-handed perfecting the classic arts of swordplay, archery, or polearm
property, if it doesn't already, losing the light property. In tactics. However, some minds couldn’t stop at just simple
addition, whenever you hit a creature with it, you can also ranged weapons. Experimentation with components and rare
take the Shove action as part of the attack, once per turn. If metals has unlocked the secrets of controlled explosive force,
you win, you can choose any of the normal effects of shove, or creating and utilizing their own trademarked firearms.
you can choose to disarm that creature from one object it is
currently wielding. Firearm Proficiency
Starting when you choose this archetype at 3rd level, you gain
Mobile Munition proficiency with firearms and cannons, allowing you to add
When you take the Attack action, you can make an additional your proficiency bonus to attacks made with firearms and
attack as a bonus action. This augmentation can only be cannons.
applied to a weapon with the light property.
Gunsmith
Upon choosing this archetype at 3rd level, you gain
proficiency with Engineering (Intelligence) skill and Tinker’s
Tools. You may use them to craft ammunition at half the cost,
repair damaged firearms, or even draft and create new ones
(DM’s discretion). Some extremely experimental and intricate
firearms are only available through crafting.
Trick Shots
When you choose this archetype at 3rd level, you learn to
perform powerful Trick Shots to disable or damage your
opponents using your firearms.
Trick Shots. You learn two trick shots of your choice, a list
of which is found at the end of this feature. Many maneuvers
enhance an attack in some way. Each use of a trick shot must
be declared before the attack roll is made. You can use only
one trick shot per attack. You learn an additional trick shot of
your choice at 7th, 10th, 15th, and 18th level. Each time you
learn a new trick shot, you can also replace one trick shot you
know with a different one.
Grit. You gain a number of grit points equal to 1 + your
Wisdom modifier. You regain 1 expended grit point each time
you roll a 20 on the d20 roll for an attack with a firearm, or
deal a killing blow with a firearm to a creature of significant
threat (DM’s discretion). You regain all expended grit points
after a short or long rest.
Saving Throws. Some of your trick shots require your
targets to make a saving throw to resist the trick shot’s
effects. The saving throw DC is calculated as follows:
Trick Shot Save DC = 8 + your proficiency bonus + your
Dexterity modifier
Covering Fire
When you make a firearm attack against a creature, you can
expend one grit point to protect your allies as they move
across the battlefield from your target. Choose a creature
within 60ft of the target. That creature has the benefits of half
cover from the target until the start of your next turn.
Dazing Shot
When you make a firearm attack against a creature, you can
expend one grit point to attempt to dizzy your opponent. On a
hit, the creature must make a Wisdom Saving throw. On a
failure, it suffers the effects of the Slow creation until the end
of your next turn.
Deadeye Shot
When you make a firearm attack against a creature, you can
expend one grit point to gain advantage on the attack roll.
Deflecting Shot (7th level)
As a reaction to a creature making an attack against a
creature you can see within 60 ft of you, you can expend one
grit point to fire at the attacker, causing them to fumble and
change targets. The target must succeed a Dexterity saving
throw or must target a creature of your choice within their
range instead.
Disarming Shot Bullet Time
When you make a firearm attack against a creature, you can When you reach 7th level, your reflexes and instincts allow
expend one grit point to attempt to shoot an object from their for quick action in combat, as time appears to slow down
hands. On a hit, the creature suffers normal damage and around you. You add your proficiency bonus to your initiative.
must succeed on a Strength saving throw or drop 1 held You can also draw and stow a firearm, then draw another
object of your choice and have that object be pushed 10 feet firearm as a single object interaction on your turn.
away from you. In addition, as a bonus action on your turn, you can enter
Bullet Time for 1 minute, or until you are incapacitated.
Exhausting Shot While in Bullet Time, you gain the following benefits:
When you make a firearm attack against a creature, you can
expend one grit point to knock the wind out of the target. On You gain a 30ft Focus radius around you. As a reaction to
a hit, the creature suffers normal damage and must make a a hostile creature within the radius moving at least 10 ft
Constitution saving throw. On a failure, they suffer the effects away from an allied creature within the radius (can
of the Bane creation for 1 minute, repeating the saving throw include yourself), you can make one firearm attack with
at the end of each of their turns, ending the effect on a one firearm you are wielding against that creature.
success. Attack rolls made against you from creatures within your
Focus radius do not benefit from advantage.
Forceful Shot When you are subjected to an effect that allows you to
When you make a firearm attack against a creature, you can make a Dexterity saving throw to take only half damage,
expend one grit point to attempt to trip them up and force you instead take no damage if you succeed on the saving
them back. On a hit, the creature suffers normal damage and throw, and only half damage if you fail. You can enter
must succeed on a Strength saving throw or be pushed 15 Bullet Time a number of times equal to your proficiency
feet away from you. bonus, and you regain all expended uses of it when you
finish a long rest.
Piercing Shot
When you make a firearm attack against a creature, you can Sharp-Sighted
expend one grit point to attempt to fire through multiple Upon reaching 10th level, your eyesight becomes on par with
opponents. When you use this option, you don’t make an those of an eagle, allowing you to see and strike even further.
attack roll for the attack. Instead, the arrow fires forward in a You can see up to 1 mile away with no difficulty, able to
line, which is 5 feet wide and 60 feet long. Each creature in discern even fine details as though looking at something no
that line must make a Dexterity saving throw. On a failed more than 100 feet away from you.
save, a creature takes damage as if it were hit by the In addition, while you are in Bullet Time, you gain the
projectile. On a successful save, a target takes half as much following benefits:
damage. The normal and long range of all ranged weapons you are
Run and Gun wielding and cannons you are proficient with doubles.
When you make a firearm attack against a creature, you can You gain a bonus to your firearm damage rolls equal to
expend one grit point to deftly dash through the battlefield your Wisdom or Intelligence modifier (your choice).
through the torrent of bullets, allowing you to take either the Vicious Intent
Dash or Disengage action as part of the attack. Starting at 15th level, your firearm attacks score a critical hit
Violent Shot
on a roll of 19-20, and you regain a grit point on a roll of 19 or
When you make a firearm attack against a creature, you can 20 on a d20 attack roll.
expend one or more grit points to enhance the volatility of the In addition, while you are in Bullet Time, the range of your
attack. For each grit point expended, the attack gains a -1 to Focus radius becomes 60ft.
the firearm’s attack roll. If the attack hits, you can roll one Distinguished Shot
additional weapon damage die per grit point spent when At 18th level, choose one of your Trick Shots. This shot
determining the damage. becomes your Distinguished Shot. While you are in Bullet
Warning Shot Time, once per turn, you can ignore the Grit point cost of that
When you make a firearm attack against a creature, you can Trick Shot (or reduced by 1 if you selected Violent Shot).
expend one grit point to rattle them, either by striking them Hemorrhaging Critical
or leaving a bullet hole a little too close for comfort. On a hit Upon reaching 18th level, whenever you score a critical hit on
or miss, the target must succeed a Wisdom saving throw or an attack with a firearm, the target additionally suffers half of
become frightened of you until the start of your next turn. the damage from the attack at the end of its next turn.
Wringing Shot
When you make a firearm attack against a creature, you can
expend one grit point to attempt to topple a moving target.
On a hit, the creature suffers normal damage and must make
a Strength saving throw or be knocked prone.
Samurai
Additionally, whenever you use Second Wind, you gain a
bonus to the hit points restored equal to your Wisdom
The Samurai can encompass any swordsman, but Modifier (minimum of 1).
particularly the mythical samurai of Wano country. Becoming
a disciplined master of the blade, able to adopt fighting Stance Improvements
stances that render them a difficult opponent to battle, Starting at 15th level, you learn how to combine stances,
allowing you can overcome the odds and strike down break out of them or simply use them more effectively.
enemies. Earth. While in Earth Stance and subjected to an effect
that allows you to make a Dexterity saving throw to take only
Bonus Proficiency half damage, you can use your reaction to angle your weapon
When you choose this archetype at 3rd level, you gain so you take no damage on a success and only half damage on
proficiency in one of the following skills of your choice: a failed saving throw.
History, Insight, Performance, or Persuasion. Fire. While in Fire stance, you can forgo the advantage on
one of the attacks and make an extra weapon attack against
Fighting Stance that target instead, as part of the same action. You can do so
Starting at 3rd level, you learn a fighting stance, enhancing no more than once per turn.
your combat abilities. As a bonus action on your turn, you Water. When you make an attack as a reaction while in
adjust your posture and the way you hold your weapons, Water stance, you can make an additional attack with a melee
allowing you to anticipate your foe or strike true. weapon yourself as part of that reaction against that creature.
Earth. A defensive stance used to deflect blows. Holding Wind. While in Wind Stance, you can take to the sky in
your weapon low, you wait for your opponent to strike and short bursts. You have a flying speed equal to your current
leave an opening. Until the start of your next turn, your AC walking speed. You fall if you end your turn in the air and
increases by 2. As a reaction, you can increase this bonus to nothing else is holding you aloft.
4. You may do this after the roll, but before your DM tells you Additionally, while in a stance, you can suddenly change
whether the attack hits or misses. your posture again to surprise your foe. On your turn, you can
Fire. This offensive posture raises the weapon high above expend another use of Fighting Stance to swap stances, no
the head, leaving the body exposed, but readying a powerful action required. When it's another creature's turn, this also
strike. You gain advantage on weapon attack rolls until the uses your reaction. When you do so, you gain the temporary
end of your turn. hit points as normal.
Water. Traditionally the most basic, this middle-level
stance is a balance between offense and defense and focuses Undying Devotion
on using your opponent's power against itself. Until the start At 18th level, your devotion to your cause prevents you from
of your next turn, when you are targeted by a melee weapon dying outright, giving you the chance to continue fighting.
attack, you can use your reaction to make an attack against When you're reduced to 0 hit points but not killed outright,
the creature. you can choose to fall to 1 hit point instead. You can do this a
Wind. By maneuvering your weapon sideways, you can number of times equal to your Constitution Modifier, or
move more quickly and parry blows more effectively. Your expend a use of your Fighting Stance. You regain all uses at
movement speed increases by 15 feet until the end of your the end of a long rest.
turn. Additionally, you do not provoke opportunity attacks as
part of this movement.
Whenever you adopt a stance on your turn, you gain 5
temporary hit points. This increases to 10 and 15 temporary
hit points at 10th and at 15th level.
You can choose another one of these stances to learn at
7th, 10th, and 15th level. You can use this feature a number
of times equal to 1 + your Wisdom modifier (minimum of 1),
and you regain all expended uses of it when you finish a short
or long rest.
Elegant Courtier
Starting at 7th level, your discipline and attention to detail
allow you to excel in social situations. Whenever you make a
Charisma (Persuasion) check, you gain a bonus to the check
equal to your Wisdom modifier (minimum of 1).
Your self-control also causes you to gain proficiency in
Wisdom saving throws. If you already have this proficiency,
you instead gain proficiency in Intelligence or Charisma
saving throws (your choice).
Tireless Spirit
Starting at 10th level, when you roll initiative and have no
uses of Second Wind remaining, you regain one use.
Master of None
The target cannot regain hit points until the start of your
next turn.
The creative Master of None needs no weapons, only the The target must succeed on a Constitution Saving throw
material world around them. Those trained to master this or become stunned until the start of your next turn.
archetype combine their battle prowess in conjunction with The target must succeed on a Strength Saving throw or
improv skills to break down their opponents, making use of be knocked back 10 feet, or knocked prone.
any situation. The target must succeed on a Wisdom Saving throw or be
frightened of you until the end of your next turn.
Adapt and Overcome The target must succeed on a Constitution Saving throw
When you choose this archetype at 3rd level, you learn how to or be blinded until the start of your next turn.
turn anything into a weapon. You gain proficiency in The target's Armor Class is reduced by 2 until the start of
improvised weapons, and whenever you obtain a new your next turn.
improvised weapon, you can add one weapon property of
your choice, other than ammunition, to it. If any of these effects requires the target to make a Saving
When you add the thrown property to an improvised throw, the DC is equal to 8 + your Constitution Modifier +
weapon, its ranges are 30/90ft. Its damage type is your your proficiency bonus.
choice of bludgeoning, piercing, or slashing.
Your damage dice with improvised weapons are equal to Wreck Resistance
the damage type corresponding to your level on the Improv Starting at 7th level, when you make an attack with an
Damage Table. Additionally, you can use either your Strength improvised weapon, you can ignore any resistance to
or Dexterity modifiers to make attack and damage rolls with bludgeoning, piercing, or slashing.
improvised weapons, using the same modifier for each roll. In addition, when you obtain an improvised weapon,
instead of adding one weapon property to it, you can add two
Improv Damage weapon properties.
Level Damage Dice
In and Out
3rd 1d6 Starting at 10th level, when you have less than half of your
6th 1d8 maximum hit points, your walking speed increases by 15
11th 1d10 feet, you don't provoke opportunity attacks, and you gain a +2
bonus to all Saving throws.
16th 1d12
Rush Rampage
Additionally, you have advantage on Wisdom (Perception) Starting at 15th level, you master quick combat. During the
checks based on sight to find improvised weapons. first round of combat, you can make two additional weapon
attacks, shoves, or grapples at no action cost, the first of
Breakdown which is made at advantage.
Also at 3rd level, you can put all your energy into one attack
for maximum effect. When you make a successful weapon Smash and Crash
attack with an improvised weapon, you can choose to double From 18th level onwards, your attacks grow devastating.
your Strength or Dexterity Modifier for the purposes of Whenever you make an attack and a damage die reads its
calculating damage with that attack. maximum value, you can choose to roll an additional die and
When you do this, the weapon used is destroyed. This add the new result to the total damage. You can repeat this
doesn't destroy seastone. till you are dealing a maximum of 6 extra damage dice.
Jury-Rigging Banneret
Also at 3rd level, you can make the most of you improvised
weapons. Once per turn, when you use your Breakdown Leading the charge, the charismatic Banneret commands
feature, you can trigger an additional effect. At 7th level, two their allies in a true coordinated assult. These fighters stand
effects trigger. At 15th level, three effects trigger. as a beacon for victory on the battlefield, bringing their fallen
You can use this feature a number of times equal to your 1 comrades back into the thick of the fight and encouraging
+ Constitution modifier, regaining all uses on a short or long their soldiers to take down any threat that comes there way.
rest. Bannerets are typically leader's of their own organizations,
When you gain this feature, and at 7th and 15th level, you typically in militant organizations, ready to lay down their
choose one of the effects below, making that the effect that lives for their cause.
triggers.
Honorable Beacon
All creatures, excluding yourself, within 5 feet of the target Starting at 3rd level, you gain proficiency in (Charisma)
must succeed on a Dexterity Saving throw or take Persuasion and (Charisma) Intimidation skill checks, or
1d(Improv Damage Dice Size) piercing damage. expertise if you already have proficiency in each skill
The target's movement speed is reduced to 0 until the respectively.
start of your next turn. In addition, when you use your Second Wind feature, you
The target must succeed on a Wisdom Saving throw or be can target a creature within 30 feet of you that can hear you,
unable to take the Attack action on its next turn. the target regains the same amount of hit points you rolled.
The target is unable to speak for the next minute.
Commander in Chief Battlemaster
Also at 3rd level, you can issue commands to your allies to The Battlemaster, as the name implies, is a master tactician.
form a coordinated assult. As a bonus action, you can Able to use complex maneuvers to dominate the battlefield,
command a friendly creature of your choice within 30 ft of these fighters make excellent use anywhere in battle, and are
you that can hear you. The target gains one of the following even more deadly when paired with the right allies.
benefits of your choice:
Ready, Aim, Fire! The target adds your Charisma Superior Combatant
modifier to their next attack roll, until the end of their next Starting at 3rd level, you learn maneuvers that are fueled by
turn. special dice called superiority dice.
On Your Feet, Soldier! The target adds your Charisma Maneuvers. You learn three maneuvers of your choice.
modifier on their next saving throw, until the start of your Many maneuvers enhance an attack in some way. You can use
next turn. only one maneuver per attack. You learn two additional
Duck! The next attack roll made against the target is maneuvers of your choice at 7th, 10th, and 15th level. Each
reduced by a number equal to your Charisma modifier. time you learn new maneuvers, you can also replace one
This Way! The target can use their reaction to move a maneuver you know with a different one.
number of feet equal to 5 * your Charisma modifier with Superiority Dice. You have four superiority dice, which are
opportunity attacks made at disadvantage. d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you finish a
You can use this feature a number of times equal to 1 + short or long rest. You gain another superiority die at 7th
your Charisma Modifier, regaining all uses at the end of a level and one more at 15th level.
short or long rest. Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver's effects.
Brave and Bold The saving throw DC is calculated as follows:
Beginning at 7th level, you gain proficiency with Charisma Maneuver save DC = 8 + your proficiency bonus + your
saving throws. If you were already proficient in Charisma Strength or Dexterity modifier (your choice)
saving throws, you can instead choose Intelligence or
Wisdom. Ambush
In addition, you add your Charisma modifier to the amount When you make a Dexterity (Stealth) check or an initiative
of hit points regained for your Second Wind and Honorable roll, you can expend one superiority die and add the die to the
Beacon feature. roll, provided you aren't incapacitated.
Empowered Authority Bait and Switch
At 10th level, your commands bring out the best in your When you're within 5 feet of a creature on your turn, you can
comrades, showing off their true potenial. Your Commander expend one superiority die and switch places with that
in Chief options improve in the following ways: creature, provided you spend at least 5 feet of movement and
Ready, Aim, Fire! The target also adds your Charisma the creature is willing and isn't incapacitated. This movement
modifier to their damage roll if the attack hits. doesn't provoke opportunity attacks.
On Your Feet, Soldier! If the target fails their saving Roll the superiority die. Until the start of your next turn,
throw, they take half damage. If the target succeeds their you or the other creature (your choice) gains a bonus to AC
saving throw, they take no damage. equal to the number rolled.
Duck! If the attack still hits, the damage is also reduced by Brace
your Charisma modifier. When a creature you can see moves into the reach you have
This Way! The target’s movement from their reaction with the melee weapon you're wielding, you can use your
doesn’t provoke opportunity attacks. reaction to expend one superiority die and make one attack
Heroic Surge against the creature, using that weapon. If the attack hits, add
Starting at 15th level, when you use your Action Surge the superiority die to the weapon's damage roll.
feature, you can choose one creature within 60 feet of you Commander's Strike
that is allied with you. That creature can make one melee or When you take the Attack action on your turn, you can forgo
ranged weapon attack with its reaction, provided that it can one of your attacks to direct one of your companions to
see or hear you. strike. When you do so, choose a friendly creature who can
In addition, you gain an additional use of your Indomitable see or hear you and expend one superiority die. That creature
feature. can immediately use its reaction to make one weapon attack,
Invincible Dominion
adding the superiority die to the attack's damage roll.
At 18th level, your tactics and leader spirit enable you to fight Commanding Presence
near endlessly. Your abilities from your Commander in Chief When you make a Charisma (Intimidation), a Charisma
feature no longer cost any usages. (Performance), or a Charisma (Persuasion) check, you can
In addition, when you use your Heroic Surge feature, you expend one superiority die and add the superiority die to the
can choose two allies within 60 feet of you, rather than one. ability check.
Disarming Attack
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to disarm the target,
forcing it to drop one item of your choice that it's holding. You
add the superiority die to the attack's damage roll, and the
target must make a Strength saving throw. On a failed save, it
drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can
expend one superiority die to distract the creature, giving
your allies an opening. You add the superiority die to the
attack's damage roll. The next attack roll against the target by
an attacker other than you has advantage if the attack is
made before the start of your next turn.
Evasive Footwork
Before or after you make an attack, you can, as a bonus
action on your turn, expend a superiority dice. The attack you
make deals extra damage equal to the superiority dice roll,
and you don't provoke opportunity attacks until the end of
your turn.
Feinting Attack
You can expend one superiority die and use a bonus action on
your turn to feint, choosing one creature within 5 feet of you
as your target. You have advantage on your next attack roll
against that creature this turn. If that attack hits, add the
superiority die to the attack's damage roll.
Goading Attack
When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to goad the target into
attacking you. You add the superiority die to the attack's
damage roll, and the target must make a Wisdom saving
throw. On a failed save, the target has disadvantage on all
attack rolls against targets other than you until the end of
your next turn.
Grappling Strike
Immediately after you hit a creature with a melee attack on
your turn, you can expend one superiority die and then try to
grapple the target as a bonus action. Add the superiority die
to your Strength (Athletics) check.
Lunging Attack
When you make a melee weapon attack on your turn, you can
expend one superiority die to increase your reach for that
attack by 5 feet. If you hit, you add the superiority die to the
attack's damage roll.
Maneuvering Attack
When you hit a creature with a weapon attack, you can
expend one superiority die to maneuver one of your
comrades into a more advantageous position. You add the
superiority die to the attack's damage roll, and you choose a
friendly creature who can see or hear you. That creature can
use its reaction to move up to half its speed without
provoking opportunity attacks from the target of your attack.
Pushing Attack Trip Attack
When you hit a creature with a weapon attack, you can When you hit a creature with a weapon attack, you can
expend one superiority die to attempt to drive the target back. expend one superiority die to attempt to knock the target
You add the superiority die to the attack's damage roll, it then down. You add the superiority die to the attack's damage roll,
must make a Strength saving throw. On a failed save, you it then must make a Strength saving throw. On a failed save,
push the target up to 15 feet away from you. you knock the target prone.
Parry Student of War
When another creature hits you with an attack, you can use At 3rd level, you gain proficiency with one type of artisan's
your reaction and expend one superiority die to increase your tools of your choice.
AC by the number you roll on your superiority die + your
Dexterity modifier for that attack. Advanced Combat Tactics
Starting at 7th level, you can add your Wisdom modifier
Menacing Attack (minimum of +1) to your Initiative rolls and to all ability
When you hit a creature with a weapon attack, you can checks made while in combat.
expend one superiority die to attempt to frighten the target. Additionally, whenever you roll a superiority die and the
You add the superiority die to the attack's damage roll, and result is 1 or 2, you can treat that roll as a 3.
the target must make a Wisdom saving throw. On a failed
save, it is frightened of you until the end of your next turn. Improved Superior Combatant
Precision Attack
At 10th level, your superiority dice turn into d10s. At 18th
level, they turn into d12s.
When you make a weapon attack roll against a creature, you
can expend one superiority die to add it to the roll. You can Relentless Combatant
use this maneuver before or after making the attack roll, but Starting at 15th level, you never give up the fight. As a bonus
before any effects of the attack are applied. action, you can regain all your expended Superiority Dice.
Quick Toss
Once you use this feature, you cannot use it again until you
As a bonus action, you can expend one superiority die and finish a long rest.
make a ranged attack with a weapon that has the thrown Signature Strike
property. You can draw the weapon as part of making this At 18th level, choose one of your battle master maneuvers.
attack. If you hit, add the superiority die to the weapon's Once per turn, when you use that maneuver, you don’t expend
damage roll. a superiority die.
Rally
On your turn, you can use a bonus action and expend one Cavalier
superiority die to bolster the resolve of one of your The cavalier is a fighter who excels at mounted combat.
companions. When you do so, choose a friendly creature who Cavaliers learn how to guard those in their charge from
can see or hear you (can include yourself). That creature harm, often serving as the protectors of their superiors and of
gains temporary hit points equal to the superiority die roll + the weak. These types of fighters often come from
your Fighter level + your Charisma modifier. backgrounds of nobility, but had to leave their noble lives
Riposte
behind to pursue a life of adventure.
When a creature targets you with a melee attack, you can use Bonus Proficiency
your reaction and expend one superiority die to make a melee When you choose this subclass at 3rd level, you gain
weapon attack against the creature. If you hit, you add the proficiency in one of the following skills of your choice:
superiority die to the attack's damage roll. Animal Handling, History, Insight, Performance, or
Sweeping Attack
Persuasion.
When you hit a creature with a melee weapon attack, you can Saddle-Born
expend one superiority die to attempt to damage adjacent Starting at 3rd level, your mastery as a rider becomes
creatures with the same attack. Your attack gains damage apparent. You have advantage on saving throws made to
spread that only affects creatures of your choice and deals avoid falling off your mount. If you fall off your mount and
extra damage equal to your superiority die roll. The DC is descend no more than 10 feet, you can land on your feet if
equal to your Maneuver save DC. you’re not incapacitated.
Tactical Assessment
Finally, mounting or dismounting a creature costs you only
When you make an Intelligence (Investigation), an 5 feet of movement, rather than half your speed.
Intelligence (History), or a Wisdom (Insight) check, you can Make Your Mark
expend one superiority die and add the superiority die to the Starting at 3rd level, you can menace your foes. When you hit
ability check. a creature with a melee weapon attack, you can mark the
creature until the end of your next turn. This effect ends early
if you are incapacitated or you die.
While it is within your reach, a creature marked by you has Combat Expert
disadvantage on any attack roll that doesn't target you. Your intense training has shown you how to pierce the
In addition, if a creature marked by you deals damage to stoutest defenses and exploit the slightest of missteps. When
anyone other than you, you can make a special melee weapon you choose this archetype at 3rd level, your weapon attacks
attack against the marked creature as a bonus action on your score a critical hit on a roll of 19 or 20.
next turn. You have advantage on the attack roll, and if it hits,
the attack's weapon deals extra damage to the target equal to Physical Superiority
half your fighter level. Starting at 3rd level, you choose either the Strength,
Constitution, or Dexterity ability score. This feature gives you
Warding Master bonuses depending on your choice.
At 7th level, you learn to fend off strikes directed at you, your At 10th and 18th level, you can select one of the other ones
mount, or other creatures nearby (can include yourself). If that you have not selected.
you or a creature you can see within 5 feet of you is hit by an
attack, you can roll 1d8 as a reaction if you're wielding a Strength
melee weapon or a shield. Roll the die, and add the number Your gain proficiency in the Athletics skill and if you were
rolled to the target's AC against that attack. If the attack still already proficient, you instead gain Expertise.
hits, the target has resistance against the attack's damage. You count as one size larger when determining your
In addition, you learn the Find Mount creation at 2nd level, carrying capacity, the weight you can push, drag, or lift, and
and can use it as a routine for 10 minutes. when grappling or shoving.
Additionally, when you make a running long jump, the
Hold the Line distance you can cover increases by a number equal to your
At 10th level, you become a master of locking down your Strength Modifier.
enemies. Creatures provoke an opportunity attack from you
when they move 5 feet or more while within your reach, and Constitution
if you hit a creature with an opportunity attack, the target's Your hit point maximum increases by a number equal to your
speed is reduced to 0 until the end of the current turn. If the fighter level when you gain this feature, and continues to
creature disengages, you can still make an opportunity attack increase by an additional 1 every time you gain a level in this
against them. class.
In addition, when you use the Find Mount creation, you use The amount of time you can hold your breath is doubled,
it at a level equal to your proficiency bonus. and you have resistance to fall damage.
Additionally, you can use your Second Wind feature one
Ferocious Charger additional time per short or long rest.
Starting at 15th level, you can run down your foes. If you
move at least 10 feet in a straight line right before attacking a Dexterity
creature and you hit it with the attack, that target must You gain proficiency in the Acrobatics skill and if you were
succeed on a Strength saving throw (DC 8 + your proficiency already proficient, you instead gain Expertise.
bonus + your Strength modifier) or be knocked prone. You Your movement speed increases by 5 feet. This bonus
can use this feature only once on each of your turns. applies also to any native climbing, swimming, or flying speed
Additionally, if you are mounted, and use this ability, you you may have.
deal an extra amount of damage equal to your level. Additionally, whenever you roll Initiative you may treat a
roll of 9 or lower on the die as a 10.
Vigilant Defender
Starting at 18th level, you respond to danger with Signature Fighting Style
extraordinary vigilance. In combat, you get a special reaction At 7th level, you improve upon your chosen Fighting Style,
that you can take once on every creature's turn, except your performing martial feats few warriors can match. You gain an
turn. You can use this special reaction only to make an improvement to the Fighting Style you gained from the 1st
opportunity attack or use your Warding Master feature, and level in this class:
you can't use it on the same turn that you take your normal Improved Archery. You gain a +3 to attack and rolls you
reaction. make with ranged weapons, and ignore half and three-
quarters cover.
Champion Improved Blind Fighting. You have blindsight with a
Those who follow the combative ways of the champion focus range of 30 feet. Within that range, you can effectively see
on the development of raw physical power honed to deadly anything that isn’t behind total cover, even if blinded or in
perfection. Those who model themselves on this archetype darkness.
are committed to their combat arts, becoming unparalleled Moreover, you can see an invisible creature within range,
masters of their fighting style, sharpening their proficiency unless the creature successfully hides.
beyond any other martial master. Additionally, you can take the Search Action as a bonus
action.
Improved Defense. While wearing armor, you gain +1 to
AC and all Saving Throws. Additionally, as a reaction to an
attack missing you, you can attempt to grapple or shove the
attacker.
Improved Dueling. When you are wielding a melee weapon
in one hand and no other weapons, you gain a +2 bonus to
damage rolls with that weapon. Under the same conditions, if
you're fighting against an enemy and there's no other creature
within 5ft of you and that enemy, you gain advantage in all
melee attacks against that enemy.
Improved Superior Technique. You learn three
maneuvers of your choice from among those available to the
Battle Master archetype. If a maneuver you use requires your
target to make a saving throw to resist the maneuver's effects,
the saving throw DC equals 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice.)
You gain three superiority die, which is a d8 (this die is
added to any superiority dice you have from another source).
This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended
superiority dice when you finish a short or long rest.
Improved Interception. When a creature you can see hits
a target, including you, within 5 feet of you with an attack, you
can use your reaction to reduce the damage the target takes
by 2d10 + your level (to a minimum of 0 damage). You must
be wielding a simple or martial weapon to use this reaction.
When you intercept an attack, you have advantage on your
next attack roll against the attacking creature.
Improved Unarmed Fighting. Your unarmed strikes
increase to 1d8 + your Strength modifier on a hit. If you
aren’t wielding any weapons or a shield when you make the
attack roll, the d8 becomes a d10. Your grappling damage
also becomes a 1d6.
Improved Thrown Weapon Fighting. You can draw a
weapon that has the thrown property as part of the attack you
make with the weapon. In addition, when you hit with a
ranged attack using a thrown weapon, you gain a +2 bonus to
the damage roll.
Whenever you roll a critical hit using a thrown weapon, you
roll an additional damage dice. Also, you do not have
disadvantage when using a thrown weapon against a target
within 5ft.
Improved Melee Shooter. While you're wielding a ranged
weapon, you gain a +1 bonus to attack rolls and a 1d4 bonus
to the damage roll and you do not have disadvantage on
ranged attacks while a creature is within 5 feet of you. Your
ranged attacks also ignore half cover and three-quarters
cover against targets within 30 feet of you.
Improved Great Weapon Fighting. When you roll
damage for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the dice and must
use the higher of the two rolls. The weapon must have the
two-handed or versatile property for you to gain this benefit.
Additionally, when you roll the maximum damage on the
weapon dice, you can push the target back 10ft.
Improved Protection. While you're wielding a shield and
an enemy attacks a creature within 5ft of you, including
yourself, you can use your reaction to reroll all attack rolls
against that creature until the start of their next turn.
Improved Two-Weapon Fighting. When you engage in
two-weapon fighting, you can add your ability modifier to the
damage of the second attack. When you make an opportunity
attack, you can attack with both of your weapons.
Moreover, you can make your attack with an off-hand weapon Engineering
as a part of the attack action instead of a bonus action. You Upon choosing this archetype at 3rd level, you gain
can still only attack with an off-hand weapon once per turn. proficiency with the Engineering (Intelligence) skill, Tinker’s
Improved Versatile Fighting. When wielding a weapon Tools, firearms, and cannons. You may use them to craft
with the versatile property with one hand, you gain a +1 ammunition at half the cost and even draft and create new
bonus to attack and damage rolls. While wielding a weapon ones (DM’s discretion).
with the versatile property with two hands, you gain a +1
bonus to your AC, and opportunity attacks against you are Advanced Arsenal
made with disadvantage. At 3rd level, you learn to craft special effects with some of
your shots. When you gain this feature, you learn two
Combat Master Advanced Arsenal options of your choice.
Starting at 10th level your weapon attacks score a critical hit Once per turn when you fire a piece of ammo from a
on a roll of 18-20. ranged weapon as part of the Attack action, you can apply
one of your Advanced Arsenal options to that piece of ammo.
Perfected Fighting Styles You decide to use the option when the ammo hits, unless the
At 15th level, you have gone through extensive training in not option doesn’t involve an attack roll. If an option requires a
only one, but two fighting styles, becoming a true master of saving throw, your Advanced Arsenal save DC equals 8 + your
combat. Choose another fighting style from Chapter 5. In proficiency bonus + your Intelligence modifier.
addition, that fighting style gains the benefits of the You have a number uses of this ability equal to 1 + your
appropriate style in the Signature Fighting Style feature. Intelligence Modifier, and you regain all expended uses of it
when you finish a short or long rest.
Invulnerable
At 18th level, you gain resistance to two damage types of your You gain an additional Advanced Arsenal option of your
choice, choosing from acid, bludgeoning, cold, fire, lightning, choice when you reach certain levels in this class: 7th, 10th,
necrotic, piercing, poison, radiant, slashing, or thunder. 15th, and 18th level.
Whenever you finish a short or long rest, you can change the Stasis Ammo
damage types you chose. The creature hit by the ammo must succeed on a Charisma
saving throw or be banished. While banished in this way, its
Arms Dealer speed is 0, and it is incapacitated. At the end of its next turn,
The inventive Arms Dealer devotes their fighting style to the target reappears in the space it vacated or in the nearest
crafting creative ammunition to create a well equipped unoccupied space if that space is occupied.
arsenal. Arms Dealer are able to use a balance of not only At 18th level, this ammo deals an extra 2d8 force damage
craft their shots, but also their keen skills with ranged when it hits.
combat to defeat even the most powerful foes.
Hypnotic Ammo On a failed save, it takes damage as if it were hit by the
The creature hit by the ammo takes an extra 2d6 psychic ammo, plus an extra 1d6 force damage, and you learn the
damage, and choose one of your allies within 30 feet of the target’s current location. On a successful save, the target
target. The target must succeed on a Wisdom saving throw, takes half as much damage, and you don’t learn its location.
or it is charmed by the chosen ally until the start of your next At 18th level, this instead deals 2d6 force damage.
turn. This effect ends early if the chosen ally attacks the Shadow Ammo
charmed target, deals damage to it, or forces it to make a
saving throw. The creature hit by the arrow takes an extra 2d6 psychic
At 18th level, the extra damage of this ammo becomes 4d6 damage, and it must succeed on a Wisdom saving throw or
psychic damage instead. be blinded until the start of your next turn.
At 18th level, this instead deals 4d6 psychic damage.
Exploding Ammo
Warp Ammo
The ammo detonates after your attack. Your attack with the In the place of an attack, you can expend a use of your
ammo gains a damage spread of 10ft, DC equal to your Advanced Arsenel to teleport to a point you can see within
Advanced Arsenal DC. The attack additionally deals an extra
2d6 fire, thunder, or force damage. the short range of the ranged weapon you are using to fire the
At 18th level, the extra damage of this ammo becomes 4d6 ammo.
of the chosen type instead. At 18th level, you can choose to instead teleport to a space
within the long range of your weapon.
Feeble Ammo
Elemental Ammo
The creature hit by the ammo takes an extra 2d6 necrotic The creature hit by the ammo takes an extra 2d8 fire, poison,
damage. The target must also succeed on a Constitution acid, cold, or lightning damage, and the weapon damage also
saving throw, or the damage dealt by its weapon attacks is becomes that damage type.
halved until the start of your next turn.
At 18th level, the extra damage of this ammo becomes 4d6 At 18th level, this ammo deals 4d8 of the chosen type.
necrotic instead.
Rebounding Shots
Grasping Ammo At 7th level, you learn how to direct an errant ammo toward a
The creature hit by the arrow ammo an extra 2d6 piercing new target. When you make an attack roll with a piece of
damage, its speed is reduced by 10 feet, and it takes 2d6 ammunition and miss, you can reroll the attack roll against a
slashing damage the first time on each turn it moves 1 foot or different target within 60 feet of the original target.
more without teleporting. The target or any creature that can The rebounded shot cannot target a creature that it had
reach it can use its action to remove the brambles with a already missed in the same attack.
successful Strength (Athletics) check against your Advanced
Arsenal save DC. Otherwise, the effect lasts for 1 minute or Mastercrafted Shots
until you use this option again. At 7th level, you have learned to improve your Advanced
At 18th level, the extra damage of this ammo becomes 4d6 Arsenal to deadly perfection. Each of your Advanced Arsenal
piercing instead. ammo's gain a bonus to attack and damage rolls equal to half
your proficiency bonus rounded down.
Piercing Ammo
When you use this option, you don’t make an attack roll for Advanced Armory
the attack. Instead, the ammo fires forward in a line, which is At 10th level, you have enhanced your defensive capabilities.
1 foot wide and 30 feet long, before disappearing. The arrow When a creature hits you with an attack roll, you can use your
passes harmlessly through objects, ignoring cover. Each reaction to roll a d6. On a 4 or higher, the attack instead
creature in that line must make a Dexterity saving throw. On misses you, regardless of its roll.
a failed save, a creature takes damage as if it were hit by the
ammo, plus an extra 1d6 piercing damage. On a successful Constant Shots
save, a target takes half as much damage. Starting at 15th level, if you roll Initiative and have no uses of
At 18th level, the extra damage of this ammo becomes 2d6 Advanced Arsenal remaining, you regain two uses of it.
piercing instead.
Improved Advanced Arsenal
Homing Ammo At 18th level, your Advanced Arsenal shots improve as listed
When you use this option, you don’t make an attack roll for in each option.
the attack. Instead, choose one creature you have seen in the
past minute.
The ammo flies toward that creature, moving around
corners if necessary and ignoring three-quarters cover and
half cover. If the target is within the weapon’s range and there
is a path large enough for the ammo to travel to the target,
the target must make a Dexterity saving throw.
Blitzkrieg Rapid Action
Of all the foes one can face, none are quite as flighty and Also at 3rd level, you can utilize your Afterimage’s speed to
frustrating to face is the Blitzkrieg. The Blitzkrieg’s main enhance your combative potential. Whenever you take the
weapon is not a sword, gun, or any kind of physical object. Attack action, you can make one additional melee attack from
The main weapon of these fighters are their extraordinary the Afterimage's position. You can use this feature a number
of times equal to your 1 plus Constitution modifier (a
speed, enabling them to dash around the battlefield as they minimum of once). You regain all expended uses when you
strike, leaving behind afterimages to confuse their foes as finish a long rest.
they overwhelm the opposition. Those who come to face the In addition, you can make your Afterimage throw itself in
Blitzkrieg find themselves unable to fight back as it seems front of an attack directed at another creature that you can
the very winds themselves bring them to their knees. see. Before the attack roll is made, you can use your reaction
to teleport the Afterimage to an unoccupied space within 5
Accelerated Adversary
Starting at 3rd level, you can channel all your stamina and feet of the targeted creature. The attack roll that triggered the
energy into a burst of free movement as a bonus action, reaction is instead made against your Afterimage.
entering a state of enhanced speed for 1 minute, until you are Blink of an Eye
incapacitated, or until you dismiss it as a bonus action. While Beginning at 7th level, you strike in a blink of an eye. When
in this state, you gain the following benefits: you use the Attack action, you can teleport up to 10 feet
Your movement speed increases by 10 ft for the duration. before each attack to an unoccupied space you can see.
In an unoccupied space you can see within 30 feet of
yourself, you summon an Afterimage, effectively making Supersonic
you exist in two places at once. Your Afterimage has the At 10th level, your enhanced speed improves. While you are
same AC as yourself, 1 hit point, and immunity to all under the effects of your Accelerated Adversary feature, gain
conditions. If it has to make a saving throw, it uses your the following benefits:
saving throw bonus for the roll. It is the same size as you, Your movement speed increases by 20ft instead of 10ft.
and it occupies its space. On your turn, you can mentally Your Afterimage can now be summoned 45ft from you and
command the Afterimage to move up to your movement is destroyed if it goes beyond 45ft from you instead of 30ft.
speed in any direction (no action required). If your You have advantage on Dexterity saving throws
Afterimage is ever more than 30 feet from you at the end You ignore difficult terrain.
of your turn, it is destroyed. If your Afterimage is
destroyed, and you are still in your state of enhanced Flashpoint
speed, you can use your bonus action to resummon the Starting at 15th level, your unbelievable speed allows you to
Afterimage. exist at more than just two places at once. When you
You can teleport, swapping places with your Afterimage at summon your Afterimage, you can choose to summon two
a cost of 15 feet of your movement, regardless of the Afterimages instead of one, each co-existing. If you try to
distance between the two of you. create a third one, one of the previous Afterimages is
When you take the Attack action on your turn, any attack destroyed. Anything you can do from one Afterimage's
you make with that action can originate from your space position can be done from the others instead.
or the Afterimage's space. You make this choice for each
attack. Infinitesimal Instant
You can make opportunity attacks triggered by your At 18th level, you have mastered your burst of enhanced
Afterimages. movement as you find yourself breaking past your previous
After the duration, you become unable to activate this limits. You gain the following benefits:
feature until 1 minute passes in game. Your Afterimages gain a bonus to their hit points equal to
your level.
Your Afterimage can now be summoned 60ft from you and
is destroyed if it goes beyond 60ft from you instead of 45ft.
When you roll initiative and have no uses of your Rapid
Action feature left, you regain two uses of that feature.
Gadgeteer
The Gadgeteer
Proficiency Mods Mods Tricks
Level Bonus Features Known Active Known 1st 2nd 3rd 4th 5th
creation through the firearm, roll a d8, and you gain a bonus 3rd Shield, Heroism
to one of the creation's damage rolls equal to the number 5th Branding Smite, Aid
rolled.
9th Aura of Vitality, Haste
Explosive Cannon 13th Polymorph, Aura of Life
Starting at 9th level, every Mechanical Cannon you create is 17th Banishing Smite, Mass Cure Wounds
more destructive:
The cannon's damage and temporary hit point rolls all Battle Ready
increase by 1d8. When you reach 3rd level, your combat training and your
As an action, you can command the cannon to detonate if experiments with technology have paid off in two ways:
you are within 60 feet of it. Doing so destroys the cannon
and forces each creature within 20 feet of it to make a You gain proficiency with martial weapons.
Dexterity saving throw against your creation save DC, When you attack with a mastercraft weapon, you can use
taking 3d8 force damage on a failed save or half as much your Intelligence modifier, instead of Strength or Dexterity
damage on a successful one. modifier, for the attack and damage rolls.
Fortified Position Iron Defender
By 15th level, you’re a master at forming well-defended By 3rd level, your tinkering has borne you a faithful
emplacements using your Mechanical Cannon: companion. It's friendly to you and your companions, and it
obeys your commands. You determine the creature's
You and your allies gain a +2 bonus to their AC and Dex appearance and whether it has two legs or four; your choice
Saves. while within 10 feet of the cannon you create with has no effect on its game statistics.
Mechanical Cannon. In combat, it shares your initiative count. It can move and
You can now have two cannons at the same time. You can use its reaction on its own, but the only action it takes on its
create two with the same action (but not the same turn is the Dodge action, unless you take a bonus action on
creation slot), and you can activate both of them with the your turn to command it to take another action. If you are
same bonus action. You determine whether the cannons incapacitated, the defender can take any action of its choice,
are identical to each other or different. You can't create a not just Dodge.
third cannon while you have two. If the Mending trick is used on it, it regains 2d6 hit points.
If it has died within the last hour, you can use your smith's
tools as an action to revive it, provided you are within 5 feet of
Battle Smith it and you expend a creation slot of 1st level or higher. The
A combination of protector and medic, a Battle Smith is an steel defender returns to life after 1 minute with all its hit
expert at defending others and repairing both material and points restored.
personnel. To aid in their work, Battle Smiths are At the end of a long rest, you can create a new iron
accompanied by an iron defender, a protective companion of defender if you have smith's tools with you. If you already
their own creation. have a defender from this feature, the first one immediately
perishes. The defender also perishes if you die.
Tool Proficiencies
United Front
When you adopt this specialization at 3rd level, you gain Starting at 5th level, you can attack twice, rather than once,
proficiency with smith's tools. If you already have this whenever you take the Attack action on your turn.
proficiency, you gain proficiency with one other type of If you ready your action to make an attack, you can attack
artisan's tools of your choice. the same number of times you would if you had taken the
Battle Smith Creations
attack action on your turn.
Starting at 3rd level, you always have certain creations In addition, whenever you are under the effects of a
prepared after you reach particular levels in this class, as creation with a range of self, both yourself and your Iron
shown in the Battle Smith Creations table. These creations Defender benefit from it.
count as gadgeteer creations for you, but they don’t count
against the number of creations you prepare.
You can use this energy a number of times equal to 1 +
your Intelligence modifier (minimum of once), but you can do
Iron Defender so no more than once on a turn. You regain all expended uses
Medium construct, unaligned when you finish a long rest.
Armor Class 16 (natural armor) Improved Defender
Hit Points 5 + five times your gadgeteer level + At 15th level, your Power Jolt and Iron Defender become
Your Intelligence Modifier + 2 more powerful:
Speed 40ft.
The extra damage and the healing of your Power Jolt both
increase to 4d6.
STR DEX CON INT WIS CHA When your Iron Defender takes the attack action, it makes
14 (+2) 12 (+1) 14 (+2) 8 (-1) 12 (+1) 6 (-2) two attacks instead of one.
Your Iron Defender gains a +2 bonus to Armor Class.
Saving Throws Dex +1 plus PB, Con +2 plus PB Whenever your Iron Defender uses its Deflect Attack, the
Skills Athletics +2 plus PB, Perception +1 plus PB x attacker takes force damage equal to 1d4 + your
2 Intelligence modifier.
Damage Immunities poison
Condition Immunities charmed, frightened, Alchemist
poisoned, exhaustion An Alchemist is an expert at combining reagents to produce
Senses darkvision 60 ft., passive Perception 11 +
(PB x 2)
chemical effects. Alchemists use their creations to give life
Languages Understands the languages you speak
and to leech it away. Its versatility has long been valued
during times of war and peace.
Construct Nature. The Iron Defender doesn't require
air, food, water or sleep, and creations cannot put it Periodic Proficiency
to sleep.
When you adopt this specialization at 3rd level, you gain
proficiency with alchemist's supplies. If you already have this
Evasion. When the Iron Defender is forced to make proficiency, you gain proficiency with one other type of
a Dexterity saving throw to take only half damage artisan's tools of your choice.
from an effect, it instead takes no damage on a In addition, you can choose to prepare creations and tricks
successful save, and only takes half damage on a from the Medic creation list. You must otherwise obey all the
failed save. restrictions for selecting the creation, and it becomes a
Gadgeteer creation for you.
Actions When you gain the High Tech Development feature at 11th
Force Empowered Rend. Melee Weapon Attack: your level and so on, you may also choose Medic creations for that
creation attack modifier to hit, reach 5 ft., one ability.
target you can see. Hit: 1d8 + 3 + PB force damage.
Alchemist Creations
The mechanisms inside the defender
Repair (3/day). Starting at 3rd level, you always have certain creations
restore 2d8 + PB hit points to itself or to one prepared after you reach particular levels in this class, as
construct or object within 5 feet of it. shown in the Alchemist Creations table. These creations
Reactions count as gadgeteer creations for you, but they don't count
against the number of gadgeteer creations you prepare.
Deflect Attack.The defender imposes disadvantage
on the attack roll of one creature it can see that Alchemist Creations
targets a creature within 5 feet of it. Starting at 3rd level, you always have certain creations
prepared after you reach particular levels in this class, as
shown in the Alchemist Creations table. These creations
Power Jolt
count as gadgeteer creations for you, but they don't count
At 9th level, you've learned new ways to channel energy to against the number of gadgeteer creations you prepare.
harm or heal. When either you hit a target with a mastercraft Gadgeteer Level Alchemist Creations
weapon attack or your steel defender hits a target, you can 3rd Healing Word, Bless
channel energy through the strike to create one of the
following effects: 5th Hold Person, Acid Arrow
The target takes an extra 2d6 force damage. 9th Beacon of Hope, Mass Healing Word
Choose one creature or object you can see within 30 feet 13th Blight, Death Ward
of the target. Healing energy flows into the chosen 17th Cloudkill, Raise Dead
recipient, restoring 2d6 hit points to it.
Chemical Cocktail Restorative Agents
Beginning at 3rd level, whenever you finish a long rest, you Starting at 9th level, you can incorporate restorative reagents
can quickly produce a chemical cocktail in an empty flask you into some of your works:
touch. Choose from the Chemical Cocktail table for the
cocktail's effect, which is triggered when someone drinks it. Whenever a creature drinks a Chemical Cocktail you
As a bonus action, a creature can drink it or administer it to created, the creature gains temporary hit points equal to
an incapacitated creature. 2d6 + your Intelligence modifier (minimum of 1
You can create additional chemical cocktails by expending temporary hit point).
a creation slot of 1st level or higher for each one. When you You can use the Lesser Restoration creation without
do so, you use your action to create the cocktail in an empty expending a creation slot and without preparing the
flask you touch, and you choose the cocktail's effect from the creation, provided you use alchemist's supplies as the
Chemical Cocktail table. creation focus. You can do so a number of times equal to
Creating a Chemical Cocktail requires you to have your Intelligence modifier (minimum of once), and you
alchemist supplies on your person, and any cocktail you regain all expended uses when you finish a long rest.
create with this feature lasts until it is drunk or until the end Chemical Mastery
of your next long rest. By 15th level, you have been exposed to so many chemicals
When you reach certain levels in this class, you can make that they pose little risk to you, and you can use them to
more cocktails at the end of a long rest: two at 6th level and quickly end certain ailments:
three at 15th level. Each one requires its own flask.
You gain resistance to acid damage and poison damage,
Chemical Cocktails and you are now immune to the poisoned condition.
Effect You can cast Greater Restoration and Heal without
Healing. The Drinker regains hit points equal to 4d4 + expending a creation slot, without preparing the creation,
Your Intelligence Modifier and without providing the material component, provided
Swiftness. The drinker's walking speed increases by 10
you use alchemist’s supplies as the creation focus. Once
feet for 1 hour. you cast either creation with this feature three times, you
can't do it again until you finish a long rest.
Resilience. The drinker gains a +1 bonus to AC for 10
minutes. Elementalist
Boldness. The drinker can roll a d4 and add the number Elementalists are gadgeteers who stick to what they know,
rolled to every attack roll and saving throw they make for
the next minute.
typically relying on a single modified weapon or tool for
protection. This weapon is elemental in nature and can be
Strength. The drinker, for 1 minute, deals extra damage quite potent. Their creations and techniques usually center
with Melee attacks equal to your Intelligence Modifier around this special device.
Transformation. The drinker's body is transformed as if by
the Alter Self creation. The drinker determines the Gadget Weapon
transformation caused by the creation, the effects of At 3rd level, you create a gadgeteer weapon that acts as a
which last for 10 minutes. container for your creations.
Over the course of 1 hour, you can use your tinker's tools to
Alchemical Savant modify one simple or martial weapon into a specialist
At 5th level, you've developed a masterful command over weapon. You are proficient in the use of your gadgeteer
chemicals, enhancing the healing and damage you create weapon, and it gains the following benefits.
through them. Whenever you use a creation using your
alchemist's supplies as the creation focus, you gain a bonus You can use your Intelligence score, rather than Strength
to one roll of the creation. That roll must restore hit points or or Dexterity, for the attack and damage rolls with the
be a damage roll that deals acid, fire, necrotic, or poison specialist weapon.
damage, and the bonus equals your Intelligence modifier The specialist weapon counts as an apparatus for your
(minimum of +1). gadgeteer creations.
The damage type becomes your choice of acid, cold, fire,
lightning, poison, thunder, or the weapon's original
damage. You can change the weapon's damage type when
you finish a short or long rest.
If the weapon normally requires ammunition to be used, it
now produces its own ammunition.
If the weapon has the thrown property, it returns to your
hand after being thrown.
You can only have one gadget weapon at any time. If you
create a new gadget weapon, the old one immediately ceases
to function and becomes a normal weapon again.
Elementalist Creations
Starting at 3rd level, you always have certain creations
prepared after you reach particular levels in this class, as
shown in the Elementalist Creations table. These creations
count as gadgeteer creations for you, but they don't count
against the number of gadgeteer creations you prepare.
Gadgeteer Level Elementalist Creations
Creation Recovery
Beggining at level 3, you have learned to refuel your creations
by tinkering with your apparatus.
Once per long rest, when you finish a short rest, you can
choose a number of expended Creation Slots to recover. The
Creation Slots can have a combined level that is equal to or
less than half your Gadgeteer level (rounded up).
Battle Gadgeteer
Beginning at 5th level, you can attack twice, instead of once,
when you take the Attack action on your turn and attack with
your specialist weapon. You can use a trick in place of one of
these attacks.
If you ready your action to make an attack, you can attack
the same number of times you would if you had taken the
attack action on your turn.
In addition, you learn 1 additional trick from the Gadgeteer
Creation list.
Elemental Empowerment
Beginning at 9th level, you exert fine control over the potent
elemental energy of your weapon. When you deal damage
with a Gadgeteer creation activated with your Gadget
Weapon or with your Gadget Weapon, you gain a 1d8 bonus
to that damage roll.
In addition, when you activate an evocation creation that
affects other creatures that you can see, you can choose a
number of them equal to 1 + the creation's level. The chosen
creatures automatically succeed on their saving throws
against the creation, and they take no damage if they would
normally take half damage on a successful save.
Up To Eleven
Starting at 15th level, you can increase the power of your
elemental creations to devasting degrees while holding your
Gadget Weapon. When you cast a Gadgeteer creation of 1st
through 5th level that deals damage, you can deal maximum
damage with that creation.
The first time you do so, you suffer no adverse effect. If you
use this feature again before you finish a long rest, you take
2d12 necrotic damage for each level of the creation,
immediately after you activate it. Each time you use this
feature again before finishing a long rest, the necrotic
damage per creation level increases by 1d12. This damage
ignores resistance and immunity.
Safeguard
You can only have one Applied Aegis at any time. If you create
a new Aegis, the old one immediately ceases to function and
The Safeguard and their stalwart aegis is a master of keeping becomes a shield again. You still cannot benefit from multiple
others out of harms way, and shove back against any threat. shields.
Forged for the purpose to rend all opposing force null. The
Safeguard is an unstoppable warden, unable to be kept down, Fortification Zone
and unpierced, like an iron wall. Also at 3rd level, you can utilize your Aegis to protect your
allies from a distance.
Safeguard Creations When a creature you can see attacks a target, including
Starting at 3rd level, you always have certain creations youself, that is within 30 feet of you, you can use your
prepared after you reach particular levels in this class, as reaction to reroll the attack roll, and the lowest takes effect.
shown in the Safeguard Creations table. These creations You must be wielding your Aegis.
count as gadgeteer creations for you, but they don't count
against the number of gadgeteer creations you prepare. Immovable Object
Beginning at 5th level, you can attack twice, instead of once,
Gadgeteer Level Safeguard Creations
when you take the Attack action on your turn and attack with
3rd Shield, Floating Shield your Aegis.
5th Blur, Earth Grasp If you ready your action to make an attack, you can attack
the same number of times you would if you had taken the
9th Grand Tower, Spirit Dance attack action on your turn.
13th Death Ward, Stoneskin In addition, while wielding your Aegis, you cannot be
17th Giant's Hand, Wall of Force
knocked prone or moved against your will, and you count as
one size larger when it comes to shoving.
Applied Aegis Dauntless Design
Startng at 3rd level, you can create an Applied Aegis, the apex Beginning at 9th level, your Aegis' design provides a near
of your defensive creations. perfect defense. As a reaction to a creature failing a saving
Over the course of 1 hour, you can use your tinker's tools to throw within 30ft of you, while you wield your Aegis, you
modify one shield into an Applied Aegis. It gains the following cause them to roll again. If they still fail, they take half
benefits. damage, or no damage if they succeed.
You can use the Aegis to shove and resist being shoved or
grappled, utilizing your Intelligence (Engineering) skill Ultimate Aegis
Starting at 15th level, your Aegis has reached its peak
instead of Strength (Athletics). performance. It gains the following benefits.
When you succeed a shove contest with your Aegis, the
enemy creature takes 2d6 force damage. If you have already used your reaction to use either your
The Aegis counts as an apparatus for your gadgeteer Fortification Zone or Dauntless Design features, you can
creations. choose to gain another reaction to use those features
The Aegis counts as a martial melee weapon that deals again for that round. You can use this feature a number of
1d8 force damage. It has the versatile (1d10), and thrown times equal to your Intelligence modifier, regaining all
property (30/120ft). uses back on a long rest.
You can use your Intelligence score, rather than Strength, Any creature you have shoved while wielding your Aegis is
for the attack and damage rolls with the Aegis. It returns knocked back 15ft instead of 5ft. Additionally, you count
to your hand after being thrown. as two sizes larger when it comes to shoving.
Marksman
The Marksman
Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th
Armor Class 13 + PB
Beast of the Air Hit Points 6 + sixtimes your marksman level (the
Small beast, neutral beast has a number of Hit Dice (d10) equal to
your marksman level)
Speed 40ft., climb 40 ft.
Armor Class 13 + PB
Hit Points 6 + sixtimes your marksman level (the
beast has a number of Hit Dice (d10) equal to
STR DEX CON INT WIS CHA
your marksman level)
Speed 10ft., fly 60 ft. 16 (+3) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0)
Nighthawk
Nighthawks are marksmen who prefer to never be seen. Like
a nocturnal carnivore, they stalk from within the shadows,
able to navigate the void as if it was day, or perhaps they hide
within plain sight. Their steady minds and swift speed enable
them to attack and defend with lethal efficiency.
Nighthawk Creations
Starting at 3rd level, you gain the following bonus creations
at specific marksman levels. They count as marksman
creations for you, but doesn't count towards the number of
marksman creations you can prepare.
Marksman Level Creation
The Medic
Proficiency Tricks
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
You always have these creations prepared, and they don't 2nd Bane, Caustic Brew
count towards the number of creations you can prepare. If 3rd Alter Self, Acid Arrow
you gain access to a creation that isn't in the medic creation
list, it is nonetheless a medic creation for you. 5th Fireball, Stinking Cloud
7th Vitriolic Sphere, Wall of Fire
9th Cloudkill, Contagion
Experimental Ooze
At 2nd level, you've redesigned the formula for your
Experimental Medicine, allowing you to create a form of life
from it instead of empowering yourself.
As an action, you expend one use of Experimental
Medicine to summon an Experimental Ooze instead of
gaining any enhancements. When you summon the ooze,
choose one of the damage types on the table below. Your ooze
will gain abilities specific to that option so long as the ooze is
active.
Experimental Ooze Type
Type Bonuses
Chemical Bonds. Whenever you, the ooze's creator, Acid The ooze has an additional amount of hit points
takes damage and the Experimental Ooze is within equal to your level.
30 ft of you, the ooze takes the damage instead. If Cold Creatures grappled by the ooze are now
this damage reduces the Experimental Ooze to 0 restrained. In addition, any creature grappled by
hit points, you take any remaining damage. the ooze takes 1d8 cold damage at the start of
each of their turns.
Actions Fire When the ooze hits a creature with its
Psuedopod. Melee Weapon Attack: +your creation Psuedopod attack, the target must succeed a
attack modifier to hit, reach 5ft., one target. Hit: Constitution saving throw or become ignited for
2d4 + PB of the chosen damage type 1 minute, repeating the saving throw at the end
of each of their turns, ending the effect on a
Glob.Ranged Weapon Attack: +your creation attack success. While ignited the creature takes 2d4
modifier to hit, range 30ft., one target. Hit: 1d8 + fire damage at the start of each of their turns.
PB of the chosen damage type Poison The ooze can use its action to touch a creature
being affected by a poison, ending the effect of
the poison as they absorb it.
Lightning If the ooze moved 20ft before making a
Psuedopod attack, the target must succeed a
Strength saving throw or become knocked
prone if it is one size larger than the ooze or
smaller.
Perfected Mixture
Beginning at 14th level, you have mastered the art of creating
your vision, making mere chemicals beyond what most
scientist could dream of. You gain the following benefits:
Your ooze now lasts until it is reduced to 0 hit points, or
until you dismiss it, instead of only 1 hour.
When you summon your Experimental Ooze, you may
choose two damage types instead of one, gaining the
benefits of both.
Your ooze gains resistance to bludgeoning, piercing, and
slashing damage.
Amputator Anatomical Study
Good doctors are hard to come by, and let alone good Beginning at 10th level, you can study a creature's anatomy
medicine. Often times at sea, when the going gets tough, from afar in order to determine how to best heal or harm it.
losing a limb to avoid infection is the best option. However, As a bonus action on your turn, you can target one creature
these medics, instead of using their skills in amputation as a you can see within 60 feet and study it briefly, gaining one of
the following bonuses until the start of your next turn:
form medicine, utilize it with blades in a form of combat.
Compared to other medics, sawbones are decidedly more The next time you deal damage to the creature, you deal
capable and willing of holding their own in a fight, using their additional damage to it equal to your medic level.
intricate knowledge of anatomy and surgical precision to cut The next time you restore hit points to the creature with a
their foes to ribbons. creation of 1st level or higher, it regains an additional
amount of hit points equal to your medic level.
Incision Initiator The next time the creature hits you with an attack, you
Beginning at 2nd level, you gain proficiency in all martial can reduce the damage taken by an amount equal to your
weapons. You can use any weapon you are proficient with as medic level.
an apparatus for your medic creations.
Additionally, when you attack with a weapon that you are You can use this feature a number of times equal to your
proficient with, you can use your Wisdom modifier, instead of proficiency bonus and regain all uses when you finish a long
Strength or Dexterity, for the attack and damage rolls. rest.
Amputator Creations Doctor Death
Through your many battles, you know and utilize all the best Beginning at 14th level, constant interaction with the dying
ways to use your medical knowledge in combat, always has given you a strangely intimate relationship with death.
having these creation armed and ready. At 2nd, 3rd, 5th, 7th, You gain immunity to the frightened condition, and can
and 9th level respectively, you gain access to specific leverage your morbid connection to unnerve other creatures.
creations, as shown in the Amputator Creations table. Once per turn when you target a creature with Surgical
You always have these creations prepared, and they don't Precision or Anatomical Study, you can force it to make a
count towards the number of creations you can prepare. If Wisdom saving throw against your creation save DC. On a
you gain access to a creation that isn't in the medic creation failed save, the creature becomes frightened of you until the
list, it is nonetheless a medic creation for you. end of your next turn.
Amputator Creations
Medic Level Creation
Surgical Precision
Also at 2nd level, you can leverage your medical expertise to
unveil a creature's weak spot to you and your allies. As an
action on your turn, you can expend a use of Experimental
Medicine to target one creature you can see within 30 feet
and expose it until the end of your next turn. The next time
you or an ally of yours hits the exposed creature with an
attack, the creature has vulnerability to all of that attack’s
damage, and is then no longer exposed.
Invasive Laceration
Beginning at 6th level, you can attack twice, instead of once,
when you take the Attack action on your turn.
If you ready your action to make an attack, you can attack
the same number of times you would if you had taken the
attack action on your turn.
In addition, when you take the Attack action, you can use
your Surgical Precision feature in place of one of your
attacks.
Plaguewright Zero Patients
At 6th level, your pathogens gain the ability to infest a corpse
"As above, so below." No truer words could describe the and cause it to rise under your control.
existance of plaguewrights. As medics and doctors are When you use the Animate Dead creation to create an
typically meant to cure wounds, prevent death, and treat undead, any creature raised has additional benefits:
diseases, others have a much darker purpose. Medics that
follow this path see diseases and the dying not as disasters, The creature's hit point maximum is increased by an
but as tools for their own purposes. amount equal to your medic level.
The creature adds your proficiency bonus to its weapon
Infection Radius attack and damage rolls.
Starting at 2nd level, you are surrounded by a invisible cloud Additionally, when you use the Animate Dead creation, you
of necrotic pathogens that are harmless until you unleash can have an additional Animated Undead active.
them on a creature nearby.
When a creature you can see moves into a space within 10 Pandemic Amplification
feet of you or starts its turn there, you can command your Beginning at 10th level, the range of your Infection Radius
pathogens to deal 1d6 necrotic damage to that creature increases to a 30ft radius. Additionally, if you see any attempt
unless it succeeds on a Constitution saving throw against to recover hit points in this radius, you can choose reduce the
your creation save DC. The necrotic damage increases to 1d8 number healed by a number equal to your Wisdom Modifier.
at 6th level, 1d10 at 10th level, and 1d12 at 14th level.
Viral Immunity
Endemic Surge Beginning at 14th level, you and your pathogens have
Also at 2nd level, you can cause your pathogens to replicate developed a symbiotic relationship, rendering you resistant
exponentially, commanding them to infect your enemies, and against most outside forces.
to protect yourself. You can't be blinded, deafened, frightened, paralyzed,
As an action, you can expend a use of your Experimental stunned, or poisoned, and any critical hit against you counts
Medicine feature to cause your pathogens to surge, rather as a normal hit instead, unless you're incapacitated.
than transform. While this feature is active, you gain the Additionally, when you use the Animate Dead creation, you
following benefits: can have two additional Animated Undead active.
You gain 5 temporary hit points for each level you have in
this class.
You can attack twice, instead of once, whenever you take
the Attack action on your turn.
You gain resistance to necrotic and poison damage.
When you deal your Infection Radius damage, roll the
damage die a second time and add it to the total.
Your attacks and creations deal an extra 1d6 necrotic
damage to any target they damage.
This transformation follows the same rules as your
standard Experimental Medicine transformations.
Plaguewright Creations
Through your many battles, you know and utilize all the best
ways to use your medical knowledge in combat, always
having these creation armed and ready. At 2nd, 3rd, 5th, 7th,
and 9th level respectively, you gain access to specific
creations, as shown in the Plaguewright Creations table.
You always have these creations prepared, and they don't
count towards the number of creations you can prepare. If
you gain access to a creation that isn't in the medic creation
list, it is nonetheless a medic creation for you.
Plaguewright Creations
Medic Level Creation
You can change these Experimental Augmentations at the PB Equals your proficiency bonus
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 18 (+4) 8 (-1) 12 (+1) 8 (-1) Equal to Equal to Equal to Equal to Equal to Equal to
yours yours yours yours yours yours
Senses Darkvision 60 ft., passive Perception 11 +
your proficiency bonus Senses Darkvision 60 ft., passive Perception 10 +
Skills Athlethics +(3 + your proficiency bonus), your proficiency bonus
Stealth +(1 + your proficiency bonus) Skills Choose 3 skills in which you are proficient in,
Languages Understands the languages you speak the Clone is also proficient in those skills.
PB Equals your proficiency bonus Languages Understands and speaks the languages
you speak
PB Equals your proficiency bonus
Protecive Wall. As a reaction to seeing a creature
make an attack against a creature within 10ft of the
Test Subject, it can use its reaction to reroll the As a bonus action, the Test
Experimental Blood.
attack roll, having the lowest take effect. Subject can expend one of your Experimental
Medicine uses and gain the benefits of one of the
Plant Blood. As a bonus action, the Test Subject can enhancements as per your Experimental Medicine
expend one of your uses of your Experimental feature.
Medicine feature. For the next minute, the Test
Subject regains 10 hit points at the start of each of Coordinated Assult. As a reaction to seeing you use
its turns, unless it starts its turn with 0 hit points. If a creation, the Test Subject can make a weapon
the Test Subject takes fire damage, the Test Subject attack.
doesn't regain these hit points at the start of their
next turn. Actions
Clobber. Melee Weapon Attack: +your creation
Actions attack modifier to hit, reach 5 ft., one target. Hit:
Vine Whip. Melee Weapon Attack: +your creation (1d8 + your Wisdom modifier) bludgeoning,
attack modifier to hit, reach 10 ft., one target. Hit: piercing, or slashing damage (your choice).
(1d8 + your Wisdom modifier) bludgeoning,
piercing, or slashing damage (your choice).
Experimental Augmentations Devil Fruit Lineage (Ocean's Scorn
Listed below are the available Experimental Augmentations feature)
to alter your Test Subject. Your Test Subject gains the benefits of your own Devil Fruit
Abilities, and the weakness of your Ocean's Scorn feature.
Amphibious Lineage Your Test Subject uses your Devil Fruit uses to fuel its
Your Test Subject gains a swimming speed equal to its abilities, and you gain an extra Devil Fruit use while your Test
walking speed. In addition, it can breathe both air and water. Subject is not incapacitated.
Brainy Lineage Echoing Lineage
Your Test Subject’s Intelligence increases by 2, to a maximum Your Test Subject gains a blindsight with a range of 30ft. This
of 20. The Test Subject gains the ability to speak Common, if blindsight fails to work if your Test Subject is deafened.
it didn’t already. It gains proficiency in three skills of your
choice, and any weapons and armor you are proficient in. Evasive Lineage
If the Test Subject is an Amalgamation or Flora, it can use When your Test Subject is subjected to an effect that allows it
its bonus action to transform into a humanoid version of to make a Dexterity saving throw to take only half damage, it
itself. It can transform back as a bonus action. instead takes no damage on a success, and only half damage
on a failure.
Camouflage Lineage
As a bonus action, your Test Subject can take the Hide action, Face-Stealing Lineage (Clone Only)
and becomes proficient in Dexterity (Stealth) checks. If it was Your Test Subject can use the Disguise creation at will.
already proficient, it instead gains Expertise.
Failsafe Lineage (Clone Only, 14th level)
Carnivorous Lineage Your Test Subject contains an in-built failsafe in the event of
Your Test Subject deals an additional amount of damage your death. If you are dead, and your Test Subject lives, it can
equal to your proficiency bonus with melee attacks against spend 30 days and 1 million berries worth of medical
any creature that doesn't have all its hit points. supplies to transfer your mind into itself. In doing so, your
Test Subject becomes a copy of your previously dead
Clawed Lineage (Amalgamation Only) character which you have control over.
Your Test Subject has been given the powerful claws of a wild
beast. The Test Subject's melee strike increases to 1d10, and Flaming Lineage
it gains a climbing speed equal to its walking speed. Your Test Subject gains resistance to fire damage and gains
In addition, if the Test Subject moves at least 10 ft. straight two new attack options:
toward a creature and then hits it with a melee attack on the Flame Ray. Ranged Weapon Attack: +your creation attack
same turn, that target must succeed on a Strength saving modifier to hit, range 120 ft., one target. Hit: (1d10 + your
throw against your Creative Save DC or be knocked prone. If Wisdom modifier) fire damage.
the target is prone, the Test Subject can make one melee Fire Clash. Melee Weapon Attack: +your creation attack
attack against it as a bonus action. modifier to hit, same reach as the Test Subject's base
Conduit Lineage melee attack, one target. Hit: (1d10 + your Wisdom
Your Test Subject can act as a conduit for your creations. modifier) fire damage.
When you use a creation with a range other than self, you can Frozen Lineage
have the creation originate from your Test Subject. Your Test Subject gains resistance to cold damage and gains
Corrosive Lineage two new attack options:
Your Test Subject gains resistance to acid damage and gains Icicle Inbound. Ranged Weapon Attack: +your creation
two new attack options: attack modifier to hit, range 120 ft., one target. Hit: (1d8 +
Spiteful Spike. Ranged Weapon Attack: +your creation your Wisdom modifier) cold damage. The target's
attack modifier to hit, range 120 ft., one target. Hit: (2d4 + movement speed is reduced by 10ft until the end of their
your Wisdom modifier) acid damage. The next attack next turn.
against the target is made at advantage. Cold Cut. Melee Weapon Attack: +your creation attack
Bitter Bite. Melee Weapon Attack: +your creation attack modifier to hit, same reach as the Test Subject's base
modifier to hit, same reach as the Test Subject's base melee attack, one target. Hit: (1d8 + your Wisdom
melee attack, one target. Hit: (2d4 + your Wisdom modifier) cold damage. The target's movement speed is
modifier) acid damage. The next attack roll against the reduced by 10ft until the end of their next turn.
target is made at advantage. Fungal Lineage (Flora Only)
Your Test Subject gains resistance to necrotic damage.
In addition, as a bonus action, your Test Subject can exude
a 10ft aura of necrotic spores around itself. Each creature of
its choice that starts its turn in the aura takes necrotic
damage equal to your Wisdom modifier (minimum of 1
damage).
Giant Lineage Spiny Lineage (Flora Only)
Your Test Subject's size increases by one size category. Its Your Test Subject is covered in a layer of sharp thorns. At the
attacks gain the Siege property, and it deals extra damage start of each of its turns, the Test Subject deals 1d8 piercing
with its melee attacks equal to your Wisdom modifier. damage to any creature grappling it, or currently being
grappled by the Test Subject.
Hydra Lineage (Amalgamation Only) In addition, any creature that hits the Test Subject with a
Your Test Subject has more than one head. The Test Subject melee attack takes 1d8 piercing damage.
has advantage on Wisdom (Perception) checks and on saving
throws against being blinded, charmed, deafened, frightened, Subterranean Lineage
stunned, and knocked unconscious. Your Test Subject gains a burrowing speed equal to half its
movement speed. Your Test Subject can burrow through solid
Invisible Lineage (7th level) rock at 1-feet per round and leaves a 5 ft diameter tunnel in
Your Test Subject can use its action to use the Invisibility its wake.
creation without expending a creation slot. You can use this
ability a number of times equal to your proficiency bonus, Thunderous Lineage
regaining all uses at the end of a long rest. Your Test Subject gains resistance to thunder damage and
If the Test Subject has no more uses of this ability, you can gains two new attack options:
choose to expend one of your creation slots of 2nd level or Thunderclap. Ranged Weapon Attack: +your creation
higher to use this ability.
attack modifier to hit, range 120 ft., one target. Hit: (1d8 +
Nimble Lineage your Wisdom modifier) thunder damage. The target is
Your Test Subject's movement speeds all increase by 10ft, pushed backwards 10ft.
and opportunity attacks against it are made at disadvantage. Rumbling Thud. Melee Weapon Attack: +your creation
attack modifier to hit, same reach as the Test Subject's
Omni-Lineage (7th level) base melee attack, one target. Hit: (1d8 + your Wisdom
Once per long rest, your Test Subject can use the Polymorph modifier) thunder damage. The target is pushed
creation on itself. If it has no more uses of this ability it can backwards 10ft.
instead use it at the expense of one of your 4th level or higher
creations slots. Tough Lineage
Your Test Subject becomes reinforced. Its hit point maximum
Pack Lineage (Amalgamation Only) is increased by an amount equal to twice your level, and by 2
Your Test Subject has advantage on an attack roll against a each level thereafter.
creature if at least one of the Test Subject's allies is within 5
ft. of the creature and the ally isn't incapacitated. Venomous Lineage
Your Test Subject gains resistance to poison damage and
Relentless Lineage gains two new attack options:
If damage reduces the Test Subject to 0 hit points, it must Toxic Missile. Ranged Weapon Attack: +your creation
make a Constitution saving throw with a DC of 5 + the attack modifier to hit, range 120 ft., one target. Hit: (1d12
damage taken, unless the damage is fire or from a critical hit. + your Wisdom modifier) poison damage. The target's
On a success, the Test Subject drops to 1 hit point instead. next attack roll is made with disadvantage.
Reviving Lineage Venomous Fang. Melee Weapon Attack: +your creation
Your Test Subject, when it regains hit points, regains an attack modifier to hit, same reach as the Test Subject's
additional number of hit points equal to your Wisdom base melee attack, one target. Hit: (1d12 + your Wisdom
modifier. modifier) poison damage. The target's next attack roll is
made with disadvantage.
Shelled Lineage
Viney Lineage (Flora Only)
Your Test Subject gains a +1 bonus to its AC. Your Test Subject grows long, vine-like tendrils. The range of
Sparking Lineage the Test Subject's melee attacks increases to 30ft.
Your Test Subject gains resistance to lightning damage and In addition, when the Test Subject hits a creature with a
gains two new attack options: melee attack, the target is grappled (Escape DC equals your
Creation Save DC). While a creature is grappled in this way, it
Lightning Bolt. Ranged Weapon Attack: +your creation is restrained, and the Test Subject cannot grapple another
attack modifier to hit, range 120 ft., one target. Hit: (1d8 + creature in this way.
your Wisdom modifier) lightning damage. The target loses
their reaction until the end of their next turn. Winged Lineage (7th level)
Spark Strike. Melee Weapon Attack: +your creation Your Test Subject gains a flying speed equal to its movement
attack modifier to hit, same reach as the Test Subject's speed.
base melee attack, one target. Hit: (1d8 + your Wisdom
modifier) lightning damage. The target loses their reaction
until the end of their next turn.
Rogue
The Rogue
Proficiency Sneak
Level Bonus Attack Features
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 Cunning Action
Armor: Light armor Starting at 2nd Level, your quick thinking and agility allow
Weapons: Simple weapons, hand crossbows, pistols, you to move and act quickly. As a bonus action you can take
revolvers, cutlass, katana, longswords, rapiers, the Dash, Disengage, or Hide action.
shortswords, whips
Tools: Thieves' tools
Saving Throws: Dexterity, your choice of Intelligence, Roguish Archetype
Wisdom, or Charisma At 3rd Level, you choose an archetype that you emulate in the
Skills: Choose four from Acrobatics, Athletics, Deception, exercise of your rogue abilities: Seeker, Thief, Assassin,
Insight, Intimidation, Investigation, Perception, Inquisitive, Gadget Trickster, Fencer, Scout, Swashbuckler,
Performance, Persuasion, Sleight of Hand, and Stealth Sawbones, Ringmaster, Wildcard, and Bruiser are detailed at
Equipment
the end of the class description.
You start with the following equipment, in addition to the
equipment granted by your role: Steady Aim
(a) a rapier or (b) a shortsword At 3rd level, you can take an advantageous position. As a
(a) a short bow and quiver of 20 arrows or (b) a bonus action, you give yourself advantage on your next attack
shortsword roll on the current turn. You can use this bonus action only if
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an you haven’t moved during this turn, and after you use the
explorer's pack bonus action, your speed is 0 until the end of the current
Leather armor, two daggers, and thieves' tools turn.
Observe Opponent Player Level Tricks Known 1st 2nd 3rd 4th 5th
At 3rd level, you gain the ability to decipher an opponent’s 3rd Mirrored Hand + 2 3 — — — —
tactics and develop a counter to them. As a bonus action, you
make a Wisdom (Insight) check against a creature you can 4th Mirrored Hand + 2 3 — — — —
see that isn’t incapacitated, contested by the target’s 5th Mirrored Hand + 2 4 2 — — —
Charisma (Deception) check. If you succeed, you can use your 6th Mirrored Hand + 2 4 2 — — —
Sneak Attack against that target even if you don't have
advantage on the attack roll, but not if you have disadvantage 7th Mirrored Hand + 2 4 3 — — —
on it. 8th Mirrored Hand + 2 4 3 — — —
This benefit lasts for 1 minute or until you successfully use
this feature against a different target. 9th Mirrored Hand + 2 4 3 2 — —
10th Mirrored Hand + 3 4 3 2 — —
Interrogation Tactics
11th Mirrored Hand + 3 4 3 3 — —
Starting at 6th level, you can decipher the precise weak
points of your foes. The following effects are added to your 12th Mirrored Hand + 3 4 3 3 — —
Devious Strike options. 13th Mirrored Hand + 3 4 3 3 1 —
Interrogate (Cost: 2d6). You know how to get any old wise
guy talking. The target must succeed a Charisma saving 14th Mirrored Hand + 4 4 3 3 1 —
throw, or be unable to speak a deliberate lie for 10 minutes. 15th Mirrored Hand + 4 4 3 3 2 —
You know if it succeeded or failed on its saving throw. 16th Mirrored Hand + 4 4 3 3 2 —
If you wish to impose this effect on a creature without
injuring it, you can attack the creature to simply touch it, 17th Mirrored Hand + 4 4 3 3 3 1
dealing no damage on a hit. 18th Mirrored Hand + 4 4 3 3 3 1
Terrorize (Cost: 3d6). You know how to rattle the target,
leaving them shaking in their boots. The target must succeed 19th Mirrored Hand + 4 4 3 3 3 2
a Wisdom saving throw, or become frightened by you until 20th Mirrored Hand + 4 4 3 3 3 2
the end of its next turn.
Keen Eyes
Starting at 9th level, you gain advantage on any Wisdom
(Perception) or Intelligence (Investigation) check if you move
no more than half your speed on the same turn.
Creativity (Spellcasting) Gadget Legerdemain
At 3rd level, you augment your martial prowess with the Starting at 3rd level, when you use Mirrored Hand, you can
ability to use creations. You have a notebook containing make the hand invisible, and you can perform the following
creations that show the first glimmerings of your true additional tasks with it:
potential. See the gadgeteer creation list under "Gadgeteer
Creations by Level". (Creativity is synonymous with 5th You can stow one object the hand is holding in a container
edition Spellcasting. See "Casting a Spell" in the Player's worn or carried by another creature.
Handbook for the general rules of Spellcasting in Dungeons You can retrieve an object in a container worn or carried
and Dragons 5th edition). by another creature.
You can use thieves' tools to pick locks and disarm traps at
Tricks (Cantrips) range.
You know three tricks, one of which is Mirrored Hand and You can perform one of these tasks without being noticed
the other two are of your choice from the gadgeteer creations by a creature if you succeed on a Dexterity (Sleight of
list. Hand) check contested by the creature's Wisdom
You learn additional gadgeteer tricks of your choice at (Perception) check.
higher levels, as shown in the Tricks Known column of the In addition, you can use the bonus action granted by your
Gadget Trickster table. Cunning Action to control the hand.
At the end of a long rest, you can change one of the tricks
you know for another from your creation list. Stupefying Creation
Preparing and Using Creations (Preparing
Also at 3rd level, whenever you successfully hit a creature
and Casting Spells)
with a creation that uses an attack roll and deals damage, you
The Gadget Trickster table shows how many creation slots can add your sneak attack to that one damage roll of that
you have to use your gadgeteer creations of 1st Level and creation. All other requirements for sneak attack still apply.
higher. You regain all expended creation slots when you finish Crafty One
a long rest. Starting at 6th level, you can discretely use your creations in
You prepare the list of gadgeteer creations that are unique ways. The following effects are added to your Devious
available for you to cast. To do so, choose a number of Strike options.
gadgeteer creationsfrom your notebook equal to your Epiphany (Cost: 2d6). After making this Devious Strike,
Intelligence modifier + half your Gadget Trickster level you can use a Gadgeteer trick you know as a bonus action.
rounded down (minimum of one creation). The creations Subterfuge (Cost: 2d6). When you use a creation for this
must be of a level for which you have creation slots. Devious Strike, you activate it without any somatic or verbal
For example, if you are a 5th-level Gadget Trickster, you components.
have four 1st-level and two 2nd-level creation slots. With an
Intelligence of 14, your list of prepared creations can include Creative Ambush
four creations of 1st or 2nd level, in any combination. If you Starting at 9th level, if you are hidden from a creature when
prepare the 1st-level creation Cure Wounds, you can cast it you use a creation or trick on it, the creature has
using a 1st-level or a 2nd-level slot. Casting the creation disadvantage on any saving throw it makes against the
doesn't remove it from your list of prepared creations. creation this turn.
You can change your list of prepared creations when you
finish a long rest. Preparing a new list of gadgeteer creations Versatile Trickster
requires time spent tinkering with your creation casting Starting at 13th level, you gain the ability to distract targets
focuses: at least 1 minute per creation level for each creation with your Mage Hand. As a bonus action on your turn, you
on your list. can designate a creature within 5 feet of the hand created by
Creative Ability (Spellcasting Ability) the trick. Doing so gives you advantage on attack rolls against
Intelligence is your creative ability for your gadgeteer that creature until the end of the turn.
creations, as you learn through careful study and observation, Technique Thief
trial and error. You use your Intelligence whenever a creation Starting at 17th level, you learn to replicate any technique,
refers to your creativeability. In addition, you use your creation, or ability you have taken note of through
Intelligence modifier when settingthe saving throw DC for observation.
the gadgeteer creations you cast and when making an attack As a bonus action, you make an Intelligence (Investigation)
roll with one. check against a creature you can see that isn’t incapacitated,
Creation save DC = 8 + your proficiency bonus + your contested by the target’s Charisma (Deception) check.
Intelligence modifier If you succeed, you can learn one of the abilities they use
Creation Attack modifier = your proficiency bonus + your on their turn (Doesn't count for Haki or Devil Fruit Abilities).
Intelligence modifier If you fail, you cannot use this feature on that creature until
you finish a long rest.
For example, features like Multiattack, Creations like Fire
Bolt or Shield, or certain attack options based in features
such as the Tempest Kick ability from the Six Powers
Brawler.
You can learn a total of 3 different techniques. Each Weapon Weave
technique learned that requires the use of ability scores uses At 17th level, your attacks are so precise that you can slip
the necessary modifier(s) from your ability scores. When you through even the toughest armor with ease, and pierce even
attempt to learn a new technique, you must either disregard the most lofty of foes. Your melee weapon attack rolls add
it, or forget a previous technique. double your proficiency bonus, rather than once.
Fencer Scout
Very few are faster and more precise in combat than the Skilled in stealth and movement, allowing you to scout ahead
adept fencer. Your expertise in dodging, parrying, and lunging of your companions during expeditions. Rogues who
make you essentially a blur of metal to your opponent. Many embrace this archetype are at home in nearly any
fencers make the most of their dexterity to avoid any environment. Typically these outlanders and lookouts who
unfavorable attack, move with great acrobatic expertise, and aid their crew with keen eyes and quick feet. Able to weave
are able to strike through even the toughest of armor. through the battlefield like greased lightning and cut an
opening for the rest of the crew.
En Garde
When you choose this archetype at 3rd level, you have Skirmisher
learned that an opponent is always off-guard when they miss. Starting at 3rd level, you are difficult to pin down during a
When an enemy within range of your weapon attack misses fight. You can move up to half your speed as a reaction when
an attack or creation, regardless of their target, you can use an enemy ends its turn within 5 feet of you. This movement
your reaction to make an opportunity attack with a melee doesn’t provoke opportunity attacks.
weapon against it. In addition your movement speed increases by 10 feet. If
you have a climbing or swimming speed, this increase applies
Dueling Defense
At 3rd level, your practice of fencing gives you an elegant to that speed as well.
speed for avoiding most attacks. While not wearing armor or Survivalist
using a shield, your AC is equal to 10 + Intelligence modifier When you choose this archetype at 3rd level, you gain
+ Dexterity modifier. proficiency in the Nature and Survival skills if you don't
In addition, you can add your Intelligence modifier to your already have them. Your proficiency bonus is doubled for any
initiative. ability check you make that uses either of those proficiencies.
Master Bladework Keen Combatant
Starting at 6th level, with a mix of finesse and intuition, you Starting at 6th level, you can react and act fast in combat. The
can overwhelm your opponent. The following effects are following effects are added to your Devious Strike options.
added to your Devious Strike options. Scheme (Cost: 2d6). As part of the Devious Strike, you
Disarm (Cost: 2d6). The target must make a Strength take one of your Cunning Action options.
saving throw. On a failed save, it drops a held object of your Focus (Cost: 1d6). If this attack was made using your
choice. The object lands at its feet. Steady Aim feature, you ignore the movement resistrictions.
Guard Break (Cost: 3d6). The target must make a
Dexterity saving throw. On a failed save, you disrupt your Superior Hunter
opponent's defenses. Until the start of your next turn, their At 9th level, you gain advantage on any Wisdom (Perception)
AC is reduced by 2. or Wisdom (Survival) checks if you move no more than half
your speed on the same turn.
Agile Reflexes
Through your cunning and combat experience, at 9th level, Ambush Master
you become able to read your foes' movements. When a Starting at 13th level, you excel at leading ambushes and
creature hits you with an attack, you gain a bonus to AC equal acting first in a fight.
to your Wisdom Modifier against all subsequent attacks You have advantage on initiative rolls. In addition, the first
made by that creature for the rest of the turn. creature you hit during the first round of combat becomes
easier for you and others to strike; attack rolls against that
Martial Metre target have advantage until the start of your next turn.
Starting at 13th level, you have trained yourself to match the
timing and tempo of all things, granting you the ability to Sudden Strike
react faster than normal. Starting at 17th level, you can strike with deadly speed. When
You gain a second reaction, this reaction can only be used you use your Roguish Flurry ability, the additional attack can
for Uncanny Dodge. You regain this reaction at the start of benefit from your Sneak Attack even if you have already used
each of your turns. it this turn, but you can't use your Sneak Attack against the
Additionally, whenever you are knocked prone or grappled, same target more than once in a turn.
you can make a Dexterity saving throw, DC 15 to avoid being
knocked prone or grappled on a success.
Swashbuckler Master Duelist
Speed and charm go hand in hand when one becomes a At 17th level, your mastery of the blade lets you turn failure
swashbuckler. They are nothing short of the archetypical into success in combat. If you miss with an attack roll, you
pirate, who swings into battle with rakish audacity and no can roll it again with advantage. You can use this feature only
fear. Not only do you have the physical finesse in all your once per turn.
You can use this feature a number of times equal to 1 +
duels, but also the mental finesse and panache to get your your Charisma modifier, regaining all expended uses when
way. you finish a short or long rest.
Fancy Footwork
Starting at 3rd level, you learn how to land a strike and then Sawbones
slip away without reprisal. During your turn, if you make a On the field of battle, first aid for your fallen comrades takes
melee attack against a creature, that creature can't make priority. When you're a pirate, you need whatever is necessary
opportunity attacks against you for the rest of your turn. to prevent you from bleeding out. In academic circles, being
labeled "sawbones" is a mark of shame, known for being
Rakish Audacity medical quacks, however among pirates and marines, it's a
Also at 3rd level, your confidence propels you into battle. You title that oftentimes carries some modicum of respect and no
can give yourself a bonus to your initiative rolls equal to your small amount of fear.
Charisma modifier. Sawbones are rogues who put their deft fingers to use as
You also gain an additional way to use your Sneak Attack; marine doctors. Good sawbones can easily be counted
you don't need advantage on the attack roll to use your Sneak among the most skilled surgeons on the seas, able to
Attack against a creature if you are within 5 feet of it, no stomach any amount of blood and work with precision
other creatures are within 5 feet of you, and you don't have through the harshest of storms.
disadvantage on the attack roll. All the other rules still apply
to you. Medically Trained
When you choose this archetype at 3rd level, you gain
Slippery Devil proficiency in the Medicine skill. If you are already proficient,
Starting at 6th level, you can decipher the precise weak you instead gain expertise with the skill. If you already have
points of your foes. The following effects are added to your Expertise in the Medicine skill, you instead gain proficiency in
Devious Strike options. another skill.
Refuge (Cost: 2d6). After striking, you find yourself in a
favorable position. You gain a +2 bonus to your AC until the Patchwork
start of your next turn. At 3rd level, you learn how to quickly administer first aid
Taunt (Cost: 2d6). You weave your strikes with some while on the battlefield.
spirited insults. The target must succeed a Wisdom saving You have a pool of medicine that can be used to heal allies
throw or suffer disadvantage on attack rolls against creatures in the middle of combat, represented by a number of d8s
other than you until the start of your next turn. equal to 1 + your Rogue level.
Using your Cunning Action, you can touch a creature and
Panache spend a number of those dice equal to your Wisdom modifier
At 9th level, your charm becomes extraordinarily beguiling. (minimum of one). The target regains a number of hit points
As an action, you can make a Charisma (Persuasion) check equal to the total of those dice + your Wisdom Modifier.
contested by a creature's Wisdom (Insight) check. The Alternatively, you can expend one of these dice to remove
creature must be able to hear you, and the two of you must one disease or poison from a creature. You regain all spent
share a language. dice when you finish a short or long rest.
If you succeed on the check and the creature is hostile to
you, it has disadvantage on attack rolls against targets other Twisted Surgery
than you and can't make opportunity attacks against targets Starting at 6th level, you can decipher the precise weak
other than you. This effect lasts for 1 minute, until one of points of your foes. The following effects are added to your
your companions attacks the target or affects it with a Devious Strike options.
creation, or until you and the target are more than 60 feet Bleed (Cost: 2d6). You strike a creatue, causing them to
apart. bleed profusely. The target must succeed a Constitution
If you succeed on the check and the creature isn't hostile to saving throw or begin bleeding for 1 minute, repeating the
you, it is charmed by you for 1 minute. While charmed, it saving throw at the end of each of their turns, ending the
regards you as a friendly acquaintance. This effect ends effect on a successful save. While bleeding, the target takes
immediately if you or your companions do anything harmful 2d6 necrotic damage at the start of each of their turns.
to it. Undead and constructs automatically succeed this saving
throw.
Elegant Maneuver Pierce (Cost: 1d6). You strike through your target's
At 13th level, as long as you are conscious, you always have defenses, this attack ignores damage resistances.
advantage on Dexterity (Acrobatics) or Strength (Athletics)
checks you make.
Miracle Worker Ringmaster
At 9th level, your medical expertise lets you bring people back When putting on a truly grand performance, one must be able
from the grave. You can perform life-saving surgery on a to manage all the acts and moving parts
creature that has died within the last hour.
The operation requires costly medicine and anesthetics
worth at least 1 000 000 beri (100gp), or for free if the death Grand Showman
occured within 10 minutes. You must concentrate on the Starting at 3rd Level, you gain proficiency in Charisma
operation for 1 minute as if you were concentrating on a (Performance) checks and a musical instrument of your
creation, and if your concentration is broken you lose all choice. If you were already proficient in Perfomance and a
progress and medicine involved in the operation. musical instrument, you instead gain expertise. In addition,
If 7 days has not yet passed since the creature died, you you learn two tricks from the Bard Creation List, using your
can attempt this operation again, provided you have the Charisma modifier as the creative ability score, and a musical
means to do so. If you successfully finish the operation, the instrument as your creative apparatus.
dead creature returns to life with one hit point and is cured of
any poisons or diseases it was suffering from. Opening Act
When you choose this archetype at 3rd Level, you can set the
If it was missing any limbs, you can reattach them as part stage, encouraging your allies to put their best foot forwards
of this operation if they are intact and available. and take the spotlight.
You can use this feature a number of times equal to your As a bonus action, you can forgo your ability to sneak
proficiency bonus, and regain the ability to do so when you attack for your turn, to highlight an allied creature that can
finish a long rest. hear you for success, within a 60ft range. When that allied
Check-up
creature sucessfully hits with an attack, they can add your
At 13th level, you can set aside time to see to allies when a sneak attack damage to their damage roll, along with your
moment of rest is given. Over the course of a short rest, you choice of one of the following effects:
can tend to a number of creatures equal to your Wisdom The allied creature's critical hit range is 19-20 for that
modifier (minimum of one). Each creature you treat are cured attack.
of the blinded, deafened, paralyzed, petrified and poisoned The allied creature's target has their next attack roll,
conditions. ability check, or saving throw is reduced by 1d6.
Additionally, if the creature was missing a limb, you can If you and the allied creature are within 30ft of each other,
reattach it if you still have access to it and it wasn't destroyed. you can choose to swap places with them.
Finally, each creature regains an additional 2 hit points for
each hit dice it rolls to restore hit points. A creature benefits from this until they make a successful
hit, or until the end of their next turn, losing the benefits
Surgeon of Death afterwards.
At 17th level, your anatomical knowledge and surgical
precision grants any weapon you wield maximum lethality, Circus Tricks
allowing you to cause the most damage possible to your Starting at 6th level, through flashy charisma and maybe a bit
enemies. of luck, you can outwit your opponents at any turn. The
When you roll a 1 or 2 on a damage dice for your Sneak following effects are added to your Devious Strike options.
Attack, you can treat those rolls as 3's. Acrobatics (Cost: 2d6). After making the attack, your
jump distance is tripled until the end of your turn.
Juggling (Cost: 2d6). You quickly juggle various items in
your hands to take rapidly take action. You take the Use an
Object action, or to use an item that normally requires an
action (such as a Small Medkit), as part of the attack.
In addition, the creature you've chosen for your Opening
Act ability also can apply any Devious Strikes options you
know, following the same rules.
Master Director
Starting at 9th level, your abilities to direct people in combat
improve, both in and out of combat. You gain the following
abilities:
As a reaction to a creature, that can hear you and is within
60ft of you, being hit by an attack, you can halve the
damage of the attack against them.
As a reaction to a creature, that can hear you and is within
60ft of you, failing a saving throw, you can make them
reroll the saving throw at advantage.
As a reaction to a creature, that can hear you and is within
60ft of you, failing an ability check, you can add your
Charisma modifier to the result.
You can use this feature a number of times equal to your Willy-Nilly
proficiency bonus, regaining all uses on a short or long rest. Starting at 6th level, chaos continues to follow you as lady
luck looms over head, its time for you to throw out any and all
Denouement random abilities you got. The following effects are added to
By 13th level, your closing act is just as potent as your your Devious Strike options.
opening act. Whenever you, or the allied creature under the Volatile (Cost: 1d6). Your attack suddenly is infused with a
effect of your Opening Act feature reduces a creature to 0 hit dangerous element. Roll 1d6. The result determines the
points, or lands a critical hit, you can cause on of the damage type of your sneak attack, as shown on the table
following effects to occur: below.
The creature that made the attack gains a number of Volatile Damage
temporary hit points equal to your level.
The creature's next attack deals additional damage equal Number Damage Type
16 For the next minute, the next time you hit a creature 41 You lose the ability to speak for the next hour.
with an attack, and deal sneak attack, you deal the 42 You cast Enlarge/Reduce, reducing yourself.
maximum damage instead of rolling.
43 You use Spike Growth creation, but it is centered on
17 You use the Fireball creation. yourself.
18 A bagel falls from the sky into your hand. You can 44 For the next minute, your movement speed is
eat it as part of this bonus action. Unbeknownst to reduced by 10.
you, the DM rolls a d2. If you eat it before the end of
your next turn, and the result is 1, you regain 4d4 45 A randomly determined (DM's discretion), non-
hit points. If the result was a 2, you instead take 4d4 mastercraft, object of small or lesser size appears in
poison damage. an open space within 30ft of you.
19 You use the Entangle creation. 46 You use the Spider Climb creation.
20 You use the Fireball, but it is centered on yourself. 47 A random type of hat, that is not mastercraft or
special in any other way, appears on a random
21 You gain resistance to all damage for the next creature within 30ft of yourself.
minute.
48 You use the Stinking Cloud creation.
22 You use the Missiles creation at 3rd level.
49 You use the Heat Metal creation.
23 You use the Blur creation.
50 A randomly chosen ally within 60ft of you drops an
24 You use the Blindness/Deafness creation. item they are holding.
25 You use the Warding Wind creation.
d100 Effect 76 You cast the Slow creation.
51 You are launched 2d4 x 10 feet into the air, and 77 A stream of 1d4 x 10 game pieces (such as dice,
then fall. cards, or poker chips), shoots out from your space
52 For the next minute, you can use your bonus action in a line 30 feet long and 5 feet wide. Each piece
to teleport to a location you can see within a 30ft deals 1 bludgeoning damage, and the total damage
range. of the piece is divided equally among all creatures in
the line.
53 You regain a number of hit points equal to 2d10 +
your Dexterity modifier. 78 You use the Lightning Bolt creation.
54 You are stunned until the start of your next turn, 79 For 1 minute, you and every creature within 30ft of
believing something awesome just happened. you, cannot see farther than 30ft.
55 You use the Fog Cloud creation, but it is centered 80 Mysteriously, you lose 100,000 berries that you
on yourself have on you. If you don't have that much on you,
you take 4d10 necrotic damage.
56 A randomly chosen ally within 60ft of you falls
prone. 81 You use the Contagion creation on yourself.
57 You use the Fairy Lights creation. 82 You glow bright red as if the Light trick was used on
you, for 1 hour.
58 You use the Grease creation.
83 You gain 1 level of exhaustion.
59 A randomly chosen enemy within 60ft of you drops
an item they are holding. 84 You use the Wall of Sand creation centered on
yourself.
60 You use the Confusion creation, targeting only
yourself. 85 A loud and annoying sound blares out from around
you. You and each creature within 10ft of you takes
61 The ground within a 30ft radius around yourself 2d10 thunder damage. If a creature is concentrating
becomes difficult terrain. on a creation, or ability that requires concentration,
they make a concentration save with disadvantage.
62 You become poisoned for 1 minute, but you can
make a Constitution saving throw, DC 16 at the end 86 The next time a creature hits you with an attack, you
of each of your turns, ending it on a success. are additionally knocked back 20ft.
63 An animal of the DM's choice appears in the 87 Until the start of your next turn, you can't regain hit
unoccupied space nearest to you. The animal isn't points.
under your control and acts as it normally would.
88 You subtract 5 from your next initiative roll. If you
64 The next time you take damage, that damage is are already in combat, this decreases your initiative
halved. result by 5 when the next round begins.
65 Roll a d6. For the next minute, you have advantage 89 Appearing in every square that is 5ft adjacent to
on saving throws for a randomly determined ability you, caltrops suddenly appear.
score based on that d6. 1 for Strength, 2 for
Dexterity, 3 for Constitution, 4 for Intelligence, 5 90 The weather unexpectedly shifts, causing a heavy
for Wisdom, and 6 for Charisma. rain to occur outside for the next hour.
66 You use the Lesser Restoration creation on yourself, 91 All allies within 10 feet of you get a -2 penalty on
or a willing creature within 30ft of you. attack and damage rolls for any attack they make for
the next minute.
67 For the next minute, you don't provoke opportunity
attacks. 92 You lose proficiency in one randomly chosen skill,
tool, or weapon for the next 8 hours.
68 The next time you hit a creature with a weapon
attack, it must make a Constitution Saving throw, 93 A random humanoid appears within 100ft of you
becoming stunned until the end of your next turn and loudly declares you as their enemy.
on a failure. 94 All enemies within 10ft of you have a +2 bonus to
69 A creature of your choice within 10ft of you, you all their saving throws.
can move them 20ft in a direction of your choice. 95 You gain a number of temporary hit points equal to
Unwilling creatures are moved if they fail a Strength twice your level.
saving throw.
96 For the next minute, your speed increases by 10.
70 You use the Levitate creation.
97 The next time you successfully hit a creature and
71 You use the Tremor creation. deal sneak attack damage to them, you deal an extra
72 You cannot take reactions until the start of your 5 damage.
next turn. 98 All of your hair falls out, but will grow back by the
73 The next time you hit a creature and successfully end of the day.
sneak attack, you take half of the damage you dealt. 99 The DM chooses one of the effects on this table.
74 On your next turn, you can only take an action, 100 You get to choose which effect on this table takes
bonus action, or movement. effect.
75 You cast Enlarge/Reduce, enlarging yourself.
Bruiser Bully Blitz
Bruisers are rogues who go against the grain. Rather than Starting at 13th level, your tactics become exceptionally
utilizing finesse and stealth, bruisers take their destiny by the brutal. Your Devious Strikes gain the following benefits:
throat. Like a cornered predator, these rogues can and will Drain. If the target of Sap fails the save by 5 or more, they
use anything to get a leg up, no matter how dirty and are instead stunned until the end of their next turn.
dastardly. More often than not these scoundrels are enforces Concuss. If the target of Daze fails the save by 5 or more,
and thugs for large criminal organizations, working to get the they suffer disadvantage on all ability checks in addition to
job done, no matter the cost. disadvantage on saves to maintain concentration while
deafened in this way.
Hired Thug
When you choose this archetype at 3rd level, you gain Tough Customer
proficiency in Charisma (Intimidation) and Strength Starting at 17th level, when you use your Uncanny Dodge,
(Athletics) checks, or expertise if you were already proficient. you can choose to instead take no damage instead of halving
it.
Armed and Dangerous
Starting at 3rd level, you gain proficiency with medium armor,
martial weapons, and improvised weapons.
You also gain additional ways to use your Sneak Attack;
you don't need advantage on the attack roll to use your Sneak
Attack against a creature if they are grappled or deafened,
you are using a melee weapon or unarmed strike that uses
Strength, and you don't have disadvantage on the attack roll.
All the other rules still apply to you.
In addition, you can use your Cunning action to make a
grapple or shove check.
Street Rules
Starting at 6th level, you can decipher the precise weak
points of your foes. The following effects are added to your
Devious Strike options.
Sap (Cost: 2d6). You rock your targets world with a
haymaker straight to the temple. The target must succeed on
an Constitution saving throw, or have their movement speed
fall to 0 and they cannot use reactions until the end of their
next turn.
Daze (Cost: 2d6). You mercilessly beat your target black
and blue. The target must succeed a Constitution saving
throw, or be deafened for 1 minute, repeating the saving
throw at the end of each of their turns, ending the effect on a
success. While deafened in this way the target suffers
disadvantage on saves made to maintain concentration.
Hard Knocks
At 9th level, when life kicked you while you were down, you
got back up, ready to kick back even harder. You can attack
twice, instead of once, whenever you take the Attack action
on your turn.
If you ready your action to make an attack, you can attack
the same number of times you would if you had taken the
attack action on your turn.
In addition, you can now use your Uncanny Dodge feature
against any damage source, and not just against attacks that
you can see.
Savant
The Savant
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
Channel Conviction
At 3rd level, you gain the following two Channel Conviction
options.
Consuming Gloom. As a bonus action, you can manifest
the element of your soul around a weapon. A limb used for
unarmed strikes is a viable option. For 1 minute, all bright
light within 20 feet of the weapon becomes dim light, and
dim light becomes darkness, and you can add your Charisma
modifier (minimum of one) to the attack rolls you make with
the weapon. Additionally, you can see normally in all forms of
darkness for the duration.
Radiant Superiority Channel Conviction
Savants are a special breed, and this is something a few of At 3rd level, you gain the following two Channel Conviction
them realize early. Fueled by their own pride and feelings of options.
superiority, some savants can harness a blazing light at their Blazing Light. As a bonus action, you can manifest the
beck and call. Almost regal in their appearance, these savants element of your soul around a weapon. A limb used for
unarmed strikes is a viable option. For 1 minute, your
can be anything from noble defenders to vain tyrants. weapon sheds bright light in a 20 feet radius and dim light for
another 20 feet, and you can add your Charisma modifier
Shining Soul
Beginning when you unlock this ardent soul at 1st level, you (minimum of one) to the attack rolls you make with the
gain resistance to radiant damage. You also learn the Light weapon.
You can end this effect on your turn as part of any other
and Radiant Bolt trick if you don't already know it. action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.
Ardent Creations
You gain the following ardent creations at specific savant Commanding Presence. You can use your Channel
levels. They count as savant creations for you, and you always Conviction to exude a presence of majesty. As an action, you
have these creations prepared, though they do not count force each creature of your choice that you can see within 30
towards the number of creations you can prepare. feet of you to make a Wisdom saving throw. On a failed save,
a creature becomes charmed or frightened of you for 1
Ardent Creations minute (your choice). You choose the same condition for each
creature. A creature can repeat this saving throw at the end
Savant Level Creation
of each of its turns, ending the effect on itself on a success.
2nd Fairy Lights, Beacon
5th Branding Smite, Grounding Aura of Elegance
Starting at 7th level, you and friendly creatures within 10 feet
9th Crusader's Aura, Blinding Smite of you cannot be knocked prone or moved against your will
13th Sickening Radiance, Sunburn while you are conscious.
17th Gamma Knife, Wall of Light At 18th level, the range of this aura increases to 30 feet.
Blinding Flare Channel Conviction
Beginning at 15th level, you can blind enemies when you At 3rd level, you gain the following two Channel Conviction
strike them with radiant energies. options.
When you deal radiant damage to a creature, you can force Echoing Rebuke. As a reaction when a creature hits you
it to make a Constitution saving throw against your creation with a melee attack, you can use Channel Conviction to grant
save DC. On a failed save, the creature is blinded until the yourself resistance to all the damage dealt. The attacking
end of its next turn. creature must then succeed on a Constitution saving throw
You can use this feature a number of times equal to 1 + or suffer an equal amount of damage they dealt as thunder
your Charisma modifier (minimum of once) and regain all damage (not calculating for your resistance).
uses when you finish a long rest. Reverberating Smite. When you hit with a melee attack
and use your Ardent Smite, you can use your Channel
Absolute Authority Conviction to make the shockwave reverberate across an
At 20th level, you can wreathe yourself in light to become a area. Each creature of your choice within 15 feet of your
being of perfection. As a bonus action, you gain the following target must make a Strength saving throw, suffering the
benefits for 1 minute: damage of your Ardent Smite + your savant level on a failed
save, and half as much on a success. On a failed save, a
You have immunity to radiant damage and resistance creature is additionally pulled up to 10 feet to an empty
against all other forms of damage. square within 5 feet of you.
Once when you miss with a weapon or creation attack on
your turn, you can reroll the attack and must use the new Aura of Tenacity
roll. Beginning at 7th level, you emit an aura of imposing strength.
When you take the Attack action on your turn, you can Creatures of your choice within 10 feet of you have
make one additional attack as part of that action. disadvantage on attack rolls against creatures other than you
Once you use this bonus action, you can't use it again until while you are conscious.
you finish a long rest, unless you expend a 5th-level creation At 18th level, the range of this aura increases to 30 feet.
slot to use it again.
Tenacious Defenses
Thundering Resolve Starting at 15th level, your resilience rises to new heights.
Any damage you suffer is reduced by an amount equal to your
Savants who stand tall in the face of any foe, and respond to Charisma modifier (minimum of 0). This reduction can only
the greatest threat with a defiant roar, channel a thundering happen once per instance of damage.
resolve in their strikes. Echoing shockwaves color their
attacks and send enemies flying. The good among them is Icon of Strength
stalwart protectors who put their foot between ally and Starting at 20th level, you can transform into a behemoth of
enemy and draw a target on their own back, while the less strength. As a bonus action, you gain the following benefits
reputable are ruthless conquerors who take what they want for 1 minute:
and crush anyone that stands in their way.
You are blessed with indomitable toughness, granting
Echoing Soul resistance to bludgeoning, piercing, and slashing damage.
Beginning when you unlock this ardent soul at 1st level, you As well as immunity to thunder damage.
gain resistance to thunder damage. You also learn the You cannot be blinded, deafened, paralyzed, petrified,
Thunder Bolt and Sonic Boom tricks if you don't already poisoned, stunned, knocked prone, or moved against your
know them. will.
Your steps reverberate with crippling shockwaves, causing
Ardent Creations the ground within 15 feet of you to be difficult terrain for
You gain the following ardent creations at specific savant creatures of your choice.
levels. They count as savant creations for you, and you always Once you use this bonus action, you can't use it again until
have these creations prepared, though they do not count you finish a long rest, unless you expend a 5th-level creation
towards the number of creations you can prepare. slot to use it again.
Ardent Creations
Savant Level Creation
Channel Conviction
At 3rd level, you gain the following two Channel Conviction
options.
Manifest Soul. As a bonus action, you can manifest the
element of your soul around a weapon. A limb used for
unarmed strikes is a viable option. For 1 minute, your
weapon attacks and creations force the target to make a
Constitution saving throw. On a failure, the target is poisoned
for 1 minute. Creatures can repeat the save at the end of each
of their turns, ending the effect on a success.
You can end this effect on your turn as part of any other
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends.
Antivenom. As an action, you can touch a willing creature
and use your Channel Conviction to absorb any poison or
disease inflicting them from their body. Alternatively, you can
use your Channel Conviction to inhale any airborne poison in
a 20-foot sphere centered on you. The creature or air is
cleared of any poison, and you gain temporary hit points
equal to the twice your level plus your Charisma modifier.
Toxic Aura
Starting at 7th level, an invisible, poisonous aura extends 10
feet out from you when you are not incapacitated, but not
through full cover. At the start of your turn, creatures of your
choice within this aura take poison damage equal to your
Charisma modifier (minimum of one).
At 18th level, the range of this aura increases to 30 feet.
Chapter 3: Character Origins
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 has 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.
you imagine they would fill, and what they have done up to
this point working towards that goal. Also, consider what they
are working towards; what ambition drives them out to sea? Roles
What dreams do they have that won't be fulfilled by staying A ship cannot brave the open sea and much less the Grand
put in their hometown? How do they interact when faced with Line if it does not have a crew of diverse skills and abilities to
the dreams of others, whether those align or clash with their maintain it. A character's role on the ship is as, if not even
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, whether they are humble and simple the Grand Line, but the most important roles to cover are
or grand and ambitious. A character's dream should be captain, navigator, doctor, and shipwright. If the end goal is to
unique to them and act as the ultimate end goal for their find One Piece, a scholar will be required as well.
story.
Captain
Perhaps the most important role to fill on a ship is the
captain. As a captain, you set the course of the ship you're
sailing and spearhead your crew into the adventure ahead.
Your most valuable power isn't your strength in combat,
though it's typically above average, but rather your ability to
inspire and lead others. As a captain, the lives of your entire
crew rest upon your shoulders, and your duty towards them
comes second to none.
Skill Proficiencies: Persuasion choose two from Acrobatics,
Animal Handling, Athletics, Insight, Intimidation
Tool Proficiencies: One set of tools of your choice
Equipment: A set of common clothes, a pirate flag featuring
your jolly roger, a spyglass, and a pouch containing 100
000 beri
Feature: Force of Personality
You have an unmistakable presence that is felt by all those
around you.
People and creatures that you meet with are more likely to
be amenable and forthcoming, even if they don't understand
why, the common folk are more willing to lend you their ear
and even aid as long as you do not show yourself openly
hostile to them. When you make a Charisma (Persuasion)
check, the check cannot have disadvantage, nor be reduced in
any way.
Lastly, you have the potential to unlock the mythical power
of Conqueror's Haki and can be awarded Conqueror's Haki
when you reach certain character levels.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Alert (Pg. 206
Brave (Pg. 207)
Brawny (Pg. 207)
Elemental Attack (Pg. 210)
Inspiring Leader (Pg. 213)
Joyful (Pg. 214)
Tough (Pg. 225)
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
Ideals
d6 Ideal
Personality Traits 1 I find it hard to trust new people, they could be out to
d8 Personality Trait steal my work
1 I often ask, "Is this what my lead would do?" 2 I regularly suffer from writer's block, and it causes me
to get irritable and angry
2 "This will be perfect for my next book!"
3 No one knows, but I stole a friend's idea/research for
3 I can't resist a good story, especially after a good drink my first/most popular book, and I still feel guilty
4 I watch how people interact with each other and will 4 If it would help the sales of my books I would make a
often write notes down about them deal with the devil
5 I base my characters off people I know to the point 5 I use my book(s) popularity to boast, often
where I get them mixed up embellishing how many I have sold
6 I read everything I can get my hands on 6 I can't handle criticisms, I find them to be an attack on
my person
7 I can lose track of time when I start to write/read
8 "YOU HAVEN'T READ IT, YET! ... we'll see to that"
Ideals
Bounty Hunter
d6 Ideal
There are many groups and organizations out there in the
blues. Most of them are pirates or marines, but there are a 1 Justice.These people have violated the law once. I
won't let it happen twice. (Lawful)
few who walk a fine line between the two. Often mistaken for
simple travelers, Bounty Hunters make their living hunting 2 Clean-up.I will get these criminals off the street with
down those who have built up a bad reputation, their main help from the law or not. (Chaotic)
motivation is to hunt down that sweet bounty of berries. 3 Gold pales to the brilliance of the life draining
Brutality.
Whether the reason is survival or principle, bounty hunters from their eyes. (Evil)
are often considered a neutral party in the world, being a 4 It's not enough to hunt them down. They have
hired hand and all, they can work for the most righteous of Morality.
to understand what they've done is reprehensible.
marines, or the most heinous of criminals, and all who lay in (Good)
between.
Skill Proficiencies: 2 from Intimidation, Perception, 5 Ambiguity. This job's just a job, like any other. Nothing
personal against my targets. (Neutral)
Insight, and Survival
Tool Proficiencies: Thieves Tools 6 Endurance. In no other line of work could anyone
Equipment: 100,000 Berries; 3 Small Medkits; 5 Rations, expect to test their limits so completely. (Any)
Thieves' Tools
Bonds
Feature: Skilled Hunter d6 Bond
Your many years of hunting down wanted men have given you 1 Once a soldier, my comrade's grave betrayal forced me
an insight into the many clues and trails people leave behind from my home, and into this life.
that most would brush off. You gain your choice of the Knack
of the Hunter Feat (Pg. 215) or the Fighting Initiate Feat (Pg. 2 Though my friends are few, I owe them my life many
210). times over, and would happily die for them.
3 Horrendous tales and vile rumors destroyed my
Suggested Characteristics family's good name, and this path is the only recourse
A bounty hunter's sole purpose is to hunt down people with a to finding the truth.
price on their heads, for grievances ranging from the 4 The contract turned sour, and now I find myself yoked
mundane to the terrible. Those who follow this life can be to dangerously twisted employers.
quiet, taciturn individuals as readily as they can be savage 5 All my deeds would surely consign me to prison - only
brutes living not for the pay, but for the thrill of pursuit. by servicing officials do I stay free.
Hunters are therefore often as varied in personality as their
marks. 6 Mindless thuggery stole the life of one I cherished, and
the price they must pay is one I will collect.
Personality Traits
d8 Personality Trait Flaws
d6 Flaw
1 I tend to approach conversations with people I've just
met as though it were an interrogation. 1 Not only am I good at what I do, but I love what I do -
2 I'll accept the help of others with a bounty, so long as and I hate myself for it.
they can prove their skill to me first. 2 Sleep, when it comes, is no sleep at all. The time spent
3 I project arrogance and conceit at times, especially tracking marks has left me skittish and paranoid.
after turning in a troublesome target. 3 I refuse to believe anyone can be trusted and will root
4 I'm not prone to idle chatter and prefer keeping to through their life until I'm satisfied they can be.
myself unless the topic's business. 4 At a younger age my actions earned me the brand of a
5 It needn't be hunting down a mark - I'll chop firewood criminal, and those mistakes haunt me and my fellows
for an old woman if there's pay involved. even today.
6 I have a great deal of practical experience from hunting 5 Contract or not, I never bring murder bounties back
bounties and can relate to almost any situation. alive. They showed no mercy, and so neither will I.
7 I frequently move from town to town, eager to pursue 6 It is only for my own selfish need to be the best at
new marks and seek new contacts. what I do that I abandon my team to bring the bounty
in first.
8 I'm rather adept at games of skill like darts, or five-
finger fillet.
Ideals
Blacksmith
d6 Ideal
As long as there are battles to be fought, you will no doubt
find a blacksmith not too far. An expert at shaping steel, or 1 Fairness. I never offer overpriced goods to people who
can’t afford to lose a few coins. (Lawful)
any material into a refined, deadly weapon.
Blacksmiths have dedicated most of their lives to their 2 My talents were given to me so that I could
Generosity.
craft, allowing them not only to create basic weapons and use them to benefit the world. (Good)
armor but weapons and armor that bear wills of their own 3 Authority. I do as I wish- who's going to stop me?
that aim to strengthen or damper their wielder. (chaotic)
As a blacksmith, there are many ways your career began. 4 I’m only in it for the money. (Evil)
You could have been an apprentice for a master blacksmith Greed.
hailing from Wano, or even a self-taught master of working 5 People.I’m committed to my comrades, not to ideals.
metal. (Neutral)
Skill Proficiencies: 2 from Sleight of Hand, History, 6 Aspiration. I work hard to be the best there is at my
Athletics, and Insight craft. (Any)
Tool Proficiencies: Smiths Tools
Equipment: 150,000 Berries; 1 Small Medkit; 5 Rations; Bonds
Smiths Tools d6 Bond
firm. It takes a while to warm up to them, but once won over, 1 I find any reason to fight, often attacking enemies
they are loyal friends for life. when other solutions could have been met.
Personality Traits
2 I care more about my weapon, armor, or other
possession than I do about my friends.
d8 Personality Trait
3 I’m quick to assume that someone is trying to cheat
1 I am always ready to fight. me.
2 I'm never too far from a tavern or a good time. 4 I’m jealous of anyone who can outshine my handiwork.
3 Sarcasm and insults are my true weapons of choice. Everywhere I go, I’m surrounded by rivals.
4 I grew up lonely and isolated, so people skills aren't 5 No one must ever learn that I once ripped off a noble
really my thing. family for my own gain.
5 I’m always trying to find the best deal possible, even 6 I’ m never satisfied with what I have— I always want
for the smallest of trinkets. more.
6 I have a crude sense of humor.
7 Sometimes I pretend to be uneducated to avoid
uninteresting conversations.
8 I make light of violence and death.
Bonds
Boxer
d6 Bond
You are a pugilist, a master of hand-to-hand combat who has
honed your skills in the ring via constant fights. Whether you 1 I will be the best for the honor and glory of my home.
fight for glory, gold, or simply the thrill, your fists are your 2 My mistake got someone hurt. I'll never make that
most deadly weapons. You may have trained in formal boxing mistake again.
schools or learned your craft through rough brawls in the 3 I owe a significant debt to a criminal organization for
back alleys. Your life revolves around your strikes, and you past favors.
are always eager for a brawl.
Skill Proficiencies: 2 from Athletics, Acrobatics, 4 I fight to support my family, and they are my source of
inspiration.
Intimidation, Insight
Equipment: 150,000 Berries; Small medkits x3; Rations 5 I have a fierce rivalry with another boxer, and our
x5, a set of boxing gloves, and a trophy from a past victory. matches are legendary.
6 I owe my skills and success to a mentor who taught
Feature: Knockout! me everything.
You know how to work with wood. You gain your choice of the
Unarmed Master Feat (Pg. 225) or the Spirit Adept Feat (Pg. Flaws
224). d6 Flaw
Ideals
d6 Ideal
Tool Proficiencies: Forgery Kit or Disguise Kit 1 I own my own detective agency.
Equipment: 150,000 Berries; magnifying glass; 5 Rations; 2 I’ll do whatever’s necessary to close a case.
Forgery or Disguise Kit
3 I can’t turn down a case.
Feature: Astute Observation 4 Pirates are almost always one of my top suspects.
Your years of experience have allowed you to keep track of
even the most minute details, aiding in your skills as an 5 I have a decent network of informants.
investigator. You gain your choice of the Investigator Feat (Pg. 6 I’ve been tracking the same perp for years.
213) or the Keen Mind Feat (Pg. 214).
Flaws
Suggested Characteristics d6 Flaw
The life of a detective is filled with sleepless nights and
stressful deliberation. This comes with a slurry of mental and 1 I see the face of someone important to me in every
physical fatigue. criminal.
2 I have a debilitating reliance on a substance I can barely
Personality Traits afford.
d8 Personality Trait
3 I can’t let a case go, even if it’s a dead end.
1 I see the face of someone close to me in every victim.
4 I despise criminals, and true justice entails their death.
2 I may act extroverted, but it’s just that, an act.
5 The memories of mistakes and people I couldn’t save I
3 I don’t get much sleep, but when I do it’s impossible made keep me up at night.
to wake me.
6 I chase tail faster than I chase leads.
4 Don’t talk to me until I’ve had my daily dose.
5 I’m not that strong, I’m just used to pain.
6 I forget useless information, including common
knowledge.
7 I don’t like people knowing anything about my real
identity.
8 I’m not a great detective, I just get lucky.
Ideals
Doctor
d6 Ideal
As the world is full of deadly diseases, there are doctors
ready to combat such ailments. These doctors are better 1 I was put in this world to protect and save a life.
Life.
(Good)
known for their additional social aspect of communicating
with patients as well as often treating their ailments through 2 Oath. I swore my oath, and now I must live by its
an accessible and nonmagical procedure. tenets. (Lawful)
Doctors also perform invasive procedures to save lives, like 3 No man can dictate who shall die, when, or
Vigilantism.
conducting surgeries or helping induce birth. For the most how! (Chaotic)
part, doctors are expected to be paragons of good. They are 4 Is it my fault that all who come to me suffering
beholden to a code that ensures they do no harm and try their Profit.
also comes bearing compensation? (Evil)
very best to help patients. As such, it should come as no
surprise that they often encounter the worst in humanity. 5 We are all in this together, for better or for
Survival.
Moral issues tail them around as purveyors of limited good. worse. (Neutral)
Temptations can lead a doctor astray and easily make them 6 Right. Everyone deserves to live. (Neutral)
into a monster.
Skill Proficiencies: 2 from Medicine, Investigation, Nature Bonds
Tool Proficiencies: Herbalism Kit Equipment: 50,000 d6 Bond
Berries; Small Medkits x5; Rations x10; Healers Kit
1 I owe everything to my mentor on my home island, for
educating me.
Feature: Medical Master
You have mastered the art of medicine. You gain your choice 2 I was pushed, or encouraged, into the field by my
of the First Aid Feat (Pg. 211) or the Master Alchemist Feat parents, one of whom may have been a doctor.
(Pg. 216). 3 My professor is the most important person in the
world to me.
Suggested Characteristics
4 My patients are my everything- losing one of them is
Doctors come from many walks of life. Some may be well like dying, but it never ends.
educated while others may have learned how to be a doctor
through the passing down of knowledge from one generation 5 I took up the profession because someone close to me
to another, while others may have had to start from scratch died of something treatable.
and have had to learn as they doctored. Regardless, many 6 I started my training alone from texts I obtained by my
doctors are troubled by the harrowing events they bore own means.
witness to. Some are shockingly pragmatic, with an "it may
not be pretty, but you'll live" approach to problems. Many are Flaws
seemingly tireless, hard-working individuals. Some can be d6 Flaw
inspiring souls, with a deep appreciation, not only for life but
for the person who is alive as well. 1 I took the vow to be a healer without realizing its full
implications.
Personality Traits 2 No one can know that I have broken my promises
d8 Personality Trait before...
1 All I think about is saving lives, or lives that have been 3 I feel contempt for many of my patients.
lost.
4 I think I am better than other doctors, and other people
2 I practice in the name of my religion, nation, or clan. in general.
3 I am cold and calculating in my every word and action, 5 Sometimes I go too far in my search for knowledge.
even when furious or frightened.
6 I am frightened/sickened by human suffering.
4 When the bodies hit the floor, my hands go
automatically.
5 I consider magical healers and healing either to be
cheating and unaccountable, or an integral future
counterpart of greater medical art.
6 I am waging a personal war on death itself.
7 I am entranced and inspired by the brilliance and glory
of the living body.
8 I am actively involved in the medical society and
engage in theoretical discourse and debate.
Bonds
Drunkard
d6 Bond
You are known throughout the land for your uncanny ability
to consume alcohol and still maintain a certain level of 1 I have a favorite drinking buddy, and we've been
through thick and thin together.
coherence. Whether you're a tavern regular or a wandering
imbiber, your reputation precedes you, and you've become 2 I once made a drunken promise that I intend to keep,
quite skilled at navigating the world with a touch of liquid no matter the cost.
courage. 3 There is a specific tavern where I am a regular, and I
Skill Proficiencies: 2 skills of your choice from Athletics, consider it my home away from home.
Persuasion, Performance, and Intimidation 4 I owe a debt to the brewmaster who introduced me to
Tool Proficiencies: Brewer's Supplies the world of exquisite drinks.
Equipment: 150,000 berries, A flask of strong alcohol,
Brewer’s Supplies, and 5 empty glass bottles. 5 My family disapproves of my drinking habits, but I'm
determined to prove that I can enjoy life on my terms.
Feature: Big Drinker 6 I'm on a quest to find the rarest and most potent
You are familiar with the rough and tumble nature of taverns drinks in the world and become a renowned
and bars. You gain your choice of the Tavern Brawler Feat connoisseur.
(Pg. 225) or the Dipsomaniac Feat (Pg. 210).
Flaws
Suggested Characteristics d6 Flaw
Drunkards are often jovial, carefree, and charismatic, though 1 I can't resist a drinking challenge, even if it puts my
their excessive love for alcohol can sometimes lead to health at risk.
trouble.
2 I tend to get into fights when I've had too much to
Personality Traits drink, sometimes causing trouble for myself and
d8 Personality Trait
others.
1 I'm always up for a drink and a good time, no matter 3 I often wake up in strange places with no memory of
the circumstances. how I got there.
2 I have a hearty laugh that echoes through taverns, 4 I have a habit of exaggerating my accomplishments
making people remember me. and experiences when under the influence.
3 I'm quick with a joke or a funny story to lighten the 5 I become overly emotional when drunk, revealing
mood. secrets or expressing deep-seated insecurities.
4 I tend to speak loudly, especially after a few drinks. 6 I'm always looking for an excuse to drink, even in
situations where it's inappropriate or dangerous.
5 I'm a generous drinker and often buy rounds for the
whole tavern.
6 I become surprisingly philosophical after a few drinks,
pondering the mysteries of life.
7 I'm the life of the party, always eager to entertain and
make people smile.
8 I become overly sentimental and emotional after
drinking, often expressing my feelings unabashedly.
Ideals
d6 Ideal
Ideals
d6 Ideal
Bonds
Ideals
Faceless
d6 Ideal
Being who you are, you could never be a hero. Whether due
to your class, your people, your family, or your sins, 1 Place in society shouldn't determine one's
Justice.
access to what is right. (Good)
something about you prevents you from effectively pursuing
the path you've chosen. Even so, that doesn't stop you. You've 2 Doing what must be done can't bring the
Security.
left your old face behind, taking on a new persona, becoming innocent to harm. (Lawful)
something more. Characters with the faceless background 3 Confusion. Deception is a weapon. Strike from where
don a disguise—literally or otherwise—as they adventure. your foes won't expect. (Chaotic)
This persona might be dramatic or subtle. 4 My name will be a malediction, a curse that
Skill Proficiencies: 2 from Deception, Intimidation, Infamy.
fulfills my will. (Evil)
Persuasion, Performance
Tool Proficiencies: Disguise Kit 5 Be a symbol, and leave your flawed
Incorruptibility.
Equipment: 100,000 Berries; Small Medkits x3; Rations being behind. (Any)
x5, Disguise Kit, and a costume. 6 Anonymity. It's my deeds that should be remembered,
not their instrument. (Any)
Feature: Stay Away
Your years of hiding your true identity and nature have Bonds
granted you the ability to always be able to keep yourself d6 Bond
away. You gain your choice of the Rogue Adept Feat (Pg. 221)
or the Master of Disguise Feat (Pg. 218). 1 I do everything for my family. My first thought is to
keep them safe.
Suggested Characteristics 2 What I do, I do for the world. The people don't realize
A faceless character usually plays their persona—the hero or how much they need me.
extraordinary person they are every day. That's all a facade, 3 I've seen too many in need. I must not fail them as
though, or a part of them expressed to an extreme. To define everyone else has.
a persona, feel free to choose characteristics from other 4 I stand in opposition, lest the wicked go unopposed.
backgrounds, particularly folk hero, hermit, or noble. For the
person behind the persona, the one who truly strives to be 5 I am exceptional. I do this because no one else can,
faceless, consider a distinct set of faceless characteristics. As and no one can stop me.
a result, those with this background have two sets of 6 I do everything for those who were taken from me.
characteristics, one for their persona, and one for their
faceless selves. Flaws
d6 Flaw
Personality Traits
d8 Personality Trait 1 I am callous about death. It comes to us all eventually.
1 I'm earnest and uncommonly direct. 2 I never make eye contact or hold it unflinchingly.
2 I strive to have no personality—it's easier to forget 3 I have no sense of humor. Laughing is uncomfortable
what's hardly there. and embarrassing.
3 I treasure a memento of a person or instance that set 4 I overexert myself, sometimes needing to recuperate
me on my path. for a day or more.
4 I sleep just as much as I need to and on an unusual 5 I think far ahead, a detachedness often mistaken for
schedule. daydreaming.
5 I think far ahead, a detachedness often mistaken for 6 I see morality entirely in black and white.
daydreaming.
6 I cultivate a single obscure hobby or study and eagerly
discuss it at length.
7 I am ever learning how to be among others—when to
stay quiet and when to laugh.
8 I behave like an extreme opposite of my persona.
Ideals
Farmer
d6 Ideal
You were what most common folk are–a farmer. You worked
on a lord's estate, their land, or you worked for a company 1 I do what I'm good at because what I'm
It's a Living.
good at is good for me. (Neutral)
and you produced resources from the land in return for food,
shelter, clothing, protection, and other benefits. Farmers 2 Brutal Practicality. Bury a fish or bury a man, just get the
focus on raising living things and harvesting various useful job done. (Evil)
goods–mostly food–from the land. Farmers make up the vast 3 Hard Work. A labor of love is a purpose and meaning.
majority of the peasantry, alongside other raw resource (Lawful)
producers, such as miners and fishermen. Farmers are 4 If it ain't broke, don't fix it!
hearty, enduring folk, they work long hours under the sun A Simple Way of Life.
(Neutral)
often doing dirty and exhausting or even disgusting work.
Skill Proficiencies: 2 from Animal Handling, Nature, 5 Amusement. Playing a hand in the growth and
Persuasion, and Insight development of things delights me. (Chaotic)
Tool Proficiencies: Herbalism Kit 6 There are a lot of hungry mouths in the
Fill the Need.
Equipment: 50,000 Berries; Shovel; Rations x10; 1 Small world, with enough hands the world can feed them all.
Medkit; Herbalism Kit (Good)
Personality Traits
Flaws
d8 Personality Trait
d6 Flaw
1 I'm always early to bed and early to rise. 1 I can be lazy and sleepy, sneaking off to take naps
2 I keep my gear and supplies in careful check. when work can wait.
3 I speak with a distinctive drawl or accent common to 2 I am absurdly isolated, innocent, or pious.
my class. 3 I believe in and obey my nation's nobility blindly.
4 I always save up as much as I can, spending and
consuming only what I must. 4 I abandoned my home to avoid taxation, conscription,
or court and cannot return.
5 When work needs doing, I do the work. 5 I am not used to being wealthy and tend to
6 I keep constant track of the sun, moon, stars, seasons, overindulge.
and weather.
6 I show off to attractive people too much.
7 I like to sleep in the sun when I can.
8 I'm always chewing on a sprig of grass, a toothpick,
tobacco, seeds, or preserved meat.
Bonds
Fisherman
d6 Bond
You have spent your life aboard fishing vessels or combing
the shallows for the bounty of the ocean. Perhaps you were 1 I lost something important in the deep sea, and I
intend to find it.
born into a family of fisher folk, working with your kin to feed
your village. Maybe the job was a means to an end—a way 2 Someone else's greed destroyed my livelihood, and I
out of an undesirable circumstance that forced you to take up will be compensated.
life aboard a ship. Regardless of how you began, you soon fell 3 I will fish the many famous waters of this land.
in love with the sea, the art of fishing, and the promise of the
eternal horizon. 4 The gods saved me during a terrible storm, and I will
honor their gift.
Skill Proficiencies: 2 from History, Nature, Survival, and
Insight 5 My destiny awaits me at the bottom of the sea.
Tool Proficiencies: Fishing Tackle 6 I must repay my village's debt.
Equipment: 100,000 Berries; Small Medkits x1; Rations
x5, Fishing tackle, and a net. Flaws
d6 Flaw
Feature: Harvest the Water
You are an expert of hunting down and capturing fish. You 1 I am judgmental, especially of those I deem
gain your choice of the Master Fisherman Feat (Pg. 217) or homebodies or otherwise lazy.
the Spear Mastery Feat (Pg. 224). 2 I become depressed and anxious if I'm away from the
sea for too long.
Suggested Characteristics
3 I have lived a hard life and find it difficult to empathize
Fishers succeed only if they spend time at their jobs. As such, with others.
most fishers have a strong work ethic, and they admire others
who earn their living honestly. Fishers tend to be 4 I am inclined to tell long-winded stories at inopportune
superstitious, forming attachments to particular fishing lures times.
or special fishing spots. They have a connection to the bodies 5 I work hard, but I play harder.
of water in which they fish, and they think poorly of those 6 I am obsessed with catching an elusive aquatic beast,
whose actions adversely affect their livelihood. often to the detriment of other pursuits.
Personality Traits
d8 Personality Trait
Ideals
d6 Ideal
Ideals
d6 Ideal
opponents. You gain your choice of the Charger Feat (Pg. 1 My weapon has seen me through many battles, it is
208) or the Menacing Feat (Pg. 219). important to me.
2 My costume is part of me and my being.
Suggested Characteristics
Even at the point of boasting these gladiators are generally 3 I have seen countless friends die around me, many at
my own hands, so I find it difficult to make new ones.
outspoken. They do play their character in the arena but their
true personality may be quite different than that character. 4 I am loyal to my friends as long as I respect them.
With gifts, most of your fans may shower you and also 5 I feel like I am still a part of my old arena team.
provide you with food and also a place to sleep. All over, you
are also likely to be challenged by opportunists hoping to be 6 Sometimes I cannot leave who I became in the arena.
famous by defeating you.
Flaws
Personality Traits d6 Flaw
d8 Personality Trait
1 Violence has kept me alive for so long it's all I know.
1 I enjoy the power, but glory can take me away every
once in a while. 2 Nobody can beat me and I'll destroy anybody who says
otherwise.
2 I have a persona that I can become randomly and my
costume changes me morally. 3 I am afraid of being enslaved to fight again.
3 I only respect people if they prove themselves in the 4 I feel almost no emotion.
ring. 5 I can't stand the sight of blood, it causes me to black
4 I can't stand the sight of an unfair fight. out.
5 Fighting is how I escape from reality. 6 I refused to be forced to fight and will only fight when
where and who I choose.
6 I love the smell of fresh blood.
7 I will overdo my actions to an almost comical level.
8 I haven't actually been hit for years.
Bonds
Glutton
d6 Bond
You have an insatiable appetite for all things delicious and
decadent. Whether it's the savory aroma of a roasted boar, 1 I’ve dedicated my life to finding legendary recipes.
the sweet pastries of far off lands, or the exotic flavors of 2 My parents were chefs, and I will search the world for
foreign cuisines, you live to satisfy your taste buds. Your food even half as good as their own.
passion for indulgence has shaped your life, always looking to 3 Anyone who I share a meal with is my friend.
experience a myriad of flavors.
Skill Proficiencies: 2 from Persuasion, Athletics, 4 I am looking for someone, but I only know them from
Perception, Survival their distinct style of food.
Tool Proficiencies: Cook’s utensils 5 I strive to share food with anyone who is hungry.
Equipment: 150,000 Berries; Small Medkits x3; Rations 6 I want food to be accessible to all.
x5, Cook’s utensils, a catalog of various recipes.
Flaws
Feature: Big Appetite
You can eat a lot of food. You gain your choice of the Voracity d6 Flaw
Feat (Pg. 226) or the Resilient Constitution Feat (Pg. 221). 1 I don’t share anything, information, food, names.
2 I have an impulsive appetite, I must eat.
Suggested Characteristics
Gluttons are driven by their love for food and the joy it brings. 3 I am overly critical and have high standards.
Their personalities can vary widely, from refined gourmands 4 I am almost always screaming.
who appreciate the artistry of cuisine to ravenous epicures
who revel in the sheer volume of food they can consume. 5 All the blood from my brain goes to my stomach.
6 I get unreasonably angry at times.
Personality Traits
d8 Personality Trait
Ideals
d6 Ideal
1 I've been isolated for so long that I rarely speak, 5 I'd risk too much to uncover a lost bit of knowledge.
preferring gestures and the occasional grunt. 6 I like keeping secrets and won't share them with
2 I am utterly serene, even in the face of disaster. anyone.
Ideals
d6 Ideal
who find beauty and value in the smallest of things. They may 1 The jeweler's workshop is a sacred space that holds
be driven by a passion for creating stunning pieces of jewelry the essence of my craft.
or a desire to uncover the mysteries and histories of rare 2 I crafted a masterpiece for someone, only to see it
gemstones. mistreated. I seek to reclaim or recreate it for someone
who will truly appreciate its beauty.
Personality Traits
3 My debt to my jeweler's guild goes beyond obligation;
d8 Personality Trait
it's a profound connection that shaped my identity and
1 I am constantly examining my surroundings for hidden skills.
gems and rare materials.
4 The exquisite gems I create are my way of amassing
2 I take great pride in my work and can be overly critical wealth to secure the affections of a special person in
of others' craftsmanship. my life.
3 I'm a storyteller, and each piece I create tells a unique 5 A sense of loyalty binds me to my jeweler's guild, and I
tale inspired by the gem it features. am determined to prove myself as the most
exceptional artisan among them.
4 I find serenity and focus when working on my craft,
losing track of time in the process. 6 The malevolent forces that razed my jewelry business
and shattered my dreams will face my relentless
5 I can't help but notice imperfections in others' jewelry. pursuit of justice and vengeance.
6 I love to show off your skills and wear extravagant
jewelry. Flaws
7 I have an abundance of patience. d6 Flaw
8 I dislike long conversations. 1 I am never satisfied with my work and constantly seek
unattainable perfection, often causing delays and
frustration.
2 I have difficulty parting with any gem or valuable
material, accumulating a vast collection that others
might view as excessive.
3 Betrayal in the past has left me wary of others, making
it challenging for me to collaborate or share my trade
secrets.
4 I am prone to scamming my clients and even
comrades, much like one would forge diamonds with
glass.
5 My desire to prove myself as the best jeweler can lead
to unhealthy competition and strained relationships
with fellow artisans.
6 The trauma of losing my business and livelihood still
haunts me.
Bonds
Knight
d6 Bond
You belong to an order of knights who have sworn oaths to
achieve a certain goal. The nature of this goal depends on the 1 I would still lay down my life for the people I served
with.
order you serve, but in your eyes it is without question a vital
and honorable endeavor. The One Piece world has a wide 2 Someone saved my life on the battlefield. To this day, I
variety of knightly orders, all of which have a similar outlook will never leave a friend behind.
concerning their actions and responsibilities, typically in the 3 My honor is my life.
defense of a kingdom.
Skill Proficiencies: 2 from Persuasion, Athletics, Religion, 4 I'll never forget the crushing defeat my company
suffered or the enemies who dealt with it.
History
Tool Proficiencies: 1 set of Artisan’s tools of your choice 5 Those who fight beside me are those worth dying for.
Equipment: 200,000 Berries; Small Medkits x3; Rations 6 I fight for those who cannot fight for themselves.
x5, a set of Artisan’s tools of your choice, a seal denoting your
rank of your knightly order, and a banner denoting your Flaws
faction. d6 Flaw
Feature: Knightly Training 1 The monstrous enemy we faced in battle still leaves me
As a knight, you have mastered using heavy armor for the quivering with fear.
ultimate defense. You gain your choice of the Heavy Armor 2 I have little respect for anyone who is not a proven
Master Feat (Pg. 213) or the Shield Master Feat (Pg. 222). warrior.
3 I made a terrible mistake in battle that cost many lives
Suggested Characteristics – and I would do anything to keep that mistake secret.
Knights are both nobles and soldiers. War combined with the
rigid discipline and ways of nobility shapes their ideals, 4 My hatred of my enemies is blind and unreasoning.
creating strong bonds, strong sense of responsibility, and 5 I obey the law, even if the law causes misery.
perhaps even shame. 6 I'd rather eat my armor than admit when I'm wrong.
Personality Traits
d8 Personality Trait
Ideals
d6 Ideal
Ideals
d6 Ideal
Ideals
d6 Ideal
1 Nature. Just like trees, people live and people die. It's
the law of the land. (Lawful)
2 A tree must be chopped at the right time. You
Life.
wouldn't pull a sapling from the ground. (Good)
3 Seasons.Winter is the season of the dead, Spring is the
season of life. I'm somewhere in between. (Any)
4 Domination. I am the ruler of the woods. Everything in
it life beneath my boot or beneath my axe! (Evil)
5 Sometimes you just have to let things live. Let
Wild.
them grow and see where nature takes them. (Chaotic)
6 I'm just trying to be the best I can be.
Self-Betterment.
And do what's best for me. (Neutral)
Ideals
Marine/Soldier
d6 Ideal
War has been your life for as long as you care to remember.
You trained as a youth, studied the use of weapons and 1 Greater Good. Our lot is to lay down our lives in
defense of others. (Good)
armor, and learned basic survival techniques, including how
to stay alive on the battlefield. You might have been part of a 2 Responsibility. I do what I must and obey just authority.
standing national army or a mercenary company, or perhaps (Lawful)
a member of a local militia who rose to prominence during a 3 Independence. When people follow orders blindly, they
recent war. embrace a kind of tyranny. (Chaotic)
Or more likely, you were once part of the Navy under the 4 In life as in war, the stronger force wins. (Evil)
World Government, sailing the seas to combat the oncoming Might.
scourge of pirates, serving under one of the three great 5 Live and Let Live.Ideals aren't worth killing over or
powers of the world. going to war for. (Neutral)
Skill Proficiencies: 2 from Athletics, Persuasion, 6 Nation. My city, nation, or people are all that matter.
Perception, and Engineering, Acrobatics (Any)
Tool Proficiencies: Water Vehicles
Equipment: 100,000 Berries; 2 Medkits; Rations x5; Bonds
Leather Armor/Navy Uniform d6 Bond
Feature: Military Training 1 I would still lay down my life for the people I served
You gain your choice of the Light Armor Master (Pg. 216) or with.
Medium Armor Master (Pg. 219) feat. 2 Someone saved my life on the battlefield. To this day, I
will never leave a friend behind.
Suggested Characteristics 3 My honor is my life.
The horrors of war combined with the rigid discipline of
military service leave their mark on all soldiers, shaping their 4 I'll never forget the crushing defeat my company
suffered or the enemies who dealt it.
ideals, creating strong bonds, and often leaving them scarred
and vulnerable to fear, shame, and hatred. 5 Those who fight beside me are those worth dying for.
Personality Traits
6 I fight for those who cannot fight for themselves.
d8 Personality Trait
Flaws
1 I face problems head-on. A simple, direct solution is d6 Flaw
the best path to success.
1 The monstrous enemy we faced in battle still leaves me
2 I have a crude sense of humor. quivering with fear.
3 I enjoy being strong and like breaking things. 2 I have little respect for anyone who is not a proven
4 I can stare down a seaking without flinching. warrior.
5 I'm full of inspiring and cautionary tales from my 3 I made a terrible mistake in battle that cost many lives
military experience relevant to almost every combat – and I would do anything to keep that mistake secret.
situation. 4 My hatred of my enemies is blind and unreasoning.
6 I've lost too many friends, and I'm slow to make new 5 I obey the law, even if the law causes misery.
ones.
6 I'd rather eat my armor than admit when I'm wrong.
7 I'm haunted by memories of war. I can't get the images
of violence out of my mind.
8 I'm always polite and respectful.
Ideals
Mason
d6 Ideal
You are a skilled artisan, a master in the craft of
stonemasonry. Whether you have honed your skills through 1 Community. It is the duty of all civilized people to
strengthen the bonds of community and the security
years of apprenticeship or inherited the family trade, your of civilization. (Lawful)
expertise lies in shaping and crafting stone to create
enduring structures. As a mason, you understand the secrets 2 My talents were given to me so that I could
Generosity.
of architecture, the strength of stone, and the importance of use them to benefit the world. (Good)
precision in your work. 3 Freedom. Everyone should be free to pursue his or her
Skill Proficiencies: 2 from Athletics, History, Sleight of own livelihood. (Chaotic)
Hand, Persuasion 4 **Greed. I'm only in it for the money. (Evil)
Tool Proficiencies: Mason’s tools and Potter’s Tools
Equipment: 150,000 Berries; Small medkits x3; Rations 5 People. I'm committed to the people I care about, not
x5, your choice of Mason’s or Potter’s tools, a hammer and to ideals. (Neutral)
chisel. 6 Aspiration. I work hard to be the best there is at my
craft. (Any)
Feature: Stonemaster
You know how to work with stone and clay. You gain your Bonds
choice of the Master Mason Feat (Pg. 218) or the Master d6 Bond
Potter Feat (Pg. 218). 1 The workshop where I learned my trade is the most
important place in the world to me.
Suggested Characteristics
Mason’s are much like any mundane merchant, and are 2 I created a great work for someone, and then found
among the most ordinary people in the world until they set them unworthy to receive it. I'm still looking for
down their tools and take up an adventuring career. They someone worthy.
understand the value of hard work and the importance of 3 I owe my guild a great debt for forging me into the
community, but they're vulnerable to sins of greed and person I am today.
covetousness. 4 I pursue wealth to secure someone's love.
Personality Traits 5 One day I will return to my guild and prove that I am
d8 Personality Trait the greatest artisan of them all.
1 I've weathered the toughest construction projects and 6 I will get revenge on the evil forces that destroyed my
emerged unscathed. place of business and ruined my livelihood.
2 I take great pride in my work and often sign my
creations with a unique mark. Flaws
d6 Flaw
3 I'm rude to people who lack my commitment to hard
work and fair play. 1 I'm terribly jealous of anyone who can outshine my
handiwork. Everywhere I go, I'm surrounded by rivals.
4 I fight for my friends and allies with the same intensity
as in the ring. 2 I would kill to acquire a noble title.
5 I'm full of witty aphorisms and have a proverb for every 3 I'm never satisfied with what I have – I always want
occasion. more.
6 I always want to know how things work and what 4 No one must ever learn that I often steal money from
makes people tick. my clients.
7 I'm a snob who looks down on those who can't 5 I'm quick to assume that someone is trying to cheat
appreciate fine art. me.
8 I’m a chatterbox about my profession. 6 I'll do anything to get my hands on something rare or
priceless.
Ideals
Mercenary
d6 Ideal
As a mercenary, your services were for hire to anyone who
could afford them. What drove you to be a soldier of fortune? 1 Golden Soul.
(Neutral)
I fight for money, and nothing else.
Was it to escape poverty? Was it the thrill of battle? Or was it
simply that fighting was all you knew growing up? Who was 2 Great Publicity.I will be known for my deeds, sooner
your mercenary company, or did you work alone? What made rather than later. (Any)
you give it up, or are you still for hire? Did you make any allies 3 Power or Death.In my line of profession, the strong live
or enemies along the way? What wars or battles were and the weak starve. (Evil)
involved in? What were the consequences? Lost allies? War 4 I never break my promises. Never.
crime charges? Non-Sold Honor.
(Lawful)
Skill Proficiencies: 2 from Intimidation, Perception,
Survival, and Nature 5 War and Crime.Whenever chaos flourishes, so too does
Tool Proficiencies: Gaming Set my work. (Chaotic)
Equipment: 100,000 Berries; Small Medkits x3; Rations 6 Good for Sale.I am a sellsword who swings his weapon
x10; Gaming Set only in the name of good. (Good)
3 To me, the whisper of steel and the clash of weapons 1 I never fail at my tasks, even if I have to resort to less
is just as pleasing as any amount of gold. honorable means to complete them.
4 I always train because training leaves the person ready 2 I have crippling debts that my work barely pays off.
even in a moment of respite or weakness. 3 As much as I pretend to love fighting, I secretly hate
5 I hold myself to a strict code of ideals. hurting others.
6 I keep my personal possessions in secret places which 4 Someone powerful would do anything to have my
are known only to me. head, so I seek to gain their head first.
7 I would do anything to protect my weapons of arm, for 5 I'll do anything for coin, damn the consequences.
I know they will protect me in return. 6 I would send an innocent to face his death if it means I
8 I do nothing, move no finger or a blade unless I hear will win the fight.
the jingling sound of coins.
Bonds
Merchant
d6 Bond
You have spent your life among traders, merchants, and the
mercantile exchange of goods. Whether you grew up as a 1 War ravaged my homeland, I continue crafting my
goods for sale to keep part of my home alive.
child of settled merchants in a bazaar, as a nomad amidst a
caravan roaming the lands, or took it up as a way to become 2 I always carry the first few coins I earned, for good luck.
rich despite your birth - you've become attached to the 3 My mentor died to save me, their fellow protégé and
profession. my best friend killed them.
Skill Proficiencies: 2 from Investigation, Persuasion,
Insight, and Deception 4 A wealthy crimelord tricked me into massive amounts
of debt I must repay.
Tool Proficiencies: 1 Artisan Tool of your choice
Equipment: 200,000 Berries; 1 Small Medkit; 1 Artisan 5 The winds of fortune guide me, I'll never let anything
Tool of your choice; 10 Rations tie me down to one place.
6 I discovered an ancient artifact that leads to a lost city,
Feature: Hornswoggling if only I could understand how to glean its secrets.
You are a master at negotiating for a better price, with some
nice salesman charm to get the price as high or low as you Flaws
desire. You gain your choice of the Silver Tongue Feat (Pg. d6 Flaw
223) or the Diplomat Feat (Pg. 209).
1 I can't stand selfless generosity and will be spiteful to
anyone who is the recipient of said generosity.
Suggested Characteristics
Often merchants will value profit over anything else, and 2 If something or someone loses value to me, I won't
having strong work ethics, but a rare few value honesty or hesitate to cut it off when convenient.
reputation. One could be a part of a larger organization or 3 I value my pride and have trouble admitting my faults
might run a small trading post of their own. or when I'm wrong.
Personality Traits 4 I'm unreasonably vengeful. I'll never let someone
d8 Personality Trait
disrespect me, I'll always have the last laugh.
1 I dislike bargaining; state your price and mean it. 5 I think in terms of risk and reward if the risk outweighs
the reward - I'll decline out of cowardice.
2 I often crack jokes to lighten the mood.
6 I'll always take a trade too good to be true, cause I
3 I plan for every contingency. Leave nothing to chance! think I'll always come out on top.
4 I could sell scuba gear to a fishman.
5 I'm always trying to turn any situation into a sale.
6 I'm always thinking of the next opportunity, my face
planted in books and scrolls planning out my schedule.
7 I treat everyone with kindness, and even though I love
gold, I won't cheat a client.
8 I'm always appraising the worth of things in my head,
including my friends and foes.
Ideals
d6 Ideal
Ideals
d6 Ideal
Ideals
d6 Ideal
x10; a scroll of pedigree; Gaming Set 6 It is my duty to protect and care for
Noble Obligation.
the people beneath me. (Good)
Feature: Noble's Charm
Your status combined with your experience in many events Bonds
has made you able to seamlessly merge or manipulate d6 Bond
socially. You gain your choice of either the Diplomat Feat (Pg. 1 I will face any challenge to win the approval of my
209) or Silver Tongue Feat (Pg. 223). family.
Suggested Characteristics 2 My house's alliance with another noble family must be
Nobles are born and raised to a very different lifestyle than sustained at all costs.
most people ever experience, and their personalities reflect 3 Nothing is more important than the other members of
that upbringing. A noble title comes with a plethora of bonds my family.
—family responsibilities, to other nobles (including the 4 I am in love with the heir of a family that my family
sovereign), to the people entrusted to the family's care, or despises.
even to the title itself. But this responsibility is often a good
way to undermine a noble. 5 My loyalty to my sovereign is unwavering.
6 The common folk must see me as a hero of the people.
Personality Traits
d8 Personality Trait
Flaws
1 My eloquent flattery makes everyone I talk to feel like d6 Flaw
the most wonderful and important person in the world.
1 I secretly believe that everyone is beneath me.
2 The common folk love me for my kindness and
generosity. 2 I hide a truly scandalous secret that could ruin my
family forever.
3 No one could doubt by looking at my regal bearing that
I am a cut above the unwashed masses. 3 I too often hear veiled insults and threats in every word
addressed to me, and I'm quick to anger.
4 I take great pains to always look my best and follow the
latest fashions. 4 I have an insatiable desire for carnal pleasures.
5 I don't like to get my hands dirty, and I won't be caught 5 In fact, the world does revolve around me.
dead in unsuitable accommodations. 6 By my words and actions, I often bring shame to my
6 Despite my noble birth, I do not place myself above family.
other folk. We all have the same blood.
7 My favor, once lost, is lost forever.
8 If you do me an injury, I will crush you, ruin your name,
and salt your fields.
Bonds
Pirate
d6 Bond
You spent your youth under the sway of a dread pirate, a
ruthless cutthroat who taught you how to survive in a world 1 I'm trying to pay off an old debt I owe to a generous
benefactor.
of sharks and savages. You've indulged in larceny on the high
seas and sent more than one deserving soul to a briny grave. 2 My ill-gotten gains go to support my family.
Fear and bloodshed are no strangers to you, and you've 3 Something important was taken from me, and I aim to
garnered a somewhat unsavory reputation in many a port steal it back.
town.
Skill Proficiencies: 2 from Athletics, Intimidation, 4 I will become the greatest thief that ever lived.
Perception, and Deception 5 I'm guilty of a terrible crime. I hope I can redeem
Tool Proficiencies: Water Vehicles Equipment: 100,000 myself for it.
Berries; 2 Small Medkits; Rations x10 6 Someone I loved died because of I mistake I made.
That will never happen again.
Feature: Never Ending Battles
Your life has been on dangerous waters, making you always Flaws
prepared for the worst. You gain your choice of the Alert Feat d6 Flaw
(Pg. 206) or the Free Diver Feat (Pg. 211).
1 When I see something valuable, I can't think about
Suggested Characteristics anything but how to steal it.
Pirates might seem like villains on the surface, and many of 2 When faced with a choice between money and my
them are villainous to the core. But some have an abundance friends, I usually choose money.
of endearing, if not redeeming, characteristics. There might 3 If there's a plan, I'll forget it. If I don't forget it, I'll
be honor among thieves, but pirates rarely show any respect ignore it.
for law or authority.
4 I have a "tell" that reveals when I'm lying.
Personality Traits 5 I turn tail and run when things look bad.
d8 Personality Trait
6 An innocent person is in prison for a crime that I
1 I always have a plan for what to do when things go committed. I'm okay with that.
wrong.
2 I am always calm, no matter what the situation. I never
raise my voice or let my emotions control me.
3 The first thing I do in a new place is note the locations
of everything valuable – or where such things could be
hidden.
4 I would rather make a new friend than a new enemy.
5 I am incredibly slow to trust. Those who seem the
fairest often have the most to hide.
6 I don't pay attention to the risks in a situation. Never
tell me the odds.
7 The best way to get me to do something is to tell me I
can't do it.
8 I blow up at the slightest insult.
Ideals
d6 Ideal
1 I idolize a particular hero of my faith and constantly 5 I will do anything to protect the temple where I served.
refer to that person's deeds and example. 6 I seek to preserve a sacred text that my enemies
2 I can find common ground between the fiercest consider heretical and seek to destroy.
enemies, empathizing with them and always working
toward peace. Flaws
3 I see omens in every event and action. The gods try to d6 Flaw
speak to us, we just need to listen. 1 I judge others harshly, and myself even more severely.
4 Nothing can shake my optimistic attitude. 2 I put too much trust in those who wield power within
5 I quote (or misquote) sacred texts and proverbs in my temple's hierarchy.
almost every situation. 3 My piety sometimes leads me to blindly trust those
6 I am tolerant (or intolerant) of other faiths and respect that profess faith in my god.
(or condemn) the worship of other gods. 4 I am inflexible in my thinking.
7 I've enjoyed fine food, drink, and high society among 5 I am suspicious of strangers and expect the worst of
my temple's elite. Rough living grates on me. them.
8 I've spent so long in the temple that I have little 6 Once I pick a goal, I become obsessed with it to the
practical experience dealing with people in the outside detriment of everything else in my life.
world.
Ideals
Revolutionary
d6 Ideal
You are or were a rebel, a person who wants to destroy the
government you are currently or were once in. You probably 1 Utopianism. The government and citizens must strive
to achieve a utopia. (Good)
started in the early protests when most thought little of your
revolutionary group or joined later on in the height of the 2 Influence. We civilians must learn to think similarly to
revolution. Either way, you quickly learned battle, survival, fix our problems. (Lawful)
and leadership skills in the riots and battles of your unstable 3 Conquest. We must spread our ideals to other lands
homeland. and rule over them as well. (Evil)
Skill Proficiencies: 2 from Survival, Insight, Persuasion, 4 A new age is before us. We must abandon
and History New Age.
the old ways and embrace the new. (Chaotic)
Tool Proficiencies: Disguise Kit or Thieves Tools
Equipment: 50,000 Berries; Hempen Rope 50ft; Rations 5 Everyone is the same. Regardless of politics.
Equality.
x5; a symbol of your revolution (tattoo, ring, amulet, or (Neutral)
emblem); Disguise or Thieves Tools 6 Civilization.I'm committed to the entirety of
civilization, not just my homeland. (Any)
Feature: Lead The Charge
Your neverending crusade has taught you how to get people Bonds
riled up and ready to charge into battle for their rights with a d6 Bond
mere speech. You gain your choice of the Inspiring Leader
Feat (Pg. 213) or the Unyielding Charisma Feat (Pg. 226). 1 I'm always allied with the revolutionists I've fought
with.
Suggested Characteristics 2 A philosopher who introduced me to my ideal was
Surviving through a revolution, regardless of a person's side, killed by the government, I will spread his/her ideas.
can lead them to a politically extreme road. Revolutionists 3 I was tortured by government agents, one day I'll get
often debate and protest even after a successful takeover of a revenge.
government. Revolutionists also prove to often be 4 I am the voice for those who can't speak to their lords.
unorthodox, often participating in strange forms of
celebratory and arts to protest the norms of the past 5 A friend betrayed me on the battlefield, I will never
government and society. However, revolutionists also learn forgive him/her.
how to work in a team, and often are willing to help their 6 Those who share my ideology are worth being around.
allies even if it could potentially harm their livelihood.
Unfortunately, revolutionists are also extreme on rivals, and Flaws
often revolutionists pick more rivals than allies. d6 Flaw
Personality Traits 1 I have no respect for nobility. Who cares if they want
d8 Personality Trait my head? They're the evil ones!
1 I'm quick to assume what others are like. 2 I ignore contradictions in my reasonings.
2 I'm extreme in political ideas. There is no moderation 3 I tend to feel hate stronger than I feel love.
when talking about the future. 4 I will never run away from a fight. Surrender rarely leads
3 I enjoy being unorthodox and feel weird when I'm to good.
around people who are similar. 5 I change my mind constantly and never stay in an
4 I'm always looking for something new. Like new food, agreement.
new music, and the like. 6 Death is the only way to punish evil.
5 I remember a lot of the battles/riots I was in, and they
are usually relevant for tense or unkempt situations.
6 I always think about the future, never the past or
present.
7 I like to attempt to be a leader.
8 The best solution to a problem is typically the one that
the majority agrees on.
Bonds
Sailor
d6 Bond
You sailed on a seagoing vessel for years. In that time, you
faced mighty storms, monsters of the deep, and those who 1 I'm loyal to my captain first, everything else second.
wanted to sink your craft to the bottomless depths. Your first 2 The ship is most important – crewmates and captains
love is the distant line of the horizon, but the time has come come and go.
to try your hand at something new. 3 I'll always remember my first ship.
Skill Proficiencies: 2 from Athletics, Perception, Nature,
and Insight 4 In a harbor town, I have a paramour whose eyes nearly
Tool Proficiencies: Water Vehicles stole me from the sea.
Equipment: 100,000 Berries; Small Medkits x2; Rations 5 I was cheated out of my fair share of the profits, and I
x5; Hempen Rope 50ft want to get my due.
6 Ruthless pirates murdered my captain and crewmates,
Feature: Sea Man plundered our ship, and left me to die. Vengeance will
Your life on ports and boats has made you accustomed to the be mine.
very waters that swallow the world. You gain your choice of
the Observant Feat (Pg. 220) or the Free Diver Feat (Pg. 211). Flaws
d6 Flaw
Suggested Characteristics
Sailors can be a rough lot, but the responsibilities of life on a 1 I follow orders, even if I think they're wrong.
ship make them generally reliable as well. Life aboard a ship 2 I'll say anything to avoid having to do extra work.
shapes their outlook and forms their most important 3 Once someone questions my courage, I never back
attachments. down no matter how dangerous the situation.
Personality Traits 4 Once I start drinking, it's hard for me to stop.
d8 Personality Trait
5 I can't help but pocket loose coins and other trinkets I
1 My friends know they can rely on me, no matter what. come across.
2 I work hard so that I can play hard when the work is 6 My pride will probably lead to my destruction.
done.
3 I enjoy sailing into new ports and making new friends
over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a
new city.
Ideals
d6 Ideal
3 I'm stubborn. If something catches my eye, nothing 1 Anyone who criticises my creations will find a hammer
will sway me from it until I have thoroughly coming their way.
investigated it. 2 I refuse to stop once I begin a task, I can't leave
4 I ask a lot of questions. something incomplete.
5 I'm overly enthusiastic about the prospect of learning 3 When explaining something I end up speaking far too
new things. quickly for anyone to understand.
6 I treat my creations with the same care a parent does 4 I snap at others pretty often, especially if they're
for their child. distracting me.
7 I change the topic at hand if it doesn't interest me. 5 I end up treating everyone else as complete idiots.
8 I absentmindedly construct/destruct when I'm thinking 6 I can be pretty blunt.
over something.
Bonds
Shipwright
d6 Bond
You have sailed into war on the decks of great ships, patching
their hulls with soup bowls and prayers. You once helped 1 A Sea King destroyed my masterpiece; its teeth shall
adorn my hearth.
build a fishing vessel that single-handedly saved a town from
starvation. You have seen a majestic prow in your dreams 2 I will craft a boat capable of sailing through the most
that you have not been able to replicate in wood. Since dangerous of storms.
childhood, you have loved the water and have been captivated 3 I repair broken things to redeem what's broken in
by the many vessels that travel on it. myself.
Skill Proficiencies: 3 from Perception, Persuasion, 4 I must find a kind of wood rumored to possess magical
Intimidation, Investigation, and Deception qualities.
Tool Proficiencies: Carpenters Tools, and Water Vehicles
Equipment: 100,000 Berries; Small Medkit; Rations x5; A 5 Much of the treasure I claim will be used to enrich my
blank Book and Pen; Carpenters Tools community.
6 I must visit all the oceans of the world and behold the
Feature: Ship Savant ships that sail there.
Your are a master at piloting and building any and all ships.
You gain your choice of the Vehicle Master Feat (Pg. 226) or Flaws
the Brawny Feat (Pg. 207). d6 Flaw
Ideals
d6 Ideal
Ideals
d6 Ideal
1 I am always prepared.
2 I expect everything to go horribly wrong.
3 I must get everything right.
4 I am a bit of a coward.
5 Nothing escapes my vision.
6 When I enter a room, I make a point to not be noticed.
7 I speak in vague metaphors.
8 If there are at least two people alive, one will want to
kill the other.
Ideals
d6 Ideal
Ideals
d6 Ideal
Ideals
d6 Ideal
1 I love talking about my homeland to strangers, even if I 5 The gods of my people are a comfort to me so far from
tend to overshare. home.
2 I often get lost in the beautiful lands in which a roam. 6 So long as I have this token from my homeland, I can
face any adversity in this strange land.
3 I begin or end my day with small traditional rituals that
are unfamiliar to those around me. Flaws
4 I honor my deities through practices that are foreign to d6 Flaw
this land.
1 I have a weakness for the exotic beauty of the people
5 I express affection or contempt in ways that are of these lands.
unfamiliar to others.
2 I consider the adherents of other gods to be deluded
6 I have a strong code of honor or sense of propriety that innocents at best, or ignorant fools at worst.
others don't comprehend.
3 I don't take kindly to some of the actions and
7 I have my own ideas about what is and is not food, and motivations of the people of this land, because these
I find the eating habits of those around me fascinating, folk are different from me.
confusing, or revolting.
4 I have a weakness for the new intoxicants and other
8 I have different assumptions from those around me pleasures of this land.
concerning personal space, blithely invading others'
space in innocence, or reacting to ignorant invasion of 5 I pretend not to understand the local language in order
my own. to avoid interactions I would rather not have.
6 I am secretly (or not so secretly) convinced of the
superiority of my own culture over that of this foreign
land.
Chapter 4: Equipment & 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 Exceptionally rare or unique pieces might be difficult to sell,
fishmongers, farmers, clothes however, and not every merchant is scrupulous enough to
boutiques, weaponsmiths, and offer a fair deal.
shipwrights in just about every major Trade Goods. While not as exciting as chests of gold and
port city, while smaller hamlets might only have a single silver, sacks full of wheat and barrels of salt and freshwater
general store or blacksmith available. are just as valuable if not more to traveling pirates, and
Merchants and traders are vital for every pirate 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, but without a full larder and the necessary full market value when sold.
sea charts they'd be lucky to reach the next island. If they Treasure Maps and Sea Charts. Tales of buried treasure
don't deal in trade, they still need there to be plentiful loot left behind by legendary pirates are abundant all across the
when 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
have no fractional unit. As such, Beri 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, with a low-quality sword costing the classes, however, it is not freedom from the need to eat and
aspiring swordsman around 50 000 beri. sleep. As long as you have the food, water, and living space to
The exchange rate between beri and regular Dungeons and suffice for long trips, travel from island to island can be a
Dragons 5th edition currency can be calculated from the idea pleasant cruise disregarding any unforeseen 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 many provisions you have stocked for the journey.
rate between coins I made tenfold the standard value, as These provisions entail 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 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 the luster of gemstones and the glitter Lifestyle Price/Day
of gold attract the eye, they cannot fill one's belly. As such, Wretched -
trading 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, especially if it is a weapon with Wealthy 40 000 beri
a history. Conversely, weapons and armor damaged by battle
typically aren't worth much except as scrap metal. Aristocratic 100 000 beri minimum
Food, Drink, and Lodging Mounts and Vehicles
Most pirates sleep on their ship, while many marines have a The world is a massive, expansive reach of uncharted waters
local headquarters that will provide food and lodging. and lands unknown. Getting around on foot is next to
However, ever so often it becomes necessary for the party to impossible, and even islands can span many miles of
find a place to stay for the night, or simply somewhere to eat. unforgiving wilderness filled with beasts and monsters. To
These prices are included in your total lifestyle expenses. this end, crews must band together and secure vessels for
Food, Drink, and Lodging themselves to travel on if they wish to explore everything that
Item Cost
the world has to offer.
Ale
Ships and Waterborne Vessels
Gallon 1 000 beri
No pirate crew worth their salt can even call themselves a
Mug 40 beri crew unless they have a ship of their own. Whether it's a
Banquet (per person) 100 000 beri humble keelboat or a massive galleon, a crew's ship is their
heart without which they cannot even leave the harbor
Bread, loaf 100 beri behind. Most crews start humbly with a simple rowboat or
Cheese, hunk 500 beri keelboat, but to cross reverse mountain into the Grand Line,
they must find the means to acquire a proper ship first and
Inn Stay (Per Day) establish enough of a crew to sail it.
Squalid 350 beri Caravel. Caravels are sailing ships distinguished by their
Poor 1 000 beri lateen sails and 2 or more masts. Light and fast, caravels
make for excellent expeditionary ships and can be manned by
Modest 5 000 beri a small crew. In this setting, a caravel specifically refers to a
Comfortable 8 000 beri smaller sailing vessel of its type.
Wealthy 20 000 beri
Carrack. Carracks are caravel-built ships with 3 to 4 masts
and both lateen and square-rigged sails, and predecessors to
Aristocratic 40 000 beri the galleon. In this setting, carrack refers to a caravel-built
Meals (Per Day) warship. It is specifically favored among pirates and marines.
Galleon. The largest available ships in the setting, galleons
Squalid 150 beri are multi-decked sailing ships that can easily be outfitted and
Poor 600 beri repurposed as warships. Typically the flagships of any fleet, a
galleon can hold a big crew and plenty of cargo, while
Modest 3 000 beri retaining better maneuverability than a carrack.
Comfortable 5 000 beri Galley. Galleys are long vessels that rely on sails and
Wealthy 8 000 beri sizable rowing crews to move. These ships can carry siege
weapons and soldiers to war or transport large amounts of
Aristocratic 20 000 beri cargo for merchants. However, their reliance on manpower
Meat, chunk 1 500 beri for their speed means they cannot carry heavy weaponry for
use, making them less useful in naval warfare.
Wine Longship. Longships are vessels that rely on a rowing
Common (Pitcher) 1 000 beri crew and sails to move across the sea, often outfitted with a
Fine (Bottle) 100 000 beri single full-rigged mast. The size of a longship makes it easy
for troops to get on and off quickly, making it the perfect ship
for engaging in surprise strikes. Typically only used by giants
in this setting.
Keelboat. One of the smallest sailing vessels, keelboats
can be sailed or rowed by a single person. These ships often
transport small amounts of cargo or passengers. They're
perfect for pleasure cruises, as they're easier and less
expensive to operate than larger vessels.
Rowboat. The humble rowboat serves to ferry passengers
back and forth from larger ships or to navigate lakes and
rivers. Due to its simple, versatile design, a rowboat has no
decks or typical crew. Weighing 100 pounds, a rowboat is
easy to transport and might be carried by larger ships.
Sloop. A small, nimble, and agile sailing vessel with a
single mast and for-and-aft-rigged sails. A sloop in this setting
refers to smaller boats and not a sloop-of-war. Its small size
makes it easy to maneuver, oftentimes being a prime choice
for pirate crews who only just began their journey.
Waterborne Vehicles
Ship Cost (Beri) Speed Crew Passengers Cargo (tons) Cannon Slots AC HP Damage Threshold
Caravel 100 Million 5 mph 30 20 100 Bow 1, Port 6, Star 6, Stern 3 15 600 15
Carrack 250 Million 4 mph 40 60 200 Bow 4, Port 12, Star 12, Stern 4 15 1000 30
Galleon 400 Million 4½ mph 60 90 300 Bow 4, Port 24, Star 24, Stern 8 17 1200 30
Galley 300 Million 4 mph 80 40 150 Bow 1, Stern 2 15 1000 20
Keelboat 30 Million 3 mph 3 4 1/2 Bow 1 15 200 10
Longship 100 Million 5 mph 40 100 10 None 15 600 15
Rowboat 500 000 1½ mph 2 2 ─ None 11 100 ─
Sloop 50 Million 4 mph 10 10 25 Bow 1, Port 1, Star 1 15 300 15
Cannons
Cannon Damage Cost (Beri) Range Siege Weapon Clean and Reload Ship Availability
Swivel Gun 2d8 100 000 120/480 No 1 Bonus Action All Ships
8-pounder 2d10 1 Million 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley, Sloop
12-pounder 3d10 3 Million 200/800 Yes 1 Action Caravel, Carrack, Galleon, Galley
18-pounder 4d10 7 Million 250/1000 Yes 2 Actions Caravel, Carrack, Galleon, Galley
24-pounder 6d10 12 Million 250/1000 Yes 2 Actions Carrack, Galleon, Galley
36-pounder 8d10 20 Million 250/1000 Yes 2 Actions Carrack, Galleon
42-pounder 10d10 30 Million 300/1200 Yes 2 Actions Carrack, Galleon
64-pounder 15d10 40 Million 300/1200 Yes 3 Actions Galleon Only
Cannons
If the targeted creature is hit, each creature, that is not the
target but are within the damage spread when the cannon is
In naval battles, cannons serve as the primary weapon of fired, must make a Dexterity saving throw.
most all seafaring vessels. A cannon's destructive properties A creature takes all of the cannon's damage roll on a failed
are measured by the pound rating of the ammunition it fires: to save, and half damage on a successful one. So in theory, it
The larger the pound rating, the more damage the cannon is possible to parry a cannonball to save yourself and the area
deals on a successful hit. However, cannons are heavy-duty and creatures around it if you are the target of the cannon.
equipment, and larger cannons typically can't be mounted on Firing a Cannon. When you fire a cannon, you make a
smaller vessels at all. Furthermore, the size of the vessel ranged attack roll with the cannon as normal, using your
determines how many cannons can even fit on the ship to Dexterity modifier. Unless you have proficiency with cannons,
begin with, regardless of weight and size. you do not add your proficiency modifier to attacks with
Damage. All cannons deal bludgeoning damage with basic them.
round shots, however different forms of ammunition exist. Ranged Cannon Attack = d20 + your proficiency bonus +
See the Cannon Shot table for more information. your Dexterity modifier
Clean and Reload. Smaller guns, such as the swivel gun, Cannon Save DC = 8 + number of damage dice of the
can be effectively manned and used by a single person, cannon
however, larger cannons typically require a group of two to Cannon Shot
three to fire effectively each turn. Damage
Ship Availability. Some ships are better designed to Shot Cost Type Damage Spread
handle the weight and recoil of cannons than others. If a ship Round Shot 10 000 Bludgeoning Sphere (5 feet
fires a cannon for which it isn't designed, such as a caravel beri radius)
loading and firing a 24-pounder cannon, then the ship takes Grapeshot 15 000 Piercing Cone (30 feet)
bludgeoning damage equal to the average damage of the beri
cannon whenever it is fired (in this case, that would result in
33 (6d10) bludgeoning damage.) Chain Shot 15 000 Bludgeoning Line (5 feet wide)
Damage Spread. A shot type's damage spread determines beri
the splash zone resulting from a hit. Sphere-shaped spreads Exploding 20 000 Fire Sphere (20 feet
extend from the shot's impact, while cone and line-shaped Shell beri radius)
spreads extend from the muzzle of the cannon. If the damage Flame Dial 100 000 Fire Line (10 feet
shape is in a line, the length of the line equals the cannon's beri wide)
normal range.
Mounts and Animals
Item Cost Speed Ship Building and Repair
Camel 500 000 beri 50 ft. Most renowned pirate crews have signature ships unique in
their design. These are ships that have been either built or
Donkey or mule 80 000 beri 40 ft. upgraded by the hands of a skilled shipwright.
Duck, giant 1 000 000 beri 60 ft. The difference between a crew with and without a skilled
Elephant 2 000 000 beri 40 ft. shipwright is clear as day from a glance at their ship.
Strengthened hulls, heavier cannons, and propulsion systems
Horse, draft 500 000 beri 40 ft. mark a vessel in the care of a skilled shipwright with the
Horse, riding 750 000 beri 60 ft. proper means to work with and can make the difference
Horse, sea 600 000 beri Swim 40 ft.
between life and death on the open seas.
Pony 300 000 beri 40 ft. Building a Ship
Warhorse 4 000 000 beri 60 ft. A shipwright does not need to bargain with others to get a
ship up and running for their allies. All shipwrights know
Tack, Harness, and Drawn Vehicles necessary to craft a seafaring vessel from scratch, what they
Item Cost Weight need is the resources and manpower. To begin the
Barding x4 x2
construction of a ship, the crew must have at least one
shipwright as part of their crew. However, other participants
Bit and briddle 20 000 beri 1 lb. in the crafting process do not need to be shipwrights.
Carriage 1 000 000 beri 600 lb. Building your ship is a time-consuming effort. To build a
ship, you need resources such as wood, iron, and cloth of a
Cart 150 000 beri 200 lb. value equal to the market value of the ship you are attempting
Chariot 2 500 000 beri 100 lb. to build. So if you for instance are attempting to build a
Feed (per day) 25 beri 10 lb.
caravel, you would need 100 million berries worth of
resources, though the cost and time may be reduced through
Saddle 150 000 beri 15 lb. certain abilities that reduce crafting time and cost such as the
Saddlebags 40 000 beri 8 lb. shipwright's Craft Vessel feature.
The crafting process begins with choosing the type of ship
Sled 2 00 000 beri 300 lb. you wish create. Each ship has a fixed time associated with
Stabling (per day) 2 500 beri ─ crafting. For example, a rowboat is considerably faster to
Wagon 350 000 beri 400 lb.
craft than a sloop. The time to craft each ship is described in
the Crafting Time table below. The times listed are the
amount of work days required to craft the ship, each day
Dial Vehicles (Sky) takes about 8 hours, though the DM may adjust the time and
Item Cost Weight Speed costs for the crafting if need be, such as accounting for new
Board, breath dial 200 000 beri 2 lb. 50 ft. materials or extra assistance at a greater cost.
Board, jet dial 10 000 000 beri 2 lb. 65 ft. Crafting Time
Shooters, breath dial 100 000 beri 1 lb. 40 ft. Ship Type Estimated Time
Shooters, jet dial 5 000 000 beri 1 lb. 50 ft. Rowboat 10 Days
Waver, breath dial 1 000 000 beri 80 lb. 60 ft. Keelboat 90 Days
Waver, jet dial 50 000 000 beri 80 lb. 80 ft. Sloop 180 Days
Longship 360 Days
Caravel 440 Days
Carrack 720 Days
Galley 720 Days
Galleon 720 Days
Additional deck
level
+1 deck level 5 Million 60 2 No Caravel, carrack, galleon x2 cannon slots
(port/star)
+2 deck levels 10 60 3 No Caravel, carrack, galleon x3 cannon slots
Million (port/star)
Adam Wood 200 Half of the total 3 No None Everlasting
Million Ship Time
Aerodynamics 500 000 20 2 No None Lightweight
Aquarium 750 000 7 2 No None Fish tank
Enhanced support 750 000 7 2 Yes None +1 cannon weight
capacity
Expanded storage 500 000 7 2 Yes Caravel, carrack, galleon, galley x1.5 Cargo hold
Flight 30 60 3 No Aerodynamics, fuel tank Activation, lift off
Million (50/hour), propulsion
Fuel tank, gallon 2 Million 30 3 Yes Caravel, carrack, galleon Fuel supply
(100)
Orchard 300 000 7 2 No None Gardening
Propulsion
Apprentice 20 30 2 No Fuel tank (25/hour) +2 mph, Activation,
Million reverse
Journeyman 30 30 3 No Fuel tank (25/hour) +4 mph, Activation,
Million reverse
Masterwork 40 30 4 No Fuel tank (25/hour) +6 mph, Activation,
Million reverse
Reinforced hull
Apprentice 5 Million 30 2 No None +1 AC
Journeyman 10 30 3 No None +2 AC
Million
Masterwork 20 30 4 No None +3 AC
Million
Reinforced keel
Apprentice 10 40 2 No None +100 hit point
Million maximum
Journeyman 20 40 3 No None +200 hit point
Million maximum
Masterwork 30 40 4 No None +300 hit point
Million maximum
Submarine 30 60 3 No Fuel tank (25/hour), propulsion Activation, dive
Million
Turbo engine 5 Million 30 3 No Carrack, galleon, fuel (All Activation, burst of
remaining) speed
Turrets, bow 7 Million 30 2 No Caravel, carrack, galleon, galley x2 cannon slots
(bow)
Turrets, stern 7 Million 30 2 No Caravel, carrack, galleon, galley x2 cannon slots
(stern)
Ship Rooms
Cost Time
Room Type (Beri) (Days) Requirement Description
Bedroom 2 30 Caravel, carrack, This room is a separate and comfortable room that can give excellent
(Individual) Million galleon, galley, sleep to the main occupant, as opposed to the standard bunks of most
keelboat, longship, ships. When a creature takes a long rest inside this room, they regain all
sloop their expended hit dice instead of half.
Kitchen 3 40 Caravel, carrack, A must have for any ship cook, the kitchen is where the magic happens
Million galleon, galley, when a chef has access to all their culinary tools. Any food that is made by
keelboat, longship, a chef in this room takes half the amount of time it takes to craft.
sloop
Dining 2 30 Caravel, carrack, The ideal place for a healthy dinner for the entire crew. When a creature
Room Million galleon, galley, eats a meal provided by the ship's chef in the dining room becomes
keelboat, longship, energized for the next 24 hours. While energized in this way, they can
sloop maximize a number of hit dice rolled when they take a short rest equal to
the chef's proficiency bonus.
Stage 2 30 Caravel, carrack, A stage is the ideal performance zone on the ship, ready for all sorts of
Million galleon, galley, entertainment to occur. Any musician in this room has a 1d4 bonus to
keelboat, longship, any checks made with a musical instrument, or Charisma (Performance)
sloop checks.
Navigator's 3 40 Caravel, carrack, A navigator's room is a treasure trove of maps and tools that will aid them
Room Million galleon, galley, in their role on the ship, charting the course for the crew. Any navigator in
keelboat, longship, this room has a 1d4 bonus to any checks made with Navigator's tools or
sloop Cartographer's tools.
Sick Bay 5 50 Caravel, carrack, Getting sick while on the seas is an almost guarantee, so it is best to be
Million galleon, galley, prepared. A doctor needs all their tools to make the medicine for the
keelboat, longship, crew. When a ship doctor makes a Wisdom (Medicine) check, or
sloop Alchemist or Herbalism tool check, they gain a 1d4 bonus to the roll.
Library 3 40 Caravel, carrack, A library is a must have when doing some scholarly research, especially if
Million galleon, galley, such research is in relation to finding some mythical treasures out there.
keelboat, longship, When a creature makes an Intelligence (History) check inside this room,
sloop they have a 1d4 bonus to their check.
Training 5 60 Caravel, carrack, The training room is where the fighters of the ship can hone their
Room Million galleon, galley, combative prowess, enabling them to develop even more powerful
keelboat, longship, fighting techniques. When a creature trains in the training room, they have
sloop advantage on any skill check to train a new ability.
Workshop 5 60 Caravel, carrack, A workshop is filled to the brim with the essential tools needed for a
Million galleon, galley, specialized artisan. When creating this room, select a specific tool. Any
keelboat, longship, check made with that specific tool has a 1d4 bonus to its rolls. If you
sloop wish to have for a workshop to work for multiple tools, you can expend
additional 60 days and 5 Million berries to add an additional tool to the
workshop.
Ship Rooms
Each room is repeatable, for example having multiple
Bedrooms and Workshops, but know that their benefits don't
Each room on a ship has a purpose. Bedrooms provide the stack. For example, having two Sick Bays doesn't give a
crew the essential sleep they need to complete daily tasks, creature a 2d4 bonus. Each room's benefits are self-
the kitchen provides the tools a chef needs to feed the crew, contained.
the deckhands may need workshops to build new materials
for the ship, and much, much more. A ship is not just a
wehicle, but home for your long and hard journies ahead. Optional Rule: Custom Rooms
Each room builts has its own unique benefit, such as Not every crew is the same, and neither is every
making some aspects of the pirate life more easy, like ship. So it stands to reason that the rooms listed
training, navigating, and treating illnesses. above may not reflect every room in a ship.
Building ship rooms take on the same process of making In this case, players and their DM can work
ship upgrades, each having a cost and time. The cost refers to together to figure out the benefits of a particular
how much materials have to be taken in order to build this room. Note that not all rooms needs extra benefits.
ship, and the time refers to how long it would take to form For example, a broom closet. Unless there is some
said materials into a functional room. special function in that broom closet, it should not
provide any extra benefits.
Armor
Armor Cost Armor Class (AC) Strength Stealth Weight
Light Armor
Leather 100 000 beri 11 + Dex modifier ─ ─ 10 lb.
Navy uniform 100 000 beri 11 + Dex modifier ─ ─ 4 lb.
Studded leather 450 000 beri 12 + Dex modifier ─ ─ 13 lb.
Light longcoat 500 000 beri 12 + Dex modifier ─ ─ 8 lb.
Medium Armor
Hide 100 000 beri 12 + Dex modifier (max 2) ─ ─ 12 lb.
Chain shirt 500 000 beri 13 + Dex modifer (max 2) ─ ─ 20 lb.
Scale mail 500 000 beri 14 + Dex modifier (max 2) ─ Disadvantage 45 lb.
Heavy Longcoat 650 000 beri 14 + Dex modifier (max 2) ─ ─ 35 lb.
Breastplate 1 000 000 beri 15 + Dex modifier (max 2) ─ Disadvantage 40 lb.
Heavy Armor
Chain mail 750 000 beri 16 Str 13 Disadvantage 55 lb.
Splint 2 000 000 beri 17 Str 15 Disadvantage 60 lb.
Plate 4 000 000 beri 18 Str 15 Disadvantage 65 lb.
Shields
Shield 100 000 beri +2 ─ ─ 6 lb.
Melee Weapons
Club 500 beri 1d4 bludgeoning 2 lb. Light
Dagger 20 000 beri 1d4 piercing 1 lb. Adaptable (P,S) Finesse, light, thrown (range 20/60)
Greatclub 1 000 beri 1d8 bludgeoning 10 lb. Two-handed
Handaxe 50 000 beri 1d6 slashing 2 lb. Light, thrown (range 20/60)
Javelin 2 500 beri 1d6 piercing 2 lb. Thrown (range 30/120)
Light Hammer 20 000 beri 1d4 bludgeoning 2 lb. Light, thrown (20/60)
Mace 50 000 beri 1d6 bludgeoning 4 lb. Adaptable (B,P), versatile (1d8)
Quarterstaff 1 000 beri 1d6 bludgeoning 4 lb. Versatile (1d8)
Spear 10 000 beri 1d6 piercing 3 lb. Adaptable (P,S), thrown (range 20/60), versatile (1d8)
Unarmed Strike ─ 1d4 bludgeoning ─ Light
Ranged Weapons
Musket 500 000 beri 1d10 piercing 7 lb. Ammunition (range 30/120), heavy, two-handed, reload 1
Crossbow, light 250 000 beri 1d8 piercing 5 lb. Ammunition (range 80/320), loading, two-handed
Dart 25 beri 1d4 piercing 1/4 lb. Finesse, thrown (range 20/60)
Flintlock 500 000 beri 1d6 piercing 1 lb. Ammunition (range 30/120), light, reload 1
Shortbow 250 000 beri 1d6 piercing 2 lb. Ammunition (80/320), two-handed, strong
Sling 1 000 beri 1d4 bludgeoning ─ Ammunition (30/120)
Martial Weapons
Name Cost Damage Weight Properties
Melee Weapons
Battleaxe 100 000 beri 1d8 slashing 4 lb. Versatile (1d10)
Cutlass 150 000 beri 1d8 slashing 3 lb. Adaptable (P,S), finesse
Flail 100 000 beri 1d8 2 lb. Adaptable (B,P)
bludgeoning
Glaive 200 000 beri 1d10 slashing 6 lb. Adaptable (P,S), heavy, reach, two-handed
Greataxe 300 000 beri 1d12 slashing 7 lb. Heavy, two-handed
Greatsword 500 000 beri 2d6 slashing 6 lb. Adaptable (P,S), heavy, two-handed
Halberd 200 000 beri 1d10 slashing 6 lb. Adaptable (P,S), heavy, reach, two-handed
Katana 250 000 beri 2d4 slashing 3 lb. Adaptable (P,S), finesse
Lance 100 000 beri 1d12 piercing 6 lb. Reach, special
Longsword 150 000 beri 1d8 slashing 3 lb. Adaptable (P,S), versatile (1d10)
Manacles 20 000 beri ─ 6 lb. Special
Maul 100 000 beri 2d6 10 lb. Heavy, two-handed
bludgeoning
Odachi 400 000 beri 3d4 slashing 4 lb. Adaptable (P,S), heavy, two-handed
Pike 50 000 beri 1d10 piercing 18 lb. Heavy, reach, two-handed
Rapier 250 000 beri 1d8 piercing 2 lb. Adaptable (P,S), finesse
Scimitar 250 000 beri 1d6 slashing 3 lb. Adaptable (P,S), finesse, light
Shortsword 100 000 beri 1d6 piercing 2 lb. Adaptable (P,S), finesse, light
Trident 50 000 beri 1d6 piercing 4 lb. Thrown (range 20/60), versatile (1d8)
War Pick 50 000 beri 1d8 piercing 2 lb. Adaptable (B,P), versatile (1d10)
Warhammer 150 000 beri 1d8 2 lb. Versatile (1d10)
bludgeoning
Whip 20 000 beri 1d4 slashing 3 lb. Finesse, reach
Ranged
Weapons
Blowgun 100 000 beri 1d4 piercing 1 lb. Ammunition (range 25/100), loading
Crossbow, hand 750 000 beri 1d6 piercing 3 lb. Ammunition (range 30/120), light, loading
Crossbow, heavy 500 000 beri 1d10 piercing 18 lb. Ammunition (range 100/400), heavy, loading, two-handed
Longbow 500 000 beri 1d8 piercing 2 lb. Ammunition (range 150/600), heavy, two-handed, strong
Rifle 800 000 beri 1d12 Piercing 10 lb. Ammunition (range 120/480), heavy, two-handed, reload 4
Net 10 000 beri ─ 3 lb. Special, thrown (range 5/15)
Pistol 750 000 beri 1d8 piercing 4 lb. Ammunition (range 60/240), light, reload 4
Revolver 1 250 000 1d10 piercing 3 lb. Ammunition (range 80/320), reload 6
beri
Shotgun 800 000 beri 2d4 piercing 3 lb. Ammunition (range 20/60), heavy, two-handed, reload 2,
special
Additional Ranged Weapons
Revolver. The most modern weapon design, revolvers are
repeating handguns equipped with a revolving chamber,
There are several additional and adjusted weapons used by making them very useful for firing multiple rounds in quick
players and NPCs alike. These include firearms such as succession. The design includes rifled barrels and double
muskets, shotguns, and even nets. action operation, making them superior to common pistols
Musket. A simple, muzzle-loaded rifle typically made out of but much more expensive to develop.
steel or brass that fires small lead balls in a hail, much like a
predecessor to the shotgun. Its ammunition type and flared Additional Melee Weapons
muzzle make its relatively short range, but it can be deadly in
close-quarters combat. A few additional melee weapons are also introduced in the
Flintlock. The most common gun found on the seas due to setting, as they see prevalent use around the world, some
being relatively cheap and easy to mass produce, flintlock are boasting an almost mythical status.
single shot pistols with short effective range. Rain and Cutlass. Typically featuring a basket hilt and a curved,
weather have a severe effect on the weapon's reliability, single-edged blade, these swords trade some of the lightness
meaning it is typically used only by those that can't afford of a scimitar for more stopping power. A pirate favorite.
better firearms. Katana. Originating from Wano, katana are popular
Shotgun. The mighty and personal shotgun, known for weapons among swordsmen and marine officers. Less bulky
causing vast damage in close proximity despite being a than double-edged longswords but also less durable. The
ranged weapon. This firearm fires off several bullets in the slender blade makes it possible to wield them with speed
form of shells that blast holes in any surface. Less common over power.
and more costly, but all the more effective when it comes to Manacles. A set of metal shackes meant to keep a small or
making things go boom. medium from using their hands. While not traditionally a
The shotgun has a special property in which attacks made weapon in 5e, they operate similar enough to nets to be put
with the ranged weapon don't have disadvantage within close here. Much like nets, manacles deal no damage when they
range. Additionally, range attacks against creatures within the strike, instead they inflict the effect of their special property.
short range of the weapon, deal an extra 1d4 piercing After making a successful hit against a creature with hands
damage. within 5ft, the attack deals no damage, instead the target
Net. A standard set of knotted ropes to ensnare the target. suffers the following:
A Large or smaller creature hit by a net is restrained until it While in manacles, a creature cannot benefit from shields,
is freed. A net has no effect on creatures that are formless, or cannot use creations that require somatic components, and
creatures that are Huge or larger. A creature can use its have disadvantage on all weapon attacks made using their
action to make a DC 10 Strength check, freeing itself or hands.
another creature within its reach on a success. Dealing 5 Escaping the manacles requires a successful DC 20
damage to the net (AC 10) also frees the creature without Dexterity (Sleight of Hand) check. Breaking them requires a
harming it, ending the effect and destroying the net. successful DC 20 Strength (Athletics) check. Each set of
In addition, the net has a special property in which attacks manacles comes with one key. Without the key, a creature
made with it don't have disadvantage within close range. proficient with thieves' tools can pick the manacles' lock with
Rifle. Rifles in the world of One Piece are outfitted with a a successful DC 15 Dexterity check. Manacles have 20 hit
percussion cap rather than a flintlock mechanism, making points, and an AC of 19.
them more reliable to use. The rifles presented here are While manacles are locked onto a creature, its special
outfitted with a revolving chamber, allowing repeating shots property cannot be used until it is unlocked.
to be taken before needing to be reloaded. This weapon is Odachi. Like katana, these two-handed blades originate
typically used by marine soldiers. from Wano. With long and slender blades, they sacrifice
Pistol. Much like muskets, pistols use a percussion cap weight and stopping power for agility and flexibility.
and typically have an extended chamber for ammunition as
well, making them more versatile than flintlocks in return for
being much more expensive to produce. It is the typical
sidearm of most marine soldiers.
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
Mess kit 1 000 beri 1 lb.
Bag of inventions 100 000 beri 12 lb.
Mirror, steel 50 000 beri 1/2 lb.
Dial set 500 000 beri 7 lb.
Oil (flask) 500 beri 1 lb.
Experimental device 150 000 beri 3 lb.
Paper (one sheet) 1 000 beri ─
Backpack 20 000 beri 5 lb.
Parchment (one sheet) 500 beri ─
Ball Bearings (bag of 1,000) 10 000 beri 2 lb.
Perfume (vial) 50 000 beri ─
Barrel 20 000 beri 70 lb.
Pick, miner's 20 000 beri 10 lb.
Basket, woven 2 000 beri 2 lb.
Piton 25 beri 1/4 lb.
Bedroll 10 000 beri 7 lb.
Pole (10-foot) 250 beri 7 lb.
Bell 10 000 beri ─
Pot, iron 20 000 beri 10 lb.
Blanket 2 500 beri 3 lb.
Pouch 2 500 beri 1 lb.
Block and tackle 10 000 beri 5 lb.
Preservation Box 1 000 000 beri 35 lb.
Book 250 000 beri 5 lb.
Ram, portable 40 000 beri 35 lb.
Bottle, glass 20 000 beri 2 lb.
Rations (1 day) 500 beri 2 lb.
Bucket 250 beri 2 lb.
Rope, hempen (50 feet) 10 000 beri 10 lb.
Caltrops (bag of 20) 10 000 beri 2 lb.
Rope, silken (50 feet) 100 000 beri 5 lb.
Candle 5 beri ─
Sack 100 beri 1/2 lb.
Case or quiver, ammunition 10 000 beri 1 lb.
Scales, merchant's 50 000 beri 3 lb.
Chain (10 feet) 50 000 beri 10 lb.
Sea charts, local 10 000 beri ─
Chalk 5 beri ─
Sealing Wax 2 500 beri ─
Chest, with lock 50 000 beri 25 lb.
Shovel 20 000 beri 5 lb.
Climber's Kit 250 000 beri 12 lb.
Signal whistle 250 beri ─
Clothes, common 2 500 beri 3 lb.
Signet ring 50 000 beri ─
Clothes, costume 50 000 beri 4 lb.
Soap 100 beri ─
Clothes, fine 150 000 beri 6 lb.
Spikes, iron (10) 10 000 beri 5 lb.
Crowbar 20 000 beri 5 lb.
Spyglass 100 000 beri 1 lb.
Fishing Tackle 10 000 beri 4 lb.
Tent, two-person 20 000 beri 20 lb.
Flask or tankard 100 beri 1 lb.
Tinderbox 2 500 beri 1 lb.
Grappling hook 20 000 beri 4 lb.
Torch 10 beri 1 lb.
Hammer 10 000 beri 3 lb.
Vial 10 000 beri ─
Hammer, sledge 20 000 beri 10 lb.
Waterskin 200 beri 5 lb. (full)
Healer's Kit 50 000 beri 3 lb.
Whetstone 50 beri 1 lb.
Hourglass 250 000 beri 1 lb.
Tools
Adventuring Gear Item Cost Weight
This section describes items unique to the setting, using their Artisan's tools
mechanics and special rules.
Firearms Bullets. Iron or lead balls used as ammunition Alchemist's supplies 500 000 beri 8 lb.
in the pistol, flintlock, musket, rifle, shotgun, 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 allows 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 crews to enjoy better and healthier food and medical
treatment on their travels. Leatherworker's tools 50 000 beri 5 lb.
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 an 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 a 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 loots you find on your travels. Forgery kit 150 000 beri 5 lb.
Dial Kit. A set of tools containing everything a tinkerer
needs to repair and prepare dials, described later in the Gaming set
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 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 Herbalism kit 50 000 beri 3 lb.
dials attached to them, skyborne vehicles can race across
clouds and water at great speeds. These kinds of vehicles Musical instrument
come in three distinct forms: Surfers, shooters, and wavers. Bagpipes 300 000 beri 6 lb.
Surfers superficially resemble regular surfing boards,
however, they have a set of breath dials attached to the back Drum 60 000 beri 3 lb.
end or sides which serve to propel the board without the Dulcimer 250 000 beri 10 lb.
need for wind or waves. It is the middle ground for sky Flute 20 000 beri 1 lb
vehicles, faster than skates but more nimble and lighter than
a waver. Guitar 350 000 beri 3 lb.
Shooters have a similar shape to ice skates that are Lyre 300 000 beri 2 lb.
attached to feet or footwear, however with a broader and dull
blade. Breath dials attached to them allow the wearer to Horn 30 000 beri 2 lb.
travel over water and clouds with practice. The most agile of Shamisen 200 000 beri 2 lb.
all-sky vehicles, the shooters are difficult to master but Tambourine 10 000 beri 1/4 lb.
rewarding as they carry next to no bulk.
The largest of the sky vehicles, the waver resembles a Trumpet 100 000 beri 1 lb.
water scooter and functions practically the same, using a Viol 300 000 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 Navigator's tools 250 000 beri 2 lb.
easily overwhelm the non-proficient user due to its fast Poisoner's kit 500 000 beri 2 lb.
acceleration. 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 receive signals for communication, instead, they
ability to communicate with each other 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 receive, 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 can broadcast their
cat, while baby transponder snails are small enough to fit in a 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 snail. 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. can store images and
videos. It is a younger visual transponder snail. While taking
a photo, it creates flashes of light with its eyes to perform
flash photography. It is usually outfitted with an antenna
connected to the shell, that allows it to send signals and live
video feeds to its connected proko.
Chapter 5: Customization
I
n addition to the many options presented in race, Two-Weapon Fighting
class, and role choice, there exist a few additional When you engage in two-weapon fighting, you can add your
means of customization for players who truly wish to ability modifier to the damage of the second attack. In
tailor their character exactly to what they envision. addition, when you make an opportunity attack, you can
Below are a few listed options for additional ways to attack with both of your weapons.
customize your character.
Versatile Fighting
Fighting Styles When wielding a weapon with the versatile property with one
hand, you gain a +1 bonus to attack rolls. While wielding a
Certain martial classes grant the user a fighting style, weapon with the versatile property with two hands, you gain
representing a user's greater proficiency in a certain method a +1 bonus to your AC.
of combat, going beyond merely adding a proficiency bonus.
Only classes that gain the option to choose a fighting style Thrown Weapon Fighting
can choose fighting styles within their specified class options You can draw a weapon that has the thrown property as part
below. You can’t take a Fighting Style option more than once, of the attack you make with the weapon. In addition, when
even if you later get to choose again. you hit with a ranged attack using a thrown weapon, you gain
a +2 bonus to the damage roll.
Blademaster Barbarian Styles
Dueling Sword Sage Brawler Styles
When you are wielding a melee weapon in one hand and no Archery
other weapons, you gain a +2 bonus to damage rolls with that You gain a +2 bonus to attack rolls you make with ranged
weapon. weapons.
Great Weapon Fighting Blindfighting
When you roll damage for an attack you make with a melee You have blindsight with a range of 10 feet. Within that range,
weapon that you are wielding with two hands, you can reroll you can effectively see anything that isn’t behind total cover,
the dice and must use the higher of the two rolls. The weapon even if blinded or in darkness. Moreover, you can see an
must have the two-handed or versatile property for you to invisible creature within range, unless the creature
gain this benefit. successfully hides.
Two-Weapon Fighting Agile Defense
When you engage in two-weapon fighting, you can add your While you are wearing no armor, you gain a +1 bonus to AC.
ability modifier to the damage of the second attack. In
addition, when you make an opportunity attack, you can Wrestling
attack with both of your weapons. Your damage dice for your unarmed strikes and natural
weapons increase by one step, to a maximum of 1d12. At the
Versatile Fighting start of each of your turns, you can deal 1d4 bludgeoning
When wielding a weapon with the versatile property with one damage to one creature grappled by you.
hand, you gain a +1 bonus to attack rolls. While wielding a
weapon with the versatile property with two hands, you gain Dueling
a +1 bonus to your AC. You gain a +2 damage bonus to a weapon held in one hand if
you are holding no other weapons.
College Of Swords Bard Styles
Great Weapon Fighting
Dueling
When you are wielding a melee weapon in one hand and no When you roll damage for an attack you make with a melee
other weapons, you gain a +2 bonus to damage rolls with that weapon that you are wielding with two hands, you can reroll
weapon. the dice and must use the higher of the two rolls. The weapon
must have the two-handed or versatile property for you to
Great Weapon Fighting
gain this benefit.
When you roll damage for an attack you make with a melee Two-Weapon Fighting
weapon that you are wielding with two hands, you can reroll When you engage in two-weapon fighting, you can add your
the dice and must use the higher of the two rolls. The weapon ability modifier to the damage of the second attack. In
must have the two-handed or versatile property for you to addition, when you make an opportunity attack, you can
gain this benefit. attack with both of your weapons.
Interception Great Weapon Fighting
When a creature you can see hits a target, including you, When you roll damage for an attack you make with a melee
within your melee range with an attack, you can use your weapon that you are wielding with two hands, you can reroll
reaction to reduce the damage the target takes by 1d10 + the dice and must use the higher of the two rolls. The weapon
your level (to a minimum of 0 damage). You must be wielding must have the two-handed or versatile property for you to
a simple or martial weapon to use this reaction. gain this benefit.
Thrown Weapon Fighting Two-Weapon Fighting
You can draw a weapon that has the thrown property as part When you engage in two-weapon fighting, you can add your
of the attack you make with the weapon. In addition, when ability modifier to the damage of the second attack. In
you hit with a ranged attack using a thrown weapon, you gain addition, when you make an opportunity attack, you can
a +2 bonus to the damage roll. attack with both of your weapons.
Melee Shooter Interception
While you're wielding a ranged weapon, you gain a +1 bonus When a creature you can see hits a target, including you,
to the attack and damage rolls and you do not have within your melee range with an attack, you can use your
disadvantage on ranged attacks while a creature is within 5 reaction to reduce the damage the target takes by 1d10 +
feet of you. your level (to a minimum of 0 damage). You must be wielding
a simple or martial weapon to use this reaction.
Versatile Fighting
When wielding a weapon with the versatile property with one Unarmed Fighting
hand, you gain a +1 bonus to attack rolls. While wielding a Your unarmed strikes can deal bludgeoning damage equal to
weapon with the versatile property with two hands, you gain 1d6 + your Strength modifier on a hit. If you aren't wielding
a +1 bonus to your AC. any weapons or a shield when you make the attack roll, the
d6 becomes a d8. At the start of each of your turns, you can
Fighter Styles deal 1d4 bludgeoning damage to one creature grappled by
you.
Archery
You gain a +2 bonus to attack rolls you make with ranged Thrown Weapon Fighting
weapons. You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
Blindfighting you hit with a ranged attack using a thrown weapon, you gain
You have blindsight with a range of 10 feet. Within that range, a +2 bonus to the damage roll.
you can effectively see anything that isn’t behind total cover,
even if blinded or in darkness. Moreover, you can see an Melee Shooter
invisible creature within range, unless the creature While you're wielding a ranged weapon, you gain a +1 bonus
successfully hides. to the attack and damage rolls and you do not have
disadvantage on ranged attacks while a creature is within 5
Defense feet of you.
While you are wearing armor, you gain a +1 bonus to AC.
Versatile Fighting
Dueling When wielding a weapon with the versatile property with one
You gain a +2 damage bonus to a weapon held in one hand if hand, you gain a +1 bonus to attack rolls. While wielding a
you are holding no other weapons. weapon with the versatile property with two hands, you gain
a +1 bonus to your AC.
Superior Technique
You learn one maneuver of your choice from among those Protection
available to the Battle Master archetype. If a maneuver you When a creature you can see attacks a target, including you,
use requires your target to make a saving throw to resist the that is within 5 feet of you, you can use your reaction to reroll
maneuver's effects, the saving throw DC equals 8 + your the attack roll, and the lowest takes effect. You must be
proficiency bonus + your Strength or Dexterity modifier (your wielding a shield.
choice.)
You gain one superiority die, which is a d6 (this die is
added to any superiority dice you have from another source).
This die is used to fuel your maneuvers. A superiority die is
expended when you use it. You regain your expended
superiority dice when you finish a short or long rest.
Marksman Styles Savant Styles
Archery Defense
You gain a +2 bonus to attack rolls you make with ranged While you are wearing armor, you gain a +1 bonus to AC.
weapons.
Dueling
Blindfighting When you are wielding a melee weapon in one hand and no
You have blindsight with a range of 10 feet. Within that range, other weapons, you gain a +2 bonus to damage rolls with that
you can effectively see anything that isn’t behind total cover, weapon.
even if blinded or in darkness. Moreover, you can see an
invisible creature within range, unless the creature Great Weapon Fighting
successfully hides. When you roll damage for an attack you make with a melee
weapon that you are wielding with two hands, you can reroll
Defense the dice and must use the higher of the two rolls. The weapon
While you are wearing armor, you gain a +1 bonus to AC. must have the two-handed or versatile property for you to
gain this benefit.
Tonic Tactician
You learn two tricks of your choice from the Medic Creation Protection
list. They count as Marksman creations for you, and Wisdom When a creature you can see attacks a target, including you,
is your creativity ability for them. that is within 5 feet of you, you can use your reaction to reroll
the attack roll, and the lowest takes effect. You must be
Two-Weapon Fighting wielding a shield.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack. In Tonic Tactician
addition, when you make an opportunity attack, you can You learn two tricks of your choice from the Medic Creation
attack with both of your weapons. list. They count as Savant creations for you, and Charisma is
your creativity ability for them.
Gunslinging
When you roll damage for an attack you make with a ranged Two-Weapon Fighting
weapon, you can reroll the dice and must use the higher of When you engage in two-weapon fighting, you can add your
the two rolls. The weapon must have the reload property for ability modifier to the damage of the second attack. In
you to gain this benefit. addition, when you make an opportunity attack, you can
attack with both of your weapons.
Melee Shooter
While you're wielding a ranged weapon, you gain a +1 bonus Unarmed Fighting
to the attack and damage rolls and you do not have Your unarmed strikes can deal bludgeoning damage equal to
disadvantage on ranged attacks while a creature is within 5 1d6 + your Strength modifier on a hit. If you aren't wielding
feet of you. any weapons or a shield when you make the attack roll, the
d6 becomes a d8. At the start of each of your turns, you can
Interception deal 1d4 bludgeoning damage to one creature grappled by
When a creature you can see hits a target, including you, you.
within 5 feet of you with an attack, you can use your reaction
to reduce the damage the target takes by 1d10 + your level (to Versatile Fighting
a minimum of 0 damage). You must be wielding a simple or When wielding a weapon with the versatile property with one
martial weapon to use this reaction. hand, you gain a +1 bonus to attack rolls. While wielding a
weapon with the versatile property with two hands, you gain
Thrown Weapon Fighting a +1 bonus to your AC.
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon. In addition, when
you hit with a ranged attack using a thrown weapon, you gain
a +2 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + your Strength modifier on a hit. If you aren't wielding
any weapons or a shield when you make the attack roll, the
d6 becomes a d8. At the start of each of your turns, you can
deal 1d4 bludgeoning damage to one creature grappled by
you.
Alert
Feats You are always on the lookout for danger, you gain the
A feat represents a talent or an area of expertise that gives a following benefits:
character special capabilities. It embodies training, Increase your Dexterity or Wisdom score by 1, to a
experience, and abilities beyond what a class provides. maximum of 20.
When your class gives you the Ability Score Improvement You can’t be surprised while you are conscious.
feature, you can forgo taking that feature to take a feat of your You gain a +5 bonus to initiative.
choice instead. You can take each feat only once unless the Other creatures don’t gain advantage on attack rolls
feat’s description says otherwise. against you as a result of being unseen by you.
You must meet any prerequisite specified in a feat to take
that feat. If you ever lose a feat’s prerequisite, you can’t use Axe Mastery
that feat until you regain the prerequisite. Prerequisites: Proficiency with handaxes, battleaxes,
greataxes, or halberds
Acrobat You master the handaxe, battleaxe, greataxe, and halberd.
You become more nimble, gaining the following benefits: You gain the following benefits when using any of them:
Increase your Dexterity score by 1, to a maximum of 20. You gain a +1 bonus to attack rolls you make with the
You gain proficiency in the Acrobatics skill. If you are weapon.
already proficient in the skill, you gain Expertise in it. Your weapon attacks made with handaxe, battleaxe,
You can make a Dexterity (Acrobatics) check instead of a greataxe, or halberd, score a critical hit on a roll of 19 or
Strength (Athletics) for grappling. 20.
As a bonus action, you can jump a number of feet equal to If you take the attack action while wielding those weapons
five times your proficiency bonus, without provoking and the opponent wields a shield, you can use a bonus
opportunity attacks. You can use this feature only if your action to try to hook the shield apart. You and the affected
speed is greater than 0. You can use it a number of times enemy do an Athletics check. If the enemy loses the
equal to your proficiency bonus, and you regain all contest, they are disarmed of their Shield and it falls at its
expended uses when you finish a short or long rest. feet.
Any weapon attack made with the weapon you wield gains
Adept Inspiration the thrown property (20/60), if it already does, both ranges
Prerequisites: Charisma 13 or higher are doubled.
Inspiration is your weapon, use it to strike the flames in the You gain the Siege property against any targets made out
hearts of your allies so they may charge toward glory of wood.
alongside you. You gain the following benefits:
Battle Creator
You gain proficiency in one musical instrument of your Prerequisite: The ability to use at least one creation
choice. You have practiced using creations amid combat, learning
You gain 2 uses of Bardic Inspiration as defined in the Techniques that grant you the following benefits:
bard class. The Bardic Inspiration die is a d6 (These dice
are added to any Bardic Inspiration dice you have from You have advantage on Constitution saving throws that
another source, so for example if you are a Bard with you make to maintain your concentration on a creation
d10s, these dice become d10s as well). You regain these when you take damage.
uses when you finish a long rest, or on a short rest if you You can perform the somatic components of creation even
possess the Font of Inspiration feature. when you have weapons or a shield in one or both hands.
Choose one skill in which you are already proficient. Your As an opportunity attack, you can use your reaction to use
proficiency bonus is doubled for any ability check you a creation at the creature, rather than making an
make that uses the chosen proficiency. opportunity attack. The creation must have a usage time
of 1 action and must target only that creature.
Adept Modifier
You are an expert at modifying mechanically enhanced items. Barbarian Adept
You gain the following benefits: You fight with powerful and reckless abandon, able to smash
through any challenge. You gain the following benefits:
You gain proficiency in thieves' tools or one type of
artisan's tool of your choice. You can use that chosen tool Increase your Strength or Constitution by 1, to a
as a creation focus. maximum of 20.
You learn two mods from the gadgeteer mod list. If the Twice per short or long rest, you can maximize the
mods have a prerequisite of any kind, you can only choose damage dice of a melee weapon attack using Strength
those mods if you're a gadgeteer who meets the (this doesn't count towards extra damage dice such as
prerequisite. You have a limit of 1; if you're a gadgeteer, from sneak attacks, creations, etc).
this is in addition to your existing limit. Additionally, the When you make your first attack on your turn, you can
mods do not count to your mods known. decide to attack recklessly. Doing so gives you advantage
on melee weapon attack rolls using Strength during this
turn, but attack rolls against you have advantage until your
next turn.
Beary Blue Brave
Through despair, you worry about the worst to come, but that Through the trials and tribulations, you stand tall, undaunted.
same worry is your strength, allowing you to succeed when Fear may latch on hard, but you will power through its icy
you least expect it. You gain 3 blue dice and you regain all grip. You gain the following benefits.
spent blue dice when you finish a short or long rest. If you
critically fail, you regain 1 blue die. Your blue dice are d6s. Increase your Wisdom or Charisma score by 1, to a
You can roll only one blue die per turn, and a blue die is spent maximum of 20.
when you roll it. You have advantage on any saving throw against any effect
You can use blue dice in any of the following ways: that would make you frightened. Additionally, while you
are under the effects of the frightened condition, you can
When you fail a saving throw, you can spend one of your move towards your source of fear.
blue dice to roll it and add it to the total, potentially As a reaction to a friendly creature being targeted by an
turning it into a success. attack, you can move half your movement speed towards
When you would roll a death save you can spend one of the creature. If you are within 5ft of the creature, you can
your blue dice to roll it and add it to the total, potentially choose to instead become the target of the attack.
turning it into a success. If the result becomes 20 or As a bonus action, you can expend one of your hit dice to
higher due to the roll of the blue die, you return to 1 hit gain a number temporary hit points equal to 1 roll of your
point. hit die + your Constitution modifier.
When you make a skill or tool check, you can spend one of
your blue dice to roll it and add it to the total. Brawny
You become stronger, gaining the following benefits:
In addition, if you are targeted by the Woebegone creation,
you automatically succeed the save due to already being Increase your Strength score by 1, to a maximum of 20.
negative. You gain proficiency in the Athletics skill. If you are
already proficient in the skill, you gain Expertise in it.
Blowgun Expert You count as one size larger when determining your
Prerequisites: Proficiency with blowguns carrying capacity and the weight you can push, drag, lift,
You attack from the shadows of bush and reed and silently and for grapple and shove attempts.
pass by the corpses you leave. You gain the following benefits: When you are prone, standing up uses only 5 feet of your
movement.
You gain a +1 bonus to attack rolls you make with You gain a climbing speed equal to your movement speed.
blowguns. You can make a running long jump or a running high jump
When you wield a blowgun, its damage die is increased by after moving only 5 feet on foot, rather than 10 feet.
one size (i.e. 1d4 => 1d6).
You ignore the loading property of blowguns. Bulwark
When you have successfully taken the hide action, you do Your shield makes you a moving wall. You gain the following
not give away your position when making an attack with benefits while you are wielding a shield:
your blowgun, regardless of whether or not the attack hits.
Each ally within 5 feet of you that doesn't have this feat
Bow Mastery gains half cover while you aren't incapacitated or prone.
Prerequisites: Proficiency with shortbows or longbows When you move on your turn, you can allow an ally within
You've mastered the bow, granting you the following benefits 5 feet of you that isn't incapacitated and doesn't have a
with the shortbow and longbow: speed of 0 to accompany you. The chosen ally can move
You gain a +1 bonus to attack rolls you make with with you (no action required), staying within 5 feet of you
shortbows and longbows. when possible, but you can't move more than half your
When you wield a shortbow or longbow, its damage die is speed during the turn.
increased by one size (i.e. 1d6 => 1d8 => 1d10). Burglar
When you make an attack with a shortbow or longbow, if You pride yourself on your quickness and your close study of
you haven't moved this turn, you may expend all of your robbery and infiltrating trapped rooms. You gain the
movement to make an additional ranged weapon attack as following benefits:
a bonus action.
When a hostile creature within 30 feet of you that you can Increase your Dexterity score by 1, to a maximum of 20.
see attacks a creature, other than yourself, you may use You gain proficiency with thieves' tools. If you are already
your reaction to make one ranged weapon attack against proficient with them, you gain Expertise in them.
them with your bow. You can use thieves' tools to improve a lock's DC by a
number equal to your proficiency bonus with a successful
tool check.
You have advantage on Wisdom (Perception) and
Intelligence (Investigation) checks made to detect the
presence of secret doors, containers, and traps; and on
saving throws made to avoid or resist traps.
Cane Master Contortionist
Prerequisites: Proficiency with quarterstaffs Having greater control over your own body, you gain the
You have mastered the martial arts of the staff, able to use following benefits:
them like an extension of your own arm. You gain the
following benefits while wielding a quarterstaff: Increase your Dexterity score by 1, to a maximum of 20.
Creatures have disadvantage when trying to grapple you.
You gain a +1 bonus to attack rolls you make with You have advantage in escaping restraints by dislocating a
quarterstaffs. joint or two.
Any quarterstaff you wield has the finesse property for You can move through spaces as if you were 1 size
you. smaller.
When you wield a quarterstaff, its damage die is increased
by one size (i.e. 1d6 => 1d8 in one hand, and 1d8 => 1d10 Creativity Adept
while held with two hands). You've learned a few tricks to help in your adventuring life.
As a bonus action, you can use your quarterstaff as a pole You gain the following benefits:
to vault yourself, you leap a number of feet up to half your
movement speed in a direction you can see. Increase your Wisdom, Charisma, or Intelligence score by
1, to a maximum of 20.
Cannon Master You learn two tricks of your choice from any class'
Prerequisite: Proficiency with cannons, Dexterity of 13 creation list. Intelligence, Wisdom, or Charisma is your
You know your way around a cannon. You gain the following creative ability for these tricks (you choose which when
benefits: you gain this feat).
Increase your Dexterity score by 1, to a maximum of 20. You learn one 1st-level creation of your choice. You can
The Cannon Save DC of any cannon you use is now 8 + use this creation a number of times equal to your
The Ability Score Modifier that that you used to make the proficiency bonus without expending a creation slot,
attack + Your Proficiency Bonus, unless the DC was regaining all uses at the end of a long rest. You can also
already higher. use this creation with any creation slots you have. The
You can Clean and Reload a cannon as a bonus action, as ability score you increased with this feat is your creative
if you had used your action. For example, using Cleaning ability for this creation.
and Reloading a cannon that costs two actions, you can Critter Friend
use both your action and bonus action to satisfy those You master the techniques needed to train and handle
conditions, making the cannon ready to be fired again. animals. You gain the following benefits:
Caring Increase your Wisdom score by 1, to a maximum of 20.
It is your duty and pleasure to help those in need. You gain 3 You gain proficiency in the Animal Handling skill. If you
care dice and you regain all spent care dice when you finish a are already proficient in the skill, you gain expertise in it.
short or long rest. If you see one of your allies get hit by a You learn the Speak with Animals creation and can use it
critical hit, you regain 1 care die. Your care dice are d6s. You at will, without expending a creation slot.
can roll only one care die per turn, and a care die is spent You also learn the Animal Friend creation, and you can
when you roll it. use it once with this feat, without expending a creation
You can use care dice in any of the following ways: slot. You regain the ability to use it in this way when you
When you restore hit points to a creature, you can roll a finish a long rest. Wisdom is your creativity ability for
care die and add the result to the total hit points regained. these creations.
When you restore hit points to a creature, you can give the You can use a bonus action on your turn to command one
creature an amount of temporary hit points equal to your friendly beast within 60 feet of you that can hear you and
level. that isn’t currently following the command of someone
When you make a Charisma (Persuasion) check, spend else. You decide now what action the beast will take and
one care die and add the roll to your check. where it will move during its next turn, or you issue a
general command that lasts for 1 minute, such as to guard
Charger
a particular area.
You can run down the enemy. You gain the following benefits: Crossbow Expert
Increase your Strength or Constitution score by 1, to a Prerequisites: Proficiency with crossbows
maximum of 20. You have extensively practiced with the crossbow, granting
Your movement speed increases by 10 feet. you the following benefits:
If you move at least 10 feet in a straight line immediately You gain a +1 bonus to attack rolls you make with any
before hitting with an attack as part of the Attack Action crossbow.
on your turn, choose one of the following effects: Your You ignore the loading property of crossbows with which
attack gains a 1d8 bonus to the damage roll, or your attack you are proficient.
can push the target up to 10 feet, provided the target you Being within 5 feet of a hostile creature doesn’t impose
want to push is no more than one size larger than you. You disadvantage on your ranged attack rolls.
can use this benefit only once on each of your turns. When you use the Attack action and attack with a one-
handed weapon, you can use a bonus action to attack with
a hand crossbow you are holding.
Cruel Dart Master
You take delight in inflicting pain and anguish upon others. You have mastered the art of throwing darts, flying through
You gain 3 cruelty dice and you regain all spent cruelty dice the sky to pierce your foes. You gain the following benefits
when you finish a short or long rest. If you score a critical hit, while wielding a dart:
you regain 1 cruelty die. Your cruelty dice are d6s. You can
roll only one cruelty die per turn, and a cruelty die is spent You gain a +1 bonus to attack rolls you make with darts.
when you roll it. The damage dice size of your darts increases by 1 size
You can use cruelty dice in any of the following ways: (1d4=>1d6).
Your darts ignore the effects of half and three-quarters
When you deal damage to a creature, spend one cruelty cover.
die to deal extra damage to the creature equal to the roll. You ignore close range disadvantage on attacks made with
When you deal damage to a creature, spend one cruelty darts.
die to gain a number of temporaty hit points equal to your As a reaction to a creature moving outside of the normal
level. range of the dart you are wielding, you can make an attack
When you make a Charisma (Intimidation) check, spend against that creature.
one cruelty die and add the roll to your check.
Dial Master
Crusher You have been trained to use Dial kits, gaining the following
You are practiced in the art of crushing your enemies, benefits:
granting you the following benefits:
Increase your Wisdom, Charisma, or Intelligence score by
Increase your Strength or Constitution by 1, to a 1, to a maximum of 20.
maximum of 20. You gain proficiency in Dial kit, or expertise if you were
Once per turn, when you hit a creature with an attack that already proficient.
deals bludgeoning damage, you can move it 5 feet to an Choose 2 Tricks from either the Bard, Medic, or
unoccupied space, provided the target is no more than Gadgeteer subclass. These tricks are added to any
one size larger than you. creation list you may have.
When you score a critical hit that deals bludgeoning Choose one 1st level creation from the same list. You can
damage to a creature, attack rolls against that creature are use it once per long rest without expending a creation slot.
made with advantage until the start of your next turn. Also added to your creation list.
Customized Creativity Adept Diehard
Prerequisites: The ability to use creativity You are hard to put down, gaining the following benefits:
You have a signature way in which you utilize your creativity.
Choose two of the Customization Creations options from the Increase your Constitution score by 1, to a maximum of
Customized Creativity feature from College of Lore Bard. You 20.
gain three uses to fuel these options, regaining all uses at the In order to die via failing death saves, you need to fail 4
end of a long rest. These uses are added to any Customized death saves instead of 3.
Creativity uses you may already have. Each use of the chosen When you make a death save, you add your proficiency
creation customization options takes one usage. bonus to the roll.
When you critically fail a death save, even automatically, it
Cutlass Mastery counts as a normal failure.
Prerequisites: Proficiency with a cutlass
The deft and powerful cutlass is the blade of your mastery, Diplomat
able to strike and guard the wielder efficiently. You gain the You master the arts of diplomacy, gaining the following
following benefits while wielding a cutlass: benefits:
You gain a +1 bonus to attack rolls you make with Increase your Charisma score by 1, to a maximum of 20.
cutlasses. You gain proficiency in the Persuasion skill. If you are
While you are wielding a cutlass and are hit by an attack, already proficient in this skill, you gain Expertise in it.
you can use your reaction to attempt to block the attack, If you spend 1 minute talking to someone who can
adding your proficiency bonus to your AC against that understand what you say, you can make a Charisma
attack roll. (Persuasion) check contested by the creature’s Wisdom
When you have more than one hostile creature adjacent to (Insight) check. If you or your companions are fighting the
your space, you gain a +1 bonus to damage rolls against creature, your check automatically fails. If your check
creatures adjacent to you, for each of those creatures succeeds, the target is charmed by you as long as it
adjacent to you (maximum 3). remains within 60 feet of you and for 1 minute thereafter.
While moving towards an enemy creature on your turn, As a reaction to a creature, that can hear you and is within
you gain a 10ft bonus to your movement speed until the 60ft of you, failing a saving throw that would result in
end of your turn. them becoming frightened or charmed, you can have the
creature reroll the save, using the new result.
Dipsomaniac You can select this feat multiple times. Each time you do
Your dependence on alcohol is not a weakness, your so, you must choose a different damage type.
constitution allows you to keep on fighting so long the booze
keeps flowing. You gain the following benefits: Elemental Attack
Prerequisite: Proficiency with a martial weapon
Increase your Constitution score by 1, to a maximum of You've learned how to infuse elemental energy into your
20. attacks, such as harnessing friction to ignite your weapon,
You gain resistance to poison damage and have advantage building static electricity to shock your foes, gathering vapor
on all Constitution saving throws against poisons. in the air to douse enemies in chilling water, or coating your
When you consume an alcoholic drink, you can regain a weapon in corrosive acid or baleful poison. You gain the
number of hit points equal to 2d6 + your level. You can use following benefits:
this ability a number of times equal to your proficiency Increase your Strength or Dexterity score by 1, to a
bonus, regaining on uses on a long rest. maximum of 20.
Dual Wielder As a bonus action on your turn, you can cause the next
You are a master at fighting with two weapons, granting you weapon attack you make before the end of your turn to
the following benefits: deal additional damage equal to 1d8 + your proficiency
You gain a +1 bonus to AC while you are wielding a bonus. This damage is your choice of acid, cold, fire,
separate melee weapon in each hand. lightning, or poison damage. You choose which damage
You can use two-weapon fighting even when the one- type when you gain this feat, and your choice cannot be
handed weapons you are wielding aren’t light. changed later.
You can draw or stow two one-handed weapons when you
would normally be able to draw or stow only one. You can gain this feat multiple times, choosing a different
damage type each time you gain it.
Dueling Master If you choose acid damage, the attack corrodes soluble
You've learned to be quick and precise with your weapons. material that isn't being worn or carried. If you choose cold
You gain the following benefits: damage, the attack puts out any open, non-created flame
Before you make a melee attack with a one-handed within 5 feet of your target. If you choose fire damage, the
weapon that you are proficient with, you can choose to attack ignites flammable material that isn't being worn or
take a -5 penalty to the attack roll. If the attack hits, you carried. If you choose lightning damage, the attack creates a
add +10 to the attack's damage. strong gust that clears any fog or smoke in a 5-foot cube
When a creature misses you with a melee attack, you can occupied by you or the target. If you choose poison damage,
use your reaction to make an opportunity attack against all tiny non-created plants within 5 feet of the target
that creature. immediately wilt and die.
When you are wielding a melee weapon with which you Engineer
are proficient and you are hit with an attack roll, you can You study the mechanical arts, gaining the following benefits:
use your reaction to add your proficiency bonus to your
AC for that attack, potentially causing the attack to miss Increase your Intelligence score by 1, to a maximum of 20.
you. You gain proficiency in the Engineering skill. If you are
already proficient in the skill, you gain Expertise in it.
Durable You learn the Prestidigitation and Detect Creation
You are hardy and resilient, granting you the following creations.
benefits: Whenever you craft a mastercraft item, it takes you half of
Increase your Constitution score by 1, to a maximum of the normal time, and it costs you half as much of the usual
20. gold.
You have advantage on death saving throws. Expressionist
As a Bonus Action, you can expend one of your Hit Dice to Prerequisite: Charisma score of 13 or higher
roll the die and regain a number of Hit Points equal to the Your habit of wanting to show your true colors in battle
roll + your Constitution modifier. shines through, granting you the following benefits:
Elemental Adept Increase your Charisma score by 1, to a maximum of 20.
You are adept in utilizing a particular element in combat. You You learn the Charm Person creation. You can use it once
gain the following benefits: without spending a Creation slot, and you gain the ability
Increase your Constitution, Intelligence, Wisdom, or to do so when you finish a long rest. You also have the
Charisma score by 1, to a maximum of 20. Allure Cantrip. Both these creations use your Charisma
When you gain this feat, choose one of the following modifier.
damage types: acid, cold, fire, lightning, or thunder. You You gain an Unarmored AC equal to 10 + your Charisma
use ignore resistance to damage of the chosen type. In modifier + your Dexterity modifier. You lose this AC if you
addition, when you roll damage for that type, you can treat are wearing armor or holding a shield.
any 1 on a damage die as a 2.
Fighting Initiate Flying Strikes
Prerequisite: Proficiency with a martial weapon Prerequisite: Strength or Dexterity 13 or higher
Your martial training has helped you develop a particular You've honed your skill with weapons of all kinds, able to
style of fighting. As a result, you gain the following benefits: shape shockwaves of destruction as projectiles out of thin air.
Increase your Strength, Dexterity, or Constitution by 1, to Increase your Strength or Dexterity by 1, to a maximum of
a maximum of 20. 20.
You learn one Fighting Style option of your choice from You gain a special ranged weapon attack you can make in
any class. If you already have a style, the one you choose place of any regular weapon attack on your turn (including
must be different. Whenever you reach a level that grants unarmed strikes). You must be wielding the melee weapon
the Ability Score Improvement feature, you can replace to use this attack option. You are proficient with it, and
this feat's fighting style with another one that you don't add the modifier of the ability score you increased with
have. this feat to the attack and damage roll (You must use the
same ability for both rolls). Its damage type and damage
You can select this feat multiple times. Each time you do die are the same as the weapon you are wielding, and it
so, you must choose a different Fighting Style Option. has a normal range of 30 feet and a long range of 120 feet.
Certain abilities from your race, class, and the weapon you
First Aid
You are an able physician, allowing you to mend wounds are wielding that modify the attack or damage roll can be
applied to this, including Fighting Styles, Barbarian Rage
quickly and get your allies back in the fight. You gain the Damage and Reckless Attack, Rogue Sneak attack, any
following benefits: bonus to attack and hit, and more. Does not include
Increase your Wisdom score by 1, to a maximum of 20. secondary effects such as Stunning Strike.
You gain proficiency in Wisdom (Medicine) checks. If you Free Diver
were already proficient, you instead gain expertise. You are skilled at swimming and diving without the
When you use a healer's kit to stabilize a dying creature, assistance of equipment. You gain the following benefits:
that creature also regains 1 hit point.
As an action. you can spend one use of a healer's kit to Increase your Constitution score by 1, to a maximum of
tend to a creature and restore 1d6 + 4 hit points to it, plus 20.
additional hit points equal to the creature's maximum You gain a swimming speed equal to your movement
number of Hit Dice. The creature can't regain hit points speed. If you already have a swim speed, increase it by 10
from this feat again until it finishes a short or long rest. feet.
Your ability to hold your breath is increased by 10
Flail Mastery
Prerequisites: Proficiency with flails minutes.
The flail is a tricky weapon to use, but you have spent Gourmand
countless hours mastering it. You gain the following benefits: You have mastered a variety of special recipes, allowing you
You gain a +1 bonus to attack rolls you make with a flail. to prepare exotic dishes with useful effects. You gain the
Flails you wield have the reach property. following benefits:
When you hit a creature with a flail, and a creature is Increase your Constitution score by 1, to a maximum of
adjacent to your target, you can choose to sweep, dealing 20.
bludgeoning damage equal to the modifier of the ability You gain proficiency with cook’s utensils. If you are
score used for your flail damage rolls. already proficient with them, you gain Expertise in them.
When you successfully hit a creature with a flail, you can As an action, you can inspect a drink or plate of food
use your bonus action to attempt to knock that creature within 5 feet of you and determine whether it is poisoned,
down. The creature must be no more than 1 size larger provided that you can see and smell it.
than you. The creature makes a Strength saving throw As part of a short rest, you can cook special food, provided
(DC equal to 8 + your proficiency bonus + your Ability you have ingredients and cook utensils on hand. You can
Score Modifier used for making attack and damage rolls prepare enough of this food for a number of creatures
with your flail). On a success, nothing happens, but on a equal to 4 + your proficiency bonus. At the end of the short
failure, they are knocked prone. Mounted creatures rest, any creature who eats the food regains an extra 1d8
knocked prone in this way become dismounted. hit points.
With one hour of work or when you finish a short or long
rest, you can cook a number of treats equal to your
proficiency bonus. These special treats last 24 hours after
being made. A creature can use a bonus action to eat one
of those treats to gain temporary hit points equal to your
level + your Wisdom modifier.
Graceful Dexterity Gunner
There is an inherent part of you that remains physically fast You have a quick hand and keen eye when employing
and graceful. You gain the following benefits: firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20. Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in Dexterity saving throws. You gain proficiency with firearms.
When you fail a Dexterity saving throw, you can roll a d6 You ignore the reload and loading property of firearms.
and add it to the roll, possibly changing the outcome. You Being within 5 feet of a hostile creature doesn’t impose
can do this a number of times equal to your proficiency disadvantage on your ranged attack rolls.
bonus, and regain all uses when you finish a long rest. Hail Mary
Grappler You are ready to risk it all for the high rewards of combat. You
Prerequisite: Strength 13 or higher gain the following benefits:
You've developed the skills necessary to hold your own in Increase your Strength or Dexterity score by 1, to a
close-quarters grappling. You gain the following benefits: maximum of 20.
Increase your Strength score by 1, to a maximum of 20. As part of making a weapon attack roll, you forgo adding
You have advantage on attack rolls against a creature you your proficiency bonus to the attack. If your attack hits,
are grappling. you add your proficiency bonus to the damage roll.
You can use your bonus action to attempt a grapple. Once per turn, if you have advantage on a weapon attack
roll, you can forgo having advantage. If that attack hits, the
Great Weapon Master weapon attack deals an extra 5 damage.
You’ve learned to put the weight of a weapon to your
advantage, letting its momentum empower your strikes. You Hammer Mastery
gain the following benefits: You master the club, greatclub, mace, warhammer, light
hammer, and maul. You gain the following benefits when
Before you make a melee attack with a heavy weapon that using any of them:
you are proficient with, you can choose to take a -5 penalty
to the attack roll. If the attack hits, you add +10 to the You gain a +1 bonus to attack rolls you make with the
attack’s damage. weapon.
While wielding a two-handed weapon, you can use your Whenever you have advantage on a melee attack roll you
reaction to make a weapon attack when a creature enters make with the weapons and hit, you can choose to knock
the reach you have with that weapon. the target prone if the lower of the two d20 rolls would
On your turn, you can make one melee weapon attack as a also hit the target.
bonus action with a two-handed weapon you are wielding. Whenever you have disadvantage on a melee attack roll
You can make this attack a number of times equal to your you make with the weapons, the target takes bludgeoning
proficiency bonus, and regain all uses at the end of a long damage equal to your Strength modifier (minimum of 0) if
rest. the attack misses but the higher of the two d20 rolls
would have hit.
Gungeon Haze Any weapon attacks made with these weapons gain the
A quick puff a smoke and you’re ready to rumble, instilling Siege Property.
you with the confidence necessary to beat out the
competition. You gain the following benefits: Handgun Master
Light and fast, you have trained extensively with handguns,
Increase your Wisdom or Charisma score by 1, to a allowing you to make the most of their functions in combat.
maximum of 20. You gain the following benefits while wielding a flintlock,
You gain proficiency in Herbalism tools. pistol, or revolver:
As a bonus action, you can take a quick puff of smoke to
gain a number of temporary hit points equal to 1d10 + You gain a +1 bonus to attack rolls you make with
your level. You can use this feature a number of times flintlocks, pistols, and revolvers.
equal to your proficiency bonus. You regain all uses of this The damage dice of these weapons increases by 1 size
ability at the end of a short or long rest. (1d6=>1d8=>1d10=>1d12)
As a bonus action, you can take a calming puff of smoke, Any flintlock, pistol, or revolver you wield counts as light if
adding a 1d4 bonus to your next skill check. You can use it wasn’t already, and you do not need a free hand to
this ability a number of times equal to your proficiency reload these weapons.
bonus. You regain all uses of this ability at the end of a You can draw and stow any flintlock, pistol, or revolver as
long rest. part of making an attack with them.
You know the Fog Cloud creation using either your
Wisdom or Charisma score. If you have the Creativity
feature, Fog Cloud is added to your creation lists, allowing
you to use your creativity ability modifier for it. You can
use Fog Cloud without expending a creation slot a number
of times equal to your proficiency bonus, regaining all
uses on a long rest.
Heavily Armored Insightful
Prerequisite: Proficiency with medium armor You can pick up on social cues, peer past the poker face's of
You have trained to master the use of heavy armor, gaining your foes, and have gain a real understanding of people. You
the following benefits: gain the following benefits:
Increase your Strength score by 1, to a maximum of 20. Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency with heavy armor. You gain proficiency in the Insight skill. If you are already
proficient in the skill, you instead gain expertise with it.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor As a bonus action, you can look past the facades people
You can use your armor to deflect strikes that would kill put up to find the truth against a creature you can see
others. You gain the following benefits: within 30ft of you. You gain insight into the creature's
characteristics, the DM tells you the number of one of the
Increase your Strength or Constitution score by 1, to a following characteristics of your choice: Strength score,
maximum of 20. Dexterity score, Constitution score, Intelligence score,
While you are wearing heavy armor, bludgeoning, piercing, Wisdom score, Charisma score, Armor Class, and Hit
and slashing damage that you take from attacks is points. The creature then becomes immune to this effect
reduced by 3, including those imbued with haki. for 1 hour.
As a reaction to getting knocked prone or moved against You can use your bonus action to get uncanny insight
your will, you can choose to not be knocked prone or about one creature you can see within 30ft of you. Make a
moved. Wisdom (Insight) check contested by the target’s
Charisma (Deception) check. If your check succeeds, you
Heightened Innovation
Prerequisite: The ability to use at least one creation have advantage on attack rolls and ability checks against
You have learned techniques to enhance your attacks with the target until the end of your next turn. If your check
certain kinds of creations, gaining the following benefits: fails, the creature becomes immune to this effect for the
next hour.
You have a +1 bonus to attack rolls made with creations.
When you use a creation that requires you to make an Inspiring Leader
Prerequisite: Charisma 13 or higher
attack roll, the creation’s range is doubled. You can spend 10 minutes inspiring your companions,
Your ranged creation attacks ignore half cover and three- shoring up their resolve to fight. When you do so, choose up
quarters cover. to six friendly creatures (which can include yourself) within
Your ranged creation attacks ignore close range 30 feet of you who can see or hear you and who can
disadvantage. understand you. Each creature can gain temporary hit points
You learn one trick that requires an attack roll. Choose the equal to double your level + your Charisma modifier. A
trick from the bard, medic, savant, or gadgeteer spell list. creature can't gain temporary hit points from this feat again
Your creative ability for these creations depends on the until it has finished a short or long rest.
class you chose: Charisma for bard, Intelligence for
gadgeteer, Wisdom for medic, Charisma for savant, and Investigator
Wisdom for Marksman. You have an eye for detail and can pick out the smallest clues.
Historian You gain the following benefits:
Your study of history rewards you with the following benefits: Increase your Intelligence score by 1, to a maximum of 20.
Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency in the Investigation skill. If you are
You gain proficiency in the History skill. If you are already already proficient in the skill, you instead gain expertise
proficient in the skill, you gain Expertise in it. with it.
When you take the Help action to aid another creature’s You can take the Search action as a bonus action.
ability check, you give historical examples to aid them. As an action, you can become aware of vague details of
The creature’s check gains a bonus equal to your the past of an object you are touching up to a number of
proficiency bonus. To receive this bonus, the creature months equal to 1 + your Intelligence Modifier. For
must be able to understand what you’re saying. example, touching a sword reveals that it was bought from
Your extensive study of past evens, you gain keen insight a shop northwest from its current location about 2 months
in nearly any field. In place of any skill or tool check, you ago.
can instead make an Intelligence (History) check. You can
use this feature a number of times equal to your
proficiency bonus, regaining all uses at the end of a short
or long rest.
Joyful Knack Of The Analyst
Your positive energy can act as a boost for your allies, You have a real knack for finding the truth, granting you the
instilling them the confidence to succeed. You gain 3 joy dice following benefits:
and you regain all spent joy dice when you finish a short or
long rest. If you see one of your allies critically fail, you regain Whenever you make an Intelligence (Investigation) or an
1 joy die. Your joy dice are d6s. You can roll only one joy die Wisdom (Insight) check, you can roll a d4 and add the
per turn, and a joy die is spent when you roll it. number rolled to the total ability check.
You can use joy dice in any of the following ways: As an action, you can make an Intelligence (Investigation)
or Wisdom (Insight) check against a creature’s Charisma
When you see a friendly creature within 30 ft of you (Deception). On a success, that creature’s attack rolls are
getting hit by an attack (can include yourself), you can use made at disadvantage on attack rolls against a creature of
your reaction to roll your joy die to add the number rolled your choice that is within 30 feet of you and can hear you.
to the creature’s AC for that attack, potentially causing it You know the Guidance trick. You can use the
to miss. Identification creation without expending a creation slot
As a bonus action, you can attempt to cheer on a friendly once per long rest. You can also use these creations with
creature (can include yourself) within 30 ft of yourself, any creation slots you have, and are added to any creation
rolling the joy die and adding it to their next skill check or list you have. Your creative ability for these creations is
saving throw. A creature can only benefit from one joy die your choice of Intelligence, Wisdom, or Charisma (choose
at a time. which when you gain this feat).
When you roll initiative, you can spend one joy die and
add the roll to your check. Knack Of The Burglar
You have a real knack for avoiding detection, granting you the
Katana Master following benefits:
The long and elegant katana are a favored blade on the seas, Whenever you make a Dexterity (Sleight of Hand) or a
able to dice all that comes its way. You gain the following
benefits while wielding a katana or odachi: Dexterity (Stealth) check, you can roll a d4 and add the
number rolled to the total ability check.
You gain a +1 bonus to attack rolls you make with katanas If you fail a Dexterity (Sleight of Hand) or a Dexterity
and odachis. (Stealth) check, you can reroll, and you must choose the
Once per turn, as part of making an attack with a Katana new roll. You regain this ability once per short or long rest.
or Odachi, you can move 5ft without provoking You know the Temporary Trick trick. You can use the Fog
opportunity attacks, provided your speed isn’t 0. Cloud creation without expending a creation slot once per
You gain a number of Ken Dice equal to your proficiency long rest. You can also use these creations with any
bonus. You regain all expended Ken Dice at the end of a creation slots you have, and are added to any creation list
short or long rest. These Ken Dice are d4s. You can use you have. Your creative ability for these creations is your
them in any of the following ways: choice of Intelligence, Wisdom, or Charisma (choose
When you hit a creature with a Katana or Odachi, which when you gain this feat).
you can expend one of your Ken Dice to deal extra
damage equal to one roll of your Ken Dice + your Knack Of The Fool
proficiency bonus. You have a real knack for convincing and captivating people,
As a reaction to being hit by a creature, you can granting you the following benefits:
expend one of your Ken Dice to increase your AC Whenever you make a Charisma (Persuasion) or a
by an amount equal to one roll of your Ken Dice + Charisma (Performance) check, you can roll a d4 and add
your proficiency bonus. the number rolled to the total ability check.
Whenever you roll a 1 on any of the d4s of your katana or As an action, you can make Charisma (Persuasion) or
odachi’s damage rolls, you can treat those 1’s as a 2. Your Charisma (Performance) check against a creature
Ken Dice also benefits from this feature. Wisdom (Insight) that can see or hear you. If you succeed,
Keen Mind
you impose disadvantage on the next roll that creature
You have a mind with an uncanny knack for learning and makes.
keeping track of precise details. You gain the following You know the Shimmering Lights trick. You can use the
benefits. Calm Emotions creation without expending a creation slot
once per long rest. You can also use these creations with
Increase your Intelligence score by 1, to a maximum of 20. any creation slots you have, and are added to any creation
You always know which way is north. list you have. Your creative ability for these creations is
You always know the number of hours left before the next your choice of Intelligence, Wisdom, or Charisma (choose
sunrise or sunset. which when you gain this feat).
You can accurately recall anything you have seen or heard
within a number of past months equal to your intelligence
modifier (max 3 months).
You gain proficiency in one skill of your choice.
Knack Of The Handler Knack Of The Nurse
You have a real knack for herding animals, granting you the You have a real knack for healing wounds, granting you the
following benefits: following benefits:
Whenever you make a Wisdom (Animal Handling) or an Whenever you make a Wisdom (Medicine) or an
Intelligence (Nature) check, you can roll a d4 and add the Intelligence (Religion) check, you can roll a d4 and add the
number rolled to the total ability check. number rolled to the total ability check.
When you are attacked by a beast, you can use your When you use a creation that restores hit points, you can
reaction to halve the damage and move 10ft in a direction add 1d4 to the amount of hit points restored. You can use
of your choice without provoking opportunity attacks. this feature a number of times equal to your proficiency
You know the Natural Arts trick. You can use the Speak bonus per short or long rest.
with Animals creation without expending a creation slot You know the Stabilize trick. You can use the Cure
once per long rest. You can also use these creations with Wounds creation without expending a creation slot once
any creation slots you have, and are added to any creation per long rest. You can also use these creations with any
list you have. Your creative ability for these creations is creation slots you have, and are added to any creation list
your choice of Intelligence, Wisdom, or Charisma (choose you have. Your creative ability for these creations is your
which when you gain this feat). choice of Intelligence, Wisdom, or Charisma (choose
which when you gain this feat).
Knack Of The Hunter
You have a real knack for hunting in any environment, Knack Of The Pretender
granting you the following benefits: You have a real knack for deception and escaping, granting
you the following benefits:
Whenever you make a Wisdom (Perception) or an
Wisdom (Survival) check, you can roll a d4 and add the Whenever you make a Dexterity (Acrobatics) or a
number rolled to the total ability check. Charisma (Deception) check, you can roll a d4 and add the
You gain darkvision of 60ft. If you already have darkvision, number rolled to the total ability check.
it is extended by 60ft. Your walking speed increases by 5ft, and you can use a
You can use the Hunter’s Mark and Locate Creature Dexterity (Acrobatics) check to escape any restraints
creation without expending a creation slot once per long instead of a Strength (Athletics) check.
rest, each. You can also use these creations with any You know the Vicious Mockery trick. You can use the
creation slots you have, and are added to any creation list Disguise creation without expending a creation slot once
you have. Your creative ability for these creations is your per long rest. You can also use these creations with any
choice of Intelligence, Wisdom, or Charisma (choose creation slots you have, and are added to any creation list
which when you gain this feat). you have. Your creative ability for these creations is your
choice of Intelligence, Wisdom, or Charisma (choose
Knack Of The Inventor which when you gain this feat).
You have a real knack for crafting thanks to you extensive
knowledge, granting you the following benefits: Knack Of The Warrior
Whenever you make an Intelligence (Engineering) or an You have a real knack for getting for combat, granting you the
following benefits:
Intelligence (History) check, you can roll a d4 and add the
number rolled to the total ability check. Whenever you make a Strength (Athletics) or a Charisma
If you fail a tool check of which you are proficient in, you (Intimidation) check, you can roll a d4 and add the
can reroll, and you must choose the new roll. You can use number rolled to the total ability check.
this feature a number of times equal to your Intelligence When a creature that you can see within 5ft of you is hit
modifier, regaining all uses at the end of a short or long with an attack roll, you can use your reaction to swap
rest. places with the creature, and you are hit by the attack
You know the Mend trick. You can use the Advanced instead.
Weapon creation without expending a creation slot once You know the Defending Ward trick. You can use the
per long rest. You can also use these creations with any Shield creation without expending a creation slot once per
creation slots you have, and are added to any creation list long rest. You can also use these creations with any
you have. Your creative ability for these creations is your creation slots you have, and are added to any creation list
choice of Intelligence, Wisdom, or Charisma (choose you have. Your creative ability for these creations is your
which when you gain this feat). choice of Strength, or Dexterity (choose which when you
gain this feat).
Lance Master You regain your expended luck points when you finish a
Prerequisites: Proficiency with a lance long rest.
The lance is an unwieldy weapon for most, but you have
mastered the use of it, both on foot and on mount. You gain Martial Adept
the following benefits: You have martial training that allows you to perform special
combat maneuvers. You gain the following benefits.
You gain a +1 bonus to attack rolls you make with lances.
Whenever you have advantage on a melee attack roll you You learn two maneuvers of your choice from among
make with a lance and hit, you can knock the target prone those available to the Battle Master archetype in the
if the lower of the two d20 rolls would also hit the target. fighter class. If a maneuver you use requires your target to
You don't have disadvantage when attacking a creature make a saving throw to resist the maneuver's effects, the
within 5ft of you with attacks made with a lance. saving throw DC equals 8 + your proficiency bonus + your
If you move at least 20 feet in a straight line immediately Strength or Dexterity modifier (your choice).
before making an attack with a lance, you either gain a +5 You gain two superiority dice, which are d8s (these dice
bonus to the attack's damage roll or push the target up to are added to any superiority dice you have from another
10 feet away from you on your first lance attack this turn. source, so for example if you are a Battle Master Fighter
with d10s, these dice become d10s as well). These dice
Light Armor Master are used to fuel your maneuvers. A superiority die is
Proficiency with light armor, Dexterity of 13 expended when you use it. You regain your expended
You know how best to use the thin armor that protects you. superiority dice when you finish a short or long rest.
Increase your Dexterity score by 1, to a maximum of 20. Master Alchemist
Your speed increases by 5 feet while wearing light or no You have been trained to use Alchemist tools, gaining the
armor. following benefits:
While wearing light armor, you gain a +1 bonus to your
armor class whenever you are at least 20 feet from where Increase your Wisdom or Intelligence score by 1, to a
you started your turn. This bonus lasts until the start of maximum of 20.
your next turn. You gain proficiency in Alchemist tools, or expertise if you
were already proficient.
Longsword Master You can increase the potency of healing potions or poison,
You master the art of greatswords and longswords, able to adding your level to the resulting healing or damage if you
utilize their long blade to its maximum potential. You gain the succeed a DC 15 Alchemist tools check. On a failure, you
following benefits while wielding a longsword or greatsword: cannot improve the formula of that specific potion.
You gain a +1 bonus to attack rolls you make with As a bonus action, you can identify one potion within 5
longswords and greatswords. feet of you, as if you had tasted it. You must see the liquid
Longswords and greatswords you wield have the reach for this benefit to work.
property. Master Appraiser
When you reduce a creature to 0 hit points with a You have been trained to use Appraiser’s tools, gaining the
longsword or a greatsword, and have left over damage, you following benefits:
can choose to inflict the remaining damage to another
creature within the reach of your longsword or Increase your Wisdom or Intelligence score by 1, to a
greatsword. maximum of 20.
When a creature hits you with an attack, when you are You gain proficiency in Appraisers, or expertise if you
wielding a longsword or greatsword, you gain a +1 bonus were already proficient.
to AC against all subsequent attacks made by that You have advantage on Intelligence (History) checks made
creature for the rest of the turn. to identify key information surrounding an item’s
historical significance. Additionally, you can appraise a
Lucky devil fruit or devil fruit user to determine its type and
You have inexplicable luck that seems to kick in at just the ability.
right moment. As a bonus action, you can identify the value in berries of
You have 3 luck points. Whenever you make an attack roll, any object. Certain objects, such one of a kind objects, or
an ability check, or a saving throw, you can spend one luck items with minimal value may not have a defined price.
point to roll an additional d20. You can choose to spend one
of your luck points after you roll the die, but before the
outcome is determined. You choose which of the d20s is used
for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is
made against you. Roll a d20 and then choose whether the
attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence
the outcome of a roll, the points cancel each other out; no
additional dice are rolled.
Master Brewer Master Cobbler
You have been trained to use Brewer’s tools, gaining the You have been trained to use Cobbler’s tools, gaining the
following benefits: following benefits:
Increase your Wisdom or Constitution score by 1, to a Increase your Wisdom or Intelligence score by 1, to a
maximum of 20. maximum of 20.
You gain proficiency in Brewers tools, or expertise if you You gain proficiency in Cobbler’s tools, or expertise if you
were already proficient. were already proficient.
The time and cost it takes for you to craft alcohol is Any shoes you have made or altered ignore difficult terrain
halved. from snow, rocks, ice, mud, or sand.
All alcoholic drinks you make grant a number of The time and cost it takes for you to create shoes are
temporary hit points to the drinker equal to twice your halved.
proficiency bonus.
Master Fisherman
Master Calligrapher You have been trained to use Fishing Tackle, gaining the
You have been trained to use Calligraphy tools, gaining the following benefits:
following benefits:
Increase your Wisdom or Intelligence score by 1, to a
Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
maximum of 20. You gain proficiency in Fishing Tackle, or expertise if you
You gain proficiency in Calligrapher's tools, or expertise if were already proficient.
you were already proficient. If you have access to a body of water that sustains marine
You can flawlessly recreate any handwriting you have life, you can maintain a moderate lifestyle while working
seen. as a fisherman, and you can catch enough food to feed
You can perfectly recall any written text you have seen in yourself and up to ten other people each day.
the past 6 months. You can wield your Fishing Tackle as a whip.
Master Carpenter Master Forger
You have been trained to use Carpenter’s tools, gaining the You have been trained to use Forgery tools, gaining the
following benefits: following benefits:
Increase your Wisdom or Intelligence score by 1, to a Increase your Wisdom or Charisma score by 1, to a
maximum of 20. maximum of 20.
You gain proficiency in Carpenter’s tools, or expertise if You gain proficiency in Forgery tools, or expertise if you
you were already proficient. were already proficient.
You can use the Construct Hut or Construct Boat creation, As a bonus action, you can quickly make a single page,
each without using a creation slot, once per long rest. This forged document if you have the materials on hand. DC 8
creation uses the stat you increased with this feat. These + you Forgery Tool Check Modifier
creations are added to any creation list you have. You have advantage on checks to determine if a document
As an action, you can use wooden materials to reinforce a has been forged, and creatures have disadvantage on
10 x 10 door, window, or wall, increasing the DC to break checks to determine any document you have forged was
it by 5, to a maximum of 30. These reinforcements last 8 forged.
hours.
Master Glassblower
Master Cartographer You have been trained to use Glassblower’s tools, gaining the
You have been trained to use Carpenter’s tools, gaining the following benefits:
following benefits:
Increase your Wisdom or Intelligence score by 1, to a
Increase your Wisdom or Intelligence score by 1, to a maximum of 20.
maximum of 20. You gain proficiency in Glassblower’s tools, or expertise if
You gain proficiency in Cartographer’s tools, or expertise you were already proficient.
if you were already proficient. Your weapon attacks gain the Siege property against any
You can recall and recreate any map you have seen. glass object or structure.
Additionally, you cannot get lost by normal means. The time and cost it takes for you to create glass items
You always know which way is north, and you can such as lenses, bottles, and fiberglass are halved.
immediately detect any weather-related events within a
two mile radius of yourself.
Master Herbalist You have advantage on saving throws related to weather
You have been trained to use Herbalism tools, gaining the based phenomenon.
following benefits: Master of Disguise
Increase your Wisdom or Intelligence score by 1, to a You have honed your ability to shape your personality and to
maximum of 20. read the personalities of others. You gain the following
You gain proficiency in Herbalism tools, or expertise if you benefits:
were already proficient. Increase your Charisma score by 1, to a maximum of 20.
As a bonus action, you can consume or give another You gain proficiency with the disguise kit. If you are
creature within touch range a potion, or other already proficient with it, you gain Expertise in it.
consumable. If you spend 1 hour observing a creature, you can then
Creating medicines costs half as much and takes half as spend 8 hours crafting a disguise you can quickly don to
much time to craft. mimic that creature. Making the disguise requires a
Master Jeweler
disguise kit. You must make checks as normal to disguise
You have been trained to use Jeweler’s tools, gaining the yourself, but you can assume the disguise as an action.
following benefits: Master of Games
Increase your Wisdom or Intelligence score by 1, to a You’ve whiled away hours and days in the strategies of playing
maximum of 20. cards, board games, or other kinds of rules- bound activities.
You gain proficiency in Jeweler's tools, or expertise if you You gain the following benefits:
were already proficient. Your Intelligence, Wisdom, or Charisma score increases
As a bonus action, you can identify the type, value, and by 1, to a maximum of 20.
properties of any gemstone within 5ft of you. You gain proficiency in three gaming sets of your choice
The time and cost it takes for you to create jewelry are and expertise for one of those sets of your choice.
halved. If you are playing against an opponent that you have lost
Master Leatherworker against within 1 month, you can add a 1d6 to any checks
You have been trained to use Leatherworker’s tools, gaining made for the first game played against them since you last
the following benefits: lost.
If you are introduced to a new game, you gain proficiency
Increase your Wisdom or Intelligence score by 1, to a in it after 8 hours total spent playing.
maximum of 20.
You gain proficiency in Leatherworker’s tools, or expertise Master Painter
if you were already proficient. You have been trained to use Painter’s tools, gaining the
As an action, you can fully skin a creature’s corpse. following benefits:
Crafting and altering an item made from leather has its Increase your Wisdom or Charisma score by 1, to a
time and cost reduced by half. maximum of 20.
Master Mason
You gain proficiency in Painter’s tools, or expertise if you
You have been trained to use Mason’s tools, gaining the were already proficient.
following benefits: You can tell if a painting is an original or a copy, as well as
its value in berries, and any important and well known
Increase your Wisdom or Intelligence score by 1, to a information about the painting and the painter.
maximum of 20. The amount of time and cost it takes to draw or paint
You gain proficiency in Mason’s tools, or expertise if you something is halved.
were already proficient.
Your weapon attacks gain the Siege property against any Master Potter
object or structure made of stone and other stone adjacent You have been trained to use Pottery tools, gaining the
material. following benefits:
The amount of time and cost it takes to make a stone Increase your Wisdom or Intelligence score by 1, to a
construction is halved. maximum of 20.
Master Navigator You gain proficiency in Potters tools, or expertise if you
You have been trained to use Navigator’s tools, gaining the were already proficient.
following benefits: During a long rest, you can craft an exceptionally deep
pot. This pot has an interior space considerably larger
Increase your Wisdom or Intelligence score by 1, to a than its outside dimensions, roughly 2 feet in diameter at
maximum of 20. the mouth and 4 feet deep. The pot can hold up to 500
You gain proficiency in Navigator’s tools, or expertise if pounds, not exceeding a volume of 64 cubic feet. The pot
you were already proficient. weighs 15 pounds, regardless of its contents. Retrieving
You can recall the exact directions from one location you an item from the pot requires an action. If the pot is
have been in relation to another location you have been, as overloaded or broken, it ruptures and is destroyed, spilling
long as you have been consistently conscious for the its contents on the floor. This pot remains until you make
journey. another one, or if it's destroyed.
The amount of time and cost it takes to make, repair, or Master Woodcarver
alter pottery is halved. You have been trained to use Woodcarver’s tools, gaining the
Master Smith
following benefits:
You have been trained to use Smither’s tools, gaining the Increase your Wisdom or Intelligence score by 1, to a
following benefits: maximum of 20.
Increase your Strength or Intelligence score by 1, to a You gain proficiency in Woodcarver’s tools, or expertise if
maximum of 20. you were already proficient.
You gain proficiency in Smiths tools, or expertise if you Wooden objects you create have resistance to
were already proficient. bludgeoning, piercing, and slashing damage.
As a bonus action, you can inspect a forged weapon or The amount of time and cost it takes to make and repair
armor within 5ft of you, learning its value in berries, its wooden objects is halved.
materials, and any properties it may have. Medium Armor Master
The amount of time and cost it takes to make forged Prerequisite: Proficiency with medium armor
weapons and armor is halved. You have practiced moving in medium armor to gain the
following benefits:
Master Tinkerer
You have been trained to use Tinker’s tools, gaining the Increase your Dexterity or Constitution score by 1, to a
following benefits: maximum of 20.
Wearing medium armor doesn't impose disadvantage on
Increase your Dexterity or Intelligence score by 1, to a your Dexterity (Stealth) checks.
maximum of 20. When you wear medium armor, you can add 3, rather than
You gain proficiency in Tinkers tools, or expertise if you 2, to your AC if you have a Dexterity of 16 or higher.
were already proficient.
As a bonus action, you can attempt to tamper with a Menacing
creature’s weapon, armor, or creative focus. You make a You become fearsome to others, gaining the following
Tinker tools check against the creature’s Dexterity benefits:
(Acrobatics) or Strength (Athletics). On a success, you
place a -1 penalty on attack and damage rolls if you Increase your Charisma score by 1, to a maximum of 20.
tampered a weapon, -1 to AC if you tamper armor, or -1 to You gain proficiency in the Intimidation skill. If you are
creation attack rolls and save DCs until the creature takes already proficient in the skill, you gain Expertise in it.
a long rest to repair it. On failure, the item cannot be Once per turn, as a bonus action, or in the place of an
tampered by you in this way for an hour. attack from the attack action, you can attempt to
The amount of time and cost it takes to craft and tinker demoralize one creature you can see within 30 feet of you
with items is halved. that can see and hear you. Make a Charisma
(Intimidation) check contested by the target's Wisdom
Master Weaver (Insight) check. If your check succeeds, the target is
You have been trained to use Weaver’s tools, gaining the frightened until the end of your next turn. If your check
following benefits: fails, the target can't be frightened by you in this way for 1
hour.
Increase your Wisdom or Intelligence score by 1, to a
maximum of 20. Mobile
You gain proficiency in Weavers tools, or expertise if you You are exceptionally speedy and light on your feet. You gain
were already proficient. the following benefits:
You can temporarily enhance an outfit, making the
wearing have more of a presence. You touch an outfit over Your speed increases by 10 feet.
the course of a short or long rest. Until the creature’s next When you use the Dash action, difficult terrain doesn't
rest, or until you use this feature on another set of clothes, cost extra movement on that turn.
the wearer has advantage on your choice of Charisma When you make a melee attack against a creature, you
(Persuasion), Charisma (Intimidation), Charisma don't provoke opportunity attacks from that creature for
(Performance), or Charisma (Deception) checks. the rest of the turn, whether you hit or not.
The amount of time and cost it takes to make and mend Mounted Combatant
clothes is halved. You are a dangerous foe to face while mounted. While you are
mounted and aren't incapacitated, you gain the following
benefits:
You have advantage on melee attack rolls against
unmounted creatures that are smaller than your mount.
You can force an attack targeted at your mount to target
you instead.
If your mount is subjected to an effect that allows it to
make a Dexterity save to take only half damage, it takes no
damage if it succeeds and half damage if it fails.
Musician Performer
Prerequisites: Proficiency with a musical instrument You master performance so that you can command any stage.
You are a practiced musician, granting you the following You gain the following benefits:
benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain Expertise in all Musical Instruments that you are You gain proficiency in the Performance skill. If you are
proficient in. already proficient in the skill, you gain Expertise in it.
As you finish a Short Rest or a Long Rest, you can play a As a bonus action, you can try to distract one creature you
song on a Musical Instrument with which you have Tool can see, who can see and hear you. Make a Charisma
Proficiency and give Inspiration to 6 allies who hear the (Performance) check contested by their Wisdom (Insight)
song, which can include yourself. check. If your check succeeds, you grab their attention
Naturalist
enough that it makes Wisdom (Perception), Intelligence
Extensively you have studied nature, allowing you to defend (Investigation) checks, and attack rolls with disadvantage
yourself in any situation, you gain the following benefits. until the start of your next turn. If your check fails, the
creature becomes immune to this effect for 1 hour.
Increase your Intelligence score by 1, to a maximum of 20. Piercer
You gain proficiency in the Nature skill. If you are already You have achieved penetrating precision in combat, granting
proficient in the skill, you gain Expertise in it. you the following benefits:
You learn the Natural Arts trick and Detect Poison and
Disease creations. You can use Detect Poison and Disease Increase your Strength or Dexterity by 1, to a maximum of
once without expending a creation slot, and you regain the 20.
ability to do so when you finish a long rest. Once per turn, when you hit a creature with an attack that
You gain a unarmored AC equal to 13 + your Dexterity deals piercing damage, you can re-roll one of the attack’s
modifier. damage dice, and you must use the new roll.
Observant
When you score a critical hit that deals piercing damage
Quick to notice details of your environment, you gain the to a creature, you can roll one additional damage die when
following benefits: determining the extra piercing damage.
Increase your Intelligence or Wisdom score by 1, to a Poisoner
You can prepare and deliver deadly poisons, gaining the
maximum of 20. following benefits:
If you can see a creature's mouth while it is speaking a
language you understand, you can interpret what it's When you make a damage roll that deals poison damage,
saying by reading its lips. you can ignore resistance to poison damage.
You have a +5 bonus to your passive Wisdom (Perception) You can coat a weapon in poison as a bonus action,
and passive Intelligence (Investigation) scores. instead of an action.
If you lose your eyesight permanently while having this You gain proficiency with the poisoner's kit if you don't
feat, such as losing your eyes, you will lose this feat over the already have it. With one hour of work using a poisoner's
course of 3 months, of which it will be replaced with the kit and expending 10 GP worth of materials, you can
Sightless Perspective feat. create a number of doses of potent poison equal to your
proficiency bonus. Once applied to a weapon or piece of
Perceptive
ammo, the poison retains its potency for 1 minute or until
You hone your senses until they become razor-sharp. You you hit with the weapon or ammo. When a creature takes
gain the following benefits: damage from the coated weapon or ammo, that creature
must succeed on a Constitution saving throw (DC 8 +
Increase your Wisdom score by 1, to a maximum of 20. Proficiency Bonus + your choice of Intelligence or
You gain proficiency in the Perception skill. If you are Wisdom modifier) or take 2d8 poison damage and
already proficient in the skill, you gain Expertise in it. become poisoned until the end of your next turn.
You gain darkvision of 30ft. If you already had darkvision,
it is extended by 30ft. Polearm Master
Being in a lightly obscured area doesn't impose You have mastered the art of polearm weaponry. You gain the
disadvantage on your Wisdom (Perception) checks if you following benefits:
can both see and hear. When you take the Attack action and attack with only a
glaive, halberd, quarterstaff, or spear, you can use a bonus
action to make a melee attack with the opposite end. This
attack uses the same ability modifier as the primary
attack. The damage die for this attack is a d4, and it deals
bludgeoning damage. You can use the shove action in
place of that bonus action attack.
While you are wielding a glaive, halberd, pike, quarterstaff,
or spear, you can use your reaction to make a melee
weapon attack against creatures when they enter the
reach you have with that weapon.
Practiced Wisdom Remarkable Recovery
There is an inherent part of you that remains solidified You have an unnaturally quick recovery. You gain the
mentally through experience. You gain the following benefits: following benefits:
Increase your Wisdom score by 1, to a maximum of 20. Increase your Constitution score by 1, to a maximum of
You gain proficiency in Wisdom saving throws. 20.
When you fail a Wisdom saving throw, you can roll a d6 When you are successfully stabilized while dying, you
and add it to the roll, possibly changing the outcome. You regain hit points equal to your Constitution modifier
can do this a number of times equal to your proficiency (minimum of 1).
bonus, and regain all uses when you finish a long rest. Whenever you regain hit points as a result of a creation,
item, or class feature (but not this feat), you regain
Quick Fingers additional hit points equal to your Constitution modifier
Your nimble fingers and agility let you perform sleight of (minimum of 1).
hand. You gain the following benefits:
Resilient Constitution
Increase your Dexterity score by 1, to a maximum of 20. There is an inherent part of you that remains physically
You gain proficiency in the Sleight of Hand skill. If you are stouthearted. You gain the following benefits:
already proficient in the skill, you gain Expertise in it.
As a bonus action, you can make a Dexterity (Sleight of Increase your Constitution score by 1, to a maximum of
Hand) check, use your thieves’ tools, take the Use an 20.
Object action, pickpocket, plant something on someone You gain proficiency in Constitution saving throws.
else, conceal an object, or you can attempt to disarm a When you fail a Constitution saving throw, you can roll a
creature of an object they are holding within touch range d6 and add it to the roll, possibly changing the outcome.
by making a Dexterity (Sleight of Hand) check against a You can do this a number of times equal to your
creature's Strength (Athletics) or Dexterity (Acrobatics) proficiency bonus, and regain all uses when you finish a
check. long rest.
Rapier Mastery Rifle Master
Prerequisites: Proficiency with rapiers Accurate and far-reaching, the rifle is a weapon that requires
The swift and sharp rapier is perfect for any duelist to strike precision and discipline to wield, and experience to truly
and defend with ease. You gain the following benefits while make it formidable. You gain the following benefits while
wielding a rapier: wielding a musket or rifle:
You gain a +1 bonus to attack rolls you make with rapiers. You gain a +1 bonus to attack rolls you make with muskets
Once per turn, when you take the Attack action on your and rifles.
turn, you can forgo one attack with a feint, granting your When you roll the weapon damage die with muskets or
next attack advantage on its attack roll, and if this attack rifles, the minimum damage you can roll on the die equals
hits it gains a bonus to its damage roll equal to your your proficiency bonus.
proficiency bonus. Being prone doesn't impose disadvantage on your attack
As a bonus action, you can take a parrying stance, adding rolls with ranged weapons.
a +1 bonus to your armor class until the start of your next Your ranged weapon attacks don't have disadvantage
turn. against targets that are prone
When you score a critical hit against a target, you may roll Both the short and long ranges of these weapons are
an additional damage die to add to the damage roll. increased by 60 ft.
Religious Rogue Adept
Your extensive study of religion rewards you with the You have deft talent and cunning tactics that render you the
following benefits. most slippery of foes. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20. Increase your Dexterity, Intelligence, Wisdom, or
You gain proficiency in the Religion skill. If you are already Charisma score by 1, to a maximum of 20.
proficient in the skill, you gain Expertise in it. You gain proficiency in one skill of your choice. In
You learn the Show Off and Twist Fate creations. You can addition, choose one of your skills that you are proficient
use Twist Fate without expending a creation slot. You can in. You gain expertise in that skill.
use this feature a number of times equal to your As a bonus action, you can take the dash, disengage, or
proficiency bonu, regaining the ability to do so when you hide action.
finish a long rest. If you have the creativity feature, these
creations are added to any creation list your have.
During a the course of a long rest, you can perform a
ritual to transform a bottle of mundane water into a
special holy water. When a creature drinks the water, they
regain 2d4+2 hit points, after which the liquid becomes
mundane again. The liquid also becomes mundane when
you finish a long rest.
Routine User Sentinel
Prerequisite: Intelligence or Wisdom 13 or higher You have mastered techniques to take advantage of every
You have learned a number of creations that you can use as drop in any enemy's guard, gaining the following benefits:
routines. These creations are written in a journal, which you
must have in hand while using one of them. When you hit a creature with an opportunity attack, the
When you choose this feat, you acquire a journal holding creature's speed becomes 0 for the rest of the turn.
two 1st-level creations of your choice. Choose one of the Creatures provoke opportunity attacks from you even if
following classes: bard, medic, or gadgeteer. You must choose they take the Disengage action before leaving your reach.
your creations from that class’ creation list, and the creations When a creature makes an attack against a target other
you choose must have the routine tag. The class you choose than you (and that target doesn't have this feat), you can
also determines your creative ability for these creations. use your reaction to make an opportunity attack with a
If you come across a creation in written form, you might be melee weapon against the attacking creature.
able to add it to your journal. The creation must be on the
creation list for the class you chose, the creation’s level can be Sharpshooter
You have mastered ranged weapons and can make shots that
no higher than half your level (rounded up), and it must have others find impossible. You gain the following benefits:
the routine tag.
The process of copying the creation into your journal takes Attacking at long range doesn't impose disadvantage on
2 hours per level of the creation and costs 50 GP per level. your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-
Savage Attacker quarters cover.
Your training with weapons has allowed you to utilize their Before you make an attack with a ranged weapon that you
full force, able to devastate your opponents with deadly are proficient with, you can choose to take a -5 penalty to
strikes. You gain the following benefits when wielding a the attack roll. If that attack hits, you add +10 to the
weapon: attack's damage.
Your attack gains a +1 to damage rolls Shield Master
When you take the attack action, and you have more than You use shields not just for protection but also for offense.
one attack you can take with the same weapon you are You gain the following benefits while you are wielding a
wielding, you can choose to not take those extra attacks shield:
and instead increase the damage of the attack you take by
an extra dice of damage of your weapon for every attack You can use a bonus action to try to shove a creature
not taken. (If the weapon must be reloaded like a firearm within 5 feet of you with your shield.
or a cannon, it must be loaded to count as making an If you aren't incapacitated, you can add your shield's AC
attack) bonus to any Dexterity saving throw you make against a
Your weapon attacks score a critical hit on a roll of 19 or spell or other harmful effect that targets only you.
20. If you are subjected to an effect that allows you to make a
Dexterity saving throw to take only half damage, you can
Scimitar Master use your reaction to take no damage if you succeed on the
Prerequisites: Proficiency with a scimitar saving throw, interposing your shield between yourself
The light and curved blade allows the wielder to make and the source of the effect.
complex flourishes to rend their enemies. You gain the
following benefits while wielding a scimitar: Short Blade Master
You gain a +1 bonus to attack rolls you make with scimitar. Prerequisites: Proficiency with a dagger or shortsword
As a bonus action, you can make a flourish with your next Sacrificing the size and power of a weapon for lightness and
attack made with a scimitar. When you hit, the attack speed, you have mastered using short blades such as daggers
gains a damage spread of 5ft, DC = 8 + your proficiency and shortswords. You gain the following benefits:
bonus + your Strength or Dexterity modifier. You can use You gain a +1 bonus to attack rolls made with daggers and
this feature a number of times equal to your proficiency shortswords.
bonus, regaining all uses at the end of a short or long rest. When you take the attack action with a dagger or
If you move 10ft in a straight line towards a creature shortsword, you can make an additional attack with it as
before making an attack with a scimitar, when the attack part of the Attack action. You can use this feature a
hits, you deal an additional damage die with the attack. number of times equal to your proficiency bonus,
If a creature hits a creature within your melee reach with regaining all uses at the end of a short or long rest.
a melee attack, you can use your reaction to become the You have advantage on attack rolls against a creature you
target instead. are grappling with, as well as against creatures that are
grappling you.
When you have advantage on an attack roll using a dagger
or shortsword, and you hit, you deal an additional 1d4
damage.
Shotgun Master Skill Expert
Prerequisites: Proficiency with a shotgun You have honed your proficiency with particular skills,
The powerful blast of the shotgun is under your control and granting you the following benefits:
whim, allowing you to blast apart anyone who comes your Increase one ability score of your choice by 1, to a
way. You gain the following benefits while wielding a shotgun: maximum of 20.
You gain a +1 bonus to attack rolls you make with You gain proficiency in one skill of your choice.
shotguns. Choose one skill in which you have proficiency. You gain
The bonus damage from your shotgun when attacking a expertise with that skill. The skill you choose must not be
creature within normal range increases from 1d4 to 1d6. already benefiting from a feature, such as Expertise.
The normal and long ranges of your shotgun increases to
(40/120). Skilled
In place of an attack with your shotgun, you can instead You are highly skilled. You gain proficiency in any three skills
produce a 5ft cube at a point you can see within the or tools of your choice.
normal range of your shotgun. Any creature caught in this
cube must make a Dexterity saving throw, DC = 8 + your Skulker
Prerequisite: Dexterity 13 or higher
Dexterity modifier + your Proficiency Bonus. On a failure, You are an expert at slinking through shadows. You gain the
the creature takes the damage from your shotgun, as if following benefits:
you had hit it with the weapon attack. On a success, the
creature takes no damage. Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Stealth skill. If you are already
Sightless Perspective
Prerequisites: You are permanently blind, if you later regain proficient in the skill, you gain Expertise in it.
your sight, you will lose this feat over the course of 3 months, If you are hidden, you can move up to 10 feet in the open
of which it will be replaced with the Observant feat without revealing yourself if you end the move in a
Losing sight in the literal sense can be a daunting task to position where you're not clearly visible.
overcome, be it not being born with it, or losing your eyes in a You can try to hide when you are lightly obscured from the
deadly encounter. Luckily you are particularly crafty, able to creature from which you are hiding.
adapt to your other senses to fight against any and all unseen When you are hidden from a creature and miss it with a
danger. You gain the following benefits: ranged weapon attack, making the attack doesn't reveal
Increase your Wisdom score by 1, up to a maximum of 20. your position.
You gain your choice of either blindsight or tremorsense of Slasher
30ft. This radius increases by an additional 10ft for each You’ve learned where to cut to have the greatest results,
Observation Haki ability you possess. granting you the following benefits:
Ranged attacks don’t have advantage against you due to
you being blind. However, they can still have advantage for Increase your Strength or Dexterity by 1, to a maximum of
other reasons. 20.
Any ability that you have that requires you to see a target Once per turn when you hit a creature with an attack that
within range functions as long as that target is within your deals slashing damage, you can reduce the speed of the
blindsight/tremorsense. target by 10 feet until the start of your next turn.
When you score a critical hit that deals slashing damage
Silver Tongue to a creature, you grievously wound it. Until the start of
You develop your conversational skill to better deceive others. your next turn, the target has disadvantage on all attack
You gain the following benefits. rolls.
Increase your Charisma score by 1, to a maximum of 20. Sling Master
You gain proficiency in the Deception skill. If you are Prerequisites: Proficiency with a sling
already proficient in the skill, you gain Expertise in it. You have mastered slings. You gain the following benefits:
You learn the Vicious Mockery trick, your Charisma is the You gain a +1 bonus to attack rolls you make with slings.
creation ability modifier for this creation. You can use this When you wield a sling, its damage die is increased by one
trick as a bonus action a number of times equal to your tier (i.e. 1d4 -> 1d6). In addition, the sling’s normal range
proficiency bonus, regaining all uses at the end of a long increases from 30 feet to 60 feet, and its long range
rest. increases from 120 feet to 180 feet.
You can replace one attack with an attempt to deceive one When you score a critical hit with a sling, you deal extra
creature you can see within 30 feet of you that can see damage equal to your proficiency bonus. In addition, your
and hear you. Make a Charisma (Deception) check target must succeed on a Constitution saving throw (DC =
contested by the target's Wisdom (Insight) check. If your 8 + your proficiency bonus + your Dexterity modifier) or
check succeeds, your movement doesn't provoke become stunned until the end of its next turn.
opportunity attacks from the target and your attack rolls You don't have close-range disadvantage when using
against it have advantage; both benefits last until the end slings.
of your next turn or until you use this ability on a different
target. If your check fails, the target can't be deceived by
you in this way for 1 hour.
Sound Intelligence Storyteller
There is an inherent part of you that remains mentally Your experiences in life have rendered you skilled at spinning
prepared, able to decipher all that comes at you. You gain the tales, both real and fictional. You gain the following benefits:
following benefits:
Increase your Charisma score by 1, to a maximum of 20.
Increase your Intelligence score by 1, to a maximum of 20. You can spend 10 minutes recalling a fantastic tale and
You gain proficiency in Intelligence saving throws. relaying it to your companions. When you do so, roll on
When you fail an Intelligence saving throw, you can roll a the Tale Archetypes table to determine the recalled tale.
d6 and add it to the roll, possibly changing the outcome. You can tell the tale to up to six friendly creatures of your
You can do this a number of times equal to your choice (which can include yourself) within 30 feet of you
proficiency bonus, and regain all uses when you finish a who can see or hear you and who can understand you. A
long rest. chosen creature gains the tale’s effect and can use it once
before it finishes a long rest. A creature can’t gain an effect
Spear Mastery from this feat again until it has finished a long rest.
Prerequisites: Proficiency with spears, javelins, pikes,
tridents, or glaives Tale Archetypes
You have mastered the use of long, poking sticks, rewarding
you for the time you have taken to master it. You gain the d6 Recalled Tale
following benefits: 1 Overcoming the Monster. The creature can add your
Charisma modifier to an attack roll or a damage roll.
You gain a +1 bonus to attack rolls you make with a spear, 2 When the creature regains hit points, it
javelin, pike, trident, or glaive. Rags to Riches.
can regain an additional amount equal to your
When you use a spear, javelin, pike, trident, or glaive, its Charisma modifier.
damage die increases by one damage dice size (1d6 =>
1d8, 1d10 = > 1d12). In the case of the spear, both the one- 3 The Quest. The creature gains temporary hit points
handed and two-handed damage die increases in size by equal to your level + double your Charisma modifier.
one. 4 Voyage and Return. When the creature moves, it can
On your turn, you can choose to take a forward stance by increase its speed by a number of feet equal to your
expending half of your movement speed. When you take Charisma modifier times 5 for one turn.
this stance, your reach with spears, javelins, pikes, 5 Comedy or Tragedy. When the creature fails an ability
tridents, and glaives increases by 5ft. check or attack roll, it can add your Charisma modifier
On your turn, you can choose to take a wide stance by to the roll, potentially changing the result.
expending half of your movement speed. When you take 6 Rebirth. The creature can add your Charisma modifier
this stance, the next creature you hit with a melee weapon to a saving throw.
attack using a spear, javelin, pike, trident, or glaive must
make a Strength saving throw, DC = 8 + your proficiency + Survivalist
your Strength or Dexterity modifier. On a failure, the You master wilderness lore, gaining the following benefits:
target is knocked prone or disarmed of an object they are
holding (your choice). Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Survival skill. If you are already
Spirit Adept proficient in the skill, you gain Expertise in it.
You have connected with your inner spirit, and have You learn the Animal Eyes and Animal Friend creations.
manifested it into greater control of your physical self. You You can Animal Friend without expending a creation slot a
gain the following benefits: number of times equal to your proficiency bonus,
Choose one of the Spirit Abilities from the brawler class. regaining all uses when you finish a long rest.
You gain 2 Spirit points (which are added to any Spirit You gain an Unarmored AC equal to 10 + your Wisdom
points you have from another source). You regain any of modifier + your Dexterity modifier. You lose this AC if you
these spent Spirit points when completing a short rest. are wearing armor or holding a shield.
Whenever you reach a level that grants the Ability Score Tandem Tactician
Improvement feature, you can replace one of these Spirit Your presence in a scrap tends to elevate your comrades. You
Ability options with another one from the brawler class. gain the following benefits:
Your damage dice for your unarmed strike increases by
one size, 1d4 => 1d6, 1d10 => 1d12. The maximum You can use the Help action as a bonus action.
damage dice you can have for an unarmed strike is 1d12. When you use the Help action to aid an ally in attacking a
Your movement speed increases by 5ft. creature, increase the range of the Help action by 10 feet.
When you make an unarmed strike or an attack with a Additionally, you can help two allies target the same
simple melee weapon that lacks the heavy and two- creature within range when you use the Help action this
handed properties as part of your Attack action, you can way.
make an unarmed strike using your bonus action.
Tavern Brawler Trick Foiler
You are accustomed to the rough-and-tumble fighting using You have practiced techniques useful in melee combat
whatever weapons happen to be at hand, you gain the against gadgeteers, gaining the following benefits:
following benefits:
Increase your Strength, Dexterity, or Constitution score by
You gain a +1 bonus to attack rolls made with improvised 1, to a maximum of 20.
weapons. When a creature within your melee reach of you uses a
You gain proficiency in improvised weapons. creation, or teleports, you can use your reaction to make a
The damage dice of any improvised weapon you wield melee weapon attack against that creature. If this attack
increases by one size (1d4 => 1d6) to a maximum of 1d12. hits a creature that was teleporting, it prevents them from
If you score a critical hit using an improvised weapon, you doing so.
can choose to deal extra damage equal to your proficiency When you damage a creature that is concentrating on any
bonus. ability that requires concentration, that creature has
While wielding an improvised weapon, you can use a disadvantage on the saving throw it makes to maintain its
bonus action to attempt to grapple a target. concentration.
You have advantage on saving throws against creations
Thrown Weapon Master used by creatures within your melee reach.
You have mastered the ability to throw weapons from a
distance. You gain the following abilities: Unarmed Master
You are a master of using unarmed combat, you gain the
Increase your Strength or Dexterity score by 1, to a following benefits:
maximum of 20.
Simple and martial melee weapons without the thrown You gain a +1 bonus to attack rolls you make with
property have the thrown property for you. One-handed unarmed strikes.
weapons have a normal range of 20 feet and a long range Before you make an unarmed strike, you can choose to
of 60 feet, while two-handed weapons have a normal take a -5 penalty to the attack roll. If the attack hits, you
range of 15 feet and a long range of 30 feet. add +10 to the attack's damage.
When you make an attack with a thrown weapon that Additionally the size of your unarmed strike becomes one
already had the thrown property (not gained by this feat), die size larger (d4 => d6, etc.). If you do not already have a
the standard range is 60 and the long range is 180. roll for the damage of your unarmed strikes, it becomes a
d4. The maximum damage dice you can have for an
Tough unarmed strike is 1d12.
You are tough. Your hit point maximum increases by an
amount equal to twice your level when you gain this feat. Underdog
Whenever you gain a level thereafter, your hit point maximum When the going gets tough, that's when you get going. You
increases by an additional 2 hit points. gain the following benefits:
Trap Master Increase your Constitution score by 1, to a maximum of
It's time to split up gang, and set up some traps, gaining the 20.
following benefits: When a creature scores a critical hit against you, you have
advantage all attack rolls you make against that creature,
You gain a +1 bonus to attack rolls made with nets and until the end of your next turn.
manacles. If a critical hit against you drops you to 0 hit points, you
When you take the Attack action on your turn, you can use drop instead to 1 hit point. You regain this ability when
your bonus action to make an attack with a net or set of you roll initiative.
manacles.
Your range with nets increases to 10/30, and you do not
suffer long range disadvantage with attacks made with
nets. In addition, manacles you wield gain the thrown
property (20/40).
As a bonus action, you can set up or disarm minor traps
such as with Hunting Traps, Ball Bearings, and Caltrops.
Unmatched Strength Warpick Mastery
There is an inherent part of you that remains physically Prerequisites: Proficiency with warpicks Warpicks are a
strong. You gain the following benefits: versatile weapon, able to bash the enemies, or pierce through
the armor of your foes. You gain the following benefits while
Increase your Strength score by 1, to a maximum of 20. wielding a warpick:
You gain proficiency in Strength saving throws.
When you fail a Strength saving throw, you can roll a d6 You gain a +1 bonus to attack rolls you make with
and add it to the roll, possibly changing the outcome. You warpicks.
can do this a number of times equal to your proficiency As a bonus action, you can give a charge to the sharp point
bonus, and regain all uses when you finish a long rest. of your warpick, granting you next attack against any
creature wearing armor to have a +2 bonus to hit.
Unyielding Charisma As a bonus action, you give a charge to the blunt side of
There is an inherent part of you that refuses to back down. your warpick, enabling you to make a shove as a bonus
You gain the following benefits: action with the warpick. If you succeed, you can choose to
Increase your Charisma score by 1, to a maximum of 20. knock them back 5ft and prone.
You gain proficiency in Charisma saving throws. Weapon Master
When you fail a Charisma saving throw, you can roll a d6 You have practiced extensively with a variety of weapons,
and add it to the roll, possibly changing the outcome. You gaining the following benefits:
can do this a number of times equal to your proficiency
bonus, and regain all uses when you finish a long rest. Increase your Strength or Dexterity score by 1, to a
maximum of 20.
Vehicle Master You gain proficiency in all simple weapons, martial
You are a master of all forms of transportation. Be it land, sea, weapons, and cannons.
or sky, you know what to do. You gain the following benefits:
Whip Master
Increase your Intelligence or Wisdom score by 1, to a Prerequisites: Proficiency with whips
maximum of 20. A whip in your hands becomes a deadly weapon. You gain the
You gain proficiency in all Vehicles (land, sea, and sky). If following benefits:
you are already proficient in one of these, you instead gain
expertise for that vehicle. You gain a +1 bonus to attack rolls you make with whips.
As an action, you can make a spontaneous repair on your Whips you wield gain an extra 5ft reach, this stacks with
vehicle needed, repairing, 10 x Proficiency modifier of its their reach property, giving you a reach of 15ft.
hit points. This can only be done once per long rest. The damage die of whips you wield increases by one size
The time and cost that it takes you to craft any vehicle is (1d4 => 1d6).
cut in half. When you score a critical hit against a creature that is no
more than one size larger than you, you can force that
Voracity target to make a Strength saving throw (DC = 8 + your
Much like a machine, food is your fuel, granting you the proficiency bonus + your Strength or Dexterity modifier).
energy needed to get through the challenges of the day. In On a failure, the target becomes grappled. While grappled
particular, your strong metabolism allows you to benefit from in this way, the creature is restrained.
the foods you eat instantaneously. You gain the following
benefits.
Increase your Constitution score by 1, to a maximum of
20.
As a bonus action, you can consume food to energize
yourself, temporarily gaining one of the following benefits
depending on the flavor of the food. You can use this
ability a number of times equal to your proficiency bonus,
regaining all uses at the end of a long rest.
Sour. You gain a 1d4 bonus to one skill of your choice in a
skill that you are proficient in for 1 hour.
Sweet. You gain a +10 bonus to your movement speed for
1 minute.
Salty. You gain a 1d4 bonus to all saving throws for 1
minute.
Bitter. You gain a +2 bonus to all damage rolls made with
weapon attacks for 1 minute.
Savory. You regain a number of hit points equal to 1d12 +
your level.
When you successfully shove a creature, you can choose
Racial Feats to use your large beaver tail to slam into them, choosing
one of the following additional effects to occur: Your target
All-Consuming Maw
Prerequisites: Sharptooth Fishman race takes 1d6 bludgeoning damage, your target is shoved 10ft
Your naturally sharp teeth combined with your relentless instead of 5ft, or your target has their speed reduced by
spirit allow you to maintain a firm grip on your foes. You gain 10ft until the end of their next turn. You can use this
the following benefits: feature a number of times equal to your proficiency bonus,
regaining all uses at the end of a short or long rest.
Increase your Strength score by 1, up to a maximum of 20.
When you hit a creature with your natural weapon from Cryptic Camouflage
Prerequisites: Fishman or Merfolk race, as a fish that
your Natural Weapons feature, you can use your bonus naturally has the ability to camouflage itself
action to make a grapple attempt. While grappling a You have the uncanny ability to blend into any environment,
creature in this way, they take 1d4 piercing damage at the rendering you essentially invisible. You gain the following
start of each of your turns. benefits:
You gain expertise in Intimidation (Charisma) checks.
Increase your Dexterity or Wisdom score by 1, up to a
Bioluminescence maximum of 20.
Prerequisites: Fishman or Merfolk race, as any fish that You gain proficiency in Dexterity (Stealth) checks. If you
naturally produces light are already proficient, you instead gain Expertise.
You have a special set of organs that produces a chemical As an action, you can make a special hide action, making
reaction to produce light. You gain the following benefits: the Dexterity (Stealth) check at advantage, and allowing
Increase your Wisdom or Constitution score by 1, up to a you to attempt to hide in plain sight.
maximum of 20.
You learn the Light and Radiant Bolt. Constitution is your Dark Wing Hunter
Creativity modifier for these tricks. If you have the Prerequisites: Mink race, as a bat mink
Creativity feature, these tricks are added to that list, You are the terror of the night, able to take flight and sense all
allowing you to use that creativity modifier instead. sounds hidden under the cover of dark. You gain the
Once per short or long rest, when you use Radiant Bolt, following benefits:
you can cause a single creature hit by the attack to make a Increase your Wisdom or Dexterity score by 1, up to a
Constitution saving throw against creation save DC, maximum of 20.
becoming blinded for 1 minute, repeating the saving You gain blindsight of 10ft. This blindsight ceases to
throw at the end of each of their turns. function if you are deafened.
You gain a flying speed equal to your movement speed.
Birkan Battle Tactics
Prerequisites: Birkan Sky Islander race You cannot benefit from this speed if you are wearing
As a relentless Birkan Warrior, you know how to utilize your heavy armor.
dials for the ultimate combative advantage. You gain the Dead Man’s Grip
following benefits: Prerequisites: Revived Augmented race, Strength score of 16
Increase your Intelligence, Wisdom, or Charisma score by or higher
When the brain shuts off, the brain is no longer able to
1, up to a maximum of 20. control the restriction of muscle tightness, leading to the
When you roll damage for a creation, you can add the phenomenon known as the Deadman's Grip, a phenomenon
modifier of the ability score you chose to increase to the that you now wield. You gain the following benefits:
roll.
Adding to your Ancient Dials feature, you learn the Increase your Strength or Constitution score by 1, up to a
Defending Ward trick, but you can also use it as a bonus maximum of 20.
action, a number of times equal to your proficiency bonus, You gain proficiency in Strength (Athletics) checks. If you
regaining all uses on a long rest. were already proficient, you gain expertise instead.
When you are knocked prone, you can attempt a Strength
Buck-Toothed (Athletics) check, DC 15. On a success, you avoid being
Prerequisites: Mink race, as a beaver mink knocked prone.
Armed with gnashing teeth and a large, flat tail, you can chew When you make an attack roll, ability check, or saving
through the toughest of bark and wade through the roughest throw that uses strength, you may choose to replace the
waters. You gain the following benefits: roll on the dice with your Strength score instead. You can
Increase your Strength or Constitution score by 1, up to a use this feature a number of times equal to your
maximum of 20. proficiency bonus, regaining all uses at the end of a long
You gain a swimming speed equal to your walking speed. rest.
Your natural weapons become 1d8 piercing or slashing
damage thanks to your large, buck-teeth. Attacks made
with these natural weapons have the Siege property
against objects, structures, and creatures made out of
wood.
Diminutive Dudgeon Enhanced Evolution
Prerequisites: Any race excluding Dwarves and Giants, Small Prerequisites: Artificial Human Augmented race
size Your biological and physical attributes have been augmented
You are a human born especially small. Living in a world of to have you adapt to any situation. You gain the following
larger and more powerful folk, you have grown accustomed benefits:
to striking especially hard, or getting out of dodge with your
quick maneuverability. You gain the following benefits: Increase your Constitution, Intelligence, Wisdom, or
Charisma score by 1, up to a maximum of 20.
Increase your Dexterity or Charisma score by 1, up to a You learn the Absorption creation. Constitution is your
maximum of 20. Creativity modifier for this creation. If you have the
When you damage a creature with an attack or creation Creativity feature, it is added to that list, allowing you to
and the creature’s size is larger than yours, you can cause use that creativity modifier instead. You can use this
the attack or creation to deal extra damage to the creation without expending a creation slot a number of
creature. The extra damage equals your level. You can use times equal to your proficiency bonus. You regain all these
this trait a number of times equal to your proficiency uses at the end of a long rest.
bonus, regaining all expended uses when you finish a long You gain resistance to the damage type that you chose for
rest. your Spark of War feature.
You can attempt to hide even when you are only obscured
by a creature that is at least one size larger than you. Eyes on the Prize
You can move through the space of any creature that is of Prerequisites: Three-Eye Human race
a size larger than yours. Your foresight paired with your biological third eye grants
extreme foresight and perception when facing adversity. You
Electro Expert gain the following benefits:
Prerequisites: Mink race
Whether through extreme training or simply born with an Increase your Intelligence, Wisdom, or Charisma score by
adept skill with electro, you now gain stronger static charged 1, up to a maximum of 20.
strikes. You gain the following benefits: You gain proficiency in Wisdom (Perception) checks. If
you are already proficient, you gain expertise instead.
Increase your Strength, Dexterity, or Constitution score by After making an attack or damage roll, you may roll a d10
1, up to a maximum of 20. and add the number to the chosen roll. You can use this
When you use your Electro trait, you can choose to deal feature a number of times equal to your proficiency bonus,
an extra amount of lightning damage equal to your regaining all uses at the end of a long rest.
proficiency bonus. You can use this feature a number of
times equal to the modifier of the ability score you Eyes Open
increased with this feat, regaining all uses at the end of a Prerequisites: Three-Eyed Human race
short or long rest. When you are in your Inner Beast form, Your three eyes grant you the ability to be both alert and
you can use this feature without expending uses. observant. You gain the following benefits:
As a bonus action, you can suffuse your being with electro Increase your Wisdom or Charisma score by 1, up to a
to strike with extreme speed and precision. Until the end maximum of 20.
of your turn, you have advantage on all weapon attacks. You gain Expertise in Charisma (Deception) and Wisdom
You can use this ability a number of times equal to your (Insight) checks.
proficiency bonus, regaining all uses at the end of a long You gain a bonus to both your Passive Perception score
rest. and your initiative rolls equal to your proficiency bonus.
Enhanced Circuitry
Prerequisites: Cyborg Augmented race
Your augmentations enable you to harness the energy within,
enabling you to take in and release vast amounts of
electricity. You gain the following benefits:
Increase your Intelligence or Constitution score by 1, up to
a maximum of 20.
You gain resistance to lightning damage.
You learn the Countershock creation, using the ability
score you increased as the creativity ability modifier. If you
have the Creativity feature, this creation is added to your
creation lists. You can use this creation without expending
a creation slot a number of times equal to your proficiency
bonus. You regain all uses of this ability at the end of a
long rest.
Feral Threat If any of your integrated weapons have the reload
Prerequisites: Chimera Augmented race property, you ignore that property as long as you have
With your body formed together with the body parts of unspent 1 hit die remaining.
various beasts, you start to gain insight on their own feral
instincts. You gain the following benefits: Gliding Skin
Prerequisites: Mink race, as a flying squirrel mink
Increase your Strength or Constitution score by 1, up to a You take on the abilities of a flying squirrel, with deft
maximum of 20. movement and deft senses. Your squirrel paws are adept at
You gain proficiency in Strength (Athletics) or Charisma climbing up the tallest of trees. Sprouting from your sides are
(Intimidation) checks. If you were already proficient in one extended membranes of skin. These membranes grant you
of these skills, you instead gain expertise in that skill. the ability to glide along the wind as you descend safely from
As a bonus action, you can let out a menacing roar. the highest heights. You gain the following benefits:
Creatures of your choice within 10 feet of you that can Increase your Dexterity or Wisdom score by 1, up to a
hear you must succeed on a Wisdom saving throw or maximum of 20.
become frightened of you until the end of your next turn. You gain a climbing speed equal to your walking speed.
The DC of the save equals 8 + your proficiency bonus + When you fall at least 10 feet above the ground, you can
your Constitution modifier. You can use this feature a use your reaction to extend your skin membranes to glide
number of times equal to your proficiency bonus per long horizontally a number of feet equal to your walking speed,
rest. and you take 0 damage from the fall. You determine the
You count as two sizes larger when determining your direction of the glide.
carrying capacity and the weight you can push, drag, lift, As a bonus action, you can take the Search action.
and for grapple and shove attempts.
Hooves Inbound
Fleet-Footed
Prerequisites: Mink race, as a rabbit mink Prerequisites: Mink race, as a hoofed mink
Quick with your feet and able to leap great distances, you Hoofed beings have powerful legs, enabling them to move at
exhibit the traits of reflexive rabbits. You gain the following high speeds with ease, able to charge down any enemy that
benefits: comes your way. You gain the following benefits:
Increase your Dexterity score by 1, up to a maximum of Increase your Strength or Wisdom score by 1, up to a
20. maximum of 20.
Your movement speed increases by 5 feet. Your movement speed increases by 5 feet.
You add your proficiency bonus to your initiative rolls. You count as one size bigger when determining your
Once during each of your turns when you walk at least 5 carrying capacity, and the weight you can push, drag, or
feet, you can hop a distance equal to half your total lift.
walking speed in feet in a direction of your choice. This If you move at least 20 feet straight toward a target and
extra distance doesn’t cost movement, but you can hop then hit it with a melee weapon attack on the same turn,
only if your speed isn’t 0. you can immediately follow that attack with a bonus
action, making one attack against the target with your
Fuel Efficient natural weapon.
Prerequisites: Cyborg Augmented race
Your ability to process fuel has greatly improved the Holey Moley
Prerequisites: Mink race, as a mole mink
functionality of your cybernetics, making the most of your The earth is your natural terrain, nature has granted you
mechanical body. You gain the following benefits: powerful claws that break rocks, and the senses necessary to
Increase your Constitution score by 1, up to a maximum of feel your way through the ground. You gain the following
20. benefits:
Once per short or long rest, if you fail a saving throw, you Increase your Wisdom or Strength score by 1, up to a
can expend one of your remaining hit dice to roll it and maximum of 20.
add the number to the save, potentially turning it into a You gain a tremorsense of 20ft.
success. You gain a burrow speed equal to half of your movement
Once per turn, when you hit a creature with a weapon speed (rounded down to the nearest multiple of 5). For
attack, you can expend one of your remaining hit dice to example, if your movement speed is 35 feet, your burrow
roll it and add the number to the damage total. The speed would be 15 feet.
damage type is the same as the weapon you used. Your natural weapons deal 2d4 slashing damage thanks to
As a reaction to taking damage, you can expend one of your powerful claws.
your remaining hit dice to roll it and add your Constitution
modifier to the total, reducing that total from the damage
taken.
Once per long rest, you can consume 1 lb of fuel, regaining
a number of expended hit dice equal your proficiency
bonus.
The limit of items that you can have integrated by your
Integrated Toolbox feature is increased by 3.
Hulking Monolith You count as one size larger when determining your
Prerequisites: Any race excluding Dwarves and Giants, at carrying capacity and the weight you can push, drag, lift,
least 10ft tall, minimum 17 strength ability score and for grapple and shove attempts.
You are a human of near epic proportions, standing at a You gain a climbing speed equal to your walking speed.
formidable stature among other men. Whether the reason is
you descend from giants, or simply lucked into it, you are a Iron-Willed
monolith. You gain the following benefits: Prerequisites: Standard Human race
Throughout the ages, time and time again, there is one
Increase your Strength or Constitution score by 1, up to a singular truth that shines through all darkness. Nothing is
maximum of 20. stronger than the indomitable human spirit. You gain the
You become Large, but this doesn’t increase the size of the following benefits:
damage dice of your weapons and unarmed strikes. You Increase your Wisdom or Constitution score by 1, up to a
can wield oversized weapons made for your size category maximum of 20.
without disadvantage. Your d4s from your Strong Will feature increase to d6s.
You can focus yourself to occasionally shrug off injury. When you score a critical hit on a creature, you regain a
When you take damage, you can use your reaction to roll a
d12. Add your Constitution modifier to the number rolled, use of your Strong will.
and reduce the damage by that total. You can use this trait You gain a bonus to Death Saving Throws equal to your
a number of times equal to your proficiency bonus, proficiency bonus.
regaining all uses at the end of a short or long rest. Keen Canine
Prerequisites: Mink race, as any canine mink
Human Ferocity
Prerequisites: Any Human race Your keen sense of smell and hearing has been honed to be
Deep inside every human is the ferocity and will to fight just as sharp as your own fangs, making you the ultimate
through sheer and tireless determination. You gain the hunter. You gain the following benefits:
following benefits: Increase your Strength or Wisdom score by 1, up to a
Increase your Strength or Constitution score by 1, up to a maximum of 20.
maximum of 20. You gain proficiency in Wisdom (Perception) checks. If
When you hit with an attack made with a simple or you are already proficient, you instead gain expertise.
martial weapon, unarmed strikes included, you can roll Your natural weapons become 2d4 piercing or slashing
the weapon’s damage dice an additional time and add it as damage thanks to your powerful fangs.
extra damage of the weapon’s damage type. You can use Once per turn, when you hit with an attack with an
this feature a number of times equal to your proficiency unarmed strike or natural weapon, you can additionally
bonus, regaining all uses on a short or long rest. make a shove attempt as part of that attack.
Immediately after you use your Human Determination Kuja Accuracy
trait, you can use your reaction to make one weapon Prerequisites: Kuja race
attack. The accuracy of Kuja is legendary, especially that of archers.
You have uncanny aim with attacks that rely on precision
Inky Depths
Prerequisites: Multipod Fishman or Merfolk race, as an rather than brute force. You gain the following benefits:
octopus or a squid Increase your Dexterity, Intelligence, Wisdom, or
You have a natural ink defense that enables you the ability to Charisma score by 1, to a maximum of 20
flee. You gain the following benefits: Whenever you have advantage on an attack roll using
Increase your Dexterity or Constitution score by 1, up to a Dexterity, Intelligence, Wisdom, or Charisma, you can
maximum of 20. reroll one of the dice once.
Once per short or long rest you can use the
Blindness/Deafness Creation (Blindness only) or the Lengthy Heritage
Prerequisites: Long Arm or Long Leg Human race, and that
Grease Creation using your Constitution as the creative your parents were either one Long Leg and one Long Arm, or
ability each. If you have the Creativity feature, these both were Long Limbed humans
creations are added to that list, allowing you to use that Despite the feuds between Long Arms and Long Legs, your
creativity modifier instead. miraculous birth proves that some semblance of peace is
As a bonus action, you can dash. possible. Both with powerful arms and swift legs, you are a
marvel of physical ability, and a long, prideful heritage. You
Intuitive Primate gain the following benefits:
Prerequisites: Mink race, as an ape or monkey mink
Powerful and intelligent, apes make full use of both their Increase your Dexterity or Strength score by 1, up to a
might and their hands to accomplish even the most complex maximum of 20.
task. You gain the following benefits: You gain proficiency in Strength (Athletics) or Dexterity
Increase your Strength, Dexterity, or Intelligence score by (Acrobatics) checks. If you were already proficient in one
1, up to a maximum of 20. of these skills, you instead gain expertise in that
You gain proficiency in Dexterity (Acrobatics) checks, and respective skill.
one set of tools of your choice. If you were already
proficient in them, you instead gain expertise
If your base race is a Long Arm, you gain the Tall Stride Once per turn, when you hit a creature with your natural
trait of the Long Leg Race. If your base race is a Long weapon, you can choose to envenom it. The target
Leg, you gain the Long Limbs trait of the Long Arm Race. creature must make a Constitution Saving Throw, DC 8 +
If you miss with an attack roll or fail an ability check or a Your Constitution modifier + Your Proficiency Bonus. On
saving throw, you can draw on your bonds of and pride to a failed save, the creature becomes poisoned for one
gain a bonus to the roll equal to the number of allies you minute, repeating the saving throw at the end of each of
can see within 30 feet of you (maximum bonus of +5). You their turns, ending the effect on a success.
can use this trait a number of times equal to your
proficiency bonus, and you regain all expended uses after Multipod Volley
you finish a long rest. Prerequisites: Multipod Fishman race
Having lived your entire life with multiple sets of limbs, you
Made For War know a thing or two about attacking multiple times. You gain
Prerequisites: Artificial Human Augmented race the following benefits:
Genetically enhanced purely for the purpose of battle, you Increase your Dexterity score by 1, up to a maximum of
find yourself physically tougher and better able to unleash 20.
even more powerful strikes. You gain the following benefits:
Once per turn, when you hit with an offhand attack, you
Increase your Strength, Dexterity, or Constitution score by can make an additional offhand attack. You can use this
1, up to a maximum of 20. feature twice, regaining all uses on a long rest.
Your hit point maximum increases by an amount equal to You gain an additional object interaction action, rather
your level, and it increases by 1 every time you gain a level. than just one.
When you use your Spark of War feature, you gain an
additional effect based on the damage type you had Nimble Legs
chosen when you created the character. If the effect forces Prerequisites: Longleg Human race
the target to make a saving throw, the DC equals 8 + your You have gone through extensive training to make the most of
Proficiency Bonus + Constitution modifier. your naturally long legs, allowing you to run faster and kick
stronger. You gain the following benefits:
Acid. All of the damage from the initial source becomes Increase your Strength or Dexterity score by 1, up to a
acid, and the damage ignores resistance to acid damage. maximum of 20.
Cold. The target’s movement speed is reduced by 10 feet When you hit with an attack against a creature, you can
until the end of their next turn. use a bonus action to attempt to shove that target with
Fire. The target takes an additional 3 fire damage. your legs. The target must be within 5 feet of you and no
Lightning. The target has a penalty on the next attack roll more than one size larger than you. Unless it succeeds on
they make equal to your proficiency bonus. a Strength saving throw against a DC equal to 8 + your
Poison. The target must make a Constitution saving throw, proficiency bonus + your Strength or Dexterity modifier,
becoming poisoned until the end of their next turn on a you push it up to 10 feet away from you.
failure. When you use your Sprint racial feature, you do not
Thunder. The target must make a Strength saving throw, provoke opportunity attacks in this movement.
becoming pushed backwards 10ft or knocked prone on a
failure. Ominous Toxin
Necrotic. The target must make a Constitution saving Prerequisites: Fishman or Merfolk race
throw, becoming weakened on a failure. While weakened, all Born as a particular type of poisonous fishman, you have
the target's damage rolls are reduced by a number equal to been granted the ability to secrete a deadly toxin. You gain
your proficiency bonus, until the end of their next turn. the following benefits:
Radiant. The target must make a Dexterity saving throw,
becoming highlighted on a failure. While highlighted, all Increase your Constitution score by 1, up to a maximum of
attack rolls against them are made at advantage until the end 20.
of their next turn. You have advantage on saving throws against poisons and
effects that would leave you poisoned. You have resistance
Mammal of Action against poison damage.
Prerequisites: Mink race, as a platypus mink Once per turn, you can apply poison to any bludgeoning,
You are a semiaquatic, egg-laying mammal of action. You’ve piercing, or slashing weapon as part of an attack. The
got more than just mad skills, you got a beaver tail and a bill. target must succeed on a Constitution saving throw, DC 8
You gain the following benefits: + Proficiency Bonus + Your Constitution Modifier, or take
2d4 poison damage, taking half damage on a success.
Increase your Wisdom or Constitution score by 1, up to a Any creature that that starts its turn in direct contact with
maximum of 20. your skin, via grappling or otherwise, must succeed on a
You gain blindsight of 10ft. Constitution saving throw against the same DC as your
You gain a swim speed equal to your movement speed. poison, or become poisoned for 1 minute, repeating the
saving throw at the end of each of their turns, ending the
effect on a success.
Pragmatic Vanity Serpent’s Pact
Prerequisites: Snakeneck Human race Prerequisites: Kuja, proficiency Wisdom (Animal Handling)
Your pragmatic nature and your towering height has given a checks
powerful sense of superiority. You gain the following benefits: Having spent years on the shores of Amazon Lily, you have
grown accustomed to the presence of snakes, even to the
Increase your Charisma or Intelligence score by 1, up to a point of being able to call upon them from any location. You
maximum of 20. gain the following benefits:
You have advantage on saving throws against creations.
You know the Allure trick. You can use the Charm Person Increase your Dexterity or Strength score by 1, up to a
creation a number of times equal to half your proficiency maximum of 20.
bonus, regaining all uses on a long rest. Charisma or You learn the Call Beast creation and can use it as a ritual
Intelligence is your creativity modifier for this ability. using your Wisdom modifier. If you already have the
Creativity feature, this creation is added to that creation
Razor Claws list and you can use that creativity modifier for this
Prerequisites: Mink race, as a feline mink creation. The creation doesn’t count against your number
Born with a retractable set of razor sharp claws, you have the of creations known. This creation can only be used to
perfect set of tools always at your disposal. You can cut, hack, summon a land beast, which gains the traits of the Snake
and slash nearly all enemies in your wake. You gain the Weapon from the Book of Beasts (linked on page 4 of this
following benefits: book) in addition to its normal traits.
Increase your Strength or Dexterity score by 1, up to a Shandian Mobility
maximum of 20. Prerequisites: Shandian Sky Islander race
Your natural weapons become 1d8 piercing or slashing Being a Shandian has allowed you to make the most of your
thanks to your razor sharp claws. environment, maneuvering and escaping any unfavorable
You gain a climbing speed equal to your walking speed situation. You gain the following benefits:
thanks to your claws.
Your natural weapons count as Thieves’ Tools, of which Increase your Strength, Dexterity, or Constitution score by
you are now proficient. If you are already proficient, you 1, up to a maximum of 20.
gain expertise instead. Your movement speed is increased by 5ft, and your jump
height is doubled.
Renegade Rodent You gain proficiency in either Acrobatics or Athletics. If
Prerequisites: Mink race, as a rodent mink you are already proficient, you gain expertise.
Rodents are stealthy little creatures, able to slip away in the You have advantage on any Athletics or Acrobatics skill
blink of an eye, either by climbing and being extremely lofty, check to escape a grapple.
able to avoid certain doom. You gain the following benefits:
Skypiean Craft
Increase your Dexterity or Charisma score by 1, up to a Prerequisites: Skypiean Sky Islander race
maximum of 20. Skypieans are excellent artisans due to enhancing their
You gain proficiency in your choice of Dexterity various techniques with their dials and techniques in their
(Acrobatics) or Dexterity (Stealth) checks. If you are day-to-day lives. You gain the following benefits:
already proficient in the chosen skill, you instead gain
expertise. Increase your Intelligence, Wisdom, or Charisma score by
You gain a climbing speed equal to your walking speed. 1, up to a maximum of 20.
You can take the Disengage or Hide action as a bonus You gain proficiency in 2 skills or tools of your choice. You
action. can also choose to give a skill or tool that you are already
proficient in expertise.
Sea Sovereignty Adding to your Artisan Dials feature, you learn three
Prerequisites: Merfolk race additional tricks of your choice from any of the creation
Merfolk are the monarchs of the sea, able to swim faster than lists. If you already have the creativity feature, these tricks
any other fish, as well as communicate with various sea are added to your creation list.
creatures. You, however, have mastered both of the
advantages of your race. You gain the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by
1, up to a maximum of 20.
Your swimming speed increases by 10ft.
You can use the Animal Friend creation, using whichever
ability score you increased with this feat, at will, but only
against Beasts that have a natural swimming speed.
Slithering Shocks The Horned One
Prerequisites: Fishman or Merfolk race, as an electric eel Prerequisites: Any race that has horns
As a living taser, you can unleash a concentrated blast of You have a large set of horns growing out of your head,
electricity to fry your foes, and slip away from the mayhem decorating your skull like a twisting crown. You gain the
you have wrought. You gain the following benefits: following benefits:
Increase your Dexterity or Constitution score by 1, up to a Increase your Charisma or Constitution score by 1, up to a
maximum of 20. maximum of 20.
You learn the Shocking Grasp trick. Constitution is your You gain proficiency in Charisma (Intimidation) checks. If
Creativity modifier for this trick. You can use this trick you are already proficient, you instead gain expertise.
normally, or you can use it as a bonus action a number of Your horns are natural melee weapons, which you can use
times equal to your proficiency bonus per long rest. If you to make unarmed strikes. If you hit with them, you deal
have the Creativity feature, this trick is added to that list, piercing damage equal to 1d8, instead of the bludgeoning
allowing you to use that creativity modifier instead. damage normal for an unarmed strike.
You have advantage on checks and saving throws made to If you move at least 20 feet in a straight line towards a
escape any grapples or restraints. target, you can make one melee attack with your horns as
a bonus action.
Steadfast Scales
Prerequisites: Stronghide Fishman race Tough Outer Shell
Your tough exterior makes you hard to take down. You gain Prerequisites: Stronghide Fishman or Merfolk race, as a
the following benefits: crustacean
You have the ultimate defense in the form of a tough outer
Increase your Constitution score by 1, up to a maximum of shell. You gain the following benefits:
20.
Whenever you take the Dodge action in combat, you can Increase your Strength or Constitution score by 1, up to a
spend one Hit Die to heal yourself. Roll the die, add your maximum of 20.
Constitution modifier, and regain a number of hit points While you're not wearing armor, your armor class is
equal to the total (minimum of 1). calculated as 13 + your Dexterity modifier. You can use
You gain expertise in Athletics (Strength) skill checks. your natural armor to determine your AC if the armor you
wear would leave you with a lower AC.
Strong Arms When you take damage, you can use your reaction to roll a
Prerequisites: Longarm Human race d6. Add your proficiency bonus to the number rolled, and
The power of your extra arm joints grants you extra leverage reduce the damage you take by an amount equal to that
and strength in and out of combat. You gain the following total (minimum of 0 damage). You can use this trait a
benefits: number of times equal to your proficiency bonus. You
Increase your Strength or Dexterity score by 1, up to a regain all expended uses when you finish a long rest.
maximum of 20. Undead Resolve
When you hit with an attack on your first turn in combat, Prerequisites: Revived Augmented race
the attack deals an extra 2d6 damage to it. You can use Given that you were already revived once, it is considerably
this ability only once per combat. easier to revive you again. You gain the following benefits:
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, lift, Increase your Wisdom or Constitution score by 1, up to a
and for grapple and shove attempts. maximum of 20.
When any creation or feature that will restore you to life is
Synthetic Nature used on you, and it costs material components, that cost is
Prerequisites: Cyborg or Artificial Human Augmented race ignored.
Due to being a synthetic organism, you gain the ability to be You gain resistance to necrotic damage, and when you
repaired much like a machine. You gain the following take necrotic damage, you gain 5 temporary hit points.
benefits: If damage reduces you to 0 hit points, you can make a
Increase your Constitution score by 1, up to a maximum of Constitution saving throw with a DC of 5 + the damage
20. taken, unless the damage is from a critical hit. On a
You gain proficiency in one tool of your choice. If you are success, you drop to 1 hit point instead.
already proficient in that tool, you instead gain expertise.
When the Mend trick is used on you, you can spend one of
your hit dice to regain a number of hit points equal to the
number rolled + your Constitution modifier.
You can add a d4 to one attack roll, ability check, or saving
throw you make, and you can do so after seeing the d20
roll but before the effects of the roll are resolved. You can
use this trait a number of times equal to your proficiency
bonus, and you regain all expended uses when you finish a
long rest.
Ursa Major
Prerequisites: Mink race, as any bear mink
You are a powerful, unstoppable machine of nature. With a
powerful build and the ability to climb and swim, none can
hope to escape you. You gain the following benefits:
Increase your Strength or Constitution score by 1, up to a
maximum of 20.
You have advantage on Wisdom (Perception) checks that
rely on smell.
You gain proficiency in Strength (Athletics) checks. If you
are already proficient, you instead gain expertise.
You gain a swim and climb speed equal to your movement
speed.
You count as one size larger when determining your
carrying capacity and the weight you can push, drag, lift,
and for grapple and shove attempts.
Water Wings
Prerequisites: Fishman or Merfolk race, as a ray
Your wide fins enable you to fly through the water with ease.
You gain the following benefits:
Increase your Dexterity or Constitution score by 1, up to a
maximum of 20.
Your swimming speed increases by 10ft.
While in water, you do not provoke attacks of opportunity.
While grappling a target underwater that doesn’t have a
natural swim speed, you may drag them your full
movement speed. If you drag them downwards, they take
1d6 bludgeoning for every 10ft descended.
Typically when haki is achieved, you learn only one, and that
Haki one dictates your haki proficiency. People are naturally
disposed to one type of haki, a sort of talent if you will. They
Haki is a mysterious power that slumbers deep within each can still learn multiple types, however.
living creature. To most, it is an untapped potential that will Every two levels after initially learning haki, characters will
never be drawn upon, as few awaken the power within them. gain the option of learning an additional step in a chosen type
Broadly speaking, Haki is not that different from other senses of haki, perhaps even two if the characters come out of
a creature might possess and comes in three distinct types, extremely intense and lifespan taxing battles.
sometimes referred to as "colors".
Observation Haki (Kenbonshoku). This type grants a List of Haki Abilities
person a sort of sixth sense, massively increasing their
awareness and giving them the ability to pick up on the The available Haki abilities are listed here. If a Haki ability
presence of nearby creatures. When mastered, this type of has a prerequisite, you must first meet it before being eligible
Haki can even allow creatures to peer moments into the to choose the Haki ability.
future, giving them an uncanny ability to evade attacks and
danger. Color of Armament Novice
Armament Haki (Busoshoku). This type manifests a Prerequisites: 8th level
person's spirit as an invisible force around their body, Through grueling challenges and training, you've unlocked
protecting or empowering them. Armament Haki is one of the hidden potential sleeping deep within you, transforming
the only ways to reliably strike and damage Logia-type devil your will into tangible force. You have access to the basic
fruit users, and when mastered it allows a person to project form of Armament Haki.
their spirit as black armor, coat their weapons to make them Armor of Resolve. Your will suffuses your body, rendering
deadlier, and deflect attacks completely. weak threats completely inconsequential. When you take
Conqueror's Haki (Haoshoku). This type is exceedingly damage from any source that is less than or equal to 5, you
rare, only appearing in a few individuals throughout history. ignore that damage. This damage threshold is calculated
Conqueror's Haki is the projection of a person's willpower before any damage reduction and resistance.
with such overwhelming force that it can incapacitate weaker In addition, if you have the Ocean's Scorn feature, and you
beings completely. Conqueror's Haki is unique in that unlike are affected by the knee deep weakness, you can ignore those
the other two types, it cannot be trained in or forcefully effects, except being unable to activate your devil fruit.
unlocked, but one must possess the innate potential to do so. Enhancement. Your will enhances your strikes, making
your fists, bullets, blades, and other weapons much more
Learning Haki
dense, allowing you to smash through all that comes your
well. Your attacks and creations can now overcome
The first glimpses of haki are generally discovered when resistances and immunities to unimbued damage types as
player characters reach 8th level, however, it is best that they are now haki imbued.
before then they at least hear about it, or better yet taught it. Additionally, you have a pool of Attack Points equal to your
However, accidental discoveries of haki can and will happen, level that replenishes when you take a long rest, or half as
especially after intense battles with opponents far stronger much on a short rest.
than yourself.
When you deal damage with an attack, creation, or other In addition, if you have used this feature while under the
damaging ability, you can expend an Attack Point to add half effects of Ocean's Scorn, and you are affected by the waist
your proficiency bonus (rounded down) to the damage roll. deep weakness, you can ignore those effects, except being
You can expend up to a number of Attack Points on a single unable to activate your devil fruit until the end of your next
damage roll to a maximum equal to your proficiency bonus. turn.
If you have Affinity towards Armament Haki, you may add
your full proficiency bonus rather than half. Color of Armament Journeyman
Fortified Defense. Your tenacious spirit empowers you Prerequisites: 12th level, Color of Armament Apprentice
when you take a defensive stance. When you use the Dodge Your skills in armament haki improves, as you stand strong
action, you additionally gain advantage on a saving throw of against even the mightiest of foes. You gain the following
your choice (in addition to Dexterity) until the start of your benefits:
next turn. Armor of Spirit. Your spirit surpasses even steel itself, as
your skin can repel most attacks. Your damage threshold
Color of Armament Apprentice increases from 5 to 10.
Prerequisites: 10th level, Color of Armament Novice Immovable Defense. You will not be moved, even against
Your specialization gives you the ability to coat yourself in a the mightiest of blows. When you take the Dodge action, you
black sheen that protects you from harm. You gain the cannot be moved against your will and you reduce all
following benefits. incoming damage by 1d4, until the start of your next turn.
Hardening. At 10th level, your haki suffuses your very
being, reinforcing you against any damage. You gain a pool of Color of Armament Adept
Armor points equal to three times your level. Whenever you Prerequisites: 14th level, Color of Armament Journeyman
take damage, you can use this ability to reduce the damage by Your haki has made you as sturdy as a mountain, covering
a number of points that you choose (no reaction required). your full body in a layer of dark armor.
Whenever you are forced to make a saving throw, you can Reinforcing. At 14th level, your pool of Armor points for
use this ability to expend 5 of your Armor points to reroll the your Hardening feature increases from three times your level
saving throw, taking the highest result. You can use this to five times your level.
feature 3 times, regaining all uses at the end of a short or In addition you can reroll saving throws 5 times, regaining
long rest. If you have affinity towards armament haki, you all uses at the end of a short or long rest instead of 3.
additionally reduce the damage from the saving throw (if any)
by 5 points. Clarification: Rage VS Armament
Your pool of Armor Points replenishes when you take a
long rest, or half as much on a short rest. While Armament Haki is worded that it can overcome damage
resistances and immunities, it specifically is meant to refer to
unimbued damage. What this means is that haki doesn't go
through Barbarian resistances as they specifically don't
mention imbuement.
Color of Armament Master Color of Observation Apprentice
Prerequisites: 16th level, Color of Armament Adept Prerequisites: 10th level, Color of Observation Novice
Your haki no longer merely hardens your strikes, but now Your Observation Haki grows to allow you to sense the souls
flows into the enemy and objects, destroying them from of creatures around you, understanding their intent as well as
within, without even making contact. their overall strength.
Flow. You learn about the flow of haki, allowing it to Sense Soul. At 10th level, You gain a permanent +1 to your
flourish like a flurry of blossoming petals. Your pool of Attack AC and Saving Throws as long as you are conscious. In place
points increases from equal to your level to twice your level. of the Search action, you can learn certain information about
Internal Destruction. Your haki flows outwards from your its capabilities. The DM tells you about the creature
strikes, increasing the reach of your melee attacks by 5ft, and regarding a number of the following characteristics of your
the ranges of your ranged attacks double. In addition, when choice equal to your proficiency bonus:
you hit an object with a haki-imbued attack, it deals
maximum damage on the damage dice to the target. Strength Score
Unbreaking. Your haki constantly emits a barrier that Dexterity Score
protects you from inconsequential sources of damage. Your Constitution Score
damage threshold increases from 10 to a number equal to Intelligence Score
your level. Wisdom Score
Charisma Score
Color of Observation Novice
Armor Class
Prerequisites: 8th level Current hit points
Through grueling challenges and training, you've unlocked If it has Legendary Actions
the hidden potential sleeping deep within you. You have If it has Haki
access to the basic form of Observation Haki, granting you Once you have used this feature on a creature, you cannot
the ability to sense the auras of living creatures. target that creature again until you finish a long rest.
Sense Presence. At 8th level, You become far more
observant, gaining a +5 bonus to your passive Perception Color of Observation Journeyman
score. In place of the Search Action, you can instead focus Prerequisites: 12th level, Color of Observation Apprentice
and become aware of any living creature within 60 feet of you Your powers of observation sharpens, fixating on the
that isn't hidden, and a hidden creature must immediately intention of your enemies, and expanding your ability to
make a Dexterity (Stealth) check against your passive sense their presence.
perception or be spotted. You instantly learn the size of the Fixation. Your ability to sense the intention of your foes
creature but do not learn of its exact location unless you can continues to improve. Your permanent AC and Saving Throw
see it. bonus becomes a +2. In addition, when you use your Sense
Focusing. You have a pool of Observation Points equal to Presence Search action, you additionally learn the creature
your level that replenishes when you take a long rest, or half types of any living creatures within the range, as well as the
as much on a short rest. presence of notable objects within the range. For example,
When you make an attack roll or force a target to make a using this ability in a weapon shop may reveal that one of the
saving throw, you can expend an Observation Point to add weapons is cursed.
half your proficiency bonus (rounded down) to the attack roll
or DC. You can only expend one Observation point per attack Color of Observation Adept
roll or DC. Prerequisites: 14th level, Color of Observation Journeyman
If you have Affinity towards Observation Haki, you may add Your training in Observation Haki has allowed you to see far
your full proficiency bonus rather than half. beyond the capabilities of standard human eyes, allowing you
to control your senses like the lens of a camera.
Sense Shape. The permanent bonus to your AC and
Saving Throws increases to +3. In addition, you can now
shape Sense Presence as a line that is 120 feet long and 10
feet wide that extends from you, rather than a radius around
you. On each of your turns, you can extend the length of the
line by 120 feet, to a maximum of a mile.
Color of Observation Master Unshakeable Will. Your will persists even in your darkest
Prerequisites: 16th level, Color of Observation Adept of hours, shielding you from being held back from fear. You
Your training in Observation Haki has reached complete are immune to the frightened condition.
mastery, allowing you to see a few seconds into the future
through a moment of concentration. Conqueror's Haki Apprentice
Sense Future. You cannot be surprised, except when Prerequisites: Special, 10th level, Conqueror's Haki Novice
incapacitated by something other than being asleep. If you Your dominating will can make even the mightiest of beasts
are asleep when combat begins, you immediately wake up. bow down to you, and put a stop to even the most powerful
Additionally, at the start of your turn, you can choose to devil fruit abilities enforcing your place as a conqueror.
peer into the future, expending two Observation Points. Until Domination. As an action, you can target a beast you can
the start of the next turn, you can treat a d20 roll of 4 or see within the range of your Overwhelming Presence feature,
lower as a 5 for all attack rolls, saving throws, and ability forcing it to make a Wisdom saving throw against your
checks you make. Any attack rolls or ability checks made Overwhelming Presence DC. The DM can choose to have the
against you, until the start of your next turn, the d20 rolls that beast automatically fail this saving throw.
are 16 or higher are treated as 15. On a failure, the beast becomes charmed by you for 1 hour
If two competing sources of Sense Future are acting on with concentration, as if you were concentrating on a
both the target and the attacker, the attack rolls and ability creation.
checks on the d20 rolls of 16 or higher are unaffected. If you maintain this concentration for its full duration of an
hour, the beast you targeted becomes friendly to you and your
Conqueror's Haki Novice
allies, but you no longer have any direct control over it unless
Prerequisites: Special, 8th level you use this feature again.
You are one of the rare few who can wield conqueror's haki, While the beast is charmed, you have a telepathic link with
making you one destined for great things. it as long as the two of you are on the same plane of
Overwhelming Presence. As a bonus action, you can existence. You can use this telepathic link to issue commands
project your willpower in a massive surge that knocks out any to the creature while you are conscious (no action required),
lesser creatures instantly. Each creature of your choice within which it does its best to obey. If it is not issued a command, it
a radius equal to half your proficiency bonus (rounded down) will try its best to defend itself.
x 10 must succeed on a Wisdom saving throw or become You can use your action to take total and precise control of
frightened for 1 minute. While frightened in this way, the the target. Until the end of your next turn, the creature takes
creature is unconscious, but wakes up if it takes damage, or if only the actions you choose. During this time, you can also
another creature uses its action to shake them awake. The cause the creature to use a reaction, but this requires you to
DC for is calculated as 8 + your proficiency bonus + your use your own reaction as well.
highest ability score modifier. Each time the target takes damage, it makes a new
If you possess affinity towards Conqueror’s Haki, the Wisdom saving throw against the DC, ending the effect on a
radius is instead calculated with your full proficiency bonus x successful save.
10. Crushing Will. As a reaction to a creature that you can see
The DM can designate that certain creatures that are activating a devil fruit ability within the range of your
several times weaker than the user automatically fail this Overwhelming Presence, you can attempt to enforce your
saving throw, such as fodder characters, normal animals, etc. will over them, preventing the ability from taking place. As
A good rule of thumb would be creatures whose proficiency part of the reaction, you make an ability check using your
bonus is at least one or two points below the Conqueror's highest ability score. The DC equals 8 + the target's
Haki user's proficiency bonus (minimum of 2). proficiency bonus + the target's highest ability modifier. On a
As a reaction when another creature uses Overwhelming success, the creature's ability fails and has no effect. On a
Presence, you can choose to clash with them using your own. failure, the ability activates as normal. If the target’s level is
If you choose to do so, the radius of both you and your less than or equal to your proficiency bonus, you
target's Overwhelming Presence doubles, and creatures automatically succeed the check.
forced to make a saving throw do so at a disadvantage. Any If the transformation of a zoan devil fruit is suppressed, the
allies that you have within either radius, you can choose to creature is unable to transform for 1 minute. At the end of
automatically succeed. each of the creature's turns, they can make a Wisdom saving
This ability has 3 uses, all of which you regain at the end of throw against your Overwhelming Presence DC, ending the
a long rest. effect on a successful save.
Subjugate Foe. You can focus your projected will towards You have a number of uses of this ability equal to half your
a single target, forcing them back, or forcing them to kneel proficiency bonus (rounded down). If you possess affinity with
and grovel. Once per turn, in place of a Shove attack, you may Conqueror's Haki, you instead uses equal to your full
target a creature you can see within a 60 ft range. You can proficiency bonus.
force that creature to make a Wisdom saving throw, using
your Overwhelming Presence DC. On a failure, the creature
takes 1d6 force damage and is either knocked prone or
shoved backwards 10ft (your choice). On a success, it takes
half as much damage.
Conqueror's Haki Journeyman Conquer Foe. Your conquering spirit reaches farther. You
Prerequisites: Special, 12th level, Conqueror's Haki can now use your Subjugate Foe ability against creatures
Apprentice within 1 mile that you can see. In addition, if a creature fails
Your training has strengthened your will, allowing your the saving throw of your Subjugate Foe ability by 5 or more,
Conqueror's Haki to reach out farther beyond, increasing the they instead suffer disadvantage on all attack rolls, ability
power of your dominion, and increasing your influence over checks, and saving throws until the end of their next turn.
your foes.
Profound Presence. Your sense of presence washes over
the battlefield like crashing waves, sure to swallow anyone Haki Affinity
foolish enough to stand against your tides. The range of your When a player gains their first haki ability, that first one is
Overwhelming Presence doubles. typically the one they have the most affinity for. Affinity is like
In addition, when you use your Domination feature from proficiency, where it is the type of haki you are best at. In the
your Conqueror's Haki Apprentice haki ability, you can
instead target a humanoid you can see within range. You can case of armament and observation, they allow you to use your
use this feature 3 times, regaining all uses at the end of a full proficiency bonus instead of half. Affinity in conquerors
long rest. unlocks the ability to gain Conqueror's Haki Master.
Nullifying Will. The strength of your will improves, able to
nullify the powers of your foes. When you make the ability
check for your Crushing Will ability, you can add your
proficiency bonus to the ability check.
Vanquish Foe. Your will reaches far, striking fear into even
the most ironclad of hearts. When you use your Subjugate
Foe ability, the range increases from 120ft, it deals 2d6 force
damage as opposed to 1d6, and if the target fails, they suffer
disadvantage on the next attack roll, ability check, or saving
throw they make, until the end of their next turn.
Conqueror's Haki Adept
Prerequisites: Special, 14th level, Conqueror's Haki
Journeyman
Your will over others can overpower your weaker foes,
ensuring that the riff raff won’t get away, and that your
authority remains absolute.
Overpowering Presence. Your overwhelming soul
completely overtakes any fodder in your wake. Weaker
creatures knocked out no longer awaken at a source of
damage or if a creature uses their action to shake them
awake, but will awaken after 1 hour unless their HP is 0.
Ultimate Authority. At any time of day, you reign supreme
over your enemies and their special abilities. Your uses for
your Crushing Will feature are now regained at the end of a
short or long rest, instead of only a long rest.
Conqueror's Haki Master
Prerequisites: Special, 16th level, Conqueror's Haki Adept,
Conqueror's Haki Affinity
Your will is nothing short of godly, as even the very skies bend
to your mighty blows, the heavens themselves are torn
asunder. May mercy be on your enemies.
Kingdom Come. You become capable of imbuing your
strikes with Conqueror's haki, transforming you into a true
king among kings. You gain the following benefits:
There is now an invisible destructive force around your
attacks, granting your attacks a damage spread of 10ft,
using your Overwhelming Presence DC. Creatures of your
choice within the range of the damage spread are immune
to this.
Your melee attacks have an additional 5ft reach.
All your attacks and creations deal an additional 2d6 force
damage.
Ascendant Resilience. You gain three Legendary
Resistances, all of which you regain at the end of a long rest.
Chapter 6: Devil Fruits
From a game and narrative standpoint, it is best to give out
What Are Devil Fruits? Awakenings in times of great character growth and
Devil fruits are a mythical group of magical fruits that give relevance, and not just handed out at a certain level.
you special powers, at the cost of your ability to swim, when
you consume them. Creating A Devil Fruit
Feature: Ocean's Scorn
Due to the infinite possibilities, it is difficult to create a
Consuming a devil fruit instantly grants a character this concrete rule set, but I believe this one works just fine. It is
feature. The creature permanently loses any swimming speed mainly based on inferences gained from Rustage's One Piece
it may have, and it cannot benefit from any creation or effect D&D game.
that'd grant it a swimming speed. When a creature consumes a devil fruit, they gain a few
When a devil fruit user is partially submerged in running default abilities. They gain, Devil Fruit Uses, Ability Check,
water above its knees, it suffers disadvantage on all strength Attack, and Fruit-Fruit DC
and dexterity ability checks, and cannot activate any devil
fruit abilities until contact is broken. Devil Fruit Uses
Similar to features such as Ki points, Devil fruits have a set
If the water additionally reaches its waist, it additionally amount of uses, but that only applies to major abilities. For
has its speed reduced by half, and suffers disadvantage on all
attack rolls, ability checks, and saving throws until contact is example, Luffy accessing Second Gear would use up a Devil
broken. Fruit usage, but not something passive like his immunity to
If a devil fruit user is submerged in water beyond their being bludgeoned, or basic actions such as punches that
waist, it becomes paralyzed until moved onto dry land, and merely increase the range of his unarmed strikes.
immediately begins sinking at a speed of 30 feet per turn If the user is a player, the gain uses based on their level
until it reaches the bottom. (gaining an additional use every odd level), however,
If they have the means to breathe underwater, that still Paramecia types get an additional usage.
applies, such as a respiration device, or being a fishman. If the user is an NPC, then that's up to the DM. Typically,
However, you still are subject to all the debuffs when directly they would have similar uses and flexibility like a player, or
submersed. even specified abilities that have a certain amount of uses
When in contact with seastone, similar effects occur. that increase as the party levels up.
Weapons tipped with seastone will inflict knee deep Activating a devil fruit ability typically takes a bonus action
weaknesses on a failed Constitution DC 20 save until the end or an action, but can also be used as a reaction depending on
of their next turn, or until contact is broken if the source is the fruit. For instance, Zoans use a bonus action to go into
stuck to the target, such as a bullet or grappled. Much larger hybrid form, some Paramecia fruit abilities require a full
quantities of seastone, say being bound in solid sea stone action, and Logias that are untrained can use their reaction
handcuffs grants waist-deep weakness. to become intangible.
When a devil fruit user completes a long rest, they regain
Feature: Awakening
all their devil fruit uses.
Though the conditions are still as of writing this unknown, it
is possible to awaken your devil fruit, enhancing one's Devil Fruit Ability Check, DC, and
abilities. Attack
For Zoans, this involves gaining an additional This mainly applies to paramecia and logia type abilities, but
transformation, one that greatly increases the user's size, may also apply to some zoans. You use these when you
strength, and speed, and even gives them a regeneration attempt to use your devil fruit. Here are some examples:
factor. Awakening a mythical zoan has shown that their You have the Chop-Chop Fruit, and you need to lift a
abilities in particular awaken, not so much their form. boulder. You can either use Athletics or use your Devil Fruit
For Paramecias, the range of the ability increases, though instead, not costing a Fruit Usage. If you have the option to
this may not exactly work for all fruits. For a few real in-story add expertise to a skill, you can choose to add it to your devil
examples, Doflamingo's string fruit allows him to create and fruit skill. This mostly applies to passive bonuses.
manipulate string, and his awakening was to turn stuff You have the Flare-Flare Fruit, and you use the Fireball
permanently into string. Law's surgery fruit allows him to creation. The DC is your Fruit-Fruit DC.
create a room to manipulate space, and his awakening You ate the String-String fruit and you want to fire a
allowed him to place a room on his sword, rather than powerful string attack at a creature like a bullet. You would
surrounding himself. roll a Devil Fruit attack.
For Logias, the true extent has not been revealed, but some Ability Check: 1d20 + Highest Ability Score Modifier +
implications Awakened Logias can change the climate, or Proficiency Bonus
rather can manipulate the nature of their element with an Fruit-Fruit DC: 8 + Highest Ability Score Modifier +
area, which would last long after the user's death. For Proficiency Bonus
example, Punk Hazard. Also, very likely similar to other Devil Fruit Attack: 1d20 + Highest Ability Score Modifier +
producer paramecias. Proficiency Bonus
Fruit Uses
Paramecia Type Certain abilities of paramecias require the expending of a
Paramecia type fruits are the most common and the broadest devil fruit usage. Luckily for you, paramecias get an extra
categorization of devil fruits, as it entails all forms of usage by default since they will be using it much more than
superhuman abilities and traits, both physical and mental. Zoans and Logias.
Some paramecia devil fruits allow the user to transform their An example of a situation where a player would expend a
body into different substances, such as becoming heavy or usage would be. if they had the Spring-Spring fruit. Let's say
blades. Other paramecia devil fruits allow the user to create a player wants to use their fruit to fling themself a far
specific substances such as wax or soap, or a force like distance using their spring powers, which would not cost a
shockwaves or magnetism. fruit usage. Large attacks, like Spring Hopper, would likely
When a devil fruit cannot be classified as a logia or zoan use a full fruit usage as that would be essentially a powerful,
type, it is a paramecia type. While some paramecia fruits charging, melee attack. Situations, where you wouldn't use a
allow the user to transform parts or even their whole body, fruit usage, would be simple and arbitrary things such as
they do not infer the same immunities to damage that logia simple, spring-powered punch.
fruits do. The same goes for paramecia fruits that allow the
user to generate a substance, but not transform into it. This Improved Usage
table lists out how fruits generally get stronger as the player Improved Usage of Devil Fruits typically results in additional
gets stronger (initial consumption grants only upgrades from abilities related to the fruit. For example, you have a devil
1-3, after training is set to the actual level) This can be altered fruit that allows you to bring anything you draw into
depending on the ability. existence. Improved Usage could be that you can have two
drawings active at once instead of just one.
Improved Usage at higher levels could follow a similar line
of thinking, like instead of having 2 active effects, you can
Paramecia Type Devil Fruit have 3 active effects.
Fruit
Level Uses Features
Why So Empty?
Most of the spaces will be empty as each devil fruit
works differently, and that is up to the DM and
player. I would keep those blank as it is up to the
characters to determine what they do with the
fruit. For example, Luffy had to discover Gear
Second, it was not just handed to him. Encourage
players to be creative, as the DM, you could add
other supplementary abilities depending on the
fruit. These abilities may even have their own
resource separate from the main devil fruit uses.
See the Ability Crafting suggested ruling for more.
Ability Score Increase
Zoan Type Upon eating the fruit, your choice of Strength, Dexterity, or
All zoan type fruits grant the user the ability to shapeshift into Constitution ability score increases by 1.
the form of a specific animal, either as a full beast or a hybrid
form of the beast and their original body. Hybrid Form
In beast form, a zoan type inherits all the strengths and As a bonus action, you can expend a devil fruit usage to
weaknesses of the animal side, while in hybrid form they mix transform into your Hybrid Form, taking the shape that takes
the power of their bestial side with the bipedal form of their the best attributes of both your original body and the beast
human side. Most zoans give the user natural weapons, such that now inhabits you. Your transformation lasts up to 10
as the horns of a bull. For the sake of simplicity, any zoan minutes. This duration increases to 1 hour at 5th level, 8
weapon counts as both a natural weapon and unarmed strike. hours at 10th level, 24 hours at 15th level, and unlimited at
There are various animals that zoans can transform into, 20th level. This transformation ends early if you are knocked
such as various species of cats with regular zoans, extinct unconscious, or if you end it as a free action.
species such as dinosaurs with ancient zoans, and dragons While in Hybrid Form, you gain the following benefits:
from myth with mythical zoans. When you enter the transformation, you gain temporary
hit points equal to your level (double for regular and
carnivorous zoans, triple for ancient zoans, and quadruple
Zoan Fruit for mythical zoans).
All of your attacks deal an extra amount of damage equal
Fruit
to your proficiency bonus.
Level Uses Features
You gain any other features from your beast such as
1st 1 Fruit Uses, Fruit-Fruit DC, Devil Fruit natural weapons, enhanced senses, multiple limbs,
Attack, Devil Fruit Ability Check, Ability movement speeds, etc.
Score Increase, Hybrid Form, Full Beast
Form
You can speak to other animals of your species. You can
still speak your regular language in this form.
3rd 2 ─
5th 3 Increased Duration
Transforming for Roleplay
7th 4 ─ In the event a player wants to display their zoan
9th 5 ─ transformation for purely roleplay value, such as a
brief display of their power to show they are a devil
10th 5 Enhanced Form, Increased Duration fruit user or just for a comedic display, characters
11th 6 ─ with devil fruits should be able to do so without
costing one of their devil fruit resources.
13th 7 ─
15th 8 Increased Duration
17th 9 ─
19th 10 ─
20th 10 Endless Forms, Increased Duration
Full Beast Form
As a bonus action, you can expend a devil fruit usage to
transform into your Full Beast Form, taking the form of the You retain the benefit of any features from your class,
wild beast that inhabited the fruit you consumed. Your race, or other source and can use them if the new form is
transformation lasts up to 10 minutes. This duration physically capable of doing so. For example, using Extra
increases to 1 hour at 5th level, 8 hours at 10th level, 24 Attack, Unarmored Movement, Strong Will, Rage,
hours at 15th level, and unlimited at 20th level. Experimental Medicine, etc.
While in Full Beast Form, the following rules apply: Depending on the form, your ability to fulfill the somatic
components of creations, use certain equipment like
Your game statistics are replaced by the statistics of the shields, or take actions that require the use of hands may
Full Beast Stat Block you gain from the fruit, but you be limited to the DM’s discretion, though through training
retain your alignment, personality, and Intelligence, this limitation may be overcome.
Wisdom, and Charisma scores. You also retain all of your
skill and saving throw proficiencies, in addition to gaining Enhanced Forms
those of the creature. The creature has the same At 10th level, you gain access to a more powerful hybrid form.
proficiency as you and the bonus in its stat block. If your As a bonus action, you can spend a Devil Fruit usage to
physical stats are higher than that of your beast form, you access an Enhanced Form Choose either your Hybrid Form
can choose to retain them. or Full Beast Form. You gain the benefits of that chosen form,
When you transform, you assume the beast’s hit points with a few additional benefits:
and Hit Dice. The hit points of the form scales with your You can choose to have your size increase by 1 size
level. For normal and carnivorous zoans it is calculated as category, doubling your dimensions and multiplying your
(5 x your level) + your Full Beast’s Constitution modifier. weight by 8.
For ancient zoans it is calculated as (6 x your level) + your Your reach with your attacks increases by 5ft.
Full Beast’s Constitution modifier. For mythical zoans it is Your attacks deal an extra 1d8 damage.
calculated as (7 x your level) + your Full Beast’s
Constitution modifier. When you revert to your normal This form lasts 1 hour, and you regain this ability at the end
form, you return to the number of hit points you had of a long rest.
before you transformed. However, if you revert as a result
of dropping to 0 hit points, any excess damage carries Endless Forms
over to your normal form. For example, if you take 10 Transforming into your base Zoan Forms no longer costs a
damage in Full Beast Form and have only 1 hit point left, fruit usage. You can now access your Enhanced form as many
you revert and take 9 damage. As long as the excess times per day as you need, but it still costs a devil fruit usage.
damage doesn’t reduce your normal form to 0 hit points, In addition, you can alter your appearance to appear that of
you aren’t knocked unconscious. your beast form. For example, turning only your arm into a
You can speak to other animals of your species. You can hoof to use the natural weapons, or transforming only your
still speak your regular language in this form. nose to enhance your perception checks.
You choose whether your equipment falls to the ground in
your space or is worn by it. Worn equipment functions as
normal. Your equipment changes size or shape to match
the new form.
For example, if you had a lightning fruit, despite being
Logia Type made of lightning, if a person used a rubber mallet against
The Logia Type is considered the most powerful class of devil you, it would still hurt your physical body. Or if a creature
fruits, and some of the rarest. Logias have domain over a tries to grapple you, they would fail unless they had
force of nature/element, such as light, fire, ice, and even armament haki.
darkness. As such they gain the ability to produce and Simply attacking with your element is similar to using a
manipulate a nigh-on infinite amount of that force. trick. However, as logia, your tricks are more potent than
However their most sought feature is the power of most.
intangibility and reformation. Since logia users can At 1st level, your damage is usually 2d8 or 2d10, raising by
transform completely into the element of their devil fruit, they an additional dice at 5th, 11th, and 17th level.
become almost invulnerable to most conventional forms of You can spend a fruit usage to make more potent use of
damage, as their true body is now hidden under an infinite your fruit.
source of their element. Lasting effects of your fruit last 1 minute.
Even if their element is a typical solid, like steel or Improved Elemental Domain
diamond, they can still reform if broken apart. Even At 5th level, you gain more control over your element, The
decapitation or other forms of limb loss are inconsequential lasting effects of your devil fruit now have a duration of 10
setbacks at best to logia fruit users. However, this ability must minutes, and specifically the ability to transform into your
be trained to be used properly as it has taken many years of element. When you use your reaction, you no longer need to
training to instinctively transform into an element to avoid spend a Devil Fruit usage, and after taking the initial damage,
attacks, effectively making it so they can avoid attacks even in until the start of your next turn, you have resistance to all
their sleep. However a newly made logia user, while still can other damage, unless it is haki-imbued or fulfills your
transform, might not be as invincible as they would likely element's weakness.
have to actively turn into that element. When you gain this again at 10th level, you gain passive
damage and conditional immunities under the same
conditions of not being haki-imbued or fulfilling your
Logia Type Devil Fruit element's weakness. These apply even when you are
unconscious unless you are being affected by Ocean's Scorn.
Fruit
Level Uses Features
You can also have an amount of active devil fruit effects equal
to your proficiency bonus.
1st 1 Fruit Uses, Fruit-Fruit DC, Devil Fruit At 15th level, if you have observation haki, you can use your
Attack, Devil Fruit Ability Check, Elemental reaction to add your proficiency bonus to your AC and Dex
Domain Saves for that turn. Your lasting devil fruits now last 1 hour.
3rd 2 ─ At 20th level, if you have observation haki, you can use your
5th 3 Improved Elemental Domain reaction to add your proficiency bonus to your AC and Dex
Saves for that whole round. You also gain extra devil fruit
7th 4 ─ usages equal to your proficiency bonus.
9th 5 ─
10th 5 Improved Elemental Domain
11th 6 ─
13th 7 ─
15th 8 Improved Elemental Domain
17th 9 ─
19th 10 ─
20th 10 Improved Elemental Domain
Elemental Domain
As a logia, you reign domain over an element of nature such
as light, metal, gas, and even swamp. You can produce a near-
infinite amount of that element as an action, you can
manipulate that element as part of the same action.
Most importantly, as a reaction to taking damage, you can
transform into your element for that one source of damage.
You gain immunity to all non-imbued damage and negative
conditions, except if they fulfill your element's weakness.
Example Devil Fruits
Double Shots
Example Paramecias: You can have two effects from your fruit happen at the same
The Glug-Glug Fruit
time. For example, you can have 2 Booze elementals at once,
or even have 1 Booze Elemental and 1 Watery Booze Sphere.
A paramecia type devil fruit that allows the user the power to
conjure and manipulate alcohol. Hot Shot
Your control over booze allows you to do more with your fruit,
without wasting uses and making the abilities that do use
usages stronger. For example, something simple like creating
Glug-Glug Fruit
an oil slick from alcohol no longer needs a usage.
Fruit
Level Uses Features Awakening
1st 2 Fruit Uses, Glug-Glug DC, Devil Fruit
You, as a bonus action, can transform the surrounding area
Attack, Devil Fruit Ability Check into alcohol, spending a devil fruit usage. Essentially by
transforming that area into liquid, but also granting you a
3rd 3 ─ means to make big attacks or uses with your devil fruit
5th 4 Lasting Buzz without expending a usage.
7th 4 ─
9th 6 ─ Devil Fruit Party Ratio
10th 6 Potent Alcohol Small, but important note, it is highly recommend
11th 7 ─ to not give the players too much devil fruits as it is
important to have at least half the party be able to
13th 8 ─ swim and not be affected by seastone.
15th 9 Double Shots Ideally half of the total players would be devil
fruit users (not counting crew NPCs, but it should
17th 10 ─ also be known that not every NPC should have a
19th 11 ─ devil fruit either). This note is towards both the DM
and the players.
20th 11 Hot Shot
Great Saber-Tooth If you already have temporary hit points, you can
Large (Or same size as your base form) beast instead gain advantage on your next attack roll, skill
check, or saving throw, until the end of your next turn.
Armor Class 12 This number of temporary hit points increases to 2d8
Hit Points (6 x your level) + your Constitution modifier at 5th level, 2d10 at 10th level, and to 2d12 at 20th
Speed 40ft. level.
Keen Smell.You have advantage on Wisdom
(Perception) checks that rely on smell.
STR DEX CON INT WIS CHA
Pounce. If you move at least 20 feet straight toward a
18 14 16 Same as Same as Same as creature and then hit it with a melee attack on the
(+4) (+2) (+3) Base Base Base
same turn, that target must succeed on a Strength
saving throw against your Cat-Cat DC, or be knocked
Skills Perception, Athletics, Stealth prone. If the target is prone, you can make one Fangs
Senses Darkvision 60ft, passive Perception (Same as attack against it as a bonus action.
base form)
Languages Your languages, Cats Actions
Proficiency Bonus Same as Base
Fangs.Melee Weapon Attack: +(Strength modifier +
Bloodthirst.When you reduce a creature to 0 hit points, your proficiency bonus) to hit, reach 5ft., one target.
Hit (1d10 + Strength modifier) piercing damage.
or score a critical hit against a creature with blood
using your fangs, you gain 2d6 temporary hit points. Claws.Melee Weapon Attack: +(Strength modifier +
your proficiency bonus) to hit, reach 5ft., one target.
Hit (2d6 + Strength modifier) slashing or piercing
damage.
The Dog-Dog Fruit, Model: Hybrid Form
Werewolf
In the Hybrid Form, your attacks gain a bonus to your
damage rolls equal to your proficiency bonus, you have
A Mythical zoan type devil fruit that allows the user to temporary hit points equal to four your level, you gain a +10
transform into a Werewolf and a Werewolf-hybrid. bonus to your movement speed, Supernatural Resistance,
Keen Hearing and Smell, Lycanthropy (see Great Werewolf
statblock), and claws (2d4) and fangs as natural weapons
Dog-Dog Fruit, Model: Werewolf
(1d8).
Fruit Enhanced Form
Level Uses Features When you enter your Hybrid or Full beast form, you can
1st 1 Fruit Uses, Dog-Dog DC, Devil Fruit Attack, choose to enter an enhanced form. You gain the ability to
Devil Fruit Abilitiy Check, Ability Score choose to increase your size category by 1, increasing your
Increase, Hybrid Form, Full Beast Form reach by 5, and allowing you to deal 1d8 more damage. You
3rd 2 ─
can access this form once per long rest.
5th 3 Increased Duration Endless Forms
7th 4 ─ You can now enter your full beast and hybrid form without
expending a usage. You can also enter your Enhanced Form
9th 5 ─ as many times per day but still costs a usage. You can also
10th 5 Enhanced Form, Increased Duration make subtle transformations.
11th 6 ─
Awakening
13th 7 ─ As an action, you can access Awakened Transformation. In
15th 8 Increased Duration this state, you gain the following benefits for 10 minutes.
17th 9 ─ You can choose to increase your size by 2 categories,
19th 10 ─
increasing your reach by 10ft, and the damage dice of your
weapons double.
20th 10 Endless Forms, Increased Duration At the start of each of your turns, you regain hit points
equal to twice your Constitution Modifier (minimum of 2)
If you are knocked unconscious, you can continue to move
around and attack, but still must make death saves.
Your temporary hitpoints double.
Using This Fruit Your Strength, Dexterity, and Constitution ability scores
Upon initial consumption, you gain a +1 to your Strength, become 18 if they weren't already higher.
Dexterity or Constitution score. When using this fruit, the
user can access their hybrid and full beast form. After the duration of this ability, you return to your normal
state with 1 level of exhaustion.
In addition, your mythical zoan abilities improve, creatures
you curse with Lycanthropy are now under your verbal
commands as a bonus action rather than going on a rampage.
Great Werewolf Lycanthropy. When you hit a creature with an attack
Large (Or same size as your base form) monstrosity using your Fangs, you can choose to curse that
creature. That target must make a Constitution saving
Armor Class 13 (natural armor) throw against your Dog-Dog DC. On a failure, they
Hit Points (7 x your level) + your Constitution modifier transform into a werewolf and go on a rampage. At the
Speed 50ft. start of each of their turns, they must move towards
the nearest creature they can see and use their action
to attack that creature (not itself). The creature adds
STR DEX CON INT WIS CHA your proficiency bonus to their damage rolls, +10
bonus to its walking speed, and it gains your
16 16 16 Same as Same as Same as
(+3) (+3) (+3) Base Base Base Supernatural Resistance and Keen Hearing and Smell
features.
Skills Perception, Athletics, Stealth A creature remains cursed in this way until the Remove
Senses passive Perception (Same as base form) Curse creation is used on them, with a piece of silver,
Languages Your languages, Wolves or until the user dies. You can use this feature once per
Proficiency Bonus Same as Base long rest, twice at 10th level, and three times at 20th
level.
Supernatural Resistance. You gain resistance to
unimbued bludgeoning, piercing, and slashing damage. Actions
This resistance is ignored by silver. At 10th level, this Fangs.Melee Weapon Attack: +(Strength modifier +
resistance expends to imbued bludgeoning, piercing, your proficiency bonus) to hit, reach 5ft., one target.
and slashing damage. Hit (1d8 + Strength modifier) piercing damage.
You have advantage on
Keen Hearing and Smell. Claws.Melee Weapon Attack: +(Strength modifier +
Wisdom (Perception) checks that rely on hearing or your proficiency bonus) to hit, reach 5ft., one target.
smell. Hit (2d4 + Strength modifier) slashing or piercing
damage.
When you gain this again at 10th level, you gain passive
Example Logias: damage and conditional immunities, under the same
condition of not filfilling your elemental weakness or being
The Cloud-Cloud Fruit haki-imbued. These apply even when you are unconscious
A Logia type devil fruit that allows you to conjure, unless you are being affected by Ocean's Scorn. You can also
manipulate, and become Clouds. You embody the weather. have an amount of active devil fruit effects equal to your
proficiency bonus.
At 15th level, if you have observation haki, you can use your
reaction to add your proficiency bonus to your AC and Dex
Logia Type Devil Fruit Saves for that turn. Your lasting devil fruits now last 1 hour.
Fruit At 20th level, if you have observation haki, you can use your
Level Uses Features reaction to add your proficiency bonus to your AC and Dex
Saves for that whole round. You also gain extra devil fruit
1st 1 Fruit Uses, Fruit-Fruit DC, Devil Fruit
Attack, Devil Fruit Ability Check, Elemental
usages equal to your proficiency bonus.
Domain
Awakening
3rd 2 ─ As an action, you can expend a devil fruit usage to transform
5th 3 Improved Elemental Domain a 60ft radius sphere around you into an environment based
7th 4 ─
on your devil fruit. In the case of the Cloud-Cloud fruit, you
can essentially make it so it is permanently raining, make a
9th 5 ─ permanent tornado, or have other long lasting effects that
10th 5 Improved Elemental Domain remain long after your death.
11th 6 ─
13th 7 ─
15th 8 Improved Elemental Domain
17th 9 ─
19th 10 ─
20th 10 Improved Elemental Domain
T
here exists additional abilities and power Eighth Impact
systems present in the One Piece World.
These features are a narrative element meant At 20th level, you have mastered the eight impacts style. Your
to balance out the abilities of the party. critical hit range with unarmed strikes when you use your
For example, take a Savant and a Fighter. First Impact feature increases by 1. Additionally, your
The Savant has a Devil fruit, and the Fighter Thunderous Blows uses now come back on a short or long
has an additional power to balance the crew to rest.
strengthen non-fruit users.
Destructive Wave
Eight Impacts Fist Destructive Wave is an ability that allows the wielder to
Eight Impacts Fist is an unarmed martial art originating from unleash energy waves through their melee weapons, allowing
the Kano kingdom where the user's unarmed strikes become them to strike multiple opponents at once. It is a more simple
concussive shockwaves. The users can manipulate these additional power, but a powerful one nonetheless.
shockwaves to shatter even the hardest of armor.
Area of Effect
First Impacts When you gain this ability, choose a an area with it. This area
When you first gain this additional power, you begin will determine the range of the destructive wave ability. You
transforming the force of your fists into deadly vibrations. cannot choose a different one again, unless you gain this
When you make an unarmed strike, you can choose to additional power again, granting you an additional
instead deal thunder damage. When you do this, your attack destructuve wave option. Regardless of your choice, the wave
has the Siege property, dealing double damage to objects and originates from your position.
structures and ignoring an object's damage threshold. Cone. The area of the cone is number of feet equal to your
proficiency bonus x 10.
Thunderstruck Square. The area of the square is a 10ft x 10ft x 10ft cube
At 5th level, your thunderous blows improve. When you make multiplied by your proficiency bonus.
an unarmed strike, you can choose to imbue it with thunder. Sphere. The area of the sphere is a number of feet equal
You make the unarmed strike with advantage and it deals an to proficiency bonus x 5.
additional 1d8 thunder damage. You can only use this ability Line. The area of the line is 5ft wide and has a length
a number of times equal to your proficiency bonus, regaining equal to your proficiency bonus x 20ft.
uses on a short or long rest.
Area Strike
Thunderous Blows When you gain this ability, you can replace a melee attack
At 10th level, you can unleash a flurry of thunderous blows. with a destructive wave, producing an area of effect in the
This feature replaces Thunderstruck. At the start of your, you shape you chose in the Area of Effect feature. Each creature
can choose to imbue all your attacks with unarmed strikes within the chosen area succeed a Dexterity saving throw or
until the end of your turn. Your attacks with unarmed strikes take the damage they would take from the melee attack,
are rolled with advantage, ignores half and three-quarters taking half damage on a success.
cover that is not haki imbued (shields included), and those For example, a greatsword would deal 2d6 + your Strength
attacks deal each an extra 1d8 thunder. You can use this modifier slashing damage to each creature that failed the
feature a number of times equal to your proficiency bonus, saving throw. This also counts for anything that modifies the
regaining all uses on a long rest. damage of the attack, such as Ardent Smites, certain
creations, etc. (but not any additional effects like stunning
Deep Impact
strike)
The DC of the saving throw equals 8 + your proficiency
At 15th level, the range of your shockwaves. Once per turn, bonus + your choice of your Strength or Dexterity modifier.
when you use your First Impacts feature, you can give an You can unleash a destructive wave a number of times equal
unarmed strike a damage spread of 5ft. The damage spread to your proficiency bonus, regaining all uses after finishing a
DC equals 8 + your Strength or Dexterity modifier + you short or long rest.
proficiency bonus. You are unaffected by this damage spread.
In addition, any creature made of flames (such as a fire
Foxfire Style elemental), your weapon attacks can bypass all their
Foxfire Style is a unique sword fighting style that allows the resistances and immunities to bludgeoning, piercing, and
user to use their blade as an apparatus of pyrokinesis, slashing damage.
allowing them to burn and slash their enemies, as well as
rend even the most potent flames asunder. While it is based Ignite
in swords, it can be used with any melee weapon you are When you gain this ability, you can coat your weapon in a
wielding. destructive layer of fire. When you hit with a melee weapon
attack, you can expend a Foxfire Point to deal an extra 1d8
Foxfire Points fire damage.
When you gain this ability, you gain a number of Foxfire At 10th level, you can cause your flames to remain. When
points equal to your proficiency bonus. You can expend these you use this feature, instead of igniting one attack, you can
Foxfire points to fuel your Foxfire features. You regain all ignite all melee weapons you are wielding for 1 minute. For
expended Foxfire points at the end a long rest. the duration, their melee weapon attacks now deal an extra
When you reach 5th level, your expended Foxfire points are 1d8 fire damage.
regained at the end of a short or long rest.
Eternal Flames
Flame Render At 15th level, you begin to further master your flames,
When you gain this ability you can cut flames as if they were allowing you to ignite your sword on command. When you
a tangible substance. As a reaction to being targeted by a fire- wield a melee weapon, it deals an extra 1d8 fire damage.
based attack/creation, such as the Fireball creation or an This can stack with the damage gained from using your
attack that deals fire damage, the user can spend a Foxfire Ignite feature, allowing you to deal 2d8 fire damage.
Point to cut the flames, reducing the fire damage to 0 and
extinguishes any lingering flames that would have been Magma Blade
created. You have mastered the Foxfire style completely, able to
produce flames that rival the deepest sources of magma. Your
melee weapon attacks ignore resistance to fire damage, and
treat immunities to fire damage as resistances.
You gain a number of temporary hit points equal to four
Life Return times your level.
Over years and years of training, you have extended full, After the duration of Battle Insurance Fist, you gain 1 level
conscious control to the bottom of your feet, and even to the of exhaustion.
tips of your hair. You become capable of manipulating every
part of your body as if it were your hand.
Leg Technique Way
Flexible Body Prerequisite: Longleg Human Race.
When you gain this ability, you find yourself able to move and The Long-Leg Tribe are masters at utilizing their powerful
change your physical body with ease. You can bend your body legs to strike their enemies and outspeed them. However, a
to attack in complex ways, change your appearence, and shift master of Leg Technique Way can go one step further. The
the balance of your physical body. ability to create after-images while kicking makes it difficult
Your unarmed strikes now have the reach property, and can for enemies to hit you.
originate from any body part. You do not suffer disadvantage
on attack rolls as a result of being restrained. Fancy Feet
As a bonus action, you can alter your appearance in various When you gain this ability, your movements with your long
ways. You can shift features of your body to appear different legs enable you to move quickly and strike fast. Your
from your own, to the degree that you can appear as a unarmed strike damage dice with your kicks increases by one
different race, but you do not gain additional racial benefits. size, to a maximum of 1d12. (1d6 => 1d8 => 1d10 => 1d12)
You can alter your height, but not to the degree that your size In addition, when you use your Sprint feature, you gain the
category changes. benefits of the Blur creation until the start of your next turn.
Additionally, as a bonus action, you can alter your physical
ability scores (Strength, Constitution, and Dexterity). You can
lower a physical ability score to a minimum of 8, and move Merman Combat
those points to another physical ability score, increasing it to Prerequisite: Merman Race.
20. For example, say you have a Strength, Dexterity, and Mermen, like fishman, are one with the sea. Using their
Constitution, each of which are 16. You can use your action to tridents and hands, they can grab water and force it toward
reduce your Strength by 4, and increase your Dexterity by 4, their enemies, as well as achieve mastery over tridents.
resulting in your scores to be Strength 12, Dexterity 20, and
Constitution 16. Tides of War
At 20th level, you can increase an ability score up to 24.
If you have an ability score to 20 or above, you gain the When you gain the ability, you learn that you can grab and
following benefits based on the score: weaponize water, and how to make a trident's strike
especially deadly.
Strength: Your weapon attacks deal an additional 1d4 You learn the Water Flow trick, using either your Strength
damage, and gain the Siege property. or Dexterity modifier as the creative ability modifier.
Dexterity: Your movement speed increases by 10ft, and As an action, you can grab water and fire it as a blast in the
you don't provoke opportunity attacks. form of a line that is (Your proficiency bonus x 20) long, and
Constitution: You gain resistance to bludgeoning, piercing, 5ft wide. All creatures within this line must make a Dexterity
and slashing damage. Saving Throw, DC equal to 8 + your Strength or Dexterity
modifier + your Proficiency Bonus. On a failure, they take
Geo-Fist your (proficiency bonus)d10 bludgeoning and half on a
Prerequisite: Decades of building up power success. On a success, a creature takes only half damage. You
Masters of this style have honed their bodies to be able to can use this feature 3 times per long rest.
store the energy and strength they had from youth to reuse In addition, while wielding a trident, the size of the damage
later on in life, allowing them to access a form that goes dice increases by one size.
beyond human limits.
Six Powers Adept
Battle Insurance Fist Prerequisite: Strength or Dexterity Score of 13 or higher, any
You can pull from the energy and power that you have built class that is not a Six Powers Master Brawler, at least 5th
up in the past and channel it all into a devastatingly powerful level.
form, allowing you to overwhelm your opponents easily. As a You have trained in a few of the Six Powers, focusing your
bonus action, you gain the following benefits for the next efforts on mastering two techniques.
minute:
Your Strength score increases temporarily by a number
equal to your proficiency bonus, to a maximum of 26.
Your Dexterity score increases temporarily by a number
equal to your proficiency bonus, to a maximum of 26.
Your size increases by one category temporarily.
Chosen Powers Demon Wind
When you gain this ability you learn one of the 3rd levels Six At 15th level, you strike fast like the wind, and strong like a
Powers from the Brawler subclass to learn. If the technique mountain. Your uses with Demon Dance come back on a
you have chosen require Spirit Points, and you don't have short rest. In addition, your +2 bonus to melee attacks from
Spirit Points, you can use those techniques a number of Destroy Defense affects all creatures regardless of armor.
times equal to your proficiency bonus, regaining all uses on a
short or long rest. Momentum Mori
At 10th level, you learn another technique, and the one you At 20th level, you have mastered the art of Man Demon
had chosen previously improves to the 6th level version. At Tactics, turning all of your momentum into a devastating
15th level, the second power you chose improves.
force. Your critical hit range increases by 1 for melee
weapons, and your melee weapons attacks ignore resistances
Ricochet Rounds to bludgeoning, piercing, and slashing damage.
You learn to reclaim the potential of any of your stray shots,
causing them to bounce around in odd patterns to strike No Sword Style
another foe. When a swordsman is backed to a wall, and their weapons
are nowhere to be found, they can continue to fight to utilize
Rebound Bound their bare hands and strength built up from sword fighting.
When you make an attack roll with a ranged or thrown You gain the following benefits:
weapon, you can choose to reroll the attack roll against a
different target within 30 feet of the original target. Blade Hands
Your unarmed strikes deal a 1d6 and are capable of doing
Man Demon Tactics bludgeoning, piercing, and slashing damage.
A very specialized martial art that allows the user to rotate In addition, your unarmed strikes are now capable to act as
their weapons at high speeds to break through most simple and martial weapons for your other sword-based
defenses, and leap vast distances towards their targets. abilities, such as Foxfire Style.
Observation Killing
Prerequisites: 18th level, Conqueror's Haki Adept
Those who train in this branch of conqueror's haki gain the
ability to attack the enemies' ability to observe, rendering
their observation haki obsolete.
Observation Obliteration
When using your Overwhelming Presence, any creatures that
remain conscious must make an additional Wisdom Saving
Throw against your Conqueror's DC. On a failure, they lose
all the benefits of their observation haki for 1 minute,
repeating the saving throw at the end of each of their turns.
Longshot
Prerequisites: 10th level, proficiency with a ranged simple or
martial weapon
Master sharpshooters can fire far, farther beyond any
reasonable range, ensuring no enemy can simply run away.
Mile Eye
You can see a mile without difficulty. Additionally, as an
action, you can make a single ranged attack. The range of this
attack becomes a mile.
Dodge Roll
Prerequisites: Dexterity 16 or higher, and proficiency in
Acrobatics
When in combat, never underestimate the power of a well
timed dodge. Sometimes you need to tuck and roll like the
mighty snail.
Defense Roll
As a reaction to being hit by an attack, you can attempt to roll
out of the way, adding your proficiency bonus to your AC for
that attack and moving half your movement in a direction you
can see.
Inspired Innovation Fearsome Fortitude
Prerequisites: 3rd level, a Charisma, Intelligence, or Wisdom Time and time again, you have trained to be able to withstand
score of 14 or higher, and proficiency in a specific skill certain potent effects that have been thrown your way,
You have studied under a person, or even the teachings of enabling your own form of saving grace.
multiple people who the honed ability of creativity, either by You gain proficiency in one saving throw. Additionally, your
the arts, medical training, or mechanical knowledge. hit point maximum increases by a number equal to one roll of
Choose a class with creativity, requiring proficieny in a your hit dice + your Constitution Modifier, and you gain an
certain skill: Gadgeteer (Intelligence)(Engineering), Medic extra hit die.
(Wisdom)(Medicine), Marksman (Wisdom)(Survival), or Bard
(Charisma)(Performance). Fortune Telling
You gain the benefits of the Creativity feature of that class,
however the progression of the creativity is at most that of a Prerequisites: A Charisma, Intelligence, or Wisdom score of
half-caster. If the class you chose has tricks, you learn a 16 or higher
number of tricks according to the table below. You have spent decades honing your craft, the ability to
You prepare the list of creations that are available for you divine the the fortunes of yourself and others, be it via a
to use, choosing from the specified class creation list. When crystal ball, or even performing augury, you have a knack for
you do so, choose a number of creations equal to your knowing what comes ahead.
Creativitiy modifier + half your level, rounded down
(minimum of one). The creations must be of a level for which Unfolded Fortune
you have creation slots. When you finish a long rest, roll three d20s and record the
If you already have the ability to use Creativity, you instead numbers rolled. You can replace any attack roll, saving throw,
can now choose from both creation lists. If the Creativity or ability check made by you or a creature that you can see
from your main class doesn't have tricks, you can gain the with one of these fortune telling rolls. You must choose to do
tricks of the chosen class for this power, as per the table so before the roll, and you can replace a roll in this way only
below. once per turn.
If the chosen creation class requires the use of an Each foretelling roll can be used only once. When you
apparatus, you must also utilize that apparatus to use the finish a long rest, you lose any unused rolls.
creations.
Battle Modes
Inspired Innovation Creations Prerequisites: 3rd level, Battlesmith Gadgeteer, Iron
Defender feature
Player Level Tricks Known* 1st 2nd 3rd 4th 5th
Gadgeteers that focus their attention to improving their
3rd 3 3 — — — — creations eventually realize the potentional there is within
4th 3 3 — — — —
robots, particularly as a soldier made of iron.
5th 3 4 2 — — — Improved Steel Defender
6th 3 4 2 — — — During a long rest, choose a single form your Iron Defender
7th 3 4 3 — — — will take until it is destroyed, or you change it.
8th 3 4 3 — — —
True Defender. When your Iron Defender uses its reaction
to Deflect Attack, the Iron Defender instead enforces
9th 3 4 3 2 — — disadvantage on all attack rolls against that creature until the
10th 4 4 3 2 — — start of the Iron Defender's next turn. This ends early if the
defended creature moves to a space more than 5ft from the
11th 4 4 3 3 — — Iron Defender.
12th 4 4 3 3 — — Juggernaut. Your Iron Defender increases from Medium to
13th 4 4 3 3 1 —
Large, gains resistance to bludgeoning, piercing, and slashing
damage, and has advantage on Stength and Constitution
14th 5 4 3 3 1 — Saving Throws.
15th 5 4 3 3 2 — Android. Your Iron Defender's Intelligence score becomes
equal to your own, shares all of your skill and weapon
16th 5 4 3 3 2 — proficiencies, can speak Common, and can act of its own
17th 5 4 3 3 3 1 accord if you grant it permission to do so, no longer needing
18th 5 4 3 3 3 1
to command it as a bonus action.
Drone. Your Iron Defender shrinks from Medium to Small,
19th 5 4 3 3 3 2 and gains a flying speed of 50ft. As a bonus action, you can
20th 5 4 3 3 3 2 see and hear through your Iron Defender. As an action, while
looking through your Iron Defender, you can take precise
control of your Iron Defender for the next hour.
Voice of All Things Guidance of the World
Prerequisites: Special Also at 5th level, you can ask the DM one question relegated
The voice of all things is a mysterious ability that only a few to a specific object, place, or creature that you are trying to
individuals ever have the opportunity to unlock it. The voice find. The DM then gives you one truthful answer that guides
of all things is an ability that centers around understanding you in the direction of the thing you are looking for. You are
the world around you, the thoughts, desires, and goals of not made aware of any dangers waiting on the path, nor does
beasts, people, and even notable objects, all of these things the answer you receive takes into account any changes that
speak out to those who have the gift. might as a result of an action taken by another player or NPC.
This is not to be confused with being able to speak the Once you use this feature, you cannot do so again until 7
language of beasts and such, as there is no audible speech. days have passed since you last used it. At 10th level, your
Only an unintelligible noise that is imperceptible to nearly all. training with the voice allows you can use this feature once
The same goes for written text, only being able to sense its per long rest. At 15th level, once per short rest. At 20th level,
significance, though it is believed that through training, a you may use it as many times as you wish.
person can hope to reach true understanding. Few can
awaken this ability, and even among the Three-Eyed Tribe, Silent Speech
who allegedly possess the ability innately, must train to use it. Beginning at 10th level, you begin to speak the voice of all
things, allowing you to breach any barrier such as species,
Universal Language physical barriers, and even consciousness.
Starting at 1st level, you begin to hear the whispers. You have You can speak telepathically to any creature within 60 feet
the innate ability to hear the "voice" of animals and inanimate of you. Your telepathic utterances are understood by any
objects, instinctually understanding the meaning behind the creature. Your communication doesn't give the creature the
sounds and gestures of animals, or any imagery or written ability to respond to you telepathically. This feature fails if
language upon an object, including poneglyphs. You gain no you are incapacitated.
additional benefits to communicate back with beasts and At 15th level, your speech reaches farther than ever. Your
objects through this feature, nor any ability to coerce them to range of this ability increases to 120ft, and you can now use
communicate with you. this feature even when you are incapacitated.
At 20th level, your range with this ability becomes 1 mile.
When you enter one of your Experimental Medicine forms,
Heart Strings you can expend a number of your Mutation Points to take on
Prerequisites: Bard class additional benefits from your transformation.
They say the arts are the true path towards the soul, that Extended Arms. You can increase your reach by 5ft.
they can inspire all who hear them to accomplish the (Costs 2 points)
impossible. Your charm and charisma go beyond simply Thicker Skin. You gain a +1 bonus to your AC. (Costs 2
inspiring, but instilling within your audience and allies the points)
will to live, granting them another chance when faced against Sharp Strikes You gain a +1 bonus to your unarmed
great odds. strikes for each point you spend on this option. (Costs 1 to
a maximum of 3)
Song of Life and Death Gills and Fins. You gain a swim speed equal to your
Your inspiring words can call out to your allies in their time of walking speed and you can breathe underwater. (Costs 2
need, saving them from certain doom, or enable them with Points)
the strength to destroy their foes. A creature with one of your Nightvision. You gain darkvision of 120ft. (Cost 2 points)
Bardic Inspiration dice can expend it when dealing damage Deft Feet. You ignore the effects of difficult terrain. (Costs
with a weapon attack, dealing an additional amount of 2 points)
damage equal to the die result added to the weapon’s Mighty Leap. Your jump distances increase by 10ft.
damage. Additionally, when a living creature that has your (Costs 1 points)
Bardic Inspiration die is reduced to 0 hit points, it can Echolocation. You gain blindsight of 30ft, though it
expend that die as a reaction to be reduced to a number hit ceases to function if you are deafened. (Costs 5 points)
points equal to a roll of the Bardic Inspiration die instead. Keen Hearing. You gain advantage on hearing based
perception checks. (Costs 2 points)
Keen Smell. You gain advantage on smell based
Raging Singularity perception checks. (Costs 2 points)
Prerequisites: Barbarian class Keen Sight. You gain advantage on sight based
When faced with an indomitable threat, a living being has perception checks. (Costs 3 points)
one of two choices: Fight or flight. A barbarian who can
exude such primal menace sends out waves of terror while Fishman Karate Adept
they rage, forcing all their enemies to make the same Prerequisite: Wisdom or Dexterity Score of 13 or higher, any
decision every prey animal must decide. To run from an class that is not a Fishman Karate Brawler, at least 5th level.
inevitable threat, or to engage in mortal combat. You have recieved basic training in the art of Fishman
Karate.
Ferocious Aura
While raging, you have an aura that extends 10 feet from you, Aquatic Novice
but not through total cover, drawing all aggression towards When you gain this ability, you gain the Aquatic Brawler,
yourself. Each creature of your choice that starts their turn Brick Fist, and Water Shot abilities from the Fishman Karate
within the aura must make a Wisdom Saving throw, DC = 8 + Brawler Subclass. The damage dice of these abilities are
your Constitution modifier + your proficiency bonus. On a equal to your unarmed strike damage dice, and any DC it
failure the creature has disadvantage on attack rolls against uses is based on your Wisdom modifier.
any creature other than you while they are within the aura
until the start of your next turn. If a creature is immune to the
frightened condition, that creature automatically succeeds on Armorless Guardian
this saving throw. If the creature has advantage on saving Prerequisite: An unarmored AC or natural armor.
throws against being frightened, the creature also has Be it a tough body, or enhanced reflexes, you are able to
advantage on this saving throw. avoid major harm that comes your way. They say through a
focused spirit can one dodge bullets, or take powerful blows
Mutant Metamorphosis unscathed, and you are no exception.
Prerequisites: Medic class Duck and Dodge
Diving deep into the modification of organisms, a master of
medicine can freely alter their body's functions, gaining When you gain this ability you gain a +1 bonus to your
access to a whole new world of possibilities. unarmored AC or natural armor. At 10th level, this bonus
increases to +2.
Mutation Points
You have a pool of Mutation Points which you can expend to
augment your transformations when you use your
Experimental Medicine feature. This pool of points equals
your level + your Wisdom modifier, all of which you regain at
the end of a long rest.
Crackshot
Flowing Mind
When you deal damage with your Favored Mark, you deal an
Prerequisite: 10th level minimum, Brawler class. additional amount of damage equal to your Wisdom modifier.
You have honed your brawler abilities, enhancing not only
your spirit, but also your body. Your fighting spirit never Snipe and Strike
seems to run out, and your techniques and strikes are
sharper and more accurate than any blade. You do not gain disadvantage on attack rolls due to being
prone, or making attacks against prone targets.
Free Spirit
You gain this additional power, your maximum number of Tough Customer
Spirit Points increases by an amount equal to your Wisdom Prerequisite: 10th level minimum, Fighter class.
modifier. Your years of endless encounters and fierce follies of
mortal combat have made you all the more tough in the face
Artful Mastery of the daunting odds ahead. Every scar on your body is a
You gain a +1 bonus to your Spirit Save DCs, as well as testament to your endurance and ability to act quickly while
attack and damage rolls made with your unarmored strikes, deep in the thick of the fight.
monk weapons, and special brawler attacks (such as Water
Shot and Tempest Kick) if you have any. Endless Vigor
When you use your Second Wind feature, you add your
Back In The Fight Constitution modifier to the amount of hit points you regain.
When you use your Shake it Off ability, and have no more In addition, your hit point maximum increases by a number
remaining uses of the ability, you can spend 3 Spirit points to equal to twice your level, and by 2 every level thereafter.
use it again.
Active Combatant
Ardent Zeal You gain an additional use of your Action Surge and
Indomitable features.
Prerequisite: 10th level minimum, Savant class.
As a savant, your charm and spirit brings forth a powerful
aura to act in the defense of your friends, and the ability to Charismatic Bastion
strike your foes down with an elemental force. Through Prerequisite: 10th level minimum, Bard class.
training and your unyielding presence, your passion and To your allies, you are a guiding star amongst the black
conviction become an unstoppable weapon. abyss. Your force of personality is unlike any other, the merit
of your words reaching the hearts of those around you,
Powerful Passion granting them the courage they need to succeed in the trials
When you use your Ardent Smite feature, it deals an extra and tribulations ahead. To your foes, you are a force to be
1d8 damage, to a maximum of 6d8 of the same type of your reckoned with. Your presence on the field is irresistible, as
Ardent Soul. your allies stand by you, leading the charge.
T
his chapter focuses on the special items An important thing to note, while it is theoretically possible
present in One Piece World. These features for a weapon to be both a Black Blade and a White Weapon,
are entirely optional but can provide some such weapons would be extremely rare and sought out by
interesting flavor and solutions in every game. higher powers like the World Government and the Four
These essentially replace magic items, making Emperors.
all of them mastercraft items.
Dials and Dial Equipment
Ranked Weapons Dials are a very useful tool, allowing you to use certain
Ranked Weapons are among some of the rarest and most creations and tricks. Most of the dials that deal damage are
powerful blades ever forged. They are separated into 4 rather rare, so those Photo Dials and Light dials are likely the
distinct ranks: Grade, Skillful Grade, Great Grade, and most common, but they do show up now and then.
Supreme Grade. However, most ranked blades are widely
known, other weapons that are unranked can have these Axe Dial
same bonuses. Axe Dials are standard dial that launches an X-shaped blade
of wind when it is activated. It counts as a one-handed, simple
Grade swords have a +1 bonus to attack and damage rolls. ranged weapon (30/120ft). It deals 2d6 + Dexterity slashing
Skillful Grade swords have a +2 bonus to attack and damage.
damage rolls. All rankings equal to and above this may
have extra benefits (or curses). Ball Dials
Great Grade swords have a +3 bonus to attack and Ball Dials are a special type of dial that produce ball clouds.
damage rolls. The ball clouds are sturdy and can be walked on, each being
Supreme Grade swords have a +3 bonus to attack and a sphere with a radius of 5ft. Each cloud lasts 1 hour in the
damage rolls, but all have an additional ability, most black sky island's atmosphere, however with enough time,
blades fall under this category. research, and resources, they can last just as long in the blue
sea. The ball clouds are hollow and can be used to store stuff
Cursed Weapons like traps.
All weapons that are expertly crafted house their own
"personality" that sets them apart from regular blades. Most Breath Dials
swordsmen that wield these weapons have the impression Breath Dials are a common type of dial that can be used to
that they are cursed as they are not skilled enough to fit the store gases and even wind. This allows the user to cast the
strong personality of the weapons. In D&D terms, they Wind Blast trick, using their Wisdom, Intelligence, or
essentially provide an initial debuff to its wielder, but if they Charisma. Breath dials can even be used to house explosive
can overcome it through repeated usage surviving the curse, and poisonous gasses. Dials like these can be used to propel
that debuff will instead become an ability of the sword. ships and sky vehicles, but big vehicles that require a lot of
dials.
Black Blades Flame Dials
Black Blades are weapons that have been wielded by some of Flame Dials are a special type of dial that unleashes fire. This
the greatest swordsmen this world has ever seen. Infused allows the wielder to cast the Fire Bolt trick, using their
with years of potent armament haki, they render the blade Wisdom, Intelligence, or Charisma.
ever sharp. While called Black Blades, they can theoretically
be any melee weapon or even a single piece of ammo, but Flash Dials
that is super rare. Black Blades are virtually indestructible as Flash Dials are one of the three types of dials that unleash
the will from their wielder sustains them indefinitely. Also, and stores light, this one, in particular, releasing it as a flash.
Black Blades deal an extra +2 damage by default. While This allows the wielder to cast the Blindness/Deafness
made with haki, they are not haki-imbued so they do not Creation (Blindness only), using their Wisdom, Intelligence,
bypass resistances and immunities. or Charisma. Flash dials have 3 charges, regaining them at
the end of a long rest.
White Weapons (Non-Canon) Flavor Dials
While Black Blades are weapons infused with armament Flavor dials are a common dial that allows you to flavor food,
haki, White Weapons utilize the investment of high-level store smells, and store gasses much like breath dials. This
observation haki. White Weapons can be any weapon and allows the user to cast the Prestidigitation trick, using their
they typically glow a faint or even notable white. Due to the Wisdom, Intelligence, or Charisma.
lingering observation of haki in it, the weapon seems to
naturally follow the will of its wielder, striking at the best
angles possible. White Weapons permanently have a +2
bonus to attack rolls.
Heat Dials Eisen Dials
Heat Dials are a special type of dial that produces pure heat Eisen Dials are a rare breed of dials that produces iron
energy, not fire. If attached to a weapon, it can cause that clouds, clouds that are hard as iron, however, it is currently
weapon to deal fire damage instead of its normal damage and limited to forming walls without a means to control the
makes it a +1 mastercraft weapon. This doesn't stack with shape. The wielder can cast the Wall of Stone creation, using
already +1 weapons. their Wisdom, Intelligence, or Charisma. It has 3 uses and
regains them after a long rest.
Impact Dials
Impact Dials are some of the rarest and most dangerous dials Tone Dials
to use in combat, at least if you are someone who can't take Tone Dials are dials that can record and store sound. They
the recoil. can be activated or stopped as a free action, but most can
As a reaction to being hit by a weapon attack that deals only hold at an hour of sound.
bludgeoning, piercing, or slashing damage, the user can
absorb the impact of that attack, making it so they don’t take Vision Dials
any damage. This dial can only store 1 attack at a time. Vision Dials can store light, they are the sky island equivalent
After absorbing a single attack, the user, as an action, can of cameras. They can record up to 300 images. They can be
release that impact by making one unarmed strike roll modified to record video, and be paired with a tone Dial to
against a target. If the attack hits, the target takes the damage record audio. Activating them is a free action.
that was absorbed in the form of force damage. However, half
of the damage being sent out is also dealt to the user. Water Dials
For example, they absorb an attack that deals 100 damage. Water Dials are a breed of dials that stores water. The
If they choose to release that damage, their enemy will take wielder can cast the Create/Destroy Water creation, using
that 100 damage, but also the user will take 50 force damage. their Wisdom, Intelligence, or Charisma. It has 3 uses and
An impact Dial can only take 3 hits before it loses all of its regains them after a long rest.
uses. These uses can be repaired with a dial kit check, DC 16, Thunder Dials
during a long rest. If you expend the last use, roll a d20. On a
1, the it is destroyed. Thunder dials are a rare breed of dials that allow the wielder
to produce and store electricity. The wielder can cast the
Reject Dials Shocking Grasp trick, using their Wisdom, Intelligence, or
Reject Dials are one of the rarest dials to exist, and one of the Charisma.
most dangerous to exist as well. The same rules of Impact Burn Bazooka
Dials apply to Reject Dials, except that the damage released
is doubled (if it were accurate it would be x10, but then it Burn Bazookas are a special weapon created in the sky
would kill everything in one shot), as well as the user gaining islands utilizing flame dials to essentially create a
2 levels of exhaustion after every use. flamethrower, but it can also double as a portable swivel gun.
For example, the user absorbs an attack that deals 100 The Burn Bazooka can either be used as a portable swivel
damage. If they release it, it deals 200 damage, and the gun, or the wielder can use thier action to use the Elemental
wielder takes 50 damage while also gaining 2 levels of Blast creation (fire only), using their Wisdom, Intelligence, or
exhaustion. Charisma. It has 3 uses and regains them after a long rest.
A reject dial can only take 3 hits before it loses all of its Burn Blade
uses. These uses can be repaired with a dial kit check, DC 22, Burn Blades are special weapons also made using flame and
during a long rest. If you expend the last use, roll a d20. On a breath dials in the sky to create a blade of fire that can cut
1, the it is destroyed. through most things.
Jet Dials The wielder can use it to cast the Ardent Blade creation
Jet Dials are another rare breed of dials, as they are nearly (using fire damage), using their Wisdom, Intelligence, or
extinct. Essentially they are Breath Dials but deliver a much Charisma. It has 3 uses and regains them after a long rest.
more powerful blast of gasses. This allows the wielder to cast Eisen Whip
the Gust of Wind Creation, using their Wisdom, Intelligence, The Eisen Whip is a rare and powerful weapon, enabling the
or Charisma. Jet dials have 3 charges, regaining them at the user a wide variety of weapons at their disposal, as well as a
end of a long rest. Jet dials can also be placed on weapons, or lot of defensive capabilities by being able to form walls on the
be used as part of making unarmed strikes. This makes them fly. It can also be used as rope and or barbed wire to bind
a +1 weapon and raises the damage dice size by 1. people.
Lamp Dials As a bonus action, the user can change the shape of their
Lamp Dials steadily produce light like a lamp. It allows the weapon to any pre-existing melee weapon (or just any shape
user to use the Light trick. in general). It is a +1 weapon. The range of attacks with the
Eisen whip, despite being a melee weapon is 60ft, and it can
Milky Dials travel around corners. The wielder can use it to cast the
Milky Dials are dials that can create sea clouds. As an action, Shield creation, using their Wisdom, Intelligence, or
a user can create a 10ft x 10ft x 10ft area of sea clouds that Charisma. It has 3 uses and regains them after a long rest.
can be used to skate on using dial vehicles.
Flash Gun Enhanced Speed. The user's speed is enhanced, equal, or
Flash Guns are powerful weapon that allows the user to flash even greater than the animal it represents. For example,
a bright light from a flash dial while also firing a gun at an the wings of an owl, allow the user to fly 30ft.
enemy, making it difficult to dodge. Extra Head. Some Smiles manifest the actual head of a
Once per turn, this +1 gun fires its first bullet with sapient animal. This animal has its own action but
advantage against an enemy that sees the flash. If the enemy generally will follow the rule of the creature attached to it.
has any way to see without eyes, they are unaffected. Ability Score Increase. Increases an ability score by 2.
Heat Javelin Wapometal
Heat Javelins are a version of Javelin enhanced using a heat Wapometal is a shape-retaining metal made using the powers
dial to allow it to burn the enemies with pure heat energy. of the Munch-Munch fruit. Any object and weapon made
This weapon is a +1 lance. As a bonus action, the user can using this metal cannot be permanently destroyed unless it is
make the weapon heat up, dealing an extra 2d6 fire damage. annihilated. At the start of each day, it will repair itself to its
They can also turn it off as a bonus action. former glory, as if nothing had happened to it.
Milky Arrows
Bubble Coral
Milky Arrows are arrows that have milky dials embedded in
them. When they are fired, they create a 5ft wide path of sea Bubble Corals allow the user to accomplish many things, but
clouds equal to the range that weapon was fired from. These most importantly the ability to push water and produce air for
sea clouds can be sailed on. They last 1 hour but fade early humans to breathe in places like Fishman island.
when not under the effects of the sky islands' high As an action, the user can create a 30ft radius sphere of air
atmosphere. within a water-logged area, pushing all water out while not
affecting any other creature. The bubble can be popped if it
Devil Fruit Objects takes over 30 damage.
By some unknown miracle of science, someone figured out Vivre Card
the ability to feed objects zoan-type devil fruits. While
theoretically paramecia and logia types are possible, they Vivre Cards is a piece of paper made from a clipping of a
may not work as the object doesn't have a will to activate the person's fingernail. It is completely waterproof and fireproof
ability, as opposed to zoans which seem to grant life when fed but can be torn. The pieces can then be given to a cared
to objects. person so that one would be separated.
Any object with a zoan-type devil fruit now counts as a The torn pieces will point to and move towards each other
beast, no matter what form they take. They gain the ability no matter where they are in the world, allowing one to always
scores of the animal, but these might be increased depending be able to tell which direction the other person is in.
on what the object was. Glass might have a weaker However, it doesn’t tell you the distance or about any
constitution, while a solid sword would have a higher obstacles that might be in the way.
constitution. True to the name "paper of life", the life force of the owner,
The creation gains intelligence and autonomy, however, the person whose fingernail the Vivre Card was made from,
due to being an object, its will isn't too strong, and it can be is reflected on the paper. If the life force of the owner is
easily commanded. These objects can use their bonus action weakening, the card will begin to burn away. It will vanish if
to transform and do all their devil fruit stuff. Due to being they die.
objects, they do not need to breathe, but still get weakened by
seastone and water. Raid Suit
Raid Suits are a special type of armor used by the Germa to
Smiles enhance their soldiers. While wearing this armor, you gain
Smiles are a type of Artificial Devil Fruits that when eaten the following benefits:
have a 10% chance of granting the user a slight zoan +2 bonus to AC
transformation that is permanent. 10ft increase to its movement speed.
When the smile is eaten, the consumer rolls 1d10. If it is a Additional abilities such as being able to use a creation.
10, they get the Ocean's Scorn feature from Devil Fruits and No Stealth Disadvantage from heavy armor.
gain the abilities listed below. Any other number, they get The gloves of the suit count as simple weapons, each a +2
Ocean's Scorn and are permanently smiling. that deals 1d6 damage.
The ability they receive is that of a random animal, and the
placement is also random. However, they will follow these
rulings:
Natural Weapon. The user gains a permanent natural
weapon based on the animal it represents. For example,
the talon of an Eagle deals 1d6 slashing damage. This
weapon is a +2. Through training, it can be transformed
back to normal as a bonus action.
Mighty Bull Roast
Drugs
Potency Strength Score Cost Minimum Level
Drugs are a dark, but ultimately useful side of science and
medicine. They can bring those beyond their normal Common 21 100 GP 3rd
strength, but it is best to keep them in moderation. Uncommon 23 500 GP 3rd
Energy Steroids Potent 25 5,000 GP 6th
Energy Steroids are a special drug that multiplies the Very Potent 27 50,000 GP 11th
consumer's strength, doubling it. However, it also destroys Legendary 29 500,000 GP 17th
your youth after the effects.
Taking an energy steroid will increase all your physical King Crab Casserole. A dish chock full of nutrients
ability scores by 2 for the next 10 minutes. Taking derived from the heavily armored king crab. After eating
multiple resets the duration and increases yet another 2 this dish, the consumer gains resistance to bludgeoning,
times, to a maximum of 30. piercing and slashing damage for 1 hour. Each one costs
Once the duration wears off, the user gains 5 levels of 1000 GP, or 10,000,000 Berries to make.
exhaustion and has their natural life reduced by 2^(the
number of Energy Steroids taken) years. Seastone and Seastone Items
Seastone is a naturally-occurring and immensely rare
Special Books (Non-Canon) substance that is as hard as diamond, best known for its
Special books are an object created using the awakened negation of Devil Fruit abilities as it simulates the wavelength
powers of the Book-Book fruit, holding the knowledge of of the ocean. Seastone is most notably used as cuffs to
others within books that can be absorbed once read. Can weaken devil fruit users, but they have also been used as
store proficiency and expertise in skills, weapons, armor, weaponry, and to hide ships from seakings below. Here are
tools, languages, feats, and any additional abilities listed in some examples:
the previous chapter. Once a book is read by one creature, it Seastone Weapons There are two types of seastone
loses the ability to grant more knowledge and turns to dust. weapons, tipped and full. Tipped seastone weapons are a +2
weapon, and any creature hit by this attack has any of their
Attack Cuisine devil fruit immunities and resistances ignored.
In addition, when the weapon deals damage, the target, if
Attack cuisine is a staple type of food made by the Kamabaka they are a devil fruit user, must make a Constitution Saving
Kingdom. They say these foods provide a good well of Throw, DC 20. On a failed save, they suffer the knee deep
proteins and nutrients able to revitalize stamina and increase weakness as per their Ocean's Scorn feature. On a successful
one's fighting spirit. save, they are unaffected. This effect is continuous if the
Requires proficiency in Chef's tools to make, as well as an weapon is embedded into them, like a seastone bullet, or if
appropriate amount of ingredients equal to the cost of the they are being grappled with a seastone weapon.
potion. Some may even require a certain level to craft. These If armament haki is utilized to reduce the damage from a
are essentially just potions. Here are some examples: seastone weapon, or to grant advantage on the Constitution
Sea Pork Offal. A pork offal rich in protein and growth Saving Throw, the target automatically succeeds.
hormones that when consumed restores 2d4+Chef’s Tools Full seastone weapons are similar, but with a +3 modifier.
Modifier+Proficiency. Each one costs 35GP of Seastone Armor Seastone armor is +3 armor. In addition,
ingredients, and 350,000 Berries to make. when the wearer is grappling a devil fruit user, the target
must make the Constitution Saving Throw both when they
Charcoal Burner Coffee. A silky smooth drink of coffee get grappled and at the end of each of their turns if they
that when consumed, for 1 hour after drinking it, you gain continue to be grappled.
10+chef's tools modifier+Proficiency temporary hit points If the wearer is a devil fruit user, they are also subject to the
that last for 1 hour. For the same duration, you are under Constitution Saving Throw at the end of each of their turns.
the effect of the Bless creation (no concentration Seastone Handcuffs Seastone handcuffs are manacles,
required). Each one costs 50 GP or 500,000 Berries to that cannot take damage or be broken unless the creature
make. has the Color of Armament Master haki ability. While a
creature is bound by these handcuffs they suffer the waist-
Silver Tongue Sarsaparilla. Gleaming alcoholic drink deep weakness of Ocean's Scorn, ending when freed. A
that when consumed, for 1 hour after drinking it, you gain creature can attempt to make the Constitution Saving Throw
a bonus to your Charisma based skills equal to the Chef’s at the end of their turns, but only when in combat.
Tools Modifier. Each one costs 80 GP or 800,000 Berries
to make.
Mighty Bull Roast. A roast filled to the brim with the
powerful proteins and hormones of the mighty bull. When
the food is consumed, the eater's strength score is
replaced by 1 on the table below depending on the
potency of the dish, for 1 hour.
Special Ammunition Shrapnel Ammo
Sometimes skill isn't enough to win a fight. Oftentimes, A single piece of ammunition that explodes into metal shards.
skilled marksmen need to rely on tricks to conquer the This is a +1 ammo. The target and all creatures within a 10ft
battlefield. They find the best tricks are specialized radius around them must make a Dexterity Saving Throw,
ammunition crafted by master gunslingers and marksmen. DC = 8 + Your Choice of Mental Ability Score Modifier +
Proficiency Bonus. On a failure, the creature take 3d6
piercing damage. On a success, the creature takes half
Acid Ammo
A single piece of ammunition with an internal chamber filled damage.
with acid. This is a +1 ammo, that deals an additional 1d12 Thunder Ammo
acid damage on hit. A single piece of ammunition that emits a thunderous
shockwave. This is a +1 ammo, and the attack's damage type
Boxing Ammo
A single piece of ammunition that knocks back the enemy on becomes thunder. The target must make a Constitution
contact. This is a +1 ammo, and the target must make a Saving Throw, DC = 8 + Your Choice of Mental Ability Score
Strength Saving Throw, DC = 8 + Your Choice of Mental Modifier + Proficiency Bonus. On a success, the creature
Ability Score Modifier + Proficiency Bonus. On a success, takes half damage, on a failure, the creature takes an
nothing happens, on a failure, the creature is either knocked additional 2d6 thunder damage and is deafened for 1 minute,
prone or knocked back 10ft from you. repeating the saving throw at the end of each of their turns,
ending the effect on a success.
Cold Ammo Tranquilization Ammo
A single piece of ammunition freezes the enemy on contact. A single piece of ammunition laced with a tranquilizer. This is
This is a +1 ammo, that deals an additional 1d6 cold damage a +1 ammo. The target must make a Constitution Saving
on hit, and the target must make a Constitution Saving Throw, DC = 8 + Your Choice of Mental Ability Score
Throw, DC = 8 + Your Choice of Mental Ability Score Modifier + Proficiency Bonus. On a success, nothing
Modifier + Proficiency Bonus. On a success, nothing happens, on a failure, the creature falls asleep, much like the
happens, on a failure, the creature's speed is reduced by 10 Sleep creation, awakening at a source of damage, or being
feet The creature suffers disadvantage on ability checks or immune to the effect if they are immune to the charmed
attack rolls for 1 minute, repeating this saving throw at the condition.
start of each of their turns.
Invisible Ammo
Shock Ammo A single piece of ammunition that is invisible. This is a +1
A single piece of ammunition that shocks the enemy on ammo. The ammo is invisible, and attack rolls made with this
contact. This is a +1 ammo, that deals an additional 1d6 arrow are made with advantage, unless the target has
lightning damage on hit, and the target must make a another means to see, like blindsight.
Constitution Saving Throw, DC = 8 + Your Choice of Mental
Ability Score Modifier + Proficiency Bonus. On a success, Torpedo Ammo
nothing happens, on a failure, the creature becomes stunned A single piece of ammunition is shaped like a torpedo. This is
for 1 minute, repeating this saving throw at the start of each a +1 ammo. The ammo can be used normally when fired
of their turns. underwater.
Incendiary Ammo Flash Ammo
A single piece of ammunition burns the enemy on contact. A single piece of ammunition that is extremely radioactive
This is a +1 ammo, that deals an additional 1d6 fire damage and glowing. This is a +1 ammo, that deals an additional 1d6
on hit, and the target must make a Constitution Saving radiant damage on hit, and the target must make a
Throw, DC = 8 + Your Choice of Mental Ability Score Constitution Saving Throw, DC = 8 + Your Choice of Mental
Modifier + Proficiency Bonus. On a success, nothing Ability Score Modifier + Proficiency Bonus. On a success,
happens, on a failure, the creature becomes ignited for 1 nothing happens, on a failure, the creature becomes blinded
minute, and will take 1d6 fire damage at the end of each of its for 1 minute, repeating this saving throw at the start of each
turns unless an action is used to put out the flames. of their turns.
Ensnarement Ammo Homing Ammo
A single piece of ammunition that ensnares the target. This is A single piece of ammunition that is homes in on the target.
a +1 ammo, and the target must make a Strength Saving This is a +1 ammo. When this ammo misses, it rerolls again,
Throw, DC = 8 + Your Choice of Mental Ability Score if it misses, it rerolls a third and final time. Ignores invisibility
Modifier + Proficiency Bonus. On a success, nothing disadvantage.
happens, on a failure, the creature becomes restrained, and
the creature can use their action to repeat this saving throw
at the start of each of their turns.
Example Items
S
tarting a One Piece D&D Campaign can be Kopesh
difficult, especially when it comes to rewards for
players. While some of the regular, preexisting A Supreme Grade scimitar that has become a black blade. It
magic items in 5th Edition can work with a bit of shines as if brand new, yet black as night. The handle and
rewording, sometimes that isn't enough. Here are guard are golden and decorated with eye-like patterns. The is
some example items for any would-be Dungeon a +3 Scimitar, except it also has a +2 bonus to damage rolls,
Masters that need some guidance. is effectively unbreakable, and deals 2d6 slashing instead of
1d6 slashing.
Orange Mile
A Grade glaive with an orange and black color scheme. Wyvern's Wrath
Fierce like a tiger, able to slash through the wielder's A Supreme Grade Greatsword with a scale-like pattern
enemies. This weapon is a +1 Glaive. across its blade, as well as a green handle with a claw motif.
This is a +3 Greatsword, it deals 2d8 slashing instead of 2d6,
Arched Horn and is cursed. At the start of each of the wielder's turns when
A Grade sickle with a glossy, dark brown blade. It is jagged, using this weapon in combat, they take 1d8 psychic damage.
jet razor sharp. This weapon is a +1 Sickle. Once they overcome the curse, the weapon deals an extra
1d8 psychic damage instead.
Ocean's Mourning Lucky Day
A Skillful Grade cutlass whose blade is tipped with seastone. A Great Grade Longsword. It has a Gaelic design and a
The metal that makes up the blade is sea blue and decorated clover-shaped pommel. It is a +3 Longsword. This sword was
with ornate ivory. The weapon is a +2 Sickle. This blade fed the Human-Human fruit Model Leprechaun, allowing the
ignores devil fruit resistances and immunities. sword to transform into a Leprechaun and a Leprechaun-
Sword hybrid. The sword is sentient and counts as a Small
Distortion Humanoid. It is proficient in stealth, and its unarmed strikes
A Skillful Grade rapier with a purple guard and a dark gray are equal to its blade's damage. As a bonus action, the sword
blade point. This blade is a +2 Rapier and cursed. This can be used to create lucky clovers that can be used to reroll
weapon's curse is that the wielder's vision is distorted when attack rolls, skill checks, and saving throws, much like the
holding this weapon. All attacks against the wielder are made lucky feat. Limited to how much Devil Fruit Uses Lucky Day
at advantage. After overcoming the curse, the wielder can has left.
blur the vision of their enemy. Once per turn, when the
wielder hits a creature, that creature must make a Wisdom Defiance Of The Red World
Saving Throw, DC (8 + Proficiency Bonus + Wisdom As an award for defeating Warlord of the Sea, Red World, he
Modifier). On a failure, that creature has disadvantage on uses his devil fruit, the Smith-Smith fruit to transform his
attacks against the wielder. On a success, they are not dying body into a sniper rifle. It has the following properties:
affected that turn.
Dormant
Mountain Mist Defiance is a Rifle. It deals 2d8 piercing + 1d6 necrotic
A Great Grade katana that has a gray blade and green, rose damage.
thorn-like guard and handle. This blade is a +3 katana, except The weapon has a +1 bonus to attack and damage rolls.
it deals 3d4 slashing instead of 2d4 slashing. It ignores the reload property as it produces its own
bullets made out of bone.
The Faithful One Wakened
A Great Grade dagger with a blue hilt and a repeating pattern It deals 2d10 piercing + 1d8 necrotic damage
of wings and feathers. This blade is a +3 dagger but is also The weapon has a +2 bonus to attack and damage rolls.
cursed. Any time the blade is used to attack, roll 1d20. If it is a As a bonus action, the wielder can mark a creature they
1, the blade vanishes and hides within a 120ft radius of the can see for 1 hour with concentration. While a creature is
wielder. Once the curse is overcome, the blade always returns marked, it has disadvantage on ability checks and saving
to the wielder's hand as a free action. throws of a chosen ability score by the wielder. The mark
can be transfered as a bonus action to another creature.
This ability can be used a number of times equal to the
wielder's proficiency bonus, regaining all uses back on a
long rest.
Exalted Additionally, when you use the Protection Fighting Style,
It deals 2d12 piercing + 1d10 necrotic damage. the creature you are protecting (if they aren’t yourself) can
The weapon has a +3 bonus to attack and damage rolls. add the shield’s AC to its AC
Due to the biological nature of the weapon, the wielder Ascendant
and the weapon have grown into one. Defiance cannot be When the Shield is Ascendant, it has all the previous benefits,
disarmed from the wielder, and can be extended or except for the following. It becomes a +3,
retracted from the user's body.
When the necrotic damage of the weapon is dealt to a At the start of each dawn the wielder gets to choose the
creature, the wielder regains a number of hit points equal ability score for the saving throw and doesn't have to make
to the necrotic damage. the Charisma Saving throw when they make the Saving
throw, taking half damage on a failure, and no damage on a
The Silver Seer success.
Additionally, the Saving Throw effect to take half or no
Forged during the Void Century, the Silver Seer is a shield damage applies to allies within a 10ft radius of yourself.
that has seen many battles, wielded by countless warriors
and sentinels. This large shield, when found, is rusty but Jet Dial Bracers
clearly made from silver. Multiple ridges within its surface
lead to the center with a circular divot. This set of braces has within it, two Jet Dials hidden within
When any creature that has a charisma score of less than the elbows of the wearer. These bracers have been designed
18 attempts to don the shield, it immediately doffs itself and with the purpose of increasing the power of the wearer's
the creature must make a Charisma Saving Throw, DC 18. attacks utilizing the force of the near extinct Jet Dial.
On a failure, they take 3d10 psychic damage and become While wearing these bracers, any weapon attack or
blinded for 1 minute, repeating the saving throw at the end of unarmed strike counts as a +2 weapon, and deal an extra 1d6
each of their turns. On a success, the creature takes half damage.
damage. Additionally, you have advantage on shove attempts and
When a creature with 18 charisma dons it, the cursed can shove a creature that is two sizes larger than yourself.
shield springs to life, a glowing eye only visible to the wielder
appears in the divot, the shield laugh's quietly saying, "You Pocket Hospital
seem real interesting." Only the wielder can hear the shield. A small, handheld device in the shape of a heart with a plus
The Silver Seer is sentient, with an intelligence of 16, sign decorating it, that is loaded with the ability to
wisdom of 18, and charisma of 22. It has expertise in all manufacture chemicals. When wielder by a Medic, it allows
wisdom and charisma skill checks. It is Chaotic Good in that them to use their knowledge to form the chemicals into fast
it wants its wielder to become the best warrior, forcing its acting medicine.
curse on them inorder to overcome it stronger. The shield The device has 10 charges. While holding it, you can use
can not be removed from the creature unless the Remove an action to expend 1 or more of its charges to use one of the
curse creation is used against the shield, but can be moved following creations from it, using your creativity save DC and
around the body without resistance. creative ability modifier: Cure Wounds (1 charge per creation
Overcoming the curse of the shield comes in multiple level, up to 4th), Lesser Restoration (2 charges), or Mass Cure
stages. Wounds (5 charges).
Stirring The device regains all expended charges daily at dawn.
While the Shield is stirring, it is a +1 shield, however the
wielder, when they roll initiative or Perception (Wisdom) The Raging Drum
Checks, must make a Charisma Saving Throw, DC 18. On a A small, portable drum bound with some kind of red hide.
failure, they have disadvantage on all initiative and Wielded by some of the most talented bards, and has seen
Perception checks for the next hour. On a success, the some of the most devasting wars, the Raging Drum is a must
creature instead has advantage for 1 hour. have for those who bang the drums of war.
Additionally, the wielder learns the Protection Fighting This drum counts as a Bard Apparatus that grants the user
Style. a +2 bonus to their creative attack rolls and DCs for their
Bard Creations.
Wakened
Additionally, whenever you roll initiative, and have no uses
While the Shield is Wakened, it becomes stronger. The of Bardic Inspiration remaining, you regain 1 usage.
wielder now by default has advantage on initiative rolls and This drum has 7 charges for the following properties. It
Perception (Wisdom) Checks while wielding the shield. The regains all expended charges daily at dawn.
shield becomes a +2. Commanding Beat. While holding the drum, you can use
At the start of each dawn, the shield will pick a random an action to expend 1 charge and command another creature
ability score. Every time the wielder makes a saving throw to flee or grovel, as with the Command creation using your
using that ability score, they must make another Charisma Creativity DC if you are a Bard.
Saving Throw, DC 18. On a failure, they automatically that Broken Battle Bridge. While holding the drum, you can
saving throw. On a success, the creature instead takes half use an action to expend 3 charges, to play a song of pure
damage on a failure, and no damage on a success on the authority and fear, you use the Fear creation using your
saving throw. Creativity DC if you are a Bard.
Reflavored Items
D
ue to the setting of the One Piece World, magic Medkits
doesn't exist, but rather takes the form of Medkit Rarity HP Regained
devices, expertly forged weapons and armor, Common 2d4 + 2
and much, much more. This results in certain
items needing to be either flavored or even Uncommon 4d4 + 4
reworded to better aid a new DM in navigating Rare 8d4 + 8
this system and setting. Every magic item is not
listed, but a majority can be flavored to fit into the One Piece Very Rare 10d4 + 20
world. All the ones shown here are mainly examples.
Adrenaline Injection (Potion of
Armor Speed)
Much like the weapons of the One Piece world, armor that A syringe that contains chemicals that place the body into a
has been expertly crafted can gain such a strong personality state of heightened speed. The rarity of this injection is Very
that it gains additional effects that can be considered Rare.
supernatural, often being called a curse. Another option is When you use this injection, you gain the effect of the
that the armor has been specifically engineered to act Haste creation for 1 minute (no concentration required).
differently than normal. Below are some examples.
Rings
Serpent Armor (Serpent Scale)
Rings in this system and setting are much akin to wearable
This set of armor has been crafted from the remains of a rare gadgets, granting the user a desired effect when worn and/or
species of a snake whose scales were tough as steel, but as activated. Below are some examples.
light as leather.
This armor acts like a set of scale mail and is of Rocket Ring (Ring of Jumping)
uncommon rarity. However, instead of like regular scale mail,
you may add your full dexterity modifier to your AC instead of This uncommon item holds within it a small rocket engine
just 2. In addition, it doesn't grant disadvantage on stealth that can generate enough lift to launch the wearer into the air
checks. at will.
While wearing this ring, you can use the Jump creation
Mechanical Shield (Animated from it as a bonus action at will but can target only yourself
when you do so.
Shield)
This shield has been engineered by a brilliant mechanic, Gadget Ring (Ring of Spell Storing)
allowing it to be used hands-free. It is a very rare make. This rare item holds the components to hold creations within
While holding this shield, you can speak its command word them, allowing the wearer to utilize them.
as a bonus action to cause it to animate. The shield leaps into This ring stores creations built into it, holding them until
the air and hovers in your space to protect you as if you were
wielding it, leaving your hands free. The shield remains the attuned wearer uses them. The ring can store up to 5
animated for 1 minute, until you use a bonus action to end levels worth of creations at a time.
this effect, or until you are incapacitated or die, at which Any creature can add a creation of 1st through 5th level
point the shield falls to the ground or into your hand if you into the ring by touching the ring as the creation is used. The
have one free. creation has no effect, other than to be stored in the ring. If
the ring can't hold the creation, the creation is expended
without effect. The level of the slot used to cast the creation
Consumables determines how much space it uses.
Potions and similar magic consumables do not exist but can While wearing this ring, you can use any creation stored in
take the form of similar items such as medical kits, special it. The creation uses the slot level, creativity save DC, creation
serums, and foods. Below are some examples. attack bonus, and creativity ability of the original activator,
but is otherwise treated as if you cast the creation. The
creation activated from the ring is no longer stored in it,
Medkits (Potions of Healing) freeing up space.
A very useful tool for those in combat, and treating wounds, a
medkit can serve to prevent a creature from facing death. Scrolls
When you use a medkit, the target regains hit points. The
number of hit points depends on the medkit's rarity, as shown Scrolls take the form of gadgets created by characters that
in the Medkits table. can use creativity and cast creations. For gadgeteers, they
may be seen as gadgets with a single charge or even medicine
brewed by a medic.
Curse Overcame. If a wielder of this weapon can
Staff and Wands overcome the curse of the blade, the blade halts its
Staffs and Wands are more stable than scrolls as they often misfortune, and instead greatly awards the user.
have multiple uses, as such they can be seen as more You gain a +3 bonus to attack and damage rolls made with
complex and sturdy gadgets created by gadgeteers. this weapon.
The first time you attack with the sword on each of your
turns, you can transfer some or all of the sword's bonus to
Force Gun (Wand of Magic Missiles) your Armor Class, instead of using the bonus on any attacks
This small, uncommon, handheld gadget allows the user to that turn. For example, you could reduce the bonus to your
unleash a barrage of bullets made out of nothing but pure attack and damage rolls to +1 and gain +2 to AC. The
force. adjusted bonuses remain in effect until the start of your next
This gun has 7 charges. While holding it, you can use an turn, although you must hold the sword to gain a bonus to AC
action to expend 1 or more of its charges to use the Missiles from it.
creation from it. For 1 charge, you cast the 1st-level version of
the creation. You can increase the creation slot level by one Wondrous Items
for each additional charge you expend.
The gun regains 1d6 + 1 expended charges daily at dawn. Wondrous Items are the more miscellaneous of the items,
If you expend the gun's last charge, roll a d20. On a 1, the gun ranging from tattoos and hats to candles and stones. Much
loses its charge and becomes an unsalvagable piece of like staffs and wands, these are best flavored and reworded
garbage. as gadgets.
Defender Field (Staff of Defense) Boots of Speed
This small, uncommon, handheld gadget emanates a This pair of boots are equipped with an apparatus that allows
constant field of protection around the user, blocking attacks for propulsion. While you wear these boots, you can use a
that come their way. bonus action and click the boots' heels together. If you do, the
While holding the gadget, you have a +1 bonus to your boots double your walking speed, and any creature that
Armor Class. makes an opportunity attack against you has disadvantage on
The gadget has 10 charges, which are used to fuel the the attack roll. If you click your heels together again, you end
creations within it. With the gadget in hand, you can use your the effect.
action to use one of the following creations from the gadget if When the boots' property has been used for a total of 10
the creation is on your class's creation list: Gadget Armor (1 minutes charge, the effect ceases to function until you finish a
charge) or Shield (2 charges). No components are required. long rest.
The gadget regains 1d6 + 4 expended charges each day at
dawn. If you expend the gadgets' last charge, roll a d20. On a Bracers of Defense
1, the gadget loses its charge and becomes an unsalvagable This set of bracers is likely made from the durable hide of a
piece of garbage. giant beast, allowing the wielder increased defensive
capabilities. While wearing these bracers, you gain a +2
Weapons bonus to AC if you are wearing no armor and using no shield.
Weapons are by far the easiest to flavor as mentioned in
armor, skilled blacksmiths can craft items so great that they Prosthetic Limb
develop a personality that enables them to affect the world. Limbs are lost all the time at sea, especially in large-scale
Some see these effects as curses as some weapons don't see naval battles between massive crews. Luckily, science has
many fit to wield them. enabled those who have lost their limbs to regain their
previous function.
Dead Man's Blade (Gambler This item replaces a lost limb a hand, an arm, a foot, a leg,
Blade/Defender) or a similar body part. While the prosthetic is attached, it
functions identically to the part it replaces. You can detach or
This melee weapon was once wielded long ago by Captain reattach it as an action, and it can't be removed against your
Bill of the Wild Pirates, they say it bestowed upon him will. It detaches if you die.
bountiful luck in combat, but not without cost. When he used
it, he was more likely to hit, but it seemed misfortune in Night Vision Goggles (Goggles of
battle gravitated towards him, sealing his fate.
When you make your first attack using this weapon, you Night)
can choose a mastercraft bonus of +1 to +3. This sword gains A specially designed set of goggles that grant the wearer the
that bonus to its attack and damage rolls as it increases your ability to see in the dark.
fortune in battle. While wearing these lenses, you have darkvision out to a
However, for each point of bonus, you choose for the sword, range of 60 feet. If you already have darkvision, wearing the
you take a corresponding penalty (−1 to −3) to your AC until goggles increases its range by 60 feet.
the start of your next turn.
Appendix A: Creations
Additionally, creation is a more obtuse term in this setting.
Creation Lists It could be an inspiring song played by a bard, an invention
This Appendix describes the most common creations found created by a gadgeteer, a special kind of ammunition crafted
in the world of One Piece. Creations function similarly to by a marksman, or a manifestation of inner power
spells if 5th edition. However, due to rebalancing, every summoned by a vindicator.
creation has been altered slightly. The descriptions for each Legend. Creations marked with the (R) Tag means the
creation are shown in the next section. creation can be used as a routine.
Charm Person Antagonize Compulsion
Bard Creations
Color Spray Blindness/Deafness Conjure Elemental
Tricks (0 Level) Command Call Beast Erupting Earth
Acid Bolt Countershock Calm Emotions Fear
Allure Cure Wounds Cloud of Daggers Fly
Bitter Blade Disguise Darkness Haste
Blaring Blade Distort Value Earth Grasp Hypnosis
Burning Blade Discordant Tune Enemies Ice Storm
Combust Elemental Orb Enhance Ability Major Image
Death Wish Enduring Spirit Enlarge/Reduce Mass Healing Word
Draw Fairy Lights Fake Death (R) Remove Curse
Electric Surge Fear Factor Grounding Revivify
Fire Bolt Feather Fall Gust of Wind Slow
Flashpoint Flashbang Heat Metal Spirit Dance
Galvanic Blade Fog Cloud Hold Person Spirit Fury
Guidance Forced Empathy Hymn of Healing Summon Yokai
Ice Bolt Healing Word Instill Madness Water Walk (R)
Light Heroism Invisibility
Manipulate Earth Hex Kinetic Jaunt 4th Level
Mind Slash Hideous Laughter Lesser Restoration Aura of Life
Mirrored Hand Incidental Chorus Mind Spike Charm Monster
Necrotic Bolt Inflict Wounds Mind Thrust Confusion
Polar Blade Invisible Ink (R) Mirror Image Death Ward
Prestidigitation Levitate Misty Step Dominate Beast
Shimmering Lights Puppet Nevermind Ego Whip
Show Off Radiant Blast Phantasmal Force Freedom of Movement
Sonic Boom Retreat Sandstorm Faithful Conviction
Spark Bolt Reverb Shadow Blade Gravity Collapse
Spiritual Blast Sanctuary Shatter Greater Invisibility
Sword Circle Silent Image Silence (R) Hold Monster
Temporary Trick Skill Support Skywrite (R) Lunacy
Thunder Bolt Sleep Spray of Cards Phantasmal Killer
Upper Brass Speak with Animals (R) Suggestion Psychic Lance
Vicious Mockery Spiritual Servant (R) Truth Zone Stoneskin
Whisper Thunderous Smite Warding Wind Stormy Sphere
Wind Blast Thunderwave Woebegone Telekinesis
Tremor Wristpocket (R) Vanquish
1st Level Twist Fate
Alacrity Wrathful Smite 3rd Level 5th Level
Animal Friend Zapping Arc Ability Boost Animate Objects
Bane Aura of Vitality Circle of Power
Bless 2nd Level Beacon of Hope Cone of Cold
Boost Aid Bestow Curse Control Winds (R)
Cause Strife Air Shock Catnap Dominate Person
Far Step Time Stop Bless Aid
Giant’s Hand Ultimate Heal Boost Air Shock
Greater Restoration Color Spray Ardent Blade
Illusionary Monster Gadgeteer Construct Cannon Alter Self
Mass Cure Wounds Creations Countershock Blindness/Deafness
Mass Disguise Tricks (0 Level) Create or Destroy Water Blur
Mislead Acid Bolt Create Servant (R) Branding Smite
Programmed Illusion Acid Spray Cure Wounds Bubble Coating
Sense Territory (R) Bitter Blade Detect Poison and Disease Boat Burst (R)
Synaptic Static Blaring Blade (R) Cloud of Daggers
Target Bullseye Burning Blade Disguise Construct Boat
Wall of Thunder Combust Elemental Armor Construct Hut
Defending Ward Elemental Blast Control Machine
6th Level Elemental Orb Create Food and Water
Detect Creation
Chain Lightning Drag Ensnare (R) Darkness
Dominate Monster Draw Ensnaring Smite Darkvision
Embody Flames Electric Surge Entangle Dragon’s Breath
Embody Frost Fire Bolt Fairy Lights Earth Grasp
Embody Stone Flashpoint Fear Factor Elemental Weapon
Embody Winds Frost Ray Featherfall Enfeeblement
Feeble Body Galvanic Blade Flashbang Enhance Ability
Fantasy Mirage (R) Guidance Floating Shield Enlarge/Reduce
Gravity Fissure Ice Bolt Fog Cloud Flaming Sphere
Heal Light Frozen Over Grounding
Hero’s Feast Manipulate Earth Gadget Armor Gust of Wind
Irresistible Dance Mend Grease Heat Metal
Mass Suggestion Mirrored Hand Healing Word Hold Person
Mind Prison Piercing Frost Heroism Hymn of Healing
Mind Blank Poisonous Puff Ice Dagger Ice Lock
Psychic Crush Polar Blade Identification Invisibility
Rending Sword Prestidigitation Invisible Ink (R) Kinetic Jaunt
Reverse Gravity Propel Jump Lesser Restoration
Shooting Stars Radiant Bolt Levitate Lightning Arrow
Trueseeing Shimmering Lights Missiles Lock
Ward Shocking Grasp Purify Food and Drink (R) Mind Spike
Sonic Boom Radiant Blast Mirror Image
7th Level Spark Bolt Retreat Misty Step
Foresight Stabilize Reverb Phantasmal Force
Firestorm Sword Circle Sanctuary Protection From Elements
Greater Heal Temporary Trick Shield Protection From Poison
Pain Thunder Bolt Shrapnel Shot Repair Vessel
Prismatic Spray Venom Bolt Searing Smite Sandstorm
Water Flow Silent Image Scorch
8th Level Whisper Skill Support Shatter
Earthquake Wind Blast Sleep Silence (R)
Feeblemind Stonesculpt Skywrite (R)
Glibness 1st Level Superfood Spider Walk
Maddening Darkness Absorption Thunderous Smite Tiny Servant (R)
Stun Acid Reflex Thunderwave Tough Skin
Advanced Weapon Tremor Truth Zone
9th Level Alarm (R) Vengeful Flames Unlock
Blade of Disaster Attract Metal Zapping Arc Vortex Warp
Prismatic Wall Bane Warding Wind
Psychic Scream 2nd Level Web
Beacon
Acid Arrow Wristpocket (R)
3rd Level Sunburn 7th Level 1st Level
Aura of Vitality Telekinesis Charged Fireball Advanced Weapon
Ability Boost Vitriolic Sphere Firestorm Alacrity
Barrage Wall of Fire Force Cage Alarm (R)
Blooming Jam Wall of Stone Magnificent Mansion Animal Friend
Blazing Stride Wall of Thorns Prismatic Spray Beacon
Call Lightning Watery Sphere Storm of Vengeance Blazing Bullet
Counter Creation Boost
Create Construct 5th Level 8th Level Color Spray
Deactivate Creation Animate Objects Anti-Creation Field Construct Cannon
Fireball Blade Barrier Dark Star Countershock
Fly Circle of Power Earthquake Create or Destroy Water
Grand Tower Cloudkill Incendiary Cloud Cure Wounds
Haste Cone of Cold Sunburst Detect Poison and Disease
Hidden Trigger Control Winds (R) Tsunami (R)
Hypnosis Energy Surge Distort Value
Ice Storm Far Step 9th Level Elemental Armor
Intellect Fortress Giant’s Hand Blade of Disaster Elemental Blast
Lightning Bolt Greater Restoration Meteor Swarm Elemental Orb
Major Image Illusionary Monster Prismatic Wall Elemental Trap
Mass Healing Word Immolate Time Ravage Ensnare (R)
Miniature Meteors Mass Disguise Time Stop Ensnaring Smite
Move Earth Mislead Entangle
Pulse Wave Programmed Illusion Marksman Fairy Lights
Revivify Purifying Flames Creations Fear Factor
Slow Steel Wind Strike Tricks (0 Level) Feather Fall
Spirit Dance Wall of Force Flashbang
Acid Bolt
Stinking Cloud Wall of Ice Fog Cloud
Acid Spray
Tidal Wave Wall of Light Frigid Bullet
Animal Eyes
Thunderstep Wall of Lightning Grease
Combust
Transmute Rock Wall of Thunder Grow Tree
Defending Ward
Wall of Sand Detect Creation Healing Word
Wall of Water 6th Level Hunter’s Mark
Drag
Water Breathing (R) Chain Lightning Ice Dagger
Draw
Water Walk (R) Disintegrate Infectious Ray
Fire Bolt
Wind Wall Fantasy Mirage (R) Invisible Ink (R)
Guidance
Freezing Sphere Missiles
Ice Bolt
4th Level Gravity Fissure Purify Food and Drink (R)
Light
Ardent Shield Greater Floating Shield Radiant Blast
Manipulate Earth
Control Water Guardian Globe Retreat
Mirrored Hand
Create Object Mind Prison Reverb
Natural Arts
Dark Tendrils Mighty Fortress Shrapnel Shot
Poisonous Puff
Dimension Door Mind Blank Silent Image
Prestidigitation
Elemental Bane Project Image Sleep
Propel
Freedom of Movement Psychic Crush Speak with Animals (R)
Radiant Bolt
Gravity Collapse Radical Beam Stonesculpt
Shimmering Lights
Greater Invisibility Rending Sword Superfood
Shocking Grasp
Hideout Reverse Gravity Thunderwave
Spark Bolt
Hold Monster Scatter Toxic Trigger
Stabilize
Prime Ward Shooting Stars Tremor
Temporary Trick
Resilient Sphere Tornado Vile Verdict
Thorn Lash
Stoneskin Trueseeing Zapping Arc
Venom Bolt
Stormy Sphere Ward Zephyr Strike
Wind Blast
Weather Forecast
2nd Level Deactivate Creation Bitter Blade Hideous Laughter
Acid Arrow Erupting Earth Burning Blade Ice Dagger
Aid Fireball Chilling Necrosis Infectious Ray
Blindness/Deafness Hidden Trigger Combust Inflict Wounds
Call Beast Locate Creature Defending Ward Jump
Cloud of Daggers Ice Storm Fire Bolt Karma
Construct Boat Lightning Bolt Frost Ray Puppet
Construct Hut Mass Healing Word Guidance Purify Food and Drink (R)
Create Food and Water Miniature Meteors Ice Bolt Retreat
Darkvision Move Earth Mend Searing Smite
Earth Grasp Plant Growth Natural Arts Sleep
Elemental Weapon Plant Transformation Necrotic Bolt Superfood
Enfeeblement Pulse Wave Piercing Frost Vile Verdict
Find Mount Revivify Poisonous Puff Zephyr Strike
Gather Swarm Sinister Shot Radiant Bolt
Grounding Speak With Plants Sapping Stinger 2nd Level
Gust of Wind Stinking Cloud Shocking Grasp Acid Arrow
Hold Person Wall of Sand Stabilize Aid
Hymn of Healing Wind Wall Thorn Lash Ardent Blade
Lesser Restoration Venom Bolt Alter Self
Lightning Arrow 4th Level Water Flow Blindness/Deafness
Lock Dark Tendrils Bubble Coating
Misty Step Dominate Beast 1st Level Boat Burst (R)
Pass Without A Trace Freedom of Movement Absorption Calm Emotions
Protection From Elements Hideout Acid Reflex Create Food and Water
Protection From Poison Hold Monster Alacrity Darkness
Repair Vessel Resilient Sphere Bane Darkvision
Rotting Shot Stoneskin Bless Dragon’s Breath
Sandstorm Wall of Fire Boost Elemental Weapon
Scorch Wall of Stone Cause Strife Enemies
Shatter Wall of Thorns Caustic Brew Enfeeblement
Silence (R) Countershock Enhance Ability
Skywrite (R) 5th Level Create or Destroy Water Enlarge/Reduce
Spawn Plant Circle of Power Cure Wounds Fake Death (R)
Spike Growth Cloudkill Detect Poison and Disease Flaming Sphere
Spider Walk Cone of Cold (R) Gather Swarm
Thunder Beat Giant’s Hand Elemental Blast Gentle Repose (R)
Tiny Servant (R) Greater Restoration Elemental Orb Grounding
Unlock Illusionary Monster Enduring Spirit Hold Person
Warding Wind Insect Plague Entangle Hymn of Healing
Web Sense Territory (R) Fairy Lights Ice Lock
Woebegone Swift Shots Fear Factor Instill Madness
Wristpocket (R) Volley Feather Fall Invisibility
Wrath of Nature Fog Cloud Lesser Restoration
3rd Level Frozen Over Pass Without A Trace
Medic Creations Gadget Armor Protection From Elements
Barrage
Blooming Jam Tricks (0 Level) Grease Protection From Poison
Blazing Stride Acid Bolt Grow Tree Scorch
Clairvoyance Acid Spray Healing Word Spawn Plant
Heroism Spider Walk
Tough Skin Vitriolic Sphere Invulnerability Dragon’s Breath
Truth Zone Wall of Acid Mass Polymorph Elemental Weapon
Warding Wind Wall of Venom Shapechange Enhance Ability
Web Time Ravage Enlarge/Reduce
5th Level True Polymorph Find Mount
3rd Level Animate Objects Ultimate Heal Hymn of Healing
Ability Boost Battle Transformation Lesser Restoration
Animate Dead Cloudkill
Savant Creations Misty Step
Aura of Vitality Cone of Cold 1st Level Pass Without A Trace
Beacon of Hope Contagion Absorption Protection From Elements
Beastial Transformation Dominate Person Acid Reflex Protection From Poison
Bestow Curse Giant's Hand Bane Shadow Blade
Call Lightning Greater Restoration Bless Spider Walk
Catnap Immolate Charm Person Suggestion
Concoct Ooze Insect Plague Command
Conjure Elemental Life Steal Countershock 3rd Level
Counter Creation Mass Cure Wounds Cure Wounds Aura of Vitality
Deactivate Creation Necrosis Surge Elemental Armor Beacon of Hope
Fear Raise Dead Elemental Blast Blinding Smite
Fireball Elemental Orb Crusader’s Aura
Fly 6th Level Enduring Spirit Fear
Haste Disintegrate Ensnaring Smite Fly
Intellect Fortress Dominate Monster Fear Factor Haste
Lightning Bolt Draconic Transformation Feather Fall Intellect Fortress
Mass Healing Word Embody Flames Flashbang Mass Healing Word
Miniature Meteors Embody Frost Floating Shield Remove Curse
Plant Growth Embody Stone Forced Empathy Spirit Dance
Plant Transformation Embody Winds Frozen Over Staggering Smite
Revivify Feeble Body Healing Word Thunderstep
Slimy Transformation Freezing Sphere Heroism
Slow Harm Inflict Wounds 4th Level
Spirit Dance Heal Jump Ardent Shield
Spirit Fury Hero’s Feast Karma Aura of Life
Stinking Cloud Mind Blank Puppet Charm Monster
Water Breathing (R) Petrify Retreat Dominate Beast
Regenerate Reverb Elemental Bane
4th Level Trueseeing Searing Smite Faithful Conviction
Ardent Shield Skill Support Freedom of Movement
Aura of Life 7th Level Thunderous Smite Prime Ward
Blight Cause Death Vengeful Flames Stoneskin
Charm Monster Charged Fireball Vile Verdict
Confusion Dry Bones Wrathful Smite 5th Level
Dark Tendrils Foresight Zephyr Strike Banishing Smite
Death Ward Greater Heal Battle Transformation
Elemental Bane Pain 2nd Level Blade Barrier
Greater Invisibility Aid Circle of Power
Hold Monster 8th Level Ardent Blade Energy Surge
Kill Radius Clone Blur Dominate Person
Lunacy Feeblemind Branding Smite Far Step
Polymorph Incendiary Cloud Calm Emotions Gamma Knife
Prime Ward Stun Create Food and Water Greater Restoration
Stoneskin Darkvision Mass Cure Wounds
Vanquish 9th Level Steel Wind Strike
Creations Descriptions Gadgeteers - Brains over Brawn
In the world of One Piece, fantastical abilities are not Gadgeteers are inventors and tacticians that build
unheard of among pirates and marines both. Specific extraordinary contraptions and gadgets. They can be
individuals sometimes develop abilities that stand above the anything from a hobby tinkerer to a revolutionary
norm. These powers are typically referred to as their commander.
"creations" in the broadest of terms. Gadgeteers are set apart from their peers by their ability to
A creation could be anything that holds significantly more create just about anything they can dream of. Their creations
power than one might think. A song that inspires people to can be support tools to aid their allies, utilitarian gadgets
fight beyond their limits is as much of a creation as a medical designed for exploration, or customized weapons of war that
drug that boosts performance if the results are the same. spew fire, ice, and lightning upon their enemies.
C
reativtiy is a key mechanic for many classes and Allure
abilities how they interact, battle, and navigate enchantment trick
this great, wide, and wacky world. However, there
can be improvements from the previous system. Casting Time: 1 action
While most of the official D&D 5e spells can be Range: Self
easily flavored into Creations, some required Components: S, M (a bit of make up)
some mechanical changes to better fit into the Duration: Concentration, up to 1 minute
World of One Piece, or even the addition of entirely new You are able to put your best foot forwards with charm and
creations. This is especially true for mechanically flawed a bit of make up. For the duration, you have a 1d6 bonus to
Creations and Tricks, and spells that rely on dealing all persuasion checks against creatures that are not hostile
"magical" damage, which no longer exists in this system. towards you.
Tricks Animal Eyes
divination trick
Acid Bolt
evocation trick Casting Time: 1 action
Casting Time: 1 action Range: Touch
Range: 120ft Components: V, S, M (a bit of fur)
Target: A creature or object within range Duration: Concentration, up to 10 minutes
Components: V, S You establish a link with one beast you touch that is
Duration: Instantaneous, up to 1 hour friendly to you or charmed by you. Until the creation ends,
You hurl a blast of purely destructive acid at a creature or the link is active between you an your beast. Through the
object within range. Make a ranged creation attack against link, the beast can understand your telepathic messages to it,
the target. On a hit, the target takes 1d10 acid damage. it can telepathically communicate simple emotions and
Small, inanimate plants within 5ft of the target are destroyed. concepts back to you, and you can sense through both
yourself and your beast for the duration.
Additionally, you can manipulate the acid to create tiny
sensory effects as an action. You cause simple shapes—such Bitter Blade
as the vague form of a creature, an inanimate object, or a evocation trick
location—to appear and animate as you like. The shapes last
for 1 hour, and you can have up to three of them active at a Casting Time: 1 action
time, and you can dismiss some or all as an action. Range: Self
At Higher Levels. At higher levels you can choose to either Components: S, M (melee weapon or unarmed strike)
make one big blast, or multiple smaller blasts. For the single Duration: 1 round
blast, this trick's damage increases by 1d10 when you reach You make a melee attack with a melee weapon or unarmed
5th level (2d10), 11th level (3d10), and 17th level (4d10). For strike against one creature within melee range. On a hit, the
the multiple blasts, two blasts at 5th level, three blasts at 11th target suffers the weapon attack’s normal effects, and you can
level, and four beams at 17th level. You can direct the beams cause the target to become covered in acid until the start of
at the same target or at different ones. Make a separate your next turn. While covered in acid, the creature will take
attack roll for each beam. 1d8 acid damage at the end of their next turn, ending the
creation, if they don't use either their action or bonus action
Acid Spray to clean off the acid.
conjuration trick At Higher Levels. At 5th level, the melee attack deals an
Casting Time: 1 action extra 1d8 acid damage to the target on a hit, and the damage
Range: 60 feet the target takes for not cleaning the acid increases to 2d8.
Components: V, S Both damage rolls increase by 1d8 at 11th level (2d8 and
Duration: Instantaneous 3d8) and again at 17th level (3d8 and 4d8).
You launch a small wave of acidic liquid. Choose one
creature you can see within range, or choose two creatures
you can see within range that are within 5 feet of each other.
A target must succeed on a Dexterity saving throw or take
1d10 acid damage.
At Higher Levels. This trick’s damage increases by 1d10
when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).
Blaring Blade Chilling Necrosis
evocation trick necromancy trick
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: 120 feet
Components: S, M (melee weapon or unarmed strike) Components: V, S
Duration: 1 round Duration: 1 round
You make a melee attack with a melee weapon or unarmed You cause grievous wounds on a target within range. Make
strike against one creature within melee range. On a hit, the a ranged creation attack against the creature to assail it. On a
target suffers the weapon attack’s normal effects and then hit, the target takes 1d8 necrotic damage, and it can’t regain
becomes surrounded with sonic energy until the start of your hit points until the start of your next turn.
next turn. If the target willingly moves 5 feet or more before At Higher Levels. This trick’s damage increases by 1d8
then, the target takes 1d8 thunder damage, and the creation when you reach 5th level (2d8), 11th level (3d8), and 17th
ends. level (4d8).
At Higher Levels. At 5th level, the melee attack deals an
extra 1d8 thunder damage to the target on a hit, and the Death Wish
damage the target takes for moving increases to 2d8. Both necromancy trick
damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and Casting Time: 1 action
again at 17th level (3d8 and 4d8). Range: 60ft
Components: V, S
Burning Blade Duration: Instantaneous
evocation trick
Casting Time: 1 action You point at one creature you can see within range, and
Range: Self cause it to fear death. The target must succeed on a Wisdom
Components: S, M (melee weapon or unarmed strike) saving throw or take 1d12 necrotic damage.
Duration: Instantaneous At Higher Levels. This trick’s damage increases by 1d12
when you reach 5th level (2d12), 11th level (3d12), and 17th
You make a melee attack with a melee weapon or unarmed level (4d12).
strike against one creature within melee range. On a hit, the
target suffers the weapon attack’s normal effects, and you can Defending Ward
blast fire from the target to a different creature of your choice abjuration trick
that you can see within 5 feet of it. The second creature takes Casting Time: 1 action
fire damage equal to your creativity ability modifier. Range: Self
At Higher Levels. At 5th level, the melee attack deals an Components: V, S
extra 1d8 fire damage to the target on a hit, and the fire Duration: 1 round
damage to the second creature increases to 1d8 + your
creativity ability modifier. Both damage rolls increase by 1d8 You defend yourself against physical attacks. Until the end
at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8). of your next turn, you have resistance against bludgeoning,
piercing, and slashing damage.
Combustion
evocation trick Detect Creation
Casting Time: 1 action divination trick
Range: 60ft Casting Time: 1 action
Components: V, S Range: Self (30ft radius)
Duration: Concentration, up to 1 minute Components: V, S
Duration: Instantaneous
You cause flames to spontaneously combust on the ground
in an area that you can see within range. Until the creation You sense the presence of creations and creation-like
ends, the combusted area fills a 5-foot cube. Any creature in effects within 30 feet of you. If you sense a creation/effect in
the affected space when you must succeed on a Dexterity this way, you see a faint aura around any visible creature or
saving throw or take 1d8 fire damage. A creature must also object in the area that bears the effect, and you learn its
make the saving throw when it enters the combusted space school of creativity, if any. The creation can penetrate most
for the first time on a turn or ends its turn there. barriers, but it is blocked by 1 foot of stone, 1 inch of
At Higher Levels. The trick’s damage increases by 1d8 common metal, a thin sheet of lead, or 3 feet of wood or dirt.
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Drag Fire Bolt
transmutation trick evocation trick
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 120ft
Target: A creature or object within range Target: A creature or object within range
Components: V, S Components: V, S
Duration: Instantaneous Duration: Instantaneous, up to 1 hour
You attempt to pull a creature or object of medium or You hurl a blast of purely destructive flames at a creature
smaller size in a direction of your choice that you can see or object within range. Make a ranged creation attack against
within range. It must succeed on a Strength saving throw or the target. On a hit, the target takes 1d10 fire damage. A
be moved 10ft in a direction of your choice. flammable object hit by this trick ignites if it isn’t being worn
At Higher Levels. This trick becomes more powerful, or carried.
allowing you to move medium or smaller objects and Additionally, you can manipulate flames to create tiny
creatures 15ft at 5th level, large or smaller objects and sensory effects as an action. You cause simple shapes—such
creatures by 15ft at 11th level, and able to move large and as the vague form of a creature, an inanimate object, or a
smaller objects and creatures by 20ft 17th level. location—to appear and animate as you like. The shapes last
for 1 hour, and you can have up to three of them active at a
Draw time, and you can dismiss some or all as an action.
transmutation trick At Higher Levels. At higher levels you can choose to either
Casting Time: 1 action make one big blast, or multiple smaller blasts. For the single
Range: Touch blast, this trick's damage increases by 1d10 when you reach
Target: 1 square foot surface 5th level (2d10), 11th level (3d10), and 17th level (4d10). For
Components: S, M (a bit of ink) the multiple blasts, two blasts at 5th level, three blasts at 11th
Duration: Unlimited or 1 week level, and four beams at 17th level. You can direct the beams
at the same target or at different ones. Make a separate
You harmlessly place a small picture, the appearance of attack roll for each beam.
which is to your discretion, as long as it fits, on a 1 square
foot surface on the targeted creature or object. The picture Flashpoint
can be scrubbed or scraped off with 5 minutes of work on an evocation trick
object, otherwise it doesn’t fade. If it's on a creature, it fades Casting Time: 1 action
naturally over the course of a week.
At Higher Levels. The trick’s coverage increases to a 5 Range: 60ft
square foot surface at 5th level, 10 square feet at 11th level, Components: V, S
and 15 square feet at 17th level. Duration: Instantaneous
A flash of destructive radiance bursts right on one creature
Electric Surge that you can see within range. The target must make a
evocation trick Dexterity saving throw. On a failed save, the target takes 1d8
Casting Time: 1 action radiant damage, and it becomes highlighted until the end of
Range: 60ft their next turn. While highlighted, the target cannot be
Components: V, S hidden due to being lightly or heavily obscured.
Duration: Instantaneous At Higher Levels. The trick’s damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
A surge of electricity expands to affect one creature that level (4d8).
you can see within range. The target must make a Dexterity
saving throw. On a failed save, the target takes 1d8 lightning Frost Ray
damage. Choose a 2nd creature within 30ft of the first target. evocation trick
That creature must also make a Dexterity saving throw, Casting Time: 1 action
taking 1d6 lightning damage on a failure. Range: 60ft
At Higher Levels. The trick’s damage increases by 1d8 for
the initial target and 1d6 for the secondary target when you Components: V, S
reach 5th level (2d8 and 2d6), 11th level (3d8 and 3d6), and Duration: Instantaneous
17th level (4d8 and 4d6). A frigid blast of ice flies toward a creature within range.
Make a ranged creation attack against the target. On a hit, it
takes 1d8 cold damage, and its speed is reduced by 10 feet
until the start of your next turn.
The trick's damage increases by 1d8 when you reach 5th
level (2d8), 11th level (3d8), and 17th level (4d8).
Galvanic Blade Light
evocation trick evocation trick
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: S, M (melee weapon or unarmed strike) Target: A medium or smaller creature or object
Duration: 1 round Components: V, M (a bit of phosphorus)
You make a melee attack with a melee weapon or unarmed Duration: 1 hour
strike against one creature within melee range. On a hit, the You touch one object or creature that is medium or smaller.
target suffers the weapon attack’s normal effects and then Until the trick ends, the target sheds bright light in a 20-foot
becomes encased in electrical energy until the start of your radius and dim light for an additional 20 feet. The light can
next turn. If the target willingly hits you with a melee attack be colored as you like. Completely covering the target with
before the creation ends, the target takes 1d8 lightning something opaque blocks the light. The trick ends if you use
damage, and the creation ends. it again or dismiss, no action required.
At Higher Levels. At 5th level, the melee attack deals an If your target is an object held or worn by a hostile
extra 1d8 lightning damage to the target on a hit, and the creature, or unwilling, that creature must succeed on a
damage the target takes for striking you increases to 2d8. Dexterity saving throw to avoid the trick.
Both damage rolls increase by 1d8 at 11th level (2d8 and
3d8) and again at 17th level (3d8 and 4d8). Manipulate Earth
transmutation trick
Guidance Casting Time: 1 action
divination trick Range: 60ft
Casting Time: 1 action Components: S
Range: Touch Duration: Instantaneous or 1 hour
Target: One willing creature You choose a portion of dirt or stone that you can see
Components: V, S within range and that fits within a 5-foot cube. You
Duration: Concentration, Up to 1 minute manipulate it in one of the following ways:
You touch one willing creature. Once before the creation If you target an area of loose earth, you can
ends, the target can roll a d4 and add the number rolled to instantaneously excavate it, move it along the ground, and
one ability check or saving throw, of its choice. It can roll the deposit it up to 5 feet away. This movement doesn’t have
die before or after making the ability check. The trick then enough force to cause damage.
ends. You cause shapes, colors, or both to appear on the dirt or
stone, spelling out words, creating images, or shaping
Ice Bolt
evocation trick patterns. The changes last for 1 hour.
If the dirt or stone you target is on the ground, you cause it
Casting Time: 1 action to become difficult terrain. Alternatively, you can cause the
Range: 120ft ground to become normal terrain if it is already difficult
Target: A creature or object within range terrain. This change lasts for 1 hour.
Components: V, S You can fling a chunk of earth at a creature within range.
Duration: Instantaneous, up to 1 hour Make a ranged creation attack against that creature. On a
You hurl a blast of purely destructive ice at a creature or hit, it deals 1d8 of your choice bludgeoning, piercing, or
object within range. Make a ranged creation attack against slashing damage.
the target. On a hit, the target takes 1d10 cold damage. Water If you use this trick multiple times, you can have no more
within 5ft of the target is frozen for 1 minute. This frozen than two of its non-instantaneous effects active at a time, and
water cannot support any creature standing on it and you can dismiss each effect, no action required.
immediately shatters. At Higher Levels. This trick’s damage increases by 1d8
Additionally, you can manipulate the frost to create tiny when you reach certain levels: 5th level (2d8), 11th level
sensory effects as an action. You cause simple shapes—such (3d8), and 17th level (4d8).
as the vague form of a creature, an inanimate object, or a
location—to appear and animate as you like. The shapes last
for 1 hour, and you can have up to three of them active at a
time, and you can dismiss some or all as an action.
At Higher Levels. At higher levels you can choose to either
make one big blast, or multiple smaller blasts. For the single
blast, this trick's damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10). For
the multiple blasts, two blasts at 5th level, three blasts at 11th
level, and four beams at 17th level. You can direct the beams
at the same target or at different ones. Make a separate
attack roll for each beam.
Mend Natural Arts
transmutation trick transmutation trick
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 30 feet
Target: A single break or tear in an object you touch Target: See text
Components: V, S, M (A tiny piece of metal) Components: V, S
Duration: Instantaneous Duration: Instantaneous
This trick repairs a single break or tear in an object you Using your knowledge of natural processes, you create one
touch, such as a broken chain link, two halves of a broken of the following effects within range:
key, a torn cloak, etc. As long as the break or tear is no larger You create a tiny, harmless sensory effect that predicts
than 1 foot in any dimension, you mend it, leaving no trace of
the former damage. what the weather will be at your location for the next 24
This trick can physically repair a mastercraft item or hours. The effect might manifest as a golden orb for clear
construct, but the trick can’t restore any special effects to skies, a cloud for rain, falling snowflakes for snow, and so
such an object. on. This effect persists for 1 round.
You instantly make a flower blossom, a seed pod open, or
Mind Slash a leaf bud bloom.
enchantment trick You create an instantaneous, harmless sensory effect,
such as falling leaves, a puff of wind, the sound of a small
Casting Time: 1 action animal, or the faint odor of skunk. The effect must fit in a
Range: 60ft 5-foot cube.
Components: V You instantly light or snuff out a candle, a torch, or a small
Duration: 1 round campfire.
You metaphorically stab a knife into the mind of one
creature you can see within range. The target must succeed Necrotic Bolt
on an Intelligence saving throw or take 1d6 psychic damage evocation trick
and subtract 1d4 from the next saving throw it makes before Casting Time: 1 action
the end of your next turn. Range: 120ft
At Higher Levels. This trick’s damage increases by 1d6 Target: A creature or object within range
when you reach certain levels: 5th level (2d6), 11th level Components: V, S
(3d6), and 17th level (4d6). Duration: Instantaneous, up to 1 hour
You hurl a blast of purely destructive necrotic energy at a
Mirrored Hand
conjuration trick creature or object within range. Make a ranged creation
attack against the target. On a hit, the target takes 1d10
Casting Time: 1 action necrotic damage. Small, inanimate plants within 5ft of the
Range: 30ft target are destroyed.
Target: A point you can see within range Additionally, you can manipulate the necrotic energy to
Components: V, S create tiny sensory effects as an action. You cause simple
Duration: 1 minute shapes—such as the vague form of a creature, an inanimate
A floating hand appears at a point you choose within range. object, or a location—to appear and animate as you like. The
The hand lasts for the duration or until you dismiss it, no shapes last for 1 hour, and you can have up to three of them
action required. The hand vanishes if it is ever more than 30 active at a time, and you can dismiss some or all as an action.
feet away from you or if you use this creation again. At Higher Levels. At higher levels you can choose to either
You can use your action to control the hand. You can use make one big blast, or multiple smaller blasts. For the single
the hand to manipulate an object, open an unlocked door or blast, this trick's damage increases by 1d10 when you reach
container, stow or retrieve an item from an open container, or 5th level (2d10), 11th level (3d10), and 17th level (4d10). For
pour the contents out of a vial. You can move the hand up to the multiple blasts, two blasts at 5th level, three blasts at 11th
30 feet each time you use it. level, and four beams at 17th level. You can direct the beams
The hand can’t attack, activate complex items and at the same target or at different ones. Make a separate
apparatuses, or carry more than 10 pounds. attack roll for each beam.
Piercing Frost Prestidigitation
evocation trick transmutation trick
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 10ft
Components: V, S Components: V, S
Duration: Instantaneous Duration: 1 hour
You cause piercing and debilitating frost to form on one You make a minor trick that novice tricksters use for
creature that you can see within range. The target must make practice. You create one of the following creative effects
a Constitution saving throw. On a failed save, the target takes within range:
1d8 cold damage, and it has disadvantage on the next You create an instantaneous, harmless sensory effect,
weapon attack roll it makes before the end of its next turn.
At Higher Levels. The trick’s damage increases by 1d8 such as a shower of sparks, a puff of wind, faint musical
when you reach 5th level (2d8), 11th level (3d8), and 17th notes, or an odd odor.
level (4d8). You instantaneously light or snuff out a candle, a torch, or
a small campfire.
Poisonous Puff
You instantaneously clean or soil an object no larger than
conjuration trick 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving
Casting Time: 1 action material for 1 hour.
Range: 10ft You make a color, a small mark, or a symbol appear on an
Components: V, S object or a surface for 1 hour.
Duration: 1 round You create a trinket or an illusory image that can fit in
You project a puff of poisonous gas against a creature your hand and that lasts until the end of your next turn.
within range. The creature must succeed on a Constitution If you use this trick multiple times, you can have up to
saving throw or take 1d12 poison damage and becomes three of its non-instantaneous effects active at a time, and you
poisoned until the end of your next turn. can dismiss such an effect, no action required.
At Higher Levels. This trick’s damage increases by 1d12
when you reach 5th level (2d12), 11th level (3d12), and 17th Propel
level (4d12). transmutation trick
Polar Blade Casting Time: 1 action
evocation trick Range: 60ft
Casting Time: 1 action Target: A point within range
Range: Self Components: V, S, M (the item you will launch)
Components: S, M (melee weapon or unarmed strike) Duration: Instantaneous
Duration: 1 round You cause an item within touch range to be propelled in a
You make a melee attack with a melee weapon or unarmed direction of your choice. Choose a tiny item in your
strike against one creature within melee range. On a hit, the possession that weights less than or equal to 5 lbs. That item
target suffers the weapon attack’s normal effects and then then flies straight to a point you can see within the range of
becomes covered in piercing frost until the start of your next this trick.
turn. If the target makes a successful melee attack before the If that point is on a creature, you can choose to make a
creation ends, the damage target's attack is reduced by 1d8, creation attack roll against the that creature's AC if you wish
and the creation ends. to damage them with the propelled item. The target takes
At Higher Levels. At 5th level, the melee attack deals an 1d8 damage of the most appropriate type. For example,
extra 1d8 cold damage to the target on a hit, and the damage launching a stone would deal bludgeoning damage, whereas
reduced increases to 2d8. Both rolls increase by 1d8 at 11th a vial of acid launched would instead deal acid.
level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). At Higher Levels. At higher levels, this trick is able to
launch larger and heavier items. At 5th, it can launch small
objects of 10 lbs or lighter. At 11th level, it can launch
medium objects of 20lbs or lighter. At 17th, it can launch
large objects that are 40lbs or lighter.
This trick’s damage increases by 1d8 when you reach
certain levels: 5th level (2d8), 11th level (3d8), and 17th level
(4d8).
Radiant Bolt Shocking Grasp
evocation trick evocation trick
Casting Time: 1 action Casting Time: 1 action
Range: 120ft Range: Touch
Target: A creature or object within range Target: A creature you try to touch
Components: V, S Components: V, S
Duration: Instantaneous, up to 1 hour Duration: Instantaneous
You hurl a blast of purely destructive light at a creature or Lightning springs from your hand to deliver a shock to a
object within range. Make a ranged creation attack against creature you try to touch. Make a melee creation attack
the target. On a hit, the target takes 1d10 radiant damage. A against the target. You have advantage on the attack roll if the
flammable object hit by this trick ignites if it isn’t being worn target is wearing armor made of metal. On a hit, the target
or carried. takes 1d10 lightning damage, and it can’t take reactions until
Additionally, you can manipulate light to create tiny the start of its next turn.
sensory effects as an action. You cause simple shapes—such At Higher Levels. This trick’s damage increases by 1d10
as the vague form of a creature, an inanimate object, or a when you reach 5th level (2d10), 11th level (3d10), and 17th
location—to appear and animate as you like. The shapes last level (4d10).
for 1 hour, and you can have up to three of them active at a
time, and you can dismiss some or all as an action. Show Off
At Higher Levels. At higher levels you can choose to either transmutation trick
make one big blast, or multiple smaller blasts. For the single Casting Time: 1 action
blast, this trick's damage increases by 1d10 when you reach Range: 30ft
5th level (2d10), 11th level (3d10), and 17th level (4d10). For Target: See text
the multiple blasts, two blasts at 5th level, three blasts at 11th Components: V
level, and four beams at 17th level. You can direct the beams Duration: Up to 1 hour
at the same target or at different ones. Make a separate
attack roll for each beam. Through showmanship, you create a minor wonder within
range. You create one of the following effects within range:
Sapping Stinger Your voice booms up to three times as loud as normal for
necromancy trick up to 1 hour.
Casting Time: 1 action You cause flames to flicker, brighten, dim, or change color
Range: 60ft for up to.
Target: A creature you try to touch You cause harmless tremors in the ground within range
Components: V, S for up to 1 hour.
Duration: Instantaneous You create an instantaneous sound that originates from a
You drain the strength of one creature you can see in point of your choice within range, such as a rumble of
range, causing them to fall. The target must succeed on a thunder, the cry of a raven, or ominous whispers.
Constitution saving throw or take 1d6 necrotic damage and You instantaneously cause an unlocked door or window to
fall prone. fly open or slam shut.
At Higher Levels. This trick's damage increases by 1d6 You alter the appearance of your eyes for up to 1 hour.
when you reach 5th level (2d6), 11th level (3d6), and 17th If you use this trick multiple times, you can have up to
level (4d6). three of its 1-minute effects active at a time, and you can
dismiss such an effect, no action required.
Shimmering Lights
evocation trick Sonic Boom
Casting Time: 1 action transmutation trick
Range: 120ft Casting Time: 1 action
Target: Four points within range Range: Self (5ft radius)
Components: V, S, M (a bit of phosporus) Components: S
Duration: Concentration, up to 1 minute Duration: Instantaneous
You create up to four torch-sized lights within range that You create an explosive sound burst, which can be heard
hover in the air for the duration. You can also combine the 100 feet away. Each creature other than you within 5 feet of
four lights into one glowing vaguely humanoid form of you must make a Constitution saving throw. On a failed save,
Medium size. Whichever form you choose, each light sheds the creature takes 1d10 thunder damage.
dim light in a 10-foot radius. At Higher Levels. This trick’s damage increases by 1d10
As a bonus action on your turn, you can move the lights up when you reach 5th level (2d10), 11th level (3d10), and 17th
to 60 feet to a new spot within range. A light must be within level (4d10).
20 feet of another light created by this creation, and a light
winks out if it exceeds the creation’s range.
Spark Bolt Sword Circle
evocation trick conjuration trick
Casting Time: 1 action Casting Time: 1 action
Range: 120ft Range: Self (5-foot radius)
Target: A creature or object within range Components: V
Components: V, S Duration: Instantaneous
Duration: Instantaneous, up to 1 hour You make a sweep of blades that circle around you. All
You hurl a blast of purely destructive electricity at a other creatures within 5 feet of you must succeed on a
creature or object within range. Make a ranged creation Dexterity saving throw or take 1d10 force damage.
attack against the target. On a hit, the target takes 1d10 At Higher Levels. This spell's damage increases by 1d10
lightning damage. A flammable object hit by this trick ignites when you reach 5th level (2d10), 11th level (3d10), and 17th
if it isn’t being worn or carried. level (4d10).
Additionally, you can manipulate electricity to create tiny
sensory effects as an action. You cause simple shapes—such Temporary Trick
as the vague form of a creature, an inanimate object, or a enchantment trick
location—to appear and animate as you like. The shapes last Casting Time: 1 action
for 1 hour, and you can have up to three of them active at a Range: 30ft
time, and you can dismiss some or all as an action. Target: See text
At Higher Levels. At higher levels you can choose to either Components: S, M (a tiny piece of cloth)
make one big blast, or multiple smaller blasts. For the single Duration: 1 minute
blast, this trick's damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10). For You create a sound or an image of an object within range
the multiple blasts, two blasts at 5th level, three blasts at 11th that lasts for the duration. The illusion also ends if you
level, and four beams at 17th level. You can direct the beams dismiss it (no action required) or use this trick again.
at the same target or at different ones. Make a separate If you create a sound, its volume can range from a whisper
attack roll for each beam. to a scream. It can be your voice, someone else’s voice, a
lion’s roar, a beating of drums, or any other sound you choose.
Spiritual Blast The sound continues unabated throughout the duration, or
evocation trick you can make discrete sounds at different times before the
Casting Time: 1 action creation ends. The sound cannot be loud enough to deafen or
deal damage.
Range: 120ft If you create an image of an object—such as a chair, muddy
Target: A creatre within range footprints, or a small chest—it must be no larger than a 5-foot
Components: V, S cube. The image can’t create sound, light, smell, or any other
Duration: Instantaneous sensory effect. Physical interaction with the image reveals it
You unleash a beam that streaks toward a creature within to be an illusion, because things can pass through it. The
range, harming both body and spirit. Make a ranged creation image cannot obscure a creature's vision to the point of
attack against the target. On a hit, the target takes 1d10 force blinding them.
damage. If a creature uses its action to examine the sound or image,
At Higher Levels. The creation creates more than one the creature can determine that it is an illusion with a
beam when you reach higher levels: two beams at 5th level, successful Intelligence (Investigation) check against your
three beams at 11th level, and four beams at 17th level. You creation save DC. If a creature discerns the illusion for what
can direct the beams at the same target or at different ones. it is, the illusion becomes faint to the creature.
Make a separate attack roll for each beam.
Thorn Lash
Stabilize transmutation trick
necromancy trick Casting Time: 1 action
Casting Time: 1 action Range: 30ft
Range: Touch Components: V, S, M (a plant stem)
Target: A living creature that has 0 hit points Duration: Instantaneous
Components: V, S You throw out a vine-like whip covered in sharp thorns
Duration: Instantaneous toward a creature in range. Make a melee creation attack
You touch a living creature that has 0 hit points. The against the target. If the attack hits, the creature takes 1d10
creature becomes stable. This trick has no effect on undead piercing damage, and if the creature is Large or smaller, you
or constructs. can choose to pull the creature up to 10 feet closer to you.
At Higher Levels. This trick’s damage increases by 1d10
when you reach 5th level (2d10), 11th level (3d10), and 17th
level (4d10).
Thunder Bolt Woodwind: This weapon can also be used to make ranged
evocation trick attacks, dealing piercing damage, range (60/180), and it
ignores half and three-quarters cover.
Casting Time: 1 action Keyboard: When you deal damage with this weapon, you
Range: 120ft can roll the damage twice and take the highest result.
Target: A creature or object within range Percussion: When you hit a creature with this weapon,
Components: V, S once per turn, you can deal damage equal to your
Duration: Instantaneous, up to 1 hour creativity modifier, to each other creature other than
You hurl a blast of purely destructive sound at a creature or yourself within 5ft of that creature.
object within range. Make a ranged creation attack against Electric: When you hit a creature with this weapon, once
the target. On a hit, the target takes 1d10 thunder damage. A per turn, you can force the target to make a Strength
loud noise that can be heard within 100 ft is accompanied by saving throw, getting pushed back 10ft from you.
the attack. The trick ends if you use it again or if you let go of the
Additionally, you can manipulate sound to create tiny instrument.
sensory effects as an action. At Higher Levels. This weapon’s damage die increases to
At Higher Levels. At higher levels you can choose to either 1d8 when you reach 5th level, 1d10 at 11th level, and 1d12 at
make one big blast, or multiple smaller blasts. For the single 17th level.
blast, this trick's damage increases by 1d10 when you reach
5th level (2d10), 11th level (3d10), and 17th level (4d10). For Venom Bolt
the multiple blasts, two blasts at 5th level, three blasts at 11th evocation trick
level, and four beams at 17th level. You can direct the beams
at the same target or at different ones. Make a separate Casting Time: 1 action
attack roll for each beam. Range: 120ft
Target: A creature or object within range
Trap Sense Components: V, S
divination trick Duration: Instantaneous, up to 1 hour
Casting Time: 1 action You hurl a blast of purely destructive poison at a creature
Range: 120 feet or object within range. Make a ranged creation attack against
Components: V, S the target. On a hit, the target takes 1d10 poison damage.
Duration: Instantaneous Small, inanimate plants within 5ft of the target are destroyed.
You sense the presence of any trap within range. A trap, for Additionally, you can manipulate poison to create tiny
the purpose of this creation, includes anything that would sensory effects as an action. You cause simple shapes—such
inflict a sudden or unexpected effect you consider harmful or as the vague form of a creature, an inanimate object, or a
undesirable, which was specifically intended as such by its location—to appear and animate as you like. The shapes last
creator. Thus, the creation would sense an area affected by for 1 hour, and you can have up to three of them active at a
the alarm creation or a mechanical pit trap, but it would not time, and you can dismiss some or all as an action.
reveal a natural weakness in the floor, an unstable ceiling, or At Higher Levels. At higher levels you can choose to either
a hidden sinkhole. make one big blast, or multiple smaller blasts. For the single
This creation merely reveals that a trap is present. You blast, this trick's damage increases by 1d10 when you reach
don’t learn the location of each trap, but you do learn the 5th level (2d10), 11th level (3d10), and 17th level (4d10). For
general nature of the danger posed by a trap you sense. the multiple blasts, two blasts at 5th level, three blasts at 11th
level, and four beams at 17th level. You can direct the beams
Upper Brass
at the same target or at different ones. Make a separate
transmutation trick attack roll for each beam.
Casting Time: 1 bonus action Vicious Mockery
Range: Touch enchantment trick
Components: V, S, M (an instrument you are holding) Casting Time: 1 action
Duration: 1 minute Range: 60ft
The matierial of an instrument you are holding is imbued Components: V
with the spiritual power of music and weaponize it. For the Duration: Instantaneous
duration, you can use your creative ability to make attack and You unleash a string of insults at a creature you can see
damage rolls of melee attacks using that instrument as a within range. If the target can hear you (though it need not
weapon. understand you), it must succeed on a Wisdom saving throw
The weapon’s damage die is 1d6 bludgeoning damage and or take 1d6 psychic damage and have disadvantage on the
has special effects depending on the type of instrument it is. next attack roll it makes before the end of its next turn.
Brass: When you hit a creature with this weapon, once per At Higher Levels. This trick’s damage increases by 1d6
turn, you can force the target to make a Strength saving when you reach 5th level (2d6), 11th level (3d6), and 17th
throw, falling prone on a failure. level (4d6).
String: This weapon has the reach property.
Water Flow Windblast
evocation trick evocation trick
Casting Time: 1 action Casting Time: 1 action
Range: 60ft Range: 60ft
Components: S Components: V, S
Duration: Instantaneous, or 1 hour Duration: Instantaneous
You choose an area of water that you can see within range You produce and manipulate a blast of air to create one of
and that fits within a 5-foot cube. You manipulate it in one of the following effects at a point you can see within range:
the following ways: One Medium or smaller creature that you choose must
You instantaneously move or otherwise change the flow of succeed on a Strength saving throw or be pushed up to 10
the water as you direct, up to 5 feet in any direction. This feet away from you.
movement doesn’t have enough force to cause damage. You create a small blast of air capable of moving one
The water is still affected by gravity and will fall at the end object that is neither held nor carried and that weighs no
of your turn, so it cannot be used to weaken or paralyze more than 5 pounds. The object is pushed up to 10 feet
devil fruit users, unless that user is also in a large enough away from you. It isn’t pushed with enough force to cause
container. damage.
You cause the water to form into tiny simple shapes and You create a harmless sensory affect using air, such as
animate at your direction. This change lasts for 1 hour. causing leaves to rustle, wind to slam shutters shut, or
You change the water’s color or opacity. The water must your clothing to ripple in a breeze.
be changed in the same way throughout. This change lasts You can make a harmful blast of wind. Make a ranged
for 1 hour. creation attack against a creature you can see within
You freeze the water, provided that there are no creatures range. On a hit, you deal 1d8 of your choice of
in it. The water unfreezes in 1 hour. bludgeoning, piercing, or slashing.
You can launch a concentrated blast of water against a
creature you can see within range. You make a ranged At Higher Levels. This trick’s damage increases by 1d8
creation attack against that creature. On a hit, the when you reach 5th level (2d8), 11th level (3d8), and 17th
creature takes 1d8 bludgeoning, piercing, or slashing level (4d8).
damage.
If you use this trick multiple times, you can have no more
than two of its non-instantaneous effects active at a time, and
you can dismiss each effect, no action required.
At Higher Levels. This trick’s damage increases by 1d8
when you reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Whisper
transmutation trick
Casting Time: 1 action
Range: 120ft
Components: V, S, M (a piece of wire)
Duration: Instantaneous
You whisper a message towards a creature within range.
The target (and only the target) hears the message and can
reply in a whisper that only you can hear.
You can use this trick through solid objects if you are
familiar with the target and know it is beyond the barrier.
Creative silence, 1 foot of stone, 1 inch of common metal, a
thin sheet of lead, or 3 feet of wood blocks the trick. The trick
doesn’t have to follow a straight line and can travel freely
around corners or through openings.
1st Level Alacrity
1st-level divination
Absorption
1st-level abjuration Casting Time: 1 minute
Range: Touch
Casting Time: 1 reaction, which you take when you take Components: V, S
acid, cold, fire, lightning, or thunder damage Duration: 8 hours
Range: Self
Components: S You touch a willing creature. For the duration, the target
Duration: 1 round can add 1d8 to its initiative rolls.
You capture some of the incoming energy, lessening its Alarm (R)
effect on you and storing it for your next melee attack. You 1st-level abjuration (routine)
have resistance to the triggering damage type until the start
of your next turn. Also, the first time you hit with a melee Casting Time: 1 minute
attack on your next turn, the target takes an extra 1d8 Range: 30ft
damage of the triggering type, and the creation ends. Components: V, S, M (a tiny bell and a piece of wire)
At Higher Levels. When you use this creation with a Duration: 8 hours
creation slot of 2nd level or higher, the extra damage You set an alarm against unwanted intrusion. Choose a
increases by 1d8 for each slot level above 1st. door, a window, or an area within range that is no larger than
a 20-foot cube. Until the creation ends, an alarm alerts you
Acid Reflex whenever a tiny or larger creature touches or enters the
1st-level evocation designated area. When you use this creation, you can
Casting Time: 1 reaction, which you take in response to designate creatures that won’t set off the alarm. You also
being damaged by a creature within 60 feet of you that you choose whether the alarm is mental or audible.
can see A mental alarm alerts you with a ping in your mind if you
Range: 60 feet are within 1 mile of the warded area. This ping awakens you
Target: The creature that damaged you if you are sleeping. An audible alarm produces the sound of a
Components: V, S hand bell for 10 seconds within 60 feet.
Duration: Instantaneous
Animal Friend
You point your finger, and the creature that damaged you is 1st-level enchantment
momentarily splashed with highly corrosive acid. The
creature must make a Constitution saving throw. On a failure, Casting Time: 1 action
the target takes 5d4 acid damage, and an additional 3d4 at Range: 30ft
the end of their next turn. On a success, they take only half of Target: A beast that you can see within range
the initial damage. Components: V, S, M (a morsel of food)
At Higher Levels. When you use this creation with a Duration: 24 hours
creation slot of 2nd level or higher, both the initial and Through experience with wildlife, you convince a beast that
additional damage increases by 1d4 for each slot level above you mean it no harm. Choose a beast that you can see within
1st. range. The beast must succeed on a Wisdom saving throw or
be charmed by you for the creation’s duration. If you or one of
Advanced Weapon your companions harms the target, the creation ends.
1st-level transmutation At Higher Levels: When you use this creation with a
Casting Time: 1 bonus action creation slot of 2nd level or higher, you can affect one
Range: Self additional beast for each slot level above 1st.
Components: V, S
Duration: Concentration, up to 1 hour
You channel energy into one simple or martial weapon
you’re holding, and choose one damage type: acid, cold, fire,
lightning, poison, or thunder. Until the creation ends, you deal
an extra 1d6 damage of the chosen type to any target you hit
with the weapon.
As a bonus action, you can change the damage type,
choosing from the options above.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, you can maintain your
concentration on the creation for up to 8 hours. When you
use this creation with a creation slot of 5th level or higher,
you no longer need to maintain your concentration, and the
creation lasts for 24 hours.
Attract Metal If you chose a point on an object you are holding or one
1st-level transmutation that isn’t being worn or carried, the light shines from the
object and moves with it. Completely covering the affected
Casting Time: 1 action object with an opaque object, such as a bowl or a helm,
Range: 90ft blocks the light.
Target: A metal object of small size, that weighs 10 lbs or If any of this creation’s area overlaps with an area of
less, that you can see darkness created by a creation of 3rd level or lower, the
Components: V, S, M (a copper wire) creation that created the darkness is deactivated.
Duration: Instantaneous At Higher Levels. When you use this creation with a
You harness magnetic forces to bring metal towards creation slot of 3rd level or higher, It lasts 8 hours. When you
yourself. Choose a metal object that you can see within range, use this creation with a creation slot of 5th level or higher, it
that is of small size and weighs 10 lbs or less. That object lasts 24 hours. When you use this creation with a creation
flies towards you safely into your hand or at your feet (your slot of 7th level or higher, it lasts 7 days. When you use this
choice), though physical barriers may stop the object creation with a creation slot of 9th level or higher, it lasts
depending on the size. If the object is being carried or held by until it is deactivated.
a creature, the target must make a Strength saving throw,
dropping the item as it flies towards you on a failure. On a Blazing Bullet
success, the creature successfully holds onto the object. If the 1st-level evocation
object is being worn, the target makes a Strength saving Casting Time: 1 bonus action
throw, being dragged towards you on a failure. On a success, Range: Self
the creature and object are unmoved. Components: V
At Higher Levels. If you use this creation with a creation Duration: Instantaneous
slot of 2nd level, the metal object can be of medium size and
weigh up to 100 lbs or less. If you use this creation with a When you hit a creature with a ranged weapon attack, you
creation slot of 3rd level, the metal object can be of large size can activate this creation as a bonus action. Your projectile
and weigh up to 1,000 lbs or less. If you use this creation with burns bright with brilliant flames dealing an extra 1d6 fire
a creation slot of 4th level, the metal object can be of huge damage, and causes the target to be ignited in flames.
size and weigh up to 10,000 lbs or less. If you use this At the start of each of its turns until the creation ends, the
creation with a creation slot of 5th level, the metal object can target must make a Constitution saving throw. On a failed
be of gargantuan size and weigh up to 100,000 lbs or less. save, it takes 1d6 fire damage. On a successful save, the
creation ends. If the target or a creature within 5 feet of it
Bane
uses an action to put out the flames, or if some other effect
1st-level enchantment douses the flames (such as the target being submerged in
water), the creation ends.
Casting Time: 1 action At Higher Levels. When you use this using a creation slot
Range: 30ft of 2nd level or higher, the initial extra damage dealt by the
Components: V, S, M (a drop of blood) attack increases by 1d6 for each slot.
Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see Bless
within range must make Charisma saving throws. Whenever 1st-level enchantment
a target that fails this saving throw makes an attack roll or a Casting Time: 1 action
saving throw before the creation ends, the target must roll a Range: 30ft
d4 and subtract the number rolled from the attack roll or Components: V, S, M (a drop of water)
saving throw. Duration: Concentration, up to 1 minute
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one You give aid to three creatures of your choice within range.
additional creature for each slot level above 1st. Whenever a target makes an attack roll or a saving throw
before the spell ends, the target can roll a d4 and add the
Beacon
number rolled to the attack roll or saving throw.
1st-level evocation At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
Casting Time: 1 action additional creature for each slot level above 1st.
Range: 60ft
Target: A point within range Boost
Components: V, S 1st-level transmutation
Duration: 1 hour Casting Time: 1 action
A 60-foot-radius sphere of light spreads out from a point Range: Touch
you choose within range. The sphere is bright light and sheds Target: A creature
dim light for an additional 60 feet. Components: V, S, M (a piece of rubber)
Duration: 1 hour
You touch a creature to give it a boost in speed. The target's
speed increases by 10 feet until the creation ends.
At Higher Levels. When you use this creation with a Color Spray
creation slot of 2nd level or higher, you can target one 1st-level illusion
additional creature for each slot level above 1st. Casting Time: 1 action
Cause Strife
Range: Self (15-foot cone)
1st-level enchantment Target: A 15-foot cone originating from you
Components: V, S, M (a pinch of sand)
Casting Time: 1 action Duration: 1 round
Range: 60 feet This creation sprays various, vibrant colors into the eyes of
Components: V, S creatures around it. Three creatures of your choice within a
Duration: Concentration, up to 1 minute 15ft cone originating from your space, must make a
You cause complaining and minor aggression to spring to Constitution saving throw. On a sucessful save, the creature
life. Choose a creature within range, forcing them to make a is unaffected. On a failure, the target becomes blinded for the
Wisdom saving throw. On a failed save, a target bickers and duraction.
argues with other creatures for the duration. During this At Higher Levels. When you use this creation with a
time, it is incapable of meaningful communication and has creation slot of 2nd level or higher, you can choose to affect
disadvantage on attack rolls and ability checks. At the end of an addition creature for each slot level above 1st.
each of an affected creature's turns, it can repeat the saving
throw, ending the effect on a success. Command
At Higher Levels. When you use this creation with a 1st-level enchantment
creation slot of 2nd level or higher, you can target one Casting Time: 1 action
additional creature for each slot level above 1st. Range: 60ft
Caustic Brew
Target: A creature you can see within range
1st-level evocation Components: V
Duration: 1 round
Casting Time: 1 action You speak a one-word command to a creature you can see
Range: Self (30-foot line) within range. The target must succeed on a Wisdom saving
Components: V, S, M (a bit of rotten food) throw or follow the command on its next turn. The creation
Duration: Concentration, up to 1 minute has no effect if the target is undead, if it doesn’t understand
You unleash a stream of acid that shoots out in a line 30 your language, or if your command is directly harmful to it.
feet long and 5 feet wide in a direction you choose. Each Some typical commands and their effects follow. You might
creature in the line must succeed on a Dexterity saving throw issue a command other than one described here. If you do so,
or be covered in acid for the spell’s duration or until a the GM determines how the target behaves. If the target can’t
creature uses its action to scrape or wash the acid off itself or follow your command, the creation ends.
another creature. A creature covered in the acid takes 2d4
acid damage at start of each of its turns. Approach. The target moves toward you by the shortest
At Higher Levels. When you use this creation with a and most direct route, ending its turn if it moves within 5
creation slot 2nd level or higher, the damage increases by feet of you.
2d4 for each slot level above 1st. Drop. The target drops whatever it is holding and then
ends its turn.
Charm Person Flee. The target spends its turn moving away from you by
1st-level enchantment the fastest available means.
Casting Time: 1 action Grovel. The target falls prone and then ends its turn.
Range: 30ft Halt. The target doesn’t move and takes no actions. A
Target: A humanoid you can see within range flying creature stays aloft, provided that it is able to do so.
Components: V, S If it must move to stay aloft, it flies the minimum distance
Duration: 1 hour needed to remain in the air.
You attempt to charm a humanoid you can see within At Higher Levels. When you use this creation with a
range. It must make a Wisdom saving throw, and does so creation slot of 2nd level or higher, you can affect one
with advantage if you or your companions are fighting it. If it additional creature for each slot level above 1st. The
fails the saving throw, it is charmed by you until the creation creatures must be within 30 feet of each other when you
ends or until you or your companions do anything harmful to target them.
it. The charmed creature regards you as a friendly
acquaintance. When the creation ends, the creature knows it
was charmed by you.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when you
target them.
Construct Cannon Create or Destroy Water
1st-level conjuration 1st-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 30 feet Range: 30ft
Components: S, M (a pinch of gun powder) Target: See text
Duration: 10 minutes Components: V, S, M (A drop of water or grain of sand)
You quickly construct a cannon in an unoccupied space Duration: Instantaneous
within range. For the duration, the cannon creates its own You either create or destroy water.
ammunition, but still requires Clean and Reload. Rules for Create Water. You create up to 10 gallons of clean water
cannons are shown in the Mounts and Vehicles section of within range in an open container. Alternatively, the water
Chapter 4: Equipment and Items. The cannon's damage falls as rain in a 30-foot cube within range, extinguishing
spread DC uses your creation save DC. When you use the exposed flames in the area.
cannon, you can make an ranged creation attack roll instead Destroy Water. You destroy up to 10 gallons of water in an
of using the cannon normally. open container within range. Alternatively, you destroy fog in
While the cannon is within 30 feet of you, you can use the a 30-foot cube within range.
cannon as if you were next to it, either to fire or clean and At Higher Levels. When you use this creation with a
reload it. The cannon constructed is an 8-pounder (2d10). creation slot of 2nd level or higher, you create or destroy 10
The cannon counts as a Large Object with an AC equal to additional gallons of water, or the size of the cube increases
13 + the level of the creation used, and a number of hit points by 5 feet, for each slot level above 1st.
equal to 30 + 10 for each creation level above 2nd. When the
cannon's hit points reach 0, or when the creation ends, the Create Servant (R)
cannon is destroyed. 1st-level conjuration (routine)
At Higher Levels. When you use this creation with a Casting Time: 10 minutes
creation slot of 2nd level the cannon you construct is now a Range: 10 feet
12-pounder (3d10). When you use this creation with a Components: V, S, M (a set of Tinker’s tools)
creation slot of 3rd level the cannon you construct is now a Duration: Instantaneous
18-pounder (4d10). When you use this creation with a
creation slot of 4th level the cannon you construct is now a You create a tiny mechanical servant to aid you. It appears
24-pounder (6d10). When you use this creation with a in an unoccupied space within range. This creation uses the
creation slot of 5th level the cannon you construct is now a Created Servant stat block, which uses your proficiency
36-pounder (8d10). bonus (PB) in several places. The appearance of the servant
can be that of any non-humanoid creature, or toy. For
Countershock example, its appearance could be a cat or a racing car. You
1st-level evocation can't have more than one Created Servant at a time, and
Casting Time: 1 reaction, which you take in response to using this creation again destroys the current Created
Servant.
being damaged by a creature within 60 feet of you that you The Created Servant is friendly to you and your
can see companions. In combat, it shares your initiative. It obeys your
Range: 60 feet verbal commands (no action required by you), otherwise it
Target: The creature that damaged you will take the Dodge action and use its movement to avoid
Components: V, S danger.
Duration: Instantaneous When the Created Servant drops to 0 hit points, it
You point your finger, and the creature that damaged you is becomes inactive until you can spend 10 minutes with your
momentarily overloaded with electrical energy. The creature material components, after which it is restored with all its hit
must make a Constitution saving throw. On a failure, the points, which can also be restored when you finish a long
target takes 2d10 lightning damage and cannot take rest. A creature using the Mend trick on the Created Servant
reactions until the end of their next turn. On a success, they will also restore 2d6 of its hit points.
only take half damage. As an action, you can temporarily deactivate your Servant,
At Higher Levels. When you use this creation with a rendering it inactive. When temporarily deactivated, you can
creation slot of 2nd level or higher, the damage increases by use an action to reactivate the Servant, becoming active
1d10 for each slot level above 1st. again. While it is deactivated this way, you can spend an
action to change its appearance, as long as the Created
Servant is within range. This can be done while repairing it
with your tinker's tools. Whenever the Created Servant is
rendered inactive, its speed becomes 0, it'll ignore any verbal
commands and it drops in its space anything it was wearing
or carrying, but can still perceive the world around it.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, use the higher level where
the creation’s level appears in the stat block.
Cure Wounds
Created Servant 1st-level evocation
Tiny construct Casting Time: 1 action
Range: Touch
Armor Class 13 + PB (natural armor) Target: A creature you touch
Hit Points 1 + creativity ability modifier + (4 x your Components: V, S
level) Duration: Instantaneous
Speed 40 ft., climb 40 ft.
A creature you touch regains a number of hit points equal
to 2d10 + your creativity ability modifier. This creation has no
STR DEX CON INT WIS CHA effect on undead or constructs.
At Higher Levels. When you use this creation using a
8 (-1) 16 (+3) 12 (+1) 14 (+2) 12 (+1) 10 (0) creation slot of 2nd level or higher, the healing increases by
2d10 for each slot level above 1st.
SkillsPerception +1 plus PB x 2, Proficiency in 3
skills of your choice, in which you are proficient Detect Poison and Disease (R)
in (chosen when you use this creation)
Damage Immunities poison
1st-level divination (routine)
Condition Immunities charmed, exhaustion, Casting Time: 1 action
frightened, poisoned Range: Self
Senses darkvision 120 ft., passive Perception 11 + Target: Self
(PB x 2) Components: V, S, M (a leaf)
Languages Understands the languages you speak Duration: Concentration, up to 10 minutes
For the duration, you can sense the presence and location
Construct Nature. The Created Servant doesn't
require air, food, water or sleep, creations cannot
of poisons, poisonous creatures, and diseases within 30 feet
put it to sleep, and is immune to diseases.
of you. You also identify the kind of poison, poisonous
creature, or disease in each case.
Channel Creations. When you use a creation that has The creation can penetrate most barriers, but it is blocked
a range other than self, the Created Servant can by 1 foot of stone, 1 inch of common metal, a thin sheet of
deliver the creation as if it had used the creation lead, or 3 feet of wood or dirt.
while it is within 120 feet of you. If the creation
requires an attack roll, you use your attack modifier Disguise
for the roll. 1st-level illusion
Evasive. When the Created Servant is forced to Casting Time: 1 action
make a saving throw to take only half damage from Range: Self
an effect, it instead takes no damage on a Target: Self
successful save, and only takes half damage on a Components: V, S
failed save. Duration: 8 hours
Tracking.The Created Servant knows the general You make yourself – including your clothing, armor,
direction of your position and will immediately seek
you out to the best of its ability if the two of you
weapons, and other belongings on your person – look
are separated. Likewise, you know the general
different until the creation ends or until you dismiss it, no
direction of the Created Servant's position,
action required. You can seem 1 foot shorter or taller and can
however you don't know the distance or obstacles
appear thin, fat, or in between. You can’t change your body
that might be in the way. type, so you must adopt a form that has the same basic
arrangement of limbs. Otherwise, the extent of the disguise is
Actions up to you.
To discern that you are disguised, a creature can use its
Bash.Melee Weapon Attack: your creation attack action to inspect your appearance and must succeed on an
modifier to hit, reach 5ft., one target. Hit (1d4 +
PB) Force damage.
Intelligence (Investigation) check against your creation save
DC.
If a creature fails the Intelligence (Investigation check to
discern that you are disguised, they cannot make that check
again until 1 hour has passed.
At Higher Levels. When you use this creation using a
creation slot of 3rd level or higher, it instead lasts up to 24
hours. When you use this creation using a creation slot of 5th
level or higher, it instead lasts up to 7 days. When you use
this creation using a creation slot of 7th level or higher, it
instead lasts up to 30 days. When you use this creation using
a creation slot of 9th level, it lasts indefinitely, until you
choose to dismiss it.
Distort Value Elemental Armor
1st-level illusion 1st-level abjuration
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: Self
Components: V Components: V, S
Duration: 8 hours Duration: 1 hour
You use this creation on an object no more than 1 foot on a A protective shield of elementals surrounds you, covering
side, doubling the object's perceived value by adding you and your gear like armor. You gain 10 temporary hit
illusionary flourish or reducing its perceived value by half points for the duration. If a creature hits you with a melee
with the help of illusionary dents and scratches. Anyone attack while you have these hit points, the creature takes 10
examining the object must roll an Investigation check against damage. The damage type is your choice of acid, fire, cold,
your creation DC. lightning, poison, or thunder, which you choose when you
At Higher Levels. When you use this creation with a activate this creation.
higher creation slot, you increase the size of the object by 1 At Higher Levels. When you use this creation with a
foot per creation slot over 1st. creation slot of 2nd or 3rd level, both the temporary hit points
and the damage increase to 20. When you use this creation
Discordant Tune with a creation slot of 4th or 5th level, both the temporary hit
1st-level enchantment points and the damage increase to 30. When you use this
Casting Time: 1 action creation with a creation slot of 6th or 7th level, both the
Range: 60ft temporary hit points and the damage increase to 40. When
Components: V you use this creation with a creation slot of 8th or 9th level,
Duration: Instantaneous both the temporary hit points and the damage increase to 50.
You play discordant melody that only one creature of your Elemental Blast
choice within range can hear, wracking it with immense pain. 1st-level evocation
The target must make a Wisdom saving throw. On a failed
save, it takes 3d8 psychic damage and must immediately use Casting Time: 1 action
its reaction, if available, to move as far as its speed allows Range: Self (15-foot cone)
away from you. The creature doesn’t move into obviously Target: Self (15-foot cone)
dangerous ground, such as a fire or a pit. On a successful Components: V, S
save, the target takes half as much damage and doesn’t have Duration: Instantaneous
to move away. A deafened creature automatically succeeds on You unleash a wave of destructive elements. Choose acid,
the save. fire, cold, lightning, poison, or thunder damage. Each
At Higher Levels. When you use this creation with a creature in a 15-foot cone must make a Dexterity saving
creation slot of 2nd level or higher, the damage increases by throw. A creature takes 3d8 of the chosen damage type on a
1d8 for each slot level above 1st. failed save, or half as much damage on a successful one. The
elements spread objects in the area that aren’t being worn or
carried.
At Higher Levels: When you use this creation with a
creation slot of 2nd level or higher, the damage increases by
1d8 for each slot level above 1st.
Elemental Orb
1st-level evocation
Casting Time: 1 action
Range: 120ft
Components: V, S
Duration: Instantaneous
You launch of sphere of elements at a creature that you can
see within range. You choose acid, cold, fire, lightning, poison,
or thunder for the type of orb you create, and then make a
ranged creation attack against the target. If the attack hits,
the creature takes 3d10 damage of the type you chose.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.
Elemental Trap Ensnare (R)
1st-level abjuration 1st-level abjuration (routine)
Casting Time: 1 minute Casting Time: 1 minute
Range: Touch Range: Touch
Components: V, S, M (a ball of twine, which is consumed by Components: V, S, M (30 feet of cord or rope, which is
the creation) consumed by the creation)
Duration: Until disabled or triggered Duration: Until disabled or triggered
While you use this creation, you use the ball of twine to While you use this creation, you use the cord or rope to
create a circle with a 5-foot radius on a flat surface within create a circle with a 5-foot radius on a flat surface within
your reach. When you finish, the twine disappears to become your reach. When you finish, the cord or rope disappears to
a trap that will release destructive elements when triggered. become a trap.
The trap is nearly invisible and requires a successful The trap is nearly invisible and requires a successful
Intelligence (Investigation) check against your creative save Intelligence (Investigation) check against your creative save
DC to be found. DC to be found.
The trap triggers when a Small creature or larger moves The trap triggers when a Small creature or larger moves
into the designated area. Select a damage type from the into the designated area. The triggering creature must
following table. succeed on a Dexterity saving throw or fall prone and be
hoisted into the air until it hangs upside down 3 feet above
Elemental Trap Effects the protected surface, where it is restrained.
Damage Saving The restrained creature can make a Dexterity saving throw
Type Throw Effect
with disadvantage at the end of each of its turns and ends the
Acid Constitution The target's AC is reduced by 2 restrained effect on a success. Alternatively, another creature
until the end of its next turn. that can reach the restrained creature can use an action to
Cold Strength Target's movement speed make an Intelligence (Engineering) check against your
becomes 0 until the end of its creation save DC. On a success, the restrained effect also
next turn. ends.
Fire Dexterity The d8s of the damage instead
are d10s. Ensnaring Smite
1st-level conjuration
Lightning Dexterity An additional creature within 30ft
of the target must also make the Casting Time: 1 bonus action
saving throw against only the Range: Self
damage. Components: V
Poison Constitution Target is poisoned until the end
Duration: Instantaneous
of its next turn. When you hit a creature with a melee weapon attack, you
Thunder Strength Target is knocked prone. can activate this creation as a bonus action.
The target must succeed on a Strength saving throw or be
The triggering creature must succeed on a saving throw restrained by tendrils until the creation ends. A Large or
depending on the damage type chosen, taking 3d8 of the larger creature has advantage on this saving throw. If the
damage type as well as any additional effect on a failure. On a target succeeds on the save, the tendrils break away.
success, a creature only takes half damage. While restrained by this creation, the target takes 1d6
At Higher Levels. When you use this creation with a piercing damage at the start of each of its turns. A creature
creation slot of 2nd or higher, the creation deals an additional restrained by the tendril or one that can touch the creature
1d8 damage for each slot level above 1st. can use its action to make a Strength check against your
creation save DC. On a success, the target is freed.
Enduring Spirit
At Higher Levels. If you use this creation with a creation
1st-level abjuration slot of 2nd level or higher, the damage increases by 1d6 for
each slot level above 1st. In addition Large or larger
Casting Time: 1 bonus action creatures don't have advantage when trying to break out.
Range: Self
Components: V, S, M (a small amount of alcohol)
Duration: 1 hour
You bolster yourself to shrug off damage, you gain 10
temporary hit points for the duration.
At Higher Levels. When you use this creation with a
creation slot of 3rd, you instead gain 20 temporary hit points.
With a 5th level slot, 30 temporary hit points. With a 7th level
slot, 40 temporary hit points. With a 9th level slot, 50
temporary hit points.
Entangle At Higher Levels. When you use this creation with a
1st-level conjuration creation slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. The
Casting Time: 1 action creatures must be within 30 feet of each other when you
Range: 90ft target them.
Target: A point within range
Components: V, S Feather Fall
Duration: Concentration, up to 1 minute 1st-level transmutation
Grasping weeds and vines sprout from the ground in a 20- Casting Time: 1 reaction, which you take when you or a
foot square starting from a point within range. For the creature within 60 feet of you falls
duration, these plants turn the ground in the area into Range: 60ft
difficult terrain. Target: Up to five falling creatures within range
A creature in the area when you use the creation must Components: V, M (a feather)
succeed on a Strength saving throw or be restrained by the Duration: 1 minute
entangling plants until the creation ends. A creature Choose up to five falling creatures within range. A falling
restrained by the plants can use its action to make a Strength creature’s rate of descent slows to 60 feet per round until the
check against your creation save DC. On a success, it frees
itself. creation ends. If the creature lands before the creation ends,
When the creation ends, the plants receed and release any it takes no falling damage and can land on its feet, and the
restrained creatures. creation ends for that creature.
At Higher Levels. If you use this creation with a creation At Higher Levels. When you use this creation with a
slot of 2nd level or higher, you can increase the range of the creation slot of 2nd level or higher, you can target one
area by 10ft for each level above 1st. additional creature for each slot level above 1st. The
creatures must be within 60 feet of each other when you
Fairy Lights target them.
1st-level evocation
Flashbang
Casting Time: 1 action 1st-level evocation
Range: 60ft Casting Time: 1 reaction, which you take in response to
Target: Each object in a 20-foot cube within range
Components: V being damaged by a creature within 60 feet of you that you
Duration: Concentration, up to 1 minute can see
Range: 60 feet
Each object in a 20-foot cube within range is outlined in Target: The creature that damaged you
colorful light (your choice). Any creature in the area when the Components: V, S
creation is cast is also outlined in light if it fails a Dexterity Duration: Instantaneous
saving throw. For the duration, objects and affected creatures
shed dim light in a 10-foot radius. Any attack roll against an You point your finger, and the creature that damaged you is
affected creature or object has advantage if the attacker can momentarily enveloped in a radiant burst of blinding light.
see it, and the affected creature or object can’t benefit from The creature must make a Constitution saving throw. On a
being invisible. failure, the target takes 2d10 radiant damage and becomes
At Higher Levels. If you use this creation with a creation blinded until the end of its next turn. On a success, they only
slot of 3rd level, the duration increases to 10 minutes with take half damage.
concentration. If you use this creation with a creation slot of At Higher Levels. When you use this creation with a
5th level, the duration increases to 1 hour with concentration. creation slot of 2nd level or higher, the damage increases by
If you use this creation with a creation slot of 7th level, the 1d10 for each slot level above 1st.
duration increases to 10 minutes with concentration. If you
use this creation with a creation slot of 9th level, the duration Floating Shield
increases to 24 hours. 1st-level abjuration
Casting Time: 1 bonus action
Fear Factor Range: 60ft
1st-level necromancy Target: A creature of your choice within range
Casting Time: 1 action Components: V, S, M (a locket)
Range: 60ft Duration: Concentration, up to 10 minutes
Components: V A floating barrier appears and surrounds a creature of your
Duration: Concentration, up to 1 minute choice within range, granting it a +2 bonus to AC for the
You awaken the sense of mortality in one creature you can duration.
see within range. A construct or an undead is immune to this
effect. The target must succeed on a Wisdom saving throw or
become frightened of you until the creation ends. The
frightened target can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a success.
At Higher Levels. If you use this creation with a creation slot At Higher Levels. If you use this creation with a creation
of 3rd level, the duration increases to 1 hour with slot of 2nd level or higher, the damage increases by 1d6 for
concentration. If you use this creation with a creation slot of each slot level above 1st.
5th level, the duration increases to 8 hours with
concentration. If you use this creation with a creation slot of Frozen Over
7th level, the duration increases to 24 hours with 1st-level evocation
concentration. If you use this creation with a creation slot of Casting Time: 1 reaction, which you take in response to
9th level, the duration increases to 7 days without being damaged by a creature within 60 feet of you that you
concentration. can see
Range: 60 feet
Fog Cloud Target: The creature that damaged you
1st-level conjuration Components: V, S
Casting Time: 1 action Duration: Instantaneous
Range: 120ft You point your finger, and the creature that damaged you is
Target: A point within range momentarily covered in piercing frost. The creature must
Components: V, S make a Constitution saving throw. On a failure, the target
Duration: Concentration, up to 1 hour takes 2d10 cold damage and their movement speed is halved
You create a 20-foot-radius sphere of fog centered on a until the end of their next turn. On a successful save, the only
point within range. The sphere spreads around corners, and take half damage.
its area is heavily obscured. It lasts for the duration or until a At Higher Levels. When you use this creation with a
wind of moderate or greater speed (at least 10 miles per creation slot of 2nd level or higher, the damage increases by
hour) disperses it. 1d10 for each slot level above 1st.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the radius of the fog Gadget Armor
increases by 20 feet for each slot level above 1st. 1st-level abjuration
Casting Time: 1 action
Forced Empathy Range: Touch
1st-level evocation Target: A creature
Casting Time: 1 reaction, which you take in response to Components: V, S, M (a piece of leather)
being damaged by a creature within 60 feet of you that you Duration: 24 hours
can see You touch a willing creature who isn't wearing armor, and a
Range: 60 feet protect it for the duration. The target's base AC becomes 13 +
Target: The creature that damaged you its Dexterity modifier. The creation ends if the target dons
Components: V, S armor or if you dismiss the creation, no action required.
Duration: Instantaneous
You point your finger, and the creature that damaged you is Grease
momentarily forced to feel immense empathy for the damage 1st-level conjuration
it inflicted. The creature must make an Intelligence saving Casting Time: 1 action
throw. On a failure, the target takes 2d10 psychic damage Range: 60ft
and cannot willingly target you with a harmful effect or attack Target: A 10-foot square centered on a point within range
until the end of its next turn. On a success, they only take half Components: V, S, M (a bit of butter)
damage. Duration: 1 minute
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the damage increases by Slick grease covers the ground in a 10-foot square
1d10 for each slot level above 1st. centered on a point within range and turns it into difficult
terrain for the duration.
Frigid Bullet When the grease appears, each creature standing in its
1st-level evocation area must succeed on a Dexterity saving throw or fall prone.
Casting Time: 1 bonus action A creature that enters the area or ends its turn there must
Range: Self also succeed on a Dexterity saving throw or fall prone.
At Higher Levels. When you use this creation using a
Components: V creation slot of 2nd level or higher, you can create an
Duration: Concentration, up to 1 minute additional 10-foot square within range for each level above
When you hit a creature with a ranged weapon attack, you 1st.
can activate this creation as a bonus action. Your projectile
begins to grow ice cold spikes around it, dealing an extra 1d6
cold damage and flash freezing your target
The target makes a Constitution saving throw. On a failure,
the target becomes restrained for the duration. While
restrained in this way, the target cannot take reactions.
Grow Tree Hex
1st-level abjuration 1st-level enchantment
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60ft Range: 90ft
Target: A point within range. Components: V, S, M (a newt's eye)
Components: V Duration: Concentration, up to 1 hour
Duration: Instantaneous You place a curse on a creature that you can see within
You instantaneously cause a Large tree to grow in a chosen range. Until the creation ends, you deal an extra 1d6 necrotic
space within range. If a creature is within the space, it is damage to the target whenever you hit it with an attack. Also,
shunted to the closest, safest place. The tree has 16 AC and choose one ability when you use this creation. The target has
40 hit points. disadvantage on ability checks made with the chosen ability.
At Higher Levels. When you use this creation using a If the target drops to 0 hit points before this creation ends,
creation slot of 3rd or 4th level, the tree's size increases by you can use a bonus action on a subsequent turn of yours to
becomes Huge, its AC becomes 18, and its HP becomes 80. curse a new creature.
When you use this creation with a creation slot of 5th level or A Remove Curse creation on the target ends this creation
higher, the tree's size becomes Gargantuan, its AC becomes early.
20, and its HP becomes 120. At Higher Levels. When you use this creation with a
creation slot of 3rd or 4th level, you can maintain your
Healing Word concentration on the creation for up to 8 hours. When you
1st-level evocation use a creation slot of 5th level or higher, you don't need
Casting Time: 1 bonus action maintain your concentration on the creation and it lasts 24
Range: 60ft hours.
Target: A creature of your choice that you can see within
range Hideous Laughter
Components: V 1st-level enchantment
Duration: Instantaneous Casting Time: 1 action
A creature of your choice that you can see within range Range: 30ft
regains hit points equal to 2d6 + your creativity ability Components: V, S, M (a feather)
modifier. This creation has no effect on undead or constructs. Duration: Concentration, up to 1 minute
At Higher Levels. When you use this creation using a A creature of your choice that you can see within range
creation slot of 2nd level or higher, the healing increases by falls into fits of laughter if this creation affects it. The target
2d6 for each slot level above 1st. must succeed on a Wisdom saving throw or fall prone,
becoming incapacitated and unable to stand up for the
Heroism duration. A creature with an Intelligence score of 4 or less
1st-level enchantment isn’t affected.
Casting Time: 1 action At the end of each of its turns, and each time it takes
Range: Touch damage, the target can make another Wisdom saving throw.
Target: A willing creature you touch The target has advantage on the saving throw if it’s triggered
Components: V, S by damage. On a success, the creation ends.
Duration: Concentration, up to 1 minute At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
You instill bravery into a willing creature you touch. Until additional creature for each slot level above 1st. The
the creation ends, the creature is immune to being frightened creatures must be within 30 feet of each other when you
and gains 5 temporary hit points at the start of each of its target them.
turns. When the creation ends, the target loses any remaining
temporary hit points from this creation.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
additional creature for each slot level above 1st. Additionally,
when you use this creation at 3rd, 5th, 7th, and 9th level, you
increase the temporary hit points by 5.
Hunter's Mark Incidental Chorus
1st-level divination 1st-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: 90ft Range: Self (30-foot radius)
Target: A creature that you can see within range Components: V
Components: V Duration: Concentration, up to 10 minutes
Duration: Concentration, up to 1 hour Music of a style you choose fills the air around you in a 30-
You choose a creature you can see within range and mark foot radius. The music spreads around corners and can be
it as your target. Until the creation ends, you deal an extra heard from up to 100 feet away. The music moves with you,
1d6 damage to the target whenever you hit it with a weapon centered on you for the duration.
attack, and you have advantage on any Wisdom (Perception) Until the creation ends, you make Charisma (Performance)
or Wisdom (Survival) check you make to find it. If the target checks with advantage. In addition, you can use a bonus
drops to 0 hit points before this creation ends, you can use a action on each of your turns to beguile one creature you
bonus action on a subsequent turn of yours to mark a new choose within 30 feet of you that can see you and hear the
creature. music. The creature must make a Charisma saving throw. If
At Higher Levels. When you use this creation with a you or your companions are attacking it, the creature
creation slot of 3rd or 4th level, you can maintain your automatically succeeds on the saving throw. On a failure, the
concentration on the creation for up to 8 hours. When you creature becomes friendly to you for as long as it can hear the
use a creation slot of 5th level or higher, you don't need music and for 1 hour thereafter. You make Charisma
maintain your concentration on the creation and it lasts 24 (Deception) checks and Charisma (Persuasion) checks
hours. against creatures made friendly by this creation with
advantage.
Ice Dagger
1st-level conjuration Infectious Ray
Casting Time: 1 action 1st-level necromancy
Range: 60ft Casting Time: 1 action
Components: S, M (a drop of water) Range: 60ft
Duration: Instantaneous Components: V, S
You launch a shard of ice at one creature within range. Duration: Concentration, 1 minute
Make a ranged creation attack against the target. On a hit, A ray of sickening energy lashes out toward a creature
the target takes 1d10 piercing damage. Hit or miss, the shard within range. Make a ranged creation attack against the
then explodes. The target and each creature within 5 feet of target. On a hit, the target takes 2d8 poison damage and
the point where the ice exploded must succeed on a Dexterity must make a Constitution saving throw. On a failed save, it is
saving throw or take 2d6 cold damage. also poisoned for up to 1 minute, with concentration. At the
At Higher Levels. When you use this creation with a end of each of the target's turns, they can remake the
creation slot of 2nd level or higher, the cold damage increases Constitution saving throw, ending the effect on a successful
by 2d6 for each slot level above 1st. save.
At Higher Levels. When you use this creation with a
Identification (R) creation slot of 2nd level or higher, the damage increases by
1st-level divination (routine) 1d8 for each slot level above 1st.
Casting Time: 1 minute
Range: Touch Inflict Wounds
Components: V, S, M (any artisan's tools) 1st-level necromancy
Duration: Instantaneous Casting Time: 1 action
You choose one object that you must touch throughout the Range: Touch
usage of this creation. If it is a mastercraft item or some Components: V, S
other similar object, you learn its properties and how to use Duration: Instantaneous
them, and how many charges it has, if any. You learn whether You cause a creature to become grieviously wounded. Make
any creations are affecting the item and what they are. If the a melee creation attack against a creature you can reach. On
item was created by a creation, you learn which creation a hit, the target takes 4d10 necrotic damage.
created it. At Higher Levels. When you use this creation using a
If you instead touch a creature throughout the usage, you creation slot of 2nd level or higher, the damage increases by
learn what creations or similar effects, if any, are currently 1d10 for each slot level above 1st.
affecting it.
This creation doesn't give you insight of the nature on
supernatural aspects such as curses or devil fruits, only
merely their existence.
Invisible Ink (R) Levitate
1st-level illusion (routine) 1st-level transmutation
Casting Time: 1 minute Casting Time: 1 action
Range: Touch Range: 60 feet
Target: Parchment, paper, or some other suitable writing Components: V, S, M (a piece of leather)
material Duration: Concentration, up to 10 minutes
Components: V, S, M (Special ink that costs at least 10 GP, One creature or loose object of your choice that you can
or 100,000 berries) see within range rises vertically, up to 20 feet, and remains
Duration: 10 days suspended there for the duration. The creation can levitate a
You write on parchment, paper, or some other suitable target that weighs up to 500 pounds. An unwilling creature
writing material using special ink that lasts for the duration. that succeeds on a Constitution saving throw is unaffected.
To you and any creatures you designate when you use this The target can move only by pushing or pulling against a
creation, the writing appears normal, written in your hand, fixed object or surface within reach (such as a wall or a
and conveys whatever meaning you intended when you wrote ceiling), which allows it to move as if it were climbing. You
the text. To all others, the writing appears as if it were written can change the target’s altitude by up to 20 feet in either
in an unknown and unintelligible script. direction on your turn. If you are the target, you can move up
Alternatively, you can cause the writing to appear to be an or down as part of your move. Otherwise, you can use your
entirely different message, written in a different hand and action to move the target, which must remain within the
language, though the language must be one you know. creation’s range.
After the creation ends the invisible texts disappears. A When the creation ends, the target floats gently to the
creature with truesight can read the hidden message. ground if it is still aloft.
At Higher Levels. When you use this creation with a At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the duration increases by creation slot of 2nd level or higher, you can target one
an additional 10 days for each slot above 2nd level. When you additional creature or loose object for each slot level above
use a 5th level or higher creation slot, the text becomes 1st. The creatures or objects must be within 30 feet of each
permanent. other when you target them.
Jump Missiles
1st-level transmutation 1st-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: 120ft
Components: V, S, M (a grasshopper's leg) Target: A creature of your choice that you can see within
Duration: 1 minute range
You touch a creature. The creature’s jump distance is Components: V, S
tripled until the creation ends. Duration: Instantaneous
At Higher Levels. When you use this creation with a You create three homing projectiles. Each projectile hits a
creation slot of 2nd level or higher, you can target one creature of your choice that you can see within range. A
additional creature for each slot level above 1st. projectile deals 1d4 + 2 force damage to its target. The darts
all strike simultaneously, and you can direct them to hit one
Karma creature or several.
1st-level evocation At Higher Levels. When you use this creation with a
Casting Time: 1 reaction, which you take in response to creation slot of 2nd level or higher, the creation creates one
being damaged by a creature within 60 feet of you that you more dart for each slot above 1st.
can see
Range: 60 feet Puppet
Target: The creature that damaged you 1st-level enchantment
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 120ft
You point your finger, and the creature that damaged you is Components: V
momentarily forced to suffer the consequences of harming Duration: Instantaneous
you. The creature must make a Constitution saving throw. On Your gesture forces one humanoid you can see within
a failure, the target takes 2d10 necrotic damage and cannot range to make a Constitution saving throw. On a failed save,
regain hit points until the end of its next turn. On a success, the target must move up to its speed in a direction you
they only take half damage. choose. In addition, you can cause the target to drop
At Higher Levels. When you use this creation with a whatever it is holding. This creation has no effect on a
creation slot of 2nd level or higher, the damage increases by humanoid that is immune to being charmed.
1d10 for each slot level above 1st. At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
additional humanoid for each slot above 1st.
Purify Food and Drink (R) Reverb
1st-level transmutation (routine) 1st-level evocation
Casting Time: 1 action Casting Time: 1 reaction, which you take in response to
Range: 10ft being damaged by a creature within 60 feet of you that you
Components: V, S can see
Duration: Instantaneous Range: 60 feet
All food and drink within a 5-foot-radius sphere centered Target: The creature that damaged you
on a point of your choice within range is purified and Components: V, S
rendered free of poison and disease. Duration: Instantaneous
You point your finger, and the creature that damaged you is
Radiant Blast momentarily assaulted by immense vibrations. The creature
1st-level evocation must make a Strength saving throw. On a failure, the target
Casting Time: 1 action takes 2d10 thunder damage and is either knocked 10ft
Range: 120ft backwards or knocked prone (your choice). On a success,
Target: A creature of your choice within range they only take half damage.
Components: V, S At Higher Levels. When you use this creation with a
Duration: 1 round creation slot of 2nd level or higher, the damage increases by
1d10 for each slot level above 1st.
You unleash a flash of light toward a creature of your
choice within range. Make a ranged creation attack against Sanctuary
the target. On a hit, the target takes 4d6 radiant damage, and 1st-level abjuration
the next attack roll made against this target before the end of Casting Time: 1 bonus action
your next turn has advantage, thanks to the dim light Range: 30ft
glittering on the target until then. Target: A creature within range
At Higher Levels. When you use this creation with a Components: V, S, M (a small mirror)
creation slot of 2nd level or higher, the damage increases by
1d6 for each slot level above 1st. Duration: 1 minute
You protect a creature within range against all attacks.
Retreat Until the creation ends, any creature who targets the
1st-level transmutation protected creature with an attack, harmful creation, or effect
Casting Time: 1 bonus action must first make a Wisdom saving throw. On a failed save, the
Range: Self creature must choose a new target or lose the attack,
Target: Self creation, or other effect. This creation doesn’t protect the
Components: V, S creature from area effects, such as the explosion of a fireball.
Duration: Concentration, up to 10 minutes If the protected creature makes an attack, creation, or
other effect that affects an enemy creature, this creation
This creation allows you to move at an incredible pace. ends.
When you use this creation, and then as a bonus action on At Higher Levels. When you use this creation with a
each of your turns until the creation ends, you can take the creation slot of 2nd level or higher, you can target one
Dash action. creature to protect within range for each slot above 1st.
At Higher Levels. When you use this creation with. a
creation slot of 2nd level, you increase the duration to 1 hour Searing Smite
with concentration. When you use this creation with. a 1st-level evocation
creation slot of 3rd level, you increase the duration to 8 hours
with concentration. When you use this creation with a Casting Time: 1 bonus action
creation slot of 4th level, you increase the duration to 24 Range: Self
hours with concentration. When you use this creation with a Components: V
creation slot of 5th level, you increase the duration to 24 Duration: Instantaneous
hours. When you hit a creature with a melee weapon attack, you
can activate this creation as a bonus action. Your weapon
flares with white-hot intensity, and the attack deals an extra
1d6 fire damage to the target and causes the target to ignite
in flames.
At the start of each of its turns until the creation ends, the
target must make a Constitution saving throw. On a failed
save, it takes 1d6 fire damage. On a successful save, the
creation ends. If the target or a creature within 5 feet of it
uses an action to put out the flames, or if some other effect
douses the flames (such as the target being submerged in
water), the creation ends.
At Higher Levels. When you use this using a creation slot of Skill Support
2nd level or higher, the initial extra damage dealt by the 1st-level enchantment
attack increases by 1d6 for each slot.
Casting Time: 1 action
Shield Range: Touch
1st-level abjuration Components: V, S
Duration: Concentration, up to 1 hour
Casting Time: 1 reaction, which you take when you are hit
by an attack or targeted by the missiles creation Your words deepen a creature’s understanding of its own
Range: Self talent. You touch one willing creature and give it expertise in
Components: V, S one skill of your choice; until the creation ends, the creature
Duration: 1 round doubles its proficiency bonus for ability checks it makes that
use the chosen skill.
A barrier appears in your defense. Until the start of your You must choose a skill in which the target is proficient and
next turn, you have a +5 bonus to AC, including against the that isn’t already benefiting from an effect, such as Expertise,
triggering attack, and you take no damage from the missiles that doubles its proficiency bonus.
creation. At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, you can target one
Shrapnel Shot additional creature for each slot above 1st.
1st-level conjuration
Casting Time: 1 bonus action Sleep
Range: Self 1st-level enchantment
Components: V Casting Time: 1 action
Duration: Instantaneous Range: 90ft
When you hit a creature with a ranged weapon attack, you Components: V, S, M (a pinch of sand)
can use your bonus action to use this creation. This creation Duration: 1 minute
launches several sharp projectiles from your ranged weapon This creation sends creatures into slumber. Choose a point
or ammunition. In addition to the normal effect of the attack, within the creation's range. Three creatures of your choice
the target of the attack and each creature within 5 feet of it within a 20ft radius sphere of the point you choice, must
must make a Dexterity saving throw. A creature takes 2d6 make a Constitution saving throw. On a sucessful save, the
piercing damage on a failed save, or half as much damage on creature is unaffected. On a failure, the target falls asleep for
a successful one. the duration, rendering them unconsious. This effect ends
At Higher Levels. If you cast this creation with a creation early if one of the asleep targets takes damage, or if a
slot of 2nd level or higher, the damage increases by 2d6 for creature uses their action to shake them awake.
each slot level above 1st. Undead and creatures immune to being charmed aren’t
affected by this creation.
Silent Image At Higher Levels. When you use this creation with a
1st-level illusion creation slot of 2nd level or higher, you can choose to affect
Casting Time: 1 action an addition creature for each slot level above 1st.
Range: 60ft
Components: V, S, M (a bit of fleece) Speak with Animals (R)
Duration: Concentration, up to 10 minutes 1st-level divination (routine)
You create the image of an object, a creature, or some Casting Time: 1 action
other visible phenomenon that is no larger than a 15-foot Range: Self
cube. The image appears at a spot within range and lasts for Target: Self
the duration. The image is purely visual; it isn’t accompanied Components: V, S
by sound, smell, or other sensory effects. Duration: 10 minutes
You can use your action to cause the image to move to any You gain the ability to comprehend and verbally
spot within range. As the image changes location, you can communicate with beasts for the duration. The knowledge
alter its appearance so that its movements appear natural for and awareness of many beasts is limited by their intelligence,
the image. For example, if you create an image of a creature but at minimum, beasts can give you information about
and move it, you can alter the image so that it appears to be nearby locations and creatures, including whatever they can
walking. perceive or have perceived within the past day. You might be
Physical interaction with the image reveals it to be an able to persuade a beast to perform a small favor for you, at
illusion, because things can pass through it. A creature that the GM’s discretion.
uses its action to examine the image can determine that it is
an illusion with a successful Intelligence (Investigation) check
against your creation save DC. If a creature discerns the
illusion for what it is, the creature can see through the image.
Spiritual Servant (R) Thunderous Smite
1st-level conjuration (routine) 1st-level evocation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60ft Range: Self
Components: V, S, M (a piece of string) Components: V
Duration: 1 hour Duration: Instantaneous
You influence the spirits around you, creating an invisible, When you hit a creature with a melee weapon attack, you
mindless, shapeless, Medium force that performs simple can activate this creation as a bonus action.
tasks at your command until the creation ends. The servant Your weapon rings with thunder that is audible within 300
springs into existence in an unoccupied space on the ground feet of you, and the attack deals an extra 2d6 thunder damage
within range. It has AC 10, 1 hit point, and a Strength of 10, to the target. Additionally, if the target is a creature, it must
and it can’t attack. If it drops to 0 hit points, the creation succeed on a Strength saving throw or be pushed 10 feet
ends. away from you and knocked prone.
Once on each of your turns as a bonus action, you can At Higher Levels. When you use this creation with a
mentally command the servant to move up to 15 feet and creation slot of 2nd level or higher, the creation deals an extra
interact with an object. The servant can perform simple tasks 1d6 thunder damage for each slot above 1st.
that a human servant could do, such as fetching things,
cleaning, mending, folding clothes, lighting fires, serving food, Thunderwave
and pouring wine. Once you give the command, the servant 1st-level evocation
performs the task to the best of its ability until it completes Casting Time: 1 action
the task, then waits for your next command. Range: Self (15-foot cube)
If you command the servant to perform a task that would Target: Self (15-foot cube)
move it more than 60 feet away from you, the creation ends. Components: V, S
Duration: Instantaneous
Stonesculpt
1st-level transmutation You unleash a wave of thunderous force. Each creature in a
15-foot cube originating from you must make a Constitution
Casting Time: 1 action saving throw. On a failed save, a creature takes 3d10 thunder
Range: Touch damage and is pushed 10 feet away from you. On a
Components: V, S, M (a piece of clay) successful save, the creature takes half as much damage and
Duration: Instantaneous isn’t pushed. In addition, unsecured objects that are
You touch a stone object of Medium size or smaller or a completely within the area of effect are automatically pushed
section of stone no more than 5 feet in any dimension and 10 feet away from you by the creation’s effect, and the spell
form it into any shape that suits your purpose. So, for emits a thunderous boom audible out to 300 feet.
example, you could shape a large rock into a weapon, idol, or At Higher Levels. When you use this creation with a
coffer, or make a small passage through a wall. You could also creation slot of 2nd level or higher, the damage increases by
shape a stone door or its frame to seal the door shut. The 1d10 for each slot level above 1st.
object you create can have up to two hinges and a latch, but
finer mechanical detail isn’t possible. Toxic Trigger
At Higher Levels. When you use this creation with a 1st-level conjuration
creation slot of 2nd level or higher, the stone you can sculpt Casting Time: 1 bonus action
increases by one size or an additional 5ft in each dimension if Range: Self
it is an area of a larger piece of stone. You can use this Components: V
creation with at most a 5th level slot, Colassal size or 25ft in Duration: Instantaneous
each dimension. When you hit a creature with a ranged weapon attack, you
Superfood
can activate this creation as a bonus action. Your projectile
1st-level transmutation drips with a virulent and deadly poison, dealing an extra
1d10 poison damage.
Casting Time: 1 action The target makes a Constitution saving throw. On a failure,
Range: Touch the poison infects the target’s mind, forcing them on their
Target: See text next turn to use their full movement speed to move towards
Components: V, S, M (a seed) the closest creature within range, and use their action to
Duration: Instantaneous attack that creature.
You create up to ten pellets appear in your hand and are At Higher Levels. If you use this creation with a creation
infused with vitamins, protiens, and minerals for the slot of 2nd level or higher, the damage increases by 1d10 for
duration. A creature can use its action to eat one pellet. each slot level above 1st.
Eating a pellet restores 1 hit point, and the pellet provides
enough nourishment to sustain a creature for one day.
The pellets lose their potency if they have not been
consumed within 24 hours of the use of this creation.
Tremor Vile Verdict
1st-level evocation 1st-level evocation
Casting Time: 1 action Casting Time: 1 reaction, which you take in response to
Range: Self (15-foot radius) being damaged by a creature within 60 feet of you that you
Components: V, S can see
Duration: Instantaneous Range: 60 feet
You cause a tremor in the ground in a 15-foot radius. Each Target: The creature that damaged you
creature other than you in that area must make a Dexterity Components: V, S
saving throw. On a failed save, a creature takes 2d8 Duration: Instantaneous
bludgeoning damage and is knocked prone. If you choose to, You point your finger, and the creature that damaged you is
you can cause the surrounding area to become difficult momentarily splashed with a virulent poison. The creature
terrain until cleared. must make a Constitution saving throw. On a failure, the
At Higher Levels. When you use this creation with a target takes 2d10 poison damage and is poisoned until the
creation slot of 2nd level or higher, the damage increases by end of their next turn. On a success, they only take half
1d8 for each slot level above 1st. damage.
At Higher Levels. When you use this creation with a
Twist Fate creation slot of 2nd level or higher, the damage increases by
1st-level enchantment 1d10 for each slot level above 1st.
Casting Time: 1 reaction, which you take when a creature
you can see within 60 feet of yourself succeeds on an Wrathful Smite
attack roll, an ability check, or a saving throw 1st-level evocation
Range: 60ft Casting Time: 1 bonus action
Components: V Range: Self
Duration: Instantaneous Components: V
You cause a momentary distract the triggering creature Duration: Instantaneous
and turn its uncertainty into encouragement for another When you hit a creature with a melee weapon attack, you
creature. The triggering creature must reroll the d20 and use can activate this creation as a bonus action.
the lower roll. Your attack deals an extra 1d8 psychic damage.
You can then choose a different creature you can see Additionally, if the target is a creature, it must make a
within range (you can choose yourself). The chosen creature Wisdom saving throw or be frightened of you for 1 minute. At
has advantage on the next attack roll, ability check, or saving the end of each of the creature's turns, the creature can make
throw it makes within 1 minute. A creature can be a Wisdom saving throw against your creation save DC to
empowered by only one use of this creation at a time. steel its resolve and end this effect.
At Higher Levels. When you use this creation with a
Vengeful Flames creation slot of 2nd level or higher, the damage increases by
1st-level evocation 1d8 for each slot level above 1st.
Casting Time: 1 reaction, which you take in response to
being damaged by a creature within 60 feet of you that you Zapping Arc
can see 1st-level evocation
Range: 60 feet Casting Time: 1 action
Target: The creature that damaged you Range: 60ft
Components: V, S Components: V, S, M (twig from a tree that was struck by
Duration: Instantaneous lightning)
You point your finger, and the creature that damaged you is Duration: Concentration, up to 1 minute
momentarily surrounded by vengeful flames. The creature A beam of crackling, blue energy lances out toward a
takes 2d10 fire damage. creature within range, forming a sustained arc of lightning
At Higher Levels. When you use this creation with a between you and the target. Make a ranged creation attack
creation slot of 2nd level or higher, the damage increases by against that creature. On a hit, the target takes 1d12
1d10 for each slot level above 1st. lightning damage, and on each of your turns for the duration,
you can use your action to deal 1d12 lightning damage to the
target automatically. The creation ends if you use your action
to do anything else. The creation also ends if the target is
ever outside the creations’s range or if it has total cover from
you.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the damage each
increases by 1d12 for each slot level above 1st.
Zephyr Strike
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
You move like the wind. For the duration, your movement
doesn’t provoke opportunity attacks.
Once before the creation ends, you can give yourself
advantage on one weapon attack roll on your turn. That
attack deals an extra 1d8 force damage on a hit. Whether you
hit or miss, your walking speed increases by 30 feet until the
end of that turn.
At Higher Levels. When you use this creation with a
creation slot of 2nd level or higher, the damage each
increases by 1d8 for each slot level above 1st.
2nd Level Antagonize
2nd-level abjuration
Acid Arrow
2nd-level evocation Casting Time: 1 action
Range: 30ft
Casting Time: 1 action Components: V, S
Range: 90 feet Duration: Instantaneous
Components: V, S, M (a rhubarb leaf)
Duration: Instantaneous You speak words that antagonize one creature of your
choice within range. The target must make a Wisdom saving
A green arrow of acid streaks toward a target within range throw. On a failed save, it takes 4d4 psychic damage and
and bursts in a spray of acid. Make a ranged creation attack must immediately use its reaction, if available, to make a
against the target. On a hit, the target takes 6d4 acid damage melee attack against another creature of your choice that you
immediately and 2d4 acid damage at the end of its next turn. can see. If no other creature is within range, the target has
On a miss, the arrow splashes the target with acid for half as disadvantage on the next attack roll it makes before the start
much of the initial damage and no damage at the end of its of your next turn.
next turn. At Higher Levels. When you use this creation using a
At Higher Levels. When you use this creation with a creation slot of 3rd level or higher, the target takes an
creation slot of 3rd level or higher, the damage (both initial additional 2d4 damage for each slot level above 2nd.
and later) increases by 1d4 for each slot level above 2nd.
Ardent Blade
Aid 2nd-level evocation
2nd-level abjuration
Casting Time: 1 bonus action
Casting Time: 1 action Range: Self
Range: 30ft Components: V, S, M (Leaf of sumac)
Components: V, S, M (a tiny strip of white cloth) Duration: Concentration, up to 10 minutes
Duration: 8 hours
You evoke a blade of made out of an element in your free
You bolsters your allies with toughness and resolve. hand. The blade is similar in size and shape to a scimitar, and
Choose up to three creatures within range. Each target’s hit it lasts for the duration. If you let go of the blade, it
point maximum and current hit points increase by 5 for the disappears, but you can evoke the blade again as a bonus
duration. action.
At Higher Levels. When you use this creation using a This sword lasts until the creation ends. It counts as a
creation slot of 3rd level or higher, a target’s hit points simple melee weapon with which you are proficient. It deals
increase by an additional 5 for each slot level above 2nd. 3d6 either acid, radiant, cold, fire, lightning, necrotic, poison,
or thunder damage on a hit and has the finesse, light, and
Air Shock thrown properties (range 20/60). You choose the damage type
2nd-level evocation when you initally use this creation. The blade sheds bright
Casting Time: 1 action light in a 10-foot radius and dim light for an additional 10
Range: 60 feet feet.
Target: A point you can see within range At Higher Levels. When you use this creation using a
Components: V, S creation slot of 4th level or higher, the damage increases by
Duration: Instantaneous 1d6 for every two slot levels above 2nd.
You create a compressed ball of air to suddenly expand, Alter Self
releasing a destructive shockwave from sudden and intense 2nd-level transmutation
atmospheric pressure in its wake at a point you can see
within range. Each creature within a 10ft radius sphere of Casting Time: 1 bonus action
that point must make a Strength saving throw. On a failure, a Range: Self
creature takes 6d6 bludgeoning damage and is pushed back Components: V, S
10ft away from the center of the sphere. On a successful Duration: Concentration, up to 1 hour
save, the creature only takes half damage. You assume a different form. When you use this creation,
At Higher Levels. When you use this using a creation slot choose one of the following options, the effects of which last
of 3rd level or higher, the creation deals an extra 1d6 damage for the duration of the creation. While the creation lasts, you
for each level above 2nd. can end one option as an action to gain the benefits of a
different one.
Aquatic Adaptation. You adapt your body to an aquatic
environment, sprouting gills, and growing webbing between
your fingers. You can breathe underwater and gain a
swimming speed equal to your walking speed.
Change Appearance. You transform your appearance. You At Higher Levels. When you use this creation using a slot
decide what you look like, including your height, weight, of 3rd level or higher, you can target one additional creature
facial features, sound of your voice, hair length, coloration, for each slot level above 2nd.
and distinguishing characteristics, if any.
You can make yourself appear as a member of another Blur
race, though none of your statistics change. You also don’t 2nd-level illusion
appear as a creature of a different size than you, and your Casting Time: 1 action
basic shape stays the same; if you're bipedal, you can’t use Range: Self
this creation to become quadrupedal, for instance. At any Components: V
time for the duration of the creation, you can use your action Duration: Concentration, up to 1 minute
to change your appearance in this way again.
Natural Weapons. You grow claws, fangs, spines, horns, Your body becomes blurred, shifting and wavering to all
or a different natural weapon of your choice. Your unarmed who can see you. For the duration, any creature has
strikes deal 1d6 bludgeoning, piercing, or slashing damage, disadvantage on attack rolls against you. An attacker is
as appropriate to the natural weapon you chose, and you are immune to this effect if it doesn't rely on sight, as with
proficient with your unarmed strikes. Finally, the natural blindsight, or can see through illusions, as with truesight.
weapon has a +1 bonus to the attack and damage rolls you
make using it. Branding Smite
At Higher Levels. When you use this creation using a slot 2nd-level evocation
of 3rd or 4th level, you can maintain your concentration on Casting Time: 1 bonus action
the creation for up to 8 hours. When you use a creation slot Range: Self
of 5th level or higher, you can maintain your concentration on Components: V
the creation for up to 24 hours. Duration: Instantaneous
Augury (R)
When you hit a creature with a melee weapon attack, you
2nd-level divination (routine) can activate this creation as a bonus action.
The weapon gleams with overpowering radiance as you
Casting Time: 1 minute strike. The attack deals an extra 2d8 radiant damage to the
Range: Self target, which becomes visible if it's invisible, and the target
Target: See text sheds dim light in a 5-foot radius and can't become invisible
Components: V, S, M (Specially marked tokens worth at for 1 minute.
least 250,000 berries) At Higher Levels. When you use this creation using a slot
Duration: Instantaneous of 3rd level or higher, the extra damage increases by 1d8 for
You attempt to divine the future by employing some other each slot level above 2nd.
divining tool. You receive an omen about the results of a
specific course of action that you plan to take within the next Bubble Coating
30 minutes. The GM chooses from the following possible 2nd-level transmutation
omens: Casting Time: 1 Action
Weal, for good results Range: 60ft
Woe, for bad results Components: S, M (Resin)
Weal and woe, for both good and bad results Duration: 24 hours, or until all bubbles are popped.
Nothing, for results that aren’t especially good or bad You create a bubble around the entire body of a willing
creature you can see within range. The bubble is filled with
The creation doesn’t take into account any possible fresh air that lasts until the creation ends. The bubble forms
circumstances that might change the outcome, such as the around the creature, allowing them to move their limbs in
loss or gain of a companion. and out of the bubble, as well as remain unaffected by
underwater pressures.
Blindness/Deafness The bubbles are durable enough that they can have things
2nd-level necromancy pass through them without popping, however certain actions
Casting Time: 1 action may cause them to pop.
Range: 30 feet Remaining outside of water for an hour straight.
Components: V The creature inside takes 60 damage in a single turn.
Duration: 1 minute If the creature inside leaves the bubble for 10 minutes.
You can blind or deafen a foe. Choose one creature that If the creature inside chooses to end their bubble as a free
you can see within range to make a Constitution saving action.
throw. If it fails, the target is either blinded or deafened (your
choice) for the duration. At the end of each of its turns, the
target can make a Constitution saving throw. On a success,
the creation ends.
At Higher Levels. When you use this creation using a
creation slot of 3rd level or higher, you can create two
additional bubbles for each slot level above 2nd. If used with Called Beast
a 5th level slot, the user can instead increase the casting time Medium or Large (Land Only) beast
to 24 hours, and target structure such as a ship, allowing
those inside to benefit from bubble coating. The creation's Armor Class 12 + the level of the creation (natural
duration becomes 1 week, and the damage needed to pop the armor)
bubble becomes 240 in a single turn. Hit Points30 (Air only) or 40 (Land and Water only)
+ 10 for each creation level above 2nd
Speed 30 ft., 40ft, climb 30 ft. (Land only), fly 60 ft.
Boat Burst (R)
(Air only), swim 40 ft. (Water only)
2nd-level conjuration (routine)
Casting Time: 1 action
Range: Touch STR DEX CON INT WIS CHA
Target: A ship within range with at least 1 hit point. 18 (+4) 14 (+2) 16 (+3) 6 (-2) 14 (+2) 6 (-2)
Components: V, S, M (a cup of fuel)
Duration: 1 hour Senses darkvision 60 ft., passive Perception 12
You a touch a ship within range that has at least 1 hit point Languages Understands the language you speak
remaining. You cause it to burst forwards. For the duration,
the movement speed of the ship is doubled. Bird of Prey (Air Only).The beast doesn’t provoke
At Higher Levels. When you use this creation with a opportunity attacks when it flies out of an enemy’s
creation slot of 3rd or 4th level, the creation lasts 8 hours. reach. In addition, the beast has advantage on
When you use this creation with a 5th level creation slot, the Wisdom (Perception) checks made with sight.
duration increases to 24 hours. Apex Tactics (Land Only). If the beast moves at least
10 feet straight toward a creature and then hits it
Call Beast with an attack on the same turn, that target must
2nd-level conjuration succeed a Strength saving throw against your
Casting Time: 1 action creation DC or be knocked prone. If the target is
Range: 90 feet prone, the beast can make an additional attack
Components: V, S, M (a feather) against it as a bonus action. In addition, the beast
Duration: Concentration, up to 1 hour has advantage on an attack roll against a creature if
at least one of its allies is within 5 ft. of the
You call forth a beast to your aid. It manifests in an creature and the ally isn't incapacitated.
unoccupied space that you can see within range. This beast The beast can breathe
uses the Called Beast stat block. When you use this creation, Ocean Predator (Water Only).
only underwater. In addition the beast has
choose an environment: Air, Land, or Water. The creature advantage on melee attack rolls against any creature
resembles an animal of your choice that is native to the that doesn't have all its hit points.
chosen environment, which determines certain traits in its
stat block. The creature disappears when it drops to 0 hit Actions
points or when the creation ends.
The creature is an ally to you and your companions. In Multiattack.The beast makes a number of attacks
combat, the creature shares your initiative count. It obeys equal to half this creation’s level (rounded down).
your verbal commands (no action required by you). If you Rending Talon (Air Only). Melee Weapon Attack:
don’t issue any, it takes the Dodge action and uses its move to +your creation attack modifier to hit, reach 5ft., one
avoid danger. target. Hit (2d6 + 4 + the creation's level) slashing
At Higher Levels. When you use this creation with a damage, and the target must succeed on a
creation slot of 3rd level or higher, use the higher level where Constitution saving throw against your creation
the creation’s level appears in the stat block. save DC or gain disadvantage on their next attack
roll until the end of their next turn.
Mauling Claw (Land Only). Melee Weapon Attack:
+your creation attack modifier to hit, reach 5ft., one
target. Hit 2d8 + 4 + the creation’s level
bludgeoning, piercing, or slashing damage (beast's
choice).
Strike of Depths (Water Only). Melee Weapon
Attack: +your creation attack modifier to hit, reach
5ft., one target. Hit 2d6 + 4 + the creation’s level
piercing damage (beast's choice), and the creature
must succeed on a Strength saving throw against
your creation save DC or become grappled.
Calm Emotions Construct Hut
2nd-level enchantment 2nd-level conjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: 60ft Range: 30ft
Components: V, S Components: V, S, M (a piece of wood)
Duration: Concentration, up to 10 minutes. Duration: Instantaneous
You attempt to suppress strong emotions in a group of After using this creation, you construct a structure that fits
people. Each humanoid in a 20-foot-radius sphere centered with 15ft cube of space. If any creatures were in the space
on a point you choose within range must make a Charisma where you constructed the hut, they are safely shunted to the
saving throw; a creature can choose to fail this saving throw if nearest unoccupied square. The hut has 16 AC and 50 hit
it wishes. If a creature fails its saving throw, choose one of points, and it has furniture inside, the design and
the following two effects. arrangement of which is up to you.
You can suppress any effect causing a target to be charmed At Higher Levels. When you use this creation with a
or frightened. When this creation ends, any suppressed effect creation slot of 3rd or higher, you can it's area by an
resumes, provided that its duration has not expired in the additional 15 feet, increase its AC by 1, and increase its HP
meantime. by 25, for each level above 2nd.
Alternatively, you can make a target indifferent about
creatures of your choice that it is hostile toward. This Control Machine
indifference ends if the target is attacked or harmed by a 2nd-level transmutation
creation or if it witnesses any of its friends being harmed. Casting Time: 1 action
When the creation ends, the creature becomes hostile again, Range: 90 feet
unless the DM rules otherwise. Components: V, S, M (a glass shard)
This creation could also shut off other effects related to Duration: Concentration, up to 10 minutes
emotions, such as a Barbarian's Rage, the Woebegone
creation, or even a devil fruit that can control emotions. You attempt to hijack control of a single machine within
At Higher Levels. When you use this creation using a range. For the purposes of this creation, a machine counts as
creation slot of 3rd level or higher, the radius increases by any device that utilizes complex mechanisms such as
10ft for each level above 2nd. electricity, circuitry, hydraulics, etc. An unoccupied machine
is automatically put under your control.
Cloud of Daggers An autonomous machine (such as a robot) gets to make a
2nd-level conjuration Intelligence saving throw to avoid the effect, and gets to
Casting Time: 1 action continue to do so at the end of each of their turns. A machine
Range: 60 feet being controlled by another creature forces the creature
Components: V, S, M (a glass shard) controling to make an Intelligence saving throw instead to
Duration: Concentration, up to 1 minute maintain control. This creation doesn’t work on cyborgs.
At Higher Levels. When you use this creation using a
You fill the air with spinning daggers in a cube 5 feet on creation slot of 3rd level or higher, you can target an
each side, centered on a point you choose within range. A additional machine for each slot level above 2nd. Each
creature takes 4d4 slashing damage when it enters the machine must be within 30 feet of eachother.
creation’s area for the first time on a turn or starts its turn
there. Create Food and Water
At Higher Levels. When you use this creation using a 2nd-level conjuration
creation slot of 3rd level or higher, the damage increases by Casting Time: 1 action
2d4 for each slot level above 2nd. Range: 30ft
Target: The ground or containers within range
Construct Boat Components: V, S
2nd-level conjuration Duration: Instantaneous
Casting Time: 10 Minutes You create 45 pounds of food and 30 gallons of water on
Range: 30ft the ground or in containers within range, enough to sustain
Components: S, M (a block of wood) up to fifteen humanoids or five steeds for 24 hours. The food
Duration: 24 hours is bland but nourishing, and spoils if uneaten after 24 hours.
By means of engineering, or perhaps a certain species of The water is clean and doesn’t go bad.
plant, you have constructed a makeshift rowboat with a set of
oars, the stats of which are found in Chapter 4: Equipments
and Items, in the Mounts and Vehicles Section. The boat
lasts 24 hours.
At Higher Levels. When you use this creation using a
creation slot of 3rd level, the boat lasts 1 week. With a slot of
4th level, the boat lasts 1 month. With a 5th level slot, the
boat lasts until it is destroyed.
Darkness Earth Grasp
2nd-level evocation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 30 feet
Components: V, M (a piece of coal) Components: V, S, M (a piece of clay)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
Darkness spreads from a point you choose within range to You choose a 5-foot-square unoccupied space on the
fill a 15-foot radius sphere for the duration. The darkness ground that you can see within range. A Medium hand made
spreads around corners. A creature with darkvision can’t see from compacted soil rises there and reaches for one creature
through this darkness, and normal light can’t illuminate it. you can see within 5 feet of it. The target must make a
If the point you choose is on an object you are holding or Strength saving throw. On a failed save, the target takes 2d8
one that isn’t being worn or carried, the darkness emanates bludgeoning damage and is restrained for the creation’s
from the object and moves with it. Completely covering the duration.
source of the darkness with an opaque object, such as a bowl As an action, you can cause the hand to crush the
or a helm, blocks the darkness. restrained target, who must make a Strength saving throw. It
If any of this creation’s area overlaps with an area of light takes 2d8 bludgeoning damage on a failed save, or half as
created by a creation of 2nd level or lower, the spell that much damage on a successful one.
created the light is deactivated, unless it comes from Beacon. To break out, the restrained target can use its action to
At Higher Levels. When you use this creation using a make a Strength check against your creativity save DC. On a
creation slot of 3rd level or higher, the radius increases by 5ft success, the target escapes and is no longer restrained by the
for each slot level above 2nd. hand.
As an action, you can cause the hand to reach for a
Darkvision different creature or to move to a different unoccupied space
2nd-level transmutation within range. The hand releases a restrained target if you do
Casting Time: 1 action either.
Range: Touch At Higher Levels. When you use this creation using a
Target: A willing creature creation slot of 3rd level or higher, the damage from both the
Components: V, S, M (a carrot) initial and following actions increases by 1d8 for each slot
Duration: 8 hours level above 2nd.
You touch a willing creature to grant it the ability to see in Elemental Weapon
the dark. For the duration, that creature has darkvision out to 2nd-level abjuration
a range of 60 feet. If the creature already had darkvision, it Casting Time: 1 action
instead extends its range by 30 feet. Range: Touch
At Higher Levels. When you use this creation using a Target: A weapon
creation slot of 3rd level or higher, you can target an
additional willing creature for each slot level above 2nd. Components: V, S
Duration: Concentration, up to 1 hour
Dragon's Breath A weapon you touch becomes a mastercraft weapon.
2nd-level transmutation Choose one of the following damage types: acid, cold, fire,
Casting Time: 1 bonus action lightning, or thunder. For the duration, the weapon has a +1
Range: Touch bonus to attack rolls and deals an extra 1d4 damage of the
Components: V, S, M (a pepper) chosen type when it hits.
Duration: Concentration, up to 1 minute At Higher Levels. When you use this creation using a
creation slot of 4th level, the bonus to attack rolls increases to
You touch one willing creature and give it the ability to +2 and the extra damage increases to 2d4. When you use a
spew energy from its mouth, provided it has one. Choose creation slot of 6th level or higher, the bonus increases to +3
acid, cold, fire, lightning, or poison. Until the creation ends, and the extra damage increases to 3d4.
the creature can use an action to exhale energy of the chosen
type in a 15-foot cone. Each creature in that area must make
a Dexterity saving throw, taking 3d8 damage of the chosen
type on a failed save, or half as much damage on a successful
one.
At Higher Levels. When you use this creation using a
creation slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Enemies Cat’s Grace. The target has advantage on Dexterity
2nd-level enchantment checks. It also doesn’t take damage from falling 20 feet or
less if it isn’t incapacitated.
Casting Time: 1 action Eagle’s Splendor. The target has advantage on Charisma
Range: 120 feet checks.
Components: V, S Fox’s Cunning. The target has advantage on Intelligence
Duration: Concentration, up to 1 minute checks.
You reach into the mind of one creature you can see and Owl’s Wisdom. The target has advantage on Wisdom
force it to make an Intelligence saving throw. A creature checks.
automatically succeeds if it is immune to being frightened. On At Higher Levels. When you use this creation with a
a failed save, the target loses the ability to distinguish friend creation slot of 3rd or higher, you can target an additional
from foe, regarding all creatures it can see as enemies until creature within range for each slot above 2nd. Each creature
the creation ends. Each time the target takes damage, it can must be within 30ft of eachother.
repeat the saving throw, ending the effect on itself on a
success. Enlarge/Reduce
Whenever the affected creature chooses another creature 2nd-level transmutation
as a target, it must choose the target at random from among Casting Time: 1 action
the creatures it can see within range of the attack, creation, Range: 30ft
or other ability it’s using. If an enemy provokes an opportunity Components: V, S, M (a pinch of powdered iron)
attack from the affected creature, the creature must make Duration: Concentration, up to 1 minute
that attack if it is able to. You cause a creature or an object you can see within range
At Higher Levels. When you use this creation with a
creation slot of 3rd or higher, you can target an additional to grow larger or smaller for the duration. Choose either a
creature within range for each slot above 2nd. Each creature creature or an object that is neither worn nor carried. If the
must be within 30ft of eachother. target is unwilling, it can make a Constitution saving throw.
On a success, the spell has no effect.
Enfeeblement
If the target is a creature, everything it is wearing and
2nd-level necromancy carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.
Casting Time: 1 action Enlarge. The target’s size doubles in all dimensions, and
Range: 60 feet its weight is multiplied by eight. This growth increases its
Components: V, S size by one category – from Medium to Large, for example. If
Duration: Concentration, up to 1 minute there isn’t enough room for the target to double its size, the
Make a ranged creation attack against a target within creature or object attains the maximum possible size in the
range. On a hit, choose an ability score, either Strength or space available. Until the spell ends, the target also has
Dexterity. The target deals only half damage with weapon advantage on Strength checks and Strength saving throws.
attacks that use the chosen ability modifier until the creation The target’s weapons also grow to match its new size. While
ends. these weapons are enlarged, the target’s attack with them
At the end of each of the target’s turns, it can make a deal 1d6 extra damage.
Constitution saving throw against the creation. On a success, Reduce. The target’s size is halved in all dimensions, and
the creation ends. its weight is reduced to one-eighth of normal. This reduction
At Higher Levels. When you use this creation with a decreases its size by one category – from Medium to Small,
creation slot of 3rd or higher, you can target an additional for example. Until the spell ends, the target also has
creature within range for each slot above 2nd. Each creature disadvantage on Strength checks and Strength saving
must be within 30ft of eachother. throws. The target’s weapons also shrink to match its new
size. While these weapons are reduced, the target’s attacks
Enhance Ability with them deal 1d6 less damage (this can’t reduce the
2nd-level transmutation damage below 1).
Casting Time: 1 action At Higher Levels. When you use this creation using a slot
Range: Touch of 3rd, you can maintain your concentration on the creation
Components: V, S, M (a feather) for up to 10 minutes, up to 1 hour for 4th level, and up to 24
Duration: Concentration, up to 1 hour hours at 5th level.
You touch a creature and give it an enhancement. Choose
one of the following effects; the target gains that effect until
the creation ends.
Bear’s Endurance. The target has advantage on
Constitution checks. It also gains 10 temporary hit points,
which are lost when the creation ends.
Bull’s Strength. The target has advantage on Strength
checks, and their carrying capacity doubles.
Fake Death (R)
2nd-level necromancy (routine) Loyal Mount
Casting Time: 1 action Large beast, neutral
Range: Touch
Components: V, S, M (a pinch of dirt) Armor Class 13 + the level of the creation
Duration: 24 hours Hit Points 20 +ten times the level of the creation
Speed (30 + ten times the level of the creation)ft.
You touch a willing creature and put it into a cataleptic
state that is indistinguishable from death.
For the creation’s duration, or until you use an action to STR DEX CON INT WIS CHA
touch the target and dismiss the creation, the target appears 18 (+4) 12 (+1) 14 (+2) 8 (-1) 14 (+2) 10 (+0)
dead to all outward inspection and to creations used to
determine the target’s status. The target is blinded and
incapacitated, and its speed drops to 0. The target has Senses Darkvision 60 ft., passive Perception 12
resistance to all damage except psychic damage. If the target Languages
speak
Understands one of the languages you
is diseased or poisoned when you use this creation, or
becomes diseased or poisoned while under the creation’s
effect, the disease and poison have no effect until the creation Charge. If the Loyal Mount moves at least 20 ft.
ends. straight toward a creature and then hits it with a
Slam attack on the same turn, that target must
At Higher Levels. When you use this creation using a succeed on a Strength saving throw against your
creation slot of 4th level, the duration extends to 7 days. creation DC or be knocked prone. If the target is
When you use a creation slot of 5th level or higher, the prone, the Loyal Mount can make another attack
duration lasts 4 weeks. with its Slam attack against it as a bonus action.
Find Mount
2nd-level conjuration Actions
Melee Weapon Attack: +your creation attack
Casting Time: 10 minutes Slam.
modifier to hit, reach 10 ft., one target. Hit: (2d6 +
Range: 30 feet 2 + the level of the creation) bludgeoning, piercing,
Target: An unoccupied space within range or slashing (your choice).
Components: V, S
Duration: Instantaneous
You find an unusually intelligent, strong, and loyal mount. Flaming Sphere
Appearing in an unoccupied space within range. The mount 2nd-level conjuration
has the form of a Large beast, and uses the statistics of the
Loyal Mount statblock shown at the end of this creation's Casting Time: 1 action
description. Range: 60 feet
Your Loyal Mount serves you as a mount, both in combat Components: V, S, M (powdered iron)
and out, and you have an instinctive bond with it that allows Duration: Concentration, up to 1 minute
you to fight as a seamless unit. When the Loyal Mount drops A 5-foot-diameter sphere of fire appears in an unoccupied
to 0 hit points, it disappears. You can also dismiss your Loyal space of your choice within range and lasts for the duration.
Mount at any time as an action, causing it to disappear. In Any creature that ends its turn within 5 feet of the sphere
either case, use this creation again calls the same Loyal must make a Dexterity saving throw. The creature takes 2d8
Mount, restored to its hit point maximum. fire damage on a failed save, or half as much damage on a
While your Loyal Mount is within 1 mile of you, you can successful one.
communicate with it telepathically. As a bonus action, you can move the sphere up to 30 feet. If
You can’t have more than one Loyal Mount from this you ram the sphere into a creature, that creature must make
creation at a time. As an action, you can release the Loyal the saving throw against the sphere’s damage, and the sphere
Mount from its service at any time, causing it to disappear. stops moving this turn.
At Higher Levels. When you use this creation with a When you move the sphere, you can direct it over barriers
creation slot of 3rd level or higher, the creature's abilities up to 5 feet tall and jump it across pits up to 10 feet wide.
improve as shown on the statblock. The sphere ignites flammable objects not being worn or
carried, and it sheds bright light in a 20-foot radius and dim
light for an additional 20 feet.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, the damage increases by
1d8 for each slot level above 2nd.
Gather Swarm
2nd-level conjuration
Casting Time: 1 action Actions
Range: 90 feet Multiattack. The beast makes two attacks, or three if
Components: V, S, M (a fistful of flowers) used with a 5th level creation slot. The Gathered
Duration: Concentration, up to 1 hour Swarm loses one of these attacks when they have
half or less their total hit points.
You call forth a medium swarm of tiny beasts to come to
your aid. It manifests in an unoccupied space that you can see Poison Stingers (Insects Only). Melee Weapon
within range. This swarm uses the Gathered Swarm stat Attack: +your creation attack modifier to hit, reach
block. When you use this creation, choose a group of animals: 5ft., one target. Hit 2d4 + 4 + the creation’s level
Rodents, Winged, Insects, or Fish. The swarm is made of piercing or slashing damage (swarm's choice).
beasts that resemble animals of the chosen group, which Once per turn, when the swarm hits a creature with
determines certain traits in its stat block. For example, a this attack, the target must make a Constitution
saving throw against your creation save DC. On a
swarm of Rodents could be made of rats, Winged can be failure, the target is poisoned until the end of their
made up of ravens or bats, or a swarm of Insects could be next turn.
made up of spiders or mantises. The swarm disappears when
it drops to 0 hit points or when the creation ends. Sick Bites (Rodents Only).Melee Weapon Attack:
The swarm is an ally to you and your companions. In +your creation attack modifier to hit, reach 5ft., one
combat, the creature shares your initiative count. It obeys target. Hit 2d4 + 4 + the creation’s level piercing or
your verbal commands (no action required by you). If you slashing damage (beast's choice). Once per turn,
don’t issue any, it takes the Dodge action and uses its move to when the swarm hits a creature with this attack, the
avoid danger. target must make a Constitution saving throw
At Higher Levels. When you use this creation with a against your creation save DC. On a failure, the
target becomes diseased for 1 hour. While
creation slot of 3rd level or higher, use the higher level where diseased, the target takes a -1 penalty to all attack
the creation’s level appears in the stat block. rolls and ability checks.
Bites and Claws (Winged Only). Melee Weapon
Attack: +your creation attack modifier to hit, reach
Gathered Swarm 5ft., one target. Hit 2d6 + 4 + the creation’s level
Medium (Large when upcasted to 5th level) swarm piercing or slashing damage (beast's choice). Once
of tiny beasts per turn, when the swarm hits a creature with this
attack, the target must make a Constitution saving
Armor Class 10 or 11 (Insect only) + the level of the throw against your creation save DC. On a failure,
creation (natural armor) the target’s movement speed is reduced to 10ft,
Hit Points 40 + 10 for each creation level above unless it were already lower.
2nd
Swarming Jaws (Fish Only). Melee Weapon Attack:
Speed 20 ft. or 30 ft (Rodents only), climb 20 ft., fly
+your creation attack modifier to hit, reach 5ft., one
50 ft. (Winged only), swim 40 ft. (Fish only)
target. Hit 2d6 + 4 + the creation’s level piercing or
slashing damage (beast's choice).
STR DEX CON INT WIS CHA
At Higher Levels. When you use this using a creation slot Languages understands the language you speak
Actions
Multiattack.The ooze makes a number of attacks
equal to half this creation’s level (rounded down).
Pseudopod. Melee Weapon Attack: +your creation
attack modifier to hit, reach 5ft., one target. Hit
3d4 + 4 + the creation’s level damage. The damage
type is poison (Green), acid (Black), or necrotic
(Purple).
Conjure Elemental
Conjured Elemental 3rd-level conjuration
Medium elemental Casting Time: 1 action
Range: 90 feet
Armor Class 12 + the level of the creation (natural Components: V, S, M (a handful of ash)
armor) Duration: Concentration, up to 1 hour
Hit Points 40 + 10 for each creation level above 3rd
You conjure up an elemental to serve you. It manifests in
Speed 40 ft.; burrow 40 ft. (Earth only); fly 40 ft.
(hover) (Air only); swim 40 ft. (Water only)
an unoccupied space that you can see within range. The form
uses the Conjured Elemental stat block. When you use this
creation, choose an element: Air, Earth, Fire, or Water. The
STR DEX CON INT WIS CHA creature's form is wreathed in the chosen element, which
determines certain traits in its stat block. The creature
18 (+4) 16 (+3) 18 (+4) 6 (-2) 12 (+1) 6 (-2) disappears when it drops to 0 hit points or when the creation
ends.
Damage Resistances acid and cold (Water only); The creature is an ally to you and your companions. In
lightning and thunder (Air only); bludgeoning, combat, the creature shares your initiative count. It obeys
piercing and slashing (Earth only)
Damage Immunities poison; fire (Fire only)
your verbal commands (no action required by you). If you
Condition Immunities exhaustion, frightened,
don’t issue any, it takes the Dodge action and uses its move to
paralyzed, petrified, poisoned, unconscious; avoid danger.
grappled, prone (Air, Fire, and Water only) At Higher Levels. When you use this creation with a
Senses darkvision 60 ft., passive Perception 11
creation slot of 4th level or higher, use the higher level
Languages Understands the languages you speak wherever the creation’s level appears in the stat block.
The
Amorphous Form (Air, Fire, and Water Only). Counter Creation
elemental can move through a space as narrow as 1 3rd-level abjuration
inch wide without squeezing. Casting Time: 1 reaction
Range: 60ft
Actions Components: S
The elemental makes a number of
Multiattack.
Duration: Instantaneous
attacks equal to half this spell’s level (rounded You attempt to interrupt a creature in the process of
down). activating a creation. If the creature is using a creation of 3rd
Melee Weapon Attack:
level or lower, it fails and has no effect. If it is using a creation
Flame Touch (Fire only).
+your creation attack modifier to hit, reach 5 ft.,
of 4th level or higher, make an ability check using your
one target. Hit: 1d10 + 4 + the creation’s level fire
creativity ability. The DC equals 10 + the creations's level. On
damage. If the target is a creature or a flammable a success, the creature's creation fails and has no effect.
object, it ignites. Until a creature takes an action, or At Higher Levels. When you use this creation using a slot
bonus action to douse the fire, the target takes of 4th level or higher, the interrupted creation has no effect if
1d10 fire damage at the start of each of its turns. its level is less than or equal to the level of the creation slot
you used.
Rock Crush (Earth only). Melee Weapon Attack:
+your creation attack modifier to hit, reach 5 ft.,
one target. Hit: 1d12 + 4 + the creation’s level
bludgeoning, piercing, or slashing damage (your's
choice). If the target is a creature of Large or
smaller size, the elemental can choose to push it
back 5 feet.
Ranged Creation Attack: +your
Air Strike (Air only).
creation attack modifier to hit, range 120 ft., one
target. Hit: 1d10 + 4 + the creation’s level
bludgeoning, piercing, or slashing damage (your's
choice).
Water Whip (Water only). Melee Weapon Attack:
+your creation attack modifier to hit, reach 30 ft.,
one target. Hit: 1d10 + 4 + the creation’s level
bludgeoning, piercing, or slashing damage (your's
choice). If the target is a creature of Large or
smaller size, the elemental can choose to pull the
creature 10 feet towards itself.
Create Construct
3rd-level conjuration Created Construct
Casting Time: 1 action Medium or large (Mount only) construct
Range: 90 feet
Components: V, S, M (a metal lockbox) Armor Class 13 + the level of the creation (natural
Duration: Concentration, up to 1 hour armor)
Hit Points 40 + 15 for each creation level above 3rd
You create a construct to aid you. It manifests in an Speed 30ft.; 60ft. (Mount only); 30ft. climb (Turret
unoccupied space that you can see within range. This only)
creation uses the Created Construct stat block. When you
use this creation, choose a model. The model determines
certain traits in its stat block. The creature disappears when STR DEX CON INT WIS CHA
it drops to 0 hit points or when the creation ends. 18 (+4) 12 (+1) 18 (+4) 14 (+2) 12 (+1) 6 (-2)
The creature is an ally to you and your companions. In
combat, the creature shares your initiative count. It obeys bludgeoning, piercing, and
your verbal commands (no action required by you). If you Damage Resistances
slashing (Juggernaut only)
don’t issue any, it takes the Dodge action and uses its move to Damage Immunities poison
avoid danger. Condition Immunities charmed, exhaustion,
At Higher Levels. When you use this creation with a frightened, incapacitated, paralyzed, petrified,
creation slot of 4th level or higher, use the higher level poisoned
wherever the creation’s level appears in the stat block. Senses darkvision 60 ft., passive Perception 11
Languages Understands the languages you speak
Crusader's Aura
3rd-level evocation Any critical hit
Unstoppable (Juggernaut only).
Casting Time: 1 action against the construct becomes a normal hit, and
Range: Self the construct has advantage on all Strength checks
Components: V and saving throws.
Duration: Concentration, up to 1 minute The construct has
Search and Destroy (Turret only).
You unleash an aura with a 30-foot radius, awakening advantage on all Wisdom (Perception) checks, and
boldness in friendly creatures. Until the creation ends, the can take the Search action as a bonus action.
aura moves with you, centered on you. While in the aura, Locked In (Mount only). While both you and your
each friendly creature in the aura (including you) deals an construct are still at least 1 hit point, you cannot be
extra 1d6 damage with its weapon attacks. The damage type dismounted from your construct against your will.
is the type of the weapons wielded. Additionally, your construct ignores difficult terrain.
exceed what you can carry. You can also teleport one willing above 3rd
Speed 40ft.
creature of your size or smaller who is carrying gear up to its
carrying capacity. The creature must be within 5 feet of you
when you cast this spell, and there must be an unoccupied STR DEX CON INT WIS CHA
space within 5 feet of your destination space for the creature 14 (+2) 16 (+3) 16 (+3) 4 (-3) 10 (+0) 16 (+3)
to appear in; otherwise, the creature is left behind.
At Higher Levels. When you use this creation with a
creation slot of 4th level or higher, the damage increases by Damage Immunities necrotic, force
1d10 for each slot level above 3rd. Condition Immunities frightened
Senses darkvision 120 ft., passive Perception 10
Languages understands the languages you speak
Transmute Rock
3rd-level transmutation Terror Frenzy (Fury only). If the Summoned Yokai
Casting Time: 1 action hits a creature that is frightened by it with an
Range: 120 feet attack, that attack is a critical hit.
Components: V, S, M (clay and water)
Duration: Instantaneous Weight of Sorrow (Despair only). Any creature, other
than you, that starts its turn within 5 feet of the
You choose an area of stone or mud that you can see that spirit has its speed reduced by 20 until the start of
fits within a 40-foot cube and that is within range, and choose that creature’s next turn.
one of the following effects.
Transmute Rock to Mud. Rock of any sort in the area Shadow Stealth (Fear only). While in dim light or
darkness, the Summoned Yokai becomes invisibile
becomes an equal volume of thick and flowing mud that until the end of its next turn, or until it makes an
remains for the creation’s duration. attack.
If you use this creation on an area of ground, it becomes
muddy enough that creatures can sink into it. Each foot that a Actions
creature moves through the mud costs 4 feet of movement,
and any creature on the ground when you use the creation Multiattack.The Summoned Yokai makes a number
must make a Strength saving throw. A creature must also of attacks equal to half this creation’s level
make this save the first time it enters the area on a turn or (rounded down).
ends its turn there. On a failed save, a creature sinks into the Murderous Maul (Fury only). Melee Weapon Attack:
mud and is restrained, though it can use an action to end the +your spell attack modifier to hit, reach 5ft., one
restrained condition on itself by pulling itself free of the mud. target. Hit (1d12 + 3 + the creation’s level) psychic
If you use this creation on a ceiling, the mud falls. Any damage.
creature under the mud when it falls must make a Dexterity Melee Weapon
saving throw. A creature takes 4d8 bludgeoning damage on a Hopeless Haymaker (Despair only).
Attack: +your spell attack modifier to hit, reach 5ft.,
failed save, or half as much damage on a successful one. one target. Hit (1d10 + 3 + the creation’s level)
force damage.
Any ranged weapon attack that enters the wall’s space has
disadvantage on the attack roll, and fire damage is halved if
Ranged Creation Attack:
Dead End Bolt (Fear only). the fire effect passes through the wall to reach its target.
+your spell attack modifier to hit, range 120ft., one Attacks and creations that deal cold damage that pass
target. Hit 5 (1d10 + 3 + the creation’s level) through the wall cause the area of the wall they pass through
necrotic damage. to freeze solid (at least a 5-foot square section is frozen). Each
Dreadful Scream (1/Day). The Summoned Yokai 5-foot-square frozen section has AC 5 and 15 hit points.
screams. Each creature within 30 feet of it must Reducing a frozen section to 0 hit points destroys it. When a
succeed on a Wisdom saving throw against your section is destroyed, the wall’s water doesn’t fill it.
creation save DC or be frightened of the At Higher Levels. When you use this creation with a
Summoned Yokai for 1 minute. The frightened creation slot of 4th level or higher, the damage increases by
creature can repeat the saving throw at the end of 1d8 for each slot level above 3rd.
each of its turns, ending the effect on itself on a
success. Water Breathing (R)
3rd-level transmutation (routine)
Casting Time: 1 action
Wall of Sand Range: 30 feet
3rd-level evocation Components: V, S, M (a short reed or piece of straw)
Casting Time: 1 action Duration: 24 hours
Range: 90 feet This creation grants up to ten willing creatures you can see
Components: V, S, M (a handful of sand) within range the ability to breathe underwater until the
Duration: Concentration, up to 10 minutes creation ends. Affected creatures also retain their normal
You conjure up a wall of swirling sand on the ground at a mode of respiration.
point you can see within range. You can make the wall up to This doesn't prevent devil fruit users from being paralyzed
30 feet long, 10 feet high, and 10 feet thick, and it vanishes in water, but it will prevent them from drowning.
when the creation ends.
When the wall appears, each creature within its area must Water Walk (R)
make a Dexterity saving throw. On a failed save, a creature 3rd-level transmutation (routine)
takes 4d6 bludgeoning damage. On a successful save, they Casting Time: 1 action
take half damage and are shunted to the opposite end of the Range: 30 feet
wall from you. Components: V, S, M (a piece of cork)
The wall blocks line of sight but not movement. A creature Duration: 1 hour
is blinded while in the wall’s space, must spend 3 feet of This creation grants the ability to move across any liquid
movement for every 1 foot it moves there. surface – such as water, acid, mud, snow, quicksand, or lava –
At Higher Levels. When you use this creation with a as if it were harmless solid ground (creatures crossing
creation slot of 4th level or higher, the damage increases by molten lava can still take damage from the heat). Up to ten
1d6 for each slot level above 3rd. willing creatures you can see within range gain this ability for
Wall of Water
the duration.
3rd-level evocation If you target a creature submerged in a liquid, the creation
carries the target to the surface of the liquid at a rate of 60
Casting Time: 1 action feet per round.
Range: 60 feet
Components: V, S, M (a drop of water) Wind Wall
Duration: Concentration, up to 10 minutes 3rd-level evocation
You conjure up a wall of water on the ground at a point you Casting Time: 1 action
can see within range. You can make the wall up to 30 feet Range: 120 feet
long, 10 feet high, and 1 foot thick, or you can make a ringed Components: V, S, M (a feather)
wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. Duration: Concentration, up to 1 minute
The wall vanishes when the creation ends. The wall’s space A wall of strong wind rises from the ground at a point you
is difficult terrain. choose within range. You can make the wall up to 50 feet
When the wall appears, each creature within its area must long, 15 feet high, and 1 foot thick. You can shape the wall in
make a Dexterity saving throw. On a failed save, a creature any way you choose so long as it makes one continuous path
takes 2d8 bludgeoning damage. On a successful save, they along the ground. The wall lasts for the duration.
take half damage and are shunted to the opposite end of the When the wall appears, each creature within its area must
wall from you. make a Strength saving throw. On a failed save, a creature
takes 3d8 bludgeoning damage. On a successful save, they
take half damage and are shunted to the opposite end of the
wall from you.
The strong wind keeps fog, smoke, and other gases at bay.
Small or smaller flying creatures or objects can’t pass
through the wall. Loose, lightweight materials brought into
the wall fly upward. Arrows, bullets, and other ordinary
projectiles launched at targets behind the wall are deflected
upward and automatically miss. (Boulders hurled by giants or
siege engines, and similar projectiles, are unaffected.)
Creatures with a gaseous form can’t pass through it.
4th Level Charm Monster
4th-level enchantment
Ardent Shield
4th-level evocation Casting Time: 1 action
Range: 30 feet
Casting Time: 1 action Components: V, S
Range: Self Duration: 1 hour
Components: V, S, M
Duration: 10 minutes You attempt to charm a creature you can see within range.
It must make a Wisdom saving throw, and it does so with
Elements wreathe your body for the duration. You can end advantage if you or your companions are fighting it. If it fails
the creation early as a free action. Select a damage type: acid, the saving throw, it is charmed by you until the creation ends
radiant, cold, fire, lightning, necrotic, poison, or thunder. You or until you or your companions do anything harmful to it.
gain resistance to that type of damage. The charmed creature is friendly to you. When the creation
In addition, whenever a creature hits you with a melee ends, the creature knows it was charmed by you.
attack, the elements erupt to damage the attacker. The At Higher Levels. When you use this creation with a
attacker takes 2d8 damage of the chosen type. creation slot of 5th level or higher, you can target one
additional creature for each slot level above 4th. The
Aura of Life creatures must be within 30 feet of each other when you
4th-level abjuration target them.
Casting Time: 1 action
Range: Self (30-foot radius) Confusion
Components: V 4th-level enchantment
Duration: Concentration, up to 10 minutes Casting Time: 1 action
Life-preserving energy radiates from you in an aura with a Range: 90 feet
30-foot radius. Until the creation ends, the aura moves with Components: V, S, M (a peanut)
you, centered on you. Each non-hostile creature in the aura Duration: Concentration, up to 1 minute
(including you) has resistance to radiant and necrotic This creation assaults and twists creatures’ minds,
damage, and its hit point maximum can’t be reduced. In spawning delusions and provoking uncontrolled actions.
addition, a non-hostile, living creature regains 1 hit point Each creature in a 10-foot-radius sphere centered on a point
when it starts its turn in the aura with 0 hit points. you choose within range must succeed on a Wisdom saving
throw when you use this creation or be affected by it.
Blight An affected target can’t take reactions and must roll a d10
4th-level necromancy at the start of each of its turns to determine its behavior for
Casting Time: 1 action that turn.
Range: 30 feet
Target: A creature of your choice that you can see within Confusion Behavior Table
range d10 Behavior
Components: V, S 1 The creature uses all its movement to move in a
Duration: Instantaneous random direction. To determine the direction, roll a
d8 and assign a direction to each die face. The
Necrotic energy washes over a creature of your choice that creature doesn’t take an action this turn.
you can see within range, draining moisture and vitality from
it. The target must make a Constitution saving throw. The 2-6 The creature doesn’t move or take actions this turn.
target takes 9d8 necrotic damage on a failed save, or half as 7-8 The creature uses its action to make an attack against
much damage on a successful one. This creation has no a randomly determined creature within its reach. If
effect on undead or constructs. If you target a special plant there is no creature within its reach, the creature
(such as one made by a creation, devil fruit, or even a plant does nothing this turn.
creature), it makes the saving throw with disadvantage, and 9- The creature can act and move normally.
the creation deals maximum damage to it. If you target a 10
mundane plant that isn’t a creature, such as a tree or shrub, it
doesn’t make a saving throw; it simply withers and dies. At the end of its turns, an affected target can make a
At Higher Levels: When you use this creation with a Wisdom saving throw. If it succeeds, this effect ends for that
creation slot of 5th level or higher, the damage increases by target.
1d8 for each slot level above 4th. At Higher Levels. When you this creation with a creation
slot of 5th level or higher, the radius of the sphere increases
by 5 feet for each slot level above 4th.
Control Water Create Object
4th-level transmutation 4th-level conjuration
Casting Time: 1 action Casting Time: 1 minute
Range: 300 feet Range: 30 feet
Target: Any freestanding water inside an area you choose Components: S, M (a pinch of dust)
that is a cube up to 100 feet on a side Duration: Special
Components: V, S, M (A drop of water) You temporarily create a nonliving object of vegetable
Duration: Concentration, up to 10 minutes matter within range: soft goods, rope, wood, or something
Until the creation ends, you control any freestanding water similar. You can also use this creation to create mineral
inside an area you choose that is a cube up to 100 feet on a objects such as stone, crystal, or metal. The object created
side. You can choose from any of the following effects when must be no larger than a 5-foot cube, and the object must be
you used this creation. As an action on your turn, you can of a form and material that you have seen before.
repeat the same effect or choose a different one. The duration depends on the object’s material. If the object
Flood. You cause the water level of all standing water in is composed of multiple materials, use the shortest duration.
the area to rise by as much as 20 feet. If the area includes a Create Object Table
shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead Material Duration
create a 20-foot tall wave that travels from one side of the Vegetable matter 24 hours
area to the other and then crashes down. Any Huge or Stone, crystal 12 hours
smaller vehicles in the wave’s path are carried with it to the
other side. Any Huge or smaller vehicles struck by the wave Precious metals 1 hour
have a 25 percent chance of capsizing. Gems 10 minutes
The water level remains elevated until the creation ends or
you choose a different effect. If this effect produced a wave, At Higher Levels. When you use this creation using a
the wave repeats on the start of your next turn while the flood creation slot of 5th level or higher, the cube increases by 5
effect lasts. feet for each slot level above 4th.
Part Water. You cause water in the area to move apart and
create a trench. The trench extends across the spell’s area, Dark Tendrils
and the separated water forms a wall to either side. The 4th-level conjuration
trench remains until the creation ends or you choose a
different effect. The water then slowly fills in the trench over Casting Time: 1 action
the course of the next round until the normal water level is Range: 90 feet
restored. Components: V, S, M (a piece of tentacle)
Redirect Flow. You cause flowing water in the area to Duration: Concentration, up to 1 minute
move in a direction you choose, even if the water has to flow Squirming tendrils fill a 20-foot square on ground that you
over obstacles, up walls, or in other unlikely directions. The can see within range. For the duration, these tentacles turn
water in the area moves as you direct it, but once it moves the ground in the area into difficult terrain.
beyond the creation’s area, it resumes its flow based on the When a creature enters the affected area for the first time
terrain conditions. The water continues to move in the on a turn or starts its turn there, the creature must succeed
direction you chose until the creation ends or you choose a on a Dexterity saving throw or take 5d6 bludgeoning damage
different effect. and be restrained by the tentacles until the creation ends. A
Whirlpool. This effect requires a body of water at least 50 creature that starts its turn in the area and is already
feet square and 25 feet deep. You cause a whirlpool to form restrained by the tentacles takes 5d6 bludgeoning damage.
in the center of the area. The whirlpool forms a vortex that is A creature restrained by the tentacles can use its action to
5 feet wide at the base, up to 50 feet wide at the top, and 25 make a Strength or Dexterity check (its choice) against your
feet tall. Any creature or object in the water and within 25 feet creation save DC. On a success, it frees itself.
of the vortex is pulled 10 feet toward it. A creature can swim
away from the vortex by making a Strength (Athletics) check Death Ward
against your creation save DC. 4th-level abjuration
When a creature enters the vortex for the first time on a Casting Time: 1 action
turn or starts its turn there, it must make a Strength saving Range: Touch
throw. On a failed save, the creature takes 2d8 bludgeoning Components: V, S
damage and is caught in the vortex until the creation ends. Duration: 8 hours
On a successful save, the creature takes half damage, and
isn’t caught in the vortex. A creature caught in the vortex can You touch a creature and grant it a measure of protection
use its action to try to swim away from the vortex as from death. The first time the target would drop to 0 hit
described above, but has disadvantage on the Strength points as a result of taking damage, the target instead drops
(Athletics) check to do so. to 1 hit point, and the creation ends. If the creation is still in
The first time each turn that an object enters the vortex, effect when the target is subjected to an effect that would kill
the object takes 2d8 bludgeoning damage; this damage it instantaneously without dealing damage, that effect is
occurs each round it remains in the vortex. instead negated against the target, and the creation ends.
Dimension Door You can specify a simple and general course of action, such
4th-level conjuration as “Attack that creature,” “Run over there,” or “Fetch that
object.” If the creature completes the order and doesn’t
Casting Time: 1 action receive further direction from you, it defends and preserves
Range: 500 feet itself to the best of its ability.
Components: V You can use your action to take total and precise control of
Duration: Instantaneous the target. Until the end of your next turn, the creature takes
You teleport yourself from your current location to any only the actions you choose, and doesn’t do anything that you
other spot within range. You arrive at exactly the spot desired. don’t allow it to do. During this time, you can also cause the
It can be a place you can see, one you can visualize, or one creature to use a reaction, but this requires you to use your
you can describe by stating distance and direction, such as own reaction as well.
"200 feet straight downward" or "upward to the northwest at Each time the target takes damage, it makes a new
a 45-degree angle, 300 feet". Wisdom saving throw against the creation. If the saving
You can bring along objects as long as their weight doesn’t throw succeeds, the creation ends.
exceed what you can carry. You can also bring one willing At Higher Levels. When you use this creation with a 5th-
creature of your size or smaller who is carrying gear up to its level creation slot, the duration is concentration, up to 10
carrying capacity. The creature must be within 5 feet of you minutes. When you use a 6th-level creation slot, the duration
when you use this creation. is concentration, up to 1 hour. When you use a creation slot
If you would arrive in a place already occupied by an object of 7th level or higher, the duration is concentration, up to 8
or a creature, you and any creature traveling with you each hours.
take 4d6 force damage, and the creation fails to teleport you.
Ego Whip
Divination (R) 4th-level enchantment
4th-level divination (routine) Casting Time: 1 action
Casting Time: 1 action Range: 30 feet
Range: Self Components: V
Target: See text Duration: Concentration, up to 1 minute
Components: V, S You lash the mind of one creature you can see within
Duration: Instantaneous range, filling it with despair. The target must succeed on an
You attempt to find the truth. You ask a single question Intelligence saving throw or suffer disadvantage on attack
concerning a specific goal, event, or activity to occur within 7 rolls, ability checks, and saving throws, can’t use creations,
days. The DM offers a truthful reply. The reply might be a and cannot active mastercraft items. At the end of each of its
short phrase, a cryptic rhyme, or an omen. turns, the target can make another Intelligence saving throw.
The creation doesn’t take into account any possible On a success, the creation ends on the target.
circumstances that might change the outcome, such as the
use of other creations or the loss or gain of a companion. Elemental Bane
If you use this creation two or more times before finishing 4th-level transmutation
your next long rest, there is a cumulative 25 percent chance Casting Time: 1 action
for each casting after the first that you get a random reading. Range: 90 feet
The GM makes this roll in secret. Components: V, S
Duration: Concentration, up to 1 minute
Dominate Beast
4th-level enchantment Choose one creature you can see within range, and choose
one of the following damage types: acid, cold, fire, lightning,
Casting Time: 1 action or thunder. The target must succeed on a Constitution saving
Range: 60 feet throw or be affected by the creationn for its duration. The
Components: V, S first time each turn the affected target takes damage of the
Duration: Concentration, up to 1 minute chosen type, the target takes an extra 2d8 damage of that
You attempt to beguile a beast that you can see within type. Moreover, the target loses any resistance to that damage
range. It must succeed on a Wisdom saving throw or be type until the creation ends.
charmed by you for the duration. If you or creatures that are At Higher Levels. When you use this creation with a
friendly to you are fighting it, it has advantage on the saving creation slot of 5th level or higher, you can target one
throw. additional creature for each slot level above 4th. The
While the beast is charmed, you have a telepathic link with creatures must be within 30 feet of each other when you
it as long as the two of you are on the same plane of target them.
existence. You can use this telepathic link to issue commands
to the creature while you are conscious (no action required),
which it does its best to obey.
Freedom of Movement Greater Invisibility
4th-level abjuration 4th-level illusion
Casting Time: 1 action Casting Time: 1 action
Range: Touch Range: Touch
Components: V, S, M (a leather strap) Components: V, S
Duration: 1 hour Duration: Concentration, up to 1 minute
You touch a willing creature. For the duration, the target’s You or a creature you touch becomes invisible until the
movement is unaffected by difficult terrain, is increased by creation ends. Anything the target is wearing or carrying is
10ft, and creation and other effects can neither reduce the invisible as long as it is on the target’s person.
target’s speed nor cause the target to be stunned, paralyzed, At Higher Levels. When you use this creation with a
or restrained. creation slot of 6th level or higher, the duration increases to
The target can also spend 5 feet of movement to 10 minutes. When you use this creation with a creation slot
automatically escape from non-mastercraft restraints, such of 8th level or higher, the duration increases to 1 hour.
as normal manacles or a creature that has it grappled. Finally,
being underwater imposes no penalties on the target’s Hideout
movement or attacks (except for devil fruit users). 4th-level abjuration
Casting Time: 1 action
Faithful Conviction Range: 120 feet
4th-level conjuration Components: V, S, M (a piece of glass)
Casting Time: 1 action Duration: 24 hours
Range: 30 feet You make an area within range secure. The area is a cube
Components: V that can be as small as 5 feet to as large as 100 feet on each
Duration: 8 hours side. The creation lasts for the duration or until you use an
A Large spectral guardian appears and hovers for the action to dismiss it.
duration in an unoccupied space of your choice that you can When you use this creation, you decide what sort of
see within range. The guardian occupies that space, its security the creation provides, choosing any or all of the
appearence is under your discretion. following properties:
Any creature hostile to you that moves to a space within 10
feet of the guardian for the first time on a turn must succeed Sound can’t pass through the barrier at the edge of the
on a Constitution saving throw. The creature takes 20 radiant protected area.
damage on a failed save, or half as much damage on a The barrier of the protected area appears dark and foggy,
successful one. The guardian vanishes when it has dealt a preventing vision (including darkvision) through it.
total of 60 damage. Everything in the area, objects and creatures, in the area
At Higher Levels. When you use this creation with a can’t be targeted by divination creations.
creation slot of 5th level or higher, the total damage the Nothing can teleport into or out of the protected area.
spectral guardian can deal increases by 20 for each slot level Using this creation on the same spot every day for a year
above 4th. For example, when used at 5th level, it can makes this effect permanent.
disappears after dealing 80 total damage. At Higher Levels. When you use this creation with a
creation slot of 5th level or higher, you can increase the size
Gravity Collapse of the cube by 100 feet for each slot level beyond 4th. Thus
4th-level evocation you could protect a cube that can be up to 200 feet on one
Casting Time: 1 action side by using a creation slot of 5th level.
Range: 120 feet
Components: V, S, M (a marble) Hold Monster
Duration: Instantaneous 4th-level enchantment
A 20-foot-radius sphere of crushing force forms at a point Casting Time: 1 action
you can see within range and tugs at the creatures there. Range: 90 feet
Each creature in the sphere must make a Constitution saving Components: V, S, M (a small piece of iron)
throw. On a failed save, the creature takes 6d10 force Duration: Concentration, up to 1 minute
damage, and is pulled in a straight line toward the center of Choose a creature that you can see within range. The
the sphere, ending in an unoccupied space as close to the target must succeed on a Wisdom saving throw or be
center as possible (even if that space is in the air). On a paralyzed for the duration. This creation has no effect on
successful save, the creature takes half as much damage and undead. At the end of each of its turns, the target can make
isn't pulled. another Wisdom saving throw. On a success, the creation
At Higher Levels. When you use this creation with a ends on the target.
creation slot of 5th level or higher, the damage increases by
1d10 for each slot level above 4th.
At Higher Levels. When you use this creation with a Polymorph
creation slot of 6th level or higher, you can target one 4th-level transmutation
additional creature for each slot level above 5th. The
creatures must be within 30 feet of each other when you Casting Time: 1 action
target them. Range: 60 feet
Components: V, S, M (a caterpillar cocoon)
Kill Radius Duration: Concentration, up to 1 hour
4th-level necromancy This creation transforms a creature that you can see within
Casting Time: 1 action range into a new form. An unwilling creature must make a
Range: 150 feet Wisdom saving throw to avoid the effect.
Components: V, S The transformation lasts for the duration, or until the
Duration: Instantaneous target drops to 0 hit points or dies. The new form can be any
beast whose proficiency bonus is the same or lesser than the
Choose a 60-foot-radius sphere from a point within range. target's and if the beast you transform them into is
Each creature in that area must make a Constitution saving gargantuan or smaller. The target’s game statistics, excluding
throw. A target takes 8d6 necrotic damage on a failed save, or mental ability scores, are replaced by the statistics of the
half as much damage on a successful one. chosen beast. It retains its alignment and personality.
At Higher Levels. When you use this creation with a The target assumes the hit points of its new form. When it
creation slot of 5th level or higher, the damage increases by reverts to its normal form, the creature returns to the number
1d6 for each slot level above 4th. of hit points it had before it transformed. If it reverts as a
result of dropping to 0 hit points, any excess damage carries
Lunacy over to its normal form. As long as the excess damage doesn’t
4th-level enchantment reduce the creature’s normal form to 0 hit points, it isn’t
Casting Time: 1 action knocked unconscious.
Range: 60 feet The creature is limited in the actions it can perform by the
Components: V, S nature of its new form, use creations, can't activate
Duration: Concentration, up to 1 minute. mastercraft items, cannot access their devil fruit abilities if
You attempt to drive a creature within range mad. The they have them as they temporarily don't count as a devil fruit
target must make an Intelligence saving throw. On a failed user, or take any other action that requires hands. You can
save, the target is driven insane for the duration, repeating choose whether or not to allow the target to be capable of
the save at the end of each of their turns, ending the effect on speech.
a success. An insane creature can't take actions, can't The target’s gear melds into the new form. The creature
understand what other creatures say, can't read, and speaks can’t activate, use, wield, or otherwise benefit from any of its
only in gibberish. The DM controls its movement, which is equipment. This creation can’t affect a target that has 0 hit
erratic. points.
At Higher Levels. When you use this creation with a At Higher Levels. When you use this creation with a
creation slot of 5th level or higher, you can target an creation slot of 5th level or higher, the duration increases to 8
additional creature for each slot level above 4th. Each target hours. When you use this creation with a slot of 6th level, the
must be within 30 feet of each other. duration becomes 24 hours. When you use this creation with
a slot of 7th level, the duration becomes 1 week. When you
Phantasmal Killer
use this creation with a slot of 8th level, it lasts until
4th-level illusion concentration is broken or if the beast form is reduced to 0
hit points. When you use this creation at 9th level, it lasts
Casting Time: 1 action until deactivated with no concentration, and the beast the
Range: 120 feet target is transformed into can be colossal in size, but not
Components: V, S titanic.
Duration: Concentration, up to 1 minute
You tap into the nightmares of a creature you can see
within range and create an illusory manifestation of its
deepest fears, visible only to that creature.
The target must make a Wisdom saving throw. On a failed
save, the target becomes frightened for the duration. At the
end of each of the target’s turns before the creation ends, the
target must succeed on a Wisdom saving throw or take 4d10
psychic damage. On a successful save, the creation ends.
At Higher Levels. When you use this creation with a
creation slot of 5th level or higher, the damage increases by
1d10 for each slot level above 4th.
Prime Ward The sphere is weightless and just large enough to contain
4th-level abjuration the creature or object inside. An enclosed creature can use its
action to push against the sphere’s walls and thus roll the
Casting Time: 1 action sphere at up to half the creature’s speed. Similarly, the globe
Range: Self can be picked up and moved by other creatures.
Components: V, S A Disintegrate creation targeting the globe destroys it
Duration: Concentration, up to 1 minute without harming anything inside it.
You have resistance to acid, cold, fire, lightning, and
thunder damage for the creation’s duration. Secret Passage
When you take damage of one of those types, you can use 4th-level transmutation
your reaction to gain immunity to that type of damage, Casting Time: 1 action
including against the triggering damage. If you do so, the Range: 30 feet
resistances temporarily end, and you have the immunity until Components: V, S, M (a hinge)
the end of your next turn. After the end of your next turn, you Duration: 1 hour
lose the immunity, but regain the resistances if the creation is A passage appears at a point of your choice that you can
still active. see on a wooden, plaster, or stone surface (such as a wall, a
Psychic Lance ceiling, or a floor) within range, and lasts for the duration.
4th-level enchantment You choose the opening’s dimensions: up to 5 feet wide, 8 feet
tall, and 20 feet deep. The passage creates no instability in a
Casting Time: 1 action structure surrounding it.
Range: 120 feet When the opening disappears, any creatures or objects still
Components: V in the passage created by the creation are safely ejected to an
Duration: Instantaneous unoccupied space nearest to the surface on which you use
You metaphorically jam a giant lance into the brain a the creation.
creature that you can see within range, making it feel like
they physically got stabbed in the head with a giant lance. Sickening Radiance
Alternatively, you can utter a creature’s name. If the named 4th-level evocation
target is within range, it becomes the creation’s target even if Casting Time: 1 action
you can’t see it. If the named target isn’t within range, the Range: 120 feet
creation has no effect. Components: V, S
The target must make an Intelligence saving throw. On a Duration: Concentration, up to 10 minutes
failed save, the target takes 7d6 psychic damage and is Dim, greenish light spreads within a 30-foot-radius sphere
incapacitated until the start of your next turn. On a successful centered on a point you choose within range. The light
save, the creature takes half as much damage and isn’t
incapacitated. spreads around corners, and it lasts until the creation ends.
At Higher Levels. When you use this creation with a When a creature moves into the creation’s area for the first
creation slot of 5th level or higher, the damage increases by time on a turn or starts its turn there, that creature must
1d6 for each slot level above 4th. succeed on a Constitution saving throw or take 4d10 radiant
damage, and it suffers one level of exhaustion and emits a
Resilient Sphere dim, greenish light in a 5-foot radius. This light makes it
4th-level evocation impossible for the creature to benefit from being invisible.
The light and any levels of exhaustion caused by this spell go
Casting Time: 1 action away when the creation ends.
Range: 30 feet
Components: V, S, M (a glass sphere) Stoneskin
Duration: Concentration, up to 1 minute 4th-level evocation
A sphere of force encloses a creature or object of Large Casting Time: 1 action
size or smaller within range. An unwilling creature must Range: Touch
make a Dexterity saving throw. On a failed save, the creature Target: A willing creature
is enclosed for the duration. Components: V S
Nothing – not physical objects, energy, or other creation Duration: Concentration, Up to 1 hour
effects – can pass through the barrier, in or out, though a This creation turns the flesh of a willing creature you touch
creature in the sphere can breathe there. The sphere is
immune to all damage, and a creature or object inside can’t as hard as stone. Until the spell ends, the target has
be damaged by attacks or effects originating from outside, resistance to bludgeoning, piercing, and slashing damage.
nor can a creature inside the sphere damage anything
outside it.
Stormy Sphere Creature. You can try to move a Huge or smaller creature.
4th-level evocation Make an ability check with your creativity ability contested by
the creature’s Strength check. If you win the contest, you
Casting Time: 1 action move the creature up to 30 feet in any direction, including
Range: 150 feet upward but not beyond the range of this creation. Until the
Components: V, S end of your next turn, the creature is restrained in your
Duration: Concentration, up to 1 minute telekinetic grip. A creature lifted upward is suspended in mid-
A 20-foot-radius sphere of whirling air springs into air.
existence centered on a point you choose within range. The On subsequent rounds, you can use your action to attempt
sphere remains for the creation’s duration. Each creature in to maintain your telekinetic grip on the creature by repeating
the sphere when it appears or that ends its turn there must the contest.
succeed on a Strength saving throw or take 2d6 bludgeoning Object. You can try to move an object that weighs up to
damage. The sphere’s space is difficult terrain. 1,000 pounds. If the object isn’t being worn or carried, you
Until the creation ends, you can use a bonus action on each automatically move it up to 30 feet in any direction, but not
of your turns to cause a bolt of lightning to leap from the beyond the range of this creation.
center of the sphere toward one creature you choose within If the object is worn or carried by a creature, you must
60 feet of the center. Make a ranged creation attack. You have make an ability check with your creativity ability contested by
advantage on the attack roll if the target is in the sphere. On a that creature’s Strength check. If you succeed, you pull the
hit, the target takes 4d10 lightning damage. object away from that creature and can move it up to 30 feet
Creatures within 30 feet of the sphere have disadvantage in any direction but not beyond the range of this creation.
on Wisdom (Perception) checks made to listen. You can exert fine control on objects with your telekinetic
At Higher Levels. When you use this creation with a grip, such as manipulating a simple tool, opening a door or a
creation slot of 5th level or higher, the bludgeoning damage container, stowing or retrieving an item from an open
increase by 1d6 and the lightning damage increases by 1d10 container, or pouring the contents from a vial.
for each slot level above 4th.
Vanquish
Sunburn 4th-level necromancy
4th-level evocation Casting Time: 1 action
Casting Time: 1 action Range: Self
Range: 60 feet Components: V, S
Components: V, S, M (a magnifying glass) Duration: Concentration, up to 1 minute
Duration: Concentration, up to 1 minute For the creation’s duration, you gain the ability to
The deadly, blazing light shines down on a location you completely overwhelm your enemies. One creature of your
specify within range. Until the spell ends, a 30-foot-radius, 40- choice within 60 feet of you that you can see must succeed on
foot-high cylinder of bright light glimmers there. This light is a Wisdom saving throw or be affected by one of the following
sunlight. effects of your choice for the duration. On each of your turns
When the cylinder appears, each creature in it must make until the creation ends, you can use your action to target
a Constitution saving throw, taking 4d10 radiant damage on a another creature but can’t target a creature again if it has
failed save, or half as much damage on a successful one. A succeeded on a saving throw against this use of Vanquish.
creature must also make this saving throw whenever it ends Asleep. The target falls unconscious. It wakes up if it takes
its turn in the cylinder. If you’re within 60 feet of the cylinder, any damage or if another creature uses its action to shake the
you can move it up to 60 feet as a bonus action on your turn. sleeper awake.
Panicked. The target is frightened of you. On each of its
Telekinesis turns, the frightened creature must take the Dash action and
4th-level transmutation move away from you by the safest and shortest available
Casting Time: 1 action route, unless there is nowhere to move. If the target moves to
Range: 60 feet a place at least 60 feet away from you where it can no longer
Components: V, S see you, this effect ends.
Duration: Concentration, up to 10 minutes Sickened. The target has disadvantage on attack rolls and
ability checks. At the end of each of its turns, it can make
You gain the ability to move or manipulate creatures or another Wisdom saving throw. If it succeeds, the effect ends.
objects by thought. When you use this creation, and as your
action each round for the duration, you can exert your will on
one creature or object that you can see within range, causing
the appropriate effect below. You can affect the same target
round after round, or choose a new one at any time. If you
switch targets, the prior target is no longer affected by the
creation.
Vitrolic Sphere When the wall appears, each creature within its area must
4th-level evocation make a Dexterity saving throw. On a failed save, a creature
takes 5d8 fire damage. On a successful save, they take half as
Casting Time: 1 action much damage and are shunted to the opposite side of the
Range: 150 wall from you.
Components: V, S, M (a slug) One side of the wall, selected by you when you cast this
Duration: Concentration, up to 1 minute spell, deals 5d8 fire damage to each creature that ends its
You point at a place within range, and a ball of acid streaks turn within 10 feet of that side or inside the wall. A creature
there and explodes in a 20-foot radius. Each creature in that takes the same damage when it enters the wall for the first
area must make a Dexterity saving throw. On a failed save, a time on a turn or ends its turn there. The other side of the
creature takes 10d4 acid damage and 5d4 acid damage at the wall deals no damage.
end of each of its turns for the duration, or until a creature At Higher Levels. When you use this creation with a
uses their action to scrape off the acid. On a successful save, creation slot of 5th level or higher, the damage increases by
a creature takes half the initial damage and no damage at the 1d8 for each slot level above 4th.
end of its next turn.
At Higher Levels. When you use this creation with a Wall of Stone
creation slot of 5th level or higher, the initial damage 4th-level evocation
increases by 2d4 for each slot level above 4th. Casting Time: 1 action
Range: 120 feet
Wall of Acid Components: V, S, M (a small block of granite)
4th-level evocation Duration: Concentration, up to 10 minutes
Casting Time: 1 action A wall of solid stone springs into existence at a point you
Range: 120 feet choose within range. The wall is 6 inches thick and is
Components: V, S, M (a drop of acid) composed of ten 10-foot-by-10-foot panels. Each panel must
Duration: Concentration, up to 10 minutes be contiguous with at least on other panel. Alternatively, you
You create a wall of dense, sticky acid on a surface within can create 10-foot-by-20-foot panels that are only 3 inches
range. The wall can be up to 60 ft long, 10 ft high, and 1 ft thick.
thick, or a 10 ft radius ringed wall with the same height and If the wall cuts through a creature’s space when it appears,
thickness. The wall is opaque. The wall vanishes when the the creature is shunted to one side of the wall (your choice). If
creation ends. The wall’s space is difficult terrain. a creature would be surrounded on all sides by the wall (or
When a creature enters the wall's area for the first time on the wall and another solid surface), that creature can make a
a turn or starts its turn there, the creature within its area Dexterity saving throw. On a success, it can use its reaction to
must make a Dexterity saving throw saving throw. On a failed move up to its speed so that it is no longer enclosed by the
save, a creature becomes restrained for the duration and wall.
takes 8d4 acid damage, and 4d4 acid at the end of each of The wall can have any shape you desire, though it can’t
their turns they remain in the acid. On a successful save, they occupy the same space as a creature or object. the wall
take half the initial damage and are shunted to the opposite doesn’t need to be vertical or resting on any firm foundation.
end of the wall from you. A restrained creature, or a creature It must, however, merge with and be solidly supported by
within reach of a restrained creature, can use their action to existing stone. Thus you can use this spell to bridge a chasm
attempt to pull the restrained creature out, making an or create a ramp.
Athletics (Strength) check against your creativity DC, pulling If you create a span greater than 20 feet in length, you
them out on a success. At Higher Levels. When you use this must halve the size of each panel to create supports. You can
using a creation slot of 5th level or higher, the initial damage crudely shape the wall to create crenelations, battlements,
increases by 2d4, and the damage at the end of each of their and so on.
turns increases by 1d4 for each level above 4th. The wall is an object made of stone that can be damaged
and thus breached. Each panel has AC 15 and 30 hit points
Wall of Fire per inch of thickness. Reducing a panel to 0 hit points
4th-level evocation destroys it and might cause connected panels to collapse at
Casting Time: 1 action the DM’s discretion.
Range: 120 feet If you maintain your concentration on this creation for its
Target: A solid surface within range whole duration, the wall becomes permanent and can’t be
Components: V, S, M (A small piece of phosphorus) dispelled. Otherwise, the wall disappears when the creation
Duration: Concentration, up to 1 minute ends.
You create a wall of fire on a solid surface within range.
You can make the wall up to 60 feet long, 20 feet high, and 1
foot thick, or a ringed wall up to 20 feet in diameter, 20 feet
high, and 1 foot thick. The wall is opaque and lasts for the
duration.
Wall of Thorns Wall of Venom
4th-level conjuration 4th-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: 120 feet
Components: V, S, M (a handful of thorns) Components: V, S, M (a drop of venom)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 10 minutes
You create a wall of tough, pliable, tangled brush bristling You conjure up a wall of poison on the ground at a point
with needle-sharp thorns. The wall appears within range on a you can see within range. You can make the wall up to 30 feet
solid surface and lasts for the duration. You choose to make long, 10 feet high, and 1 foot thick, or you can make a ringed
the wall up to 60 feet long, 10 feet high, and 5 feet thick or a wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
circle that has a 20-foot diameter and is up to 20 feet high The wall vanishes when the creation ends. The wall’s space
and 5 feet thick. The wall blocks line of sight. is difficult terrain.
When the wall appears, each creature within its area must When a creature enters the wall's area for the first time on
make a Dexterity saving throw. On a failed save, a creature a turn or starts its turn there, the creature within its area
takes 7d8 piercing damage, or half as much damage on a must make a Constitution saving throw saving throw. On a
successful save. failed save, a creature becomes poisoned for the duration and
A creature can move through the wall, albeit slowly and takes 4d10 poison damage. On a successful save, they take
painfully. For every 1 foot a creature moves through the wall, half damage and are shunted to the opposite end of the wall
it must spend 4 feet of movement. Furthermore, the first time from you. At the end of each of a poisoned creature’s turns,
a creature enters the wall on a turn or ends its turn there, the they must remake the Constitution saving throw, ending the
creature must make a Dexterity saving throw. It takes 7d8 effect on a success, and taking 4d10 poison damage again on
slashing damage on a failed save, or half as much on a a failure.
successful save. Any ranged weapon attack that enters the wall’s space has
At Higher Levels. When you use this creation with a disadvantage on the attack roll, and fire damage is halved if
creation slot of 5th level or higher, both types of damage the fire effect passes through the wall to reach its target.
increase by 1d8 for each slot level above 4th. Attacks and creations that deal cold damage that pass
through the wall cause the area of the wall they pass through
Watery Sphere to freeze solid (at least a 5-foot square section is frozen). Each
4th-level conjuration 5-foot-square frozen section has AC 5 and 15 hit points.
Casting Time: 1 action Reducing a frozen section to 0 hit points destroys it. When a
Range: 90 feet section is destroyed, the wall’s water doesn’t fill it.
Components: V, S, M (a drop of water) At Higher Levels. When you use this using a creation slot
Duration: Concentration, up to 1 minute of 5th level or higher, the creation deals an extra 1d10
damage for each level above 4th.
You conjure up a sphere of water with a 5-foot radius on a
point you can see within range. The sphere can hover in the
air, but no more than 10 feet off the ground. The sphere
remains for the creation’s duration.
Any creature in the sphere’s space must make a Strength
saving throw. On a successful save, a creature is ejected from
that space to the nearest unoccupied space outside it. A Huge
or larger creature succeeds on the saving throw
automatically. On a failed save, a creature is restrained by the
sphere and is engulfed by the water. At the end of each of its
turns, a restrained target can repeat the saving throw.
The sphere can restrain a maximum of four Medium or
smaller creatures or one Large creature. If the sphere
restrains a creature in excess of these numbers, a random
creature that was already restrained by the sphere falls out of
it and lands prone in a space within 5 feet of it.
As an action, you can move the sphere up to 30 feet in a
straight line. If it moves over a pit, cliff, or other drop, it safely
descends until it is hovering 10 feet over ground. Any
creature restrained by the sphere moves with it. You can ram
the sphere into creatures, forcing them to make the saving
throw, but no more than once per turn.
When the spell ends, the sphere falls to the ground and
extinguishes all normal flames within 30 feet of it. Any
creature restrained by the sphere is knocked prone in the
space where it falls.
5th Level Awaken
5th-level transmutation
Animate Objects
5th-level transmutation Casting Time: 8 hours
Range: Touch
Casting Time: 1 action Target: A Huge or smaller beast
Range: 120 feet Components: V, S, M (10,000,000 Berries, which the
Components: V, S creation consumes)
Duration: Concentration, up to 1 minute Duration: Instantaneous
Objects come to life at your command. Choose up to ten You touch a Huge or smaller beast. The target gains an
objects within range that are not being worn or carried. Intelligence of 10. The target also gains the ability to speak
Medium targets count as two objects, Large targets count as one language you know. The awakened beast is charmed by
four objects, Huge targets count as eight objects. You can’t you for 30 days or until you or your companions do anything
animate any object larger than Huge. Each target animates harmful to it. When the charmed condition ends, the
and becomes a creature under your control until the creation awakened creature chooses whether to remain friendly to
ends or until reduced to 0 hit points. you, based on how you treated it while it was charmed.
As a bonus action, you can mentally command any creature
you made with this spell if the creature is within 500 feet of Banishing Smite
you (if you control multiple creatures, you can command any 5th-level evocation
or all of them at the same time, issuing the same command to Casting Time: 1 bonus action
each one). You decide what action the creature will take and Range: Self
where it will move during its next turn, or you can issue a
general command, such as to guard a particular chamber or Components: V
corridor. If you issue no commands, the creature only Duration: 1 Minute
defends itself against hostile creatures. Once given an order, When you hit a creature with a melee weapon attack, you
the creature continues to follow it until its task is complete. can activate this creation as a bonus action.
Your weapon crackles with force, and the attack deals an
Animated Object Statistics extra 5d10 force damage to the target. Additionally, the target
Size HP AC Attack Ability Scores makes a Wisdom saving throw, getting banished on a failure.
Tiny 20 18 +8 to hit, 1d4+4 damage Str: 4, Dex:18 The target vanishes into a harmless demiplane. While
there, the target is incapacitated. It remains there for 1
Small 25 16 +7 to hit, 1d8+3 damage Str: 8, Dex:16 minute, at which point the target reappears in the space it left
Medium 45 14 +6 to hit, 2d6+2 damage Str: 12, Dex:14 or in the nearest unoccupied space if that space is occupied.
Large 50 12 +7 to hit, 2d10+3 damage Str: 16, Dex:10
Battle Transformation
Huge 80 10 +8 to hit, 2d12+4 damage Str: 18, Dex:6 5th-level transmutation
An animated object is a construct with AC, hit points, Casting Time: 1 bonus action
attacks, Strength, and Dexterity determine by its size. Its Range: Self
Constitution is 10 and its Intelligence and Wisdom are 3, and Components: V, S, M (a tube of glue)
its Charisma is 1. Its speed is 30 feet; if the objects lack legs Duration: Concentration, up to 10 minutes
or other appendages it can use for locomotion, it instead has You enhance your battle prowess, becoming a nigh on
a flying speed of 30 feet and can hover. If the object is unstoppable warrior. You gain 50 temporary hits points and
securely attached to a surface or larger object, such as a the following benefits until the creation ends:
chain bolted to a wall, its speed is 0. It has blindsight with a Savage Strikes. Once on each of your turns when you
radius of 30 feet and is blind beyond that distance. When the attack with a weapon attack using the Attack action, you
animated object drops to 0 hit points, it reverts to its original can make one additional attack as part of the same action.
object form, and any remaining damage carries over to its Power Strike. When you hit a target with a weapon
original object form. attack, that target takes an extra 1d12 of the weapon’s
If you command an object to attack, it can make a single damage type.
melee attack against a creature within 5 feet of it. It makes a Absolute Aim. You have advantage on attack rolls that
slam attack with an attack bonus and bludgeoning damage you make with weapon attacks.
determine by its size. The DM might rule that a specific Enhanced Endurance. You have advantage on Strength
object inflicts slashing or piercing damage based on its form. and Constitution saving throws.
At Higher Levels. If you use this creation with a creation
slot of 6th level or higher, you can animate two additional
objects for each slot level above 5th.
Blade Barrier Cone of Cold
5th-level evocation 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 90 feet Range: 60 foot cone
Components: V, S Components: V, S, M (an ice cube)
Duration: Concentration, up to 10 minutes Duration: Instantaneous
You create a vertical wall of whirling, razor-sharp blades. A blast of cold air erupts from your hands. Each creature in
The wall appears within range and lasts for the duration. You a 60-foot cone must make a Constitution saving throw. A
can make a straight wall up to 100 feet long, 20 feet high, and creature takes 8d8 cold damage on a failed save, or half as
5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet much damage on a successful one. A creature killed by this
high, and 5 feet thick. The wall provides three-quarters cover creation becomes a frozen statue until it thaws.
to creatures behind it, and its space is difficult terrain. At Higher Levels. When you use this creation with a slot
When a creature enters the wall’s area for the first time on of 6th level or higher, the damage increases by 1d8 for each
a turn or starts its turn there, the creature must make a slot level above 5th.
Dexterity saving throw. On a failed save, the creature takes
6d10 slashing damage. On a successful save, the creature Contagion
takes half as much damage. 5th-level necromancy
Casting Time: 1 action
Circle of Power Range: Touch
5th-level abjuration Components: V, S
Casting Time: 1 action Duration: 7 days
Range: Self (30ft radius) Your touch inflicts disease. Make a melee creation attack
Components: V against a creature within your reach. On a hit, the target is
Duration: Concentration, up to 10 minutes poisoned.
Potent, will and energy radiates from you, distorting and At the end of each of the poisoned target’s turns, the target
diffusing all effects within 30 feet of you. Until the creation must make a Constitution saving throw. If the target succeeds
ends, the sphere moves with you, centered on you. For the on three of these saves, it is no longer poisoned, and the
duration, each friendly creature in the area (including you) creation ends. If the target fails three of these saves, the
has advantage on all saving throws. target is no longer poisoned, but choose one of the diseases
Additionally, when an affected creature succeeds on a below. The target is subjected to the chosen disease for the
saving throw that allows to take half damage on a successful creation’s duration.
save and full damage on a failure, it instead takes no damage Since this creation induces a natural disease in its target,
on a success or half damage on a failure. any effect that removes a disease or otherwise ameliorates a
disease’s effects apply to it.
Cloudkill Blinding Sickness. Pain grips the creature’s mind, and its
5th-level conjuration eyes turn milky white. The creature has disadvantage on
Casting Time: 1 action Wisdom checks and Wisdom saving throws and is blinded.
Range: 120 feet Filth Fever. A raging fever sweeps through the creature’s
Components: V, S body. The creature has disadvantage on Strength checks,
Duration: Concentration, up to 10 minutes Strength saving throws, and attack rolls that use Strength.
Flesh Rot. The creature’s flesh decays. The creature has
You create a 20-foot-radius sphere of poisonous, fog disadvantage on Charisma checks and vulnerability to all
centered on a point you choose within range. The fog spreads damage.
around corners. It lasts for the duration or until strong wind Mindfire. The creature’s mind becomes feverish. The
disperses the fog, ending the creation. Its area is heavily creature has disadvantage on Intelligence checks and
obscured. Intelligence saving throws, and the creature behaves as if
When a creature enters the creation’s area for the first time under the effects of the confusion spell during combat.
on a turn or starts its turn there, that creature must make a Seizure. The creature is overcome with shaking. The
Constitution saving throw. The creature takes 6d8 poison creature has disadvantage on Dexterity checks, Dexterity
damage on a failed save, or half as much damage on a saving throws, and attack rolls that use Dexterity.
successful one. Creatures are affected even if they hold their Slimy Doom. The creature begins to bleed uncontrollably.
breath or don’t need to breathe. The creature has disadvantage on Constitution checks and
The fog moves 10 feet away from you at the start of each of Constitution saving throws. In addition, whenever the
your turns, rolling along the surface of the ground. The creature takes damage, it is stunned until the end of its next
vapors, being heavier than air, sink to the lowest level of the turn.
land, even pouring down openings.
At Higher Levels. When you use this creation with a
creation slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
Control Winds (R) While the target is charmed, you have a telepathic link with
5th-level transmutation (routine) it as long as the two of you are on the same plane of
existence. You can use this telepathic link to issue commands
Casting Time: 1 action to the creature while you are conscious (no action required),
Range: 300 feet which it does its best to obey. You can specify a simple and
Components: V, S general course of action, such as "Attack that creature", "Run
Duration: Concentration, up to 1 hour over there", or "Fetch that object". If the creature completes
You take control of the air in a 100-foot cube that you can the order and doesn’t receive further direction from you, it
see within range. Choose one of the following effects when defends and preserves itself to the best of its ability.
you use the creation. The effect lasts for the creation’s You can use your action to take total and precise control of
duration, unless you use your action on a later turn to switch the target. Until the end of your next turn, the creature takes
to a different effect. You can also use your action to only the actions you choose, and doesn’t do anything that you
temporarily halt the effect or to restart one you’ve halted. don’t allow it to do. During this time you can also cause the
Gusts. A wind picks up within the cube, continually creature to use a reaction, but this requires you to use your
blowing in a horizontal direction that you choose. You choose own reaction as well.
the intensity of the wind: calm, moderate, or strong. If the Each time the target takes damage, it makes a new
wind is moderate or strong, ranged weapon attacks that pass Wisdom saving throw against the creation. If the saving
through it or that are made against targets within the cube throw succeeds, the creation ends.
have disadvantage on their attack rolls. If the wind is strong, At Higher Levels. When you use this creation with a 6th-
any creature moving against the wind must spend 1 extra level creation slot, the duration is concentration, up to 10
foot of movement for each foot moved. minutes. When you use a 7th-level creation slot, the duration
Downdraft. You cause a sustained blast of strong wind to is concentration, up to 1 hour. When you use a creation slot
blow downward from the top of the cube. Ranged weapon of 8th level or higher, the duration is concentration, up to 8
attacks that pass through the cube or that are made against hours. When you use a creation slot of 9th-level, the duration
targets within it have disadvantage on their attack rolls. A becomes as long as you want without concentration, or until
creature must make a Strength saving throw if it flies into the you use this creation on another creation
cube for the first time on a turn or starts its turn there flying.
On a failed save, the creature is knocked prone. Far Step
Updraft. You cause a sustained updraft within the cube, 5th-level conjuration
rising upward from the cube’s bottom edge. Creatures that Casting Time: 1 bonus action
end a fall within the cube take only half damage from the fall. Range: Self
When a creature in the cube makes a vertical jump, the Components: V
creature can jump up to 10 feet higher than normal. Duration: Concentration, up to 1 minute
Energy Surge You teleport up to 60 feet to an unoccupied space you can
5th-level evocation see. On each of your turns before the creation ends, you can
use a bonus action to teleport in this way again.
Casting Time: 1 action
Range: 30 foot radius Gamma Knife
Components: V 5th-level evocation
Duration: Instantaneous
Casting Time: 1 bonus action
You strike the ground, creating a burst of destructive Range: Touch
energy that ripples outward from you. Each creature you Components: V, S
choose within 30 feet of you must succeed on a Constitution Duration: Concentration, up to 1 hour
saving throw or take 5d6 thunder damage, as well as 5d6
radiant or necrotic damage (your choice), and be knocked You imbue a weapon you touch with deadly power. Until
prone. A creature that succeeds on its saving throw takes half the creation ends, the weapon emits bright light in a 30-foot
as much damage and isn’t knocked prone. radius and dim light for an additional 30 feet. In addition,
weapon attacks made with it deal an extra 2d8 radiant or
Dominate Person
necrotic damage (your choice) on a hit.
5th-level enchantment As a bonus action on your turn, you can dismiss this
creation and cause the weapon to emit a deadly burst. Each
Casting Time: 1 action creature of your choice that you can see within 30 feet of the
Range: 60 feet weapon must make a Constitution saving throw. On a failed
Components: V, S save, a creature takes 6d8 of the chosen damage type, and it
Duration: Concentration, up to 1 minute is blinded for 1 minute. On a successful save, a creature takes
You attempt to beguile a humanoid that you can see within half as much damage and isn’t blinded. At the end of each of
range. It must succeed on a Wisdom saving throw or be its turns, a blinded creature can make a Constitution saving
charmed by you for the duration. If you or creatures that are throw, ending the effect on itself on a success.
friendly to you are fighting it, it has advantage on the saving
throw.
Giant's Hand One curse, including the target’s bond to a cursed item
5th-level evocation (not devil fruits).
Any reduction to one of the target’s ability scores
Casting Time: 1 action One effect reducing the target’s hit point maximum
Range: 120ft
Components: V, S, M (a glove) Illusionary Monster
Duration: Concentration, up to 1 minute 5th-level illusion
You create a Large hand in an unoccupied space that you Casting Time: 1 action
can see within range. The hand lasts for the creation’s Range: 120 feet
duration, and it moves at your command, mimicking the Components: S
movements of your own hand. Duration: Concentration, up to 1 minute
The hand is an object that has AC 20 and hit points equal You create a Huge illusion of a monster in an unoccupied
to your hit point maximum. If it drops to 0 hit points, the spell space that you can see within range. The appearence is up to
ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). your discretion, be it a giant dragon, or some kind of titanic
The hand doesn’t fill its space. shadow. The illusion lasts for the creation’s duration and
When you use this creation and as a bonus action on your occupies its space, as if it were a creature.
subsequent turns, you can move the hand up to 60 feet and When the illusion appears, any of your enemies that can
then cause one of the following effects with it. see it must succeed on a Wisdom saving throw or become
Clenched Fist. The hand strikes one creature or object frightened of it for 1 minute. If a frightened creature ends its
within 5 feet of it. Make a melee creation attack for the hand turn in a location where it doesn’t have line of sight to the
using your game statistics. On a hit, the target takes 4d8 + illusion, it can repeat the saving throw, ending the effect on
your creative ability modifier bludgeoning damage. itself on a success.
Forceful Hand. The hand attempts to push a creature As a bonus action on your turn, you can move the illusion
within 5 feet of it in a direction you choose. Make a check up to 60 feet. At any point during its movement, you can
with the hand’s Strength contested by the Strength cause it to exhale a blast of energy in a 60-foot cone
(Athletics) check of the target. If the target is Medium or originating from its space.
smaller, you have advantage on the check. If you succeed, the When you create the illusion, choose a damage type: acid,
hand pushes the target up to 5 feet plus a number of feet cold, fire, lightning, necrotic, poison, or thunder. Each
equal to five times your creative ability modifier. The hand creature in the cone must make an Intelligence saving throw,
moves with the target to remain within 5 feet of it. taking 6d6 damage of the chosen damage type on a failed
Grasping Hand. The hand attempts to grapple a Huge or save, or half as much damage on a successful one.
smaller creature within 5 feet of it. You use the hand’s The illusion is so convincing that is is tangible, but attacks
Strength score to resolve the grapple. If the target is Medium miss it automatically. it succeeds on all saving throws, and it
or smaller, you have advantage on the check. While the hand is immune to all damage and conditions. A creature that uses
is grappling the target, you can use a bonus action to have the an action to examine the monster can determine that it is an
hand crush it. When you do so, the target takes 2d8 illusion by succeeding on an Intelligence (Investigation)
bludgeoning damage. check against your creation save DC. If a creature discerns
Interposing Hand. The hand interposes itself between you the illusion for what it is, the creature can see through it.
and a creature you choose until you give the hand a different At Higher Levels. If you use this creation with a creation
command. The hand moves to stay between you and the slot of 6th level or higher, the damage increases by 2d6 each
target, providing you with half cover against the target. The slot level above 5th.
target can’t move through the hand’s space if its Strength
score is less than or equal to the hand’s Strength score. If its Immolate
Strength score is higher than the hand’s Strength score, the 5th-level evocation
target can move toward you through the hand’s space, but
that space is difficult terrain for the target. Casting Time: 1 action
At Higher Levels. When you use this creation using a slot Range: 90 feet
of 6th level or higher, the damage from clenched fist and Components: V
grasping hand increases by 2d8 for each slot level above 5th. Duration: Concentration, up to 1 minute
Flames wreathe one creature you can see within range.
Greater Restoration The target must make a Dexterity saving throw. It takes 9d6
5th-level abjuration fire damage on a failed save, or half as much damage on a
Casting Time: 1 action successful one. On a failed save, the target also burns for the
Range: Touch creation’s duration.
Components: V, S, M (medical supplies worth at least The burning target sheds bright light in a 30-foot radius
1,000,000 Berries, which the creation consumes) and dim light for an additional 30 feet. At the end of each of
Duration: Instantaneous its turns, the target repeats the saving throw. It takes 3d6 fire
You touch a creature to undo a debilitating effect. You can damage on a failed save, and the creation ends on a
reduce the target’s exhaustion level by one, or end one of the successful one. These flames can’t be extinguished by
following effects on the target: anything less than a creation.
If damage from this creation reduces a target to 0 hit
One effect that charmed or petrified the target points, the target is turned to ash.
Insect Plague The information you learn is accurate but might be
5th-level conjuration couched in figurative language.
Casting Time: 1 action Mass Cure Wounds
Range: 300 feet 5th-level evocation
Components: V, S, M (a few grains of sugar) Casting Time: 1 action
Duration: Concentration, up to 10 minutes
Range: 60 feet
Swarming, biting locusts fill a 20-foot-radius sphere Components: V, S
centered on a point you choose within range. The sphere Duration: Instantaneous
spreads around corners. The sphere remains for the A wave of healing energy washes out from a point of your
duration, and its area is lightly obscured. The sphere’s area is choice within range. Choose up to six creatures in a 30-foot-
difficult terrain.
When the area appears, each creature in it must make a radius sphere centered on that point. Each target regains hit
Constitution saving throw. A creature takes 4d10 piercing points equal to 5d10 + your creative ability modifier. This
damage on a failed save, or half as much damage on a creation has no effect on undead or constructs.
successful one. A creature must also make this saving throw At Higher Levels. When you use this creation with a
when it enters the creation’s area for the first time on a turn creation slot of 6th level or higher, the healing increases by
or ends its turn there. 1d10 for each slot level above 5th.
At Higher Levels. When you use this creation with a
creation slot of 6th level or higher, the damage increases by Mass Disguise
5th-level illusion
1d10 for each slot level above 5th.
Casting Time: 1 action
Life Steal Range: 30 feet
5th-level necromancy Target: Any number of creatures that you can see within
Casting Time: 1 action range
Range: 60 feet Components: V, S
Components: V, S Duration: 8 hours
Duration: Concentration, up to 1 minute This creation allows you to change the appearance of any
Target a creature you can see within range to drain life number of creatures that you can see within range. You give
from it. The target must make a Dexterity saving throw. On a each target you choose a new, temporary appearance. An
successful save, the target takes 2d12 necrotic damage, and unwilling target can make a Charisma saving throw, and if it
the creation ends. succeeds, it is unaffected by this creation.
On a failed save, the target takes 4d12 necrotic damage, The creation disguises physical appearance as well as
and until the creation ends, you can use your action on each clothing, armor, weapons, and equipment. You can make each
of your turns to automatically deal 4d12 necrotic damage to creature seem 1 foot shorter or taller and appear thin, fat, or
the target. The creation ends if you use your action to do in between. You can’t change a target’s body type, so you must
anything else, if the target is ever outside the creation’s range, choose a form that has the same basic arrangement of limbs.
or if the target has total cover from you. Whenever the Otherwise, the extent of the disguise is up to you. The
creation deals damage to a target, you regain hit points equal creation lasts for the duration, unless you use your action to
to half the amount of necrotic damage the target takes. dismiss it sooner.
At Higher Levels. When you use this creation with a A creature can use its action to inspect a target and make
creation slot of 6th level or higher, the damage increases by an Intelligence (Investigation) check against your creation
1d12 for each slot level above 5th. save DC. If it succeeds, it becomes aware that the target is
disguised.
Legend Lore (R)
5th-level divination (routine) Mislead
5th-level illusion
Casting Time: 10 minutes
Range: Self Casting Time: 1 action
Components: V, S, M (candles worth 2,500,000 Berries, Range: Self
which the creation consumes) Components: S
Duration: Instantaneous Duration: Concentration, up to 1 hour
Name or describe a person, place, or object. The creation You become invisible at the same time that an illusory
brings to your mind a brief summary of the significant lore double of you appears where you are standing. The double
about the thing you named. The lore might consist of current lasts for the duration, but the invisibility ends if you attack or
tales, forgotten stories, or even secret lore that has never use a creation.
been widely known. If the thing you named isn’t of legendary You can use your action to move your illusory double up to
importance, you gain no information. The more information twice your speed and make it gesture, speak, and behave in
you already have about the thing, the more precise and whatever way you choose.
detailed the information you receive is.
You can see through its eyes and hear through its ears as if Purifying Flames
you were located where it is. On each of your turns as a 5th-level evocation
bonus action, you can switch from using its senses to using
your own, or back again. While you are using its senses, you Casting Time: 1 action
are blinded and deafened in regard to your own Range: 60 feet
surroundings. Target: 10-foot radius, 40-foot-high cylinder centered on a
point within range
Necrosis Surge Components: V, S, M (a pinch of sulfur)
5th-level necromancy Duration: Instantaneous
Casting Time: 1 action A vertical column of fire roars down from the in a location
Range: 60 feet you specify. Each creature in a 10-foot-radius, 40-foot-high
Components: V, M (a bone) cylinder centered on a point within range must make a
Duration: Instantaneous Constitution saving throw. A creature takes 5d8 fire damage
and 5d8 radiant damage on a failed save, or half as much
You assail one creature you can see within range with damage on a successful one.
necrosis. Unless the target is undead, it must make a At Higher Levels: When you use this creaiton with a
Constitution saving throw, taking 5d12 necrotic damage on a creation slot of 6th level or higher, the fire damage or the
failed save, or half as much damage on a successful one. A radiant damage (your choice) increases by 1d8 for each slot
target killed by this damage rises up as an undead at the start level above 5th.
of your next turn. The zombie pursues whatever creature it
can see that is closest to it. After that creature is slain, the Raise Dead
undead dies. Statistics for the undead are in the Animate 5th-level necromancy
Dead creation.
If you target an undead with this creation, the target Casting Time: 1 hour
doesn’t make a saving throw. Instead, roll 5d12. The target Range: Touch
gains half the total as temporary hit points. Components: V, S, M (medical supplies worth at least
5,000,000 Berries, which the creation consumes)
Programmed Illusion Duration: Instantaneous
5th-level illusion You return a dead creature you touch to life, provided that
Casting Time: 1 action it has been dead no longer than 10 days. If the creature’s soul
Range: 120 feet is both willing and at liberty to rejoin the body, the creature
Components: V, S, M (a bit of fleece) returns to life with 1 hit point.
Duration: Until dispelled This creation also neutralizes any poison and cures
You create an illusion of an object, a creature, or some diseases that affected the creature at the time it died. This
creation doesn’t, however, remove particularly powerful
other visible phenomenon within range that activates when a diseases, curses, or similar effects; if these aren’t first
specific condition occurs. The illusion is imperceptible until removed prior to activation of the creation, they take effect
then. It must be no larger than a 30-foot cube, and you decide when the creature returns to life. This creation can’t return
when you activate the creation how the illusion behaves and an undead creature to life.
what sounds it makes. This scripted performance can last up This creation closes all mortal wounds, but it doesn’t
to 5 minutes. restore missing body parts. If the creature is lacking body
When the condition you specify occurs, the illusion springs parts or organs integral for its survival – its head, for instance
into existence and performs in the manner you described. – the creation automatically fails. That is not to say all hope is
Once the illusion finishes performing, it disappears and lost as limbs can be reattached, and artificial organs can be
remains dormant for 10 minutes. After this time, the illusion made.
can be activated again. Coming back from the dead is an ordeal. The target takes a
The triggering condition can be as general or as detailed as -4 penalty to all attack rolls, saving throws, and ability checks.
you like, though it must be based on visual or audible Every time the target finishes a long rest, the penalty is
conditions that occur within 30 feet of the area. For example, reduced by 1 until it disappears.
you could create an illusion of yourself to appear and warn off
others who attempt to open a trapped door, or you could set
the illusion to trigger only when a creature says the correct
word or phrase.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature that
uses its action to examine the image can determine that it is
an illusion with a successful Intelligence (Investigation) check
against your creation save DC. If a creature discerns the
illusion for what it is, the creature can see through the image,
and any noise it makes sounds hollow to the creature.
Scrying Steel Wind Strike
5th-level divination 5th-level conjuration
Casting Time: 10 minutes Casting Time: 1 action
Range: Self Range: 30 feet
Components: V, S, M (a focus worth at least 10,000,000 Components: S, M (a melee weapon)
berries) Duration: Instantaneous
Duration: 1 hour You flourish the weapon used in the casting and then
You can see and hear a particular creature you choose that vanish to strike like the wind. Choose up to five creatures you
is on the same plane of existence as you. The target must can see within range. Make a melee creation attack against
make a Wisdom saving throw, which is modified by how well each target. On a hit, a target takes 6d10 force damage.
you know the target and the sort of physical connection you You can then teleport to an unoccupied space you can see
have to it. If a target knows you’re using this creation, it can within 5 feet of one of the targets you hit or missed.
fail the saving throw voluntarily if it wants to be observed.
Swift Shots
Knowledge
Save
Modifier Connection
Save
Modifier
5th-level transmutation
Secondhand (you +5 Likeness or -2
Casting Time: 1 bonus action
have heard of the picture Range: Touch
target) Components: V, S, M (a ranged weapon)
Possession or -4 Duration: Concentration, up to 1 minute
Firsthand (you +0 garment
have met the You alter your ranged weapon so it produces an endless
target) Body part, lock of
hair, bit of nail, or
-10 supply of non-mastercraft ammunition, which seems to leap
Familiar (you -5 the like into your hand when you reach for it.
know the target On each of your turns until the creation ends, you can use a
well) bonus action to make two attacks with the ranged weapon
On a successful save, the target isn’t affected, and you can’t used. Each time you make such a ranged attack, your weapon
use this creation against it again for 24 hours. replaces the piece of ammunition you used with a similar
On a failed save, the creation allows you to see and hear piece of non-mastercraft ammunition.
the area within 10 feet of the target, as if you were there. Your Any pieces of ammunition created by this creation
senses move with the target, remaining within 10 feet of it for disintegrate when the creation ends.
the duration.
Instead of targeting a creature, you can choose a location Synaptic Static
you have seen before as the target of this creation. When you 5th-level enchantment
do, your senses don’t move. Casting Time: 1 action
Range: 120 feet
Sense Territory (R) Components: V, S
5th-level divination (routine) Duration: Instantaneous
Casting Time: 1 minute You choose a point within range and cause psychic energy
Range: Self to explode there. Each creature in a 20-foot-radius sphere
Components: V, S centered on that point must make an Intelligence saving
Duration: Instantaneous throw. A creature with an Intelligence score of 2 or lower
You gain knowledge of the surrounding territory. In the can’t be affected by this creation. A target takes 8d6 psychic
outdoors, the creation gives you knowledge of the land within damage on a failed save, or half as much damage on a
3 miles of you. In caves and other natural underground successful one.
settings, the radius is limited to 300 feet. After a failed save, a target has muddled thoughts for 1
You instantly gain knowledge of up to three facts of your minute. During that time, it rolls a d6 and subtracts the
choice about any of the following subjects as they relate to number rolled from all its attack rolls, ability checks, and
the area: saving throws (except the one to end the effect). The target
can make an Intelligence saving throw at the end of each of
terrain and bodies of water its turns, ending the effect on itself on a success.
prevalent plants, minerals, animals, or people
buildings
For example, you could determine the location of the
wildlife in the area, the location of major sources of safe
drinking water, and the location of any nearby towns.
Target Bullseye Wall of Ice
5th-level enchantment 5th-level evocation
Casting Time: 1 action Casting Time: 1 action
Range: 60 feet Range: 120 feet
Components: V, S Components: V, S, M (an ice cube)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 10 minutes
You attempt to force a target within range to attack another You create a wall of ice on a solid surface within range. You
creature within range, forcing them to make a Wisdom can form it into a hemispherical dome or a sphere with
saving throw. On a success, nothing happens. On a failure, radius of up to 10 feet, or you can shape a flat surface made
you select another creature within range. The creature that up of ten 10-foot-square panels. Each panel must be
failed must use their action and movement to try to get as contiguous with another panel. In any form, the wall is 1 foot
close as possible to the target and attack it. The creature thick and lasts for the duration.
continues attempting to attack the target, repeating the If the wall cuts through a creature’s space when it appears,
saving throw at the end of each of their turns the creature within its area is pushed to one side of the wall
At Higher Levels. When you use this creation with a and must make a Dexterity saving throw. On a failed save, the
creation slot of 6th level or higher, you can target an creature takes 10d6 cold damage, or half as much damage on
additional creature within range for each level above 5th a successful save.
level. Each creature must be within 30 feet of each other. The wall is an object that can be damaged and thus
breached. It has AC 12 and 30 hit points per 10-foot section.
Volley Reducing a 10-foot section of wall to 0 hit points destroys it
5th-level conjuration and leaves behind a sheet of frigid air in he space the wall
Casting Time: 1 action occupied. A creature moving through the sheet of frigid air for
Range: 150 feet the first time on a turn must make a Constitution saving
Components: V, S, M (one piece of ammunition or one throw. The creature takes 5d6 cold damage on a failed save,
thrown weapon) or half as much damage on a successful one.
Duration: Instantaneous At Higher Levels. When you use this creation with a
creation slot of 7th level or higher, the damage the wall deals
You fire a piece of ammunition from a ranged weapon or when it appears increases by 2d6, and the damage from
throw a weapon into the air and choose a point within range. passing through the sheet of frigid air increases by 1d6, for
Hundreds of duplicates of the ammunition or weapon fall in a each slot level above 6th.
volley from above and then disappear. Each creature in a 40-
foot-radius, 20-foot-high cylinder centered on that point must Wall of Light
make a Dexterity saving throw. A creature takes 10d8 5th-level evocation
damage on a failed save, or half as much damage on a Casting Time: 1 action
successful one. The damage type is the same as that of the Range: 120 feet
ammunition or weapon.
Components: V, S, M (a mirror)
Wall of Force
Duration: Concentration, up to 10 minutes
5th-level evocation A shimmering wall of bright light appears at a point you
Casting Time: 1 action choose within range. The wall appears in any orientation you
Range: 120 feet choose: horizontally, vertically, or diagonally. It can be free
Components: V, S, M (a piece of glass) floating, or it can rest on a solid surface. The wall can be up
Duration: Concentration, up to 10 minutes to 60 feet long, 10 feet high, and 5 feet thick. The wall blocks
line of sight, but creatures and objects can pass through it. It
An invisible wall of force springs into existence at a point emits bright light out to 120 feet and dim light for an
you choose within range. additional 120 feet.
The wall appears in any orientation you choose, as a When the wall appears, each creature in its area must
horizontal or vertical barrier or at an angle. It can be free make a Constitution saving throw. On a failed save, a creature
floating or resting on a solid surface. You can form it into a takes 6d8 radiant damage, and it is blinded for 1 minute. On
hemispherical dome or a sphere with a radius of up to 10 a successful save, it takes half as much damage and isn’t
feet, or you can shape a flat surface made up of ten 10-foot- blinded. A blinded creature can make a Constitution saving
by-10-foot panels. Each panel must be contiguous with throw at the end of each of its turns, ending the effect on
another panel. In any form, the wall is 1/4 inch thick. It lasts itself on a success.
for the duration. If the wall cuts through a creature's space A creature that ends its turn in the wall’s area takes 4d8
when it appears, the creature is shunted to one side of the radiant damage.
wall (your choice which side). Until the creation ends, you can use an action to launch a
Nothing can physically pass through the wall. It is immune beam of radiance from the wall at one creature you can see
to all damage and can't be deactivated by the Deactivate within 60 feet of it. Make a ranged creation attack. On a hit,
Creation creation. A Disentegrate creation destroys the wall the target takes 6d8 radiant damage.
instantly, however.
At Higher Levels. When you use this creation using a
creation slot of 6th level or higher, the damage increases by
1d8 for each slot level above 5th.
Wall of Thunder
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a copper wire)
Duration: Concentration, up to 10 minutes
You create a wall of sonic energy on a solid surface within
range. You can make the wall up to 60 feet long, 20 feet high,
and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20
feet high, and 1 foot thick. The wall is opaque and lasts for
the duration.
When the wall appears, each creature within its area must
make a Constitution saving throw. On a failed save, a creature
takes 6d6 thunder damage and is pushed back 10ft. On a
successful save, they take half as much damage and are
shunted to the opposite side of the wall from you.
One side of the wall, selected by you when you use this
creation, deals 6d6 thunder damage to each creature that
ends its turn within 20 feet of that side or inside the wall and
knocks them backwards 10ft. A creature takes the same
damage when it enters the wall for the first time on a turn or
ends its turn there. The other side of the wall deals no
damage.
At Higher Levels. When you use this using a creation slot
of 6th level or higher, the initial damage and the bolt of
lightning of the creation deals an extra 1d6 damage for each
level above 5th.
Wrath of Nature
5th-level evocation
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 minute
Choose a point you can see within range. The trees, rocks,
and grasses in a 60-foot cube centered on that point to
become animated until the creation ends.
Grasses and Undergrowth. Any area of ground in the
cube that is covered by grass or undergrowth is difficult
terrain for your enemies.
Trees. At the start of each of your turns, each of your
enemies within 10 feet of any tree in the cube must succeed
on a Dexterity saving throw or take 4d8 slashing damage
from whipping branches.
Roots and Vines. At the end of each of your turns, one
creature of your choice that is on the ground in the cube must
succeed on a Strength saving throw or become restrained
until the creation ends. A restrained creature can use an
action to make a Strength (Athletics) check against your
creation save DC, ending the effect on itself on a success.
Rocks. As a bonus action on your turn, you can cause a
loose rock in the cube to launch at a creature you can see in
the cube. Make a ranged creation attack against the target.
On a hit, the target takes 4d8 bludgeoning damage, and it
must succeed on a Strength saving throw or fall prone.
6th Level Dominate Monster
6th-level enchantment
Chain Lightning
6th-level evocation Casting Time: 1 action
Range: 60 feet
Casting Time: 1 action Components: V, S
Range: 150 feet Duration: Concentration, up to 1 hour
Components: V, S, M (a silver pin)
Duration: Instantaneous You attempt to beguile a creature that you can see within
range. It must succeed on a Wisdom saving throw or be
You create a bolt of lightning that arcs toward a target of charmed by you for the duration. If you or creatures that are
your choice that you can see within range. Three bolts then friendly to you are fighting it, it has advantage on the saving
leap from that target to as many as three other targets, each throw.
of which must be within 30 feet of the first target. A target While the creature is charmed, you have a telepathic link
can be a creature or an object and can be targeted by only with it as long as the two of you are on the same plane of
one of the bolts. existence. You can use this telepathic link to issue commands
A target must make a Constitution saving throw. The target to the creature while you are conscious (no action required),
takes 10d8 lightning damage on a failed save, or half as much which it does its best to obey. You can specify a simple and
on a successful one. general course of action, such as "Attack that creature," "Run
At Higher Levels. When you use this creation with a over there," or "Fetch that object." If the creature completes
creation slot of 7th level or higher, one additional bolt leaps the order and doesn’t receive further direction from you, it
from the first target to another target for each slot level above defends and preserves itself to the best of its ability.
6th. You can use your action to take total and precise control of
the target. Until the end of your next turn, the creature takes
Disintegrate only the actions you choose, and doesn’t do anything that you
6th-level transmutation don’t allow it to do. During this time, you can also cause the
Casting Time: 1 action creature to use a reaction, but this requires you to use your
Range: 60 feet own reaction as well.
Components: V, S, M (a pinch of dust) Each time the target takes damage, it makes a new
Duration: Instantaneous Wisdom saving throw against the creation. If the saving
A thin ray springs from you to a target that you can see throw succeeds, the creation ends.
within range. The target can be a creature, an object, or a At Higher Levels. When you use this creation with a 7th-
creation of force, such as the wall created by the Wall of level creation slot, the duration is concentration, up to 8
Force creation. hours. When you use this creation with a 8th-level creation
A creature targeted by this creation must make a Dexterity slot, the duration is concentration, up to 24 hours. When you
saving throw. On a failed save, the target takes 10d6 + 40 use this creation with a 9th-level creation slot, the duration
force damage. The target is disintegrated if this damage lasts as long as you want without concentration, or until you
leaves it with 0 hit points. use this creation again on another creature.
A disintegrated creature and everything it is wearing and Draconic Transformation
carrying, except mastercraft items, are reduced to a pile of 6th-level transmutation
fine gray dust. The creature can be restored to life only by
means beyond Raise Dead, meaning via powerful items or Casting Time: 1 bonus action
other means. Range: Self
This creation automatically disintegrates a Large or Components: V, S, M (a handful of lizard bones)
smaller non-mastercraft object or a creation of force. If the Duration: Concentration, up to 10 minutes
target is a Huge or larger object or creation of force, this You take on physical attributes that cause you to resemble
creation disintegrates a 10-foot-cube portion of it. A a dragon. Select a damage type from acid, cold, fire, poison,
mastercraft item is unaffected by this creation. thunder, or lightning. You gain 60 temporary hits points and
At Higher Levels. When you use this creation using a the following benefits until the creation ends:
creation slot of 7th level or higher, the damage increases by
3d6 for each slot level above 6th. Blindsight. You have blindsight with a range of 30 feet.
Within that range, you can effectively see anything that
isn’t behind total cover, even if you’re blinded or in
darkness. Moreover, you can see an invisible creature,
unless the creature successfully hides from you.
Wings. Wings sprout from your back. You have a flying
speed of 60 feet.
Dragon’s Breath. When you use this creation, and as a
bonus action on subsequent turns for the duration, you
can exhale destructive energy in a 60-foot cone. Each
creature in that area must make a Dexterity saving throw,
taking 6d8 of the damage you chose on a failed save, or
half as much damage on a successful one.
Dragon’s Resilience. You gain a +1 bonus to your armor You can use your bonus action to create a small
class. Additionally, you gain immunity to the damage type earthquake on the ground in a 20-foot radius centered on
you chose. you. Other creatures on that ground must succeed on a
Dexterity saving throw or be knocked prone and take 4d6
Embody Flames bludgeoning damage. On a success, they only take half
6th-level transmutation damage.
Casting Time: 1 action You can move across difficult terrain made of earth or
Range: Self stone without spending extra movement. You can move
Components: V, S through solid earth or stone as if it was air and without
Duration: 10 minutes destabilizing it.
Flames race across your body, shedding bright light in a Embody Winds
30-foot radius and dim light for an additional 30 feet for the 6th-level transmutation
creations’s duration. The flames don’t harm you. Until the
creation ends, you gain the following benefits: Casting Time: 1 action
Range: Self
You are immune to fire damage and have resistance to Components: V, S
cold damage. Duration: 10 minutes
Any creature that moves within 10 feet of you for the first Until the creation ends, wind whirls around you, and you
time on a turn or ends its turn there takes 2d10 fire gain the following benefits:
damage.
You can use your bonus action to create a line of fire 30 Ranged weapon attacks made against you have
feet long and 5 feet wide extending from you in a direction disadvantage on the attack roll.
you choose. Each creature in the line must make a You gain a flying speed of 60 feet.
Dexterity saving throw. A creature takes 4d8 fire damage You can use your bonus action to create a 20-foot cube of
on a failed save, or half as much damage on a successful swirling wind centered on a point you can see within 60
one. feet of you. Each creature in that area must make a
Constitution saving throw. A creature takes 3d10
Embody Frost bludgeoning damage on a failed save, or half as much
6th-level transmutation damage on a successful one. If a Large or smaller
Casting Time: 1 action creature fails the save, that creature is also pushed up to
Range: Self 10 feet away from the center of the cube.
Components: V, S
Duration: 10 minutes Fantasy Mirage (R)
6th-level illusion (routine)
Until the creation ends, ice rimes your body, and you gain Casting Time: 10 minutes
the following benefits: Range: 30 feet
You are immune to cold damage and have resistance to Components: V, S
fire damage. Duration: 10 days
You can move across difficult terrain created by ice or You make terrain in an area up to 1 mile square look,
snow without spending extra movement. sound, smell, and even feel like some other sort of terrain.
The ground in a 15-foot radius around you is icy and is The terrain’s general shape remains the same, however. Open
difficult terrain for creatures other than you. The radius fields or a road could be made to resemble a swamp, hill,
moves with you. crevasse, or some other difficult or impassable terrain. A
You can use your bonus action to create a 20-foot cone of pond can be made to seem like a grassy meadow, a precipice
freezing wind extending from your outstretched hand in a like a gentle slope, or a rock-strewn gully like a wide and
direction you choose. Each creature in the cone must smooth road.
make a Constitution saving throw. A creature takes 4d6 Similarly, you can alter the appearance of structures, or
cold damage on a failed save, or half as much damage on add them where none are present. The creation doesn’t
a successful one. A creature that fails its save against this disguise, conceal, or add creatures.
effect has its speed halved until the start of your next turn. The illusion includes audible, visual, tactile, and olfactory
Embody Stone
elements, so it can turn clear ground into difficult terrain (or
6th-level transmutation vice versa) or otherwise impede movement through the area.
Any piece of the illusory terrain (such as a rock or stick) that
Casting Time: 1 action is removed from the creation’s area disappears immediately.
Range: Self Creatures with truesight can see through the illusion to the
Components: V, S terrain’s true form; however, all other elements of the illusion
Duration: 10 minutes remain, so while the creature is aware of the illusion’s
Until the creation ends, bits of rock spread across your presence, the creature can still physically interact with the
body, and you gain the following benefits: illusion.
You have resistance to bludgeoning, piercing, and slashing
damage.
Feeble Body You can refrain from firing the globe after completing the
6th-level necromancy spell, if you wish. A small globe about the size of a sling stone,
cool to the touch, appears in your hand. At any time, you or a
Casting Time: 1 action creature you give the globe to can throw the globe (to a range
Range: 120 feet of 40 feet) or hurl it with a sling (to the sling’s normal range).
Target: A point you can see within range It shatters on impact, with the same effect as the normal
Components: V, S, M (a rotting fruit) casting of the creation. You can also set the globe down
Duration: 24 hours without shattering it. After 1 minute, if the globe hasn’t
You blast the body of a creature that you can see within already shattered, it explodes.
range, attempting to reduce its physical power. The target At Higher Levels. When you use this creation with a
takes 4d12 necrotic damage and must make a Constitution creation slot of 7th level or higher, the damage increases by
saving throw. 1d6 for each slot level above 6th.
On a failed save, choose Strength, Dexterity, or
Constitution. The creature’s ability score for the chosen score Gravity Fissure
becomes 6 for the duration. If you choose Strength, the 6th-level evocation
creature attacks with disadvantage with all melee weapon Casting Time: 1 action
attacks. If you choose Dexterity, the creature’s movement Range: 100 foot line
speeds become 10, if they weren’t already lower, and they Components: V, S, M (a fistful of iron filings)
cannot take the dash or disengage action. If you choose Duration: Instantaneous
Constitution, the target cannot maintain concentration, and You manifest a ravine of gravitational energy in a line
any resistances to bludgeoning, piercing, and slashing are originating from you that is 100 feet long and 5 feet wide.
suppressed.
At the end of every hour, the creature can repeat its saving Each creature in that line must make a Constitution saving
throw against this creation. If it succeeds on its saving throw, throw, taking 8d8 force damage on a failed save, or half as
the creation ends. much damage on a successful one.
The creation can also be ended by the following creations: Each creature within 10 feet of the line but not in it must
Greater Restoration, Heal, or Ultimate Heal. succeed on a Constitution saving throw or take 8d8 force
At Higher Levels. When you use this using a creation slot damage and be pulled toward the line until the creature is in
of 7th level, the creation deals an extra 1d12 damage for a its area.
total of 5d12, and the duration increases to 1 week and the At Higher Levels. When you use this creation with a
saving throws are made at the end of every day. When you creation slot of 7th level or higher, the damage increases by
use this using a creation slot of 8th level, the creation deals 1d8 for each slot level above 6th.
an extra 2d12 damage for a total of 6d12, and the duration
increases to 1 month. When you use this using a creation slot Greater Floating Shield
of 9th level, the creation deals an extra 3d12 damage for a 6th-level abjuration
total of 7d12, and the duration increases to 1 year, and the Casting Time: 1 bonus action
saving throws are instead remade at the end of every month. Range: 60 feet
Components: V, S, M (a piece of metal worth at least
Freezing Sphere 5,000,000 Berries)
6th-level evocation Duration: Concentration, up to 1 minute
Casting Time: 1 action You create a protective field of that surrounds a creature of
Range: 300 feets your choice within range (you can choose yourself). The field
Components: V, S, M (a small crystal sphere) sheds dim light out to 5 feet. While surrounded by the field, a
Duration: Instantaneous creature gains the following benefits:
A frigid globe of cold energy streaks from you to a point of Cover. The creature has half cover.
your choice within range, where it explodes in a 60-foot- Damage Resistance. The creature has resistance to all
radius sphere. Each creature within the area must make a damage except psychic, force, radiant, and necrotic.
Constitution saving throw. On a failed save, a creature takes Evasion. If the creature is subjected to an effect that
12d6 cold damage. On a successful save, it takes half as allows it to make a Dexterity saving throw to take only half
much damage. damage, the creature instead takes no damage if it succeeds
If the globe strikes a body of water or a liquid that is on the saving throw, and only half damage if it fails.
principally water (not including water-based creatures), it As a bonus action on subsequent turns, you can move the
freezes the liquid to a depth of 6 inches over an area 30 feet field to another creature within 60 feet of the field.
square. This ice lasts for 1 minute. Creatures that were
swimming on the surface of frozen water are trapped in the
ice. A trapped creature can use an action to make a Strength
check against your creation save DC to break free.
Guardian Globe Hero's Feast
6th-level abjuration 6th-level conjuration
Casting Time: 1 action Casting Time: 10 minutes
Range: 10 foot radius Range: 30 feet
Components: V, S, M (a glass bead) Components: V, S, M (a gem-encrusted bowl worth at least
Duration: Concentration, up to 1 minute 10,000,000 Berries, which the creation consumes)
An immobile, barrier springs into existence in a 10-foot Duration: Instantaneous
radius around you and remains for the duration. You bring forth a great feast, including magnificent food
Any creation of 5th level or lower activated from outside and drink. The feast takes 1 hour to consume and disappears
the barrier can’t affect creatures or objects within it, even if at the end of that time, and the beneficial effects don’t set in
the creation is used with a higher level creation slot. Such a until this hour is over. Up to twelve creatures can partake of
creation can target creatures and objects within the barrier, the feast.
but the creation has no effect on them. Similarly, the area A creature that partakes of the feast gains several benefits.
within the barrier is excluded from the areas affected by such The creature is cured of all diseases and poison, becomes
creation. immune to poison and being frightened, and makes all
At Higher Levels. When you use this creation with a Wisdom saving throws with advantage. Its hit point
creation slot of 7th level or higher, the barrier blocks maximum also increases by 2d10 + your creativity ability
creations of one level higher for each slot level above 6th. modifier, and it gains the same number of hit points. These
benefits last for 24 hours.
Harm
6th-level necromancy Irresistible Dance
Casting Time: 1 action 6th-level enchantment
Range: 60 feet Casting Time: 1 action
Components: V, S Range: 30 feet
Duration: Instantanous Components: V
You unleash a virulent disease on a creature that you can Duration: Concentration, up to 1 minute
see within range. The target must make a Constitution saving Choose one creature that you can see within range. The
throw. On a failed save, it takes 14d8 necrotic damage, or half target begins a comic dance in place: shuffling, tapping its
as much damage on a successful save. The damage can’t feet, and capering for the duration. Creatures that can’t be
reduce the target’s hit points below 1. If the target fails the charmed are immune to this creation.
saving throw, its hit point maximum is reduced for 1 hour by A dancing creature must use all its movement to dance
an amount equal to the necrotic damage it took. Any effect without leaving its space and has disadvantage on Dexterity
that removes a disease allows a creature’s hit point maximum saving throws and attack rolls. While the target is affected by
to return to normal before that time passes. this creation, other creatures have advantage on attack rolls
against it.
Heal As an action, a dancing creature makes a Wisdom saving
6th-level evocation throw to regain control of itself. On a successful save, the
Casting Time: 1 action creation ends.
Range: 60 feet
Components: V, S Mass Suggestion
Duration: Instantaneous 6th-level enchantment
Choose a creature that you can see within range. A surge of Casting Time: 1 action
positive energy washes through the creature, causing it to Range: 60 feet
regain 70 hit points. The creation also ends blindness, Components: V, M (a snake's tongue)
deafness, and any diseases affecting the target. This creation Duration: 24 hours
has no effect on constructs or undead. You suggest a course of activity (limited to a sentence or
At Higher Levels. When you use this creation with a two) and influence up to twelve creatures of your choice that
creation slot of 7th level or higher, the amount of healing you can see within range and that can hear and understand
increases by 15 for each slot level above 6th. you. Creatures that can’t be charmed are immune to this
effect. The suggestion must be worded in such a manner as
to make the course of action sound reasonable. Obviously
harmful activities such as asking the creature to stab itself, or
outlandish and out of character behavior for the target such
as forcing intercourse with someone they have never met
ends the creation.
Each target must make a Wisdom saving throw. On a failed The fortress has four towers with square bases, each one
save, it pursues the course of action you described to the best 20 feet on a side and 30 feet tall, with one tower on each
of its ability. The suggested course of action can continue for corner. The towers are connected to each other by stone
the entire duration. If the suggested activity can be completed walls that are each 80 feet long, creating an enclosed area.
in a shorter time, the creation ends when the subject finishes Each wall is 1 foot thick and is composed of panels that are
what it was asked to do. 10 feet wide and 20 feet tall. Each panel is contiguous with
You can also specify conditions that will trigger a special two other panels or one other panel and a tower. You can
activity during the duration. For example, you might suggest place up to four stone doors in the fortress’s outer wall.
that a group of soldiers give all their money to the first beggar A small keep stands inside the enclosed area. The keep has
they meet. If the condition isn’t met before the creation ends, a square base that is 50 feet on each side, and it has three
the activity isn’t performed. floors with 10-foot-high ceilings. Each of the floors can be
If you or any of your companions damage a creature divided into as many rooms as you like, provided each room
affected by this creation, the creation ends for that creature. is at least 5 feet on each side. The floors of the keep are
At Higher Levels. When you cuse this creation with a 7th- connected by stone staircases, its walls are 6 inches thick,
level creation slot, the duration is 10 days. When you use an and interior rooms can have stone doors or open archways as
8th-level creation slot, the duration is 30 days. When you use you choose. The keep is furnished and decorated however
a 9th-level creation slot, the duration is a year and a day. you like, and when it it initially used, it contains sufficient
food to serve a nine-course banquet for up to 100 people.
Mental Prison The walls, towers, and keep are all made of stone that can
6th-level illusion be damaged. Each 10-foot by 10-foot section of stone has AC
Casting Time: 1 action 15 and 30 hit points per inch of thickness. It is immune to
Range: 60 feet poison and psychic damage. Reducing a section of stone to 0
Components: S hit points destroys it and might cause connected sections to
Duration: Concentration, up to 1 minute buckle and collapse at the DM’s discretion.
You attempt to bind a creature within an illusory cell that Mind Blank
only it perceives. One creature you can see within range must 6th-level abjuration
make an Intelligence saving throw. The target succeeds Casting Time: 1 action
automatically if it is immune to being charmed. Range: Touch
On a successful save, the target takes 5d10 psychic Components: V, S
damage, and the creation ends. On a failed save, the target Duration: 24 hours
takes 5d10 psychic damage, and you make the area
immediately around the target’s space appear dangerous to it Until the creation ends, one willing creature you touch is
in some way. You might cause the target to perceive itself as immune to psychic damage, any effect that would sense its
being surrounded by fire, floating razors, or hideous maws emotions or read its thoughts, divination creations, and the
filled with dripping teeth. charmed condition.
Whatever form the illusion takes, the target can’t see or
hear anything beyond it and is restrained for the creation’s Petrify
duration. If the target is moved out of the illusion, makes a 6th-level transmutation
melee attack through it, or reaches any part of its body Casting Time: 1 action
through it, the target takes 10d10 psychic damage, and the Range: 60 feet
creation ends. Components: V, S, M (a lime)
Duration: Concentration, up to 1 minute
Mighty Fortress
6th-level conjuration You attempt to turn one creature that you can see within
Casting Time: 1 minute range into stone. If the target's body is made of flesh, the
Range: 1 mile creature must make a Constitution saving throw. On a failed
Components: V, S, M (special construction tools worth at save, it is restrained as its flesh begins to harden. On a
least 5,000,000 Berries, which the creation consumes) successful save, the creature isn’t affected.
A creature restrained by this creation must make another
Duration: Instantaneous Constitution saving throw at the end of each of its turns. If it
A fortress of stone erupts from a square area of ground of successfully saves against this creation three times, the
your choice that you can see within range. The area is 120 creation ends. If it fails saves three times, it is turned to stone
feet on each side, and it must not have any buildings or other and subjected to the petrified condition for the duration. The
structures on it. Any creatures in the area are harmlessly successes and failures don’t need to be consecutive; keep
lifted up as the fortress rises. track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers
from similar deformities if it reverts to its original state. If you
maintain your concentration on this creation for the entire
possible duration, the creature is turned to stone until the
effect is removed.
Project Image For the duration, brilliant radiance shines from you. It
6th-level illusion sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. The light is sunlight.
Casting Time: 1 action
Range: 500 miles Rending Sword
Components: V, S, M (a picture of yourself) 6th-level evocation
Duration: Concentration, up to 1 day
Casting Time: 1 action
You create an illusory copy of yourself that lasts for the Range: 60 feet
duration. The copy can appear at any location within range Components: V, S, M (a miniature sword)
that you have seen before, regardless of intervening Duration: 1 minute
obstacles. The illusion looks and sounds like you but is You create a sword-shaped plane of force that hovers
intangible. If the illusion takes any damage, it disappears, and
the creation ends. within range. It lasts for the duration.
You can use your action to move this illusion up to twice When the sword appears, you make a melee creation
your speed, and make it gesture, speak, and behave in attack against a target of your choice within 5 feet of the
whatever way you choose. It mimics your mannerisms sword. On a hit. the target takes 4d10 force damage. Until the
perfectly. creation ends, you can use a bonus action on each of your
You can see through its eyes and hear through its ears as if turns to move the sword up to 20 feet to a spot you can see
you were in its space. On your turn as a bonus action, you can and repeat this attack against the same target or a different
switch from using its senses to using your own, or back one.
again. While you are using its senses, you are blinded and
deafened in regard to your own surroundings. Regenerate
Physical interaction with the image reveals it to be an 6th-level transmutation
illusion, because things can pass through it. A creature that Casting Time: 1 minute
uses its action to examine the image can determine that it is Range: Touch
an illusion with a successful Intelligence (Investigation) check Components: V, S, M (A prayer wheel and holy water)
against your creation save DC. If a creature discerns the Duration: 1 hour
illusion for what it is, the creature can see through the image, You touch a creature and stimulate its natural healing
and any noise it makes sounds hollow to the creature. ability. The target regains 4d8 + 15 Hit Points. For the
Duration of the creation, the target regains 1 hit point at the
Psychic Crush
6th-level enchantment start of each of its turns (10 Hit Points each minute).
The target's severed body parts (fingers, legs, and so on), if
Casting Time: 1 action any, are restored after 2 minutes. If you have the severed part
Range: 60 feet and hold it to the stump, the creation instantaneously causes
Components: V, S the limb heal.
Duration: 1 minute
You overload the mind of one creature you can see within Reverse Gravity
6th-level transmutation
range, filling its psyche with discordant emotions. The target
must make an Intelligence saving throw. On a failed save, the Casting Time: 1 action
target takes 12d6 psychic damage and is stunned for 1 Range: 100 feet
minute. On a successful save, the target takes half as much Components: V, S, M (a block of iron)
damage and isn’t stunned. Duration: Concentration, up to 1 minute
The stunned target can make an Intelligence saving throw This creation reverses gravity in a 50-foot-radius, 100-foot
at the end of each of its turns. On a successful save, the high cylinder centered on a point within range. All creatures
creation ends on the target. and objects that aren’t somehow anchored to the ground in
the area fall upward and reach the top of the area when you
Radical Beam use this creation. A creature can make a Dexterity saving
6th-level evocation throw to grab onto a fixed object it can reach, thus avoiding
Casting Time: 1 action the fall.
Range: Self (60-foot line) If some solid object (such as a ceiling) is encountered in
Components: V, S, M (a magnifying glass) this fall, falling objects and creatures strike it just as they
Duration: Concentration, up to 1 minute would during a normal downward fall. If an object or creature
A beam of brilliant light flashes out from you in a 5-foot- reaches the top of the area without striking anything, it
wide, 60-foot-line. Each creature in the line must make a remains there, oscillating slightly, for the duration.
Constitution saving throw. On a failed save, a creature takes At the end of the duration, affected objects and creatures
6d10 radiant damage and is blinded until your next turn. On fall back down.
a successful save, it takes half as much damage and isn’t
blinded by this creation.
You can create a new beam as your action on any turn until
the creation ends.
Scatter When a creature starts its turn restrained by the tornado,
6th-level conjuration the creature is pulled 5 feet higher inside it, unless the
creature is at the top. A restrained creature moves with the
Casting Time: 1 action tornado and falls when the creation ends, unless the creature
Range: 30 feet has some means to stay aloft.
Components: V A restrained creature can use an action to make a Strength
Duration: Instantaneous or Dexterity check against your creation save DC. If
The air quivers around up to five creatures of your choice successful, the creature is no longer restrained by the
that you can see within range. An unwilling creature must tornado and is hurled 3d6 × 10 feet away from it in a random
succeed on a Wisdom saving throw to resist this creation. direction.
You teleport each affected target to an unoccupied space that
you can see within 300 feet of you. That space must be on the Trueseeing
ground or on a floor. 6th-level divination
Casting Time: 1 action
Shooting Stars Range: Touch
6th-level evocation Components: V, S, M (ointment)
Casting Time: 1 action Duration: 1 hour
Range: Self This creation gives the willing creature you touch the
Components: V, S ability to see things as they actually are. For the duration, the
Duration: 1 hour creature has truesight, notices secret doors hidden by magic,
Seven star-like motes of light appear and orbit your head and can see into the Ethereal Plane, all out to a range of 120
until the creation ends. You can use an action or bonus action feet.
to send one of the motes streaking toward one creature or At Higher Levels. When you use this creation with a
object within 120 feet of you. When you do so, make a ranged creation slot of 7th level or higher, you can target an
creation attack. On a hit, the target takes 4d12 radiant additional, willing creature for each level above 6th.
damage. Whether you hit or miss, the mote is expended. The
creation ends early if you expend the last mote. If you have Wall of Lightning
four or more motes remaining, they shed bright light in a 30- 6th-level evocation
foot radius and dim light for an additional 30 feet. If you have Casting Time: 1 action
one to three motes remaining, they shed dim light in a 30-foot Range: 120 feet
radius. Components: V, S, M (a drop of acid)
At Higher Levels. When you use this creation with a Duration: Concentration, up to 10 minutes
creation slot of 7th level or higher, the number of motes A sparking wall of lightning bursts into existence at a point
created increases by two for each slot level above 6th.
you choose within range. The wall appears in any orientation
Tornado you choose: horizontally, vertically, or diagonally. It can be
6th-level evocation free floating, or it can rest on a solid surface. The wall can be
up to 90 feet long, 10 feet high, and 5 feet thick. The wall
Casting Time: 1 action blocks line of sight, but creatures and objects can pass
Range: 300 feet through it. It emits bright light out to 30 feet and dim light for
Components: V, M (a piece of straw) an additional 60 feet. When the wall appears, each creature
Duration: Concentration, up to 1 minute in its area must make a Constitution saving throw. On a failed
A tornado howls down to a point on the ground you specify. save, a creature takes 8d8 lightning damage. On a successful
The tornado is a 10-foot-radius, 30-foot-high cylinder save, it takes half as much damage. A creature that enters the
centered on that point. Until the creation ends, you can use wall for the first time on their turn, or starts its turn in the
your action to move the tornado up to 30 feet in any direction wall’s area takes 4d8 lightning damage. Until the creation
along the ground. The tornado sucks up any Medium or ends, you can use a bonus action to cause the wall to fire a
smaller objects that aren’t secured to anything and that aren’t bolt of lightning at a target you can see that is within 60 feet
worn or carried by anyone. of the wall but not in the wall’s space. The creature must
A creature must make a Dexterity saving throw the first make a Constitution saving throw, taking 4d8 lighting
time on a turn that it enters the tornado or that the tornado damage on a failed save, or half as much damage on a
enters its space, including when the tornado first appears. A success.
creature takes 10d6 bludgeoning damage on a failed save, or At Higher Levels. When you use this using a creation slot
half as much damage on a successful one. In addition, a of 7th level or higher, the initial damage and the bolt of
Large or smaller creature that fails the save must succeed on lightning of the creation deals an extra 1d8 damage for each
a Strength saving throw or become restrained in the tornado level above 6th.
until the creation ends.
Ward Weather Forecast
6th-level abjuration 6th-level transmutation
Casting Time: 10 minutes Casting Time: 10 minutes
Range: Touch Range: 5-mile radius
Components: V, S, M (a mirror and a puff of smoke) Components: V, S, M (a cup of water)
Duration: 24 hours Duration: Concentration, Up to 8 hours
You protect up to 2,500 square feet of floor space (an area You take control of the weather within 5 miles of you for
50 feet square, or one hundred 5-foot squares or twenty-five the duration. You must be outdoors to use this creation.
10-foot squares). The protected area can be up to 20 feet tall, Moving to a place where you don’t have a clear path to the sky
and shaped as you desire. You can protect several stories of a ends the creation early.
stronghold by dividing the area among them, as long as you When you use this creation, you change the current
can walk into each contiguous area while you are activating weather conditions, which are determined by the DM based
this creation. on the climate and season. You can change precipitation,
When you activate this creation, you can specify individuals temperature, and wind. It takes 1d4 x 10 minutes for the new
that are unaffected by any or all of the effects that you choose. conditions to take effect. Once they do so, you can change the
You can also specify a password that, when spoken aloud, conditions again. When the creation ends, the weather
makes the speaker immune to these effects. gradually returns to normal.
Ward creates the following effects within the protected When you change the weather conditions, find a current
area. condition on the following tables and change its stage by one,
Corridors. Fog fills all the protected corridors, making up or down. When changing the wind, you can change its
them heavily obscured. In addition, at each intersection or direction.
branching passage offering a choice of direction, there is a 50
percent chance that a creature other than you will believe it is Precipitation
going in the opposite direction from the one it chooses. Stage Effect
Doors. All doors in the protected area are creatively locked, 1 Clear
as if sealed by the Lock creation. In addition, you can cover
up to ten doors with an illusion (equivalent to the illusory 2 Light clouds
object function of the Temporary Trick trick) to make them 3 Overcast or ground fog
appear as plain sections of wall. 4 Rain, hail or snow
Stairs. Webs fill all stairs in the protected area from top to
bottom, as the Web spell. These strands regrow in 10 5 Torrential rain, driving hail or blizzard
minutes if they are burned or torn away while Ward lasts.
Other Creation Effect. You can place your choice of one of Temperature
the following magical effects within the warded area of the Stage Effect
stronghold. 1 Unbearable Heat
Place Shimmering Lights in four corridors. You can 2 Hot
designate a simple program that the lights repeat as long
as Ward lasts. 3 Warm
Place Stinking Cloud in two locations. The vapors appear 4 Cool
in the places you designate; they return within 10 minutes 5 Cold
if dispersed by wind while Ward lasts.
Place a constant Gust of Wind in one corridor or room. 6 Artic cold
Place a Suggestion in one location. You select an area of
up to 5 feet square, and any creature that enters or passes Wind
through the area receives the Suggestion mentally. Stage Effect
Moderate Lingering Injuries 3-5 Lose an Arm or a Hand. You can no longer hold
anything with two hands, and you can hold only a
d20 Moderate Injury
single object at a time. Creations such as the
1-2 Same as losing a finger, except your
Break a Finger. Regenerate creation can restore the lost appendage.
finger heals when you receive healing.
6-8 Lose a Foot or Leg.Your speed on foot is halved, and
3-4 Minor Scar.The scar doesn't have any adverse effect. you must use a cane or crutch to move unless you
Healing from creations of 6th level or higher, such as have a peg leg or other prosthesis. You fall after using
from the Heal and Regenerate creation, removes the the Dash action. You have disadvantage on Dexterity
scar. checks made to balance. Creations such as the
Regenerate creation can restore the lost appendage.
5 Internal Injury.Whenever you attempt an action in
combat, you must make a DC 15 Constitution saving 9- Lost an Ear. You have disadvantage on Wisdom
throw. On a failed save, you lose your action and can't 11 (Perception) checks that rely on sound. If you have
use reactions until the start of your next turn. The no ears remaining after sustaining this injury, you are
injury heals if you receive healing or if you spend ten deafened.
days doing nothing but resting.
12- Punctured Lung. You can take either an action or a
6-7 Broken Ribs. This has the same effect as Internal 14 bonus action or your turn, but not both. The injury
Injury above, except that the save DC is 10. heals if you receive healing. If you puncture both
lungs your hit points drop to 0 and you immediately
8 Festering Wound. Your hit point maximum is reduced begin dying.
by 1 every 24 hours the wound persists. If your hit
point maximum drops to 0, you die. The wound heals
if the Lesser Restoration creation is used on you. 15- Lose a Finger. You have a -1 to all Dexterity (Sleight of
17 Hand) checks and Dexterity checks to use fine tools
Alternatively, someone can tend to the wound and (such as thieves' tools) using the hand with which
make a DC 15 Wisdom (Medicine) check once every
24 hours. After ten successes, the wound heals. A you lost the finger, for each finger that hand is
missing. Creations such as the Regenerate creation
critical success counts as 2 successes. can restore the lost finger. If you lose all the fingers
9- Horrible Scar. You are disfigured to the extent that the from one hand, then it functions as if you had lost a
10 wound can't be easily concealed. You have a -1 on hand.
Charisma (Persuasion) checks and a +1 on Charisma
(Intimidation) checks. Healing of 6th level or higher, 18- Skull Fracture. Whenever you attempt an action in
such as heal and regenerate, removes the scar. 20 combat, you must make a DC 20 Constitution saving
throw. On a failed save, you lose your action and
11- Limp. Your speed on foot is reduced by 5 feet. You can't use reactions until the start of your next turn.
12 must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall The injury heals if you receive healing or if you spend
thirty days doing nothing but resting.
prone. Healing removes the limp.
13- Broken Arm or Hand. Same as Lose an Arm or Hand, In the case of severe lingering injuries, some of the options
14 except the arm is healed after receiving healing. involve dismemberment. In the case of dismemberment, if a
15- Broken Foot or Leg. Same as Lose a Foot or Leg, body part is still present, a creature that is proficient in
16 except the leg is healed after receiving healing. Medicine can make a Medicine Check, DC 15, to reattach it.
17 Concussion. You have disadvantage on Intelligence, On a success, the body part is reattached. On a failure, The
Charisma, and Wisdom ability checks and saving patient takes 1d8 necrotic damage and the body part is not
throws for 7 days, or until the Lesser Restoration reattached. Each failure increases the DC by 5. If the DC
creation is used on you. increases past 30, the body part is lost.
18 Black Eye. Same as losing an eye, except it is healed While this rule may not be for everyone, it is important to
after receiving healing. If you have two black eyes consider the variety and tension it may bring to a battle.
after sustaining this injury, you are blinded while you Imagine a final confrontation against a powerful enemy, and
have both black eyes. one of your attacks slices off their arm near the end of the
19 Trachea Trauma. You are unable to speak until you battle. There is also the fact it incentivizes healing a creature
receive healing. outside of just simply brining them back from 0 hit points.
The rule is also set to not happen too often, only happening
20 Ringing Ear. Same as Lost an Ear, except it is healed
after receiving healing. If you have both ears ringing
when faced with ridiculous levels of damage, or a critical hit.
after sustaining this injury, you become deafened
while both ears are ringing.
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Bartholomew Kuma - Jasonz Strawhats - Junefeier
Bartholomew Kuma, Reiju Luffy, Brook, Nami, Sanji, Usopp -
Vinsmoke, Monet and Ryuma - Young-street
Eiichiro Oda; cutout by bodskih Chopper Sensei - RaetElgnis
A Kind of Paradise - Grivetart Fishman Karate - Supario
Thriller Bark - Joel Wynd Nico Robin - Madboy-Art
弗兰奇 (Franky) - C home
Chapter 2: onepiece zoro - Pu Reum Lee
Zoro - Young-street Chapter 4:
One Piece // Kozuki Oden -
JohnnyAzad The freedom - Goa Kingdom #4 -
Commission of Price - leeliyan Sheylog
Soul King Brook (ONE PIECE) - Thousand Sunny cruising though
Art-by-Evan the sea of the new - Aayush Prasai
One piece Komurasaki - Meito - Eiichiro Oda, Shueisha and
MitzukiMomiji Toei; hosted on Pinterest
Gear Second - OH NIPS Shandia - Eiichiro Oda, Shueisha
Jinbei - Ziizii and Toei; hosted on One Piece
Cipher Pol 9 - sutaneko Wiki