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Libro One Piece

One Piece 5e is an unofficial supplement for Dungeons and Dragons 5th edition, inspired by Eiichiro Oda's One Piece, designed for non-profit use. The document includes new races, classes, character origins, and systems like Haki and Devil Fruits, tailored to fit the high fantasy and unique power dynamics of the One Piece universe. It emphasizes adaptability for Dungeon Masters to create engaging narratives while maintaining balance in gameplay.

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Jesús Avilés
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0% found this document useful (0 votes)
35 views395 pages

Libro One Piece

One Piece 5e is an unofficial supplement for Dungeons and Dragons 5th edition, inspired by Eiichiro Oda's One Piece, designed for non-profit use. The document includes new races, classes, character origins, and systems like Haki and Devil Fruits, tailored to fit the high fantasy and unique power dynamics of the One Piece universe. It emphasizes adaptability for Dungeon Masters to create engaging narratives while maintaining balance in gameplay.

Uploaded by

Jesús Avilés
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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One Piece 5e

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


By Joyful Gent and Bluebeary, inspired by u/Mr-Silvers

Disclaimer
Based on the original work of Eiichiro Oda
© Eiichiro Oda © Shueisha © Toei Animation © Wizards of the Coast
This is a Fan-created, unofficial supplement to Dungeons and Dragons 5th edition. All contents within this document 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.

Snakeneck Tribe Three-eye Tribe


Humans of the Snakeneck tribe are defined by their Humans of the Three-eye tribe are few and far between,
elongated necks, and often have slender bodies to match. valued for the potential to hear the "voice of all things", which
Pragmatic in nature, they tend to favor cold logic over allows a person to read poneglyphs. Many conceal their third
emotionally driven decisions. eye for fear of persecution or discrimination.
Alignment. Snakeneck humans typically are as varied as Alighment. Three-eye humans have no specific tendencies
other humans, however some possess an innate sadistic towards neither good or evil.
streak that prompts them towards evil. Keeper of Secrets. You have proficiency in the Deception
Steady Mind. You can add your proficiency bonus to any and Insight skills.
initiative roll you make. Once when you are surprised while Third Eye. You have advantage on saving throws against
you are conscious, you can choose to act normally on your being blinded or charmed, and on all ability checks, you make
turn, and must finish a long rest before you can do so again. to see through illusions and mirages.
Towering Gaze. You have proficiency in the Perception Secret Potential. You are eligible to gain the Voice of All
skill. Things in Chapter 7: Additional Powers.
Fishman A history of strife
Ten times stronger than the common man and undisputed For centuries, the fishmen were considered little more than
monarchs of the sea, the fishmen of the world oceans were any other monster in the oceans by the humans and were
for the longest time the boogeymen of sailors everywhere. treated accordingly, only welcome on the surface world as
Tall and proud warriors of the deep, the fishmen share a slaves if they weren't killed on sight. Eventually, the world
troubled history of racial discrimination and slavery at the government realized the benefits of peace between the races
hands of humans, scars that even centuries of peace with the and made several attempts to mend the relationship between
surface world has yet to completely mend. humans, fishmen, and merfolk. Thanks in part to the actions
A lot of the prejudice against them stems from how they of the fishman pirate Fisher Tiger and the merfolk queen
differ from humans, looking monstrous to the common man Otohime, a peaceful coexistence was finally reached after
because of their half-fish, half-human physiology, but also decades of negotiations.
because of their renowned physical superiority and ability to However, the old ways still rings loudly in the ears of both
fight as well on land as in water. humans and fishmen alike, who have had a hard time leaving
Despite their fearsome reputation as pirates and the past behind. Many humans, especially nobles, still
marauders, the fishmen are not a simple or militaristic race consider fishmen to be nothing but monsters and fish.
of savages that many humans believe them to be. A fishman Conversely, many fishmen subscribe to the notion that their
dedicated to a crew or a cause tends to be loyal to a fault, superior strength and adaptability means they should be
willing to fight to the bitter end for what they believe in. ruling over humans, who they consider weak and cowardly.
Even so, a strained peace still aided in softening the
animosity between the races, and more fishmen and humans
alike are beginning to wake up to the idea of co-existence,
slowly beginning to see each other as kin rather than
enemies.
Champions of the Sea
In water, fishmen are second to none. Already on land, a
fishman can boast the strength of ten common humans, and
this strength is only amplified by their amphibious nature. A
fishman possesses both the gills of a fish and the respiratory
system of a human, allowing them to breathe air and water
without issue, while dorsal fins and webbed hands and feet
allow them to move unhindered in water.
In addition to these boons, fishmen have a unique form of
martial arts known as Fishman Karate, which emphasizes
the use of water to their advantage. This unique fighting style
is only taught at certain dojos on fishman island and has a
near-mythical reputation that reaches even the surface world
above.
Fishman Traits
As a fishman, 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. Fishmen reach adulthood in their late teens and live
as long as humans.
Alignment. Fishmen display extremes on the moral scales,
with good-aligned fishmen typically being chaotic good with a
great emphasis on personal freedom, while evil-aligned
fishmen tend towards lawful evil with the ideals that their
superior physique means they should rule over other races.
Size. Fishmen vary greatly in size and typically stand taller
than humans at 7-8 feet up to 15 feet. Your size is your choice
of small or medium.
Speed. Your base walking speed is 30 feet, and you have a
swimming speed equal to your walking speed.
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.
Darkvision. Accustomed to the dark ocean floors where
light is scarce, you have darkvision out to 60 feet and can see
in dim light as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, lift, and for grapple and shove attempts.
Speech of the Sea. You can communicate simple ideas
and words to creatures with a natural swimming speed that
are of large size or smaller. Most sealife cannot form or
understand complicated messages, but can communicate
simple expressions and desires such as fear, hunger or joy.
Subraces. Choose between sharptooth, stronghide or
multipod.
Stronghide
Sharptooth
Sharptooth fishmen typically have the physiological traits of a Stronghide fishmen develop powerful bodies that further
predator, such as a shark, pirahana, angler-fish, etc. They use amplify their innate strength and endurance, allowing them
to become remarkable martial artists and fighters. Fishmen
their sharp teeth or spines to tear enemies asunder if of this type are often very big and take after blowfish,
provoked. Often their toothy jaws are able to send a message groupers, and whale sharks.
to startle even the most brave individuals. Natural Athlete. You have proficiency in the Athletics skill.
Frightening. You have proficiency in the Intimidation skill. Strong Body. Your hit point maximum increases by 1, and
Natural Weapons. You have sharp claws, teeth, or spines it increases by 1 every time you gain a level.
that can be used as weapons. Your unarmed strikes deal
piercing or slashing damage equal to 1d8 + your Strength
modifier instead of the normal damage.

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.

Note for Players: Flying Races


It is important to consider that some DMs may not
allow players to choose any flying races, and a
Chimera with a fly speed is one of those examples.
The reason for this is when flying gets combined
with range combat, especially in early levels when
few enemies themselves may fly or have ranged
attacks.
Artificial Human
You are the result of genetic experimentation, granting you
remarkable fortitude and the ability to heal from wounds
faster than others. Revived
Accelerated Healing. When you regain hit points for any You have died before, but by some miraculous or accursed
reason, including using hit dice, you regain a number of means you have returned to life as an undead.
additional hit points equal to your proficiency bonus. Darkvision. You have darkvision out to 60 feet and can see
Natural Armor. Your skin alone is tough enough to block in dim light as if it were bright light, and in darkness as if it
sword and bullets. While you're not wearing armor, your were dim light.
armor class is calculated as 13 + your Dexterity modifier. You Deathless Nature. You do not require air, food, or water.
can use your natural armor to determine your AC if the armor Additionally, you do not require sleep, and creations and devil
you wear would leave you with a lower AC. fruits cannot put you to sleep. You can finish a long rest in 4
Spark of War. When you deal damage to a target, you may hours if you spend those hours in an inactive, motionless
choose to deal extra acid, cold, fire, lightning, poison, thunder, state, during which you retain consciousness.
radiant, or necrotic damage equal to your proficiency bonus. Grave Fortitude. You have advantage on death saving
You choose which type when you create your character. throws, and on saving throws against poisons and disease.
You can use this trait a number of times equal to your Additionally, you have resistance to poison damage.
proficiency bonus. You regain all expended uses when you
finish a short or long rest.
Giants
Found mainly in the Grand Line, the might of the giants has
been observed and feared for centuries. While most giants
hail from Elbaf, that is not the only place where giants hail
from, like most humanoid creatures. There are also many
kinds of giants out in the world, from pureblood giants to
ancient giants, to even halfbreeds from the sea.
Large And In Charge
Being giants, they are giant humans in appearance, although
many giants seen have been noted as having more
exaggerated proportions and features than most humans.
They are so large that when they cry, their tears can cause
large areas on the ground to appear flooded Giants are not to
be confused with humans that happen to be large, as even the
largest humans might pales in comparison to the might of
even the smallest of giants.
Sought Out Strength
Due to their natural strength, giants are often sought out for
just that. Organizations such as the world government have
taken stolen children from Elbaf to be made into giant
marines, or even have giants artificially created through
genetic testing and drug use.
Giant Traits
As a giant, you have the following traits.
Ability Score Increase. One ability score of your choice
increases by 2, and another one increases by 2. Alternatively,
four ability scores of your choice increase by 1. Typically
these would be strength or consitution.
Age. Giants live about three times longer than the average
human, about 300 years, sometimes even longer. They also
reach maturity around the same time as regular humans.
Alignment. Unstoppable warrior giants are almost always
chaotic neutral, while those not born in battle usually
gravitate towards lawful alignments.
Size. Giants are much larger than any normal 5e scale.
Your size is Gargantuan at the very least. Most giants are over
20 meters tall, or about 65 feet tall.
Speed. Your base walking speed is 40 feet. Due to your
size.
Subraces. Choose between standard giant, ancient giant,
wotan, or ice giant.
Giant Slam. Your unarmed strikes deal 1d8 bludgeoning
damage due to your size.

Optional Rule: Damage Spread


Much like a cannon, a giant's fist or weapon would
not only damage to a single target, but also the
creatures and objects around it that cannot dodge.
This damage spread DC may be calculated the
same way cannons are, but alternative rulings (such
as based of the strength modifier) may be used.
Due to this ruling and the size of the race, giants
are a DM race and may not be used that often in
any games.
Standard Giant Wotan
You are a giant, your strength and size is fearsome. You are part giant and part fishman.
Natural Athlete. You have proficiency in the Athletics skill. Size. Due to not being a full blooded giant, your size is
Warrior's Might. When you successfully hit with an attack, Huge, rather than gargantuan.
you can choose to deal the maximum damage of your weapon Speed. You have a movement speed of 35 feet and a
dice. You regain this ability at the end of a short or long rest. swimming speed of 35 feet.
Giant's Endurance. As a reaction to taking damage, you Darkvision. You have darkvision out to 60 feet and can see
can reduce the damage by 1d12 + your Constitution Modifier. in dim light as if it were bright light, and in darkness as if it
You have three uses of this ability and regain all uses at the were dim light. You can’t discern color in darkness, only
end of a short or long rest. shades of gray.
Aquatic Adaptation. You can breathe air and water. You
have advantage on all Strength (Athletic) ability checks made
while in water.
Speech of the Sea. You can communicate simple ideas
and words to creatures with a natural swimming speed that
are of large size or smaller. Most sealife cannot form or
understand complicated messages, but can communicate
simple expressions and desires such as fear, hunger or joy.

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

1st +2 Rage, Unarmored Defense


2nd +2 Reckless Attack, Danger Sense
3rd +2 Primal Path, Primal Knowledge
4th +2 Ability Score Improvement
5th +3 Extra Attack, Fast Movement
6th +3 Path Feature
7th +3 Feral Instinct, Primal Knowledge
8th +3 Ability Score Improvement
9th +4 Brutal Critical (1 die)
10th +4 Path Feature
11th +4 Relentless Rage
12th +4 Ability Score Improvement
13th +5 Brutal Critical (2 dice)
14th +5 Path Feature
15th +5 Persistent Rage
16th +5 Ability Score Improvement
17th +6 Brutal Critical (3 dice)
18th +6 Indomitable Might
19th +6 Ability Score Improvement
20th +6 Primal Champion
You have advantage on Dexterity Saving Throws against
Class Features effects that you can see, such as traps and creations. To gain
As a barbarian, you gain the following class features this benefit, you can’t be blinded, deafened, or incapacitated.
In addition, while raging, if you see a creature within 5ft of
Hit Points
you get hit by an attack, you can use your reaction to become
Hit Dice: 1d12 per barbarian level the target of that attack instead.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Primal Path
modifier per barbarian level after 1st At 3rd level, you choose a path that shapes the nature of your
Proficiencies
rage. Path of the Berserker, Path of the Blade Master, Path of
the Cannoneer, Path of the Pugilist, Path of the Totem
Armor: Light armor, medium armor, shields Warrior, Path of the Storm Herald, Path of the Shattered
Weapons: Simple weapons, martial weapons Mind, Path of the Spirit Speaker, Path of the Channeler, and
Tools: none Path of the Forge Master are detailed at the end of the class
Saving Throws: Strength, Constitution description.
Skills: Choose two from Animal Handling, Athletics,
Intimidation, Nature, Perception, and Survival Primal Knowledge
Equipment When you reach 3rd level and again at 7th level, you gain
You start with the following equipment, in addition to the proficiency in one skill of your choice from the list of skills
equipment granted by your role: available to barbarians at 1st level.
(a) a greataxe or (b) any martial melee weapon Ability Score Improvement
(a) two handaxes or (b) any simple weapon
An explorer's pack and four javelins When you reach 4th Level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
Rage by 2, or you can increase two ability scores of your choice by
In battle, you fight with primal ferocity. On your turn, you can 1. As normal, you can’t increase an ability score above 20
enter a rage as a bonus action. using this feature.
While raging, you gain the following benefits if you aren’t
wearing heavy armor: Extra Attack
You have advantage on Strength checks and Strength Beginning at 5th Level, you can attack twice, instead of once,
saving throws. whenever you take the Attack action on your turn.
When you make a weapon attack using Strength, you gain If you ready your action to make an attack, you can attack
a bonus to the damage roll equal to your proficiency the same number of times you would if you had taken the
bonus. attack action on your turn.
You have resistance to bludgeoning, piercing, and slashing
damage. Fast Movement
Your rage lasts for 1 minute. It ends early if you are Starting at 5th Level, your speed increases by 10 feet while
knocked unconscious. After the duration, you become unable you aren’t wearing heavy armor.
to activate this feature until 1 minute passes in game.
Feral Instinct
Unarmored Defense By 7th level, your instincts are so honed that you have
While you are not wearing any armor, your armor⁠class advantage on initiative rolls, and as part of the bonus action
equals 10 + your Dexterity modifier + your Constitution you take to enter your rage, you can move up to half your
modifier. You can use a shield and still gain this benefit. speed.
Additionally, if you are surprised at the beginning of
combat and aren’t Incapacitated, you can act normally on
Reckless Attack your first turn, but only if you enter your rage before doing
Starting at 2nd level, you can throw aside all concern for anything else on that turn.
defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to a⁠ttack Brutal Critical
recklessly. Doing so gives you advantage on melee weapon Beginning at 9th level, you can roll one additional set of
a⁠ttack rolls using Strength during this turn, but atta⁠ck rolls weapon damage dice when determining the extra damage for
against you have advantage until your next turn. a critical hit with a melee attack.
This increases to two additional sets of damage dice at
Danger Sense 13th level and three additional sets of damage dice at 17th
At 2nd level, you gain an uncanny sense of when things level.
nearby aren’t as they should be, allowing you to react to any
source of danger.
Relentless Rage Reckless Severity
Starting at 11th level, your rage can keep you fighting despite Beginning at 6th level, your unstoppable offensive abilities
grievous wounds. If you drop to 0 hit points while you’re more than make up for a less than stable defense.
raging and don’t die outright, you can make a DC 10 When you use your Reckless Attack feature, all your melee
Constitution saving throw. If you succeed, you drop to 1 hit weapon attacks score a critical hit when the dice rolls 19 or
higher until the end of your turn.
point instead.
Each time you use this feature after the first, the DC Intimidating Glare
increases by 5. When you finish a short or long rest, the DC Beginning at 10th level, you can use your action to frighten
resets to 10. someone with your menacing presence. When you do so,
choose one creature that you can see within 60 feet of you. If
Persistent Rage the creature can see or hear you, it becomes frightened of
Beginning at 15th level, you never know when to give up a your for 1 minute. At the end of each of its turns, it must
fight. When you use your Relentless Rage feature, the succeed on a Wisdom saving throw (DC equal to 8 + your
maximum DC for the Constitution Saving Throw can never Proficiency Bonus + your Strength modifier) or continue
be higher than 25. being frightened of you. This effect ends if the creature ends
its turn out of line of sight or more than 120 feet away from
Indomitable Might you.
If you use this feature on a creature that has been
Beginning at 18th level, your might is second to none. When frightened by this feature within the last 24 hours, and is no
you make a Strength check, instead of rolling, you can choose longer frightened, it gets to make a Wisdom saving throw to
to make the result on the dice be 20. resist the effect on a success, using the same DC.
Primal Champion Retaliation
At 20th level, you embody the power of the wilds. Your Starting at 14th level, when you or an ally within 5ft of you
Strength and Constitution scores increase by 4. Your takes damage from a creature that is within your melee
maximum for those scores also increases by 4, to a maximum range, you can use your reaction to make an opportunity
of 30. attack with a melee weapon you are wielding against that
creature.
When the attack hits, you double your rage damage bonus
Primal Paths for that attack.
Rage burns in every barbarian’s heart, a furnace that drives
him or her toward greatness. Different barbarians attribute Path of the Blade Master
their rage to different sources, however. For some, it is an The rage of a blade master is not the mad screams of a
internal reservoir where pain, grief, and anger are forged into berserker or the primal howls of a totem warrior, but a silent,
a fury hard as steel. Others see it as a spiritual blessing, a gift merciless and deadly intent that suffuses their blades like an
of a totem animal. To a few, rage is a weakness unless aura. Blade masters draw on their rage like other barbarians,
controlled, honed like the blade they wield to cut only when but they wield it like another blade rather than give in to it,
they wish for it do so. unleashing the full power of their fury without losing sight of
their goal.
Path of the Berserker While swords are the most popular weapon for these
For some barbarians, rage is a means to an end—that end barbarians, they are not restricted to such weapons alone.
being violence. The path of the berserker is a path of The philosophy behind their power can be applied to any
untrammeled fury, slick with blood. As you enter the melee weapon of their choice.
berserker’s rage, you thrill in the chaos of battle, heedless of Fighting Style
your own health or well-being. Starting when you chose this path at 3rd level, you learn how
Fighting Frenzy
to properly wield your weapon of choice. Choose a fighting
Starting when you choose this path at 3rd level, you can go style from the Chapter 5 in the Blademaster Barbarian Styles
into a frenzy when you rage. As a bonus action while raging, section. You can’t take a Fighting Style option more than
you can make one weapon attack with a weapon you are once, even if you later get to choose again.
currently wielding. You can also make this bonus action Whenever you reach a level in this class that grants the
attack as part of the bonus action you used to enter your rage. Ability Score Improvement feature, you can replace a fighting
style you know with another fighting style available to
Mindless Rage
Blademaster Barbarians.
Beginning at 6th level, you can’t be charmed or frightened
while raging. If you are charmed or frightened when you
enter your rage, the effect is suspended for the duration of
the rage.
Masterful Hew Proof of Mettle
Also at 3rd level, you learn special techniques that leverage Beginning at 10th level, you can make a statement when you
your mastery of martial combat mixed with your primal deal a killing blow to a creature. While raging and you score a
strength. Once per turn when you hit with a weapon attack, critical hit or reduce a creature to 0 hit points with a weapon
you can perform a special attack called a hew, choosing from attack, you can release a surge of fear around you. Each
the list below. creature of your choice within 20 feet must make a Wisdom
At 10th level, each of the hew options improve as per their saving throw (DC = 8 + your proficiency bonus + your
description. Strength modifier) or be frightened of you for 1 minute or
until it can no longer see you. A creature can repeat this
Cleaving Hew saving throw at the end of its turn, ending the effect on itself
Each other creature other than yourself within 5 feet of it on a successful save.
suffers damage equal to your Strength modifier. The damage You can use this feature only once per rage, and must wait
is the same type as the weapon used for the attack. If you are until your rage cooldown ends until you can use it again.
raging when you perform this hew, you add your rage damage
bonus to this damage. Inexorable Prowess
At 10th level, while raging, the range of the cleave Beginning at 14th level, you never have disadvantage on
increases to each creature within 10ft, otherthan yourself. weapon attacks against creatures you can see while you are
raging.
Crushing Hew
You can additionally make a grapple or shove attack against it
as part of the same attack. If you are raging when you
perform this hew, you count as one size larger for the
purpose of this grapple or shove.
At 10th level, while raging, when you successfully grapple
or shove a creature with this hew, you deal your rage damage
modifier to the creature.
Savage Hew
You can roll damage for the attack twice and choose the
higher number. If you were raging when you perform this
hew, you double your rage damage bonus to this attack.
At 10th level, while raging, you gain a bonus to the damage
roll of the attack equal to half your level (rounded down).
Sprinting Hew
You can move up to half your speed, either before or after
making the attack. If you were raging when you perform this
hew, your movement does not provoke opportunity attacks.
At 10th level, while raging, you can move up to your full
movement speed instead of up to half.
Steel Rending
Also at 6th level, your focused fury is honed like an edge,
allowing you to pierce through any defenses.
While raging, your weapon attacks ignore any resistance to
bludgeoning, piercing, or slashing damage, and your weapon
attacks gain the Siege property, dealing double damage to
structures and buildings.
Tempered Rage
Beginning at 6th level, constant wrestling with your rage and
fury has made you fully in control of your emotions. You gain
proficiency in Wisdom saving throws. If you're already
proficient, you gain proficiency in your choice of Intelligence
or Charisma saving throws.
Path of the Cannoneer Blastback
Every ship needs someone to man the cannons, but At 14th level, your aim has gotten good enough that you can
barbarians who follow the path of the cannoneer won't settle send enemies flying with your cannon.
for leaving their boomstick behind on the ship. Part genius Once per turn, while raging and when you hit a creature
and part madness compels them to sling the massive gun with a weapon attack using a weapon with the heavy
property, you can force the creature to make a Strength
over their shoulder and bring it with them into battle. saving throw. The DC for the saving throw is calculated as 8
+ your proficiency bonus + your Strength modifier. On a failed
Boomstick
At 3rd level, you've trained your body to withstand the recoil save, a creature is pushed up to 15 feet away from you and
of smaller cannons. takes additional damage equal to half your Barbarian level
(rounded down).
You gain proficiency with cannons and improvised
weapons, and can now wield the swivel gun (Chapter 4) as a Path of the Pugilist
weapon, treating it as a ranged improvised weapon with the
heavy and two-handed properties. While wielded in your Most barbarians seek out the most brutal weapon they can
hands, it has a range 60/240. While wielding a swivel gun in find to wield in battle. Those that follow the path of the
this way, you can choose to not have damage spread, as you pugilist have concluded that their own muscles are the
assert firm control over your aim. deadliest weapon of all. Perhaps the craziest of all
You are proficient with all cannons and use your Strength barbarians, these pugilists rush into battle with neither
modifier for the attack and damage rolls. weapon nor armor, their rage more like euphoric laughter
Additionally, you benefit from Reckless Attack when than a roaring howl as they revel in the battle ahead.
making ranged attacks with swivel guns, and can add your
bonus Rage damage to these attacks. Later when you gain Fists of Fury
your Brutal Critical feature, it applies to ranged attacks with At 3rd level, the strike of your fists grow more potent, and
swivel guns as well. each punch resounds a challenge to the creature you strike.
You can also use the bulk of the cannon to strike at You can roll a d6 in place of the normal damage of your
enemies in melee range. In this instance, the swivel gun acts unarmed strikes. If you aren't wielding a weapon or a shield,
as an improvised weapon that deals 2d6 bludgeoning damage you can roll a d8 instead.
on hit and has the heavy and two-handed properties. Additionally, when you hit a creature with an unarmed
The massive bulk of the cannon makes it unwieldy to use. strike while raging, that creature has disadvantage on attack
You have disadvantage on all ranged attack rolls with the rolls against creatures other than you until the start of your
swivel gun while you're not raging and wielding it as a ranged next turn.
improvised weapon.
Rough and Tumble
Crazed Bravado Also at 3rd level, your rowdy and rough fighting style allows
Beginning at 6th level, you've grown used to the burning of you to show off blows through pure offense. When
hot iron and thunderous boom of cannons. You gain calculating your Unarmored AC, you can instead calculate it
resistance to fire damage and thunder damage, and immunity as 10 + your Strength modifier + your Constitution modifier.
to the deafened condition.
In addition, while raging, you can use your object Audacious Fury
interaction to clean and reload your swivel gun. Beginning at 6th level, your wild howls while raging bolster
you against any and all fear, your allies relieved that you're on
Pack Mule their side.
At 10th level, lugging a massive cannon around has granted While raging, you exude a 10ft radius aura. Each creature
you immense physical strength. You gain the following of your choice (including yourself) within the radius cannot
benefits. be frightened.
Your carrying capacity (including maximum load and Intercepting Strike
maximum lift) is doubled, and you have advantage on At 6th level, your quick reflexes allow you to intercept
Strength (Athletics) checks made to push, pull, lift, or enemies aiming for your allies.
break objects⁠. While raging, when a creature targets an ally within 30 feet
While raging, you cannot be knocked prone or moved with an attack, you can immediately use your reaction to
against your will. move up to half your speed and make a single unarmed strike
You have advantage on Constitution saving throws. against the attacking creature if you're within range. You can
take this reaction before the creature rolls to attack.
Ready To Rumble
At 10th level, your potent swings allow you to hit your foes
hard and fast.
You can roll a d8 in place of the normal damage of your
unarmed strikes. If you aren't wielding a weapon or a shield,
you can roll a d10 instead.
Once per turn, if you take the Attack action on your turn and Wolf. While you're raging, your allies have advantage on
have advantage on an attack roll, you can forgo the advantage melee attack rolls against any creature within 5 feet of you
for that roll to make an additional unarmed strike as part of that is hostile to you.
the same action. Lion. While you're raging, you have advantage on all attack
rolls against a creature if at least 1 of your allies is within 5ft
Death Defying of it, and that ally is not unconscious.
Beginning at 14th level, you refuse to fall while battle is still Shark. While raging, when you make a melee weapon
at hand. attack using Strength against a creature that is below its hit
While you’re raging, having 0 Hit Points doesn’t knock you point maximum, you gain a bonus to the damage roll equal to
unconscious. You still must make death saving throws, and your rage damage bonus.
you suffer the normal effects of taking damage while at 0 hit
points. However, if you would die due to failing death saving Ancient Aspect
throws, you don’t die until your rage ends, and you die then At 6th level, you gain another benefit based on the totem
only if you still have 0 hit points. animal of your choice. You can choose the same animal you
selected at 3rd level or a different one.
Path of the Totem Warrior Bear. You gain the might of a bear. You count as one size
While some barbarian's strength makes them seem like a larger when determining your carrying capacity and the
wild beast, most tend to remain human in spirit. Those who weight you can push, drag, lift, and for grapple and shove
attempts.
follow the totem warrior's path take inspiration from many Elk. Whether mounted or on foot, your travel pace is
beasts in their battles, having spent many years doubled, as is the travel pace of up to ten companions while
understanding their methods of the hunt, becoming they're within 60 feet of you and you're not incapacitated. The
essentially second nature. These barbarians tend to be more elk spirit helps you roam far and fast.
spiritual, and more in tune with the nature of the world. Eagle. You gain the eyesight of an eagle. You can see up to
Though, like any wild beast, willing to fight tooth and neck to 1 mile away with no difficulty, able to discern even fine details
survive. as though looking at something no more than 100 feet away
from you. Additionally, dim light doesn't impose disadvantage
Beast Speech
Your attunement to the natural world grants you a kinship on your Wisdom (Perception) checks.
with beasts. At 3rd level when you adopt this path, you gain Tiger. You gain proficiency in two skills from the following
the ability to speak with all beasts, and understand what they list: Athletics, Acrobatics, Stealth, and Survival. The cat spirit
say as well. hones your survival instincts. If you were already proficient in
these skills, you can instead gain expertise respectively.
Wolf. You gain the hunting sensibilities of a wolf. You can
Primal Totem
At 3rd level, when you adopt this path, you choose a totem track other creatures while traveling at a fast pace, and you
beast to symbolize your strength and spirit, gaining its can move stealthily while traveling at a normal pace.
features. Lion. You gain the lion's sense of kinship. Choose up to 5
Your totem animal might be an animal related to those friendly creatures who take a Short or Long Rest with you.
listed here but more appropriate to your homeland. For Each of them gains Temporary Hit Points equal to twice your
example, you could choose a hawk or vulture in place of an level + your Constitution modifier.
eagle. Shark. You gain the shark's ability to navigate through
Bear. While raging, you have resistance to a number of water. You gain a swim speed equal to your current walking
damage types equal to your proficiency bonus, except force speed. Additionally, you gain the ability to hold your breath for
and psychic damage. You choose these types when you gain 1 hour.
this feature, and each time your proficiency bonus increases. Voracious Velocity
The spirit of the bear makes you tough enough to stand up to At 10th level, your beast-like prowess grants you the ability to
any punishment. maneuver past any obstacle. Your speed increases by 10ft,
Elk. While you're raging and aren't wearing heavy armor, you gain a climbing speed equal to your movement speed, and
your walking speed increases by 15 feet. The spirit of the elk you can add 10 feet to your long jump distance and 3 feet to
makes you extraordinarily swift. your high jump distance.
Eagle. While you're raging and aren't wearing heavy armor, Additionally, while raging, you ignore the effects of any and
other creatures have disadvantage on opportunity attack rolls all difficult terrain.
against you, and you can use the Dash action as a bonus
action on your turn. You can also Dash when you enter your Totem Attuned
rage. At 14th level, you gain another benefit based on a totem
Tiger. While you're raging, if you move at least 20 feet in a animal of your choice. You can choose the same animal you
straight line towards a target that is no more than 1 size selected previously or a different one.
larger than you, that target must succeed on a Strength Bear. While you're raging, any creature within 5 feet of you
saving throw, DC equal to 8 + your proficiency bonus + your that's hostile to you has disadvantage on attack rolls against
Strength Modifier, or be knocked prone. If the target is prone, targets other than you or another character with this feature.
you can make 1 melee attack against it as a bonus action. An enemy is immune to this effect if it can't see or hear you or
if it can't be frightened.
Elk. While raging, you can use a bonus action during your Snowstorm
move to pass through the space of a Large or smaller When this effect is activated, you and each other creature of
creature. That creature must succeed on a Strength saving your choice in your aura gain 1d6 temporary hit points, as icy
throw (DC 8 + your Strength bonus + your proficiency bonus) armor covers it. The temporary hit points increase when you
or be knocked prone and take bludgeoning damage equal to reach certain levels in this class, increasing to 2d6 at 5th
1d12 + your Strength modifier + your Rage damage. level, 3d6 at 11th level, and 4d6 at 17th level.
Eagle. While raging, you have a flying speed equal to your
current walking speed. Stormy Soul
Tiger. While raging, at the end of each of your turns, you At 6th level, the storm grants you benefits even when your
can make a stealth check to attempt to hide as a free action. aura isn’t active. The benefits are based on the storm type you
When hiding in this way, you can hide in dim light, behind a chose for your Raging Storm.
creature that is of equal size, essentially anytime you are
lightly obscured Firestorm
Wolf. While you're raging, you can use a bonus action on You gain resistance to fire damage, and you don’t suffer the
your turn to knock a Large or smaller creature prone when effects of extreme heat, as described in the Dungeon Master’s
you hit it with a melee weapon attack. Guide. Moreover, as an action, you can touch a flammable
Lion. While raging, you can use a bonus action to emit a object that isn’t being worn or carried by anyone else and set
powerful roar and encourage your allies. Until the start of it on fire.
your next turn, each friendly creature within 15 feet of you
that heard you adds your rage bonus to weapon damage rolls. Thunderstorm
Shark. While raging, you have advantage on melee attack You gain resistance to lightning and thunder damage.
rolls against any creature that doesn't have all its Hit Points. Moreover, as an action, you can summon wind, rainfall and
the faint sounds of thunder in the distance. These effects only
Path of the Storm Herald occur within a 10ft radius of you, and water from the rainfall
All barbarians harbor a fury within. Their rage grants them vanishes 1 minute after you leave the area.
superior strength, durability, and speed. Barbarians who Snowstorm
follow the path of the storm herald learn to transform that You gain resistance to cold damage, and you don’t suffer the
rage into a mantle of nature's pure destructive elements from effects of extreme cold, as described in the Dungeon Master’s
themselves. Most would describe fighting a storm herald as Guide. Moreover, as an action, you can freeze and shape
going against a natural disaster. water in a 5-foot cube into ice sculptures, which melt after 1
minute. This action fails if a creature is in the cube.
Raging Storm
At 3rd level, you emanate a stormy, violent aura while you Shielding Storm
rage. The aura extends 10 feet from you in every direction, At 10th level, you learn to use your mastery of the storm to
but not through total cover. protect others. Each creature of your choice has the damage
Your aura has an effect that activates when you enter your resistance you gained from the Stormy Soul feature while the
rage, and you can activate the effect again on each of your creature is in the aura of your Raging Storm.
turns as a bonus action.
If your aura’s effects require a saving throw, the DC equals Fury Of The Storm
8 + your proficiency bonus + your Constitution modifier. At 14th level, the power of the storm you channel grows
Whenever you finish a long rest, choose firestorm, mightier, lashing out at your foes. The effect is based on the
thunderstorm, or blizzard. Your aura’s effect depends on that storm type you chose for your Raging Storm.
chosen storm, as detailed below.
Additionally, you can cause sensory effects to form from Firestorm
the elements created by your storm. For example, if you Immediately after a creature in your aura hits you with an
chose Firestorm, you can cause shapes made of flames to attack, you can use your reaction to force that creature to
appear. make a Dexterity saving throw. On a failed save, the creature
Firestorm
takes fire damage equal to your barbarian level, or half as
much damage on a successful one.
When this effect is activated, all creatures in your aura other
than you take 1d6 fire damage. The damage increases when Thunderstorm
you reach certain levels in this class, increasing to 2d6 at 5th When you hit a creature in your aura with an attack, once per
level, 3d6 at 11th level, and 4d6 at 17th level. turn, you can force that creature to make a Strength saving
throw. On a failed save, the creature takes lightning or
Thunderstorm
thunder damage equal to half your barbarian level and is
When this effect is activated, you can choose one other knocked prone, or half as much damage and not knocked
creature you can see in your aura. The target must make a prone on a successful one.
Dexterity saving throw. The target takes 1d12 lightning or
thunder damage (your choice) on a failed save, or half as
much damage on a successful one. The damage increases
when you reach certain levels in this class, increasing to
2d12 at 5th level, 3d12 at 11th level, and 4d12 at 17th level.
Snowstorm
Path of the Shattered Mind
Whenever the effect of your Storm Aura is activated, you can
choose one creature you can see in the aura. That creature They say some people can get lost in rage. That their very
must succeed on a Constitution saving throw as numbing soul breaks, and their mind shatters like a piece of glass.
frost covers it. On a failed save, the creature takes cold Even the most brilliant of people find themselves broken, find
damage equal to half your barbarian level and its speed is themselves lost. Followers of the Shattered Mind are
reduced to 0 until the start of your next turn, or half as much geniuses who have split their very essence, wheter
damage and its speed is not reduced on a successful one. intentionally through experimentation, or through a series of
unfortunate events.
Path of the Spirit Speaker
When a mind splits, the two remaining identities split off
and develop not just mentally, but even physically as well.
Barbarians that walk this path are of a rare variety. Rather These barbarians are often victims, victims of a cruel reality,
than using their rage as a means to tear down their foes, they or even victims of their own recklessness when it comes to
instead embody the spirtual forces of the underworld, playing god.
connecting them back to the wisdom of the past.
As they connect to the past, swarms of lost souls flock to
these oracles, either to guide the world on the right path, or
to find their way back to the underworld. The aura these Shattered Mind
barbarians emanate can overwhelm any enemy, and foresee Player Level Tricks Known 1st 2nd 3rd 4th 5th
the paths of all living things. 3rd 3 3 — — — —
Archaic Oracle 4th 3 3 — — — —
When you choose this path, you establish a connection 5th 3 4 2 — — —
between yourself and the ancestral spirits of the past. When
you enter your rage, you exude a 15ft aura around yourself. 6th 3 4 2 — — —
Each creature within this aura, except yourself and any 7th 3 4 3 — — —
creatures of your choice, have their movement speed halved
when they enter or start thier turn inside the aura. 8th 3 4 3 — — —
9th 3 4 3 2 — —
Guardian Avatar 10th 4 4 3 2 — —
When you choose this path, at 3rd level, the spirits around
you can provide protection to those you defend. If you are 11th 4 4 3 3 — —
raging and if any creature you can see within 15 feet of you 12th 4 4 3 3 — —
(including yourself) takes damage, you can use your reaction
to reduce that damage by 2d8. 13th 4 4 3 3 1 —
When you reach certain levels in this class, you can reduce 14th 5 4 3 3 1 —
the damage by more: by 3d8 at 6th level, 4d8 at 10th level and 15th 5 4 3 3 2 —
by 5d8 at 14th level.
16th 5 4 3 3 2 —
Expanding Epiphany 17th 5 4 3 3 3 1
Beginning at 6th level, you have grown a stronger connection
to your spirits, the radius of your Archaic Oracle and 18th 5 4 3 3 3 1
Guardian Avatar are now 30ft. 19th 5 4 3 3 3 2
Additionally, you gain resistance to psychic damage and all 20th 5 4 3 3 3 2
creatures of your choice within a 30ft radius of yourself
(including yourself), while you raging, have advantage on
saving throws against being charmed or frightened.
Vengeful Spirits
At 10th level, your spirits grow powerful enough to retaliate. Creativity (Spellcasting)
When you use your Guardian Avatar feature to reduce the At 3rd level, you augment your martial prowess with the
damage of an attack, the attacker takes an amount of psychic ability to use creations. You have a notebook containing
damage that your Guardian Avatar feature prevents. creations that show the first glimmerings of your true
potential. See the medic creation list under "Gadgeteer
Clairvoyant Nexus
Creations by Level". (Creativity is synonymous with 5th
At 14th level, your spirits grant you insight of the dangers edition Spellcasting. See "Casting a Spell" in the Player's
ahead. While you are raging, you gain the benefits of the Handbook for the general rules of Spellcasting in Dungeons
Foresight creation, ending when your rage ends. and Dragons 5th edition).
Tricks (Cantrips)
You know three tricks of your choice from the medic
creations list.
You learn additional medic tricks of your choice at higher Monster Brain. While you are raging, you gain the
levels, as shown in the Tricks Known column of the following benefits:
Shattered Mind table.
At the end of a long rest, you can change one of the tricks Your size category increases by one size.
you know for another from your creation list. You gain temporary hit points equal to your level +
Constitution modifier.
Preparing and Using Creations (Preparing When you hit a creature with a melee weapon attack, you
and Casting Spells) can overload your attack with a vile substance by
The Shattered Mind table shows how many creation slots expending a creation slot, dealing an extra 1d10 damage
you have to use your medic creations of 1st Level and higher. for each slot level. The damage type of the extra damage is
You regain all expended creation slots when you finish a long your choice of acid, poison, or necrotic.
rest. If you start your turn with fewer hit points than half your
You prepare the list of medic creations that are available hit point maximum (rounded down), you must succeed on
for you to cast. To do so, choose a number of medic creations⁠ a DC 8 Wisdom saving throw or move directly toward the
from your notebook equal to your Intelligence modifier + half nearest creature and use the Attack action against that
your Shattered Mind level rounded down (minimum of one creature. If more than one creature is equally near to you,
creation). The creations⁠must be of a level for which you have your target is randomly determined. After your attack
creation slots. either hits or misses, you regain control of yourself.
For example, if you are a 5th-level Shattered Mind, you Reckless Brilliance
have four 1st-level and two 2nd-level creation slots. With a Starting at 6th level, your intelligence and strength shine
Intelligence of 14, your list of prepared creations can include through your respective forms.
four creations of 1st or 2nd level, in any combination. If you Mad Genius. While you are not raging, you gain the
prepare the 1st-level creation Cure Wounds, you can cast it following benefits:
using a 1st-level or a 2nd-level slot. Casting the creation
doesn't remove it from your list of prepared creations. Your Reckless Attack feature now works on attack rolls
You can change your list of prepared creations when you made with creations.
finish a long rest. Preparing a new list of medic creations You have advantage on all Intelligence saving throws.
requires time spent tinkering with your creation casting
focuses: at least 1 minute per creation level for each creation Bound Hulk. While you are raging, you gain the following
on your list. benefits.
Creative Ability (Spellcasting Ability)
You gain resistance to acid, poison, or necrotic damage
Intelligence is your creative ability for your medic creations, (choose when you enter your rage).
as you learn through careful study and observation, trial and When you succeed a Strength saving throw to avoid
error. You use your Intelligence whenever a creation refers to taking damage, you take no damage. If you fail, you take
your creative⁠ability. In addition, you use your Intelligence half the damage instead of the full damage.
modifier when setting⁠the saving throw DC for the medic Brutal Flair
creations you cast and when making an attack roll with one. Beginning at 10th level, your two minds continue to develop
Creation save DC = 8 + your proficiency bonus + your their own skills and personalities.
Intelligence modifier Mind Matter. While you are not raging, when you hit with
a critical hit with a creation attack, the creation counts as if it
Creation Attack modifier = your proficiency bonus + your were cast one level higher. For tricks, additional damage die.
Intelligence modifier The same applies against a creature who critically fails on a
Shattered Duality
saving throw from your creations.
Also at 3rd level, your body is home to two creatures, one This increases to two levels higher at 13th level, and three
who specializes in creativity, while the other specializes in levels higher at 17th level.
destructive force. Painless Insanity. While you are raging, critical hits made
You gain proficiency in Wisdom (Medicine) checks and against you count as normal hits.
Alchemist Tools, or expertise if you were already proficienct True Mind
in each respectively. Your Unarmored AC becomes 10 + your Beginning at 14th level, your minds now cooperate with each
Intelligence modifier + your Constitution modifier. other. You gain the following benefits:
Master Brain. While you are not raging, you gain the
following benefits: Your Intelligence score increases by 2, to a maximum of
When you deal damage or restore hit points with a 30.
creation, you add your rage damage modifier to the result. You no longer need to make the Wisdom save while your
You have advantage on maintain Concentration on hit points are below half while raging.
creations. When you enter a rage, roll 1d4. You regain a temporary
Your proficiency in Strength saving throws becomes creation slot of that level that lasts until your rage ends.
proficiency in Intelligence (unless you were already
proficient in Intelligence saves, in which case choose
Charisma or Wisdom).
Path of the Channeler
If at the end of this movement, the thrown creature isn’t on
a surface or liquid that can support it, the creature falls,
Barbarians the tread the Path of the Channeler draw from taking damage as normal and landing prone.
within themselves the inner strength that lies with all of
mankind, the power to destroy one's limits and defy kings, Colassal Channeler
gods, and even nature itself. When you reach 14th level, the primordial power of the
Through their rage, they can move mountains with their connection between the forces of nature and your will further
unbelievable physical power, reach farther beyond the veil, intensifies, letting your might go beyond, shattering your
and channel their inner strength to infuse their weapons with limits once more.
potent energy. Channeler's rend the world around them so Your reach now increases by 10 feet, and you count as
that it may be made anew. huge when determining your carrying capacity and the
weight you can push, drag, lift, and for grapple and shove
Channel Destruction attempts.
When you choose this path, your attacks gain the siege You can now use your Move Mountains to move creatures
property, dealing double damage to objects and structures. that are Large or smaller.
Additionally, you learn either the Natural Arts or Show Off In addition, the extra damage dealt by your Channel
trick (your choice). Wisdom is your creative ability for this Element feature increases to 2d8.
trick.
Channel Element
When you choose this path, at 3rd level, you learn how to
channel your inner might to lash out and affect the world
around you, allowing you to infuse weapons with elemental
energy. Choose one of the following damage types: acid, cold,
fire, thunder, or lightning.
When you enter your rage, you can infuse one weapon of
your choice that you are holding with elemental forces. When
you wield the infused weapon during your rage, the weapon’s
damage type changes to the chosen type, it deals an extra
1d8 damage of the chosen type when it hits, and it gains the
thrown property, with a normal range of 20 feet and a long
range of 60 feet. If you throw the weapon, it returns to your
hand the instant after it hits or misses a target. The infused
weapon’s benefits are suppressed while a creature other than
you wields it.
In addition, while raging, you gain resistance to the
damage type you chose.
Gigantic Might
At 6th level, your strength multiplies to be on par with that of
the largest creatures, transforming you into a hulking force of
destruction. You gain the following benefits:
Crushing Hurl. Once per turn, when you hit a creature
with your infused weapon, you can additionally make a
grapple or shove attempt against the target.
Massive Might. Your reach increases by 5 feet.
Additionally, you count as large when determining your
carrying capacity and the weight you can push, drag, lift,
and for grapple and shove attempts. Essentially, you count
as Large, without actually changing size.
Move Mountains
At 10th level, your inner connection to elements now allows
you to hurl both allies and enemies on the battlefield.
As a bonus action while raging, you can choose one
Medium or smaller creature within your reach (alternatively,
you can choose yourself) and move it to an unoccupied space
you can see within a range of 10 x your proficiency bonus feet
of yourself. An unwilling creature must succeed on a Strength
saving throw (DC equals 8 + your proficiency bonus + your
Strength modifier) to avoid the effect.
Path of the Forgemaster Unrelenting Fortress
Forged in iron and scalding flames emerges the expert Beginning at 6th level, developing your armor has granted
Forgemaster, proudly donning their creation to the world, you the ability to shrug off any punishment. You gain the
their signature armor. Forgemasters imbue their rage into the following benefits while wearing your Forgemaster's Armor:
very metal they sculpt, having it act as a second skin as they At the start of each of your turns, while you are raging, you
show what is trully possible when you take your fate in your gain temporary hit points equal to double your proficiency
own hands. A Forgemaster's armor is best described with bonus. They vanish if any of them are left when your rage
one word. Impenetrable. ends.
You gain resistance to the chosen damage type when you
Armored Artisan made your Forgemaster's Armor.
Starting when you choose this path at 3rd level, you gain
proficiency in smith's tools, as well as in Intelligence Hostile Charge
(Engineering) checks. Beginning at 10th level, you can run down your enemies,
leaving them ultimately devastated.
Forgemaster's Armor Once per turn, when you move 20ft towards a target and
Starting when you choose this path at 3rd level, you gain the hit them with a melee attack, it deals extra damage equal to
ability to transform a set of light or medium armor into your your level. The damage type is the type you chose when you
Forgemaster's Armor over the course of a long rest. The made your Forgemaster's armor.
chosen armor remains as your Forgemaster's Armor until you
die, or until you use this ability to make another suit of armor, Iron Retribution
of which the previous returns to its normal state. Beginning at 10th level, when a creature hits you with a
When you create this armor, choose a damage type from melee attack within 5ft of you, the attacker takes 1d4 damage
the following list: bludgeoning, piercing, slashing, fire, if you are wearing your Forgemaster's armor. The damage
lightning, thunder, acid, or cold. type is the type you chose when you made your Forgemaster's
While you are wearing your Forgemaster's Armor, you gain armor.
the following benefits: This damage increases to 1d6 at 14th level.
You gain a +1 bonus to your AC. Forged In Fire
You can use a bonus action to make one melee weapon Starting at 14th level, you armor is impenetreable, able to
attack with your armor against a target within 5 feet of resist any onslaught. You gain the following benefits while
you. If the attack hits, the armor deals 1d6 damage of the wearing your Forgemaster's Armor.
type you chose when you create the armor. You use your
Strength modifier for the attack and damage rolls. Your +1 bonus to your AC becomes a +2 bonus.
When you grapple a creature, the target takes 1d6 damage You gain immunity to the damage type you chose when
of the chosen type if your grapple check succeeds. you made your Forgemaster's armor.
The damage die of both the bonus action attack and
grapple abilities increases to 1d8 at 6th level, 1d10 at 10th
level, and 1d12 at 14th level.
Bard

The Bard
Proficiency Tricks
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Creativity, Bardic Inspiration (d6) 3 2 — — — — — — — —


2nd +2 Jack of All Trades, Harmonic Vitality (d6) 3 3 — — — — — — — —
3rd +2 Bard College, Expertise 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Bardic Inspiration (d8), Harmonic Vitality (d8), Font of 4 4 3 2 — — — — — —
Inspiration
6th +3 Countercharm, Bard College Feature 4 4 3 3 — — — — — —
7th +3 ─ 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 — 4 4 3 3 3 1 — — — —
10th +4 Bardic Inspiration (d10), Harmonic Vitality (d10), 5 4 3 3 3 2 — — — —
Expertise, Musical Secrets, Font of Vitality
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 Countercharm Improvement 5 4 3 3 3 2 1 1 — —
14th +5 Musical Secrets, Bard College Feature 5 4 3 3 3 2 1 1 — —
15th +5 Bardic Inspiration (d12), Harmonic Vitality (d12) 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 — 5 4 3 3 3 2 1 1 1 1
18th +6 Musical Secrets 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Limitless Inspiration 5 4 3 3 3 3 2 2 1 1
You prepare the list of bard creations that are available for
Class Features you to cast. To do so, choose a number of bard creations⁠
As a bard, you gain the following class features equal to your Charisma modifier + your bard level (minimum
of 1 creation). The creations⁠must be of a level for which you
Hit Points
have creation slots.
Hit Dice: 1d8 per bard level For example, if you are a 3rd-level bard, you have four 1st-
Hit Points at 1st Level: 8 + your Constitution modifier level and two 2nd-level creation slots. With an Charisma of
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution 14, your list of prepared creations can include seven
modifier per bard level after 1st creations of 1st or 2nd level, in any combination. If you
prepare the 1st-level creation Cure Wounds, you can cast it
Proficiencies using a 1st-level or a 2nd-level slot. Casting the creation
Armor: Light armor doesn't remove it from your list of prepared spells.
Weapons: Simple weapons, hand crossbows, pistols, cutlass, You can change your list of prepared creations when you
longswords, rapiers, shortswords finish a long rest. Preparing a new list of bard creations
Tools: Three musical instruments of your choice requires time spent making art with your creation casting
focuses: at least 1 minute per creation level for each creation
Saving Throws: Dexterity, Charisma on your list.
Skills: Choose any three
Equipment Creative⁠Ability (Spellcasting Ability)
You start with the following equipment, in addition to the Charisma is your creative ability for your Bard creations.
equipment granted by your background: Your creations are music and songs that comes from the
heart and soul you pour into the performance. You use your
(a) a rapier, (b) a longsword, or (c) any simple weapon Charisma whenever a creation refers to your creative⁠ability.
(a) a diplomat's pack or (b) an explorer's pack In addition, you use your Charisma modifier when setting⁠the
(a) a lute or (b) any other musical instrument saving throw DC for a bard creation you play and when
Leather armor and a dagger making an attack roll with one.
Creativity (Spellcasting) Creation save DC = 8 + your proficiency bonus + your
Charisma modifier
You have learned to untangle and reshape the fabric of reality Creation Attack modifier = your proficiency bonus + your
in harmony with your music. Your creations are part of your Charisma modifier
vast repertoire, music that you can tune to different
situations. See the bard creation list under "Bard Creations Routine Usage (Ritual Casting)
by Level". (Creativity is synonymous with 5th edition You can play any bard creation you know as a routine if that
Spellcasting. See "Casting a Spell" in the Player's Handbook creation has the routine tag.
for the general rules of Spellcasting in Dungeons and
Dragons 5th edition). Apparatus (Spellcasting Focus)
You can use a musical instrument (see chapter 5,
Tricks (Cantrips) “Equipment”) as an apparatus for your Bard creations.
At 1st Level, you know three tricks of your choice from the
bard creations list. You learn additional bard tricks of your Bardic Inspiration
choice at higher levels, as shown in the Tricks Known column You can inspire others through stirring words or music. To do
of the Bard table. so, you use a bonus action on your turn to choose within 60
At the end of a long rest, you can change one of the tricks feet of you who can hear you (can include yourself). That
you know for another from your creation list. creature gains one Bardic Insp⁠ira⁠tion die, a d6.
Once within the next 10 minutes, the creature can roll the
Creation Slots (Spell Slots) die and add the number rolled to one ability check, attack roll,
The Bard table shows how many creation slots you have to or saving throw it makes. The creature can wait until after it
play your bard creations of 1st Level and higher. To play one rolls The D20 before deciding to use the Bardic Inspiration
of these creations⁠, you must expend a slot of the creation’s die, but must decide before the DM says whether the roll
level or higher. You regain all expended creation slots when succeeds or fails. Once the Bardic Inspiratio⁠n die is rolled, it
you finish a long rest. is lost. A creature can have only one Bardic Inspiration die at
For example, if you know the 1st-level creation healing a time.
word and have a 1st-level and a 2nd-level creation slot You can use this feature a number of times equal to 1 +
available, you can cast healing word using either slot. your Charisma modifier. You regain any expended uses when
you finish a long rest.
Preparing and Using Creations Your Bardic Inspira⁠tion die changes when you reach
(Preparing and Casting Spells) certain levels in this class. The die becomes a d8 at 5th Level,
The Bard table shows how many creation slots you have to a d10 at 10th level, and a d12 at 15th level.
use your bard creations of 1st Level and higher. You regain all
expended creation slots when you finish a long rest.
Jack of all Trades Musical Secrets
Starting at 2nd Level, you can add half your proficiency At 10th level, you've gathered inspiration from creations of a
bonus, rounded down, to any ability check you make that wide spectrum of disciplines.
doesn’t already include your proficiency bonus. Choose two creations from any class creation list found in
this document, including this one. The creation must be of a
Harmonic Vitality level you can use, as shown on the Bard table, or a trick.
Beginning at 2nd Level, you can use soothing music or The chosen creations count as bard creations for you and
oration to help revitalize your wounded allies. When you use are included in the Creations Known column on the Bard
an ability or creation that restores hit points, you can table.
You learn two additional creations from any classes at 14th
increase the total number of hit points restored by 1d6. and again at 18th level.
The bonus to healing increase when you reach certain
levels in this class: to 1d8 at 5th level, to 1d10 at 10th level, Font of Vitality
and to 1d12 at 15th level.
You can use this feature a number of times equal to 1 + At 10th level, you regain all of your expended uses of
your Charisma modifier, regaining all uses at the end of a Harmonic Vitality when you finish a short or long rest.
long rest.
Limitless Inspiration
Bard College At 20th level, you gain additional uses of Bardic Inspiration
At 3rd Level, you delve into the advanced techniques of a bard equal to your proficiency bonus.
college of your choice: the College of Legends, the College of
Lore, the College of Eloquence, the College of The Idol, the
College of Swords, and the College of Bewitchment are Bard College
detailed at the end of the class description. Your choice The way of a bard is gregarious. Bards seek each other out to
grants you features at 3rd Level and again at 6th and 14th swap songs and stories, boast of their accomplishments, and
level. share their knowledge. Bards form loose associations, which
they call colleges, to facilitate their gatherings and preserve
Expertise their traditions. A bard college is rarely a physical place,
At 3rd level, choose two of your skill proficiencies. Your though such institutions do exist, but more often than not
proficiency bonus is doubled for any ability check you make they are simply a collective term for bards that share similar
that uses either of the chosen proficiencies. philosophies and walks of life.
At 10th level, you get to choose another 2 skill proficiencies
to gain this benefit. College of Legends
Bards belonging to the college of legends are drawn to
Ability Score Improvement powerful personalities, intent on recording the life of
When you reach 4th level, and again at 8th, 12th, 16th, and extraordinary individuals and immortalizing them through
19th level, you can increase one ability score of your choice song and music. These daring bards believe that a single
by 2, or you can increase two ability scores of your choice by powerful will can change the course of history and dedicate
1. As normal, you can’t increase an ability score above 20 themselves to seeing their muse's ambition come true.
using this feature. While some of these bards have themselves as their own
muse, it is far more common for one to find a person or a
group sometime in their life that they choose to follow. A
Font of Inspiration musician aboard a pirate ship typically looks upon their
Beginning when you reach 5th level, you regain all of your captain or their whole crew in this fashion. These bards arm
expended uses of Bardic Inspiration when you finish a short themselves for battle, intent on seeing the legends be made
or long rest. with their own eyes. Even if they don't have eyes.
Countercharm Alluring Warrior
Beginning when you join this college at 3rd level, you gain
At 6th level, you gain the ability to use musical notes or words proficiency with martial weapons, and can use any martial
of power to disrupt mind-influencing effects. As a reaction to weapon you wield as an apparatus for your Bard Creations.
a creature failing an effect that would leave them charmed or Additionally, when you attack with any weapon that you are
frightened, you can make them succeed instead. A creature proficient with, you can use your Charisma modifier, instead
must be within 60ft range of yourself and able to hear you to of Strength or Dexterity, for the attack and damage rolls.
gain this benefit.
At 13th level, you gain the ability to protect multiple people
from mind-influencing effects. When you use this ability, you
can instead target a number of creatures equal to your
Charisma modifier.
Legendary Floursih The college’s members gather in libraries and sometimes
Also at 3rd level, you learn how to weave music into melodic in actual colleges, complete with classrooms and dormitories,
battle cries, unleashing an orchestral flourish mixed with to share their lore with one another. They also meet at
clashing blades. While you are wielding a simple or martial festivals or affairs of the state, where they can expose
weapon, you can use any of the following Legendary corruption, unravel lies, and poke fun at self-important
Flourishes: figures of authority.
Shielding Hymn. As a reaction to a creature within 5ft of
you being hit by an attack (can include yourself), you can Bonus Proficiencies
When you join the College of Lore at 3rd level, you gain
expend a use of your Bardic Inspiration to block the attack.
When you do so, the damage is reduced by a roll of your proficiency with three skills of your choice.
Bardic Inspiration die + your Charisma modifier + your bard
level. Cutting Words
Also at 3rd level, you learn how to use your wit to distract,
Stampeding Anthem. As part of making an attack with a confuse, and otherwise sap the confidence and competence
simple or martial weapon, you can expend a use of your
Bardic Inspiration to charge the target. Your movement speed of others. When a creature that you can see within 60 feet of
increases by 20ft until the end of your turn, and your attack you makes an attack roll, an ability check, or a damage roll,
deals additional damage equal to a roll of your Bardic you can use your reaction to expend one of your uses of
Inspiration die + your Charisma modifier. Bardic Inspiration, rolling a Bardic Inspiration die and
Piercing Ballad. As part of making an attack with a simple subtracting the number rolled from the creature’s roll. You
or martial weapon, you can expend to use of your Bardic can choose to use this feature after the creature makes its
Inspiration to add a roll of your Bardic Inspiration to the roll, but before the DM determines whether the attack roll or
attack roll. ability check succeeds or fails, or before the creature deals its
When you use one of these flourishes, you gain a number damage. The creature is immune if it can’t hear you.
of temporary hit points equal to one roll of your Bardic
Inspiration die + your Charisma modifier. Additional Musical Secrets
At 6th level, you learn two creations of your choice from any
Battle Musician class. A creation you choose must be of a level you can cast,
Starting at 6th level, you can attack twice, instead of once, as shown on the Bard table, or a trick. The chosen creations
whenever you take the Attack action on your turn. You can count as bard creations for you but don’t count against the
replace one of these attacks with a trick. number of bard creations you know.
If you ready your action to make an attack, you can attack
the same number of times you would if you had taken the Customized Creativity
Also at 6th level, you gain the ability alter your creations to
attack action on your turn. thanks to your mastery knowledge from all over the world.
Band Together
You gain two of the following Customized Creativity options
Also at 6th level, you and your team work together to form a of your choice. You gain another one at 10th and 14th level.
truly harmonious performance in battle, moving as one, You can use this feature a number of times equal to your
utilizing similar techniques to great effectiveness. proficiency bonus, and each option only takes a single use.
When a creature has one of your Bardic Inspiration dice, You regain all uses of this ability at the end of a long rest.
they can expend the die and use one of your Legendary Failsafe. When you use a creation that forces other
Flourishes, using your Charisma modifier. creatures to make a saving throw, you can protect some of
those creatures from the creations' full effects. Choose a
Rallying Encore number of those creatures up to your creativity modifier
At 14th level, your music can inspire allies to fight on even as (minimum of one). A chosen creature automatically
death encroaches upon them. succeeds on its saving throw against the creation, and
When you see a friendly creature be reduced to 0 hit they take no damage if they would normally take half
points, you can use your reaction to sound a majestic melody damage on a successful save.
that resonates with their spirit. The target instead falls to 1 Extended Range. When you use a creation that has a
hit point before it regains a number of hit points equal to your range of 5 feet or greater, you can instead double the
bard level, even if it normally would have died. Any negative range of the creation. When you use a creation that has a
effects caused by falling to 0 hit points are negated. range of touch, you can instead make the range of the
Once you use this feature, you must finish a short or long creation 30 feet.
rest before you can do so again or by expending a Bard Quick Creation. When you use a creation that has a
creation slot of 5th level or higher. creation time of 1 action, you can change the casting time
to 1 bonus action for this usage.
College of Lore Silenced. When you use a creation, you can use it without
Bards of the college of lore know something about most any somatic or verbal components.
things. Whether singing folk ballads in taverns or elaborate Alternative Effects. When you use a creation that deals a
compositions in royal courts, these bards use their gifts to type of damage from the following list, you can change
hold audiences spellbound. that damage type to one of the other listed types: acid,
cold, fire, lightning, poison, or thunder.
Double Trouble. When you use a creation that targets Once you use this feature, you can't use it again until you
only one creature and doesn't have a range of self, you can finish a long rest, unless you expend a creation slot to use it
target a second creature in range with the same creation. again.
To be eligible, a creation must be incapable of targeting
more than one creature at the creation's current level. For Infectious Inspiration
example, the Missiles and Scorch creations aren't eligible, At 14th level, when you successfully inspire someone, the
but Haste and Elemental Orb are. power of your eloquence can now spread to someone else.
When a creature within 60 feet of you adds one of your
Peerless Understanding Bardic Inspiration dice to its ability check, attack roll, or
Starting at 14th level, your understanding of the gravity of saving throw and the roll succeeds, you can use your reaction
your words allow you to leave all that hear them utterly to encourage a different creature (other than yourself) that
befuddled. can hear you within 60 feet of you, giving it a Bardic
When you use your Cutting Words feature on an enemy, Inspiration die without expending any of your Bardic
that enemy has disadvantage on their next saving throw, or Inspiration uses.
until you use this feature on another creature. You can use this reaction a number of times equal to 1 +
your Charisma modifier (minimum of once), and you regain
College of Eloquence all expended uses when you finish a long rest.
Bards of the college of eloquence are masters of speech, their
silver tongues granting them the ability to talk their way out College of The Idol
of almost any situation, whether to persuade the guard to Bards of the college of the idol harbor more ambition in their
look the other way or by discouraging the enemy. Most pursuit of their performance. These bards are most often
members tend to be politicians, poets, and writers seeking regarded as superstars, and world-renouned idols, dazzling
inspiration and adventure upon the high seas using the and capturing the hearts and minds of the audience all
power of their words. around the world.
The college’s members gather in libraries and sometimes Members of the college of the idol are never in the same
in actual colleges, complete with classrooms and dormitories, place for long, essentially on a never-ending tour. They go
to share their lore with one another. They also meet at from sea to sea, either by themselves or in a group, inspiring
festivals or affairs of the state, where they can expose those around them as they shine brighter than any star.
corruption, unravel lies, and poke fun at self-important
figures of authority. Encourage Entourage
When you join the College of The Idol at 3rd level, you can
Silver Tongue use your performance to cover for your allies. When a
Starting at 3rd level, you are a master at saying the right thing creature you can see within 30 feet of you makes an attack
at the right time. When you make a Charisma (Persuasion) or roll or ability check, you can use your reaction perform,
Charisma (Deception) check, you can treat a d20 roll of 9 or allowing them to push forward. Make a Charisma
lower as a 10. (Performance) check and replace the original attack roll or
ability check with the result, unless if the original was higher.
Moot Words You have a number of uses of this ability equal to 1 + your
Also at 3rd level, you can spin words that discourage a Charisma Modifier. All these uses replenish on a long rest.
creature and cause it to doubt itself. As a bonus action, you
can expend one use of your Bardic Inspiration and choose Star of the Show
one creature you can see within 60 feet of you. Roll the Starting at 3rd level, you become an idol that inspires all who
Bardic Inspiration die. The creature must subtract the bask in your presence. You exude a 10ft aura centered on
number rolled from the next attack roll, ability check, or yourself. Each creature of choice within the radius (can
saving throw, of your choice, it makes before the start of your include yourself) that starts their turn in your aura, gains a
next turn. number of temporary hit points equal to your Charisma
modifier (minimum of 1) while you are conscious. These
Dependable Inspiration temporary hit points last until the creature leaves your aura.
At 6th level, your inspiring words are so persuasive that
others feel driven to succeed. When a creature adds one of Expanded Influence
your Bardic Inspiration dice to its ability check, attack roll, or At 6th level, your following and charm becomes more potent,
saving throw and the roll fails, the creature can keep the expanding your inspirational aura. Your aura increases to
Bardic Inspiration die. 20ft. In addition, each creature of your choice within your
aura (can include yourself) can't be charmed while you are
Universal Speech conscious.
Also at 6th level, your songs and speech can reach the hearts
and souls of any creature. As an action, choose one or more Invincible Icon
creatures within 60 feet of you, up to a number equal to your Also at 6th level, your enthralling aura bolsters all of those
Charisma modifier (minimum of one creature). The chosen around you, the temporary hit points you grant to creatures of
creatures you can communicate with, regardless of the your choice within your is now equal to double your
language you speak, for 1 hour. Charisma modifier (minimum of 2).
Set The Stage Ordnance Requiem
At 14th level, your mere presence is enough to sweep most When you join the College of Swords at 3rd level, your timing
off their feet. Your aura increases to 30ft. When you grant a of your attacks is not only excellent, but also extremely
creature a Bardic Inspiration while within your aura, each deadly, resulting in a profound performance of steel.
creature of your choice also gain a Bardic Inspiration (at no When you hit a creature with a weapon attack, you can
extra cost). expend one use of your Bardic Inspiration to deal an
In addition, each creature of your choice within your aura additional 2d6 damage to that target the same type as the
gains a bonus to their saving throws equal to your Charisma weapon you are wielding. You can do so only once per round
modifier (minimum of 1) while you are conscious. on your turn.
This extra damage increases when you reach certain levels
College of Swords in this class, increasing to 3d6 at 5th level, 5d6 at 10th level,
Bards of the college of swords are often swashbucklers and and 8d6 at 15th level.
masters of the blade and of song, able to not only assist their Cut Time
companions, but to stand their ground against the enemy. Starting at 6th level, as you continue executing the exact
Practioners become skilled swordsmen that can rival any notes, you find the ability to fight to the beat twice as fast.
fighter in a fight. Your movement speed is increased by 10ft, and you can
The college’s members are often scattered across the sea, attack twice, instead of once, whenever you take the Attack
singing shanties and clashing blades to the beat. Their action on your turn.
performances are a sight to behold and a sight to fear if you If you ready your action to make an attack, you can attack
aren't a member of the audience. the same number of times you would if you had taken the
attack action on your turn.
Bonus Proficiencies
When you join the College of Swords at 3rd level, you gain Carving Inspiration
proficiency with medium armor, shields, and simple and Also at 6th level, you can use your words in combat to out
martial weapons. You can use any weapon you are proficient maneuver your opponents. When you use your bonus action
in as a creation focus for your bard creations. to give a creature one of your Bardic Inspiration dice, you
gain advantage on all your melee weapon attacks until the
Fighting Style
At 3rd level, you adopt a particular style of fighting as your end of your turn.
specialty. Choose one of the options in Chapter 5 in the Crescendo's Cadence
College of Swords Bard Styles section. You can't take a Starting at 14th level, your critical consistency in your music
Fighting Style option more than once, even if you later get to allows you to perform often instead of only a few times a day.
choose again. When you use Ordnance Requiem, instead of expending a
Whenever you reach a level in this class that grants the use of Bardic Inspiration, you can instead deal the damage,
Ability Score Improvement feature, you can replace a fighting except the d6s are now d4s. For example at 15th level, the
style you know with another fighting style available to College damage would be 8d4.
of Swords bards.
Mesmerizing Words
College of Bewitchment
Bardic
Bards of the college of bewitchment are often labled as Die Effect
practicioners of witchcraft, voo-doo, or some other 1 For the next 10 minutes, whenever the target
supernatural gift. However, this is far from the case. Instead, makes an Intelligence, a Wisdom, or a Charisma
their art influences the minds of all who experience it, check, the target can roll an extra die, equal to your
causing them to believe the impossible to be possible. At Bardic Inspiraction die, adding the rolled result to
times this is hard to control. each check.
The college’s members are masters of psychology and how 2 The target must make a Wisdom Saving Throw. On
then vast and complex mind operates. Often they are either a failure, for the next minute, all attacks made
revered or feared for their abilities and talents. Typically they within 30ft of them are made with disadvantage,
hide in the shadows, behind formidable and intelligent except attacks against the target. Additionally, all
leaders of powerful organizations. attacks against the target have advantage. The
target can repeat the saving throw at the end of
Hypnotic Focus each of their turns, ending the effect on a success.
At 3rd level, instead of using an instrument as a focus for 3 The target and another creature of its choice it can
enrapturing your audience, you can instead utilize a see within 5 feet of it gains temporary hit points
particular object that you have had practice with, be it a set of equal to a roll of your Bardic Inspiration die + your
painter's tools, or a special chakram on a string. Charisma modifier.
As part of a long rest, you can spend an hour practicing 4 The target can immediately use its reaction to
with an object of small or lesser size, transforming it into teleport up to 30 feet to an unoccupied space it
your hypnotic focus. This object remains as your hypnotic can see. When the target teleports, it can choose a
focus until you practice with another object for 1 hour over number of creatures it can see within 30 feet of it
the course of a long rest. up to your Charisma modifier (minimum of 0) to
immediately use the same reaction.
When you use a bard creation that deals damage or
restores hit points while holding your Hypnotic Focus, you 5 For 1 minute, any creature that hits the target with
can add an extra die to the roll. You gain a bonus to one an attack takes force damage equal to a roll of your
damage or healing roll of the creation equal to the number Bardic Inspiration die.
rolled. The die is the same size as your Bardic Inspiration die. 6 The target gains temporary hit points equal to a roll
of your Bardic Inspiration die + your bard level.
Mesmerizing Words While it has these temporary hit points, the
At 3rd level, you can bewitch creatures with your hypnotic target’s walking speed increases by 10 feet and it
gains a +1 bonus to its AC.
focus to mesmerize them. While you are holding your
Hypnotic Focus, you can use a bonus action to expend one 7 The target must succeed on a Wisdom saving
use of your Bardic Inspiration and roll on the Mezmerizing throw or take psychic damage equal to two rolls of
Words table using your Bardic Inspiration die to determine your Bardic Inspiration die, and the target is
incapacitated until the end of its next turn.
the effect. You retain the words in mind until you bestow the
effect or you finish a short or long rest. 8 The target makes a Wisdom Saving Throw. On a
You can use an action to choose one creature you can see failure, it becomes charmed by you for 1 hour.
within 30 feet of you (this can be you) to be the target of the While charmed in this way, it regards you as a
Mesmerizing Words' effect. Once you do so, you can’t bestow trusted friend. This effect ends early if you or any
of your allies harm the creature, though you can
the words' effect again until you roll it again. choose to end it early as well. If the target was in
You can retain only one of these words in mind at a time, combat, they make the saving throw at advantage.
and rolling on the Mesmerizing Words table immediately
ends the effect of the previous tale. If the effect requires a 9 Each creature of the target’s choice within 30 feet
of it must make a Strength saving throw. On a
saving throw, the DC equals your creation save DC. failure, the targeted creatures take thunder damage
equal to three rolls of your Bardic Inspiration die
Wide Enchantment and is knocked prone. A creature that succeeds on
At 6th level, your creations to enchant others can have far its saving throw takes half as much damage and
reaching effects. When you use an enchantment creation of isn’t knocked prone.
1st level or higher that targets only one creature, you can 10 The target, for the next minute, when it deals
have it target a second creature within range. damage with an attack or creation, it gains a bonus
to their damage roll equal to one roll of your Bardic
Potent Creativity Inspiration die.
Also at 6th level, you can add your Charisma modifier to the 11 The target regains hit points equal to two rolls of
damage you deal with any Bard trick. your Bardic Inspiration die + your Charisma
modifier, and you end one condition from the
Hypnotic Mastery following list affecting the target: blinded,
Starting at 14th level, you have mastered the difficult art of deafened, paralyzed, petrified, or poisoned.
commanding the minds of others. When you use your 12 The target must succeed on an Intelligence saving
Mesmerizing Words feature, you can now choose the number throw or take psychic damage equal to four rolls of
that takes effect. your Bardic Inspiration die and be stunned until the
end of its next turn.
Brawler

The Brawler
Level Proficiency Bonus Brawling Spirit Points Unarmored Movement Features

1st +2 1d6 — — Brawling, Unarmored Defense


2nd +2 1d6 2 +10 ft. Spirit, Unarmored Movement
3rd +2 1d6 3 +10 ft. Brawling Style, Deflect Missiles
4th +2 1d6 4 +10 ft. Ability Score Improvement, Brace for Impact
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d8 6 +15 ft. Style Feature
7th +3 1d8 7 +15 ft. Evasion, Shake it Off
8th +3 1d8 8 +15 ft. Ability Score Improvement
9th +4 1d8 9 +15 ft. Unarmored Movement Improvement
10th +4 1d8 10 +20 ft. Ability Score Improvement
11th +4 1d10 11 +20 ft. Style Feature
12th +4 1d10 12 +20 ft. Ability Score Improvement
13th +5 1d10 13 +20 ft. Animal Spirit
14th +5 1d10 14 +25 ft. Diamond Soul
15th +5 1d10 15 +25 ft. Timeless Body
16th +5 1d12 16 +25 ft. Ability Score Improvement
17th +6 1d12 17 +25 ft. Style Feature
18th +6 1d12 18 +30 ft. Immortal Will
19th +6 1d12 19 +30 ft. Ability Score Improvement
20th +6 1d12 20 +30 ft. Endless Spirit
Class Features Spirit
As a brawler, you gain the following class features Starting at 2nd Level, your training allows you to draw upon
an inner energy of willpower and grit. Your access to this
Hit Points
energy is represented by a number of spirit points. Your
brawler level determines the number of points you have, as
Hit Dice: 1d10 per brawler level shown in the Spirit Points column of the Brawler table.
Hit Points at 1st Level: 10 + your Constitution modifier You can spend these points to fuel various spirit features.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution You start knowing three such features: Flurry of Blows,
modifier per brawler level after 1st Patient Defense, and Deft Escape. You learn more spirit
Proficiencies features as you gain levels in this class.
Armor: None When you spend a spirit point, it is unavailable until you
Weapons: Simple weapons, improvised weapons finish a short or long rest, at the end of which you psyche
Tools: Choose one type of artisan's tools or one musical your spirit back to full energy.
instrument Some of your spirit features require your target to make a
saving throw to resist the feature’s Effects. The saving throw
Saving Throws: Strength, Dexterity DC is calculated as follows:
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, Insight, Intimidation, Stealth or Survival Spirit save DC = 8 + your Proficiency Bonus + your Wisdom
modifier
Equipment
You start with the following equipment, in addition to the Flurry of Blows
equipment granted by your role: Immediately after you take the Attack action on your turn, you
can spend 1 spirit point to make two unarmed strikes as a
(a) a dungeoneer's pack or (b) an explorer's pack bonus action.
A simple weapon of your choice and 10 darts
Patient Defense
Brawling You can spend 1 spirit point to take the Dodge action as a
At 1st Level, your experience in street fighting gives you bonus action on your turn.
mastery of combat styles that use unarmed strikes and
brawler weapons, which are improvised weapons and any Deft Escape
simple melee weapons⁠that lacks the two-handed or heavy While you are grappled, you can spend 1 spirit point to
property. attempt to escape a grapple or restraints as a bonus action.
You gain the following benefits while you are unarmed or
wielding only brawler weapons and you aren’t wearing armor Unarmored Movement
or wielding a shield: Starting at 2nd Level, your speed increases by 10 feet while
You can use Dexterity instead of Strength for the attack you are not wearing armor or wielding a shield. This bonus
and damage rolls of your unarmed strikes and brawler increases when you reach certain brawler levels, as shown in
weapons. the Brawler table.
You can roll a d6 in place of the normal damage of your Additionally, as a bonus action, you can take the Disengage
unarmed strike or brawler weapon. This die changes as or Dash action, and your jump distance is doubled for the
you gain brawler levels, as shown in the Brawling column turn.
of the Brawler table. At 9th level, you gain the ability to move along vertical
When you hit with an unarmed strike, improvised weapon, surfaces and across liquids on your turn without falling
or brawler weapon, you can choose to make the damage during the move.
type of the attack bludgeoning, piercing, or slashing.
When you use the Attack action with an unarmed strike or Brawling Style
a monk weapon on your turn, you can make one unarmed At 3rd level, you settle on a specific brawling style to define
strike as a bonus action. For example, if you take the your brawling: Daredevil, Fishman Karate, Ninja, Six Powers
Attack action and attack with a quarterstaff, you can also Master, Okama Kenpo, Sword Sage, Sumo Wrestler, Open
make an unarmed strike as a bonus action, assuming you Hand, Way of Mercy, Drunken Master, Chromatic
haven't already taken a bonus action this turn. Commandment, Private Eye, and Expressionist, all detailed
Unarmored Defense at the end of the class description.
Your fighting style grants you features at 3rd level and then
Beginning at 1st Level, while you are wearing no armor and again at 6th, 11th, and 17th level.
not wielding a shield, your AC equals 10 + your Dexterity
modifier + your Wisdom modifier.
Deflect Missiles Animal Spirit
Starting at 3rd level, you can use your reaction to deflect or Starting at 13th level, your inner spirit burns with a passion
catch the missile when you are hit by any ranged attack. that even wild animals can understand. You can speak with
When you do so, the damage you take from the att⁠ack is all beasts and monstrosities, and understand what they say
reduced by 1d10 + your Dexterity modifier + your brawler as well. Additionally, you have advantage on Charisma
level. (Intimidation) ability checks you make towards beasts and
If you reduce the damage to 0, you can catch it if you have a monstrosities.
free hand. If you catch it in this way, you can spend 1 spirit
point to make a ranged att⁠ack with the weapon or Diamond Soul
ammunition you caught, as part of the same reaction. You
make this atta⁠ck with proficiency, and the missile counts as a Beginning at 14th level, your hardened spirit grants you
brawler weapon for the att⁠ack, which has a normal range of proficiency in all saving throws.
20 feet and a long range of 60 feet. You do not have close Additionally, whenever you make a saving throw and fail,
range disadvantage with this attack. you can spend 1 spirit point to reroll it and take the second
result.
Ability Score Improvement
Timeless Body
When you reach 4th level, and again at 8th, 10th, 12th, 16th, At 15th level, your spirit sustains you so that you suffer none
and 19th level, you can increase one ability score of your of the frailty of old age, and you can’t be aged magically. You
choice by 2, or you can increase two ability scores of your can still die of old age, however. Additionally, you no longer
choice by 1. As normal, you can’t increase an ability score require food or water to survive.
above 20 using this feature.
Brace for Impact Immortal Will
Beginning at 4th level, you can use your reaction when you Starting at 18th level, you can spend 4 spirit points as an
fall to reduce any falling damage you take by an amount equal action to gain resistance to all damage except force damage
to five times your brawler level. for 1 minute. During this time, you have advantage on all
attack rolls.
Extra Attack
Endless Spirit
Beginning at 5th Level, you can attack twice, instead of once, At 20th level, your pool of spirit becomes an endless well to
whenever you take the Attack action on your turn. draw from. if you spend 10 minutes performing only light
If you ready your action to make an attack, you can attack activities, as if you were taking a short rest, you regain all of
the same number of times you would if you had taken the your expended Spirit Points.
attack action on your turn.
Stunning Strike Brawling Style
Starting at 5th level, when you hit another creature with a Anyone can throw a punch if they try hard enough, but over
melee weapon attack, you can spend 1 spirit point to attempt time specific brawling styles arose around the world. Each
a stunning strike. The target must succeed on a Constitution brawling style has a unique origin and philosophy behind it
saving throw against your Spirit DC or be stunned until the depending on the purpose for which it was developed.
end of your next turn.
Daredevil
Evasion Daredevils are brawlers that go into a fight seemingly without
At 7th level, your instinctive agility lets you dodge out of the a plan and fight with complete abandon. However, while they
way of certain area effects, such as a fireball creation. When may look unprofessional and unrefined from an outside
you are subjected to an effect that allows you to make a perspective, a daredevil is defined by the purpose for which
Dexterity saving throw to take only half damage, you instead they fight, be it personal glory, a greater calling, or their
take no damage if you succeed on the saving throw, and only friends. Few enemies make for scarier opponents than a
half damage if you fail. daredevil with everything to lose.
Shake it Off Power Strike
At 7th level, you can use your action to regain hit points equal Starting at 3rd level, when you make an unarmed strike as
to three times your brawler level. You must finish a long rest part of the Attack action, you can choose to not add your
before you can use this feature again. proficiency bonus to the attack roll. You gain a bonus to the
damage roll equal to twice your proficiency bonus.
Aquatic Brawler
Rampaging Vigor
Also at 3rd level, your daring march into the battlefield fuels Starting at 3rd level, you gain a swimming speed equal to
you with each enemy you take down. When you reduce a your walking speed. If you already have a swimming speed, it
is increased by 10ft. Additionally, you can hold your breath
creature to 0 hit points using an unarmed strike, you gain for up to 1 hour.
temporary hit points equal to your Wisdom modifier + your
brawler level (minimum of 1). Brick Fist
Also at 3rd level, you learn how to launch a powerful strike
Tough As Nails
Starting at 6th level, your spirit makes you extremely tough. that vibrates the water within a creature's body.
In place of an unarmed strike, you can touch a creature and
You can use your reaction to being hit by a melee attack. force it to make a Constitution saving throw. The creature
When you do so, the damage you take from the att⁠ack is takes bludgeoning damage equal to one roll of your brawler
reduced by 1d10 + your Dexterity modifier + your brawler die + your Wisdom modifier on a failed save, and half as
level. If you reduce the damage to 0, you can make an much on a successful one. This damage cannot be resisted or
unarmed strike as part of this reaction against the creature. reduced in any way except with certain Haki abilities. When
you use this feature, you can spend a number of spirit points
Insurmountable Spirit
At 11th level, you cannot be brought down. When you are up to your proficiency bonus, adding one additional brawler
reduced to 0 hit points, you can expend 1 ki point (no action die to the damage for each spirit point spent.
required) to have 1 hit point instead. While underwater, a creature without a swimming speed
has disadvantage on its saving throw.
Finishing Blow Water Shot
At 17th level, you can make a single, devastating strike. When Also at 3rd level, you learn how to harness the moisture in the
you hit with an unarmed strike, you can expend a number of air, collecting it and hurling it as deadly projectiles.
spirit points up to your brawler level. For each spirit point you In the place of an unarmed strike, you can instead make a
spend, you add one additional brawler die to the damage. If ranged attack with a range of 60 feet. You are proficient with
you spend five or more spirit points, you additionally add your it, and you add your Dexterity or Wisdom modifier (your
brawler level to the amount of damage done. choice) to its attack and damage rolls. Its damage is your
choice of bludgeoning, piercing, or slashing, and its damage
Fishman Karate die is a d6. This die changes as you gain brawler levels, as
Fishman karate is the signature fighting style of the fishmen. shown in the Brawling column of the Brawler table.
It's a skillful and powerful martial art that becomes even
deadlier while underwater. Typically practiced only by
fishmen, though there's nothing prohibiting other races from
learning this martial art.
Palm Block Vanishing Step
Beginning at 6th level, you learn how force your hand to act At 6th level, you gain the ability to cross vast distances while
as the ultimate defense, much like a shield. While you have at hidden. While you are successfully hidden, as a bonus action
least one free hand, you gain a +2 bonus to your Unarmored you can teleport up to 60 feet to an unoccupied space you can
AC. see. You then have advantage on the first melee attack you
Additionally, when a creature you can see attacks a target, make before the end of the turn.
including you, that is within 5 feet of you, you can use your
reaction to reroll the attack roll, and the lowest takes effect. Paralysis Jutsu
At 11th level, you gain the ability to lock a target in a
Water Heart paralyzing technique. When you hit another creature with a
At 11th level, you learn a powerful technique to turn the melee weapon attack, you can spend 3 spirit points to
ocean's tide upon your enemies. As an action, you can gather paralyze them. The target must succeed on a Constitution
water and hurl it at a point you can see within 120 feet. saving throw against your Spirit DC or be paralyzed until the
Each creature in a 20-foot radius sphere centered on that end of your next turn.
point must make a Dexterity saving throw, taking 4d6
bludgeoning damage on a failed save and half as much on a Reclaimed Spirit
success. On a failed save, a creature additionally falls prone. At 17th level, your training allows you to continue performing
As part of this action, you can spend a number of spirit your techniques as long as your enemies lay defeated. When a
points up to your proficiency bonus, adding an additional 2d6 hostile creature within 10 feet of you is reduced to 0 hit
damage for each spirit point spent. points, you can use your reaction to regain a number of spirit
Additionally, if you spent at least 1 spirit point, a tube of points equal to your Wisdom modifier (minimum 1).
water connects your position and the center of the sphere,
which lasts until the start of your next turn. At your position is Six Powers Master
the entrance, and at the center of the sphere is the exit. A Six Powers is a classified martial art practiced by the Navy
creature can enter the tube at its entrance and use a bonus and World Government, allowing the practioner to move and
action to ride the currents, appearing at an empty square of strike at superhuman levels, having six primary techniques
its choice within 20 feet of the tube's exit. revolving around offense, defense, and mobility in combat.
Vagabond Drill Six Techniques
At 17th level, you've learned the ultimate techniques of Beginning at 3rd level, you've mastered a few of the signature
fishman karate. Once per turn, when you use Brick Fist, you techniques of Rokushiki.
can target each creature of your choice within a 30 foot cone Choose three of the following techniques. You gain the
instead of only a creature you touch. Additionally, if you spend benefits of the chosen techniques immediately.
4 or more spirit points on Brick Fist, each affected creature
becomes fatigued on a failed save, forcing it to subtract a d6 Moon Walk. As a bonus action, you can spend 1 spirit
from any attack roll or ability check it makes for 1 minute. point to grant yourself a flight speed equal to half walking
A fatigued creature can make a Constitution saving throw speed for one minute.
at the end of each of its turns, ending the fatigue effect on Iron Body. As a reaction to taking damage, you can halve
itself on a successful save.
it. Afterwards, your movement speed becomes 0 until the
Ninja
end of your next turn.
Ninjas are the legendary shadow warriors of Wano. Officially Finger Pistol. As part of making an unarmed strike, you
known as the Oniwabanshu, they are the eyes and ears of can make the attack deal piercing damage, and you
Wano's shogun. Renowned for their stealth and tricks. increase the size of the damage dice roll. For example 1d6
=> 1d8, 1d10 => 1d12.
Bonus Proficiencies Tempest Kick. In the place of an unarmed strike, you can
At 3rd level, you gain proficiency with katanas and longbows, instead make a ranged attack with a range of 60 feet. You
and they count as brawler weapons for you. Additionally, you are proficient with it, and you add your Dexterity to its
gain proficiency in Stealth (Dexterity) checks, unless you attack and damage rolls. Its damage is slashing, and its
were already proficient, instead gaining expertise. damage die is a d6. This die changes as you gain brawler
levels, as shown in the Brawling column of the Brawler
Ninja Arts table.
At 3rd level, you can use your spirit to replicate the effects of
certain creations. As an action, you can spend 2 ki points to Shave. As a bonus action on your turn you can teleport
use one of the following creations: Darkness, Darkvision, 15ft. Alternatively, you can use a reaction when a creature
Pass Without a Trace, Silence, Fog Cloud, Disguise, and targets you with an attack, you can spend 1 spirit point to
Invisibility without providing material components. impose disadvantage on the attack and then teleport 15ft.
Additionally, you gain the Temporary Trick trick if you don't You cannot use this feature if your movement speed is 0.
already know it. All of these creations use your Spirit DC.
Furthermore, as a bonus action, you can take the Hide or
Search action.
Paper Art. As a reaction when a creature hits you with an Tempest Kick. The range of your tempest kick increases
attack, you can add your proficiency bonus to your AC to 120 and ignores any resistance to slashing damage.
against the triggering attack, potentially causing the attack The attack now deals double damage to objects and
to miss. structures, as well.
When you reach 6th level in this class, you gain the Shave. The distance you can teleport with this technique
remaining 3 techniques you didn't choose at 3rd level. increases to 30 feet, and you have advantage on the first
attack roll you make after teleporting like this.
Enhanced Technique Paper Art. When you use Paper Art, you can choose to
At 11th level, you chose two of the six techniques you've spend a spirit point to make the bonus to your AC granted
mastered to make your specialties. The chosen technique by this technique now persists until the start of your next
grows stronger as shown below. turn, not only against the triggering attack. It persists even
Moon Walk. When you use Moon Walk, you can now use if the triggering attack still hits.
your full movement speed when flying. While flying this
way, opportunity attacks against you are made at When you reach 17th level in this class, you gain the
disadvantage. remaining four enhanced techniques you didn't choose at
11th level.
Iron Body. You can now use any of your movement and
still retain the benefits of this technique. Your unarmed Six King Gun
strikes also harden, allowing you to add half your At 17th level, you learn the secret seventh technique of Six
proficiency bonus rounded down to your attack and Powers, available only to those who master the common six
damage rolls. techniques.
Finger Pistol. You now score a critical hit on a roll of 19 As an action, you exert a blast of force from your hands that
or 20 on the attack roll with your unarmed strikes, and is 5ft wide and 30ft long, expending up to 10 spirit points.
Finger Pistol can now work with any weapon that you Any creatures within this area must make a Constitution
wield and are proficient in. saving throw against your Spirit DC, taking 2d10 force
damage per spirit point spent on a failed save, and half that
on a successful one. If this damage reduces a creature to 0
hit points, it dies immediately.
Okama Kenpo Grand Finale
Okama kenpo is a kick-focused martial art inspired by dance At 17th level, you know that the final act must leave the
routines, such as ballet, developed by the inhabitants of the audience awestruck and at a loss for words, while also having
Kamabakka kingdom. While most of its practitioners are your enemies be struck into next week.
okama, that is not a requirement to master it. Your Elegant Combination special attack now always
scores a critical hit on a successful hit.
Okama Way
Beginning at 3rd level, you gain proficiency with the disguise Sword Sage
kit, and may double your proficiency bonus for any tool ability Sword Sages are brawlers that have extensively trained with
check you make with the kit. You also gain proficiency in the multiple weapons and fighting styles, so much so that they
Performance skill. can use a weapon as effectively as their own hand. Their
Additionally, you may use your Charisma score in place of flexibility in combat makes them dangerous in any situation,
your Wisdom score for all your Brawler abilities, including whether armed to the teeth or wielding a random weapon on
Unarmored Defense, Spirt Save DC, and more. the battlefield.
Swan Dance Combat Mastery
Also at 3rd level, you learn how to conceal immeasurable Starting at 3rd level, you gain proficiency in all martial
strength beneath the veneer of a distracting dance. weapons, and all weapons that you are proficient in count as
As a bonus action on your turn, you can force a creature to brawler weapons. In addition, you can draw and stow a
make a Wisdom (Insight) check contested by your Charisma weapon as part of making an attack with it.
(Performance) check. On a successful check, you have
advantage on all weapon attacks against the target until the Fighting Style
end of your turn. Starting at 3rd level, your training gives you experience in a
Additionally, a number of times equal to your proficiency range of fighting styles and enables you to refocus yourself
bonus, you can immediately make an unarmed strike against through meditation. You may choose one fighting style from
the creature as part of the same bonus action. If you are out the options given in Chapter 5, in the Sword Sage Brawler
of uses, you can expend 1 spirit point use this ability without Styles section, and may change your fighting style whenever
a use. You regain all uses of his ability at the end of a short or you complete a long rest.
long rest.
Sage Strikes
Aesthetic Weaponry At 6th level, whenever you use Flurry of blows or your bonus
At 6th level, you learn how to make weapons sync up with action attack from Martial Arts, you can replace the unarmed
your make-up, hair, and outfit, where they become a lot more strikes with an attack with a brawler weapon.
potent, as an outfit would when each part comes together,
making the whole a greater sum than its many parts. By Spirit Strike
taking 10 minutes, you can assign a number of weapons on At 6th level, you can utilize your innate fighting spirit to attack
your person equal to twice your proficiency bonus, like an unstoppable bastion. When you hit a target with a
incorporating them into your outfit or make-up as nails, brawler weapon, you can spend 1 Spirit point to cause the
earrings, hairpins, or other accessories. Additionally, these weapon to deal an extra 2d6 damage to the target of that
weapons are now considered brawler weapons for you. weapon's damage type.
If you successfully perform the Swan dance ability, all of
your aesthetic weapons deal extra damage equal to half of Perfected Form
your proficiency bonus(round up) if you do hit. At 11th level, you have mastered and refined more styles of
combat, making you all the more versatile. You can choose
Elegant Combination one additional fighting style, and may now change fighting
At 11th level, you learn a potent combination attack that ends style(s) whenever you complete a short rest.
with an explosive finish.
When you use your Flurry of Blows and hit with both Spirit Warrior
attacks, you can make one additional unarmed strike as part At 17th level, your mastery of spirit and combat allows you to
of the same action. If this additional attack hits, the target enter a state of pure focus, rendering you an ultimate warrior
must make a Strength saving throw. On a failed save, you one with body, mind, spirit, and blade.
decide whether the creature is knocked prone or pushed 15 At the start of your turn, you may spend five Spirit points so
feet away from you. that for the next minute you may take an extra bonus action
Alternatively, you can forgo the additional attack and move on each of your turns.
5 * proficiency bonus with opportunity attacks against you at In addition, for the duration, once per turn, when you use
disadvantage. your Spirit Strike feature, you may ignore the Spirit point
cost.
This ability ends early if you are incapacitated or killed.
Sumo Wrestler Open Hand
Sumo Wrestlers stand their ground and maintain perfect Brawlers who follow the philosophies and techniques of the
discipline and form to meet whatever challenge they face. In Open Hand focus on martial arts and inner harmony to best
contrast to other brawlers, who are typically lithe and nimble, their enemies. Classically trained, their mastery over martial
sumo wrestlers are rotund and rippling with muscle, a arts renders them as an unstoppable and tranquil flurry.
necessity for grappling with the mightiest contenders of the
sport without surrendering any ground. Palm Strikes
Starting when you choose this style at 3rd level, you can
Sumo Stance manipulate your enemy's spirit when you harness your own.
Beginning at 3rd level, You gain proficiency in the Whenever you hit a creature with one of the attacks granted
Intimidation or Athletics skills. If you already had proficiency by your Flurry of Blows, you can impose one of the following
in these skills, you gain Expertise in them instead. effects on that target:
Furthermore, any class ability or saving throw that utilizies
your Dexterity modifer, you can instead use your Strength It must succeed on a Dexterity saving throw or be
Modifier. This includes your Unarmored Defense, Deflect knocked prone.
Missiles, and Dexterity Saving Throws. It must make a Strength saving throw. If it fails, you can
Additionally, when you gain the Evasion feature at 7th level, push it up to 15 feet away from you.
your Strength Saving Throws also benefit from the feature. It can't take reactions until the end of your next turn.
Purity of the Body
Mountain Stance
At 3rd level, if you move half your movement speed or less on At 6th level, your training has granted you the ability to resist
your turn, you can anchor your heels into the ground. Until any debilitating ailment. You become immune to all poisons
the beginning of your next turn, you can't be moved against and diseases, and the poisoned condition.
your will. Additionally, until the start of your next turn, you Tranquility
can spend a spirit point whenever you take damage to reduce Beginning at 11th level, you can enter a special meditation
the damage taken by 1d10 + your Strength Modifier. that surrounds you with an aura of peace. At the end of a long
Additionally, you are considered one size larger for the rest, you gain the effect of a Sanctuary creation that lasts
purposes of shoving or grappling and have advantage on until the start of your next long rest (the creation can end
Strength checks to grapple and shove. early as normal). The saving throw DC for the creation equals
8 + your Wisdom modifier + your proficiency bonus.
Surface Pressure
By 6th level, your presence not only adds physical but mental The Open Hand
pressure on the enemies. When you successfully shove a At 17th level, you gain the ability to set up lethal vibrations in
creature, you deal bludgeoning damage to them equal to your someone's body. When you hit a creature with an unarmed
Martial Arts Die. strike, you can spend 3 spirit points to start these
At the start of each of your turns, any creature you have imperceptible vibrations, which last for a number of days
grappled takes bludgeoning damage equal to your Martial equal to your brawler level. The vibrations are harmless
Arts Dice. unless you use your action to end them. When you use this
Additionally, attacks made against you before you have action, the creature must make a Constitution saving throw. If
taken a turn in combat have disadvantage. it fails, it is reduced to 0 hit points. If it succeeds, it takes
10d10 necrotic damage.
Savage Slam
Beginning at 11th level, you can drop your full weight on a foe You can have only one creature under the effect of this
like a falling meteorite. Once on each of your turns when you feature at a time. You can choose to end the vibrations
make an unarmed strike, you can deal twice the number of harmlessly without using an action.
damage dice on a hit and the target must make a Strength
Saving Throw, getting knocked prone on a failure, but you Way of Mercy
also knock yourself prone after the attack. Those who follow the way of mercy are often doctors who
have studied intensely in medicine, allowing them to
Unstoppable Titan manipulate the very forces of life and death for both the
By 17th level, you are a master of the art of sumo, an needs to harm and heal.
unmovable titan. Whenever you take damage, you can reduce
it by 1d10 + your Strength Modifier. You can expend spirit Medical Mercy
points in addition to this ability to reduce the damage by When you choose this tradition at 3rd level, you gain
1d10 per spirit point expended. proficiency in the Insight and Medicine skills, and you gain
proficiency with the herbalism kit. If you were already
proficient in one of these skills, you gain expertise in that
skill.
Hand of Healing Drunken Master
At 3rd level, your touch can mend wounds. As an action, you Often seen as unassuming drunkards, the Drunken Masters
can touch a creature and restore a number of hit points equal are a force to be reckoned with. Due to their drunken stance,
to a roll of your Brawler die + your Wisdom modifier. they can move unpredictably, and strike with deadly fury, all
You can use this feature a number of times equal to your the while their opponent is both beaten and baffled. What
proficiency bonus, regaining all uses at the end of a short or
long rest. If you have no more uses of this feature remaining, may seem like random mood swings are actual potent death
you can instead spend 1 spirit point to use the feature. blows. Drunken Masters are either masters of moving while
drunk, or perhaps even able to replicate the unpredictable
Hand of Harm
swinging effortlessly.
At 3rd level, you use your spirit to inflict wounds. When you
hit a creature with an unarmed strike, you can deal extra Drunken Arts
necrotic damage equal to one roll of your Brawler die + your When you choose this tradition at 3rd level, your drunken
Wisdom modifier. state allows you to always be ready to avoid the full brunt,
You can use this feature a number of times equal to your either by dulling your pain, or to move with chaotic ebb and
proficiency bonus, regaining all uses at the end of a short or flow.
long rest. If you have no more uses of this feature remaining, At the start of each of your turns, and if you have at least 1
you can instead spend 1 spirit point to use the feature. hit point, you gain a number of temporary hit points equal to
your Wisdom Modifier. This amount of temporary hit points
Physician's Mercy
doubles when you reach 6th level.
Starting at 6th level, you can cause even greater cures with
just a single touch, and if you feel it's necessary, you can use Swinging Stance
your knowledge to cause devastating harm. Also at 3rd level, you have sharpened your drunken stupors
When you use Hand of Healing on a creature, you can also into a deadly and drunken combative state.
end one disease or one of the following conditions affecting As a bonus action, you can expend a spirit point to enter a
the creature: blinded, deafened, paralyzed, poisoned, or Swinging Stance for 1 minute with concentration, as if you
stunned. When you use Hand of Harm on a creature, you can were concentrating on a creation. When you enter this state,
subject that creature to one of the following conditions: and each time you start your turn while in this stance, roll a
blinded, deafened, or poisoned until the end of your next turn. d8. This d8 determines a specific benefit you gain that lasts
In addition, you gain proficiency in Constitution saving until the start of your next turn, the benefit is listed on the
throws, and gain resistance to necrotic damage. Swinging Stance table below.
Swinging Stance
Gracious Mercy d8 Benefit
Starting at 11th level, your mastery of life and death opens
the door to a greater mercy. As an action, you can touch the 1 Drunken Rage. You gain a bonus to all of your damage
corpse of a creature that died within the past 24 hours and rolls with weapon attacks and unarmed strikes equal to
expend 5 spirit points. The creature then returns to life, your Wisdom Modifier.
regaining 50 hit points. If the creature died while subject to 2 Completely Hammered. You gain resistance to all
any of the following conditions, it revives with them removed: bludgeoning, piercing, and slashing damage.
blinded, deafened, paralyzed, poisoned, and stunned. 3 Drowning Sorrow. If an enemy creature within 30ft of
Once you use this feature, you can't use it again until you you makes an attack roll against any creature other
finish a short or long rest. than you, they do so at disadvantage.
4 Your movement speed increases by
Slippery Drunk.
Ultimate Mercy 10ft and you don't provoke opportunity attacks.
By 17th level, you have completely mastered the forces of life
and death, able to heal almost any condition and leave your 5 Cackling Stupor. When you use flurry of blows, you
enemies in ruin. You gain the following benefits: ignore the Spirit Point cost.
6 Reckless Abandonment. All of your attacks are made at
When you use your Hand of Healing and your Hand of advantage.
Harm features, you can instead roll two of your martial
arts dice + your Wisdom modifier for the damage or 7 Flirtatious Facade.
at disadvantage.
All attack rolls against you are made
healing, instead of one.
When you use your Hand of Healing feature, you can also 8 Blacked Out. Roll twice on this table, and you gain both
cure a level of exhaustion, the petrified condition, or benefits. If you roll any 8's, or the same number twice,
remove a curse as if you had cast the Greater Restoration you can reroll again.
creation.
You will no longer die of old age.
Spirit Fist
Tipsy Balance
Starting at 6th level, you gain the following benefits: When you choose this tradition at 3rd level, you gain the
ability to channel your spirit into your unarmed strikes,
As an attack action, you can make a single melee attack causing it to burst with elemental energy.
against any number of creatures within melee range of At the end of a long rest, choose one of the following
you, with a separate attack roll for each target. damage types: acid, cold, fire, lightning, poison, necrotic,
When you're prone, you can stand up by spending 5 feet of radiant, or thunder damage. When you damage a target with
movement, rather than half your speed. an unarmed strike, you can change the damage type to the
When a creature misses you with a melee attack roll, you chosen type.
can use your reaction to cause that attack to hit one In addition, as a bonus action, you can spend 1 spirt point
creature of your choice, other than the attacker, that you to surround yourself with your chosen element. For 10
can see within the attacker's melee range. minutes, the elements surround you. You determine their
appearance, and they vanish early if you are incapacitated or
Hardy Resolution die.
Starting at 11th level, your drunken stupor is your safe haven, While the elements are present, you gain the following
and unbreakable state of mind. While you are under the benefits:
effects of your Swinging Stance feature, you have advantage You can use your Wisdom modifier in place of your
on all saving throws against charmed, fear, restrained, Strength modifier when making Strength checks and
stunned, and paralyzed.
Strength saving throws.
Liquor Lord
Your unarmed strikes can use your Wisdom modifier in
By 17th level, you have mastered the art of your unpredictable place of your Strength or Dexterity modifier for the attack
sways. As a bonus action, instead of spending 1 spirit point to and damage rolls, and their damage type is of the one you
access your Swinging Stance feature, you can instead spend chose at the end of a long rest.
6 spirit points to gain all the benefits simultaneously for 1 You gain darkvision for 120 feet.
minute, without concentration. Spirit Unleashed
Starting at 6th level, you can channel your spirit to produce
Chromatic Commandment destructive waves of energy, expanding the reach of your
There is potential in all creatures, an energy stirring and attacks. You gain the following beneifts while you are
waiting to be released. Those who follow the ways of this surrounded by the elements from Spirit Fist:
energy are known as the Chromatic Commandment, able the When you make an unarmed strike, your reach for it is 5
transform the potential energy of their spirit into an feet greater than normal.
overwhelming force of nature through their mastery and When you use your bonus action to dash or disengage, you
understanding of their place in the natural order. This energy unleash a burst of elements, giving you have a flying speed
acts as both their sword and shield against all other forces as equal to your walking speed that lasts until the end of your
they command the elements themselves to surround them. turn.
When you take the Attack action on your turn, you can
replace one of the attacks with a wave of elements in
either a 20-foot cone or a 30-foot line that is 5 feet wide
(your choice). Each creature in that area must make a
Dexterity saving throw against your Spirit save DC, taking
damage of the chosen type equal to three rolls of your
Martial Arts die on a failed save, or half as much damage
on a successful one. The damage type is the same as the
one you chose at the end of a long rest from Spirit Fist. At
11th level, the damage of this feature increases to four
rolls of your Martial Arts die. You can use this feature a
number of times equal to your proficiency bonus, and you
regain all expended uses when you finish a long rest.
While you have no uses available, you can spend 1 Spirit
point to use this feature again.
Chromatic Aura
Starting at 11th level, the elements you unleash form an aura
around you. While you are surrounded by the elements from
Spirit Fist, you gain the following benefits:
You and each creature of your choice within 10ft of you
have resistance to the damage type you chose at the end of
a long rest from Spirit Fist.
When you take acid, cold, fire, lightning, poison, necrotic,
radiant, or thunder damage, you can use your reaction to
reduce the damage you take by 1d10 + your Wisdom
modifier + your brawler level.
Once on each of your turns when you hit a target with
your unarmed strike, you can deal extra damage to the
target equal to your Martial Arts die. They type is the
same as the one you selected from Spirit Fist.
Ascendant Aspect
By 17th level, your connection to your fighting spirit is
complete, allowing you to take on an overwhelming and
transcending transformation.
As a bonus action, you can expend 4 spirit points to enter
your Ascendant Aspect form for 10 minutes (or until you are
incapacitated or die), granting you the following benefits:
You gain all the benefits of the elements from your Spirit
Fist transformation.
You gain a +1 bonus to your AC.
Whenever you use the Extra Attack feature to attack
twice, you can instead attack three times.
The wave of destrcutive energy from your Spirit
Unleashed feature becomes either a 60-foot cone, a 90-
foot line that is 5 feet wide, or your normal shapes (your
choice).
Private Eye
Followers of the Private Eye combine intellect and hand to
hand to combat, doing whatever it takes the find the truth.
Typically these brawlers are traveling scholars, always on the
journey for discovery, using their knowledge from many
corners of the world to avoid attacks, analyze their
opponents, find their weaknesses and make them suffer for
them.
Well Versed Scholar
Beginning at 3rd level, you gain proficiency in two of the
following skills of your choice: Engineering, History,
Investigation, Nature, or Religion. If you already have
proficiency in one of the listed skills, you can instead gain
expertise with the chosen skill. You gain proficiency in an
additional skill from the list at 6th, 11th, and 17th level.
Additionally, you may use your Intelligence score in place
of your Wisdom score for all your Brawler abilities, including
Unarmored Defense, Spirit Save DC, and more
Analytical Strike
Starting at 3rd level, your strikes coupled with your intuition
and analysis allow you to become aware of your foe’s
shortcomings. When you hit a creature with one of the
attacks granted by your Flurry of Blows, you can analyze it.
Whenever an analyzed creature misses you with an attack,
you can immediately use your reaction to make an unarmed
strike against that creature if it's within your reach. This
benefit lasts until you finish a short or long rest.
When you analyze a creature, you learn a number of features Expressionist
equal to 1 + your Intelligence modifier of the creature from
the following list. While brawlers tend to make their mark on the world with
their fists, Expressionists take an alternative approach. These
All damage vulnerabilities and damage resistances brawlers mix their spiritual experiences with thier own forms
All damage immunities and condition immunities of art, be in making gadgets, creating art, or some other form.
Individual Ability Scores (can be chosen multiple times) These brawlers are able to weave these experiences into
Current Hit Points tactics and techniques they could use in everyday life.
Armor Class Expressionists are often painters, inventors, or even
Senses something else entirely, travelling around to bring something
Proficiency Bonus new to the world.
Additionally, you can precisely strike a creature, forcing
them to speak truthfully. When you hit a creature with an
unarmed strike, you can spend 1 spirit point to force it to Expressionist
make a Charisma saving throw. On a failed save, the creature
is unable to speak a deliberate lie, and all Charisma checks Player Level Tricks Known 1st 2nd 3rd 4th 5th
directed at the creature are made with advantage for up to 10 3rd 3 3 — — — —
minutes. You know if it succeeded or failed on its saving
throw. 4th 3 3 — — — —
If you wish to impose this effect on a creature without 5th 3 4 2 — — —
injuring it, you can attack the creature to simply touch it, 6th 3 4 2 — — —
dealing no damage on a hit.
7th 3 4 3 — — —
Reactive Spirit 8th 3 4 3 — — —
Starting at 6th level, your knowledge of your enemies coupled
with your quick reflexes enable you to act on a dime. Once 9th 3 4 3 2 — —
per turn, if you've already taken your reaction, you may spend 10th 4 4 3 2 — —
1 spirit point to take an additional reaction. You can use only 11th 4 4 3 3 — —
one reaction per triggering effect.
12th 4 4 3 3 — —
Achilles Heel 13th 4 4 3 3 1 —
Upon reaching 11th level, you can gain further insight to a
creature’s defensively, making them suffer for their 14th 5 4 3 3 1 —
shortcomings. 15th 5 4 3 3 2 —
When you hit a creature with an unarmed strike, you can 16th 5 4 3 3 2 —
spend 3 spirit points to cause the creature to gain
vulnerability to one damage type of your choice. After that 17th 5 4 3 3 3 1
creature takes that damage, they no longer are vulnerable. 18th 5 4 3 3 3 1
If a creature has resistance to the damage type you choose,
this resistance is suppressed for 1 minute, rather than 19th 5 4 3 3 3 2
gaining vulnerability. A creature that is immune to the 20th 5 4 3 3 3 2
damage type you choose is unaffected. A creature who is
affected by this feature cannot be affected by it again for 24
hours.
Prime Operative Creativity (Spellcasting)
When you reach 17th level, you have mastered the art of At 3rd level, you augment your martial prowess with the
combative deduction and sharp reasoning. You gain the ability to use creations. You have a notebook containing
following benefits: creations that show the first glimmerings of your true
When you use your Achilles Heel feature on a creature, potential. See the gadgeteer creation list under "Gadgeteer
you no longer have the 24 hour cooldown to affect the Creations by Level". (Creativity is synonymous with 5th
same creature. edition Spellcasting. See "Casting a Spell" in the Player's
The cost of your Achilles Heel feature is now 2 spirit Handbook for the general rules of Spellcasting in Dungeons
points instead of 3. and Dragons 5th edition).
When you use the analysis ability of your Analytical Strike Tricks (Cantrips)
feature, you can choose to analyze a creature any time you You know three tricks of your choice from the gadgeteer
hit them with an unarmed strike, and not just with Flurry creations list.
of Blows. You learn additional gadgeteer tricks of your choice at
higher levels, as shown in the Tricks Known column of the
Expressionist table.
At the end of a long rest, you can change one of the tricks you When you use a creation that targets only one creature
know for another from your creation list. and doesn't have a range of self, you can spend a number
of spirit points equal to the creation's level to target a
Preparing and Using Creations (Preparing second creature in range with the same creation. The cost
and Casting Spells) is 1 if you use this with a trick.
The Expressionist table shows how many creation slots you When you use a creation that forces other creatures to
have to use your gadgeteer creations of 1st Level and higher. make a saving throw, you can protect some of those
You regain all expended creation slots when you finish a long creatures from the creature's full force. To do so, you
rest. spend 1 spirit point and choose a number of those
You prepare the list of gadgeteer creations that are creatures up to your Wisdom modifier (minimum of one
available for you to cast. To do so, choose a number of creature). A chosen creature automatically succeeds on its
gadgeteer creations⁠from your notebook equal to your saving throw against the creation, and takes no damage if
Wisdom modifier + half your Expressionist level rounded they would usually take half on a successful save.
down (minimum of one creation). The creations⁠must be of a
level for which you have creation slots. Potent Expression
For example, if you are a 5th-level Expressionist, you have Starting at 6th level, you can seemlessly weave your creations
four 1st-level and two 2nd-level creation slots. With a with your martial arts. You can add your Wisdom modifier to
Wisdom of 14, your list of prepared creations can include any damage rolls made with creations.
four creations of 1st or 2nd level, in any combination. If you In addition, when you use a creation, you can use your
prepare the 1st-level creation Cure Wounds, you can cast it bonus action with an unarmed strike, or use Flurry of Blows.
using a 1st-level or a 2nd-level slot. Casting the creation
doesn't remove it from your list of prepared creations. Flexible Spirit
You can change your list of prepared creations when you At 11th level, your creative spirit can act as fuel towards your
finish a long rest. Preparing a new list of gadgeteer creations tricks and creations. As an action, you can transform of a
requires time spent tinkering with your creation casting number of Spirit points into creation slots. You can create
focuses: at least 1 minute per creation level for each creation creation slots no higher in level than 5th, and only slots of
on your list. which you are able to cast. Any creation slot you create with
this feature vanishes when you finish a short or long rest.
Creative Ability (Spellcasting Ability) The conversion rates are listed in the Flexible Spirit table
Wisdom is your creative ability for your gadgeteer creations, below.
as you learn through careful study and observation, trial and
error. You use your Wisdom whenever a creation refers to Flexible Spirit
your creative⁠ability. In addition, you use your Wisdom Slot Level Spirit Point Cost
modifier when setting⁠the saving throw DC for the gadgeteer 1st 2
creations you cast and when making an attack roll with one. 2nd 3
Creation save DC = 8 + your proficiency bonus + your
Wisdom modifier 3rd 5
4th 6
Creation Attack modifier = your proficiency bonus + your
Wisdom modifier 5th 7

Spiritual Gimmicks Signature Creations


Starting at 3rd level, you gain proficiency in Intelligence At 17th level, you have mastered your creative style, enabling
(Engineering) checks and Tinker's Tools, or expertise if you you to recreate low creations at will.
already have proficiency in each skill respectively. Any Choose a 1st and 2nd level Gadgeteer creation that you
brawler weapon or Tinker's Tool you wield can count as a have prepared, you can now use those creations at their
creative focus for your creations. lowest level without expending a creation slot.
In addition, your creative spirit and experiences allow you You can spend 8 hours of downtime adjusting your
to modify your creations. When you use a creation, you can creations, allowing you to switch your Signature Creations.
modify it in one of the following ways:
When you use a creation with a casting time of one action,
you can expend a number of spirit points equal to the level
of the creation to instead cast it as a bonus action. The
cost is 1 if you use this to cast a trick as a bonus action.
When you use a creation with a range of 5 feet or greater,
you can double the range of the creation at the cost of 1
spirit point. If the range is touch, the range instead
becomes 30 feet.
When you use a creation, you can spend 1 spirit point to
use the creation without any verbal or somatic
components.
Fighter

The Fighter
Proficiency
Level Bonus Features

1st +2 Fighting Style, Second Wind


2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses),
Indomitable (Three Uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)

Class Features
As a fighter, you gain the following class features
Hit Points
Hit Dice: 1d10 per 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

1st +2 Tinkering, Creativity, Mastercraft Novice - - 3 2 — — — —


2nd +2 Mods 4 2 3 2 — — — —
3rd +2 Specialist Path, The Right Tool 4 2 3 3 — — — —
4th +2 Ability Score Improvement 4 2 3 3 — — — —
5th +3 Specialist Path Feature 4 2 3 4 2 — — —
6th +3 Tool Expertise 6 3 3 4 2 — — —
7th +3 Flash Of Genius 6 3 3 4 3 — — —
8th +3 Ability Score Improvement 6 3 3 4 3 — — —
9th +4 Specialist Path Feature 6 3 3 4 3 2 — —
10th +4 Mastercraft Adept 8 4 4 4 3 2 — —
11th +4 Creation Storage, High-Tech Development 8 4 4 4 3 3 — —
(6th-level)
12th +4 Ability Score Improvement 8 4 4 4 3 3 — —
13th +5 High-Tech Development (7th-level) 8 4 4 4 3 3 1 —
14th +5 Mastercraft Savant 10 5 5 4 3 3 1 —
15th +5 Specialist Path Feature, High-Tech 10 5 5 4 3 3 2 —
Development (8th-level)
16th +5 Ability Score Improvement 10 5 5 4 3 3 2 —
17th +6 High-Tech Development (9th-level) 10 5 5 4 3 3 3 1
18th +6 Mastercraft Master 12 6 5 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 5 4 3 3 3 2
20th +6 Soul Of Artifice 12 6 5 4 3 3 3 2
Class Features Creativity (Spellcasting)
As a gadgeteer, you gain the following class features As an adept gadgeteer⁠, you have a notebook containing
creations that show the first glimmerings of your true
Hit Points
potential. See the gadgeteer creation list under "Gadgeteer
Creations by Level". (Creativity is synonymous with 5th
Hit Dice: 1d10 per gadgeteer level edition Spellcasting. See "Casting a Spell" in the Player's
Hit Points at 1st Level: 10 + your Constitution modifier Handbook for the general rules of Spellcasting in Dungeons
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution and Dragons 5th edition).
modifier per gadgeteer level after 1st
Proficiencies Tricks (Cantrips)
Armor: Light, Medium, Shields At 1st Level, you know three tricks of your choice from the
Weapons: Simple Weapons, Firearms, Cannons gadgeteer creations list. You learn additional gadgeteer tricks
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice at higher levels, as shown in the Tricks Known
of your choice column of the Gadgeteer table.
At the end of a long rest, you can change one of the tricks
Saving Throws: Constitution, Intelligence you know for another from your creation list.
Skills: Choose two from Engineering, History, Medicine,
Investigation, Nature, Perception, and Slight of Hand Preparing and Using Creations
Equipment (Preparing and Casting Spells)
You start with the following equipment, in addition to the The Gadgeteer table shows how many creation slots you have
equipment granted by your role: to use your gadgeteer creations of 1st Level and higher. You
regain all expended creation slots when you finish a long rest.
any two simple weapons You prepare the list of gadgeteer creations that are
a revolver with 20 bullets. available for you to cast. To do so, choose a number of
(a) studded leather armor (b) scale mail gadgeteer creations⁠from your notebook equal to your
theives' tools and a dungeoneer's pack Intelligence modifier + half your gadgeteer level rounded
down (minimum of one creation). The creations⁠must be of a
Tinkering level for which you have creation slots.
At 1st level, you've learned how to modify mundane objects. For example, if you are a 5th-level gadgeteer, you have four
To use this ability, you must have thieves' tools or artisan's 1st-level and two 2nd-level creation slots. With an Intelligence
tools in hand. You then touch a Tiny object as an action and of 14, your list of prepared creations can include four
give it one of the following properties of your choice: creations of 1st or 2nd level, in any combination. If you
prepare the 1st-level creation Cure Wounds, you can cast it
The object sheds bright light in a 5-foot radius and dim using a 1st-level or a 2nd-level slot. Casting the creation
light for an additional 5 feet. doesn't remove it from your list of prepared spells.
Whenever tapped by a creature, the object emits a You can change your list of prepared creations when you
recorded message that can be heard up to 10 feet away. finish a long rest. Preparing a new list of gadgeteer creations
You utter the message when you bestow this property on requires time spent tinkering with your creation casting
the object. focuses: at least 1 minute per creation level for each creation
The object continuously emits your choice of an odor or a on your list.
nonverbal sound (wind, waves, chirping, or the like). The
chosen phenomenon is perceivable up to 10 feet away. Creative Ability (Spellcasting Ability)
A static visual effect appears on one of the object's Intelligence is your creative ability for your gadgeteer
surfaces. This effect can be a picture, text, lines, shapes, creations, as you learn through careful study and observation,
or a mixture of these elements, as you like. trial and error. You use your Intelligence whenever a creation
The chosen property lasts indefinitely. As an action, you refers to your creative⁠ability. In addition, you use your
can touch the object and end the property early. Intelligence modifier when setting⁠the saving throw DC for
You can use this feature on multiple objects, touching one the gadgeteer creations you cast and when making an attack
object each time you use this feature, though a single object roll with one.
can only bear one property at a time. The maximum number Creation save DC = 8 + your proficiency bonus + your
of objects you can affect with this feature at one time is equal Intelligence modifier
to your Intelligence modifier (minimum of one). If you try to Creation Attack modifier = your proficiency bonus + your
exceed your maximum, the oldest property immediately ends, Intelligence modifier
and then the new property applies. Routine Usage (Ritual Casting)
You can use a gadgeteer creation as a routine if that creation
has the routine tag and you have the creation in your
notebook. You don’t need to have the creation prepared.
Mastercraft Novice
If the creature would be knocked prone, grappled, or
restrained, it can use its reaction to expend 1 charge to
At 1st level, you gain the ability to improve your crafting avoid being knocked prone, grappled, or restrained.
abilities. Whenever you craft a mastercraft item, it takes you The armor regains all expended charges at the end of a
half of the normal time, and it costs you half as much of the long rest.
usual berries.
Burst Boots
Mods Item: A pair of boots
While wearing these boots, a creature can teleport up to 15
At 2nd level, you've gained the ability to imbue mundane feet as a bonus action to an unoccupied space the creature
items with certain mechanical mods, turning those objects can see.
into mastercraft items.
Enhanced Creative Focus
Mods Known Item: A creative focus
When you gain this feature, pick four gadgeteer mods to While holding this item, a creature gains a +1 bonus to
learn. You learn additional mods of your choice when you creation attack rolls, and their creation save DC. In addition,
reach certain levels in this class, as shown in the Mods the creature ignores half cover when making a creation
Known column of the Artificer table. attack.
Whenever you gain a level in this class, you can replace one The bonus increases to +2 when you reach 8th level in this
of the artificer infusions you learned with a new one. class, and to +3 at 16th level.
Modifiying an Item Enhanced Defenses
Whenever you finish a long rest, you can touch an object and Item: A suit of armor or a shield
improve it with one of your mods, turning it into a A creature gains a +1 bonus to Armor Class while wearing
mastercraft item. A mod works on only certain kinds of (armor) or wielding (shield) the infused item.
objects, as specified in the mod's description. The bonus increases to +2 when you reach 8th level in this
Your mod remains in an item indefinitely, but when you die, class, and to +3 at 16th level.
the mod vanishes after a number of days equal to your
Intelligence modifier (minimum of 1 day). The mod also Enhanced Weapon
vanishes if you replace your knowledge of the mod. Item: A simple or martial weapon
You can modify more than one object at the end of a long This mastercraft weapon grants a +1 bonus to attack and
rest; the maximum number of objects appears in the Mods damage rolls made with it.
Known column of the Gadgeteer table. You must touch each The bonus increases to +2 when you reach 8th level in this
of the objects. Moreover, no object can bear more than one of class, and to +3 at 16th level.
your mods at a time. If you try to exceed your maximum
number of mods, the oldest mod ends, and then the new mod Propulsion Armor
applies. Prerequisite: 6th-level gadgeteer
If a mod ends on an item that contains other things, like a Item: A suit of armor
bag of holding, its contents harmlessly appear in and around A creature gains a +1 bonus to Armor Class while wearing
its space. this armor. The wearer of this armor gains these benefits:
If a mod that gives a +1-3 bonus to an item is placed on The wearer's walking speed increases by 5 feet.
another item that already has a +1-3 bonus, both bonuses are The armor includes gauntlets, each of which is a melee
combined to a maximum of +4. weapon that can be wielded only when the hand is holding
List Of Mods
nothing. The wearer is proficient with the gauntlets, and
Gadgeteer modes turn a mundane object into a mastercraft each one deals 1d8 force damage on a hit and has the
item. The description of each of the following mods details thrown property, with a normal range of 20 feet and a long
the type of object that can receive it. Some mods specify a range of 60 feet. When thrown, the gauntlet detaches and
minimum gadgeteer level. You can't learn such a mod until flies at the attack's target, then immediately returns to the
you are at least that level. Unless a mod's description says wearer and reattaches. The wearer of this armor can use
otherwise, you can't learn a mod more than once. their Intelligence modifier in place of Strength for attack
and damage rolls made with these gauntlets.
Armor Of Mechanical Strength The armor can't be removed against the wearer's will.
Prerequisite: 6th-level gadgeteer If the wearer is missing any limbs, the armor replaces
Item: A suit of armor those limbs - hands, arms, feet, legs, or similar
A creature gains a +1 bonus to Armor Class while wearing appendages. The replacements function identically to the
this armor. This armor has a number of charges equal to your body parts they replace.
proficiency bonus. The wearer gains the following benefits:
When the wearer makes a Strength check or a Strength
saving throw, it can use its Intelligence modifier in place of
Strength.
Awareness Visor In combat, the Mechanical Servant shares your initiative
Prerequisite: 6th-level artificer Item: Something you can wear count. It can move and use its reaction on its own, but the
on your head only action it takes on its turn is the Dodge action, unless you
While wearing this visor, the wearer gains the following take a bonus action on your turn to command it with an
benefits: action on its stat block or some other action. If you are
incapacitated, the servant can take any action of its choice,
The wearer has advantage on initiative rolls. not just Dodge. The Mechanical Servant regains 2d6 hit
The wearer can’t be surprised, provided it isn’t points if mending is used on it. If you or the Mechanical
incapacitated. Servant dies, it self-destructs, leaving the metals in its space.
The wearer gains darkvision of 120ft. This darkvision
enables you to see through the darkness of creations and Focusing Suit
similar creative effects. Item: A suit of armor or robes
While wearing this item, the wearer adds their Intelligence
modifier to their Concentration saving throws.
Mechanical Servant Repeating Magazine
Tiny construct Item: A simple or martial weapon with the ammunition
property
Armor Class 14 (natural armor) This mastercraft weapon grants a + 1 bonus to attack and
Hit Points 1 + your Intelligence modifier + your
artificer level (Has a number of Hit Dice d4s
damage rolls made with it when it's used to make a ranged
equal to your artificer level) attack, and it ignores the loading property if it has it.
Speed 20ft., 30ft fly.
If you load no ammunition in the weapon, it produces its
own, automatically creating one piece of ammunition when
you make a ranged attack with it. The ammunition created by
STR DEX CON INT WIS CHA the weapon vanishes the instant after it hits or misses a
4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+)) 7 (-2) target.
Glowing Weapon
Saving Throws Dex +2 plus PB
Item: A simple or martial weapon
Skills Perception +0 plus PB x 2,
Damage Immunities Poison
Stealth +2 plus PB This mastercraft weapon grants a + 1 bonus to attack and
Poisoned, Exhaustion,
damage rolls made with it. While holding it, the wielder can
Conditional Immunities
Charmed, Frightened
take a bonus action to cause it to shed bright light in a 30-foot
Senses darkvision 60 ft., passive Perception 10 +
radius and dim light for an additional 30 feet. The wielder
(PB x 2) can extinguish the light as a bonus action.
Languages Common The weapon has 6 charges. As a reaction immediately after
being hit by an attack, the wielder can expend 1 charge and
Evasion.If the Mechanical Servant is subjected to cause the attacker to be blinded until the end of the attacker's
an effect that allows it to make a Dexterity saving next turn unless the attacker succeeds on a Constitution
throw to take only half damage, it instead takes no saving throw against your creation save DC. The weapon
damage if it succeeds on the saving throw, and only regains all expended charges at the end of a long rest.
half damage if it fails. It can't use this trait if it's
incapacitated. Repulsion Shield
Prerequisite: 6th-level gadgeteer
Channel Creations.You can cast a creation that has a Item: A shield
range of touch through your servant within 120ft. A creature gains a +1 bonus to Armor Class while wielding
this shield.
Actions The shield has 4 charges. While holding it, the wielder can
Ranged Weapon Attack: your creation
Force Missile. use a reaction immediately after being hit by a melee attack
attack modifier to hit, range 30ft., one target. Hit to expend 1 of the shield's charges and push the attacker up
(1d4 + PB) Force damage to 15 feet away. The shield regains all expended charges at
the end of a long rest.
Resistant Armor
Mechanical Servant Prerequisite: 6th-level gadgeteer
Item: A various metals worth at least 1,000,000 Berries Item: A suit of armor
You create a special mechanical construct that serves you. A creature gains a +1 bonus to Armor Class while this
You determine the construct's appearance. It is friendly to armor. In addition, while wearing this armor, a creature has
you and your companions, and it obeys your commands. It resistance to one of the following damage types, which you
uses your proficiency bonus (PB) in several places on its stat choose when you mod the item: acid, bludgeoning, cold, fire,
block. force, lightning, necrotic, piercing, poison, psychic, radiant,
slashing, or thunder.
At 10th level, the creature has resistance to two damage types Level Mastercraft Item
from the list. At 16th level, this increases to three types from 6th Gloves Of Thievery
the list.
6th Ring Of Water Walking
Loyal Weapon
6th Gloves Of Missile Snaring
Item: A simple or martial weapon with the thrown property
This mastercraft weapon grants a +1 bonus to attack and 6th Periapt Of Wound Closure
damage rolls made with it, and it returns to the wielder’s 6th Ventilating Lungs
hand immediately after it is used to make a ranged attack. 6th Arcane Propulsion Arm
In addition, the short and long ranges of this thrown
weapon are doubled. 6th Ring Of The Ram
6th Adamantine Armor
Creation Refueling Ring
Item: A ring 6th Wand of Binding
While wearing this ring, the creature can recover one 6th Ring of Evasion
expended creation slot as an action. The recovered slot can 10th Ring of Spell Storing
be of 3rd level or lower. Once used, the ring can't be used
again until the wearer finishes a long rest. 10th Ring of Feather Falling
At 8th level, the slot recovered can be of 4th level or lower. 10th Cloak Of Protection
At 16th, the slot recovered can be of 5th or lower.
10th Eyes Of The Eagle
Replicate Mastercraft Item
10th Gauntlets Of Ogre Power
Using this mod, you replicate a particular "magic" item. You
can learn this mod multiple times; each time you do so, 10th Hat Of Disguise
choose a mastercraft item that you can make with it, picking 10th Headband Of Intellect
from the Replicable Items tables. A table's title tells you the 10th Slippers Of Spiderclimbing
level you must be in the class to choose an item from the
table. Alternatively, you can choose the "magic" item from 10th Winged Boots
among the common "magic" items in the game, not including 10th Boots Of Speed
potions or scrolls. See the item's description in the Dungeon
Master's Guide for more information about it, including the 10th Bracers Of Defense
type of object required for its making. 10th Cloak Of The Bat
Replicate Mastercraft Item 10th Ring Of Free Action
Level Mastercraft Item 10th Arcane Cannon
2nd Alchemy Jug 10th Ring Of Protection
2nd Bag Of Holding 14th Amulet Of Health
2nd Boots of Winterlands 14th Ring of Regeneration
2nd Cap Of Waterbreathing 14th Belt Of Hill Giant Strength
2nd Goggles Of Night 14th Boots Of Levitation
2nd Rope Of Climbing 14th Carpet Of Flying
2nd Sending Stones 14th Cloak of Invisibility
2nd Wand Of Magic Missiles 14th Ring of Telekinesis
2nd Wand Of Secrets
Reinforced Steel
2nd Pipes Of The Sewers
Prerequisites: Battlesmith gadgeteer subclass, 6th level
2nd Bracers Of Archery Item: Your Iron Defender
2nd Mithril Armor You have reinforced the metal of your robotic companion,
allowing them to better tank heavy hits. Your Iron Defender
2nd Boots of Striding and Springing gains a +1 bonus to its AC, as well as increasing their hit
2nd Eyes Of Charming point maximum by an amount equal to twice your level.
At 10th level, the AC bonus increases to +2. At 16th level,
2nd Necklace of Adaptation the AC bonus increases to +3.
6th All Purpose Tool
6th Boots Of Elvenkind
6th Cloak Of Elvenkind
6th Cloak Of Manta Ray
Extended Barrel Laser Cannon. When you hit a creature with your
Prerequisites: Artillerist gadgeteer subclass, 6th level Lightning Launcher, you can instead choose to deal
Item: Your Mechanical Cannon radiant damage instead of lightning. When you choose to
You have extended the length and increased the power of deal radiant damage, the electrical energy changes into a
your cannon’s barrel, enabling it to fire further. The range of concentrated beam of light. Instead of removing the
Elemental Culverine increases to a 30ft cone, the range of reactions of the target, you can choose to wreath the
Force Ballista increases to 300ft, you add your Intelligence target in light until the start of your next turn. While
modifier to damage rolls made with the Force Ballista, and wreathed in light that shines bright within 10ft radius and
the radius of Protector increases to 20 ft. dim light 10ft thereafter, and the target doesn’t benefit
from the invisible condition, and cannot become hidden.
Heavy Artillery Phase Step. As a bonus action, you can overcharge the
Prerequisites: Artillerist gadgeteer subclass, 6th level energy of your armor, briefly enabling you to phase
Item: Your Mechanical Cannon through solid matter until the end of your turn. While in
You have increased the size and firepower of your cannon, this state of phase, opportunity attacks against you are
granting it new uses in battle. It gains the following benefits: made at disadvantage, and you can move through the
Your cannon can double as a 12-pounder cannon as per space of solid objects and creatures. When you move
the Cannon table of Mounts and Vehicles section in through the space of an object or creature, you can choose
Chapter 4: Equipment and Items. In addition, you can use to deal 1d10 radiant or lightning damage (your choice) to
your bonus action to fire the cannon in this way. that target. An object or creature can only take damage in
Your Mechanical Cannon’s size increases to Large, and this way once per turn. If you end your turn in the space of
the distance you can move it increases to 30ft. an object or creature, you take 1d10 force damage and are
shunted to the nearest open space.
Wrought Warden
Prerequisites: Armor gadgeteer subclass, 6th level Chemistry Menagerie
Item: Your Mechanical Armor Prerequisites: Alchemist gadgeteer subclass, 6th level
You have improved upon the design of your armor, enabling Item: A set of Alchemist’s tools
you to better overpower your opponents. While your You improve the formulas and tools within your Alchemist’s
Mechanical Armor is in its Guardian model, you gain the tools. While these tools are one your person, you gain the
following benefits: following additional Chemical Cocktail options:
Enhanced Weapon. Your Thunder Gauntlets gain a +1 Flight. The drinker gains a flying speed of 30ft for 10
bonus to attack and damage rolls made with it. The bonus minutes.
increases to +2 when you reach 10th level in this class, Growth/Reduction. The drinker gains their choice of the
and to +3 at 16th level. Enlarge or Reduce benefits of the Enlarge/Reduce
Forceful Fist. When you hit a creature with your Thunder creation for 10 minutes.
Gauntlets, you can instead choose to deal force damage Resistance. The drinker gains resistance to a damage
instead of thunder. When you choose to deal force type from the following list: fire, cold, acid, poison,
damage, the disorienting pulse changes into a lightning, necrotic, or radiant.
concentrated blast of energy. Instead of imposing Invisibility. The drinker gains the benefits of the
disadvantage on the target, you can choose to push the Invisibility creation for 10 minutes, ending when they
target backwards 10ft. make an attack or use a creation.
Durable Field. While you have the temporary hit points of Versatile Elements
your Defensive Field feature active, you gain resistance to Prerequisites: Elementalist gadgeteer subclass, 6th level
one of the damage types of your choice (choose when you Item: Your Gadget Weapon
activate the field): thunder, force, bludgeoning, piercing, or You have increased the versatility of your Gadget Weapon.
slashing. When you use a creation that deals acid, cold, fire, lightning,
Omega Operative
poison, or thunder damage, you can swap the damage type
Prerequisites: Armorer gadgeteer subclass, 6th level with another one on the list. Your Gadget Weapon has a +1
Item: Your Mechanical Armor bonus to attack and damage rolls, and grants you a +1 bonus
You have improved upon the design of your armor, enabling to any Gadgeteer creation attack roll or save DC.
you to seek and maneuver across any field. While your In addition, when you use your action to activate a creation
Mechanical Armor is in its Infiltrator model, you gain the using your Gadget Weapon, you can make an attack with the
following benefits: Gadget Weapon as a bonus action.
At 10th level, the +1 bonus increases to +2, and to +3 at
Enhanced Weapon. Your Lightning Launcher gains a +1 16th level.
bonus to attack and damage rolls made with it. The bonus
increases to +2 when you reach 10th level in this class,
and to +3 at 16th level.
Airborne Aegis Creation Storage
Prerequisites: Safeguard gadgeteer subclass, 6th level At 11th level, you can now store a creation in an object.
Item: Your Applied Aegis
Your Applied Aegis counts as a +1 shield. While wielding Whenever you finish a long rest, you can touch one simple or
your Applied Aegis, you can use a bonus action to cause it to martial weapon or one item that you can use as a creation
animate. The shield leaps into the air and hovers in your focus, and you store a creation in it, choosing a creation from
space to protect you as if you were wielding it, leaving your the artificer creation list that requires 1 action to cast (you
hands free. The shield remains animated for 1 minute, until needn't have it prepared) and be of a level equal to half your
you use a bonus action to end this effect, or until you are proficiency bonus (rounded up).
incapacitated or die, at which point the shield falls to the While holding the object, a creature can take an action to
ground or into your hand if you have one free. produce the creation's effect from it, using your creation
ability modifier. If the creation requires concentration, the
Specialist Path
creature must concentrate.
The creation stays in the object until it's been used a
At 3rd level, you choose the type of specialist you are, your number of times equal to twice your Intelligence modifier
area of study if you will. Your choice grants you features at (minimum of twice) or until you use this feature again to
5th level and again at 9th and 15th level. Your Specialist store a creation in an object.
Paths include the defensive Armorer, the robotically assisted
Battlesmith, the bombastic Artillerist, the clever Alchemist, High-Tech Development
the ever-potent Elementalist, and the stalwart Safeguard.
At 11th level, your engineering prowess and creative works
The Right Tool
have granted you access to powerful creations. Choose one
creation of 6th level or lower from the Gadgeteer creation
At 3rd level, you've learned how to produce the tool you need: list.
with thieves' tools or artisan's tools in hand, you can create You can use this creation once without expending a
one set of non-mastercraft artisan's tools in your hands. This creation slot. You must finish a long rest before you can do so
requires 1 hour of uninterrupted work, which can coincide again.
with a short or long rest. The tools vanish when you use this At higher levels, you gain more Gadgeteer creations of your
feature again. choice that can be activated in this way: one creation of 7th-
level or lower at 13th level, one creation 8th-level or lower at
Ability Score Improvement 15th level, and one creation of 9th-level or lower at 17th level.
When you reach 4th Level, and again at 8th, 12th, 16th, and You regain all uses of your High-Tech Development when you
19th level, you can increase one ability score of your choice finish a long rest. You can change out one of these creations
by 2, or you can increase two Ability Scores of your choice by with another of the same level when you finish a long rest.
1. As normal, you can’t increase an ability score above 20
using this feature. Mastercraft Savant
At 14th level, your skill with mastercraft items deepens more.
Tool Expertise As a bonus action, you can end a mod early to gain
At 6th level, you gain expertise with all tools you are temporary hit points equal to your Gadgeteer Level.
proficient in. In addition, you ignore all class, race, creation, and level
requirements for using a mastercraft item.
Flash Of Genius Mastercraft Master
At 7th level, you've gained the ability to come up with Starting at 18th level, you can add or remove requirements of
solutions under pressure. When you or another creature you mastercraft items.
can see within 30 feet of you makes an ability check or a Additionally, you can recycle other mastercraft items,
saving throw, you can use your reaction to add your gaining berries equal to half the cost of their rating.
Intelligence modifier to the roll.
You can use this feature a number of times equal to 1 +
your Intelligence modifier (minimum of once). You regain all Soul Of Artifice
expended uses when you finish a long rest. At 20th level, you develop a connection to your mastercraft
items, which you can draw on for protection:
Master Craft Adept You gain a +1 bonus to all saving throws per active mod
When you reach 10th level, you achieve a profound you have.
understanding of how to use and make mastercraft items: If you're reduced to 0 hit points but not killed outright, you
You can have two mods on a single item at the same time, can use your reaction to end one of your mods, causing
instead of one. you to drop to 1 hit point instead of 0.
If you craft a mastercraft item, it takes you a quarter of the
normal time, and it costs you a quarter as much of the
usual gold.
Armor Models
Specialist Paths Beginning at 3rd level, you can customize your Mechanical
Specialist Paths determine your field of study and the types Armor. When you do so, choose one of the following armor
of mods you can provide and create. These include Armorer, models: Guardian or Infiltrator. The model you choose gives
Artillerist, Battlesmith, Alchemist, and Elementalist. you special benefits while you wear it.
You can change the armor's model whenever you finish a
Armorer short or long rest, provided you have smith's tools in hand.
Armorers modify armor to function almost like a second skin. Guardian
The armor is enhanced to hone the artificer's creations, You design your armor to be on the front line of conflict. It
unleash potent attacks, and generate a formidable defense. has the following features:
Tools of Trade Hydraulics. When you make an ability check, saving
When you adopt this specialization at 3rd level, you gain throw, or weapon attack that uses Strength modifier, you
proficiency with heavy armor. You also gain proficiency with can instead use your Intelligence modifier for that roll.
smith's tools. If you already have this tool proficiency, you Your Thunder Gauntlets use Intelligence as well.
gain proficiency with one other type of artisan's tools of your Thunder Gauntlets. Each of the armor's gauntlets counts
choice. as a simple melee weapon while you aren't holding
anything in it, and it deals 1d8 thunder damage on a hit.
Armorer Creations As a bonus action, you can make an off-hand attack with
Starting at 3rd level, you always have certain creations the gauntlets, adding your modifier to the damage roll. A
prepared after you reach particular levels in this class, as creature hit by the gauntlet has disadvantage on attack
shown in the Armorer Creations table. These creations count rolls against targets other than you until the start of your
as gadgeteer creations for you, but they don't count against next turn, as the armor emits a distracting pulse when the
the number of gadgeteer creations you prepare. creature attacks someone else.
Defensive Field. As a bonus action, you can gain
Armorer Creations temporary hit points equal to twice your level in this class,
Starting at 3rd level, you always have certain creations replacing any temporary hit points you already have. You
prepared after you reach particular levels in this class, as lose these temporary hit points if you doff the armor. You
shown in the Armorer Creations table. These creations count can use this bonus action a number of times equal to your
as gadgeteer creations for you, but they don't count against proficiency bonus, and you regain all expended uses when
the number of gadgeteer creations you prepare. you finish a long rest.
Gadgeteer Level Armorer Creations Infiltrator.
3rd Missiles, Thunderwave You customize your armor for subtle undertakings. It has the
5th Mirror Image, Shatter
following features:
9th Hypnosis, Lightning Bolt Zero Torque. When you make an ability check, saving
throw, or weapon attack that uses Dexterity modifier, you
13th Ardent Shield, Greater Invisibility can instead use your Intelligence modifier for that roll.
17th Secret Passage, Wall Of Force Your Lightning Launcher and the Dexterity bonus to your
AC (if your armor has one) uses Intelligence as well.
Mechanical Armor Lightning Launcher. An electric node appears on one of
Beginning at 3rd level, your metallurgical pursuits have led to your armored fists or on the chest (your choice). It counts
you making armor a conduit for your creations. As an action, as a simple ranged weapon, with a normal range of 90 feet
you can turn a suit of armor you are wearing into Mechanical and a long range of 300 feet, and it deals 2d6 lightning
Armor, provided you have smith's tools in hand. damage on a hit. Once per turn, when you deal lightning
You gain the following benefits while wearing this armor: damage with this weapon, the target cannot take reactions
until the start of your next turn.
If the armor normally has a Strength requirement, the Powered Steps. Your walking speed increases by 10 feet.
mechanical armor lacks this requirement for you. Dampening Field. You have advantage on Dexterity
You can use the mechanical armor as a creation focus for (Stealth) checks. If the armor normally imposes
your gadgeteer creations. disadvantage on such checks, the advantage and
The armor attaches to you and can’t be removed against disadvantage cancel each other, as normal.
your will. It also expands to cover your entire body,
although you can retract or deploy the helmet as a bonus Extra Attack
action. The armor replaces any missing limbs, functioning Starting at 5th level, you can attack twice, rather than once,
identically to a body part it is replacing. whenever you take the Attack action on your turn.
If you ready your action to make an attack, you can attack
You can doff or don the armor as an action. The armor the same number of times you would if you had taken the
continues to be Mechanical Armor until you die. attack action on your turn.
Gadgeteer Level Artillerist Creations
Armor Modifications
At 9th level, you learn how to use your gadgeteer mods to 3rd Shield, Thunderwave
specially modify your Mechanical Armor. That armor now 5th Scorch, Shatter
counts as separate items for the purposes of your Mods
feature: armor, boots, helmet, and the armor's special 9th Fireball, Wind Wall
weapon. Each of those items can bear one of your mods, and 13th Sickening Radiance, Wall of Fire
the mods transfer over if you change your armor's model with 17th Cone Of Cold, Wall Of Force
the Armor Model feature. In addition, the maximum number
of items you can mod at once increases by 2, but those extra
items must be part of your Mechanical Armor. Mechanical Cannon
Also at 3rd level, you've learned how to create a mechanical
Perfected Armor cannon. Using woodcarver's tools or smith's tools, you can
At 15th level, your Mechanical Armor gains additional take an action to create a Small or Tiny mechanical cannon
benefits based on its model, as shown below. in an unoccupied space on a horizontal surface within 5 feet
of you. A Small mechanical cannon occupies its space, and a
Guardian Tiny one can be held in one hand. Once you create a cannon,
When a creature you can see within 30 feet of you makes an you can't do so again until you finish a long rest or until you
attack against a creature (can include yourself), you can use expend a creation slot to create one. You can have only one
your reaction to overwhelm the target with a concentrated cannon at a time and can't create one while your cannon is
pulse, dealing 2d8 + your Intelligence modifier thunder present.
damage. You can use this reaction a number of times equal to Regardless of size, the cannon has an AC of 18 and a
your proficiency bonus, and you regain all expended uses of it number of hit points equal to five times your gadgeteer level.
when you finish a long rest. It is immune to poison damage and psychic damage. If it is
Additionally, the damage of your thunder gauntlets forced to make an ability check or a saving throw, treat all its
increases to 2d8. ability scores as 10 (+0). If the mending creation is cast on it,
it regains 2d6 hit points. It disappears if it is reduced to 0 hit
Infiltrator points or after 1 hour. You can dismiss it early as an action.
Your armor grants you a flying speed equal to your walking When you create the cannon, you determine its appearance
speed. If you use this flying speed to fly out of an enemy’s and whether it has legs. You also decide which type it is,
reach, that creature has disadvantage on any opportunity choosing from the options on the Mechanical Cannons table.
attack against you. On each of your turns, you can take a bonus action to cause
In addition, the damage of your lightning launcher the cannon to activate if you are within 60 feet of it. As part of
increases to 3d6. the same bonus action, you can direct the cannon to walk or
climb up to 15 feet to an unoccupied space, provided it has
Artillerist legs.
An Artillerist specializes in using their gadgets and creations Mechanical Cannons
to hurl energy, projectiles, and explosions on a battlefield. Cannon
This destructive power is valued by armies in the wars on Type Activation
many islands. Elemental The cannon exhales energy in an adjacent 15-
Culverin foot cone that you designate. Each creature in
Tool Proficiencies that area must make a Dexterity saving throw
When you adopt this specialization at 3rd level, you gain against your creation save DC, taking 3d8
proficiency with woodcarver's tools. If you already have this damage on a failed save or half as much
proficiency, you gain proficiency with one other type of damage on a successful one. The damage type
artisan's tools of your choice. can be your choice of fire, cold, lightning, acid,
thunder, or poison.
Artillerist Creations Force Make a ranged creation attack, originating from
Starting at 3rd level, you always have certain creations Ballista the cannon, at one creature or object within
prepared after you reach particular levels in this class, as 120 feet of it. On a hit, the target takes 3d8
shown in the Artillerist Creations table. These creations force damage, and if the target is a creature, it
count as gadgeteer creations for you, but they don't count is pushed up to 5 feet away from the cannon.
against the number of gadgeteer creations you prepare. Protector The cannon emits a burst of energy that grants
itself and each creature of your choice within
Artillerist Creations 20 feet of it a number of temporary hit points
Starting at 3rd level, you always have certain creations equal to 1d8 + your Intelligence modifier
(minimum of +1).
prepared after you reach particular levels in this class, as
shown in the Artillerist Creations table. These creations
count as gadgeteer creations for you, but they don't count
against the number of gadgeteer creations you prepare.
Mechanical Firearm Battle Smith Creations
At 5th level, You know how to turn a mundane object into a Starting at 3rd level, you always have certain spells prepared
Mechanical Firearm, a conduit for your destructive creations. after you reach particular levels in this class, as shown in the
When you finish a long rest, you can use your tools to turn it Battle Smith Creations table. These creations count as
into your Mechanical Firearm. This lasts indefinitely, until gadgeteer creations for you, but they don't count against the
you make another one. number of gadgeteer creations you prepare.
You can use your Mechanical Firearm as a creation focus
for your gadgeteer creations. When you cast a gadgeteer Gadgeteer Level Battle Smith Creations

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

3rd Fog Cloud, Advanced Weapon


5th Scorch, Mirror Image
9th Lightning Bolt, Fireball
13th Stormy Sphere, Ardent Shield
17th Cloudkill, Cone of Cold

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

1st +2 Deft Explorer, Favored Mark (1d6) — — — — — —


2nd +2 Creativity, Fighting Style 3 2 — — — —
3rd +2 Marksman Archetype, Quick On The Draw 3 3 — — — —
4th +2 Ability Score Improvement 3 3 — — — —
5th +3 Extra Attack, Favored Mark (1d8) 3 4 2 — — —
6th +3 Deft Explorer 3 4 2 — — —
7th +3 Marksman Archetype Feature 3 4 3 — — —
8th +3 Ability Score Improvement, Land's Stride 3 4 3 — — —
9th +4 Volley 3 4 3 2 — —
10th +4 Deft Explorer, Eagle Eyes 4 4 3 2 — —
11th +4 Marksman Archetype Feature 4 4 3 3 — —
12th +4 Ability Score Improvement 4 4 3 3 — —
13th +5 ─ 4 4 3 3 1 —
14th +5 Vigilant Gaze, Favored Mark (1d10) 5 4 3 3 1 —
15th +5 Marksman Archetype Feature 5 4 3 3 2 —
16th +5 Ability Score Improvement 5 4 3 3 2 —
17th +6 ─ 5 4 3 3 3 1
18th +6 Deadly Mark 5 4 3 3 3 1
19th +6 Ability Score Improvement 5 4 3 3 3 2
20th +6 Killshot, Favored Mark (1d12) 5 4 3 3 3 2
You don't have disadvantage on ranged weapon attacks at
Class Features long range against the marked target, and once per turn
As a marksman, you gain the following class features when you hit a marked target with a weapon attack you can
choose to deal an additional 1d6 damage to it. If the target of
Hit Points
your mark is reduced to 0 hit points, you can immediately use
Hit Dice: 1d10 per marksman level your reaction to mark another creature without expending a
Hit Points at 1st Level: 10 + your Constitution modifier use of this feature.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution Additionally, you have advantage on Intelligence
modifier per marksman level after 1st (Investigation) and Wisdom (Perception) checks made to spot
the mark.
Proficiencies You can use this feature a number of times equal to 1 +
Armor: Light armor, medium armor, shields your Wisdom modifier (minimum of once) and regain all uses
Weapons: Simple weapons, martial weapons, cannons when you finish a short or long rest. The damage from this
Tools: Tinker's tools, and one set of Artisan's tools of your mark increases as you gain levels in this class, becoming d8
choice at 5th level, d10 at 14th level, and d12 at 20th level.
Saving Throws: Dexterity, Wisdom Creativity
Skills: Choose three from Acrobatics, Athletics, Insight,
Investigation, Medicine, Nature, Perception, Stealth⁠, and At 2nd level, experimentation and application of natural
Survival resources have taught you how to create special ammunition
and gadgets to aid your marksmanship. See the marksman
Equipment creation list under "Marksman Creations by Level".
You start with the following equipment, in addition to the (Creativity is synonymous with 5th edition Spellcasting. See
equipment granted by your role: "Casting a Spell" in the Player's Handbook for the general
(a) a shortsword or (b) any simple weapon rules of Spellcasting in Dungeons and Dragons 5th edition).
(a) scale mail, (b) leather armor, or (c) heavy longcoat
(a) an explorer's pack or (b) a dungeoneer's pack Tricks (Cantrips)
Any simple or martial ranged weapon and 20 pieces of At 2nd Level, you know three tricks of your choice from the
appropriate ammunition, a dagger, and a set of tinker's marksman creations list. You learn additional marksman
tools tricks of your choice at higher levels, as shown in the Tricks
Known column of the Marksman table.
Deft Explorer At the end of a long rest, you can change one of the tricks
you know for another from your creation list.
You are an unsurpassed explorer and survivor. Choose one of
the following benefits, and then choose another one at 6th Creation Slots (Spell Slots)
and 10th level. The Marksman table shows how many creation slots you
have to play your marksman creations of 1st Level and
Canny higher. To play one of these creations⁠, you must expend a slot
Choose two of your skill proficiencies. You gain expertise of the creation’s level or higher. You regain all expended
with the chosen skills. creation slots when you finish a long rest.
In addition, thanks to your extensive wandering, you can no For example, if you know the 1st-level creation entangle
longer get lost by natural means. and have a 1st-level and a 2nd-level creation slot available,
you can cast entangle using either slot.
Roving
Your walking speed increases by 10, and you gain a climbing Preparing and Using Creations
speed and a swimming speed equal to your walking speed. (Preparing and Casting Spells)
Tireless
The Marksman table shows how many creation slots you
As a bonus action, you can give yourself a number of have to use your marksman creations of 1st Level and higher.
temporary hit points equal to 1d10 + your level. You can use You regain all expended creation slots when you finish a long
this ability a number of times equal to your proficiency bonus, rest.
and you regain all expended uses when you finish a short or You prepare the list of marksman creations that are
long rest. available for you to cast. To do so, choose a number of
In addition, whenever you finish a short rest, your marksman creations⁠equal to your Wisdom modifier + half
exhaustion level, if any, is decreased by 1. your marksman level rounded down (minimum of one
creation). The creations⁠must be of a level for which you have
creation slots.
Favored Mark For example, if you are a 5th-level marksman, you have
You can use your uncanny precision to mark a target for four 1st-level and two 2nd-level creation slots. With a
termination. As a bonus action, you can mark a creature that Wisdom of 14, your list of prepared creations can include
you can see as your favored mark for 1 hour or until you four creations of 1st or 2nd level, in any combination.
mark another creature.
If you prepare the 1st-level creation Cure Wounds, you can If you ready your action to make an attack, you can attack
cast it using a 1st-level or a 2nd-level slot. Casting the the same number of times you would if you had taken the
creation doesn't remove it from your list of prepared spells. attack action on your turn.
You can change your list of prepared creations when you
finish a long rest. Preparing a new list of marksman creations Land's Stride
requires time spent tinkering with your creation casting Starting at 8th level, your constant travels enable you to cross
focuses: at least 1 minute per creation level for each creation any hazard that comes your way at a quick pace. Your
on your list. movement speed cannot be reduced or impeded by hazards
Creative⁠Ability (Spellcasting Ability) or physical obstruction such as difficult terrain, climbing,
Wisdom is your creative ability for your marksman creations. swimming, etc. This does not extend to effects such as being
Your creations are special kinds of ammunition and gadgets grappled, restrained, and incapacitated.
created from natural resources you've found or gathered on In addition, as a bonus action, you can take the dash action.
your travels. You use your Wisdom whenever a creation
refers to your creative⁠ability. In addition, you use your Volley
Wisdom modifier when setting⁠the saving throw DC for a Starting at 9th level, you can unleash volleys of ranged
marksman creation you play and when making an attack roll attacks upon enemies. When you take the Attack action and
with one. attack with a ranged weapon, you can choose one target
Creation save DC = 8 + your proficiency bonus + your within range of the weapon and make a single weapon attack
Wisdom modifier against it and each creature of your choice within 10 feet of it
as part of the same action.
Creation Attack modifier = your proficiency bonus + your
Wisdom modifier
Eagle Eyes
Fighting Style
Starting at 10th level, your eyes have become that of an apex
At 2nd Level, you adopt a particular style of fighting as your predator and there is nothing that escapes them. You gain the
specialty. Choose one of the options in Chapter 5, in the following benefits.
Marksman Styles section.
You can’t take a Fighting Style option more than once, even You can see up to 1 mile away with no difficulty, able to
if you later get to choose again. discern even fine details as though looking at something
Whenever you reach a level in this class that grants the no more than 100 feet away from you.
Ability Score Improvement feature, you can replace a fighting You never have disadvantage on ranged weapon attacks.
style you know with another fighting style available to You have advantage on Wisdom (Perception) checks while
marksmen. you are not incapacitated.
The normal and max range of all ranged weapons and
Marksman Archetype cannons you are proficient with doubles.
At 3rd level, you choose an archetype to emulate: Sniper, Vigilant Gaze
Bounty Hunter, Beastmaster, Nighthawk, Swarmkeeper,
Olympian, or Guru. All are detailed at the end of the class Starting at 14th level, you can take the Search action as a
description. Your choice grants you features at 3rd Level and bonus action on your turn. Additionally, you gain blindsight of
again at 7th, 11th, and 15th level. 30ft range.

Quick On The Draw Deadly Mark


Also at 3rd level, your speed and trigger finger is almost Beginning at 18th level, your knowledge of your mark and
unmatched in combat. You have advantage on initiative rolls, hunting prowess have both expanded greatly, making each
and you can draw a weapon when you roll initiative. and every shot against your prey both deadly and efficient.
Additionally, you ignore the reload and loading properties The additional damage you deal to the creature marked by
of ranged weapons. your Favored Mark feature applies to all of your weapon
attacks against them instead of once per turn.
Ability Score Improvement
Killshot
When you reach 4th Level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice At 20th level, your aim becomes completely unerring and
by 2, or you can increase two Ability Scores of your choice by extremely lethal.
1. As normal, you can’t increase an ability score above 20 If you hit a creature marked as your Favored Mark with a
using this feature. weapon attack and the target has 25 hit points remaining or
less, you can choose to cause it die instantly. On a critical hit,
Extra Attack
this threshold increases to 50 hit points or less.
Beginning at 5th Level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Creative Arsenal
Marksman Archetype At 11th level, when you use your Action to activate a Creation,
Marksmen are all defined by their improbable aim and you can make a ranged weapon attack as a bonus action. If
massive resourcefulness that sets them apart from common the creation has a range other than self, you can make the
gunmen. However, marksmen differ greatly from each other, creation originate within the range of the weapon you are
some being patient snipers that take down enemies from afar, wielding.
while others tame beasts that aid them in taking out enemies,
and others still learn how to wield melee weapons as Unerring Aim
skillfully as they wield their guns and bows. At 15th level, your aim grows so accurate that you never miss
a shot. When you make a ranged attack roll, and miss, you
Sniper
can choose to make it hit instead. You can use this feature a
number of times equal to your proficiency bonus, regaining
The quintessential marksman is the sniper, a skilled fighter all uses on a long rest.
that excels at fighting at long ranges utilizing the massive
reach of their weapons. A sniper is remarkable for their skill Bounty Hunter
more so than their weapon of choice, as even a humble
slingshot can be deadly in the hands of a skilled sniper. Bounty hunters are marksmen who thrive in the thick of the
fight rather than in the backlines. Equally skilled with ranged
Sniper Creations and melee weapons, they weave seamlessly between them in
Starting at 3rd level, you gain the following bonus creations a neverending dance of steel and bullets.
at specific marksman levels. They count as marksman
creations for you, but doesn't count towards the number of Bounty Hunter Creations
marksman creations you can prepare. Starting at 3rd level, you gain the following bonus creations
at specific marksman levels. They count as marksman
Marksman Level Creation creations for you, but doesn't count towards the number of
3rd Advanced Weapon, Retreat marksman creations you can prepare.
5th Grounding, Cloud of Daggers Marksman Level Creation

9th Barrage, Clairvoyance 3rd Alacrity, Zephyr Strike


13th Locate Creature, Freedom of Movement 5th Blur, Branding Smite
17th Cloudkill, Swift Shots 9th Blinding Smite, Staggering Smite
13th Hold Monster, Stoneskin
Careful Aim 17th Blade Barrier, Steel Wind Strike
Starting at 3rd level, you can use a bonus action to take
careful aim until the start you your next turn.
If you do so, the ranges of any ranged weapon you're Additional Fighting Style
wielding becomes (50 x Your Proficiency Bonus)/(200 x Your At 3rd level, you choose an additional fighting style, either
Proficiency Bonus) feet unless it's already more than that. Dueling or Two Weapon Fighting. At 11th level, you gain the
Additionally, you ignore any disadvantage on ranged attacks other fighting style you didn't choose at 3rd level. If you
imposed by weather-related effects, such as fog or strong already have both of each style, you can choose another
winds. option from the Marksman Styles section in Chapter 5.
At 11th level, all ranged weapon attacks you make benefit
from Careful Aim. Huntsmen's Tactics
Additionally, at 3rd level, you adopt a unique style of hunting
Exploding Shot down your prey. You gain one of the following features of your
Also at 3rd level, when you hit with a ranged weapon attack, choice. At 11th level, you can choose to gain an additional
you can choose to make it explosive. It deals an extra 1d6 feature from the list below.
damage of your choice of the weapon you are using, fire, or Persistent Strike. Your undying tenacity in a fight
thunder. You can deal this damage once per turn. enables you to take down any enemy, taking advantage of
In addition, you can choose to make it so all creatures their exhaustion. When you hit a creature with a weapon
within 5ft of the attack must make a Dexterity saving throw attack, the creature takes an extra 1d8 damage if it’s
against your Creation Save DC. On a failure, they also take below its hit point maximum. You can deal this extra
the damage from the attack, half on a success. damage only once per turn.
Crackshot Big Game Hunting. When a Large or larger creature
At 7th level, you gain accurate and devastating aim. Once on within 5 feet of you hits or misses you with an attack, you
each of your turns, when miss with an attack using Careful can use your reaction to attack that creature immediately
Aim, you can reroll the attack, using the new result. after its attack, provided that you can see the creature.
In addition, when you make a ranged attack while under
the effect of Careful Aim, you score critical hits with ranged
attacks on a roll of 19 or 20 on the d20.
Cluster Clasher. Once on each of your turns when you In combat, the beast acts during your turn. It can move and
make a weapon attack, you can make another attack with use its reaction on its own, but the only action it takes is the
the same weapon against a different creature that is Dodge action, unless you take a bonus action on your turn to
within 5 feet of the original target and within range of your command it to take another action. You can also sacrifice one
weapon. of your attacks when you take the Attack action to command
the beast to take the Attack action. If you are incapacitated,
Defensive Champion the beast can take any action of its choice, not just Dodge.
At 7th level, you excel at defending yourself from danger If your bestial companion is reduced to 0 hit points, it falls
when hunting down various games. You gain the ability to unconscious and makes death saving throws as normal
choose one of the defensive techniques listed below. At 15th instead of dying outright. As an action, you can touch an
level, you can choose an additional defensive technique. unconscious or dead bestial companion and expend one
Multiattack Defense. When a creature hits you with an creation slot of 1st level or higher. If your bestial companion
attack, you gain a +4 bonus to AC against all subsequent was unconscious, it regains 1d8 hit points per creation slot
attacks made by that creature for the rest of the turn. level instantly. If your bestial companion was dead, it regains
Uncanny Dodge. When an attacker that you can see hits consciousness after 1 minute with all its maximum hit points
you with an attack, you can use your reaction to halve the restored.
attack’s damage against you. While traveling alone with your bestial companion, you can
Evasion. When you are subjected to an effect, such as the move stealthily at a normal pace. Your bestial companion
lightning bolt or fireball creation, that allows you to make a always knows the general direction of your position and will
Dexterity saving throw to take only half damage, you instead immediately seek you out to the best of its ability if the two of
take no damage if you succeed on a saving throw, and only you are separated.
half damage if you fail.
Natural Attunement
Master-at-arms Also at 3rd level, you gain proficiency in the Animal Handling
At 15th level, you become a master at fighting with weapons, skill if you don't already have it and may double your
striking hard and fast. proficiency bonus for any ability check made with the skill.
When you use your Extra Attack feature, you can attack Additionally, you can speak and communicate with beasts
three times instead of twice when you take the attack action and understand anything they are saying. This doesn't make
on your turn. them any friendlier towards you than normal, however, you
can combine this ability with food to curry favor with animals.
Beastmaster
Beastmasters are wardens of nature and skilled survivalists. Exceptional Training
Beginning at 7th level, you've trained your companion well.
They have an innate ability to communicate with animals and Your bestial companion can take the Dash, Disengage or
are always accompanied by a bestial companion that fights
alongside them as an extension of the beastmaster's own Hide action as a bonus action on its turn. In addition, if you
body. know any Haki abilities, your bestial companion gains those
abilities as well.
Beastmaster Creations
Starting at 3rd level, you gain the following bonus creations Bestial Fury
at specific marksman levels. They count as marksman At 11th level, your bestial companion grows more adept at
creations for you, but doesn't count towards the number of combat. Your bestial companion can now make two attacks,
marksman creations you car prepare. instead of one, when you command it to take the Attack
action.
Marksman Level Creation

3rd Animal Friend, Purify Food and Drink (R) Enrage


At 15th level, you and your bestial companion become
5th Call Beast, Spider Walk enraged with primal fury at the sight of injury to each other.
9th Beastial Transformation, Blooming Jam When your bestial companion is reduced to 0 hit points,
you gain the following benefits for 1 minute. If you are
13th Dominate Beast, Hideout reduced to 0 hit points, your bestial companion gains these
17th Awaken, Sense Territory (R) benefits instead.
You gain resistance to bludgeoning, piercing, and slashing
Bestial Companion damage.
When you choose this archetype at 3rd level, you get access You gain immunity to the charmed, frightened, and
to an animal companion that will follow you on your paralyzed conditions, and your movement speed cannot
adventures. be reduced.
Choose either the Beast of the Air, Beast of the Earth, or When you take the Attack action, on your turn, you can
Beast of the Sea to be your companion, all listed at the end of make one additional weapon attack.
the subclass description. Your bestial companion takes a
form appropriate to its type, for instance, a Beast of the Air You and your bestial companion can gain these benefits
might be a hawk, and Beast of the Land could be a bear. once each, and regain the ability to gain them after you finish
a long rest.
Bestial Companions
Listed below are the available bestial companions for Beast of the Land
Beastmasters. Large beast, neutral

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)

Senses Darkvision 60 ft., passive Perception 12 +


STR DEX CON INT WIS CHA
your proficiency bonus
6 (-2) 16 (+3) 13 (+1) 8 (-1) 14 (+2) 11 (+0) Languages Understands the languages you speak
PB Equals your proficiency bonus

Senses Darkvision 60 ft., passive Perception 12 +


your proficiency bonus Pack Tactics. The beast has advantage on an attack
Languages Understands the languages you speak roll against a creature if at least one of the beast's
PB Equals your proficiency bonus allies is within 5 ft. of the creature and the ally isn't
incapacitated.
Flyby.The beast doesn’t provoke opportunity Charge. If the beast moves at least 20 feet straight
attacks when it flies out of an enemy’s reach. toward a target and then hits it with a maul attack
Primal Bond. You can add your proficiency bonus to on the same turn, the target takes an extra 1d6
any ability check or saving throw that the beast slashing damage. If the target is a creature, it must
makes. succeed on a Strength saving throw against your
creation save DC or be knocked prone.
Actions Primal Bond. You can add your proficiency bonus to
Shred. Melee Weapon Attack: +your creation attack any ability check or saving throw that the beast
modifier to hit, reach 5 ft., one target. Hit: (1d6 + 3 makes.
+ PB) slashing damage. The beast uses your
creation attack modifier to hit. Actions
Maul. Melee Weapon Attack: +your creation attack
modifier to hit, reach 5 ft., one target. Hit: (1d12 +
3 + PB) slashing damage. The beast uses your
creation attack modifier to hit.
Dreaded Ambush
Beast of the Sea At 3rd level, you master the art of the ambush. You can give
yourself a bonus to your initiative rolls equal to your Wisdom
Medium beast, neutral modifier. You can also use your bonus action to hide or
Armor Class 13 + PB
disengage.
Hit Points 6 + six
times your marksman level (the
In addition, once per turn when you hit with a weapon
beast has a number of Hit Dice (d10) equal to attack, the target takes an extra 1d8 damage of the weapon's
your marksman level) damage type.
Speed 5ft., swim 60 ft.
Dark One
At 3rd level, you gain darkvision out to a range of 60 feet. If
STR DEX CON INT WIS CHA you already have darkvision from your race, its range
14 (+2) 14 (+2) 15 (+2) 8 (-1) 14 (+2) 11 (+0) increases by 30 feet.
You are also adept at evading creatures that rely on
Darkvision 60 ft., passive Perception 12 +
darkvision. While in darkness, you are invisible to any
Senses
your proficiency bonus
creature that relies on darkvision to see you in that darkness.
Languages Understands the languages you speak
PB Equals your proficiency bonus Honed Senses
By 7th level, you have honed your ability to resist the mind-
Amphibious. The beast can breathe air and water. altering powers of your prey, and see past any illusion.
In addition, you gain 10ft of blindsight. You gain proficiency
Primal Bond. You can add your proficiency bonus to in Wisdom saving throws. If you already have this proficiency,
any ability check or saving throw that the beast you instead gain proficiency in Intelligence or Charisma
makes. saving throws (your choice).
Actions Sureshot
Binding Strike. Melee Weapon Attack: +your At 11th level, you learn to attack with such unexpected speed
creation attack modifier to hit, reach 5 ft., one that you can turn a miss into another strike. Once on each of
target. Hit: (1d10 + 2 + PB) piercing or your turns when you miss with a weapon attack, you can
bludgeoning damage. The beast uses your creation make another weapon attack as part of the same action.
attack modifier to hit. In addition to damage, the
target is grappled (escape DC equals your creation Slippery Devil
save DC). Until this grapple ends, the beast can’t Starting at 15th level, your ability to dodge in unforeseen
use this attack on another target. ways makes it nearly impossible for foes to strike you. You
can use your bonus action to take the Dodge Action.

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

3rd Temporary Trick, Disguise, Silent Image


5th Darkness, Pass Without a Trace
9rd Fear, Major Image
13th Greater Invisibility, Hold Monster
17th Mass Disguise, Mislead
Swarmkeeper
You learn the Giant's Hand creation, however when you
use it, it takes the form of your swarm working in tandem.
While some marksmen stick to one animal companion, This creation does not count towards the maximum
others have employed more numerous options. number of creations you know. You can use this creation
Swarmkeepers are masters of their craft, able to lead the without expending a creation slot a number of times equal
hive-mind like swarm of tiny creatures to head their to your 1 + Wisdom Modifier, regaining all uses at the end
commands. Most who face a swarmkeeper are found of a long rest.
completely overwhelemed. It doesn't take one big strike to fell
a mountain, but rather millions of tiny ones. Overwhelming Cluster
At 11th level, your Swarming Cluster grows stronger in the
Swarmkeeper Creations following ways:
Starting at 3rd level, you gain the following bonus creations The damage of Swarming Cluster increases to 2d6.
at specific marksman levels. They count as marksman If a creature fails its saving throw against being moved by
creations for you, but doesn't count towards the number of the Swarming Cluster, can be moved up to 20ft, and you
marksman creations you know. can also cause the swarm to knock the creature prone.
One of these creations is the Mage Hand trick, however When you are moved by Swarming Cluster, you can move
this takes the form of your swarm creatures lends a few up to 10ft, and it gives you half cover until the start of your
thousand helping hands. next turn.
Marksman Level Creation
Reliable Hive
3rd Mirrored Hand, Fairy Lights, Sleep Starting at 15th level, your hive has perfected the ability to
5th Gather Swarm, Web work together in tandem with you as their master.
You learn the Telekinesis creation, however instead of
9th Fly, Hypnosis magical force, your swarm is the thing lifting things. This
13th Confusion, Kill Radius creation does not count towards the maximum number of
17th Insect Plague, Life Steal creations you know.
You can use the telekinesis creation at will, but only when
targeting objects that aren't being worn or carried.
Swarming Cluster
At 3rd level, a swarm of tiny beasts has bonded itself to you
and can assist you in battle. Until you die, the swarm remains Olympian
in your space, crawling on you or flying and skittering around Olympians are Champions among marksmen, utilizing more
you within your space. direct and physical power to strike their enemies, rather than
You determine its appearance, such as a swarm of bees, nimble dexterity. These marksmen are characterized by their
tiny birds, or other creatures. ferocity and physical superiority, able to throw literal volleys
Once on each of your turns, you can cause the swarm to of attacks with their bare hands. Marksmen of this variety
assist you in one of the following ways, immediately after you often fight for a living, forging a path towards their goal, one
hit a creature with an attack: stone throw at a time.
The attack's target takes 1d6 piercing damage from the Olympian Creations
swarm. Starting at 3rd level, you gain the following bonus creations
The attack's target must succeed on a Strength saving at specific marksman levels. They count as marksman
throw against your creation save DC or be moved by the creations for you, but doesn't count towards the number of
swarm up to 15 feet in a direction of your choice. marksman creations you can prepare.
You are moved by the swarm 5 feet in a direction of your
choice. Marksman Level Creation

3rd Heroism, Jump


Swarming Tides
By 7th level, you and your swarm are perfectly coordinated, 5th Enlarge/Reduce, Kinetic Jaunt
able to act as one. You can have your swarm defend yourself, 9th Haste, Thunder Step
or move in tandem with your hands for the ultimate hive
advantage. You gain the following benefits: 13th Freedom of Movement, Stoneskin
17th Battle Transformation, Volley
When you take damage, you can use your reaction to give
yourself resistance to that damage. You vanish into your
swarm and then teleport to an unoccupied space that you
can see within 30 feet of you, where you reappear with the
swarm. You can use this feature a number of times equal
to your proficiency bonus, and you regain all expended
uses when you finish a short or long rest.
Herculean Strength Guru Creations
At 3rd level, your physical prowess is not to be Starting at 3rd level, you gain the following bonus creations
underestimated. You gain the following benefits: at specific marksman levels. They count as marksman
creations for you, but doesn't count towards the number of
You gain proficiency in Strength (Athletics) checks, or marksman creations you can prepare.
expertise if you were already proficient.
Your movement speed increases by 10 feet. Marksman
Any simple or martial weapon you wield gains the thrown Level Creation
property (30/90). If it already had the thrown property, 3rd Healing Word, Detect Poison and Disease
both ranges are increased by 30 feet. (R)
Free Throw 5th Aid, Lesser Restoration
Also at 3rd level, once per turn, when you hit a creature with 9rd Aura of Vitality, Revivify
a thrown weapon, it deals an extra 1d8 damage of the 13th Aura of Life, Death Ward
weapon damage type.
Additionally, if you attack a creature under the effects of 17th Mass Cure Wounds, Raise Dead
your Favored Mark feature with a thrown weapon, you can
choose to have the thrown weapon return to your hand. Nature's Way
At 3rd level, your mastery of medicine shines through. You
Walking Salvo gain proficiency in Wisdom (Medicine) checks and Herbalism
By 7th level, you can send projectile after projectile at your tools, or expertise if you were already proficient in each
enemy as one single, deadly combination. respectively.
If you make two attacks against a target with a thrown In addition, the time and cost it takes for you to craft
weapon, you can choose to make an additional attack as a medicines and poisons are halved.
bonus action.
You can use this feature a number of times equal to your Mending Mark
proficiency bonus, regaining all uses at the end of a short or At 3rd level, you can expend a use of your Favored Mark
long rest. feature to instead place a Mending Mark on the target for 1
In addition, at 9th level, when you receive your Volley hour, or until you use this feature on another creature.
feature you may use it using a thrown weapon, after which it While a creature has this mark, any creation you use on the
returns to your hand. creature that restores hit points heals an additional amount
of hit points equal to one roll of your Favored Mark die.
Masterful Technique In addition, choose Strength, Dexterity, or Constitution.
At 11th level, you become far more versatile with your The creature has advantage on saving throws made with the
throwing techniques. chosen ability for the duration.
When you use your Volley ability, you can choose to shape Furthermore, you can cast any Marksman creation that
it differently in one of the following ways: doesn't have a range of self onto the marked creature,
A 100ft long, 5ft wide line that originates from your space. regardless of range.
As a 30ft cone that originates from your space. Practiced Knowledge
As per normal Volley, except with a radius increased by By 7th level, when you take the Attack action on your turn,
10ft. you can use a trick in place of one of the attacks.
In addition, each creature you attack from your Volley In addition, you can use the Lesser Restoration creation
ability benefits from your 1d8 damage from your Free Throw without expending a creation slot a number of times equal to
feature. your proficiency bonus, regaining all uses of this ability at the
end of a long rest.
Unlimited Strikes
Starting at 15th level, when you use your Walking Salvo Restoring Volley
feature, you can make two attacks as a bonus action against At 11th level, when you use a creation to restore a creature's
the target instead of one. hit points, you can additionally target each creature of your
choice within 10 feet of the target.
Guru You can use this feature a number of times equal to your
proficiency bonus, regaining all uses at the end of a long rest.
One with the natural world, the peaceful Guru has spent
years as a healier, making it their mission to mend the world True Mastery
with their natural medicines. Unlike other marksmen, Gurus Starting at 15th level, when you use your Mending Mark
utilize their wisdom and precision to cure wounds, rather feature, you can target two additional creatures within 30ft of
than cause them. From forest to forest, from sea to sea, the first creature to also gain the benefits as part of the same
Gurus are here to shine light in a hopeless place. usage.
Medic

The Medic
Proficiency Tricks
Level Bonus Features Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th

1st +2 Creativity, Medical Expertise 3 2 — — — — — — — —


2nd +2 Experimental Medicine, Medical Specialization 3 3 — — — — — — — —
3rd +2 ─ 3 4 2 — — — — — — —
4th +2 Ability Score Improvement 4 4 3 — — — — — — —
5th +3 Rapid Remedy 4 4 3 2 — — — — — —
6th +3 Specialization Feature 4 4 3 3 — — — — — —
7th +3 Extended Release 4 4 3 3 1 — — — — —
8th +3 Ability Score Improvement 4 4 3 3 2 — — — — —
9th +4 ─ 4 4 3 3 3 1 — — — —
10th +4 Specialization Feature, Rapid Remedy 5 4 3 3 3 2 — — — —
Improvement
11th +4 ─ 5 4 3 3 3 2 1 — — —
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 — — —
13th +5 ─ 5 4 3 3 3 2 1 1 — —
14th +5 Specialization Feature 5 4 3 3 3 2 1 1 — —
15th +5 ─ 5 4 3 3 3 2 1 1 1 —
16th +5 Ability Score Improvement 5 4 3 3 3 2 1 1 1 —
17th +6 ─ 5 4 3 3 3 2 1 1 1 1
18th +6 Overheal, Secrets of Medicine 5 4 3 3 3 3 1 1 1 1
19th +6 Ability Score Improvement 5 4 3 3 3 3 2 1 1 1
20th +6 Miracle Worker 5 4 3 3 3 3 2 2 1 1
Class Features Creativity (Spellcasting)
As a medic, you gain the following class features You have learned to create medicines and poisons potent
enough to pass for magic among common folk. See the
Hit Points
medic creation list under "Medic Creations by Level".
(Creativity is synonymous with 5th edition Spellcasting. See
Hit Dice: 1d8 per medic level "Casting a Spell" in the Player's Handbook for the general
Hit Points at 1st Level: 8 + your Constitution modifier rules of Spellcasting in Dungeons and Dragons 5th edition).
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per medic level after 1st Tricks (Cantrips)
Proficiencies At 1st level, you know three tricks of your choice from the
Armor: Light armor, medium armor, shields medic creations list. You learn additional medic tricks of your
Weapons: Daggers, slings, quarterstaffs, flintlocks, light choice at higher levels, as shown in the Tricks Known column
crossbows, muskets of the Medic table.
Tools: Alchemist's supplies, herbalism kit At the end of a long rest, you can change one of the tricks
Saving Throws: Intelligence, Wisdom you know for another from your creation list.
Skills: Choose two from Insight, Investigation, Medicine,
Nature, Perception, Persuasion, Religion and Survival Preparing and Using Creations
(Preparing and Casting Spells)
Equipment The Medic table shows how many creation slots you have to
You start with the following equipment, in addition to the use your medic creations of 1st level and higher. To use one
equipment granted by your role: of these medic creations⁠, you must expend a slot of the
(a) a dagger creation’s level or higher. You regain all expended creation
(a) alchemist's supplies or (b) a herbalism kit slots when you finish a long rest.
(a) a scholar's pack or (b) an explorer's pack You prepare the list of medic creations that are available
a flintlock and 20 bullets, and (a) leather armor or (b) for you to cast, choosing from the medic creation list. When
heavy longcoat. you do so, choose a number of medic creations equal to your
Wisdom modifier + your medic level (minimum of one
creation). The creations⁠must be of a level for which you have
creation slots.
For example, if you are a 3rd-level medic, you have four 1st-
level and two 2nd-level creation slots. With a Wisdom of 16,
your list of prepared creations can include six creations⁠of 1st
or 2nd level, in any combination. If you prepare the 1st-level
creation cure wounds, you can use it using a 1st-level or 2nd-
level slot. Using the creation doesn’t remove it from your list
of prepared creations⁠.
You can also change your list of prepared creations when
you finish a long rest. Preparing a new list of medic creations⁠
requires time spent working with your medicinal
components: at least 1 minute per creation level for each
creation on your list.
Creative⁠Ability (Spellcasting Ability)
Wisdom is your creative ability for your medic creations. Your
creations are medicinal restoratives and potent poisons that
require a perceptive eye and hand to mix properly. You use
your Wisdom whenever a creation refers to your creative⁠
ability. In addition, you use your Wisdom modifier when
setting⁠the saving throw DC for a medic creation you use and
when making an attack roll with one.
Creation save DC = 8 + your proficiency bonus + your
Wisdom modifier
Creation Attack modifier = your proficiency bonus + your
Wisdom modifier
Routine Usage (Ritual Casting)
You can use any medic creation you know as a routine if that
creation has the routine tag.
Apparatus (Spellcasting Focus) Medical Specialization
You can use alchemist's supplies or a herbalism kit as an At 2nd level, you choose a medical specialization for your
apparatus for your medic creations. focused studies. Choose between the field surgeon,
physician, chemist, amputator, or plaguewright, all detailed at
Medical Expertise the end of the class description.
You are particularly adept at healing the wounded. You have Your choice grants you features at 2nd level, and again at
advantage on all Wisdom (Medicine) checks made to stabilize 6th, 10th, and 14th level.
dying creatures, and if you roll a 20 on the ability check, the
creature regains consciousness with 1 hit point. A creature Ability Score Improvement
can only benefit from this effect once and must finish a long
rest before it can do so again. When you reach 4th Level, and again at 8th, 12th, 16th, and
You also gain Expertise in Wisdom (Medicine) checks, and 19th level, you can increase one ability score of your choice
whenever you craft medicines or poisons, it takes you half of by 2, or you can increase two Ability Scores of your choice by
the time and cost it normally would. 1. As normal, you can’t increase an ability score above 20
Additionally, when you stabilize a creature, you can remove using this feature.
one poison or disease from it.
Rapid Remedy
Experimental Medicine At 5th level, your treatment procedures are fast acting and
Starting at 2nd level, you've developed a type of medicine that effective. When you use a creation that restores hit points to a
massively boosts your physical abilities for an extended creature with a creation slot of 1st level or higher, you can
period. The medicine is tailored to your physiology, and only choose to have the creation count as being cast with one
you can benefit from it. creation slot higher. You can use this feature a number of
As an action on your turn, you can administer this special times equal to 1 + your Wisdom modifier, regaining all uses
medicine to yourself, granting you temporary hit points equal at the end of a long rest.
to four times your level in this class. When you administer At 10th level, all of your creations that restore hit points
this medicine, additionally choose one of the following can benefit from this feature, no longer requiring any uses.
enhancements to gain:
Extended Release
Hulking Strength. You gain an immense surge in At 7th level, your Experimental Medicine has long lasting
Strength for the duration, causing your Strength score to effects, even in combat.
be set to a number equal to your Wisdom score unless it's When you use your Experimental Medicine feature, and
already higher. Additionally, your unarmed strikes and any you lose your temporary hit points, you still retain the
melee weapon you wield in this form deal 1d8 damage of beneifts for a number of hours equal to your Wisdom
the weapon's type instead of the normal damage. modifier, or until your hit points reach 0.
Nimble Dexterity. You gain a sudden burst of agility and
speed, causing your Dexterity score to be set to a number
equal to your Wisdom score unless it's already higher, and Overheal
increasing your speed by 10 feet. At 18th level, your healing becomes unparalleled.
Resilient Constitution. You're imbued with a strong and When you restore hit points to a creature with a creation of
hearty vigor, causing your Constitution score to be set to a 1st level or higher, you restore the maximum amount of hit
number equal to your Wisdom score unless it's already points possible instead of rolling.
higher, and granting advantage on Constitution saving
throws. Secrets of Medicine
The medicine's effects last for a number of hours equal to Beginning at 18th level, you've unraveled the secrets of
half your Medic level rounded down, if your hit points reach 0, longevity with your medical expertise. For every 10 years that
or if you willingly end it as a bonus action. If you lose all pass, you age only 1 year.
temporary hit points gained by this effect, the enhancement
remains in effect for a number of rounds equal to your Miracle Worker
Wisdom modifier. While the medicine is active, you can
change the enhancement you gained as an action on your At 20th level, you've completely stabilized the formula for
turn, for instance changing from Hulking Strength to Nimble your Experimental Medicine, allowing you to use it an
Dexterity or back. You lose the effects of the previous unlimited amount of times between rests.
enhancement and replace them with the new one when you Additionally, you no longer require verbal or somatic
do this. components for any medic creations you use and only require
You can use this feature twice, and regain all uses when material components if they have a listed cost or are
you finish a short or long rest. consumed upon use.
Extra Attack
Medical Specialization Beginning at 6th level, you can attack twice, instead of once,
Medics come from all walks of life, whether they are kindly when you take the Attack action on your turn.
village herbalists who forage for medicine in the nearby If you ready your action to make an attack, you can attack
woods or well-renowned scientists working for the world the same number of times you would if you had taken the
government in pursuit of breakthroughs in medical science. attack action on your turn.
Whether motivated by their morals or monetary flow, all
medics know that their role is a vital one in any crew. Monstrous Transformation
Also at 6th level, you can cast aside common sense and use
Field Surgeon the full strength of your medicine to transform into a
monster. As a bonus action on your turn, transform into a
Field surgeons are the archetypical pirate crew doctors, who monstrous form of yourself. This transformation follows the
wade into the fray with their allies without fear. To this end, same rules as your standard Experimental Medicine
they're the most adept at using experimental medicine in transformations. During this transformation, you gain the
combat and have found ways to improve its potency manifold. following benefits:
However, this power comes at a cost to their humanity if they
go too far with it, and most field surgeons hesitate to indulge Your size becomes large, and your creature type becomes
in their most powerful medicine too often for this reason. monstrosity.
The temporary hit points you gain are doubled.
Combat Medicine Your unarmed strikes gain a bonus to attack and damage
Beginning at 2nd level, you can now use Experimental rolls equal to half your proficiency bonus (rounded up).
Medicine as a bonus action rather than an action and can You gain the benefits of all three enhancements available
swap between enhancements as a bonus action as well. to Experimental Medicine simultaneously.
Additionally, the temporary hit points you gain from During this transformation, you cannot use creations. At
Experimental Medicine now includes your Wisdom modifier. the start of each of your turns, you must make an Intelligence
Furthermore, you gain a natural armor equal to 10 + your saving throw, DC 15. On a success, you can act as normal.
Wisdom Modifier + your Proficiency Bonus. This natural On a failure, you lose control until the start of your next
armor does not benefit from shields, and you cannot benefit turn. You must move towards the closest creature within
from any worn armor. range and take the Attack action against it.
Enhanced Forms
If no creature is within range, you can take the Dash action
Also at 2nd level, the enhancements provided by to move towards the nearest creature. If you are unable to
Experimental Medicine become stronger for you. move or take actions and this is caused by an effect that can
be ended with an action, you can then take an action to
Hulking Strength. The damage die of your unarmed attempt to end the effect on yourself.
strikes and melee weapon attacks increases to 1d10. Once this transformation ends, you gain one level of
Nimble Dexterity. Opportunity attacks against you now exhaustion and cannot transform like this again until you
have disadvantage. finish a long rest.
Resilient Constitution. You gain resistance to
bludgeoning, piercing, and slashing damage.
Contained Rampage Physician Creations
Beginning at 10th level, you no longer need to make the Medic Level Creation
Intelligence save to regain control during Monstrous 2nd Bless, Cure Wounds
Transformation and can move and act normally, however you
still cannot use creations in this state and still suffer a level of 3rd Enhance Ability, Lesser Restoration
exhaustion once it ends. 5th Aura of Vitality, Revivify
7th Aura of Life, Death Ward
Greater Enhancements
Starting at 14th level, you've mastered the formula for your 9th Greater Restoration, Mass Cure Wounds
Experimental Medicine, enhancing the effects of it even
further. Experimental Application
Hulking Strength. The damage die of your unarmed Starting at 6th level, you've learned how to apply your
strikes and melee weapon attacks increases to 1d12, and Experimental Medicine as regenerative medicine.
you now have advantage on all Strength checks and As an action on your turn, you can expend one use of your
saving throws. Experimental Medicine and create a cloud of medical fumes
Nimble Dexterity. Your speed doubles and creatures that can restore a number of hit points equal to five times
cannot make opportunity attacks against you. your medic level. Choose any creatures within 30 feet of you,
Resilient Constitution. You gain immunity to the and divide those hit points among them. You can’t use this
paralyzed, stunned, and poisoned conditions, and feature on an Undead or a Construct.
resistance to poison and necrotic damage. Developed Immunity
Additionally, you can now use creations in your Monstrous Beginning at 10th level, you become immune to all poisons
Transformation as you have mastered the transformation and diseases. Additionally, your hit point maximum can no
completely. longer be reduced, and your hit point maximum is increased
by your level, and by 1 each level there after.
Physician
Master Practitioner
Physicians focus primarily on their job as the ship's doctor, Beginning at 14th level, you can use lesser restoration at will,
and specialize in using their medicine to aid allies and heal and no longer require material components to use greater
their wounds over fighting on the frontlines themselves. restoration.
Healer's Touch Chemist
Beginning at 2nd level, you have a number of healing dice
equal to your level + your Wisdom modifier, which are d6s. As Chemists take the practice of medicine to its logical
a bonus action on your turn, you can touch a creature within extremes, and often beyond that. They are boundless
5 feet of you and spend a number of these healing dice up to visionaries who push their craft to the breaking point, finding
your Wisdom modifier (minimum of one healer's die). Roll ways to cause harm with an art oftentimes meant to save
the dice, add them together, and restore hit points to the lives, whether deliberately so or not.
target equal to the total. You regain all spent healing dice
when you finish a long rest. Chemist Creations
Alternatively, when you restore hit points to a creature Your constant experimentation has yielded some strange
using a medic creation of 1st level or higher, you can expend results. At 2nd, 3rd, 5th, 7th, and 9th level respectively, you
a number of these healing dice up to the level of the creation gain access to specific creations, as shown in the Chemist
and add them to the amount of hit points restored to one Creations table.
creature affected by the creation. You always have these creations prepared, and they don't
count towards the number of creations you can prepare. If
Physician Creations you gain access to a creation that isn't in the medic creation
Being always prepared for the worst, you make certain to list, it is nonetheless a medic creation for you.
always have specific creations ready at hand. At 2nd, 3rd, 5th, Chemist Creations
7th and 9th level respectively, you gain access to specific
creations, as shown in the Physician Creations table. Medic Level Creation

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

Acid When the ooze deals damage to a creature with


its Psuedopod attack, it regains a number of hit
points equal to half the damage it deals.
Cold When the ooze hits a creature with its
Psuedopod attack, the target becomes grappled
by it (escape DC equal to your creation save
DC).
Fire Any creature that hits the ooze with a melee
attack within 5ft of it takes 1d8 fire damage.
Poison When the ooze hits a creature with either its
Psuedopod or its Glob attack, the creature must
make a Constitution saving throw against your
creation save DC or become poisoned until the
end of their next turn.
Lightning The ooze's movement speed increases by 20ft
and doesn't provoke opportunity attacks.

The ooze appears in an unoccupied space of your choice


that you can see within 30 feet of you. Each creature within
10 feet of the ooze (other than you) when it appears must
succeed on a Dexterity saving throw against your creation
save DC or take a number of d6s of damage equal to your
proficiency bonus. The type of damage it deals is the same as
the type you chose when you summoned it.
The ooze is friendly to you and your companions and obeys
your commands. See this creature's game statistics in the
Experimental Ooze stat block at the end of the class
description, which uses your proficiency bonus (PB) in
several places. You determine the ooze's appearance. Some
oozes look just like a featureless blob of colorful, viscous
liquid, while others take on vaguely humanoid shapes.
In combat, the ooze shares your initiative count. The only
action it takes on its turn is the Dodge action, unless you take
a bonus action on your turn to command it to take another
action. That action can be one in its stat block or some other
action. If you are incapacitated, the ooze can take any action
of its choice, not just Dodge.
The ooze manifests for 1 hour, until it is reduced to 0 hit
points, until you use this feature to summon the ooze again,
until you die, or if you dismiss it.
Chemical Reactions
Beginning at 6th level, the volatile chemicals within your ooze
Experimental Ooze enhances your ability to deal damage of certain types.
Small or medium ooze, unaligned Whenever you use a creation that deals damage while your
experimental ooze is summoned, you can roll a d8 and add it
Armor Class 12 + PB to one damage roll of the creation.
7 + five times your medic level + your
Hit Points Additionally, when you use a creation with a range other
Wisdom modifier than self, you can cause the creation to originate from you or
Speed 20ft., climb 20 ft. your experimental ooze.
Enhanced Formula
STR DEX CON INT WIS CHA
Beginning at 10th level, you have further improved the
11 (+0) 8 (-1) 15 (+2) 4 (-3) 11 (+0) 1 (-5) formulas used to create your ooze. When you summon your
Experimental Ooze, you can choose to have it be Large in
Damage Immunities Immune to the chosen damage size, increasing the damage rolls for its Psuedopod and Glob
type upon summoning, poison attacks to 4d4 + proficiency bonus and 2d8 + proficiency
Condition Immunities All bonus respectively.
Senses blindsight 30 ft., passive Perception 10 In addition, it gains additional benefits for each type of
Languages Understands the languages you speak ooze as listed below:
Amorphous. The ooze can move through a space as Experimental Ooze Type
small as 1 inch in diameter without squeezing. 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

2nd Shield, Zephyr Strike


3rd Elemental Weapon, Ardent Blade
5th Spirit Dance, Revivify
7th Staggering Smite, Death Ward
9th Gamma Knife, Steel Wind Strike

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

2nd Infectious Ray, Hex


3rd Blindness/Deafness, Gentle Repose
5th Animate Dead, Bestow Curse
7th Blight, Confusion
9th Contagion, Life Steal
Bio-Engineer
In addition, your Test Subject gains resistance to
bludgeoning, piercing, and slashing damage, and becomes
The Bio-Engineer is a medic that toys with life, playing god. immune to the following conditions: frightened, charmed, and
Performing experiments and tests that result in the creation petrified.
of a whole new being, their test subject, a companion through
each phase of experimentation. Medics of this study are often Perfected Subject
either praised, ridiculed, or even feared for their work. At 14th level, you have perfected the art of engineering living
organisms. You gain the following benefits:
Test Subject
When you choose this archetype at 2nd level, you create a test You no longer need to use a bonus action to command
subject that will follow your every whim. your Test Subject, and it can take actions other than
Choose either the Amalgamation, Flora, or Clone to be Dodge when not commanded. It still remains subservient
your test subject, all listed at the end of the subclass to you.
description. Your test takes a form appropriate to its type, for Your Test Subject's AC increases by 2
instance, an Amalgamation might be made up of several Youe Test Subject's hit point maximum increases by your
animals, and a Clone could be a genetically modified human. level, and by 1 each level there after.
In combat, the test subjects acts during your turn. It can Test Subjects
move and use its reaction on its own, but the only action it Listed below are the available test subjects for Bio-Engineers.
takes is the Dodge action, unless you take a bonus action on
your turn to command it to take another action. If you are
incapacitated, the beast can take any action of its choice, not
just Dodge. That action can be one in its stat block or some Amalgamation
other action. Small or medium monstrosity
If your test subject is reduced to 0 hit points, it falls
unconscious and makes death saving throws as normal Armor Class 13 +PB
instead of dying outright. As an action, you can touch an Hit Points 6 + six
times your medic level (the beast
unconscious or dead test subject and expend one creation has a number of Hit Dice (d10) equal to your
slot of 1st level or higher. If your test subject was medic level)
unconscious, it regains 1d8 hit points per creation slot level Speed 40ft.
instantly. If your test subject was dead, it regains
consciousness after 1 minute with all its maximum hit points STR DEX CON INT WIS CHA
restored.
Your test subject always knows the general direction of 16 (+3) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 8 (-1)
your position and will immediately seek you out to the best of
its ability if the two of you are separated. Senses Darkvision 60 ft., passive Perception 11 +
your proficiency bonus
Experimental Augmentations Skills Athlethics +(3 + your proficiency bonus),
Also at 2nd level, you can further customize your Test Subject Perception +(1 + your proficiency bonus)
with a number of upgrades equal to your Proficiency Bonus. Languages Understands the languages you speak

You can change these Experimental Augmentations at the PB Equals your proficiency bonus

end of a long rest.


Animal Instincts.As a bonus action, the Test Subject
can take either the Hide or Disengage action.
Phase Two
Beginning at 6th level, you develop a connection with your Monster Blood. As a bonus action, the Test Subject
Test Subject, enabling you to better coordinate with it. You can expend one of your Experimental Medicine
gain the following benefits: uses to transform for 1 minute. For that minute, the
Test Subject gains the Enlarge benefits of the
You can communicate telepathically with your Test Enlarge/Reduce creation, and their attacks gain the
Subject and perceive through its senses as long as you are siege property.
on the same plane of existence. While perceiving through
its senses, you can also speak through your Test Subject Actions
in your own voice, even if your Test Subject is normally
incapable of speech. Monster Strike. Melee Weapon Attack: +your
When you use a creation with a range of self, you can creation attack modifier to hit, reach 5 ft., one
target. Hit: (1d8 + your Wisdom modifier)
choose to have the creation affect both yourself and your bludgeoning, piercing, or slashing damage (your
Test Subject. choice). The target becomes grappled, escape DC
Your Test Subject shares any Haki features that you have. equals your creation DC.
Mutant Method
At 10th level, your experiments with your Test Subject has
rendered them resilient to all punishment. When you
command your Test Subject to take the Attack action, your
Test Subject can make two attacks instead of one.
Flora Clone
Small or medium plant Small or medium humanoid

Armor Class 12 + PB Armor Class 12 +PB


Hit Points 7 + seven times
your medic level (the Hit Points 6 + six
times your medic level (the beast
beast has a number of Hit Dice (d12) equal to has a number of Hit Dice (d10) equal to your
your medic level) medic level)
Speed 30ft., 30ft. climb Speed 30ft.

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

1st +2 2d6 Expertise, Sneak Attack,


Thieves' Cant
2nd +2 2d6 Cunning Action
3rd +2 3d6 Roguish Archetype, Steady
Aim
4th +2 3d6 Ability Score Improvement
5th +3 4d6 Devious Strike, Uncanny
Dodge
6th +3 4d6 Expertise, Roguish
Archetype Feature
7th +3 5d6 Evasion
8th +3 5d6 Ability Score Improvement
9th +4 6d6 Roguish Archetype
Feature
10th +4 6d6 Ability Score
Improvement, Rougish
Flurry
11th +4 7d6 Reliable Talent
12th +4 7d6 Ability Score Improvement
13th +5 8d6 Roguish Archetype
Feature
14th +5 8d6 Duplicitious Strike, Blind
Sense
15th +5 9d6 Slippery Mind
16th +5 10d6 Ability Score Improvement
17th +6 10d6 Roguish Archetype
Feature
18th +6 11d6 Elusive
19th +6 11d6 Ability Score Improvement
20th +6 12d6 Stroke of Luck

Class Features
As a rogue, you gain the following class features
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per rogue level after 1st
Proficiencies 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.

Expertise Ability Score Improvement


At 1st Level, choose two of your skill proficiencies, or one of When you reach 4th Level, and again at 8th, 10th, 12th, 16th,
your skill proficiencies and your proficiency with thieves’ and 19th level, you can increase one ability score of your
tools. Your proficiency bonus is doubled for any ability check choice by 2, or you can increase two Ability Scores of your
you make that uses either of the chosen proficiencies. choice by 1. As normal, you can’t increase an ability score
At the 6th level, you can choose two more of your above 20 using this feature.
proficiencies (in skills or with thieves’ tools) to gain this
benefit. Devious Strike
Starting at 5th Level, you can outwit any foe while in combat
Sneak Attack with a combination of dexterity and deception. When you
Beginning at 1st Level, you know how to strike subtly and deal Sneak Attack damage, you can add one of the following
exploit a foe’s distraction. Once per turn, you can deal an Devious Strike options below. Each option has a die cost,
extra 2d6 damage to one creature you hit with an attack if which is the number of Sneak Attack dice you must forgo to
you have advantage on the attack roll. The attack must use a add the effect. You remove the die before rolling, and the
finesse, unarmed strike, or a ranged weapon. effect occurs immediately after the attack's damage is dealt.
You don’t need advantage on the attack roll if another An attack can only have one Devious Strike option at a time.
enemy of the target is within 5 feet of it, that enemy isn’t If a Devious Strike requires a saving throw, the DC equals
incapacitated, and you don’t have disadvantage on the attac⁠k 8 plus your Dexterity modifier and Proficiency Bonus.
roll. Trip (Cost: 1d6). If the target is Large or smaller, it must
The amount of the extra damage increases as you gain succeed on a Dexterity saving throw or have the Prone
levels in this class, as shown in the Sneak Attack column of condition.
the Rogue table. Withdraw (Cost: 1d6). Immediately after the attack, you
move up to half your speed without provoking Opportunity
Thieves' Cant Attacks.
During your rogue training, you learned thieves’ cant, a secret Uncanny Dodge
mix of dialect, jargon, and code that allows you to hide
messages in seemingly normal conversation. Only another Also at 5th Level, when an attacker that you can see hits you
creature that knows thieves’ cant understand such messages. with an attack, you can use your reaction to halve the attack’s
It takes four times longer to convey such a message⁠than it damage against you.
does to speak the same idea.
In addition, you understand a set of secret signs and Evasion
symbols used to convey short, simple messages, such as Beginning at 7th level, your instinctive agility lets you dodge
whether an area is dangerous or the territory of a thieves’ out of the way of certain area effects, such as a fireball
guild, whether loot is nearby, or whether the people in an area creation. When you are subjected to an effect that allows you
are easy marks or will provide a safe house for thieves on the to make a Dexterity saving throw to take only half damage,
run. you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
Roguish Flurry Roguish Archetypes
Beginning at 10th level, you learn how to make the most of Rogues have many features in common, including their
your limited time to strike. When you use your bonus action emphasis on perfecting their skills, their precise and deadly
to Steady Aim, rather than gaining advantage, you can approach to combat, and their increasingly quick reflexes.
instead choose to make an additional weapon attack as part But different rogues steer those talents in varying directions,
of your Attack action, still following the movement restriction. embodied by the rogue archetypes. Your choice of archetype
is a reflection of your focus - not necessarily an indication of
Reliable Talent your chosen profession, but a description of your preferred
By 11th level, you have refined your chosen skills until they techniques.
approach perfection. Whenever you make an ability check
that lets you add your proficiency bonus, you can treat a d20 Seeker
roll of 9 or lower as a 10. Seekers are rogues who see little value in gold or power.
Their treasure is that of knowledge, being pursuers of ancient
Duplicitious Strike secrets and knowledge hidden away in forgotten corners of
Starting at 14th level, your machinations during duels run the world, sometimes for centuries.
especially deep. The following effects are added to your Daring adventurers, seekers brave the dangers of the
Devious Strike options. world, not only from the ancient temples they explore but also
Daze (Cost: 3d6). The target must succeed on a from those who wish to keep the secrets of the past hidden.
Constitution saving throw, or on its next turn, it can do only They excel at gathering information and have a vast array of
one of the following: move or take an action or a Bonus knowledge at their disposal.
Action.
Knock Out (Cost: 6d6). The target must succeed on a Well Read
Constitution saving throw, or it has the Unconscious When you choose this subclass at 3rd level, you become
condition for 1 minute or until it takes any damage. The proficient in the History and Investigation skills if you aren't
Unconscious target repeats the save at the end of its turns, already, and gain expertise in them. If you are already
ending the effect on itself on a success. proficient in them, you can choose two other skills.
Obscure (Cost: 3d6). The target must succeed on a
Dexterity saving throw, or it has the Blinded condition until Keen Strikes
the end of its next turn. Beginning at 3rd level, you can make calculated strikes with a
precise weapon, relying on your keen intellect over brute
Blindsense force or manual dexterity. You can use your Intelligence
modifier, rather than Dexterity when attacking with a ranged
Also at 14th level, your awareness expands beyond sight. You weapon, a melee weapon that has the finesse property, or an
gain blindsight of 30ft. unarmed strike.
Additionally, you do not require advantage on the attack
Slippery Mind roll to gain your sneak attack damage against creatures with
By 15th level, you have acquired greater mental strength. You a lesser Intelligence ability score. You do not gain this benefit
gain proficiency in Wisdom saving throws. If you are already if you have disadvantage on the attack roll.
proficient in Wisdom, you may instead become proficient in
Intelligence or Charisma. Seek Vulnerability
Starting at 6th level, you can decipher the precise weak
Elusive
points of your foes. The following effects are added to your
Devious Strike options.
Beginning at 18th level, you are so evasive that attackers Vex (Cost: 3d6). The target must succeed on an
rarely gain the upper hand against you. No attack roll has Intelligence saving throw, or become vexed for 1 minute.
advantage against you while you aren’t incapacitated. While a creature is vexed, they take an additional 1d6 damage
from weapon attacks. This effect ends early if you use this
Stroke of Luck feature on another creature, or if you choose to end it (no
At 20th level, you have an uncanny knack for succeeding action required).
when you need to. If your attack misses a target within range, Discover (Cost: 1d6). You learn two of the following
you can turn the miss into a hit. Alternatively, if you fail an features of the target: Damage resistances, damage
ability check, you can treat The D20 roll as a 20. immunities, damage vulnerabilities, conditional immunities,
Once you use this feature, you can’t use it again until you current hit points, or armor class.
finish a short or long rest. Rational Mind
Starting at 9th level, you gain advantage on any Intelligence
(History) or Intelligence (Investigation) check if you move no
more than half your speed on the same turn.
Mindful Evasion For example, you can take both the dash and disengage
Starting at 13th level, your mental acuity allows you to block actions, the dash and hide actions, or the attempt a Sleight of
out harmful effects affecting your mind and body. When you Hand check from Fast Hands followed by the disengage
are subjected to an effect that allows you to make an action.
Intelligence or Wisdom saving throw to take only half
damage, you instead take no damage if you succeed on the Thief's Reflexes
saving throw, and only half damage if you fail. When you reach 17th level, you have become adept at laying
ambushes and quickly escaping danger. You can take two
Unmatched Erudition
turns during the first round of any combat. You take your first
Beginning at 17th level, your intellect aids you in all turn at your normal initiative and your second turn at your
endeavors, whether mental or physical. You can add your initiative minus 10. You can’t use this feature when you are
Intelligence modifier to any ability check or saving throw you surprised.
make that doesn't already use your Intelligence modifier.
Assassin
Thief Assassins are rogues who are stealthy killers, working from
You hone your skills in the larcenous arts. Burglars, bandits, the shadows, pirates that rely on subterfuge. You become a
cutpurses, and other criminals typically follow this archetype, silent killer who can disappear in a crowd and strike down
but so do rogues who prefer to think of themselves as enemies before they even know what hit them, wielding
professional treasure seekers, explorers, delvers, and deadly abilities that slip them in and out of any situation.
investigators. In addition to improving your agility and
stealth⁠, you learn skills useful for delving into ancient ruins, Killer's Toolkit
and evaluating rare treasures. When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner's kit. The
Fast Hands
time and cost to craft disguises or poisons for you is halved.
Starting at 3rd Level, you can use the bonus action granted by
your Cunning Action to make a Dexterity (Sleight of Hand) Assassinate
check, use your thieves’ tools, take the Use an Object action, Starting at 3rd level, you are at your deadliest when you get
or to use an item that normally requires an action (such as a the drop on your enemies. You have advantage on attack rolls
Small Medkit). against any creature that hasn't taken a turn in the combat
yet.
Second-story Work In addition, when you have advantage on an attack roll
When you choose this archetype at 3rd Level, you gain the against a creature and make a successful hit with, you can
ability to climb faster than normal; you gain a climbing that is choose to make that hit a critical hit. You can use this ability a
equal to your movement speed. number of times equal to your proficiency bonus, regaining
In addition, when you make a running jump, the distance all uses at the end of a long rest.
you cover increases by a number of feet equal to your
Dexterity modifier. Cutthroat Tactics
Starting at 6th level, you have a number of tools at you
Out Of Sight
disposal to eliminate your targets. The following effects are
Starting at 6th level, you are able to stay out of view, and added to your Devious Strike options.
cause diversions to help your allies in a fight. The following Poison (Cost: 2d6). You add a poison to your strike, the
effects are added to your Devious Strike options. damage type of your Sneak attack damage dice becomes
Under Cover (Cost: 2d6). If you are hidden, this attack poison, and the target to make a Constitution saving throw.
doesn't reveal your position if you end the turn behind cover. On a failed save, the target has the poisoned condition for 1
Diversion (Cost: 1d6). Until the end of your next turn, minute. At the end of each of its turns, the poisoned target
then next attack roll against the target is made with repeats the save, ending the effect on a success.
advantage. To use this option, you must have a poisoner's kit on your
person.
Supreme Sneak
Lock Down (Cost: 1d6). You strike the target in legs,
Starting at 9th level, you have advantage on a Dexterity reducing their movement speed by 15ft until the of their next
(Stealth) and Dexterity (Sleight of Hand) checks if you move turn.
no more than half your speed on the same turn.
Opportunist
Outfoxing Action
Starting at 9th level, you are able to take full advantage of the
By 13th level, your cunning skills and your ability to think on battlefield, taking the opportunity for the first strike. When
your feet have made you incredibly difficult to catch. When you roll initiative, you can choose to swap initiative rolls with
you use either the Cunning Action or Fast Hands features, a willing creature that you can see a within 60ft.
you may choose to use an additional option as part of the Alternatively, you can attempt to swap initiative rolls with
same bonus action (both must be different options). an unwilling creature that you can see within 60ft. You must
succeed on a Charisma (Deception) check contested against
the creature's Wisdom (Insight) in order to do so.
Cloak-and-Dagger Astute Eye
Starting at 13th level, you can vanish without a trace, Starting at 13th level, your senses are almost impossible to
allowing you to sneak up on just about anyone. When you foil. As an action, you sense the presence of illusions,
attempt to hide, you can attempt to hide in plain sight. disguised creatures, and techniques designed to deceive the
Moving more than half your movement speed while hidden in senses within 30 feet of you, provided you aren't blinded or
this way will reveal your position. deafened. You sense that an effect is attempting to trick you,
but you gain no insight into what is hidden or into its true
Deadly Strike nature.
Starting at 17th level, you become a master of instant death. You can use this feature a number of times equal to your
When you hit a creature with an attack and score a critical Wisdom modifier (minimum of once), and you regain all
hit, it must make a Constitution saving throw (DC 8 + your expended uses of it when you finish a long rest.
Dexterity modifier + your proficiency bonus). On a failed save,
double the damage of your attack against the creature. Eye For Weakness
Starting at 17th level, you learn to exploit a creature’s
Inquisitive weaknesses by carefully studying its tactics and movement.
While your Observe Opponent feature applies to a creature,
Inquisitives are rogues that take a slower and more your Sneak Attack damage against that creature increases by
calculated approach to their job. You become an expert at 3d6.
rooting out the truth, whether through careful observation or
interaction with other creatures, reading them like an open Gadget Trickster
book.
Gadget Trickster's are rogues who enhance their fine-honed
Depcipher Deceit skills of stealth and agility with tricks and creativity, learning
Starting at 3rd level, you develop a keen ear for picking out tricks of illusion. These rogues include pickpockets and
lies. Whenever you make a Wisdom (Insight) or Intelligence burglars, but also pranksters, mischief-makers, and a
(Investigation) check, treat a roll of 11 or lower on the d20 as significant number of adventurers.
a 12.
In addition, you can take the Search action as a bonus
action. Gadget Trickster

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

to your level. 1 Acid


The creature can move 30ft in a direction of their choice 2 Cold
without provoking opportunity attacks.
3 Fire
You can use this feature a number of times equal to your 4 Lightning
proficiency bonus, regaining all uses on a short or long rest.
5 Poison
Serious Spectacle 6 Thunder
At 17th level, you and your allies really know how to make a
killing. When you use your Opening Act feature, you can Quick Draw (Cost: 1d6). Like drawing a card, you quickly
target two allied creatures instead of one. influence the odds with a mere gesture. As part of the attack,
you can use your Risky Gambit feature. You can still only
Wildcard activate Risky Gambit once per turn.
Lady Luck is a strange mistress, willing to give and take as
she pleases, making even the most unlikely events a stark Pokerface
possibility. Rogues that fall under this archetype are masters At 9th level, you can keep calm even while under pressure.
of treading the lines of fortune and misery. You gain advantage on any Charisma (Deception) or Dexterity
These masters of gambling are able to utilize their skills in (Sleight of Hand) checks if you move no more than half your
combat, and stay calm under pressure as the world around speed on the same turn.
them succumbs to pandemonium. As they continue, they may
even be able to influence the chaos to a noticable degree. Double Down
Starting at 13th level, you can choose to double down on your
Master Dealer risky gambit, becoming well prepared for what comes your
Starting at 3rd level, you have been trained in many types of way. Whenever you roll on the Risky Gambit table, you can
games. You gain proficiency in 3 types of gaming sets of your roll twice and you choose which one takes effect.
choice, one of which you can have expertise in. Alternatively, you can choose to take both of the results at
In addition, you gain proficiency with improvised weapons the same time. You can do this a number of times equal to
and can utilize parts of gaming sets you are proficient in as your proficiency bonus, regaining all uses on a short or long
improivsed weapons, such as using cards. rest.
Improvised weapons you wield have the finesse and
thrown (30/120) properties. They deal 1d6 damage, which Fate's Design
increases to 1d8 at 6th, 1d10 at 11th, and 1d12 at 16th level. Starting at 17th level, either through sheer prepartion or
Their damage type is your choice of bludgeoning, piercing, or dumb luck, you find yourself able to avoid nearly any deadly
slashing. scenario.
When you are subjected to an effect that allows you to
Risky Gambit make any saving throw to take only half damage, you instead
When you choose this archetype at 3rd level, you begin to take no damage if you succeed on the saving throw, and only
notice that chaos seems to follow you everywhere you go, half damage if you fail.
typically forming as an unexpected surge of events that you
can take full advantage of whenever an opportunity presents
itself.
One per turn, as a bonus action, you can roll a 1d100, the
result of which determines an effect that will occur as
described on the Risky Gambit table. If that effect is a
creation, or requires a saving throw, the DC = 8 + Your
Dexterity modifier + Your proficiency bonus. If it requires
concentration, you must maintain concentration on it.
Risky Gambit d100 Effect
d100 Effect 26 If your hit points were to be reduced to 0 in the
1 Roll on this table at the start of each of your turns next minute, you instead fall to 1 hit point, after
for the next minute, ignoring this result on which the effect ends.
subsequent rolls. 27 The next time you deal sneak attack damage, that
2 For the next minute, at the start of each of your damage is halved.
turns, you gain a number of temporary hit points 28 A randomly chosen enemy within 60ft of you falls
equal to your Dexterity Modifier. prone.
3 Until the start of your next turn, you are charmed by 29 The next d20 roll that you fail, you can choose to
a random creature within 30ft of you, be they ally or reroll it. You must take the new roll.
enemy.
30 For the next minute, you cannot be charmed. If you
4 Until the start of your next turn, your movement are already charmed, the effect is suspended for the
speed is 0. duration.
5 If you have at least 1 Hit Dice remaining, you lose 31 A cloud of hundreds of oversized butterflies fills a
one. If not, you take 1d6 necrotic damage. 30-foot radius centered on yourself. The area
6 You use the Bless creation. becomes heavily obscured for 10 minutes, the
butterflies disperse afterwards.
7 For the next minute, you have a +2 bonus to your
AC. 32 The next time you are hit with a melee weapon
attack, the target takes half the damage they dealt to
8 For the next minute, you and any ally within 10ft of you.
you become immune to effects that would leave
you frightened. 33 You spontaneously burst into flames for one
minute, or until a creature uses their action to
9 You use the Mirror Image creation. extinguish the flames. At the end of each of your
turns, you take 1d10 fire damage while you are on
10 You become invisible for the next minute. The fire.
invisibility ends early if you make an attack.
34 You use the Fear Factor creation.
11 You become frightened by the creature closest to
you, even if they are an ally, for 1 minute. At the end 35 You add 5 to your next initiative roll. If you are
of each of your turns, you can make a Wisdom already in combat, this increases your initiative
saving throw to end the effect on a success. result by 5 when the next round begins.
12 A random wanted poster lands in a space within 36 Any creature within a 30ft radius of yourself has
30ft of you. disadvantage on all attack rolls, except against you.
13 Your next attack has advantage, but all attacks 37 For the next minute, you have a -2 penalty to your
against you will also have advantage until the start of AC.
your next turn.
38 You forget everything that happened in the last 10
14 Until the end of your next turn, you have minutes.
disadvantage on all Strength checks and saving
throws. 39 You automatically fail the next death save you make
within the next 24 hours.
15 Until the end of your next turn, you gain an extra
action. 40 You immediately take 2d10 psychic damage.

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

1st +2 Ardent Soul, Rallying Presence — — — — —


2nd +2 Creativity, Fighting Style, Ardent Smite 2 — — — —
3rd +2 Ardent Soul Feature 3 — — — —
4th +2 Ability Score Improvement 3 — — — —
5th +3 Extra Attack 4 2 — — —
6th +3 Aura of Protection 4 2 — — —
7th +3 Ardent Soul Feature 4 3 — — —
8th +3 Ability Score Improvement 4 3 — — —
9th +4 ─ 4 3 2 — —
10th +4 Aura of Courage 4 3 2 — —
11th +4 Improved Ardent Smite 4 3 3 — —
12th +4 Ability Score Improvement 4 3 3 — —
13th +5 ─ 4 3 3 1 —
14th +5 Saviour in Need 4 3 3 1 —
15th +5 Ardent Soul Feature 4 3 3 2 —
16th +5 Ability Score Improvement 4 3 3 2 —
17th +6 ─ 4 3 3 3 1
18th +6 Aura Improvements 4 3 3 3 1
19th +6 Ability Score Improvement 4 3 3 3 2
20th +6 Ardent Soul Feature 4 3 3 3 2
Preparing and Using Creations (Spell
Class Features Slots)
As a savant, you gain the following class features The Savant table shows how many creation slots you have to
play your savant creations of 1st Level and higher. To play one
Hit Points of these creations⁠, you must expend a slot of the creation’s
Hit Dice: 1d10 per savant level level or higher. You regain all expended creation slots when
Hit Points at 1st Level: 10 + your Constitution modifier you finish a long rest.
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution You prepare the list of savant creations that are available
modifier per savant level after 1st for you to use, choosing from the savant creation list. When
you do so, choose a number of savant creations equal to your
Proficiencies Charisma modifier + half your savant level, rounded down
Armor: All armor, shields (minimum of one spell). The creations must be of a level for
Weapons: Simple weapons, martial weapons which you have creation slots.
Tools: None For example, if you are a 5th-level savant, you have four 1st-
Saving Throws: Wisdom, Charisma level and two 2nd-level creation slots. With a Charisma of 14,
Skills: Choose two from Athletics, Acrobatics, Insight, your list of prepared creations can include four creations of
Intimidation, Persuasion, and Performance 1st or 2nd level, in any combination. For example, if you
prepare the 1st-level creation longstrider and have a 1st-level
Equipment and a 2nd-level creation slot available, you can use
You start with the following equipment, in addition to the longstrider with either slot.
equipment granted by your role: You can change your list of prepared creations when you
(a) a martial weapon and a shield or (b) two martial finish a long rest. Preparing a new list of savant creations
weapons requires time spent in focus and creative pursuit: at least 1
(a) chainmail or (b) a heavy longcoat minute per creation level for each creation on your list.
(a) a dungeoneer's pack or (b) an explorer's pack Creative⁠Ability (Spellcasting Ability)
five javelins, a dagger, and a memento Charisma is your creative ability for your savant creations.
Ardent Soul Your creations are not physical items, but rather
manifestations of your burning passion and innate talent. You
Your soul flares with a passion unlike the common man, use your Charisma whenever a creation refers to your
which manifests occasionally as a disposition towards creative⁠ability. In addition, you use your Charisma modifier
elemental forces: Burning Passion, Caustic Spite, Cold when setting⁠the saving throw DC for a savant creation you
Indifference, Fulminating Glee, Mindful Insight, Necrotic play and when making an attack roll with one.
Mania, Radiant Superiority, Thundering Resolve or
Venomous Duality, all detailed at the end of the class Creation save DC = 8 + your proficiency bonus + your
description. Charisma modifier
Your choice grants you features at 1st level, and then again Creation Attack modifier = your proficiency bonus + your
at 3rd, 7th, 15th, and 20th level. Charisma modifier
Apparatus (Spellcasting Focus)
Rallying Presence You can use a memento as an apparatus for your savant
At 1st level, your strong personality inspires allies on the creations.
battlefield, allowing them to catch their breath and have a
second wind. Fighting Style
You have a pool of inspiring energy equal to five times your At 2nd Level, you adopt a particular style of fighting as your
savant level that replenishes on a long rest. As an action, you specialty. Choose one of the options from Chapter 5 in the
can touch a willing creature and draw power from the pool to Savant Styles section.
restore a number of hit points to that creature, up to the Whenever you reach a level in this class that grants the
maximum amount remaining in that pool. Ability Score Improvement feature, you can replace a fighting
Alternatively, you can expend 5 of these hit points to cure style you know with another fighting style available to
the target of one disease or neutralize one poison affecting it. savants.
You can cure multiple Diseases and neutralize multiple
Poisons with a single use of this ability, expending Hit Points Ardent Smite
separately for each one.
Starting at 2nd level, when you hit a creature with a melee
Creativity weapon attack, you can expend one creation slot to deal
damage to the target, in addition to the weapon’s damage.
At 2nd level, your passionate soul finally stirs enough to The extra damage is 2d8 for a 1st-level creation slot, plus 1d8
awaken the power slumbering within. (Creativity is for each creation level higher than 1st, to a maximum of 6d8.
synonymous with 5th edition Spellcasting. See "Casting a The damage type of this extra damage depends on your
Spell" in the Player's Handbook for the general rules of choice of Ardent Soul, as described in the Ardent Soul
Spellcasting in Dungeons and Dragons 5th edition). Element table below.
Ardent Soul Element
Improved Ardent Smite
Ardent Soul Damage Type
Starting at 11th level, your power will suffuses your entire
Burning Passion Fire being, causing every attack you make to carry elemental
Caustic Spite Acid powers behind them.
Cold Indifference Cold
Whenever you hit a creature with a melee weapon, the
creature takes an extra 1d8 damage of the type you chose for
Fulminating Glee Lightning your Ardent Soul, as described in the Ardent Soul Element
Mindful Insight Psychic table.
Necrotic Mania Necrotic
Saviour in Need
Radiant Superiority Radiant
At 14th level, you can draw upon your inner strength to help
Thundering Resolve Thunder an ally escape from nefarious effects.
Venomous Duality Poison As a bonus action, you can end one creative effect on
yourself or a willing creature you touch.
You can use this feature a number of times equal to your 1
Channel Conviction + Charisma modifier (minimum of once) and regain all uses
At 3rd level, you also gain the Channel Conviction features of when you finish a long rest.
your subclass. Your powerful soul allows you to channel your
inner power to fuel fantastic effects. Each Channel Ardent Soul
Conviction option provided by your code explains how to use
it. A savant is defined by their innate ability to draw upon a
When you use your Channel Conviction, you choose which fantastical elemental force. Sometimes, it is a gift that they
effect to use. You must finish a short or long rest to use your are born with, such as oracles that can scry the future. Other
Channel Conviction again. times, it is a result of genetic tampering in an attempt to
Some Channel Conviction effects require a saving throw. create super soldiers. More rarely is it that a savant awakens
When you use such an effect from this class, the DC equals their ability on the seas, as a result of a strong conviction.
your savant creation save DC. Savants are typically colored by the type of gift that they've
been granted, though this isn't necessarily good or bad. Fire
Ability Score Improvement and heat, for instance, tend to represent passion, so a valiant
When you reach 4th level, and again at 8th, 12th, 16th, and protector of the weak and an ambitious, ruthless conqueror
19th level, you can increase one ability score of your choice could both end up drawing on this power.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can’t increase an ability score above 20 Burning Passion
using this feature. Savants who hold a burning passion, love, or ambition within
their soul can manifest it as a blazing heat, scorching their
Extra Attack enemies when they strike them. Typically, these savants are
Beginning at 5th Level, you can attack twice, instead of once, born defenders who will protect their crews and ideals with
whenever you take the Attack action on your turn. their lives, fearless in their fight against those who would
If you ready your action to make an attack, you can attack seek to harm their friends.
the same number of times you would if you had taken the Fiery Soul
attack action on your turn. Beginning when you unlock this ardent soul at 1st level, you
gain resistance to fire damage and can tolerate temperatures
Aura of Protection as high as 200 degrees without additional protection.
Starting at 6th level, whenever you or a friendly creature Additionally, you gain the Fire Bolt and Guidance tricks if you
within 10 feet of you must make a saving throw, the creature don't already have them.
gains a bonus to the saving throw equal to your Charisma
modifier (with a minimum bonus of +1). You must be Ardent Creations
conscious to grant this bonus. You gain the following ardent creations at specific savant
At 18th level, the range of this aura increases to 30 feet. levels. They count as savant creations for you, and you always
have these creations prepared, though they do not count
Aura of Courage towards the number of creations you can prepare.
Starting at 10th level, you and friendly creatures within 10
feet of you can’t be frightened while you are conscious.
At 18th level, the range of this aura increases to 30 feet.
Ardent Creations
Caustic Spite
Savant Level Creation
Savants of prejudice, envy, or malice can manifest their soul
2nd Searing Smite, Vengeful Flames as corrosive acid that eats away at their enemy's defenses.
5th Flaming Sphere, Heat Metal Despite their caustic nature, some of these savants develop a
9th Beacon of Hope, Fireball
strong rapport with a few close friends nonetheless. These
savants typically treat their friends with adoring and doting
13th Death Ward, Wall of Fire affection but turn around on a leaf to face their enemies with
17th Purifying Flames, Mass Cure Wounds cruel and malignant glee.
Corrosive Soul
Channel Conviction
At 3rd level, you gain the following two Channel Conviction Beginning when you unlock this ardent soul at 1st level, you
options. gain resistance to acid damage. You also learn the Acid Bolt
Manifest Soul. As a bonus action, you can manifest the and Acid Spray tricks if you don't already know them.
element of your soul around a weapon. A limb used for Ardent Creations
unarmed strikes is a viable option. For 1 minute, your You gain the following ardent creations at specific savant
weapon attacks and creations deal extra fire damage equal to levels. They count as savant creations for you, and you always
your Charisma Modifier. have these creations prepared, though they do not count
You can end this effect on your turn as part of any other towards the number of creations you can prepare.
action. If you are no longer holding or carrying this weapon,
or if you fall unconscious, this effect ends. Ardent Creations
Soul Burn. As an action, your flames burn bright to banish Savant Level Creation
despair. Each creature of your choice within 30 feet gains
2d6 + your Charisma modifier + your savant level in 2nd Bane, Caustic Brew
temporary hit points, and while a creature has these 5th Blindness/Deafness, Acid Arrow
temporary hit points, it has advantage on saving throws 9th Concoct Ooze, Fear
against being frightened.
13th Vitriolic Sphere, Watery Sphere
Aura of Devotion 17th Dominate Person, Cloudkill
Starting at 7th level, you and friendly creatures within 10 feet
of you can’t be charmed while you are conscious.
At 18th level, the range of this aura increases to 30 feet. Channel Conviction
At 3rd level, you gain the following two Channel Conviction
Heroic Rush
options.
At 15th level, when an ally is forced to make a saving throw, Manifest Soul. As a bonus action, you can manifest the
you can use your reaction to move up to your speed towards element of your soul around a weapon. A limb used for
the ally. If this movement brings you within 5 feet of the ally, unarmed strikes is a viable option. For 1 minute, your
you can touch the ally and teleport it a number of feet equal weapon attacks and creations deal an extra 1d8 acid damage.
to your speed. The ally automatically succeeds on its saving You can end this effect on your turn as part of any other
throw and if it would normally take half damage on a action. If you are no longer holding or carrying this weapon,
successful save, it instead takes no damage. You must then or if you fall unconscious, this effect ends.
make the saving throw against the effect as normal. Spiteful Corrosion. When you deal acid damage to a
creature, you can use Channel Conviction to create a sticky
Dashing Saviour
substance that lingers and corrodes their defenses. For 1
At 20th level, you can clad yourself in flames, becoming a minute, the creature's armor class is reduced by -2. The
beacon of protection to your allies. As a bonus action, you creature can use an action on its turn to make a Strength
gain the following benefits for 1 minute: check against your creation DC, and on a successful check, it
manages to scrape off the acid and end this effect.
You are immune to fire damage.
You shed bright light in a 30 feet radius, and dim light for Aura of Spite
another 30 feet. Starting at 7th level, you and friendly creatures within 10 feet
When a creature starts its turn in this bright light, you can of you have advantage on opportunity attacks and can make
choose to deal 10 points of fire damage to it. opportunity attacks when a creature moves out of your reach
When you use Heroic Rush, you can target a number of even if the creature has taken the Disengage action, while
creatures equal to 1 + your Charisma modifier (minimum you are conscious.
of two) instead of just one. This additional creature could At 18th level, the range of this aura increases to 30 feet.
be yourself.
Corrosive Defenses
Once you use this bonus action, you can't use it again until Starting at 15th level, you are always coated in small amounts
you finish a long rest, unless you expend a 5th-level creation of acid. Whenever a creature hits you with a melee attack, it
slot to use it again. takes acid damage equal to your Charisma modifier.
Spiteful Destroyer Touch of Winter. As an action, you can use your Channel
At 20th level, you can coat yourself in acid to become an Conviction to instantly freeze the surrounding area. The area
avatar of destruction. As a bonus action, you gain the within 20 feet of you becomes difficult terrain for creatures
following benefits for 1 minute: other than you as jagged ice spreads across it. If you touch a
body of water, you instantly freeze the surface and as deep as
You are immune to acid damage. 10 feet of the water. Any creature occupying this space is
When you hit with a weapon attack, any non-imbued pushed to the nearest unfrozen square. The ice remains for 1
armor or shield the target is wearing suffers a permanent minute until it thaws.
-1 reduction to its AC. The reduction is cumulative, and if
the item's AC is reduced to 0, or by -5 or more, it is Aura of Winter
permanently destroyed. Starting at 7th level, creatures of your choice within 10 feet of
The damage from your Corrosive Defenses is doubled for you has their speed reduced by 10 while you are conscious.
the duration and ignores resistance and immunity to acid At 18th level, the range of this aura increases to 30 feet.
damage.
Bitter Chill
Once you use this bonus action, you can't use it again until Beginning at 15th level, your creations grasp enemies in the
you finish a long rest, unless you expend a 5th-level creation cold throes of winter.
slot to use it again. While a creature is under the effects of a creation you have
used that either reduces its speed or incapacitates it, it
Cold Indifference suffers cold damage at the start of its turn equal to your
Savants whose hearts are distant from the world, who keep Charisma modifier (minimum of one). If damage would
their feelings shut away from others, may manifest the icy normally allow the creature to make a saving throw, this
cold embrace of winter around them. Those who break past damage does not trigger such effects.
their icy shells will find stout allies who can approach any
problem with a level head and cool rationality. Diamond Dust
At 20th level, you can manifest your inner cold in a veil of
Frozen Soul frost and snow. As a bonus action, you gain the following
Beginning when you unlock this ardent soul at 1st level, you benefits for 1 minute:
gain resistance to cold damage and can tolerate You are immune to cold damage.
temperatures as cold as negative 50 degrees without Creatures within range of your Aura of Winter or Touch of
additional protection. Lastly, you gain the Ice Bolt and Winter now suffer damage from Bitter Chill as if it was a
Piercing Frost tricks. creation, and the damage of Bitter Chill is doubled.
Creatures that move into or start their turn in your Aura of
Ardent Creations
You gain the following ardent creations at specific savant Winter or Touch of Winter must make a Strength saving
levels. They count as savant creations for you, and you always throw against your creation save DC. On a failed save, the
have these creations prepared, though they do not count creature's speed is 0 until the end of your next turn.
towards the number of creations you can prepare. Once you use this bonus action, you can't use it again until
you finish a long rest, unless you expend a 5th-level creation
Ardent Creations slot to use it again.
Savant Level Creation

2nd Cause Strife, Ice Dagger Fulminating Glee


5th Hold Person, Ice Lock Savants who have little care for anything but fun in the world
9th Ice Storm, Slow
tend to be sparking with energy, which appears as jolts of
lightning shooting from their bodies. At their best, they are
13th Control Water, Hold Monster bundles of infectious joy. At their worst, they are arrogant
17th Cone of Cold, Wall of Ice bullies who care only for their enjoyment.
Sparking Soul
Channel Conviction
At 3rd level, you gain the following two Channel Conviction Beginning when you unlock this ardent soul at 1st level, you
options. gain resistance to lightning damage. You also learn the
Manifest Soul. As a bonus action, you can manifest the Shocking Grasp and Spark Bolt tricks if you don't already
element of your soul around a weapon. A limb used for know them.
unarmed strikes is a viable option. For 1 minute, your Ardent Creations
weapon attacks that deal cold damage reduces the target's You gain the following ardent creations at specific savant
AC by 2, and halves their speed. This effect doesn't stack. The levels. They count as savant creations for you, and you always
target can spend their action to end the effect, or if another have these creations prepared, though they do not count
creature spends their action to also end the effect. towards the number of creations you can prepare.
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.
Ardent Creations
Mindful Insight
Savant Level Creation
These savants differ from others in that their emotional state
2nd Twist Fate, Zapping Arc doesn't manifest as vigorously as it does for others. Instead,
5th Blur, Misty Step these savants have been blessed with the arts of premonition,
9th Lightning Arrow, Lightning Bolt
able to scry the future through crystal balls or tarot cards,
and they are sometimes referred to as "oracles".
13th Freedom of Movement, Storm Sphere
17th Far Step, Steel Wind Strike Psychic Soul
Beginning when you unlock this ardent soul at 1st level, you
Channel Conviction
gain resistance to psychic damage. You also learn the
At 3rd level, you gain the following two Channel Conviction Whisper and Mind Slash tricks if you don't already know
options. them.
Manifest Soul. As a bonus action, you can manifest the Ardent Creations
element of your soul around a weapon. A limb used for You gain the following ardent creations at specific savant
unarmed strikes is a viable option. For 1 minute, your levels. They count as savant creations for you, and you always
weapon attacks and creations that deal lightning damage can have these creations prepared, though they do not count
spread through enemies, as you have the choice to give them towards the number of creations you can prepare.
a damage spread of 5ft, DC spell save.
You can end this effect on your turn as part of any other Ardent Creations
action. If you are no longer holding or carrying this weapon, Savant Level Creation
or if you fall unconscious, this effect ends.
Schadenfreude. As a bonus action, you can use your 2nd Discordant Tune, Identification
Channel Conviction to begin a mocking tirade at a creature. 5th Augury, Truth Zone
The creature then has disadvantage on attack rolls against
creatures other than you for 1 minute. For 1 minute, you can 9th Clairvoyance, Sending
use a bonus action on each of your turns to target a different 13th Divination, Locate Creature
creature with this feature, and when you do so this effect 17th Scrying, Legend Lore
ends on the original creature.
Aura of Freedom Channel Conviction
Starting at 7th level, you and friendly creatures within 10 feet At 3rd level, you gain the following two Channel Conviction
of you have advantage on saving throws against being options.
paralyzed or restrained, and ignore difficult terrain, while you Future's Ward. As a reaction when an ally is the target of
are conscious. an attack or is forced to roll a saving throw, you can use your
At 18th level, the range of this aura increases to 30 feet. Channel Conviction to peer into the future for the best course
of action. You can impose disadvantage on the attack roll, or
Lightning Reflexes
grant the ally advantage on the saving throw. If you impose
Beginning at 15th level, you can take advantage of an enemy's disadvantage, the target must additionally subtract your
mistake in the flash of an eye. Charisma modifier (minimum of one) from its roll. If you
When a creature misses you with an attack, you can use grant advantage, the ally may add your Charisma modifier
your reaction to instantly make an opportunity attack against (minimum of one) to its roll.
it. Powerful Premonition. As a bonus action, you can
empower your psychic prowess. For 1 minute, you can use
Rider of Storms
your bonus action, and the bonus action used to activate this
At 20th level, you can channel the storm to surround yourself feature, to use the Mind Slash trick.
with thunder and lightning. As a bonus action, you gain the
following benefits for 1 minute: Aura of Warding
Starting at 7th level, you and friendly creatures within 10 feet
You are immune to lightning damage. of you have resistance to the damage of creations while you
You have a flying speed of 60 feet, and when you use this are conscious.
flying speed, opportunity attacks against you are made At 18th level, the range of this aura increases to 30 feet.
with disadvantage.
When you take the Attack action on your turn, you can Exposing Smite
make one additional attack as part of that action. Beginning at 15th level, when you deal damage to a creature
with Ardent Smite, you scry its mind for weaknesses. The
Once you use this bonus action, you can't use it again until next attack made against the target by a creature other than
you finish a long rest, unless you expend a 5th-level creation you then has advantage.
slot to use it again.
Fateweaver You can end this effect on your turn as part of any other
At 20th level, you can ascend to a higher state of mind. As a action. If you are no longer holding or carrying this weapon,
bonus action, you gain the following benefits for 1 minute: or if you fall unconscious, this effect ends.
Feed on Despair. As an action, you can gorge yourself on
You are immune to psychic damage. the suffering and pain of your enemies. Each creature of your
Attack rolls against you have disadvantage, and you have choice within 20 feet of you must make a Charisma saving
advantage on all saving throws. throw, taking 2d10 + your Savant level + you Charisma
Immediately when you activate this feature, roll two d20, modifier necrotic damage on a failed save and half as much
called fate dice, and record the rolls. At any point before on a success. You then gain temporary hit points equal to the
the transformation ends, you can replace any d20 roll damage dealt to one of these creatures.
made by a creature you can see with one of these fate
dice. You can only do this once per turn, and any unused Aura of Cruelty
fate dice disappear at the end of the transformation. Beginning at 7th level, you become surrounded by negative
energy. While you are conscious, creatures of your choice
Once you use this bonus action, you can't use it again until within 10 feet of you cannot regain hit points, and when a
you finish a long rest, unless you expend a 5th-level creation creature dies within this aura, you regain hit points equal to
slot to use it again. your Charisma modifier.
At 18th level, the range of this aura increases to 30 feet.
Necrotic Mania
Savants who go off the deep end; who lose themselves to Merciless Fiend
negative emotions of obsession, despondency and hate, Starting at 15th level, your hate filled soul gives you a hellish
sometimes find their powers change with their mental state. level of endurance. You regain hit points equal to 1d6 + half
A degenerative energy surrounds them, which destroys your savant level if you end your turn in combat with fewer
everything they touch. While not all these savants are evil, it than half of your hit points remaining and you aren’t
becomes all too easy for them to lose track of what they once incapacitated.
cherished, replaced only by a relentless obsession with
achieving their ambitions and destroying their enemies. Creature of Scorn
Starting at 20th level, you can completely give in to the
Scornful Soul darkness within your heart and transform into a fiendish
Beginning when you unlock this ardent soul at 1st level, you creature of hate. As a bonus action, you gain the following
gain resistance to necrotic damage. You also learn the benefits for 1 minute:
Necrotic Bolt and Chilling Necrosis trick if you don't already Your attack rolls score a critical hit on a roll of 19 or 20.
know them. You have advantage on weapon attacks against creatures
that are missing any of their hit points.
Ardent Creations
You gain the following ardent creations at specific savant Once per turn when you deal necrotic damage to a
levels. They count as savant creations for you, and you always creature, you can choose to gain an equal number of
temporary hit points, which last until the start of your next
have these creations prepared, though they do not count turn.
towards the number of creations you can prepare.
Once you use this bonus action, you can't use it again until
Ardent Creations you finish a long rest, unless you expend a 5th-level creation
Savant Level Creation slot to use it again.
2nd Hex, Karma
5th Woebegone, Enfeeblement
9th Fear, Animate Dead
13th Blight, Kill Radius
17th Life Steal, Necrosis Surge

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

2nd Thunderous Smite, Thunderwave


5th Shatter, Earth Grasp
9th Erupting Earth, Thunder Step
13th Staggering Smite, Stoneskin
17th Energy Surge, Wall of Stone
Venomous Duality Transmutating Anodyne
Savants who are uncertain of their path, or doubtful of Beginning at 15th level, you can control the potency of your
themselves, manifest their soul with the duality of medicine poisons, turning lethal toxins into soothing medicine.
and poison. The difference between a life-saving remedy and As a bonus action on your turn, you invert the poison of
a lethal dose of poison rests on a razor's edge, and like their your Toxic Aura. Creatures of your choice within the aura
gain temporary hit points equal to 2d10 + your Charisma
powers, these savants exist on both sides of the blade. Some modifier (minimum of one). You then lose the benefits of your
are insightful and calm, weighing all options they have before Toxic Aura until it reforms at the end of your next turn.
a decision. Others are volatile and uncertain, letting their You can use this feature a number of times equal to 1 +
guts decide on which path to take at all times. your Charisma modifier (minimum of once) and regain all
uses when you finish a long rest.
Miasmic Soul
Beginning when you unlock this ardent soul at 1st level, you Cloak of Miasma
gain immunity to the poisoned condition and resistance to At 20th level, you can summon a cloud of potent poison to
poison damage. Additionally, you learn the Venom Bolt and surround you. As a bonus action, you gain the following
Poisonous Puff trick if you don't already know them. benefits for 1 minute:
Ardent Creations You and friendly creatures within your Toxic Aura gain
You gain the following ardent creations at specific savant immunity to poison damage and the poisoned condition.
levels. They count as savant creations for you, and you always When a creature moves into or starts its turn within your
have these creations prepared, though they do not count Toxic Aura, it must immediately succeed on a Constitution
towards the number of creations you can prepare. saving throw or become poisoned until it leaves the aura.
You don't lose access to your Toxic Aura after using
Ardent Creations Transmuting Anodyne.
Savant Level Creation
Once you use this bonus action, you can't use it again until
2nd Cure Wounds, Infectious Ray you finish a long rest, unless you expend a 5th-level creation
5th Lesser Restoration, Enfeeblement slot to use it again.
9th Aura of Vitality, Revivify
13th Aura of Life, Blight
17th Cloudkill, Mass Cure Wounds

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

1 I want to be the king/queen of the pirates.


2 A pirate captain saved my life once and inspired me to
take up the mantle myself until I can surpass them.
3 I want to create a pirate paradise where people can live
a life of absolute freedom.
4 The world government is a scourge on the free world
and must be torn down from its thrones.
5 I want to create a better world for everyone, free from
aristocracy and oppression.
6 I will create the greatest armada that the world has ever
seen.
Cook
The cook of the ship is tasked with providing good food and
drink to the crew, as well as looking after their pantry and
making sure what food they have will last them from island to
island.
While anyone can throw together a basic meal, only a cook
can create the kind of food that makes a pirate's heart sing
with courage and vigor. They keep their crewmates content
and happy with their food, allowing them to focus their effort
on their own matters instead.
Skill Proficiencies: Choose two from History, Nature,
Persuasion, Performance, Sleight of Hand, or Survival
Tool Proficiencies: Cook's Utensils
Equipment: A set of common clothes, cook's utensils, a knife
kit consisting of 3 chef knives that can be used as daggers,
and a pouch containing 50 000 beri
Feature: Kitchen Artisan
As a trained cook, you've learned to use every last bit and a
scrap of raw ingredients to create a filling and satisfying
meal. While on a ship, you and your crew require only half as
many rations and half as much water as you normally would
gain enough nourishment for a day.
Additionally, your expertise in cooking grants you the
ability to make the most efficently tasty and healthy foods for
you and your allies. The time and cost it takes to craft food
items is cut in half.
Additionally, you can learn "attack cuisine" recipes, a secret
form of cuisine taught in the Kamabakka kingdom. Secrets of
it occasionally drift onto the sea, but only those dedicated to
culinary arts can hope to master this cuisine.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Alert (Pg. 206)
Brawny (Pg. 207)
Creativity Adept (Pg. 208)
Elemental Attack (Pg. 210
Gourmand (Pg. 211)
Observant (Pg. 221)
Skilled (Pg. 224)
Dream
A cook's dream typically has something to do with finding
rare ingredients to cook with, or creating a dish that is unique
to the world. Choose a dream from the table below or create
your own with the help of your DM.
d6 Dream

1 There's a mythical sea called the "All Blue" where fish


from all oceans swim. I want to find it one day.
2 I want to create the perfect dish.
3 I wish to master all 99 recipes of the so-called "Attack
Cuisine".
4 There are so many strange, rare creatures in the world. I
want to cook a meal with every ingredient possible.
5 I want to create my own restaurant that serves food
that can't be found anywhere else.
6 There is a single, mythical ingredient somewhere in the
world that no one has mastered. I will be the first.
Deckhand
A deckhand's role is much less defined than some of the
others, however when push comes to shove they can prove to
be the most valuable member of a crew.
Deckhands are jack-of-all-trades that adds a great deal of
versatility and utility to the crew by helping out with other
roles. While they rarely excel in any particular area, they
know a little bit about everything which makes them
invaluable to any crewmember that needs a helping hand
every so often.
Skill Proficiencies: Choose two from Animal Handling,
Deception, Engineering, Investigation, Perception, or
Sleight of Hand
Tool Proficiencies: One artisan's tool kit of your choice
Equipment: A set of common clothes, a hammer, a spyglass,
and a pouch containing 50 000 beri
Feature: All Hands on Deck
While you do not specialize in any particular role, specialize
in performing menial tasks aboard the ship such as taking
inventory, swabbing the deck, manning the cannons, or acting
lookout in the crow's nest.
You can always find your way around any ship you board
and can move across the deck without having to make ability
checks to figure out where specific rooms are.
Additionally, filling in on so many different roles makes it
easy for you to lend aid to your fellow crewmembers. When
you assist a creature that is engaged in the crafting process,
you halve the time and cost it takes to craft that item.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Alert (Pg. 206)
Beary Blue (Pg. 207)
Creativity Adept (Pg. 208)
Fighting Initiate (Pg. 211)
Mobile (Pg. 219)
Perceptive (Pg. 220)
Skilled (Pg. 223)
Dream
A deckhand's dreams tend to be a lot more humble than
those of other roles. Their dreams tend to be more personal,
relating to themselves or their crew. Choose a dream from
the table below or create your own with the help of your DM.
d6 Dream

1 I will do everything in my power to make sure my


captain becomes the king/queen of the pirates.
2 One day, I want to be a legend sung about in songs of
heroes.
3 I want to have the adventure of a lifetime!
4 I made a promise to a childhood friend to brave the
seas, and I will keep that promise no matter what.
5 Noone believed me when I said I would sail around the
world, and I aim to prove them all wrong.
6 There's a mythical island located somewhere in the
New World that I want to see with my own eyes.
Doctor
At the end of the day, a pirate's life is a rough life filled with
danger and hazards. Most crews cannot make it far without a
doctor on deck for good reasons. A doctor's duties speak for
themselves, as they're tasked with looking after their
crewmates' health. A good deal of patience and kindness is
oftentimes required for such a role, as pirates tend to be
chaotic and free-spirited to the point of recklessness. Looking
after people hellbent on putting themselves in danger can be
a trying task, which is why any crew that has a good doctor
tends to count themselves as lucky.
Skill Proficiencies: Medicine, choose one from Insight,
Nature, Perception, Sleight of Hand, or Survival
Tool Proficiencies: Alchemist's Supplies, Herbalism Kit
Equipment: A set of common clothes, a herbalism kit, a
stethoscope, an encyclopedia on medicinal herbs and
plants, and a pouch containing 50 000 beri
Feature: Routine Care
Your vigil is neverending and you're always willing and able to
look after your crew. The time and money you need to craft
medicines and poisons are both halved. Additionally, while
you are present on a ship, your medical professionalism
prevents diseases from spreading among the crew if one of
them is infected.
You can also immediately tell what common injuries and
ailments a person is suffering from after a brief moment of
study. If the injury or ailment is something you've never seen
before, you then know where you could go to research it and
find a cure, if one exists.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Battle Creator (Pg. 206)
Caring (Pg. 208)
Creativity Adept (Pg. 208)
First Aid (Pg. 211)
Master Alchemist (Pg. 215)
Naturalist (Pg. 220)
Skilled (Pg. 223)
Dream
A doctor's dream typically revolves around their attachment
to the medical arts. Choose a dream from the table below or
create your own with the help of your DM.
d6 Dream

1 An incurable disease is ravaging my homeland, and I


aim to find a cure before it's too late.
2 I wish to create a miracle drug that can cure any illness
or sickness.
3 I want to write my own encyclopedia on rare medical
herbs and plants all over the world.
4 A doctor once gave their lives to save mine. I pursue
my craft to make them proud.
5 I want to create a hospital somewhere that can take
care of any patient, no matter the illness.
6 Honestly, I'm good if I can just keep my crew of idiots
alive until we reach the next island.
Helmsman
The helmsman of a ship is the one responsible for steering it
through the storm. While the navigator charts the course and
the shipwright keeps the vessel in good shape, the helmsman
is the one braving the ocean waves from behind the wheel.
Helmsmen are steadfast and typically possess great
physical strength. They are tasked with keeping the ship
steady through the storm and safely guiding it through the
sharp reefs. While anyone can attempt to steer a ship, only
with a skilled helmsman can it reach its full potential.
Skill Proficiencies: Choose three from Athletics,
Engineering, Insight, Intimidation, Sleight of Hand, or
Survival
Tool Proficiencies: Vehicles (Water)
Equipment: A set of common clothes, a warm coat, a lucky
charm, and a pouch containing 100 000 beri
Ocean Tamer
You have manned many ships in your time and have learned
how to instantly recognize the strengths and weaknesses of a
vessel. When you commandeer a ship from the helm, you
instantly learn all of the ship's statistics, including its current
and maximum hit points, and whether its current hit point
maximum has been reduced or not.
Additionally, be it your might or intuition, you can use any
Ability Score for any check made to steer and control any
ship you choose helm.
Furthermore, you gain a swim speed equal to your walking
speed if you don't already have one.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Brawny (Pg. 207)
Menacing (Pg. 219)
Naturalist (Pg. 220)
Practiced Wisdom (Pg. 221)
Sentinel (Pg. 222)
Survivalist (Pg. 224)
Tough (Pg. 225)
Dream
A helmsman's dream oftentimes revolves around their own
abilities. Sometimes it's simple or something more
philosophical. Choose a dream from the table below or create
your own with the help of your DM.
d6 Dream

1 One day, I will stand at the helm of a ship as it sails


around the world.
2 I wish to master myself as I master the ship I
command.
3 There is a legendary storm that no one has sailed
through before. I will be the first to commandeer a
ship through its waves.
4 I won't settle for a single ship, I want to sail all manners
of ships!
5 I've heard legends of a ship that can sail the skies to
the moon and back. I want to sail it myself.
6 There's a ship known to revolt against its crews. I will
find it and tame it.
Master at Arms
The clashing of hundreds of blades, the firing of thousands of
guns, life on the seas it a near endless war. In situations
dealing with combat it is the most tactical and experienced
warrior on board, the master at arms to take action. Years
upon years of training have sharpened pirates who don this
role, requiring much discipline and loyalty to their cause. The
primary duties of this role involves leading the crew when it
comes to combat, be they hunting down a foe, or boarding an
enemy ship. These warriors are also constantly training for
their next battle, and often times train their fellow crew
members.
Skill Proficiencies: Choose three from Athletics, History,
Insight, Intimidation, Persuasion, or Survival
Tool Proficiencies: None
Equipment: A set of common clothes, a simple or martial
weapon of your choice, and a pouch containing 100 000
beri
Feature: Perfected Practice
You process information unlike others. Where others feel
stress and falter, you thrive. When you are learning a new
combat related skill, the time it would take for you to do so is
reduced. For example, fighting alongside a user of a
particular martial art similar to your own, you can apply such
lessons to your own regimine.
Additionally, you display such overwhelming confidence
that give others pause. As people hesitate to make enemies
with you, you can usually get away with minor offenses in
settlements that would normally have people shouting for the
guards.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Barbarian Adept (Pg. 206)
Dual Wielder (Pg. 210)
Lucky (Pg. 216)
Menacing (Pg. 219)
Observant (Pg. 220)
Sentinel (Pg. 222)
Tough (Pg. 225)
Dream
A master at arms' dream typically centers around personal
strength, so that they can better support their captain.
Choose a dream from the table below or create your own
with the help of your DM.
d6 Dream

1 My captain's dream is my dream, it will come true!


2 I will be the strongest fighter in the world!
3 I have a rival that I wasn't strong enough to defeat
before. I must grow stronger to face them again one
day.
4 I seek to master the art of fighting for the sake of
someone else who cannot do so anymore.
5 I have learned of a secret technique no one has ever
mastered. I will be the first one to do so.
6 Seeing my crew make it to the end of Grand Line is all I
care about.
Musician
A role that is often understated and sometimes flat-out
forgotten about is that of the musician. While some people
would insist such a role is superfluous, any pirate worth their
salt knows you can't sail the open seas without laughter and
music to blaze your trail.
Musicians keep their crew happy with performance, song,
and dance. They lift the tired spirits and weary bodies of their
crewmates after gruesome fights or violent storms, revivifying
them with joy and hope to carry on with their journey through
any hardships they may face.
Skill Proficiencies: Performance, choose two from
Acrobatics, Animal Handling, Deception, History, or
Persuasion
Tool Proficiencies: One instrument of your choice
Equipment: A set of common clothes, a costume, an
instrument of your choice, and a pouch containing 50 000
beri
Entertainer's Routine
Your musical talent lends itself well to currying favor. You can
always find a place to perform in towns and settlements, such
as taverns, and you and your crew can stay for free in such
establishments as long as you perform there every night.
Additionally, at the start of each day, you can engage in an
inspiring performance to motivate one of your allies. At the
start of each dawn, select a single, friendly creature that can
see and hear you. That creature gains a temporary point of
Inspiration that lasts until the end of the day, or until it is
used by the selected creature.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Creativity Adept (Pg. 208)
Diplomat (Pg. 209)
Elemental Attack (Pg. 210)
Musician (Pg. 220)
Performer (Pg. 220)
Remarkable Recovery (Pg. 221)
Silver Tongue (Pg. 223)
Dream
An entertainer's dream tends to focus on the romantic
aspects of adventure and camaraderie. Choose a dream from
the table below or create your own with the help of your DM.
d6 Dream

1 I left my sweetheart behind as I took to the seas. One


day I will return to them with a treasure in my hands.
2 I wish to record the epic adventures of my crew and
immortalize them through song.
3 Somewhere in the world, there is beauty unlike any
other. I wish to lay my own eyes upon it at least once.
4 Notes on a great performance are scattered around the
world. I want to collect them all and recreate them in
their full glory.
5 I wish to bring the joy of laughter and song to all
corners of the world.
6 I fell in love with someone who set off to sea, and now
I follow their trail in hopes of a reunion.
Navigator
After the captain, the navigator might be the most important
role to fill on a ship. While the captain decides where to take
the ship, the navigator's task is to figure out how to get there.
Being a navigator requires a level head and a quick wit, as
understanding sea charts and weather conditions is entirely
imperative to set the course of a ship. The most skilled
navigators can tell what the weather will be like just from a
breeze in the wind or a drop of a few degrees in temperature.
Without a knowledgeable navigator on board, most ships
would be happy to find another harbor after setting sail, less
so the one they were looking for.
Skill Proficiencies: Survival, choose one from Athletics,
History, Religion, Perception, or Nature
Tool Proficiencies: Cartographer's tools, Navigator's tools
Equipment: A set of common clothes, cartographer's tools,
navigator's tools, 5 blank sea charts, inkwell, quill, and a
pouch containing 50 000 beri
Feature: Weather Portent
As a navigator, you have an almost supernatural ability to
read the weather and the sea, sometimes predicting what it
will be like with uncanny accuracy.
You can always tell what the weather will be like within the
next hour and always know which way is north as long as you
can see the sky. Additionally, you and your crew cannot get
lost as long as you have the stars or the sun to guide you.
Additionally, your expertise in charting unknown waters
makes you able to tell a real map or sea chart from a fake one
at a glance. You also don't need to make a Navigator's tools
check when sailing under normal sailing conditions.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Creativity Adept (Pg. 208)
Elemental Adept (Pg. 210)
Engineer (Pg. 210)
Heightened Innovation (Pg. 213)
Keen Mind (Pg. 214)
Rogue Adept (Pg. 221)
Skill Expert (Pg. 223)
Dream
A navigator's dream typically entails a desire to travel, blazing
trails where no one has gone before. Choose a dream from
the table below or create your own with the help of your DM.
d6 Dream

1 I wish to draw a map of the entire world.


2 There is a passage in the Grand Line said to be
impossible to chart, and I aim to prove that wrong.
3 A legendary storm sweeps across the seas every 100
years. I aim to be the first one to conquer it.
4 A stranger gifted me a map of an ancient treasure, and I
will not rest until I've found it.
5 I inherited an incomplete map of the New World and
promised to finish what my predecessor started.
6 I wish to chart a trade route that will span from the
depths of Fishman Island to the most distant sky
islands.
Scholar
Scholars are purveyors of knowledge and intrepid explorers
of the forgotten past. While many are content staying in the
safe confines of libraries and academies, others feel a longing
call to adventure in their hearts and set sail for the Grand
Line.
Scholars that board pirate ships typically do so because
they're pursuing knowledge that the world government does
not want them to find: The secrets of the mythical Void
Century and the knowledge of how to read ancient
poneglyphs found scattered around the world.
Skill Proficiencies: History, choose one from Insight,
Investigation, Nature, Religion, or Stealth
Tool Proficiencies: Disguise kit, Forgery kit
Equipment: A set of common clothes, a leatherbound
journal, inkwell, quill, and a pouch containing 100 000 beri
Feature: Pursuer of Secrets
You can read and write in poneglyphs. Scholars are close to
the only people in the world that can do this, and are actively
being hunted by the world government as a result. When you
attempt to recall common information about an area you
know the true name of, you automatically succeed any check
to do so.
Additionally, you are well-versed in the lore of the world. If
you do not know a specific piece of information when you try
to recall it, you instead know where you can learn this
information if it can be found in places such as libraries,
scribes, or held secret by known sages. Your DM might rule
that certain information is near or completely inaccessible, or
that it can only be found in one specific place that is
extraordinarily difficult to reach.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Alert (Pg. 206)
Historian (Pg. 213)
Investigator (Pg. 213)
Keen Mind (Pg. 214)
Observant (Pg. 220)
Skilled (Pg. 223)
Skill Expert (Pg. 223)
Dream
A scholar's dream typically revolves around their pursuit of
knowledge. Choose a dream from the table below or create
your own with the help of your DM.
d6 Dream

1 It's my duty to unravel the true history behind the Void


Century.
2 I was gifted an ancient text that will lead to a great
discovery, and I promised myself I'd find it.
3 The secrets of the past will unravel the world
government, and that's exactly what I wish for.
4 I wish to find and control the ancient weapons of the
world: Pluton, Poseidon, and Uranus.
5 I am currently working on a chronicle of the world's
history, and I need to learn everything to complete it.
6 The knowledge of the poneglyphs must be preserved.
Shipwright
Sailing the Grand Line without a ship built by a skilled
shipwright is to invite disaster and flirt with death. The
waters of the Grand Line are as dangerous as the beasts that
dwell beneath the surface, and only a monster of a ship could
hope to conquer those waves.
Shipwrights are responsible for not only building but also
maintaining, the vessel upon which the crew sails from island
to island. It is an art form that cannot be shorthanded, for
shipwrights know that if their flagship does not hold water,
their entire crew will go down with it.
Skill Proficiencies: Engineering, choose one from Athletics,
History, Investigation, Perception, or Sleight of Hand
Tool Proficiencies: Carpenter's tools, 2 artisan's tool sets of
your choice
Equipment: A set of common clothes, a scroll case full of
blueprints, carpenter's tools, and a pouch containing 50
000 beri.
Feature: Craft Vessel
As a shipwright, naturally you know how to draw out the
blueprints for and build a ship. Given the necessary
materials, such as wood, steel, and cloth, you can construct
ships from scratch with enough time and the right tools at
hand. Additionally, you can repair a ship that has a reduced
hit point maximum, and when you repair a ship it regains
twice as many hit points as it normally would (See building,
maintaining and repairing your ship in Chapter 4).
Additionally, the time and cost it takes to craft items made
from wood and metal is cut in half due to your expertise in
working with both materials.
Feature: Bonus Feat
You gain one of the following feats of your choice:
Adept Modifier (Pg. 206)
Battle Creator (Pg. 206)
Brawny (Pg. 207)
Creativity Adept (Pg. 208)
Engineer (Pg. 210)
Free Diver (Pg. 211)
Resilient Constitution (Pg. 221)
Dream
A shipwright's dream typically revolves around their craft: To
build a ship like no other. Choose a dream from the table
below or create your own with the help of your DM.
d6 Dream

1 I wish to build a ship that can sail to the ends of the


world and back again.
2 The ship of my dreams can fight off 10 galleons
without a scratch in the hull.
3 I dream of revolutionizing the history of shipwrights by
creating something no one has seen before.
4 Any ship can sail on water. I wish to build a ship that
can sail the skies!
5 My mentor created a work of art but died before seeing
it realized. I swore to make their dream a reality.
6 There exists a storm that no ship has conquered, and I
intend to build the ship that could.
Ideals
Backgrounds d6 Ideal
Every story, in the world of One Piece, has a beginning. Your 1 Preservation. That artifact belongs in a museum. (Good)
character’s background reveals where you came from, your
past life before setting out to sea, and your place in the world. 2 Greed. I won't risk my life for nothing. I expect some
kind of payment. (Any)
Your fighter might have been a courageous knight or
grizzled soldier. Your gadgeteer could have been a humble 3 Death Wish.Nothing is more exhilarating than a narrow
scientist or a curious noble. Your rogue might have gotten by escape from the jaws of death. (Chaotic)
as a common thief or commanded audiences as a court jester. 4 Dignity.The dead and their belongings deserve to be
treated with respect. (Lawful)
Archaeologist 5 Immortality.All of my explorations are part of a plan to
An archaeologist learns about the long-lost and fallen find the secret of everlasting life. (Any)
cultures of the past by studying their remains-their bones, 6 Danger. With every great discovery comes grave
ruins, surviving masterworks, and tombs. Those who practice danger. The two walk hand in hand. (Any)
archaeology travel to the far corners of the world to root
through crumbled cities and lost dungeons, digging in search Bonds
of artifacts that might tell the stories of monarchs and high d6 Bond
priests, wars, and cataclysms.
Skill Proficiencies: 2 from History, Survival, Perception, 1 Ever since I was a child, I've heard stories about a lost
city. I aim to find it, learn its secrets, and earn my place
and Insight in the history books.
Tool Proficiencies: Cartographer's tools or Navigator's
tools 2 I want to find my mentor, who disappeared on an
Equipment: 150,000 Berries; 3 Small Medkits; Rations x5, expedition some time ago.
a bullseye lantern, a miner's pick, a set of traveler's clothes, a 3 I have a friendly rival. Only one of us can be the best,
shovel, and a two-person tent; Cartographers tools or and I aim to prove it's me.
Navigators tools 4 I won't sell an art object or other treasure that has
historical significance or is one of a kind.
Feature: Ancient Explorer
Your experience in dig sites has given you a great insight into 5 I'm secretly in love with the wealthy patron who
sponsors my archaeological exploits.
the history of the world. You gain your choice of the Historian
Feat (Pg. 213) or Rogue Adept Feat (Pg. 221). 6 I hope to bring prestige to a library, a museum, or a
university.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin Flaws
or dungeon, particularly if such a site is the source of legends d6 Flaw
or is rumored to contain the treasures and relics of wizards, 1 I have a secret fear of some common wild animal - and
warlords, or royalty. Some archaeologists plunder for wealth in my work, I see them everywhere.
or fame, while others consider it their calling to illuminate
the past or keep the world's greatest treasures from falling 2 I can't leave a room without searching it for secret
into the wrong hands. Whatever their motivations, doors.
archaeologists combine the qualities of a scrappy historian 3 When I'm not exploring dungeons or ruins. I get jittery
with the self-made heroism of a treasure-hunting scoundrel. and impatient.
4 I have no time for friends or family. I spend every
Personality Traits
waking moment thinking about and preparing for my
d8 Personality Trait next expedition.
1 I love a good puzzle or mystery 5 When given the choice of going left or right, I always
2 I'm a pack rat who never throws anything away. go left.
3 Fame is more important to me than money. 6 I can't sleep except in total darkness.
4 I have no qualms about stealing from the dead.
5 I'm happier in a dusty old tomb than I am in the Offical 5e Backgrounds
centers of civilization. While this system can work with regular 5e
6 Traps don't make me nervous. Idiots who trigger traps backgrounds, most of the backgrounds featured in
make me nervous. this book grant extra abilities (most of which grant
or are akin to feats).
7 I might fail, but I will never give up.
Due to this reason, using official 5e backgrounds
8 You might think I'm a scholar, but I love a good brawl. may need some tweaking to fit more within the
These fists were made for punching. setting, however, that is ultimately up to your
Dungeon Master.
Bonds
Acrobat
d6 Bond
Flying and flipping through the sky, your moves have long
captivated all who bear witness to your performance as you 1 I had a partner before I went solo.
complete seemingly impossible movements. An acrobat is 2 I owe a significant debt, and my performances are a
typically a free spirit, as now even gravity is able to tether way to pay it off.
them for long, often always on the move. Perhaps you were 3 There's a rival group of performers that I'm determined
part of a traveling troupe, or even a solo performer. Wherever to outshine.
you end up, you can leave as easily as you come in.
Skill Proficiencies: 2 from Acrobatics, Athletics, 4 I have a mentor who taught me the art of acrobatics,
and I strive to make them proud.
Performance, Perception, Persuasion
Tool Proficiencies: Disguise kit. 5 I once performed for someone of importance, and now
Equipment: 150,000 Berries; Small Medkits x3; Rations I aim to win their heart.
x5, A set of colorful clothing, a disguise kit. 6 I belong to a traveling circus or performing troupe, and
I am fiercely loyal to my fellow performers.
Feature: Entertaining Tumble
Your dexterity and flexibility is nothing short of extraordinary. Flaws
You gain your choice of the Acrobat Feat (Pg. 206) or the d6 Flaw
Graceful Dexterity Feat (Pg. 212).
1 I believe I can handle any situation, even if I have no
idea what is happening.
Suggested Characteristics
Acrobats are lively and daring, with a flair for the dramatic 2 Few things keep my attention for long, I want thrills.
side of all things. They thrive on attention and love to push 3 If there is a risk or dare, I’m going to do it ten-fold.
the boundaries of what is physically possible. However, they
are rarely seen with the same group of people. 4 I must be the center of attention.
5 Ironically, I am afraid of heights.
Personality Traits
d8 Personality Trait 6 When the going gets tough, I say goodbye.
1 I must make my presence known.
2 I am constantly performing acrobatic acts, even when
completely unnecessary.
3 Like a frog, I hop from place to place.
4 No matter how dire the situation, I maintain a positive
outlook.
5 Life is meant to be lived on the edge, and I'm always
seeking new thrills.
6 I'm fascinated by the world around me, always looking
for new ideas to incorporate into my performances.
7 I have a magnetic personality that draws people in
when I perform.
8 I'm always eager to take risks and show off my
acrobatic prowess.

Ideals
d6 Ideal

1 Freedom. I value my freedom and independence above


all else. (Any)
2 The classic performances of the past hold an
Tradition.
all encompassing truth, the same applies to the old
ways. (Lawful)
3 Abandon. Those who can’t keep up deserve all that’s
coming to them. (Evil)
4 Joy.Bringing joy and entertainment to others is the
greatest reward. (Good)
5 Expression. Life is a canvas, and my performances are
my art. (Chaotic)
6 I seek out challenges to prove my abilities
Challenge.
and push my limits. (Any)
Ideals
Artist
d6 Ideal
Artists are sought-after and respected individuals all over the
world. For their talent to place life and emotion into things 1 Cubism. I must do what is commissioned of me, or I
won't get paid. (Lawful)
such as clay, stone, paint, and other media; artists are loved
by all for their creations. 2 Abstract.I flow from place to place, doing what's best
As an artist, you have dedicated multiple years of your time for me. (Chaotic)
and talent to honing your skills. When you choose this 3 Vandalism. The world is my canvas- I will paint it how I
background, think about the style, medium, and even please and no one will tell me otherwise! (Evil)
notoriety your character has. Are they an abstract artist or do 4 I deal with what's real and try and help as many
they practice realism? Do they paint, or sculpt? Are they a Realism.
as I can along the way. (Good)
starving artists, or are they known throughout the blues?
Skill Proficiencies: 2 from Sleight of Hand, History, and 5 Impressionism.I have a great deal to learn from those
Performance around me. They are the inspiration for my work. (Any)
Tool Proficiencies: Painters Supplies 6 Minimalism. A little bit of this and a little bit of that is
Equipment: 100,000 Berries; 1 artwork you purchased all you need in life. (Neutral)
somewhere; Painters Supplies
Bonds
Feature: Visionary Painter d6 Bond
Your reputation and the skills you have gained through your
career as an artist inspire all. You gain your choice of the 1 I am forever indebted to the one who taught me my
craft.
Master Painter Feat (Pg. 218) or the Adept Inspiration Feat
(Pg. 206) 2 I am simply trying to provide for my family.
3 I am constantly trying to win the affection of the one
Suggested Characteristics who caught my eye.
Artists have been shaped through life experience and their 4 I am drawn to travel, to see the world and recreate its
peers, particularly other artists and their many, many critics. wonders in art.
Personality Traits 5 I am forever locked in competition with my long-time
d8 Personality Trait rival. They always seem to be one step ahead.
1 My art is my life, my works, my soul, and I will defend 6 I will not call a task complete until I am certain it is the
my creations at all costs. best I can possibly do.
2 I am my own worst critic. There is nothing you can say
about me I haven't already said to myself. Flaws
d6 Flaw
3 I am not worth the time of the common folk. Their
gold pouches are simply too light for me. 1 I will kill the critic who depreciates my work!
4 The people deserve to be heard and I am their voice! 2 If there's no way I'll gain from it, there's no way I'll do
Viva la revolution! it.
5 I am like the art I create. I flow, I feel. I do what feels 3 I get jealous easily, especially around other artists.
natural, what feels right.
4 I will do anything for a slow turn from a nice pair of
6 Art is like magic or science; there are strict rules to legs.
follow, and ignoring those leaves you no better than a
three year old with a pile of clay. 5 I am the BEST at what I do, and I laugh at those who
suggest they can find one better than I.
7 I create beautiful things to woo beautiful folk.
6 I spend most of my gold overindulging in life's
8 My art is private. Only my commissioned works are for pleasures.
the public eye.
Ideals
Author
d6 Ideal
Most of the world's history and culture are inked into the
pages of tomes that lie in the dusty halls of libraries and live 1 Discovery. The more of the world I see, the better my
books will become (Any)
in the studies of great wizards. Those who write these tomes
can influence the way people think and feel, how events are 2 Greed. I'm only here to improve my book sales, even if I
remembered, and how the future may be looked out. You are have to exploit and manipulate others (Evil)
one of these people, a writer. 3 Helper.If my books can help at least one person I will
Few people look at a writer as one who goes out of their be happy (Good)
way to find knowledge, many, imagine a writer to stay at their 4 Even if no one reads my books I will keep on
desk and merely write until their dying breath. This raises the Passion.
writing (Neutral)
question: How do the authors who write of the natures of
beasts and fey learn of these things? Simple, they go out into 5 The world needs some new stories and
Creative Spark.
the world themselves. They say a writer’s greatest tool is his I'm going help make them (Chaotic)
ink and quill, but clearly, a sword and spell can help pull a 6 The Storyline.There is always a beginning, middle, and
book together just as well. end to every story (Lawful)
Skill Proficiencies: 2 from Performance, Persuasion,
Deception, Engineering, Insight, and History Bonds
Tool Proficiencies: Calligraphers Supplies and one musical d6 Bond
instrument of your choice
Equipment: 150,000 Berries; 1 log book of your journey; 10 1 I owe my publisher everything, if they didn't take a risk
for me I would have never sold a book
Rations; Calligraphers Supplies
2 I love my fans; without them, I would be nothing
Feature: Story Weaver 3 I idolize an author that inspired me to pick up the quill
You have written many tales to inform and astonish, allowing myself
you to inspire the audience. You gain your choice of the 4 My head is full of stories and ideas, I need to write
Storyteller Feat (Pg. 224) or Master Calligrapher Feat (Pg. about them, I don't care if people read them or not
217).
5 I found an unfinished book that is a masterpiece and I
Suggested Characteristics will complete it one day
Writers have endless bouts of tales and experiences that they 6 My book sales help to keep an institution close to my
wish to relay through their writings, making them treat every heart from closing
opportunity as a pivotal time in their tale.
Most authors themselves are also well read, and often Flaws
experience the world in their writing. d6 Flaw

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

Feature: Mastercrafter 1 The workshop where I learned my trade is the most


You gain the ability to improve any one weapon or armor important place in the world to me.
using your advanced blacksmithing knowledge. You gain your 2 I created great work for someone and then found them
choice of one of the following abilities: unworthy to receive it. I’m still looking for someone
worthy.
At the end of a long rest, you can touch one object which 3 One day I will return to my forge and prove that I am
is a suit of armor or a simple or martial weapon. Until the the greatest artisan of them all.
end of your next long rest or until you die, the object
becomes a mastercraft item, granting a +1 bonus to AC if 4 I strive to pay back my metalworking mentor for
it’s armor or a +1 bonus to attack and damage rolls if it’s a forging me into the person I am today.
weapon. If the item has a +1-3 bonus already on it, you 5 Someone stole one of my most prized creations. One
add your +1 bonus on top of it (to a maximum of +4). Once day, I will make them pay.
you use this feature, you can’t use it again until you finish 6 My weapons were once used for evil purposes. Never
a long rest. again will someone take advantage of me.
You gain the Master Smith Feat (Pg. 219).
Flaws
Suggested Characteristics
Blacksmiths tend to be very personable, but also must be d6 Flaw

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

Suggested Characteristics 1 A past defeat haunts me, and I am driven to redeem


Boxers are a diverse group, ranging from disciplined athletes myself in the eyes of others.
to scrappy street brawlers, though one thing is common 2 I crave the attention of the crowd and may take risks
between them. They don’t know when to quit. for a better show.
3 I act on instinct, and sometimes that means getting
Personality Traits
into unnecessary fights.
d8 Personality Trait
4 I sometimes underestimate my opponents, leading to
1 I am the greatest fighter, and I dare anyone to say careless mistakes.
otherwise.
5 I'll do absolutely anything to win.
2 I’ll kick anyone’s ass!
6 I must be the captain of any group I join.
3 Never back down, never surrender!
4 I fight for my friends and allies with the same intensity
as in the ring.
5 Training is everything; it separates the champions from
the rest.
6 When it comes to me, there is no such thing as a fair
fight.
7 I don't back down from a challenge, and I'm quick to
anger.
8 I know I can take on anyone in a fair fight.

Ideals
d6 Ideal

1 Audience. I strive to inspire my spectators (Neutral)


2 Glory.I fight for the thrill of victory and the admiration
of the crowd. (Any)
3 Domination. The best part of winning is seeing my
rivals battered and broken. (Evil)
4 Honor. I never strike below the belt, and I respect the
rules of fair play. (Lawful)
5 I fight against injustice, stepping into the ring
Justice.
to defend the weak. (Good)
6 Competition. I strive to test myself in all things.
(Chaotic)
Ideals
Carpenter
d6 Ideal
You were a skilled craftsman, experienced in the shaping and
building of wooden structures. You worked for a guild or 1 Simplicity.
(Neutral)
The life of the common man is tranquil.
company assembling large buildings, ships and bridges, or
perhaps you were self-employed, specializing in smaller crafts 2 Diligent effort brings its own
Industriousness.
like cabinetmaking or furniture building. Carpentry is a well recompense. (Any)
respected and honest trade, and carpenters take pride in 3 My sole motivation is the pursuit of wealth, I’ll
Avarice.
their craft, which is often some of the most grueling yet most chop down hundreds of trees, even people who stand
rewarding work available to common folk. in my way. (Evil)
Skill Proficiencies: 2 from Athletics, Acrobatics, Survival, 4 Tradition. I understand my role in society and fulfill it
History dutifully. (Lawful)
Tool Proficiencies: Woodcarver’s and Carpenter’s tools
Equipment: 150,000 Berries; Small Medkits x3; Rations 5 Benevolence. I find fulfillment in offering refuge and
goods to the less fortunate. (Good)
x5, your choice of Woodcarver’s or Carpenter’s Tools, a
wooden trinket, several blueprints for structures made of 6 I trail wherever the imaginative essence
Creativity.
wood. guides me. (Chaotic)

Feature: Wood Artisan Bonds


You know how to work with wood. You gain your choice of the d6 Bond
Master Carpenter Feat (Pg. 217) or the Master Woodcarver 1 I am profoundly indebted to my mentor for shaping me
Feat (Pg. 219). into the individual I have become.
Suggested Characteristics 2 My lineage boasts a rich history of carpenters, and I
Carpenters, like any artisans, can be hardworking but hold a profound reverence for our family customs.
prideful, dedicated but greedy. The best and worst of the 3 The place where I acquired my craft is of utmost
common man's traits can be found among them. significance to me—it holds the highest importance in
the world.
Personality Traits
4 Someday, I will demonstrate my exceptional abilities to
d8 Personality Trait my peers.
1 Amateur craftsmanship never fails to elicit a scoff from 5 I cherish my apprentice as if they were my own child.
me.
6 I am determined to retaliate against the malevolent
2 The satisfaction of my customers never fails to bring a entities that demolished my establishment and
smile to my face. shattered my means of living.
3 I am continuously conceptualizing fresh designs in my
mind. Flaws
4 I prefer to stay within proximity of my hometown d6 Flaw
during work to ensure they don't forget me. 1 I have a track record of engaging in dubious business
5 Those who handle my tools without seeking transactions.
permission will face the consequences. 2 A life of modesty fails to fulfill me; I yearn for a life
6 I persist until everything aligns with my preferences. steeped in riches and influence.
7 I hold the belief that a well-chosen tune can effortlessly 3 My fixation on my craft exacts a toll on my loved ones.
truncate a lengthy workday. 4 I harbor intense envy for those who surpass my
8 I enjoy delving into the extensive narrative of carpentry craftsmanship. Everywhere I turn, I find myself amidst
history. competitors.
5 My pride prevents me from collaborating with
individuals of inferior skill.
6 I exhibit a strong aversion to newcomers in my
profession.
Ideals
Cook
d6 Ideal
You once were a chef, the king of food. Either you were an
artisan chef with a fine sense of taste, a master chef who 1 I don't even follow my own recipes, I just
Creativity.
follow my gut instinct! (Chaotic)
knows dozens on dozens of recipes by heart, or a cook at the
mess hall, serving food quickly and on the double. 2 Knowledge. You can learn a lot about people from what
You understand that food has a voice; it can express moods they choose to eat. (Neutral)
with the right combinations of ingredients, or bring people 3 Hierarchy. I know my place. Know yours. (Lawful)
together with a peaceful meal.
What brought you out of the kitchen and into the sea? A 4 Generosity. My gift is for all to enjoy! (Good)
rare ingredient? Maybe your upper chef decided it was time 5 Community. I am just one contribution that keeps this
for you to go? Or, maybe, you wanted to go on an adventure to society together (Neutral)
discover the mythical All Blue? 6 Fame. I will be known as the greatest master chef of all
Regardless of why you decided to change pace from your time! (Any)
culinary solitude, your cooking and food-handling skills will
prove vital to your crew. Bonds
Skill Proficiencies: 2 from Insight, Performance, and d6 Bond
Sleight of Hand
Tool Proficiencies: Cooks Utensils 1 My grandmother had a secret recipe she took to her
Equipment: 100,000 Berries; Mess kit; 15 Rations; and a grave. I am trying to replicate it.
recipe book; Cooks Utensils 2 While other lands have vibrant cuisine, nothing beats a
meal in the home country.
Feature: Culinary Expert 3 I use only the elaborate techniques of my master, even
Your mastery of culinary art has granted you the ability to when preparing simple dishes.
cook special meals and treats for yourself and your crew. You
gain your choice of the Gourmand Feat (Pg. 211) or the 4 I am putting together a book of recipes from around
the world!
Master Brewer Feat (Pg. 217).
5 I always keep a bottle of my favorite spice or herb on
Suggested Characteristics hand.
Chefs vary widely in temperaments. As professionals, they 6 There is a famous chef who I idolize.
can be fickle and perfectionists who run their team ragged.
However, they are also dedicated to their vocation and skill to Flaws
ultimately fill up bellies and provide hospitality. d6 Flaw
Personality Traits 1 I cannot fight the opposite sex.
d8 Personality Trait
2 I have little to no tolerance for frivolity.
1 My opinion is relevant - whether you like it or not.
3 I whine and complain when uncomfortable.
2 I multitask very well.
4 I am a gluttonous pig.
3 I let others know I expect them to work as hard as I do.
5 I am comedically competitive.
4 I make noises that indicate my mood when I eat.
6 I'd rather eat nothing than something bland, stale,
5 When insulted, I hurl even greater insults (or food) burnt, undercooked, or otherwise beneath me.
back.
6 I like to take my time and savor each moment.
7 I am always on the lookout for something novel and
exotic.
8 I try to keep things as clean as possible.
Ideals
Detective
d6 Ideal
You relentlessly seek the truth. Perhaps you're motivated by
the belief in the law and a sense of universal justice, or maybe 1 Justice. I want the law to triumph. (Lawful)
that very law has failed you and you seek to make things 2 I love watching people get punished harshly,
Pain.
right. especially for crimes they didn’t commit. (Evil)
You could have witnessed something remarkable or 3 Comfort. I don’t want people to suffer. (Good)
terrible, and now you must know more about this hidden
truth. Or maybe you're a detective for hire, uncovering secrets 4 Tracking. I’m looking for someone personally. (Any)
for well-paying clients. 5 Justice? I’m the only one who can administer true
Whether the mysteries you're embroiled in are local crimes justice. (Chaotic)
or ocean-spanning conspiracies, you're driven by a personal 6 Wealth. I’m just in it for the money. (Neutral)
need to hunt down even the most elusive clues and reveal
what others would keep hidden in the shadows.
Skill Proficiencies: 2 from Sleight of Hand, Investigation, Bonds
Insight, and Perception d6 Bond

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

1 Joy.Life is short, and we should enjoy it to the fullest,


preferably with a mug of ale in hand. (Chaotic)
2 Friendship. The bonds forged over drinks are the
strongest. I value camaraderie and companionship.
(Good)
3 Indulgence.Excess is the spice of life. Why settle for
one drink when you can have two? (Chaotic)
4 Threat. I make a point to poison one drink at every bar I
go to, just to see what happens. (Evil)
5 Connections. My ability to hold my liquor has opened
doors and created connections that others could only
dream of. (Neutral)
6 Merriment. The world can be a harsh place, but a good
drink can make it more bearable. (Any)
d6 Bond
Entertainer
1 I would do anything for the other members of my old
You thrive in front of an audience. You know how to entrance troupe.
them, entertain them, and even inspire them. Your poetics
can stir the hearts of those who hear you, awakening grief or 2 I will do anything to prove myself superior to my hated
rival.
joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate your humor 3 I idolize a hero of the old tales and measure my deeds
cuts to the quick. Whatever techniques you use, your art is against that person.
your life. 4 I want to be famous, whatever it takes.
Skill Proficiencies: 2 from Acrobatics, Performance, and
Sleight of Hand 5 Someone stole my precious instrument, and someday
I'll get it back.
Tool Proficiencies: Disguise Kit or Gaming Set
Equipment: 150,000 Berries; Disguise Kit or Gaming Set; 6 My instrument is my most treasured possession, and it
1 Medkit; Rations x5 reminds me of someone I love.

Feature: Lead Performer Flaws


You always know how to captivate the audience, stealing the d6 Flaw
show as well as the gaze of onlookers. You gain your choice of 1 Despite my best efforts, I am unreliable to my friends.
the Performer Feat (Pg. 221) or the Musician Feat (Pg. 221).
2 I have trouble keeping my true feelings hidden. My
Suggested Characteristics sharp tongue lands me in trouble.
Successful entertainers have to be able to capture and hold 3 I once satirized a noble who still wants my head. It was
an audience's attention, so they tend to have flamboyant or a mistake that I will likely repeat.
forceful personalities. They're inclined toward the romantic 4 A scandal prevents me from ever going home again.
and often cling to high-minded ideals about the practice of art That kind of trouble seems to follow me around.
and the appreciation of beauty.
5 I'm a sucker for a pretty face.
Personality Traits 6 I'll do anything to win fame and renown.
d8 Personality Trait

1 I know a story relevant to almost every situation.


2 Whenever I come to a new place, I collect local rumors
and spread gossip.
3 I'm a hopeless romantic, always searching for that
"special someone."
4 Nobody stays angry at me or around me for long, since
I can defuse any amount of tension.
5 I love a good insult, even one directed at me.
6 I get bitter if I'm not the center of attention.
7 I'll settle for nothing less than perfection.
8 I change my mood or my mind as quickly as I change
the key in a song.

Ideals
d6 Ideal

1 Beauty.When I perform, I make the world better than it


was. (Good)
2 The stories, legends, and songs of the past
Tradition.
must never be forgotten, for they teach us who we are.
(Lawful)
3 The world is in need of new ideas and bold
Creativity.
action. (Chaotic)
4 Greed. I'm only in it for the money and fame. (Evil)
5 People. I like seeing the smiles on people's faces when
I perform. That's all that matters. (Neutral)
6 Honesty.Art should reflect the soul; it should come
from within and reveal who we really are. (Any)

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)

Feature: Down On The Farm Bonds


You have ample practice in treating animals and crops. You d6 Bond
gain your choice of either the Critter Friend Feat (Pg. 208) or 1 I want to find that special someone and raise a home
the Naturalist Feat (Pg. 220). full of children.
Suggested Characteristics 2 I'll never forget the family farm I grew up on.
Farmers are bound to a sense of duty, tending to their land 3 Some day, I'll be the lord of my own land.
and protecting it as their land is their life. This sense of duty 4 I want to become the biggest or best example of my
extends to all creatures on the land, making farmers typically profession to prove that I am the best!
value the people they consider their family, and hostile to
anyone that might disrupt that. Farmers are also some of the 5 My son was sent to war and never returned. I must find
most hardworking of people found in the world, engaging in him!
daily manual labor that they find rewarding at the end of each 6 I am out to start a homestead of my own in an
day. unexplored fringe territory.

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

1 I am unmoved by the wrath of nature.


2 My friends are my crew; we sink or float together.
3 I need long stretches of quiet to clear my head.
4 Rich folk don't know the satisfaction of hard work.
5 I laugh heartily, feel deeply, and fear nothing.
6 I work hard; nature offers no handouts.
7 I dislike bargaining; state your price and mean it.
8 Luck favors me, and I take risks others might not.

Ideals
d6 Ideal

1 Camaraderie.Good people make even the longest


voyage bearable. (Good)
2 Luck.Our luck depends on respecting its rules—now
throw this salt over your shoulder. (Lawful)
3 Daring.The richest bounty goes to those who risk
everything. (Chaotic)
4 Take all that you can and leave nothing for the
Plunder.
scavengers. (Evil)
5 Balance.Do not fish the same spot twice in a row;
suppress your greed, and nature will reward you.
(Neutral)
6 Hard Work. No wave can move a soul hard at work.
(Any)
Bonds
Folk Hero
d6 Bond
You come from a humble social rank, but you are destined for
so much more. Already the people of your home island 1 I have a family, but I have no idea where they are. One
day, I hope to see them again.
regard you as their champion, and your destiny calls you to
stand against the tyrants and monsters that threaten the 2 I worked the land, I love the land, and I will protect the
common folk everywhere. land.
Skill Proficiencies: 2 from Animal Handling, Survival, 3 A proud noble once gave me a horrible beating, and I
Persuasion, Nature will take my revenge on any bully I encounter.
Tool Proficiencies: One type of Artisan's Tools, Vehicles 4 My tools are symbols of my past life, and I carry them
(land) so that I will never forget my roots.
Equipment: 100,000 Berries; Small Medkits x3; Rations
x5, A set of artisan's tools (one of your choice), a shovel, and 5 I protect those who cannot protect themselves.
an iron pot. 6 I wish my childhood sweetheart had come with me to
pursue my destiny.
Feature: Inner Strength
For the sake of the common folk and your destiny, you call Flaws
upon your physical fortitude to continue. You gain your choice d6 Flaw
of the Unmatched Strength Feat (Pg. 226) or the Underdog
Feat (Pg. 225). 1 The tyrant who rules my land will stop at nothing to
see me killed.
Suggested Characteristics 2 I'm convinced of the significance of my destiny, and
A folk hero is one of the common people, for better or for blind to my shortcomings and the risk of failure.
worse. Most folk heroes look at their humble origins as a 3 The people who knew me when I was young know my
virtue, not a shortcoming, and their home communities shameful secret, so I can never go home again.
remain very important to them. 4 I have a weakness for the vices of the city, especially
Personality Traits hard drinks.
d8 Personality Trait 5 Secretly, I believe that things would be better if I were
a tyrant lording over the land.
1 I judge people by their actions, not their words.
6 I have trouble trusting my allies.
2 If someone is in trouble, I'm always ready to lend help.
3 When I set my mind to something, I follow through no
matter what gets in my way.
4 I have a strong sense of fair play and always try to find
the most equitable solution to arguments.
5 I'm confident in my abilities and do what I can to instill
confidence in others.
6 Thinking is for other people. I prefer action.
7 I misuse long words in an attempt to sound smarter.
8 I get bored easily. When am I going to get on with my
destiny?

Ideals
d6 Ideal

1 Respect. People deserve to be treated with dignity and


respect. (Good)
2 Fairness.No one should get preferential treatment
before the law, and no one is above the law. (Lawful)
3 Freedom. Tyrants must not be allowed to oppress the
people. (Chaotic)
4 Might. If I become strong, I can take what I want – what
I deserve. (Evil)
5 There's no good in pretending to be
Sincerity.
something I'm not. (Neutral)
6 Nothing and no one can steer me away from
Destiny.
my higher calling. (Any)
Ideals
Gambler
d6 Ideal
All you need to make a lot of gold is a little gold. Except at
those times when all you need to have no gold at all is a little 1 Knowledge. Knowledge is power, and knowing which
horse to back is the key to success. (Any)
gold. Whether you're a good gambler or a bad one rarely
matters, because no one can divine the whims of Lady Luck. 2 Fate.Whatever happens, is fated, regardless of any
Sometimes you're up, sometimes you're down. But the thing planning or striving. (Lawful)
about gambling is that someone is always willing to take a 3 Bravery.If you want to succeed, you have to take risks.
bet. (Chaotic)
Skill Proficiencies: 2 from Deception, Insight, Perception, 4 You can't win if you're dead. Live to fight
and Persuasion. Survival.
another day—when the odds might be more in your
Tool Proficiencies: Gaming set favor. (Any)
Equipment: 150,000 Berries; Small Medkits x1; Rations
x5, One gaming set, a lucky charm. 5 When I was in need, I was able to rely on
Reliability.
others. Now I want to be the one others rely on.
(Good)
Feature: Gambler's Fallacy
When you are down on your luck, and the odds are against 6 Victory.Winning is the real measure of a person. In the
you, you manage to pull through with random chance. You end, the only thing that matters is the scoreboard.
(Evil)
gain your choice of the Lucky Feat (Pg. 216) or the Master of
Games Feat (Pg. 218).
Bonds
Suggested Characteristics d6 Bond
Some gamble out of necessity. Others do so out of boredom. 1 One person, in particular, owes me a lot of money, and
Still, others become addicted to the thrill of winning or losing I need to keep them alive if I want to be repaid.
everything on a turn of fortune. For some, gambling is less a 2 I'm loyal to the friend or family member who taught
matter of chance and more a matter of seeking every me how to gamble.
advantage to ensure the outcome. The best gamblers can
lose everything, and the worst gamblers sometimes win. 3 The person who saved me from my gambling addiction
Regardless, you can always tell gamblers by the look in their is the only reason I'm alive today.
eyes. Lady Luck haunts them. 4 A patron once fronted me money in exchange for a
percentage of my winnings. I owe them a debt of
Personality Traits gratitude. And a lot of cash.
d8 Personality Trait
5 A criminal syndicate I once played for isn't happy I left
1 I plan for every contingency. Leave nothing to chance! the game, and its enforcers are looking for me.
2 Every copper wants to be a silver. Each bet is an 6 Urchins once helped me find marks for my games.
opportunity. Now I'm driven to help them escape the streets.
3 I'm one of Lady Luck's favorites. Anything I try is
destined to succeed. Flaws
d6 Flaw
4 I've lost so much to gambling that I refuse to spend
money on anything anymore. 1 I don't know when to quit. Especially when everyone
else is telling me to.
5 Nothing is certain. Planning is a coward's act.
2 I save my sympathy for my friends, and I have no
6 I can't be sure who I've swindled, cheated, or defeated, friends.
so I keep a low profile in public.
3 You think we're in trouble now? Let me tell you how
7 The perfect bet is out there somewhere. I just have to bad things are likely to get!
keep my eyes open.
4 You can loan me a little, right? I've got a sure thing. I'll
8 I have beaten my addiction, but all it takes is one weak double your money, guaranteed.
moment and I'll be back at the card table.
5 I was once a flawed person, like you. Let me tell you
how you can save yourself.
6 I'm a great gambler. I'm just bad at math and logic.
Ideals
Gladiator
d6 Ideal
You're a gladiator of the colosseum; You were very likely
captured, enslaved, and forced to compete in death matches. 1 Reputation.I want to be known throughout the land as
the strongest. (Neutral)
Your fighting style made you a successful gladiator or was at
least good enough to keep you alive. 2 Power. I want to become the hero I pretend to be.
The colosseum is in your blood now, the events that took (Any)
place, the memories that you replay in your dreams, and your 3 I want people to tremble at the sound of my
Fear.
experiences have become you. Whether by choice or not, name. (Evil)
although you are free; you'll never escape the arena. 4 I want to inspire others. (Good)
Skill Proficiencies: 2 from Athletics, Intimidation, Survival, Hope.

and Acrobatics 5 Money. I'm just in it for the money. (Neutral)


Equipment: 50,000 Berries; Small Medkits x3; Rations x5 6 Torture. I love to see others in pain. (Evil)

Feature: Experienced Brawler


Bonds
Life for you is nothing but a series of endless battles, granting
you the ability to charge into the fight and overwhelm you d6 Bond

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

1 No matter how much I've eaten, I always have room for


one more bite.
2 Few things can truly excite my palette, I’ve tasted it all.
3 I am always looking for new places to visit, and new
dishes to taste.
4 I can accurately recall any food I’ve eaten in the past, as
well as its flavor make-up.
5 I don’t eat unless I am by myself.
6 I only eat the finest of prepared foods, none of these
cheap, knock-off meals.
7 I don’t share food.
8 I am always experimenting with new, weird flavors, like
ice cream and soy sauce.

Ideals
d6 Ideal

1 Discovery.The pursuit of exquisite flavors and


indulgence is the highest calling. (Any)
2 Mastery. The ultimate goal is to become a master chef,
creating dishes that will be remembered for
generations. (Lawful)
3 Gluttony.The needs of my stomach outweigh the
needs of others. (Evil)
4 Generosity. Food is meant to be shared, and you delight
in creating meals to bring joy to others. (Good)
5 Flavor. I will eat everything. (Chaotic)
6 Consumption. I eat to survive, like anyone else. (Any)
Bonds
Hermit
d6 Bond
You lived in seclusion – either in a sheltered community such
as a monastery, or entirely alone – for a formative part of your 1 Nothing is more important than the other members of
my hermitage, order, or association.
life. In your time apart from the clamor of society, you found
quiet, solitude, and perhaps some of the answers you were 2 I entered seclusion to hide from the ones who might
looking for. still be hunting me. I must someday confront them.
Skill Proficiencies: 2 from Medicine, Religion, Nature, 3 I'm still seeking the enlightenment I pursued in my
Survival seclusion, and it still eludes me.
Tool Proficiencies: Herbalism kit 4 I entered seclusion because I loved someone I could
Equipment: 100,000 Berries; Small Medkits x2; Rations not have.
x5, Herbalism kit, A notebook full of notes.
5 Should my discovery come to light, it could bring ruin
to the world.
Feature: Secluded Study
While living in seclusion, you have practiced extensively a 6 My isolation gave me great insight into a great evil that
specific set of skills unparalleled. You gain your choice of the only I can destroy.
Skill Expert Feat (Pg. 223) or the Sound Intelligence Feat
(Pg. 224). Flaws
d6 Flaw
Suggested Characteristics
Some hermits are well suited to a life of seclusion, whereas 1 Now that I've returned to the world, I enjoy its delights
a little too much.
others chafe against it and long for company. Whether they
embrace solitude or long to escape it, solitary life shapes 2 I harbor dark, bloodthirsty thoughts that my isolation
their attitudes and ideals. A few are driven slightly mad by and meditation failed to quell.
their years apart from society. 3 I am dogmatic in my thoughts and philosophy.
Personality Traits 4 I let my need to win arguments overshadow
d8 Personality Trait
friendships and harmony.

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.

3 The leader of my community had something wise to


say on every topic, and I am eager to share that
wisdom.
4 I feel tremendous empathy for all who suffer.
5 I'm oblivious to etiquette and social expectations.
6 I connect everything that happens to me to a grand,
cosmic plan.
7 I often get lost in my thoughts and contemplation,
becoming oblivious to my surroundings.
8 I am working on a grand philosophical theory and love
sharing my ideas.

Ideals
d6 Ideal

1 Greater Good. My gifts are meant to be shared with all,


not used for my benefit. (Good)
2 Logic. Emotions must not cloud our sense of what is
right and true, or our logical thinking. (Lawful)
3 Free Thinking.Inquiry and curiosity are the pillars of
progress. (Chaotic)
4 Power.Solitude and contemplation are paths toward
mystical or magical power. (Evil)
5 Meddling in the affairs of others only
Live and Let Live.
causes trouble. (Neutral)
6 Self-Knowledge. If you know yourself, there's nothing
left to know. (Any)
Ideals
Jeweler
d6 Ideal
You hail from a prestigious lineage of accomplished jewelers,
artisans, and gemcrafters. For generations, your family has 1 Harmony. It is my responsibility to create beauty and
harmony in the world through the meticulous carving
been celebrated for crafting exceptional jewelry and of gems. (Lawful)
unparalleled gemstone creations. Whether you received
formal training within the family trade or honed your skills 2 Philanthropy.The gems I carve are a gift to the world,
through independent endeavors, your mastery of precious meant to bring joy and wonder to those who behold
them. (Good)
metals and stones distinguishes you.
Skill Proficiencies: 2 from Investigation, Perception, 3 Expression. Each gem is a canvas for my creativity, and I
Sleight of Hand, Deception believe in the freedom to express oneself without
Tool Proficiencies: Jeweler’s tools and Glassblower’s Tools constraints. (Chaotic)
Equipment: 150,000 Berries; Small medkits x3; Rations 4 Wealth. I carve gems for profit, driven by the insatiable
x5, your choice of a Jeweler’s kit and Glassblowing tools, a desire for wealth and opulence. (Evil)
magnifying glass, and a handful of jewelry worth 150,000 5 Connections. My craft is a means to connect with
Berries. others, and I prioritize the relationships I build over any
lofty ideals. (Neutral)
Feature: Crystal Crafter
6 I relentlessly pursue perfection in gem
You know how to work with gems and glass. You gain your Perfection.
carving, always striving to be the unrivaled master of
choice of the Master Glassblower Feat (Pg. 217) or the my craft. (Any)
Master Jeweler Feat (Pg. 218).
Bonds
Suggested Characteristics
Jewelers are often meticulous and detail-oriented individuals d6 Bond

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

1 I'm always polite and respectful.


2 I'm haunted by memories of war and violence.
3 I've lost too many friends, and I'm slow to make new
ones.
4 I'm full of inspiring and cautionary tales.
5 I enjoy being strong and like breaking things.
6 I have a crude sense of humor.
7 I face problems head-on.
8 I expect to be respected at any turn.

Ideals
d6 Ideal

1 Greater Good. Our lot is to lay down our lives in


defense of others. (Good)
2 Responsibility. I do what I must and obey just authority.
(Lawful)
3 Independence. When people follow orders blindly, they
embrace a kind of tyranny. (Chaotic)
4 Might. In life as in war, the stronger force wins. (Evil)
5 Live and Let Live.Ideals aren't worth killing over or
going to war for. (Neutral)
6 Nation. My city, nation, or people are all that matter.
(Any)
Ideals
Leatherworker
d6 Ideal
Leather is a hard, yet flexible material, and you are no
different than the material you work with. As a 1 Excellence. I strive for excellence, and take pride in
creating items of superior quality. (Any)
Leatherworker, you've honed your skills in crafting and
manipulating leather to create a variety of functional and 2 Cooperation. The skills I know are valuable to many, I
decorative items. Whether crafting sturdy armor, comfortable will share this knowledge with my community. (Lawful)
clothing, or intricate accessories, your hands have become 3 Limitless.All skins make excellent leather, even the
adept at working with this versatile material. Perhaps you skins of my fellow man. (Evil)
achieved these skills from a family member, or simply picked 4 I’ll craft clothes and armor for all those in need.
up the trade to make ends meet. Charity.
(Good)
Skill Proficiencies: 2 from Sleight of Hand, Survival,
Nature, Athletics 5 I will push the boundaries of
Innovation.
Tool Proficiencies: Leather Workers Tools leatherworking, experimenting with new techniques
and designs. (Chaotic)
Equipment: 150,000 Berries; Small Medkits x3; Rations
x5, A bundle of freshly made leather, a skinning knife. 6 Independence. Everyone must carry their own weight.
(Any)
Feature: Skinning and Tanning
You are an expert of extracting skins from beasts and forming Bonds
high quality leather from said skin. You gain your choice of d6 Bond
the Master Leatherworker Feat (Pg. 218) or the Slasher Feat 1 I learned my skills from my master, of whom I was the
(Pg. 223). apprentice.
Suggested Characteristics 2 I have an apprentice who I’ve shared all my skills with.
Leatherworkers are a diverse group, each with their own 3 Leatherworking is in my blood, as well as in the blood
motivations and backgrounds. Though, they are often patient of my family.
individuals, waiting to hunt down good skins, and able to 4 I belong to a guild of craftsmen.
work with the tedious processes of leatherworking. Not only
that, they often have metaphorically thick skin. 5 I remember every animal I have skinned.
6 I own my own leatherworking business with my
Personality Traits business partner.
d8 Personality Trait

1 My work requires precision and attention to detail, I Flaws


embrace the slow and steady pace of crafting. d6 Flaw
2 I’m on the lookout for new techniques and materials, 1 I find it difficult to consider my work finished, there is
eager to improve and expand my skills. always room for improvement.
3 Spending hours working alone has made me more 2 I have a weakness for rare and exotic leathers, I simply
comfortable with my thoughts than with constant can’t resist.
conversation.
3 I tend to be overly critical of others' craftsmanship.
4 I am always looking to improve any leather goods I see.
4 I only truly feel alive when I slice the skin off a live
5 I’m quick to think on my feet when faced with creature.
difficulties.
5 I craft way too much leather, to the point I can’t sell all
6 My goods are the best, bar none! of them .
7 I enjoy pointing out even the smallest details. 6 I refuse to work with anything of “poor” quality, be it
8 I use leather in everything, cups, clothes, rugs, and material or people.
even boats.
Bonds
Librarian
d6 Bond
You spent years learning the lore of the world and its vast
oceans. You scoured manuscripts, studied scrolls, and 1 It is my duty to protect my students.
listened to the greatest experts on the subjects that interest 2 I have an ancient text that holds terrible secrets that
you. Your efforts have made you a master in your fields of must not fall into the wrong hands.
study. 3 I work to preserve a library, university, scriptorium, or
Skill Proficiencies: 3 from History, Arcana, Insight, monastery.
Religion, Nature, and Persuasion
Tool Proficiencies: Calligraphers Supplies or Forgery Kit 4 My life’s work is a series of tomes related to a specific
field of lore.
Equipment: 50,000 Berries; Rations x5; 1 Devil Fruit
Encyclopedia; Calligraphers Supplies or Forgery Kit 5 I’ve been searching my whole life for the answer to a
certain question.
Feature: Well Read 6 I sold my soul for knowledge. I hope to do great deeds
You have a vast swath of knowledge due to being around so and win it back.
many books your whole life. You gain your choice of the
Skilled Feat (Pg. 223) or the Practiced Wisdom Feat (Pg. Flaws
221). d6 Flaw

Suggested Characteristics 1 I am easily distracted by the promise of information.


Librarians are defined by their extensive studies, and their 2 Most people scream and run when they see a demon. I
characteristics reflect this life of study. Devoted to scholarly stop and take notes on its anatomy.
pursuits, a librarian values knowledge highly—sometimes in 3 Unlocking an ancient mystery is worth the price of a
its own right, sometimes as a means toward other ideals. civilization.
Personality Traits 4 I overlook obvious solutions in favor of complicated
d8 Personality Trait ones.
1 I use polysyllabic words that convey the impression of 5 I speak without really thinking through my words,
great erudition. invariably insulting others.
2 I’ve read every book in the world’s greatest libraries— 6 I can’t keep a secret to save my life, or anyone else’s.
or I like to boast that I have.
3 I’m used to helping out those who aren’t as smart as I
am, and I patiently explain anything and everything to
others.
4 There’s nothing I like more than a good mystery.
5 I’m willing to listen to every side of an argument
before I make my own judgment.
6 I … speak … slowly … when talking … to idiots, … which
… almost … everyone … is … compared … to me.
7 I am horribly, horribly awkward in social situations.
8 I’m convinced that people are always trying to steal my
secrets.

Ideals
d6 Ideal

1 Knowledge. The path to power and self-improvement is


through knowledge. (Neutral)
2 Beauty.What are beautiful points us beyond itself
toward what is true. (Good)
3 Logic.Emotions must not cloud our logical thinking.
(Lawful)
4 No Limits. Nothing should fetter the infinite possibility
inherent in all existence. (Chaotic)
5 Power.Knowledge is the path to power and
domination. (Evil)
6 Self-Improvement.The goal of a life of study is the
betterment of oneself. (Any)
Bonds
Lumberjack
d6 Bond
Woodcutter, Lumberjack, Woodsman, whatever title they go
by the profession is the same; To cut and chop wood for 1 Everything I carry on my person is all I have. I won't
part from any of it.
themselves or to sell. They live among the trees and forest
critters, learning the best ways to do what they love, chopping 2 The Woods are my home. I will not venture far from
down trees. Though some take pleasure in devastating them.
forests and others feel compelled to keep the balance of 3 I do everything I do, to raise gold for my family.
nature intact they all have a passion for axes and the great
outdoors in common. 4 I live in the forest chopping wood to hide from my
past.
Skill Proficiencies: 2 from Athletics, Nature, Survival, and
Intimidation 5 Chopping is a time-honored tradition passed down the
Weapon Proficiencies: Battleaxes, Handaxes, Greataxes family line. I won't break tradition.
Equipment: 50,000 Berries; 1 handaxe; 5 Rations; 1 Medkit 6 I yearn to explore, to see how many kinds of trees
there are in the world.
Feature: Tree Feller
You are an expert at finding the weak points in any wooden Flaws
surface and rending that tough bark with an axe. You gain d6 Flaw
your choice of the Axe Mastery Feat (Pg. 206) or the Savage
Attacker Feat (Pg. 222). 1 I speak with my axe, when the time calls for it.
2 I have a bad habit of going chopping after having a few
Suggested Characteristics pints.
Working in the wilderness with nothing but the tools on your 3 Sometimes I sell bad wood to people who don't know
back and the trees and critters around you has shaped you. It better.
has changed your personality, your goals, and your general
outlook on life like no other field of work can. 4 I am overly protective of my land, my woods and my
trees.
Personality Traits 5 My might means everything to me.
d8 Personality Trait
6 Women love a lumberjack with a thick beard. And I
1 The Woods is my home. I dare not stray too far from love the women.
them.
2 I like to talk at length to people about the art of felling
a tree, whether they are interested or not!
3 WHO'S THIS MILKDRINKER THINKING HE'S
STRONGER THAN ME!?!
4 I can only ever have a smile on my bearded face.
5 I'll beat anyone at a wood-chopping contest. Anyone!
6 I'm just a Woodcutter, I didn't ask to be a hero.
7 The best two things in the world are the smell of
chopped oak and the taste of a fine ale.
8 I will defend my masculinity to the extent of other's
thinking I'm insecure.

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)

Feature: Battle Born Bonds


Throughout your many battles, you have developed a certain d6 Bond
fighting style that you excel in. You gain your choice of the
Martial Adept Feat (Pg. 216) or the Fighting Initiate Feat (Pg. 1 I became a mercenary to support my family, who
would have probably starved in a slum somewhere if
211). not for me.
Suggested Characteristics 2 I fight for a lover that knows little if not nothing of me.
You are a mercenary who hunted down your employer's 3 I was inspired by a great hero to become a mercenary.
enemies for coin. Were you happy in this life? What made you 4 I treat my valued comrades like brothers, and I will let
leave it behind to become an adventurer? Did you leave it at no insult or injury fall upon them.
all, or is adventuring just another way of putting food on the
table? 5 I seek to protect something of great importance to me
by keeping it a secret, so you better forget what you
Personality Traits just heard.
d8 Personality Trait 6 I never disrespect an employer, if they never disrespect
1 I like to show off, particularly if there's a chance to get me or stop giving me money.
a job offer in it.
Flaws
2 I am always gregarious and cheerful, no matter the
situation, as long as I am paid well. d6 Flaw

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

1 Fortune. I dream of accruing a vast fortune for myself,


greater than anything anyone has ever seen. (Any)
2 I'd do anything, I'd even sell my soul, to make
Profit.
some coin. (Evil)
3 Community. My business is done in favor of those
around me, all I wish to make is a good home. (Good)
4 Adventure. Trading helps me fund my goals of traveling
the world, I don't care how risky the journey is.
(Chaotic)
5 Honor. Decorum in business is the utmost priority,
clients respect and value style, quality, and structure.
(Lawful)
6 Your family has always been merchants, and
Tradition.
you're continuing the tradition. (Any)
Bonds
Miner
d6 Bond
Mining is dirty and dangerous, but it’s a job that must be
done. You are one of these workers, breaking rocks in search 1 One of my friends died in a mining accident, I will not
let that happen again.
of Mother Earth's greatest treasures, metals, gems, and
minerals, found deep down in dank, dangerous, deep, 2 I love shiny things
quarries. Where was your first mine? What did you mine? 3 I once found an artifact belonging to a lost civilization
Have you ever been in a workplace accident? Why did you and want to learn more.
leave?
Skill Proficiencies: 2 from Athletics, Investigation, 4 I want to make life better for miners.
Intimidation, Perception, and Survival 5 I share empathy with every race and creature that digs
Tool Proficiencies: Masons Tools and mines.
Weapon Proficiencies: Warpicks 6 Love is fleeting, rock and minerals last forever.
Equipment: 100,000 Berries; Bandages x3; Rations x5;
Pickaxe; Masons Tools Flaws
d6 Flaw
Feature: Cave Eyes
Your experience deep down in the caves of your home has 1 I can be clumsy, sometimes fumbling with
made you more used to the dark and dank environment. You complicated equipment.
gain your choice of the Perceptive Feat (Pg. 220) or the 2 I am afraid of wild beasts.
Warpick Master Feat (Pg. 226).
3 I panic in large cities and usually try to avoid them.
Suggested Characteristics 4 My inexperience with local customs and traditions
Due to the dangerous monotony of their everyday lives, often gets me into trouble.
miners tend to be gruff realists. 5 I like the thrill of danger so much that I live life
recklessly.
Personality Traits
d8 Personality Trait 6 I can be lazy and sleepy, sneaking off to take naps
when work can wait.
1 Sometimes I pretend to be uneducated to avoid
uninteresting conversations.
2 I cheat at games of chance.
3 I will always be ready to help my friends.
4 I believe it's better not to do something than to do it
badly.
5 I am used to the dark
6 I am always looking for the next big break.
7 I am very quiet and tend to fade into the background.
8 I am always covered in soot

Ideals
d6 Ideal

1 Enjoyment. I love making things go boom! (Chaotic)


2 Brutal Practicality. Bury a fish or bury a man, just get the
job done. (Evil)
3 There is no point in doing something if
Safety.
innocent lives are lost. (Good)
4 Honesty. There's no good pretending to be something
I'm not. (Lawful)
5 I’m committed to my comrades, not to ideals.
Allies.
(Neutral)
6 I came from a poor village. The proceeds from
Charity.
my work go towards making life better there. (good)
Bonds
Navigator
d6 Bond
You guided sea vessels for many years, studying the way of
weather and waves. Your keen senses developed over your 1 I'm loyal to my captain first, everything else second.
beginnings have granted you one of the most sought skills in 2 The ship is most important – crewmates and captains
the world, seeing as the world is covered in mostly come and go.
unpredictable and unforgiving waters. 3 I'll always remember my first ship.
Skill Proficiencies: 2 from Perception, Investigation,
Survival, and Nature 4 In a harbor town, I have a paramour whose eyes nearly
Tool Proficiencies: Cartographer's Tools or Navigator's stole me from the sea.
Tools, Water Vehicles 5 I was cheated out of my fair share of the profits, and I
Equipment: A map of the surrounding area within 100 want to get my due.
nautical miles; Rations x10; Cartographers or Navigator's 6 Ruthless pirates murdered my captain and crewmates,
tools plundered our ship, and left me to die. Vengeance will
be mine.
Feature: Keen Eye
Your training has given you a keen eye for even the slightest Flaws
of changes both on and off the ship. You gain your choice of d6 Flaw
the Observant Feat (Pg. 220) or the Master Navigator Feat
(Pg. 218). 1 I follow orders, even if I think they're wrong.
2 I'll say anything to avoid having to do extra work.
Suggested Characteristics
3 Once someone questions my courage, I never back
Navigators can be a rough lot, as do many people at sea, but down no matter how dangerous the situation.
the responsibilities of life on a ship make them generally
reliable as well. Life aboard a ship shapes their outlook and 4 Once I start drinking, it's hard for me to stop.
forms their most important attachments. 5 I can't help but pocket loose coins and other trinkets I
come across.
Personality Traits
d8 Personality Trait
6 My pride will probably lead to my destruction.

1 My friends know they can rely on me, no matter what.


2 I work hard so that I can play hard when the work is
done.
3 I enjoy sailing into new ports and making new friends
over a flagon of ale.
4 I stretch the truth for the sake of a good story.
5 To me, a tavern brawl is a nice way to get to know a
new city.

6 I never pass up a friendly wager.


7 My language is as foul as a skunk nest.
8 I like a job well done, especially if I can convince
someone else to do it.

Ideals
d6 Ideal

1 Respect. The thing that keeps a ship together is mutual


respect between captain and crew. (Good)
2 Fairness.We all do the work, so we all share in the
rewards. (Lawful)
3 Freedom.The sea is freedom-the freedom to go
anywhere and do anything. (Chaotic)
4 Mastery.I'm a predator, and the other ships on the sea
are my prey. (Evil)
5 People.I'm committed to my crewmates, not to ideals.
(Neutral)
6 Someday I'll own my own ship and chart my
Aspiration.
own destiny. (Any)
Ideals
Noble
d6 Ideal
You understand wealth, power, and privilege. You carry a
noble title, and your family owns the land, collects taxes, and 1 Respect. Respect is due to me because of my position,
but all people regardless of station deserve to be
wields significant political influence. You might be a treated with dignity. (Good)
pampered aristocrat unfamiliar with work or discomfort, a
former merchant just elevated to the nobility or a disinherited 2 Responsibility.It is my duty to respect the authority of
scoundrel with a disproportionate sense of entitlement. Or those above me, just as those below me must respect
mine. (Lawful)
you could be an honest, hard-working landowner who cares
deeply about the people who live and work on your land, 3 Independence. I must prove that I can handle myself
keenly aware of your responsibility to them. without coddling from my family. (Chaotic)
Skill Proficiencies: 2 from History, Persuasion, Deception, 4 Power. If I can attain more power, no one will tell me
and Insight what to do. (Evil)
Tool Proficiencies: Gaming Set 5 Blood runs thicker than water. (Any)
Equipment: 250,000 Berries; Small Medkits x1; Rations Family.

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 Honor. I don't steal from others in the trade. (Lawful)


2 Freedom.Chains are meant to be broken, as are those
who would forge them. (Chaotic)
3 I steal from the wealthy so that I can help
Charity.
people in need. (Good)
4 Greed. I will do whatever it takes to become wealthy.
(Evil)
5 People. I'm loyal to my friends, not to any ideals, and
everyone else can take a trip down the Styx for all I
care. (Neutral)
6 Redemption. There's a spark of good in everyone.
(Good)
Ideals
Priest
d6 Ideal
You have spent your life in the service of a temple to a specific
god or pantheon of gods. You act as an intermediary between 1 Tradition.The ancient traditions of worship and
sacrifice must be preserved and upheld. (Lawful)
the realm of the holy and the mortal world, performing sacred
rites and offering sacrifices to conduct worshipers into the 2 I always try to help those in need, no matter
Charity.
presence of the divine. You are a priest. what the personal cost. (Good)
Skill Proficiencies: 2 from Insight, Religion, Persuasion, 3 Change. We must help bring about the changes the
and History gods are constantly working on in the world. (Chaotic)
Equipment: 150,000 Berries; Small Medkits x3; Rations 4 I hope to one day rise to the top of my faith's
x5, a prayer book or prayer wheel, 5 sticks of incense, and Power.
religious hierarchy. (Lawful)
vestments.
5 Faith. I trust that my deity will guide my actions. I have
faith that if I work hard, things will go well. (Lawful)
Feature: Knowledge of Faith
Your faith and training as a priest have given you a greater 6 Aspiration.I seek to prove myself worthy of my god's
understanding of religion. You gain your choice of the favor. (Any)
Religious Feat (Pg. 221) or the Insightful Feat (Pg. 213).
Bonds
Suggested Characteristics d6 Bond
Priests are shaped by their experience in temples or other
religious communities. Their study of the history and tenets 1 I would die to recover an ancient relic of my faith that
was lost long ago.
of their faith and their relationships to temples, shrines, or
hierarchies affect their mannerisms and ideals. Their flaws 2 I will someday get revenge on the corrupt temple
might be some hidden hypocrisy or heretical idea, or an ideal hierarchy who branded me a heretic.
or bond is taken to an extreme. 3 I owe my life to the priest who took me in when my
parents died.
Personality Traits
d8 Personality Trait
4 Everything I do is for the common people.

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.

6 I never pass up a friendly wager.


7 My language is as foul as a skunk nest.
8 I like a job well done, especially if I can convince
someone else to do it.

Ideals
d6 Ideal

1 Respect. The thing that keeps a ship together is mutual


respect between captain and crew. (Good)
2 Fairness.We all do the work, so we all share in the
rewards. (Lawful)
3 Freedom.The sea is freedom-the freedom to go
anywhere and do anything. (Chaotic)
4 Mastery.I'm a predator, and the other ships on the sea
are my prey. (Evil)
5 People.I'm committed to my crewmates, not to ideals.
(Neutral)
6 Someday I'll own my own ship and chart my
Aspiration.
own destiny. (Any)
Ideals
Scientist
d6 Ideal
You live to unravel the mysteries of the world and use those
secrets to revolutionize your field of study. Be it mechanical 1 I hope to build a grand machine to help the
Supportive.
community. (Good)
mastery, or medical miracles, your ingenuity knows no
bounds. 2 Purposeful. We have been created for a purpose, we
Think deep about why have you devoted yourself to need to follow our orders. (Lawful)
research and experimentation: Is this for the benefit of 3 Ingenious.Sometimes, I speak in random nonsense just
mankind? Or a pursuit for purely personal gain? The choice to see others' reactions. (Chaotic)
is yours. 4 I refer to others as tools that I can use
Skill Proficiencies: 2 from Engineering, Medicine, History, Mastermind.
(Evil)
Investigation
Tool Proficiencies: Your choice of 2 tool kits 5 Resolved. We build our own destinies, under no rule of
Equipment: 100,000 Berries; Small Medkits x2; Rations kings. (Neutral)
x5, Your choice of 2 tool kits, A binder full of notes and 6 I build to help myself or others, whichever is
Inventive.
experiment ideas. more important. (Any)

Feature: Incredible Ingenuity Bonds


Your well of scientific knowledge has born fruit in the form of d6 Bond
a few personal creations to freely use at your disposal. You
gain your choice of the Creativity Adept Feat (Pg. 208) or the 1 My creations are my only true companions.
Customized Creativity Adept Feat (Pg. 209). 2 I am trying to outdo a rival inventor with my own
inventions.
Suggested Characteristics 3 I stole the ideas from my old partner and they want
Scientists can come in many forms. They can either be lawful revenge.
followers of a code to invent and discover for a specific group, 4 My old partner stole some valuable blueprints and I
or they can be a mad and chaotic agent looking to only plan on getting them back.
benefit themselves.
5 My mentor taught me everything I know to this day, I
Personality Traits could not be where i am without them.
d8 Personality Trait 6 I love seeing the looks of amazement as I build
1 My research is of dire importance and will always something new and wonderful.
comes before everything else.
2 I am very secretive and strive to protect all that I know Flaws
from unsavory characters. d6 Flaw

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

1 I don't know when to throw something away. You


Suggested Characteristics never know when it might be useful again.
Shipwrights are resourceful carpenters and designers. They
often have a dedicated spot at the local tavern, since 2 I get frustrated to the point of distraction by shoddy
shipwrights are invaluable to coastal communities. Some craftsmanship.
travel with naval fleets and might serve as officers if their 3 Though I am an excellent crafter, my work tends to
temperament suits it. Shipwrights have an affinity for look as though it belongs on a ship.
working with their hands and often perform feats of 4 I am so obsessed with sketching my ideas for elaborate
carpentry that others might deem miraculous. inventions that I sometimes forget little things like
eating and sleeping.
Personality Traits
d8 Personality Trait 5 I'm judgmental of those who are not skilled with tools
of some kind.
1 I love talking and being heard more than I like to listen.
6 I sometimes take things that don't belong to me,
2 I'm extremely fond of puzzles. especially if they are very well made.
3 I thrive under pressure.
4 I love sketching and designing objects, especially
boats.
5 I'm not afraid of hard work—in fact, I prefer it.
6 A pipe, an ale, and the smell of the sea: paradise.
7 I have an endless supply of cautionary tales related to
the sea.
8 I don't mind getting my hands dirty.

Ideals
d6 Ideal

1 Crew.If everyone on deck pitches in, we'll never sink.


(Good)
2 A ship must be balanced according to the
Careful Lines.
laws of the universe. (Lawful)
3 Invention. Make what you need out of whatever is at hand.
(Chaotic)

4 Perfection.To measure a being and find it lacking is the


greatest disappointment. (Evil)
5 Reflection. Muddied water always clears in time. (Any)
6 Hope. The horizon at sea holds the greatest promise.
(Any)
Ideals
Slave
d6 Ideal
For some significant portion of your life, you have been
someone else's property. This part of your life happened 1 Equality. We all bleed red, we all suffer together. (Good)
either by abduction, as punishment for a crime, sworn to a 2 Apathy.I only think about what is within my power.
debt of life, or you were born into it. How did you become a Anything else is just a circumstance. (Neutral)
slave? Are you a slave or a freeman? Who was your master 3 Spite. Those who would own others shall belong to me.
and where are they? What were the conditions of your (Evil)
slavery? What did you do as a slave? Were you treated well, or
were you abused? 4 Status Quo.Status is defined by clear rules which are
the foundation of civilization. (Lawful)
Skill Proficiencies: 2 from Performance, Survival, Insight,
and Stealth 5 People are just people– who they are
Indifference.
Tool Proficiencies: 1 tool of your choosing matters more than what they are. (Neutral)
Equipment: 1,000 Berries; Small Medkit; Rations x2; 1 tool 6 Freedom Fighter.All slaves must be freed- by law, by
of your choosing coin, by shadow, or by blade. (Chaotic)

Feature: Tough Customer Bonds


Your years of manual labor and sacrifice have granted you an d6 Bond
unbelievable amount of endurance. You gain your choice of
the Tough Feat (Pg. 225) or the Durable Feat (Pg. 210). 1 I dream of returning to my homeland or family.
2 All I have left of my former life is this trinket.
Suggested Characteristics
3 My identity as a slave is marked on my body
Slaves belong to their masters and cannot openly make the permanently as scars or tattoos.
decisions that they want to, their destiny is defined by the
wills of their masters. You may be a "star" slave and make a 4 I am in love with someone who is not a slave, possibly
statement to your master, or your life may be nothing more in my master's house.
than serving a pointless end. If you are an unlucky slave, then 5 I know many secrets thanks to my innocuous presence
your life will be for nothing more than fighting a lost in intimate social environments.
campaign or treating a person with no power as an exemplar. 6 I heard a story about some grand place, and deeply
want to go there.
Personality Traits
d8 Personality Trait
Flaws
1 No matter how bad things get, I never complain– I've d6 Flaw
seen worse.
1 My former master, or the law, will stop at nothing to
2 I do not say anything unless someone says something have me executed.
to me.
2 I do not share my things with friends, and I will fight to
3 I call everyone "Master" and "Lord" without thinking keep my personal belongings within my full control.
about it.
3 As a defense mechanism, I lie and misdirect everyone
4 I try to hide as much of my body as possible. around me, and steal and hide anything I can.
5 I tend to disappear in a crowded room, becoming part 4 I always say the truth when asked, even by an enemy.
of the backdrop with ease.
5 When I am told to do something by an enemy, I might
6 I am terrified of ropes, chains, and whips. do it.
7 I do all kinds of basic chores and errands for those 6 I am a coward.
around me out of habit.
8 I am haunted by confusing memories and dreams
about my life before slavery.
Bonds
Smuggler
d6 Bond
On a rickety barge, you carried a hundred longswords in fish
barrels right past the dock master's oblivious lackeys. You 1 My vessel was stolen from me, and I burn with the
desire to recover it.
have paddled a riverboat filled with stolen elven wine under
the gaze of the moon and sold it for twice its value in the 2 I intend to become the leader of the network of
morning. In your more charitable times, you have transported smugglers that I belong to.
innocents out of war zones or helped guide herd animals to 3 I owe a debt that cannot be repaid in gold.
safety on the banks of a burning river.
Skill Proficiencies: 2 from Athletics, Acrobatics, Deception, 4 After one last job, I will retire from the business.
Sleight of Hand 5 I was tricked by a fellow smuggler who stole
Tool Proficiencies: Vehicles (water) something precious from me. I will find that thief.
Equipment: 150,000 Berries; Small Medkits x3; Rations 6 I give most of my profits to a charitable cause, and I
x5, a fancy leather vest, and a pair of leather boots. don't like to brag about it.

Feature: Adept Theft Flaws


Your experience in smuggling illicit goods has made you a d6 Flaw
master of sleight of hand. You gain your choice of the Quick
Fingers Feat (Pg. 221) or the Master Appraiser Feat (Pg. 1 Lying is reflexive, and I sometimes engage in it without
216). realizing it.
2 I tend to assess my relationships in terms of profit and
Suggested Characteristics loss.
In general, smugglers value survival, and then profit, above 3 I believe everyone has a price and am cynical toward
other things. One could be a part of a larger organization or those who present themselves as virtuous.
might run a small smuggling vessel of their own. Smugglers
live the lies they have told, and they have a natural ability to 4 I struggle to trust the words of others.
recall all the falsehoods and half-truths they have ever 5 Few people know the real me.
spouted. 6 Though I act charming, I feel nothing for others and
Personality Traits
don't know what friendship is.
d8 Personality Trait

1 I love being on the water but hate fishing.


2 I think of everything in terms of monetary value.
3 I never stop smiling.
4 Nothing rattles me; I have a lie for every occasion.
5 I love gold but won't cheat a friend.
6 I enjoy doing things others believe to be impossible.
7 I become wistful when I see the sunrise over the
ocean.
8 I am no common criminal; I am a mastermind.

Ideals
d6 Ideal

1 Wealth. Heaps of coins in a secure vault are all I dream


of. (Any)
2 Smuggler's Code. I uphold the unwritten rules of the
smugglers, who do not cheat one another or directly
harm innocents. (Lawful)
3 All for a Coin. I'll do nearly anything if it means I turn a
profit. (Evil)
4 Peace and Prosperity.I smuggle only to achieve a
greater goal that benefits my community. (Good)
5 People. For all my many lies, I place a high value on
friendship. (Any)
6 Daring. I am most happy when risking everything. (Any)
Bonds
Sniper
d6 Bond
You wield a weapon designed to strike your foes from a safe
distance, either along the frontlines of a battlefield, across 1 I have a sweetheart back on my home island waiting for
my return.
seas on an endless adventure, or even your own home island.
Preparation from threats is key. What is it that you fight for? 2 My found family is here with me through thick and
Your freedom? Adventure? For sacrifice? Your deft eyes thin.
enable you to seek something. What do you seek? Revenge? A 3 My king and country are my guide.
friend? You run along your path, searching swiftly, for you are
a sniper. 4 The wild beasts of the forest provide me comfort.
Skill Proficiencies: 2 from Acrobatics, Stealth, Survival, 5 Each bullet I fire is a reminder of who I’ve lost.
Perception 6 My faith in my syndicate will pave the way to glory.
Weapon Proficiencies: 2 simple or martial ranged weapons
of your choice.
Equipment: 150,000 Berries; Small Medkits x3; Rations Flaws
x5, a telescope, and a trinket related to your backstory. d6 Flaw

1 I always go for the kill.


Feature: Master Sniper 2 I surrender too quickly.
Each sniper is specialized, mastering a single weapon to
deadly perfection. You gain your choice of a weapon mastery 3 I am gripped by an irrational fear.
feat with a simple or martial ranged weapon. 4 I often lose track of my thoughts.

Suggested Characteristics 5 Deep down, I believe people want to see me fail.


Snipers are an observant bunch, few things get past them. 6 I keep my enemies far, and my friends even further.
Snipers often assume the worst, and thus are always
prepared for things to go south. While not all are resigned to
fighting, snipers make it their mission to take out threats
before they strike, as they don’t want themselves, or their
allies to be caught by surprise.
Personality Traits
d8 Personality Trait

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

1 Acceptance.I’m a hired gun, and that’s my role in this


messed up life. (Any)
2 Truth. Sharing false information will get us nowhere,
the truth is freedom. (Lawful)
3 I will sit proudly on my throne of broken
Betrayal.
bodies and promises. (Evil)
4 Redemption.It took a long time until I could see the
good in myself, I hope to show everyone else as well.
(Good)
5 Fantasy. Reality, fantasy, why must they be exclusive?
Let’s all live our wildest dreams. (Chaotic)
6 Adventure.Another day, another island to make my
mark. (Any)
Bonds
Swordsman
d6 Bond
For years, you have studied the blade. Where most simply
wield a sword in combat, you wield your blade as an artist, 1 My swords are an extension of myself.
ready to make your mark on the world, using a blade rather 2 My captain and crew, I will sacrifice anything for them.
than a brush. You rarely stay in the same place, constantly 3 I wield my sword in the name of my lost friend.
looking to sharpen your skills, often finding or causing
trouble wherever you end up. Some say you're lost, but you 4 My home island is in poverty, every coin goes to them.
know your truth, your goals. You are a swordsman. 5 The world needs me to turn the tides.
Skill Proficiencies: 2 from Athletics, Acrobatics, History,
Perception 6 I hear the cries of those in chains, I shall liberate them.
Weapon Proficiencies: 2 simple or martial melee weapons
of your choice that deal piercing or slashing damage. Flaws
Equipment: 150,000 Berries; Small Medkits x3; Rations d6 Flaw
x5, a whetstone, and a memento from a person from your 1 I get lost easily.
past.
2 I don’t know my own strength, I often hurt those
around me.
Feature: Blade Mastery
As each swordsman is unique, so is their blade. You gain your 3 I am sadistic.
choice of a weapon mastery feat with a simple or martial 4 Reckless is my middle name.
melee weapon that deals piercing or slashing damage.
5 I hide behind a mask.
Suggested Characteristics 6 I walk a long and lonesome road.
Swordsmen carry their honor on their backs, and their hopes
and dreams at their side. Typically, they wander, perhaps
following along with a group of people to further their goals.
Rarely does a swordsman swear loyalty to a person or
organization, but when they do, said loyalty is everlasting,
unbreakable.
Personality Traits
d8 Personality Trait

1 I am overly confident in my abilities.


2 I just really like fighting.
3 I do what I want, consequences be damned.
4 I don’t run away in the face of danger.
5 I will never abandon my goal.
6 I enjoy doing the opposite of what people tell me.
7 I will defend the weak and defenseless.
8 I want to cause as much pain and carnage as possible.

Ideals
d6 Ideal

1 Work. I wield the blade as a career to make ends meet.


(Any)
2 Honor. I’ve made a promise, a vow, whatever, I will
stand by it. (Lawful)
3 Wrath. Innocent, guilty, it matters not, you shall fall.
(Evil)
4 Morality.Senseless violence accomplishes nothing, it's
sick and wrong. (Good)
5 Faith. Let fate decide, the winner takes all. (Chaotic)
6 Focus. Practice day in and day out, must keep focused.
(Any)
Ideals
Tailor
d6 Ideal
You are a master of the delicate art of fashion and clothcraft.
Whether creating garments for nobles or designing practical 1 Harmony. It is my responsibility to create beauty and
harmony in the world through the meticulous crafting
attire for adventurers, your skill with a needle and thread is of textiles, stitching together a symphony of colors and
unmatched. You might have learned your trade through an patterns. (Lawful)
apprenticeship, inherited it from a family of tailors, or
stumbled upon your talent in the pursuit of a different 2 The garments I create are a gift to the
Philanthropy.
world, meant to bring comfort and confidence to those
profession. who wear them. (Good)
Skill Proficiencies: 2 from Insight, Perception, Sleight of
Hand, Persuasion 3 Expression. Each garment is a canvas for my creativity,
Tool Proficiencies: Weaver’s tools and Cobbler’s Tools and I believe in the freedom to express oneself
through clothing without constraints. (Chaotic)
Equipment: 150,000 Berries; Small medkits x3; Rations
x5, your choice of a Weaver’s kit and Cobbler’s tools, 3 sets of 4 Wealth. I tailor outfits for profit, driven by the desire for
fine clothes and leather shoes. wealth and the finer things in life. (Evil)
5 Connections. My craft is a means to connect with
Feature: Clothing Savant others, and I prioritize the relationships I build through
You know how to work with clothing and shoes. You gain the garments I create. (Neutral)
your choice of the Master Weaver Feat (Pg. 219) or the 6 Perfection. I relentlessly pursue perfection in tailoring,
Master Cobbler Feat (Pg. 217). always striving to be the unrivaled master of my craft,
creating flawless and awe-inspiring garments. (Any)
Suggested Characteristics
Tailors are often meticulous, creative, and perceptive Bonds
individuals, if not a bit pretentious at times. d6 Bond

Personality Traits 1 The tailor's workshop where I honed my skills is not


d8 Personality Trait just a workplace, but a sacred space that holds the
essence of my craft.
1 I am always on the lookout for unique fabrics and
textiles, even in the most mundane places. 2 I crafted a masterpiece for someone, only to see it
mistreated. I seek to reclaim or recreate it for someone
2 I take immense pride in my tailoring skills and can be who will truly appreciate its beauty.
quite critical of poorly stitched garments.
3 There is someone copying my designs and defacing my
3 I weave stories into every piece of clothing I create, brand, I will find them.
each one narrating a distinctive tale.
4 The exquisite garments I create are my way of
4 I enter a state of tranquility and concentration while amassing wealth to secure the affections of a special
working with fabrics, often losing track of time. person in my life.
5 I can't help but notice flaws in others' attire and 5 Loyalty binds me to my tailor's guild, and I am
mentally suggest ways to improve them. determined to prove myself as the most exceptional
6 I love showcasing my craftsmanship by wearing stylish artisan among them.
and extravagant outfits. 6 My debt to my tailor's guild goes beyond obligation;
7 Patience is my virtue, especially when meticulously it's a profound connection that shaped my identity and
sewing intricate details into my creations. skills.
8 I prefer expressing myself through the art of tailoring
rather than engaging in lengthy conversations. Flaws
d6 Flaw

1 I am so obsessed with creating flawless garments that


nothing ever seems perfect enough.
2 I am excessively competitive, sometimes straining
relationships with fellow artisans and friends.
3 I have a tendency to hoard things.
4 I don’t take criticism well.
5 I have a habit of embellishing stories about the origin
and significance of my creations, making it challenging
to discern truth from fiction.
6 I often procrastinate or avoid challenging projects to
sidestep the possibility of failure.
Bonds
Urchin
d6 Bond
You grew up on the streets alone, orphaned, and poor, You
had no one to watch over you or to provide for you, so you 1 My town or city is my home, and I'll fight to defend it.
learned to provide for yourself. You fought fiercely over food 2 I sponsor an orphanage to keep others from enduring
and kept a constant watch out for other desperate souls who what I was forced to endure.
might steal from you. You slept on rooftops and in alleyways, 3 I owe my survival to another urchin who taught me to
were exposed to the elements, and endured sickness without live on the streets.
the advantage of medicine or a place to recuperate. You've
survived despite all odds and did so through cunning, 4 I owe a debt I can never repay to the person who took
pity on me.
strength, speed, or some combination of each.
Skill Proficiencies: 2 from Sleight of Hand, Stealth, 5 I escaped my life of poverty by robbing an important
Acrobatics, Athletics person, and I'm wanted for it.
Tool Proficiencies: Disguise kit, Thieves' tools 6 No one else should have to endure the hardships I've
Equipment: 100,000 Berries; Small Medkits x1; Rations been through.
x5, Disguise kit, Thieves tools, 1 Dagger
Flaws
Feature: Sneaky Devil d6 Flaw
Living on the streets your whole life has granted you an
insight into how to hide even in the most unlikely of locations. 1 If I'm outnumbered, I will run away from a fight.
You gain your choice of the Skulker Feat (Pg. 223) or the 2 Gold seems like a lot of money to me, and I'll do just
Silver Tongue Feat (Pg. 223). about anything for more of it.
3 I will never fully trust anyone other than myself.
Suggested Characteristics
Urchins are shaped by lives of desperate poverty, for good 4 I'd rather kill someone in their sleep than fight fair.
and for ill. They tend to be driven either by a commitment to 5 It's not stealing if I need it more than someone else.
the people with whom they shared life on the street or by a
burning desire to find a better life and maybe get some 6 People who can't take care of themselves get what
they deserve.
payback on all the rich people who treated them badly.
Personality Traits
d8 Personality Trait

1 I hide scraps of food and trinkets away in my pockets.


2 I ask a lot of questions.
3 I like to squeeze into small places where no one else
can get to me.
4 I sleep with my back to a wall or tree, with everything I
own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone nice to me is hiding evil intent.
7 I don't like to bathe.
8 I bluntly say what other people are hinting at or hiding.

Ideals
d6 Ideal

1 Respect. All people, rich or poor, deserve respect.


(Good)
2 Community. We have to take care of each other
because no one else is going to do it. (Lawful)
3 Change. The low is lifted, and the high and mighty are
brought down. Change is the nature of things.
(Chaotic)
4 Retribution. The rich need to be shown what life and
death are like in the gutters. (Evil)
5 People.I help the people who help me. That's what
keeps us alive. (Neutral)
6 Aspiration. I'm going to prove that I'm worthy of a
better life. (Any)
Ideals
Wanderer
d6 Ideal
You are from a distant place, one so remote that few of the
common folk in the blues realize that it exists, and chances 1 Suspicious. I must be careful, for I have no way of
telling friend from foe here. (Any)
are good that even if some people you meet have heard of
your homeland, they know merely the name and perhaps a 2 Everything is new, but I have a thirst to
Inquisitive.
few outrageous stories. You have come to this part of the learn. (Neutral)
world for your own reasons, which you might or might not 3 Cunning.Though I may not know their ways, neither do
choose to share. they know mine, which can be to my advantage. (Evil)
Skill Proficiencies: 2 from Intimidation, Perception, 4 I'm far from home, and everything is strange
Insight, and Survival Adventure.
and wonderful! (Chaotic)
Tool Proficiencies: Gaming Set
Equipment: 50,000 Berries; Small Medkits x3; Rations x5; 5 Reserved. As someone new to these strange lands, I am
Gaming Set cautious and respectful in my dealings. (Lawful)
6 Open. I have much to learn from the kindly folk I meet
Feature: Acquired Trait along my way. (Good)
Having wandered from the far corners of the world, you have
picked up a unique skill, be it from a journey of self discovery, Bonds
or merely picked up along the way. You gain a feat of your d6 Bond
choice. 1 Though I had no choice, I lament having to leave my
loved ones behind. I hope to see them again one day.
Suggested Characteristics
Wanderers are shaped by their years of solitude in the wild. 2 I'm fascinated by the beauty and wonder of this new
They tend to have unusual habits and are unaccustomed to land.
dealing with people other than themselves). 3 My freedom is my most precious possession. I'll never
let anyone take it from me again.
Personality Traits
d8 Personality Trait
4 I hold no greater cause than my service to my people.

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

After choosing the ship, the person leading the ship's


creation, typically the shipwright, making a single crafting
check using a set of relevant set of tools (such as carpenter's
or smith's tools), or an Intelligence (Engineering) check, but
the DCs are increased by 5. This check determines how
efficently the ship is crafted, either faster or slower and more
or less expensive than expected.
A poor roll is representative of issues and complications Damage and Repairs
during construction, leading to some extra cost and time. A
high roll is representative of an efficent use of time and Damage to a crew's ship on the seas is an eventuality. Rough
materials during construction. The Crafting Process table seas will all tear away at your ship's hull and wear down the
below denotes the effects from the crafting check. masts and sails. Mooring to repair and maintain your ship in
between is imperative to keep it seaworthy.
Crafting Process Whenever a ship suffers damage, its hit point maximum is
Crafting Check reduced by a number equal to half the damage it suffered.
Result Estimated Time and Cost Any crewmate can attempt to make repairs to restore lost hit
5 or lower The total time and cost to craft the ship points to a ship, but only a shipwright can restore lost
is doubled. maximum hit points. If a ship's hit point maximum is reduced
10 The total time and cost to craft the ship below half its normal value, the ship is irreparably damaged
is normal. and not even a shipwright can restore it to its original hit
points maximum.
15 The total cost is reduced by a quarter. A creature can spend anywhere from 1 to 8 hours doing
20 The total time and cost are reduced by a repairs to a ship. For each hour a creature spends doing
quarter. repairs, it can roll a DC 10 tool ability check with carpenter's
25 The total time and cost are reduced by tools, or an Intelligence (Engineering) or Strength (Athletics)
half. ability check, but the DC is increased by 5. On a successful
check, the ship regains 5 hit points, or twice that if the
After rolling the check, the crew working on the ship's creature making the check is a shipwright. A shipwright also
construction can choose to either initiate building the ship, or restores the ship's hit point maximum by an equal amount on
scrapping the idea entirely to start over. a successful check.
Scrapping a ship takes a considerable amount of time and If a ship is brought to 0 hit points, it begins taking in water.
resources to complete, such as transportation and dispossal. The ship can remain afloat for a number of minutes equal to
The crew spends a quarter of the time and cost of the ship 10 + half its damage threshold value before completely
would have taken to start over. sinking. While the ship is still afloat, a creature can attempt
If the crew does choose to go along with the construction to temporarily block the leakage with a DC 15 tool ability
they must provide the resources and spend each work day check with carpenter's tools, or a DC 20 Intelligence
required, resulting in the ship being built once complete. The (Engineering) or Strength (Athletics) check. On a successful
time doesn't need to be consecutive, and can be paused and check, the hole is temporarily fixed and the ship can stay
resumed so long as the ship is not damaged. If a ship incurs afloat for an additional 10 minutes or until it takes damage
significant damage during construction, a quarter of progress again.
is lost, extending the total time and cost by a quarter. Each time the ship suffers damage while below 0 hit
If the shipwright had help from other creatures who are at points, a new hole opens in the hull requiring one additional
least proficient in the relevant set of tools, the shipwright's action to stop the ship from taking in water.
crafting check gains a +1 bonus to their check, to a maximum
equal to the shipwright's ability modifier for the crafting
check. The help must be present during the construction
process for the bonus to count.
Upgrading your Ship
Owning a ship is a mark of pride for any captain, however, to Dive. This upgrade creates a shell around the ship, allowing
stand out on the seas one must make additions to it that help it to dive beneath the ocean's surface and travel along the
it stand out from the common ship. ocean floor.
A skilled shipwright can upgrade an existing ship with all Everlasting. This upgrade reinforces your ship to ignore
manners of additions and modifications. Upgrades require a the effects of the Siege Property, as well as gains resistance
creative mind and are typically not a service provided by most to bludgeoning, piercing, and slashing.
common shipwrights, including larger companies. Fish Tank. A fish tank allows the crew to keep fresh fish
When crafting an upgrade for a ship, you follow the same on board, which can be used for food. This halves the crew's
crafting rules as the ones for building a ship. You can only lifestyle expenses if they have a cook on board.
craft one upgrade at a time, and other crewmembers can help Fuel Supply. A fuel supply is measured in gallons of fuel.
you with building a ship. To craft an upgrade for a ship, you Fuel supply by itself does nothing, however, it is necessary to
must first have a proficiency bonus equal to the number listed use other specific upgrades that require fuel.
in the Proficiency column of the Ship Upgrades table. Gardening. Gardening allows the crew to grow plants,
Additionally, the ship must meet the requirements listed for typically for medicine or food, on the ship. This halves the
the upgrade, as described in the Requirement column of the crew's lifestyle expenses if they have a doctor on board.
same table. Lift Off. Lift Off allows the ship to take flight at a great cost
Some upgrades come with additional bonuses to the ship, of fuel. Upon activation, it enables the ship to fly at a speed
ranging from increased storage to sudden acceleration. equal to the movement speed of the ship.
Activation. This upgrade is normally not in effect. Lightweight. This makes the ship nimble and light,
Someone on the crew (typically the helmsman) must use an allowing it to travel in shallow water and sail upon the clouds
action to activate the upgrade. of sky islands.
Burst of Speed. As an action, the current helmsman of the Reverse. This upgrade allows the ship to move in a
ship can activate the turbo. The helmsman chooses a number straight line backward by expending fuel.
of fuel to expend, to a maximum of the remaining fuel in all
the ship's fuel tanks. Upon activation, it moves the ship a
number of feet in a straight line equal to the total amount of
fuel expended.
Ship Upgrades
Cost
Upgrade (Beri) Time (Days) Proficiency Repeatable Requirement Properties

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.

Adaptable. Most weapons have various functions, some


Armor and Shields can slash just as well as they can stab. Weapons with the
In the world of One Piece, protection from all manners of adaptable property are able to use any of the damage types
harm is paramount for most adventurers. However, few listed in the parantheses next to the property. For example
pirates would consider taking to the seas in full plate armor, "Adaptible (B,S)" means the wielder can choose either
given the difficulty of swimming when clad in suits of steel bludgeoning or slashing when they make the attack. These
and metal. The use of lighter armor is more widespread, not damage types are usually the physical damage types of
to mention more commonly available. Some additional forms bludgeoning, piercing, or slashing, displayed as (B,P,S).
of armor exist in this setting. Ammunition. All ranged weapons require their specified
Navy Uniform. The navy standard uniform is made from ammunition to fire. After an attack roll is made, the
durable cloth capable of surviving the harsh seas, though not respective ammunition is expended. Bows and crossbows
directly designed for close-quarters combat. require arrows and bolts, and firearms use firearm bullets.
Light Longcoat. Longcoats are primarily made out of Heavy. In this system, weapons with the heavy property
sturdy cloth and leather, made for comfort and ease of can be wielded by any creature. When a creature uses the
movement over protection. Favored by marines, each soldier weapon to make a shove attempt and succeeds, the target is
earns a long coat when they reach ensign rank or higher. knocked back an additional 5ft.
Heavy Longcoat. These longcoats are made out of thick Reload. All firearms have a specific reload score as well.
hides or leather interlocked with pieces of metal or boiled This counts how many times the firearm can be used to
leather for extra protection, often accompanied by attack before requiring it to be reloaded. Reloading a firearm
ammunition belts and knife straps. Popular among pirates for typically takes an action, or if you have multiattack, one of
the balance between protection and versatility. your attack actions. Certain features may even allow you to
use a bonus action.
Strong. A feature of any bow is its versatile nature, the
Weapons user either using deft aim or their strength the pull the string
Weapons exist in a wide variety of forms in the world of One farther back. When making an attack with a strong ranged
Piece. This also introduces a few additional and modified weapon, you use your choice of your Strength or Dexterity
properties on top of the ones presented in the player's modifier for the attack and damage rolls. You must use the
handbook. same modifier for both rolls.
Simple Weapons
Name Cost Damage Weight Properties

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

1st 2 Fruit Uses, Fruit-Fruit DC, Devil Fruit Special Paramecias


Attack, Devil Fruit Ability Check While not confirmed what they exactly are in
canon, it can be assumed that these fruits are
3rd 3 ─
essentially fruits that act very similar to Zoans and
5th 4 Improved Usage Logias, but with an additional twist that makes it
7th 5 ─ seem more like a Paramecia.
For example, the Mochi-Mochi fruit is essentially
9th 6 ─ a Mochi Logia, but due to it not being a naturally
10th 6 Improved Usage occurring substance, it is not able to be classified
as a logia. How about something like. the Egg-Egg
11th 7 ─ fruit? It is essentially a zoan with multiple forms
13th 8 ─ and a strange conditional activation. Both these
fruits, at least in terms of this homebrew, can be
15th 9 Improved Usage classified as Special Paramecias.
17th 10 ─ Another example I would also like to bring up is
the Roulette-Roulette fruit, a devil fruit that grants
19th 11 ─ you a random devil fruit power. That would also be
20th 11 Improved Usage a special paramecia as it gives you abilities of the
other 2 categories.

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

Using this fruit


There are many ways to utilize this fruit. One of the main
uses would be to fling alcohol as a ranged attack. It could be
used to fire a single blast (much like a firebolt that scales as
you level, but with bludgeoning, piercing, or slashing damage),
or even multiple blasts (like eldritch blast).
Another benefit of this fruit is that it renders the user
immune to alcohol, thus granting the creature immune to
poison damage and the poisoned condition.
More complex uses of the fruit, such as creating a Booze
Elemental, alcohol poisoning/forcing a character drunk by
inflicting the poisoned condition, or using alcohol to numb
the pain of any incoming attacks (granting resistance), would
use up a fruit usage as a bonus action.
Lasting effects of your fruit last 1 minute.
Lasting Buzz
The lasting effects of your devil fruit now have a duration of
10 minutes.
Potent Alcohol
The effects of and the control over your alcohol become
stronger. For example, you can now utilize alcohol to create a
watery sphere of alcohol to drown people, or any Booze
Elemental deals more damage.
The Swap-Swap Fruit Size Limit Break
You have reached your peak, but you can expend more energy
A paramecia type devil fruit that allows the user to swap the to go further. At 20th level, you can now assign Gargantaun-
placement of two objects or creatures that they have assigned sized objects and creatures. However, you can also assign
previously. bigger objects, like a Colossal ship. To assign and swap
something of that magnitude, would require multiple usages
which the DM can determine depending on the size of the
Swap-Swap Fruit
object.
Fruit Awakening
Level Uses Features The awakening of the Swap-Swap fruit has to be a little
1st 2 Fruit Uses, Swap-Swap DC, Devil Fruit creative as it already affects the surrounding environment,
Attack, Devil Fruit Ability Check and can also affect the user's body. In awakening, it extends
3rd 3 ─
the range of abilities. As a reaction, when one of your
assigned item/creature is touching another object/creature
5th 4 Size Limit Increase that is of a size you can assign, you can expend a fruit usage
7th 4 ─ to transfer the assignment to that object/creature, allowing
you to swap them.
9th 6 ─ For example, you assign a projectile and fire it at the enemy
10th 6 Size Limit Increase from a distance farther than touch. Once it hits, you can
11th 7 ─
transfer the assignment to them. Then, swap them with
another object/creature.
13th 8 ─
15th 9 Size Limit Increase
17th 10 ─
19th 11 ─
20th 11 Size Limit Break

Using this fruit


Using this fruit requires multiple steps before the main
activation can take place. First, the user must use their
action, or bonus action, to assign a number of objects or
creatures they have touched equally to their proficiency
bonus. All of these must be of small size.
As a bonus action, action, or even reaction, you can spend
one of your fruit usage to swap the placement of the two
objects/creatures. There is no limit on distance. Once you
have spent that use, you can keep swapping those two objects
without expending a use. However, attempting to swap
another assigned object/creature will require a fruit usage. If
you are attempting to swap an unwilling creature, they can
make a Wisdom Saving Throw equal to your Devil Fruit DC
to prevent the effects on success (for balancing purposes).
There are many ways to use this fruit in and out of combat.
Use it to steal stuff by merely touching it, or even fire
anything as a projectile.
Size Limit Increase
Through training, you have learned how to swap bigger and
better things. At 5th level, you can now assign Medium sized
objects and creatures. At 10th, Large. At 15th, Huge. The
same swapping rules still apply.
The Dice-Dice Fruit Triple Threat
A Special Paramecia type devil fruit that allows the user to At 20th level, you have mastered chance, allowing you to roll
create dice that when rolled, grants the devil fruit user a more dice at once. As a bonus action, you can expend 3 devil
random devil fruit power. fruit uses to roll 3 times and gain the abilities of all 3 devil
fruits.
Awakening
Dice-Dice Fruit Ever since you've eaten this fruit, you've taken a chance. A
chance to extend your abilities in wacky, random, and
Fruit unpredictable ways. However, sometimes to succeed in the
Level Uses Features
gambles of life, you must take a chance on others. When you
1st 2 Fruit Uses, Dice-Dice DC, Devil Fruit expend a devil fruit usage as a bonus action to roll a random
Attack, Devil Fruit Abilitiy Check devil fruit, instead of giving it to yourself, you can give it to
3rd 3 ─ other people within a 60ft radius of yourself.
When you give a creature a devil fruit, they gain the Ocean's
5th 4 Extended Duration Scorn feature if they already don't have it. If you give it to a
7th 4 ─ creature who already has a devil fruit, they gain the benefits
9th 6 ─
of both.
If at this point you have the features of Double Dice and
10th 6 Double Dice Triple Threat, you can divide the fruits in any way you wish.
11th 7 ─ For example, rolling three fruits, you can give one to yourself,
and two to your ally, or give all three to your allies split
13th 8 ─ between them.
15th 9 Taken Odds
17th 10 ─ DM's Note
19th 11 ─ To use this fruit in a game, you would likely need to
compile a big list of preexisting devil fruits, and
20th 11 Triple Threat
would also require some improvisation skills when
determining the abilities (or spend days making
devil fruit tables for everyone). It is also important
to know the possibilities that this fruit opens up,
much like the Deck Of Many Things. For example,
Using this fruit what if on your list there is a devil fruit that lets you
As a bonus action, you can spend one of your fruit usages to create crystals? What is stopping the user from
roll a 1d(Insert Total Number of Devil Fruits in Universe). creating diamonds for the next 10 minutes? Or
Whatever number is rolled, the user gains the abilities of that even during a big boss battle, the user could get a
specific devil fruit for 1 minute, even ones that already have powerful devil fruit, like the Tremor-Tremor Fruit
users. If they roll their own fruit, they get to pick a previous from Whitebeard, the Fish-Fish Fruit Model: Azure
number they've rolled. You can only have 1 devil fruit active at Dragon from Kaido, or even the Dark-Dark Fruit
a time. Due to the random nature, you only really get the 5th from Blackbeard.
level benefits of the fruits (so no permanent condition and
damage immunities if you roll a logia).
Extended Duration
At 5th level, your devil fruits now last 10 minutes.
Double Dice
At 10th level, you have trained hard to improve your mastery
over chance. As a bonus action, you can expend two devil
fruit uses to gain the effects of two different devil fruits at
once that you have rolled.
Taken Odds
At 15th level, you've made a realization. You've seen one devil
fruit, you've seen them all. At this point, you can now gain the
10th level abilities of each devil you rolled instead of the level
5 abilities (so yes to permanent condition and damage
immunities for logias).
Awakening
Example Zoans: As an action, you can access Awakened Transformation. In
The Bat-Bat Fruit this state, you gain the following benefits for 10 minutes.
A zoan type devil fruit that allows the user to transform into a You can choose to increase your size by 2 categories,
bat and a bat-hybrid. increasing your reach by 10ft, and the damage dice of your
weapons double.
At the start of each of your turns, you regain hit points
equal to twice your Constitution Modifier (minimum of 2)
Bat-Bat Fruit If you are knocked unconscious, you can continue to move
Fruit around and attack, but still must make death saves.
Level Uses Features Your temporary hitpoints double.
Your Strength, Dexterity, and Constitution ability scores
1st 1 Fruit Uses, Bat-Bat DC, Devil Fruit Attack,
Devil Fruit Abilitiy Check, Ability Score
become 18 if they weren't already higher.
Increase, Hybrid Form, Full Beast Form After the duration of this ability, you return to your normal
3rd 2 ─ state with 1 level of exhaustion.
5th 3 Increased Duration
7th 4 ─
Great Bat
9th 5 ─ Medium (Or same size as your base form) beast
10th 5 Enhanced Form, Increased Duration
Armor Class 13
11th 6 ─ (5 x your level) + your Constitution
Hit Points
13th 7 ─ modifier
Speed 10ft. 60ft fly
15th 8 Increased Duration
17th 9 ─
STR DEX CON INT WIS CHA
19th 10 ─
16 16 12 Same as Same as Same as
20th 10 Endless Forms, Increased Duration (+3) (+3) (+1) Base Base Base

SkillsPerception, Acrobatics, Stealth


Senses Blindsight 60ft, passive Perception (Same as
base form)
Using This Fruit Languages Your languages, Bats
Upon initial consumption, you gain a +1 to your Strength, Proficiency Bonus Same as Base
Dexterity or Constitution score. When using this fruit, the
user can access their hybrid and full beast form. Echolocation. You can't use your blindsight while
deafened.
Hybrid Form
In the Hybrid Form, your attacks gain a bonus to your Keen Hearing. You have advantage on Wisdom
damage rolls equal to your proficiency bonus, you have (Perception) checks that rely on hearing.
temporary hit points equal to double your level, you have a Swift Flight.Opportunity attacks made against you
flying speed of 45ft, Echolocation, Keen Hearing, Swift Flight while flying are made at disadvantage..
(see Great Bat statblock), , and teeth as natural weapons (1d8
+ Str or Dex piercing). Actions
Bite.Melee Weapon Attack: +(Strength modifier +
Enhanced Form your proficiency bonus) to hit, reach 5ft., one
When you enter your Hybrid or Full beast form, you can target. Hit (1d8 + Strength modifier) piercing
choose to enter an enhanced form. You gain the ability to damage.
choose to increase your size category by 1, increasing your
reach by 5, and allowing you to deal 1d8 more damage. You Screech. (Recharge 3 Rounds). In the place of an
can access this form once per long rest. attack, you can unleash a potent, high-pitched cry.
Each creature in a 15-foot cone must make a
Constitution saving throw against your Bat-Bat DC.
Endless Forms
A creature takes a number of d6s equal to your
You can now enter your full beast and hybrid form without proficiency bonus of thunder damage on a failed
expending a usage. You can also enter your Enhanced Form save, or half as much damage on a successful one.
as many times per day but still costs a usage. You can also
make subtle transformations, like transforming only your
ears to have advantage of sound-based perception checks in
your normal form.
The Cat-Cat Fruit, Model: Saber- Hybrid Form
Toothed Tiger
In the Hybrid Form, your attacks gain a bonus to your
damage rolls equal to your proficiency bonus, you have
An Ancient zoan type devil fruit that allows the user to temporary hit points equal to triple your level, you gain a +5
transform into a Saber-Tooth Tiger and a Saber-Tooth hybrid. bonus to your movement speed, Bloodthirst, Keen Smell,
Pounce (see Great Saber-Tooth statblock), claws as natural
weapons (2d6), and fangs as natural weapons (1d10).
Cat-Cat Fruit, Model: Saber-Toothed Tiger
Enhanced Form
Fruit When you enter your Hybrid or Full beast form, you can
Level Uses Features choose to enter an enhanced form. You gain the ability to
1st 1 Fruit Uses, Cat-Cat DC, Devil Fruit Attack, choose to increase your size category by 1, increasing your
Devil Fruit Abilitiy Check, Ability Score reach by 5, and allowing you to deal 1d8 more damage. You
Increase, Zoan Forms can access this form once per long rest.
3rd 2 ─
Endless Forms
5th 3 Increased Duration You can now enter your full beast and hybrid form without
7th 4 ─ expending a usage. You can also enter your Enhanced Form
as many times per day but still costs a usage. You can also
9th 5 ─ make subtle transformations.
10th 5 Enhanced Form, Increased Duration
Awakening
11th 6 ─
As an action, you can access Awakened Transformation. In
13th 7 ─ this state, you gain the following benefits for 10 minutes.
15th 8 Increased Duration You can choose to increase your size by 2 categories,
17th 9 ─ increasing your reach by 10ft, and the damage dice of your
19th 10 ─
weapons double.
At the start of each of your turns, you regain hit points
20th 10 Endless Forms, Increased Duration 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.
Your Strength, Dexterity, and Constitution ability scores
Using This Fruit become 18 if they weren't already higher.
Upon initial consumption, you gain a +1 to your Strength,
Dexterity or Constitution score. When using this fruit, the After the duration of this ability, you return to your normal
user can access their hybrid and full beast form. state with 1 level of exhaustion.

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

Using this fruit


A user of this fruit gains a flying speed of 60ft as they are
clouds. They can also cause lightning storms and other major
weather events, by spending a Fruit usage. They can electrify
their weapons, cause rain, and more.
Essentially, you can spend your devil fruit uses to do
weather-related stuff, like use the Lightning Bolt creation,
create a Cloud Man that strikes people with lightning, use
clouds to float you and your allies around, sense changes in
airflow to extend your senses, and much much more.
Elemental Domain
As a logia, you reign domain over the element of cloud, 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 conditions
except if they fulfill your element's weakness. Lasting effects
of your fruit last 1 minute.
Improved Elemental Domain
At 5th level, you gain more control over your element, The
lasting effects of your devil fruit now have a duration of 10
minutes, and specifically the ability to transform into your
element. When you use your reaction, you no longer need to
spend a Devil Fruit usage, and after taking the initial damage,
until the start of your next turn, you have resistance to all
other unimbued damage, or fulfills you element's weakness.
Chapter 7: Additional Powers

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.

Demon Leap Dragon Claw Fist


When you receive this power, you gain the ability to leap far Utilizing the full force of your fingers and striking the core of
distances like a mad devil. As a bonus action, while your your targets, masters of this style are capable of crushing just
movement speed isn’t 0, you can jump a number of feet equal about anything with the claws of dragons.
to 10 x your Proficiency Bonus in a direction of your choice.
Dragon Claw
Demon Strike When you gain this ability, you gain the ability to crush
When you receive this power, you are able to harness both anything with your bare hands. Your unarmed strike damage
your strength and dexterity while wielding your weapons, dice increases by one size and deal double damage to objects
causing them to rotate at a rapid pace. All melee weapons and structures.
you wield gain the Finesse property. In addition, you add both
your Strength and Dexterity modifiers to damage rolls made Dragon Grip
with any melee weapon you wield. At 5th level, your grip never leaves the enemy. After landing a
Demonic Dance
successful strike on an enemy, you can attempt to grapple
them with advantage. You can use this ability a number of
At 5th level, your leaps through the air are not without times equal to your proficiency bonus, regaining all expended
purpose, slamming into the enemy with the extra momentum. uses on a short or long rest.
When you use your Demon Leap feature, you can make an In addition, while you are grappling a target, they start their
additional attack with a melee weapon you are wielding as turns taking 1d4 bludgeoning damage.
part of the same bonus action. You can use this feature a
number of times equal to your proficiency bonus, regaining Dragon Breath
all uses at the end of a long rest. At 10th level, you have trained yourself to strike the core of
Destroy Defense
the ground to generate shockwaves. Once per turn, you can
replace an unarmed strike to use the Thunderwave creation
At 10th level, your momentum allows you to break through at 1st level using either your Strength or Dexterity to
nearly any armor. You gain a +2 bonus to your melee attack calculate the save DC.
rolls against creature’s wearing armor, or using a shield. You can use this feature a number of times equal to your
proficiency bonus, regaining all expended uses on a long rest.
Dragon Talons
Once per turn, the first creature you hit with this attack
must make a Strength Saving throw against your Spirit DC.
At 15th level, when you use your Dragon Grip feature, the On a failure, they are either pushed back 10ft or knocked
extra 1d4 damage becomes 1d6. When you use Dragon's prone the user's choice.
Breath, the Thunderwave creation is used at 2nd level.
Rolling Spa
Dragon's Dream At 10th level, when you take the dodge action, you can
At 20th level, Dragon's Grip and Dragon's Breath no longer additionally move a number of feet equal to your proficiency
requires uses, but you still only make one Dragon's Breath bonus x 5. This movement doesn't provoke opportunity
attack per turn. attacks.

Multiple Weapon Style Awaken the Maiden


Prerequisite: Two Weapon Fighting Style At 10th level, using your innate charisma, you can attempt to
When merely two blades are not enough, wielding an charm a creature you can see within range to become an
additional or even multiple additional blades can be used to Okama.
not only confuse but overwhelm your opponents with a flurry As an action, you can expend 2 Spirit Points to use the
of weapon strikes. Charm Person Creation with your Spirit DC.

Additional Strike Waxing Fist


When you gain this feature, you master the art of making At level 15th, when you use Elegant Combination, you don't
several attacks with various weapons. Once per turn, you can need to hit with both attacks to make the extra attack.
make an additional melee weapon attack when you take the
attack action and engage in two weapon fighting. You can Oh Come My Way
only make this extra attack a number of times equal to your At 15th level, using your innate charisma, you can attempt to
proficiency bonus. You regain all uses on a short or long rest. bring a creature you can see within range to enter an
irresistable dance.
Newkama Kenpo As an action, you can expend 6 Spirit Points to use the
Irrestiible Dance Creation with your Spirit DC.
Prerequisite: Okama Kenpo Brawler Class, at least 5th level
Martial arts are always evolving, and Okama Kenpo is no Okama Queen
exception. Those who practice this style make the most out of
their Okama ways, to not only use their immense charm but At 20th level, you have mastered Newkama Kenpo. You can
also their immense strength and speed to dominate the use the Charm Person Creation without spending any Spirit
battlefield. Points.
Additionally, you cannot be charmed against your will.
Charming Spirit
At 5th level, you can use your charm to fuel your spirit. You Rope Action
gain additional Spirit Points equal to their Charisma Prerequisite: Proficiency with improvised weapons
Modifier. These Spirit Points are added to any Spirit Point The ability to tie knots is a very important skill to have in a
total and replenish after a short or long rest like with the rest world dominated by water, especially when it relates to the
of the Spirit Points. construction, repair, and operation of most traditional sailing
In addition, you no longer have limited uses of the bonus ships. Combative prowess is a key skill, especially when
action attack when you use your Swan Dance feature. traversing the Grandline. Rope Action is a fighting style that
employs both knot tying and combat, allowing the user to
Death Wink restrain, strike, and defend against their enemies.
At 5th level, you gain a new attack option which can be
performed by winking. This attack can be used to replace any Fiber Artisan
of your unarmed strikes, including a flurry of blows and the During a short or long rest, you can take 10 minutes to craft
martial arts bonus action attack, and counts as an aesthetic 10 Strong Ropes, each of which are 10ft long. They have 5
weapon. times your level of Hit Points. They can be burst with a
This special attack is a ranged weapon attack with a range successful Strength check, DC = 8 + your Strength Modifier +
of 30 feet. You are proficient with it, and you add your Proficiency Bonus.
Dexterity modifier to its attack and damage rolls. Its damage
is bludgeoning, and its damage die is a d6. This die changes
as you gain brawler levels, as shown in the Martial Arts
column of the Brawler table.
Rope Combatant Kappa Style
When you wield a 10ft length of rope as an improvised Prerequisite: The Powerful Build feature, or similar effect
weapon, it gains the finesse and reach property, much like a (increases your carrying capacity to a Large creature)
whip, and deals your choice of 1d6 bludgeoning, piercing, or A fighting style that involves the use of brute strength to
slashing damage. You can alternatively use a 10ft length of inflict powerful melee blows, charging through the enemies
rope like a net. like a raging river.
If you are armed with a Strong Rope, you gain a bonus to
attack and damage rolls with it equal to half your proficiency
bonus, rounded up. When you use a Strong Rope like a net, Rushing River
the hit points and escape DC are the same as the Strong When you gain this ability, you become unbelievably fast.
Rope. When you use the dash action and move in a straight line, you
do not provoke opportunity attacks.
Spider Rope
As a bonus action, when you are wielding a rope of at most a Raging Charge
distance of 30ft, you can use it to swing a number of feet When you move at least 10 ft. straight toward a target and
equal to the rope's length in any direction, as long as there is then hit it with an Attack on the same turn, the target takes
a stable point for the swinging to occur. an extra 2d8 damage from the melee weapon used. If the
target is a creature, it must succeed on a Strength saving
Ramen Kenpo throw or be pushed up to 10 ft. away and knocked prone. The
DC equals 8 + your Proficiency Bonus + your Strength or
Prerequisite: Proficiency with Chef's Tools Dexterity modifier.
A very unorthodox fighting style that only a master chef can You can use this ability a number of times equal to your
hope to fully use, allowing the user to transform the usually proficiency bonus, regaining all expended uses on a long rest.
harmless noodles as a deadly weapon.
Noodle Strikes
Emphatic Observation
As long as you have a bag of flour on your person, you can Prerequisites: 10th level, Color of Observation Apprentice
form sharpened noodles as weapons. This attack counts as a You gain ability to sense the presence of creatures,
melee improvised weapon attack with the finesse, thrown specifically their true thoughts and emotions through the use
(30/120ft) light properties that deals 1d6 piercing damage. of your Observation haki.
Additionally, in place of this attack, you can attempt a
grapple check, and you can use Acrobatics instead of Emphasized Empathy
Athletics to make the grapple. You gain proficiency in Wisdom (Insight) skill checks. If you
were already proficient in Insight, you instead gain expertise.
Formal Noodle Suit When you use Sense Presence, you also gain a sense of the
As a bonus action, you can choose to consume an entire bag emotions and true thoughts of those within your Sense
of flour to form a suit of armor our of Ramen. You gain the Presence. You learn the creature's alignment and its
following benefits while wearing this suit: immediate surface-level thoughts.
If you use the ability on them a second time, you can look
You gain twice your level in temporary hit points. deeper, you gain Insight into their reasoning, their emotional
Your Noodle Strike attacks have a bonus to their attack state, and their mind (such as something it worries over,
and damage rolls equal to half your proficiency bonus, loves, or hates).
rounded up. A creature that is currently being deceitful can attempt to
As a reaction to being hit by a melee attack, you can force fool the observation haki by making a deception check
the attacker to make a Strength Saving throw, DC = 8 + against your insight.
your Strength Modifier + Proficiency Bonus. On a failure,
that creature becomes restrained, escape DC is also the
same.
This suit lasts 24 hours, or until you lose all your
temporary hit points. You can use this ability a number of
times equal to your proficiency bonus, per long rest.
Full Body Armament
Prerequisites: 14th level, Color of Armament Adept
Those who train in this branch of armament haki gain the
ability to coat their entire body in haki, allowing them to
always be on the defensive.
Full Body Armor
On your turn, you can choose to expend an amount of
Armament Points equal to your level to instead fully coat your
body in a dark layer of armor.
For the next minute, you reduce all incoming damage by
your level for 1 minute, and each saving throw you make
during this time you can reroll once, taking the highest result.
This effect is ignored by attacks or creations that deal force
or psychic damage.

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.

Invincible Conviction Inciting Inspiration


You gain an extra use of your Channel Conviction feature. When you use your Bardic Inspiration feature, you can
choose two creatures to gain a bardic inspiration die as part
Charismatic Atmosphere of the same usage.
In addition, you gain a +1 bonus to your creation attack
The radius of your Aura of Protection, Aura of Courage, and rolls and save DCs for your Bard Creations.
Ardent Soul Aura abilities increases by a number of feet
equal to 5 x half your proficiency bonus (rounded down). Charming Personality
You gain a number of additional uses to your Harmonic
Sharp Focus Vitality ability equal to your proficiency bonus.
Prerequisite: 10th level minimum, Marksman class.
As a marksman, your hunter instincts have guided your Iron Fury
hand and your mission, enabling you to hunt through the
seas, striking your prey from far lands. Through years of Prerequisite: 10th level minimum, Barbarian class.
practice, your aim has become all the more deadly. Your rage is a fire, tempering both the steel of your nerves
and the iron like durability of your body, enabling you to tear
Hunter’s Eye your foes down with the strength and fury of a hundred men.
From sea to sea and Earth to Heaven, your might knows no
You gain an additional number of uses for your Favored Mark bounds. You gain the following benefits:
feature equal to your proficiency bonus.
Furious Juggernaut Master of the Craft
While raging, the critical hit range of your weapon attacks are Prerequisite: 10th level minimum, Gadgeteer class.
increased by 1 (20 => 19 => 18…). All your life has been spent around various gadgets and
In addition, while you are raging, any damage you are gizmos, learning about the intricate processes and applying
resistant to, after resistance is calculated, can reduce the them through your machinery. Speaking of application,
damage taken by a number equal to half your proficiency applying your brilliant mind in any situation, you can
bonus, rounded down. empower your inventions, or better provide advice to your
allies at any turn. You gain the following benefits:
Durable Rage
When your rage ends, you can choose to ignore the 1 minute Masterful Modification
cooldown and re-enter your rage as a bonus action, once per All of your infusions count as +1 mastercraft items. If that
long rest. specific infusion is already +1 and up, it is increased by 1, to a
maximum of +4.
Machiavellian Misfit
Prerequisite: 10th level minimum, Rogue class. Inventive Mind
The chaos of life is where you thrive, given that you are You gain a +1 to your Gadgeteer creation attack rolls and
able to maneuver any physical or mental obstacle that comes save DCs. In addition, you gain an additional number of uses
your way thanks to your slippery nature. In the heat of the for your Flash of Genius feature equal to your proficiency
moment, you remain steadfast, able to take aim to strike your bonus.
targets where it hurts, or bend yourself away from any harm.
Pinpoint Precision
Burn Baby, Burn
Your sneak attack damage increases by 1d6. In addition, you Prerequisite: The ability to deal fire damage.
can use your Steady Aim feature without sacrificing When you witnessed the red, sparking flower bloom,
movement. engulfing everything in its path, fear did not grip your heart.
Instead, that sparked adoration, obsession, blazing out of all
control. You’re an arsonist through and through.
Evasive Maneuvers
When you gain this additional power, choose either Wisdom, Numbed Nerves
Charisma, or Intelligence, or Strength. That saving throw Time and time again you’ve been burned, numbing you to the
benefits from your Evasion feature. pain, lighting the hellfire inside you. You gain resistance to
fire damage.
PhD In addition, as a reaction to taking fire damage, you can
Prerequisite: 10th level minimum, Medic class. choose to turn the pain from the flames into power. Instead of
taking the fire damage, you gain temporary hit points equal to
Years of studying medicine and practical application have the fire damage from the triggering source, not counting your
led you down the path of medicinal mastery. The health of resistance. You can use this feature a number of times equal
your patients are paramount, as well as your improving to 1 + your Constitution modifier, regaining all uses at the
methods and chemical agents you utilize to accomplish your end of a short or long rest.
goals. You gain the following benefits:
Fuel the Fire
Medical Practice
You gain an additional use of your Experimental Medicine Whenever you deal fire damage to a creature or flammable
feature. object, you can, once per turn, choose to ignite it. If the target
is a creature, they must make a Constitution saving throw,
DC = 8 + your Constitution modifier + your proficiency bonus.
Medical Dissertation On a success, they do not catch on fire. On a failure, the
You gain a +1 bonus to your Medic creation attack rolls and target is set ablaze. While the target is on fire, they take 1d6
save DCs. In addition, anytime you restore hit points to a fire damage at the start of each of their turns. If the target is a
creature, they regain an additional amount of hit points equal creature, they can attempt to put out the fire by stopping,
to your proficiency bonus. dropping, and rolling. They can expend all their movement on
their turn to make a Dexterity (Acrobatics) check against your
Fuel the Fire DC, ending the effect on a success.
You can use this ability a number of times equal to 1 + your
Constitution modifier, regaining all uses of this ability at the
end of a short or long rest. In addition, when you deal fire
damage, you ignore resistance to fire damage.
Hellfire Halitosis Release The Beast
Starting at 5th level, you can unleash waves of fire to engulf At 20th level, you can burn away the last vestiges of your
your enemies. When you take the Attack action on your turn, weaknesses, for one last moment of triumph. Once a long
you can replace one of your attacks with a gout of flames in a rest when you drop to zero hit points, you can enter Beast
15-foot cone. Each creature in that area must make a Mode for 1 minute. You immediately regain a number of hit
Dexterity saving throw against your Fuel the Fire DC. On a points equal to half your hit point maximum and gain the
failed save, the creature takes 5d6 fire damage, or half as following benefits for the duration of Beast Mode:
much on a successful save. The damage of this ability
increased to 8d6 at 11th level, and 11d6 at 17th level. You can You gain 66 temporary hit points.
use this ability a number of times equal to your proficiency You exude a 20ft radius aura of fear. Each creature of your
bonus, regaining all uses at the end of a long rest. choice within this aura and aware of it must succeed on a
Wisdom saving throw against your Fuel the Fire DC, or
Pain is Power
become frightened for 1 minute. A creature can repeat the
saving throw at the end of each of its turns, ending the
Also at 5th level, you can light yourself on fire as bonus effect on itself on a success. If a creature's saving throw is
action, empowering yourself for 1 minute. While you are successful or the effect ends for it, the creature is immune
burning, you take 2d6 fire damage at the end of each of your to this effect for the next 24 hours.
turns, and gain the following benefits: Once on each of your turns, when you attack with a
All your attacks deal an additional 2d6 fire damage. weapon attack using the Attack action, you can make one
Any damage that you take that is not fire damage, you additional attack as part of the same action.
reduce by a number equal to your Constitution modifier When you hit a creature under the effects of your Fuel the
per instance of damage. Fire feature, your attacks deal an additional 10 fire
damage against it.
Fire Fiend
When you deal fire damage against a creature that is
immune to fire damage, you can treat the immunity as
At 10th level, your flames burn away at the weak parts of your resistance instead.
enemies. When you hit a creature that is currently ignited, by You can use your Numbed Nerves feature without
your Fuel the Fire feature, you gain a 1d6 bonus to your expending any of its uses.
attack rolls against that burning target. You can use the Vengeful Flames creation at will at first
In addition, you can expend a charge of Hellfire Halitosis to level.
conjure a bout of flames to hunt down your enemies. You use
the Conjure Elemental Creation, summoning a Conjured Cheater Cheater
Elemental of the Fire type, using your Constitution modifier
as the creativity modifier. Prerequisite: Proficiency in Deception.
Through deception, you can hide your true intentions at
Fuel the Rampage any moment, turning what seems to be a failure instead into
a moment of triumph, no matter how unconventional or how
At 15th level, your crimson, unstoppable rampage is all out of your depth you are. Few can call your bluff, and those
consuming. When your hit points are at or below half your hit that do just find themselves tangled deeper within your web.
point maximum, you enter a rampage. This rampage lasts for
1 minute, until your hit points reach 0, or until your hit points A Lesson in Trickery
rise above half your hit point maximum. While you are in the
rampage, You gain the following benefits: You gain a number of Cheat Dice equal to your proficiency
bonus, all of which you regain at the end of a short or long
When you roll fire damage, you can reroll the result once rest. These Cheat Dice are d8s
per turn.
You can use Fuel the Fire without expending a use, once By the Skin of My Teeth. As a reaction to a creature
per turn. hitting you with an attack, you can expend one of your
When you use your Hellfire Halitosis feature, the range Cheat Dice to roll it to reduce the attack roll by the result.
increases to a 30ft cone. If the attack is a critical hit, it instead becomes a normal
When you use Pain's Power feature, increase the fire hit.
damage dealt and taken by 1d6, and the damage you Run and Flee. You cause you opponent to momentarily
reduce is instead reduced by double your Constitution drop their guard long enough for you to flee. As a bonus
modifier. action, you can expend one of your Cheat Dice to move a
You can make an attack against a creature that is not number of feet equal to 5 x the number rolled on your
currently on fire, as a bonus action. Cheat Dice. During this movement, you do not provoke
opportunity attacks.
Just as Planned. If you fail an attack roll, ability check, or
saving throw, you can expend a Cheat Die to roll it and
add the result to the roll, potentially changing it to a
success. If this feature is used on a critical failure, it
instead turns into a normal failure.
Beguiling Laughter. Your laugh soothes the hearts of all
Plan B who hear it. As a bonus action, choose up to six creatures
Prerequisite: Gadgeteer class. within 60ft, and can hear you. Each creature must make a
You’re always prepared for things to go south so all your Wisdom saving throw against your Laughter DC. On a
creations are designed to escape nasty situations. Your mods failure, they become charmed by you for one minute,
come with a self destruction feature. repeating the saving throw at the end of each of their
turns, ending the effect on a success. If the targets make
this save in combat, they have advantage on this roll. A
Obliterate charmed target remakes their saving throw with
As a bonus action you or an ally can cause a mod they’re advantage if they take damage.
carrying to explode forcing all creatures (excluding you
and/or the triggering ally) within thirty feet to make a
Dexterity saving throw against your creation save DC. On a World Champion
failure, a creature takes 4d8 fire, lightning, or thunder Prerequisite: Sumo Wrestler Brawler.
damage (your choice), or half as much on a success. The The art of wrestling, in some places, has taken on a more
explosion will propel the user 50 feet in any direction. The theatrical approach. While the principles are largely the
mod on the item ends, but is not destroyed. same, this style of wrestling deviates from the traditions of
Sumo in favor of unique and flashy moves of its users’ own
Powerful Laughter creation.
Prerequisite: A Charisma score of 13 or higher. Gimmick
Your laughter has a unique effect on your enemies, friends,
and even the world around you. You have developed a separate persona to use during combat,
complete with a unique outfit and mask. You can adopt this
Gleeful Bellows persona as a bonus action as long as no one can see you.
While in this persona, no one can recognize you as yourself
Choose one of the laughter styles below. Some features of the unless you tell them or they see you change back to your
laughter styles require a saving throw. Your Laughter DC normal self.
equal 8 + your proficiency bonus + your Charisma modifier.
You can use your Powerful Laughter an amount of times Steel Chair
equal to your proficiency bonus, regaining all uses on a long
rest. With style, you can unleash the full force of the objects
around you. You gain a bonus to attack and damage rolls
Empowering Laughter. Your laughter exudes strength made with improvised weapons equal to half your proficiency
that your allies absorb, empowering them in the thick of bonus (rounded down).
the fight. As a bonus action, choose up to six creatures
within 60ft of you, that can hear you (can include yourself). Off the Ropes
Until the start of your next turn, each chosen creature has
their critical hit range by two (20 => 19 => 18 => 17...). You gain a climbing speed equal to your walking speed. In
addition, when you use your Savage Slam feature while at
Terrifying Laughter. You have a laugh that strikes fear least 10 feet off the ground, you deal an additional 1d6
into the hearts of those who hear it. As a bonus action, damage of the same type as the attack for every 10 feet you
choose up to six creatures within 60ft of you, that can are off the ground, up to a maximum of 10d6. If you hit with
hear you. Each chosen creature must make a Wisdom the attack, you also take no fall damage if you otherwise
saving throw against your Laughter DC. On a failure, they would.
become frightened of you until the start of your next turn.
While frightened in this way, their movement speed
becomes 0. Cannonball Chucker
Hearty Laughter. Your laughter allows your allies to stand Prerequisite: Fighting Style: Thrown Weapon Fighting.
together as an unstoppable wall, steadfast and strong. As a You have figured out that loading cannonballs is too slow,
bonus action, choose up to six creatures within 60ft of so you have decided to speed things up by taking matters into
you, and who can hear you (can include yourself). Each your own hands.
creature gains a number of temporary hit points equal to
twice your level. Strongarm
Once per turn, while wielding a cannonball, you may use it as
an improvised weapon attack. This attack uses the statistics
of a Cannon Attack with a Swivel Gun, using either your
Strength or Dexterity for the attack and damage rolls (using
the same madifier for both). This attack counts as having the
thrown property.
At 10th level, you can instead treat this attack as one used
with a 12-Pounder instead of a Swivel Gun.
Chapter 8: Special Items

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.

Bards - Stories to Shape the World Marksmen - Always Prepared


Bards are entertainers, acrobats, and daredevils who Marksmen are experts in their field that enhance their
entertain the masses and lift the weary hearts of travelers uncanny aim with the use of specialized ammunition,
everywhere. customizations, and easy-to-use gadgets.
Not every entertainer is a bard. What sets a bard aside Marksmen split their focus between creativity and combat,
from other entertainers is the way their music seems to touch resulting in a smaller arsenal than gadgeteers. Instead, they
not only the soul but the bodies of those that listen to their specialize in creations designed for battle, such as pop
music as well, seemingly able to numb pain, hypnotize greens and dials, allowing them to rain bullets over large
crowds, and in some even manipulate the environment itself. areas, fire napalm onto enemies, or trap them in tar.

Medics - Miracle Workers Savants - Power from Within


Medics are practitioners of the healing arts, but in this Savants are extremely rare individuals that have developed
practice lies also an intimate knowledge of lethal substances. fantastical power from within. Most of the time, this power
Most medics often find work as doctors on both pirate and comes as a result of genetic modification or tampering,
navy ships. however, sometimes it's simply a manifestation of a person's
A medic's creations are typically less flashy than their passion and spirit.
contemporaries: Simple medicinal pills and humble Limited in scope compared to other forms of creativity,
concoctions that hold the restorative or harmful power. savants do not need gadgets or paraphernalia for their
Medics use their creations to heal the wounded, empower creations, instead it is a power that comes from within.
allies with performance-enhancing medicine, weaken Unlike other creative minds, savants learn a few specific
enemies with enfeebling chemicals, and create illusory creations based on what their soul mirrors.
images from hallucinogenic concoctions.
Creation Descriptions

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

6 (-2) 18 (+4) 12 (+1) 4 (-3) 12 (+1) 4 (-3)


Gentle Repose (R)
Damage Resistances bludgeoning, piercing, and
2nd-level necromancy (routine)
slashing Casting Time: 1 action
Condition Immunities charmed, frightened, Range: Touch
grappled, paralyzed, petrified, prone, restrained, Components: V, S, M (salt)
stunned Duration: 10 days
Senses darkvision 60 ft., passive Perception 11
Languages Understands the language you speak
You touch a corpse or other remains. For the duration, the
target is protected from decay and can’t become undead.
Swarm. The Gathered Swarm can occupy another The creation also effectively extends the time limit on
creature’s space and vice versa, and the swarm can raising the target from the dead, since days spent under the
move through any opening large enough for a Tiny influence of this creation don’t count against the time limit of
beast. The swarm can’t regain hit points or gain creations such as revivify, raise dead, and abilties such as the
temporary hit points. Way of Mercy's reviving ability.
Blood Frenzy (Fish Only). The swarm has advantage
on melee attack rolls against any creature that
doesn't have all its hit points. In addition, the
swarm can breathe only underwater.
Grounding Heat Metal
2nd-level transmutation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 300 feet Range: 60 feet
Components: V Components: V, S, M (a piece of metal)
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
You can prevent creatures from taking off the ground. Choose a metal object, such as a metal weapon or a suit of
Choose one creature you can see within range. The target heavy or medium metal armor, that you can see within range.
must succeed on a Constitution saving throw or its flying You cause the object to glow red-hot. Any creature in physical
speed (if any) is reduced to 0 feet for the duration. An contact with the object takes 2d8 fire damage when you cast
airborne creature affected by this creation descends at 60 the creation. Until the creation ends, you can use a bonus
feet per round until it reaches the ground or the creation action on each of your subsequent turns to cause this damage
ends. again.
At Higher Levels. When you use this creation with a If a creature is holding or wearing the object and takes the
creation slot of 3rd or higher, you can target an additional damage from it, the creature must succeed on a Constitution
creature within range for each slot above 2nd. Each creature saving throw or drop the object if it can. If it doesn’t drop the
must be within 30ft of eachother. object, it has disadvantage on attack rolls and ability checks
until the start of your next turn.
Gust of Wind At Higher Levels. When you use this creation with a
2nd-level evocation creation slot of 3rd level or higher, the damage increases by
Casting Time: 1 action 1d8 for each slot level above 2nd.
Range: 60 foot line
Components: V, S, M (a seed) Hold Person
Duration: Concentration, up to 1 minute 2nd-level enchantment
A line of strong wind 60 feet long and 10 feet wide blasts Casting Time: 1 action
from you in a direction you choose for the creation’s duration. Range: 60 feet
Each creature that starts its turn in the line must succeed on Components: V, S, M (a small, straight piece of iron)
a Strength saving throw or be pushed 15 feet away from you Duration: Concentration, up to 1 minute
in a direction following the line. Choose a humanoid that you can see within range. The
Any creature in the line must spend 2 feet of movement for target must succeed on a Wisdom saving throw or be
every 1 foot it moves when moving closer to you. paralyzed for the duration. At the end of each of its turns, the
The gust disperses gas or vapor, and it extinguishes target can make another Wisdom saving throw. On a success,
candles, torches, and similar unprotected flames in the area. the creation ends on the target.
It causes protected flames, such as those of lanterns, to At Higher Levels. When you use this creation with a
dance wildly and has a 50 percent chance to extinguish them. creation slot of 3rd level or higher, you can target one
As a bonus action on each of your turns before the creation additional humanoid for each slot level above 2nd. The
ends, you can change the direction in which the line blasts humanoids must be within 30 feet of each other when you
from you. target them.
At Higher Levels. When you use this creation with a
creation slot of 4th level increases the line to 80 feet long, the Hymn of Healing
wind pushes targets 20ft if they fail the saving throw, and 2nd-level evocation
creatures moving towards you must spend 3 feet for every 1 Casting Time: 10 minutes
foot. When you use this creation with a creation slot of 6th Range: 30 feet
level increases the line to 120 feet long, 15 feet wide, the Components: V
wind pushes targets 30ft if they fail the saving throw. When Duration: Instantaneous
you use this creation with a creation slot of 4th level
increases the line to 180 feet long, 15 feet wide, the wind Up to six creatures of your choice that you can see within
pushes targets 40ft if they fail the saving throw, and creatures range each regain hit points equal to 2d10 + your creative
moving towards you must spend 4 feet for every 1 foot. ability modifier. This creation has no effect on undead or
constructs.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, the healing increases by
1d10 for each slot level above 2nd.
Ice Lock Kinetic Jaunt
2nd-level evocation 2nd-level transmutation
Casting Time: 1 action Casting Time: 1 bonus action
Range: 30ft cone Range: Self
Components: S, M (a drop of water) Components: S
Duration: Instantaneous Duration: 1 minute
A burst of icy cold energy emanates from you in a 30-foot You empower your movement with dancelike steps, giving
cone. Each creature in that area must make a Constitution yourself the following benefits for the duration:
saving throw. On a failed save, a creature takes 3d8 cold Your walking speed increases by 10 feet.
damage and is covered in ice for 1 minute or until a creature You don't provoke opportunity attacks.
uses its action to break the ice off itself or another creature. A
creature covered in ice has its speed reduced to 0. On a You can move through the space of another creature, and
successful save, a creature takes half as much damage with it doesn't count as difficult terrain. If you end your turn in
no additional effects. another creature's space, you are shunted to the last
At Higher Levels. When you use this creation with a unoccupied space you occupied, and you take 1d8
creation slot of 3rd level or higher, increase the cold damage bludgeoning damage.
by 1d8 for each slot level above 2nd. Lesser Restoration
2nd-level abjuration
Instill Madness
2nd-level enchantment Casting Time: 1 action
Range: Touch
Casting Time: 1 action Components: V, S
Range: 120 feet Duration: Instantaneous
Components: V, S
Duration: Concentration, up to 1 minute You touch a creature and can end either one disease or one
One humanoid of your choice that you can see within range condition afflicting it. The condition can be blinded, deafened,
paralyzed, or poisoned.
must succeed on a Wisdom saving throw or become charmed
by you for the duration. Lightning Arrow
The charmed target must use its action before moving on 2nd-level transmutation
each of its turns to make a melee attack against a creature
other than itself that you mentally choose. The target can act Casting Time: 1 bonus action
normally on its turn if you choose no creature or if none are Range: Self
within its reach. Components: V, S
The target can make a Wisdom saving throw at the end of Duration: Instantaneous
each of its turns. On a success, the creation ends. After successfully hitting with a ranged weapon attack, you
At Higher Levels. When you use this creation with a can use your bonus action to electrically charge the weapon’s
creation slot of 3rd or higher, you can target an additional ammunition, or the weapon itself if it’s a thrown weapon. The
creature within range for each slot above 2nd. Each creature target takes an extra 2d8 lightning damage, or half as much
must be within 30ft of eachother. damage on a miss, instead of the weapon’s normal damage.
Each creature within 10 feet of the target must make a
Invisibility Dexterity saving throw. Each of these creatures takes 2d8
2nd-level illusion lightning damage on a failed save, or half as much damage on
Casting Time: 1 action a successful one.
Range: Touch The piece of ammunition or weapon then returns to its
Target: A creature you touch normal form.
Components: V, S, M (an eyelash) At Higher Levels. When you use this creation with a
Duration: Concentration, up to 1 hour creation slot of 3rd level or higher, the damage for both
A creature you touch becomes invisible until the creation effects of the creation increases by 1d8 for each slot level
above 2nd.
ends. Anything the target is wearing or carrying is invisible as
long as it is on the target’s person. The creation ends for a
target that attacks or uses a creation.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd.
Lock Mirror Image
2nd-level transmutation 2nd-level illusion
Casting Time: 1 bonus action Casting Time: 1 action
Range: Touch Range: Self
Target: A closed door, window, gate, chest, or other entryway Components: V, S
Components: V S M (Gold dust worth at least 250,000 Duration: 1 minute
berries, which the creation consumes) Three illusory duplicates of yourself appear in your space.
Duration: Concentration, up to 1 hour Until the creation ends, the duplicates move with you and
You touch a closed door, window, gate, chest, or other mimic your actions, shifting position so it’s impossible to
entryway, and it becomes locked for the duration. You and the track which image is real. You can dismiss the illusory
creatures you designate when you use this creation can open duplicates as a free action.
the object normally. You can also set a password that, when Each time a creature targets you with an attack during the
spoken within 5 feet of the object, suppresses this creation creation’s duration, roll a d20 to determine whether the
for 1 minute. Otherwise, it is impassable until it is broken or attack instead targets one of your duplicates.
the creation is deactivated or suppressed. Using the knock If you have three duplicates, you must roll a 6 or higher to
creation on the object suppresses lock for 10 minutes. change the attack’s target to a duplicate. With two duplicates,
While affected by this creation, the object is more difficult you must roll an 8 or higher. With one duplicate, you must
to break or force open; the DC to break it or pick any locks on roll an 11 or higher.
it increases by 10. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate
Mind Spike can be destroyed only by an attack that hits it. It ignores all
2nd-level divination other damage and effects. The creation ends when all three
Casting Time: 1 action duplicates are destroyed.
Range: 60 feet A creature is unaffected by this creation if it can’t see, if it
Components: S relies on senses other than sight, such as blindsight, or if it
Duration: Concentration, up to 8 hours can perceive illusions as false, as with truesight.
You reach into the mind of one creature you can see within Misty Step
range. The target must make a Wisdom saving throw, taking 2nd-level conjuration
3d8 psychic damage on a failed save, or half as much damage Casting Time: 1 bonus action
on a successful one. On a failed save, you also always know Range: Self
the target's location until the creation ends, but only while the Components: V
two of you are on the same plane of existence. While you Duration: Instantaneous
have this knowledge, the target can’t become hidden from
you, and if it’s invisible, it gains no benefit from that condition You teleport up to 30 feet to an unoccupied space that you
against you. can see.
At Higher Levels. When you use this creation with a At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, the damage increases by creation slot of 3rd level or higher, the teleportation range
1d8 for each slot level above 2nd. Using it at 5th level increases by 10 feet for each level above 2nd.
increases the duration to 24 hours.
Nevermind
Mind Thrust 2nd-level enchantment
2nd-level enchantment Casting Time: 1 reaction, which you take when you speak to
Casting Time: 1 action another creature
Range: 60ft Range: Self
Components: V, S Components: V, S
Duration: 1 round Duration: Instantaneous
You cause a disruption into the mind of one creature you When you use this creation, you skillfully reshape the
can see within range. The target must make an Intelligence memories of listeners in your immediate area, so that each
saving throw. On a failed save, the target takes 3d6 psychic creature of your choice within 5 feet of you forgets everything
damage, and it can’t take a reaction until the end of its next you said within the last minute. Those creatures then
turn. Moreover, on its next turn, it must choose whether it remember that you actually said the words you speak as the
gets a move, an action, or a bonus action; it gets only one of verbal component of the creation.
the three. On a successful save, the target takes half as much
damage and suffers none of the creation’s other effects.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, you can target one
additional creature for each slot level above 2nd. The
creatures must be within 30 feet of each other when you
target them.
Pass Without a Trace Protection from Elements
2nd-level abjuration 2nd-level abjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self Range: Touch
Components: V, S, M (some ashes) Components: V, S
Duration: Concentration, up to 1 hour Duration: 1 hour
You mask yourself and your companions from detection. For the duration, a willing creature you touch has
For the duration, you exude an invisible, 30ft aura. Each resistance to one damage type of your choice: acid, cold, fire,
creature of your choice, within the aura (can include lightning, or thunder.
yourself), has a +10 bonus to Dexterity (Stealth) checks, can’t At Higher Levels. When you use this creation using a
be tracked except by magical means, and leaves behind no creation slot of 4th level or higher, the duration increases to 8
tracks or other traces of its passage. hours. When you use this creation using a creation slot of 6th
level or higher, the duration increases to 24 hours.
Phantasmal Force
2nd-level illusion Protection from Poison
Casting Time: 1 action 2nd-level abjuration
Range: 60 feet Casting Time: 1 action
Components: V, S, M (a bit of fleece) Range: Touch
Duration: Concentration, up to 1 minute Components: V, S
You craft an illusion that takes root in the mind of a Duration: 1 hour
creature that you can see within range. The target must make You touch a creature. If it is poisoned, you neutralize the
an Intelligence saving throw. On a failed save, you create a poison. If more than one poison afflicts the target, you
phantasmal object, creature, or other visible phenomenon of neutralize one poison that you know is present, or you
your choice that is no larger than a 10-foot cube and that is neutralize one at random.
perceivable only to the target for the duration. This creation For the duration, the target has advantage on saving
has no effect on undead or constructs. throws against being poisoned, and it has resistance to
The phantasm includes sound, temperature, and other poison damage.
stimuli, also evident only to the creature. At Higher Levels. When you use this creation using a
The target can use its action to examine the phantasm with creation slot of 4th level or higher, the duration increases to 8
an Intelligence (Investigation) check against your creativity hours. When you use this creation using a creation slot of 6th
save DC. If the check succeeds, the target realizes that the level or higher, the duration increases to 24 hours.
phantasm is an illusion, and the creation ends.
While a target is affected by the creation, the target treats Repair Vessel
the phantasm as if it were real. The target rationalizes any 2nd-level abjuration
illogical outcomes from interacting with the phantasm. For Casting Time: 1 action
example, a target attempting to walk across a phantasmal Range: Touch
bridge that spans a chasm falls once it steps onto the bridge. Target: A ship with at least 1 hit point missing.
If the target survives the fall, it still believes that the bridge Components: V, S, M (a tube of glue)
exists and comes up with some other explanation for its fall; Duration: Instantaneous
it was pushed, it slipped, or a strong wind might have knocked
it off. You make some quick repairs for a ship. As an action, you
An affected target is so convinced of the phantasm’s reality can restore 60 hit points to a damaged ship, and restore the
that it can even take damage from the illusion. A phantasm ship’s hit point maximum by the same amount.
created to appear as a creature can attack the target. At Higher Levels. When you use this creation using a
Similarly, a phantasm created to appear as fire, a pool of acid, creation slot of 3rd level or higher, the hit points and hit point
or lava can burn the target. Each round on your turn, the maximum restored increases by 20 for each slot level above
phantasm can deal 1d6 psychic damage to the target if it is in 2nd.
the phantasm’s area or within 5 feet of the phantasm,
provided that the illusion is of a creature or hazard that could
logically deal damage, such as by attacking. The target
perceives the damage as a type appropriate to the illusion.
Rotting Shot Sending
2nd-level necromancy 2nd-level evocation
Casting Time: 1 bonus action Casting Time: 1 action
Range: Self Range: Unlimited
Components: V Components: V, S, M (a short piece of copper wire)
Duration: Concentration, up to 1 minute Duration: 1 round
When you hit a creature with a ranged weapon attack, you You send a short message of twenty-five words or less to a
can activate this creation as a bonus action. Your projectile creature with which you are familiar. The creature hears the
strikes the target, sapping their strength, dealing an extra message in its mind, recognizes you as the sender if it knows
2d8 necrotic damage. you, and can answer in a like manner immediately. The
The target must make a Constitution saving throw. On a creation enables creatures with Intelligence scores of at least
failure, choose Strength or Dexterity, the target deals only 1 to understand the meaning of your message.
half damage with weapon attacks that use the chosen ability You can send the message across any distance and even to
modifier until the creation ends. At the end of each of their other planes of existence, but if the target is on a different
turns, the target can repeat the saving throw, ending the plane than you, there is a 5 percent chance that the message
effect on a success. doesn't arrive.
At Higher Levels. When you use this using a creation slot At Higher Levels. When you use this creation with a
of 3rd level or higher, the initial extra damage dealt by the creation slot of 3rd level or higher, you double the message
attack increases by 1d8 for each slot. length for each slot about 2nd.
Sandstorm Shadow Blade
2nd-level conjuration 2nd-level illusion
Casting Time: 1 action Casting Time: 1 bonus action
Range: 60 feet Range: Self
Components: V, S, M (a pinch of sand) Components: V, S
Duration: Concentration, up to 1 minute Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see You create a sword of gloom in your hand. This sword lasts
within range. A sandstorm appears in the cube and lasts for until the creation ends. It counts as a simple melee weapon
the creation’s duration. with which you are proficient. It deals 2d8 psychic damage on
Any creature that ends its turn within 5 feet of the a hit and has the finesse, light, and thrown properties (range
sandstorm must make a Strength saving throw. On a failed 20/60). In addition, when you use the sword to attack a target
save, the creature takes 2d8 bludgeoning damage and is that is in dim light or darkness, you make the attack roll with
pushed 10 feet away. On a successful save, the creature takes advantage.
half as much damage and isn’t pushed. If you drop the weapon or throw it, it dissipates at the end
As a bonus action, you can move the dust devil up to 30 of the turn. Thereafter, while the creation persists, you can
feet in any direction. If the dust devil moves over sand, dust, use a bonus action to cause the sword to reappear in your
loose dirt, or small gravel, it sucks up the material and forms hand.
a 10-foot-radius cloud of debris around itself that lasts until At Higher Levels. When you use this creation with a 3rd
the start of your next turn. The cloud heavily obscures its or 4th level creation slot, the damage increases to 3d8. When
area. you use it with a 5th or 6th level creation slot, the damage
At Higher Levels. When you use this creation using a increases to 4d8. When you use it using a creation slot of 7th
creation slot of 3rd level or higher, the damage increases by level or higher, the damage increases to 5d8.
1d8 for each slot level above 2nd.
Shatter
Scorch 2nd-level evocation
2nd-level evocation Casting Time: 1 action
Casting Time: 1 action Range: 60 feet
Range: 120 feet Components: V, S
Components: V, S Duration: Instantaneous
Duration: Instantaneous A sudden loud ringing noise, painfully intense, erupts from
You create three rays of fire and hurl them at targets within a point of your choice within range. Each creature in a 10-
range. You can hurl them at one target or several. Make a foot-radius sphere centered on that point must make a
ranged creation attack for each ray. On a hit, the target takes Constitution saving throw. A creature takes 3d10 thunder
2d8 fire damage. damage on a failed save, or half as much damage on a
At Higher Levels. When you use this creation with a successful one. A creature made of inorganic material such
creation slot of 3rd level or higher, you create one additional as stone, crystal, or metal has disadvantage on this saving
ray for each slot level above 2nd. throw.
An unimbued or mastercraft object that isn’t being worn or
carried also takes the damage if it’s in the creation’s area.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, the damage increases by
1d10 for each slot level above 2nd. Spawned Plant
Medium or Large (Tree only) plant
Silence (R)
2nd-level illusion (routine) Armor Class 13 (Tree only) or 12 + the level of the
creation (natural armor)
Casting Time: 1 action Hit Points 30 + 15 for each creation level above
Range: 120 feet 2nd
Components: V, S Speed 30ft., 30ft. climb (Vines only)
Duration: Concentration, up to 10 minutes
For the duration, no sound can be created within or pass STR DEX CON INT WIS CHA
through a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely inside 16 (+3) 14 (+2) 18 (+4) 6 (-2) 14 (+2) 6 (-2)
the sphere is immune to thunder damage, and creatures are
deafened while entirely inside it. Casting a creation that Damage Resistances bludgeoning and piercing (Tree
includes a verbal component is impossible there. only)
Condition Immunities blinded, deafened, exhaustion
Senses Blindsight 60 ft. (blind beyond this radius),
Skywrite (R)
2nd-level transmutation (routine) Passive Perception 12
Languages Understands the languages you speak
Casting Time: 1 action
Range: Sight False Appearance. While the plant remains
Components: V, S motionless, it is indistinguishable from other plants
Duration: 24 hours of its kind.
You cause up to ten words to form in a part of the sky you When the plant has at
can see. The words appear to be made of cloud and remain in Enduring Bark (Tree only).
least 1 hit point at the start of each of its turns, it
place for the creation’s duration. The words dissipate when gains a number of temporary hit points equal to
the creation ends. A strong wind can disperse the clouds and twice the level of the creation + your creative ability
end the creation early. modifier.

Spawn Plant Thorny Stem (Flower only). Any creature that


2nd-level conjuration touches or hits the plant with a melee attack
suffers 1d8 piercing damage.
Casting Time: 1 action
Range: 90 feet Fungal Burst (Fungus only). When the plant's hit
points are reduced to 0, it explodes with deadly
Components: V, S, M (a seed) fungal spores. Each creature within 10ft of the
Duration: Concentration, up to 1 hour plant must make a Constitution saving throw
You create a plant to aid you. It manifests in an unoccupied against your creation save DC. On a failure, they
space that you can see within range. This creation uses the take 2d6 thunder and 2d6 poison, and become
Spawned Plant stat block. When you use this creation, poisoned for 1 minute, repeating the saving throw
choose a plant: Tree, Flower, Fungus, Vine. The type at the end of each of their turns. On a success, a
determines certain traits in its stat block. The creature creature only takes half damage.
disappears when it drops to 0 hit points or when the creation Lush Tendrils (Vine only).The plant has a number of
ends. vines equal to the level of the creation. Each tendril
The creature is an ally to you and your companions. In can be attacked (AC same as plant; 10 hit points;
combat, the creature shares your initiative count. It obeys immunity to poison and psychic damage).
your verbal commands (no action required by you). If you Destroying a tendril deals no damage to the plant,
don’t issue any, it takes the Dodge action and uses its move to but it doesn't grow them back. A tendril can also be
avoid danger. broken if a creature takes an action and succeeds
At Higher Levels. When you use this creation with a on a Strength check against it your creation save
creation slot of 3rd level or higher, use the higher level DC.
wherever the creation’s level appears in the stat block.
Actions
Multiattack.The plant makes a number of attacks
equal to half this creation’s level (rounded down).
Melee Weapon Attack: +your
Big Branch (Tree only).
creation attack modifier to hit, reach 10ft., one
target. Hit 1d12 + 3 + the creation’s level damage.
The damage type is bludgeoning, piercing, or
slashing (your choice). This attack has the Siege
property.
Spray of Cards
Ranged Weapon Attack:
Flying Thorns (Flower only).
2nd-level conjuration
+your creation attack modifier to hit, range 60ft., Casting Time: 1 action
one target. Hit 1d8 + 3 + the creation’s level Range: 15-foot cone
piercing damage. Components: V, S, M (a deck of cards)
Violent Fungus (Fungus only).Melee Weapon Attack:
Duration: Instantaneous
+your creation attack modifier to hit, reach 5ft., one You spray cards from your hands or sleeve; the cards blind
target. Hit 1d10 + 3 + the creation’s level poison or or slash at your enemies. Choose one of the following effects
thunder damage (your choice). Any creature hit by for the cards:
this attack cannot gain temporary hit points until
the end of their next turn. Blinding Cards. Each creature in a 15-foot cone must
succeed on a Wisdom saving throw or be blinded until the
Lashing Vines (Vines only). Melee Weapon Attack: end of their next turn.
+your creation attack modifier to hit, reach 30ft.,
one target. Hit 1d10 + 3 + the creation’s level
Cutting Cards. Each creature in a 15-foot cone must make
bludgeoning or slashing damage (your choice). Any
a Dexterity saving throw. A creature takes 2d10 slashing
creature hit by this attack is grappled. While
damage on a failed save or half as much damage on a
grappled, the creature is restrained. The plant can successful one.
only grapple as many targets as it has vines. At Higher Levels. When you use this creation with a
creation slot of 4th level or higher, the damage of cutting
cards increases by 1d10 for every two slot levels above 2nd.
Spike Growth
2nd-level transmutation Suggestion
Casting Time: 1 action 2nd-level enchantment
Range: 150 feet Casting Time: 1 action
Target: A 20-foot radius centered on a point within range Range: 30 feet
Components: V, S, M (a sharp twig) Components: V, M (a drop of oil)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 8 hours
The ground in a 20-foot radius centered on a point within You suggest a course of activity (limited to a sentence or
range twists and sprouts hard spikes and thorns. The area two) and magically influence a creature you can see within
becomes difficult terrain for the duration. When a creature range that can hear and understand you. Creatures that can’t
moves into or within the area, it takes 2d4 piercing damage be charmed are immune to this effect. The suggestion must
for every 5 feet it travels. The transformation of the ground is be worded in such a manner as to make the course of action
camouflaged to look natural. Any creature that can’t see the sound reasonable. Obviously harmful activities such as
area at the time the creation is cast must make a Wisdom asking the creature to stab itself, or outlandish and out of
(Perception) check against your spell save DC to recognize character behavior for the target such as forcing intercourse
the terrain as hazardous before entering it. with someone they have never met ends the creation.
At Higher Levels. When you use this creation with a The target must make a Wisdom saving throw. On a failed
creation slot of 3rd level, the duration increases to 1 hour save, it purses the course of action you described to the best
with concentration. With a 4th level slot, the creation lasts 8 of its ability. The suggested course of action can continue for
hours with concentration. With a 5th level slot, the creation the entire duration. If the suggested activity can be completed
lasts until it is destroyed. in a shorter time, the creation ends when the subject finishes
what it was asked to do.
Spider Walk You can also specify conditions that will trigger a special
2nd-level transmutation activity during the duration. For example, you might suggest
Casting Time: 1 action that a knight give her warhorse to the first beggar she meets.
Range: Touch If the condition isn’t met before the creation expires, the
Components: V, S, M (a dead spider) activity isn’t preformed.
Duration: 1 hour If you or any of your companions damage the target, the
creation also ends.
Until the creation ends, one willing creature you touch
gains the ability to move up, down, and across vertical
surfaces and upside down along ceilings, while leaving its
hands free. The target also gains a climbing speed equal to its
walking speed.
At Higher Levels. When you use this creation with a
creation slot of 3rd level or higher, you can target an
additional willing creature for every slot level above 2nd.
Thunder Beat
2nd-level evocation Tiny Servant
Casting Time: 1 bonus action Tiny construct
Range: Self
Components: V Armor Class 15 (natural armor)
Duration: Concentration, up to 1 minute Hit Points 10
30ft., climb 30 ft.
When you hit a creature with a ranged weapon attack, you Speed

can activate this creation as a bonus action. Your projectile


explodes with a powerful, debilitating vibration, dealing an STR DEX CON INT WIS CHA
extra 2d8 thunder damage. 4 (-3) 16 (+3) 10 (+0) 2 (-4) 10 (+0) 1 (-5)
The target must make a Wisdom saving throw, on a failure,
the target has disadvantage on all attack rolls against
creatures other than yourself for the duration. The target can Damage Immunities poison, psychic
remake the saving throw at the end of each of their turns, Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
ending the creation on a successful save. poisoned
At Higher Levels. When you use this using a creation slot Senses blindsight 60 ft. (blind beyond this radius),
of 2nd level or higher, the initial extra damage dealt by the passive Perception 10
attack increases by 1d8 for each slot.
Tiny Servant (R) Actions
2nd-level transmutation (routine) Slam.Melee Weapon Attack: +5 to hit, reach 5ft.,
Casting Time: 1 minute one target. Hit 5 (1d4 + 3) bludgeoning damage.
Range: Touch
Components: V, S
Duration: 8 hours At Higher Levels. When you use this creation with a
You touch one Tiny, nonmastercraft object that isn’t creation slot of 3rd level or higher, you can animate two
attached to another object or a surface and isn’t being carried additional objects for each slot level above 2nd.
by another creature. The target animates and sprouts little
arms and legs, becoming a creature under your control until Tough Skin
the Creation ends, if the creature drops to 0 hit points, or if 2nd-level transmutation
you use this creation again. See the stat block at the end of Casting Time: 1 action
this description for its statistics. Range: Touch
As a bonus action, you can mentally command the creature Components: V S M (a piece of bark)
if it is within 120 feet of you. (If you control multiple Duration: 1 hour
creatures with this creation, you can command any or all of You touch a willing creature. Until the spell ends, the
them at the same time, issuing the same command to each target’s skin has a rough, bark-like appearance, and the
one.) You decide what action the creature will take and where target’s AC can’t be less than 16, regardless of what kind of
it will move during its next turn, or you can issue a simple, armor it is wearing.
general command, such as to fetch a key, stand watch, or At Higher Levels. When you use this creation using a
stack some books. If you issue no commands, the servant creation slot of 4th level, the AC can't be less than 17. It can't
does nothing other than defend itself against hostile be less than 18 at 6th level. It can't be less than 19 at 8th
creatures. Once given an order, the servant continues to level.
follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its Truth Zone
original form, and any remaining damage carries over to that 2nd-level enchantment
form.
Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: 10 minutes
You create a zone that guards against deception in a 15-
foot-radius sphere centered on a point of your choice within
range. Until the creation ends, a creature that enters the
creation’s area for the first time on a turn or starts its turn
there must make a Charisma saving throw. On a failed save, a
creature can’t speak a deliberate lie while in the radius. You
know whether each creature succeeds or fails on its saving
throw.
An affected creature is aware of the creation and can thus Web
avoid answering questions to which it would normally 2nd-level conjuration
respond with a lie. Such creatures can be evasive in its
answers as long as it remains within the boundaries of the Casting Time: 1 action
truth. Range: 60 feet
Components: V, S, M (a bit of spiderweb)
Unlock Duration: Concentration, up to 1 hour
2nd-level transmutation You produce a mass of thick, sticky webbing at a point of
Casting Time: 1 action your choice within range. The webs fill a 20-foot cube from
Range: 60 feet that point for the duration. The webs are difficult terrain and
Target: An object that you can see within range lightly obscure their area.
Components: V If the webs aren’t anchored between two solid masses
Duration: Instantaneous (such as walls or trees) or layered across a floor, wall, or
ceiling, the conjured web collapses on itself, and the creation
Choose an object that you can see within range. The object ends at the start of your next turn. Webs layered over a flat
can be a door, a box, a chest, a set of manacles, a padlock, or surface have a depth of 5 feet.
another object that contains a means that prevents access. Each creature that starts its turn in the webs or that enters
A target that is held shut by a mundane lock or that is stuck them during its turn must make a Dexterity saving throw. On
or barred becomes unlocked, unstuck, or unbarred. If the a failed save, the creature is restrained as long as it remains
object has multiple locks, only one of them is unlocked. in the webs or until it breaks free.
If you choose a target that is held shut with the Lock A creature restrained by the webs can use its action to
creation, that creation is suppressed for 10 minutes, during make a Strength check against your creation save DC. If it
which time the target can be opened and shut normally. succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed
Vortex Warp
2nd-level conjuration to fire burns away in 1 round, dealing 2d4 fire damage to any
creature that starts its turn in the fire.
Casting Time: 1 action
Range: 90 feet Woebegone
Components: V, S 2nd-level enchantment
Duration: Instantaneous Casting Time: 1 action
You twist space around another creature you can see Range: 30 feet
within range. The target must succeed on a Constitution Components: V, S, M (a single tear)
saving throw (the target can choose to fail), or the target is Duration: Concentration, up to 1 minute
teleported to an unoccupied space of your choice that you can You cause extreme distress and despair within a creature
see within range. The chosen space must be on a surface or of your choice within range. The target must make a
in a liquid that can support the target without the target Charisma saving throw. On a failed save, the target is
having to squeeze. overwhelmed with despair for the duration. During this time,
At Higher Levels. When you use this creation with a it can't attack or target any creature with harmful abilities,
creation slot of 3rd level or higher, the range of the creation creations, or other effects.
increases by 30 feet for each slot level above 2nd. Whenever the creature takes damage, they can repeat the
Charisma saving throw, ending the effect on a success.
Warding Wind
2nd-level evocation At the end of each of its turns, a creature can repeat the
saving throw, ending the effect on a success.
Casting Time: 1 action At Higher Levels. When you use this creation with a
Range: Self creation slot of 3rd level or higher, you can target one
Components: V additional creature for each slot level above 2nd. Each target
Duration: Concentration, up to 10 minutes must be within 30 feet of each other.
A strong wind (20 miles per hour) blows around you in a
10-foot radius and moves with you, remaining centered on Wristpocket (R)
2nd-level conjuration (routine)
you. The wind lasts for the creation’s duration.
The wind has the following effects: Casting Time: 1 action
Range: Self
It deafens you and other creatures in its area. Components: S
It extinguishes unprotected flames in its area that are Duration: 24 hours
torch-sized or smaller.
The area is difficult terrain for creatures other than you. You flick your wrist, causing one object in your hand to
The attack rolls of ranged weapon attacks have vanish. The object, which only you can be holding and can
disadvantage if they pass in or out of the wind. weigh no more than 5 pounds, is transported to an
It hedges out vapor, gas, and fog that can be dispersed by extradimensional space, where it remains for the duration.
strong wind.
Until the creation ends, you can use your action to summon
the object to your free hand, and you can use your action to
return the object to the extradimensional space. An object
still in the pocket plane when the creation ends appears in
your space, at your feet.
3rd Level
Ability Boost Animated Undead
3rd-level enchantment Medium or small undead
Casting Time: 1 action Armor Class 12 + the level of the creation
Range: 60 feet Hit Points 40 (Hulking only) or 30 (Rotten only) or
Target: A friendly creature within range 20 (Skeletal only) + 10 for each level over 3rd
Components: V, S Speed 20 (Hulking only) or 30 (Rotten only) or 40
Duration: Concentration, up to 1 minute (Skeletal only)ft.
You invoke the true potential in one of your allies, fueled by
your own talents to push them towards success. Choose a STR DEX CON INT WIS CHA
friendly creature within range, and choose one of their
physical ability scores: Strength, Dexterity, or Constitution. 14 (+2) 14 (+2) 14 (+2) 4 (-3) 10 (+0) 8 (-1)
The chosen ability score becomes equal to your creative
ability score for the duration of the creation, if it were not Damage Immunities necrotic, poison
already higher. For example, if you are a bard and have a Condition Immunities exhaustion, frightened,
Charisma score of 18 and use it on an ally with a Dexterity of paralyzed, poisoned
12, that creature’s Dexterity becomes 18 for the duration. Senses darkvision 60 ft., passive Perception 10

At Higher Levels. When you use this using a creation slot Languages understands the language you speak

of 5th level, the duration increases to 10 minutes with


concentration. When you use this using a creation slot of 7th Hulking Strength. (Hulking Only) The creature's
level, the duration increases to 1 hour with concentration. Strength score is equal to your creativity ability
score (unless it was already higher). The Animated
When you use this using a creation slot of 9th level, the Undead has advantage on all Strength saving
duration increases to 24 hours without concentration. throws and checks. Additionally, it's attacks have
the Siege property.
Animate Dead
3rd-level necromancy Rotten Aura. (Rotten Only) The creature's
Casting Time: 1 minute Constitution score is equal to your creativity ability
Range: 10 feet score (unless it was already higher). Any creature,
other than you, that starts its turn within 5 feet of
Components: V, S, M (a corpse) the Animated Undead must succeed on a
Duration: Instantaneous Constitution saving throw against your creation
This creation creates an undead servant. Choose a corpse save DC or be poisoned until the start of its next
of a Medium or Small humanoid or beast within range. Your turn.
creation imbues the target with a foul mimicry of life, raising Skeletal Construct. (Skeletal Only)(Your creativity
it as an undead creature. The target becomes an undead of ability modifier/day) The creature's Dexterity score
your choice, either Hulking, Rotten, or Skeletal. The statistics is equal to your creativity ability score (unless it was
for each are detailed at the bottom of this creation's already higher). The Animated Undead, as a bonus
description. action, can repair itself with spare bones. It regains
On each of your turns, you can use a bonus action to 2d8 + your creativity ability hit points.
mentally command any creature you made with this creature Undead Fortitude.If damage reduces the Animated
if the creature is within 60 feet of you (if you control multiple Undead to 0 hit points, it must make a Constitution
creatures, you can command any or all of them at the same saving throw with a DC of 5 + the damage taken,
time, issuing the same command to each one). You decide unless the damage is from a critical hit. On a
what action the creature will take and where it will move success, the undead drops to 1 hit point instead.
during its next turn, or you can issue a general command,
such as to guard a particular chamber or corridor. If you issue Actions
no commands, the creature only defends itself against hostile The Animated Undead makes a number
creatures. Once given an order, the creature continues to Multiattack.
of attacks equal to half this creation’s level
follow it until its task is complete. (rounded down).
The creature is under your control for 24 hours, after
which it stops obeying any command you’ve given it. To Melee Weapon Attack:
Fatal Fist (Hulking only).
maintain the control of the creature for another 24 hours, you +your creation attack modifier to hit, reach 5ft., one
must cast this creation on the creature again before the target. Hit (1d10 + 3 + the creation's level)
current 24-hour period ends. You can only have one active bludgeoning damage, and the creature must
Animated Undead, unless you have a feature that says succeed on a Strength saving throw against your
otherwise. creation save DC or be knocked prone or back 10ft.
If the Spare the Dying trick is used on the Animated
Undead for 10 minutes, it regains 2d6 hit points.
Beastial Transformation
Melee Weapon Attack:
Putrid Claw (Rotting only).
3rd-level transmutation
+your creation attack modifier to hit, reach 5ft., one Casting Time: 1 bonus action
target. Hit 5 (2d4 + 3 + the creation's level) Range: Self
slashing damage, and the creature must succeed on Components: V, S, M (a finger bone)
a Constitution saving throw against your creation Duration: Concentration, up to 10 minutes
save DC or be unable to regain hit points until the
end of its next turn. You take on the physical attributes of a wild beast. You gain
20 temporary hits points and two of the following abilities of
Bone Spear. Melee or Ranged Weapon Attack: +your your choice for the duration:
creation attack modifier to hit to hit, reach
5ft/range 150 ft., one target. Hit 5 (1d6 + 3 + the Natural Weapons. You grow a set of natural weapons that
creation's level) piercing damage, and the creature you are proficient with that deal 1d10 of your choice of
must succeed on a Dexterity saving throw against bludgeoning, piercing, or slashing damage. You can use
your creation save DC or have their speed reduced your creativity ability modifier instead of your Strength or
by 10ft until the end of their next turn. Dexterity for making attack and damage rolls with these
natural weapons.
Thick Hide. You gain a +1 bonus to your AC and Saving
Aura of Vitality Throws.
3rd-level evocation Amphibious. You can breathe both air and water, and you
gain a swimming speed equal to your walking speed.
Casting Time: 1 action Hoofed. You ignore difficult terrain, and your movement
Range: Self (30-foot radius) speed increases by 10 feet.
Components: V Climbing. You gain a climbing speed equal to your
Duration: Concentration, up to 1 minute walking speed.
Healing energy radiates from you in an aura with a 30-foot Flight. You gain a flying speed equal to your walking
radius. Until the creation ends, the aura moves with you, speed.
centered on you. You can use a bonus action to cause one Sharp Eyes. You gain Darkvision of 60 feet, and have
creature in the aura (including you) to regain 2d6 hit points. advantage on Wisdom (Perception) checks.
Camouflage. You have advantage on Dexterity (Stealth)
Barrage checks, and can attempt to hide in plain sight.
3rd-level conjuration Venom. When you hit a creature with a weapon attack,
Casting Time: 1 action you can cause the attack to be laced with venom. The
Range: 60-foot cone target must make a Constitution saving throw. On a
Components: V, S, M (one piece of ammunition or a thrown failure, the creature takes 1d12 poison damage, and
weapon) becomes poisoned until the end of their next turn.
Duration: Instantaneous At Higher Levels. When you use this creation using a
You throw a weapon or fire a piece of nonmagical creation slot of 4th level or higher, you increase the
ammunition into the air to create a cone of identical weapons temporary hit points gained by 10 and select an additional
that shoot forward and then disappear. Each creature in a 60- ability for each level above 3rd.
foot cone must succeed on a Dexterity saving throw. A
creature takes 4d10 damage on a failed save, or half as much Bestow Curse
damage on a successful one. The damage type is the same as 3rd-level enchantment
that of the weapon or ammunition used as a component. Casting Time: 1 bonus action
Range: 30 feet
Beacon of Hope Components: V, S
3rd-level abjuration Duration: Concentration, up to 1 minute
Casting Time: 1 action You choose a creature within range, and that creature must
Range: 30 feet succeed on a Wisdom saving throw or become cursed for the
Components: V, S duration of the Creation. When you use this creation, choose
Duration: Concentration, up to 1 minute the nature of the curse from the following options:
This creation bestows hope and vitality. Choose any Choose one ability score. While cursed, the target has
number of creatures within range. For the duration, each disadvantage on ability checks and saving throws made
target has advantage on Wisdom saving throws and death with that ability score.
saving throws, and regains the maximum number of hit While cursed, the target has disadvantage on attack rolls
points possible from any healing. against you.
While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it wastes
its action that turn doing nothing.
While the target is cursed, your attacks and creations deal
an extra 1d8 necrotic damage to the target.
The Remove Curse creation ends this effect. At the DM's A creature blinded by this creation makes another
option, you may choose an alternative curse effect, but it Constitution saving throw at the end of each of its turns. On a
should be no more powerful than those described above. The successful save, it is no longer blinded.
DM has final say on such a curse's effect.
At Higher Levels. If you use this creation with a creation Call Lightning
slot of 4th level or higher, the duration is concentration, up to 3rd-level evocation
1 hour. If you use a creation slot of 5th level or higher, the Casting Time: 1 action
duration is 8 hours. If you use a creation slot of 7th level or Range: 120 feet
higher, the duration is 24 hours. If you use a 9th level Components: V, S
creation slot, the creation lasts until it is deactivated. Using a Duration: Concentration, up to 10 minutes
creation slot of 5th level or higher grants a duration that
doesn't require concentration, and you can select two of the A storm cloud appears in the shape of a cylinder that is 10
curse options instead of just one. feet tall with a 60-foot radius, centered on a point you can see
within range directly above you.
Blooming Jam When you use this creation, choose a point you can see
3rd-level abjuration under the cloud. A bolt of lightning flashes down from the
cloud to that point. Each creature within 5 feet of that point
Casting Time: 1 action must make a Dexterity saving throw. A creature takes 4d10
Range: 120 feet lightning damage on a failed save, or half as much damage on
Components: S a successful one. On each of your turns until the creation
Duration: Concentration, up to 1 minute ends, you can use your action to call down lightning in this
Using the power of science, you create a cloud of gas that way again, targeting the same point or a different one.
causes weapons to jam or cease functioning, becoming At Higher Levels. When you cast this spell using a spell
temporarily useless. Any creature within a 20ft radius sphere slot of 4th or higher level, the damage increases by 1d10 for
must make a Dexterity saving throw. On a successful save, each slot level above 3rd.
the creature avoids the gas and is not affected. On a failed
save, any weapons, creative focuses, or mastercraft items Catnap
become unusable for the duration of the creation. An affected 3rd-level enchantment
creature can repeat the saving throw at the end of each of Casting Time: 1 action
their turns, ending the effect on a success. Range: 30 feet
Components: S, M (a pinch of sand)
Blazing Stride Duration: 10 minutes
3rd-level transmutation
Casting Time: 1 bonus action Up to three willing creatures of your choice that you can
see within range fall unconscious for the creation’s duration.
Range: Self The creation ends on a target early if it takes damage or
Components: V, S someone uses an action to shake or slap it awake. If a target
Duration: Concentration, up to 1 minute remains unconscious for the full duration, that target gains
Billowing flames blast out from your feet, granting you the benefit of a short rest, and it can’t be affected by this
explosive speed. For the duration, your speed increases by 20 creation again until it finishes a long rest.
feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that Clairvoyance
isn’t being worn or carried, it takes 1d6 fire damage from 3rd-level divination
your trail of heat. A creature or object can take this damage Casting Time: 10 minutes
only once during a turn. Range: 1 mile
At Higher Levels. When you use this creation with a Components: V, S
creation slot of 4th level or higher, increase your speed by 5 Duration: Concentration, up to 10 minutes
feet for each spell slot level above 3rd. The spell deals an
additional 1d6 fire damage for each slot level above 3rd. You extend your senses within range in a location familiar
to you (a place you have visited or seen before) or in an
Blinding Smite obvious location that is unfamiliar to you (such as behind a
3rd-level evocation door, around a corner, or in a grove of trees).
When you use this creation, you choose seeing or hearing.
Casting Time: 1 bonus action You can use the chosen sense as if you were at the location.
Range: Self As your bonus action, you can switch between seeing and
Components: V hearing.
Duration: 1 minute
When you hit a creature with a melee weapon attack, you
can activate this creation as a bonus action.
Your weapon flares with a bright light, and the attack deals
an extra 3d8 radiant damage to the target. Additionally, the
target must succeed on a Constitution saving throw or be
blinded for 1 minute.
Compulsion
3rd-level enchantment Concocted Ooze
Casting Time: 1 action Medium ooze
Range: 30 feet
Components: V, S Armor Class 9 + the level of the creation (natural
Duration: Concentration, up to 1 minute armor)
Hit Points 40 + 15 for each creation level above 3rd
Creatures of your choice that you can see within range and Speed 20ft., 20ft. climb
that can hear you must make a Wisdom saving throw. A
target automatically succeeds on this saving throw if it can't
be charmed. On a failed save, a target is affected by this STR DEX CON INT WIS CHA
creation. Until the creation ends, you can use a bonus action 18 (+4) 8 (-1) 18 (+4) 6 (-2) 8 (-1) 6 (-2)
on each of your turns to designate a direction that is
horizontal to you. Each affected target must use as much of
its movement as possible to move in that direction on its next Damage Resistances slashing (Black only)
Damage Immunities poison, acid, necrotic
turn. It can take its action before it moves. After moving in blinded, charmed, deafened,
this way, it can make another Wisdom saving to try to end the Condition Immunities
exhaustion, frightened, prone, grappled,
effect. A target isn't compelled to move into an obviously poisoned
deadly hazard, such as a fire or pit, but it will provoke Senses Blindsight 60 ft. (blind beyond this radius),
opportunity attacks to move in the designated direction. Passive Perception 9
Languages Understands the languages you speak
Concoct Ooze
3rd-level conjuration Ooze Form. The ooze can move through a space as
Casting Time: 1 action narrow as 1 inch wide without squeezing. In
Range: 90 feet addition, a creature that touches the ooze or hits it
Components: V, S, M (a vial of acid) with a melee attack takes 4 (1d8) damage. If the
Duration: Concentration, up to 1 hour ooze is Green, the creature takes poison. If it is
Black, the creature takes acid. If it is Purple, the
You create an ooze to aid you. It manifests in an creature takes necrotic.
unoccupied space that you can see within range. This
creation uses the Concocted Ooze stat block. When you use Green Focus (Green only). When the ooze has at
this creation, choose a color: Green, Black, or Purple. The least 1 hit point, any damaging or healing creation,
color determines certain traits in its stat block. The creature that the creature concentrating on the creation that
disappears when it drops to 0 hit points or when the creation created the ooze, deals or heals an extra 1d4 for
ends. one roll of damage or healing if the target is within
The creature is an ally to you and your companions. In 30ft of the ooze.
combat, the creature shares your initiative count. It obeys Black Bits (Black only). When the ooze is of Medium
your verbal commands (no action required by you). If you or larger size, and is subjected to slashing damage,
don’t issue any, it takes the Dodge action and uses its move to it can use its reaction to split apart into two new
avoid danger. oozes if it has at least 10 hit points. Each new ooze
At Higher Levels. When you use this creation with a has hit points equal to half the original ooze's,
creation slot of 4th level or higher, use the higher level rounded down. New oozes are one size smaller
wherever the creation’s level appears in the stat block. than the original ooze.
Purple Absorption (Purple only).When the ooze
deals damage to a creature, it absorbs its mass,
regaining a number of hit points equal to the
damage it dealt.

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.

Deactivate Creation Actions


3rd-level abjuration The construct makes a number of
Multiattack.
Casting Time: 1 action attacks equal to half this creation’s level (rounded
Range: 60 feet down).
Components: V Melee Weapon
Duration: Instantaneous Grand Strike (Juggernaut only).
Attack: +your creation attack modifier to hit, reach
Choose one creature, object, or creation effect within 5ft., one target. Hit 1d12 + 4 + the creation’s level
range. Any creation of 3rd level or lower on the target ends. bludgeoning, piercing, or slashing (your choice)
For each creation of 4th level or higher on the target, make damage. This attack scores critical hits on rolls of
an ability check using your creative ability. The DC equals 10 19-20.
+ the creation’s level. On a successful check, the creation Sharp Shot (Turret only).Ranged Weapon Attack:
ends. +your creation attack modifier to hit, range 120ft.,
At Higher Levels. When you use this creation using a slot one target. Hit 1d8 + 4 + the creation’s level force,
of 4th level or higher, you automatically end the effects of a radiant, or lightning (your choice) damage. This
creation on the target if the creation's level is equal to or less attack ignores half cover.
than the level of the creation slot you used. Crash (Mount only). Melee Weapon Attack: +your
creation attack modifier to hit, reach 5ft., one
target. Hit 1d10 + 4 + the creation’s level
bludgeoning, piercing, or thunder (your choice)
damage. If the construct moves 10 feet in a
straight line before making this attack, the target
must make a Strength saving throw against your
creation save DC, being knocked prone on a failure.
Erupting Earth Fly
3rd-level transmutation 3rd-level transmutation
Casting Time: 1 action Casting Time: 1 action
Range: 120 feet Range: Touch
Components: V, S Components: V, S, M (a feather)
Duration: Instantaneous Duration: Concentration, up to 10 minutes
Choose a point you can see on the ground within range. A You touch a willing creature. The target gains a flying
fountain of churned earth and stone erupts in a 20-foot cube speed of 60 feet for the duration. When the creation ends, the
centered on that point. Each creature in that area must make target falls if it is still aloft, unless it can stop the fall.
a Dexterity saving throw. A creature takes 4d12 bludgeoning At Higher Levels. When you use this creation with a
damage on a failed save, or half as much damage on a creation slot of 4th level or higher, you can target one
successful one. Additionally, the ground in that area becomes additional creature for each slot level above 3rd.
difficult terrain until cleared away. Each 5-foot-square portion
of the area requires at least 1 minute to clear by hand. Grand Tower
At Higher Levels. When you use this creation with a 3rd-level conjuration
creation slot of 4th level or higher, the damage increases by Casting Time: 10 minutes
1d12 for each slot level above 3rd. Range: 30 feet
Components: V, S, M (a fragment of stone, wood, or other
Fear building material)
3rd-level illusion Duration: Until destroyed
Casting Time: 1 action You construct a two-story tower made of stone, wood, or
Range: 30 feet similar suitably sturdy materials. The tower can be round or
Components: V, S square in shape. Each level of the tower is 10 feet tall and has
Duration: Concentration, up to 1 minute an area of up to 100 square feet. Access between levels
You project a phantasmal image of a creature’s worst fears. consists of a simple ladder and hatch. Each level takes one of
Each creature of your choice, within a 30 foot radius sphere the following forms, chosen by you when you use this
must succeed on a Wisdom saving throw or drop whatever it creation:
is holding and become frightened for the duration.
While frightened by this creation, a creature must take the A bedroom with a bed, chairs, chest, and functional
Dash action and move away from you by the safest available fireplace
route on each of its turns, unless there is nowhere to move. If A study with desks, books, bookshelves, parchments, ink,
the creature ends its turn in a location where it doesn’t have and ink pens
line of sight to you, the creature can make a Wisdom saving A dining space with a table, chairs, functional fireplace,
throw. On a successful save, the creation ends for that containers, and cooking utensils
creature. A lounge with couches, armchairs, side tables and
footstools
Fireball
A washroom with toilets, washtubs, a brazier, and sauna
3rd-level evocation benches
An observatory with a telescope and maps of the night sky
Casting Time: 1 action An unfurnished, empty room
Range: 150 feet
Components: V, S, M (a bit of sulfur) At Higher Levels. When you use this creation with a
Duration: Instantaneous creation slot of 4th level or higher, the tower can have one
A bright streak flashes from your pointing finger to a point additional story for each slot level beyond 3rd.
you choose within range then blossoms with a low roar into Haste
an explosion of flame. Each creature in a 20-foot radius must 3rd-level transmutation
make a Dexterity saving throw. A target takes 9d6 fire
damage on a failed save, or half as much damage on a Casting Time: 1 action
successful one. The fire spreads around corners. It ignites Range: 30 feet
flammable objects in the area that aren’t being worn or Components: V, S, M (a root)
carried. Duration: Concentration, up to 1 minute
At Higher Levels. When you use this creation with a Choose a willing creature that you can see within range.
creation slot of 4th level or higher, the damage increases by Until the creation ends, the target’s speed is doubled, it gains
1d6 for each slot level above 3rd. a +2 bonus to AC, it has advantage on Dexterity saving
throws, and it gains an additional action on each of its turns.
That action can be used only to take the Attack (one weapon
attack only), Dash, Disengage, Hide, or Use an Object action.
When the creation ends, the target can’t move or take
actions until after its next turn, as a wave of lethargy sweeps
over it.
Hidden Trigger Hypnosis
3rd-level abjuration 3rd-level illusion
Casting Time: 1 hour Casting Time: 1 action
Range: Touch Range: 120 feet
Components: V, S, M (a pinch of powder worth at least Components: V, S, M (a light source)
2,000,000 Berries, which the creation consumes) Duration: Concentration, up to 1 minute
Duration: Until deactivated or triggered You create a twisting pattern of colors that weaves through
When you use this creation, you set a trigger that either the air inside a 30-foot cube within range. The pattern
harms other creatures, either upon a surface (such as a table appears for a moment and vanishes. Each creature in the
or a section of floor or wall) or within an object that can be area who sees the pattern must make a Wisdom saving
closed (such as a book, a scroll, or a treasure chest) to throw. On a failed save, the creature becomes charmed for
conceal the trigger. the duration. While charmed by this creation, the creature is
If you choose a surface, the trigger can cover an area of the incapacitated and has a speed of 0.
surface no larger than 10 feet in diameter. If you choose an The creation ends for an affected creature if it takes any
object, that object must remain in its place; if the object is damage or if someone else uses an action to shake the
moved more than 10 feet from where you used this creation, creature out of its stupor.
the trigger is broken, and the creation ends without being
triggered. Ice Storm
The trigger is nearly invisible and requires a successful 3rd-level evocation
Intelligence (Investigation) check against your creation save Casting Time: 1 action
DC to be found. You decide what triggers the creation when Range: 300 feet
you use it. For triggers inscribed on a surface, the most Target: A 20-foot radius, 40-foot-high cylinder centered on a
typical triggers include touching or standing on the trigger, point within range
removing another object covering the trigger, approaching Components: V, S, M (A few drops of water)
within a certain distance of the trigger, or manipulating the Duration: Instantaneous
object on which the trigger is inscribed. A hail of rock-hard ice pounds to the ground in a 20-foot-
For triggers placed within an object, the most common radius, 40-foot-high cylinder centered on a point within range.
include opening that object, approaching within a certain Each creature in the cylinder must make a Dexterity saving
distance of the object, or seeing the trigger. Once a trigger is throw. A creature takes 2d8 bludgeoning damage and 4d6
activated, this creation ends. You can further refine the cold damage on a failed save, or half as much damage on a
trigger so the creation activates only under certain successful one. Hailstones turn the storm’s area of effect into
circumstances or according to physical characteristics (such difficult terrain until the end of your next turn.
as height or weight), creature kind, etc. At Higher Levels. When you use this creation with a
You can also set conditions for creatures that don’t trigger creation slot of 4th level or higher, the bludgeoning damage
the creation, such as those who say a certain password. increases by 1d8 for each slot level above 3rd.
When you place the trigger, choose explosives or creative
triggers. Intellect Fortress
Explosive Trigger. When activated, the creation erupts in a 3rd-level abjuration
20-foot-radius sphere centered on the trigger. The sphere
spreads around corners. Each creature in the area must Casting Time: 1 action
make a Dexterity saving throw. A creature takes 5d8 acid, Range: 30 feet
cold, fire, lightning, or thunder damage on a failed saving Components: V
throw (your choice when you create the trigger), or half as Duration: 1 hour
much damage on a successful one. For the duration, you or one willing creature you can see
Creative Trigger. You can store a prepared creation of 3rd within range has resistance to psychic damage, as well as
level or lower in the trigger by using it as part of creating the advantage on Intelligence, Wisdom, and Charisma saving
trigger. The creation must target a single creature or an area. throws.
The creation being stored has no immediate effect when use At Higher Levels. When you use this creation with a
in this way. When the trigger is activated, the stored creation creation slot of 4th level or higher, you can target one
is used. If the creation has a target, it targets the creature that additional creature for each slot level above 3rd. The
activated the trigger. If the creation affects an area, the area is creatures must be within 30 feet of each other when you
centered on that creature. If the creation summons hostile target them.
creatures or creates harmful objects or traps, they appear as
close as possible to the intruder and attack it. If the creation
requires concentration, it lasts until the end of its full
duration.
At Higher Levels. When you use this this creation with a
creation slot of 4th level or higher, the damage of an explosive
trigger increases by 1d8 for each slot level above 3rd. If you
create a creative trigger, you can store any creation of up to
the same level as the slot you use for the Hidden Trigger.
Lightning Bolt As long as you are within range of the illusion, you can use
3rd-level evocation your action to cause the image to move to any other spot
within range. As the image changes location, you can alter its
Casting Time: 1 action appearance so that its movements appear natural for the
Range: 100 foot line image. For example, if you create an image of a creature and
Components: V, S, M (a metal rod) move it, you can alter the image so that it appears to be
Duration: Instantaneous walking. Similarly, you can cause the illusion to make
A stroke of lightning forming a line of 100 feet long and 5 different sounds at different times, even making it carry on a
feet wide blasts out from you in a direction you choose. Each conversation, for example.
creature in the line must make a Dexterity saving throw. A Physical interaction with the image reveals it to be an
creature takes 8d6 lightning damage on a failed save, or half illusion, because things can pass through it. A creature that
as much damage on a successful one. uses its action to examine the image can determine that it is
The lightning ignites flammable objects in the area that an illusion with a successful Intelligence (Investigation) check
aren’t being worn or carried. against your creation save DC. If a creature discerns the
At Higher Levels. When you use this creation with a illusion for what it is, the creature can see through the image,
creation slot of 4th level or higher, the damage increases by and its other sensory qualities become faint to the creature.
1d6 for each slot level above 3rd. At Higher Levels. When you use this creation with a
creation slot of 6th level or higher, the creation lasts until
Locate Creature deactivated, without requiring your Concentration.
3rd-level divination
Casting Time: 1 action Mass Healing Word
Range: Self 3rd-level evocation
Components: V, S Casting Time: 1 bonus action
Duration: Concentration, up to 1 hour Range: 60 feet
Describe or name a creature that is familiar to you. You Components: V
sense the direction to the creature’s location, as long as that Duration: Instantaneous
creature is within 1,000 feet of you. If the creature is moving, As you call out words of restoration, up to six creatures of
you know the direction of its movement. your choice that you can see within range regain hit points
The creation can locate a specific creature known to you, equal to 2d6 + your creative ability modifier. This creation
or the nearest creature of a specific kind (such as a human or has no effect on undead or constructs.
seaking), so long as you have seen such a creature up close – At Higher Levels. When you use this creation with. a
within 30 feet – at least once. If the creature you described or creation slot of 4th level or higher, the healing increases by
named is in a different form, such as being under the effects 1d6 for each slot level above 3rd.
of a polymorph creation, this creation doesn’t locate the
creature. Miniature Meteors
At Higher Levels. When you use this creation with a 3rd-level evocation
creation slot of 4th level, it increases the sense from 1,000 Casting Time: 1 action
feet to 1 mile. When you use this creation with a 5th level Range: Self
creation slot, the sense increases from 1 mile to 10 miles. Components: V, S, M (a bit of sulfur)
Duration: Concentration, up to 10 minutes
Major Image
3rd-level illusion You create six tiny meteors in your space. They float in the
air and orbit you for the creation’s duration. When you use
Casting Time: 1 action the creation — and as a bonus action on each of your turns
Range: 120 feet thereafter — you can expend one or two of the meteors,
Components: V, S, M (a bit of fleece) sending them streaking toward a point or points you choose
Duration: Concentration, up to 1 hour within 120 feet of you.
You create the image of an object, a creature, or some Once a meteor reaches its destination or impacts against a
other visible phenomenon that is no larger than a 20-foot solid surface, the meteor explodes. Each creature within 5
cube. The image appears at a spot that you can see within feet of the point where the meteor explodes must make a
range and lasts for the duration. It seems completely real, Dexterity saving throw. A creature takes 2d6 fire damage on a
including sounds, smells, and temperature appropriate to the failed save, or half as much damage on a successful one.
thing depicted. You can’t create sufficient heat or cold to At Higher Levels. When you use this creation with a
cause damage, a sound loud enough to deal thunder damage creation slot of 4th level or higher, the number of meteors
or deafen a creature, or a smell that might sicken a creature. created increases by two for each slot level above 3rd.
Move Earth Roots. Thick roots allow you to be locked to the ground.
3rd-level transmutation You have advantage on saving throws and ability checks to
avoid getting knocked prone or moved against your will
Casting Time: 1 action while on solid ground, and the ground within a 15 ft radius
Range: 120 feet around you counts as difficult terrain for all creatures of
Components: V, S, M (a piece of dirt, clay, or sand) your choice.
Duration: Concentration, up to 2 hours Large Trunk. Your size increases by one size category.
Choose an area of terrain no larger than 40 feet on a side Your attacks gain the Siege property.
within range. You can reshape dirt, sand, stone, or clay in the Vines. Your reach becomes 20 feet. You have advantage
area in any manner you choose for the duration. You can on grapple checks, and if you successfully grapple a
raise or lower the area’s elevation, create or fill in a trench, creature, they become restrained while they are grappled.
erect or flatten a wall, or form a pillar. The extent of any such Thorns. Any creature that touches you or hits you with a
changes can’t exceed half the area’s largest dimension. So, if melee attack takes 1d8 piercing damage. At the start of
you affect a 40-foot square, you can create a pillar up to 20 your turn, any creature that you are grappling, or
feet high, raise or lower the square’s elevation by up to 20 grappling you, takes 1d8 piercing.
feet, dig a trench up to 20 feet deep, and so on. It takes 10 Spore Aura. Any creature that starts its turn, or enters a
minutes for these changes to complete. square within 5ft of you must succeed a Constitution
At the end of every 10 minutes you spend concentrating on saving throw, or be poisoned until the start of its next turn.
the creation, you can choose a new area of terrain to affect. Slam. Your melee weapon attacks deal an extra 1d8
Because the terrain’s transformation occurs slowly, damage.
creatures in the area can’t usually be trapped or injured by Regrowth. When you regain hit points, you regain an
the ground’s movement. additional number equal to your creative ability score.
Similarly, this creation doesn’t directly affect plant growth. At Higher Levels. When you use this creation using a
The moved earth carries any plants along with it. creation slot of 4th level or higher, you increase the
Plant Growth
temporary hit points gained by 10 and select an additional
3rd-level transmutation ability for each level above 3rd.
Casting Time: 1 action or 8 hours Pulse Wave
Range: 150 feet 3rd-level evocation
Components: V, S Casting Time: 1 action
Duration: Instantaneous Range: 30 feet cone
This creation channels vitality into plants within a specific Components: V, S
area. There are two possible uses for the creation, granting Duration: Instantaneous
either immediate or long-term benefits. You create intense pressure, unleash it in a 30-foot cone,
If you use this creation with 1 action, choose a point within and decide whether the pressure pulls or pushes creatures
range. All normal plants in a 100-foot radius centered on that and objects. Each creature in that cone must make a
point become thick and overgrown. A creature moving Constitution saving throw. A creature takes 6d6 force damage
through the area must spend 4 feet of movement for every 1 on a failed save, or half as much damage on a successful one.
foot it moves. And every creature that fails the save is either pulled 15 feet
You can exclude one or more areas of any size within the toward you or pushed 15 feet away from you, depending on
creation’s area from being affected. the choice you made for the creation.
If you use this creation over 8 hours, you enrich the land. In addition, unsecured objects that are completely within
All plants in a half-mile radius centered on a point within the cone are likewise pulled or pushed 15 feet.
range become enriched for 1 year. The plants yield twice the At Higher Levels. When use this creation with a creation
normal amount of food when harvested. slot of 4th level or higher, the damage increases by 1d6 and
Plant Transformation
the distance pulled or pushed increases by 5 feet for each slot
3rd-level transmutation level above 3rd.
Casting Time: 1 bonus action Remove Curse
Range: Self 3rd-level abjuration
Components: V, S, M (a handful of seeds) Casting Time: 1 action
Duration: Concentration, up to 10 minutes Range: Touch
You take on the physical attributes of a plant. You gain 30 Components: V,S
temporary hits points and two of the following abilities of Duration: Instantaneous
your choice for the duration: At your touch, all curses affecting one creature or object
Thick Bark. You gain a +1 bonus to your armor class. end. If the object is a cursed item, its curse remains, but the
Green Tongue. You can speak to all plants. You don’t get creation allows the object to be removed or discarded. This
any special ability to control them. doesn't work on permanent curses such as devil fruits.
Revivify At Higher Levels. If you use this creation with a creation
3rd-level evocation slot of 4th level or higher, the temporary hit points increase
by 10.
Casting Time: 1 action
Range: Touch Slow
Target: A dead body of a creature that died within the last 1 3rd-level transmutation
minute
Components: V, S, M (Medical supplies worth 3,000,000 Casting Time: 1 action
Berries, which the creation consumes) Range: 120 feet
Duration: Instantaneous Components: V, S, M (a drop of molasses)
Duration: Concentration, up to 1 minute
You touch the dead body of a creature that died within the You slow down up to six creatures of your choice in a 40-
last minute. That creature returns to life with 1 hit point. This
creation can’t return to life a creature that has died of old age, foot cube within range. Each target must succeed on a
nor can it restore any missing body parts. Wisdom saving throw or be affected by this creations for the
duration.
Sinister Shot
An affected target’s speed is halved, it takes a -2 penalty to
3rd-level enchantment AC and Dexterity saving throws, and it can’t use reactions. On
its turn, it can use either an action or a bonus action, not
Casting Time: 1 bonus action both. Regardless of the creature’s abilities or mastercraft
Range: Self items, it can’t make more than one melee or ranged attack
Components: V during its turn.
Duration: Concentration, up to 1 minute If the creature attempts to use a creation with a casting
When you hit a creature with a ranged weapon attack, you time of 1 action, roll a d20. On an 11 or higher, the creation
can activate this creation as a bonus action. Your projectile doesn’t take effect until the creature’s next turn, and the
contains within it a psychological weapon, dealing an extra creature must use its action on that turn to complete the
4d10 psychic damage. spell. If it can’t, the creation is wasted.
The target must make a Wisdom saving throw. On a A creature affected by this creation makes another
failure, the target becomes frightened for the duration of the Wisdom saving throw at the end of each of its turns. On a
creation. While frightened in this way, the target’s movement successful save, the effect ends for it.
speed is 0. At the end of each of their turns, the target can
repeat the saving throw, ending the effect on a success. Speak with Plants
At Higher Levels. When you use this using a creation slot 3rd-level transmutation
of 3rd level or higher, the initial extra damage dealt by the Casting Time: 1 action
attack increases by 1d10 for each slot. Range: 30 foot radius
Components: V, S
Slimy Transformation Duration: 10 minutes
3rd-level transmutation
You imbue plants within 30 feet of you with limited
Casting Time: 1 bonus action sentience and animation, giving them the ability to
Range: Self communicate with you and follow your simple commands.
Components: V, S, M (a tube of glue) You can question plants about events in the creation’s area
Duration: Concentration, up to 10 minutes within the past day, gaining information about creatures that
You transform partially into an ooze. You gain 30 have passed, weather, and other circumstances.
temporary hits points and you gain following abilities of your You can also turn difficult terrain caused by plant growth
choice for the duration: (such as thickets and undergrowth) into ordinary terrain that
lasts for the duration. Or you can turn ordinary terrain where
Amorphous. You can move through a space as narrow as plants are present into difficult terrain that lasts for the
1 inch wide without squeezing. duration, causing vines and branches to hinder pursuers, for
Sticky. Your movement speed is reduced by 10 feet, you example.
gain a climbing speed equal to your movement speed, and Plants might be able to perform other tasks on your behalf,
you can climb difficult surfaces, including upside down on at the DM’s discretion. The creation doesn’t enable plants to
ceilings, without needing to make an ability check. uproot themselves and move about, but they can freely move
Acidic Body. You gain immunity to acid and poison branches, tendrils, and stalks.
damage, and immunity to the poisoned condition. Any If a plant creature is in the area, you can communicate with
creature that touches you, or hits you with a melee attack it as if you share a common language, but you gain no
takes 1d10 acid damage. Additionally, all of your melee supernatural ability to influence it.
attacks deal an extra 1d10 acid damage. This creation can cause the plants created by the Entangle
Extrasensory. You have blindsight with a range of 20 feet. creation to release a restrained creature.
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.
Spirit Dance Stinking Cloud
3rd-level conjuration 3rd-level conjuration
Casting Time: 1 action Casting Time: 1 action
Range: Self (15 foot radius) Range: 90 feet
Components: V, S, M Components: V, S, M (a rotten egg)
Duration: Concentration, up to 10 minutes Duration: Concentration, up to 1 minute
You call forth spirits to dance around you. They flit around You create a 20-foot-radius sphere of yellow, nauseating gas
you to a distance of 15 feet for the duration. centered on a point within range. The cloud spreads around
When you use this creation, you can designate any number corners, and its area is heavily obscured. The cloud lingers in
of creatures you can see to be unaffected by it. An affected the air for the duration.
creature’s speed is halved in the area, and when the creature Each creature that is completely within the cloud at the
enters the area for the first time on a turn or starts its turn start of its turn must make a Constitution saving throw
there, it must make a Wisdom saving throw. On a failed save, against poison. On a failed save, the creature spends its
the creature takes 3d8 force damage. On a successful save, action that turn retching and reeling. Creatures that don’t
the creature takes half as much damage. need to breathe or are immune to poison automatically
At Higher Levels. When you use this creation with a succeed on this saving throw.
creation slot of 4th level or higher, the damage increases by A moderate wind (at least 10 miles per hour) disperses the
1d8 for each slot level above 3rd. cloud after 4 rounds. A strong wind (at least 20 miles per
hour) disperses it after 1 round.
Spirit Fury
3rd-level necromancy Summon Yokai
Casting Time: 1 bonus action 3rd-level conjuration
Range: Self Casting Time: 1 action
Components: V,S Range: 90 feet
Duration: Concentration, up to 1 minute Components: V, S, M (a puff of smoke)
You call forth powerful energy, which flit around you for the Duration: Concentration, up to 1 hour
duration, causing decay surrounding the area. You call forth a spirit. It manifests in an unoccupied space
Until the creation ends, any attack you make deals 1d8 that you can see within range. This corporeal form uses the
extra damage when you hit a creature. This damage is Summoned Yokai stat block. When you cast the spell, choose
radiant, necrotic, or cold (your choice when you use the an emotion: Fury, Despair, or Fear. The Summoned Yokai
creation). Any creature that takes this damage can’t regain hit disappears when it drop to 0 hit points or when the creation
points until the start of your next turn. ends.
In addition, any creature of your choice that you can see The creature is an ally to you and your companions. In
that starts its turn within 30 feet of you has its speed reduced combat, the creature shares your initiative count, taking its
by 10 feet until the start of your next turn. turn either before or after yours (your choice). It obeys your
At Higher Levels. When you use this creation using a verbal commands (no action required by you). If you don’t
creation slot of 4th level or higher, the damage increases by issue any, it takes the Dodge action and it uses its move to
1d8 for every slot level above 3rd. avoid danger.
At Higher Levels. When you use this creation with a
Staggering Smite creation slot of 4th level or higher, use the higher level
3rd-level evocation wherever the creation’s level appears on the stat block.
Casting Time: 1 bonus action
Range: Self Tidal Wave
3rd-level conjuration
Components: V
Duration: Instantaneous Casting Time: 1 action
When you hit a creature with a melee weapon attack, you Range: 120 feet
can activate this creation as a bonus action. Your weapon Components: V, S, M (a drop of water)
pierces both body and mind, and the attack deals an extra Duration: Instantaneous
4d6 psychic damage to the target. The target must make a You conjure up a wave of water that crashes down on an
Wisdom saving throw. On a failed save, it has disadvantage area within range. The area can be up to 30 feet long, up to
on attack rolls and ability checks, and can’t take reactions, 10 feet wide, and up to 10 feet tall. Each creature in that area
until the end of its next turn. must make a Dexterity saving throw. On a failure, a creature
takes 6d8 bludgeoning damage and is knocked prone. On a
success, a creature takes half as much damage and isn’t
knocked prone. The water then spreads out across the
ground in all directions, extinguishing unprotected flames in
its area and within 30 feet of it.
At Higher Levels. When you use this creation with a Transmute Mud to Rock. Mud or quicksand in the area no
creation slot of 4th level or higher, the damage increases by more than 10 feet deep transforms into soft stone for the
1d8 for each slot above 3rd. creation’s duration. Any creature in the mud when it
transforms must make a Dexterity saving throw. On a failed
Thunder Step save, a creature becomes restrained by the rock. The
3rd-level conjuration restrained creature can use an action to try to break free by
Casting Time: 1 action succeeding on a Strength check (DC 20) or by dealing 25
Range: 90 feet damage to the rock around it. On a successful save, a
Components: V creature is shunted safely to the surface to an unoccupied
Duration: Instantaneous space.
You teleport yourself to an unoccupied space you can see
within range. Immediately after you disappear, a thunderous
boom sounds, and each creature within 10 feet of the space Summoned Yokai
you left must make a Constitution saving throw, taking 4d10 Medium monstrosity
thunder damage on a failed save, or half as much damage on
a successful one. The thunder can be heard from up to 300 Armor Class 12 + the level of the creation (natural
feet away. armor)
You can bring along objects as long as their weight doesn’t 40 + 15 for each level of the creation
Hit Points

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

A Deactivate Creation creation used on a specific effect, if 1 Calm


successful, removes only that effect. You can create a 2 Moderate wind
structure permanently under the Ward creation by using this
creation there every day for one year. 3 Strong wind
4 Gale
5 Storm
7th Level Dry Bones
7th-level necromancy
Cause Death
7th-level necromancy Casting Time: 1 action
Range: 150 feet
Casting Time: 1 action Components: V, S, M (a sponge)
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Instantaneous You draw the moisture from every creature in a 30-foot
cube centered on a point you choose within range. Each
You send negative energy coursing through a creature that creature in that area must make a Constitution saving throw.
you can see within range, causing it searing pain. The target Constructs and undead aren’t affected, and plants and
must make a Constitution saving throw. It takes 10d8 + 30 creatures similar to water elementals make this saving throw
necrotic damage on a failed save, or half as much damage on with disadvantage. A creature takes 14d8 necrotic damage on
a successful one. a failed save, or half as much damage on a successful one.
A humanoid killed by this creation rises at the start of your
next turn as an undead that is permanently under your Firestorm
command, following your verbal orders to the best of its 7th-level evocation
ability. The undead uses the statistics from the Animate Dead
creation. Casting Time: 1 action
Range: 150 feet
Charged Fireball
Components: V, S
7th-level evocation Duration: Instantaneous
Casting Time: 1 action A storm made up of sheets of roaring flame appears in a
Range: 150 feet location you choose within range. The area of the storm
Components: V, S, M (a bit of sulfur) consists of up to ten 10-foot cubes, which you can arrange as
Duration: Concentration, up to 1 minute you wish. Each cube must have at least one face adjacent to
the face of another cube. Each creature in the area must
A beam of light flashes from you, then condenses to linger make Dexterity saving throw. It takes 8d10 fire damage on a
at a chosen point within range as a glowing bead for the failed save, or half as much damage on a successful one.
duration. When the creation ends, either because your The fire damages objects in the area and ignites flammable
concentration is broken or because you decide to end it, the objects that aren’t being worn or carried. If you choose, plant
bead blossoms with a low roar into an explosion of flame that life in the area is unaffected by this creation.
spreads around corners. Each creature in a 20-foot-radius
sphere centered on that point must make a Dexterity saving Force Cage
throw. A creature takes fire damage equal to the total 7th-level evocation
accumulated damage on a failed save, or half as much
damage on a successful one. Casting Time: 1 action
The creations’s base damage is 14d6. If at the end of your Range: 100 feet
turn the bead has not yet detonated, the damage increases by Components: V, S, M (a lock)
1d6. Duration: 1 hour
If the glowing bead is touched before the interval has An immobile, invisible, cube-shaped prison composed of
expired, the creature touching it must make a Dexterity force springs into existence around an area you choose
saving throw. On a failed save, the creation ends immediately, within range. The prison can be a cage or a solid box as you
causing the bead to erupt in flame. On a successful save, the choose.
creature can throw the bead up to 40 feet. When it strikes a A prison in the shape of a cage can be up to 20 feet on a
creature or a solid object, the creation ends, and the bead side and is made from 1/2-inch diameter bars spaced 1/2
explodes. The fire damages objects in the area and ignites inch apart.
flammable objects that aren’t being worn or carried. A prison in the shape of a box can be up to 10 feet on a
At Higher Levels. When you use this creation with a side, creating a solid barrier that prevents any matter from
creation slot of 8th level or higher, the base damage increases passing through it and blocking any creations used inside or
by 1d6 for each slot level above 7th. outside of the area.
When you use this creation, any creature that is completely
inside the cage's area is trapped. Creatures only partially
within the area, or those too large to fit inside the area, are
pushed away from the center of the area until they are
completely outside the area.
A creature inside the cage can't leave it by non-creation You can create any floor plan you like, but the space can’t
means. If the creature tries to use teleportation or interplanar exceed 50 cubes, each cube being 10 feet on each side. The
travel to leave the cage, it must first make a Charisma saving place is furnished and decorated as you choose. It contains
throw. On a success, the creature can use that ability to exit sufficient food to serve a nine-course banquet for up to 100
the cage. On a failure, the creature can't exit the cage and people. A staff of 100 near-transparent servants attends all
wastes the use of the creation or effect. The cage also who enter. You decide the visual appearance of these
extends into the Ethereal Plane, blocking ethereal travel. servants and their attire. They are completely obedient to
This creation can't be deactivated by the Deactivate your orders. Each servant can perform any task a normal
Creation creation. human servant could perform, but they can’t attack or take
any action that would directly harm another creature. Thus
Foresight the servants can fetch things, clean, mend, fold clothes, light
7th-level divination fires, serve food, pour wine, and so on. The servants can go
Casting Time: 1 minute anywhere in the mansion but can’t leave it. Furnishings and
Range: Touch other objects created by this creation dissipate into smoke if
Target: A willing creature removed from the mansion. When the creation ends, any
Components: V, S, M (A hummingbird feather) creatures or objects inside the extradimensional space are
Duration: 8 hours expelled into the open spaces nearest to the entrance.
You touch a willing creature and bestow a limited ability to Pain
see into the immediate future. For the duration, the target 7th-level enchantment
can’t be surprised and has advantage on attack rolls, ability Casting Time: 1 action
checks, and saving throws.
Additionally, other creatures have disadvantage on attack Range: 60 feet
rolls against the target for the duration. Components: V
This creation immediately ends if you use it again before Duration: Instantaneous
its duration ends. You cause waves of intense pain to assail one creature you
can see within range. The target must make a Constitution
Greater Heal saving throw. On a failure, the target is wrought with intense
7th-level evocation pain. On a success, the target is not affected.
Casting Time: 1 action While the target is affected by crippling pain, any speed it
Range: Touch has can be no higher than 10 feet. The target also has
Components: V, S disadvantage on attack rolls, ability checks, and saving
Duration: Instantaneous throws, other than Constitution saving throws. Finally, if the
target tries to use a creation, it must first succeed on a
A wave of healing energy washes over a creature you Constitution saving throw, or the activation and the creation
touch. The target regains all its hit points. If the creature is is wasted.
charmed, frightened, paralyzed, or stunned, the condition A target suffering this pain can make a Constitution saving
ends. If the creature is prone, it can use its reaction to stand throw at the end of each of its turns. On a successful save, the
up. This creation has no effect on undead or constructs. pain ends.
Magnificent Mansion Prismatic Spray
7th-level conjuration 7th-level evocation
Casting Time: 1 minute Casting Time: 1 action
Range: 300 feet Range: Self (60ft cone)
Components: V, S, M (a piece of marble) Target: Each creature in a 60-foot cone
Duration: 24 hours Components: V, S
You conjure an extradimensional dwelling in range that Duration: Instantaneous
lasts for the duration. You choose where its one entrance is Eight multicolored rays flash from your hand. Each ray is a
located. The entrance shimmers faintly and is 5 feet wide and different color and has a different power. Each creature in a
10 feet tall. You and any creature you designate when you use 60-foot cone must make a Dexterity saving throw. For each
this creation can enter the extradimensional dwelling as long target, roll a d8 to determine which color ray affects it.
as the portal remains open. You can open or close the portal 1-Red: The target takes 12d6 fire damage on a failed save,
if you are within 30 feet of it. While closed, the portal is or half as much damage on a successful one.
invisible. 2-Orange: The target takes 12d6 acid damage on a failed
Beyond the portal is a magnificent foyer with numerous save, or half as much damage on a successful one.
chambers beyond. The atmosphere is clean, fresh, and warm. 3-Yellow: The target takes 12d6 lightning damage on a
failed save, or half as much damage on a successful one.
4-Green: The target takes 12d6 poison damage on a failed
save, or half as much damage on a successful one.
5-Blue: The target takes 12d6 cold damage on a failed
save, or half as much damage on a successful one.
6-Indigo: On a failed save, the target is Restrained. It must
then make a Constitution saving throw at the end of each of
its turns. If it successfully saves three times, the spell ends. If
it fails its save three times, it permanently turns to stone and
is subjected to the Petrified condition. The successes and
failures don't need to be consecutive, keep track of both until
the target collects three of a kind.
7-Violet: On a failed save, the target is Blinded. It must then
make a Wisdom saving throw at the start of your next turn. A
successful save ends the blindness. If it fails that save, the
creature is blinded for the next 24 hours.
8-Special: The target is struck twice. Roll twice more,
rerolling any 8.
Storm of Vengeance
7th-level conjuration
Casting Time: 1 action
Range: Sight
Components: V, S
Duration: Concentration, up to 1 minute
A churning storm cloud forms, centered on a point you can
see and spreading to a radius of 360 feet. Lightning flashes in
the area, thunder booms, and strong winds roar. Each
creature under the cloud (no more than 5,000 feet beneath
the cloud) when it appears must make a Constitution saving
throw. On a failed save, a creature takes 2d6 thunder damage
and becomes deafened for 5 minutes.
Each round you maintain concentration on this creatopn,
the storm produces different effects on your turn.
Storm of Vengeance After Round 1
Round Effect

2 Acidic rain falls from the cloud. Each creature and


object under the cloud takes 1d6 acid damage.
3 You call six bolts of lightning from the cloud to
strike six creatures or objects of your choice
beneath the cloud. A given creature or object can’t
be struck by more than one bolt. A struck creature
must make a Dexterity saving throw. The creature
takes 10d6 lightning damage on a failed save, or
half as much damage on a successful one.
4 Hailstones rain down from the cloud. Each creature
under the cloud takes 2d6 bludgeoning damage.
5-10 Gusts and freezing rain assail the area under the
cloud. The area becomes difficult terrain and is
heavily obscured. Each creature there takes 1d6
cold damage. Ranged weapon attacks in the area
are impossible. The wind and rain count as a severe
distraction for the purposes of maintaining
concentration on spells. Finally, gusts of strong
wind (ranging from 20 to 50 miles per hour)
automatically disperse fog, mists, and similar
phenomena in the area whether mundane or the
result of a creation or item.
8th Level Clone
8th-level necromancy
Anti-Creation Field
8th-level abjuration Casting Time: 1 hour
Range: Touch
Casting Time: 1 action Components: V, S, M (Medical supplies worth at least
Range: Self (10-foot-radius sphere) 10,000,000 Berries and at least 1 cubic inch of flesh of the
Target: Self (10-foot-radius sphere) creature that is to be cloned, which the creation consumes.
Components: V, S, M (A pinch of powdered iron or iron A vessel worth at least 20,000,000 Berries that has a
fillings) sealable lid and is large enough to hold the creature being
Duration: Concentration, Up to 1 hour cloned)
A 10-foot-radius invisible sphere of EMP surrounds you. Duration: Instantaneous
This area is divorced from the creation that suffuses the This creation grows an inert duplicate of a living creature
abilities of other creations and creation like effects. Within as a safeguard against death. This clone forms inside the
the sphere, creations can’t be used, summoned creatures vessel used in the creation's activation and grows to full size
disappear, and even certain creation/mastercraft items and maturity after 120 days; you can also choose to have the
become disfunctional, lacking their main special properties. clone be a younger version of the same creature. It remains
Until the creation ends, the sphere moves with you, inert and endures indefinitely, as long as its vessel remains
centered on you. Creations and similar effects, are undisturbed.
suppressed in the sphere and can’t protrude into it. A slot At any time after the clone matures, if the original creature
expended to use a suppressed creation is consumed. While dies, its soul transfers to the clone, provided that the soul is
an effect is suppressed, it doesn’t function, but the time it free and willing to return. The clone is physically identical to
spends suppressed counts against its duration. the original and has the same personality, memories, and
Targeted Effects: Creations and similar Effects, such as abilities, but none of the original’s equipment (this includes
Missiles and Charm Person, that target a creature or an devil fruits). The original creature’s physical remains, if they
object in the Sphere have no Effect on that target. still exist, become inert and can’t thereafter be restored to
Areas of Effect: The area of another creation or similar life, since the creature’s soul is elsewhere.
Effect, such as Fireball, can't extend into the Sphere. If the
Sphere overlaps an area of creativity, the part of the area that Dark Star
is covered by the Sphere is suppressed. For example, the 8th-level evocation
flames created by a Wall of Fire are suppressed within the Casting Time: 1 action
Sphere, creating a gap in the wall if the overlap is large
enough. Range: 150 feet
Creations: Any active creation or similar Effect on a Components: V, S, M (a shard of onyx)
creature or an object in the Sphere is suppressed while the Duration: Concentration, up to 1 minute
creature or object is in it. This creation creates a sphere centered on a point you
Mastercraft Items: The Properties and powers of certain choose within range. The sphere can have a radius of up to
items are suppressed in the Sphere. A weapon's Properties 40 feet. The area within this sphere is filled with darkness
and powers are suppressed if it is used against a target in the and crushing gravitational force.
Sphere or wielded by an attacker in the Sphere. If a weapon For the duration, the creation's area is difficult terrain. A
or piece of ammunition fully leaves the Sphere (For example, creature with darkvision can't see through the darkness, and
if you fire a Mastercraft Arrow or throw a mastercraft spear light can't illuminate it. No sound can be created within or
at a target outside the sphere), the creative bonus of the item pass through the area. Any creature or object entirely inside
ceases to be suppressed as soon as it exits. the sphere is immune to thunder damage, and creatures are
Deactivate Creation. Creations and similar effects such as deafened while entirely inside it. Using a creation that
Deactivate Creation have no effect on the sphere. Likewise, includes a verbal component is impossible there.
the spheres created by different antimagic field creations Any creature that enters the creation's area for the first
don’t nullify each other. time on a turn or starts its turn there must make a
Constitution saving throw. The creature takes 10d10 force
damage on a failed save or half as much damage on a
successful save. A creature reduced to 0 hit points by this
damage is disintegrated. A disintegrated creature and
everything it is wearing and carrying, except mastercraft
items, are reduced to a pile of fine gray dust.
Earthquake At the end of every 30 days, the creature can repeat its
8th-level evocation saving throw against this creation. If it succeeds on its saving
throw, the creation ends. The creation can also be ended by
Casting Time: 1 action greater restoration, heal, greater heal, etc.
Range: 500 feet
Components: V, S, M (a pinch of dirt) Glibness
Duration: Concentration, up to 1 minute 8th-level transmutation
You create a seismic disturbance at a point on the ground Casting Time: 1 action
that you can see within range. For the duration, an intense Range: Self
tremor rips through the ground in a 100-foot-radius circle Components: V
centered on that point and shakes creatures and structures in Duration: 1 hour
contact with the ground in that area.
The ground in the area becomes difficult terrain. Each Until the creation ends, when you make a Charisma check,
creature on the ground that is concentrating must make a you can replace the number you roll with a 15.
Constitution saving throw. On a failed save, the creature’s Additionally, no matter what you say, any effect, ability, or
concentration is broken. item that would determine if you are telling the truth
When you activate this creation and at the end of each turn indicates that you are being truthful.
you spend concentrating on it, each creature on the ground in
the area must make a Dexterity saving throw. On a failed Incendiary Cloud
save, the creature is knocked prone. 8th-level transmutation
This creation can have additional effects depending on the Casting Time: 1 action
terrain in the area, as determined by the DM. Range: 150 feet
Fissures. Fissures open throughout the creation’s area at Components: V, S
the start of your next turn after you cast the spell. A total of Duration: Concentration, up to 1 minute
1d6 such fissures open in locations chosen by the DM. Each A swirling cloud of smoke shot through with white-hot
is 1d10 x 10 feet deep, 10 feet wide, and extends from one embers appears in a 20-foot-radius sphere centered on a
edge of the spell’s area to the opposite side. A creature point within range. The cloud spreads around corners and is
standing on a spot where a fissure opens must succeed on a heavily obscured. It lasts for the duration or until a wind of
Dexterity saving throw or fall in. A creature that successfully moderate or greater speed (at least 10 miles per hour)
saves moves with the fissure’s edge as it opens. disperses it.
A fissure that opens beneath a structure causes it to When the cloud appears, each creature in it must make a
automatically collapse (see below). Dexterity saving throw. A creature takes 10d8 fire damage on
Structures. The tremor deals 50 bludgeoning damage to a failed save, or half as much damage on a successful one. A
any structure in contact with the ground in the area when you creature must also make this saving throw when it enters the
active this creation and at the start of each of your turns until creation’s area for the first time on a turn or ends its turn
the spell ends. If a structure drops to 0 hit points, it collapses there.
and potentially damages nearby creatures. A creature within The cloud moves 10 feet directly away from you in a
half the distance of a structure’s height must make a direction that you choose at the start of each of your turns.
Dexterity saving throw. On a failed save, the creature takes
5d6 bludgeoning damage, is knocked prone, and is buried in Maddening Darkness
the rubble, requiring a DC 20 Strength (Athletics) check as 8th-level evocation
an action to escape. The DM can adjust the DC higher or
lower, depending on the nature of the rubble. On a successful Casting Time: 1 action
save, the creature takes half as much damage and doesn’t fall Range: 150 feet
prone or become buried. Components: V, M (a drop of mercury)
Duration: Concentration, up to 10 minutes
Feeblemind Darkness spreads from a point you choose within range to
8th-level enchantment fill a 60-foot-radius sphere until the spell ends. The darkness
Casting Time: 1 action spreads around corners. A creature with darkvision can’t see
Range: 150 feet through this darkness. Normal lights, as well as light created
Target: A creature that you can see within range by creations of 8th level or lower, can't illuminate the area.
Components: V, S, M (an egg) Shrieks, gibbering, and mad laughter can be heard within the
Duration: Instantaneous sphere. Whenever a creature starts its turn in the sphere, it
You shatter the mind of a creature that you can see within must make a Wisdom saving throw, taking 10d8 psychic
range. The target takes 4d6 psychic damage and must make damage on a failed save, or half as much damage on a
an Intelligence saving throw. On a failed save, the creature’s successful one.
Intelligence and Charisma scores become 1. The creature
can’t use creations, activate mastercraft items, understand
language, or communicate in any intelligible way. The
creature can, however, identify its friends, follow them, and
even protect them.
Stun A creature caught in the wall can move by swimming.
8th-level enchantment Because of the force of the wave, though, the creature must
make a successful Strength (Athletics) check against your
Casting Time: 1 action creation save DC in order to move at all. If it fails the check, it
Range: 60 feet can’t move. A creature that moves out of the area falls to the
Components: V, S ground.
Duration: Instantaneous
You overwhelm the mind of one creature you can see
within range, leaving it dumbfounded. That creature must
succeed a Constitution saving throw, getting stunned on a
failure. The stunned target must make a Constitution saving
throw at the end of each of its turns. On a successful save,
this stunning effect ends.
Sunburst
8th-level evocation
Casting Time: 1 action
Range: 150 feet
Components: V, S, M (fire)
Duration: Instantaneous
Brilliant sunlight flashes in a 60-foot radius centered on a
point you choose within range. Each creature in that light
must make a Constitution saving throw. On a failed save, a
creature takes 12d8 radiant damage and is blinded for 1
minute. On a successful save, it takes half as much damage
and isn’t blinded by this creation.
A creature blinded by this creation makes another
Constitution saving throw at the end of each of its turns. On a
successful save, it is no longer blinded.
This creation deactivates any darkness in its area that was
created by a creation.
Tsunami
8th-level conjuration
Casting Time: 1 minute
Range: Sight
Components: V, S
Duration: Concentration, up to 6 rounds
A wall of water springs into existence at a point you choose
within range. You can make the wall up to 300 feet long, 300
feet high, and 50 feet thick. The wall lasts for the duration.
When the wall appears, each creature within its area must
make a Strength saving throw. On a failed save, a creature
takes 10d12 bludgeoning damage, or half as much damage
on a successful save. The bludgeoning damage from this
creation deals double damage to objects and structures.
At the start of each of your turns after the wall appears, the
wall, along with any creatures in it, moves 50 feet away from
you. Any Huge or smaller creature inside the wall or whose
space the wall enters when it moves must succeed on a
Strength saving throw or take 5d12 bludgeoning damage. A
creature can take this damage only once per round. At the
end of the turn, the wall’s height is reduced by 50 feet, and
the damage creatures take from the spell on subsequent
rounds is reduced by 1d10. When the wall reaches 0 feet in
height, the creation ends.
9th Level Meteor Swarm
9th-level evocation
Blade of Disaster
9th-level conjuration Casting Time: 1 action
Range: 1 mile
Casting Time: 1 bonus action Components: V, S
Range: 60 feet Duration: Instantaneous
Components: V, S
Duration: Concentration, up to 1 minute Blazing orbs of fire plummet to the ground at four different
points you can see within range. Each creature in a 40-foot-
You create a blade-shaped planar rift about 3 feet long in an radius sphere centered on each point you choose must make
unoccupied space you can see within range. The blade lasts a Constitution saving throw. The sphere spreads around
for the duration. When you activate this creation, you can corners. A creature takes 20d6 fire damage and 20d6
make up to two melee creation attacks with the blade, each bludgeoning damage on a failed save, or half as much
one against a creature, loose object, or structure within 5 feet damage on a successful one. A creature in the area of more
of the blade. On a hit, the target takes 4d12 force damage. than one fiery burst is affected only once.
This attack scores a critical hit if the number on the d20 is 18 The creation damages objects in the area and ignites
or higher. On a critical hit, the blade deals an extra 8d12 flammable objects that aren’t being worn or carried.
force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up Prismatic Wall
to 30 feet to an unoccupied space you can see and then make 9th-level abjuration
up to two melee creation attacks with it again. Casting Time: 1 action
The blade can harmlessly pass through any barrier,
including the Wall of Force creation. Range: 60 feet
Components: V, S
Invulnerability
Duration: 10 minutes
9th-level abjuration A shimmering, multicolored plane of light forms a vertical
Casting Time: 1 action opaque wall – up to 90 feet long, 30 feet high, and 1 inch
Range: Self thick – centered on a point you can see within range.
Components: V, S, M (Medical supplies worth at least Alternatively, you can shape the wall into a sphere up to 30
5,000,000 Berries, which the creation consumes) feet in diameter centered on a point you choose within range.
Duration: Concentration, up to 10 minutes The wall remains in place for the duration. If you position the
wall so that it passes through a space occupied by a creature,
You are immune to all damage until the creation ends. the creation fails, and your action and the creation slot are
wasted.
Mass Polymorph The wall sheds bright light out to a range of 100 feet and
9th-level transmutation dim light for an additional 100 feet. You and creatures you
Casting Time: 1 action designate at the time you cast the spell can pass through and
Range: 120 feet remain near the wall without harm. If another creature that
Components: V, S, M (a caterpillar cocoon) can see the wall moves to within 20 feet of it or starts its turn
Duration: Concentration, up to 1 hour there, the creature must succeed on a Constitution saving
You transform up to ten creatures of your choice that you throw or become blinded for 1 minute.
can see within range. An unwilling target must succeed on a The wall consists of seven layers, each with a different
Wisdom saving throw to resist the transformation. An color. When a creature attempts to reach into or pass through
unwilling shapechanger automatically succeeds on the save. the wall, it does so one layer at a time through all the wall’s
Each target assumes a beast form of your choice, as if the layers. As it passes or reaches through each layer, the
Polymorph creation was used on them, lasting until the end creature must make a Dexterity saving throw or be affected
of the duration, or until their individual hit points in their by that layer’s properties as described below.
beast forms reach 0. The wall can be destroyed, also one layer at a time, in order
from red to violet, by means specific to each layer. Once a
layer is destroyed, it remains so for the duration of the
creation. An Anti-Creation Field has no effect on it.
Prismatic Wall Table A stunned target can make an Intelligence saving throw at
Color Effect the end of each of its turns. On a successful save, the
Red The creature takes 10d10 fire damage on a failed
stunning effect ends.
save, or half as much damage on a successful one.
While this layer is in place, unimbued ranged Shapechange
attacks can’t pass through the wall. The layer can 9th-level transmutation
be destroyed by dealing at least 25 cold damage Casting Time: 1 action
to it. Range: Self
Orange The creature takes 10d10 acid damage on a failed Components: V, S, M (a vial worth at least 15,000,000
save, or half as much damage on a successful one. Berries)
While this layer is in place, unimbued ranged Duration: Concentration, up to 1 hour
attacks can’t pass through the wall. The layer is
destroyed by a strong wind. You assume the form of a different creature for the
Yellow The creature takes 10d10 lightning damage on a
duration. The new form can be any creature with a challenge
failed save, or half as much damage on a rating equal to your level or lower. The creature can't be a
successful one. This layer can be destroyed by construct or an undead, and you must have seen the sort of
dealing at least 60 force damage to it. creature at least once. You transform into an average
Green The creature takes 10d10 poison damage on a
example of that creature, one without any class levels or the
failed save, or half as much damage on a
Creativity trait.
successful one. A Secret Passage creation, or Your game statistics are replaced by the statistics of the
another creation of equal or greater level that can chosen creature, though you retain your alignment and
open a portal on a solid surface, destroys this Intelligence, Wisdom, and Charisma scores. You also retain
layer. all of your skill and saving throw proficiencies, in addition to
Blue The creature takes 10d10 cold damage on a failed gaining those of the creature, If the creature has the same
save, or half as much damage on a successful one. proficiency as you, and the bonus listed in its statistics is
This layer can be destroyed by dealing at least 25 higher than yours, use the creature's bonus in place of yours.
fire damage to it. You can't use any legendary actions or lair actions of the new
Indigo On a failed save, the creature is restrained. It must form.
then make a Constitution saving throw at the end You assume the hit points and Hit Dice of the new form.
of each of its turns. If it successfully saves three When you revert to your normal, you return to the number of
times, the spell ends. If it fails its save three times, hit points you had before you transformed. If you revert as a
it permanently turns to stone and is subjected to result of dropping to 0 hit points, any excess damage carries
the petrified condition. The successes and failures over to your normal form. As long as the excess damage
don’t need to be consecutive; keep track of both
until the creature collects three of a kind. While
doesn't reduce your normal form to 0 hitpoints, you aren't
this layer is in place, creations can’t be activated knocked unconscious.
through the wall. The layer is destroyed by bright You retain the benefit of any features from your class, race,
light shed by a creation of 5th level or higher. or other source and can use them, provided that your new
Violet On a failed save, the creature is blinded. It must
form is physically capable of doing so. You can't use any
then make a Wisdom saving throw at the start of special senses you have (for example, darkvision) unless your
your next turn. A successful save ends the new form also has that sense. You can only speak if the
blindness. If it fails that save, the creature is creature can normally speak.
blinded until the Greater Restoration creation is When you transform, you choose whether your equipment
used on them at 9th level. This layer is destroyed falls to the ground, merges into the new form, or is worn by it.
by a Deactivate Creation creation or similar Worn equipment functions as normal. The DM determines
creation of equal or higher level that can end whether it is practical for the new form to wear a piece of
creations and similar effects. equipment, based on the creature's shape and size. Your
equipment doesn't change shape or size to match the new
Psychic Scream form, and any equipment that the new form can't wear must
9th-level enchantment either fall to the ground or merge into your new form.
Casting Time: 1 action Equipment that merges has no effect in that state.
Range: 90 feet During this creation's duration, you can use your action to
Components: S assume a different form following the same restrictions and
Duration: Instantaneous rules for the original form, with one exception: if your new
You unleash the power of your mind to blast the intellect of form has more hit points than your current one, your hit
up to ten creatures of your choice that you can see within points remain at their current value.
range. Creatures that have an Intelligence score of 2 or lower
are unaffected.
Each target must make an Intelligence saving throw. On a
failed save, a target takes 14d8 psychic damage and is
stunned. On a successful save, a target takes half as much
damage and isn’t stunned. If a target is killed by this damage,
its head explodes, assuming it has one.
Time Ravage Creature into Creature. If you turn a creature into
9th-level abjuration another kind of creature, the new form can be any kind you
choose whose challenge rating is equal to or less than the
Casting Time: 1 action target's (or its level, if the target doesn't have a challenge
Range: 90ft rating). The target's game statistics, including mental ability
Components: V, S, M (an hourglass filled with diamond dust scores, are replaced by the statistics of the new form. It
worth at least 5,000 gp, which the spell consumes) retains its alignment and personality. The target assumes the
Duration: Instantaneous hit points of its new form, and when it reverts to its normal
You target a creature you can see within range, putting its form, the creature returns to the number of hit points it had
physical form through the devastation of rapid aging. The before it transformed. If it reverts as a result of dropping to 0
target must make a Constitution saving throw, taking 12d12 hit points, any excess damage carries over to its normal form.
necrotic damage on a failed save, or half as much damage on As long as the excess damage doesn't reduce the creature's
a successful one. If the save fails, the target also ages to the normal form to 0 hit points, it isn't knocked unconscious.
point where it has only 30 days left before it dies of old age. The creature is limited in the actions it can perform by the
In this aged state, the target has disadvantage on attack rolls, nature of its new form, and it can't speak, use creations, or
ability checks, and saving throws, and its walking speed is take any other action that requires hands or speech unless its
halved. new form is capable of such actions.
Nothing short of the Greater Restoration creation is used The target's gear melds into the new form. The creature
with a 9th-level creation slot, or certain devil fruits that allow can't activate, use, wield, or otherwise benefit from any of its
for age manipulation can end these effects and restore the equipment.
target to its previous age. Object into Creature. You can turn an object into any kind
of creature, as long as the creature's size is no larger than the
Time Stop object's size and the creature's challenge rating is 9 or lower.
9th-level transmutation The creature is friendly to you and your companions. It acts
Casting Time: 1 action on each of your turns. You decide what action it takes and
Range: Self how it moves. The DM has the creature's statistics and
Components: V resolves all of its actions and movement.
Duration: Instantaneous If the creation becomes permanent, you no longer control
the creature. It might remain friendly to you, depending on
You briefly stop the flow of time for everyone but yourself. how you have treated it.
No time passes for other creatures, while you take 5 turns in Creature into Object. If you turn a creature into an object,
a row, during which you can use actions and move as normal. it transforms along with whatever it is wearing and carrying
Creatures frozen in time count as incapacitated, even if into that form, as long as the object's size is no larger than
they are immune to the condition normally, automatically fail the creature's size. The creature's statistics become those of
all saving throws, ability contests, and attacks against them the object, and the creature has no memory of time spent in
are made at advantage. this form, after the creation ends and it returns to its normal
form.
True Polymorph
9th-level transmutation Ultimate Heal
Casting Time: 1 action 9th-level evocation
Range: 30 feet Casting Time: 1 action
Components: V, S, M (a drop of mercury) Range: 60 feet
Duration: Concentration, up to 1 hour Components: V, S
Choose one creature or non-mastercraft object that you Duration: Instantaneous
can see within range. You transform the creature into a A flood of healing energy flows from you into injured
different creature, the creature into a non-mastercraft object, creatures around you. You restore all hit points for up to six
or the object into a creature (the object must be neither worn creatures of your choice within range. Creatures healed by
nor carried by another creature). The transformation lasts for this creation are also cured of all diseases and any effect
the duration, or until the target drops to 0 hit points or dies. If making them blinded or deafened. This creation has no effect
you concentrate on this creation for the full duration, the on undead or constructs.
transformation becomes permanent.
An unwilling creature can make a Wisdom saving throw,
and if it succeeds, it isn't affected by this creation.
This creation can't affect a target that has 0 hit points.
Appendix B: Running The Game
Natural Obstacles
Overview
The Grand Line and New World are full of many forms of
This section has been made for the express purpose of aiding obstacles, from natural disasters to terrain hindrances, and
those who wish to be a Dungeon Master for a One Piece such. Here are a few examples of how to run such natural
D&D game and want to use this system. To push themselves obstacles: The range, DC, and damage of the effects may be
in the right direction, it is recommended to read this guide. It increased depending on their severity.
is also recommended that they have been a Dungeon Master
beforehand for the standard 5th edition. Whirlpools
This section covers many aspects of the One Piece world, Whirlpools function much like the Whirlpool part of the
as well as tips on how to run certain parts of the game. From Control Water creation, DC 15, Strength Saving Throw.
factors of the environment (travel time and hazards) to
Rewards (how to give them), and Crafting (costs and time to Tidal Waves
craft). Tidal, much like Whirlpools, functions much like the Tidal
Before we begin, keep in mind these are suggestions. Wave creation, DC 15, Strength Saving Throw. If it is truly a
Suggestions that have risen out of multiple successful and titanic wave, consider the Tsunami creation.
failed games using this system to create the best experience
possible. Storms
Be aware that this system, while more lenient than the Storms are difficult to wade through, requiring the navigator
standard 5th edition, is still grounded in rules, unlike other or helmsmen to make a Navigator's Tools or Water Vehicles
anime systems. Everything matters, there must be tool check, DC 15. On a failure, the ship and the crew may
consistency to maintain balance. This system, being a 5e take some 2d8 bludgeoning damage.
system, is more D&D than One Piece, but not aggressively Lightning can also accompany the storm. Roll a d100. If the
so. number is 50 or higher, lightning strikes an area within 10ft
of a creature on board. If the number 85 or higher, one of the
The Environment crew members is struck by lightning, Dexterity Saving Throw
DC 15 for 8d6 lightning damage.
The environment is critical to any tabletop RPG. Without it,
the players are in a vacuum, separate from any sense of space Reverse Mountain
and time, they just exist. Some DM's seem to forget how big, Reverse Mountain is a brief encounter that the party will
unique, and chaotic the world can be, especially when the experience when they sail from one of the Blues to the Grand
party reaches locations such as the Grand Line and New Line. When the crew sails, they'll make a Strength Saving
World. Throw, DC 15. On a failed save, they take 4d6 bludgeoning
damage and are knocked prone. On a success, they take half
Travel Time the damage.
Throughout the various games I have seen replicating One Magma
Piece seem to have different views on distance and time Getting splashed by magma would 4d10 fire damage. Wading
between islands. through magma would be 10d10. Swimming through magma
The ocean is gigantic, even more so in the One Piece would be 18d10 fire. Magma ignores resistance to fire
world. Islands, depending on their size, can take as little as an damage and treats immunity to fire damage as resistance.
hour or days to travel around when on foot. Though this all This change is made to reflect the absolute destructive
can depend on which sea the crew is sailing in. properties of magma in the One Piece world.
Travel By Sea
Within the North, South, East, and West Blue, the oceans Downtime Sessions
reflect real-world oceans mostly. Islands are likely closer Do not be afraid to have sessions with little to no
together, and travel via compass is faster as you can go to combat or plot action. This applies to all tabletop
specific islands. In these seas, it would likely take only a few RPGs, you are never going to be fighting 24/7.
days to get to nearby islands, rarely over a week unless the Sometimes the best sessions are the ones where
islands are far, or if there is a storm blocking the way. nothing but roleplay happens.
When traversing the Grand Line and New World are when This is especially true for sessions that come
travel time starts to increase. With Log Poses, they need time after big moments such as the defeat of a main
to update their magnetic pull. This can be as little as a day, or antagonist, a particularly hard battle, and such.
as long as a full year in the case of Little Garden. For The vast oceans of the One Piece world provide
simplicity, I've made it so the average time for a log pose to more than ample time for this to happen, even
update is 2d6+2 days, though you can choose a specific when waiting for a log pose to update can roleplay-
length of time if you deem it necessary. In these seas, the focused sessions can occur.
duration of travel between nearby islands is at least a week,
and at most a month.
Achieving this is less of a crafting ability, but more of a
Crafting critical story component for said character.
Crafting items is a key part of a majority of the roles aboard
the crew, particularly Artificers, Shipwrights, Blacksmiths, Tools
and Doctors. Crafting various items such as Medicines (Spell Tools are the apparatus that enables the creation of the item.
Scrolls and Potions), Armor, Weapons, and other forms of Depending on the nature of the item being crafted, different
utility. tools may be utilized. Every day spent crafting an item
There are several requirements for the crafting to be requires a tool check, DC is dependent on the difficulty of the
initiated: experience, tools, materials, and the time to craft. In task, as determined by the DM. Successful checks maintain
addition, crafting items does require the input of the DM. progress, failures on checks cause progress to halt but don't
undo progress. Critical successes in crafting checks count as
Experience multiple days of progress, and critical fails remove a day of
Experience in particular is if the character knows to craft progress.
such items. This experience can be gained throughout the Scrolls. As mentioned previously in the Reflavored Items
game or started depending on one's class, role, or section of Chapter 8, spell scrolls are creations from classes
background. that can use Creations. They can create scrolls from the
Though as long as they have the proficiency in the tools creations they know.
and enough backstory, anyone can craft. Scrolls made by those with the Gadget Creation List can
be flavored as small gadgets. They require tool checks made
Crafting Classes
with Dial Kit, Smith's Tools, Tinkerer's Tools, Alchemist's
Gunslinger Fighters. These gunslingers can craft items Supplies, or Herbalism Kits if they are an Alchemist
associated with weaponry such as firearms, cannons, Gadgeteer.
modifications to existing weapons, special ammunition, and Scrolls made by those with the Medic Creation List can be
even explosives. flavored as various drugs, medkits, or bioweapons. They
Gadgeteers, Gadget Knight Fighters, Arms Dealer require tool checks with Alchemist's Supplies or Herbalism
Fighters, and Gadget Tricksters. Those who work with Kits
gadgets can create most of anything in the form of gadgets. Scrolls made by those with the Bard Creation List can
Whether it'd be their creations stored into gadgets (spell imbue physical art with their charm, it can be in written form,
scrolls), weapons, armor, permanent versions of their perhaps a song recorded in a tone dial, or even a painting.
modifications, and more. They require tool checks with any Artisan tool they are
Forgemaster and Cannoneer Barbarians. Both these proficient in.
Barbarian subclasses can craft anything that is weapon or Scrolls made by those with the Marksman Creation List
armor adjacent. can be flavored as various gadgets or tricks they carry, like a
Marksmen. Marksmen are capable of using either dials, set of dials or pop greens. They require tool checks with
plants, or other kinds of tricks to act as storage for their Tinkerer's Tools, Dial Kits, or Herbalism Kits.
creations (spell scrolls), and can create and modify new Potions. Potions are created by those with the Doctor
weaponry. Role, Background, Medic Class, or are an Alchemist
Bards. Bards can imbue their guiding charm and inspiring Gadgeteer. These potions most often take the form of drugs
soul into their art forms, such as storing their creations in a or another form of medicine. Creating potions requires tool
poem that can be sung, or a jovial painting (spell scrolls). checks made with Alchemist's Supplies or Herbalism Kits.
Medics. The specialized medics are capable of using their Weapons. Special weapons of both ranged and melee
chemical and medical knowledge to create and store their varieties can be created by various artisans such as
most potent medicines for later use (spell scrolls), or perhaps Gunslinger Fighters, those with the Gadgeteer Spell List,
store them in drugs (potions). Cannoneer Barbarians, Marksmen, Shipwrights, and
Blacksmiths. Crafting weapons require tool checks with
Crafting Roles and Backgrounds
Smith's Tools, Tinkerer's Tools, Dial Kits, or Gunsmith's
Shipwrights. With the role and/or background, shipwrights Tools.
can work with both metal and wood, allowing them the ability Armor. Special armor can also be crafted by various
to craft armor and weaponry. artisans such as those with the Gadgeteer Spell List,
Doctors. Those with the Doctor role and/or background Shipwrights, and Blacksmiths. Crafting armor requires tool
are just as capable as Medics to craft potent medicines and checks with Smith's Tools, Tinkerer's Tools, or Dial Kits.
drugs (potions) to cure their allies. Apparatus (Staffs and Wands). As previously mentioned
Blacksmiths. Those with the blacksmith background have in Chapter 8, Staffs and Wands function as apparatuses for
worked with metal all their life, granting them the ability to Creations, and be flavored as gadgets, medical devices, or
craft weapons and armor. even instruments wielded by Bards. They can be created by
those with any Casting Class or those with the Doctor
Permanent Haki-Imbuement
Background. They can be crafted using tool checks with
Those with an affinity to either Armament or Observation Tinkerer's Tools or Dial Kits.
Haki have the potential to infuse their haki into a single Miscellaneous. Other wearables such as rings, boots,
weapon permanently, creating a Black Blade, or a White cloaks, other devices, and essentially any wondrous item can
Weapon. be crafted by various artisans. DMs may need to think about
what tool check would be appropriate.
Materials Rewards
Crafting special items is not free. The cost would likely be Rewarding your players when they accomplish big tasks is
different for each item, but for sake of simplicity, below is a paramount for adding to the adventure. For example, battling
chart that denotes the cost in terms of item rarity, though you another crew who is guarding a large treasure hoard, or
do not need to follow it as it is simply a guideline. gaining new strength after completing a long and emotional
Despite the costs of crafting items, there are ways to arc full of character development.
reduce the costs. Some items may substitute, or even require It keeps the game feeling fresh and like the players are
valuable materials in place of Berry cost, for example making actual headway in the world. It is also best to
defeating a cybernetic captain and using his cybernetics as consider what kind of awards are in order, as completing
materials for a new weapon. various tasks allows different kinds of awards.
In addition, certain roles and classes have abilities that
reduce the time and cost of crafting items. Specifically the
Mastercraft Novice feature of Gadgeteer, the Medical "Magic" Items
Expertise Feature of Medic, and the Routine Care Feature of "Magic" items, or mastercraft items in terms of this guide, are
the Doctor role, each can halve the cost of crafting their special items with abilities outside the norm. They can be
respective items. inventions, high-ranked swords, special medicine, or even
objects with a lot of history.
Crafting Cost In the standard 5th edition, there is the attunement system,
Crafting Rarity Berry Cost which limits the number of magic items a person can use at a
Common 1 Million Berries time. I find it's best to ignore that in this game as it is an
Uncommon 5 Million Berries
unnecessary restriction for the world. Instead, grant magic
items that specifically help certain classes. Though again,
Rare 50 Million Berries this is a suggestion.
Very Rare 500 Million Berries Some of the best magic items a DM can award are some
that are specific to certain players. For example, giving a
Legendary 5 Billion Berries player who is a Brawler a Dragon Hide Belt, flavored as the
belt that belonged to a famous captain of a pirate crew who
Time was also a Brawler. The item directly aids their Brawler class
One of the biggest limiting factors of crafting is time. Some features. A little personalized touch can go a long way, even if
more simple items can take days, while others can take the item itself isn't super impactful.
weeks, months even. Awards such as these can come from treasure hoards of
Much like costs, the time an item takes to craft depends crews, perhaps in armories inside fortresses of Marines, won
greatly on the item. In addition, much like with costs, the in a high-stakes gamble with an elite member of the black
features of Gadgeteer, Medic, and the Doctor Role can reduce market, or even wielded by powerful enemies after defeating
this time by either half or a quarter it would normally take. them.
Another thing to note, the crafting process might speed up Mastercraft items such as these can come in many shapes
with additional help. Perhaps 2 Gadgeteers working together and sizes, however, a great example of a magic item are
on the same object would greatly reduce the time. Vestiges. In Critical Role there are these special magic items
Lastly, the table below is yet again a guideline, and should called Vestiges. The actual lore is beside the point, but the
not be the one size fits all ruling. main attraction is that they grow stronger at key climactic
moments. These items should be rare, and not given willy
Crafting Time nilly.
Crafting Rarity Crafting Time
Running Staged Magic Items
Common 4 days Staged items come in three stages: Dormant, Wakened, and
Uncommon 20 days Exalted. Dormant is how they typically start, at their weakest.
Awakened is the step after, achieved when the DM
Rare 100 days determines it is the right moment, typically after grand
Very Rare 500 days character moments. The final step is Exalted when the item
Legendary 1,000 days is at its strongest. Here is a guide on how to run them.
Dormant
An item such as this is typically a +1 to something, attack
and damage rolls, DCs, AC, Saving Throws, or possibly
even setting the user's ability scores to a higher number
while using it.
1 or 2 additional benefits.
Wakened Haki is typically awarded after or even during a stressful
Item becomes a +2 or increases the user's ability scores moment for a character. In addition, the character must also
even more if that was what the Dormant state had done. be of 8th level to achieve the strength needed to utilize haki.
1 or 2 more additional benefits, potentially based on short When a character does awaken to the power of haki, they
or long rest, lasting 10 minutes, or based on certain class typically awaken only one type at first. This first awakening of
resources. haki represents the character's affinity. Affinity in a certain
type of haki means the user can utilize their full proficiency
Exalted bonus when using observation or armament haki, or in the
Item becomes a +3 or increases the user's ability scores case of conqueror's, access the final step towards conqueror's
even more if that was what the Dormant and Awakened haki.
state had done. Lacking affinity to a type of haki doesn't mean a character
1 or 2 more additional benefits, potentially based on short cannot hope to learn it, but rather they would use half their
or long rest, lasting 1 hour, or based on certain class proficiency bonus, rounded up.
resources. Awarding haki after this initial awakening is much simpler,
as it typically coincides with learning an additional haki
Cursed Items ability of their choice every 2 levels after level 8. However, if
Items that are cursed are a rather curious reward as the the event the characters level up from was typically stressful,
wielder must work hard to bring forth the true strength of the they may learn 2 haki benefits instead of 1.
cursed item. Conqueror's haki should be a rare commodity amongst
Most cursed items are weapons, and how to rule them has players, as well as NPCs outside of particularly powerful
already been covered in this book in Chapter 8, but they can individuals. Even more so with affinity in Conqueror's haki.
also take the form of armor, jewelry, and anything else. More often than not, the captain of the crew holds such
Essentially, the cursed item has an ability that can either potential.
debuff the wielder or the target, usually based on a certain
saving throw, DC determined by the DM. In addition, most Boons
cursed items refuse to part from their wielder, such as a Much like any shonen anime, when a character reaches the
sword that seems to always reappear on the person no end of their arc, they go through a grand transformation. A
matter how far they run, or a set of armor you cannot take off. great way to reward this growth in character is to grant them
These cursed objects can still be affected by the Remove a boon.
Curse creation in the Bard and Savant spell list. A boon would act much like the Epic Boons of 5e, except
For example, let's say you wanted to create a weapon like with a few guidelines to make them around the same
Enma, that drains the haki, as well as physical strength from strength.
their wielders. At the start of each combat, the wielder will Each boon may include the following, but ultimately is up
have to make a Wisdom Saving Throw against the DC of to what the DM believes is appropriate:
Enma. If the wielder fails, their strength score is reduced by 4
points and they lose the benefits of their Armament Haki A single ability score increase of 2, increasing the
features until they finish a short or long rest. If the wielder maximum of that ability score as well. This ability cannot
succeeds, the damage they deal with their haki is doubled increase a score beyond 30.
and their critical hit range increases by 1. The wielder will An additional passive ability. Best suited that it meshes
keep making this Saving Throw at the start of each combat well with the character.
until the DM determines that the wielder has surpassed the An additional ability that requires activation, and may have
curse, typically when it best fits the story. a limited number of uses. Best suited that it meshes well
Cursed items can also function much like the previously with the character.
mentioned Staged Magic Items, though each stage has a For example, let's say you had a Longleg Barbarian that
cursed effect to overcome. dreams to be the fastest runner. Let's say they defeated
Cursed items can be found anywhere, the far back corner someone with a devil fruit that granted them unbelievable
of stores, locked away in a treasure hoard, or even wielded by speed in a fight, say a Sound Logia. Here is a possible boon
an enemy. to give them:
Awarding Haki Boon of Super Sonic Speed
Haki is a necessity when a character reaches the end of the Increase your Dexterity Score by 2, increasing the
Grand Line and begins their transition into the New World. maximum by 2. This ability cannot increase a score
One of the major gripes with some of the haki systems I have beyond 30.
seen is that they make haki too strong, and force characters The user gains an additional 30ft movement speed.
to only have one type of haki for the entire game. Do not do When the user uses the Sprint feature of their Long Leg
that with this haki system. This system of haki was built to race, they may instead teleport the distance rather than
have multiple types, though don't expect to master all of them run.
like Luffy. On the next page are a few more example Boons.
Boon of Enhanced Size Boon of Advanced Chemistry
Increase your Strength or Constitution Score by 2, Increase your Wisdom Score by 2, increasing the
increasing the maximum by 2. This ability cannot increase maximum by 2. This ability cannot increase a score
a score beyond 30. beyond 30.
The user's size increases from medium to large, enabling Your d8 from the Chemical Reactions feature increases to
them to use oversized weapons without penality, wield 1d10, and can now apply to both creation damage and
normally two-handed medium weapons in one hand, their creations that restore hit points.
weight is multiplied by 8, and their dimensions double in The user gains additional creation slots. They gain an
size. additional two 1st level creation slots, two 2nd level
As a reaction to taking damage, the user can reduce the creation slots, and one additional 3rd level creation slot.
damage by 1d12 + Constitution Modifier + Level. You gain resistance to acid damage.
Boon of the Tale Weaver Boon of Deadly Duelist
Increase your Charisma Score by 2, increasing the Increase your Dexterity Score by 2, increasing the
maximum by 2. This ability cannot increase a score maximum by 2. This ability cannot increase a score
beyond 30. beyond 30.
The user gains additional creation slots. They gain an When you make an attack roll with a weapon in which you
additional two 1st level creation slots, two 2nd level are proficient with, you can treat a d20 roll of 5 or lower
creation slots, and one additional 3rd level creation slot. as a 5.
When you use the Cutting Words feature, you do not need When you use your Uncanny Dodge feature against an
expend a usage of Bardic Inspiration to use it. attack, you instead take no damage.
Boon of One Thousand Blows Boon of Endless Conviction
Increase your Dexterity Score by 2, increasing the Increase your Strength or Charisma Score by 2,
maximum by 2. This ability cannot increase a score increasing the maximum by 2. This ability cannot increase
beyond 30. a score beyond 30.
Flurry of Blows no longer costs Spirit Points. You gain two additional uses of Channel Conviction.
As a reaction to being targeted by an attack, you can make When a creature falls below 1 hit point within your aura of
an opportunity attack with an unarmed strike. protection (including yourself), you can expend a use of
Channel Conviction to restore a number of hit points
Boon of the Tactician equal to your Savant level to that creature.
Increase your Strength, Dexterity, or Constitution Score
by 2, increasing the maximum by 2. This ability cannot Boon of the Restless Heart
increase a score beyond 30. Increase your Strength or Constitution Score by 2,
You gain all the Fighter Fighting Styles. increasing the maximum by 2. This ability cannot increase
You gain a number of superiority dice equal to your a score beyond 30.
proficiency bonus, and learn a number of manuevers Your d4s from Strong Will racial feature become d8s.
equal to half your proficiency bonus. These dice are d8s. If You have advantage on Death Saving Throws.
you already have superiority dice, these ones are added to You become immune to the charmed and frightened
that total. conditions.
Boon of Ultimate Armor Boon of Electro Mastery
Increase your Intelligence Score by 2, increasing the Increase your Strength, Dexterity, or Constitution Score
maximum by 2. This ability cannot increase a score by 2, increasing the maximum by 2. This ability cannot
beyond 30. increase a score beyond 30.
Any armor that you have made into your Mechanical All of your attacks can benefit from you Electro racial
Armor gains a bonus to AC equal to half your proficiency feature.
bonus rounded up. Any weapon that is part of the armor You gain resistance to lightning damage and your attacks
also adds that bonus to their attack and damage rolls. ignore resistance to lightning damage, and treat immunity
Your armor grants a bonus to your creation attack rolls to lightning damage as resistance.
and creation save DCs. You Inner Beast feature can be used once per short or
When you don your Mechanical Armor, you gain the long rest.
benefits of both Guardian and Infiltrator at the same time. Boon of the Barrage
Boon of the Expert Hunter Increase your Dexterity Score by 2, increasing the
Increase your Dexterity or Wisdom Score by 2, increasing maximum by 2. This ability cannot increase a score
the maximum by 2. This ability cannot increase a score beyond 30.
beyond 30. You can use your action to make a ranged attack against
Choose one of the options each from your Huntsmen's any number of creatures within 15 feet of a point you can
Tactics and Defensive Champion features that you don't see within your weapon’s range. You make a separate roll
already have. You gain both of those abilities. of each creature.
As a bonus action, you can take the Dash, Disengage, You can use your action to make melee attacks against any
Hide, or Search action. number of creatures within 5 feet of you, with a separate
attack roll for each target.
Reward Guide Purchasing Goods
For some DMs, it may be difficult to track how many non- When the party has a large amount of extra berries at their
item rewards you give to your players. Below is a table to help disposal, it should come as no surprise that players would
guide how many rewards a player should get. These rewards want to purchase high quality items, especially if they lack the
include Additional Powers and Devil Fruits, but not haki as means of crafting them.
each player should get haki at around the same pace, or This section is meant to help DMs handle buying and
Boons. The table describes how much awards should be selling special items, wheter they'd be weapons, equipment,
recieved per tier of gameplay. As a reminder, this table is a consumables, etc. We'll cover both general prices and
guideline and doesn't have to be strictly followed. availability of various goods. It is important to note that these
Devil Fruits and Additional Powers that scale/are super prices are guidelines and may not be the exact prices your
impactful count as 1. Additional Powers that are smaller in DM uses.
nature count as between 1/5 to 4/5 of a scaling additional
power. Prices of Goods
Rewards Guide When making prices, it can be easy to accidently make goods
Tier Awards dirt cheap or unreasonably expensive. Making goods too
Tier 1 (1-5) 1
cheap can throw a party out of balance very quickly, and
making goods too expensive makes every descision too costly.
Tier 2 (6-10) 2 (3 in total) Below are general price guides for various goods such as
Tier 3 (11-16) 3 (6 in total) weapons, armor, consumables, devil fruits, and more.
Tier 4 (17-20) 4 (10 or more in total) Weapons and Ammo
Special weapons and ammunition, such as ranked swords, all
Tiers of Play come at a high cost when purchased, either due to the
Some DMs may have trouble gauging how strong their difficulty acquiring such high quality wares, be it finding or
players should be based on the location. The One Piece crafting. Prices for each are displayed in the table below. If
world is built to be a linear story, broken up into several the weapons are cursed, that may increase or decrease the
sections of increasing difficulty and dangers. Below is a good price depending on the nature of the curse.
measure for each tier.
Tier 1 (Levels 1-5): Players of this tier typically begin their Ranked Weapons
journey within one of the Four Blues. Typical foes within Rank Cost
these seas involve petty and upcoming pirates, low ranking Grade (+1) 5 Million Berries
marines, and a few small seakings. Devil fruit users in this
part of the game are few. Skillful Grade (+2) 50 Million Berries
Tier 2 (Levels 6-10): Players of this tier begin their Great Grade (+3) 500 Million Berries
transition from the Four Blues to the Grandline. Not Supreme Grade (+3/Black Blade) At least 2 Billion Berries
immediately deadly, but risk is involved as powerful foes such
as the Seven Warlords begins to pop up, and the Marine
presence has increased dramatically. Conflicts may take you Special Ammo
under the deep ocean, or high in the clouds, with adventures Rank Cost
spanning multiple islands. It is around this time when the +1 Ammo (10) 5 Million Berries
party starts developing haki at 8th level, and even
encountering enemies with low level haki. World +2 Ammo (10) 50 Million Berries
Government agents may also start making moves. +3 Ammo (10) 500 Million Berries
Tier 3 (Levels 11-16): Players of this tier find themselves
at the tail end of the Grandline and the start of the New
World. Here is when the conflicts start becoming more
intense and even more complicated. Enemies include some of Ranked Items and Size
the highest ranking marines, more powerful and influential One Piece is known for the disproportionally large
Warlords, pirate alliances, and the influence of the Four characters, most of which also wield weapons. In
Emperors of the Sea. Conflicts involving the revolutionary some cases these weapons trade users, and despite
army may even come up. their vast difference in size, the weapon remains
Tier 4 (Levels 17-20): Players of this tier are deep within fully functional. For example, Zoro, Enma, and
the New World, not just physically, but also conflict wise as Oden. Enma in Oden's hands is taller than Zoro, yet
Enma seems to shrink to fit Zoro's size.
the group sails towards the final island and the discovery of In order to rectify this, let it be known that
the One Piece. Being in their tier means one of two things, ranked weapons and other special items will be
either you defeated at least one of the Emperor's of the Sea, able to be wielded by any humanoid, regardless of
and maybe even became one. Around this point is also when size (excepts giants). This will not affect the
characters approach mastery of their haki, techniques, and damage dice size as high ranking weapons would
maybe even their devil fruits. A new king will soon be most likely already do that.
crowned.
Armor and Shields Creation Scrolls
Specially crafted armors and shields are very costly, Level Cost
especially the heavier variants. With high defense comes Trick (5) 500,000 Berries
even higher prices.
1st level 1 Million Berries
Special Armor 2nd level 2 Million Berries
Rank Cost
3rd level 5 Million Berries
+1 Armor 300 Million Berries + Base Armor Cost
4th level 10 Million Berries
+2 Armor 1 Billion Berries + Base Armor Cost
5th level 20 Million Berries
+3 Armor 3 Billion Berries + Base Armor Cost
6th level 25 Million Berries
Special Shields 7th level 30 Million Berries
Rank Cost 8th level 50 Million Berries
+1 Shield 5 Million Berries 9th level 100 Million Berries
+2 Shield 50 Million Berries
+3 Shield 500 Million Berries Devil Fruits
Pricing devil fruits in particular can be difficult, especially
depending on the types. Luckily here are a few estimates for
Consumables each type of fruit, but it is important to keep in mind that the
Since consumables vary to great degrees, determining the values can fluctuate immensely. Depending on the fruit, it
general cost to purchase such items would greatly vary. Costs could as low as 100 Million, or as high as 5 Billion, this is
can be split between two types of consumables, instant and especially true for paramecias.
continuous. Instant consumables are ones that give benefits
which happen once consumed, such as a Medkit (Small Devil Fruit Costs
Healing Potion). Continuous consumables are ones that last Type Cost
1 minute or longer, like Adrenaline (Potion of Speed).
Most instant consumables range from as low as 200,000 Regular Zoan (non-flying) 100 Million Berries
Berries to 20,000,000 Berries or more, depending on the Regular Zoan (flying) 500 Million Berries
effect. For example, a Small Medkit that recovers 2d4+2 hit Ancient Zoan (non-flying) 300 Million Berries
points would be on the lower end, whereas something like a
Supreme Medkit that recovers 10d4+20 hit points would be Ancient Zoan (flying) 600 Million Berries
on the higher end. Mythical Zoan At least 3 Billion Berries
Continuous consumables are more pricy as their effects Paramecia (Substance 250 Million Berries
can be more substantial, such as giving creation effects, and Producing)
even increasing ability scores to high levels for a prolonged
period. Prices would range from 2,000,000 Berries to Paramecia (Body Altering) 200 Million Berries
200,000,000 Berries. Paramecia (Transmuting) At least 300 Million
Consumable prices and also be lowered if they have side Berries
effects. For example, a potion of speed that gives a level of Paramecia (Special) 700 Million Berries
exhaustion at the end of the duration would decrease the
cost. Logia 800 Million Berries

Apparatuses and Spell Scrolls Misc


Apparatuses, or creation focuses, are the equivalent of a +1 In situations where the item sold in question fits none of the
weapon for creativity users, granting them a +1 bonus to their above categories, refer to the crafting cost of items in the
creation save DCs and creation attack rolls. Spell Scrolls, as crafting section to get a good idea on the prices.
previously covered, serve as flavored means of storage for If the goods in question are not an item, but instead a living
creations such as medicine to contain medic creations, creature such as an animal or slave, refer to the tables below.
allowing anyone to use them, even if they normally aren't
casters. As such, both items have a relatively high cost. Beast Costs
Type Cost
Apparatuses
Small or smaller Beast 50,000 Berries
Rank Cost

+1 Apparatus 5 Million Berries Medium Beast 80,000 Berries

+2 Apparatus 50 Million Berries Large Beast 400,000 Berries


Huge Beast 6 Million Berries
+3 Apparatus 500 Million Berries
Gargantuan Beast 15 Million Berries
Devil Fruit Animal + Half the Devil Fruit Cost
Slave Costs* Devil Fruit Users in Liquids
Type Cost When a devil fruit user is partially submerged in running
Human (Standard) 500,000+ Berries water to its knees, it suffers disadvantage on all attack rolls,
ability checks, and saving throws until contact is broken.
Dwarf 700,000+ Berries If the water additionally reaches its waist, its speed is
Mink 700,000+ Berries reduced by half as well, and they lose the ability to activate its
Longarm 700,000+ Berries devil fruit.
If a devil fruit user is submerged in water beyond their
Longleg 700,000+ Berries waist, it becomes paralyzed until moved onto dry land, and
Snakeneck 700,000+ Berries immediately begins sinking at a speed of 30 feet per turn
until it reaches the bottom.
Fishman 1 Million+ Berries If they have the means to breathe underwater, that still
Giant (Male) 50 Million+ Berries applies, such as a respiration device, or being a fishman.
Giant (Female) 10 Million+ Berries
However, you still are subject to all the debuffs when directly
submersed.
Merfolk (Male) 1 Million+ Berries
Merfolk (Female) 70 Million+ Berries Devil Fruit Users and Seastone
When a weapon made with seastone deals damage, the
Devil Fruit User + The Devil Fruit Cost target, if they are a devil fruit user, must make a Constitution
Other Rare 5 Million+ Berries Saving Throw, DC 20. On a failed save, they lose the ability to
activate any of their devil fruit abilities, repeating the saving
*Prices are based off of actual One Piece canon throw at the end of each of their turns. On a successful save,
they can use their devil fruit abilities as normal. This effect is
Availability of Goods continuous if the weapon is embedded into them, like a
seastone bullet.
Now, despite the prices being known, the actual availability of If armament haki is utilized to reduce the damage from a
such goods will depend greatly on the location and supply seastone weapon, or to grant advantage on the Constitution
from where the purchase was made. For example, just Saving Throw, the target automatically succeeds.
because you have the money to purchase a devil fruit, you Seastone restraints like handcuffs and nets are commonly
usually won't be able to buy one at any run of the mill store. utilized by the marines when hunting devil fruit users.
You may have to seek a private auction, or even in an Seastone handcuffs are manacles, that cannot take damage
underground market, and even then it is a toss up if the seller or be broken unless the creature has the Color of Armament
even owns the ones you are looking for. Master haki ability. While a creature is bound by these
DMs should be mindful that the inventory of a market must handcuffs they suffer the waist-deep weakness of Ocean's
match the means of the merchant, and that not everything is Scorn, ending when freed. A bound creature, while in
going to be in any store. Players should also be aware that combatm, can attempt to make the Constitution Saving
they cannot buy everything, especially if they don't know Throw at the end of their turns.
where that thing may be sold.
Also one thing to note, all shopping interactions should Reincarnation
happen on session time and be fully roleplayed, and not Another interesting aspect of devil fruits is their ability to
something you do out of the session. reincarnate in place of another fruit in the world after their
user is killed. Though some have found ways to utilize this
Making Devil Fruits reincarnation system to their advantage.
In character, at the start, most would not know that devil
Devil Fruits are a core part of the One Piece setting, special fruits reincarnate to one of the nearest fruits, and even so
fruits that grant superpowers upon consumption. There are there are fruits everywhere in the One Piece world, so it
many things to note when designing devil fruits for use in would likely still be quite rare to find.
games. Devil fruits reincarnate when the user flat-out dies,
Don't be over-specific with devil fruits. For example, the meaning when there is no hope to bring them back. Players
difference between a fruit that lets you transform into a that die with their devil fruits, but are brought back with
hammer, versus a devil fruit that lets you transform into any Creations such as Revivify and Raise Dead, or any class
tool. Oddly specific devil fruits are not fun at all. ability that allows dead creatures to be brought to life, can
keep their devil fruits. This can be flavored as they have the
Devil Fruits and the Environment will to keep persisting while their allies perform life-saving
Devil fruits interact with the environment in many ways. The surgery on them, much like Law helping bring Luffy from the
most notable being with standing liquids and seastone, and brink after fighting Akainu.
their ability to reincarnate. Additionally, devil fruits are tied to the user's body and not
their mind, as shown with Law's heart switching surgery.
Therefore, when a devil fruit user dies, and is brought back
via the Clone creation, they do not have their devil fruit ability.
Awakening Attempt
Multiple Devil Fruit Rules
Beginning at 10th level, you can attempt to channel your will
It has not been outright confirmed yet, but making it so that and bypass the limits of your abilities to unlock a new world
someone instantly dies when they eat two devil fruits is too of possibilities temporarily, at the cost of expending vast
much. stamina.
In short, characters will try to abuse it. In character what Before taking an action, describe the what you aim to do,
happens can remain a mystery, but until more information is and roll percentile dice. If you roll a number in the range
revealed it is for the best to make it so if a devil fruit user eats equal to your level at the end of the percentile (so if you are
another devil fruit, it simply wastes the fruit, and it level 10, your percentile of succeess would be 90-100) you
reincarnates elsewhere. gain the ability to replicate the effects of your awakened fruit
Though if you intend to replicate a certain antagonist with temporarily without expending a devil fruit usage. On a
multiple fruits, you are free to ignore this. success, you gain a level of exhaustion and you can't use this
feature again until the next dawn. Otherwise, you can use it
Devil Fruit Vulnerabilities again after you finish a long rest. Each successful roll
There seems to be this common pitfall for Dungeon Masters increases the percentile by 1. If you roll 100, the percentile
that believe granting a chracter vulnerability is a balanced increases by 2.
feature, wheter it'd be a logia or maybe some kind mythical
zoan. Don't do that. Suggested Rulings
Mechanically, vulnerability to a damage type is extremely
debilitating, especially for a player. Think about this, imagine Below are several house rules or quality of life changes that
if you were given a fruit that made you vulnerable to fire, one are recommended to employ, but are not obligated to follow.
of the most common damage types, and someone throws a Though it has been made with the DMs and player's best
fireball at that user that does 35 damage. That character, if interests to create the most One Piece experience possible
they fail, takes a substantial 70 damage, which could kill most through the use of 5e.
people, especially at lower levels.
Now, instead of using vulnerability, try some of the Non-Lethal Damage
following to replicate weakness: For logias, the damage type It is no fun when you trap players into an archetype they
that they are weak to is only one (except haki) they can't never asked for. Every ranged character or spellcaster knows
benefit from any resistance or immunity from their fruit, like all too well the inability to deal non-lethal damage, marking
a Wood Logia and fire. Perhaps they have a mythical Troll them as people with no mercy, though that could be further
Zoan that grants them the trolls regeneration that fails to from the truth.
function when they take fire or acid damage. Or perhaps they Tonally, it also doesn't fit with the anime. Imagine if Ussop
simply take an extra 4 damage of that type each time they killed someone every time he fired his slingshot. All damage
take that damage. from any source can be lethal or non-lethal, the choice is up
This doesn't just apply to players, but also NPCs. Now, to the creature dealing the damage, meaning they don't
some may try to justify giving vulnerabilities by offsetting it instantly kill a creature when their hit points reach 0.
with immunities and resistances, but that doesn't change the
fact they may still die in one round due to taking double Rolling Hit Points
damage.
Hit Dice are some of the most stressful parts of D&D as there
Approaching Awakening is no way to change a bad roll. For example, a melee fighter
who repeatedly has bad luck in hit points can roll so bad that
Awakening a devil fruit is much like learning a new skill, it they somehow have fewer hits points than the gadgeteer who
doesn't just happen instantly but in progressive steps. has a lower constitution modifier than them. In general hit
Exhaustive steps, but steps nonetheless. There are a few dice more often than not pull downwards, generating
guidelines, the character needs to have trained with the fruit unwarranted stress.
for a significant amount of time, and can only be attempted in So there are two ways to rectify this, either always granting
times of great significance, such as combat to save an ally on the average Hit Points per level, or having them roll, but if
the brink of death. they roll below the average of their hit dice, they may instead
Also keep in mind what exactly an awakening entails, take the average. This way, there is still luck involved, but not
utilizing one's fruit in a new way, expanding the range of their to the point where your front liners start having significantly
abilities. For example, Law and Kid's awakenings enabled fewer hit points than your supports for no reason.
them to extend the reach of their fruits, placing a room on his
sword, or making a target magnetic instead of magnetizing
metal towards yourself.
This effect works similarly between logias, paramecias,
and zoans, enabling their user benefit from their awakened
abilities to a limtied extent.
Automatic Success in Skill Checks
Since this ability is dependent on the momentum of your
fall, if you are under the effects of something that will slow
There are points in life when you have done something your fall, such as the Feather Fall creation, the damage
enough times that you can just do them without difficulty. cannot occur. However, if you have an ability to reduce the
This mainly applies later in the game, and for trivial skill damage, such as resistance, immunity, the Slow Fall ability of
checks. the Brawler class, etc. then it reduces only the damage you
When a player, say the Navigator of a level 10 party wants would take, and not the damage you would inflict.
to take a look, there doesn't have to be a skill check as it is
not a difficult thing for them to do. If anything, their passive Skills and Tools
perception should suffice at this level to see something as
simple as the newspaper has arrived. Or if a character has Skill and tool checks are weird. You can use a tool check in
important knowledge connected to their backstory, they don't place of a skill check. So let's make tools more useful, and
need to make a history check to know about it. have skills and tools to interact more.
Again, these are for more trivial skill checks at higher If a creature has both proficiency in a skill and a tool, it can
levels. It speeds things up and keeps the story consistent. make the tool check with advantage. This also functions with
Expertise.
Reliable Tool Checks
Shoving, Grappling, and Disarming
Tool's in 5e work by allowing you to be proficient in a skill
check, but only when that skill is relevant to something with Shoving and grappling are some parts of the game that are
the tools. What is the point of tools then when I could just be often underutilized, and that is likely due to them being
proficient in a bunch of skills? Instead of using tools in place localized entirely within the attack action, which mostly
of a relevant skill check, they character can instead use their benefits only fighters. Here are some new rules for Shoving
highest ability score modifier for the roll. and Grappling to allow them to be utilized more.
If you can make an attack (or multiple attacks) as either an
Collision Damage
action or a bonus action, that attack can also be replaced with
a grapple or shove attempt. This rule change allows unarmed
Combat doesn’t have to be locked to simple exchanges of abilities to be better utilized, such as by Brawlers, Pugilist
attacks that happen on even leveled ground. Oftentimes there Barbarians, or anyone with the Unarmed Fighting Style.
are obstacles to slam your enemies into, ledged to throw In addition you do not need a free hand to initiate a
yourself and your enemy off, or great heights to leap from to grapple, instead you must use a melee weapon or unarmed
unleash devastating attacks from above. strike to satisfy the conditions of a grapple. Also when you
Collision Course. A majority of abilities in regular 5th shove a creature, you can choose to either shove them
edition that involve pushing a creature prevent the user from backwards, or to the left or right.
pushing a creature into another solid surface to damage There is an optional rule in 5e where a creature can
them. Instead of not being able to, make it so that all abilities attempt to make a disarming attack that results in no damage
that can push a creature act as though the creature is falling, on a hit, but disarms a foe. Here is one way you could run it.
taking 1d6 bludgeoning damage for each 10ft they are In the place of making a melee attack roll, you can make a
pushed into a solid surface. This will enable more interesting Strength (Athletics) check contested against the target's
combat when it comes to both players and NPCs. Whether or Strength (Athletics) or Dexterity (Acrobatics) check. If the
not the solid surface they are pushed into breaks or not is to attacker wins, the defender drops one item they are holding
the DM's discretion. to their feet. Much like shoving or grappling, you cannot
Body Slam. If you are grappling a creature, and you attempt this if a creature is two or more size categories larger
manage to move both yourself and the creature off a ledge than you, though abilities that increase your size for the
and begin falling, you can choose to place the creature in purposes of carrying capacity, grappling, and shoving, also
between yourself and the ground to break both your fall and work for this ability.
your enemy’s body. The target must make either a Strength
or Dexterity saving throw (their choice) against a DC equal to
8 + your Athletics modifier. On a failure, the target takes the
fall damage and falls prone as normal, but you reduce the fall
damage you take to 0. On a successful save, both you and the
creature fall prone and take falling damage as normal.
Air Strike. If you hit with a melee attack against a
creature, while falling, before you hit the ground, you can
transfer some of the moment into your strike. You halve the
fall damage you would take and add the reduced half to the
damage of your melee attack.
Story-Classing
The way in which players can craft abilities is very
dependent on the DM and the character and has a variety of
Story-Classing is a system where players, through interacting steps. First and foremost, the player describes what they
with the world, can gain new abilities that are separate from want their character to learn, and then the DM decides if that
their classes, races, etc. These abilities can resemble features is a reasonable action that the character can accomplish,
from other classes, but don't necessarily have to be. Similar maybe adding a resource or drawback associated with the
to how Additional Powers can be learned. ability. Then the DM assigns a specific skill check associated
with the ability and a DC (DM's discretion) that the player
Joyful's One Piece DMing Experience must reach in order to learn the ability. Depending on the
"In my game, the optional rule of multiclassing has been
nature of the ability, the DM may rule that it would take
multiple ability checks to master the ability. The chosen skill
banned. While it is best employed as a story element such as
check must be relevant to the ability, for example using a
Vax'ildan in Critical Role, in every other instance I have seen Wisdom based skill to learn a martial arts, or using a
firsthand, it was mostly an avenue for min-maxers who are too Charisma based skill to make a new Bard creation, or if you
focused on making their character the strongest mechanically, have a devil fruit, using the devil fruit skill. Lastly, the player
rather than trying to have an actual character. This is where I rolls, and if their successes fulfill the requirements, they gain
propose Story-Classing as an alternative for multiclassing. the ability. However, an ability can also be further refined if
possible. Once an ability is gained, it functions much like an
For example, the Captain of my game is a Brute Fighter who
additional power, expanding the abilities of the user.
uses the Unarmed Fighting Style. Through his travels, he has
To give some more in-depth coverage, two examples will be
learned martial arts such as the Eight Impacts Fist, Iron Body, provided: A fishman karate brawler and a battlemaster
and Tempest Kick. Currently, he is learning Fishman Karate by fighter with a devil fruit that allows them to conjure and
being trained by an allied crew of Fishmen. These techniques manipulate gel.
he has learned throughout his journey, from the start of the The fishman karate brawler may want to make a new
North Blue, all the way as they near the end of the Grand Line.
ability, let's say the ability to move water into a small wave.
Since the player is versed in fishman karate, it is reasonable
In this way, he retains his abilities as a fighter but also learns
that they can accomplish that and the DM determines that
martial arts without having to multiclass into a Brawler. the character would roll a Wisdom check that adds their
This goes for the rest of my players as well, we have an proficiency bonus against a DC. If the fishman brawler
Okama Kenpo Brawler who has learned the Finger Pistol and succeeds, they can gain the ability to once a day use the Tidal
Paper Art techniques, A Gunslinger Fighter who has Moon Wave creation when they are near a significant body of water.
Walk, Shave, and a Cunning Action. A Savant who has learned
The battlemaster fighter with the gel devil fruit may want to
use his devil fruit in tandem with his battlemaster
the Destructive Wave Additional Power, allowing them to
maneuvers, creating new ones that are fueled by his fruit. For
launch area-of-effect slashes with their sword, as well as example, he makes a maneuver that blinds a target for a
Foxfire Style. round, using his gel to cover the eyes of his target. The DM
As time goes on in their journey, they gain more allies who has the character roll using his devil fruit skill check, and
teach them new techniques. The same can be said for their when he succeeds, he adds the battlemaster maneuver to the
NPCs. The Captain taught their musician NPC with a sword on ones he knows.
how to use Second Wind and gain a Fighting Style. This
As you can see, the goal of ability crafting is to allow the
DM and their players a method of naturally progressing their
growth makes the game world feel more alive, and enables for characters and their abilities, making the world feel more
more fun interactions between players and NPCs, without alive as we learn new things every day in the real world. Much
multiclassing." like the additional power system and devil fruit system, the
book provides both a guideline and inspiration of what the
DMs and players can do. With the right amount of initiative
Ability Crafting and creativity, your game and world can expand vastly.
In order for Story-Classing to work, a DM must be willing to
have their players discover and invent new ways to use their Starting Rules
abilities. As the name implies, this suggested ruling enables It is recommended that when starting a game, the players
the player the ability to ask their DM to allow their character should start at 3rd level. Starting at 3rd level will enable the
to learn a new ability. group to have a stronger start, much like the characters in
Abilities is a very open definition as it applies to nearly One Piece that can take on multiple foes during their
everything a player can do. To give a few examples: a introduction. Level 1 characters have very low hit points and
Gadgeteer invents new mods, a Medic creates new creations it is very easy to accidentally kill them, and typically they level
for them to use, the Chef creates a new set of recipes that up to 2nd and 3rd level rather quickly, so might as well just
give the party benefits, the Brawler learns a new way to use skip that unnecessary period of weakness.
their martial arts, the Fighter develops a new battlemaster Also, having them start with their subclass features will
maneuver, or if a devil fruit user wants to use their fruit in a able that to factor better within their backstories. For
new way. example, if they were a Brawler trained in the ways of the Six
Powers, it would not make sense for them to not have access
to any of them until they reach 3rd level.
In addition to starting at 3rd level, the players should also Critical Saving Throws
have a free starting feat to enable more customization and
diversity between characters. This is in addition to any feats In standard 5th edition, a critical success or failure has no
granted from their Roles and Backgrounds. impact on saving throws. This rule aims to rectify that.
Remember, this is a suggestion made from the experience When a creature critically succeeds a saving throw of any
and testimony from multiple people playing One Piece 5e. If kind, they automatically succeed the saving throw, and they
you as the DM truly wish to start them off at level 1, you are are unaffected by it completely, be it damage, or any other
completely in your right to do so. effect.
When a creature critically fails a saving throw, they
Party Diversity automatically fail the saving throw, and if it deals damage, it
deals an additional damage die.
Diversity is the spice of life. A party should not have too many
of the same characters, most notably the doubling up of rare Hybrid Races
races such as minks and such as most games would start in
one of the four blues. The One Piece world is vast, filled with various types of
For example, multiple characters playing minks starting in people from all around the Four Blues and the Grand Line. It
one of the Blues, having multiple Barbarians, or having comes as no surprise that players may want to be of mixed
multiple Savants. The best part is a diverse party as each lineage, such as being a fishman-human hybrid.
member has something new to bring to the table. A simple way to rule this, instead of having to make a
The only exception to class doubling is Fighters as most of hybrid race for each seperate combination, the player can
their abilities are dependent on their subclass and fighting mechanically be one of the races, but appear as a hybrid. For
styles, which can vary greatly. Also mechanically, it is not a example, say you want to be a human-mink hybrid. Your race
great idea when most of the players fill the exact same would mechanically be that of a mink, you just would also
archetype. Imagine if all of the crew happened to choose appear more human. There is no need to change up the
unarmed, melee characters by chance with no creative mechanics of the mink's electro to be weaker just because
casters, it would not be pretty. you aren't full blooded.
A more complex way would be to combine some racial
Don't Use Flanking Rules traits, but not all for balancing. Take for example, a Longlimb
Human, a hybrid between a Long Arm and a Long Leg. You
The optional rule of flanking from page 251 of the Dungeon would gain the Human traits in addition to the Long Limbs
Master's Guide is not a rule that belongs in this system or and Tall Stride features of the two subraces, but none of the
frankly any other game. other features like Sudden Reach or Sprint.
While it may make sense or seem cool to gain advantage
on melee attack rolls when ganging up on one creature, the Siege Against Constructs
rule itself makes combat unbelievably easy and invalidates
several features of characters. Mechanically, in regular 5e, the Siege property doesn't do
Think about this, most of the biggest encounters in 5e, anything against creatures classified as Constructs. There is
especially the big climactic boss fights are when the crew good reason for that, since dealing double damage to
fights all at once against a single enemy that has legendary constructs would make them nearly irrelevant in combat
actions, and maybe one or two of his men. All the players against any martial, unless they had abysmal amounts of hit
have to to defeat this enemy is just have two melee points. Though it also doesn't make sense that a character
combatants gang up on them with essentially free advantage with the ability to destroy buildings cannot destroy a robot.
for every single attack they have. So, as a middle ground, when a Construct is damaged via
As a barbarian, why would you ever use your Reckless the Siege property, they take an additional 1d8 damage of the
Attack feature when you could just stand next to someone. Or damage type.
if you were a brawler with Okama Kenpo, why use that
feature that gains advantage on a successful performance Creations and Objects
check when you and your buddy just stand across from the Rules as written in standard 5th edition, most spells cannot
big bad? How about certain devil fruits, magic items, or deal any damage objects at all, except for a select few, almost
additional powers that enable you to attack with advantage a all of them can only target creatures. Now this makes sense
few times. Why use those abilities when you are guaranteed for spells like Confusion, since you cannot confuse a rock.
free advantage? However this doesn't make sense for AOE damaging spells
Sure, enemies can use it as well, but most enemies that like Fireball, as the only damage it can inflict is setting
most benefit from that are the basic foot soldiers and not the something flammable on fire. That is why I propose the
main enemies. Most of the time, the players don't split up, following rule:
especially in a game where they all sail together on one ship. Structures and objects not being worn or carried can be
All in all, please don't use flanking in your games. It is your counted as targets for all damaging creations and tricks.
game and you can use any rule you wish, but know that the Standard object rules still apply, such as objects being
difficulty will plummet if you do choose to implement immune to poison and psychic damage.
flanking.
Destroying Special Objects Impactful Death
Destroying an object such as a window or a standard To keep with the canon, and to increase tension, higher level
longsword is a relatively simple task. However destroying ressurection spells are not normally accessable to the player
high grade materials such as ranked weapons and sea stone outside of any special items such as devil fruits, such as ones
require much more herculean power. that can bring back the dead from several years.
Objects of high grade, such as any mastercraft +1-3 However, to maintain balance, abilities to bring an ally back
weapons, seastone, diamonds, etc. are immune to all damage from the brink are non-optional such as Revivify, Raise Dead,
unless that damage comes from a source of equal or greater and the Way of Mercy's Ultimate Mercy ability. Such abilities
quality, if an ability specifically states it can, or if the cause is can save people who have been dead no longer than 24
from a creature with Armament Haki Master. hours, Raise Dead in particular is the only one that grants the
For example, in order to destroy a +2 weapon, you would ability to ressurect at most 10 days. Abilties such as these fit
either need to use another +2 weapon, a +3 weapon, have the the world, such as when Law took several days to save Luffy's
Armament Haki Master feature, or have a devil fruit that life or when Wapol's head was reattached by the 20 MDs
specifies you can such as the Rust-Rust fruit's ability to after Zoro sliced it off.
corrode any metal. Some DMs understand this, but do prefer to maximize
tension. An example includes Matt Mercer making it so any
Unreasonable Strength ressurection ability short of the 9th level spell True
In the One Piece world, characters have displayed Ressurection requires a series of skill checks. In this way,
unreasonable feats of strength, such as lifting up buildings, even at higher levels, permanent death remains a possibility.
To support both the idea of balance and tension, here is a
carrying backpacks several times their mass, wielding compromise. If a creature has been dead for over a number
weapons that are described as multiple tons, and carrying in hours equal to their Constitution modifier (minimum of 1),
general heavy masses. For DM's who want to emulate that and is brought back from death from a creation or ability, a
very style, this ruling is just for you: DM can employ a specific penalties and stipulations. Here
Follow the normal caluclations for the weight you can are a few examples, but feel free to homebrew your own:
carry, push, drag, lift, etc. and multiply the result by your level.
Carrying Capacity For example, say you are a 5th level A creature can be revived after being dead for a number of
Fighter, medium sized, with a Strength Score of 18, and have hours equal to their Constitution modifier (minimum of 1),
no features that increase your carrying capacity. The weight but only a number of times equal to their Constitution
you can carry is 18 (Your Strength Score) x 15 (Standard modifier (minimum of 1). Any attempts afterwards fail. For
Multiplier) x 5 (Level) = 1350 lbs. example, a Barbarian with an 18 Constitution can safely
Push, Lift, and Drag Taking the same example as the be revived if they have been not been dead no longer than
previously mentioned Level 5 Fighter, the amount of weight 4 hours. If they have been dead longer than that, they can
they can lift, drag, push, etc. is multiplied by 2. So 2700 lbs be revived, but only 3 more times in such a way
using the same example. afterwards.
Other Modifiers Racial, class, size, and other features that Consider adding a penalty onto a creature that has been
augment your carrying capacity and pusjing, lifting, and drag revived after their alloted number of hours from their
weight still apply their benefits as normal. Constitution modifier (minimum of 1), such as a a
For example, if the previously mentioned Fighter had the reduction to an ability score that lasts either indefinatley
Powerful Build featutre, increasing the weight they can lift, or until a 9th level Greater Restoration is used on the
carry, push, drag from medium to large, then the carrying creature. This can include other penalties, such as a
capacity is further multiplied, equaling 2700. perpetual level of exhaustion that may increase on death.
A creature cannot be revived if they were killed
instantaneously, such as by taking damage over double
their hit point maximum in a single instance, or when they
die from 6 levels of exhaustion, representing total
annihalation, or a complete reduction of lifespan.
Each of these are their own separate suggestion, it is not
reccomened to use them all at once. It is also important to
note these rules are entirely option.
Concentration and Temporary HP Making Custom Backgrounds
There is a bit of confusion wheter or not taking damage to For some players, they might want a more personalized place
temporary hit points affects concentration. For the purposes in the world, such as being a member of a unique faction, or
of this book, any damage taken to temporary hit points some other niche cases. This rule also exists for DMs who
doesn't affect concentration. are willing to create a background specific for their own
For example, if you have 10 temporary hit points and are games. Remember, you cannot take a customized
concentrating on a creation, you don't make any background without permission from your DM.
concentration checks if you take 10 or less damage. You will Making a custom background is fairly straightforward,
make a check if you take 11 or more damage, but it is barring coming up with the name, history, or theme of the
calculated as 1 since the other damage was taken by the background.
temporary hit points. First, start with the background's skill proficiencies. Each
background usually gets 2 skills of their choice from a given
Allied Space Occupancy list of 4 thematically appropriate skills.
Rules as written, it is impossible to willingly occupy the same The next step would be to give them a specific tool
proficiency. It can be one set of tools, or a choice of 1 from 2
space as a creature, be they friend or foe. This hard cut rule different tool sets. This can also be replaced with a single or
makes for some unnecessary limits. Technically you cannot various weapon proficiencies.
stand 1 foot away from somebody, because of this rule. To Furthermore is starting equipment. Starting equipment
rectify this, here is an alternative rule. varies between each background, but most usually start with
You can move through a nonhostile creature’s space. In about 100,000 berries, the tools in which they are proficient
contrast, you can move through a hostile creature’s space in, rations, 1-5 Medkits (small health potions), and any other
only if the creature is at least two sizes larger or smaller than thematically appropriate items.
you. Second to last is the background feature. Most background
Wheter if a creature is friendly or hostile, moving through features are similar in strength to feats, either by granting the
their space counts as difficult terrain. You can end your player with a specific feat from the feats section, a choice
movement in the same square as a friendly creature, but not between 2 feats, or a feat like ability (such as Fisherman's
a hostile one. Be aware that occupying the same space could ability to feed an entire boat).
be dangerous when it comes to certain area of effects. Last are the suggested characteristics. These aren't super
important as characteristcs are entirely optional, but they can
Proficiency Reclaim still be useful in helping flesh out a character. There are 4
Certain features grant the user proficiency in a skill, set of types of suggested characteristics: Personality Traits, Ideals,
tools, saving throw, etc. Some of those features may Bonds, and Flaws.
unintentionally overlap with existing proficiencies, leading to Personality Traits are features of the character, mainly how
some features being wasted. In order to prevent that, follow they see themselves and how they interact with the world on
this rule: a surface level. Ideals are the character's core beliefs, what
In the event an ability gives you proficiency in a skill check, they believe they should strive towards. Bonds are the social
saving throw, and tool check, and you are already proficient in connections the character has with the world. Flaws are the
that ability, you may instead choose proficiency in another of character's shortcomings as a person.
the same type. Each background gives 8 potential Personality Traits, 6
potential Ideals (typically based off alignment), 6 bonds, and 6
Ursa Array (Variant Standard flaws. Each of which should be thematic to the background.
Array) Boarding Combat
This is a suggested rule made by Bluebeary that was made to When two ships are in close combat, boarding combat begins
help make parties more balanced within each other, at least as fighters from each ship engage each other. The frontliners
ability score wise. The rule is based on the concept of make their moves by swinging from ropes, setting up gang
standard array, but with some much needed revisions. planks, and readying themselves to rush to the other ship to
When creating a character, you have 6 numbers: 16, 16, 14, wreck havoc while the ranged combatants provide supporting
12, 12, 8. Assign each number to a particular ability score fire. Essentially, boarding combat functions much like regular
from Strength, Dexterity, Constitution, Intelligence, Wisdom, combat with slightly different terrain. This rule implements
and Charisma. means for navigating combat when ships are in close
This system maximizes both overall the high power feel we proximity.
are going for, and a gives fair stat total that leaves the player
with few bad stats. This way players, do not have to stress out Crossing Ships
about rolling bad stats, nor are they locked out of having There are various ways to cross between two ships outside of
weaknesses. Keep in mind that this array doesn't account for abilities such as flying or teleporting from devil fruits and
any other ability score increases gained in creation, such as creations. Below are a few examples and ways to rule them:
from race and starting feats.
Bridges. Physical bridges between two ships can be easily Any area of effect damage like from a creation or damage
run in many ways. Gangplanks can be set in place by crew spread from a cannon also damages the ship. Remember that
members as an action. Most wooden gang planks are 10ft, inanimate objects automatically fail saving throws.
but there are exceptions such as automated, metal Additionally, like all objects, ships are immune to psychic and
gangplanks that can extend to 30ft. Creatures can also poison damage.
attempt to make makeshift bridges, such as formed from a In the event a ship does reach 0 hit points and begin taking
substance created by a devil fruit. Gangplanks are objects in water and sinking, refer to the Building, Maintaining, and
and can be attacked and destroyed much like any other Repairing You Ship section.
object. Temporary bridges can also be formed via using a
chain cannonball shot from the cannon can also form a Improved Help Action
bridge, though due to the unstable nature would count as One of the major actions that a creature can take both in and
difficult terrain. out of combat is the Help action. The Help action allows any
Swinging. One major hallmark of boarding combats allied creature to assist their friends with skill checks or the
between pirates is the ability to swing from one ship to
another via a rope. In order to initiate a swing from one next attack roll while within 5ft of the target, granting the roll
ship to another, you must have a rope of at least 50 ft advantage.
length anchored directly above you. You can expend half A lot of DMs rule the Help action differently, some of us
your movement speed for your turn to attempt either a have even experienced this in professional D&D games such
Strength (Athletics) or Dexterity (Acrobatics) check, DC as Adventurer's League, adding two new clauses.
10. On a failure, you fail to travel a significant distance. On The first is that the DM can rule that a creature cannot give
a success you swing a distance from where you initiated the Help action if they in no way that makes sense can help.
the swing equal to 20 ft + an additional 5 ft for each For example, rules as written, the Barbarian with 8
increment of 5 rolled above the DC on the check. For intelligence that knows nothing about the history of an
example, if you were to roll a 15, you would swing 25ft. ancient civilization can still give advantage to a creature
Pulling Ships. Another method of crossing ships is making an Intelligence (History) check. A good rule of thumb
pulling an enemy ship towards your own. This can be is that a creature with proficiency in the relevant skill can
accomplished with the chain cannonball shot option, give the Help action (unless it is for simple actions such as
though your players may attempt to invent other means. helping lift a heavy object). Another example would be the
When a ship is hit by the chain cannonball, the chain lack of range, such as helping a creature with a Strength
connects both ships together. If the ship has a mechanism (Athletics) check from 60ft away. Reasonably, that creature
in which to pull the chains together, a creature at the helm couldn't as they would be too far away. So the help action is
can use their action to command the ship to roll 1d20 on localized to touch range, unless ruled otherwise.
the ship's turn. On a roll of 10, the enemy ship is pulled The second is that when a creature takes the Help action to
10ft closer. If the ship that is pulling is larger than the ship aid a creature in making an attack, the creature gives
that is being pulled, it rolls with advantage, and if the advantage on all of that creature's attack rolls on their turn.
pulling ship is smaller it instead pulls itself towards the
attached ship. If there are additional chains, the feet Lingering Injuries
pulled increases by 10ft. If a mechanism is not available, Is combat feeling a bit stale after one too many simple
but there are chains present, the DM can rule that players encounters? Luckily there is a solution, introducing lingering
with a significant Strength score can attempt pull the injuries. One of the most common ways DMs can spice up
ships together. their combats is providing an extra layer of danger and
variety, by making damage have a bit more of an impact, with
Ship Movement in Combat
In combat, a ship has its own initiative, which is simply just a injuries that shape the characters and their interactions going
flat 1d20 roll. On the ship's turn in combat, it simply moves in forwards.
the direction it is set to move in at its movement speed. 272 This rule is heavily inspired by the Lingering Injuries
A creature that is within reach of the helm can make an table present on page 272 of the Dungeon Master's Guide,
attempt to change the course of the ship, or operate any though with some key modifications to better fit the system.
special mechanisms made to the ship. These special actions When a creature is hit with a critical hit, or takes damage
activate on the ship's next turn in combat. Creatures must greater than or equal to half its hit point maximum, the DM
make a Water Vehicles check to change the course of a ship, rolls a d20. If the result is a 1, the creature gains a severe
except any creature with the Helmsman background. If the lingering injury. If the result is 2-10, the creature gains a
waters are particularly wild, the DM may rule that the moderate lingering injury. If the result is 11-20, the creature
Helmsman may need to make a roll. doesn't suffer a lingering injury. A creature choosing to deal
non-lethal damage can choose not to inflict an injury.
Attacking The Ship
If a creature sustains a lingering injury, the DM can roll on
A creature can instead attempt to attack the ship rather than either the Moderate or Severe Lingering Injuries table on the
a creature. This acts much like attacking any object, next page to determine the nature of the injury. Or the DM
referencing the ship's AC, HP, and Damage Threshold when could choose which one would be most appropriate.
relevant. In the case of a critical hit, if a creature manages to reduce
the damage to 0 (via haki, immunity, etc.), then they don't
have to roll a lingering injury.
Lingering injuries are separated into two types: Moderate Severe Lingering Injuries
and Severe. Moderate injuries are typically injuries that are d20 Severe Injury
not as dangerous, but still impactful, such as a nasty scar or
broken ribs. Severe injuries are injuries whose effects range 1-2 Lose an Eye.You have disadvantage on Wisdom
(Perception) checks that rely on sight. Creations such
from devastating to deadly. The Moderate and Severe as the Regenerate creation can restore the lost eye. If
Lingering Injuries tables on the next page displays the you have no eyes left after sustaining this injury,
results. you're blinded.

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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