HB OnePieceD&D5e
HB OnePieceD&D5e
HB OnePieceD&D5e
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# One Piece 5e
<div style='margin-top:25px'></div>
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<div style='margin-top:372px'></div>
### Disclaimer
Based on the original work of Eiichiro Oda
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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
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\page
# Preface
The world of *One Piece* has always been fascinating due to its endless diversity,
fun power systems and battles, and compelling stories from every character. The
possibilities are near endless. This had combined with a second love of mine, that
being *Dungeons and Dragons*, specifically 5th edition due to it being the most
popular, and the system I was most familiar with.
The overall simplicity of the system and the possibilities of *One Piece* gave rise
to some inspiration. That being to run my own 5e game in the *One Piece* world.
Eager, I searched for any hints on how to run things such as devil fruits, new
classes, and the like. That was when I came across u/MrSilver's original 5e book.
It had so much to offer, but still was lacking. However, this did not deter me from
my endeavors to run _One Piece_ 5e game, so I instead began planning the world and
characters.
Months down the line, I would discover a D&D 5e podcast that was also about *One
Piece*, that being One Piece D&D by [Rustage](https://www.youtube.com/c/rustage),
[Tekking101](https://www.youtube.com/c/tekking101),
[2Spooky](https://www.youtube.com/c/2SpookyChannel), [Lost
Pause](https://www.youtube.com/c/LostPause), and
[Briggs](https://www.youtube.com/c/AllDayAnime). The devil fruit system made by
Rustage, and how much fun the 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 guide by u/MrSilvers, and some
knowledgeable friends along the way, we began crafting this guide, adding new
content whenever the need came up, bringing us to where we are now. As of writing
this preface, I have been DMing my One Piece 5e game for a little over half a year,
and so far, it was been a blast, the joy my players have when they progress through
the hardships of the world is what this guide is for.
For games to be successful, I have found through using this system, high fantasy
and focus on characters separate by arcs have been most effective in creating a fun
narrative that captures the true essence of the _One Piece_ world.
Later on, in this guide there will be a few chapters on items and additional
powers, essentially acting as rewards for the players. Try your best to balance out
the party dynamic, and play to each player's strength. A key component to a
competent Dungeon Master is flexibility and learning. Building the world to grow
around your players can be key.
Please do not be alarmed by the strength of some of the class features as the guide
is not meant to mesh with regular 5e, a common thing I see from veteran Dungeon
Masters is that they believe that all the higher-level abilities are too strong. I
agree, but looking back at games like Pathfinder, we found that there was a balance
in that system.
If I get caught off guard, that is fine, continue and improvise. I do advise
against a common pitfall of railroading. The best way to avoid this is by
practicing adaptability and communicating with your players to agree.
Haki itself is also more reward-based but requires the party to at least be level 8
to achieve it. Haki will be described more in-depth, but know that it is not as
strong as other systems I've seen. Most haki systems use Haki Dice. While it does
make sense to the canon, it would destroy the balance. Too much damage means I have
to increase the hit points every level, too many hit points means I have to buff
the magic, and so on. So to avoid that nightmare, haki is mostly based on a
proficiency bonus.
With all that said and done, I hope you all enjoy this system and have fun sailing
the blues in search of your treasures.
\page
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<div class='toc'>
## Table Of Contents
- **[Chapter 1: Races (Pg. 4)](#p4)**
- [1.1 Choosing a Race](#p4)
- [1.2 Human](#p5)
- [1.3 Fishman](#p7)
- [1.4 Merfolk](#p9)
- [1.5 Lunarians](#p11)
- [1.6 Dwarves](#p13)
- [1.7 Mink](#p14)
- [1.8 Sky Islander](#p16)
- [1.9 Augmented](#p18)
- [1.10 Giants](#p21)
- **[Chapter 2: Classes (Pg. 23)](#p23)**
- [2.1 Barbarian](#p24)
- [2.2 Bard](#p33)
- [2.3 Brawler](#p40)
- [2.4 Fighter](#p49)
- [2.5 Gadgeteer](#p61)
- [2.6 Marksman](#p73)
- [2.7 Medic](#p81)
- [2.8 Rogue](#p88)
- [2.9 Savant](#p99)
- **[Chapter 3: Characters, Backgrounds, Roles, and Dreams (Pg. 109)](#p109)**
- [3.1 Dreams](#p109)
- [3.2 Roles](#p109)
- [3.2.1 Captain](#p110)
- [3.2.2 Cook](#p111)
- [3.2.3 Deckhand](#p112)
- [3.2.4 Doctor](#p113)
- [3.2.5 Helmsman](#p114)
- [3.2.6 Master at Arms](#p115)
- [3.2.7 Musician](#p116)
- [3.2.8 Navigator](#p117)
- [3.2.9 Scholar](#p118)
- [3.2.10 Shipwright](#p119)
- [3.3 Backgrounds](#p120)
- **[Chapter 4: Equipment and Items (Pg. 154)](#p154)**
- [4.1 Wealth](#p154)
- [4.2 Expenses](#p154)
- [4.3 Armor and Shields](#p156)
- [4.4 Weapons](#p157)
- [4.5 Adventuring Gear](#p159)
- [4.6 Tools](#p160)
- [4.7 Mounts and Vehicles](#p162)
- [4.8 Building, Maintaining and Repairing Your Ship](#p164)
- **[Chapter 5: Customization Options (Pg. 166)](#p166)**
- [5.1 Fighting Styles](#p166)
- [5.2 Feats](#p169)
- [5.3 Racial Feats](#p187)
- [5.4 Haki](#p193)
- **[Chapter 6: Devil Fruits (Pg. 197)](#p197)**
- [6.1 Paramecia Type](#p198)
- [6.2 Zoan Type](#p199)
- [6.3 Logia Type](#p200)
- [6.4 Example Devil Fruits](#p201)
- **[Chapter 7: Additional Powers (Pg. 210)](#p210)**
- [7.1 Eight Impacts Fist](#p210)
- [7.2 Destructive Wave](#p210)
- [7.3 Foxfire Style](#p211)
- [7.4 Life Return](#p212)
- [7.5 Geo Fist](#p212)
- [7.6 Leg Technique Way](#p212)
- [7.7 Merman Combat](#p212)
- [7.8 Six Powers Adept](#p212)
- [7.9 Ricochet Rounds](#p213)
- [7.10 Man Demon Tactics](#p213)
- [7.11 No Sword Style](#p213)
- [7.12 Dragon Claw Fist](#p213)
- [7.13 Multiple Weapon Style](#p213)
- [7.14 Newkama Kenpo](#p213)
- [7.15 Rope Action](#p214)
- [7.16 Ramen Kenpo](#p214)
- [7.17 Kappa Style](#p215)
- [7.18 Emphatic Observation](#p215)
- [7.19 Full Body Armament](#p215)
- [7.20 Observation Killing](#p215)
- [7.21 Chromatic Oozes](#p216)
- [7.22 Viscous Carapace](#p216)
- [7.23 Longshot](#p216)
- [7.24 Dodge Roll](#p216)
- [7.25 Inspired Innovation](#p217)
- [7.26 Fearsome Fortitude](#p217)
- [7.27 Fortune Telling](#p217)
- [7.28 Battle Modes](#p217)
- [7.29 Voice of All Things](#p218)
- **[Chapter 8: Special Items (Pg. 219)](#p219)**
- [8.1 Ranked Weapons](#p219)
- [8.2 Cursed Weapons](#p219)
- [8.3 Black Blades](#p219)
- [8.4 White Weapons](#p219)
- [8.5 Dials and Dial Equipment](#p219)
- [8.6 Devil Fruit Objects](#p221)
- [8.7 Smiles](#p221)
- [8.8 Wapolmetal](#p221)
- [8.9 Bubble Coral](#p221)
- [8.10 Vivre Card](#p221)
- [8.11 Raid Suit](#p221)
- [8.12 Drugs](#p222)
- [8.13 Special Books](#p222)
- [8.14 Attack Cuisine](#p222)
- [8.15 Seastone and Seastone Items](#p222)
- [8.16 Special Ammunition](#p223)
- [8.17 Example Items](#p224)
- [8.18 Reflavored Items](#p226)
- **[Appendix A: Creations (Pg. 228)](#p228)**
- [9.1 Creation Lists](#p228)
- [9.2 Creation Descriptions](#p233)
- [9.2.1 Tricks](#p234)
- [9.2.2 1st Level](#p244)
- [9.2.3 2nd Level](#p259)
- [9.2.4 3rd Level](#p275)
- [9.2.5 4th Level](#p289)
- [9.2.6 5th Level](#p297)
- [9.2.7 6th Level](#p306)
- [9.2.8 7th Level](#p314)
- [9.2.9 8th Level](#p317)
- [9.2.10 9th Level](#p320)
- **[Appendix B: Running The Game (Pg. 323)](#p323)**
- [10.1 The Environment](#p323)
- [10.2 Crafting](#p324)
- [10.3 Rewards](#p325)
- [10.4 Purchasing Goods](#p328)
- [10.5 Making Devil Fruits](#p330)
- [10.6 Suggested Rulings](#p331)
- **[Credits (Pg. 337)](#p337)**
</div>
<div style='margin-top:20px'></div>
Walking the streets of a port town in the Grand Line, one could sometimes find more
than humans in the crowd if one just knows where to look for them. The blue-tinted
skin of a stout fishman as he hauls a massive chest of goods to the market.
Skulking in the shadows, a cat mink curiously explores the alleys and corners of
this strange world, vigilant and ready for any threat. The sharp, intimidating
tattoos of a shandian sky islander cast wary glances at the crowd around him, but
many choose not to say anyhting due to the arsenal of dial-based weaponry on his
person.
```
```
Performing in the town square is a band of entertainers, all part of the long-arm
tribe, using their elongated limbs to perform acts of acrobatics and dexterity to
the cheer of a crowd. A group of long-leg humans pushes their way to the front of
the crowd, already towering over it, intent on starting some trouble. And in the
harbor, a curious mermaid peeks her head above the water for but a moment, starry
eyes gazing upon the moored ships and colorful flags, before she dives back beneath
the waves before anyone spots her.
## Choosing a Race
While humans are the most common by a long shot to be found in the world, they
still live side-by-side with other races even if they aren't always aware of it.
Even then, human tribes are so diverse that distinctions between them are more than
simply cultural. Whatever choice you make, your character remains a part of the
living, breathing world.
The call to adventure can ring true in the heart of any creature in the world,
however some races produce more adventurers than others. Humans and fishmen are
more likely to go to sea as pirates in search of dreams, treasure, or ambition but
your choice of race should not be hindered by conventions. Minks and merfolk are
curious by nature, and 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.
<img
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\page
## Human
By far the most numerous of all races are humans. Inhabiting the entire world from
the hundred and seventy kingdoms to the halls of Marie Geoise upon the Red Line,
the humans have spread all across the four seas to stake claim to the title of
masters of the world.
Few humans are defined by their race, however. A varied kind from every echelon of
society, one would find it difficult to place a blanket term on humans as a whole.
They can be fearless heroes, intrepid adventurers, craven villains, despicable
tyrants, pirates seeking freedom, or marine soldiers seeking order. The only
surefire way to know where a human's heart lies is to look at the flag she flies,
which can be as manifold as the stars upon the night sky.
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.
However, human history is one of strife and conflict, both amongst themselves and
against other races. Their society is heavily fractured by deep-seated
socioeconomic inequalities; the world nobles can make any demands with the world
government's full support, while countries that cannot pay taxes are left at the
mercy of pirates and marauders. While life on the sea is a harsh one, it is at the
very least an equal existence for all who travel upon it.
***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.*** 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.
***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.
***Alignment.*** Standard humans tend towards no particular alignment. The best and
worst of all people are represented among their numbers.
***Resourcefulness.*** You gain proficiency with one skill or one simple or martial
weapon of your choice.
***Strong Will.*** When you fail a saving throw, you can roll a d4 and add it to
the roll, possibly changing the outcome. You can do this a number of times equal to
your proficiency bonus, and regain all uses when you finish a long rest.
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***Alignment.*** Kuja are typically only concerned with the well-being of their
queen and society, favoring lawful alignments with a strong neutral bend.
***Amazonian Bond.*** You can use the Animal Friend creation at will, however only
when targeting beasts that are snakes. If you have the creativity feature, this
creation is added to your creation list.
***Minor Haki.*** When you make a weapon attack that lets you add your proficiency
bonus to the attack roll, you can choose to temporarily infuse the weapon with
haki. You can add a d4 to the damage roll of this weapon attack, and the weapon is
considered haki-imbued for the purpose of overcoming resistances and immunities.
You can use this feature a number of times equal to your proficiency bonus, and
regain all uses when you finish a short or long rest.
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\page
#### Long-arm Tribe
Humans of the Long-arm tribe possess an additional elbow in their arms, extending
their reach much greater than other tribes. This typically gives them a lanky
appearance that distinguishes them from other humans.
***Long Limbs.*** When you wield a weapon or unarmed strikes, your reach with the
weapon or your unarmed strikes increases by 5 feet.
*** Alignment.*** Snakeneck humans typically are as varied as other humans, however
some possess an innate sadistic streak that prompts them towards evil.
***Steady Mind.*** You can add your proficiency bonus to any initiative roll you
make. Once when you are surprised while you are conscious, you can choose to act
normally on your turn, and must finish a long rest before you can do so again.
```
```
*** Alignment.*** Like Long-arm humans, Long-leg humans gravitate towards chaos.
They have no strong disposition towards good or evil.
***Tall Stride.*** Your walking speed increases by 5 feet, and the distance you can
cover with a high or long jump doubles.
***Sprint.*** When you move on your turn, you can double your speed until the end
of the turn. Once you use this trait, you can’t use it again until you move 0 feet
on one of your turns.
<div style='margin-top:270px'></div>
***Keeper of Secrets.*** You have proficiency in the Deception and Insight skills.
***Third Eye.*** You have advantage on saving throws against being blinded or
charmed, and on all ability checks, you make to see through illusions and mirages.
***Secret Potential.*** You are eligible to gain the Voice of All Things in Chapter
7: Additional Powers.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
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\page
<div style='margin-bottom:630px'></div>
## Fishman
Ten times stronger than the common man and undisputed monarchs of the sea, the
fishmen of the world oceans were for the longest time the boogeymen of sailors
everywhere. Tall and proud warriors of the deep, the fishmen share a troubled
history of racial discrimination and slavery at the hands of humans, scars that
even centuries of peace with the surface world has yet to completely mend.
A lot of the prejudice against them stems from how they differ from humans, looking
monstrous to the common man because of their half-fish, half-human physiology, but
also because of their renowned physical superiority and ability to fight as well on
land as in water.
Despite their fearsome reputation as pirates and marauders, the fishmen are not a
simple or militaristic race of savages that many humans believe them to be. A
fishman dedicated to a crew or a cause tends to be loyal to a fault, willing to
fight to the bitter end for what they believe in.
```
```
<p></p>
<div style='margin-bottom:580px'></div>
However, the old ways still rings loudly in the ears of both humans and fishmen
alike, who have had a hard time leaving the past behind. Many humans, especially
nobles, still consider fishmen to be nothing but monsters and fish. Conversely,
many fishmen subscribe to the notion that their superior strength and adaptability
means they should be 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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/a818ae1d-e7e4-
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style='position:absolute; bottom:100px; left:0px; width:850px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3gv-829a524e-fbaa-4bbf-864d-70d49ebb5d40.png/v1/fill/
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aW9ucyJdfQ.6DGTylZeBeUTTbsWFXi6HSojKPCjtLv4376ldhNhoSQ'
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\page
### 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. It's a
martial art that grows even more potent while near or submerged in water. This
unique fighting style is only taught at certain dojos on fishman island and has a
near-mythical reputation that reaches even the surface world above.
***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.
***Size.*** Fishmen vary greatly in size and typically stand taller than humans at
7-8 feet up to 15 feet. Your size is medium.
***Speed.*** Your base walking speed is 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.
#### Sharptooth
Sharptooth fishmen typically have the physiological traits of a predator, such as a
shark or killer whale. They use their sharp teeth or spines to tear enemies asunder
if provoked.
***Natural Weapons.*** You have sharp claws, teeth, or spines 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.
#### Stronghide
Stronghide fishmen develop powerful bodies that further amplify their innate
strength and endurance, allowing them to become remarkable martial artists and
fighters.
<div style='margin-top:230px'></div>
#### Multipod
Multipod fishmen are recognizable by their extra arms, possessing as many as eight
functioning limbs.
***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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
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<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
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\page
## 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.
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.
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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/fa8bba57-2d08-
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<img
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\page
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src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/33027ba6-7561-
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```
```
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.
***Age.*** Merfolk reach adulthood in their late teens and live as long as humans.
***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 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
matieral 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 spell 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.
\page
## 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.
Siding with powerful allies may also be a possible trait, but mostly out of a
necessity to survive and hide their identity.
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.
<img
src='https://cdnb.artstation.com/p/assets/images/images/033/792/393/large/joel-
chin-king-fanart-copy.jpg?1610611877'
style='position:absolute; bottom:-100px; right:-900px; width:2050px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3jj-28db04ca-5932-4f47-8fcb-d537d0821003.png/v1/fill/
w_1024,h_1326,strp/16___jh5nqvm_by_flamableconcrete_dcjq3jj-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNqai0yOGRiMDRjYS01OTMyLTRmNDctOGZjYi1kNTM3ZDA4M
jEwMDMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; bottom:0px; right:-100px; width:1000px' />
\page
<img
src='https://pbs.twimg.com/media/FHCx_9LacAEeHcQ?format=jpg&name=small'
style='position:absolute; bottom:-100px; right:100px; width:1050px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3it-8dc7370f-01ae-4915-b897-bc507bfc8500.png/v1/fill/
w_1024,h_1326,strp/14___h0zakgc_by_flamableconcrete_dcjq3it-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNpdC04ZGM3MzcwZi0wMWFlLTQ5MTUtYjg5Ny1iYzUwN2JmY
zg1MDAucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.XysrIZrt4wE3vA5eC7ZUOcpk2pmL8X0jD56TsV8fbgQ'
style='position:absolute; bottom:0px; right:-80px; width:1000px' />
```
```
***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, perhaps larger, though
exceptions do exist. The ones presented here are human-sized. Your size is 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.
***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.
* ***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.
\page
## 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.
***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.
***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 1d4 bludgeoning. You count as medium
when determining your carrying capacity and jump height.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/ddqmgbt-866a5fdf-be2d-4a11-8e44-e4f9209ec0b2.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGRxbWdidC04NjZhNWZkZi1iZTJkLTRhMTEtOGU0NC1lNGY5MjA5ZWMwYjIucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.yyZY_uz2O0XQkRkdhTrA9bKrZ-JiuD8sBX-
MKzYmC2I'
style='width:320px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b8d34e0b-1c2d-
4001-8e55-4d96ef9f29f2/d85kh8y-2344d8a4-83b1-43bd-9998-5330bf68a9fc.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcL2I4ZDM0ZTBiLTFjMmQtNDAwMS04ZTU1LTRkOTZlZjlmMj
lmMlwvZDg1a2g4eS0yMzQ0ZDhhNC04M2IxLTQzYmQtOTk5OC01MzMwYmY2OGE5ZmMuanBnIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.8XRZjRzZf3kGyi_b3n1BowcNpLvLFigwOT2q1kTg
Ie0'
style='position:absolute; bottom:-700px; right:-300px; width:2050px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3jj-28db04ca-5932-4f47-8fcb-d537d0821003.png/v1/fill/
w_1024,h_1326,strp/16___jh5nqvm_by_flamableconcrete_dcjq3jj-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNqai0yOGRiMDRjYS01OTMyLTRmNDctOGZjYi1kNTM3ZDA4M
jEwMDMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; bottom:0px; right:-100px; width:1000px' />
\page
<p></p>
```
```
<img
src='https://cdnb.artstation.com/p/assets/images/images/014/019/771/large/hugo-
lizarbe-carrot-sulong.jpg?1542115446'
style='position:absolute; bottom:0px; right:300px; width:800px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3if-4e9559c9-bf5b-4f8b-af61-55214cb8cc13.png/v1/fill/
w_1024,h_1326,strp/13___qmvlpwl_by_flamableconcrete_dcjq3if-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNpZi00ZTk1NTljOS1iZjViLTRmOGItYWY2MS01NTIxNGNiO
GNjMTMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.d3pTQX3wEceqoC1WiWiy4IAVl5F6Du04urdeyeuiK1s'
style='position:absolute; bottom:0px; right:-50px; width:1000px' />
## 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.
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.
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.
\page
### Mink Traits
As a mink, 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.*** Minks reach adulthood in their late teens and live as long as humans.
***Alignment.*** Minks are generally gregarious and friendly, though they focus on
their own community over contact with other races, making them lawful good.
***Size.*** Minks vary greatly in size due to their animal heritage, but typically
are comparable to humans. Your size is medium.
***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 Strength and Dexterity-based ability checks for 1 minute. During this time,
your speed increases by 10 and when you use your Electro trait, you deal additional
lightning damage equal to your level. You must finish a long rest before you can
use this trait again.
If the full moon is visible when you make this 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.
```
```
***Electro.*** All minks can generate electricity through their fur. Once per turn
when you hit with a weapon attack, you can choose to deal lightning damage instead
of the weapon's normal damage. When dealing lightning damage with this attack, the
target then cannot take reactions until the start of your next turn.
***Subrace.*** Choose between diurnal or nocturnal.
#### Diurnal
Diurnal minks are primarily awake and active during the day. Due to catching
sunlight, they do most of the agricultural work among the mink.
***Diurnal Nature.*** You gain proficiency in two of the following skills of your
choice: Athletics, History, Medicine, Nature, or Persuasion.
<div style='margin-top:240px'></div>
#### Nocturnal
Nocturnal minks are primarily awake and active during the night. Owing to their
nightly activities, they make excellent scouts and defenders.
***Nocturnal Nature.*** You gain proficiency in two of the following skills of your
choice: Acrobatics, Athletics, Perception, Stealth, or Survival.
<img
src='https://cdna.artstation.com/p/assets/images/images/000/586/612/large/jordi-
gonzalez-escamilla-jungle.jpg?1443928656'
style='position:absolute; bottom:0px; right:-100px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3ec-d20022bf-88c6-4574-9f53-0e906964e678.png/v1/fill/
w_1024,h_1326,strp/5___gezbrsw_by_flamableconcrete_dcjq3ec-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNlYy1kMjAwMjJiZi04OGM2LTQ1NzQtOWY1My0wZTkwNjk2N
GU2NzgucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.hRxjTNvDo8H8_6F-DjCZP0Gal00vTIVkeyIEhLBamgE'
style='position:absolute; top:50px; right:0px; width:900px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbm3bzb-e4cfb55d-8c6d-432a-a52a-a5eb803e8cfb.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGJtM2J6Yi1lNGNmYjU1ZC04YzZkLTQzMmEtYTUyYS1hNWViODAzZThjZmIucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.HAl0FtxObTw7fkdVdX7hPTJu1j0DPbresYXrDwV_
uzw'
style='position:absolute; top:240px; right:80px; width:340px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/ddhrlhg-d0d5d9ff-49b7-4155-973b-0d45e2a16cb1.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGRocmxoZy1kMGQ1ZDlmZi00OWI3LTQxNTUtOTczYi0wZDQ1ZTJhMTZjYjEucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ecCA1h4qFh8_KzXRiqBJYTRrxaaE3rJ6mpTAdyir
gME'
style='position:absolute; top:620px; right:70px; width:360px' />
\page
<div style='margin-top:480px'></div>
## Sky Islander
Far removed from the seas of blue and shores of sand lies a collection of islands
resting in the balmy embrace of the clouds above, known to all as the mythical sky
islands. Here, the "water" is white and made of strange, buoyant clouds that flow
just like seawater, while the "earth" is made from springy, firm yet soft clouds
that can support entire cities and forests.
To most residents of the "blue" sea, as the world below the clouds is known to the
inhabitants of sky islands, the idea of there existing a world above in the clouds
is one of fantasy and myth. Anyone who would claim otherwise is often met with
ridicule and possibly even scorn, for the idea of another sea existing above them
is ludicrous to most humans.
Yet anything a man can imagine is a possible reality. Hailing from these mythical
islands are a tribe of humanoids known collectively as sky islanders, though they
rarely refer to themselves as such. Atop the clouds lies an endless stretch of
islands, kingdoms, and tribes with their unique history. The largest known society
is that of Skypiea, situated ten thousand meters above the waters of Paradise in
the Grand Line. Home to the skypieans and shandia, distinguishable by the small
wings upon their back, it is the largest settlement found upon the clouds of the
world. Only reachable through one of two ways, the long and arduous "High West" or
the extremely dangerous "Geyser Stream", it is a land that sees few visitors.
```
```
<p></p>
<div style='margin-top:490px'></div>
Dials are more than simple tools to sky islanders. With the lack of naturally
occurring earth in their world, their entire society has been shaped around the use
of dials. It is used to power what is known as "wavers", unique dial-driven
vehicles that can easily traverse the cloud sky; as weapons used by fighters and
warriors to produce force, fire or even cutting winds; to shape clouds like wood
and stone to make foundations for buildings and roads; and as simple household
items such as heat dials to cook, or light dials to illuminate rooms.
<img
src='https://cdna.artstation.com/p/assets/images/images/022/810/932/large/
carlito-calixtro-wyper-12-19-19.jpg?1576768456'
style='position:absolute; bottom:150px; right:-100px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3gv-829a524e-fbaa-4bbf-864d-70d49ebb5d40.png/v1/fill/
w_1024,h_1326,strp/10___4q3hufe_by_flamableconcrete_dcjq3gv-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNndi04MjlhNTI0ZS1mYmFhLTRiYmYtODY0ZC03MGQ0OWViY
jVkNDAucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.6DGTylZeBeUTTbsWFXi6HSojKPCjtLv4376ldhNhoSQ'
style='position:absolute; top:-50px; right:0px; width:1000px' />
\page
The largest mass of earth can be found in Skypiea, known as Upper Yard among the
locals. For the longest time since it arrived on the sky island 400 years ago, it
was the seat of the Skypiean political and religious leader known as "god". Many of
the sky islanders fought for the right to rule over the vearth.
***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.*** Sky Islanders reach adulthood in their late teens and live as long as
humans.
***Size.*** Sky Islanders vary greatly in size, but typically are comparable to
humans. Your size is medium.
***Aircraft Expertise.*** You are proficient with Vehicles (Sky) and may double
your proficiency bonus for any ability check made with a Vehicles (Sky).
Additionally, you have advantage on all Intelligence-based ability checks relating
to dials.
***Cloud Walker.*** You are naturally acclimated to life at 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.
#### 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. You know the
Shocking Grasp trick. Starting at 3rd level, you can use Inflict Wounds with this
trait. Starting at 5th level, you can also use Blur with this trait. Once you use
either Inflict Wounds or Blur with this trait, you cannot use the same creation
again until you finish a long rest. You can also 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 Athletics and one tool of your
choice.
```
```
#### Shandian
Shandians originate from the Blue Sea, being the original inhabitants of Upper Yard
who were driven out when skypieans conquered the island. Eventually peace was
brokered and these proud warriors now act as god's personal guards, once again
walking the earth of their ancestors.
***Battle Dials.*** You have a few dials designed for combat. You know the Fire
Bolt trick. Starting at 3rd level, you can use Thunderwave with this trait.
Starting at 5th level, you can also use Ardent Blade (fire only) with this trait.
Once you use Thunderwave or Ardent Blade with this trait, you cannot use the same
creation again until you finish a long rest. You can also 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 Acrobatics and one tool of your
choice.
<div style='margin-top:240px'></div>
#### Skypiean
Skypieans are the most numerous inhabitants of the sky islands. Most eke out humble
lives upon the cloudy lands surrounding Upper Yard, being unparalleled cloud
artisans.
***Artisan Dials.*** You have a few dials for personal use. You know the Light
trick. Starting at 3rd level, you can use Fog Cloud with this trait. Starting at
5th level, you can also use Levitate with this trait. Once you use Fog Cloud or
Levitate with this trait, you cannot use the same creation again until you finish a
long rest. You can also 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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dcjvlfz-002ea7ca-a7c5-4300-ab23-45e9e279cd43.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGNqdmxmei0wMDJlYTdjYS1hN2M1LTQzMDAtYWIyMy00NWU5ZTI3OWNkNDMucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.p7w8EQK410wV4USSh7YGHh-
qULbkFyCfhLhJAtN4iKI'
style='position:absolute; bottom:15px; right:410px; width:350px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd4pt-0fef5faf-5a55-415c-a91a-ac9ef1d5a5d8.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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M1N1wvZGJjZDRwdC0wZmVmNWZhZi01YTU1LTQxNWMtYTkxYS1hYzllZjFkNWE1ZDgucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0._jt2iT1HFlr-
2d5dKNpuuQ9SuOlATGoMrrXtob1yW24'
style='position:absolute; top:310px; right:80px; width:330px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd4og-a712cc58-be03-4ddc-9eba-6983444e5bcb.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGJjZDRvZy1hNzEyY2M1OC1iZTAzLTRkZGMtOWViYS02OTgzNDQ0ZTViY2IucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.un63jx_TBTuNS44JYQo5QYkjTuxW11m_AYpb6obI
7Zc'
style='position:absolute; bottom:20px; right:40px; width:310px' />
\page
```
```
## 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.
***Age.*** Augmented are typically created from already living humanoids, and tend
to inherit the lifespan of their former life.
***Size.*** Augmented vary greatly in size depending on the mold from which they
were created. Your size is your choice of small or medium.
***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.
<img
src='https://cdnb.artstation.com/p/assets/images/images/006/715/891/large/jia-yi-
su-20170719-bartholomewkuma1.jpg?1500716827'
style='position:absolute; top:-50px; left:-150px; width:820px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:00px; left:0px; width:820px' />
\page
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/4b0bb084-0057-
48cf-92b4-7319629b576c/d3h3m0n-99e15a8a-93af-452f-a65a-35916d90574b.jpg/v1/fill/
w_1305,h_612,q_70,strp/a_kind_of_paradise_by_grivetart_d3h3m0n-pre.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTE3NCIsInBhdGgiOiJcL2ZcLzRiMGJiMDg0LTAwNTctND
hjZi05MmI0LTczMTk2MjliNTc2Y1wvZDNoM20wbi05OWUxNWE4YS05M2FmLTQ1MmYtYTY1YS0zNTkxNmQ5M
DU3NGIuanBnIiwid2lkdGgiOiI8PTI1MDAifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.g4lXmfe_VZIzKXMTv_U5INBqkWbgol7KUfpfPp8lpA8'
style='position:absolute; bottom:0px; right:-100px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dq-95a5fc31-da15-4f11-aa72-c47f2c0c778d.png/v1/fill/
w_1024,h_1326/4___skqmrea_by_flamableconcrete_dcjq3dq-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNkcS05NWE1ZmMzMS1kYTE1LTRmMTEtYWE3Mi1jNDdmMmMwY
zc3OGQucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.uK5wBSnjhROQcebvYmHleu1fAa-NWGxzpCCTPS62cV8'
style='position:absolute; top:0px; right:0px; width:830px' />
#### Cyborg
Your body has been augmented with mechanical parts.
***Mechanical Improvements.*** You were created to go beyond human limits, you gain
the following benefits:
* You have advantage on saving throws against being poisoned, and you have
resistance to poison damage.
* You don’t need to eat, drink, or breathe. You are immune to disease.
* You don't need to sleep, and creation and other effects like devil fruits can't
put you to sleep.
* 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.
***Integrated Armor.*** Your body has built-in defensive layers, which can be
enhanced with armor. You gain a +1 bonus to Armor Class. You can don only armor
with which you have proficiency. To don armor, you must incorporate it into your
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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd4m6-2d4f2992-374d-4a99-8ea7-562bddaa81fd.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGJjZDRtNi0yZDRmMjk5Mi0zNzRkLTRhOTktOGVhNy01NjJiZGRhYTgxZmQucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.LvVgaSfiMufBQAe64Q3QMCITQsMc2-
Qck3eBkHR7FLk'
style='position:absolute; bottom:340px; left:60px; width:300px' />
```
```
#### Chimera
Your body has been augmented with the features of a wild beast, granting you
enhanced strength and senses.
***Beast Body.*** You gain a movement speed based on the animal that you embody.
You have either a flying speed of 30 feet, a swim speed of 30 feet and the ability
to breathe underwater, or a climbing speed of 30 feet and a dig speed of 10 feet
which when you select this race.
***Darkvision.*** Your bestial side enhances your sense. 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.
***Natural Weapons.*** You have natural weapons in the shape of sharp talons,
claws, fangs, or all of the above.
You can use these natural weapons to make unarmed strikes, and they deal 1d6 + your
Strength or Dexterity modifier bludgeoning, piercing, or slashing damage on hit.
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.
<div style='margin-top:250px'></div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd1lw-dabd5ac4-924f-4aba-9473-bd9cd90199e2.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGJjZDFsdy1kYWJkNWFjNC05MjRmLTRhYmEtOTQ3My1iZDljZDkwMTk5ZTIucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.bgLE89cfaNMvZQDAhUNj-
vFcZg9DjeEOyj87o0Q558U'
style='position:absolute; top:350px; right:80px; width:320px' />
\page
<img
src='https://cdna.artstation.com/p/assets/images/images/041/850/886/large/joel-
wynd-highresscreenshot00003.jpg?1632870380'
style='position:absolute; bottom:550px; right:0px; width:900px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3ht-101c153c-ada5-4fec-b9ba-7ac7f3d990a1.png/v1/fill/
w_1024,h_1326/12___tkbl4ji_by_flamableconcrete_dcjq3ht-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNodC0xMDFjMTUzYy1hZGE1LTRmZWMtYjliYS03YWM3ZjNkO
TkwYTEucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.E9j1xjTp-nmZ6LGmCZrXQc3aSXVLPaLw_xpQlU0rKhY'
style='position:absolute; top:0px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dd0pta8-3ae254f8-ae02-4b14-adc5-cdf274b79d66.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGQwcHRhOC0zYWUyNTRmOC1hZTAyLTRiMTQtYWRjNS1jZGYyNzRiNzlkNjYucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ci89toPErO_aaaOD1AKB5SbSBtoS2JwMjtdvFd_e
11k'
style='position:absolute; bottom:10px; left:30px; width:390px' />
<div style='margin-top:400px'></div>
***Natural Armor.*** Your skin alone is tough enough to block sword and bullets.
While you're not wearing armor, your armor class is calculated as 13 + your
Dexterity modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC.
***Spark of War.*** When you deal damage to a target, you may choose to deal extra
acid, cold, fire, lightning, poison, or thunder damage equal to your proficiency
bonus. You choose which type when you create your character.
You can use this trait a number of times equal to your proficiency bonus. You
regain all expended uses when you finish a long rest.
```
```
<div style='margin-top:450px'></div>
#### Revived
You have died before, but by some miraculous or accursed means you have returned to
life as an undead.
***Darkvision.*** 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.
***Deathless Nature.*** You do not require air, food, or water. Additionally, you
do not require sleep, and creations and devil fruits cannot put you to sleep. You
can finish a long rest in 4 hours if you spend those hours in an inactive,
motionless state, during which you retain consciousness.
***Grave Fortitude.*** You have advantage on death saving throws, and on saving
throws against poisons and disease. Additionally, you have resistance to poison
damage.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dd3t4a2-49833158-8396-4e2b-8aff-2eca204451ef.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGQzdDRhMi00OTgzMzE1OC04Mzk2LTRlMmItOGFmZi0yZWNhMjA0NDUxZWYucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.zoNT3PgB5UXkoTQt_gzsUVwzWOY9azxd3U_kKgKg
4IQ'
style='position:absolute; bottom:30px; right:40px; width:400px' />
\page
```
```
## 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.
***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.
***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.
***Subraces.*** Choose between standard giant, ancient giant, wotan, or ice giant.
***Giant Slam.*** Your unarmed strikes deal 1d8 bludgeoning damage due to your
size.
<img
src='https://i.pinimg.com/564x/0b/0b/7e/0b0b7e2487a5afcb284ace9ba06aabdb.jpg'
style='position:absolute; bottom:00px; left:0px; width:820px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:00px; left:0px; width:820px' />
\page
#### Standard Giant
You are a giant, your strength and size is fearsome.
***Natural Athlete.*** You have proficiency in the Athletics skill.
***Warrior's Might.*** When you successfully hit with an attack, you can choose to
deal the maximum damage of your weapon dice. You regain this ability at the end of
a short or long rest.
***Giant's Endurance.*** As a reaction to taking damage, you can reduce the damage
by 1d12 + your Constitution Modifier. You have three uses of this ability and
regain all uses at the end of a short or long rest.
<div style='margin-top:240px'></div>
***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.
***Natural Weapons.*** All of your unarmed strikes deal 1d10 damage. You can use
their teeth and horns to deal piercing damage.
***Titanic Strength.*** At no point does your strength falter. Whenever you make a
strength check, you can treat the dice roll as a 10, and add additional modifiers.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd1f6-59527b00-712b-43e6-9548-abbcf5f02c08.png?
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fKw'
style='position:absolute; bottom:610px; left:50px; width:320px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dc4kkpk-97075be6-7555-470c-b68e-8b37b14ca36c.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.S-vK4A-
w6OQXA2O_45LKhY45xwwo5XfdMljz4vVT9Wc'
style='position:absolute; bottom:100px; left:50px; width:340px' />
```
```
#### Wotan
You are part giant and part fishman.
***Size.*** Due to not being a full blooded giant, your size is Huge, rather than
gargantuan.
***Speed.*** You have a movement speed of 35 feet and a swimming speed of 35 feet.
***Darkvision.*** 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.
***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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dbcd45k-14aad58b-8f13-40a8-94af-87a336126230.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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M1N1wvZGJjZDQ1ay0xNGFhZDU4Yi04ZjEzLTQwYTgtOTRhZi04N2EzMzYxMjYyMzAucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.A33oZWLJccUS0ZiutfU31TYyS239IsEGbAepJ38L
818'
style='position:absolute; top:320px; right:80px; width:350px' />
<div style='margin-top:250px'></div>
***Frost Born.*** You have resistance to cold damage and can 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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/51158316-fd7e-
48ca-b5fe-8542e9dfe357/dczgdsk-f93db356-e984-4979-a9ee-e132a0e32a27.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzUxMTU4MzE2LWZkN2UtNDhjYS1iNWZlLTg1NDJlOWRmZT
M1N1wvZGN6Z2Rzay1mOTNkYjM1Ni1lOTg0LTQ5NzktYTllZS1lMTMyYTBlMzJhMjcucG5nIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.GK9ptkPqzWHn37ARKQYsomzUgX5g-
6qxD9wPUQ5PNwA'
style='position:absolute; top:750px; right:80px; width:350px' />
\page
# Chapter 2: Classes
People who take to the seas are all individuals with the potential for greatness in
their hearts. They are the wills with which history will be shaped, standing out
from the crowd as heroes, villains and simple seekers of freedom. Classes as they
exist in this setting represents a character's primary skillset and the abilities
they rely on to make their dream a reality.
***Creation (Spell).*** Spells and Spell Slots are referred to as Creations and
Creation Slots, however their functionality are virtually the same as in standard
Dungeons and Dragons 5th edition.
\page
## Barbarian
<div class='classTable'>
##### 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, Instinctive Pounce |
| 8th | +3 | Ability Score Improvement |
| 9th | +4 | Brutal Critical (1 die) |
| 10th | +4 | Path Feature, Primal Knowledge |
| 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 |
</div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
4672-9fef-426529ac8424/d67cjhr-2000d12f-6cff-4ad8-a407-d24b47343e6a.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzFiMTI3NGU2LWI0MmUtNDY3Mi05ZmVmLTQyNjUyOWFjOD
QyNFwvZDY3Y2poci0yMDAwZDEyZi02Y2ZmLTRhZDgtYTQwNy1kMjRiNDczNDNlNmEuanBnIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.ZibnqY4bF7SZ0H35oAcMApEfeNcq-
Fm7G_spEtPqMtc'
style='position:absolute; top:-00px; right:-50px; width:700px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3jj-28db04ca-5932-4f47-8fcb-d537d0821003.png/v1/fill/
w_1024,h_1326,strp/16___jh5nqvm_by_flamableconcrete_dcjq3jj-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNqai0yOGRiMDRjYS01OTMyLTRmNDctOGZjYi1kNTM3ZDA4M
jEwMDMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; top:0px; right:-10px; width:1100px' />
\page
## Class Features
As a barbarian, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d12 per barbarian level
- **Hit Points at 1st Level:** 12 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d12 (or 7) + your Constitution modifier per
barbarian level after 1st
#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** none
___
- **Saving Throws:** Strength, Constitution
- **Skills:** Choose two from Animal Handling, Athletics, Intimidation, Nature,
Perception, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a greataxe or *(b)* any martial melee weapon
- *(a)* two handaxes or *(b)* any simple weapon
- An explorer's pack and four javelins
### Rage
In battle, you fight with primal ferocity. On your turn, you can enter a rage as a
bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
Your rage lasts for 1 minute. It ends early if you are knocked unconscious. After
the duration, you become unable to activate this feature until 1 minute passes in
game.
### Unarmored Defense
While you are not wearing any armor, your armor class equals 10 + your Dexterity
modifier + your Constitution modifier. You can use a shield and still gain this
benefit.
You have advantage on Dexterity Saving Throws against effects that you can see,
such as traps and creations. To gain this benefit, you can’t be blinded, deafened,
or incapacitated.
This increases to two additional sets of damage dice at 13th level and three
additional sets of damage dice at 17th level.
\page
Each time you use this feature after the first, the DC increases by 5. When you
finish a short or long rest, the DC resets to 10.
## Primal Paths
Rage burns in every barbarian’s heart, a furnace that drives him or her toward
greatness. Different barbarians attribute their rage to different sources, however.
For some, it is an internal reservoir where pain, grief, and anger are forged into
a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem
animal. To a few, rage is a weakness unless controlled, honed like the blade they
wield to cut only when they wish for it do so.
```
```
When you use your Reckless Attack feature, all your melee weapon attacks score a
critical hit when the dice rolls 19 or higher until the end of your turn.
If you use this feature on a creature that has been frightened by this feature
within the last 24 hours, and is no longer frightened, it gets to make a Wisdom
saving throw to resist the effect on a success, using the same DC.
#### Retaliation
Starting at 14th level, when you or an ally within 5ft of you takes damage from a
creature that is within your melee range, you can use your reaction to make a melee
weapon attack against that creature.
When the attack hits, you double your rage damage bonus for that attack.
While swords are the most popular weapon for these barbarians, they are not
restricted to such weapons alone. The philosophy behind their power can be applied
to any melee weapon of their choice.
Whenever you reach a level in this class that grants the Ability Score Improvement
feature, you can replace a fighting style you know with another fighting style
available to Blademaster Barbarians.
\page
At 10th level, each of the hew options improve as per their description.
At 10th level, while raging, the range of the cleave increases to each creature
within 10ft, otherthan yourself.
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.
At 10th level, while raging, you gain a bonus to the damage roll of the attack
equal to half your level (rounded down).
At 10th level, while raging, you can move up to your full movement speed instead of
up to half.
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.
```
```
You can use this feature only once per rage, and must wait until your rage cooldown
ends until you can use it again.
#### Boomstick
At 3rd level, you've trained your body to withstand the recoil of smaller cannons.
You gain proficiency with cannons and improvised weapons, and can now wield the
swivel gun (Chapter 4) as a weapon, treating it as a ranged improvised weapon with
the heavy and two-handed properties. While wielded in your hands, it has a range
60/240. While wielding a swivel gun in this way, you can choose to not have damage
spread, as you assert firm control over your aim.
You are proficient with all cannons and use your Strength modifier for the attack
and damage rolls.
Additionally, you benefit from Reckless Attack when making ranged attacks with
swivel guns, and can add your bonus Rage damage to these attacks. Later when you
gain your Brutal Critical feature, it applies to ranged attacks with swivel guns as
well.
You can also use the bulk of the cannon to strike at enemies in melee range. In
this instance, the swivel gun acts as an improvised weapon that deals 2d6
bludgeoning damage on hit and has the heavy and two-handed properties.
The massive bulk of the cannon makes it unwieldy to use. You have disadvantage on
all ranged attack rolls with the swivel gun while you're not raging and wielding it
as a ranged improvised weapon.
In addition, while raging, you can use your object interaction to clean and reload
your swivel gun.
\page
* Your carrying capacity (including maximum load and maximum lift) is doubled, and
you have advantage on Strength (Athletics) checks made to push, pull, lift, or
break objects.
* When pushed or moved against your will, you can use your reaction to no be moved
against your will.
* You have advantage on Constitution saving throws.
#### Blastback
At 14th level, your aim has gotten good enough that you can send enemies flying
with your cannon.
Once per turn, while raging and when you hit a creature with a weapon attack using
a weapon with the heavy property, you can force the creature to make a Strength
saving throw. The DC for the saving throw is calculated as 8 + your proficiency
bonus + your Strength modifier. On a failed save, a creature is pushed up to 15
feet away from you and takes additional damage equal to half your Barbarian level
(rounded down).
You can roll a d6 in place of the normal damage of your unarmed strikes. If you
aren't wielding a weapon or a shield, you can roll a d8 instead.
Additionally, when you hit a creature with an unarmed strike while raging, that
creature has disadvantage on attack rolls against creatures other than you until
the start of your next turn.
While raging, you exude a 10ft radius aura. Each creature of your choice (including
yourself) within the radius cannot be frightened.
While raging, when a creature targets an ally within 30 feet with an attack, you
can immediately use your reaction to move up to half your speed and make a single
unarmed strike against the attacking creature if you're within range. You can take
this reaction before the creature rolls to attack.
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 have advantage on an
attack roll, you can forgo the advantage for that roll to make an additional
unarmed strike as part of the same action.
Your totem animal might be an animal related to those listed here but more
appropriate to your homeland. For example, you could choose a hawk or vulture in
place of an eagle.
***Bear.*** While raging, you have resistance to a number of damage types equal to
your proficiency bonus, except force and psychic damage. You choose these types
when you gain this feature, and each time your proficiency bonus increases. The
spirit of the bear makes you tough enough to stand up to any punishment.
***Elk.*** While you're raging and aren't wearing heavy armor, your walking speed
increases by 15 feet. The spirit of the elk makes you extraordinarily swift.
\page
***Eagle.*** While you're raging and aren't wearing heavy armor, other creatures
have disadvantage on opportunity attack rolls against you, and you can use the Dash
action as a bonus action on your turn. The spirit of the eagle makes you into a
predator who can weave through the fray with ease.
***Tiger.*** While you're raging, if you move at least 20 feet in a straight line
towards a target that is no more than 1 size larger than you, that target must
succeed on a Strength saving throw, DC equal to 8 + your proficiency bonus + your
Strength Modifier, or be knocked prone. If the target is prone, you can make 1
melee attack against it as a bonus action.
***Wolf.*** While you're raging, your friends have advantage on melee attack rolls
against any creature within 5 feet of you that is hostile to you.
***Lion.*** While raging, you have advantage on all attack rolls against a creature
if at least 1 of your allies is within 5ft of it, and that ally is not unconscious.
***Shark.*** While raging, when you make a melee weapon attack using Strength
against a creature that is below its hit point maximum, you gain a bonus to the
damage roll equal to your rage damage bonus.
***Bear.*** You gain the might of a bear. 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.
***Eagle.*** You gain the eyesight of an eagle. You can see up to 1 mile away with
no difficulty, able to discern even fine details as though looking at something no
more than 100 feet away from you. Additionally, dim light doesn't impose
disadvantage on your Wisdom (Perception) checks.
***Tiger.*** You gain proficiency in two skills from the following list: Athletics,
Acrobatics, Stealth, and Survival. The cat spirit hones your survival instincts.
***Wolf.*** You gain the hunting sensibilities of a wolf. You can track other
creatures while traveling at a fast pace, and you can move stealthily while
traveling at a normal pace.
***Lion.*** You gain the lion's sense of kinship. Choose up to 5 friendly creatures
who take a Short or Long Rest with you. Each of them gains Temporary Hit Points
equal to twice your Constitution Modifier.
***Shark.*** You gain the shark's ability to navigate through water. You gain a
swim speed equal to your current walking speed. Additionally, you gain the ability
to hold your breath for 1 hour.
Additionally, while raging, you ignore the effects of any and all difficult
terrain.
***Bear.*** While you're raging, any creature within 5 feet of you that's hostile
to you has disadvantage on attack rolls against targets other than you or another
character with this feature. 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 move to pass
through the space of a Large or smaller creature. That creature must succeed on a
Strength saving throw (DC 8 + your Strength bonus + your proficiency bonus) or be
knocked prone and take bludgeoning damage equal to 1d12 + your Strength modifier.
***Eagle.*** While raging, you have a flying speed equal to your current walking
speed.
***Tiger.*** While raging, at the end of each of your turns, you can make a stealth
check to attempt to hide as a free action. When hiding in this way, you can hide in
dim light, behind a creature that is of equal size, essentially anytime you are
lightly obscured
***Wolf.*** While you're raging, you can use a bonus action on your turn to knock a
Large or smaller creature prone when you hit it with a melee weapon attack.
***Lion.*** While raging, you can use a bonus action to emit a powerful roar and
encourage your allies. Until the start of your next turn, each friendly creature
within 15 feet of you that heard you adds your rage bonus to weapon damage rolls.
***Shark.*** While raging, you have advantage on melee attack rolls against any
creature that doesn't have all its Hit Points.
Your aura has an effect that activates when you enter your rage, and you can
activate the effect again on each of your turns as a bonus action.
If your aura’s effects require a saving throw, the DC equals 8 + your proficiency
bonus + your Constitution modifier.
Whenever you finish a long rest, choose firestorm, thunderstorm, or blizzard. Your
aura’s effect depends on that chosen storm, as detailed below.
Additionally, you can cause sensory effects to form from the elements created by
your storm. For example, if you chose Firestorm, you can cause shapes made of
flames to appear.
\page
##### Firestorm
When this effect is activated, all creatures in your aura other than you take 1d6
fire damage. The damage increases when you reach certain levels in this class,
increasing to 2d6 at 5th level, 3d6 at 11th level, and 4d6 at 17th level.
##### Thunderstorm
When this effect is activated, you can choose one other creature you can see in
your aura. The target must make a 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
When this effect is activated, you and each other creature of your choice in your
aura gain 1d6 temporary hit points, as icy armor covers it. The temporary hit
points increase when you reach certain levels in this class, increasing to 2d6 at
5th level, 3d6 at 11th level, and 4d6 at 17th level.
##### Firestorm
You gain resistance to fire damage, and you don’t suffer the effects of extreme
heat, as described in the Dungeon Master’s Guide. Moreover, as an action, you can
touch a flammable object that isn’t being worn or carried by anyone else and set it
on fire.
##### Thunderstorm
You gain resistance to lightning and thunder damage. Moreover, as an action, you
can summon wind, rainfall and the faint sounds of thunder in the distance. These
effects only occur within a 10ft radius of you, and water from the rainfall
vanishes 1 minute after you leave the area.
##### Snowstorm
You gain resistance to cold damage, and you don’t suffer the effects of extreme
cold, as described in the Dungeon Master’s Guide. Moreover, as an action, you can
freeze and shape water in a 5-foot cube into ice sculptures, which melt after 1
minute. This action fails if a creature is in the cube.
##### Firestorm
Immediately after a creature in your aura hits you with an attack, you can use your
reaction to force that creature to make a Dexterity saving throw. On a failed save,
the creature takes fire damage equal to your barbarian level, or half as much
damage on a successful one.
##### Thunderstorm
When you hit a creature in your aura with an attack, once per turn, you can force
that creature to make a Strength saving throw. On a failed save, the creature takes
lightning or thunder damage equal to half your barbarian level and is knocked
prone, or half as much damage and not knocked prone on a successful one.
##### Snowstorm
Whenever the effect of your Storm Aura is activated, you can choose one creature
you can see in the aura. That creature must succeed on a Constitution saving throw
as numbing frost covers it. On a failed save, the creature takes cold damage equal
to half your barbarian level and its speed is reduced to 0 until the start of your
next turn, or half as much damage and its speed is not reduced on a successful one.
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 barbarians emanate can overwhelm any enemy, and foresee the paths of all
living things.
When you reach certain levels in this class, you can reduce the damage by more: by
3d8 at 6th level, 4d8 at 10th level and by 5d8 at 14th level.
Additionally, you gain resistance to psychic damage and all 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.
\page
Through their rage, they can move mountains with their unbelievable physical power,
reach farther beyond the veil, and channel their inner strength to infuse their
weapons with potent energy. Channeler's rend the world around them so that it may
be made anew.
When you enter your rage, you can infuse one weapon of your choice that you are
holding with one of the following damage types: acid, cold, fire, thunder, or
lightning. While 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.
While raging and holding the infused weapon, you can use a bonus action to change
the infused weapon’s current damage type to a different one from the above damage
types.
* 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.
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.
If at the end of this movement, the thrown creature isn’t on a surface or liquid
that can support it, the creature falls, taking damage as normal and landing prone.
Your reach now increases by 10 feet, and you count as huge when determining your
carrying capacity and the weight you can push, drag, lift, and for grapple and
shove attempts.
You can now use your Move Mountains to move creatures that are Large or smaller.
In addition, the extra damage dealt by your Channel Elements feature increases to
2d8.
<img
src='https://cdna.artstation.com/p/assets/images/images/030/154/676/medium/
grafit-studio-768789098.jpg?1614263436'
style='position:absolute; bottom:-20px; right:-200px; width:900px' />
<img
src='https://i.imgur.com/tGQE6He.png'
style='position:absolute; bottom:-100px; right:-150px; width:650px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq5b0-e59f2e4b-eb1a-4a2a-80a5-5e43cf723e92.png/v1/fill/
w_1024,h_1326,strp/43___nawdgqf_by_flamableconcrete_dcjq5b0-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:0px; right:-50px; width:900px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
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\page
### Path of the Forgemaster
Forged in iron and scalding flames emerges the expert Forgemaster, proudly donning
their creation to the world, their signature armor. Forgemasters imbue their rage
into the very metal they sculpt, having it act as a second skin as they show what
is trully possible when you take your fate in your own hands. A Forgemaster's armor
is best described with one word. Impenetrable.
When you create this armor, choose a damage type from the following list:
bludgeoning, piercing, slashing, fire, lightning, thunder, acid, or cold.
While you are wearing your Forgemaster's Armor, you gain the following benefits:
* You gain a +1 bonus to your AC.
* You can use a bonus action to make one melee weapon attack with your armor
against a target within 5 feet of you. If the attack hits, the armor deals 1d6
damage of the type you chose when you create the armor. You use your Strength
modifier for the attack and damage rolls.
* When you grapple a creature, the target takes 1d6 damage of the chosen type if
your grapple check succeeds.
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.
```
```
* At the start of each of your turns, while you are raging, you gain temporary hit
points equal to double your proficiency bonus. They vanish if any of them are left
when your rage ends.
* You gain resistance to the chosen damage type when you made your Forgemaster's
Armor.
Once per turn, when you move 20ft towards a target and hit them with a melee
attack, it deals extra damage equal to your level. The damage type is the type you
chose when you made your Forgemaster's armor.
<img
src='https://cdna.artstation.com/p/assets/images/images/059/108/652/large/kevin-
tan-vinrylgrave-104617077-p2-master1200.jpg?1675676233'
style='position:absolute; bottom:-600px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; top:0px; right:0px; width:1100px' />
\page
## Bard
<div class='classTable wide'>
##### The Bard
| Level | Proficiency Bonus | Features | Tricks 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 Inspiration |
4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 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), Expertise, Musical
Secrets, Font of Vitality | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | 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 |
</div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/d28a9efa-890a-
416c-9413-6796c5d2f7a1/dcnzkh2-59eb1ed4-adfc-4e9d-bd75-5c1d13e98cca.jpg/v1/fill/
w_600,h_663,q_75,strp/soul_king_brook__one_piece__by_art_by_evan_dcnzkh2-
fullview.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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GNjYS5qcGciLCJ3aWR0aCI6Ijw9NjAwIn1dXSwiYXVkIjpbInVybjpzZXJ2aWNlOmltYWdlLm9wZXJhdGlv
bnMiXX0.khMvscRKsWTyi-SFTTrjAxVwr6IMUojoGC5-dXblOVM'
style='position:absolute; bottom:-350px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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GEwZDkucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.1RwvgayDFSgISJf49eg-xktCgjEgWv51hF7ZuNa5-9g'
style='position:absolute; top:-50px; right:0px; width:1100px' />
\page
## Class Features
As a bard, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per bard level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per bard
level after 1st
#### Proficiencies
___
- **Armor:** Light armor
- **Weapons:** Simple weapons, hand crossbows, pistols, cutlass, longswords,
rapiers, shortswords
- **Tools:** Three musical instruments of your choice
___
- **Saving Throws:** Dexterity, Charisma
- **Skills:** Choose any three
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* a rapier, *(b)* a longsword, or *(c)* any simple weapon
- *(a)* a diplomat's pack or *(b)* an explorer's pack
- *(a)* a lute or *(b)* any other musical instrument
- Leather armor and a dagger
At the end of a long rest, you can change one of the tricks you know for another
from your creation list.
For example, if you know the 1st-level creation _healing word_ and have a 1st-level
and a 2nd-level creation slot available, you can cast _healing word_ using either
slot.
You prepare the list of bard creations that are available for you to cast. To do
so, choose a number of bard creations equal to your Charisma modifier + your bard
level (minimum of 1 creation). The creations must be of a level for which you have
creation slots.
For example, if you are a 3rd-level bard, you have four 1st-level and two 2nd-level
creation slots. With an Charisma of 14, your list of prepared creations can include
seven creations of 1st or 2nd level, in any combination. If you prepare the 1st-
level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot.
Casting the creation doesn't remove it from your list of prepared spells.
You can change your list of prepared creations when you finish a long rest.
Preparing a new list of bard creations requires time spent making art with your
creation casting focuses: at least 1 minute per creation level for each creation on
your list.
<center>
Once within the next 10 minutes, the creature can roll the die and add the number
rolled to one ability check, attack roll, or saving throw it makes. The creature
can wait until after it rolls The D20 before deciding to use the Bardic Inspiration
die, but must decide before the DM says whether the roll succeeds or fails. Once
the Bardic Inspiration die is rolled, it is lost. A creature can have only one
Bardic Inspiration die at a time.
You can use this feature a number of times equal to 1 + your Charisma modifier. You
regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class.
The die becomes a d8 at 5th Level, a d10 at 10th level, and a d12 at 15th level.
\page
You can use this feature a number of times equal to 1 + your Charisma modifier,
regaining all uses at the end of a long rest.
### Expertise
At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies.
At 10th level, you get to choose another 2 skill proficiencies to gain this
benefit.
### Countercharm
At 6th level, you gain the ability to use musical notes or words of power to
disrupt mind-influencing effects. As a reaction to a creature failing an effect
that would leave them charmed or frightened, you can make them succeed instead. A
creature must be within 60ft range of yourself and able to hear you to 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.
```
```
Choose two creations from any class creation list found in this document, including
this one. The creation must be of a level you can use, as shown on the Bard table,
or a trick.
The chosen creations count as bard creations for you and are included in the
Creations Known column on the Bard table.
You learn two additional creations from any classes at 14th and again at 18th
level.
### Font of Vitality
At 10th level, you regain all of your expended uses of Harmonic Vitality when you
finish a short or long rest.
## Bard College
The way of a bard is gregarious. Bards seek each other out to swap songs and
stories, boast of their accomplishments, and share their knowledge. Bards form
loose associations, which they call colleges, to facilitate their gatherings and
preserve their traditions. A bard college is rarely a physical place, though such
institutions do exist, but more often than not they are simply a collective term
for bards that share similar philosophies and walks of life.
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 musician aboard a pirate ship typically looks upon their captain or their
whole crew in this fashion. These bards arm themselves for battle, intent on seeing
the legends be made with their own eyes. Even if they don't have eyes.
Additionally, when you attack with any weapon that you are proficient with, you can
use your Charisma modifier, instead of Strength or Dexterity, for the attack and
damage rolls.
\page
When you use one of these flourishes, you gain a number of temporary hit points
equal to one roll of your Bardic Inspiration die + your Charisma modifier.
When a creature has one of your Bardic Inspiration dice, they can expend the die
and use one of your Legendary Flourishes, using your Charisma modifier.
When you see a friendly creature be reduced to 0 hit points, you can use your
reaction to sound a majestic melody that resonates with their spirit. The target
instead falls to 1 hit point before it regains a number of hit points equal to your
bard level, even if it normally would have died. Any negative effects caused by
falling to 0 hit points are negated.
Once you use this feature, you must finish a short or long rest before you can do
so again.
You can use this feature a number of times equal to your proficiency bonus, and
each option only takes a single use. You regain all uses of this ability at the end
of a long rest.
* **Failsafe.** When you use a creation that forces other creatures to make a
saving throw, you can protect some of those creatures from the creations' full
effects. Choose a number of those creatures up to your creativity modifier (minimum
of one). A chosen creature automatically succeeds on its saving throw against the
creation, and they take no damage if they would normally take half damage on a
successful save.
* **Extended Range.** When you use a creation that has a range of 5 feet or
greater, you can instead double the range of the creation. When you use a creation
that has a range of touch, you can instead make the range of the creation 30 feet.
* **Quick Creation.** When you use a creation that has a creation time of 1 action,
you can change the casting time to 1 bonus action for this usage.
* **Silenced.** When you use a creation, you can use it without any somatic or
verbal components.
* **Alternative Effects.** When you use a creation that deals a type of damage from
the following list, you can change that damage type to one of the other listed
types: acid, cold, fire, lightning, poison, or thunder.
\page
* **Double Trouble.** When you use a creation that targets only one creature and
doesn't have a range of self, you can target a second creature in range with the
same creation. To be eligible, a creation must be incapable of targeting more than
one creature at the creation's current level. For example, the Missiles and Scorch
creations aren't eligible, but Haste and Elemental Orb are.
When you use your Cutting Words feature on an enemy, that enemy has disadvantage on
their next saving throw, or until you use this feature on another creature.
Once you use this feature, you can't use it again until you finish a long rest,
unless you expend a creation slot to use it again.
When a creature within 60 feet of you adds one of your Bardic Inspiration dice to
its ability check, attack roll, or saving throw and the roll succeeds, you can use
your reaction to encourage a different creature (other than yourself) that can hear
you within 60 feet of you, giving it a Bardic Inspiration die without expending any
of your Bardic Inspiration uses.
You can use this reaction a number of times equal to your Charisma modifier
(minimum of once), and you regain all expended uses when you finish a long rest.
Members of the college of the idol are never in the same place for long,
essentially on a never-ending tour. They go from sea to sea, either by themselves
or in a group, inspiring those around them as they shine brighter than any star.
\page
In addition, each creature of your choice within your aura gains a bonus to their
saving throws equal to your Charisma modifier (minimum of 1) while you are
conscious.
The college’s members are often scattered across the sea, singing shanties and
clashing blades to the beat. Their performances are a sight to behold and a sight
to fear if you aren't a member of the audience.
Whenever you reach a level in this class that grants the Ability Score Improvement
feature, you can replace a fighting style you know with another fighting style
available to College of Swords bards.
```
```
When you hit a creature with a weapon attack, you can expend one use of your Bardic
Inspiration to deal an additional 2d6 damage to that target the same type as the
weapon you are wielding. You can do so only once per round on your turn.
This extra damage increases when you reach certain levels in this class, increasing
to 3d6 at 5th level, 5d6 at 10th level, and 8d6 at 15th level.
Your movement speed is increased by 10ft, and you can attack twice, instead of
once, whenever you take the Attack action on your turn.
When you use Ordnance Requiem, instead of expending a use of Bardic Inspiration,
you can instead deal the damage, except the d6s are now d4s. For example at 15th
level, the damage would be 8d4.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/80909bb5-7871-
4467-aca4-daf835de291b/dey38kw-a49230a5-27f8-430b-a0fc-35b63b814978.jpg/v1/fill/
w_1083,h_738,q_70,strp/
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<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
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\page
The college’s members are masters of psychology and how then vast and complex mind
operates. Often they are either revered or feared for their abilities and talents.
Typically they hide in the shadows, behind formidable and intelligent leaders of
powerful organizations.
As part of a long rest, you can spend an hour practicing with an object of small or
lesser size, transforming it into your hypnotic focus. This object remains as your
hypnotic focus until you practice with another object for 1 hour over the course of
a long rest.
When you use a bard creation that deals damage or restores hit points while holding
your Hypnotic Focus, you can add an extra die to the roll. You gain a bonus to one
damage or healing roll of the creation equal to the number rolled. The die is the
same size as your Bardic Inspiration die.
You can use an action to choose one creature you can see within 30 feet of you
(this can be you) to be the target of the Mesmerizing Words' effect. Once you do
so, you can’t bestow the words' effect again until you roll it again.
You can retain only one of these words in mind at a time, and rolling on the
Mesmerizing Words table immediately ends the effect of the previous tale. If the
effect requires a saving throw, the DC equals your creation save DC.
<img
src='https://cdnb.artstation.com/p/assets/images/images/011/292/423/large/oh-
nips-wip.jpg?1528832022'
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\page
## Class Features
As a brawler, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per brawler level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per
brawler level after 1st
#### Proficiencies
___
- **Armor:** None
- **Weapons:** Simple weapons, improvised weapons
- **Tools:** Choose one type of artisan's tools or one musical instrument
___
- **Saving Throws:** Strength, Dexterity
- **Skills:** Choose two from Acrobatics, Animal Handling, Athletics, Insight,
Intimidation, Stealth or Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
- A simple weapon of your choice and 10 darts
### Brawling
At 1st Level, your experience in street fighting gives you mastery of combat styles
that use unarmed strikes and brawler weapons, which are improvised weapons and any
simple melee weapons that lacks the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only brawler
weapons and you aren’t wearing armor or wielding a shield:
* You can use Dexterity instead of Strength for the attack and damage rolls of your
unarmed strikes and brawler weapons.
* You can roll a d6 in place of the normal damage of your unarmed strike or brawler
weapon. This die changes as you gain brawler levels, as shown in the Brawling
column of the Brawler table.
* When you hit with an unarmed strike, improvised weapon, or brawler weapon, you
can choose to make the damage type of the attack bludgeoning, piercing, or
slashing.
* When you use the Attack action with an unarmed strike or a monk weapon on your
turn, you can make one unarmed strike as a bonus action. For example, if you take
the Attack action and attack with a quarterstaff, you can also make an unarmed
strike as a bonus action, assuming you haven't already taken a bonus action this
turn.
### Spirit
Starting at 2nd Level, your training allows you to draw upon an inner energy of
willpower and grit. Your access to this energy is represented by a number of spirit
points. Your brawler level determines the number of points you have, as shown in
the Spirit Points column of the Brawler table.
You can spend these points to fuel various spirit features. You start knowing three
such features: Flurry of Blows, Patient Defense, and Deft Escape. You learn more
spirit features as you gain levels in this class.
When you spend a spirit point, it is unavailable until you finish a short or long
rest, at the end of which you psyche your spirit back to full energy.
Some of your spirit features require your target to make a saving throw to resist
the feature’s Effects. The saving throw DC is calculated as follows:
Additionally, as a bonus action, you can take the Disengage or Dash action, and
your jump distance is doubled for the turn.
At 9th level, you gain the ability to move along vertical surfaces and across
liquids on your turn without falling during the move.
Your fighting style grants you features at 3rd level and then again at 6th, 11th,
and 17th level.
\page
### Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile
when you are hit by any ranged attack. When you do so, the damage you take from the
attack is reduced by 1d10 + your Dexterity modifier + your brawler level.
If you reduce the damage to 0, you can catch it if you have a free hand. If you
catch it in this way, you can spend 1 spirit point to make a ranged attack with the
weapon or ammunition you caught, as part of the same reaction. You make this attack
with proficiency, and the missile counts as a brawler weapon for the attack, which
has a normal range of 20 feet and a long range of 60 feet. You do not have close
range disadvantage with this attack.
### Evasion
At 7th level, your instinctive agility lets you dodge out of the way of certain
area effects, such as a _fireball_ creation. When you are subjected to an effect
that allows you to make a Dexterity saving throw to take only half damage, you
instead take no damage if you succeed on the saving throw, and only half damage if
you fail.
### Shake it Off
At 7th level, you can use your action to regain hit points equal to three times
your brawler level. You must finish a long rest before you can use this feature
again.
```
```
Additionally, whenever you make a saving throw and fail, you can spend 1 spirit
point to reroll it and take the second result.
## Brawling Style
Anyone can throw a punch if they try hard enough, but over time specific brawling
styles arose around the world. Each brawling style has a unique origin and
philosophy behind it depending on the purpose for which it was developed.
### Daredevil
Daredevils are brawlers that go into a fight seemingly without a plan and fight
with complete abandon. However, while they may look unprofessional and unrefined
from an outside perspective, a daredevil is defined by the purpose for which they
fight, be it personal glory, a greater calling, or their friends. Few enemies make
for scarier opponents than a daredevil with everything to lose.
In place of an unarmed strike, you can touch a creature and force it to make a
Constitution saving throw. The creature takes bludgeoning damage equal to one roll
of your brawler die + your Wisdom modifier on a failed save, and half as much on a
successful one. This damage cannot be resisted or reduced in any way except with
certain Haki abilities. When you use this feature, you can spend a number of spirit
points up to your proficiency bonus, adding one additional brawler die to the
damage for each spirit point spent.
In the place of an unarmed strike, you can instead make a ranged attack with a
range of 60 feet. You are proficient with it, and you add your Dexterity or Wisdom
modifier (your choice) to its attack and damage rolls. Its damage is your choice of
bludgeoning, piercing, or slashing, and its damage die is a d6. This die changes as
you gain brawler levels, as shown in the Brawling column of the Brawler table.
```
```
Additionally, when a creature you can see attacks a target, including you, that is
within 5 feet of you, you can use your reaction to reroll the attack roll, and the
lowest takes effect.
#### Water Heart
At 11th level, you learn a powerful technique to turn the ocean's tide upon your
enemies. As an action, you can gather water and hurl it at a point you can see
within 120 feet.
Each creature in a 20-foot radius sphere centered on that point must make a
Dexterity saving throw, taking 4d6 bludgeoning damage on a failed save and half as
much on a success. On a failed save, a creature additionally falls prone.
As part of this action, you can spend a number of spirit points up to your
proficiency bonus, adding an additional 2d6 damage for each spirit point spent.
Additionally, if you spent at least 1 spirit point, a tube of water connects your
position and the center of the sphere, which lasts until the start of your next
turn. At your position is the entrance, and at the center of the sphere is the
exit. A creature can enter the tube at its entrance and use a bonus action to ride
the currents, appearing at an empty square of its choice within 20 feet of the
tube's exit.
A fatigued creature can make a Constitution saving throw at the end of each of its
turns, ending the fatigue effect on itself on a successful save.
### Ninja
Ninjas are the legendary shadow warriors of Wano. Officially known as the
Oniwabanshu, they are the eyes and ears of Wano's shogun. Renowned for their
stealth and tricks.
Additionally, you gain the Temporary Trick trick if you don't already know it. All
of these creations use your Spirit DC.
Furthermore, as a bonus action, you can take the Hide or Search action.
\page
Choose three of the following techniques. You gain the benefits of the chosen
techniques immediately.
* **Moon Walk.** As a bonus action, you can spend 1 spirit point to grant yourself
a flight speed equal to half walking speed for one minute.
* **Iron Body.** As a reaction to taking damage, you can halve it. Afterwards, your
movement speed becomes 0 until the end of your next turn.
* **Finger Pistol.** As part of making an unarmed strike, you can make the attack
deal piercing damage, and you increase the size of the damage dice roll. For
example 1d6 => 1d8, 1d10 => 1d12.
* **Tempest Kick.** In the place of an unarmed strike, you can instead make a
ranged attack with a range of 60 feet. You are proficient with it, and you add your
Dexterity to its attack and damage rolls. Its damage is slashing, and its damage
die is a d6. This die changes as you gain brawler levels, as shown in the Brawling
column of the Brawler table.
* **Shave.** As a bonus action on your turn you can teleport 10ft. Alternatively,
you can use a reaction when a creature targets you with an attack, you can spend 1
spirit point to impose disadvantage on the attack and then teleport 10ft.
* **Paper Art.** As a reaction when a creature hits you with an attack, you can
spend a spirit point to add your proficiency bonus to your AC against the
triggering attack, potentially causing the attack to miss.
When you reach 6th level in this class, you gain the remaining 3 techniques you
didn't choose at 3rd level.
* **Moon Walk.** When you use Geppo, you can now use your full movement speed when
flying. While flying this way, opportunity attacks against you are made at
disadvantage.
* **Iron Body.** You can now use any of your movement and still retain the benefits
of this technique. Your unarmed strikes also harden, allowing you to add half your
proficiency bonus rounded down to your attack and damage rolls.
* **Tempest Kick.** The range of your tempest kick increases to 120 and ignores any
resistance to slashing damage. The attack now deals double damage to objects and
structures, as well.
* **Shave.** The distance you can teleport with this technique increases to 20
feet, and you have advantage on the first attack roll you make after teleporting
like this.
* **Paper Art.** The bonus to your AC granted by this technique now persists until
the start of your next turn, not only against the triggering attack. It persists
even if the triggering attack still hits.
When you reach 17th level in this class, you gain the remaining four enhanced
techniques you didn't choose at 11th level.
As an action, you exert a blast of force from your hands that is 5ft wide and 30ft
long, expending up to 6 spirit points. Any creatures within this area must make a
Constitution 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.
\page
### Okama Kenpo
Okama kenpo is a kick-focused martial art inspired by dance routines, such as
ballet, developed by the inhabitants of the Kamabakka kingdom. While most of its
practitioners are okama, that is not a requirement to master it.
Additionally, you may use your Charisma score in place of your Wisdom score for all
your Brawler abilities, including Unarmored Defense, Spirt Save DC, and more.
As a bonus action on your turn, you can force a creature to make a Wisdom (Insight)
check contested by your Charisma (Performance) check. On a successful check, you
have advantage on all weapon attacks against the target until the end of your turn.
If you successfully perform the Swan dance ability, all of your aesthetic weapons
deal extra damage equal to half of your proficiency bonus(round up) if you do hit.
When you use your Flurry of Blows and hit with both attacks, you can make one
additional unarmed strike as part of the same action. If this additional attack
hits, the target must make a Strength saving throw. On a failed save, you decide
whether the creature is knocked prone or pushed 15 feet away from you.
Alternatively, you can forgo the additional attack and move 5 * proficiency bonus
with opportunity attacks against you at disadvantage.
```
```
Your Elegant Combination special attack now always scores a critical hit on a
successful hit.
At the start of your turn, you may spend five Spirit points so that for the next
minute you may choose to take two bonus actions during each of your turns.
In addition, for the duration, once per turn, when you use your Spirit Strike
feature, you may ignore the Spirit point cost.
Furthermore, any class ability or saving throw that utilizies your Dexterity
modifer, you can instead use your Strength Modifier. This includes your Unarmored
Defense, Deflect Missiles, and Dexterity Saving Throws.
Additionally, when you gain the Evasion feature at 7th level, your Strength Saving
Throws also benefit from the feature.
Additionally, you are considered one size larger for the purposes of shoving or
grappling and have advantage on Strength checks to grapple and shove.
At the start of each of your turns, any creature you have grappled takes
bludgeoning damage equal to your Martial Arts Dice.
Additionally, attacks made against you before you have taken a turn in combat have
disadvantage.
#### Tranquility
Beginning at 11th level, you can enter a special meditation that surrounds you with
an aura of peace. At the end of a long rest, you gain the effect of a Sanctuary
creation that lasts until the start of your next long rest (the creation can end
early as normal). The saving throw DC for the creation equals 8 + your Wisdom
modifier + your proficiency bonus.
You can have only one creature under the effect of this feature at a time. You can
choose to end the vibrations harmlessly without using an action.
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. If you have no more uses of
this feature remaining, you can instead spend 1 spirit point to use the feature.
\page
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. If you have no more uses of
this feature remaining, you can instead spend 1 spirit point to use the feature.
When you use Hand of Healing on a creature, you can also end one disease or one of
the following conditions affecting the creature: blinded, deafened, paralyzed,
poisoned, or stunned. When you use Hand of Harm on a creature, you can subject that
creature to one of the following conditions: blinded, deafened, or poisoned until
the end of your next turn.
Once you use this feature, you can't use it again until you finish a short or long
rest.
At the start of each of your turns, and if you have at least 1 hit point, you gain
a number of temporary hit points equal to your Wisdom Modifier. This amount of
temporary hit points doubles when you reach 6th level.
As a bonus action, you can expend a spirit point to enter a Swinging Stance for 1
minute with concentration, as if you were concentrating on a creation. When you
enter this state, and each time you start your turn while in this stance, roll a
d8. This d8 determines a specific benefit you gain that lasts until the start of
your next turn, the benefit is listed on the Swinging Stance table below.
At the end of a long rest, choose one of the following damage types: acid, cold,
fire, lightning, poison, or thunder damage. When you damage a target with an
unarmed strike, you can change the damage type to the chosen type.
In addition, as a bonus action, you can spend 1 spirt point to surround yourself
with your chosen element. For 10 minutes, the elements surround you. You determine
their appearance, and they vanish early if you are incapacitated or die.
While the elements are present, you gain the following benefits:
* You can use your Wisdom modifier in place of your Strength modifier when making
Strength checks and Strength saving throws.
* Your unarmed strikes can use your Wisdom modifier in place of your Strength or
Dexterity modifier for the attack and damage rolls, and their damage type is of the
one you chose at the end of a long rest.
* You gain darkvision for 120 feet.
```
```
* When you make an unarmed strike, your reach for it is 5 feet greater than normal.
* When you use your bonus action to dash or disengage, you unleash a burst of
elements, giving you have a flying speed equal to your walking speed that lasts
until the end of your 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.
* 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, thunder, or poison 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.
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).
\page
## Fighter
<div class='classTable'>
##### The Fighter
| Level | Proficiency 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) |
</div>
## 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
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jEwMDMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; top:-00px; right:-100px; width:1100px' />
\page
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your background:
- *(a)* a chainmail, *(b)* a heavy longcoat, or *(c)* leather armor, longbow, and
20 arrows
- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* a light crossbow and 20 bolts or *(b)* two handaxes
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
Whenever you reach a level in this class that grants the Ability Score Improvement
feature, you can replace a fighting style you know with another fighting style
available to fighters.
Once you use this feature, you must finish a short or long rest before you can use
it again. Starting at 17th level, you can use it twice before a rest, but only once
on the same turn.
The number of attacks increases to three when you reach 11th level in this class
and to four when you reach 20th level in this class.
### Indomitable
Beginning at 9th level, you can, with advantage, reroll a saving throw that you
fail. If you do so, you must use the new roll, and you can’t use this feature again
until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three
times between long rests starting at 17th level.
## Martial Archetypes
Different fighters choose different approaches to perfecting their fighting
prowess. The martial archetype you choose to emulate reflects your approach.
### Brute
The powerful Brute focuses on the use of raw physical power honed to deadly
perfection. Those who model themselves on this archetype combine rigorous training
with physical excellence to deal devastating blows, and to take heavy hits.
#### Survivor
At 18th level, at the start of each of your turns, you regain hit points equal to 5
+ your Constitution modifier if you have no more than half of your hit points left.
You don't gain this benefit if you have 0 hit points.
You learn one additional enhancement at 7th, 10th, and 15th level.
Whenever you finish a long rest, you can touch a number of objects equal to the
number of enhancements you know, and you apply a different enhancement to each of
the objects. To be eligible, an object must be a weapon, a suit of armor, a shield,
or something else you can wear or hold in a hand. Your enhancement remains on an
object until you finish a long rest, and an object can bear only one of your
enhancements at a time.
The following enhancements are available to you when you learn one. If an
enhancement has a level requirement, you must be at least that level in this class
to learn it. If an enhancement requires a saving throw, your Enhancement Creativity
save DC equals 8 + your proficiency bonus + your Constitution modifier.
In addition, when you or a creature you can see within 30 feet of you is hit by an
attack roll, you can use your reaction to activate the enhancement and choose a
different creature within 30 feet of you, other than the attacker. The chosen
creature becomes the target of the attack, using the same roll. This enhancement
works regardless of the attack's range. Once you activate this enhancement, you
can't do so again until you finish a short or long rest.
In addition, when you hit a creature with an attack using a weapon, you can
activate the enhancement to shackle the target. The target takes an extra 2d6 fire,
cold, lightning, thunder, acid, or poison damage, and it must succeed on a Strength
saving throw or be restrained for 1 minute. While restrained by the shackles, the
target takes 2d6 of the same type as the initial damage at the start of each of its
turns. The target can repeat the saving throw at the end of each of its turns,
breaking the shackles on a success. Once you activate this enhancement, you can't
do so again until you finish a short or long rest.
In addition, you can activate this enhancement as a bonus action to increase your
sturdiness. For 10 minutes, you gain a +2 bonus to all ability checks and saving
throws that use Strength or Constitution. Once you activate this enhancement, you
can't do so again until you finish a short or long rest.
In addition, you can use your bonus actiom to activate the enhancement and force a
creature within 30ft of you to make a Wisdom saving throw. Unless the save
succeeds, the creature is charmed by you for 1 minute. While charmed in this way,
the creature has a speed of 0 and is incapacitated, descending into a dreamy
stupor. The creature repeats the saving throw at the end of each of its turns,
ending the effect on a success. Once you activate this enhancement, you can't do so
again until you finish a short or long rest.
You can complete the augmentation process over the course of 1 hour, which can be
done during a short rest. The weapon must be within your reach during the process.
Once you have augmented a weapon, you can't be disarmed of that weapon unless you
are incapacitated. It gains a bonus to attack and damage rolls equal to half your
proficiency bonus rounded down.
In addition, you can add effects to each of your augmented weapons. Each weapon can
only have 1 such augmentation at a time, and you can have a number of augmented
weapons equal to your proficiency bonus active at a time.
\page
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.
At the end of a long rest, you can choose a gadgeteer creation of up to 3rd level
(If it is lower, you can choose to upcast it at 3rd level), using your Tactical
Enhancement Creativity DC. You can activate that creation a number of times equal
to your Constitution Modifier. You regain all uses of this ability at the end of a
long rest.
```
```
### Gunslinger
Some warriors and combat specialists spend their years perfecting the classic arts
of swordplay, archery, or polearm tactics. However, some minds couldn’t stop at
just simple ranged weapons. Experimentation with components and rare metals has
unlocked the secrets of controlled explosive force, creating and utilizing their
own trademarked firearms.
#### 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.** 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
\page
#### Quickdraw
When you reach 7th level, you add your proficiency bonus to your initiative. You
can also stow a firearm, then draw another firearm as a single object interaction
on your turn. You can also reload a firearm as a bonus action.
You can see a mile without difficulty, advantage on Wisdom (Perception) checks, and
when you are subjected to an effect that allows you to make a Dexterity saving
throw to take only half damage, you instead take no damage if you succeed on the
saving throw, and only half damage if you fail.
### Samurai
The Samurai can encompass any swordsman, but particularly the mythical samurai of
Wano country. Becoming a disciplined master of the blade, able to adopt fighting
stances that render them a difficult opponent to battle, allowing you can overcome
the odds and strike down enemies.
***Earth.*** A defensive stance used to deflect blows. Holding your weapon low, you
wait for your opponent to strike and leave an opening. Until the start of your next
turn, your AC increases by 2. As a reaction, you can increase this bonus to 4. You
may do this after the roll, but before your DM tells you whether the attack hits or
misses.
\page
***Fire.*** This offensive posture raises the weapon high above the head, leaving
the body exposed, but readying a powerful strike. You gain advantage on weapon
attack rolls until the end of your turn.
***Wind.*** By maneuvering your weapon sideways, you can move more quickly and
parry blows more effectively. Your movement speed increases by 15 feet until the
end of your turn. Additionally, your swiftness grants you a +4 bonus to your AC
against opportunity attacks.
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.
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).
Additionally, whenever you use Second Wind, you gain a bonus to the hit points
restored equal to your Wisdom Modifier (minimum of 1).
***Earth.*** While in Earth Stance and subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you can use your reaction
to angle your weapon so you take no damage on a success and only half damage on a
failed saving throw.
***Fire.*** While in Fire stance, you can forgo the advantage on one of the attacks
and make an extra weapon attack against that target instead, as part of the same
action. You can do so no more than once per turn.
***Water.*** When you make an attack as a reaction while in Water stance, you can
make an additional attack with a melee weapon yourself as part of that reaction
against that creature.
***Wind.*** Whenever a creature makes an opportunity attack against you when you
are in Wind stance, they provoke opportunity attacks from your allies within 5 feet
of them.
Additionally, while in a stance, you can suddenly change your posture again to
surprise your foe. On your turn, you can expend another use of Fighting Stance to
swap stances, no action required. When it's another creature's turn, this also uses
your reaction. When you do so, you gain the temporary hit points as normal.
When you add the thrown property to an improvised weapon, its ranges are 30/90ft.
Its damage type is your choice of bludgeoning, piercing, or slashing.
Your damage dice with improvised weapons are equal to the damage type corresponding
to your level on the Improv Damage Table. Additionally, you can use either your
Strength or Dexterity modifiers to make attack and damage rolls with improvised
weapons, using the same modifier for each roll.
#### Breakdown
Also at 3rd level, you can put all your energy into one attack for maximum effect.
When you make a successful weapon attack with an improvised weapon, you can choose
to double your Strength or Dexterity Modifier for the purposes of calculating
damage with that attack.
When you do this, the weapon used is destroyed. This doesn't destroy seastone.
\page
#### Jury-Rigging
Also at 3rd level, you can make the most of you improvised weapons. Once per turn,
when you use your Breakdown feature, you can trigger an additional effect. At 7th
level, two effects trigger. At 15th level, three effects trigger.
You can use this feature a number of times equal to your 1 + Constitution modifier,
regaining all uses on a short or long rest.
When you gain this feature, and at 7th and 15th level, you choose one of the
effects below, making that the effect that triggers.
* All creatures, excluding yourself, within 5 feet of the target must succeed on a
Dexterity Saving throw or take 1d(Improv Damage Dice Size) piercing damage.
* The target's movement speed is reduced to 0 until the start of your next turn.
* The target must succeed on a Wisdom Saving throw or be unable to take the Attack
action on its next turn.
* The target is unable to speak for the next minute.
* The target cannot regain hit points until the start of your next turn.
* The target must succeed on a Constitution Saving throw or become stunned until
the start of your next turn.
* The target must succeed on a Strength Saving throw or be knocked back 10 feet, or
knocked prone.
* The target must succeed on a Wisdom Saving throw or be frightened of you until
the end of your next turn.
* The target must succeed on a Constitution Saving throw or be blinded until the
start of your next turn.
* The target's Armor Class is reduced by 2 until the start of your next turn.
If any of these effects requires the target to make a Saving throw, the DC is equal
to 8 + your Constitution Modifier + your proficiency bonus.
In addition, when you obtain an improvised weapon, instead of adding one weapon
property to it, you can add two weapon properties.
### Battlemaster
The Battlemaster, as the name implies, is a master tactician. Able to use complex
maneuvers to dominate the battlefield, these fighters make excellent use anywhere
in battle, and are even more deadly when paired with the right allies.
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an
attack in some way. You can use only one maneuver per attack. You learn two
additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you
learn new maneuvers, you can also replace one maneuver you know with a different
one.
Superiority Dice. You have four superiority dice, which are d8s. A superiority die
is expended when you use it. You regain all of your expended superiority dice when
you finish a short or long rest. You gain another superiority die at 7th level and
one more at 15th level.
Saving Throws. Some of your maneuvers require your target to make a saving throw to
resist the maneuver's effects. The saving throw DC is calculated as follows:
##### Ambush
When you make a Dexterity (Stealth) check or an initiative roll, you can expend one
superiority die and add the die to the roll, provided you aren't incapacitated.
Roll the superiority die. Until the start of your next turn, you or the other
creature (your choice) gains a bonus to AC equal to the number rolled.
##### Brace
When a creature you can see moves into the reach you have with the melee weapon
you're wielding, you can use your reaction to expend one superiority die and make
one attack against the creature, using that weapon. If the attack hits, add the
superiority die to the weapon's damage roll.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3jj-28db04ca-5932-4f47-8fcb-d537d0821003.png/v1/fit/
w_828,h_1072/16___jh5nqvm_by_flamableconcrete_dcjq3jj-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNqai0yOGRiMDRjYS01OTMyLTRmNDctOGZjYi1kNTM3ZDA4M
jEwMDMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; bottom:0px; right:20px; width:820px' />
##### Parry
When another creature hits you with an attack, you can use your reaction and expend
one superiority die to increase your AC by the number you roll on your superiority
die + your Dexterity modifier for that attack.
##### Rally
On your turn, you can use a bonus action and expend one superiority die to bolster
the resolve of one of your companions. When you do so, choose a friendly creature
who can see or hear you (can include yourself). That creature gains temporary hit
points equal to the superiority die roll + your Fighter level + your Charisma
modifier.
##### Riposte
When a creature targets you with a melee attack, you can use your reaction and
expend one superiority die to make a melee weapon attack against the creature. If
you hit, you add the superiority die to the attack's damage roll.
Additionally, whenever you roll a superiority die and the result is 1 or 2, you can
treat that roll as a 3.
### Cavalier
The cavalier is a fighter who excels at mounted combat. Cavaliers learn how to
guard those in their charge from harm, often serving as the protectors of their
superiors and of the weak. These types of fighters often come from backgrounds of
nobility, but had to leave their noble lives behind to pursue a life of adventure.
#### Saddle-Born
Starting at 3rd level, your mastery as a rider becomes apparent. You have advantage
on saving throws made to avoid falling off your mount. If you fall off your mount
and descend no more than 10 feet, you can land on your feet if you’re not
incapacitated.
While it is within your reach, a creature marked by you has disadvantage on any
attack roll that doesn't target you.
\page
In addition, if a creature marked by you deals damage to anyone other than you, you
can make a special melee weapon attack against the marked creature as a bonus
action on your 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 half your fighter
level.
In addition, you learn the Find Mount creation at 2nd level, and can use it as a
routine for 10 minutes.
In addition, when you use the Find Mount creation, you use it at a level equal to
your proficiency bonus.
Additionally, if you are mounted, and use this ability, you deal an extra amount of
damage equal to your level.
### Champion
Those who follow the combative ways of the champion focus on the development of raw
physical power honed to deadly perfection. Those who model themselves on this
archetype are committed to their combat arts, becoming unparalleled masters of
their fighting style, sharpening their proficiency beyond any other martial master.
At 10th and 18th level, you can select one of the other ones that you have not
selected.
##### Strength
Your gain proficiency in the Athletics skill and if you were already proficient,
you instead gain Expertise.
You count as one size larger when determining your carrying capacity, the weight
you can push, drag, or lift, and when grappling or shoving.
Additionally, when you make a running long jump, the distance you can cover
increases by a number equal to your Strength Modifier.
##### Constitution
Your hit point maximum increases by a number equal to your fighter level when you
gain this feature, and continues to increase by an additional 1 every time you gain
a level in this class.
The amount of time you can hold your breath is doubled, and you have resistance to
fall damage.
Additionally, you can use your Second Wind feature one additional time per short or
long rest.
##### Dexterity
You gain proficiency in the Acrobatics skill and if you were already proficient,
you instead gain Expertise.
Your movement speed increases by 5 feet. This bonus applies also to any native
climbing, swimming, or flying speed you may have.
Additionally, whenever you roll Initiative you may treat a roll of 9 or lower on
the die as a 10.
**Improved Archery.** You gain a +3 to attack and rolls you make with ranged
weapons, and ignore half and three-quarters cover.
**Improved Blind Fighting.** 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
blinded or in darkness.
Moreover, you can see an invisible creature within range, unless the creature
successfully hides.
**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.
\page
**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.
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 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 as a part of the attack
action instead of a bonus action. You can still only attack with an off-hand weapon
once per turn.
**Improved Versatile Fighting.** When wielding a weapon with the versatile property
with one hand, you gain a +1 bonus to attack and damage rolls. While wielding a
weapon with the versatile property with two hands, you gain a +1 bonus to your AC,
and opportunity attacks against you are made with disadvantage.
#### Combat Master
Starting at 10th level your weapon attacks score a critical hit on a roll of 18-20.
#### Engineering
Upon choosing this archetype at 3rd level, you gain proficiency with the
Engineering (Intelligence) skill, Tinker’s Tools, firearms, and cannons. You may
use them to craft ammunition at half the cost and even draft and create new ones
(DM’s discretion).
Once per turn when you fire a piece of ammo from a ranged weapon as part of the
Attack action, you can apply one of your Advanced Arsenal options to that piece of
ammo. You decide to use the option when the ammo hits, unless the option doesn’t
involve an attack roll. If an option requires a saving throw, your Advanced Arsenal
save DC equals 8 + your proficiency bonus + your Intelligence modifier.
You have a number uses of this ability equal to 1 + your Intelligence Modifier, and
you regain all expended uses of it when you finish a short or long rest.
You gain an additional Advanced Arsenal option of your choice when you reach
certain levels in this class: 7th, 10th, 15th, and 18th level.
At 18th level, this ammo deals an extra 2d8 force damage when it hits.
\page
At 18th level, the extra damage of this ammo becomes 4d6 psychic damage instead.
At 18th level, the extra damage of this ammo becomes 4d6 of the chosen type
instead.
At 18th level, the extra damage of this ammo becomes 4d6 necrotic instead.
At 18th level, the extra damage of this ammo becomes 4d6 piercing instead.
At 18th level, the extra damage of this ammo becomes 2d6 piercing instead.
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.
On a failed save, it takes damage as if it were hit by the ammo, plus an extra 1d6
force damage, and you learn the target’s current location. On a successful save,
the target takes half as much damage, and you don’t learn its location.
At 18th level, you can choose to instead teleport to a space within the long range
of your weapon.
The rebounded shot cannot target a creature that it had already missed in the same
attack.
\page
## Gadgeteer
<div class='classTable wide'>
##### The Gadgeteer
| Level | Proficiency Bonus | Features | Mods Known | Mods Active| Tricks 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 (6th-level) | 8 | 4 | 4 | 4 |
3 | 3 | — | — |
| 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 Development (8th-level) | 10 | 5 |
5 | 4 | 3 | 3 | 2 | — |
| 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 |
</div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b37d0f99-bda7-
40be-b155-33dcd9f13bb0/d9cdhr1-6bc10324-0b4f-4ff1-aeee-0535cad71efe.png?
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\page
## Class Features
As a gadgeteer, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per gadgeteer level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 5) + your Constitution modifier per
gadgeteer level after 1st
#### Proficiencies
___
- **Armor:** Light, Medium, Shields
- **Weapons:** Simple Weapons, Firearms, Cannons
- **Tools:** Thieves’ tools, tinker’s tools, one type of artisan’s tools of your
choice
___
- **Saving Throws:** Constitution, Intelligence
- **Skills:** Choose two from Engineering, History, Medicine, Investigation,
Nature, Perception, and Slight of Hand
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- any two simple weapons
- a revolver with 20 bullets.
- *(a)* studded leather armor *(b)* scale mail
- theives' tools and a dungeoneer's pack
### Tinkering
At 1st level, you've learned how to modify mundane objects. To use this ability,
you must have thieves' tools or artisan's tools in hand. You then touch a Tiny
object as an action and give it one of the following properties of your choice:
- The object sheds bright light in a 5-foot radius and dim light for an additional
5 feet.
- Whenever tapped by a creature, the object emits a recorded message that can be
heard up to 10 feet away. You utter the message when you bestow this property on
the object.
- The object continuously emits your choice of an odor or a nonverbal sound (wind,
waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet
away.
- A static visual effect appears on one of the object's surfaces. This effect can
be a picture, text, lines, shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and
end the property early.
You can use this feature on multiple objects, touching one object each time you use
this feature, though a single object can only bear one property at a time. The
maximum number of objects you can affect with this feature at one time is equal to
your Intelligence modifier (minimum of one). If you try to exceed your maximum, the
oldest property immediately ends, and then the new property applies.
```
```
At the end of a long rest, you can change one of the tricks you know for another
from your creation list.
You prepare the list of gadgeteer creations that are available for you to cast. To
do so, choose a number of gadgeteer creations from your notebook equal to your
Intelligence modifier + half your gadgeteer level rounded down (minimum of one
creation). The creations must be of a level for which you have creation slots.
For example, if you are a 5th-level gadgeteer, you have four 1st-level and two 2nd-
level creation slots. With an Intelligence of 14, your list of prepared creations
can include four creations of 1st or 2nd level, in any combination. If you prepare
the 1st-level creation Cure Wounds, you can cast it using a 1st-level or a 2nd-
level slot. Casting the creation doesn't remove it from your list of prepared
spells.
You can change your list of prepared creations when you finish a long rest.
Preparing a new list of gadgeteer creations requires time spent tinkering with your
creation casting focuses: at least 1 minute per creation level for each creation on
your list.
<center>
</center>
\page
### Mastercraft Novice
At 1st level, you gain the ability to improve your crafting abilities. Whenever you
craft a mastercraft item, it takes you half of the normal time, and it costs you
half as much of the usual gold.
### Mods
At 2nd level, you've gained the ability to imbue mundane items with certain
mechanical mods, turning those objects into mastercraft items.
Whenever you gain a level in this class, you can replace one of the artificer
infusions you learned with a new one.
Your mod remains in an item indefinitely, but when you die, the mod vanishes after
a number of days equal to your Intelligence modifier (minimum of 1 day). The mod
also vanishes if you replace your knowledge of the mod.
You can improve more than one object at the end of a long rest; the maximum number
of objects appears in the Modded Items column of the Gadgeteer table. You must
touch each of the objects, and each of your mods can be in only one object at a
time. Moreover, no object can bear more than one of your mods at a time. If you try
to exceed your maximum number of mods, the oldest mod ends, and then the new mod
applies.
If a mod ends on an item that contains other things, like a bag of holding, its
contents harmlessly appear in and around its space.
If a mod that gives a +1-3 bonus to an item is placed on another item that already
has a +1-3 bonus, both bonuses are combined to a maximum of +4.
This armor has 6 charges. The wearer can expend the armor's charges in the
following ways:
* When the wearer makes a Strength check or a Strength saving throw, it can expend
1 charge to add a bonus to the roll equal to its Intelligence modifier.
* If the creature would be knocked prone, it can use its reaction to expend 1
charge to avoid being knocked prone.
* The armor regains all expended charges daily at dawn.
```
```
As an action, a creature wearing this infused armor can integrate into it any tools
that they are proficient in. The tools remain integrated in the armor until the
wearer removes the tools as an action. The armor can have a number of tools
integrated equal to your proficiency bonus at a time. The wearer can add its
Intelligence modifier to any ability checks it makes with the integrated tools. The
wearer must have a hand free to use the tools.
While wearing these boots, a creature can teleport up to 15 feet as a bonus action
to an unoccupied space the creature can see.
While holding this item, a creature gains a +1 bonus to creation attack rolls, and
their creation save DC. In addition, the creature ignores half cover when making a
creation attack.
The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th
level.
The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th
level.
This mastercraft weapon grants a +1 bonus to attack and damage rolls made with it.
The bonus increases to +2 when you reach 8th level in this class, and to +3 at 16th
level.
You learn intricate methods for creating a special mechanical construct that serves
you. You determine the construct's appearance. It is friendly to you and your
companions, and it obeys your commands. It uses your proficiency bonus (PB) in
several places on its stat block.
In combat, the Mechanical Servant shares your initiative count. It can move and use
its reaction on its own, but the only action it takes on its turn is the Dodge
action, unless you take a bonus action on your turn to command it with an action on
its stat block or some other action. If you are incapacitated, the servant can take
any action of its choice, not just Dodge. The Mechanical Servant regains 2d6 hit
points if mending is used on it. If you or the Mechanical Servant dies, it self-
destructs, leaving its gem or crystal in its space.
___
> ## Mechanical Servant
>*Tiny construct*
> ___
> - **Armor Class** 14 (natural armor)
> - **Hit Points** 1 + your Intelligence modifier + your artificer level (Has a
number of Hit Dice d4s equal to your artificer level)
> - **Speed** 20ft., 30ft fly.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|15 (+2)|12 (+1)|10 (+0)|10 (+))|7 (-2)|
>___
> - **Saving Throws** Dex +2 plus PB
> - **Skills** Perception +0 plus PB x 2, Stealth +2 plus PB
> - **Damage Immunities** Poison
> - **Conditional Immunities** Poisoned, Exhaustion
> - **Senses** darkvision 60 ft., passive Perception 10 + (PB x 2)
> - **Languages** Common
> ___
> ***Evasion.*** If the Mechanical Servant is subjected to an effect that allows it
to make a Dexterity saving throw to take only half damage, it instead takes no
damage if it succeeds on the saving throw, and only half damage if it fails. It
can't use this trait if it's incapacitated.
>
>***Channel Creations.*** You can cast a creation that has a range of touch through
your servant within 120ft.
> ### Actions
> ***Force Missile.*** *Ranged Weapon Attack:* your creation attack modifier to
hit, range 30ft., one target. *Hit* (1d4 + PB) Force damage
The infused item can send a jolt to the wearer to refocus their mind. The item has
4 charges. When the wearer fails a Constitution saving throw to maintain
concentration on a creation, the wearer can use its reaction to expend 1 of the
item's charges to succeed instead. The item regains all expended charges daily at
dawn.
This mastercraft weapon grants a + 1 bonus to attack and damage rolls made with it
when it's used to make a ranged attack, and it ignores the loading property if it
has it.
This mastercraft weapon grants a + 1 bonus to attack and damage rolls made with it.
While holding it, the wielder can take a bonus action to cause it to shed bright
light in a 30-foot radius and dim light for an additional 30 feet. The wielder can
extinguish the light as a bonus action.
The weapon has 4 charges. As a reaction immediately after being hit by an attack,
the wielder can expend 1 charge and cause the attacker to be blinded until the end
of the attacker's next turn unless the attacker succeeds on a Constitution saving
throw against your creation save DC. The weapon regains all expended charges daily
at dawn.
The shield has 4 charges. While holding it, the wielder can use a reaction
immediately after being hit by a melee attack to expend 1 of the shield's charges
and push the attacker up to 15 feet away. The shield regains all expended charges
daily at dawn.
While wearing this armor, a creature has resistance to one of the following damage
types, which you choose when you mod the item: acid, bludgeoning, cold, fire,
force, lightning, necrotic, piercing, poison, psychic, radiant, slashing, or
thunder.
This mastercraft weapon grants a +1 bonus to attack and damage rolls made with it,
and it returns to the wielder’s hand immediately after it is used to make a ranged
attack.
\page
##### Creation Refueling Ring
Item: A ring
While wearing this ring, the creature can recover one expended creation slot as an
action. The recovered slot can be of 3rd level or lower. Once used, the ring can't
be used again until the next dawn.
You can use this feature a number of times equal to 1 + your Intelligence modifier
(minimum of once). You regain all expended uses when you finish a long rest.
While holding the object, a creature can take an action to produce the creation's
effect from it, using your creation ability modifier. If the creation requires
concentration, the creature must concentrate. The creation stays in the object
until it's been used a number of times equal to twice your Intelligence modifier
(minimum of twice) or until you use this feature again to store a creation in an
object.
<img
src='https://preview.redd.it/0h034kofdf491.jpg?
width=960&crop=smart&auto=webp&v=enabled&s=a66c133b86728586aeb12984ed397fb574d4622e
'
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<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0002.png'
style='position:absolute; bottom:-100px; right:-40px; width:860px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0002.png'
style='position:absolute; bottom:0px; right:-40px; width:860px' />
```
```
You can use this creation once without expending a creation slot. You must finish a
long rest before you can do so again.
At higher levels, you gain more Gadgeteer creations of your choice that can be
activated in this way: one 7th-level creation at 13th level, one 8th-level creation
at 15th level, and one 9th-level creation at 17th level. You regain all uses of
your High-Tech Development when you finish a long rest. You can change out one of
these creations with another of the same level when you finish a long rest.
- You gain a +1 bonus to all saving throws per active mod you have.
- If you're reduced to 0 hit points but not killed outright, you can use your
reaction to end one of your mods, causing you to drop to 1 hit point instead of 0.
## Specialist Paths
Specialist Paths determine your field of study and the types of mods you can
provide and create. These include Armorer, Artillerist, Battlesmith, Alchemist, and
Elementalist.
### Armorer
Armorers modify armor to function almost like a second skin. The armor is enhanced
to hone the artificer's creations, unleash potent attacks, and generate a
formidable defense.
- If the armor normally has a Strength requirement, the mechanical armor lacks this
requirement for you.
- You can use the mechanical armor as a creation focus for your gadgeteer
creations.
- The armor attaches to you and can’t be removed against your will. It also expands
to cover your entire body, although you can retract or deploy the helmet as a bonus
action. The armor replaces any missing limbs, functioning identically to a body
part it is replacing.
You can doff or don the armor as an action. The armor continues to be Mechanical
Armor until you die.
You can change the armor's model whenever you finish a short or long rest, provided
you have smith's tools in hand.
##### Guardian
You design your armor to be on the front line of conflict. It has the following
features:
- Hydraulics. When you make an ability check, saving throw, or weapon attack that
uses Strength modifier, you can instead use your Intelligence modifier for that
roll. Your Thunder Gauntlets use Intelligence as well.
- Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon
while you aren't holding anything in it, and it deals 1d8 thunder damage on a hit.
As a bonus action, you can make an off-hand attack with the gauntlets, adding your
modifier to the damage roll. A creature hit by the gauntlet has disadvantage on
attack rolls against targets other than you until the start of your next turn, as
the armor emits a distracting pulse when the creature attacks someone else.
- Defensive Field. As a bonus action, you can gain temporary hit points equal to
twice your level in this class, replacing any temporary hit points you already
have. You lose these temporary hit points if you doff the armor. You can use this
bonus action a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.
##### Infiltrator.
You customize your armor for subtle undertakings. It has the following features:
- Zero Torque. When you make an ability check, saving throw, or weapon attack that
uses Dexterity modifier, you can instead use your Intelligence modifier for that
roll. Your Lightning Launcher and the Dexterity bonus to your AC (if your armor has
one) uses Intelligence as well.
- Lightning Launcher. An electric node appears on one of your armored fists or on
the chest (your choice). It counts as a simple ranged weapon, with a normal range
of 90 feet and a long range of 300 feet, and it deals 2d6 lightning damage on a
hit. Once per turn, when you deal lightning damage with this weapon, the target
cannot take reactions until the start of your next turn.
- Powered Steps. Your walking speed increases by 10 feet.
- Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor
normally imposes disadvantage on such checks, the advantage and disadvantage cancel
each other, as normal.
##### Guardian
When a Huge or smaller creature you can see ends its turn within 30 feet of you,
you can use your reaction to mechanically force the creature to make a Strength
saving throw against your creation save DC, pulling the creature up to 30 feet
toward you to an unoccupied space. If you pull the target to a space within 5 feet
of you, you can make a melee weapon attack against it as part of this reaction.
You can use this reaction a number of times equal to your proficiency bonus, and
you regain all expended uses of it when you finish a long rest.
##### Infiltrator
Any creature that takes lightning damage from your Lightning Launcher glimmers with
light until the start of your next turn. The glimmering creature sheds dim light in
a 5-foot radius, and it has disadvantage on attack rolls against you, as the light
jolts it if it attacks you. In addition, the next attack roll against it has
advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
### Artillerist
An Artillerist specializes in using their gadgets and creations to hurl energy,
projectiles, and explosions on a battlefield. This destructive power is valued by
armies in the wars on many islands.
Regardless of size, the cannon has an AC of 18 and a number of hit points equal to
five times your gadgeteer level. It is immune to poison damage and psychic damage.
If it is forced to make an ability check or a saving throw, treat all its 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 points or after 1 hour. You can
dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs.
You also decide which type it is, choosing from the options on the Mechanical
Cannons table. On each of your turns, you can take a bonus action to cause the
cannon to activate if you are within 60 feet of it. As part of the same bonus
action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied
space, provided it has legs.
You can use your Mechanical Firearm as a creation focus for your gadgeteer
creations. When you cast a gadgeteer creation through the firearm, roll a d8, and
you gain a bonus to one of the creation's damage rolls equal to the number rolled.
\page
- The cannon's damage and temporary hit point rolls all increase by 1d8.
- As an action, you can command the cannon to detonate if you are within 60 feet of
it. Doing so destroys the cannon and forces each creature within 20 feet of it to
make a Dexterity saving throw against your creation save DC, taking 3d8 force
damage on a failed save or half as much damage on a successful one.
- You and your allies gain a +2 bonus to their AC and Dex Saves. while within 10
feet of the cannon you create with Mechanical Cannon.
- You can now have two cannons at the same time. You can create two with the same
action (but not the same creation slot), and you can activate both of them with the
same bonus action. You determine whether the cannons are identical to each other or
different. You can't create a third cannon while you have two.
___
> ## Iron Defender
>*Medium construct, unaligned*
> ___
> - **Armor Class** 16 (natural armor)
> - **Hit Points** 5 + five times your gadgeteer level + Your Intelligence Modifier
+ 2
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|12 (+1)|14 (+2)|8 (-1)|12 (+1)|6 (-2)|
>___
> - **Saving Throws** Dex +1 plus PB, Con +2 plus PB
> - **Skills** Athletics +2 plus PB, Perception +0 plus PB x 2
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, frightened, poisoned, exhaustion
> - **Senses** darkvision 60 ft., passive Perception 10 + (PB x 2)
> - **Languages** Understands the languages you speak
> ___
> ***Construct Nature.*** The Iron Defender doesn't require air, food, water or
sleep, and creations cannot put it to sleep.
>
> ***Evasion.*** When the Iron Defender is forced to make a Dexterity saving throw
to take only half damage from an effect, it instead takes no damage on a successful
save, and only takes half damage on a failed save.
>
> ### Actions
>
> ***Force Empowered Rend.*** Melee Weapon Attack: your creation attack modifier to
hit, reach 5 ft., one target you can see. Hit: 1d8 + 3 + PB force damage.
>
> ***Repair (3/day).*** The magical mechanisms inside the defender restore 2d8 + PB
hit points to itself or to one construct or object within 5 feet of it.
> ### Reactions
>
> ***Deflect Attack.*** The defender imposes disadvantage on the attack roll of one
creature it can see that targets a creature within 5 feet of it, provided the
attack roll is against a creature other than the defender.
\page
#### Iron Defender
By 3rd level, your tinkering has borne you a faithful companion. It's friendly to
you and your companions, and it obeys your commands. You determine the creature's
appearance and whether it has two legs or four; your choice has no effect on its
game statistics.
In combat, it shares your initiative count. It can move and use its reaction on its
own, but 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. If you are
incapacitated, the defender can take any action of its choice, not just Dodge.
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 it and you expend a creation slot of 1st level or
higher. The steel defender returns to life after 1 minute with all its hit points
restored.
At the end of a long rest, you can create a new steel defender if you have smith's
tools with you. If you already have a defender from this feature, the first one
immediately perishes. The defender also perishes if you die.
You can use this energy a number of times equal to 1 + your Intelligence modifier
(minimum of once), but you can do so no more than once on a turn. You regain all
expended uses when you finish a long rest.
- The extra damage and the healing of your Power Jolt both increase to 4d6.
- When your Iron Defender takes the attack action, it makes two attacks instead of
one.
- Your Iron Defender gains a +2 bonus to Armor Class.
- Whenever your Iron Defender uses its Deflect Attack, the attacker takes force
damage equal to 1d4 + your Intelligence modifier.
```
```
### Alchemist
An Alchemist is an expert at combining reagents to produce chemical effects.
Alchemists use their creations to give life and to leech it away. Its versatility
has long been valued during times of war and peace.
In addition, you can choose to prepare creations and tricks from the Medic creation
list. You must otherwise obey all the restrictions for selecting the creation, and
it becomes a Gadgeteer creation for you.
When you gain the High Tech Development feature at 11th level and so on, you may
also choose Medic creations for that ability.
You can create additional chemical cocktails by expending a creation slot of 1st
level or higher for each one. When you do so, you use your action to create the
cocktail in an empty flask you touch, and you choose the cocktail's effect from the
Chemical Cocktail table.
When you reach certain levels in this class, you can make more cocktails at the end
of a long rest: two at 6th level and three at 15th level. Each one requires its own
flask.
\page
- Whenever a creature drinks a Chemical Cocktail you created, the creature gains
temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1
temporary hit point).
- You can use the Lesser Restoration creation without expending a creation slot and
without preparing the creation, provided you use alchemist's supplies as the
creation focus. You can do so a number of times equal to your Intelligence modifier
(minimum of once), and you regain all expended uses when you finish a long rest.
- You gain resistance to acid damage and poison damage, and you are now immune to
the poisoned condition.
- You can cast Greater Restoration and Heal without expending a creation slot,
without preparing the creation, and without providing the material component,
provided you use alchemist’s supplies as the creation focus. Once you cast either
creation with this feature three times, you can't do it again until you finish a
long rest.
```
```
### Elementalist
Elementalists are gadgeteers who stick to what they know, typically relying on a
single modified weapon or tool for protection. This weapon is elemental in nature
and can be quite potent. Their creations and techniques usually center around this
special device.
Over the course of 1 hour, you can use your tinker's tools to modify one simple or
martial weapon into a specialist weapon. You are proficient in the use of your
gadgeteer weapon, and it gains the following benefits.
* You can use your Intelligence score, rather than Strength or Dexterity, for the
attack and damage rolls with the specialist weapon.
* The specialist weapon counts as an apparatus for your 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.
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).
\page
#### 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
The Safeguard and their stalwart aegis is a master of keeping others out of harms
way, and shove back against any threat. Forged for the purpose to rend all opposing
force null. The Safeguard is an unstoppable warden, unable to be kept down, and
unpierced, like an iron wall.
Over the course of 1 hour, you can use your tinker's tools to modify one shield
into an Applied Aegis. It gains the following benefits.
* You can use the Aegis to shove and resist being shoved or grappled, utilizing
your Intelligence (Engineering) skill instead of Strength (Athletics).
* When you succeed a shove contest with your Aegis, the enemy creature takes 2d6
force damage.
* The Aegis counts as an apparatus for your gadgeteer creations.
* The Aegis counts as a martial melee weapon that deals 1d8 force damage. It has
the versatile (1d10), and thrown property (30/120ft).
* You can use your Intelligence score, rather than Strength, for the attack and
damage rolls with the Aegis. It returns to your hand after being thrown.
You can only have one Applied Aegis at any time. If you create a new Aegis, the old
one immediately ceases to function and becomes a shield again. You still cannot
benefit from multiple shields.
When a creature you can see attacks a target, including youself, that is within 30
feet of you, you can use your reaction to reroll the attack roll, and the lowest
takes effect. You must be wielding your Aegis.
In addition, while wielding your Aegis, you cannot be knocked prone or moved
against your will, and you count as one size larger when it comes to shoving.
#### Dauntless Design
Beginning at 9th level, your Aegis' design provides a near perfect defense. As a
reaction to a creature failing a saving throw within 30ft of you, while you wield
your Aegis, you cause them to roll again. If they still fail, they take half
damage, or no damage if they succeed.
* If you have already used your reaction to use either your Fortification Zone or
Dauntless Design features, you can choose to gain another reaction to use those
features again for that round. You can use this feature a number of times equal to
your Intelligence modifier, regaining all uses back on a long rest.
* Any creature you have shoved while wielding your Aegis is knocked back 15ft
instead of 5ft. Additionally, you count as two sizes larger when it comes to
shoving.
\page
## Marksman
<div class='classTable wide'>
##### 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 |
</div>
<img
src='https://cdna.artstation.com/p/assets/images/images/013/946/040/large/evan-
scale-ussop.jpg?1541774364'
style='position:absolute; bottom:-400px; right:0px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
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GEwZDkucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.1RwvgayDFSgISJf49eg-xktCgjEgWv51hF7ZuNa5-9g'
style='position:absolute; top:-100px; right:0px; width:1100px' />
\page
## Class Features
As a marksman, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per marksman level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per
marksman level after 1st
#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Simple weapons, martial weapons, cannons
- **Tools:** Tinker's tools, and one set of Artisan's tools of your choice
___
- **Saving Throws:** Dexterity, Wisdom
- **Skills:** Choose three from Acrobatics, Athletics, Insight, Investigation,
Medicine, Nature, Perception, Stealth, and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a shortsword or *(b)* any simple weapon
- *(a)* scale mail, *(b)* leather armor, or *(c)* heavy longcoat
- *(a)* an explorer's pack or *(b)* a dungeoneer's pack
- Any simple or martial ranged weapon and 20 pieces of appropriate ammunition, a
dagger, and a set of tinker's tools
#### Canny
Choose two of your skill proficiencies. You gain expertise with the chosen skills.
In addition, thanks to your extensive wandering, you can no longer get lost by
natural means.
#### Roving
Your walking speed increases by 10, and you gain a climbing speed and a swimming
speed equal to your walking speed.
#### Tireless
As a bonus action, you can give yourself a number of temporary hit points equal to
1d10 + your level. You can use this ability a number of times equal to your
proficiency bonus, and you regain all expended uses when you finish a short or long
rest.
In addition, whenever you finish a short rest, your exhaustion level, if any, is
decreased by 1.
You don't have disadvantage on ranged weapon attacks at long range against the
marked target, and once per turn 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 your mark
is reduced to 0 hit points, you can immediately use your reaction to mark
another creature without expending a use of this feature.
You can use this feature a number of times equal to 1 + your Wisdom modifier
(minimum of once) and regain all uses
when you finish a short or long rest. The damage from this mark increases as you
gain levels in this class, becoming d8 at 5th level, d10 at 14th level, and d12 at
20th level.
### Creativity
At 2nd level, experimentation and application of natural resources have taught you
how to create special ammunition and gadgets to aid your marksmanship. See the
marksman creation list under "Marksman Creations by Level". (Creativity is
synonymous with 5th edition Spellcasting. See "Casting a Spell" in the _Player's
Handbook_ for the general rules of Spellcasting in Dungeons and Dragons 5th
edition).
At the end of a long rest, you can change one of the tricks you know for another
from your creation list.
For example, if you know the 1st-level creation _entangle_ and have a 1st-level and
a 2nd-level creation slot available, you can cast _entangle_ using either slot.
You prepare the list of marksman creations that are available for you to cast. To
do so, choose a number of marksman creations equal to your Wisdom modifier + half
your marksman level rounded down (minimum of one creation). The creations must be
of a level for which you have creation slots.
For example, if you are a 5th-level marksman, you have four 1st-level and two 2nd-
level creation slots. With a Wisdom of 14, your list of prepared creations can
include four creations of 1st or 2nd level, in any combination.
\page
If you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-
level or a 2nd-level slot. Casting the creation doesn't remove it from your list of
prepared spells.
You can change your list of prepared creations when you finish a long rest.
Preparing a new list of marksman creations requires time spent tinkering with your
creation casting focuses: at least 1 minute per creation level for each creation on
your list.
<center>
You can’t take a Fighting Style option more than 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 style you know with another fighting style
available to marksmen.
Additionally, you ignore the reload and loading properties of ranged weapons.
In addition, you have advantage on saving throws against living or animated plants
manipulated to impede movement, such as those created by the Entangle creation.
### Volley
Starting at 9th level, you can unleash volleys of ranged attacks upon enemies. When
you take the Attack action and attack with a ranged weapon, you can choose one
target within range of the weapon and make a single weapon attack against it and
each creature of your choice within 10 feet of it as part of the same action.
* You can see up to 1 mile away with no difficulty, able to discern even fine
details as though looking at something no more than 100 feet away from you.
* You never have disadvantage on ranged weapon attacks.
* You have advantage on Wisdom (Perception) checks while you are not incapacitated.
* The normal and max range of all ranged weapons and cannons you are proficient
with doubles.
The additional damage you deal to the creature marked by your Favored Mark feature
applies to all of your weapon attacks against them instead of once per turn.
### Killshot
At 20th level, your aim becomes completely unerring and extremely lethal.
If you hit a creature marked as your Favored Mark with a weapon attack and the
target has 25 hit points remaining or less, you can choose to cause it die
instantly. On a critical hit, this threshold increases to 50 hit points or less.
\page
## Marksman Archetype
Marksmen are all defined by their improbable aim and massive resourcefulness that
sets them apart from common gunmen. However, marksmen differ greatly from each
other, some being patient snipers that take down enemies from afar, while others
tame beasts that aid them in taking out enemies, and others still learn how to
wield melee weapons as skillfully as they wield their guns and bows.
### Sniper
The quintessential marksman is the sniper, a skilled fighter that excels at
fighting at long ranges utilizing the massive reach of their weapons. A sniper is
remarkable for their skill more so than their weapon of choice, as even a humble
slingshot can be deadly in the hands of a skilled sniper.
#### Sniper 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.
If you do so, the ranges of any ranged weapon you're wielding becomes (50 x Your
Proficiency Bonus)/(200 x Your Proficiency Bonus) feet unless it's already more
than that. Additionally, you ignore any disadvantage on ranged attacks imposed by
weather-related effects, such as fog or strong winds.
At 11th level, all ranged weapon attacks you make benefit from Careful Aim.
In addition, you can choose to make it so all creatures within 5ft of the attack
must make a Dexterity saving throw against your Creation Save DC. On a failure,
they also take the damage from the attack, half on a success.
#### Crackshot
At 7th level, you gain accurate and devastating aim. Once on each of your turns,
when miss with an attack using Careful Aim, you can reroll the attack, using the
new result.
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.
* **Persistent Strike.** Your undying tenacity in a fight enables you to take down
any enemy, taking advantage of their exhaustion. When you hit a creature with a
weapon attack, the creature takes an extra 1d8 damage if it’s below its hit point
maximum. You can deal this extra damage only once per turn.
* **Big Game Hunting.** When a Large or larger creature within 5 feet of you hits
or misses you with an attack, you can use your reaction to attack that creature
immediately after its attack, provided that you can see the creature.
\page
* **Cluster Clasher.** Once on each of your turns when you make a weapon attack,
you can make another attack with the same weapon against a different creature that
is within 5 feet of the original target and within range of your weapon.
***Multiattack Defense.*** When a creature hits you with an attack, you gain a +4
bonus to AC against all subsequent attacks made by that creature for the rest of
the turn.
***Uncanny Dodge.*** When an attacker that you can see hits you with an attack, you
can use your reaction to halve the attack’s damage against you.
***Evasion.*** When you are subjected to an effect, such as the lightning bolt or
fireball creation, that allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on a saving throw, and only
half damage if you fail.
#### Master-at-arms
At 15th level, you become a master at fighting with weapons.
You can draw or stow a weapon as part of making an attack with it. When you take
the attack action on your turn and make an attack with at least two different
weapons, you can make one additional attack with a weapon you haven't attacked with
on this turn.
### Beastmaster
Beastmasters are wardens of nature and skilled survivalists. They have an innate
ability to communicate with animals and are always accompanied by a bestial
companion that fights alongside them as an extension of the beastmaster's own body.
Choose either the Beast of the Air, Beast of the Earth, or Beast of the Sea to be
your companion, all listed at the end of the subclass description. Your bestial
companion takes a form appropriate to its type, for instance, a Beast of the Air
might be a hawk, and Beast of the Land could be a bear.
In combat, the beast acts during your turn. It can move and use its reaction on its
own, but the only action it takes is the Dodge action, unless you take a bonus
action on your turn to command it to take another action. You can also sacrifice
one of your attacks when you take the Attack action to command the beast to take
the Attack action. If you are incapacitated, the beast can take any action of its
choice, not just Dodge.
While traveling alone with your bestial companion, you can move stealthily at a
normal pace. Your bestial companion always knows the general direction of your
position and will immediately seek you out to the best of its ability if the two of
you are separated.
Additionally, you can speak and communicate with beasts and understand anything
they are saying. This doesn't make them any friendlier towards you than normal,
however, you can combine this ability with food to curry favor with animals.
Your bestial companion can take the Dash, Disengage or Hide action as a bonus
action on its turn. In addition, if you know any Haki abilities, your bestial
companion gains those abilities as well.
#### Enrage
At 15th level, you and your bestial companion become enraged with primal fury at
the sight of injury to each other.
When your bestial companion is reduced to 0 hit points, you gain the following
benefits for 1 minute. If you are reduced to 0 hit points, your bestial companion
gains these benefits instead.
You and your bestial companion can gain these benefits once each, and regain the
ability to gain them after you finish a long rest.
\page
#### Bestial Companions
Listed below are the available bestial companions for Beastmasters.
___
> ## Beast of the Air
>*Small beast, neutral*
> ___
> - **Armor Class** 13 + PB
> - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit
Dice (d10) equal to your marksman level)
> - **Speed** 10ft., fly 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|6 (-2)|16 (+3)|13 (+1)|8 (-1)|14 (+2)|11 (+0)|
>
>___
> - **Senses** Darkvision 60 ft., passive Perception 12 + your proficiency bonus
> - **Languages** Understands the languages you speak
> - **PB** Equals your proficiency bonus
> ___
> ***Flyby.*** The beast doesn’t provoke opportunity attacks when it flies out of
an enemy’s reach.
>
> ***Primal Bond.*** You can add your proficiency bonus to any ability check or
saving throw that the beast makes.
> ### Actions
> ***Shred.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach
5 ft., one target. *Hit:* (1d6 + 3 + PB) slashing damage. The beast uses your
creation attack modifier to hit.
___
> ## Beast of the Land
>*Large beast, neutral*
> ___
> - **Armor Class** 13 + PB
> - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit
Dice (d10) equal to your marksman level)
> - **Speed** 40ft., climb 40 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)|
>
>___
> - **Senses** Darkvision 60 ft., passive Perception 12 + your proficiency bonus
> - **Languages** Understands the languages you speak
> - **PB** Equals your proficiency bonus
> ___
> ***Pack Tactics.*** The beast has advantage on an attack roll against a creature
if at least one of the beast's allies is within 5 ft. of the creature and the ally
isn't incapacitated.
>
> ***Charge.*** If the beast moves at least 20 feet straight toward a target and
then hits it with a maul attack on the same turn, the target takes an extra 1d6
slashing damage. If the target is a creature, it must succeed on a Strength saving
throw against your creation save DC or be knocked prone.
>
> ***Primal Bond.*** You can add your proficiency bonus to any ability check or
saving throw that the beast makes.
> ### 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.
<img
src='https://cdnb.artstation.com/p/assets/images/images/032/639/739/large/vladis-
fender-vladis-fender-island.jpg?1607021565'
style='position:absolute; bottom:-50px; right:-0px; width:910px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom/0002.png'
style='position:absolute; top:-100px; right:0px; width:820px' />
\page
___
> ## Beast of the Sea
>*Medium beast, neutral*
> ___
> - **Armor Class** 13 + PB
> - **Hit Points** 6 + six times your marksman level (the beast has a number of Hit
Dice (d10) equal to your marksman level)
> - **Speed** 5ft., swim 60 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|15 (+2)|8 (-1)|14 (+2)|11 (+0)|
>
>___
> - **Senses** Darkvision 60 ft., passive Perception 12 + your proficiency bonus
> - **Languages** Understands the languages you speak
> - **PB** Equals your proficiency bonus
> ___
> ***Amphibious.*** The beast can breathe air and water.
>
> ***Primal Bond.*** You can add your proficiency bonus to any ability check or
saving throw that the beast makes.
> ### Actions
> ***Binding Strike.*** *Melee Weapon Attack:* +your creation attack modifier to
hit, reach 5 ft., one target. *Hit:* (1d10 + 2 + PB) piercing or bludgeoning
damage. The beast uses your creation attack modifier to hit. In addition to damage,
the target is grappled (escape DC equals your creation save DC). Until this grapple
ends, the beast can’t use this attack on another target.
### 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.
In addition, once per turn when you hit with a weapon attack, the target takes an
extra 1d8 damage of the weapon's damage type.
You are also adept at evading creatures that rely on darkvision. While in darkness,
you are invisible to any creature that relies on darkvision to see you in that
darkness.
In addition, you gain 10ft of blindsight. You gain proficiency in Wisdom saving
throws. If you already have this proficiency, you instead gain proficiency in
Intelligence or Charisma saving throws (your choice).
#### Sureshot
At 11th level, you learn to attack with such unexpected speed that you can turn a
miss into another strike. Once on each of your turns when you miss with a weapon
attack, you can make another weapon attack as part of the same action.
<img
src='https://64.media.tumblr.com/710ac06bd63437b27ef1d2b3489186c2/
tumblr_oxko0a2IDq1wcb8cvo1_1280.jpg'
style='position:absolute; bottom:-30px; right:-520px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq59s-77647ffb-7f80-4902-82fa-e76173dca099.png/v1/fill/
w_1024,h_1326/41___of4jqbz_by_flamableconcrete_dcjq59s-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:-120px; right:-50px; width:900px' />
\page
### Swarmkeeper
While some marksmen stick to one animal companion, others have employed more
numerous options. Swarmkeepers are masters of their craft, able to lead the hive-
mind like swarm of tiny creatures to head their commands. Most who face a
swarmkeeper are found completely overwhelemed. It doesn't take one big strike to
fell a mountain, but rather millions of tiny ones.
One of these creations is the Mage Hand trick, however this takes the form of your
swarm creatures lends a few thousand helping hands.
You determine its appearance, such as a swarm of bees, tiny birds, or other
creatures.
Once on each of your turns, you can cause the swarm to assist you in one of the
following ways, immediately after you hit a creature with an attack:
* The attack's target takes 1d6 piercing damage from the swarm.
* The attack's target must succeed on a Strength saving throw against your creation
save DC or be moved by the swarm up to 15 feet in a direction of your choice.
* You are moved by the swarm 5 feet in a direction of your choice.
* 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.
* You learn the Giant's Hand creation, however when you use it, it takes the form
of your swarm working in tandem. This creation does not count towards the maximum
number of creations you know. You can use this creation without expending a
creation slot a number of times equal to your 1 + Wisdom Modifier, regaining all
uses at the end of a long rest.
You learn the Telekinesis creation, however instead of magical force, your swarm is
the thing lifting things. This creation does not count towards the maximum number
of creations you know.
You can use the telekinesis creation at will, but only when targeting objects that
aren't being worn or carried.
<img src='https://cdna.artstation.com/p/assets/images/images/010/995/090/large/
elnino-karasu2.jpg?1527312591'
style='position:absolute; bottom:-230px; left:400px; width:600px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq5b0-e59f2e4b-eb1a-4a2a-80a5-5e43cf723e92.png/v1/fill/
w_1024,h_1326,strp/43___nawdgqf_by_flamableconcrete_dcjq5b0-fullview.png?
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style='position:absolute; bottom:-430px; left:-90px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3cp-538eb0a6-3c24-41f4-a6dd-2b75ea4ec11b.png/v1/fit/
w_828,h_1072/1___rvahjr8_by_flamableconcrete_dcjq3cp-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:600px; left:0px; width:1000px' />
\page
## Medic
<div class='classTable wide'>
##### The Medic
| Level | Proficiency Bonus | Features | Tricks 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 | ─ | 4 | 4 | 3 | 2 | — | — | — | — | — | — |
| 6th | +3 | Specialization 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 | Specialization Feature | 5 | 4 | 3 | 3 | 3 | 2 | — | — | — | — |
| 11th | +4 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 12th | +4 | Ability Score Improvement | 5 | 4 | 3 | 3 | 3 | 2 | 1 | — | — | — |
| 13th | +5 | ─ | 5 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | — | — |
| 14th | +5 | 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 |
</div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/431497e6-a6b5-
427f-9725-78499c3938fc/defrl7m-96923a21-3ce0-4308-be1b-a421381d0c3e.jpg/v1/fill/
w_1600,h_900,q_75,strp/chopping_chopper_by_skrollan95_defrl7m-fullview.jpg?
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<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; top:-100px; right:0px; width:1100px' />
\page
## Class Features
As a medic, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d8 per medic level
- **Hit Points at 1st Level:** 8 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per
medic level after 1st
#### Proficiencies
___
- **Armor:** Light armor, medium armor, shields
- **Weapons:** Daggers, slings, quarterstaffs, flintlocks, light crossbows,
muskets, sickle
- **Tools:** Alchemist's supplies, herbalism kit
- **Saving Throws:** Intelligence, Wisdom
- **Skills:** Choose two from Insight, Investigation, Medicine, Nature, Perception,
Persuasion, Religion and Survival
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a sickle or *(b)* a dagger
- *(a)* alchemist's supplies or *(b)* a herbalism kit
- *(a)* a scholar's pack or *(b)* an explorer's pack
- a flintlock and 20 bullets, and *(a)* leather armor or *(b)* heavy longcoat.
```
```
At the end of a long rest, you can change one of the tricks you know for another
from your creation list.
You prepare the list of medic creations that are available for you to cast,
choosing from the medic creation list. When you do so, choose a number of medic
creations equal to your Wisdom modifier + your medic level (minimum of one
creation). The creations must 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 creations of 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.
<center>
<img
src='https://cdnb.artstation.com/p/assets/images/images/001/387/831/large/carlos-
semper-traffalgar-law.jpg?1445538437'
style='position:absolute; bottom:0px; left:0px; width:430px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0002.png'
style='position:absolute; bottom:00px; right:-40px; width:860px' />
\page
#### Apparatus (Spellcasting Focus)
You can use alchemist's supplies or a herbalism kit as an apparatus for your medic
creations.
Additionally, when you stabilize a creature, you can remove one poison or disease
from it.
As an action on your turn, you can administer this special medicine to yourself,
granting you temporary hit points equal to four times your level in this class.
When you administer this medicine, additionally choose one of the following
enhancements to gain:
* **Hulking Strength.** You gain an immense surge in Strength for the duration,
causing your Strength score to be set to a number equal to your Wisdom score unless
it's already higher. Additionally, your unarmed strikes and any melee weapon you
wield in this form deal 1d8 damage of the weapon's type instead of the normal
damage.
* **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 increasing your speed by 10 feet.
* **Resilient Constitution.** You're imbued with a strong and hearty vigor, causing
your Constitution score to be set to a number equal to your Wisdom score unless
it's already higher, and granting advantage on Constitution saving throws.
The medicine's effects last for a number of hours equal to half your healer level
rounded down but it ends early if you lose all temporary hit points gained by this
effect or if you willingly end it as a bonus action. While the medicine is active,
you can change the enhancement you gained as an action on your turn, for instance
changing from Hulking Strength to Nimble Dexterity or back. You lose the effects of
the previous enhancement and replace them with the new one when you do this.
You can use this feature twice, and regain all uses when you finish a short or long
rest.
```
```
Your choice grants you features at 2nd level, and again at 6th, 10th, and 14th
level.
### Overheal
At 18th level, your healing becomes unparalleled. When you restore hit points to a
creature with a creation of 1st level or higher, you restore the maximum amount of
hit points possible instead of rolling.
Additionally, you no longer require verbal or somatic components for any medic
creations you use and only require material components if they have a listed cost
or are consumed upon use.
## Medical Specialization
Medics come from all walks of life, whether they are kindly village herbalists who
forage for medicine in the nearby woods or well-renowned scientists working for the
world government in pursuit of breakthroughs in medical science. Whether motivated
by their morals or monetary flow, all medics know that their role is a vital one in
any crew.
Additionally, the temporary hit points you gain from Experimental Medicine now
includes your Wisdom modifier.
Furthermore, you gain a natural armor equal to 10 + your Wisdom Modifier + your
Proficiency Bonus. This natural armor does not benefit from shields, and you cannot
benefit from any worn armor.
* **Hulking Strength.** The damage die of your unarmed strikes and melee weapon
attacks increases to 1d10.
* **Nimble Dexterity.** Opportunity attacks against you now have disadvantage.
* **Resilient Constitution.** You gain resistance to bludgeoning, piercing, and
slashing damage.
* Your size becomes large, and your creature type becomes monstrosity.
* The temporary hit points you gain are doubled.
* Your unarmed strikes gain a bonus to attack and damage rolls equal to half your
proficiency bonus (rounded up).
* You gain the benefits of all three enhancements available to Experimental
Medicine simultaneously.
During this transformation, you cannot use creations. On your turn, you must move
towards the closest creature within range and take the Attack action against it. If
no creature is within range, you can take the Dash action to move towards the
nearest creature. If you are unable to 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 attempt
to end the effect on yourself.
Once this transformation ends, you gain one level of exhaustion and cannot
transform like this again until you finish a long rest.
* **Hulking Strength.** The damage die of your unarmed strikes and melee weapon
attacks increases to 1d12, and you now have advantage on all Strength checks and
saving throws.
* **Nimble Dexterity.** Your speed doubles and creatures cannot make opportunity
attacks against you.
* **Resilient Constitution.** You gain immunity to the paralyzed, stunned, and
poisoned conditions, and resistance to poison and necrotic damage.
Additionally, you can now use creations in your Monstrous Transformation as you
have mastered the transformation completely.
### Physician
Physicians focus primarily on their job as the ship's doctor, and specialize in
using their medicine to aid allies and heal their wounds over fighting on the
frontlines themselves.
Alternatively, when you restore hit points to a creature using a medic creation of
1st level or higher, you can expend a number of these healing dice up to the level
of the creation and add them to the amount of hit points restored to one 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 you gain access to a creation that isn't in the
medic creation list, it is nonetheless a medic creation for you.
\page
As an action on your turn, you can expend one use of your Experimental Medicine and
create a cloud of medical fumes that can restore a number of hit points equal to
five times your medic level. Choose any creatures within 30 feet of you, and divide
those hit points among them. You can’t use this feature on an Undead or a
Construct.
### Chemist
Chemists take the practice of medicine to its logical extremes, and often beyond
that. They are boundless visionaries who push their craft to the breaking point,
finding ways to cause harm with an art oftentimes meant to save lives, whether
deliberately so or not.
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.
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 will it.
___
> ## Experimental Ooze
>*Small ooze, unaligned*
> ___
> - **Armor Class** 13
> - **Hit Points** 7 + five times your medic level + your Wisdom modifier
> - **Speed** 20ft., climb 20 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|11 (+0)|8 (-1)|15 (+2)|4 (-3)|11 (+0)|1 (-5)|
>___
> - **Damage Immunities** acid, poison
> - **Condition Immunities** All
> - **Senses** blindsight 30 ft., passive Perception 10
> - **Languages** Understands the languages you speak
> ___
> ***Amorphous.*** The ooze can move through a space as small as 1 inch in diameter
without squeezing.
>
> ### Actions
> ***Psuedopod.*** *Melee Weapon Attack:* +your creation attack modifier to hit,
reach 5ft., one target. *Hit:* 2d4 acid damage + PB
>
> ***Acid Glob.*** *Ranged Weapon Attack:* +your creation attack modifier to hit,
range 30ft., one target. *Hit:* 1d6 acid damage + PB
Whenever you use a creation that deals either acid, fire, necrotic, or poison
damage while your experimental ooze is summoned, you can roll a d8 and add it to
one damage roll of the creation.
Additionally, when you use a creation with a range other than self, you can cause
the creation to originate from you or your experimental ooze.
\page
When your experimental ooze takes damage, it can use its reaction to instantly
reduce its hit points to 0 and detonate in a blast of caustic sludge. This happens
automatically when the ooze is reduced to 0 hit points, unless you use your
reaction to stabilize the fumes, preventing the detonation.
When the ooze detonates, each creature within 10 feet of the ooze must make a
Dexterity saving throw against your creation save DC, taking acid damage equal to a
number of d10s equal to your proficiency bonus + your Wisdom modifier on a failed
save, and half as much on a success.
### Amputator
Good doctors are hard to come by, and let alone good medicine. Often times at sea,
when the going gets tough, losing a limb to avoid infection is the best option.
However, these medics, instead of using their skills in amputation as a form
medicine, utilize it with blades in a form of combat.
Compared to other medics, sawbones are decidedly more capable and willing of
holding their own in a fight, using their intricate knowledge of anatomy and
surgical precision to cut their foes to ribbons.
Additionally, when you attack with a weapon that you are proficient with, you can
use your Wisdom modifier, instead of Strength or Dexterity, for the attack and
damage rolls.
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.
```
```
As a bonus action on your turn, you can target one creature you can see within 60
feet and study it briefly, gaining one of the following bonuses until the start of
your next turn:
* The next time you deal damage to the creature, you deal additional damage to it
equal to your medic level.
* The next time you restore hit points to the creature with a creation of 1st level
or higher, it regains an additional amount of hit points equal to your medic level.
* The next time the creature hits you with an attack, you can reduce the damage
taken by an amount equal to your medic level.
You can use this feature a number of times equal to your proficiency bonus and
regain all uses when you finish a long rest.
Once per turn when you target a creature with Surgical Precision or Anatomical
Study, you can force it to make a Wisdom saving throw against your creation save
DC. On a failed save, the creature becomes frightened of you until the end of your
next turn.
\page
### Plaguewright
"As above, so below." No truer words could describe the existance of plaguewrights.
As medics and doctors are typically meant to cure wounds, prevent death, and treat
diseases, others have a much darker purpose. Medics that follow this path see
diseases and the dying not as disasters, but as tools for their own purposes.
When a creature you can see moves into a space within 10 feet of you or starts its
turn there, you can command your pathogens to deal 1d6 necrotic damage to that
creature unless it succeeds on a Constitution saving throw against your creation
save DC. The necrotic damage increases to 1d8 at 6th level, 1d10 at 10th level, and
1d12 at 14th level.
As an action, you can expend a use of your Experimental Medicine feature to cause
your pathogens to surge, rather than transform. While this feature is active, you
gain the following benefits:
* 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.
These benefits last for 10 minutes, until you lose all these temporary hit points,
or until you use your Experimental Medicine feature again.
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.
When you use the Animate Dead creation to create an undead, any creature raised has
additional benefits:
* The creature's hit point maximum is increased by an amount equal to your medic
level.
* The creature adds your proficiency bonus to its weapon attack and damage rolls.
Additionally, when you use the Animate Dead creation, you can have an additional
Animated Undead active.
Additionally, when you use the Animate Dead creation, you can have two additional
Animated Undead active.
<img src='https://i.pinimg.com/564x/52/a7/fb/52a7fbd369c1a728fcbf10d0f0753a33.jpg'
style='position:absolute; bottom:-200px; right:0px; width:500px' />
<img src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:-0px; left:0px; width:820px' />
\page
## Rogue
<div class='classTable'>
##### The Rogue
| Level | Proficiency Bonus | Sneak 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 | Uncanny Dodge |
| 6th | +3 | 4d6 | Expertise |
| 7th | +3 | 5d6 | Evasion |
| 8th | +3 | 5d6 | Ability Score Improvement |
| 9th | +4 | 6d6 | Roguish Archetype Feature |
| 10th | +4 | 6d6 | Ability Score Improvement |
| 11th | +4 | 7d6 | Reliable Talent |
| 12th | +4 | 7d6 | Ability Score Improvement |
| 13th | +5 | 8d6 | Roguish Archetype Feature |
| 14th | +5 | 8d6 | 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 |
</div>
## 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
<img src='https://i.pinimg.com/564x/73/fb/e4/73fbe49d30bc1efeec6a1d0dd2ec8ddf.jpg'
style='position:absolute; top:-00px; right:-200px; width:800px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3jj-28db04ca-5932-4f47-8fcb-d537d0821003.png/v1/fill/
w_1024,h_1326,strp/16___jh5nqvm_by_flamableconcrete_dcjq3jj-fullview.png?
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aW9ucyJdfQ.QQid1nas3KgOy8UsILuJZ5r72_8n9Cg2wlc_WWZasLw'
style='position:absolute; top:0px; right:-140px; width:1100px' />
\page
#### Proficiencies
___
- **Armor:** Light armor
- **Weapons:** Simple weapons, hand crossbows, pistols, revolvers, cutlass, katana,
longswords, rapiers, shortswords, whips
- **Tools:** Thieves' tools
- **Saving Throws:** Dexterity, your choice of Intelligence, Wisdom, or Charisma
- **Skills:** Choose four from Acrobatics, Athletics, Deception, Insight,
Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand,
and Stealth
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a rapier or *(b)* a shortsword
- *(a)* a short bow and quiver of 20 arrows or *(b)* a shortsword
- *(a)* a burglar's pack, *(b)* a dungeoneer's pack, or *(c)* an explorer's pack
- Leather armor, two daggers, and thieves' tools
### Expertise
At 1st Level, choose two of your skill proficiencies, or one of your skill
proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is
doubled for any ability check you make that uses either of the chosen
proficiencies.
At the 6th level, you can choose two more of your proficiencies (in skills or with
thieves’ tools) to gain this benefit.
You don’t need advantage on the attack roll if another enemy of the target is
within 5 feet of it, that enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown
in the Sneak Attack column of the Rogue table.
In addition, you understand a set of secret signs and symbols used to convey short,
simple messages, such as whether an area is dangerous or the territory of a
thieves’ guild, whether loot is nearby, or whether the people in an area are easy
marks or will provide a safe house for thieves on the run.
```
```
### Evasion
Beginning at 7th level, your instinctive agility lets you dodge out of the way of
certain area effects, such as a _fireball_ creation. When you are subjected to an
effect that allows you to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving throw, and only half damage
if you fail.
### Blindsense
Starting at 14th level, your awareness expands beyond sight. You gain blindsight of
30ft.
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
```
```
### Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper
hand against you. No attack roll has advantage against you while you aren’t
incapacitated.
Once you use this feature, you can’t use it again until you finish a short or long
rest.
## Roguish Archetypes
Rogues have many features in common, including their emphasis on perfecting their
skills, their precise and deadly approach to combat, and their increasingly quick
reflexes. But different rogues steer those talents in varying directions, embodied
by the rogue archetypes. Your choice of archetype is a reflection of your focus -
not necessarily an indication of your chosen profession, but a description of your
preferred techniques.
### Seeker
Seekers are rogues who see little value in gold or power. Their treasure is that of
knowledge, being pursuers of ancient secrets and knowledge hidden away in forgotten
corners of the world, sometimes for centuries.
Daring adventurers, seekers brave the dangers of the world, not only from the
ancient temples they explore but also from those who wish to keep the secrets of
the past hidden. They excel at gathering information and have a vast array of
knowledge at their disposal.
Additionally, you do not require advantage on the attack roll to gain your sneak
attack damage against creatures with a lesser Intelligence ability score. You do
not gain this benefit if you have disadvantage on the attack roll.
### Thief
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other
criminals typically follow this archetype, but so do rogues who prefer to think of
themselves as professional treasure seekers, explorers, delvers, and investigators.
In addition to improving your agility and stealth, you learn skills useful for
delving into ancient ruins, evaluating rare treasures, and using gadgets you
normally couldn’t employ.
In addition, when you make a running jump, the distance you cover increases by a
number of feet equal to your Dexterity modifier.
For example, you can take both the dash and disengage actions, the dash and hide
actions, or the attempt a Sleight of Hand check from Fast Hands followed by the
disengage action.
```
```
### Assassin
Assassins are rogues who are stealthy killers, working from the shadows, pirates
that rely on subterfuge. You become a silent killer who can disappear in a crowd
and strike down enemies before they even know what hit them, wielding deadly
abilities that slip them in and out of any situation.
#### Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your
enemies. You have advantage on attack rolls against any creature that hasn't taken
a turn in the combat yet.
In addition, when you have advantage on an attack roll against a creature and make
a successful hit with, you can choose to make that hit a critical hit. You can use
this ability a number of times equal to your proficiency bonus, regaining all uses
at the end of a long rest.
#### Opportunist
Starting at 9th level, you are able to take full advantage of the battlefield,
taking the opportunity for the first strike. When you roll initiative, you can
choose to swap initiative rolls with a willing creature that you can see a within
60ft.
Alternatively, you can attempt to swap initiative rolls with 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
Starting at 13th level, you can vanish without a trace, allowing you to sneak up on
just about anyone. When you attempt to hide, you can attempt to hide in plain
sight.
As normal, moving more than half your movement speed while hidden will reveal your
position.
#### Deadly Strike
Starting at 17th level, you become a master of instant death. When you hit a
creature with an attack and score a critical hit, it must make a Constitution
saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed
save, double the damage of your attack against the creature.
\page
### Inquisitive
Inquisitives are rogues that take a slower and more calculated approach to their
job. You become an expert at rooting out the truth, whether through careful
observation or interaction with other creatures, reading them like an open book.
This benefit lasts for 1 minute or until you successfully use this feature against
a different target.
You can use this feature a number of times equal to your Wisdom modifier (minimum
of once), and you regain all expended uses of it when you finish a long rest.
<div class='classTable'>
##### Gadget Trickster
|Player Level | Tricks Known | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 3rd | Mirrored Hand + 2 | 3 | — | — | — | — |
| 4th | Mirrored Hand + 2 | 3 | — | — | — | — |
| 5th | Mirrored Hand + 2 | 4 | 2 | — | — | — |
| 6th | Mirrored Hand + 2 | 4 | 2 | — | — | — |
| 7th | Mirrored Hand + 2 | 4 | 3 | — | — | — |
| 8th | Mirrored Hand + 2 | 4 | 3 | — | — | — |
| 9th | Mirrored Hand + 2 | 4 | 3 | 2 | — | — |
| 10th | Mirrored Hand + 3 | 4 | 3 | 2 | — | — |
| 11th | Mirrored Hand + 3 | 4 | 3 | 3 | — | — |
| 12th | Mirrored Hand + 3 | 4 | 3 | 3 | — | — |
| 13th | Mirrored Hand + 3 | 4 | 3 | 3 | 1 | — |
| 14th | Mirrored Hand + 4 | 4 | 3 | 3 | 1 | — |
| 15th | Mirrored Hand + 4 | 4 | 3 | 3 | 2 | — |
| 16th | Mirrored Hand + 4 | 4 | 3 | 3 | 2 | — |
| 17th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 1 |
| 18th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 1 |
| 19th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 2 |
| 20th | Mirrored Hand + 4 | 4 | 3 | 3 | 3 | 2 |
</div>
You learn additional gadgeteer tricks of your choice at higher levels, as shown in
the Tricks Known column of the Gadget Trickster table.
At the end of a long rest, you can change one of the tricks you know for another
from your creation list.
\page
You prepare the list of gadgeteer creations that are available for you to cast. To
do so, choose a number of gadgeteer creations from your notebook equal to your
Intelligence modifier + half your Gadget Trickster level rounded down (minimum of
one creation). The creations must be of a level for which you have creation slots.
For example, if you are a 5th-level Gadget Trickster, you have four 1st-level and
two 2nd-level creation slots. With an Intelligence of 14, your list of prepared
creations can include four creations of 1st or 2nd level, in any combination. If
you prepare the 1st-level creation Cure Wounds, you can cast it using a 1st-level
or a 2nd-level slot. Casting the creation doesn't remove it from your list of
prepared creations.
You can change your list of prepared creations when you finish a long rest.
Preparing a new list of gadgeteer creations requires time spent tinkering with your
creation casting focuses: at least 1 minute per creation level for each creation on
your list.
<center>
</center>
<div style='margin-top:15px'></div>
* You can stow one object the hand is holding in a container worn or carried by
another creature.
* You can retrieve an object in a container worn or carried by another creature.
* You can use thieves' tools to pick locks and disarm traps at range.
* You can perform one of these tasks without being noticed by a creature if you
succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom
(Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control
the hand.
If you succeed, you can learn one of the abilities they use on their turn (Doesn't
count for Haki or Devil Fruit Abilities).
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 technique learned that
requires the use of ability scores uses the necessary modifier(s) from your ability
scores. When you attempt to learn a new technique, you must either disregard it, or
forget a previous technique.
### Fencer
Very few are faster and more precise in combat than the adept fencer. Your
expertise in dodging, parrying, and lunging make you essentially a blur of metal to
your opponent. Many fencers make the most of their dexterity to avoid any
unfavorable attack, move with great acrobatic expertise, and are able to strike
through even the toughest of armor.
#### En Garde
When you choose this archetype at 3rd level, you have learned that an opponent is
always off-guard when they miss. When an enemy within range of your weapon attack
misses an attack or creation, regardless of their target, you can use your reaction
to make an opportunity attack with a melee weapon against it.
\page
You gain a second reaction, this reaction can only be used for Uncanny Dodge. You
regain this reaction at the start of each of your turns.
Additionally, whenever you are knocked prone or grappled, you can make a Dexterity
saving throw, DC 15 to avoid being knocked prone or grappled on a success.
#### Weapon Weave
At 17th level, your attacks are so precise that you can slip through even the
toughest armor with ease, and pierce even the most lofty of foes. Your melee weapon
attack rolls add double your proficiency bonus, rather than once.
### Scout
Skilled in stealth and movement, allowing you to scout ahead of your companions
during expeditions. Rogues who embrace this archetype are at home in nearly any
environment. Typically these outlanders and lookouts who aid their crew with keen
eyes and quick feet. Able to weave through the battlefield like greased lightning
and cut an opening for the rest of the crew.
#### Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move
up to half your speed as a reaction when an enemy ends its turn within 5 feet of
you. This movement doesn’t provoke opportunity attacks.
#### Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and
Survival skills if you don't already have them. Your proficiency bonus is doubled
for any ability check you make that uses either of those proficiencies.
You have advantage on initiative rolls. In addition, the first creature you hit
during the first round of combat becomes easier for you and others to strike;
attack rolls against that target have advantage until the start of your next turn.
### Swashbuckler
Speed and charm go hand in hand when one becomes a swashbuckler. They are nothing
short of the archetypical pirate, who swings into battle with rakish audacity and
no fear. Not only do you have the physical finesse in all your duels, but also the
mental finesse and panache to get your way.
You also gain an additional way to use your Sneak Attack; you don't need advantage
on the attack roll to use your Sneak Attack against a creature if you are within 5
feet of it, no other creatures are within 5 feet of you, and you don't have
disadvantage on the attack roll. All the other rules still apply to you.
#### Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can
make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight)
check. The creature must be able to hear you, and the two of you must share a
language.
If you succeed on the check and the creature is hostile to you, it has disadvantage
on attack rolls against targets other than you and can't make opportunity attacks
against targets other than you. This effect lasts for 1 minute, until one of your
companions attacks the target or affects it with a creation, or until you and the
target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by
you for 1 minute. While charmed, it regards you as a friendly acquaintance. This
effect ends immediately if you or your companions do anything harmful to it.
\page
You can use this feature a number of times equal to 1 + your Charisma modifier,
regaining all expended uses when you finish a short or long rest.
### Sawbones
On the field of battle, first aid for your fallen comrades takes priority. When
you're a pirate, you need whatever is necessary to prevent you from bleeding out.
In academic circles, being labeled "sawbones" is a mark of shame, known for being
medical quacks, however among pirates and marines, it's a title that oftentimes
carries some modicum of respect and no small amount of fear.
Sawbones are rogues who put their deft fingers to use as marine doctors. Good
sawbones can easily be counted among the most skilled surgeons on the seas, able to
stomach any amount of blood and work with precision through the harshest of storms.
#### Patchwork
At 3rd level, you learn how to quickly administer first aid while on the
battlefield.
You have a pool of medicine that can be used to heal allies in the middle of
combat, represented by a number of d8s equal to 1 + your Rogue level.
Using your Cunning Action, you can touch a creature and spend a number of those
dice equal to your Wisdom modifier (minimum of one). The target regains a number of
hit points equal to the total of those dice + your Wisdom Modifier.
Alternatively, you can expend one of these dice to remove one disease or poison
from a creature. You regain all spent dice when you finish a short or long rest.
The operation requires costly medicine and anesthetics worth at least 5 000 000
beri (500gp). You must concentrate on the operation for 10 minutes as if you were
concentrating on a creation, and if your concentration is broken you lose all
progress and medicine involved in the operation.
If one hour has not yet passed since the creature died, you can attempt this
operation again, provided you have the means to do so. If you successfully finish
the operation, the dead creature returns to life with one hit point and is cured of
any poisons or diseases it was suffering from.
If it was missing any limbs, you can reattach them as part of this operation if
they are intact and available.
You can use this feature twice, and regain the ability to do so when you finish a
long rest.
#### Check-up
At 13th level, you can set aside time to see to allies when a moment of rest is
given. Over the course of a short rest, you can tend to a number of creatures equal
to your Wisdom modifier (minimum of one). Each creature you treat are cured of the
blinded, deafened, paralyzed, petrified and poisoned conditions.
Additionally, if the creature was missing a limb, you can reattach it if you still
have access to it and it wasn't destroyed.
Finally, each creature regains an additional 2 hit points for each hit dice it
rolls to restore hit points.
Once you use this feature, you must finish a long rest before you can do so again.
When you roll a 1 or 2 on a damage dice for your Sneak Attack, you can treat those
rolls as 3's.
### Ringmaster
When putting on a truly grand performance, one must be able to manage all the acts
and moving parts
As a bonus action, you can forgo your ability to sneak attack for your turn, to
highlight an allied creature that can hear you for success, within a 60ft range.
When that allied creature sucessfully hits with an attack, they can add your sneak
attack damage to their damage roll, along with your choice of one of the following
effects:
* The allied creature's critical hit range is 19-20 for that attack.
* The allied creature's target has their next attack roll, ability check, or saving
throw is reduced by 1d6.
* If you and the allied creature are within 30ft of each other, you can choose to
swap places with them.
\page
A creature benefits from this until they make a successful hit, or until the end of
their next turn, losing the benefits afterwards.
You can use this feature a number of times equal to your proficiency bonus,
regaining all uses on a short or long rest.
#### Denouement
By 13th level, your closing act is just as potent as your opening act. Whenever
you, or the allied creature under the effect of your Opening Act feature reduces a
creature to 0 hit points, or lands a critical hit, you can cause on of the
following effects to occur:
* The creature that made the attack gains a number of temporary hit points equal to
your level.
* The creature's next attack deals additional damage equal to your level.
* The creature can move 30ft in a direction of their choice without provoking
opportunity attacks.
You can use this feature a number of times equal to your proficiency bonus,
regaining all uses on a short or long rest.
<img
src='https://pbs.twimg.com/media/Fl60Q3maAAIyVXh?format=jpg&name=medium'
style='position:absolute; bottom:-180px; left:-190px; width:800px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0002.png'
style='position:absolute; bottom:-200px; right:-40px; width:860px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-left/0002.png'
style='position:absolute; bottom:0px; right:-40px; width:860px' />
### Wildcard
Lady Luck is a strange mistress, willing to give and take as she pleases, making
even the most unlikely events a stark possibility. Rogues that fall under this
archetype are masters of treading the lines of fortune and misery.
These masters of gambling are able to utilize their skills in combat, and stay calm
under pressure as the world around them succumbs to pandemonium. As they continue,
they may even be able to influence the chaos to a noticable degree.
In addition, you gain proficiency with improvised weapons and can utilize parts of
gaming sets you are proficient in as improivsed weapons, such as using cards.
Improvised weapons you wield have the finesse and thrown (30/120) properties. They
deal 1d6 damage, which increases to 1d8 at 6th, 1d10 at 11th, and 1d12 at 16th
level. Their damage type is your choice of bludgeoning, piercing, or slashing.
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.
#### Pokerface
At 9th level, you can keep calm even while under pressure. You gain advantage on
any Charisma (Deception) or Dexterity (Sleight of Hand) checks if you move no more
than half your speed on the same turn.
Alternatively, you can choose to take both of the results at the same time. You can
do this a number of times equal to your proficiency bonus, regaining all uses on a
short or long rest.
When you are subjected to an effect that allows you to make a any saving throw to
take only half damage, you instead take no damage if you succeed on the saving
throw, and only half damage if you fail.
\page
| d100 | Effect |
|:----:|:-------------|
| 26 | If your hit points were to be reduced to 0 in the next minute, you instead
fall to 1 hit point, after which the effect ends. |
| 27 | The next time you deal sneak attack damage, that damage is halved. |
| 28 | A randomly chosen enemy within 60ft of you falls prone. |
| 29 | The next d20 roll that you fail, you can choose to reroll it. You must take
the new roll. |
| 30 | For the next minute, you cannot be charmed. If you are already charmed, the
effect is suspended for the duration. |
| 31 | A cloud of hundreds of oversized butterflies fills a 30-foot radius centered
on yourself. The area becomes heavily obscured for 10 minutes, the butterflies
disperse afterwards. |
| 32 | The next time you are hit with a melee weapon attack, the target takes half
the damage they dealt to you. |
| 33 | You spontaneously burst into flames for one minute, or until a creature uses
their action to extinguish the flames. At the end of each of your turns, you take
1d10 fire damage while you are on fire. |
| 34 | You use the Fear Factor creation. |
| 35 | You add 5 to your next initiative roll. If you are already in combat, this
increases your initiative result by 5 when the next round begins. |
| 36 | Any creature within a 30ft radius of yourself has disadvantage on all attack
rolls, except against you. |
| 37 | For the next minute, you have a -2 penalty to your AC. |
| 38 | You forget everything that happened in the last 10 minutes. |
| 39 | You automatically fail the next death save you make within the next 24
hours. |
| 40 | You immediately take 2d10 psychic damage. |
| 41 | You lose the ability to speak for the next hour. |
| 42 | You cast Enlarge/Reduce, reducing yourself. |
| 43 | You use Spike Growth creation, but it is centered on yourself. |
| 44 | For the next minute, your movement speed is reduced by 10. |
| 45 | A randomly determined (DM's discretion), non-mastercraft, object of small or
lesser size appears in an open space within 30ft of you. |
| 46 | You use the Spider Climb creation. |
| 47 | A random type of hat, that is not mastercraft or special in any other way,
appears on a random creature within 30ft of yourself. |
| 48 | You use the Stinking Cloud creation. |
| 49 | You use the Heat Metal creation. |
| 50 | A randomly chosen ally within 60ft of you drops an item they are holding. |
\page
| d100 | Effect |
|:----:|:-------------|
| 51 | You are launched 2d4 x 10 feet into the air, and then fall. |
| 52 | For the next minute, you can use your bonus action to teleport to a location
you can see within a 30ft range. |
| 53 | You regain a number of hit points equal to 2d10 + your Dexterity modifier. |
| 54 | You are stunned until the start of your next turn, believing something
awesome just happened. |
| 55 | You use the Fog Cloud creation, but it is centered on yourself |
| 56 | A randomly chosen ally within 60ft of you falls prone. |
| 57 | You use the Fairy Lights creation. |
| 58 | You use the Grease creation. |
| 59 | A randomly chosen enemy within 60ft of you drops an item they are holding. |
| 60 | You use the Confusion creation, targeting only yourself. |
| 61 | The ground within a 30ft radius around yourself becomes difficult terrain. |
| 62 | You become poisoned for 1 minute, but you can make a Constitution saving
throw, DC 16 at the end of each of your turns, ending it on a success. |
| 63 | An animal of the DM's choice appears in the unoccupied space nearest to you.
The animal isn't under your control and acts as it normally would. |
| 64 | The next time you take damage, that damage is halved. |
| 65 | Roll a d6. For the next minute, you have advantage on saving throws for a
randomly determined ability score based on that d6. 1 for Strength, 2 for
Dexterity, 3 for Constitution, 4 for Intelligence, 5 for Wisdom, and 6 for
Charisma. |
| 66 | You use the Lesser Restoration creation on yourself, or a willing creature
within 30ft of you. |
| 67 | For the next minute, you don't provoke opportunity attacks. |
| 68 | The next time you hit a creature with a weapon attack, it must make a
Constitution Saving throw, becoming stunned until the end of your next turn on a
failure. |
| 69 | A creature of your choice within 10ft of you, you can move them 20ft in a
direction of your choice. Unwilling creatures are moved if they fail a Strength
saving throw. |
| 70 | You use the Levitate creation. |
| 71 | You use the Tremor creation. |
| 72 | You cannot take reactions until the start of your next turn. |
| 73 | The next time you hit a creature and successfully sneak attack, you take
half of the damage you dealt. |
| 74 | On your next turn, you can only take an action, bonus action, or movement. |
| 75 | You cast Enlarge/Reduce, enlarging yourself. |
| 76 | You cast the Slow creation. |
| 77 | A stream of 1d4 x 10 game pieces (such as dice, cards, or poker chips),
shoots out from your space in a line 30 feet long and 5 feet wide. Each piece deals
1 bludgeoning damage, and the total damage of the piece is divided equally among
all creatures in the line. |
| 78 | You use the Lightning Bolt creation. |
| 79 | For 1 minute, you and every creature within 30ft of you, cannot see farther
than 30ft. |
| 80 | Mysteriously, you lose 100,000 berries that you have on you. If you don't
have that much on you, you take 4d10 necrotic damage. |
| 81 | You use the Contagion creation on yourself. |
| 82 | You glow bright red as if the Light trick was used on you, for 1 hour. |
| 83 | You gain 1 level of exhaustion. |
| 84 | You use the Wall of Sand creation centered on yourself. |
| 85 | A loud and annoying sound blares out from around you. You and each creature
within 10ft of you takes 2d10 thunder damage. If a creature is concentrating on a
creation, or ability that requires concentration, they make a concentration save
with disadvantage. |
| 86 | The next time a creature hits you with an attack, you are additionally
knocked back 20ft. |
| 87 | Until the start of your next turn, you can't regain hit points. |
| 88 | You subtract 5 from your next initiative roll. If you are already in combat,
this decreases your initiative result by 5 when the next round begins. |
| 89 | Appearing in every square that is 5ft adjacent to you, caltrops suddenly
appear. |
| 90 | The weather unexpectedly shifts, causing a heavy rain to occur outside for
the next hour. |
| 91 | All allies within 10 feet of you get a -2 penalty on attack and damage rolls
for any attack they make for the next minute. |
| 92 | You lose proficiency in one randomly chosen skill, tool, or weapon for the
next 8 hours. |
| 93 | A random humanoid appears within 100ft of you and loudly declares you as
their enemy. |
| 94 | All enemies within 10ft of you have a +2 bonus to all their saving throws. |
| 95 | You gain a number of temporary hit points equal to twice your level. |
| 96 | For the next minute, your speed increases by 10. |
| 97 | The next time you successfully hit a creature and deal sneak attack damage
to them, you deal an extra 5 damage. |
| 98 | All of your hair falls out, but will grow back by the end of the day. |
| 99 | The DM chooses one of the effects on this table. |
| 100 | You get to choose which effect on this table takes effect. |
\page
## Savant
<div class='classTable wide'>
##### 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 |
</div>
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b37d0f99-bda7-
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\page
## Class Features
As a savant, you gain the following class features
#### Hit Points
___
- **Hit Dice:** 1d10 per savant level
- **Hit Points at 1st Level:** 10 + your Constitution modifier
- **Hit Points at Higher Levels:** 1d10 (or 6) + your Constitution modifier per
savant level after 1st
#### Proficiencies
___
- **Armor:** All armor, shields
- **Weapons:** Simple weapons, martial weapons
- **Tools:** None
___
- **Saving Throws:** Wisdom, Charisma
- **Skills:** Choose two from Athletics, Acrobatics, Insight, Intimidation,
Persuasion, and Performance
#### Equipment
You start with the following equipment, in addition to the equipment granted by
your role:
- *(a)* a martial weapon and a shield or *(b)* two martial weapons
- *(a)* chainmail or *(b)* a heavy longcoat
- *(a)* a dungeoneer's pack or *(b)* an explorer's pack
- five javelins, a dagger, and a memento
Your choice grants you features at 1st level, and then again at 3rd, 7th, 15th, and
20th level.
You have a pool of inspiring energy equal to five times your savant level that
replenishes on a long rest. As an action, you can touch a willing creature and draw
power from the pool to restore a number of hit points to that creature, up to the
maximum amount remaining in that pool.
Alternatively, you can expend 5 of these hit points to cure the target of one
disease or neutralize one poison affecting it. You can cure multiple Diseases and
neutralize multiple Poisons with a single use of this ability, expending Hit Points
separately for each one.
### Creativity
At 2nd level, your passionate soul finally stirs enough to awaken the power
slumbering within. (Creativity is synonymous with 5th edition Spellcasting. See
"Casting a Spell" in the _Player's Handbook_ for the general rules of Spellcasting
in Dungeons and Dragons 5th edition).
```
```
You prepare the list of savant creations that are available for you to use,
choosing from the savant creation list. When you do so, choose a number of savant
creations equal to your Charisma modifier + half your savant level, rounded down
(minimum of one spell). The creations must be of a level for which you have
creation slots.
For example, if you are a 5th-level savant, you have four 1st-level and two 2nd-
level creation slots. With a Charisma of 14, your list of prepared creations can
include four creations of 1st or 2nd level, in any combination. For example, if you
prepare the 1st-level creation _longstrider_ and have a 1st-level and a 2nd-level
creation slot available, you can use _longstrider_ with either slot.
You can change your list of prepared creations when you finish a long rest.
Preparing a new list of savant creations requires time spent in focus and creative
pursuit: at least 1 minute per creation level for each creation on your list.
<center>
Whenever you reach a level in this class that grants the Ability Score Improvement
feature, you can replace a fighting style you know with another fighting style
available to savants.
The damage type of this extra damage depends on your choice of Ardent Soul, as
described in the Ardent Soul Element table below.
\page
When you use your Channel Conviction, you choose which effect to use. You must
finish a short or long rest to use your Channel Conviction again.
Some Channel Conviction effects require a saving throw. When you use such an effect
from this class, the DC equals your savant creation save DC.
Whenever you hit a creature with a melee weapon, the creature takes an extra 1d8
damage of the type you chose for your Ardent Soul, as described in the Ardent Soul
Element table.
As an 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 Charisma modifier (minimum
of once) and regain all uses when you finish a long rest.
## Ardent Soul
A savant is defined by their innate ability to draw upon a fantastical elemental
force. Sometimes, it is a gift that they are born with, such as oracles that can
scry the future. Other times, it is a result of genetic tampering in an attempt to
create super soldiers. More rarely is it that a savant awakens their ability on the
seas, as a result of a strong conviction.
Savants are typically colored by the type of gift that they've been granted, though
this isn't necessarily good or bad. Fire and heat, for instance, tend to represent
passion, so a valiant protector of the weak and an ambitious, ruthless conqueror
could both end up drawing on this power.
***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 deal extra fire damage equal to your Charisma
Modifier.
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.
***Soul Burn.*** As an action, your flames burn bright to banish despair. Each
creature of your choice within 30 feet gains 2d6 + your savant level in temporary
hit points, and while a creature has these temporary hit points, it has advantage
on saving throws against being frightened.
#### Aura of Devotion
Starting at 7th level, you and friendly creatures within 10 feet of you can’t be
charmed while you are conscious.
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 slot to use it again.
***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 deal an extra 1d8 acid damage.
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.
***Spiteful Corrosion.*** When you deal acid damage to a creature, you can use
Channel Conviction to create a sticky substance that lingers and corrodes their
defenses. For 1 minute, the creature's armor class is reduced by -2. The creature
can use an action on its turn to make a Strength check against your creation DC,
and on a successful check, it manages to scrape off the acid and end this effect.
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 slot to use it again.
***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 that deal cold damage reduces the target's AC by 2, and halves
their speed. This effect doesn't stack. The target can spend their action to end
the effect, or if another creature spends their action to also end the effect.
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.
While a creature is under the effects of a creation you have used that either
reduces its speed or incapacitates it, it suffers cold damage at the start of its
turn equal to your Charisma modifier (minimum of one). If damage would normally
allow the creature to make a saving throw, this damage does not trigger such
effects.
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 slot to use it again.
***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 that deal lightning damage can spread through
enemies, as you have the choice to give them a damage spread of 5ft, DC spell save.
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.
When a creature misses you with an attack, you can use your reaction to instantly
make an opportunity attack against it.
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 slot to use it again.
```
```
***Working Routine.*** You can use your Channel Conviction to grant yourself the
ability to use any savant creations you know as routines for 8 hours.
#### Aura of Warding
Starting at 7th level, you and friendly creatures within 10 feet of you have
resistance to the damage of creations while you are conscious.
#### Fateweaver
At 20th level, you can ascend to a higher state of mind. As a bonus action, you
gain the following benefits for 1 minute:
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 slot to use it again.
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.
***Feed on Despair.*** As an action, you can gorge yourself on the suffering and
pain of your enemies. Each creature of your choice within 20 feet of you must make
a Charisma saving throw, taking 2d6 + your Savant level necrotic damage on a failed
save and half as much on a success. You then gain temporary hit points equal to the
damage dealt to one of these creatures.
When you score a critical hit against a creature or reduce it to 0 hit points, you
can force each creature within 20 feet that can see you to make a Wisdom saving
throw against your creation save DC. On a failed save, a creature is frightened of
you until the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum
of once) and regain all uses when you finish a long rest.
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 slot to use it again.
\page
### Radiant Superiority
Savants are a special breed, and this is something a few of them realize early.
Fueled by their own pride and feelings of superiority, some savants can harness a
blazing light at their beck and call. Almost regal in their appearance, these
savants can be anything from noble defenders to vain tyrants.
#### Shining Soul
Beginning when you unlock this ardent soul at 1st level, you gain resistance to
radiant damage. You also learn the Light and Radiant Bolt trick if you don't
already know it.
```
```
***Blazing Light.*** 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 sheds bright light in a 20 feet radius and dim light for another 20
feet, and you can add your Charisma modifier (minimum of one) to the attack rolls
you make with the weapon.
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.
***Commanding Presence.*** You can use your Channel Conviction to exude a presence
of majesty. As an action, you force each creature of your choice that you can see
within 30 feet of you to make a Wisdom saving throw. On a failed save, a creature
becomes charmed or frightened of you for 1 minute (your choice). You choose the
same condition for each creature. A creature can repeat this saving throw at the
end of each of its turns, ending the effect on itself on a success.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/99df6eb1-04e9-
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<img
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\page
#### Blinding Flare
Beginning at 15th level, you can blind enemies when you strike them with radiant
energies.
When you deal radiant damage to a creature, you can force it to make a Constitution
saving throw against your creation save DC. On a failed save, the creature is
blinded until the end of its next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum
of once) and regain all uses when you finish a long rest.
* You have immunity to radiant damage and resistance against all other forms of
damage.
* Once when you miss with a weapon or creation attack on your turn, you can reroll
the attack and must use the new roll.
* When you take the Attack action on your turn, you can make one additional attack
as part of that action.
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 slot to use it again.
***Echoing Rebuke.*** As a reaction when a creature hits you with a melee attack,
you can use Channel Conviction to grant yourself resistance to all the damage
dealt. The attacking creature must then succeed on a Constitution saving throw or
suffer an equal amount of damage they dealt as thunder damage (not calculating for
your resistance).
***Reverberating Smite.*** When you hit with a melee attack and use your Ardent
Smite, you can use your Channel Conviction to make the shockwave reverberate across
an area. Each creature of your choice within 15 feet of your target must make a
Strength saving throw, suffering the damage of your Ardent Smite + your savant
level on a failed save, and half as much on a success. On a failed save, a creature
is additionally pulled up to 10 feet to an empty square within 5 feet of you.
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 slot to use it again.
\page
### Venomous Duality
Savants who are uncertain of their path, or doubtful of themselves, manifest their
soul with the duality of medicine and poison. The difference between a life-saving
remedy and a lethal dose of poison rests on a razor's edge, and like their powers,
these savants exist on both sides of the blade. Some are insightful and calm,
weighing all options they have before a decision. Others are volatile and
uncertain, letting their guts decide on which path to take at all times.
#### Miasmic Soul
Beginning when you unlock this ardent soul at 1st level, you gain immunity to the
poisoned condition and resistance to poison damage. Additionally, you learn the
Venom Bolt and Poisonous Puff trick if you don't already know them.
***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 inflict the poisoned condition for 1 minute, DC
spell Save. Creatures can repeat the save at the end of each of their turns.
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 DC of the poison or disease.
As an action on your turn, you invert the poison of your Toxic Aura. Creatures of
your choice within the aura gain temporary hit points equal to 2d6 + your Charisma
modifier (minimum of one). You then lose the benefits of your Toxic Aura until it
reforms at the end of your next turn.
You can use this feature a number of times equal to your Charisma modifier (minimum
of once) and regain all uses when you finish a long rest.
* You and friendly creatures within your Toxic Aura gain immunity to poison damage
and the poisoned condition.
* When a creature moves into or starts its turn within your Toxic Aura, it must
immediately succeed on a Constitution saving throw or become poisoned until it
leaves the aura.
* You don't lose access to your Toxic Aura after using Transmuting Anodyne, and you
can use it as a bonus action on your turn instead of an action.
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 slot to use it again.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/63cb568a-da01-
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\page
<div style='margin-top:500px'></div>
When creating a character, consider what role on a ship 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? What
dreams do they have that won't be fulfilled by staying put in their hometown? How
do they interact when faced with the dreams of others, whether those align or clash
with their own ideals?
## Dreams
Everyone has dreams, whether they are humble and simple or grand and ambitious. A
character's dream should be unique to them and act as the ultimate end goal for
their story.
A dream can be a simple desire to possess something, or a more diffuse ideal that a
character is chasing. Whatever it may be, it goes beyond a simple ambition or goal;
a dream is something that defines a character as a person, something they are
willing to risk their life or even die for.
Each role has a few suggested dreams appropriate to the role, however, work with
your DM to determine exactly what motivates your character to seek adventure on the
open seas of the world of _One Piece_.
## Roles
A ship cannot brave the open sea and much less the Grand Line if it does not have a
crew of diverse skills and abilities to maintain it. A character's role on the ship
is as, if not even more important than their class.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/22eb22bb-4b1f-
467c-8f8b-eafc851901df/d3mt6d1-94f61e75-b48d-4bb0-ac68-41aeaeba0df9.jpg?
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\page
### 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:** Choose three from Acrobatics, Animal Handling,
Athletics, Insight, Intimidation, or Persuasion
- **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
People and creatures that you meet with are more likely to be amenable and
forthcoming, even if they don't understand why. Whether it is because of dread at
your reputation or fascination because of your nature, 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. Additionally, wild beasts and monsters are less likely to
be directly hostile towards you, and if they are hostile they are more likely to
avoid you than seek a confrontation, feeling that you are their superior.
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.
#### 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. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
4672-9fef-426529ac8424/d7nmyxi-247c7561-4889-4d9c-b025-185d12109684.jpg?
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src='https://watercolors.giantsoup.com/phb/phb_right/0001.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
<p></p>
```
```
### 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
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.
#### 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. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
4672-9fef-426529ac8424/d67cj1j-fa36b5b4-f3ae-4506-b339-682c29a41ec6.jpg?
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style='position:absolute; bottom:0px; right:380px; width:685px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
### 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
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.
#### 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. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
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<img
src='https://watercolors.giantsoup.com/phb/phb_right/0001.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
<p></p>
```
```
### 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
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:
* [Creativity Adept (Pg. 171)](#p171)
* [Skilled (Pg. 183)](#p183)
* [First Aid (Pg. 174)](#p174)
* [Battle Creator (Pg. 169)](#p169)
* [Naturalist (Pg. 180)](#p180)
#### Dream
A doctor's dream typically revolves around their attachment to the medical arts,
whether it is to find a mythical panacea for all kinds cures for deadly diseases.
Choose a dream from the table below or create your own with the help of your DM.
| d6 | Dream |
|:----:|:-------------|
| 1 | An incurable disease is ravaging my homeland, and I aim to find a cure before
it's too late. |
| 2 | I wish to create a miracle drug that can cure any illness or sickness. |
| 3 | I want to write my own encyclopedia on rare medical herbs and plants found
all over the world. |
| 4 | A doctor once gave their lives to save mine. I pursue my craft to be the best
I can be and to make them proud. |
| 5 | I want to create a hospital somewhere that can take care of any patient, no
matter what illness they have come down with. |
| 6 | Honestly, I'm good if I can just keep my crew of idiots alive until we reach
the next island. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b8d34e0b-1c2d-
4001-8e55-4d96ef9f29f2/d85kh8y-2344d8a4-83b1-43bd-9998-5330bf68a9fc.jpg?
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<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
<p></p>
```
```
### 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 crewmembers that 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 and become a vessel worthy of the
pirate king.
___
- **Skill Proficiencies:** Choose two from Athletics, Engineering, Insight,
Intimidation, Sleight of Hand, or Survival
- **Tool Proficiencies:** Vehicles (Water)
- **Equipment:** A set of common clothes, a warm coat, a lucky charm, and a pouch
containing 100 000 beri
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.
#### Dream
A helmsman's dream oftentimes revolves around their own abilities. Sometimes it's
as simple as wanting to pilot a ship to the ends of the world, but other times it
appears as 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 in the
world! |
| 5 | I've heard legends of a ship that can sail the skies to the moon and back. I
want to sail it myself one day. |
| 6 | There's a ship known to revolt against its crews and refuse to be sailed. I
will find it and tame it with my own hands. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/67fe776c-d44b-
4499-8626-aa0a5ecd3237/d5loa6r-3160c6fa-15ec-4651-8312-fae4ed6797c4.png?
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style='position:absolute; bottom:0px; right:200px; width:1300px;
height:1060px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
### Master at Arms
The clashing of hundreds of blades, the firing of thousands of guns, life on the
seas it a near endless war as the blue waves are also cascaded in waves of foes. 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 two from Athletics, History, Insight,
Intimidation, Persuasion, or Survival
- **Tool Proficiencies:** None
- **Equipment:** A set of common clothes, a simple or martial weapon of your
choice, and a pouch containing 100 000 beri
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.
#### 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. I will make certain it comes true. |
| 2 | I will be the strongest fighter in the world, bar none! |
| 3 | I have a rival that I wasn't strong enough to defeat before. I must grow
stronger to face them again one day. |
| 4 | I seek to master the art of fighting for the sake of someone else who cannot
do so anymore. |
| 5 | I have learned of a secret technique 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. |
<img
src='https://cdna.artstation.com/p/assets/images/images/001/158/594/large/pu-
reum-lee-2-copy.jpg?1441252871'
style='position:absolute; bottom:0px; right:-200px; width:1400px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_right/0001.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
### 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 one from Acrobatics, Animal
Handling, Deception, History, or Persuasion
- **Tool Proficiencies:** One instrument of your choice
- **Equipment:** A set of common clothes, a costume, an instrument of your choice,
and a pouch containing 50 000 beri
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.
#### 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. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
4672-9fef-426529ac8424/da53kkq-e6f4df53-e7da-42c2-be7b-0b94296d1542.jpg?
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src='https://watercolors.giantsoup.com/phb/phb_right/0001.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
<p></p>
```
```
### 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.
___
- **Skill Proficiencies:** Nature, choose one from Athletics, History, Religion,
Perception, or Survival
- **Tool Proficiencies:** Cartographer's tools, Navigator's tools
- **Equipment:** A set of common clothes, cartographer's tools, navigator's tools,
5 blank sea charts, inkwell, quill, and a pouch containing 50 000 beri
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.
#### 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. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1b1274e6-b42e-
4672-9fef-426529ac8424/d67cim5-4afae36e-3523-48b2-892b-48d0ca024d86.jpg?
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style='position:absolute; bottom:0px; left:-190px; width:695px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
### 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
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.
#### 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, even if I have to run to
the ends of the world to do so. |
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/1076dc9c-4129-
452a-b3f8-9cac250763d3/dbfh7lg-53fcf0b8-ae52-4d54-a18a-4c7695f011a8.jpg/v1/fill/
w_800,h_1237,q_75,strp/nico_robin_by_madboy_art_dbfh7lg-fullview.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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b25zIl19.N82iKjC-efm5cnfkksciBrua-CLYcDeOGBKqZ_5LL7w'
style='position:absolute; bottom:0px; right:-100px; width:685px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_right/0001.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
<p></p>
```
```
### 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.
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 matierals.
#### 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. |
<img
src='https://cdnb.artstation.com/p/assets/images/images/004/934/295/large/c-
home-.jpg?1487307844'
style='position:absolute; bottom:0px; left:-150px; width:755px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_left/0002.png'
style='position:absolute; bottom:0px; right:0px; width:820px' />
\page
## Backgrounds
Every story, in the world of _One Piece_, has a beginning. Your character’s
background reveals where you came from, your past life before setting out to sea,
and your place in the world.
Your fighter might have been a courageous knight or grizzled soldier. Your
gadgeteer could have been a humble scientist or a curious noble. Your rogue might
have gotten by as a common thief or commanded audiences as a court jester.
### Archaeologist
An archaeologist learns about the long-lost and fallen cultures of the past by
studying their remains-their bones, ruins, surviving masterworks, and tombs. Those
who practice archaeology travel to the far corners of the world to root through
crumbled cities and lost dungeons, digging in search of artifacts that might tell
the stories of monarchs and high priests, wars, and cataclysms.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Preservation.** That artifact belongs in a museum. (Good) |
| 2 | **Greed.** I won't risk my life for nothing. I expect some kind of payment.
(Any) |
| 3 | **Death Wish.** Nothing is more exhilarating than a narrow escape from the
jaws of death. (Chaotic) |
| 4 | **Dignity.** The dead and their belongings deserve to be treated with
respect. (Lawful) |
| 5 | **Immortality.** All of my explorations are part of a plan to find the secret
of everlasting life. (Any) |
| 6 | **Danger.** With every great discovery comes grave danger. The two walk hand
in hand. (Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 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 in the history books. |
| 2 | I want to find my mentor, who disappeared on an expedition some time ago. |
| 3 | I have a friendly rival. Only one of us can be the best, and I aim to prove
it's me. |
| 4 | I won't sell an art object or other treasure that has historical significance
or is one of a kind. |
| 5 | I'm secretly in love with the wealthy patron who sponsors my archaeological
exploits. |
| 6 | I hope to bring prestige to a library, a museum, or a university. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I have a secret fear of some common wild animal - and in my work, I see them
everywhere. |
| 2 | I can't leave a room without searching it for secret doors. |
| 3 | When I'm not exploring dungeons or ruins. I get jittery and impatient. |
| 4 | I have no time for friends or family. I spend every waking moment thinking
about and preparing for my next expedition. |
| 5 | When given the choice of going left or right, I always go left. |
| 6 | I can't sleep except in total darkness. |
\page
### Artist
Artists are sought-after and respected individuals all over the world. For their
talent to place life and emotion into things such as clay, stone, paint, and other
media; artists are loved by all for their creations.
As an artist, you have dedicated multiple years of your time and talent to honing
your skills. When you choose this background, think about the style, medium, and
even notoriety your character has. Are they an abstract artist or do they practice
realism? Do they paint, or sculpt? Are they a starving artists, or are they known
throughout the blues?
Skill Proficiencies: 2 from Sleight of Hand, History, and Performance
You learn the Draw trick. Once per short or long rest, you can use the Disguise
Creation. You can use these creations using your either your Intelligence, Wisdom,
or Charisma as the creative casting modifier. If you have any creation slots, you
can also use them for this creation.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Cubism.** I must do what is commissioned of me, or I won't get paid.
(Lawful) |
| 2 | **Abstract.** I flow from place to place, doing what's best for me. (Chaotic)
|
| 3 | **Vandalism.** The world is my canvas- I will paint it how I please and no
one will tell me otherwise! (Evil) |
| 4 | **Realism.** I deal with what's real and try and help as many as I can along
the way. (Good) |
| 5 | **Impressionism.** I have a great deal to learn from those around me. They
are the inspiration for my work. (Any) |
| 6 | **Minimalism.** A little bit of this and a little bit of that is all you need
in life. (Neutral) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I am forever indebted to the one who taught me my craft. |
| 2 | I am simply trying to provide for my family. |
| 3 | I am constantly trying to win the affection of the one who caught my eye. |
| 4 | I am drawn to travel, to see the world and recreate its wonders in art. |
| 5 | I am forever locked in competition with my long-time rival. They always seem
to be one step ahead. |
| 6 | I will not call a task complete until I am certain it is the best I can
possibly do. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I will kill the critic who depreciates my work! |
| 2 | If there's no way I'll gain from it, there's no way I'll do it. |
| 3 | I get jealous easily, especially around other artists. |
| 4 | I will do anything for a slow turn from a nice pair of legs. |
| 5 | I am the BEST at what I do, and I laugh at those who suggest they can find
one better than I. |
| 6 | I spend most of my gold overindulging in life's pleasures. |
\page
### Author
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 in the studies of great wizards. Those who
write these tomes can influence the way people think and feel, how events are
remembered, and how the future may be looked out. You are one of these people, a
writer.
Few people look at a writer as one who goes out of their way to find knowledge,
many, imagine a writer to stay at their desk and merely write until their dying
breath. This raises the question: How do the authors who write of the natures of
beasts and fey learn of these things? Simple, they go out into the world
themselves. They say a writer’s greatest tool is his ink and quill, but clearly, a
sword and spell can help pull a book together just as well.
Most authors themselves are also well read, and often experience the world in their
writing.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Discovery.** The more of the world I see, the better my books will become
(Any) |
| 2 | **Greed.** I'm only here to improve my book sales, even if I have to exploit
and manipulate others (Evil) |
| 3 | **Helper.** If my books can help at least one person I will be happy (Good) |
| 4 | **Passion.** Even if no one reads my books I will keep on writing (Neutral) |
| 5 | **Creative Spark.** The world needs some new stories and I'm going help make
them (Chaotic) |
| 6 | **The Storyline.** There is always a beginning, middle, and end to every
story (Lawful) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I owe my publisher everything, if they didn't take a risk for me I would have
never sold a book |
| 2 | I love my fans; without them, I would be nothing |
| 3 | I idolize an author that inspired me to pick up the quill myself |
| 4 | My head is full of stories and ideas, I need to write about them, I don't
care if people read them or not |
| 5 | I found an unfinished book that is a masterpiece and I will complete it one
day |
| 6 | My book sales help to keep an institution close to my heart from closing |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I find it hard to trust new people, they could be out to steal my work |
| 2 | I regularly suffer from writer's block, and it causes me to get irritable and
angry |
| 3 | No one knows, but I stole a friend's idea/research for my first/most popular
book, and I still feel guilty |
| 4 | If it would help the sales of my books I would make a deal with the devil |
| 5 | I use my book(s) popularity to boast, often embellishing how many I have sold
|
| 6 | I can't handle criticisms, I find them to be an attack on my person |
\page
```
```
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Justice.** These people have violated the law once. I won't let it happen
twice. (Lawful) |
| 2 | **Clean-up.** I will get these criminals off the street with help from the
law or not. (Chaotic) |
| 3 | **Brutality.** Gold pales to the brilliance of the life draining from their
eyes. (Evil) |
| 4 | **Morality.** It's not enough to hunt them down. They have to understand what
they've done is reprehensible. (Good) |
| 5 | **Ambiguity.** This job's just a job, like any other. Nothing personal
against my targets. (Neutral) |
| 6 | **Endurance.** In no other line of work could anyone expect to test their
limits so completely. (Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | Once a soldier, my comrade's grave betrayal forced me from my home, and into
this life. |
| 2 | Though my friends are few, I owe them my life many times over, and would
happily die for them. |
| 3 | Horrendous tales and vile rumors destroyed my family's good name, and this
path is the only recourse to finding the truth. |
| 4 | The contract turned sour, and now I find myself yoked to dangerously twisted
employers. |
| 5 | All my deeds would surely consign me to prison - only by servicing officials
do I stay free. |
| 6 | Mindless thuggery stole the life of one I cherished, and the price they must
pay is one I will collect. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Not only am I good at what I do, but I love what I do - and I hate myself for
it. |
| 2 | Sleep, when it comes, is no sleep at all. The time spent tracking marks has
left me skittish and paranoid. |
| 3 | I refuse to believe anyone can be trusted and will root through their life
until I'm satisfied they can be. |
| 4 | At a younger age my actions earned me the brand of a criminal, and those
mistakes haunt me and my fellows even today. |
| 5 | Contract or not, I never bring murder bounties back alive. They showed no
mercy, and so neither will I. |
| 6 | It is only for my own selfish need to be the best at what I do that I abandon
my team to bring the bounty in first. |
\page
### Blacksmith
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 any material into a refined, deadly weapon.
Blacksmiths have dedicated most of their lives to their craft, allowing them not
only to create basic weapons and armor but weapons and armor that bear wills of
their own that aim to strengthen or damper their wielder.
As a blacksmith, there are many ways your career began. You could have been an
apprentice for a master blacksmith hailing from Wano, or even a self-taught master
of working metal.
If the item has a +1-3 bonus already on it, you add your +1 bonus on top of it (to
a maximum of +4).
Once you use this feature, you can’t use it again until you finish a long rest.
```
```
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Fairness.** I never offer overpriced goods to people who can’t afford to
lose a few coins. (Lawful) |
| 2 | **Generosity.** My talents were given to me so that I could use them to
benefit the world. (Good) |
| 3 | **Authority.** I do as I wish- who's going to stop me? (chaotic) |
| 4 | **Greed.** I’m only in it for the money. (Evil) |
| 5 | **People.** I’m committed to my comrades, not to ideals. (Neutral) |
| 6 | **Aspiration.** I work hard to be the best there is at my craft. (Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | The workshop where I learned my trade is the most important place in the
world to me. |
| 2 | I created great work for someone and then found them unworthy to receive it.
I’m still looking for someone worthy. |
| 3 | One day I will return to my forge and prove that I am the greatest artisan of
them all. |
| 4 | I strive to pay back my metalworking mentor for forging me into the person I
am today. |
| 5 | Someone stole one of my most prized creations. One day, I will make them pay.
|
| 6 | My weapons were once used for evil purposes. Never again will someone take
advantage of me. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I find any reason to fight, often attacking enemies when other solutions
could have been met. |
| 2 | I care more about my weapon, armor, or other possession than I do about my
friends. |
| 3 | I’m quick to assume that someone is trying to cheat me. |
| 4 | I’m jealous of anyone who can outshine my handiwork. Everywhere I go, I’m
surrounded by rivals. |
| 5 | No one must ever learn that I once ripped off a noble family for my own gain.
|
| 6 | I’ m never satisfied with what I have— I always want more. |
\page
### Cook
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 knows dozens on dozens of recipes by heart, or a
cook at the mess hall, serving food quickly and on the double.
You understand that food has a voice; it can express moods with the right
combinations of ingredients, or bring people together with a peaceful meal.
What brought you out of the kitchen and into the sea? A rare ingredient? Maybe your
upper chef decided it was time for you to go? Or, maybe, you wanted to go on an
adventure to discover the mythical All Blue?
Regardless of why you decided to change pace from your culinary solitude, your
cooking and food-handling skills will prove vital to your crew.
Equipment: 100,000 Berries; Mess kit; 15 Rations; and a recipe book; Cooks Utensils
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | My grandmother had a secret recipe she took to her grave. I am trying to
replicate it. |
| 2 | While other lands have vibrant cuisine, nothing beats a meal in the home
country. |
| 3 | I use only the elaborate techniques of my master, even when preparing simple
dishes. |
| 4 | I am putting together a book of recipes from around the world! |
| 5 | I always keep a bottle of my favorite spice or herb on hand. |
| 6 | There is a famous chef who I idolize. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I cannot fight the opposite sex. |
| 2 | I have little to no tolerance for frivolity. |
| 3 | I whine and complain when uncomfortable. |
| 4 | I am a gluttonous pig. |
| 5 | I am comedically competitive. |
| 6 | I'd rather eat nothing than something bland, stale, burnt, undercooked, or
otherwise beneath me. |
\page
### Detective
You relentlessly seek the truth. Perhaps you're motivated by the belief in the law
and a sense of universal justice, or maybe that very law has failed you and you
seek to make things right.
You could have witnessed something remarkable or terrible, and now you must know
more about this hidden truth. Or maybe you're a detective for hire, uncovering
secrets for well-paying clients.
```
```
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Justice.** I want the law to triumph. (Lawful) |
| 2 | **Pain.** I love watching people get punished harshly, especially for crimes
they didn’t commit. (Evil) |
| 3 | **Comfort.** I don’t want people to suffer. (Good) |
| 4 | **Tracking.** I’m looking for someone personally. (Any) |
| 5 | **Justice?** I’m the only one who can administer true justice. (Chaotic) |
| 6 | **Wealth.** I’m just in it for the money. (Neutral) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I own my own detective agency. |
| 2 | I’ll do whatever’s necessary to close a case. |
| 3 | I can’t turn down a case. |
| 4 | Pirates are almost always one of my top suspects. |
| 5 | I have a decent network of informants. |
| 6 | I’ve been tracking the same perp for years. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I see the face of someone important to me in every criminal. |
| 2 | I have a debilitating reliance on a substance I can barely afford. |
| 3 | I can’t let a case go, even if it’s a dead end. |
| 4 | I despise criminals, and true justice entails their death. |
| 5 | The memories of mistakes and people I couldn’t save I made keep me up at
night. |
| 6 | I chase tail faster than I chase leads. |
\page
### Doctor
As the world is full of deadly diseases, there are doctors ready to combat such
ailments. These doctors are better known for their additional social aspect of
communicating with patients as well as often treating their ailments through an
accessible and nonmagical procedure.
Doctors also perform invasive procedures to save lives, like conducting surgeries
or helping induce birth. For the most part, doctors are expected to be paragons of
good. They are beholden to a code that ensures they do no harm and try their very
best to help patients. As such, it should come as no surprise that they often
encounter the worst in humanity.
Moral issues tail them around as purveyors of limited good. Temptations can lead a
doctor astray and easily make them into a monster.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Life.** I was put in this world to protect and save a life. (Good) |
| 2 | **Oath.** I swore my oath, and now I must live by its tenets. (Lawful) |
| 3 | **Vigilantism.** No man can dictate who shall die, when, or how! (Chaotic) |
| 4 | ***Profit.*** Is it my fault that all who come to me suffering also comes
bearing compensation? (Evil) |
| 5 | ***Survival.*** We are all in this together, for better or for worse.
(Neutral) |
| 6 | **Right.** Everyone deserves to live. (Neutral) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I owe everything to my mentor on my home island, for educating me. |
| 2 | I was pushed, or encouraged, into the field by my parents, one of whom may
have been a doctor. |
| 3 | My professor is the most important person in the world to me. |
| 4 | My patients are my everything- losing one of them is like dying, but it never
ends. |
| 5 | I took up the profession because someone close to me died of something
treatable. |
| 6 | I started my training alone from texts I obtained by my own means. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I took the vow to be a healer without realizing its full implications. |
| 2 | No one can know that I have broken my promises before... |
| 3 | I feel contempt for many of my patients. |
| 4 | I think I am better than other doctors, and other people in general. |
| 5 | Sometimes I go too far in my search for knowledge. |
| 6 | I am frightened/sickened by human suffering. |
\page
### Entertainer
You thrive in front of an audience. You know how to entrance them, entertain them,
and even inspire them. Your poetics can stir the hearts of those who hear you,
awakening grief or joy, laughter or anger. Your music raises their spirits or
captures their sorrow. Your dance steps captivate your humor cuts to the quick.
Whatever techniques you use, your art is your life.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Beauty.** When I perform, I make the world better than it was. (Good) |
| 2 | **Tradition.** The stories, legends, and songs of the past must never be
forgotten, for they teach us who we are. (Lawful) |
| 3 | **Creativity.** The world is in need of new ideas and bold 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
| d6 | Bond |
|:----:|:-------------|
| 1 | I would do anything for the other members of my old troupe. |
| 2 | I will do anything to prove myself superior to my hated rival. |
| 3 | I idolize a hero of the old tales and measure my deeds against that person. |
| 4 | I want to be famous, whatever it takes. |
| 5 | Someone stole my precious instrument, and someday I'll get it back. |
| 6 | My instrument is my most treasured possession, and it reminds me of someone I
love. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Despite my best efforts, I am unreliable to my friends. |
| 2 | I have trouble keeping my true feelings hidden. My sharp tongue lands me in
trouble. |
| 3 | I once satirized a noble who still wants my head. It was a mistake that I
will likely repeat. |
| 4 | A scandal prevents me from ever going home again. That kind of trouble seems
to follow me around. |
| 5 | I'm a sucker for a pretty face. |
| 6 | I'll do anything to win fame and renown. |
\page
### Faceless
Being who you are, you could never be a hero. Whether due to your class, your
people, your family, or your sins, something about you prevents you from
effectively pursuing the path you've chosen. Even so, that doesn't stop you. You've
left your old face behind, taking on a new persona, becoming something more.
Characters with the faceless background don a disguise—literally or otherwise—as
they adventure. This persona might be dramatic or subtle.
Equipment: 100,000 Berries; Small Medkits x3; Rations x5, Disguise Kit, and a
costume.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Justice.** Place in society shouldn't determine one's access to what is
right. (Good) |
| 2 | **Security.** Doing what must be done can't bring the innocent to harm.
(Lawful) |
| 3 | **Confusion.** Deception is a weapon. Strike from where your foes won't
expect. (Chaotic) |
| 4 | **Infamy.** My name will be a malediction, a curse that fulfills my will.
(Evil) |
| 5 | **Incorruptibility.** Be a symbol, and leave your flawed being behind. (Any)
|
| 6 | **Anonymity.** It's my deeds that should be remembered, not their instrument.
(Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I do everything for my family. My first thought is to keep them safe. |
| 2 | What I do, I do for the world. The people don't realize how much they need
me. |
| 3 | I've seen too many in need. I must not fail them as everyone else has. |
| 4 | I stand in opposition, lest the wicked go unopposed. |
| 5 | I am exceptional. I do this because no one else can, and no one can stop me.
|
| 6 | I do everything for those who were taken from me. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I am callous about death. It comes to us all eventually. |
| 2 | I never make eye contact or hold it unflinchingly. |
| 3 | I have no sense of humor. Laughing is uncomfortable and embarrassing. |
| 4 | I overexert myself, sometimes needing to recuperate for a day or more. |
| 5 | I think far ahead, a detachedness often mistaken for daydreaming. |
| 6 | I see morality entirely in black and white.
\page
### Farmer
You were what most common folk are–a farmer. You worked on a lord's estate, their
land, or you worked for a company and you produced resources from the land in
return for food, shelter, clothing, protection, and other benefits. Farmers focus
on raising living things and harvesting various useful goods–mostly food–from the
land. Farmers make up the vast majority of the peasantry, alongside other raw
resource producers, such as miners and fishermen. Farmers are hearty, enduring
folk, they work long hours under the sun often doing dirty and exhausting or even
disgusting work.
Equipment: 50,000 Berries; Shovel; Rations x10; 1 Small Medkit; Herbalism Kit
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **It's a Living.** I do what I'm good at because what I'm good at is good for
me. (Neutral) |
| 2 | **Brutal Practicality.** Bury a fish or bury a man, just get the job done.
(Evil) |
| 3 | **Hard Work.** A labor of love is a purpose and meaning. (Lawful) |
| 4 | **A Simple Way of Life.** If it ain't broke, don't fix it! (Neutral) |
| 5 | **Amusement.** Playing a hand in the growth and development of things
delights me. (Chaotic) |
| 6 | **Fill the Need.** There are a lot of hungry mouths in the world, with enough
hands the world can feed them all. (Good) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I want to find that special someone and raise a home full of children. |
| 2 | I'll never forget the family farm I grew up on. |
| 3 | Some day, I'll be the lord of my own land. |
| 4 | I want to become the biggest or best example of my profession to prove that I
am the best! |
| 5 | My son was sent to war and never returned. I must find him! |
| 6 | I am out to start a homestead of my own in an unexplored fringe territory. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I can be lazy and sleepy, sneaking off to take naps when work can wait. |
| 2 | I am absurdly isolated, innocent, or pious. |
| 3 | I believe in and obey my nation's nobility blindly. |
| 4 | I abandoned my home to avoid taxation, conscription, or court and cannot
return. |
| 5 | I am not used to being wealthy and tend to overindulge. |
| 6 | I show off to attractive people too much. |
\page
### Fisherman
You have spent your life aboard fishing vessels or combing the shallows for the
bounty of the ocean. Perhaps you were 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 out
of an undesirable circumstance that forced you to take up life aboard a ship.
Regardless of how you began, you soon fell in love with the sea, the art of
fishing, and the promise of the eternal horizon.
Equipment: 100,000 Berries; Small Medkits x1; Rations x5, Fishing tackle, and a
net.
##### 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 | **Plunder.** Take all that you can and leave nothing for the 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
| d6 | Bond |
|:----:|:-------------|
| 1 | I lost something important in the deep sea, and I intend to find it. |
| 2 | Someone else's greed destroyed my livelihood, and I will be compensated. |
| 3 | I will fish the many famous waters of this land. |
| 4 | The gods saved me during a terrible storm, and I will honor their gift.
|
| 5 | My destiny awaits me at the bottom of the sea. |
| 6 | I must repay my village's debt. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I am judgmental, especially of those I deem homebodies or otherwise lazy. |
| 2 | I become depressed and anxious if I'm away from the sea for too long. |
| 3 | I have lived a hard life and find it difficult to empathize with others. |
| 4 | I am inclined to tell long-winded stories at inopportune times. |
| 5 | I work hard, but I play harder. |
| 6 | I am obsessed with catching an elusive aquatic beast, often to the detriment
of other pursuits. |
\page
### Folk Hero
You come from a humble social rank, but you are destined for so much more. Already
the people of your home island regard you as their champion, and your destiny calls
you to stand against the tyrants and monsters that threaten the common folk
everywhere.
Skill Proficiencies: 2 from Animal Handling, Survival, Persuasion, Nature
Equipment: 100,000 Berries; Small Medkits x3; Rations x5, A set of artisan's tools
(one of your choice), a shovel, and an iron pot.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Respect.** People deserve to be treated with dignity and respect. (Good) |
| 2 | **Fairness.** No one should get preferential treatment before the law, and no
one is above the law. (Lawful) |
| 3 | **Freedom.** Tyrants must not be allowed to oppress the people. (Chaotic) |
| 4 | **Might.** If I become strong, I can take what I want – what I deserve.
(Evil) |
| 5 | **Sincerity.** There's no good in pretending to be something I'm not.
(Neutral) |
| 6 | **Destiny.** Nothing and no one can steer me away from my higher calling.
(Any) |
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I have a family, but I have no idea where they are. One day, I hope to see
them again. |
| 2 | I worked the land, I love the land, and I will protect the land. |
| 3 | A proud noble once gave me a horrible beating, and I will take my revenge on
any bully I encounter. |
| 4 | My tools are symbols of my past life, and I carry them so that I will never
forget my roots. |
| 5 | I protect those who cannot protect themselves. |
| 6 | I wish my childhood sweetheart had come with me to pursue my destiny. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | The tyrant who rules my land will stop at nothing to see me killed. |
| 2 | I'm convinced of the significance of my destiny, and blind to my shortcomings
and the risk of failure. |
| 3 | The people who knew me when I was young know my shameful secret, so I can
never go home again. |
| 4 | I have a weakness for the vices of the city, especially hard drinks. |
| 5 | Secretly, I believe that things would be better if I were a tyrant lording
over the land. |
| 6 | I have trouble trusting my allies. |
|
\page
### Urchin
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 learned to provide for yourself. You fought
fiercely over food and kept a constant watch out for other desperate souls who
might steal from you. You slept on rooftops and in alleyways, were exposed to the
elements, and endured sickness without the advantage of medicine or a place to
recuperate. You've survived despite all odds and did so through cunning, strength,
speed, or some combination of each.
Equipment: 100,000 Berries; Small Medkits x1; Rations x5, Disguise kit, Thieves
tools, 1 Dagger
##### 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) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | My town or city is my home, and I'll fight to defend it. |
| 2 | I sponsor an orphanage to keep others from enduring what I was forced to
endure. |
| 3 | I owe my survival to another urchin who taught me to live on the streets. |
| 4 | I owe a debt I can never repay to the person who took pity on me. |
| 5 | I escaped my life of poverty by robbing an important person, and I'm wanted
for it. |
| 6 | No one else should have to endure the hardships I've been through. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | If I'm outnumbered, I will run away from a fight. |
| 2 | Gold seems like a lot of money to me, and I'll do just about anything for
more of it. |
| 3 | I will never fully trust anyone other than myself. |
| 4 | I'd rather kill someone in their sleep than fight fair. |
| 5 | It's not stealing if I need it more than someone else. |
| 6 | People who can't take care of themselves get what they deserve. |
\page
### Gambler
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 gold. Whether you're a good gambler or
a bad one rarely matters, because no one can divine the whims of Lady Luck.
Sometimes you're up, sometimes you're down. But the thing about gambling is that
someone is always willing to take a bet.
Equipment: 150,000 Berries; Small Medkits x1; Rations x5, One gaming set, a lucky
charm.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Knowledge.** Knowledge is power, and knowing which horse to back is the key
to success. (Any) |
| 2 | **Fate.** Whatever happens, is fated, regardless of any planning or striving.
(Lawful) |
| 3 | **Bravery.** If you want to succeed, you have to take risks. (Chaotic) |
| 4 | **Survival.** You can't win if you're dead. Live to fight another day—when
the odds might be more in your favor. (Any) |
| 5 | **Reliability.** When I was in need, I was able to rely on others. Now I want
to be the one others rely on. (Good) |
| 6 | **Victory.** Winning is the real measure of a person. In the end, the only
thing that matters is the scoreboard. (Evil) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | One person, in particular, owes me a lot of money, and I need to keep them
alive if I want to be repaid. |
| 2 | I'm loyal to the friend or family member who taught me how to gamble. |
| 3 | The person who saved me from my gambling addiction is the only reason I'm
alive today. |
| 4 | A patron once fronted me money in exchange for a percentage of my winnings. I
owe them a debt of gratitude. And a lot of cash. |
| 5 | A criminal syndicate I once played for isn't happy I left the game, and its
enforcers are looking for me. |
| 6 | Urchins once helped me find marks for my games. Now I'm driven to help them
escape the streets. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I don't know when to quit. Especially when everyone else is telling me
to. |
| 2 | I save my sympathy for my friends, and I have no friends. |
| 3 | You think we're in trouble now? Let me tell you how bad things are likely to
get! |
| 4 | You can loan me a little, right? I've got a sure thing. I'll double your
money, guaranteed. |
| 5 | I was once a 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. |
\page
### Gladiator
You're a gladiator of the colosseum; You were very likely captured, enslaved, and
forced to compete in death matches. Your fighting style made you a successful
gladiator or was at least good enough to keep you alive.
The colosseum is in your blood now, the events that took place, the memories that
you replay in your dreams, and your experiences have become you. Whether by choice
or not, although you are free; you'll never escape the arena.
With gifts, most of your fans may shower you and also provide you with food and
also a place to sleep. All over, you are also likely to be challenged by
opportunists hoping to be famous by defeating you.
```
```
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Reputation.** I want to be known throughout the land as the strongest.
(Neutral) |
| 2 | **Power.** I want to become the hero I pretend to be. (Any) |
| 3 | **Fear.** I want people to tremble at the sound of my name. (Evil) |
| 4 | **Hope.** I want to inspire others. (Good) |
| 5 | **Money.** I'm just in it for the money. (Neutral) |
| 6 | **Torture.** I love to see others in pain. (Evil) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | My weapon has seen me through many battles, it is important to me. |
| 2 | My costume is part of me and my being. |
| 3 | I have seen countless friends die around me, many at my own hands, so I find
it difficult to make new ones. |
| 4 | I am loyal to my friends as long as I respect them. |
| 5 | I feel like I am still a part of my old arena team. |
| 6 | Sometimes I cannot leave who I became in the arena. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Violence has kept me alive for so long it's all I know. |
| 2 | Nobody can beat me and I'll destroy anybody who says otherwise. |
| 3 | I am afraid of being enslaved to fight again. |
| 4 | I feel almost no emotion. |
| 5 | I can't stand the sight of blood, it causes me to black out. |
| 6 | I refused to be forced to fight and will only fight when where and who I
choose. |
\page
### Hermit
You lived in seclusion – either in a sheltered community such as a monastery, or
entirely alone – for a formative part of your life. In your time apart from the
clamor of society, you found quiet, solitude, and perhaps some of the answers you
were looking for.
Equipment: 100,000 Berries; Small Medkits x2; Rations x5, Herbalism kit, A notebook
full of notes.
##### 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 | **Live and Let Live.** Meddling in the affairs of others only causes trouble.
(Neutral) |
| 6 | **Self-Knowledge.** If you know yourself, there's nothing left to know. (Any)
|
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | Nothing is more important than the other members of my hermitage, order, or
association. |
| 2 | I entered seclusion to hide from the ones who might still be hunting me. I
must someday confront them. |
| 3 | I'm still seeking the enlightenment I pursued in my seclusion, and it still
eludes me. |
| 4 | I entered seclusion because I loved someone I could not have. |
| 5 | Should my discovery come to light, it could bring ruin to the world. |
| 6 | My isolation gave me great insight into a great evil that only I can destroy.
|
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Now that I've returned to the world, I enjoy its delights a little too much.
|
| 2 | I harbor dark, bloodthirsty thoughts that my isolation and meditation failed
to quell. |
| 3 | I am dogmatic in my thoughts and philosophy. |
| 4 | I let my need to win arguments overshadow friendships and harmony. |
| 5 | I'd risk too much to uncover a lost bit of knowledge. |
| 6 | I like keeping secrets and won't share them with anyone.
|
\page
### Librarian
You spent years learning the lore of the world and its vast oceans. You scoured
manuscripts, studied scrolls, and listened to the greatest experts on the subjects
that interest you. Your efforts have made you a master in your fields of study.
##### 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
| d6 | Bond |
|:----:|:-------------|
| 1 | It is my duty to protect my students. |
| 2 | I have an ancient text that holds terrible secrets that must not fall into
the wrong hands. |
| 3 | I work to preserve a library, university, scriptorium, or monastery. |
| 4 | My life’s work is a series of tomes related to a specific field of lore. |
| 5 | I’ve been searching my whole life for the answer to a certain question. |
| 6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I am easily distracted by the promise of information. |
| 2 | Most people scream and run when they see a demon. I stop and take notes on
its anatomy. |
| 3 | Unlocking an ancient mystery is worth the price of a civilization. |
| 4 | I overlook obvious solutions in favor of complicated ones. |
| 5 | I speak without really thinking through my words, invariably insulting
others. |
| 6 | I can’t keep a secret to save my life, or anyone else’s. |
\page
### Lumberjack
Woodcutter, Lumberjack, Woodsman, whatever title they go by the profession is the
same; To cut and chop wood for themselves or to sell. They live among the trees and
forest critters, learning the best ways to do what they love, chopping down trees.
Though some take pleasure in devastating forests and others feel compelled to keep
the balance of nature intact they all have a passion for axes and the great
outdoors in common.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Nature.** Just like trees, people live and people die. It's the law of the
land. (Lawful) |
| 2 | **Life.** A tree must be chopped at the right time. You 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 | **Wild.** Sometimes you just have to let things live. Let them grow and see
where nature takes them. (Chaotic) |
| 6 | **Self-Betterment.** I'm just trying to be the best I can be. And do what's
best for me. (Neutral) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | Everything I carry on my person is all I have. I won't part from any of it. |
| 2 | The Woods are my home. I will not venture far from them. |
| 3 | I do everything I do, to raise gold for my family. |
| 4 |I live in the forest chopping wood to hide from my past. |
| 5 | Chopping is a time-honored tradition passed down the family line. I won't
break tradition. |
| 6 | I yearn to explore, to see how many kinds of trees there are in the world. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 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 pints. |
| 3 | Sometimes I sell bad wood to people who don't know better. |
| 4 | I am overly protective of my land, my woods and my trees. |
| 5 | My might means everything to me. |
| 6 | Women love a lumberjack with a thick beard. And I love the women. |
\page
### Marine/Soldier
War has been your life for as long as you care to remember. You trained as a youth,
studied the use of weapons and armor, and learned basic survival techniques,
including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local
militia who rose to prominence during a recent war.
Or more likely, you were once part of the Navy under the World Government, sailing
the seas to combat the oncoming scourge of pirates, serving under one of the three
great powers of the world.
##### 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) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I would still lay down my life for the people I served with. |
| 2 | Someone saved my life on the battlefield. To this day, I will never leave a
friend behind. |
| 3 | My honor is my life. |
| 4 | I'll never forget the crushing defeat my company suffered or the enemies who
dealt it. |
| 5 | Those who fight beside me are those worth dying for. |
| 6 | I fight for those who cannot fight for themselves. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | The monstrous enemy we faced in battle still leaves me quivering with fear. |
| 2 | I have little respect for anyone who is not a proven warrior. |
| 3 | I made a terrible mistake in battle that cost many lives – and I would do
anything to keep that mistake secret. |
| 4 | My hatred of my enemies is blind and unreasoning. |
| 5 | I obey the law, even if the law causes misery. |
| 6 | I'd rather eat my armor than admit when I'm wrong. |
\page
### Mercenary
As a mercenary, your services were for hire to anyone who could afford them. What
drove you to be a soldier of fortune? 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 your
mercenary company, or did you work alone? What made you give it up, or are you
still for hire? Did you make any allies or enemies along the way? What wars or
battles were involved in? What were the consequences? Lost allies? War crime
charges?
Equipment: 100,000 Berries; Small Medkits x3; Rations x10; Gaming Set
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Golden Soul.** I fight for money, and nothing else. (Neutral) |
| 2 | **Great Publicity.** I will be known for my deeds, sooner rather than later.
(Any) |
| 3 | **Power or Death.** In my line of profession, the strong live and the weak
starve. (Evil) |
| 4 | **Non-Sold Honor.** I never break my promises. Never. (Lawful) |
| 5 | **War and Crime.** Whenever chaos flourishes, so too does my work. (Chaotic)
|
| 6 | **Good for Sale.** I am a sellsword who swings his weapon only in the name of
good. (Good) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I became a mercenary to support my family, who would have probably starved in
a slum somewhere if not for me. |
| 2 | I fight for a lover that knows little if not nothing of me. |
| 3 | I was inspired by a great hero to become a mercenary. |
| 4 | I treat my valued comrades like brothers, and I will let no insult or injury
fall upon them. |
| 5 | I seek to protect something of great importance to me by keeping it a secret,
so you better forget what you just heard. |
| 6 | I never disrespect an employer, if they never disrespect me or stop giving me
money. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I never fail at my tasks, even if I have to resort to less honorable means to
complete them. |
| 2 | I have crippling debts that my work barely pays off. |
| 3 | As much as I pretend to love fighting, I secretly hate hurting others. |
| 4 | Someone powerful would do anything to have my head, so I seek to gain their
head first. |
| 5 | I'll do anything for coin, damn the consequences. |
| 6 | I would send an innocent to face his death if it means I will win the fight.
|
\page
### Merchant
You have spent your life among traders, merchants, and the mercantile exchange of
goods. Whether you grew up as a 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 rich despite
your birth - you've become attached to the profession.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Fortune.** I dream of accruing a vast fortune for myself, greater than
anything anyone has ever seen. (Any) |
| 2 | **Profit.** I'd do anything, I'd even sell my soul, to make 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 | **Tradition.** Your family has always been merchants, and you're continuing
the tradition. (Any) |
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | War ravaged my homeland, I continue crafting my goods for sale to keep part
of my home alive. |
| 2 | I always carry the first few coins I earned, for good luck. |
| 3 | My mentor died to save me, their fellow protégé and my best friend killed
them. |
| 4 | A wealthy crimelord tricked me into massive amounts of debt I must repay. |
| 5 | The winds of fortune guide me, I'll never let anything tie me down to one
place. |
| 6 | I discovered an ancient artifact that leads to a lost city, if only I could
understand how to glean its secrets. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I can't stand selfless generosity and will be spiteful to anyone who is the
recipient of said generosity. |
| 2 | If something or someone loses value to me, I won't hesitate to cut it off
when convenient. |
| 3 | I value my pride and have trouble admitting my faults or when I'm wrong. |
| 4 | I'm unreasonably vengeful. I'll never let someone disrespect me, I'll always
have the last laugh. |
| 5 | I think in terms of risk and reward if the risk outweighs the reward - I'll
decline out of cowardice. |
| 6 | I'll always take a trade too good to be true, cause I think I'll always come
out on top. |
\page
### Miner
Mining is dirty and dangerous, but it’s a job that must be done. You are one of
these workers, breaking rocks in search of Mother Earth's greatest treasures,
metals, gems, and minerals, found deep down in dank, dangerous, deep, quarries.
Where was your first mine? What did you mine? Have you ever been in a workplace
accident? Why did you leave?
Equipment: 100,000 Berries; Bandages x3; Rations x5; Pickaxe; Masons Tools
##### 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 | **Safety.** There is no point in doing something if innocent lives are lost.
(Good) |
| 4 | **Honesty.** There's no good pretending to be something I'm not. (Lawful) |
| 5 | **Allies.** I’m committed to my comrades, not to ideals. (Neutral) |
| 6 | **Charity.** I came from a poor village. The proceeds from my work go towards
making life better there. (good) |
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | One of my friends died in a mining accident, I will not let that happen
again. |
| 2 | I love shiny things |
| 3 | I once found an artifact belonging to a lost civilization and want to learn
more. |
| 4 | I want to make life better for miners. |
| 5 | I share empathy with every race and creature that digs and mines. |
| 6 | Love is fleeting, rock and minerals last forever. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I can be clumsy, sometimes fumbling with complicated equipment. |
| 2 | I am afraid of wild beasts. |
| 3 | I panic in large cities and usually try to avoid them. |
| 4 | My inexperience with local customs and traditions often gets me into trouble.
|
| 5 | I like the thrill of danger so much that I live life recklessly. |
| 6 | I can be lazy and sleepy, sneaking off to take naps when work can wait. |
\page
### Navigator
You guided sea vessels for many years, studying the way of weather and waves. Your
keen senses developed over your beginnings have granted you one of the most sought
skills in the world, seeing as the world is covered in mostly unpredictable and
unforgiving waters.
Equipment: A map of the surrounding area within 100 nautical miles; Rations x10;
Cartographers or Navigator's tools
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Respect.** The thing that keeps a ship together is mutual respect between
captain and crew. (Good) |
| 2 | **Fairness.** We all do the work, so we all share in the rewards. (Lawful) |
| 3 | **Freedom.** The sea is freedom-the freedom to go anywhere and do anything.
(Chaotic) |
| 4 | **Mastery.** I'm a predator, and the other ships on the sea are my prey.
(Evil) |
| 5 | **People.** I'm committed to my crewmates, not to ideals. (Neutral) |
| 6 | **Aspiration.** Someday I'll own my own ship and chart my own destiny. (Any)
|
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I'm loyal to my captain first, everything else second. |
| 2 | The ship is most important – crewmates and captains come and go. |
| 3 | I'll always remember my first ship. |
| 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
|
| 5 | I was cheated out of my fair share of the profits, and I want to get my due.
|
| 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and
left me to die. Vengeance will be mine. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I follow orders, even if I think they're wrong. |
| 2 | I'll say anything to avoid having to do extra work. |
| 3 | Once someone questions my courage, I never back down no matter how dangerous
the situation. |
| 4 | Once I start drinking, it's hard for me to stop. |
| 5 | I can't help but pocket loose coins and other trinkets I come across. |
| 6 | My pride will probably lead to my destruction. |
\page
### Noble
You understand wealth, power, and privilege. You carry a noble title, and your
family owns the land, collects taxes, and wields significant political influence.
You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility or a disinherited scoundrel with a
disproportionate sense of entitlement. Or you could be an honest, hard-working
landowner who cares deeply about the people who live and work on your land, keenly
aware of your responsibility to them.
Equipment: 250,000 Berries; Small Medkits x1; Rations x10; a scroll of pedigree;
Gaming Set
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Respect.** Respect is due to me because of my position, but all people
regardless of station deserve to be treated with dignity. (Good) |
| 2 | **Responsibility.** It is my duty to respect the authority of those above me,
just as those below me must respect mine. (Lawful) |
| 3 | **Independence.** I must prove that I can handle myself without coddling from
my family. (Chaotic) |
| 4 | **Power.** If I can attain more power, no one will tell me what to do. (Evil)
|
| 5 | **Family.** Blood runs thicker than water. (Any) |
| 6 | **Noble Obligation.** It is my duty to protect and care for the people
beneath me. (Good) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I will face any challenge to win the approval of my family. |
| 2 | My house's alliance with another noble family must be sustained at all costs.
|
| 3 | Nothing is more important than the other members of my family. |
| 4 | I am in love with the heir of a family that my family despises. |
| 5 | My loyalty to my sovereign is unwavering. |
| 6 | The common folk must see me as a hero of the people. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I secretly believe that everyone is beneath me. |
| 2 | I hide a truly scandalous secret that could ruin my family forever. |
| 3 | I too often hear veiled insults and threats in every word addressed to me,
and I'm quick to anger. |
| 4 | I have an insatiable desire for carnal pleasures. |
| 5 | In fact, the world does revolve around me. |
| 6 | By my words and actions, I often bring shame to my family. |
\page
### Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who
taught you how to survive in a world of sharks and savages. You've indulged in
larceny on the high seas and sent more than one deserving soul to a briny grave.
Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory
reputation in many a port town.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Honor.** I don't steal from others in the trade. (Lawful) |
| 2 | **Freedom.** Chains are meant to be broken, as are those who would forge
them. (Chaotic) |
| 3 | **Charity.** I steal from the wealthy so that I can help people in need.
(Good) |
| 4 | **Greed.** I will do whatever it takes to become wealthy. (Evil) |
| 5 | **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) |
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
| 2 | My ill-gotten gains go to support my family. |
| 3 | Something important was taken from me, and I aim to steal it back. |
| 4 | I will become the greatest thief that ever lived. |
| 5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
| 6 | Someone I loved died because of I mistake I made. That will never happen
again. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | When I see something valuable, I can't think about anything but how to steal
it. |
| 2 | When faced with a choice between money and my friends, I usually choose
money. |
| 3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
| 4 | I have a "tell" that reveals when I'm lying. |
| 5 | I turn tail and run when things look bad. |
| 6 | An innocent person is in prison for a crime that I committed. I'm okay with
that. |
\page
### Priest
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 the realm of the holy and the mortal
world, performing sacred rites and offering sacrifices to conduct worshipers into
the presence of the divine. You are a priest.
Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a prayer book or prayer
wheel, 5 sticks of incense, and vestments.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Tradition.** The ancient traditions of worship and sacrifice must be
preserved and upheld. (Lawful) |
| 2 | **Charity.** I always try to help those in need, no matter what the personal
cost. (Good) |
| 3 | **Change.** We must help bring about the changes the gods are constantly
working on in the world. (Chaotic) |
| 4 | **Power.** I hope to one day rise to the top of my faith's religious
hierarchy. (Lawful) |
| 5 | **Faith.** I trust that my deity will guide my actions. I have faith that if
I work hard, things will go well. (Lawful) |
| 6 | **Aspiration.** I seek to prove myself worthy of my god's favor. (Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I would die to recover an ancient relic of my faith that was lost long ago. |
| 2 | I will someday get revenge on the corrupt temple hierarchy who branded me a
heretic. |
| 3 | I owe my life to the priest who took me in when my parents died. |
| 4 | Everything I do is for the common people. |
| 5 | I will do anything to protect the temple where I served. |
| 6 | I seek to preserve a sacred text that my enemies consider heretical and seek
to destroy. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I judge others harshly, and myself even more severely. |
| 2 | I put too much trust in those who wield power within my temple's hierarchy. |
| 3 | My piety sometimes leads me to blindly trust those that profess faith in my
god. |
| 4 | I am inflexible in my thinking. |
| 5 | I am suspicious of strangers and expect the worst of them. |
| 6 | Once I pick a goal, I become obsessed with it to the detriment of everything
else in my life. |
\page
### Revolutionary
You are or were a rebel, a person who wants to destroy the government you are
currently or were once in. You probably started in the early protests when most
thought little of your revolutionary group or joined later on in the height of the
revolution. Either way, you quickly learned battle, survival, and leadership skills
in the riots and battles of your unstable homeland.
Equipment: 50,000 Berries; Hempen Rope 50ft; Rations x5; a symbol of your
revolution (tattoo, ring, amulet, or emblem); Disguise or Thieves Tools
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Utopianism.** The government and citizens must strive to achieve a utopia.
(Good) |
| 2 | **Influence.** We civilians must learn to think similarly to fix our
problems. (Lawful) |
| 3 | **Conquest.** We must spread our ideals to other lands and rule over them as
well. (Evil) |
| 4 | **New Age.** A new age is before us. We must abandon the old ways and embrace
the new. (Chaotic) |
| 5 | **Equality.** Everyone is the same. Regardless of politics. (Neutral) |
| 6 | **Civilization.** I'm committed to the entirety of civilization, not just my
homeland. (Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I'm always allied with the revolutionists I've fought with. |
| 2 | A philosopher who introduced me to my ideal was killed by the government, I
will spread his/her ideas. |
| 3 | I was tortured by government agents, one day I'll get revenge. |
| 4 | I am the voice for those who can't speak to their lords. |
| 5 | A friend betrayed me on the battlefield, I will never forgive him/her. |
| 6 | Those who share my ideology are worth being around. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I have no respect for nobility. Who cares if they want my head? They're the
evil ones! |
| 2 | I ignore contradictions in my reasonings. |
| 3 | I tend to feel hate stronger than I feel love. |
| 4 | I will never run away from a fight. Surrender rarely leads to good. |
| 5 | I change my mind constantly and never stay in an agreement. |
| 6 | Death is the only way to punish evil. |
\page
### Sailor
You sailed on a seagoing vessel for years. In that time, you faced mighty storms,
monsters of the deep, and those who wanted to sink your craft to the bottomless
depths. Your first love is the distant line of the horizon, but the time has come
to try your hand at something new.
Equipment: 100,000 Berries; Small Medkits x2; Rations x5; Hempen Rope 50ft
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Respect.** The thing that keeps a ship together is mutual respect between
captain and crew. (Good) |
| 2 | **Fairness.** We all do the work, so we all share in the rewards. (Lawful) |
| 3 | **Freedom.** The sea is freedom-the freedom to go anywhere and do anything.
(Chaotic) |
| 4 | **Mastery.** I'm a predator, and the other ships on the sea are my prey.
(Evil) |
| 5 | **People.** I'm committed to my crewmates, not to ideals. (Neutral) |
| 6 | **Aspiration.** Someday I'll own my own ship and chart my own destiny. (Any)
|
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I'm loyal to my captain first, everything else second. |
| 2 | The ship is most important – crewmates and captains come and go. |
| 3 | I'll always remember my first ship. |
| 4 | In a harbor town, I have a paramour whose eyes nearly stole me from the sea.
|
| 5 | I was cheated out of my fair share of the profits, and I want to get my due.
|
| 6 | Ruthless pirates murdered my captain and crewmates, plundered our ship, and
left me to die. Vengeance will be mine. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I follow orders, even if I think they're wrong. |
| 2 | I'll say anything to avoid having to do extra work. |
| 3 | Once someone questions my courage, I never back down no matter how dangerous
the situation. |
| 4 | Once I start drinking, it's hard for me to stop. |
| 5 | I can't help but pocket loose coins and other trinkets I come across. |
| 6 | My pride will probably lead to my destruction. |
\page
### Scientist
You live to unravel the mysteries of the world and use those secrets to
revolutionize your field of study. Be it mechanical mastery, or medical miracles,
your ingenuity knows no bounds.
Think deep about why have you devoted yourself to research and experimentation: Is
this for the benefit of mankind? Or a pursuit for purely personal gain? The choice
is yours.
Equipment: 100,000 Berries; Small Medkits x2; Rations x5, Your choice of 2 tool
kits, A binder full of notes and experiment ideas.
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Supportive.** I hope to build a grand machine to help the community. (Good)
|
| 2 | **Purposeful.** We have been created for a purpose, we need to follow our
orders. (Lawful) |
| 3 | **Ingenious.** Sometimes, I speak in random nonsense just to see others'
reactions. (Chaotic) |
| 4 | **Mastermind.** I refer to others as tools that I can use (Evil) |
| 5 | **Resolved.** We build our own destinies, under no rule of kings. (Neutral) |
| 6 | **Inventive.** I build to help myself or others, whichever is more important.
(Any) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | My creations are my only true companions. |
| 2 | I am trying to outdo a rival inventor with my own inventions. |
| 3 | I stole the ideas from my old partner and they want revenge. |
| 4 | My old partner stole some valuable blueprints and I plan on getting them
back. |
| 5 | My mentor taught me everything I know to this day, I could not be where i am
without them. |
| 6 | I love seeing the looks of amazement as I build something new and wonderful.
|
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Anyone who criticises my creations will find a hammer coming their way. |
| 2 | I refuse to stop once I begin a task, I can't leave something incomplete. |
| 3 | When explaining something I end up speaking far too quickly for anyone to
understand. |
| 4 | I snap at others pretty often, especially if they're distracting me. |
| 5 | I end up treating everyone else as complete idiots. |
| 6 | I can be pretty blunt. |
\page
### Shipwright
You have sailed into war on the decks of great ships, patching their hulls with
soup bowls and prayers. You once helped build a fishing vessel that single-handedly
saved a town from starvation. You have seen a majestic prow in your dreams that you
have not been able to replicate in wood. Since childhood, you have loved the water
and have been captivated by the many vessels that travel on it.
Equipment: 100,000 Berries; Small Medkit; Rations x5; A blank Book and Pen;
Carpenters Tools
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Crew.** If everyone on deck pitches in, we'll never sink. (Good) |
| 2 | **Careful Lines.** A ship must be balanced according to the laws of the
universe. (Lawful) |
| 3 | **Invention. Make what you need out of whatever is at hand. (Chaotic)** |
| 4 | **Perfection.** To measure a being and find it lacking is the greatest
disappointment. (Evil) |
| 5 | **Reflection.** Muddied water always clears in time. (Any) |
| 6 | **Hope.** The horizon at sea holds the greatest promise. (Any) |
```
```
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | A Sea King destroyed my masterpiece; its teeth shall adorn my hearth. |
| 2 | I will craft a boat capable of sailing through the most dangerous of storms.
|
| 3 | I repair broken things to redeem what's broken in myself. |
| 4 | I must find a kind of wood rumored to possess magical qualities. |
| 5 | Much of the treasure I claim will be used to enrich my community. |
| 6 | I must visit all the oceans of the world and behold the ships that sail
there. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | I don't know when to throw something away. You never know when it might be
useful again. |
| 2 | I get frustrated to the point of distraction by shoddy craftsmanship. |
| 3 | Though I am an excellent crafter, my work tends to look as though it belongs
on a ship. |
| 4 | I am so obsessed with sketching my ideas for elaborate inventions that I
sometimes forget little things like eating and sleeping. |
| 5 | I'm judgmental of those who are not skilled with tools of some kind. |
| 6 | I sometimes take things that don't belong to me, especially if they are very
well made. |
\page
### Slave
For some significant portion of your life, you have been someone else's property.
This part of your life happened either by abduction, as punishment for a crime,
sworn to a debt of life, or you were born into it. How did you become a slave? Are
you a slave or a freeman? Who was your master and where are they? What were the
conditions of your slavery? What did you do as a slave? Were you treated well, or
were you abused?
Equipment: 1,000 Berries; Small Medkit; Rations x2; 1 tool of your choosing
##### Ideals
| d6 | Ideal |
|:----:|:-------------|
| 1 | **Equality.** We all bleed red, we all suffer together. (Good) |
| 2 | **Apathy.** I only think about what is within my power. Anything else is just
a circumstance. (Neutral) |
| 3 | **Spite.** Those who would own others shall belong to me. (Evil) |
| 4 | **Status Quo.** Status is defined by clear rules which are the foundation of
civilization. (Lawful) |
| 5 | **Indifference.** People are just people– who they are matters more than what
they are. (Neutral) |
| 6 | **Freedom Fighter.** All slaves must be freed- by law, by coin, by shadow, or
by blade. (Chaotic) |
##### Bonds
| d6 | Bond |
|:----:|:-------------|
| 1 | I dream of returning to my homeland or family. |
| 2 | All I have left of my former life is this trinket. |
| 3 | My identity as a slave is marked on my body permanently as scars or tattoos.
|
| 4 | I am in love with someone who is not a slave, possibly in my master's house.
|
| 5 | I know many secrets thanks to my innocuous presence in intimate social
environments. |
| 6 | I heard a story about some grand place, and deeply want to go there. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | My former master, or the law, will stop at nothing to have me executed. |
| 2 | I do not share my things with friends, and I will fight to keep my personal
belongings within my full control. |
| 3 | As a defense mechanism, I lie and misdirect everyone around me, and steal and
hide anything I can. |
| 4 | I always say the truth when asked, even by an enemy. |
| 5 | When I am told to do something by an enemy, I might do it. |
| 6 | I am a coward. |
\page
### Smuggler
On a rickety barge, you carried a hundred longswords in fish barrels right past the
dock master's oblivious lackeys. You have paddled a riverboat filled with stolen
elven wine under the gaze of the moon and sold it for twice its value in the
morning. In your more charitable times, you have transported innocents out of war
zones or helped guide herd animals to safety on the banks of a burning river.
Equipment: 150,000 Berries; Small Medkits x3; Rations x5, a fancy leather vest, and
a pair of leather boots.
#### Feature: Adept Theft
Your experience in smuggling illicit goods has made you a master of sleight of
hand. You gain the [Quick Fingers Feat (Pg. 181)](#p181).
##### 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
| d6 | Bond |
|:----:|:-------------|
| 1 | My vessel was stolen from me, and I burn with the desire to recover it. |
| 2 | I intend to become the leader of the network of smugglers that I belong to. |
| 3 | I owe a debt that cannot be repaid in gold. |
| 4 | After one last job, I will retire from the business. |
| 5 | I was tricked by a fellow smuggler who stole something precious from me. I
will find that thief. |
| 6 | I give most of my profits to a charitable cause, and I don't like to
brag about it. |
##### Flaws
| d6 | Flaw |
|:----:|:-------------|
| 1 | Lying is reflexive, and I sometimes engage in it without realizing it. |
| 2 | I tend to assess my relationships in terms of profit and loss. |
| 3 | I believe everyone has a price and am cynical toward those who present
themselves as virtuous. |
| 4 | I struggle to trust the words of others. |
| 5 | Few people know the real me. |
| 6 | Though I act charming, I feel nothing for others and don't know what
friendship is. |
\page
### Wanderer
You are from a distant place, one so remote that few of the common folk in the
blues realize that it exists, and chances are good that even if some people you
meet have heard of your homeland, they know merely the name and perhaps a few
outrageous stories. You have come to this part of the world for your own reasons,
which you might or might not choose to share.
Equipment: 50,000 Berries; Small Medkits x3; Rations x5; Gaming Set
\page
Merchants and traders are vital for every pirate that intends to take to the sea.
Not only do they require their ship to be seaworthy and capable of holding up to
the storms of the Grand Line, but without a full larder and the necessary sea
charts they'd be lucky to reach the next island. If they don't deal in trade, they
still need there to be plentiful loot when they raid the towns.
## Wealth
The main currency in the world of _One Piece_ is known as Beri (sometimes spelled
as Beli, Berry, or Belly). It most commonly occurs in paper form, though coins do
exist, and have no fractional unit. As such, Beri prices tend to be in the tens of
thousands or hundreds of thousands for most adventuring gear, with a low-quality
sword costing the aspiring swordsman around 50 000 beri.
The exchange rate between beri and regular Dungeons and Dragons 5th edition
currency can be calculated from the idea that 1 beri = 1 copper coin. However, in
order to have the prices check out as you scale up the coinage, the exchange rate
between coins I made tenfold the standard value, as described below.
***Weapons, Armor, and other Equipment.*** Typically, 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 market value. Rare and unique finds can however be worth more than
a chest full of gold, especially if it is a weapon with a history. Conversely,
weapons and armor damaged by battle typically aren't worth much except as scrap
metal.
***Gems, Jewelry, and Art Pieces.*** These types of items retain their full value
when sold, making them the most valuable form of treasure in terms of monetary
value. Exceptionally rare or unique pieces might be difficult to sell, however, and
not every merchant is scrupulous enough to offer a fair deal.
***Trade Goods.*** While not as exciting as chests of gold and silver, sacks full
of wheat and barrels of salt and freshwater are just as valuable if not more to
traveling pirates, and oftentimes much easier to come upon. Most smaller towns
trade in these wares more often than they use monetary transactions, and like gems
and art pieces they retain their full market value when sold.
***Treasure Maps and Sea Charts.*** Tales of buried treasure left behind by
legendary pirates are abundant all across the 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 seafarers,
causing these items to maintain their full market value as well.
## Expenses
Life on the seas is one of freedom from law and social classes, however, it is not
freedom from the need to eat and sleep. As long as you have the food, water, and
living space to suffice for long trips, travel from island to island can be a
pleasant cruise disregarding any unforeseen setbacks.
Before you set off on the seas with a ship, it is important to note how many
provisions you have stocked for the journey. These provisions entail more than
simple rations, including cooked food, fresh water, comfortable living quarters,
and any utilities or specific consumables a crew might need on their trip, such as
lemons to counteract scurvy. Simply calculate the number of days you aim to spend
at sea and then multiply 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 extra, as the
seas are uncertain especially so in the Grand Line. Typically, this duty falls on
the ship's cook.
For instance, if it will take 7 days to travel from one island 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 350 000 beri worth of provisions to last you the entire trip.
\page
### Optional Rule: Poor Living
A Dungeon Master can choose to introduce a measure of hardship that represents the
challenges of living a poor or worse lifestyle to add a sensation of realism and
grit to their campaign.
If a crew is approaching the stage of mutiny as described in the Days Before Mutiny
Table below, roll a "Mutiny saving throw" which is a flat d20. The DC for the check
equals 10 + 1 per number of days spent in squalid or worse conditions.
Repeat this saving throw at the end of each day so that the lifestyle conditions do
not get better. The first time that the crew fails the saving throw, dissent begins
to spread amongst it and one or more may choose to confront the ship's captain.
When this happens, the captain or vice captain might attempt a Charisma
(Intimidation) or Charisma (Persuasion) check to quell any dissent. The DC for this
check equals the current Mutiny saving throw.
On a successful check, the mutiny is quelled and no further Mutiny saving throws
need to be rolled for a number of days equal to the captain's or vice captain's
Charisma modifier (minimum of one day). After these days have passed, if conditions
haven't improved, resume rolling the Mutiny saving throws as normal. If the check
fails, the crew turns hostile toward the players and might attack them.
\page
<div class='classTable wide'>
##### Armor
| Armor | Cost | Armor Class (AC) | Strength | Stealth | Weight |
|:---|:---:|:---|:---|:---|:---:|
| _Light Armor_ | | | | | |
| <center>Leather</center> | 100 000 beri | 11 + Dex modifier | ─ | ─ | 10 lb. |
| <center>Navy uniform</center> | 100 000 beri | 11 + Dex modifier | ─ | ─ | 4 lb.
|
| <center>Studded leather</center> | 450 000 beri | 12 + Dex modifier | ─ | ─ | 13
lb. |
| <center>Light longcoat</center> | 500 000 beri | 12 + Dex modifier | ─ | ─ | 8
lb. |
| _Medium Armor_ | | | | | |
| <center>Hide</center> | 100 000 beri | 12 + Dex modifier (max 2) | ─ | ─ | 12 lb.
|
| <center>Chain shirt</center> | 500 000 beri | 13 + Dex modifer (max 2) | ─ | ─ |
20 lb. |
| <center>Scale mail</center> | 500 000 beri | 14 + Dex modifier (max 2) | ─ |
Disadvantage | 45 lb. |
| <center>Heavy Longcoat</center> | 650 000 beri | 14 + Dex modifier (max 2) | ─ |
─ | 35 lb. |
| <center>Breastplate</center> | 7 500 000 beri | 15 + Dex modifier (max 2) | ─ |
Disadvantage | 40 lb. |
| _Heavy Armor_ | | | | | |
| <center>Chain mail</center> | 750 000 beri | 16 | Str 13 | Disadvantage | 55 lb.
|
| <center>Splint </center>| 2 000 000 beri | 17 | Str 15 | Disadvantage | 60 lb. |
| <center>Plate</center> | 15 000 000 beri | 18 | Str 15 | Disadvantage | 65 lb. |
| _Shields_ | | | | | |
| <center>Shield</center> | 100 000 beri | +2 | ─ | ─ | 6 lb. |
</div>
***Navy Uniform.*** The navy standard uniform is made from durable cloth capable of
surviving the harsh seas, though not directly designed for close-quarters combat.
***Light Longcoat.*** Longcoats are primarily made out of sturdy cloth and leather,
made for comfort and ease of movement over protection. Favored by marines, each
soldier earns a long coat when they reach ensign rank or higher.
***Heavy Longcoat.*** These longcoats are made out of thick hides or leather
interlocked with pieces of metal or boiled leather for extra protection, often
accompanied by ammunition belts and knife straps. Popular among pirates for the
balance between protection and versatility.
## Weapons
Weapons exist in a wide variety of forms in the world of _One Piece_. This also
introduces a few additional and modified properties on top of the ones presented in
the _player's handbook_.
***Adaptable.*** Most weapons have various functions, some can slash just as well
as they can stab. Weapons with the adaptable property are able to use any of the
damage types listed in the parantheses next to the property. For example "Adaptible
(B,S)" means the wielder can choose either bludgeoning or slashing when they make
the attack. These damage types are usually the physical damage types of
bludgeoning, piercing, or slashing, displayed as (B,P,S).
***Heavy.*** In this system, weapons with the heavy property can be wielded by any
creature. When a creature uses the weapon to make a shove attempt and succeeds, the
target is knocked back an additional 5ft.
***Reload.*** All firearms have a specific reload score as well. This counts how
many times the firearm can be used to attack before requiring it to be reloaded.
Reloading a firearm typically takes an action, or if you have multiattack, one of
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 user either using
deft aim or their strength the pull the string farther back. When making an attack
with a strong ranged weapon, you use your choice of your Strength or Dexterity
modifier for the attack and damage rolls. You must use the same modifier for both
rolls.
\page
<div class='classTable wide'>
##### Simple Weapons
| Name | Cost | Damage | Weight | Properties |
|:---|:---|:---|:---:|:---|
| _Melee Weapons_ | | | | |
| <center>Club</center> | 500 beri | 1d4 bludgeoning | 2 lb. | Light |
| <center>Dagger</center> | 20 000 beri | 1d4 piercing | 1 lb. | Adaptable (P,S)
Finesse, light, thrown (range 20/60) |
| <center>Greatclub</center> | 1 000 beri | 1d8 bludgeoning | 10 lb. | Two-handed |
| <center>Handaxe</center> | 50 000 beri | 1d6 slashing | 2 lb. | Light, thrown
(range 20/60) |
| <center>Javelin</center> | 2 500 beri | 1d6 piercing | 2 lb. | Thrown (range
30/120) |
| <center>Light Hammer</center> | 20 000 beri | 1d4 bludgeoning | 2 lb. | Light,
thrown (20/60) |
| <center>Mace</center> | 50 000 beri | 1d6 bludgeoning | 4 lb. | Adaptable (B,P),
versatile (1d8) |
| <center>Quarterstaff</center> | 1 000 beri | 1d6 bludgeoning | 4 lb. | Versatile
(1d8) |
| <center>Sickle</center> | 10 000 beri | 1d4 slashing | 2 lb. | Light |
| <center>Spear</center> | 10 000 beri | 1d6 piercing | 3 lb. | Adaptable (P,S),
thrown (range 20/60), versatile (1d8) |
| <center>Unarmed Strike</center> | ─ | 1d4 bludgeoning | ─ | Light |
| _Ranged Weapons_ | | | | |
| <center>Musket</center> | 500 000 beri | 1d10 piercing | 7 lb. | Ammunition
(range 30/120), heavy, two-handed, reload 1 |
| <center>Crossbow, light</center> | 250 000 beri | 1d8 piercing | 5 lb. |
Ammunition (range 80/320), loading, two-handed |
| <center>Dart</center> | 25 beri | 1d4 piercing | 1/4 lb. | Finesse, thrown (range
20/60) |
| <center>Flintlock</center> | 500 000 beri | 1d6 piercing | 1 lb. | Ammunition
(range 30/120), light, reload 1 |
| <center>Shortbow</center> | 250 000 beri | 1d6 piercing | 2 lb. | Ammunition
(80/320), two-handed, strong |
| <center>Sling</center> | 1 000 beri | 1d4 bludgeoning | ─ | Ammunition (30/120) |
</div>
***Flintlock.*** The most common gun found on the seas due to being relatively
cheap and easy to mass produce, flintlock are single shot pistols with short
effective range. Rain and weather have a severe effect on the weapon's reliability,
meaning it is typically used only by those that can't afford better firearms.
***Shotgun.*** The mighty and personal shotgun, known for causing vast damage in
close proximity despite being a ranged weapon. This firearm fires off several
bullets in the form of shells that blast holes in any surface. Less common and more
costly, but all the more effective when it comes to making things go boom.
The shotgun has a special property in which attacks made with the ranged weapon
don't have disadvantage within close range. Additionally, range attacks against
creatures within the short range of the weapon, deal an extra 1d4 piercing damage.
***Net.*** A standard set of knotted ropes to ensnare the target. A Large or
smaller creature hit by a net is restrained until it is freed. A net has no effect
on creatures that are formless, or creatures that are Huge or larger. A creature
can use its action to make a DC 10 Strength check, freeing itself or another
creature within its reach on a success. Dealing 5 damage to the net (AC 10) also
frees the creature without harming it, ending the effect and destroying the net.
In addition, the net has a special property in which attacks made with it don't
have disadvantage within close range.
***Rifle.*** Rifles in the world of _One Piece_ are outfitted with a percussion cap
rather than a flintlock mechanism, making them more reliable to use. The rifles
presented here are outfitted with a revolving chamber, allowing repeating shots to
be taken before needing to be reloaded. This weapon is typically used by marine
soldiers.
***Pistol.*** Much like muskets, pistols use a percussion cap 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.
***Revolver.*** The most modern weapon design, revolvers are repeating handguns
equipped with a revolving chamber, making them very useful for firing multiple
rounds in quick succession. The design includes rifled barrels and double action
operation, making them superior to common pistols but much more expensive to
develop.
\page
### Additional Melee Weapons
A few additional melee weapons are also introduced in the setting, as they see
prevalent use around the world, some boasting an almost mythical status.
***Katana.*** Originating from Wano, katana are popular weapons among swordsmen and
marine officers. Less bulky than double-edged longswords but also less durable. The
slender blade makes it possible to wield them with speed over power.
***Odachi.*** Like katana, these two-handed blades originate from Wano. With long
and slender blades, they sacrifice weight and stopping power for agility and
flexibility.
\page
```
```
\page
## Adventuring Gear
This section describes items unique to the setting, using their mechanics and
special rules.
***Log pose.*** In the Grand Line, compasses do not work because of the strong
magnetic fields surrounding each island. A log pose is required to make navigation
rolls at all while in the Grand Line, otherwise, you're sailing blindly.
***Preservation Box.*** A massive iron box filled with ice or other coolants, and
tightly insulated from the elements. Helps keep fresh produce or medicine from
spoiling on long trips, allowing crews to enjoy better and healthier food and
medical treatment on their travels.
***Sea Charts.*** Sea charts map the nearby island as well as water depth and land
elevations. While a navigator has sea charts at hand, it makes all navigation
checks an advantage while within the area.
## Tools
A few additional tools appear in this setting, using their own mechanics and
special rules as well.
***Sky Vehicles.*** On sky islands, dials are used in place of common watercrafts.
Typically crafted from wood with breath dials attached to them, skyborne vehicles
can race across clouds and water at great speeds. These kinds of vehicles come in
three distinct forms: Surfers, shooters, and wavers.
***Shooters.*** Shooters have a similar shape to ice skates that are attached to
feet or footwear, however with a broader and dull blade. Breath dials attached to
them allow the wearer to travel over water and clouds with practice. The most agile
of all-sky vehicles, the shooters are difficult to master but rewarding as they
carry next to no bulk.
***Waver.*** The largest of the sky vehicles, the waver resembles a water scooter
and functions practically the same, using a 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 easily overwhelm the non-proficient user due to its fast
acceleration.
```
```
##### Tools
| Item | Cost | Weight |
|:------------|---:|:---:|
| _Artisan's tools_ | | |
| <center>Alchemist's supplies</center> | 500 000 beri | 8 lb. |
| <center>Appraiser's tools</center> | 500 000 beri | 4 lb |
| <center>Brewer's supplies</center> | 200 000 beri | 9 lb |
| <center>Calligrapher's supplies</center> | 100 000 beri | 5 lb |
| <center>Carpenter's tools</center> | 80 000 beri | 6 lb. |
| <center>Cartographer's tools</center> | 150 000 beri | 6 lb. |
| <center>Cobbler's tools</center> | 50 000 beri | 5 lb. |
| <center>Cook's utensils</center> | 10 000 beri | 8 lb. |
| <center>Glassblower's tools</center> | 300 000 beri | 5 lb |
| <center>Jeweler's tools</center> | 250 000 beri | 2 lb. |
| <center>Leatherworker's tools</center> | 50 000 beri | 5 lb. |
| <center>Mason's tools</center> | 100 000 beri | 8 lb. |
| <center>Painter's supplies</center> | 100 000 beri | 5 lb. |
| <center>Potter's tools</center> | 100 000 beri | 3 lb. |
| <center>Smith's tools</center> | 200 000 beri | 8 lb |
| <center>Tinker's tools</center> | 500 000 beri | 10 lb |
| <center>Weaver's tools</center> | 10 000 beri | 5 lb |
| <center>Woodcarver's tools</center> | 10 000 beri | 5 lb. |
| Dial kit | 500 000 beri | 4 lb. |
| Disguise kit | 250 000 beri | 3 lb. |
| Forgery kit | 150 000 beri | 5 lb. |
| _Gaming set_ | | |
| <center>Dice set</center> | 500 beri | ─ |
| <center>Chess set</center> | 10 000 beri | 1/2 lb. |
| <center>Playing card set</center> | 2 500 beri | ─ |
| Herbalism kit | 50 000 beri | 3 lb. |
| _Musical instrument_ | | |
| <center>Bagpipes</center> | 300 000 beri | 6 lb. |
| <center>Drum</center> | 60 000 beri | 3 lb. |
| <center>Dulcimer</center> | 250 000 beri | 10 lb. |
| <center>Flute</center> | 20 000 beri | 1 lb |
| <center>Guitar</center> | 350 000 beri | 3 lb. |
| <center>Lyre</center> | 300 000 beri | 2 lb. |
| <center>Horn</center> | 30 000 beri | 2 lb. |
| <center>Shamisen</center> | 200 000 beri | 2 lb. |
| <center>Tambourine</center> | 10 000 beri | 1/4 lb. |
| <center>Trumpet</center> | 100 000 beri | 1 lb. |
| <center>Viol</center> | 300 000 beri | 1 lb. |
| Navigator's tools | 250 000 beri | 2 lb. |
| Poisoner's kit | 500 000 beri | 2 lb. |
| Thieves' tools | 250 000 beri | 1 lb. |
| Sky Vehicles* | See "Mounts and Vehicles" | ─ |
\page
<div style='margin-top:230px'></div>
Older transponder snails are typically as big as a domestic cat, while baby
transponder snails are small enough to fit in a hand, allowing them to act as
mobile devices. Transponder snails are typically docile by nature and do not mind
being domesticated, as it provides a source of food and safety. The attachments
necessary to use them for communication also does not cause them particular harm or
discomfort.
Common transponder snails are typically used only by government officials and
wealthy pirate captains with the means to procure one. They are typically not used
by the normal citizen, though they become more common throughout the Grand Line,
especially in the New World.
Other forms of transponder snails do exist but are extremely rare. Visual
transponder snails are used widely by the world government but are mostly unheard
of elsewhere.
<p></p>
<div style='margin-top:230px'></div>
<img
src='https://vignette.wikia.nocookie.net/onepiece/images/c/c8/Den_Den_Mushi_Infobox
.png/revision/latest?cb=20190904184633'
style='position:absolute; bottom:0px; right:00px; width:900px' />
<img
src='https://vignette.wikia.nocookie.net/onepiece/images/9/92/Shandia_Infobox.png/
revision/latest/scale-to-width-down/1000?cb=20181107071800'
style='position:absolute; top:-110px; right:00px; width:850px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq4ua-9e8ea6b2-70a5-40aa-a246-2f993d1104ae.png/v1/fill/
w_1024,h_1326,strp/26___xevwu5k_by_flamableconcrete_dcjq4ua-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTR1YS05ZThlYTZiMi03MGE1LTQwYWEtYTI0Ni0yZjk5M2QxM
TA0YWUucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.dWlYZ7AlycXs5ndXQZmjjOx6jzDQ4fAwixwq5DEoPAk'
style='position:absolute; bottom:-100px; right:00px; width:1000px' />
\page
## Mounts and Vehicles
The world is a massive, expansive reach of uncharted waters and lands unknown.
Getting around on foot is next to impossible, and even islands can span many miles
of unforgiving wilderness filled with beasts and monsters. To this end, crews must
band together and secure vessels for themselves to travel on if they wish to
explore everything that the world has to offer.
***Caravel.*** Caravels are sailing ships distinguished by their lateen sails and 2
or more masts. Light and fast, caravels make for excellent expeditionary ships and
can be manned by a small crew. In this setting, a caravel specifically refers to a
smaller sailing vessel of its type.
***Carrack.*** Carracks are caravel-built ships with 3 to 4 masts and both lateen
and square-rigged sails, and predecessors to the galleon. In this setting, carrack
refers to a caravel-built warship. It is specifically favored among pirates and
marines.
***Galleon.*** The largest available ships in the setting, galleons are multi-
decked sailing ships that can easily be outfitted and repurposed as warships.
Typically the flagships of any fleet, a galleon can hold a big crew and plenty of
cargo, while retaining better maneuverability than a carrack.
***Galley.*** Galleys are long vessels that rely on sails and sizable rowing crews
to move. These ships can carry siege weapons and soldiers to war or transport large
amounts of cargo for merchants. However, their reliance on manpower for their speed
means they cannot carry heavy weaponry for use, making them less useful in naval
warfare.
***Longship.*** Longships are vessels that rely on a rowing crew and sails to move
across the sea, often outfitted with a 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.
***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.
<div class='wide'>
##### 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 |
</div>
<div class='wide'>
##### 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 |
</div>
\page
### Cannons
In naval battles, cannons serve as the primary weapon of most all seafaring
vessels. A cannon's destructive properties are measured by the pound rating of the
ammunition it fires: The larger the pound rating, the more damage the cannon deals
on a successful hit. However, cannons are heavy-duty equipment, and larger cannons
typically can't be mounted on smaller vessels at all. Furthermore, the size of the
vessel determines how many cannons can even fit on the ship to begin with,
regardless of weight and size.
***Damage.*** All cannons deal bludgeoning damage with basic round shots, however
different forms of ammunition exist. See the Cannon Shot table for more
information.
***Clean and Reload.*** Smaller guns, such as the swivel gun, can be effectively
manned and used by a single person, however, larger cannons typically require a
group of two to three to fire effectively each turn.
***Ship Availability.*** Some ships are better designed to handle the weight and
recoil of cannons than others. If a ship fires a cannon for which it isn't
designed, such as a caravel loading and firing a 24-pounder cannon, then the ship
takes bludgeoning damage equal to the average damage of the cannon whenever it is
fired (in this case, that would result in 33 (6d10) bludgeoning damage.)
***Damage Spread.*** A shot type's damage spread determines the splash zone
resulting from a hit. Sphere-shaped spreads extend from the shot's impact, while
cone and line-shaped spreads extend from the muzzle of the cannon. If the damage
shape is in a line, the length of the line equals the cannon's normal range. If the
targeted creature is hit, each creature, that is not the target but are within the
damage spread when the cannon is fired, must make a Dexterity saving throw. A
creature takes all of the cannon's damage roll on a failed to save, and half damage
on a successful one. So in theory, it is possible to parry a cannonball to save
yourself and the area and creatures around it if you are the target of the cannon.
```
```
***Firing a Cannon.*** When you fire a cannon, you make a ranged attack roll with
the cannon as normal, using your Dexterity modifier. Unless you have proficiency
with cannons, you do not add your proficiency modifier to attacks with them.
<center>**Ranged Cannon Attack =** d20 + your proficiency bonus + your Dexterity
modifier</center>
\page
## Building, Maintaining, and Repairing Your Ship
Most renowned pirate crews have signature ships unique in their design. These are
ships that have been either built or upgraded by the hands of a skilled shipwright.
The difference between a crew with and without a skilled shipwright is clear as day
from a glance at their ship. Strengthened hulls, heavier cannons, and propulsion
systems mark a vessel in the care of a skilled shipwright with the proper means to
work with and can make the difference between life and death on the open seas.
As you craft, you make progress in increments measured in beri. The increments are
decided by a tool ability check using your carpenter's tools, as described in the
Crafting Process table below. Creatures that have the Craft Vessel feature make
this check at advantage, and alternatively creatures without proficiency with
carpenter's tools can make an Intelligence (Engineering) or Strength (Athletics)
skill check at disadvantage, symbolizing mental and physical labor. Each
participating creature makes its own tool or skill ability check, and the results
are pooled together for a total progress sum for the day. You make these tool and
ability checks until your reach the market value of the ship you are crafting, for
example, if you make 250 000 beri's worth of progress per day, you will be able to
complete a caravel (market value of 100 million beri) in 400 days. If two of your
crew members help you and add a progress of 125 000 beri's worth of progress per
day each, you will be able to finish the ship in only 200 days.
Whenever a ship suffers damage, its hit point maximum is reduced by a number equal
to half the damage it suffered. Any crewmate can attempt to make repairs to restore
lost hit points to a ship, but only a shipwright can restore lost maximum hit
points. If a ship's hit point maximum is reduced below half its normal value, the
ship is irreparably damaged and not even a shipwright can restore it to its
original hit points maximum.
A creature can spend anywhere from 1 to 8 hours doing repairs to a ship. For each
hour a creature spends doing repairs, it can roll a DC 10 tool ability check with
carpenter's tools, or an Intelligence (Engineering) or Strength (Athletics) ability
check at disadvantage. On a successful check, the ship regains 5 hit points, or
twice that if the creature making the check is a shipwright. A shipwright also
restores the ship's hit point maximum by an equal amount on a successful check.
If a ship is brought to 0 hit points, it begins taking in water. The ship can
remain afloat for a number of minutes equal to 10 + half its damage threshold value
before completely sinking. While the ship is still afloat, a creature can attempt
to temporarily block the leakage with a DC 15 tool ability check with carpenter's
tools, or a DC 20 Intelligence (Engineering) or Strength (Athletics) check. On a
successful check, the hole is temporarily fixed and the ship can stay afloat for an
additional 10 minutes or until it takes damage again.
Each time the ship suffers damage while below 0 hit points, a new hole opens in the
hull requiring one additional action to stop the ship from taking in water.
<div style='margin-top:20px'></div>
\page
### Upgrading your Ship
Owning a ship is a mark of pride for any captain, however, to stand out on the seas
one must make additions to it that help it stand out from the common ship.
A skilled shipwright can upgrade an existing ship with all manners of additions and
modifications. Upgrades require a creative mind and are typically not a service
provided by most common shipwrights, including larger companies.
When crafting an upgrade for a ship, you follow the same crafting rules as the ones
for building a ship. You can only craft one upgrade at a time, and other
crewmembers can help you with building a ship. The cost listed for each upgrade
generally entails the resources necessary to craft the upgrade, such as lumber,
steel, or clockwork mechanisms. To craft an upgrade for a ship, you must first have
a proficiency bonus equal to the number listed in the Proficiency column of the
Ship Upgrades table. Additionally, the ship must meet the requirements listed for
the upgrade, as described in the Requirement column of the same table.
Some upgrades come with additional bonuses to the ship, ranging from increased
storage to sudden acceleration.
***Burst of Speed.*** As an action, the current helmsman of the ship can activate
the turbo. This expends all remaining fuel in all tanks and moves the ship a number
of feet in a straight line equal to the total amount of fuel consumed.
***Dive.*** This upgrade creates a shell around the ship, allowing it to dive
beneath the ocean's surface and travel along the ocean floor.
***Everlasting.*** This upgrade reinforces your ship to ignore the effects of the
Siege Property, as well as gains resistance to bludgeoning, piercing, and slashing.
***Fish Tank.*** A fish tank allows the crew to keep fresh fish on board, which can
be used for food. This halves the crew's lifestyle expenses if they have a cook on
board.
***Gardening.*** Gardening allows the crew to grow plants, typically for medicine
or food, on the ship. This halves the crew's lifestyle expenses if they have a
doctor on board.
***Lightweight.*** This makes the ship nimble and light, allowing it to travel in
shallow water and sail upon the clouds of sky islands.
***Reverse.*** This upgrade allows the ship to move in a straight line backward by
expending fuel.
<div class='wide'>
##### Ship Upgrades
| Upgrade | Cost (Beri) | Proficiency | Repeatable | Requirement | Properties |
|:----|----:|:----:|:----:|:---:|----:|
| _Additional deck level_ | | | | | |
| <center>+1 deck level</center> | 5 Million | 2 | No | Caravel, carrack, galleon
| x2 cannon slots (port/star) |
| <center>+2 deck levels</center> | 10 Million | 3 | No | Carrack, galleon | x3
cannon slots (port/star) |
| Adam Wood | 200 Million | 3 | No | None | Everlasting |
| Aerodynamics | 500 000 | 2 | No | Caravel, keelboat, sloop | Lightweight |
| Aquarium | 750 000 | 2 | No | Carrack, galleon, galley | Fish tank |
| Enhanced support | 750 000 | 2 | Yes | None | +1 cannon weight capacity |
| Expanded storage | 500 000 | 2 | Yes | Caravel, carrack, galleon, galley | x1.5
Cargo hold |
| Fuel tank, gallon (100) | 2 Million | 3 | Yes | Caravel, carrack, galleon | Fuel
supply |
| Orchard | 300 000 | 2 | No | Caravel, carrack, galleon, galley | Gardening |
| _Propulsion_ | | | | | |
| <center>Apprentice</center> | 20 Million | 2 | No | Fuel tank (25/hour) | +2
mph, Activation, reverse |
| <center>Journeyman</center> | 30 Million | 3 | No | Fuel tank (25/hour) | +4
mph, Activation, reverse |
| <center>Masterwork</center> | 40 Million | 4 | No | Fuel tank (25/hour) | +6
mph, Activation, reverse |
| _Reinforced hull_ | | | | | |
| <center>Apprentice</center> | 5 Million | 2 | No | None | +1 AC |
| <center>Journeyman</center> | 10 Million | 3 | No | None | +2 AC |
| <center>Masterwork</center> | 20 Million | 4 | No | None | +3 AC |
| _Reinforced keel_ | | | | | |
| <center>Apprentice</center> | 10 Million | 2 | No | None | +100 hit point
maximum |
| <center>Journeyman</center> | 20 Million | 3 | No | None | +200 hit point
maximum |
| <center>Masterwork</center> | 30 Million | 4 | No | None | +300 hit point
maximum |
| Submarine | 30 Million | 3 | No | Fuel tank (25/hour), propulsion | Activation,
dive |
| Turbo engine | 5 Million | 3 | No | Carrack, galleon, fuel (All remaining) |
Activation, burst of speed |
| Turrets, bow | 7 Million | 2 | No | Caravel, carrack, galleon, galley | x2
cannon slots (bow) |
| Turrets, stern | 7 Million | 2 | No | Caravel, carrack, galleon, galley | x2
cannon slots (stern) |
</div>
\page
# Chapter 5: Customization Options
In addition to the many options presented in race, class, and role choice, there
exist a few additional means of customization for players who truly wish to tailor
their character exactly to what they envision. Below are a few listed options for
additional ways to customize your character.
## Fighting Styles
Certain martial classes grant the user a fighting style, representing a user's
greater proficiency in a certain method of combat, going beyond merely adding a
proficiency bonus.
Only classes that gain the option to choose a fighting style can choose fighting
styles within their specified class options below. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
### Blademaster Barbarian Styles
#### 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.
#### 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.
#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Blindfighting
You have blindsight with a range of 10 feet. Within that range, you can effectively
see anything that isn’t behind total cover, even if blinded or in darkness.
Moreover, you can see an invisible creature within range, unless the creature
successfully hides.
#### Wrestling
Your damage dice for your unarmed strikes and natural weapons increase by one step,
to a maximum of 1d12. At the start of each of your turns, you can deal 1d4
bludgeoning damage to one creature grappled by you.
#### Dueling
You gain a +2 damage bonus to a weapon held in one hand if you are holding no other
weapons.
#### Blindfighting
You have blindsight with a range of 10 feet. Within that range, you can effectively
see anything that isn’t behind total cover, even if blinded or in darkness.
Moreover, you can see an invisible creature within range, unless the creature
successfully hides.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
You gain a +2 damage bonus to a weapon held in one hand if you are holding no other
weapons.
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.
```
```
#### Interception
When a creature you can see hits a target, including you, within your melee range
with an attack, you can use your reaction to reduce the damage the target takes by
1d10 + your level (to a minimum of 0 damage). You must be wielding a simple or
martial weapon to use this reaction.
#### Protection
When a creature you can see attacks a target, including you, 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 wielding a shield.
\page
### Marksman Styles
#### Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
#### Blindfighting
You have blindsight with a range of 10 feet. Within that range, you can effectively
see anything that isn’t behind total cover, even if blinded or in darkness.
Moreover, you can see an invisible creature within range, unless the creature
successfully hides.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Gunslinging
When you roll damage for an attack you make with a ranged weapon, you can reroll
the dice and must use the higher of the two rolls. The weapon must have the reload
property for you to gain this benefit.
#### 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 1d10
+ your level (to a minimum of 0 damage). You must be wielding a simple or martial
weapon to use this reaction.
#### Defense
While you are wearing armor, you gain a +1 bonus to AC.
#### Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a
+2 bonus to damage rolls with that weapon.
#### Protection
When a creature you can see attacks a target, including you, 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 wielding a shield.
\page
## Feats
A feat represents a talent or an area of expertise that gives a character special
capabilities. It embodies training, experience, and abilities beyond what a class
provides.
When your class gives you the Ability Score Improvement feature, you can forgo
taking that feature to take a feat of your choice instead. You can take each feat
only once unless the feat’s description says otherwise.
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 that feat until you regain the
prerequisite.
#### Acrobat
You become more nimble, gaining the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Acrobatics skill. If you are already proficient in
the skill, you gain Expertise in it.
* You ignore the effects of difficult terrain.
* You can use your Dexterity modifier and Dexterity (Acrobatics) check to determine
your jump distance for both running and standing jumps.
#### Adept Inspiration
###### *Prerequisites: Charisma 13 or higher*
Inspiration is your weapon, use it to strike the flames in the hearts of your
allies so they may charge toward glory alongside you. 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 as a creation focus.
* You learn two mods from the gadgeteer mod list. If the mods have a prerequisite
of any kind, you can only choose those mods if you're a gadgeteer who meets the
prerequisite. You have a limit of 1; if you're a gadgeteer, this is in addition to
your existing limit. Additionally, the mods do not count to your mods known.
#### Alert
You are always on the lookout for danger, you gain the following benefits:
* You gain a +1 bonus to attack rolls you make with the weapon.
* Your weapon attacks made with handaxe, battleaxe, greataxe, or halberd, score a
critical hit on a roll of 19 or 20.
* If you take the attack action while wielding those weapons and the opponent
wields a shield, you can use a bonus action to try to hook the shield apart. You
and the affected enemy do an Athletics check. If the enemy loses the contest, they
are disarmed of their Shield and it falls at its feet.
* Any weapon attack made with the weapon you wield gains the thrown property
(20/60), if it already does, both ranges are doubled.
* You gain the Siege property against any targets made out of wood.
You have practiced using creations amid combat, learning Techniques that grant you
the following benefits:
* You have advantage on Constitution saving throws that you make to maintain your
concentration on a creation when you take damage.
* You can perform the somatic components of creation even when you have weapons or
a shield in one or both hands.
* As an opportunity attack, you can use your reaction to use a creation at the
creature, rather than making an opportunity attack. The creation must have a usage
time of 1 action and must target only that creature.
\page
* You gain a +1 bonus to attack rolls you make with the weapon.
* When you wield a blowgun, its damage die is increased by one size (i.e. 1 =>
1d4).
* You ignore the loading property of blowguns.
* When you have successfully taken the hide action, you do not give away your
position when making an attack with your blowgun, regardless of whether or not the
attack hits.
#### Brawny
You become stronger, gaining the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* You gain proficiency in the Athletics skill. If you are already proficient in the
skill, you gain Expertise in it.
* 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.
* When you are prone, standing up uses only 5 feet of your movement.
* You gain a climbing speed equal to your movement speed.
* You can make a running long jump or a running high jump after moving only 5 feet
on foot, rather than 10 feet.
#### Bulwark
Your shield makes you a moving wall. You gain the following benefits while you are
wielding a shield:
* Each ally within 5 feet of you that doesn't have this feat gains half cover while
you aren't incapacitated or prone.
* When you move on your turn, you can allow an ally within 5 feet of you that isn't
incapacitated and doesn't have a speed of 0 to accompany you. The chosen ally can
move with you (no action required), staying within 5 feet of you when possible, but
you can't move more than half your speed during the turn.
#### Burglar
You pride yourself on your quickness and your close study of robbery and
infiltrating trapped rooms. You gain the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with thieves' tools. If you are already proficient with
them, you gain Expertise in them.
* You can you 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.
\page
#### Cannon Master
###### *Prerequisite: Proficiency with cannons, Dexterity of 13*
You know your way around a cannon. You gain the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* The Cannon Save DC of any cannon you use is now 8 + The Ability Score Modifier
that that you used to make the attack + Your Proficiency Bonus, unless the DC was
already higher.
* Cannons that take an action to clean and reload now take a bonus action to clean
and reload.
#### Caring
It is your duty and pleasure to help those in need. You gain 3 care dice and you
regain all spent care dice when you finish a short or long rest. If you see one of
your allies get hit by a critical hit, you regain 1 care die. Your care dice are
d6s. You can roll only one care die per turn, and a care die is spent when you roll
it.
#### Charger
You can run down the enemy. You gain the following benefits:
* Increase your Strength or Constitution score by 1, to a maximum of 20.
* Your movement speed increases by 10 feet.
* If you move at least 10 feet in a straight line immediately before hitting with
an attack as part of the Attack Action on your turn, choose one of the following
effects: Your attack gains a 1d8 bonus to the damage roll, or your attack can push
the target up to 10 feet, provided the target you want to push is no more than one
size larger than you. You can use this benefit only once on each of your turns.
#### Contortionist
Having greater control over your own body, you gain the following benefits:
* You learn two tricks of your choice from any class' creation list. Intelligence,
Wisdom, or Charisma is your creative ability for these tricks (you choose which
when you gain this feat).
* You learn one 1st-level creation of your choice with the usage time of one action
that lacks the routine tag. You can use this creation once without expending a
creation slot and must finish a long rest before you can do so again. You can also
use this creation with any creation slots you have. Intelligence, Wisdom, or
Charisma is your creative ability for this creation (you choose which when you gain
this feat).
#### Critter Friend
You master the techniques needed to train and handle animals. You gain the
following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Animal Handling skill. If you are already proficient
in the skill, you gain expertise in it.
* You learn the Speak with Animals creation and can use it at will, without
expending a creation slot.
* You also learn the Animal Friend creation, and you can use it once with this
feat, without expending a creation slot. You regain the ability to use it in this
way when you finish a long rest. Wisdom is your creativity ability for these
creations.
* You can use a bonus action on your turn to command one friendly beast within 60
feet of you that can hear you and that isn’t currently following the command of
someone else. You decide now what action the beast will take and where it will move
during its next turn, or you issue a general command that lasts for 1 minute, such
as to guard a particular area.
#### Cruel
You take delight in inflicting pain and anguish upon others. You gain 3 cruelty
dice and you regain all spent cruelty dice when you finish a short or long rest. If
you score a critical hit, 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 when you roll
it.
#### Crusher
You are practiced in the art of crushing your enemies, granting you the following
benefits:
* Increase your Strength or Constitution by 1, to a maximum of 20.
* Once per turn, when you hit a creature with an attack that deals bludgeoning
damage, you can move it 5 feet to an unoccupied space, provided the target is no
more than one size larger than you.
* When you score a critical hit that deals bludgeoning damage to a creature, attack
rolls against that creature are made with advantage until the start of your next
turn.
* When you are wielding a melee weapon with which you are proficient and you are
hit with an attack roll, you can use your reaction to add your proficiency bonus to
your AC for that attack, potentially causing the attack to miss you.
#### Diehard
You are hard to put down, gaining the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* In order to die via failing death saves, you need to fail 4 death saves instead
of 3.
* When you make a death save, you add your proficiency bonus to the roll.
* When you critically fail a death save, even automatically, it counts as a normal
failure.
#### Diplomat
You master the arts of diplomacy, gaining the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Persuasion skill. If you are already proficient in
this skill, you gain Expertise in it.
* If you spend 1 minute talking to someone who can understand what you say, you can
make a Charisma (Persuasion) check contested by the creature’s Wisdom (Insight)
check. If you or your companions are fighting the creature, your check
automatically fails. If your check succeeds, the target is charmed by you as long
as it remains within 60 feet of you and for 1 minute thereafter.
* As a reaction to a creature, that can hear you and is within 60ft of you, failing
a saving throw that would result in them becoming frightened or charmed, you can
have the creature reroll the save, using the new result.
\page
#### Dipsomaniac
Your dependence on alcohol is not a weakness, your constitution allows you to keep
on fighting so long the booze keeps flowing. You gain the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* You gain resistance to poison damage and have advantage on all Constitution
saving throws against poisons.
* When you consume an alcoholic drink, you can regain a number of hit points equal
to 2d6 + your level. You can use this ability a number of times equal to your
proficiency bonus, regaining on uses on a long rest.
* You gain a +1 bonus to AC while you are wielding a separate melee weapon in each
hand.
* You can use two-weapon fighting even when the one-handed weapons you are wielding
aren’t light.
* You can draw or stow two one-handed weapons when you would normally be able to
draw or stow only one.
* Before you make a melee attack with a one-handed weapon that you are proficient
with, you can choose to take a -5 penalty to the attack roll. If the attack hits,
you add +10 to the attack's damage.
* When a creature misses you with a melee attack, you can use your reaction to make
a melee attack against that creature.
#### Durable
You are hardy and resilient, granting you the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* You have advantage on death saving throws.
* As a Bonus Action, you can expend one of your Hit Dice to roll the die and regain
a number of Hit Points equal to the roll + your Constitution modifier.
You use ignore resistance to damage of the chosen type. In addition, when you roll
damage for that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a
different damage type.
```
```
As a bonus action on your turn, you can cause the next weapon attack you make
before the end of your turn to deal additional damage equal to 1d8 + your
proficiency bonus.
This damage is your choice of acid, cold, fire, lightning, or poison damage. You
choose which damage type when you gain this feat, and your choice cannot be changed
later. You can gain this feat multiple times, choosing a different damage type each
time you gain it.
If you choose acid damage, the attack corrodes soluble material that isn't being
worn or carried.
If you choose cold damage, the attack puts out any open, non-created flame within 5
feet of your target.
If you choose fire damage, the attack ignites flammable material that isn't being
worn or carried.
If you choose lightning damage, the attack creates a strong gust that clears any
fog or smoke in a 5-foot cube occupied by you or the target.
If you choose poison damage, all tiny non-created plants within 5 feet of the
target immediately wilt and die.
#### Engineer
You study the mechanical arts, gaining the following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Engineering skill. If you are already proficient in
the skill, you gain Expertise in it.
* You learn the Prestidigitation and Detect Creation creations.
* Whenever you craft a mastercraft item, it takes you half of the normal time, and
it costs you half as much of the usual gold.
You can select this feat multiple times. Each time you do so, you must choose a
different Fighting Style Option.
\page
You've honed your skill with weapons of all kinds, able to shape shockwaves of
destruction as projectiles out of thin air.
#### Gourmand
You have mastered a variety of special recipes, allowing you to prepare exotic
dishes with useful effects. You gain the following benefits:
* Increase your Constitution score by 1, to a maximum of 20.
* You gain proficiency with cook’s utensils. If you are already proficient with
them, you gain Expertise in them.
* As an action, you can inspect a drink or plate of food within 5 feet of you and
determine whether it is poisoned, provided that you can see and smell it.
* As part of a short rest, you can cook special food, provided you have ingredients
and cook utensils on hand. You can prepare enough of this food for a number of
creatures equal to 4 + your proficiency bonus. At the end of the short rest, any
creature who eats the food regains an extra 1d8 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.
#### Grappler
###### *Prerequisite: Strength 13 or higher*
You've developed the skills necessary to hold your own in close-quarters grappling.
You gain the following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* You have advantage on attack rolls against a creature you are grappling.
* You can use your bonus action to attempt a grapple.
* Before you make a melee attack with a heavy weapon that you are proficient with,
you can choose to take a -5 penalty to the attack roll. If the attack hits, you add
+10 to the attack’s damage.
* While wielding a two-handed weapon, you can use your reaction to make a weapon
attack when a creature enters the reach you have with that weapon.
* On your turn, you can make one melee weapon attack as a bonus action with a two-
handed weapon you are wielding. You can make this attack a number of times equal to
your proficiency bonus, and regain all uses at the end of a long rest.
\page
#### Gunner
You have a quick hand and keen eye when employing firearms, granting you the
following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency with firearms.
* You ignore the reload and loading property of firearms.
* Being within 5 feet of a hostile creature doesn’t impose disadvantage on your
ranged attack rolls.
* You gain a +1 bonus to attack rolls you make with the weapon.
* Whenever you have advantage on a melee attack roll you make with the weapons and
hit, you can choose to knock the target prone if the lower of the two d20 rolls
would also hit the target.
* Whenever you have disadvantage on a melee attack roll you make with the weapons,
the target takes bludgeoning damage equal to your Strength modifier (minimum of 0)
if the attack misses but the higher of the two d20 rolls would have hit.
* Any weapon attacks made with these weapons gain the Siege Property.
You can use your armor to deflect strikes that would kill others. You gain the
following benefits:
* Increase your Strength score by 1, to a maximum of 20.
* While you are wearing heavy armor, bludgeoning, piercing, and slashing damage
that you take from attacks is reduced by 3, including those imbued with haki.
#### Historian
Your study of history rewards you with the following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the History skill. If you are already proficient in the
skill, you gain Expertise in it.
* When you take the Help action to aid another creature’s ability check, you give
historical examples to aid them. The creature’s check gains a bonus equal to your
proficiency bonus. To receive this bonus, the creature must be able to understand
what you’re saying.
\page
#### Insightful
You can pick up on social cues, peer past the poker face's of your foes, and have
gain a real understanding of people. You gain the following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Insight skill. If you are already proficient in the
skill, you instead gain expertise with it.
* As a bonus action, you can attempt to look past the facades people put up to find
the truth against a creature you can see within 30ft of you. Make a Wisdom
(Insight) check contested against the target's Charisma (Deception) check. If you
succeed, you gain insight into the creature's characteristics, the DM tells you if
the creature is your equal, superior, or inferior in regard to one of the following
characteristics of your choice: Strength score, Dexterity score, Constitution
score, Intelligence score, Wisdom score, Charisma score, Armor Class, and Hit
points. If your check fails, the creature becomes immune to this effect for 1 hour.
* You can use your bonus action to get uncanny insight about one creature you can
see within 30ft of you. Make a Wisdom (Insight) check contested by the target’s
Charisma (Deception) check. If your check succeeds, you have advantage on attack
rolls and ability checks against the target until the end of your next turn. If
your check fails, the creature becomes immune to this effect for the next hour.
#### Investigator
You have an eye for detail and can pick out the smallest clues. You gain the
following benefits:
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Investigation skill. If you are already proficient in
the skill, you instead gain expertise with it.
* You can take the Search action as a bonus action.
* As an action, you can become aware of vague details of the past of an object you
are touching up to a number of days equal to your Intelligence Modifier. For
example, touching a sword reveals that it was recently bought from a shop northwest
from its current location about 2 days ago.
```
```
#### Joyful
Your positive energy can act as a boost for your allies, instilling them the
confidence to succeed. You gain 3 joy dice 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 1 joy die. Your joy dice are d6s. You can roll only one joy die per turn,
and a joy die is spent when you roll it.
\page
```
```
\page
```
```
\page
#### Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a
saving throw, you can spend one luck 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.
You regain your expended luck points when you finish a long rest.
#### Martial Adept
You have martial training that allows you to perform special combat maneuvers. You
gain the following benefits.
* You learn two maneuvers of your choice from among those available to the Battle
Master archetype in the fighter class. 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 two superiority dice, which are d8s (these dice are added to any
superiority dice you have from another source, so for example if you are a Battle
Master Fighter with d8s, these dice become d8s as well). These dice are 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.
* Whenever you hit a creature with an unarmed strike, you roll a d6 for the damage,
instead of the regular damage for this attack. If your unarmed strike damage die is
higher than a d6, the damage die increases by one size. The maximum damage dice you
can have for an unarmed strike is 1d12.
* You can use your Dexterity, instead of your Strength, for your attacks and damage
rolls with unarmed strikes.
* When you make an unarmed strike or an attack with a simple melee weapon that
lacks the heavy and two-handed properties as part of your Attack action, you can
make an unarmed strike using your bonus action.
```
```
#### Menacing
You become fearsome to others, gaining the following benefits:
* Increase your Charisma score by 1, to a maximum of 20.
* You gain proficiency in the Intimidation skill. If you are already proficient in
the skill, you gain Expertise in it.
* Once per turn, as a bonus action, or in the place of an attack from the attack
action, you can attempt to demoralize one creature you can see within 30 feet of
you that can see and hear you. Make a Charisma (Intimidation) check contested by
the target's Wisdom (Insight) check. If your check succeeds, the target is
frightened until the end of your next turn. If your check fails, the target can't
be frightened by you in this way for 1 hour.
\page
#### Mobile
You are exceptionally speedy and light on your feet. You gain the following
benefits:
* Your speed increases by 10 feet.
* When you use the Dash action, difficult terrain doesn't cost extra movement on
that turn.
* When you make a melee attack against a creature, you don't provoke opportunity
attacks from that creature for the rest of the turn, whether you hit or not.
#### Musician
###### *Prerequisites: Proficiency with a musical instrument*
You are a practiced musician, granting you the following benefits:
* You gain Expertise in all Musical Instruments of you are proficient in.
* As you finish a Short Rest or a Long Rest, you can play a song on a
Musical Instrument with which you have Tool Proficiency and give Inspiration to 6
allies who hear the song, which can include yourself.
#### Naturalist
Extensively you have studied nature, allowing you to defend yourself in any
situation, you gain the following benefits.
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Nature skill. If you are already proficient in the
skill, you gain Expertise in it.
* You learn the Natural Arts trick and Detect Poison and Disease creations. You can
use Detect Poison and Disease once without expending a creation slot, and you
regain the ability to do so when you finish a long rest.
* You gain a unarmored AC equal to 13 + your Dexterity modifier.
#### Observant
Quick to notice details of your environment, you gain the following benefits:
* Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
* If you can see a creature's mouth while it is speaking a language you understand,
you can interpret what it's saying by reading its lips.
* You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence
(Investigation) scores.
```
```
#### Perceptive
You hone your senses until they become razor-sharp. You gain the following
benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Perception skill. If you are already proficient in
the skill, you gain Expertise in it.
* You gain darkvision of 30ft. If you already had darkvision, it is extended by
30ft.
* Being in a lightly obscured area doesn't impose disadvantage on your Wisdom
(Perception) checks if you can both see and hear.
#### Performer
You master performance so that you can command any stage. You gain the following
benefits:
#### Piercer
You have achieved penetrating precision in combat, granting you the following
benefits:
#### Poisoner
You can prepare and deliver deadly poisons, gaining the following benefits:
* When you make a damage roll that deals poison damage, you can ignore resistance
to poison damage.
* You can coat a weapon in poison as a bonus action, instead of an action.
* You gain proficiency with the poisoner's kit if you don't already have it. With
one hour of work using a poisoner's kit and expending 10 GP worth of materials, you
can create a number of doses of potent poison equal to your proficiency bonus. Once
applied to a weapon or piece of ammo, the poison retains its potency for 1 minute
or until you hit with the weapon or ammo. When a creature takes damage from the
coated weapon or ammo, that creature must succeed on a Constitution saving throw
(DC 8 + Proficiency Bonus + your choice of Intelligence or Wisdom modifier) or take
2d8 poison damage and become poisoned until the end of your next turn.
\page
```
```
#### Religious
Your extensive study of religion rewards you with the following benefits.
* Increase your Intelligence score by 1, to a maximum of 20.
* You gain proficiency in the Religion skill. If you are already proficient in the
skill, you gain Expertise in it.
* You learn the Show Off and Twist Fate creations. You can use Twist Fate once
without expending a creation slot, and you regain the ability to do so when you
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.
\page
You have learned a number of creations that you can use as routines. These
creations are written in a journal, which you must have in hand while using one of
them.
When you choose this feat, you acquire a journal holding two 1st-level creations of
your choice. Choose one of the following classes: bard, medic, or gadgeteer. You
must choose your creations from that class’ creation list, and the creations you
choose must have the routine tag. The class you choose also determines your
creative ability for these creations.
If you come across a creation in written form, you might be 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 no higher than half your level (rounded up), and it must
have the routine tag.
The process of copying the creation into your journal takes 2 hours per level of
the creation and costs 50 GP per level.
#### Sentinel
You have mastered techniques to take advantage of every drop in any enemy's guard,
gaining the following benefits:
* When you hit a creature with an opportunity attack, the creature's speed becomes
0 for the rest of the turn.
* Creatures provoke opportunity attacks from you even if they take the Disengage
action before leaving your reach.
* When a creature makes an attack against a target other than you (and that target
doesn't have this feat), you can use your reaction to make an opportunity attack
with a melee weapon against the attacking creature.
#### Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible.
You gain the following benefits:
* Attacking at long range doesn't impose disadvantage on your ranged weapon attack
rolls.
* Your ranged weapon attacks ignore half and three-quarters cover.
* Before you make an attack with a ranged weapon that you are proficient with, you
can choose to take a -5 penalty to the attack roll. If that attack hits, you add
+10 to the attack's damage.
* You gain a +1 bonus to attack rolls made with daggers, sickles, and shortswords.
* You have advantage on attack rolls against a creature you are grappling with, as
well as against creatures that are grappling you.
* When you have advantage on an attack roll using a dagger, sickle, or a
shortsword, and you hit, you can roll the damage twice and take the higher result.
\page
Losing sight in the literal sense can be a daunting task to overcome, be it not
being born with it, or losing your eyes in a deadly encounter. Luckily you are
particularly crafty, able to adapt to your other senses to fight against any and
all unseen danger. You gain the following benefits:
```
```
#### Skilled
You are highly skilled. You gain proficiency in any three skills or tools of your
choice.
#### Skulker
###### *Prerequisite: Dexterity 13 or higher*
You are an expert at slinking through shadows. You gain the following benefits:
* Increase your Dexterity score by 1, to a maximum of 20.
* You gain proficiency in the Stealth skill. If you are already proficient in the
skill, you gain Expertise in it.
* If you are hidden, you can move up to 10 feet in the open without revealing
yourself if you end the move in a position where you're not clearly visible.
* You can try to hide when you are lightly obscured from the creature from which
you are hiding.
* When you are hidden from a creature and miss it with a ranged weapon attack,
making the attack doesn't reveal your position.
#### Slasher
You’ve learned where to cut to have the greatest results, granting you the
following benefits:
* Increase your Strength or Dexterity by 1, to a maximum of 20.
* Once per turn when you hit a creature with an attack that deals slashing damage,
you can reduce the speed of the target by 10 feet until the start of your next
turn.
* When you score a critical hit that deals slashing damage to a creature, you
grievously wound it. Until the start of your next turn, the target has disadvantage
on all attack rolls.
Choose one of the Spirit Abilities from the brawler class. You gain 2 Spirit points
(which are added to any Spirit points you have from another source), which can be
used on this ability, or on a feature from another source that requires Spirit. You
regain any spent Spirit points when completing a short rest. Whenever you reach a
level that grants the Ability Score Improvement feature, you can replace one of
these Spirit Ability options with another one from the brawler class.
Your damage dice for your unarmed strike increases by one size, 1d4 => 1d6, 1d10 =>
1d12. The maximum damage dice you can have for an unarmed strike is 1d12.
Your speed increases by 5 feet if you are not wearing heavy armor or using a
shield.
```
```
#### Storyteller
Your experiences in life have rendered you skilled at spinning tales, both real and
fictional. You gain the following benefits:
#### Survivalist
You master wilderness lore, gaining the following benefits:
* Increase your Wisdom score by 1, to a maximum of 20.
* You gain proficiency in the Survival skill. If you are already proficient in the
skill, you gain Expertise in it.
* You learn the Alarm creation. You can use it once without expending a creation
slot, and you regain the ability to do so when you finish a long rest.
* You gain an Unarmored AC equal to 10 + your Wisdom modifier + your Dexterity
modifier. You lose this AC if you are wearing armor or holding a shield.
\page
#### Tough
You are tough. Your hit point maximum increases by an amount equal to twice your
level when you gain this feat. Whenever you gain a level thereafter, your hit point
maximum increases by an additional 2 hit points.
#### Tracker
You have spent time hunting creatures and honed your skills, gaining the following
benefits:
```
```
* When a creature within 5 feet of you uses a creation, you can use your reaction
to make a melee weapon attack against that creature.
* When you damage a creature that is concentrating on a creation, that creature has
disadvantage on the saving throw it makes to maintain its concentration.
* You have advantage on saving throws against creations used by creatures within 5
feet of you.
* You gain a +1 bonus to attack rolls you make with the weapon.
* When you wield a trident in one hand, it deals 1d8 piercing. When you wield a
trident in two hands, it deals 1d10 piercing.
* Tridents you wield gain the reach property, and both their ranges for throwing
are doubled.
* On a critical hit with your trident, you can trap and pull away a creature’s
melee weapon. They are disarmed, and the weapon is thrown 10 feet in the direction
of your choice.
* You gain a +1 bonus to attack rolls you make with unarmed strikes.
* Before you make an unarmed strike, you can choose to take a -5 penalty to the
attack roll. If the attack hits, you add +10 to the attack's damage.
* Additionally the size of your unarmed strike becomes one die size larger (d4 =>
d6, etc.). If you do not already have a roll for the damage of your unarmed
strikes, it becomes a d4. The maximum damage dice you can have for an unarmed
strike is 1d12.
#### Underdog
When the going gets tough, that's when you get going. You gain the following
benefits:
\page
#### Voracity
Much like a machine, food is your fuel, granting you the energy needed to get
through the challenges of the day. In particular, your strong metabolism allows you
to benefit from 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 minute.
**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 1d10 + your level.
```
```
## Racial Feats
#### Bioluminescence
###### *Prerequisites: Fishman or Merfolk race, as any fish that naturally produces
light*
You have a special set of organs that produces a chemical reaction to produce
light. You gain the following benefits:
* Increase your Wisdom or Constitution score by 1, up to a maximum of 20.
* You learn the Light and Radiant Bolt. Constitution is your Creativity modifier
for these tricks. If you have the Creativity feature, these tricks are added to
that list, allowing you to use that creativity modifier instead.
* Once per short or long rest, when you use Radiant Bolt, you can cause a single
creature hit by the attack to make a Constitution saving throw against creation
save DC, becoming blinded for 1 minute, repeating the saving throw at the end of
each of their turns.
You have the uncanny ability to blend into any environment, rendering you
essentially invisible. You gain the following benefits:
* Increase your Dexterity or Wisdom score by 1, up to a maximum of 20.
* You gain proficiency in Dexterity (Stealth) checks. If you are already
proficient, you instead gain Expertise.
* As an action, you can make a special hide action, making the Dexterity (Stealth)
check at advantage, and allowing you to attempt to hide in plain sight.
You are the terror of the night, able to take flight and sense all sounds hidden
under the cover of dark. You gain the following benefits:
* Increase your Wisdom or Dexterity score by 1, up to a maximum of 20.
* You gain blindsight of 10ft. This blindsight ceases to function if you are
deafened.
* You gain a flying speed equal to your movement speed. You cannot benefit from
this speed if you are wearing heavy armor.
You are a human born especially small. Living in a world of larger and more
powerful folk, you have grown accustomed to striking especially hard, or getting
out of dodge with your quick maneuverability. You gain the following benefits:
Your three eyes grant you the ability to be both alert and observant. You gain the
following benefits:
* Increase your Wisdom or Charisma score by 1, up to a maximum of 20.
* You gain Expertise in Charisma (Deception) and Wisdom (Insight) checks.
* You gain a bonus to both your Passive Perception score and your initiative rolls
equal to your proficiency bonus.
\page
With your body formed together with the body parts of various beasts, you start to
gain insight on their own feral instincts. You gain the following benefits:
* Increase your Strength or Constitution score by 1, up to a maximum of 20.
* You gain proficiency in Strength (Athletics) or Charisma (Intimidation) checks.
If you were already proficient in one of these skills, you instead gain expertise
in that skill.
* As a bonus action, you can let out a menacing roar. Creatures of your choice
within 10 feet of you that can hear you must succeed on a Wisdom saving throw or
become frightened of you until the end of your next turn. The DC of the save equals
8 + your proficiency bonus + your Constitution modifier. You can use this feature a
number of times equal to your proficiency bonus per long rest.
* You count as two sizes larger when determining your carrying capacity and the
weight you can push, drag, lift, and for grapple and shove attempts.
#### Fleet-Footed
###### *Prerequisites: Mink race, as a rabbit mink*
Quick with your feet and able to leap great distances, you exhibit the traits of
reflexive rabbits. You gain the following benefits:
* Increase your Dexterity score by 1, up to a maximum of 20.
* Your movement speed increases by 5 feet.
* You add your proficiency bonus to your initiative rolls.
* Once during each of your turns when you walk at least 5 feet, you can hop a
distance equal to half your total walking speed in feet in a direction of your
choice. This extra distance doesn’t cost movement, but you can hop only if your
speed isn’t 0.
Hoofed beings have powerful legs, enabling them to move at high speeds with ease,
able to charge down any enemy that comes your way. You gain the following benefits:
* Increase your Strength or Wisdom score by 1, up to a maximum of 20.
* Your movement speed increases by 5 feet.
* You count as one size bigger when determining your carrying capacity, and the
weight you can push, drag, or lift.
* If you move at least 20 feet straight toward a target and then hit it with a
melee weapon attack on the same turn, you can immediately follow that attack with a
bonus action, making one attack against the target with your natural weapon.
```
```
Your ability to process fuel has greatly improved the functionality of your
cybernetics, making the most of your mechanical body. You gain the following
benefits:
* Increase your Constitution score by 1, up to a maximum of 20.
* Once per short or long rest, if you fail a saving throw, you can expend one of
your remaining hit dice to roll it and add the number to the save, potentially
turning it into a success.
* Once per turn, when you hit a creature with a weapon attack, you can expend one
of your remaining hit dice to roll it and add the number to the damage total. The
damage type is the same as the weapon you used.
* As a reaction to taking damage, you can expend one of 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.
* If any of your integrated weapons have the reload property, you ignore that
property as long as you have unspent 1 hit die remaining.
You are a human of near epic proportions, standing at a formidable stature among
other men. Whether the reason is you descend from giants, or simply lucked into it,
you are a monolith. You gain the following benefits:
You have a natural ink defense that enables you the ability to flee. You gain the
following benefits:
* Increase your Dexterity or Constitution score by 1, up to a maximum of 20.
* Once per short or long rest you can use the Blindness/Deafness Creation
(Blindness only) or the Grease Creation using your Constitution as the creative
ability each. If you have the Creativity feature, these creations are added to that
list, allowing you to use that creativity modifier instead.
* As a bonus action, you can dash.
Powerful and intelligent, apes make full use of both their might and their hands to
accomplish even the most complex task. You gain the following benefits:
* Increase your Strength, Dexterity, or Intelligence score by 1, up to a maximum of
20.
* You gain proficiency in Dexterity (Acrobatics) checks, and one set of tools of
your choice. If you were already proficient in them, you instead gain expertise
* 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.
* You gain a climbing speed equal to your walking speed.
Your keen sense of smell and hearing has been honed to be just as sharp as your own
fangs, making you the ultimate hunter. You gain the following benefits:
* Increase your Strength or Wisdom score by 1, up to a maximum of 20.
* You gain proficiency in Wisdom (Perception) checks. If you are already
proficient, you instead gain expertise.
* Your natural weapons become 2d4 piercing or slashing damage thanks to your
powerful fangs.
* Once per turn, when you hit with an attack with an unarmed strike or natural
weapon, you can additionally make a shove attempt as part of that attack.
Despite the feuds between Long Arms and Long Legs, your miraculous birth proves
that some semblance of peace is possible. Both with powerful arms and swift legs,
you are a marvel of physical ability, and a long, prideful heritage. You gain the
following benefits:
You are a semiaquatic, egg-laying mammal of action. You’ve got more than just mad
skills, you got a beaver tail and a bill. You gain the following benefits:
Born with a retractable set of razor sharp claws, you have the perfect set of tools
always at your disposal. You can cut, hack, and slash nearly all enemies in your
wake. You gain the following benefits:
* Increase your Strength or Dexterity score by 1, up to a maximum of 20.
* Your natural weapons become 1d8 piercing or slashing thanks to your razor sharp
claws.
* You gain a climbing speed equal to your walking speed thanks to your claws.
* Your natural weapons count as Thieves’ Tools, of which you are now proficient. If
you are already proficient, you gain expertise instead.
Rodents are stealthy little creatures, able to slip away in the blink of an eye,
either by climbing and being extremely lofty, able to avoid certain doom. You gain
the following benefits:
* Increase your Dexterity or Charisma score by 1, up to a maximum of 20.
* You gain proficiency in your choice of Dexterity (Acrobatics) or Dexterity
(Stealth) checks. If you are already proficient in the chosen skill, you instead
gain expertise.
* You gain a climbing speed equal to your walking speed.
* You can take the Disengage or Hide action as a bonus action.
Having spent years on the shores of Amazon Lily, you have grown accustomed to the
presence of snakes, even to the point of being able to call upon them from any
location. You gain the following benefits:
As a living taser, you can unleash a concentrated blast of electricity to fry your
foes, and slip away from the mayhem you have wrought. You gain the following
benefits:
* Increase your Dexterity or Constitution score by 1, up to a maximum of 20.
* You learn the Shocking Grasp trick. Constitution is your Creativity modifier for
this trick. You can use this trick normally, or you can use it as a bonus action a
number of times equal to your proficiency bonus per long rest. If you have the
Creativity feature, this trick is added to that list, allowing you to use that
creativity modifier instead.
* You have advantage on checks and saving throws made to escape any grapples or
restraints.
Due to being a synthetic organism, you gain the ability to be repaired much like a
machine. You gain the following benefits:
* Increase your Constitution score by 1, up to a maximum of 20.
* You gain proficiency in one tool of your choice. If you are 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.
You have a large set of horns growing out of your head, decorating your skull like
a twisting crown. You gain the following benefits:
* Increase your Charisma or Constitution score by 1, up to a maximum of 20.
* You gain proficiency in Charisma (Intimidation) checks. If you are already
proficient, you instead gain expertise.
* Your horns are natural melee weapons, which you can use to make unarmed strikes.
If you hit with them, you deal piercing damage equal to 1d8, instead of the
bludgeoning damage normal for an unarmed strike.
\page
* If you move at least 20 feet in a straight line towards a target, you can make
one melee attack with your horns as a bonus action.
You have the ultimate defense in the form of a tough outer shell. You gain the
following benefits:
* Increase your Strength or Constitution score by 1, up to a maximum of 20.
* While you're not wearing armor, your armor class is calculated as 13 + your
Dexterity modifier. You can use your natural armor to determine your AC if the
armor you wear would leave you with a lower AC.
* When you take damage, you can use your reaction to roll a d6. Add your
proficiency bonus to the number rolled, and reduce the damage you take by an amount
equal to that total (minimum of 0 damage). You can use this trait a number of times
equal to your proficiency bonus. You regain all expended uses when you finish a
long rest.
Given that you were already revived once, it is considerably easier to revive you
again. You gain the following benefits:
* Increase your Wisdom or Constitution score by 1, up to a maximum of 20.
* When any creation or feature that will restore you to life is used on you, and it
costs material components, that cost is ignored.
* You gain resistance to necrotic damage, and when you take necrotic damage, you
gain 5 temporary hit points.
* If damage reduces you to 0 hit points, you can make a Constitution saving throw
with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a
success, you drop to 1 hit point instead.
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.
```
```
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.
\page
<img
src='https://cdnb.artstation.com/p/assets/images/images/014/135/925/large/dimas-
raviandra-katakuri.jpg?1542640313'
style='position:absolute; top:0px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3g5-b3fb0506-2b24-403e-b4d3-87ee091d0bf2.png/v1/fill/
w_1024,h_1326,strp/8___wqxioub_by_flamableconcrete_dcjq3g5-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:130px; right:0px; width:900px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3g5-b3fb0506-2b24-403e-b4d3-87ee091d0bf2.png/v1/fill/
w_1024,h_1326,strp/8___wqxioub_by_flamableconcrete_dcjq3g5-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:0px; right:0px; width:900px' />
<div style='margin-top:350px'></div>
## Haki
Haki is a mysterious power that slumbers deep within each living creature. To most,
it is an untapped potential that will never be drawn upon, as few awaken the power
within them. Broadly speaking, Haki is not that different from other senses a
creature might possess and comes in three distinct types, sometimes referred to as
"colors".
Typically when haki is achieved, you learn only one, and that one dictates your
haki proficiency. People are naturally disposed to one type of haki, a sort of
talent if you will. They can still learn multiple types, however.
Every two levels after initially learning haki, characters will gain the option of
learning an additional step in a chosen type of haki, perhaps even two if the
characters come out of extremely intense and lifespan taxing battles.
Through grueling challenges and training, you've unlocked the hidden potential
sleeping deep within you. You have access to the basic form of Armament Haki.
***Enhancement.*** Your attacks and creations can now overcome resistances and
immunities to unimbued damage types as they are now haki imbued. When you deal
damage with an attack, creation, or other damaging ability, you can make it deal an
extra amount of damage equal to your proficiency bonus (or half, rounded down, if
you don't have an affinity towards it).
You have 3 uses and they replenish after a short or long rest.
In addition, if you have the Ocean's Scorn feature, and you are affected by the
knee deep weakness, you can ignore those effects, except being unable to activate
your devil fruit.
<div class='descriptive'>
##### Clarification: Rage VS Armament
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.
</div>
\page
<img
src='https://i.pinimg.com/originals/74/8b/a2/748ba26e1d7ffed8452eab354ead7e43.jpg'
style='position:absolute; bottom:-50px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3f0-6e6c7ae7-ed2f-47f8-8d01-16181cd5eb96.png/v1/fit/
w_828,h_1072/6___iu6blc4_by_flamableconcrete_dcjq3f0-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNmMC02ZTZjN2FlNy1lZDJmLTQ3ZjgtOGQwMS0xNjE4MWNkN
WViOTYucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.SOKvTZDXB6IWsSljsRk_rBks2f3PEf0OH5wFCE2HQ_U'
style='position:absolute; bottom:290px; right:0px; width:900px' />
Your specialization gives you the ability to coat yourself in a black sheen that
protects like armor. You gain the following benefits.
***Hardening.*** At 10th level, when you are affected by a saving throw and/or take
damage, you can use this ability to reduce the damage by a number equal to your
level, and grants yourself advantage on that saving throw.
In addition, if you have the Ocean's Scorn feature, and you are affected by the
waist deep weakness, you can ignore those effects, except beig unable to activate
your devil fruit.
***Imbuement.*** At 12th level, When you choose to deal extra damage equal to your
proficiency bonus, you can instead imbue all your attacks, creations, and other
damaging abilities for 10 minutes rather than one attack or creation. This replaces
the previous feature from Enhancement.
You have 3 uses and they replenish after a short or long rest.
***Reinforcing.*** At 14th level, when you use your Hardening Ability at 10th
level, you in addition reduce all damage by a number equal to half your level
(rounded up) and advantage on all creation saving throws until the start of your
next turn.
```
```
***Flow.*** You learn about the flow of haki. Any damage you deal counts as if it
had the Siege property, and all of your attacks, creations, and other damaging
abilities by default deal an extra 3 damage, which stacks when you imbue it with
haki.
***Unbreaking.*** Your haki constantly emits a barrier that protects you from
inconsequential sources of damage. When you take damage from any source, that is
less than or equal to your level, you ignore that damage.
Through grueling challenges and training, you've unlocked the hidden potential
sleeping deep within you. You have access to the basic form of Observation Haki,
granting you the ability to sense the auras of living creatures.
***Sense Presence.*** At 8th level, You become far more observant, gaining a +5
bonus to your passive Perception score. In place of the Search Action, you can
instead focus and become aware of any living creature within 60 feet of you that
isn't hidden, and a hidden creature must immediately make a Dexterity (Stealth)
check against your passive perception or be spotted. You instantly learn the size
of the creature but do not learn of its exact location unless you can see it.
***Focusing.*** You can also hone your accuracy. As part of using an attack,
creation, or any ability with an attack roll or DC, you can grant yourself a bonus
to your attack roll or DC equal to half your proficiency bonus rounded down (or
your full bonus if you have an affinity towards this type of haki).
Your Observation Haki grows to allow you to sense the souls of creatures around
you, understanding their intent as well as their overall strength.
***Sense Soul.*** At 10th level, You gain a permanent +1 to your AC and Saving
Throws as long as you are conscious. In place of the Search action, you can learn
certain information about its capabilities. The DM tells you about the creature
regarding two of the following characteristics of your choice:
Once you have used this feature on a creature, you cannot target them again until
you finish a long rest.
Your focus with your haki improves, allowing you to fixate your attacks on your
enemies for prolonged periods.
***Fixation.*** Your permanent AC and Saving Throw bonus becomes a +2. When you
focus your accuracy, you can instead focus your attacks, creations, or any
abilities with an attack roll or DC for 10 minutes, granting the bonus for the
duration.
Your training in Observation Haki has allowed you to see far 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 100 feet long
and 10 feet wide that extends from you, rather than a radius around you. On each of
your turns, can extend the length of the line by 100 feet, to a maximum of a mile.
Your training in Observation Haki has reached complete mastery, allowing you to see
a few seconds into the future through a moment of concentration.
***Sense Future.*** You gain a +3 bonus to all of your attack rolls, which stacks
when you use observation haki.
Additionally, at the start of your turn, you can peer into the future. Until the
start of the next turn, you can treat a d20 roll of 4 or lower as a 5 for all
attack rolls, saving throws, and ability checks you make. Any attack rolls or
ability checks made against you, until the start of your next turn, the d20 rolls
that are 16 or higher are treated as 15.
If two competing sources of Sense Future are acting on both the target and the
attacker, the attack rolls and ability checks on the d20 rolls of 16 or higher are
unaffected.
You can use this feature three times and regain the ability to do so when you
finish a short or long rest.
```
```
Creatures that have advantage on saving throws against fear effects also have
advantage on this saving throw. Creatures that are immune to the frightened
condition are also immune.
As a reaction when another creature uses Overwhelming Presence, you can choose to
clash with them using your own. If you choose to do so, the radius of both you and
your target's Overwhelming Presence doubles, and creatures forced to make a saving
throw do so at a disadvantage. Any allies that you have within either radius, you
can choose to automatically succeed.
This ability has 3 uses, all of which you regain at the end of a long rest.
***Domination.*** As an action, you can target a beast you can see within 60ft of
you, forcing it to make a Wisdom saving throw against your Overwhelming Presence
DC. The DM can choose to have the beast automatically fail this saving throw.
On a failure, the beast becomes charmed by you for 1 hour with concentration, as if
you were concentration on a creation.
If you maintain this creation for its entire duration, the beast you targeted
becomes friendly to you and your allies, but you no longer have any direct control
over it unless you use this feature again.
While the beast is charmed, you have a telepathic link with it as long as the two
of you are on the same plane of 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. If it is not issued a command, it will try its best to
defend itself.
You can use your action to take total and precise control of the target. Until the
end of your next turn, the creature takes only the actions you choose. During this
time, you can also cause the creature to use a reaction, but this requires you to
use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the
DC, ending the effect on a successful save.
\page
In addition, when you use your Domination feature from your Conqueror's Haki
Apprentice haki ability, you can instead target a humanoid you can see within
range. You can use this feature 3 times, regaining all uses at the end of a long
rest.
***Kingdom Come.*** You become capable of imbuing your strikes with Conqueror's
haki. The range of your melee weapon attacks is increased by 5ft as there is now an
invisible destructive force around it, granting your attacks a damage spread of
10ft, using your Overwhelming Presence DC, that only affects those who you wish to
harm, your ranged attacks double in range. All your attacks and creations deal
permanent additional 1d12 force damage. You also gain three legendary resistances.
<div style='margin-top:10px'></div>
<img src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/0af48f72-5be8-
4cfd-b02d-53a1cc606215/dfyqj0v-eaf7bb36-ed90-49a6-ab4a-06abf4d7f5ed.jpg/v1/fill/
w_1200,h_606,q_75,strp/luffy_vs_kaido_by_skxviii_dfyqj0v-fullview.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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jVlZC5qcGciLCJ3aWR0aCI6Ijw9MTIwMCJ9XV0sImF1ZCI6WyJ1cm46c2VydmljZTppbWFnZS5vcGVyYXRp
b25zIl19.ZJ2-fJxEpmc23vZnVVH0ZZIF6TRYhIQgVKC35VLVljM'
style='position:absolute; bottom:0px; right:-970px; width:2100px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3k1-6c021905-71bd-4981-a286-63bd30829b23.png/v1/fit/
w_828,h_1072/17___gyd06wi_by_flamableconcrete_dcjq3k1-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNrMS02YzAyMTkwNS03MWJkLTQ5ODEtYTI4Ni02M2JkMzA4M
jliMjMucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.ZQ0RjPZUwN5u4iOiEVT4zZQHrVHHiDsqONM7gAcGvdg'
style='position:absolute; bottom:0px; right:0px; width:900px' />
\page
# Chapter 6: Devil Fruits
## What Are Devil Fruits?
Devil fruits are a mythical group of magical fruits that give you special powers,
at the cost of your ability to swim, when you consume them.
When a devil fruit user is partially submerged in running water above its knees, it
suffers disadvantage on all strength and dexterity ability checks, and cannot
activate any devil fruit abilities until contact is broken.
If the water additionally reaches its waist, it additionally has its speed reduced
by half, and suffers disadvantage on all attack rolls, ability checks, and saving
throws until contact is broken.
If they have the means to breathe underwater, that still applies, such as a
respiration device, or being a fishman. However, you still are subject to all the
debuffs when directly submersed.
When in contact with seastone, similar effects occur. Weapons tipped with seastone
will inflict knee deep weaknesses on a failed Constitution DC 20 save until the end
of their next turn, or until contact is broken if the source is stuck to the
target, such as a bullet or grappled. Much larger quantities of seastone, say being
bound in solid sea stone handcuffs grants waist-deep weakness.
For Zoans, this involves gaining an additional transformation, one that greatly
increases the user's size, strength, and speed, and even gives them a regeneration
factor. Awakening a mythical zoan has shown that their abilities in particular
awaken, not so much their form.
For Paramecias, the range of the ability increases, though this may not exactly
work for all fruits. For a few real in-story examples, Doflamingo's string fruit
allows him to create and manipulate string, and his awakening was to turn stuff
permanently into string. Law's surgery fruit allows him to create a room to
manipulate space, and his awakening allowed him to place a room on his sword,
rather than surrounding himself.
For Logias, the true extent has not been revealed, but some implications Awakened
Logias can change the climate, or rather can manipulate the nature of their element
with an area, which would last long after the user's death. For example, Punk
Hazard. Also, very likely similar to other producer paramecias.
From a game and narrative standpoint, it is best to give out Awakenings in times of
great character growth and relevance, and not just handed out at a certain level.
When a creature consumes a devil fruit, they gain a few default abilities. They
gain, Devil Fruit Uses, Ability Check, Attack, and Fruit-Fruit DC
If the user is a player, the gain uses based on their level (gaining an additional
use every odd level), however, Paramecia types get an additional usage.
If the user is an NPC, then that's up to the DM. Typically, they would have similar
uses and flexibility like a player, or even specified abilities that have a certain
amount of uses that increase as the party levels up.
Activating a devil fruit ability typically takes a bonus action or an action, but
can also be used as a reaction depending on the fruit. For instance, Zoans use a
bonus action to go into hybrid form, some Paramecia fruit abilities require a full
action, and Logias that are untrained can use their reaction to become intangible.
When a devil fruit user completes a long rest, they regain all their devil fruit
uses.
You have the Chop-Chop Fruit, and you need to lift a boulder. You can either use
Athletics or use your Devil Fruit instead, not costing a Fruit Usage. If you have
the option to add expertise to a skill, you can choose to add it to your devil
fruit skill. This mostly applies to passive bonuses.
You have the Flare-Flare Fruit, and you use the Fireball creation. The DC is your
Fruit-Fruit DC.
You ate the String-String fruit and you want to fire a powerful string attack at a
creature like a bullet. You would roll a Devil Fruit attack.
___
- **Ability Check:** 1d20 + Highest Ability Score Modifier + Proficiency Bonus
- **Fruit-Fruit DC:** 8 + Highest Ability Score Modifier + Proficiency Bonus
- **Devil Fruit Attack:** 1d20 + Highest Ability Score Modifier + Proficiency Bonus
\page
## Paramecia Type
Paramecia type fruits are the most common and the broadest categorization of devil
fruits, as it entails all forms of
superhuman abilities and traits, both physical and mental. Some paramecia devil
fruits allow the user to transform their body into different substances, such as
becoming heavy or blades. Other paramecia devil fruits allow the user to create
specific substances such as wax or soap, or a force like shockwaves or magnetism.
<div class='classTable'>
##### Paramecia Type Devil Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 2 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability
Check |
| 3rd | 3 | ─ |
| 5th | 4 | Improved Usage |
| 7th | 5 | ─ |
| 9th | 6 | ─ |
| 10th | 6 | Improved Usage |
| 11th | 7 | ─ |
| 13th | 8 | ─ |
| 15th | 9 | Improved Usage |
| 17th | 10 | ─ |
| 19th | 11 | ─ |
| 20th | 11 | Improved Usage |
</div>
An example of a situation where a player would expend a usage would be. if they had
the Spring-Spring fruit. Let's say a player wants to use their fruit to fling
themself a far distance using their spring powers, which would not cost a fruit
usage. Large attacks, like Spring Hopper, would likely use a full fruit usage as
that would be essentially a powerful, charging, melee attack. Situations, where you
wouldn't use a fruit usage, would be simple and arbitrary things such as simple,
spring-powered punch.
Improved Usage at higher levels could follow a similar line of thinking, like
instead of having 2 active effects, you can have 3 active effects.
<div style='margin-top:10px'></div>
<img
src='https://cdna.artstation.com/p/assets/images/images/043/792/184/large/candy-
birdie-buggy72wm.jpg?1638277208'
style='position:absolute; bottom:-700px; right:-150px; width:1000px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dq-95a5fc31-da15-4f11-aa72-c47f2c0c778d.png/v1/fill/
w_1024,h_1326,strp/4___skqmrea_by_flamableconcrete_dcjq3dq-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
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Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNkcS05NWE1ZmMzMS1kYTE1LTRmMTEtYWE3Mi1jNDdmMmMwY
zc3OGQucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.uK5wBSnjhROQcebvYmHleu1fAa-NWGxzpCCTPS62cV8'
style='position:absolute; bottom:90px; left:0px; width:920px' />
\page
## Zoan Type
All zoan type fruits grant the user the ability to shapeshift into the form of a
specific animal, either as a full beast or a hybrid form of the beast and their
original body.
In beast form, a zoan type inherits all the strengths and weaknesses of the animal
side, while in hybrid form they mix the power of their bestial side with the
bipedal form of their human side. Most zoans give the user natural weapons, such as
the horns of a bull. For the sake of simplicity, any zoan weapon counts as both a
natural weapon and unarmed strike.
There are various animals that zoans can trasform into, such as various species of
cats with regular zoans, extinct species such as dinosaurs with ancient zoans, and
dragons from myth with mythical zoans.
<div class='classTable'>
##### Zoan Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability
Check, Ability Score Increase, Zoan Forms |
| 3rd | 2 | ─ |
| 5th | 3 | Increased Duration |
| 7th | 4 | ─ |
| 9th | 5 | ─ |
| 10th | 5 | Enhanced Form, Increased Duration |
| 11th | 6 | ─ |
| 13th | 7 | ─ |
| 15th | 8 | Increased Duration |
| 17th | 9 | ─ |
| 19th | 10 | ─ |
| 20th | 10 | Endless Forms, Increased Duration |
</div>
For the duration, or until you are unconscious, you take on one of two forms,
either a Full Beast Form or Hybrid Form. During the transformation, you can switch
between either form as a bonus action at no fruit cost. The transformation lasts 10
minutes, but increases to 10 minutes at 5th level, 1 hour at 10th level, 24 hours
at 15th level, and unlimited at 20th level.
When you first the transformation during the duration, you gain temporary hit
points equal to your level (double for regular and carnivorous zoans, triple for
ancient zoans, and quadruple for mythical zoans).
* You can choose to have your size increase by 1 size category, doubling your
dimensions and multiplying your weight by 8.
* Your reach with your attacks increases by 5ft.
* Your weapon attacks deal an extra 1d8 damage.
This form lasts 1 hour, and you regain this ability at the end of a long rest.
In addition, you can alter your appearance to appear that of your beast form. For
example, turning only your arm into a hoof to use the natural weapons, or
transforming only your nose to enhance your perception checks.
\page
## Logia Type
The Logia Type is considered the most powerful class of devil fruits, and some of
the rarest. Logias have domain over a force of nature/element, such as light, fire,
ice, and even darkness. As such they gain the ability to produce and manipulate a
nigh-on infinite amount of that force.
However their most sought feature is the power of intangibility and reformation.
Since logia users can transform completely into the element of their devil fruit,
they become almost invulnerable to most conventional forms of damage, as their true
body is now hidden under an infinite source of their element.
Even if their element is a typical solid, like steel or diamond, they can still
reform if broken apart. Even decapitation or other forms of limb loss are
inconsequential setbacks at best to logia fruit
users. However, this ability must be trained to be used properly as it has taken
many years of training to instinctively transform into an element to avoid attacks,
effectively making it so they can avoid attacks even in their sleep. However a
newly made logia user, while still can transform, might not be as invincible as
they would likely have to actively turn into that element.
<div class='classTable'>
##### Logia Type Devil Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability
Check, Elemental Domain |
| 3rd | 2 | ─ |
| 5th | 3 | Improved Elemental Domain |
| 7th | 4 | ─ |
| 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 |
</div>
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. For
example, if you had a lightning fruit, despite being made of lightning, if a person
used a rubber mallet against you, it would still hurt your physical body. Or if a
creature tries to grapple you, they would fail unless they had armament haki.
Simply attacking with your element is similar to using a trick. However, as logia,
your tricks are more potent than most.
At 1st level, your damage is usually 2d8 or 2d10, raising by an additional dice at
5th, 11th, and 17th level.
You can spend a fruit usage to make more potent use of your fruit.
At 15th level, if you have observation haki, you can use your reaction to add your
proficiency bonus to your AC and Dex Saves for that turn. Your lasting devil fruits
now last 1 hour.
At 20th level, if you have observation haki, you can use your reaction to add your
proficiency bonus to your AC and Dex Saves for that whole round. You also gain
extra devil fruit usages equal to your proficiency bonus.
<img src='https://cdna.artstation.com/p/assets/images/images/009/359/064/large/
candy-birdie-kuzan4.jpg?1518533873'
style='position:absolute; bottom:-100px; left:400px; width:580px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
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<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
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w_1024,h_1326,strp/41___of4jqbz_by_flamableconcrete_dcjq59s-fullview.png?
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style='position:absolute; bottom:300px; left:0px; width:820px' />
\page
## Example Paramecias:
### The Heir-Heir Fruit
A paramecia type devil fruit that allows the user to transform into any of their
ancestors, retaining their memories and skills, but not extra abilities like items
and devil fruits.
<div class='classTable'>
##### Heir-Heir Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 2 | Fruit Uses, Heir-Heir DC, Devil Fruit Attack, Devil Fruit Ability Check
|
| 3rd | 3 | ─ |
| 5th | 4 | Extended Ancestry |
| 7th | 4 | ─ |
| 9th | 6 | ─ |
| 10th | 6 | Ancient Ancestry |
| 11th | 7 | ─ |
| 13th | 8 | ─ |
| 15th | 9 | Dual Ancestry |
| 17th | 10 | ─ |
| 19th | 11 | ─ |
| 20th | 11 | Improved Ancient Ancestry |
</div>
For example, your great-grandfather was a swordsman (let's say a level 5 fighter).
You can become them, gaining abilities such as Second Wind and Multiattack.
#### Awakening
You, as a bonus action, can transform others into their ancestors, spending a devil
fruit usage.
<img src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/ad8ce1f1-a250-
4e5a-a3e2-52f83b14ff45/d98hacj-7c814023-6a24-46f8-bda6-fbc73a981abc.jpg?
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style='position:absolute; bottom:-30px; left:350px; width:580px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq59s-77647ffb-7f80-4902-82fa-e76173dca099.png/v1/fill/
w_1024,h_1326,strp/41___of4jqbz_by_flamableconcrete_dcjq59s-fullview.png?
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style='position:absolute; bottom:0px; left:-90px; width:1000px' />
\page
### The Glug-Glug Fruit
A paramecia type devil fruit that allows the user the power to conjure and
manipulate alcohol.
<div class='classTable'>
##### Glug-Glug Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 2 | Fruit Uses, Glug-Glug DC, Devil Fruit Attack, Devil Fruit Ability Check
|
| 3rd | 3 | ─ |
| 5th | 4 | Lasting Buzz |
| 7th | 4 | ─ |
| 9th | 6 | ─ |
| 10th | 6 | Potent Alcohol |
| 11th | 7 | ─ |
| 13th | 8 | ─ |
| 15th | 9 | Double Shots |
| 17th | 10 | ─ |
| 19th | 11 | ─ |
| 20th | 11 | Hot Shot |
</div>
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.
#### Awakening
You, as a bonus action, can transform the surrounding area into alcohol, spending a
devil fruit usage. Essentially by transforming that area into liquid, but also
granting you a means to make big attacks or uses with your devil fruit without
expending a usage.
<div style='margin-top:6px'></div>
<img src='https://cdnb.artstation.com/p/assets/images/images/039/455/991/large/
liam-delay-tlt-stuff.jpg?1625955595'
style='position:absolute; bottom:00px; left:-100px; width:1580px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq5b0-e59f2e4b-eb1a-4a2a-80a5-5e43cf723e92.png/v1/fill/
w_1024,h_1326,strp/43___nawdgqf_by_flamableconcrete_dcjq5b0-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:-170px; left:-90px; width:1000px' />
\page
### The Swap-Swap Fruit
A paramecia type devil fruit that allows the user to swap the placement of two
objects or creatures that they have assigned previously.
<div class='classTable'>
##### Swap-Swap Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 2 | Fruit Uses, Swap-Swap DC, Devil Fruit Attack, Devil Fruit Ability Check
|
| 3rd | 3 | ─ |
| 5th | 4 | Size Limit Increase |
| 7th | 4 | ─ |
| 9th | 6 | ─ |
| 10th | 6 | Size Limit Increase |
| 11th | 7 | ─ |
| 13th | 8 | ─ |
| 15th | 9 | Size Limit Increase |
| 17th | 10 | ─ |
| 19th | 11 | ─ |
| 20th | 11 | Size Limit Break |
</div>
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.
#### Awakening
The awakening of the Swap-Swap fruit has to be a little creative as it already
affects the surrounding environment, and can also affect the user's body. In
awakening, it extends the range of abilities. As a reaction, when one of your
assigned item/creature is touching another object/creature that is of a size you
can assign, you can expend a fruit usage to transfer the assignment to that
object/creature, allowing you to swap them.
For example, you assign a projectile and fire it at the enemy from a distance
farther than touch. Once it hits, you can transfer the assignment to them. Then,
swap them with another object/creature.
<img src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/10c8a881-06b7-
4c68-bd22-2e174cb2779e/d1q5mm5-b53c8943-f3f1-4f3a-92a8-d0e15081a4d7.jpg?
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style='position:absolute; bottom:0px; left:350px; width:480px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
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w_1024,h_1326,strp/43___nawdgqf_by_flamableconcrete_dcjq5b0-fullview.png?
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style='position:absolute; bottom:-320px; left:-90px; width:1000px' />
\page
### The Dice-Dice Fruit
A Special Paramecia type devil fruit that allows the user to create dice that when
rolled, grants the devil fruit user a random devil fruit power.
<div class='classTable'>
##### Dice-Dice Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 2 | Fruit Uses, Dice-Dice DC, Devil Fruit Attack, Devil Fruit Abilitiy
Check |
| 3rd | 3 | ─ |
| 5th | 4 | Extended Duration |
| 7th | 4 | ─ |
| 9th | 6 | ─ |
| 10th | 6 | Double Dice |
| 11th | 7 | ─ |
| 13th | 8 | ─ |
| 15th | 9 | Taken Odds |
| 17th | 10 | ─ |
| 19th | 11 | ─ |
| 20th | 11 | Triple Threat |
</div>
#### Awakening
Ever since you've eaten this fruit, you've taken a chance. A chance to extend your
abilities in wacky, random, and unpredictable ways. However, sometimes to succeed
in the gambles of life, you must take a chance on others. When you expend a devil
fruit usage as a bonus action to roll a random devil fruit, instead of giving it to
yourself, you can give it to other people within a 60ft radius of yourself.
When you give a creature a devil fruit, they gain the Ocean's Scorn feature if they
already don't have it. If you give it to a creature who already has a devil fruit,
they gain the benefits of both.
If at this point you have the features of Double Dice and Triple Threat, you can
divide the fruits in any way you wish. For example, rolling three fruits, you can
give one to yourself, and two to your ally, or give all three to your allies split
between them.
<img src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/821376fc-4b6d-
45cc-a484-03bd21ab1fc1/d85y5vi-4ae5bbe8-34e1-4b87-a7f4-2ad7bc47fb86.jpg/v1/fill/
w_1066,h_750,q_70,strp/rolling_dice_by_ianllanas_d85y5vi-pre.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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b25zIl19.L9aycUM0bCq69tsVEZfcZ4zicbmq2cJsG9SQkhJu9ZM'
style='position:absolute; bottom:-20px; left:250px; width:780px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq59s-77647ffb-7f80-4902-82fa-e76173dca099.png/v1/fill/
w_1024,h_1326,strp/41___of4jqbz_by_flamableconcrete_dcjq59s-fullview.png?
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aW9ucyJdfQ.iXNRBKeIMS1ciLnOMaT9YsJe2grT-N1iXAZh6o43R9k'
style='position:absolute; bottom:0px; left:0px; width:820px' />
\page
## Example Zoans:
### The Bat-Bat Fruit
A zoan type devil fruit that allows the user to transform into a bat and a bat-
hybrid.
<div class='classTable'>
##### Bat-Bat Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Bat-Bat DC, Devil Fruit Attack, Devil Fruit Abilitiy Check,
Ability Score Increase, Zoan Forms |
| 3rd | 2 | ─ |
| 5th | 3 | Increased Duration |
| 7th | 4 | ─ |
| 9th | 5 | ─ |
| 10th | 5 | Enhanced Form, Increased Duration |
| 11th | 6 | ─ |
| 13th | 7 | ─ |
| 15th | 8 | Increased Duration |
| 17th | 9 | ─ |
| 19th | 10 | ─ |
| 20th | 10 | Endless Forms, Increased Duration |
</div>
In the Hybrid Form, your weapon attacks deal +2 damage, you have temporary hit
points equal to double your level, you have a flying speed of 45ft, blindsight of
60ft, advantage on hearing-based perception checks, and teeth as natural weapons
(1d6+Str Piercing).
In the Full Beast Form, you gain a flying speed of 60ft, but you are blind and if
you are deafened you'll become blind. You can still bite and smell, and appear as a
bat of your regular size, so in most cases medium. In addition, your Strength
becomes 12, Dexterity becomes 16, and Constitution becomes 12, unless they were
already higher.
#### Awakening
As an action, you can access Awakened Transformation. In this state, you gain the
following benefits for 10 minutes.
* You can choose to increase your size by 2 categories, 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)
* 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 become 18 if they
weren't already higher.
After the duration of this ability, you return to your normal state with 1 level of
exhaustion.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/b47531bd-aab9-
4761-92fb-b1adb8b7f5f2/ddpxmzt-61e4d7c5-dcab-43f9-a023-af0dc9ebdb25.png/v1/fill/
w_1058,h_756,strp/vampire_lord_by_tony_vael_ddpxmzt-pre.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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c2MS05MmZiLWIxYWRiOGI3ZjVmMlwvZGRweG16dC02MWU0ZDdjNS1kY2FiLTQzZjktYTAyMy1hZjBkYzllY
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style='position:absolute; bottom:-70px; right:-310px; width:1000px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:60px; left:0px; width:820px' />
\page
### The Lizard-Lizard Fruit, Model: Komodo Dragon
A zoan type devil fruit that allows the user to transform into a Komodo Dragon and
a Komodo Dragon-hybrid.
<div class='classTable'>
##### Lizard-Lizard Fruit, Model: Komodo Dragon
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Lizard-Lizard DC, Devil Fruit Attack, Devil Fruit Abilitiy
Check, Ability Score Increase, Zoan Forms |
| 3rd | 2 | ─ |
| 5th | 3 | Increased Duration |
| 7th | 4 | ─ |
| 9th | 5 | ─ |
| 10th | 5 | Enhanced Form, Increased Duration |
| 11th | 6 | ─ |
| 13th | 7 | ─ |
| 15th | 8 | Increased Duration |
| 17th | 9 | ─ |
| 19th | 10 | ─ |
| 20th | 10 | Endless Forms, Increased Duration |
</div>
In the hybrid form, your weapon attacks deal +2 damage, you have temporary hit
points equal to double your level, a +1 bonus to your armor class, advantage on
smell-based perception checks, and teeth and claws as natural weapons (1d8+Str
Slashing).
In the full beast form, you gain natural armor equal to 13 + Dex Mod, advantage on
smell-based perception checks, and teeth and claws as natural weapons (1d8+Str
Slashing). Once per turn, when you attack with a bite, the target must make a
constitution saving throw, DC equal to your Lizard-Lizard DC. On a success, nothing
happens, but on a failure, they take 1d6 poison damage and are poisoned for one
minute. They can repeat the saving throw at the end of each of their turns. The
poison damage scales like the brawler's brawling dice. Your Strength becomes 13,
Dexterity becomes 10, and Constitution becomes 13, unless they were already higher.
```
```
#### Awakening
As an action, you can access Awakened Transformation. In this state, you gain the
following benefits for 10 minutes.
* You can choose to increase your size by 2 Categories, 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)
* 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 become 18 if they
weren't already higher.
After the duration of this ability, you return to your normal state with 1 level of
exhaustion.
<img
src='https://cdna.artstation.com/p/assets/images/images/019/707/690/large/koru-
xypress-raewyr-web.jpg?1564671691'
style='position:absolute; bottom:-280px; right:-70px; width:600px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-190px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:-60px; left:0px; width:820px' />
\page
### The Dragon-Dragon Fruit, Model: Velociraptor
An Ancient zoan type devil fruit that allows the user to transform into a
Velociraptor and a Velociraptor hybrid.
<div class='classTable'>
##### Dragon-Dragon Fruit, Model: Velociraptor
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Dragon-Dragon DC, Devil Fruit Attack, Devil Fruit Abilitiy
Check, Ability Score Increase, Zoan Forms |
| 3rd | 2 | ─ |
| 5th | 3 | Increased Duration |
| 7th | 4 | ─ |
| 9th | 5 | ─ |
| 10th | 5 | Enhanced Form, Increased Duration |
| 11th | 6 | ─ |
| 13th | 7 | ─ |
| 15th | 8 | Increased Duration |
| 17th | 9 | ─ |
| 19th | 10 | ─ |
| 20th | 10 | Endless Forms, Increased Duration |
</div>
In the hybrid form, your weapon attacks deal +2 damage, you have temporary hit
points equal to triple your level, your movement speed increases by 10ft, Pack
Tactics, the ability to Pounce (DC equal to your Dragon-Dragon DC), and claws and
teeth as natural weapons (1d8+Str Piercing or Slashing)
In the full beast form, you gain a movement speed of 50ft, Bite, Claws, Pack
Tactics, and Pounce, and appear as a Velociraptor of your regular size, so in most
cases medium. In addition, your Strength becomes 12, Dexterity becomes 16, and
Constitution becomes 12.
#### Enhanced Form
The enhanced form will allow you to become an even bigger Velociraptor, granting
both benefits of your Hybrid and Full Beast forms, being able to increase your size
category by 1, increasing your reach by 5, and allowing you to deal 1d8 more
damage. You can access this form once per long rest.
```
```
#### Awakening
As an action, you can access Awakened Transformation. In this state, you gain the
following benefits for 10 minutes.
* You can choose to increase your size by 2 Categories, 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)
* 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 become 18 if they
weren't already higher.
After the duration of this ability, you return to your normal state with 1 level of
exhaustion.
<img
src='https://cdna.artstation.com/p/assets/images/images/000/599/368/large/
soufiane-idrassi-screenshot008.jpg?1443928035'
style='position:absolute; bottom:-350px; right:-450px; width:1000px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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aW9ucyJdfQ.1RwvgayDFSgISJf49eg-xktCgjEgWv51hF7ZuNa5-9g'
style='position:absolute; bottom:80px; left:0px; width:820px' />
\page
### The Horse-Horse Fruit, Model: Pegasus
A Mythical zoan type devil fruit that allows the user to transform into a Pegasus
and a Pegasus hybrid.
<div class='classTable'>
##### Horse-Horse Fruit, Model: Pegasus
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Horse-Horse DC, Devil Fruit Attack, Devil Fruit Abilitiy
Check, Ability Score Increase, Zoan Forms |
| 3rd | 2 | ─ |
| 5th | 3 | Increased Duration |
| 7th | 4 | ─ |
| 9th | 5 | ─ |
| 10th | 5 | Enhanced Form, Increased Duration |
| 11th | 6 | ─ |
| 13th | 7 | ─ |
| 15th | 8 | Increased Duration |
| 17th | 9 | ─ |
| 19th | 10 | ─ |
| 20th | 10 | Endless Forms, Increased Duration |
</div>
In the hybrid form, your weapon attacks deal +2 damage, you have temporary hit
points equal to 4 times your level, an increased movement speed of 10ft due to your
horse body, horse hooves (2d6 bludgeoning), and you gain other abilities of a horse
like the Charge feature.)
In the full beast form, you gain a movement speed of 60ft, horse hooves (2d6
bludgeoning), and look like a regular, white horse. Your Strength becomes 18, your
Dexterity becomes 15, and your Constitution becomes 16.
Due to you also being a Pegasus, you have the power to manifest wings on yourself.
You can use your bonus action to expend one of your devil fruit usages to sprout
golden wings on yourself, granting a flying speed equal to your movement speed.
#### Awakening
Due to your awakening, your feathers can now spawn from anywhere you can see,
causing other things and creatures to fly under your command equal to your movement
speed. For example, putting them on objects, effectively makes it flying object
(like a Flying Sword).
<img
src='https://cdna.artstation.com/p/assets/images/images/020/598/104/large/benni-
a-wingedcentaur.jpg?1568400430'
style='position:absolute; bottom:-350px; right:-300px; width:800px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
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GEwZDkucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.1RwvgayDFSgISJf49eg-xktCgjEgWv51hF7ZuNa5-9g'
style='position:absolute; bottom:450px; left:0px; width:820px' />
\page
## Example Logias:
### The Cloud-Cloud Fruit
A Logia type devil fruit that allows you to conjure, manipulate, and become Clouds.
You embody the weather.
<div class='classTable'>
##### Logia Type Devil Fruit
| Level | Fruit Uses | Features|
:---:||:----------:|:---:|
| 1st | 1 | Fruit Uses, Fruit-Fruit DC, Devil Fruit Attack, Devil Fruit Ability
Check, Elemental Domain |
| 3rd | 2 | ─ |
| 5th | 3 | Improved Elemental Domain |
| 7th | 4 | ─ |
| 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 |
</div>
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.
When you gain this again at 10th level, you gain passive damage and conditional
immunities. These apply even when you are unconscious unless you are being affected
by Ocean's Scorn. You can also 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 Saves for that turn. Your lasting devil fruits
now last 1 hour.
At 20th level, if you have observation haki, you can use your reaction to add your
proficiency bonus to your AC and Dex Saves for that whole round. You also gain
extra devil fruit usages equal to your proficiency bonus.
#### Awakening
As an action, you can expend a devil fruit usage to transform a 60ft radius sphere
around you into an environment based on your devil fruit. In the case of the Cloud-
Cloud fruit, you can essentially make it so it is permanently raining, make a
permanent tornado, or have other long lasting effects that remain long after your
death.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/264731bf-9e1d-
4b03-baa7-a642e358a242/d2j2lzy-cde38cab-4378-43b7-a003-49e88e968186.jpg?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7InBhdGgiOiJcL2ZcLzI2NDczMWJmLTllMWQtNGIwMy1iYWE3LWE2NDJlMzU4YT
I0MlwvZDJqMmx6eS1jZGUzOGNhYi00Mzc4LTQzYjctYTAwMy00OWU4OGU5NjgxODYuanBnIn1dXSwiYXVkI
jpbInVybjpzZXJ2aWNlOmZpbGUuZG93bmxvYWQiXX0.GbKA9_qmPEPmobF4wnqWKV0dGlt_xnP91IeqtTig
k6g'
style='position:absolute; bottom:-300px; right:-210px; width:700px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNkYy0xMTliY2Q5ZC0zZDRhLTQ3ZWYtYjMxNC02NzU4ZDZlO
GEwZDkucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.1RwvgayDFSgISJf49eg-xktCgjEgWv51hF7ZuNa5-9g'
style='position:absolute; bottom:90px; left:0px; width:820px' />
\page
# Chapter 7: Additional Powers
There exists additional abilities and power systems present in the One Piece World.
These features are a narrative element meant to balance out the abilities of the
party.
For example, take a Savant and a Fighter. The Savant has a Devil fruit, and the
Fighter has an additional power to balance the crew to strengthen non-fruit users.
## Eight Impacts Fist
Eight Impacts Fist is an unarmed martial art originating from the Kano kingdom
where the user's unarmed strikes become concussive shockwaves. The users can
manipulate these shockwaves to shatter even the hardest of armor.
### Thunderstruck
At 5th level, your thunderous blows improve. When you make an unarmed strike, you
can choose to imbue it with thunder. You make the unarmed strike with advantage and
it deals an additional 1d8 thunder damage. You can only use this ability a number
of times equal to your proficiency bonus, regaining uses on a short or long rest.
## Destructive Wave
Destructive Wave is an ability that allows the wielder to unleash energy waves
through their melee weapons, allowing them to strike multiple opponents at once. It
is a more simple additional power, but a powerful one nonetheless.
For example, a greatsword would deal 2d6 + your Strength modifier slashing damage
to each creature that failed the saving throw. This also counts for anything that
modifies the damage of the attack, such as Ardent Smites, certain creations, etc.
(but not any additional effects like stunning strike)
The DC of the saving throw equals 8 + your proficiency bonus + your choice of your
Strength or Dexterity modifier. You can unleash a destructive wave a number of
times equal to your proficiency bonus, regaining all uses after finishing a short
or long rest.
\page
## Foxfire Style
Foxfire Style is a unique sword fighting style that allows the user to use their
blade as an apparatus of pyrokinesis, allowing them to burn and slash their
enemies, as well as rend even the most potent flames asunder. While it is based in
swords, it can be used with any melee weapon you are wielding.
When you reach 5th level, your expended Foxfire points are regained at the end of a
short or long rest.
In addition, any creature made of flames (such as a fire elemental), your weapon
attacks can bypass all their resistances and immunities to bludgeoning, piercing,
and slashing damage.
### Ignite
When you gain this ability, you can coat your weapon in a destructive layer of
fire. When you hit with a melee weapon attack, you can expend a Foxfire Point to
deal an extra 1d8 fire damage.
At 10th level, you can cause your flames to remain. When you use this feature,
instead of igniting one attack, you can ignite all melee weapons you are wielding
for 1 minute. For the duration, their melee weapon attacks now deal an extra 1d8
fire damage.
This can stack with the damage gained from using your Ignite feature, allowing you
to deal 2d8 fire damage.
<img
src='https://cdn.donmai.us/sample/7e/19/__kinemon_one_piece_drawn_by_zitszy__sample
-7e1949f396d6729dbff4ca47911cce1e.jpg'
style='position:absolute; bottom:0px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; top:-300px; right:0px; width:820px' />
\page
## Life Return
Over years and years of training, you have extended full, conscious control to the
bottom of your feet, and even to the tips of your hair. You become capable of
manipulating every part of your body as if it were your hand.
Your unarmed strikes now have the reach property, and can originate from any body
part. You do not suffer disadvantage on attack rolls as a result of being
restrained.
As an action, you can alter your appearance in various ways. You can shift features
of your body to appear different from your own, to the degree that you can appear
as a different race, but you do not gain additional racial benefits. You can alter
your height, but not to the degree that your size category changes.
Additionally, as an 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 those points to another physical ability score, increasing it to the
limit of that chosen ability score (typically 20 unless you have a feature that has
increased it). For example, say you have a Strength, Dexterity, and Constitution,
each of which are 16. You can use your action to reduce your Strength by 4, and
increase your Dexterity by 4, resulting in your scores to be Strength 12, Dexterity
20, and Constitution 16.
## Geo-Fist
*Prerequisite: Decades of building up power*
Masters of this style have honed their bodies to be able to store the energy and
strength they had from youth to reuse later on in life, allowing them to access a
form that goes beyond human limits.
After the duration of Battle Insurance Fist, you gain 1 level of exhaustion.
```
```
The Long-Leg Tribe are masters at utilizing their powerful legs to strike their
enemies and outspeed them. However, a master of Leg Technique Way can go one step
further. The ability to create after-images while kicking makes it difficult for
enemies to hit you.
In addition, when you use your Sprint feature, you gain the benefits of the Blur
creation until the start of your next turn.
## Merman Combat
*Prerequisite: Merman Race.*
Mermen, like fishman, are one with the sea. Using their tridents and hands, they
can grab water and force it toward their enemies, as well as achieve mastery over
tridents.
You learn the Water Flow trick, using either your Strength or Dexterity modifier as
the creative ability modifier.
As an action, you can grab water and fire it as a blast in the form of a line that
is (Your proficiency bonus x 20) long, and 5ft wide. All creatures within this line
must make a Dexterity Saving Throw, DC equal to 8 + your Strength or Dexterity
modifier + your Proficiency Bonus. On a failure, they take your (proficiency
bonus)d10 bludgeoning and half on a success. On a success, a creature takes only
half damage. You can use this feature 3 times per long rest.
In addition, while wielding a trident, the size of the damage dice increases by one
size.
You have trained in a few of the Six Powers, focusing your efforts on mastering two
techniques.
At 10th level, you learn another technique, and the one you had chosen previously
improves to the 6th level version. At 15th level, the second power you chose
improves.
\page
## Ricochet Rounds
You learn to reclaim the potential of any of your stray shots, causing them to
bounce around in odd patterns to strike another foe.
## No Sword Style
When a swordsman is backed to a wall, and their weapons are nowhere to be found,
they can continue to fight to utilize their bare hands and strength built up from
sword fighting. You gain the following benefits:
In addition, your unarmed strikes are now capable to act as simple and martial
weapons for your other sword-based abilities, such as Foxfire Style.
## Dragon Claw Fist
Utilizing the full force of your fingers and striking the core of your targets,
masters of this style are capable of crushing just about anything with the claws of
dragons.
In addition, while you are grappling a target, they start their turns taking 1d4
bludgeoning damage.
```
```
You can use this feature a number of times equal to your proficiency bonus,
regaining all expended uses on a long rest.
When merely two blades are not enough, wielding an additional or even multiple
additional blades can be used to not only confuse but overwhelm your opponents with
a flurry of weapon strikes.
## Newkama Kenpo
*Prerequisite: Okama Kenpo Brawler Class, at least 5th level*
Martial arts are always evolving, and Okama Kenpo is no exception. Those who
practice this style make the most out of their Okama ways, to not only use their
immense charm but also their immense strength and speed to dominate the
battlefield.
### Charming Spirit
At 5th level, you can use your charm to fuel your spirit. You gain additional
Spirit Points equal to their Charisma Modifier. These Spirit Points are added to
any Spirit Point total and replenish after a short or long rest like with the rest
of the Spirit Points.
In addition, you no longer have limited uses of the bonus action attack when you
use your Swan Dance feature.
This special attack is a ranged weapon attack with a range of 30 feet. You are
proficient with it, and you add your 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.
Once per turn, the first creature you hit with this attack must make a Strength
Saving throw against your Spirit DC. On a failure, they are either pushed back 10ft
or knocked prone the user's choice.
As an action, you can expend 2 Spirit Points to use the Charm Person Creation with
your Spirit DC.
As an action, you can expend 6 Spirit Points to use the Irrestiible Dance Creation
with your Spirit DC.
## Rope Action
*Prerequisite: Proficiency with improvised weapons*
The ability to tie knots is a very important skill to have in a world dominated by
water, especially when it relates to the construction, repair, and operation of
most traditional sailing ships. Combative prowess is a key skill, especially when
traversing the Grandline. Rope Action is a fighting style that employs both knot
tying and combat, allowing the user to restrain, strike, and defend against their
enemies.
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, the hit points and escape DC are the same as the Strong Rope.
## Ramen Kenpo
*Prerequisite: Proficiency with Chef's Tools*
A very unorthodox fighting style that only a master chef can hope to fully use,
allowing the user to transform the usually harmless noodles as a deadly weapon.
Additionally, in place of this attack, you can attempt a grapple check, and you can
use Acrobatics instead of Athletics to make the grapple.
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.
\page
## Kappa Style
*Prerequisite: Strength 13*
A fighting style that involves the use of brute strength to inflict powerful melee
blows, charging through the enemies like a raging river.
### Rushing River
When you gain this ability, you become unbelievably fast. When you use the dash
action and move in a straight line, you do not provoke opportunity attacks.
You can use this ability a number of times equal to your proficiency bonus,
regaining all expended uses on a long rest.
## Emphatic Observation
*Prerequisites: 10th level, Color of Observation Apprentice*
You gain ability to sense the presence of creatures, specifically their true
thoughts and emotions through the use of your Observation haki.
When you use Sense Presence, you also gain a sense of the emotions and true
thoughts of those within your Sense Presence. You learn the creature's alignment
and its immediate surface-level thoughts.
If you use the ability on them a second time, you can look deeper, you gain Insight
into their reasoning, their emotional state, and their mind (such as something it
worries over, loves, or hates).
A creature that is currently being deceitful can attempt to fool the observation
haki by making a deception check against your insight.
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.
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.
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/20a8dbc1-3cdd-
410f-8db0-db131ac47145/d9cq0in-d1eeefae-4dbe-4189-ab91-3de021e1634a.jpg/v1/fit/
w_828,h_1176,q_70,strp/shanks_by_dannis1982_d9cq0in-414w-2x.jpg?
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style='position:absolute; bottom:-200px; right:-200px; width:700px' />
<img
src='https://watercolors.giantsoup.com/phb/phb_bottom-right/0004.png'
style='position:absolute; bottom:-90px; left:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-
4670-8b40-2ed27d438198/dcjq3dc-119bcd9d-3d4a-47ef-b314-6758d6e8a0d9.png/v1/fill/
w_1024,h_1326,strp/3___zdcyltp_by_flamableconcrete_dcjq3dc-fullview.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
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style='position:absolute; bottom:200px; left:0px; width:820px' />
\page
## Chromatic Oozes
*Prerequisites: 3rd level, Chemist Medic, Experimental Ooze feature*
Expert chemists go beyond simply the formulas they were taught. Their experiments
and machinations have led to them modifying their Experimental Ooze with different
elements.
* Acid Type: The Experminal Ooze, when they deal damage, regains a number of hit
points equal to half the amount of damage it deals.
* Fire Type: This Experimental Ooze is perpetually ablaze. Any creature that hits
this ooze with a melee takes 2d6 fire damage.
* Cold Type: When the Experimental Ooze hits a creature with an attack, it reduces
the movement speed of that creature by 10ft.
* Lightning Type: When the Experimental Ooze deals lightning damage to a creature,
the creature additionally loses their reaction until the start of their next turn.
* Poison Type: When the Experimental Ooze hits with an attack, it can force the
target to make a Constitution Saving Throw, using your Medic Creativity DC. On a
failure, the target is poisoned for 1 minute, repeating the saving throw at the end
of each of their turns.
* Acid Type: The Experimental Ooze is now Large in Size, having temporary hit
points equal to your level, and doubling the damage dice of its ranged attack,
melee attack, and the spalsh damage when it is summoned.
* Fire Type: The Experimental Ooze, when it hits a creature with an attack, can
choose to ignite that creature for 1 minute. At the end of each of an ignited
creature's turns, they can make a Constitution saving throw against your Medic
Creativity DC. On a failure, they take 1d4 fire damage. On a success, the target is
no longer ignited.
* Cold Type: The Experimental Ooze can now engulf and restrain creatures of Large
or lesser size that occupy its space. Any creature engulfed must make a Strength
Saving Throw against your Medic Creativity DC. On a failure, that creature remains
restrained. On a success, the creature breaks free.
* Lightning Type: The Experimental Ooze can attack twice instead of once.
* Poison Type: The Experimental Ooze can, as an action, absorb poison from
creatures, ending any lingering poison effects and removing the poisoned condition
on any creature it touches.
```
```
## Viscous Carapace
*Prerequisites: 3rd level, Chemist Medic, Experimental Ooze feature*
Master Chemists are able to make full use of their ooze, not only maximizing its
attack power, but also its abilitiy to defend itself via forming a protective
membrane.
## 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.
## 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.
## Inspired Innovation
*Prerequisites: 3rd level, a Charisma, Intelligence, or Wisdom score of 14 or
higher, and proficiency in a specific skill*
You have studied under a person, or even the teachings of multiple people who the
honed ability of creativity, either by the arts, medical training, or mechanical
knowledge.
You gain the benefits of the Creativity feature of that class, however the
progression of the creativity is at most that of a half-caster. If the class you
chose has tricks, you learn a number of tricks according to the table below.
You prepare the list of creations that are available for you to use, choosing from
the specified class creation list. When you do so, choose a number of creations
equal to your Creativitiy modifier + half your level, rounded down (minimum of
one). The creations must be of a level for which you have creation slots.
If you already have the ability to use Creativity, you instead can now choose from
both creation lists. If the Creativity from your main class doesn't have tricks,
you can gain the tricks of the chosen class for this power, as per the table below.
If the chosen creation class requires the use of an apparatus, you must also
utilize that apparatus to use the creations.
<div class='classTable'>
##### Inspired Innovation Creations
|Player Level | Tricks Known* | 1st | 2nd | 3rd | 4th | 5th |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 3rd | 3 | 3 | — | — | — | — |
| 4th | 3 | 3 | — | — | — | — |
| 5th | 3 | 4 | 2 | — | — | — |
| 6th | 3 | 4 | 2 | — | — | — |
| 7th | 3 | 4 | 3 | — | — | — |
| 8th | 3 | 4 | 3 | — | — | — |
| 9th | 3 | 4 | 3 | 2 | — | — |
| 10th | 4 | 4 | 3 | 2 | — | — |
| 11th | 4 | 4 | 3 | 3 | — | — |
| 12th | 4 | 4 | 3 | 3 | — | — |
| 13th | 4 | 4 | 3 | 3 | 1 | — |
| 14th | 5 | 4 | 3 | 3 | 1 | — |
| 15th | 5 | 4 | 3 | 3 | 2 | — |
| 16th | 5 | 4 | 3 | 3 | 2 | — |
| 17th | 5 | 4 | 3 | 3 | 3 | 1 |
| 18th | 5 | 4 | 3 | 3 | 3 | 1 |
| 19th | 5 | 4 | 3 | 3 | 3 | 2 |
| 20th | 5 | 4 | 3 | 3 | 3 | 2 |
</div>
## Fearsome Fortitude
Time and time again, you have trained to be able to withstand certain potent
effects that have been thrown your way, enabling your own form of saving grace.
You gain proficiency in one saving throw. Additionally, your hit point maximum
increases by a number equal to one roll of your hit dice + your Constitution
Modifier, and you gain an extra hit die.
## Fortune Telling
*Prerequisites: A Charisma, Intelligence, or Wisdom score of 16 or higher*
You have spent decades honing your craft, the ability to divine the the fortunes of
yourself and others, be it via a crystal ball, or even performing augury, you have
a knack for knowing what comes ahead.
Each foretelling roll can be used only once. When you finish a long rest, you lose
any unused rolls.
## Battle Modes
*Prerequisites: 3rd level, Battlesmith Gadgeteer, Iron Defender feature*
***True Defender.*** When your Iron Defender uses its reaction to Deflect Attack,
the Iron Defender instead enforces disadvantage on all attack rolls against that
creature until the start of the Iron Defender's next turn. This ends early if the
defended creature moves to a space more than 5ft from the Iron Defender.
***Android.*** Your Iron Defender's Intelligence score becomes equal to your own,
shares all of your skill and weapon proficiencies, can speak Common, and can act of
its own accord if you grant it permission to do so, no longer needing to command it
as a bonus action.
***Drone.*** Your Iron Defender shrinks from Medium to Small, and gains a flying
speed of 50ft. As a bonus action, you can 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.
\page
<div style='margin-top:520px'></div>
This is not to be confused with being able to speak the language of beasts and
such, as there is no audible speech. Only an unintelligible noise that is
imperceptible to nearly all. The same goes for written text, only being able to
sense its significance, though it is believed that through training, a person can
hope to reach true understanding. Few can awaken this ability, and even among the
Three-Eyed Tribe, who allegedly possess the ability innately, must train to use it.
<p></p>
<div style='margin-top:230px'></div>
<div style='margin-top:500px'></div>
Once you use this feature, you cannot do so again until 7 days have passed since
you last used it. At 10th level, your training with the voice allows you can use
this feature once per long rest. At 15th level, once per short rest. At 20th level,
you may use it as many times as you wish.
You can speak telepathically to any creature within 60 feet of you. Your telepathic
utterances are understood by any creature. Your communication doesn't give the
creature the ability to respond to you telepathically. This feature fails if you
are incapacitated.
At 15th level, your speech reaches farther than ever. Your range of this ability
increases to 120ft, and you can now use this feature even when you are
incapacitated.
<img
src='https://cdnb.artstation.com/p/assets/images/images/063/318/457/large/jheovi-
rvww.jpg?1685267855'
style= 'position:absolute; bottom:550px; right:0px; width:900px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-4670-
8b40-2ed27d438198/dcjq3fm-f71e57d7-f8df-4e1a-b98a-6bce71e5b55d.png/v1/fit/
w_828,h_1072/7___xzbbbu4_by_flamableconcrete_dcjq3fm-414w-2x.png?
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style= 'position:absolute; bottom:-400px; right:0px; width:900px' />
\page
After absorbing a single attack, the user, as an action, can release that impact by
making one unarmed strike roll against a target. If the attack hits, the target
takes the damage that was absorbed in the form of force damage. However, half of
the damage being sent out is also dealt to the user.
For example, they absorb an attack that deals 100 damage. If they choose to release
that damage, their enemy will take that 100 damage, but also the user will take 50
force damage.
An impact Dial can only take 3 hits before it loses all of its uses. These uses can
be repaired with a dial kit check, DC 16, during a long rest. If you expend the
last use, roll a d20. On a 1, the it is destroyed.
For example, the user absorbs an attack that deals 100 damage. If they release it,
it deals 200 damage, and the wielder takes 50 damage while also gaining 2 levels of
exhaustion.
A reject dial can only take 3 hits before it loses all of its uses. These uses can
be repaired with a dial kit check, DC 22, during a long rest. If you expend the
last use, roll a d20. On a 1, the it is destroyed.
The Burn Bazooka can either be used as a portable swivel gun, or the wielder can
use thier action to use the Elemental Blast creation (fire only), using their
Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a long
rest.
The wielder can use it to cast the Ardent Blade creation (using fire damage), using
their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a
long rest.
As a bonus action, the user can change the shape of their weapon to any pre-
existing melee weapon (or just any shape 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
travel around corners. The wielder can use it to cast the Shield creation, using
their Wisdom, Intelligence, or Charisma. It has 3 uses and regains them after a
long rest.
\page
##### Flash Gun
Flash Guns are powerful weapon that allows the user to flash a bright light from a
flash dial while also firing a gun at an enemy, making it difficult to dodge.
Once per turn, this +1 gun fires its first bullet with advantage against an enemy
that sees the flash. If the enemy has any way to see without eyes, they are
unaffected.
This weapon is a +1 lance. As a bonus action, the user can make the weapon heat up,
dealing an extra 2d6 fire damage. They can also turn it off as a bonus action.
Any object with a zoan-type devil fruit now counts as a beast, no matter what form
they take. They gain the ability scores of the animal, but these might be increased
depending on what the object was. Glass might have a weaker constitution, while a
solid sword would have a higher constitution.
The creation gains intelligence and autonomy, however, due to being an object, its
will isn't too strong, and it can be easily commanded. These objects can use their
bonus action to transform and do all their devil fruit stuff. Due to being objects,
they do not need to breathe, but still get weakened by seastone and water.
### Smiles
Smiles are a type of Artificial Devil Fruits that when eaten have a 10% chance of
granting the user a slight zoan transformation that is permanent.
When the smile is eaten, the consumer rolls 1d10. If it is a 10, they get the
Ocean's Scorn feature from Devil Fruits and gain the abilities listed below. Any
other number, they get Ocean's Scorn and are permanently smiling.
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.
- ***Enhanced Speed.*** The user's speed is enhanced, equal, or even greater than
the animal it represents. For example, the wings of an owl, allow the user to fly
30ft.
- ***Extra Head.*** Some Smiles manifest the actual head of a sapient animal. This
animal has its own action but generally will follow the rule of the creature
attached to it.
- ***Ability Score Increase.*** Increases an ability score by 2.
### Wapometal
Wapometal is a shape-retaining metal made using the powers of the Munch-Munch
fruit. Any object and weapon made using this metal cannot be permanently destroyed
unless it is annihilated. At the start of each day, it will repair itself to its
former glory, as if nothing had happened to it.
As an action, the user can create a 30ft radius sphere of air within a water-logged
area, pushing all water out while not affecting any other creature. The bubble can
be popped if it takes over 30 damage.
The torn pieces will point to and move towards each other no matter where they are
in the world, allowing one to always be able to tell which direction the other
person is in. However, it doesn’t tell you the distance or about any obstacles that
might be in the way.
True to the name "paper of life", the life force of the owner, the person whose
fingernail the Vivre Card was made from, is reflected on the paper. If the life
force of the owner is weakening, the card will begin to burn away. It will vanish
if they die.
\page
### Drugs
Drugs are a dark, but ultimately useful side of science and medicine. They can
bring those beyond their normal strength, but it is best to keep them in
moderation.
- ***Charcoal Burner Coffee.*** A silky smooth drink of coffee that when consumed,
for 1 hour after drinking it, you gain 10+chef's tools modifier+Proficiency
temporary hit points that last for 1 hour. For the same duration, you are under the
effect of the Bless creation (no concentration required). Each one costs 50 GP or
500,000 Berries to make.
- ***Silver Tongue Sarsaparilla.*** Gleaming alcoholic drink that when consumed,
for 1 hour after drinking it, you gain a bonus to your Charisma based skills equal
to the Chef’s 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.
```
```
- ***King Crab Casserole.*** A dish chock full of nutrients derived from the
heavily armored king crab. After eating this dish, the consumer gains resistance to
bludgeoning, piercing and slashing damage for 1 hour. Each one costs 1000 GP, or
10,000,000 Berries to make.
*** Seastone Weapons*** There are two types of seastone weapons, tipped and full.
Tipped seastone weapons are a +2 weapon, and any creature hit by this attack has
any of their devil fruit immunities and resistances ignored.
In addition, when the weapon deals damage, the target, if they are a devil fruit
user, must make a Constitution Saving Throw, DC 20. On a failed save, they suffer
the knee deep weakness as per their Ocean's Scorn feature. On a successful save,
they are unaffected. This effect is continuous if the weapon is embedded into them,
like a seastone bullet, or if they are being grappled with a seastone weapon.
*** Seastone Armor*** Seastone armor is +3 armor. In addition, when the wearer is
grappling a devil fruit user, the target must make the Constitution Saving Throw
both when they get grappled and at the end of each of their turns if they continue
to be grappled.
If the wearer is a devil fruit user, they are also subject to the Constitution
Saving Throw at the end of each of their turns.
*** Seastone Handcuffs*** Seastone handcuffs are manacles, that cannot take damage
or be broken unless the creature has the Color of Armament Master haki ability.
While a creature is bound by these handcuffs they suffer the waist-deep weakness of
Ocean's Scorn, ending when freed. A creature can attempt to make the Constitution
Saving Throw at the end of their turns, but only when in combat.
\page
### Special Ammunition
Sometimes skill isn't enough to win a fight. Oftentimes, skilled marksmen need to
rely on tricks to conquer the battlefield. They find the best tricks are
specialized ammunition crafted by master gunslingers and marksmen.
### Distortion
A Skillful Grade rapier with a purple guard and a dark gray blade point. This blade
is a +2 Rapier and cursed. This weapon's curse is that the wielder's vision is
distorted when holding this weapon. All attacks against the wielder are made at
advantage. After overcoming the curse, the wielder can blur the vision of their
enemy. Once per turn, when the wielder hits a creature, that creature must make a
Wisdom Saving Throw, DC (8 + Proficiency Bonus + Wisdom Modifier). On a failure,
that creature has disadvantage on attacks against the wielder. On a success, they
are not affected that turn.
### Kopesh
A Supreme Grade scimitar that has become a black blade. It shines as if brand new,
yet black as night. The handle and guard are golden and decorated with eye-like
patterns. The is a +3 Scimitar, except it also has a +2 bonus to damage rolls, is
effectively unbreakable, and deals 2d6 slashing instead of 1d6 slashing.
##### Wakened
* It deals 2d10 piercing + 1d8 necrotic damage
* The weapon has a +2 bonus to attack and damage rolls.
* As a bonus action, the wielder can mark a creature they can see for 1 hour with
concentration. While a creature is marked, it has disadvantage on ability checks
and saving 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.
\page
##### Exalted
* It deals 2d12 piercing + 1d10 necrotic damage.
* The weapon has a +3 bonus to attack and damage rolls.
* Due to the biological nature of the weapon, the wielder and the weapon have grown
into one. Defiance cannot be disarmed from the wielder, and can be extended or
retracted from the user's body.
* When the necrotic damage of the weapon is dealt to a creature, the wielder
regains a number of hit points equal to the necrotic damage.
When any creature that has a charisma score of less than 18 attempts to don the
shield, it immediately doffs itself and the creature must make a Charisma Saving
Throw, DC 18. On a failure, they take 3d10 psychic damage and become blinded for 1
minute, repeating the saving throw at the end of each of their turns. On a success,
the creature takes half damage.
When a creature with 18 charisma dons it, the cursed shield springs to life, a
glowing eye only visible to the wielder appears in the divot, the shield laugh's
quietly saying, "You seem real interesting." Only the wielder can hear the shield.
The Silver Seer is sentient, with an intelligence of 16, wisdom of 18, and charisma
of 22. It has expertise in all wisdom and charisma skill checks. It is Chaotic Good
in that it wants its wielder to become the best warrior, forcing its curse on them
inorder to overcome it stronger. The shield can not be removed from the creature
unless the Remove curse creation is used against the shield, but can be moved
around the body without resistance.
##### Stirring
While the Shield is stirring, it is a +1 shield, however the wielder, when they
roll initiative or Perception (Wisdom) Checks, must make a Charisma Saving Throw,
DC 18. On a failure, they have disadvantage on all initiative and Perception checks
for the next hour. On a success, the creature instead has advantage for 1 hour.
##### Wakened
While the Shield is Wakened, it becomes stronger. The wielder now by default has
advantage on initiative rolls and Perception (Wisdom) Checks while wielding the
shield. The shield becomes a +2.
At the start of each dawn, the shield will pick a random ability score. Every time
the wielder makes a saving throw using that ability score, they must make another
Charisma Saving Throw, DC 18. On a failure, they automatically that saving throw.
On a success, the creature instead takes half damage on a failure, and no damage on
a success on the saving throw.
Additionally, when you use the Protection Fighting Style, the creature you are
protecting (if they aren’t yourself) can add the shield’s AC to its AC
##### Ascendant
When the Shield is Ascendant, it has all the previous benefits, except for the
following. It becomes a +3,
At the start of each dawn the wielder gets to choose the ability score for the
saving throw and doesn't have to make the Charisma Saving throw when they make the
Saving throw, taking half damage on a failure, and no damage on a success.
Additionally, the Saving Throw effect to take half or no damage applies to allies
within a 10ft radius of yourself.
While wearing these bracers, any weapon attack or unarmed strike counts as a +2
weapon, and deal an extra 1d6 damage.
Additionally, you have advantage on shove attempts and can shove a creature that is
two sizes larger than yourself.
The device has 10 charges. While holding it, you can use an action to expend 1 or
more of its charges to use one of the following creations from it, using your
creativity save DC and creative ability modifier: Cure Wounds (1 charge per
creation level, up to 4th), Lesser Restoration (2 charges), or Mass Cure Wounds (5
charges).
This drum counts as a Bard Apparatus that grants the user a +2 bonus to their
creative attack rolls and DCs for their Bard Creations.
Additionally, whenever you roll initiative, and have no uses of Bardic Inspiration
remaining, you regain 1 usage.
This drum has 7 charges for the following properties. It regains all expended
charges daily at dawn.
***Commanding Beat.*** While holding the drum, you can use an action to expend 1
charge and command another creature to flee or grovel, as with the Command creation
using your Creativity DC if you are a Bard.
***Broken Battle Bridge.*** While holding the drum, you can use an action to expend
3 charges, to play a song of pure authority and fear, you use the Fear creation
using your Creativity DC if you are a Bard.
\page
# Reflavored Items
Due to the setting of the _One Piece_ World, magic doesn't exist, but rather takes
the form of devices, expertly forged weapons and armor, and much, much more. This
results in certain items needing to be either flavored or even reworded to better
aid a new DM in navigating this system and setting. Every magic item is not listed,
but a majority can be flavored to fit into the One Piece world. All the ones shown
here are mainly examples.
## Armor
Much like the weapons of the One Piece world, armor that has been expertly crafted
can gain such a strong personality that it gains additional effects that can be
considered supernatural, often being called a curse. Another option is that the
armor has been specifically engineered to act differently than normal. Below are
some examples.
This armor acts like a set of scale mail and is of uncommon rarity. However,
instead of like regular scale mail, you may add your full dexterity modifier to
your AC instead of just 2. In addition, it doesn't grant disadvantage on stealth
checks.
While holding this shield, you can speak its command word as a bonus action to
cause it to animate. The shield leaps into the air and hovers in your space to
protect you as if you were wielding it, leaving your hands free. The shield remains
animated for 1 minute, until you use a bonus action to end this effect, or until
you are incapacitated or die, at which point the shield falls to the ground or into
your hand if you have one free.
## Consumables
Potions and similar magic consumables do not exist but can take the form of similar
items such as medical kits, special serums, and foods. Below are some examples.
When you use a medkit, the target regains hit points. The number of hit points
depends on the medkit's rarity, as shown in the Medkits table.
```
```
##### Medkits
| Medkit Rarity | HP Regained |
|:----:|:-------------|
| Common | 2d4 + 2 |
| Uncommon | 4d4 + 4 |
| Rare | 8d4 + 8 |
| Very Rare | 10d4 + 20 |
When you use this injection, you gain the effect of the Haste creation for 1 minute
(no concentration required).
## Rings
Rings in this system and setting are much akin to wearable gadgets, granting the
user a desired effect when worn and/or activated. Below are some examples.
While wearing this ring, you can use the Jump creation from it as a bonus action at
will but can target only yourself when you do so.
This ring stores creations built into it, holding them until the attuned wearer
uses them. The ring can store up to 5 levels worth of creations at a time.
Any creature can add a creation of 1st through 5th level into the ring by touching
the ring as the creation is used. The 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 determines how much
space it uses.
While wearing this ring, you can use any creation stored in it. The creation uses
the slot level, creativity save DC, creation 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, freeing up space.
## Scrolls
Scrolls take the form of gadgets created by characters that 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.
\page
The gun regains 1d6 + 1 expended charges daily at dawn. If you expend the gun's
last charge, roll a d20. On a 1, the gun loses its charge and becomes an
unsalvagable piece of garbage.
While holding the gadget, you have a +1 bonus to your Armor Class.
The gadget has 10 charges, which are used to fuel the creations within it. With the
gadget in hand, you can use your action to use one of the following creations from
the gadget if the creation is on your class's creation list: Gadget Armor (1
charge) or Shield (2 charges). No components are required.
The gadget regains 1d6 + 4 expended charges each day at dawn. If you expend the
gadgets' last charge, roll a d20. On a 1, the gadget loses its charge and becomes
an unsalvagable piece of garbage.
## Weapons
Weapons are by far the easiest to flavor as mentioned in armor, skilled blacksmiths
can craft items so great that they develop a personality that enables them to
affect the world. Some see these effects as curses as some weapons don't see many
fit to wield them.
When you make your first attack using this weapon, you can choose a mastercraft
bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls as it
increases your fortune in battle.
However, for each point of bonus, you choose for the sword, you take a
corresponding penalty (−1 to −3) to your AC until the start of your next turn.
**Curse Overcame.** If a wielder of this weapon can overcome the curse of the
blade, the blade halts its misfortune, and instead greatly awards the user.
You gain a +3 bonus to attack and damage rolls made with 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 your Armor Class, instead of using the bonus on
any attacks that turn. For example, you could reduce the bonus to your attack and
damage rolls to +1 and gain +2 to AC. The adjusted bonuses remain in effect until
the start of your next turn, although you must hold the sword to gain a bonus to AC
from it.
## Wondrous Items
Wondrous Items are the more miscellaneous of the items, ranging from tattoos and
hats to candles and stones. Much like staffs and wands, these are best flavored and
reworded as gadgets.
When the boots' property has been used for a total of 10 minutes charge, the effect
ceases to function until you finish a long rest.
This item replaces a lost limb a hand, an arm, a foot, a leg, or a similar body
part. While the prosthetic is attached, it functions identically to the part it
replaces. You can detach or reattach it as an action, and it can't be removed
against your will. It detaches if you die.
While wearing these lenses, you have darkvision out to a range of 60 feet. If you
already have darkvision, wearing the goggles increases its range by 60 feet.
\page
# Appendix A: Creations
## Creation Lists
This Appendix describes the most common creations found in the world of _One
Piece_. Creations function similarly to spells if 5th edition. However, due to
rebalancing, every creation has been altered slightly. The descriptions for each
creation are shown in the next section.
***Legend.*** Creations marked with the (R) Tag means the creation can be used as a
routine.
<div class='spellList'>
\page
<div class='spellList'>
- Far Step
- Giant’s Hand
- Greater Restoration
- Illusionary Monster
- Mass Cure Wounds
- Mass Disguise
- Mislead
- Programmed Illusion
- Sense Territory (R)
- Synaptic Static
- Target Bullseye
</div>
\page
<div class='spellList'>
##### 3rd Level
- Aura of Vitality
- Barrage
- Blooming Jam
- Blazing Stride
- Call Lightning
- Counter Creation
- Create Construct
- Deactivate Creation
- Fireball
- Fly
- Grand Tower
- Haste
- Hidden Trigger
- Hypnosis
- Ice Storm
- Intellect Fortress
- Lightning Bolt
- Major Image
- Mass Healing Word
- Miniature Meteors
- Move Earth
- Pulse Wave
- Revivify
- Slow
- Spirit Dance
- Stinking Cloud
- Tidal Wave
- Thunderstep
- Transmute Rock
- Wall of Sand
- Wall of Water
- Water Breathing (R)
- Water Walk (R)
- Wind Wall
\page
<div class='spellList'>
##### 2nd Level
- Acid Arrow
- Aid
- Blindness/Deafness
- Call Beast
- Cloud of Daggers
- Construct Boat
- Construct Hut
- Create Food and Water
- Darkvision
- Earth Grasp
- Elemental Weapon
- Enfeeblement
- Find Mount
- Grounding
- Gust of Wind
- Hold Person
- Hymn of Healing
- Lesser Restoration
- Lightning Arrow
- Lock
- Misty Step
- Pass Without A Trace
- Protection From Elements
- Protection From Poison
- Repair Vessel
- Sandstorm
- Scorch
- Shatter
- Silence (R)
- Skywrite (R)
- Spawn Plant
- Spike Growth
- Spider Walk
- Tiny Servant (R)
- Unlock
- Warding Wind
- Web
- Woebegone
- Wristpocket (R)
</div>
\page
<div class='spellList'>
- Tough Skin
- Truth Zone
- Warding Wind
- Web
</div>
\page
<div style='margin-top:400px'></div>
## Creations Descriptions
In the world of _One Piece_, fantastical abilities are not unheard of among pirates
and marines both. Specific individuals sometimes develop abilities that stand above
the norm. These powers are typically referred to as their "creations" in the
broadest of terms.
A creation could be anything that holds significantly more power than one might
think. A song that inspires people to fight beyond their limits is as much of a
creation as a medical drug that boosts performance if the results are the same.
Not every entertainer is a bard. What sets a bard aside from other entertainers is
the way their music seems to touch not only the soul but the bodies of those that
listen to their music as well, seemingly able to numb pain, hypnotize crowds, and
in some even manipulate the environment itself.
A medic's creations are typically less flashy than their contemporaries: Simple
medicinal pills and humble concoctions that hold the restorative or harmful power.
Medics use their creations to heal the wounded, empower allies with performance-
enhancing medicine, weaken enemies with enfeebling chemicals, and create illusory
images from hallucinogenic concoctions.
```
```
<div style='margin-top:400px'></div>
Gadgeteers are set apart from their peers by their ability to create just about
anything they can dream of. Their creations can be support tools to aid their
allies, utilitarian gadgets designed for exploration, or customized weapons of war
that spew fire, ice, and lightning upon their enemies.
Limited in scope compared to other forms of creativity, savants do not need gadgets
or paraphernalia for their creations, instead it is a power that comes from within.
Unlike other creative minds, savants learn a few specific creations based on what
their soul mirrors.
<img
src='https://i.imgur.com/XzaSknT.jpeg'
style= 'position:absolute; bottom:500px; right:0px; width:820px' />
<img
src='https://images-wixmp-ed30a86b8c4ca887773594c2.wixmp.com/f/56805e26-a646-4670-
8b40-2ed27d438198/dcjq3fm-f71e57d7-f8df-4e1a-b98a-6bce71e5b55d.png/v1/fit/
w_828,h_1072/7___xzbbbu4_by_flamableconcrete_dcjq3fm-414w-2x.png?
token=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJzdWIiOiJ1cm46YXBwOjdlMGQxODg5ODIyNjQz
NzNhNWYwZDQxNWVhMGQyNmUwIiwiaXNzIjoidXJuOmFwcDo3ZTBkMTg4OTgyMjY0MzczYTVmMGQ0MTVlYTB
kMjZlMCIsIm9iaiI6W1t7ImhlaWdodCI6Ijw9MTMyNiIsInBhdGgiOiJcL2ZcLzU2ODA1ZTI2LWE2NDYtND
Y3MC04YjQwLTJlZDI3ZDQzODE5OFwvZGNqcTNmbS1mNzFlNTdkNy1mOGRmLTRlMWEtYjk4YS02YmNlNzFlN
WI1NWQucG5nIiwid2lkdGgiOiI8PTEwMjQifV1dLCJhdWQiOlsidXJuOnNlcnZpY2U6aW1hZ2Uub3BlcmF0
aW9ucyJdfQ.gK8mPZx28gx3Y9xJTiChbzjesqqCl9l3OzXyv9WsS3w'
style= 'position:absolute; bottom:-330px; right:0px; width:900px' />
\page
# Creation Descriptions
Creativtiy is a key mechanic for many classes and abilities how they interact,
battle, and navigate this great, wide, and wacky world. However, there can be
improvements from the previous system.
While most of the official D&D 5e spells can be easily flavored into Creations,
some required some mechanical changes to better fit into the World of *One Piece*,
or even the addition of entirely new creations. This is especially true for
mechanically flawed Creations and Tricks, and spells that rely on dealing "magical"
damage, which no longer exists in this system.
### Tricks
#### Acid Bolt
*evocation trick*
___
- **Casting Time:** 1 action
- **Range:** 120ft
- **Target:** A creature or object within range
- **Components:** V, S
- **Duration:** Instantaneous, up to 1 hour
You hurl a blast of purely destructive acid at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
acid damage. Small, inanimate plants within 5ft of the target are destroyed.
Additionally, you can manipulate the acid to create tiny sensory effects as an
action. You cause simple shapes—such 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.
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).
```
```
#### Allure
*enchantment trick*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S, M (a bit of make up)
- **Duration:** Concentration, up to 1 minute
You are able to put your best foot forwards with charm and a bit of make up. For
the duration, you have a 1d6 bonus to all persuasion checks against creatures that
are not hostile towards you.
You establish a link with one beast you touch that is friendly to you or charmed by
you. Until the creation ends, the link is active between you an your beast. Through
the link, the beast can understand your telepathic messages to it, it can
telepathically communicate simple emotions and concepts back to you, and you can
sense through both yourself and your beast for the duration.
You make a melee attack with a melee weapon or unarmed strike against one creature
within melee range. On a hit, the target suffers the weapon attack’s normal
effects, and you can cause the target to become covered in acid until the start of
your next turn. While covered in acid, the creature will take 1d8 acid damage at
the end of their next turn, ending the creation, if they don't use either their
action or bonus action to clean off the acid.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 acid damage
to the target on a hit, and the damage the target takes for not cleaning the acid
increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and
again at 17th level (3d8 and 4d8).
\page
You make a melee attack with a melee weapon or unarmed strike against one creature
within melee range. On a hit, the target suffers the weapon attack’s normal effects
and then becomes surrounded with sonic energy until the start of your next turn. If
the target willingly moves 5 feet or more before then, the target takes 1d8 thunder
damage, and the creation ends.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 thunder
damage to the target on a hit, and the damage the target takes for moving increases
to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at
17th level (3d8 and 4d8).
You make a melee attack with a melee weapon or unarmed strike against one creature
within melee range. On a hit, the target suffers the weapon attack’s normal
effects, and you can blast fire from the target to a different creature of your
choice that you can see within 5 feet of it. The second creature takes fire damage
equal to your creativity ability modifier.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 fire damage
to the target on a hit, and the fire damage to the second creature increases to 1d8
+ your creativity ability modifier. Both damage rolls increase by 1d8 at 11th level
(2d8 and 2d8) and 17th level (3d8 and 3d8).
#### Combustion
*evocation trick*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You cause flames to spontaneously combust on the ground in an area that you can see
within range. Until the creation ends, the combusted area fills a 5-foot cube. Any
creature in the affected space when you must succeed on a Dexterity saving throw or
take 1d8 fire damage. A creature must also make the saving throw when it enters the
combusted space for the first time on a turn or ends its turn there.
**At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
```
```
You cause grievous wounds on a target within range. Make a ranged creation attack
against the creature to assail it. On a hit, the target takes 1d8 necrotic damage,
and it can’t regain hit points until the start of your next turn.
**At Higher Levels.** This trick’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
You point at one creature you can see within range, and cause it to fear death. The
target must succeed on a Wisdom saving throw or take 1d12 necrotic damage.
**At Higher Levels.** This trick’s damage increases by 1d12 when you reach 5th
level (2d12), 11th level (3d12), and 17th level (4d12).
You defend yourself against physical attacks. Until the end of your next turn, you
have resistance against bludgeoning, piercing, and slashing damage.
#### Detect Creation
*divination trick*
___
- **Casting Time:** 1 action
- **Range:** Self (30ft radius)
- **Components:** V, S
- **Duration:** Instantaneous
You sense the presence of creations and creation-like effects within 30 feet of
you. If you sense a creation/effect in this way, you see a faint aura around any
visible creature or object in the area that bears the effect, and you learn its
school of creativity, if any. The creation can penetrate most barriers, but it is
blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet
of wood or dirt.
\page
#### Drag
*transmutation trick*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** A creature or object within range
- **Components:** V, S
- **Duration:** Instantaneous
**At Higher Levels.** This trick becomes more powerful, allowing you to move medium
or smaller objects and creatures 15ft at 5th level, large or smaller objects and
creatures by 15ft at 11th level, and able to move large and smaller objects and
creatures by 20ft 17th level.
#### Draw
*transmutation trick*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** 1 square foot surface
- **Components:** S, M (a bit of ink)
- **Duration:** Unlimited or 1 week
**At Higher Levels.** The trick’s coverage increases to a 5 square foot surface at
5th level, 10 square feet at 11th level, and 15 square feet at 17th level.
A surge of electricity expands to affect one creature that you can see within
range. The target must make a Dexterity saving throw. On a failed save, the target
takes 1d8 lightning damage. Choose a 2nd creature within 30ft of the first target.
That creature must also make a Dexterity saving throw, taking 1d6 lightning damage
on a failure.
**At Higher Levels.** The trick’s damage increases by 1d8 for the initial target
and 1d6 for the secondary target when you reach 5th level (2d8 and 2d6), 11th level
(3d8 and 3d6), and 17th level (4d8 and 4d6).
```
```
You hurl a blast of purely destructive flames at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
fire damage. A flammable object hit by this trick ignites if it isn’t being worn or
carried.
**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.
#### Flashpoint
*evocation trick*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Components:** V, S
- **Duration:** Instantaneous
A flash of destructive radiance bursts right on one creature that you can see
within range. The target must make a Dexterity saving throw. On a failed save, the
target takes 1d8 radiant damage, and it becomes highlighted until the end of their
next turn. While highlighted, the target cannot be hidden due to being lightly or
heavily obscured.
**At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
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).
\page
You make a melee attack with a melee weapon or unarmed strike against one creature
within melee range. On a hit, the target suffers the weapon attack’s normal effects
and then becomes encased in electrical energy until the start of your next turn. If
the target willingly hits you with a melee attack before the creation ends, the
target takes 1d8 lightning damage, and the creation ends.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 lightning
damage to the target on a hit, and the damage the target takes for striking you
increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and
again at 17th level (3d8 and 4d8).
#### Guidance
*divination trick*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** One willing creature
- **Components:** V, S
- **Duration:** Concentration, Up to 1 minute
You touch one willing creature. Once before the creation ends, the target can roll
a d4 and add the number rolled to one ability check or saving throw, of its choice.
It can roll the die before or after making the ability check. The trick then ends.
You hurl a blast of purely destructive ice at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
cold damage. Water within 5ft of the target is frozen for 1 minute. This frozen
water cannot support any creature standing on it and immediately shatters.
Additionally, you can manipulate the frost to create tiny sensory effects as an
action. You cause simple shapes—such 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.
#### Light
*evocation trick*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A medium or smaller creature or object
- **Components:** V, M (a bit of phosphorus)
- **Duration:** 1 hour
You touch one object or creature that is medium or smaller. Until the trick ends,
the target sheds bright light in a 20-foot radius and dim light for an additional
20 feet. The light can be colored as you like. Completely covering the target with
something opaque blocks the light. The trick ends if you use it again or dismiss,
no action required.
You choose a portion of dirt or stone that you can see within range and that fits
within a 5-foot cube. You manipulate it in one of the following ways:
* If you target an area of loose earth, you can instantaneously excavate it, move
it along the ground, and deposit it up to 5 feet away. This movement doesn’t have
enough force to cause damage.
* You cause shapes, colors, or both to appear on the dirt or stone, spelling out
words, creating images, or shaping patterns. The changes last for 1 hour.
* If the dirt or stone you target is on the ground, you cause it to become
difficult terrain. Alternatively, you can cause the ground to become normal terrain
if it is already difficult terrain. This change lasts for 1 hour.
* You can fling a chunk of earth at a creature within range. Make a ranged creation
attack against that creature. On a hit, it deals 1d8 of your choice bludgeoning,
piercing, or slashing 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 certain
levels: 5th level (2d8), 11th level (3d8), and 17th level (4d8).
\page
#### Mend
*transmutation trick*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Target:** A single break or tear in an object you touch
- **Components:** V, S, M (A tiny piece of metal)
- **Duration:** Instantaneous
This trick repairs a single break or tear in an object you touch, such as a broken
chain link, two halves of a broken key, a torn cloak, etc. As long as the break or
tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of
the former damage.
This trick can physically repair a mastercraft item or construct, but the trick
can’t restore any special effects to such an object.
You metaphorically stab a knife into the mind of one creature you can see within
range. The target must succeed on an Intelligence saving throw or take 1d6 psychic
damage and subtract 1d4 from the next saving throw it makes before the end of your
next turn.
**At Higher Levels.** This trick’s damage increases by 1d6 when you reach certain
levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
A floating hand appears at a point you choose within range. The hand lasts for the
duration or until you dismiss it, no action required. The hand vanishes if it is
ever more than 30 feet away from you or if you use this creation again.
You can use your action to control the hand. You can use the hand to manipulate an
object, open an unlocked door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can move the hand up to 30 feet
each time you use it.
The hand can’t attack, activate complex items and apparatuses, or carry more than
10 pounds.
```
```
Using your knowledge of natural processes, you create one of the following effects
within range:
* You create a tiny, harmless sensory effect that predicts what the weather will be
at your location for the next 24 hours. The effect might manifest as a golden orb
for clear skies, a cloud for rain, falling snowflakes for snow, and so on. This
effect persists for 1 round.
* You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
* You create an instantaneous, harmless sensory effect, such as falling leaves, a
puff of wind, the sound of a small animal, or the faint odor of skunk. The effect
must fit in a 5-foot cube.
* You instantly light or snuff out a candle, a torch, or a small campfire.
Additionally, you can manipulate the necrotic energy to create tiny sensory effects
as an action. You cause simple shapes—such 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.
\page
**At Higher Levels.** The trick’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
You project a puff of poisonous gas against a creature within range. The creature
must succeed on a Constitution saving throw or take 1d12 poison damage and becomes
poisoned until the end of your next turn.
**At Higher Levels.** This trick’s damage increases by 1d12 when you reach 5th
level (2d12), 11th level (3d12), and 17th level (4d12).
You make a melee attack with a melee weapon or unarmed strike against one creature
within melee range. On a hit, the target suffers the weapon attack’s normal effects
and then becomes covered in piercing frost until the start of your next turn. If
the target makes a successful melee attack before the creation ends, the damage
target's attack is reduced by 1d8, and the creation ends.
**At Higher Levels.** At 5th level, the melee attack deals an extra 1d8 cold damage
to the target on a hit, and the damage reduced increases to 2d8. Both rolls
increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
```
```
#### Prestidigitation
*transmutation trick*
___
- **Casting Time:** 1 action
- **Range:** 10ft
- **Components:** V, S
- **Duration:** 1 hour
You make a minor trick that novice tricksters use for practice. You create one of
the following creative effects within range:
If you use this trick multiple times, you can have up to three of its non-
instantaneous effects active at a time, and you can dismiss such an effect, no
action required.
#### Propel
*transmutation trick*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** A point within range
- **Components:** V, S, M (the item you will launch)
- **Duration:** Instantaneous
You cause an item within touch range to be propelled in a direction of your choice.
Choose a tiny item in your possession that weights less than or equal to 5 lbs.
That item then flies straight to a point you can see within the range of this
trick.
If that point is on a creature, you can choose to make a creation attack roll
against the that creature's AC if you wish to damage them with the propelled item.
The target takes 1d8 damage of the most appropriate type. For example, launching a
stone would deal bludgeoning damage, whereas a vial of acid launched would instead
deal acid.
**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).
\page
You hurl a blast of purely destructive light at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
radiant damage. A flammable object hit by this trick ignites if it isn’t being worn
or carried.
Additionally, you can manipulate light to create tiny sensory effects as an action.
You cause simple shapes—such 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.
You drain the strength of one creature you can see in range, causing them to fall.
The target must succeed on a Constitution saving throw or take 1d6 necrotic damage
and fall prone.
**At Higher Levels.** This trick's damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
You create up to four torch-sized lights within range that hover in the air for the
duration. You can also combine the four lights into one glowing vaguely humanoid
form of Medium size. Whichever form you choose, each light sheds dim light in a 10-
foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot
within range. A light must be within 20 feet of another light created by this
creation, and a light winks out if it exceeds the creation’s range.
```
```
Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee creation attack against the target. You have advantage on the attack
roll if the target is wearing armor made of metal. On a hit, the target takes 1d10
lightning damage, and it can’t take reactions until the start of its next turn.
**At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
#### Show Off
*transmutation trick*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Target:** See text
- **Components:** V
- **Duration:** Up to 1 minute
Through showmanship, you create a minor wonder within range. You create one of the
following effects within range:
* Your voice booms up to three times as loud as normal for 1 minute.
* You cause flames to flicker, brighten, dim, or change color for 1 minute.
* You cause harmless tremors in the ground for 1 minute.
* You create an instantaneous sound that originates from a point of your choice
within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
* You instantaneously cause an unlocked door or window to fly open or slam shut.
* You alter the appearance of your eyes for 1 minute.
If you use this trick multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect, no action required.
You create an explosive sound burst, which can be heard 100 feet away. Each
creature other than you within 5 feet of you must make a Constitution saving throw.
On a failed save, the creature takes 1d10 thunder damage.
**At Higher Levels.** This trick’s damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
\page
You unleash a beam that streaks toward a creature within range, harming both body
and spirit. Make a ranged creation attack against the target. On a hit, the target
takes 1d10 force damage.
**At Higher Levels.** The creation creates more than one beam when you reach higher
levels: two beams at 5th level, three beams 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.
#### Stabilize
*necromancy trick*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A living creature that has 0 hit points
- **Components:** V, S
- **Duration:** Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable.
This trick has no effect on undead or constructs.
```
```
You make a sweep of blades that circle around you. All other creatures within 5
feet of you must succeed on a Dexterity saving throw or take 1d10 force damage.
**At Higher Levels.** This spell's damage increases by 1d10 when you reach 5th
level (2d10), 11th level (3d10), and 17th level (4d10).
You create a sound or an image of an object within range that lasts for the
duration. The illusion also ends if you dismiss it (no action required) or use this
trick again.
If you create a sound, its volume can range from a whisper 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. The sound continues unabated throughout the duration, or you can
make discrete sounds at different times before the creation ends. The sound cannot
be loud enough to deafen or deal damage.
If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
You throw out a vine-like whip covered in sharp thorns toward a creature in range.
Make a melee creation attack against the target. If the attack hits, the creature
takes 1d10 piercing damage, and if the creature is Large or smaller, you 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).
\page
You hurl a blast of purely destructive sound at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
thunder damage. A loud noise that can be heard within 100 ft is accompanied by the
attack.
Additionally, you can manipulate sound to create tiny sensory effects 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.
You sense the presence of any trap within range. A trap, for the purpose of this
creation, includes anything that would inflict a sudden or unexpected effect you
consider harmful or undesirable, which was specifically intended as such by its
creator. Thus, the creation would sense an area affected by the alarm creation or a
mechanical pit trap, but it would not reveal a natural weakness in the floor, an
unstable ceiling, or a hidden sinkhole.
This creation merely reveals that a trap is present. You don’t learn the location
of each trap, but you do learn the general nature of the danger posed by a trap you
sense.
The matierial of an instrument you are holding is imbued with the spiritual power
of music and weaponize it. For the duration, you can use your creative ability to
make attack and damage rolls of melee attacks using that instrument as a weapon.
The weapon’s damage die is 1d6 bludgeoning damage and has special effects depending
on the type of instrument it is.
* Brass: When you hit a creature with this weapon, once per turn, you can force the
target to make a Strength saving throw, falling prone on a failure.
* String: This weapon has the reach property.
* Woodwind: This weapon can also be used to make ranged attacks, dealing piercing
damage, range (60/180), and it ignores half and three-quarters cover.
* Keyboard: When you deal damage with this weapon, you can roll the damage twice
and take the highest result.
* Percussion: When you hit a creature with this weapon, once per turn, you can deal
damage equal to your creativity modifier, to each other creature other than
yourself within 5ft of that creature.
* Electric: When you hit a creature with this weapon, once per turn, you can force
the target to make a Strength saving throw, getting pushed back 10ft from you.
The trick ends if you use it again or if you let go of the instrument.
**At Higher Levels.** This weapon’s damage die increases to 1d8 when you reach 5th
level, 1d10 at 11th level, and 1d12 at 17th level.
You hurl a blast of purely destructive poison at a creature or object within range.
Make a ranged creation attack against the target. On a hit, the target takes 1d10
poison damage. Small, inanimate plants within 5ft of the target are destroyed.
**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.
You unleash a string of insults at a creature you can see within range. If the
target can hear you (though it need not understand you), it must succeed on a
Wisdom saving throw or take 1d6 psychic damage and have disadvantage on the next
attack roll it makes before the end of its next turn.
**At Higher Levels.** This trick’s damage increases by 1d6 when you reach 5th level
(2d6), 11th level (3d6), and 17th level (4d6).
\page
You choose an area of water that you can see within range and that fits within a 5-
foot cube. You manipulate it in one of the following ways:
* You instantaneously move or otherwise change the flow of the water as you direct,
up to 5 feet in any direction. This movement doesn’t have enough force to cause
damage. The water is still affected by gravity and will fall at the end of your
turn, so it cannot be used to weaken or paralyze devil fruit users, unless that
user is also in a large enough container.
* You cause the water to form into tiny simple shapes and animate at your
direction. This change lasts for 1 hour.
* You change the water’s color or opacity. The water must be changed in the same
way throughout. This change lasts for 1 hour.
* You freeze the water, provided that there are no creatures in it. The water
unfreezes in 1 hour.
* You can launch a concentrated blast of water against a creature you can see
within range. You make a ranged creation attack against that creature. On a hit,
the creature takes 1d8 bludgeoning, piercing, or slashing 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.
```
```
#### Windblast
*evocation trick*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Components:** V, S
- **Duration:** Instantaneous
You produce and manipulate a blast of air to create one of the following effects at
a point you can see within range:
* One Medium or smaller creature that you choose must succeed on a Strength saving
throw or be pushed up to 10 feet away from you.
* You create a small blast of air capable of moving one object that is neither held
nor carried and that weighs no more than 5 pounds. The object is pushed up to 10
feet away from you. It isn’t pushed with enough force to cause damage.
* You create a harmless sensory affect using air, such as causing leaves to rustle,
wind to slam shutters shut, or your clothing to ripple in a breeze.
* You can make a harmful blast of wind. Make a ranged creation attack against a
creature you can see within range. On a hit, you deal 1d8 of your choice of
bludgeoning, piercing, or slashing.
**At Higher Levels.** This trick’s damage increases by 1d8 when you reach 5th level
(2d8), 11th level (3d8), and 17th level (4d8).
\page
### 1st Level
#### Absorption
*1st-level abjuration*
___
- **Casting Time:** 1 reaction, which you take when you take acid, cold, fire,
lightning, or thunder damage
- **Range:** Self
- **Components:** S
- **Duration:** 1 round
You capture some of the incoming energy, lessening its effect on you and storing it
for your next melee attack. You have resistance to the triggering damage type until
the start of your next turn. Also, the first time you hit with a melee attack on
your next turn, the target takes an extra 1d8 damage of the triggering type, and
the creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the extra damage increases by 1d8 for each slot level above 1st.
You point your finger, and the creature that damaged you is momentarily splashed
with highly corrosive acid. The creature must make a Constitution saving throw. On
a failure, the target takes 5d4 acid damage, and an additional 3d4 at the end of
their next turn. On a success, they take only half of the initial damage.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, both the initial and additional damage increases by 1d4 for each slot
level above 1st.
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.
```
```
#### Alacrity
*1st-level divination*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S
- **Duration:** 8 hours
You touch a willing creature. For the duration, the target can add 1d8 to its
initiative rolls.
You set an alarm against unwanted intrusion. Choose a 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 whenever a tiny or larger creature touches or enters the
designated area. When you use this creation, you can designate creatures that won’t
set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the
warded area. This ping awakens you if you are sleeping. An audible alarm produces
the sound of a hand bell for 10 seconds within 60 feet.
Through experience with wildlife, you convince a beast that you mean it no harm.
Choose a beast that you can see within 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
your companions harms the target, the creation ends.
**At Higher Levels:** When you use this creation with a creation slot of 2nd level
or higher, you can affect one additional beast for each slot level above 1st.
#### Bane
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Components:** V, S, M (a drop of blood)
- **Duration:** Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make
Charisma saving throws. Whenever a target that fails this saving throw makes an
attack roll or a saving throw before the creation ends, the target must roll a d4
and subtract the number rolled from the attack roll or saving throw.
**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.
\page
#### Beacon
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** A point within range
- **Components:** V, S
- **Duration:** 1 hour
A 60-foot-radius sphere of light spreads out from a point you choose within range.
The sphere is bright light and sheds dim light for an additional 60 feet.
If you chose a point on an object you are holding or one that isn’t being worn or
carried, the light shines from the object and moves with it. Completely covering
the affected object with an opaque object, such as a bowl or a helm, blocks the
light.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, It lasts 8 hours. When you use this creation with a creation slot of 5th
level or higher, it lasts 24 hours. When you use this creation with a creation slot
of 7th level or higher, it lasts 7 days. When you use this creation with a creation
slot of 9th level or higher, it lasts until it is deactivated.
#### Bless
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Components:** V, S, M (a drop of water)
- **Duration:** Concentration, up to 1 minute
You give aid to three creatures of your choice within range. Whenever a target
makes an attack roll or a saving throw before the spell ends, the target can roll a
d4 and add the number rolled to the attack roll or saving throw.
**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.
#### Boost
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A creature
- **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 creation slot of 2nd level
or higher, you can target one additional creature for each slot level above 1st.
```
```
You cause complaining and minor aggression to spring to life. Choose a creature
within range, forcing them to make a Wisdom saving throw. On a failed save, a
target bickers and argues with other creatures for the duration. During this time,
it is incapable of meaningful communication and has disadvantage on attack rolls
and ability checks. At the end of each of an affected creature's turns, it can
repeat the saving throw, ending the effect on a success.
**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.
You unleash a stream of acid that shoots out in a line 30 feet long and 5 feet wide
in a direction you choose. Each creature in the line must succeed on a Dexterity
saving throw or be covered in acid for the spell’s duration or until a creature
uses its action to scrape or wash the acid off itself or another creature. A
creature covered in the acid takes 2d4 acid damage at start of each of its turns.
**At Higher Levels.** When you use this creation with a creation slot 2nd level or
higher, the damage increases by 2d4 for each slot level above 1st.
You attempt to charm a humanoid you can see within range. It must make a Wisdom
saving throw, and does so with advantage if you or your companions are fighting it.
If it fails the saving throw, it is charmed by you until the creation ends or until
you or your companions do anything harmful to 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.
\page
You spray various substances to blind a bunch of creatures. Roll 6d10; the total is
how many hit points of creatures this spell can effect. Creatures in a 15-foot cone
originating from you are affected in ascending order of their current hit points
(ignoring unconscious creatures and creatures that can’t see). Starting with the
creature that has the lowest current hit points, each creature affected by this
creation is blinded until the creation ends. Subtract each creature’s hit points
from the total before moving on to the creature with the next lowest hit points. A
creature’s hit points must be equal to or less than the remaining total for that
creature to be affected.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, roll an additional 2d10 for each slot level above 1st.
#### Command
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** A creature you can see within range
- **Components:** V
- **Duration:** 1 round
You speak a one-word command to a creature you can see within range. The target
must succeed on a Wisdom saving throw or follow the command on its next turn. The
creation has no effect if the target is undead, if it doesn’t understand your
language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other
than one described here. If you do so, the GM determines how the target behaves. If
the target can’t follow your command, the creation ends.
* Approach. The target moves toward you by the shortest and most direct route,
ending its turn if it moves within 5 feet of you.
* Drop. The target drops whatever it is holding and then ends its turn.
* Flee. The target spends its turn moving away from you by the fastest available
means.
* Grovel. The target falls prone and then ends its turn.
* Halt. The target doesn’t move and takes no actions. A flying creature stays
aloft, provided that it is able to do so. If it must move to stay aloft, it flies
the minimum distance needed to remain in the air.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, you can affect one additional creature for each slot level above 1st.
The creatures must be within 30 feet of each other when you target them.
```
```
You quickly construct a cannon in an unoccupied space within range. For the
duration, the cannon creates its own ammunition, but still requires Clean and
Reload. Rules for cannons are shown in the Mounts and Vehicles section of Chapter
4: Equipment and Items. The cannon's damage spread DC uses your creation save DC.
When you use the cannon, you can make an ranged creation attack roll instead of
using the cannon normally.
While the cannon is within 30 feet of you, you can use the cannon as if you were
next to it, either to fire or clean and reload it. The cannon constructed is an 8-
pounder (2d10).
The cannon counts as a Large Object with an AC equal to 13 + the level of the
creation used, and a number of hit points equal to 30 + 10 for each creation level
above 2nd. When the cannon's hit points reach 0, or when the creation ends, the
cannon is destroyed.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
the cannon you construct is now a 12-pounder (3d10). When you use this creation
with a creation slot of 3rd level the cannon you construct is now a 18-pounder
(4d10). When you use this creation with a creation slot of 4th level the cannon you
construct is now a 24-pounder (6d10). When you use this creation with a creation
slot of 5th level the cannon you construct is now a 36-pounder (8d10).
#### Countershock
*1st-level evocation*
___
- **Casting Time:** 1 reaction, which you take in response to being damaged by a
creature within 60 feet of you that you can see
- **Range:** 60 feet
- **Target:** The creature that damaged you
- **Components:** V, S
- **Duration:** Instantaneous
You point your finger, and the creature that damaged you is momentarily overloaded
with electrical energy. The creature must make a Constitution saving throw. On a
failure, the target takes 2d10 lightning damage and cannot take reactions until the
end of their next turn. On a success, they take half damage.
**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.
\page
#### Create or Destroy Water
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Target:** See text
- **Components:** V, S, M (A drop of water or grain of sand)
- **Duration:** Instantaneous
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, you create or destroy 10 additional gallons of water, or the size of the
cube increases by 5 feet, for each slot level above 1st.
A creature you touch regains a number of hit points equal to 1d10 + your creativity
ability modifier. This creation has no effect on undead or constructs.
**At Higher Levels.** When you use this creation using a creation slot of 2nd level
or higher, the healing increases by 1d10 for each slot level above 1st.
For the duration, you can sense the presence and location of poisons, poisonous
creatures, and diseases within 30 feet of you. You also identify the kind of
poison, poisonous creature, or disease in each case.
The creation can penetrate most barriers, but it is blocked by 1 foot of stone, 1
inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
```
```
#### Disguise
*1st-level illusion*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Target:** Self
- **Components:** V, S
- **Duration:** 1 hour
You make yourself – including your clothing, armor, weapons, and other belongings
on your person – look different until the creation ends or until you dismiss it, no
action required. You can seem 1 foot shorter or taller and can appear thin, fat, or
in between. You can’t change your body type, so you must adopt a form that has the
same basic arrangement of limbs. Otherwise, the extent of the disguise is up to
you.
To discern that you are disguised, a creature can use its action to inspect your
appearance and must succeed on an Intelligence (Investigation) check against your
creation save DC.
You use this creation on an object no more than 1 foot on a side, doubling the
object's perceived value by adding illusionary flourish or reducing its perceived
value by half with the help of illusionary dents and scratches. Anyone examining
the object must roll an Investigation check against your creation DC.
**At Higher Levels.** When you use this creation with a higher creation slot, you
increase the size of the object by 1 foot per creation slot over 1st.
You play discordant melody that only one creature of your choice within range can
hear, wracking it with immense pain. The target must make a Wisdom saving throw. On
a failed save, it takes 3d8 psychic damage and must immediately use its reaction,
if available, to move as far as its speed allows away from you. The creature
doesn’t move into obviously dangerous ground, such as a fire or a pit. On a
successful save, the target takes half as much damage and doesn’t have to move
away. A deafened creature automatically succeeds on the save.
**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.
\page
A protective shield of elementals surrounds you, covering you and your gear like
armor. You gain 10 temporary hit points for the duration. If a creature hits you
with a melee attack while you have these hit points, the creature takes 10 damage.
The damage type is your choice of acid, fire, cold, lightning, poison, or thunder,
which you choose when you activate this creation.
**At Higher Levels.** When you use this creation with a creation slot of 2nd or 3rd
level, both the temporary hit points and the damage increase to 20. When you use
this creation with a creation slot of 4th or 5th level, both the temporary hit
points and the damage increase to 30. When you use this creation with a creation
slot of 6th or 7th level, both the temporary hit points and the damage increase to
40. When you use this creation with a creation slot of 8th or 9th level, both the
temporary hit points and the damage increase to 50.
You unleash a wave of destructive elements. Choose acid, fire, cold, lightning,
poison, or thunder damage. Each creature in a 15-foot cone must make a Dexterity
saving throw. A creature takes 3d8 of the chosen damage type on a 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.
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.
```
```
While you use this creation, you use the ball of twine to create a circle with a 5-
foot radius on a flat surface within your reach. When you finish, the twine
disappears to become a trap that will release destructive elements when triggered.
The triggering creature must succeed on a saving throw depending on the damage type
chosen, taking 3d8 of the damage type as well as any additional effect on a
failure. On a success, a creature only takes half damage.
**At Higher Levels.** When you use this creation with a creation slot of 2nd or
higher, the creation deals an additional 1d8 damage for each slot level above 1st.
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.
\page
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 your reach. When you finish, the cord or rope
disappears to become a trap.
The trap triggers when a Small creature or larger moves into the designated area.
The triggering creature must succeed on a Dexterity saving throw or fall prone and
be hoisted into the air until it hangs upside down 3 feet above the protected
surface, where it is restrained.
The restrained creature can make a Dexterity saving throw with disadvantage at the
end of each of its turns and ends the restrained effect on a success.
Alternatively, another creature that can reach the restrained creature can use an
action to make an Intelligence (Engineering) check against your creation save DC.
On a success, the restrained effect also ends.
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action.
While restrained by this creation, the target takes 1d6 piercing damage at the
start of each of its turns. A creature restrained by the tendril or one that can
touch the creature can use its action to make a Strength check against your
creation save DC. On a success, the target is freed.
**At Higher Levels.** If you use this creation with a creation slot of 2nd level or
higher, the damage increases by 1d6 for each slot level above 1st. In addition
Large or larger creatures don't have advantage when trying to break out.
```
```
#### Entangle
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 90ft
- **Target:** A point within range
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a
point within range. For the duration, these plants turn the ground in the area into
difficult terrain.
A creature in the area when you use the creation must succeed on a Strength saving
throw or be restrained by the entangling plants until the creation ends. A creature
restrained by the plants can use its action to make a Strength check against your
creation save DC. On a success, it frees itself.
When the creation ends, the plants receed and release any restrained creatures.
**At Higher Levels.** If you use this creation with a creation slot of 2nd level or
higher, you can increase the range of the area by 10ft for each level above 1st.
#### Fairy Lights
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** Each object in a 20-foot cube within range
- **Components:** V
- **Duration:** Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in colorful light (your
choice). Any creature in the area when the creation is cast is also outlined in
light if it fails a Dexterity saving throw. For the duration, objects and affected
creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the
attacker can see it, and the affected creature or object can’t benefit from being
invisible.
**At Higher Levels.** If you use this creation with a creation slot of 3rd level,
the duration increases to 10 minutes with concentration. If you use this creation
with a creation slot of 5th level, the duration increases to 1 hour with
concentration.
If you use this creation with a creation slot of 7th level, the duration increases
to 10 minutes with concentration. If you use this creation with a creation slot of
9th level, the duration increases to 24 hours.
\page
You awaken the sense of mortality in one creature you can 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.** 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.
#### Flashbang
*1st-level evocation*
___
- **Casting Time:** 1 reaction, which you take in response to being damaged by a
creature within 60 feet of you that you can see
- **Range:** 60 feet
- **Target:** The creature that damaged you
- **Components:** V, S
- **Duration:** Instantaneous
You point your finger, and the creature that damaged you is momentarily enveloped
in a radiant burst of blinding light. The creature must make a Constitution saving
throw. On a failure, the target takes 2d10 radiant damage and becomes blinded until
the end of its next turn. On a success, they take half damage.
**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.
```
```
A floating barrier appears and surrounds a creature of your choice within range,
granting it a +2 bonus to AC for the duration.
**At Higher Levels.** If you use this creation with a creation slot of 3rd level,
the duration increases to 1 hour with concentration. If you use this creation with
a creation slot of 5th level, the duration increases to 8 hours with concentration.
If you use this creation with a creation slot of 7th level, the duration increases
to 24 hours with concentration. If you use this creation with a creation slot of
9th level, the duration increases to 7 days without concentration.
You create a 20-foot-radius sphere of fog centered on a point within range. The
sphere spreads around corners, and its area is heavily obscured. It lasts for the
duration or until a wind of moderate or greater speed (at least 10 miles per hour)
disperses it.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the radius of the fog increases by 20 feet for each slot level above
1st.
You point your finger, and the creature that damaged you is momentarily forced to
feel immense empathy for the damage it inflicted. The creature must make an
Intelligence saving throw. On a failure, the target takes 2d10 psychic damage and
cannot willingly target you with a harmful effect or attack until the end of its
next turn. On a success, they take half damage.
**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.
\page
You point your finger, and the creature that damaged you is momentarily covered in
piercing frost. The creature must make a Constitution saving throw. On a failure,
the target takes 2d10 cold damage and their movement speed is halved until the end
of their next turn.
**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.
You touch a willing creature who isn't wearing armor, and a protect it for the
duration. The target's base AC becomes 13 + its Dexterity modifier. The creation
ends if the target dons armor or if you dismiss the creation, no action required.
#### Grease
*1st-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60ft
- **Target:** A 10-foot square centered on a point within range
- **Components:** V, S, M (a bit of butter)
- **Duration:** 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range
and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a
Dexterity saving throw or fall prone. A creature that enters the area or ends its
turn there must also succeed on a Dexterity saving throw or fall prone.
**At Higher Levels.** When you use this creation using a creation slot of 2nd level
or higher, you can create an additional 10-foot square within range for each level
above 1st.
```
```
You instantaneously cause a Large tree to grow in a chosen space within range. If a
creature is within the space, it is shunted to the closest, safest place. The tree
has 16 AC and 40 hit points.
**At Higher Levels.** When you use this creation using a creation slot of 3rd or
4th level, the tree's size increases by becomes Huge, its AC becomes 18, and its HP
becomes 80. When you use this creation with a creation slot of 5th level or higher,
the tree's size becomes Gargantuan, its AC becomes 20, and its HP becomes 120.
A creature of your choice that you can see within range regains hit points equal to
1d6 + your creativity ability modifier. This creation has no effect on undead or
constructs.
**At Higher Levels.** When you use this creation using a creation slot of 2nd level
or higher, the healing increases by 1d6 for each slot level above 1st.
#### Heroism
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A willing creature you touch
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You instill bravery into a willing creature you touch. Until the creation ends, the
creature is immune to being frightened and gains 5 temporary hit points at the
start of each of its 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.
\page
#### Hex
*1st-level enchantment*
___
- **Casting Time:** 1 bonus action
- **Range:** 90ft
- **Components:** V, S, M (a newt's eye)
- **Duration:** Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the creation
ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability when you use this creation. The target has
disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this creation ends, you can use a bonus
action on a subsequent turn of yours to curse a new creature.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th
level, you can maintain your concentration on the creation for up to 8 hours. When
you use a creation slot of 5th level or higher, you don't need maintain your
concentration on the creation and it lasts 24 hours.
A creature of your choice that you can see within range falls into fits of laughter
if this creation affects it. The target must succeed on a Wisdom saving throw or
fall prone, becoming incapacitated and unable to stand up for the duration. A
creature with an Intelligence score of 4 or less isn’t affected.
At the end of each of its turns, and each time it takes damage, the target can make
another Wisdom saving throw. The target has advantage on the saving throw if it’s
triggered by damage. On a success, the creation ends.
**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.
```
```
You choose a creature you can see within range and mark it as your target. Until
the creation ends, you deal an extra 1d6 damage to the target whenever you hit it
with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom
(Survival) check you make to find it. If the target drops to 0 hit points before
this creation ends, you can use a bonus action on a subsequent turn of yours to
mark a new creature.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th
level, you can maintain your concentration on the creation for up to 8 hours. When
you use a creation slot of 5th level or higher, you don't need maintain your
concentration on the creation and it lasts 24 hours.
You launch a shard of ice at one creature within range. Make a ranged creation
attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or
miss, the shard then explodes. The target and each creature within 5 feet of the
point where the ice exploded must succeed on a Dexterity saving throw or take 2d6
cold damage.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the cold damage increases by 2d6 for each slot level above 1st.
You choose one object that you must touch throughout the usage of this creation. If
it is a mastercraft item or some other similar object, you learn its properties and
how to use them, and how many charges it has, if any. You learn whether any
creations are affecting the item and what they are. If the item was created by a
creation, you learn which creation created it.
If you instead touch a creature throughout the usage, you learn what creations or
similar effects, if any, are currently 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.
\page
Music of a style you choose fills the air around you in a 30-foot radius. The music
spreads around corners and can be heard from up to 100 feet away. The music moves
with you, centered on you for the duration.
Until the creation ends, you make Charisma (Performance) checks with advantage. In
addition, you can use a bonus action on each of your turns to beguile one creature
you choose within 30 feet of you that can see you and hear the music. The creature
must make a Charisma saving throw. If you or your companions are attacking it, the
creature automatically succeeds on the saving throw. On a failure, the creature
becomes friendly to you for as long as it can hear the music and for 1 hour
thereafter. You make Charisma (Deception) checks and Charisma (Persuasion) checks
against creatures made friendly by this creation with advantage.
A ray of sickening energy lashes out toward a creature within range. Make a ranged
creation attack against the target. On a hit, the target takes 2d8 poison damage
and must make a Constitution saving throw. On a failed save, it is also poisoned
for up to 1 minute, with concentration. At the end of each of the target's turns,
they can remake the Constitution saving throw, ending the effect on a successful
save.
**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.
You cause a creature to become grieviously wounded. Make a melee creation attack
against a creature you can reach. On a hit, the target takes 4d10 necrotic damage.
**At Higher Levels.** When you use this creation using a creation slot of 2nd level
or higher, the damage increases by 1d10 for each slot level above 1st.
```
```
You write on parchment, paper, or some other suitable writing material using
special ink that lasts for the duration.
To you and any creatures you designate when you use this creation, the writing
appears normal, written in your hand, and conveys whatever meaning you intended
when you wrote the text. To all others, the writing appears as if it were written
in an unknown and unintelligible script.
After the creation ends the invisible texts disappears. A creature with truesight
can read the hidden message.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the duration increases by an additional 10 days for each slot above 2nd
level. When you use a 5th level or higher creation slot, the text becomes
permanent.
#### Jump
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a grasshopper's leg)
- **Duration:** 1 minute
You touch a creature. The creature’s jump distance is tripled until the creation
ends.
**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.
#### Karma
*1st-level evocation*
___
- **Casting Time:** 1 reaction, which you take in response to being damaged by a
creature within 60 feet of you that you can see
- **Range:** 60 feet
- **Target:** The creature that damaged you
- **Components:** V, S
- **Duration:** Instantaneous
You point your finger, and the creature that damaged you is momentarily forced to
suffer the consequences of harming you. The creature must make a Constitution
saving throw. On a failure, the target takes 2d10 necrotic damage and cannot regain
hit points until the end of its next turn. On a success, they take half damage.
**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.
\page
#### Levitate
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a piece of leather)
- **Duration:** Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises
vertically, up to 20 feet, and remains suspended there for the duration. The
creation can levitate a target that weighs up to 500 pounds. An unwilling creature
that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface
within reach (such as a wall or a ceiling), which allows it to move as if it were
climbing. You can change the target’s altitude by up to 20 feet in either direction
on your turn. If you are the target, you can move up or down as part of your move.
Otherwise, you can use your action to move the target, which must remain within the
creation’s range.
When the creation ends, the target floats gently to the ground if it is still
aloft.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, you can target one additional creature or loose object for each slot
level above 1st. The creatures or objects must be within 30 feet of each other when
you target them.
#### Missiles
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120ft
- **Target:** A creature of your choice that you can see within range
- **Components:** V, S
- **Duration:** Instantaneous
You create three homing projectiles. Each projectile hits a creature of your choice
that you can see within range. A projectile deals 1d4 + 2 force damage to its
target. The darts all strike simultaneously, and you can direct them to hit one
creature or several.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the creation creates one more dart for each slot above 1st.
#### Puppet
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 120ft
- **Components:** V
- **Duration:** Instantaneous
Your gesture forces one humanoid you can see within range to make a Constitution
saving throw. On a failed save, the target must move up to its speed in a direction
you choose. In addition, you can cause the target to drop whatever it is holding.
This creation has no effect on a humanoid that is immune to being charmed.
**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.
All food and drink within a 5-foot-radius sphere centered on a point of your choice
within range is purified and rendered free of poison and disease.
You unleash a flash of light toward a creature of your choice within range. Make a
ranged creation attack against the target. On a hit, the target takes 4d6 radiant
damage, and the next attack roll made against this target before the end of your
next turn has advantage, thanks to the dim light glittering on the target until
then.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the damage increases by 1d6 for each slot level above 1st.
#### Retreat
*1st-level transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Self
- **Target:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
This creation allows you to move at an incredible pace. When you use this creation,
and then as a bonus action on each of your turns until the creation ends, you can
take the Dash action.
**At Higher Levels.** When you use this creation with. a creation slot of 2nd
level, you increase the duration to 1 hour with concentration. When you use this
creation with. a creation slot of 3rd level, you increase the duration to 8 hours
with concentration.
When you use this creation with a creation slot of 4th level, you increase the
duration to 24 hours with concentration. When you use this creation with a creation
slot of 5th level, you increase the duration to 24 hours.
\page
#### Reverb
*1st-level evocation*
___
- **Casting Time:** 1 reaction, which you take in response to being damaged by a
creature within 60 feet of you that you can see
- **Range:** 60 feet
- **Target:** The creature that damaged you
- **Components:** V, S
- **Duration:** Instantaneous
You point your finger, and the creature that damaged you is momentarily assaulted
by immense vibrations. The creature must make a Strength saving throw. On a
failure, the target takes 2d10 thunder damage and is either knocked 10ft backwards
or knocked prone (your choice). On a success, they take half damage.
**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.
#### Sanctuary
*1st-level abjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** 30ft
- **Target:** A creature within range
- **Components:** V, S, M (a small mirror)
- **Duration:** 1 minute
You protect a creature within range against all attacks. Until the creation ends,
any creature who targets the protected creature with an attack, harmful creation,
or effect must first make a Wisdom saving throw. On a failed save, the creature
must choose a new target or lose the attack, creation, or other effect. This
creation doesn’t protect the creature from area effects, such as the explosion of a
fireball.
If the protected creature makes an attack, creation, or other effect that affects
an enemy creature, this creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, you can target one creature to protect within range for each slot above
1st.
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 2nd level or
higher, the initial extra damage dealt by the attack increases by 1d6 for each
slot.
#### Shield
*1st-level abjuration*
___
- **Casting Time:** 1 reaction, which you take when you are hit by an attack or
targeted by the missiles creation
- **Range:** Self
- **Components:** V, S
- **Duration:** 1 round
A barrier appears in your defense. Until the start of your next turn, you have a +5
bonus to AC, including against the triggering attack, and you take no damage from
the missiles creation.
When you hit a creature with a ranged weapon attack, you can use your bonus action
to use this creation. This creation launches several sharp projectiles from your
ranged weapon or ammunition. In addition to the normal effect of the attack, the
target of the attack and each creature within 5 feet of it must make a Dexterity
saving throw. A creature takes 2d6 piercing damage on a failed save, or half as
much damage on a successful one.
**At Higher Levels.** If you cast this creation with a creation slot of 2nd level
or higher, the damage increases by 2d6 for each slot level above 1st.
You create the image of an object, a creature, or some other visible phenomenon
that is no larger than a 15-foot cube. The image appears at a spot within range and
lasts for the duration. The image is purely visual; it isn’t accompanied by sound,
smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the
image changes location, you can alter its appearance so that its movements appear
natural for the image. For example, if you create an image of a creature and move
it, you can alter the image so that it appears to be walking.
You deepens a creature’s understanding of its own talent. You touch one willing
creature and give it expertise in one skill of your choice; until the creation
ends, the creature doubles its proficiency bonus for ability checks it makes that
use the chosen skill.
You must choose a skill in which the target is proficient and that isn’t already
benefiting from an effect, such as Expertise, that doubles its proficiency bonus.
**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 above 1st.
#### Sleep
*1st-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 90ft
- **Components:** V, S, M (a pinch of sand)
- **Duration:** 1 minute
This creation sends creatures into slumber. Roll 5d8, the total is how many hit
points of creatures this creation can affect. Creatures within 20 feet of a point
you choose within range are affected in ascending order of their current hit points
(ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature
affected by this creation falls unconscious until the creation ends, the sleeper
takes damage, or someone uses an action to shake or slap the sleeper awake.
Subtract each creature’s hit points from the total before moving on to the creature
with the next lowest hit points. A creature’s hit points must be equal to or less
than the remaining total for that creature to be affected. Undead and creatures
immune to being charmed aren’t affected by this creation.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, roll an additional 2d8 for each slot level above 1st.
You gain the ability to comprehend and verbally communicate with beasts for the
duration. The knowledge and awareness of many beasts is limited by their
intelligence, but at minimum, beasts can give you information about nearby
locations and creatures, including whatever they can perceive or have perceived
within the past day. You might be able to persuade a beast to perform a small favor
for you, at the GM’s discretion.
```
```
You influence the spirits around you, creating an invisible, mindless, shapeless,
Medium force that performs simple tasks at your command until the creation ends.
The servant springs into existence in an unoccupied space on the ground within
range. It has AC 10, 1 hit point, and a Strength of 10, and it can’t attack. If it
drops to 0 hit points, the creation ends.
Once on each of your turns as a bonus action, you can mentally command the servant
to move up to 15 feet and interact with an object. The servant can perform simple
tasks that a human servant could do, such as fetching things, cleaning, mending,
folding clothes, lighting fires, serving food, and pouring wine. Once you give the
command, the servant performs the task to the best of its ability until it
completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet
away from you, the creation ends.
#### Stonesculpt
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a piece of clay)
- **Duration:** Instantaneous
You touch a stone object of Medium size or smaller or a section of stone no more
than 5 feet in any dimension and form it into any shape that suits your purpose.
So, for example, you could shape a large rock into a weapon, idol, or coffer, or
make a small passage through a wall. You could also shape a stone door or its frame
to seal the door shut. The object you create can have up to two hinges and a latch,
but finer mechanical detail isn’t possible.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the stone you can sculpt increases by one size or an additional 5ft in
each dimension if it is an area of a larger piece of stone. You can use this
creation with at most a 5th level slot, Colassal size or 25ft in each dimension.
#### Superfood
*1st-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** See text
- **Components:** V, S, M (a seed)
- **Duration:** Instantaneous
You create up to ten pellets appear in your hand and are infused with vitamins,
protiens, and minerals for the duration. A creature can use its action to eat one
pellet. 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.
\page
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action.
Your weapon rings with thunder that is audible within 300 feet of you, and the
attack deals an extra 2d6 thunder damage to the target. Additionally, if the target
is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away
from you and knocked prone.
**At Higher Levels.** When you use this creation with a creation slot of 2nd level
or higher, the creation deals an extra 1d6 thunder damage for each slot above 1st.
#### Thunderwave
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (15-foot cube)
- **Target:** Self (15-foot cube)
- **Components:** V, S
- **Duration:** Instantaneous
You unleash a wave of thunderous force. Each creature in a 15-foot cube originating
from you must make a Constitution saving throw. On a failed save, a creature takes
3d10 thunder damage and is pushed 10 feet away from you. On a successful save, the
creature takes half as much damage and isn’t pushed. In addition, unsecured objects
that are completely within the area of effect are automatically pushed 10 feet away
from you by the creation’s effect, and the spell emits a thunderous boom audible
out to 300 feet.
**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.
#### Tremor
*1st-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (15-foot radius)
- **Components:** V, S
- **Duration:** Instantaneous
You cause a tremor in the ground in a 15-foot radius. Each creature other than you
in that area must make a Dexterity saving throw. On a failed save, a creature takes
2d8 bludgeoning damage and is knocked prone. If you choose to, yoy can cause the
surrounding area to become difficult terrain until cleared.
**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.
```
```
You cause a momentary distract the triggering creature and turn its uncertainty
into encouragement for another creature. The triggering creature must reroll the
d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose
yourself). The chosen creature has advantage on the next attack roll, ability
check, or saving throw it makes within 1 minute. A creature can be empowered by
only one use of this creation at a time.
You point your finger, and the creature that damaged you is momentarily surrounded
by vengeful flames. The creature takes 2d10 fire damage.
**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.
You point your finger, and the creature that damaged you is momentarily splashed
with a virulent poison. The creature must make a Constitution saving throw. On a
failure, the target takes 2d10 poison damage and is poisoned until the end of their
next turn. On a success, they take half damage.
**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.
\page
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action.
Your attack deals an extra 1d8 psychic damage. Additionally, if the target is a
creature, it must make a Wisdom saving throw or be frightened of you for 1 minute.
At the end of each of the creature's turns, the creature can make a Wisdom saving
throw against your creation save DC to steel its resolve and end this effect.
**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.
A beam of crackling, blue energy lances out toward a creature within range, forming
a sustained arc of lightning between you and the target. Make a ranged creation
attack against that creature. On a hit, the target takes 1d12 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.
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.
\page
### 2nd Level
#### Acid Arrow
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a rhubarb leaf)
- **Duration:** Instantaneous
A green arrow of acid streaks toward a target within range and bursts in a spray of
acid. Make a ranged creation attack against the target. On a hit, the target takes
6d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a
miss, the arrow splashes the target with acid for half as much of the initial
damage and no damage at the end of its next turn.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, the damage (both initial and later) increases by 1d4 for each slot level
above 2nd.
#### Aid
*2nd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Components:** V, S, M (a tiny strip of white cloth)
- **Duration:** 8 hours
You bolsters your allies with toughness and resolve. Choose up to three creatures
within range. Each target’s hit point maximum and current hit points increase by 5
for the duration.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, a target’s hit points increase by an additional 5 for each slot level
above 2nd.
#### Antagonize
*2nd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Components:** V, S
- **Duration:** Instantaneous
You speak words that antagonize one creature of your choice within range. The
target must make a Wisdom saving throw. On a failed save, it takes 4d4 psychic
damage and must immediately use its reaction, if available, to make a melee attack
against another creature of your choice that you can see. If no other creature is
within range, the target has disadvantage on the next attack roll it makes before
the start of your next turn.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, the target takes an additional 2d4 damage for each slot level above 2nd.
```
```
This sword lasts until the creation ends. It counts as a simple melee weapon with
which you are proficient. It deals 3d6 either acid, radiant, cold, fire, lightning,
necrotic, poison, or thunder damage on a hit and has the finesse, light, and thrown
properties (range 20/60). You choose the damage type when you initally use this
creation. The blade sheds bright light in a 10-foot radius and dim light for an
additional 10 feet.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, the damage increases by 1d6 for every two slot levels above 2nd.
You assume a different form. When you use this creation, choose one of the
following options, the effects of which last for the duration of the creation.
While the creation lasts, you can end one option as an action to gain the benefits
of a different one.
**Change Appearance.** You transform your appearance. You decide what you look
like, including your height, weight, facial features, sound of your voice, hair
length, coloration, and distinguishing characteristics, if any.
You can make yourself appear as a member of another race, though none of your
statistics change. You also don’t appear as a creature of a different size than
you, and your basic shape stays the same; if you're bipedal, you can’t use this
creation to become quadrupedal, for instance. At any time for the duration of the
creation, you can use your action to change your appearance in this way again.
**Natural Weapons.** You grow claws, fangs, spines, horns, or a different natural
weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or
slashing damage, as appropriate to the natural weapon you chose, and you are
proficient with your unarmed strikes. Finally, the natural weapon has a +1 bonus to
the attack and damage rolls you make using it.
\page
**At Higher Levels.** When you use this creation using a slot of 3rd or 4th level,
you can maintain your concentration on the creation for up to 8 hours. When you use
a creation slot of 5th level or higher, you can maintain your concentration on the
creation for up to 24 hours.
You attempt to divine the future by employing some other divining tool. You receive
an omen about the results of a specific course of action that you plan to take
within the next 30 minutes. The GM chooses from the following possible omens:
* Weal, for good results
* Woe, for bad results
* Weal and woe, for both good and bad results
* Nothing, for results that aren’t especially good or bad
The creation doesn’t take into account any possible circumstances that might change
the outcome, such as the loss or gain of a companion.
#### Blindness/Deafness
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V
- **Duration:** 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to
make a Constitution saving 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 slot of 3rd level or
higher, you can target one additional creature for each slot level above 2nd.
#### Blur
*2nd-level illusion*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V
- **Duration:** Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the
duration, any creature has disadvantage on attack rolls against you. An attacker is
immune to this effect if it doesn't rely on sight, as with blindsight, or can see
through illusions, as with truesight.
```
```
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action.
The weapon gleams with overpowering radiance as you strike. The attack deals an
extra 2d8 radiant damage to the target, which becomes visible if it's invisible,
and the target sheds dim light in a 5-foot radius and can't become invisible for 1
minute.
**At Higher Levels.** When you use this creation using a slot of 3rd level or
higher, the extra damage increases by 1d8 for each slot level above 2nd.
You create a bubble around the entire body of a willing creature you can see within
range. The bubble is filled with fresh air that lasts until the creation ends. The
bubble forms around the creature, allowing them to move their limbs in and out of
the bubble, as well as remain unaffected by underwater pressures.
The bubbles are durable enough that they can have things pass through them without
popping, however certain actions may cause them to pop.
* Remaining outside of water for an hour straight.
* The creature inside takes 60 damage in a single turn.
* If the creature inside leaves the bubble for 10 minutes.
* If the creature inside chooses to end their bubble as a free action.
**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 a 5th level slot, the user can instead increase the casting time to 24
hours, and target structure such as a ship, allowing those inside to benefit from
bubble coating. The creation's duration becomes 1 week, and the damage needed to
pop the bubble becomes 240 in a single turn.
\page
You a touch a ship within range that has at least 1 hit point remaining. You cause
it to burst forwards. For the duration, the movement speed of the ship is doubled.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or 4th
level, the creation lasts 8 hours. When you use this creation with a 5th level
creation slot, the duration increases to 24 hours.
You call forth a beast to your aid. It manifests in an unoccupied space that you
can see within range. This beast uses the Called Beast stat block. When you use
this creation, choose an environment: Air, Land, or Water. The creature resembles
an animal of your choice that is native to the chosen environment, which determines
certain traits in its stat block. The creature disappears when it drops to 0 hit
points or when the creation ends.
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, use the higher level where the creation’s level appears in the stat
block.
___
> ## Called Beast
>*Medium beast*
> ___
> - **Armor Class** 12 + the level of the creation (natural armor)
> - **Hit Points** 20 (Air only) or 30 (Land and Water only) + 10 for each creation
level above 2nd
> - **Speed** 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft.
(Water only)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|14 (+2)|16 (+3)|6 (-2)|14 (+2)|6 (-2)|
>___
> - **Senses** darkvision 60 ft., passive Perception 12
> - **Languages** Understands the language you speak
> ___
> **Flyby (Air Only).** The beast doesn’t provoke opportunity attacks when it flies
out of an enemy’s reach.
>
> **Pack Tactics (Land and Water Only).** The beast has advantage on an attack roll
against a creature if at least one of the beast’s allies is within 5 feet of the
creature and the ally isn’t incapacitated.
>
> **Water Breathing (Water Only).** The beast can breathe only underwater.
> ### Actions
> ***Multiattack.*** The beast makes a number of attacks equal to half this
creation’s level (rounded down).
>
>***Maul.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach
5ft., one target. *Hit* 2d6 + 4 + the creation’s level bludgeoning, piercing, or
slashing damage (beast's choice).
\page
You can suppress any effect causing a target to be charmed or frightened. When this
creation ends, any suppressed effect resumes, provided that its duration has not
expired in the meantime.
Alternatively, you can make a target indifferent about creatures of your choice
that it is hostile toward. This indifference ends if the target is attacked or
harmed by a creation or if it witnesses any of its friends being harmed. When the
creation ends, the creature becomes hostile again, unless the DM rules otherwise.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, the radius increases by 10ft for each level above 2nd.
You fill the air with spinning daggers in a cube 5 feet on each side, centered on a
point you choose within range. A creature takes 4d4 slashing damage when it enters
the creation’s area for the first time on a turn or starts its turn there.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, the damage increases by 2d4 for each slot level above 2nd.
**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.
```
```
After using this creation, you construct a structure that fits with 15ft cube of
space. If any creatures were in the space where you constructed the hut, they are
safely shunted to the nearest unoccupied square. The hut has 16 AC and 50 hit
points, and it has furniture inside, the design and arrangement of which is up to
you.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can it's area by an additional 15 feet, increase its AC by 1, and
increase its HP by 25, for each level above 2nd.
You attempt to hijack control of a single machine within range. For the purposes of
this creation, a machine counts as any device that utilizes complex mechanisms such
as electricity, circuitry, hydraulics, etc. An unoccupied machine is automatically
put under your control.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, you can target an additional machine for each slot level above 2nd. Each
machine must be within 30 feet of eachother.
You create 45 pounds of food and 30 gallons of water on the ground or in containers
within range, enough to sustain up to fifteen humanoids or five steeds for 24
hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The
water is clean and doesn’t go bad.
\page
#### Darkness
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, M (a piece of coal)
- **Duration:** Concentration, up to 10 minutes
Darkness spreads from a point you choose within range to fill a 15-foot radius
sphere for the duration. The darkness spreads around corners. A creature with
darkvision can’t see through this darkness, and normal light can’t illuminate it.
If the point you choose is on an object you are holding or one that isn’t being
worn or carried, the darkness emanates from the object and moves with it.
Completely covering the source of the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.
If any of this creation’s area overlaps with an area of light created by a creation
of 2nd level or lower, the spell that created the light is deactivated, unless it
comes from Beacon.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, the radius increases by 5ft for each slot level above 2nd.
#### Darkvision
*2nd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A willing creature
- **Components:** V, S, M (a carrot)
- **Duration:** 8 hours
You touch a willing creature to grant it the ability to see in the dark. For the
duration, that creature has darkvision out to a range of 60 feet. If the creature
already had darkvision, it instead extends its range by 30 feet.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, you can target an additional willing creature for each slot level above
2nd.
You touch one willing creature and give it the ability to spew energy from its
mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until
the creation ends, 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.
```
```
You choose a 5-foot-square unoccupied space on the ground that you can see within
range. A Medium hand made from compacted soil rises there and reaches for one
creature you can see within 5 feet of it. The target must make a Strength saving
throw. On a failed save, the target takes 2d8 bludgeoning damage and is restrained
for the creation’s duration.
As an action, you can cause the hand to crush the restrained target, who must make
a Strength saving throw. It takes 2d8 bludgeoning damage on a failed save, or half
as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check
against your creativity save DC. On a success, the target escapes and is no longer
restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move
to a different unoccupied space within range. The hand releases a restrained target
if you do either.
**At Higher Levels**. When you use this creation using a creation slot of 3rd level
or higher, the damage from both the initial and following actions increases by 1d8
for each slot level above 2nd.
A weapon you touch becomes a mastercraft weapon. Choose one of the following damage
types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a
+1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it
hits.
**At Higher Levels.** When you use this creation using a creation slot of 4th
level, the bonus to attack rolls increases to +2 and the extra damage increases to
2d4. When you use a creation slot of 6th level or higher, the bonus increases to +3
and the extra damage increases to 3d4.
\page
#### Enemies
*2nd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You reach into the mind of one creature you can see and force it to make an
Intelligence saving throw. A creature automatically succeeds if it is immune to
being frightened. On a failed save, the target loses the ability to distinguish
friend from foe, regarding all creatures it can see as enemies until the creation
ends. Each time the target takes damage, it can repeat the saving throw, ending the
effect on itself on a success.
Whenever the affected creature chooses another creature as a target, it must choose
the target at random from among the creatures it can see within range of the
attack, creation, or other ability it’s using. If an enemy provokes an opportunity
attack from the affected creature, the creature must make that attack if it is able
to.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can target an additional creature within range for each slot above 2nd.
Each creature must be within 30ft of eachother.
#### Enfeeblement
*2nd-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
Make a ranged creation attack against a target within range. On a hit, choose an
ability score, either Strength or Dexterity. The target deals only half damage with
weapon attacks that use the chosen ability modifier until the creation ends.
At the end of each of the target’s turns, it can make a Constitution saving throw
against the creation. On a success, the creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can target an additional creature within range for each slot above 2nd.
Each creature must be within 30ft of eachother.
You touch a creature and give it an enhancement. Choose one of the following
effects; the target gains that effect until the creation ends.
**Bull’s Strength.** The target has advantage on Strength checks, and their
carrying capacity doubles.
**Cat’s Grace.** The target has advantage on Dexterity checks. It also doesn’t take
damage from falling 20 feet or less if it isn’t incapacitated.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can target an additional creature within range for each slot above 2nd.
Each creature must be within 30ft of eachother.
#### Enlarge/Reduce
*2nd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 30ft
- **Components:** V, S, M (a pinch of powdered iron)
- **Duration:** Concentration, up to 1 minute
You cause a creature or an object you can see within range to grow larger or
smaller for the duration. Choose either a creature or an object that is neither
worn nor carried. If the target is unwilling, it can make a Constitution saving
throw. On a success, the spell has no effect.
**Enlarge.** The target’s size doubles in all dimensions, and its weight is
multiplied by eight. This growth increases its size by one category – from Medium
to Large, for example. If there isn’t enough room for the target to double its
size, the creature or object attains the maximum possible size in the space
available. Until the spell ends, the target also has advantage on Strength checks
and Strength saving throws. The target’s weapons also grow to match its new size.
While these weapons are enlarged, the target’s attack with them deal 1d4 extra
damage.
**Reduce.** The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by one category
– from Medium to Small, for example. Until the spell ends, the target also has
disadvantage on Strength checks and Strength saving throws. The target’s weapons
also shrink to match its new size. While these weapons are reduced, the target’s
attacks with them deal 1d4 less damage (this can’t reduce the damage below 1).
**At Higher Levels.** When you use this creation using a slot of 3rd, you can
maintain your concentration on the creation for up to 10 minutes, up to 1 hour for
4th level, and up to 24 hours at 5th level.
\page
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 touch the target and
dismiss the creation, the target appears 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 resistance to all damage
except psychic damage. If the target 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 ends.
**At Higher Levels.** When you use this creation using a creation slot of 4th
level, the duration extends to 7 days. When you use a creation slot of 5th level or
higher, the duration lasts 4 weeks.
Your Loyal Mount serves you as a mount, both in combat and out, and you have an
instinctive bond with it that allows you to fight as a seamless unit.
When the Loyal Mount drops to 0 hit points, it disappears. You can also dismiss
your Loyal Mount at any time as an action, causing it to disappear. In either case,
use this creation again calls the same Loyal Mount, restored to its hit point
maximum.
While your Loyal Mount is within 1 mile of you, you can communicate with it
telepathically.
You can’t have more than one Loyal Mount from this creation at a time. As an
action, you can release the Loyal Mount from its service at any time, causing it to
disappear.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, the creature's abilities improve as shown on the statblock.
___
> ## Loyal Mount
>*Large beast, neutral*
> ___
> - **Armor Class** 13 + the level of the creation
> - **Hit Points** 20 + ten times the level of the creation
> - **Speed** (30 + ten times the level of the creation)ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|14 (+2)|8 (-1)|14 (+2)|10 (+0)|
>
>___
> - **Senses** Darkvision 60 ft., passive Perception 12
> - **Languages** Understands one of the languages you speak
> ___
> ***Charge.*** If the Loyal Mount moves at least 20 ft. straight toward a creature
and then hits it with a Slam attack on the same turn, that target must succeed on a
Strength saving throw against your creation DC or be knocked prone. If the target
is prone, the Loyal Mount can make another attack with its Slam attack against it
as a bonus action.
>
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* +your creation attack modifier to hit, reach
10 ft., one target. *Hit:* (2d6 + 2 + the level of the creation) bludgeoning,
piercing, or slashing (your choice).
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere
into a creature, that creature must make the saving throw against the sphere’s
damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and
jump it across pits up to 10 feet wide. 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.
\page
You touch a corpse or other remains. For the duration, the target is protected from
decay and can’t become undead.
The creation also effectively extends the time limit on raising the target from the
dead, since days spent under the influence of this creation don’t count against the
time limit of creations such as revivify, raise dead, and abilties such as the Way
of Mercy's Ultimate Mercy ability.
#### Grounding
*2nd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 300 feet
- **Components:** V
- **Duration:** Concentration, up to 1 minute
You can prevent creatures from taking off the ground. Choose one creature you can
see within range. The target must succeed on a Constitution saving throw or its
flying speed (if any) is reduced to 0 feet for the creations’s duration. An
airborne creature affected by this creation descends at 60 feet per round until it
reaches the ground or the creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can target an additional creature within range for each slot above 2nd.
Each creature must be within 30ft of eachother.
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction
you choose for the creation’s duration. Each creature that starts its turn in the
line must succeed on a Strength saving throw or be pushed 15 feet away from you in
a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves
when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar
unprotected flames in the area. It causes protected flames, such as those of
lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the creation ends, you can change
the direction in which the line blasts from you.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
increases the line to 80 feet long, the wind pushes targets 20ft if they fail the
saving throw, and creatures moving towards you must spend 3 feet for every 1 foot.
When you use this creation with a creation slot of 6th level increases the line to
120 feet long, 15 feet wide, the wind pushes targets 30ft if they fail the saving
throw. When you use this creation with a creation slot of 4th level increases the
line to 180 feet long, 15 feet wide, the wind pushes targets 40ft if they fail the
saving throw, and creatures moving towards you must spend 4 feet for every 1 foot.
Choose a metal object, such as a metal weapon or a suit of heavy or medium metal
armor, that you can see within range. You cause the object to glow red-hot. Any
creature in physical contact with the object takes 2d8 fire damage when you cast
the creation. Until the creation ends, you can use a bonus action on each of your
subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the
creature must succeed on a Constitution saving throw or drop the object if it can.
If it doesn’t drop the object, it has disadvantage on attack rolls and ability
checks until the start of your next turn.
**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.
Choose a humanoid that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. At the end of each of its
turns, the target can make another Wisdom saving throw. On a success, the creation
ends on the target.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, you can target one additional humanoid for each slot level above 2nd.
The humanoids must be within 30 feet of each other when you target them.
\page
#### Hymn of Healing
*2nd-level evocation*
___
- **Casting Time:** 10 minutes
- **Range:** 30 feet
- **Components:** V
- **Duration:** Instantaneous
Up to six creatures of your choice that you can see within range each regain hit
points equal to 2d10 + your creative 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.
A burst of icy cold energy emanates from you in a 30-foot cone. Each creature in
that area must make a Constitution saving throw. On a failed save, a creature takes
3d8 cold damage and is covered in ice for 1 minute or until a creature 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 successful save, a creature takes half as much
damage with no additional effects.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, increase the cold damage by 1d8 for each slot level above 2nd.
One humanoid of your choice that you can see within range must succeed on a Wisdom
saving throw or become charmed by you for the duration.
The charmed target must use its action before moving on each of its turns to make a
melee attack against a creature other than itself that you mentally choose. The
target can act normally on its turn if you choose no creature or if none are within
its reach.
The target can make a Wisdom saving throw at the end of each of its turns. On a
success, the creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 3rd or
higher, you can target an additional creature within range for each slot above 2nd.
Each creature must be within 30ft of eachother.
```
```
#### Invisibility
*2nd-level illusion*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A creature you touch
- **Components:** V, S, M (an eyelash)
- **Duration:** Concentration, up to 1 hour
A creature you touch becomes invisible until the creation 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.
You empower your movement with dancelike steps, giving yourself the following
benefits for the duration:
You touch a creature and can end either one disease or one condition afflicting it.
The condition can be blinded, deafened, paralyzed, or poisoned.
After successfully hitting with a ranged weapon attack, you can use your bonus
action to electrically charge the weapon’s ammunition, or the weapon itself if it’s
a thrown weapon. The target takes an extra 2d8 lightning damage, or half as much
damage on a miss, instead of the weapon’s normal damage.
Whether you hit or miss, each creature within 10 feet of the target must make a
Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a
failed save, or half as much damage on a successful one.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, the damage for both effects of the creation increases by 1d8 for each
slot level above 2nd.
#### Lock
*2nd-level transmutation*
___
- **Casting Time:** 1 bonus action
- **Range:** Touch
- **Target:** A closed door, window, gate, chest, or other entryway
- **Components:** V S M (Gold dust worth at least 250,000 berries, which the
creation consumes)
- **Duration:** Concentration, up to 1 hour
You touch a closed door, window, gate, chest, or other entryway, and it becomes
locked for the duration. You and the creatures you designate when you use this
creation can open the object normally. You can also set a password that, when
spoken within 5 feet of the object, suppresses this creation for 1 minute.
Otherwise, it is impassable until it is broken or the creation is deactivated or
suppressed. Using the knock creation on the object suppresses lock for 10 minutes.
While affected by this creation, the object is more difficult to break or force
open; the DC to break it or pick any locks on it increases by 10.
You reach into the mind of one creature you can see within range. The target must
make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as
much damage on a successful one. On a failed save, you also always know the
target's location until the creation ends, but only while the two of you are on the
same plane of existence. While you have this knowledge, the target can’t become
hidden from you, and if it’s invisible, it gains no benefit from that condition
against you.
**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. Using it at
5th level increases the duration to 24 hours.
You cause a disruption into the mind of one creature you can see within range. The
target must make an Intelligence saving throw. On a failed save, the target takes
3d6 psychic damage, and it can’t take a reaction until the end of its next turn.
Moreover, on its next turn, it must choose whether it gets a move, an action, or a
bonus action; it gets only one of 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.
Three illusory duplicates of yourself appear in your space. Until the creation
ends, the duplicates move with you and mimic your actions, shifting position so
it’s impossible to track which image is real. You can dismiss the illusory
duplicates as a free action.
Each time a creature targets you with an attack during the creation’s duration,
roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s
target to a duplicate. With two duplicates, you must roll an 8 or higher. With one
duplicate, you must roll an 11 or higher.
#### Nevermind
*2nd-level enchantment*
___
- **Casting Time:** 1 reaction, which you take when you speak to another creature
- **Range:** Self
- **Components:** V, S
- **Duration:** Instantaneous
When you use this creation, you skillfully reshape the memories of listeners in
your immediate area, so that each creature of your choice within 5 feet of you
forgets everything you said within the last minute. Those creatures then remember
that you actually said the words you speak as the verbal component of the creation.
\page
You mask yourself and your companions from detection. For the duration, each
creature you choose within 30 feet of you (including you) has a +10 bonus to
Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature
that receives this bonus leaves behind no tracks or other traces of its passage.
You craft an illusion that takes root in the mind of a creature that you can see
within range. The target must make an Intelligence saving throw. On a failed save,
you create a phantasmal object, creature, or other visible phenomenon of your
choice that is no larger than a 10-foot cube and that is perceivable only to the
target for the duration. This creation has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to
the creature.
The target can use its action to examine the phantasm with an Intelligence
(Investigation) check against your creativity save DC. If the check succeeds, the
target realizes that the phantasm is an illusion, and the creation ends.
While a target is affected by the creation, the target treats the phantasm as if it
were real. The target rationalizes any illogical outcomes from interacting with the
phantasm. For example, a target attempting to walk across a phantasmal bridge that
spans a chasm falls once it steps onto the bridge. If the target survives the fall,
it still believes that the bridge exists and comes up with some other explanation
for its fall; it was pushed, it slipped, or a strong wind might have knocked it
off.
An affected target is so convinced of the phantasm’s reality that it can even take
damage from the illusion. A phantasm created to appear as a creature can attack the
target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava
can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic
damage to the target if it is in 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.
```
```
For the duration, a willing creature you touch has resistance to one damage type of
your choice: acid, cold, fire, lightning, or thunder.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, the duration increases to 8 hours. When you use this creation using a
creation slot of 6th level or higher, the duration increases to 24 hours.
You touch a creature. If it is poisoned, you neutralize the poison. If more than
one poison afflicts the target, you neutralize one poison that you know is present,
or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned,
and it has resistance to poison damage.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, the duration increases to 8 hours. When you use this creation using a
creation slot of 6th level or higher, the duration increases to 24 hours.
You make some quick repairs for a ship. As an action, you can restore 60 hit points
to a damaged ship, and restore the ship’s hit point maximum by the same amount.
**At Higher Levels.** When you use this creation using a creation slot of 3rd level
or higher, the hit points and hit point maximum restored increases by 20 for each
slot level above 2nd.
\page
#### Sandstorm
*2nd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a pinch of sand)
- **Duration:** Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. A sandstorm
appears in the cube and lasts for the creation’s duration.
Any creature that ends its turn within 5 feet of the sandstorm must make a Strength
saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is
pushed 10 feet away. On a successful save, the creature takes half as much damage
and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If
the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the
material and forms a 10-foot-radius cloud of debris around itself that lasts until
the start of your next turn. The cloud heavily obscures its area.
**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.
#### Scorch
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Instantaneous
You create three rays of fire and hurl them at targets within range. You can hurl
them at one target or several. Make a ranged creation attack for each ray. On a
hit, the target takes 2d8 fire damage.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, you create one additional ray for each slot level above 2nd.
#### Sending
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Unlimited
- **Components:** V, S, M (a short piece of copper wire)
- **Duration:** 1 round
You send a short message of twenty-five words or less to a creature with which you
are familiar. The creature hears the message in its mind, recognizes you as the
sender if it knows you, and can answer in a like manner immediately. The creation
enables creatures with Intelligence scores of at least 1 to understand the meaning
of your message.
You can send the message across any distance and even to other planes of existence,
but if the target is on a different plane than you, there is a 5 percent chance
that the message doesn't arrive.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, you double the message length for each slot about 2nd.
```
```
You create a sword of gloom in your hand. This sword lasts until the creation ends.
It counts as a simple melee weapon with which you are proficient. It deals 2d8
psychic damage on a hit and has the finesse, light, and thrown properties (range
20/60). In addition, when you use the sword to attack a target that is in dim light
or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn.
Thereafter, while the creation persists, you can use a bonus action to cause the
sword to reappear in your hand.
**At Higher Levels.** When you use this creation with a 3rd or 4th level creation
slot, the damage increases to 3d8. When you use it with a 5th or 6th level creation
slot, the damage increases to 4d8. When you use it using a creation slot of 7th
level or higher, the damage increases to 5d8.
#### Shatter
*2nd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice
within range. Each creature in a 10-foot-radius sphere centered on that point must
make a Constitution saving throw. A creature takes 3d10 thunder damage on a failed
save, or half as much damage on a successful one. A creature made of inorganic
material such as stone, crystal, or metal has disadvantage on this saving 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.
For the duration, no sound can be created within or pass through a 20-foot-radius
sphere centered on a point you choose within range. Any creature or object entirely
inside the sphere is immune to thunder damage, and creatures are deafened while
entirely inside it. Casting a creation that includes a verbal component is
impossible there.
\page
You cause up to ten words to form in a part of the sky you can see. The words
appear to be made of cloud and remain in place for the creation’s duration. The
words dissipate when the creation ends. A strong wind can disperse the clouds and
end the creation early.
You create a plant to aid you. It manifests in an unoccupied space that you can see
within range. This creation uses the Spawned Plant stat block. When you use this
creation, choose a plant: Tree, Flower, Fungus, Vine. The type determines certain
traits in its stat block. The creature disappears when it drops to 0 hit points or
when the creation ends.
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, use the higher level wherever the creation’s level appears in the stat
block.
___
> ## Spawned Plant
>*Medium or Large (Tree only) plant*
> ___
> - **Armor Class** 13 (Tree only) or 12 + the level of the creation (natural
armor)
> - **Hit Points** 30 + 15 for each creation level above 2nd
> - **Speed** 30ft., 30ft. climb (Vines only)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|16 (+3)|14 (+2)|18 (+3)|6 (-2)|14 (+2)|6 (-2)|
>___
> - **Damage Resistances** bludgeoning and piercing
> - **Condition Immunities** blinded, deafened, exhaustion
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 12
> - **Languages** Understands the languages you speak
> ___
> ***False Appearance.*** While the plant remains motionless, it is
indistinguishable from other plants of its kind.
___
> ***Enduring Bark (Tree only).*** When the plant has at least 1 hit point at the
start of each of its turns, it gains a number of temporary hit points equal to
twice the level of the creation + your creative ability modifier.
>
> ***Thorny Stem (Flower only).*** Any creature that touches or hits the plant with
a melee attack suffers 1d8 piercing damage.
>
> ***Fungal Burst (Fungus only).*** When the plant's hit points are reduced to 0,
it explodes with deadly fungal spores. Each creature within 10ft of the plant must
make a Constitution saving throw against your creation save DC. On a failure, they
take 2d6 thunder and 2d6 poison, and become poisoned for 1 minute, repeating the
saving throw at the end of each of their turns. On a success, a creature only takes
half damage.
>
> ***Lush Tendrils (Vine only).*** The plant has a number of vines equal to the
level of the creation. Each tendril can be attacked (AC same as plant; 10 hit
points; immunity to poison and psychic damage). Destroying a tendril deals no
damage to the plant, but it doesn't grow them back. A tendril can also be broken if
a creature takes an action and succeeds on a Strength check against it your
creation save DC.
> ### Actions
> ***Multiattack.*** The plant makes a number of attacks equal to half this
creation’s level (rounded down).
>
> ***Big Branch (Tree only).*** *Melee Weapon Attack:* +your 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.
>
> ***Flying Thorns (Flower only).*** *Ranged Weapon Attack:* +your creation attack
modifier to hit, range 60ft., one target. *Hit* 1d8 + 3 + the creation’s level
piercing damage.
>
> ***Violent Fungus (Fungus only).*** *Melee Weapon Attack:* +your creation attack
modifier to hit, reach 5ft., one target. *Hit* 1d10 + 3 + the creation’s level
poison or thunder damage (your choice). Any creature hit by this attack cannot gain
temporary hit points until the end of their next turn.
>
> ***Lashing Vines.*** *Melee Weapon Attack:* +your creation attack modifier to
hit, reach 30ft., one target. *Hit* 1d10 + 3 + the creation’s level bludgeoning or
slashing damage (your choice). Any creature hit by this attack is grappled. While
grappled, the creature is restrained. The plant can only grapple as many targets as
it has vines.
\page
The ground in a 20-foot radius centered on a point within range twists and sprouts
hard spikes and thorns. The area becomes difficult terrain for the duration. When a
creature moves into or within the area, it takes 2d4 piercing damage for every 5
feet it travels.
The transformation of the ground is camouflaged to look natural. Any creature that
can’t see the area at the time the creation is cast must make a Wisdom (Perception)
check against your spell save DC to recognize the terrain as hazardous before
entering it.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level,
the duration increases to 1 hour with concentration. With a 4th level slot, the
creation lasts 8 hours with concentration. With a 5th level slot, the creation
lasts until it is destroyed.
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.
You spray cards from your hands or sleeve; the cards blind or slash at your
enemies. Choose one of the following effects for the cards:
* Blinding Cards. Each creature in a 15-foot cone must succeed on a Wisdom saving
throw or be blinded until the end of their next turn.
* Cutting Cards. Each creature in a 15-foot cone must make a Dexterity saving
throw. A creature takes 2d10 slashing damage on a failed save or half as much
damage on a successful one.
**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.
```
```
#### Suggestion
*2nd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, M (a drop of oil)
- **Duration:** Concentration, up to 8 hours
The target must make a Wisdom saving throw. On a failed save, it purses the course
of action you described to the best of its ability. The suggested course of action
can continue for the entire duration. If the suggested activity can be completed in
a shorter time, the creation ends when the subject finishes what it was asked to
do.
You can also specify conditions that will trigger a special activity during the
duration. For example, you might suggest that a knight give her warhorse to the
first beggar she meets. If the condition isn’t met before the creation expires, the
activity isn’t preformed.
If you or any of your companions damage the target, the creation also ends.
You touch one Tiny, nonmastercraft object that isn’t attached to another object or
a surface and isn’t being carried by another creature. The target animates and
sprouts little arms and legs, becoming a creature under your control until the
Creation ends, if the creature drops to 0 hit points, or if you use this creation
again. See the stat block at the end of this description for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet
of you. (If you control multiple creatures with this creation, you can command any
or all of them at the same time, issuing the same command to each one.) You decide
what action the creature will take and where it will move during its next turn, or
you can issue a simple, general command, such as to fetch a key, stand watch, or
stack some books. If you issue no commands, the servant does nothing other than
defend itself against hostile creatures. Once given an order, the servant continues
to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any
remaining damage carries over to that form.
\page
___
> ## Tiny Servant
>*Tiny construct*
> ___
> - **Armor Class** 15 (natural armor)
> - **Hit Points** 10
> - **Speed** 30ft., climb 30 ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|4 (-3)|16 (+3)|10 (+0)|2 (-4)|10 (+0)|1 (-5)|
>___
> - **Damage Immunities** poison, psychic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
paralyzed, petrified, poisoned
> - **Senses** blindsight 60 ft. (blind beyond this radius), passive Perception 10
> ___
> ### Actions
> ***Slam.*** *Melee Weapon Attack:* +5 to hit, reach 5ft., one target. *Hit* 5
(1d4 + 3) bludgeoning damage.
>
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, you can animate two additional objects for each slot level above 2nd.
You touch a willing creature. Until the spell ends, the target’s skin has a rough,
bark-like appearance, and the target’s AC can’t be less than 16, regardless of what
kind of armor it is wearing.
**At Higher Levels.** When you use this creation using a creation slot of 4th
level, the AC can't be less than 17. It can't be less than 18 at 6th level. It
can't be less than 19 at 8th level.
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 avoid answering
questions to which it would normally respond with a lie. Such creatures can be
evasive in its answers as long as it remains within the boundaries of the truth.
#### Unlock
*2nd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Target:** An object that you can see within range
- **Components:** V
- **Duration:** Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a
chest, a set of manacles, a padlock, or another object that contains a means that
prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes
unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them
is unlocked.
If you choose a target that is held shut with the Lock creation, that creation is
suppressed for 10 minutes, during which time the target can be opened and shut
normally.
You twist space around another creature you can see within range. The target must
succeed on a Constitution saving throw (the target can choose to fail), or the
target is teleported to an unoccupied space of your choice that you can see within
range. The chosen space must be on a surface or in a liquid that can support the
target without the target having to squeeze.
**At Higher Levels.** When you use this creation with a creation slot of 3rd level
or higher, the range of the creation increases by 30 feet for each slot level above
2nd.
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves
with you, remaining centered on you. The wind lasts for the creation’s duration.
#### Web
*2nd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a bit of spiderweb)
- **Duration:** Concentration, up to 1 hour
You produce a mass of thick, sticky webbing at a point of your choice within range.
The webs fill a 20-foot cube from that point for the duration. The webs are
difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or
layered across a floor, wall, or ceiling, the conjured web collapses on itself, and
the creation ends at the start of your next turn. Webs layered over a flat surface
have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn
must make a Dexterity saving throw. On a failed save, the creature is restrained as
long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check
against your creation save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1
round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
#### Woebegone
*2nd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a single tear)
- **Duration:** Concentration, up to 1 minute
You cause extreme distress and despair within a creature of your choice within
range. The target must make a Charisma saving throw. On a failed save, the target
is overwhelmed with despair for the duration. During this time, it can't attack or
target any creature with harmful abilities, creations, or other effects. At the end
of each of its turns, a creature can repeat the saving throw at the end of each of
their turns.
**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.
Each target must be within 30 feet of each other.
You flick your wrist, causing one object in your hand to vanish. The object, which
only you can be holding and can weigh no more than 5 pounds, is transported to an
extradimensional space, where it remains for the duration.
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.
\page
On each of your turns, you can use a bonus action to mentally command any creature
you made with this creature if the creature is within 60 feet of you (if you
control multiple creatures, you can command any or all of them at the same time,
issuing the same command to each one). You decide what action the creature will
take and where it will move during its next turn, or you can issue a general
command, such as to guard a particular chamber or corridor. If you issue no
commands, the creature only defends itself against hostile creatures. Once given an
order, the creature continues to follow it until its task is complete.
The creature is under your control for 24 hours, after which it stops obeying any
command you’ve given it. To maintain the control of the creature for another 24
hours, you must cast this creation on the creature again before the current 24-hour
period ends. You can only have one active Animated Undead, unless you have a
feature that says otherwise.
___
___
> ## Animated Undead
>*Medium or small undead*
> ___
> - **Armor Class** 12 + the level of the creation
> - **Hit Points** 40 (Hulking only) or 30 (Rotten only) or 20 (Skeletal only) + 10
for each level over 3rd
> - **Speed** 20 (Hulking only) or 30 (Rotten only) or 40 (Skeletal only)ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|14 (+2)|14 (+2)|4 (-3)|10 (+0)|8 (-1)|
>___
> - **Condition Immunities** necrotic, poison
> - **Condition Immunities** exhaustion, frightened, paralyzed, poisoned
> - **Senses** darkvision 60 ft., passive Perception 10
> - **Languages** understands the language you speak
> ___
> ***Hulking Strength. (Hulking Only)*** The creature's Strength score is equal to
your creativity ability score (unless it was already higher). The Animated Undead
has advantage on all Strength saving throws and checks. Additionally, it's attacks
have the Siege property.
>
> ***Rotten Aura. (Rotten Only)*** The creature's Constitution score is equal to
your creativity ability score (unless it was already higher). Any creature, other
than you, that starts its turn within 5 feet of the Animated Undead must succeed on
a Constitution saving throw against your creation save DC or be poisoned until the
start of its next turn.
>
> ***Skeletal Construct. (Skeletal Only)(Your creativity ability modifier/day)***
The creature's Dexterity score is equal to your creativity ability score (unless it
was already higher). The Animated Undead, as a bonus action, can repair itself with
spare bones. It regains 2d8 + your creativity ability hit points.
>
> ***Undead Fortitude.*** If damage reduces the Animated Undead to 0 hit points, it
must make a Constitution saving throw with a DC of 5 + the damage taken, unless the
damage is from a critical hit. On a success, the undead drops to 1 hit point
instead.
> ### Actions
> ***Multiattack.*** The Animated Undead makes a number of attacks equal to half
this creation’s level (rounded down).
>
> ***Fatal Fist (Hulking only).*** *Melee Weapon Attack:* +your creation attack
modifier to hit, reach 5ft., one target. *Hit* (1d10 + 3 + the creation's level)
bludgeoning damage, and the creature must succeed on a Strength saving throw
against your creation save DC or be knocked prone or back 10ft.
>
> ***Putrid Claw (Rotting only).*** *Melee Weapon Attack:* +your creation attack
modifier to hit, reach 5ft., one target. *Hit* 5 (2d4 + 3 + the creation's level)
slashing damage, and the creature must succeed on a Constitution saving throw
against your creation save DC or be unable to regain hit points until the end of
its next turn.
>
> ***Bone Spear.*** *Ranged Weapon Attack:* +your creation attack modifier to hit
to hit, range 150 ft., one target. *Hit* 5 (1d6 + 3 + the creation's level)
piercing damage, and the creature must succeed on a Dexterity saving throw against
your creation save DC or have their speed reduced by 10ft until the end of their
next turn.
\page
Healing energy radiates from you in an aura with a 30-foot radius. Until the
creation ends, the aura moves with you, centered on you. You can use a bonus action
to cause one creature in the aura (including you) to regain 2d6 hit points.
#### Barrage
*3rd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 60-foot cone
- **Components:** V, S, M (one piece of ammunition or a thrown weapon)
- **Duration:** Instantaneous
You throw a weapon or fire a piece of nonmagical ammunition into the air to create
a cone of identical weapons that shoot forward and then disappear. Each creature in
a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 4d10
damage on a failed save, or half as much damage on a successful one. The damage
type is the same as that of the weapon or ammunition used as a component.
#### Beacon of Hope
*3rd-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
This creation bestows hope and vitality. Choose any number of creatures within
range. For the duration, each target has advantage on Wisdom saving throws and
death saving throws, and regains the maximum number of hit points possible from any
healing.
You take on the physical attributes of a wild beast. You gain 20 temporary hits
points and two of the following abilities of your choice for the duration:
* **Natural Weapons.** You grow a set of natural weapons that you are proficient
with that deal 1d10 of your choice of bludgeoning, piercing, or slashing damage.
You can use your creativity ability modifier instead of your Strength or Dexterity
for making attack and damage rolls with these natural weapons.
* **Thick Hide.** You gain a +1 bonus to your AC and Saving Throws.
* **Amphibious.** You can breathe both air and water, and you gain a swimming speed
equal to your walking speed.
* **Hoofed.** You ignore difficult terrain, and your movement speed increases by 10
feet.
* **Climbing.** You gain a climbing speed equal to your walking speed.
* **Flight.** You gain a flying speed equal to your walking speed.
* **Sharp Eyes.** You gain Darkvision of 60 feet, and have advantage on Wisdom
(Perception) checks.
* **Camouflage.** You have advantage on Dexterity (Stealth) checks, and can attempt
to hide in plain sight.
* **Venom.** When you hit a creature with a weapon attack, you can cause the attack
to be laced with venom. The target must make a Constitution saving throw. On a
failure, the creature takes 1d12 poison damage, and becomes poisoned until the end
of their next turn.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, you increase the temporary hit points gained by 10 and select an
additional ability for each level above 3rd.
You choose a creature within range, and that creature must succeed on a Wisdom
saving throw or become cursed for the duration of the Creation. When you use this
creation, choose the nature of the curse from the following options:
* Choose one ability score. While cursed, the target has disadvantage on ability
checks and saving throws made with that ability score.
* While cursed, the target has disadvantage on attack rolls 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 option, you may choose an
alternative curse effect, but it should be no more powerful than those described
above. The DM has final say on such a curse's effect.
**At Higher Levels.** If you use this creation with a creation slot of 4th level or
higher, the duration is concentration, up to 1 hour. If you use a creation slot of
5th level or higher, the duration is 8 hours. If you use a creation slot of 7th
level or higher, the duration is 24 hours. If you use a 9th level creation slot,
the creation lasts until it is deactivated. Using a creation slot of 5th level or
higher grants a duration that doesn't require concentration, and you can select two
of the curse options instead of just one.
\page
Using the power of science, you create a cloud of gas that causes weapons to jam or
cease functioning, becoming temporarily useless. Any creature within a 20ft radius
sphere must make a Dexterity saving throw. On a successful save, the creature
avoids the gas and is not affected. On a failed save, any weapons, creative
focuses, or mastercraft items become unusable for the duration of the creation. An
affected creature can repeat the saving throw at the end of each of their turns,
ending the effect on a success.
Billowing flames blast out from your feet, granting you explosive speed. For the
duration, your speed increases by 20 feet and moving doesn’t provoke opportunity
attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or
carried, it takes 1d6 fire damage from your trail of heat. A creature or object can
take this damage only once during a turn.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, increase your speed by 5 feet for each spell slot level above 3rd. The
spell deals an additional 1d6 fire damage for each slot level above 3rd.
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.
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.
```
```
A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-
foot radius, centered on a point you can see within range directly above you.
When you use this creation, choose a point you can see under the cloud. A bolt of
lightning flashes down from the cloud to that point. Each creature within 5 feet of
that point must make a Dexterity saving throw. A creature takes 4d10 lightning
damage on a failed save, or half as much damage on a successful one. On each of
your turns until the creation ends, you can use your action to call down lightning
in this way again, targeting the same point or a different one.
**At Higher Levels.** When you cast this spell using a spell slot of 4th or higher
level, the damage increases by 1d10 for each slot level above 3rd.
#### Catnap
*3rd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** S, M (a pinch of sand)
- **Duration:** 10 minutes
Up to three willing creatures of your choice that you can see within range fall
unconscious for the creation’s duration. The creation ends on a target early if it
takes damage or someone uses an action to shake or slap it awake. If a target
remains unconscious for the full duration, that target gains the benefit of a short
rest, and it can’t be affected by this creation again until it finishes a long
rest.
#### Clairvoyance
*3rd-level divination*
___
- **Casting Time:** 10 minutes
- **Range:** 1 mile
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
You extend your senses within range in a location familiar to you (a place you have
visited or seen before) or in an obvious location that is unfamiliar to you (such
as behind a door, around a corner, or in a grove of trees).
When you use this creation, you choose seeing or hearing. You can use the chosen
sense as if you were at the location. As your bonus action, you can switch between
seeing and hearing.
\page
#### Compulsion
*3rd-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
Creatures of your choice that you can see within range and 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 creation. Until
the creation ends, you can use a bonus action 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 turn. It can take its
action before it moves. After moving in this way, it can make another Wisdom saving
to try to end the effect. A target isn't compelled to move into an obviously deadly
hazard, such as a fire or pit, but it will provoke opportunity attacks to move in
the designated direction.
You create an ooze to aid you. It manifests in an unoccupied space that you can see
within range. This creation uses the Concocted Ooze stat block. When you use this
creation, choose a color: Green, Black, or Purple. The color determines certain
traits in its stat block. The creature disappears when it drops to 0 hit points or
when the creation ends.
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, use the higher level wherever the creation’s level appears in the stat
block.
___
> ## Concocted Ooze
>*Medium ooze*
> ___
> - **Armor Class** 9 + the level of the creation (natural armor)
> - **Hit Points** 40 + 15 for each creation level above 3rd
> - **Speed** 20ft., 20ft. climb
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|8 (-1)|18 (+4)|6 (-2)|8 (-1)|6 (-2)|
>___
> - **Damage Resistances** slashing (Black only)
> - **Damage Immunities** poison, acid, necrotic
> - **Condition Immunities** blinded, charmed, deafened, exhaustion, frightened,
prone, grappled, poisoned
> - **Senses** Blindsight 60 ft. (blind beyond this radius), Passive Perception 9
> - **Languages** Understands the languages you speak
> ___
> ***Ooze Form.*** The ooze can move through a space as narrow as 1 inch wide
without squeezing. In addition, a creature that touches the ooze or hits it with a
melee attack takes 4 (1d8) damage. If the ooze is Green, the creature takes poison.
If it is Black, the creature takes acid. If it is Purple, the creature takes
necrotic.
>
> ***Green Focus (Green only).*** When the ooze has at least 1 hit point, any
damaging or healing creation, that the creature concentrating on the creation that
created the ooze, deals or heals an extra 1d4 for one roll of damage or healing if
the target is within 30ft of the ooze.
>
> ***Black Bits (Black only).*** When the ooze is of Medium or larger size, and is
subjected to slashing damage, it can use its reaction to split apart into two new
oozes if it has at least 10 hit points. Each new ooze has hit points equal to half
the original ooze's, rounded down. New oozes are one size smaller 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).
\page
___
> ## Conjured Elemental
>*Medium elemental*
> ___
> - **Armor Class** 12 + the level of the creation (natural armor)
> - **Hit Points** 40 + 10 for each creation level above 3rd
> - **Speed** 40 ft.; burrow 40 ft. (Earth only); fly 40 ft. (hover) (Air only);
swim 40 ft. (Water only)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|16 (+3)|18 (+4)|6 (-2)|12 (+1)|6 (-2)|
>___
> - **Damage Resistances** acid and cold (Water only); lightning and thunder (Air
only); bludgeoning, piercing and slashing (Earth only)
> - **Damage Immunities** poison; fire (Fire only)
> - **Condition Immunities** exhaustion, frightened, paralyzed, petrified,
poisoned, unconscious; grappled, prone (Air, Fire, and Water only)
> - **Senses** darkvision 60 ft., passive Perception 11
> - **Languages** Understands the languages you speak
> ___
> ***Amorphous Form (Air, Fire, and Water Only).*** The elemental can move through
a space as narrow as 1 inch wide without squeezing.
>
> ### Actions
> ***Multiattack.*** The elemental makes a number of attacks equal to half this
spell’s level (rounded down).
>
> ***Flame Touch (Fire only).*** Melee Weapon Attack: +your creation attack
modifier to hit, reach 5 ft., one target. Hit: 1d10 + 4 + the creation’s level fire
damage. If the target is a creature or a flammable object, it ignites. Until a
creature takes an action, or bonus action to douse the fire, the target takes 1d10
fire damage at the start of each of its turns.
>
> ***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.
>
> ***Air Strike (Air only).*** Ranged Creation Attack: +your 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.
```
```
#### Conjure Elemental
*3rd-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a handful of ash)
- **Duration:** Concentration, up to 1 hour
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, use the higher level wherever the creation’s level appears in the stat
block.
#### Counter Creation
*3rd-level abjuration*
___
- **Casting Time:** 1 reaction
- **Range:** 60ft
- **Components:** S
- **Duration:** Instantaneous
**At Higher Levels.** When you use this creation using a slot of 4th level or
higher, the interrupted creation has no effect if its level is less than or equal
to the level of the creation slot you used.
\page
You create a construct to aid you. It manifests in an unoccupied space that you can
see within range. This 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 it drops to 0 hit points or when the creation
ends.
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count. It obeys your verbal commands (no action required by you).
If you don’t issue any, it takes the Dodge action and uses its move to avoid
danger.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, use the higher level wherever the creation’s level appears in the stat
block.
Choose one creature, object, or creation effect within range. Any creation of 3rd
level or lower on the target ends. For each creation of 4th level or higher on the
target, make an ability check using your creative ability. The DC equals 10 + the
creation’s level. On a successful check, the creation ends.
**At Higher Levels.** When you use this creation using a slot of 4th level or
higher, you automatically end the effects of a creation on the target if the
creation's level is equal to or less than the level of the creation slot you used.
___
> ## Created Construct
>*Medium or large (Mount only) construct*
> ___
> - **Armor Class** 13 + the level of the creation (natural armor)
> - **Hit Points** 40 + 15 for each creation level above 3rd
> - **Speed** 30ft.; 60ft. (Mount only); 30ft. climb (Turret only)
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|18 (+4)|12 (+1)|18 (+4)|14 (+2)|12 (+1)|6 (-2)|
>___
> - **Damage Resistances** bludgeoning, piercing, and slashing (Juggernaut only)
> - **Damage Immunities** poison
> - **Condition Immunities** charmed, exhaustion, frightened, incapacitated,
paralyzed, petrified, poisoned
> - **Senses** darkvision 60 ft., passive Perception 11
> - **Languages** Understands the languages you speak
> ___
> ***Unstoppable (Juggernaut only).*** Any critical hit against the construct
becomes a normal hit, and the construct has advantage on all Strength checks and
saving throws.
>
> ***Search and Destroy (Turret only).*** The construct has advantage on all Wisdom
(Perception) checks, and can take the Search action as a bonus action.
>
> ***Locked In (Mount only).*** While both you and your construct are still at
least 1 hit point, you cannot be dismounted from your construct against your will.
Additionally, your construct ignores difficult terrain.
> ### Actions
> ***Multiattack.*** The construct makes a number of attacks equal to half this
creation’s level (rounded down).
>
> ***Grand Strike (Juggernaut only).*** *Melee Weapon Attack:* +your creation
attack modifier to hit, reach 5ft., one target. *Hit* 1d12 + 4 + the creation’s
level bludgeoning, piercing, or slashing (your choice) damage. This attack scores
critical hits on rolls of 19-20.
>
> ***Sharp Shot (Turret only).*** *Ranged Weapon Attack:* +your creation attack
modifier to hit, range 120ft., one target. *Hit* 1d8 + 4 + the creation’s level
force, radiant, or lightning (your choice) damage. This attack ignores half cover.
>
> ***Crash (Mount only).*** *Melee Weapon Attack:* +your creation attack modifier
to hit, range 120ft., 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.
\page
Choose a point you can see on the ground within range. A fountain of churned earth
and stone erupts in a 20-foot cube centered on that point. Each creature in that
area must make a Dexterity saving throw. A creature takes 4d12 bludgeoning damage
on a failed save, or half as much damage on a successful one. Additionally, the
ground in that area becomes difficult terrain until cleared away. Each 5-foot-
square portion of the area requires at least 1 minute to clear by hand.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d12 for each slot level above 3rd.
#### Fear
*3rd-level illusion*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You project a phantasmal image of a creature’s worst fears. Each creature of your
choice, within a 30 foot radius sphere must succeed on a Wisdom saving throw or
drop whatever it is holding and become frightened for the duration.
While frightened by this creation, a creature must take the Dash action and move
away from you by the safest available route on each of its turns, unless there is
nowhere to move. If the creature ends its turn in a location where it doesn’t have
line of sight to you, the creature can make a Wisdom saving throw. On a successful
save, the creation ends for that creature.
#### Fireball
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S, M (a bit of sulfur)
- **Duration:** Instantaneous
A bright streak flashes from your pointing finger to a point you choose within
range then blossoms with a low roar into an explosion of flame. Each creature in a
20-foot radius must make a Dexterity saving throw. A target takes 9d6 fire damage
on a failed save, or half as much damage on a successful one. The fire spreads
around corners. It ignites flammable objects in the area that aren’t being worn or
carried.
**At Higher Levels**. When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d6 for each slot level above 3rd.
```
```
#### Fly
*3rd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (a feather)
- **Duration:** Concentration, up to 10 minutes
You touch a willing creature. The target gains a flying speed of 60 feet for the
duration. When the creation ends, the target falls if it is still aloft, unless it
can stop the fall.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, you can target one additional creature for each slot level above 3rd.
You construct a two-story tower made of stone, wood, or similar suitably sturdy
materials. The tower can be round or square in shape. Each level of the tower is 10
feet tall and has an area of up to 100 square feet. Access between levels consists
of a simple ladder and hatch. Each level takes one of the following forms, chosen
by you when you use this creation:
* A bedroom with a bed, chairs, chest, and functional fireplace
* A study with desks, books, bookshelves, parchments, ink, and ink pens
* A dining space with a table, chairs, functional fireplace, containers, and
cooking utensils
* A lounge with couches, armchairs, side tables and footstools
* A washroom with toilets, washtubs, a brazier, and sauna benches
* An observatory with a telescope and maps of the night sky
* An unfurnished, empty room
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the tower can have one additional story for each slot level beyond 3rd.
#### Haste
*3rd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V, S, M (a root)
- **Duration:** Concentration, up to 1 minute
Choose a willing creature that you can see within range. Until the creation ends,
the target’s speed is doubled, it gains 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.
\page
#### Hidden Trigger
*3rd-level abjuration*
___
- **Casting Time:** 1 hour
- **Range:** Touch
- **Components:** V, S, M (a pinch of powder worth at least 2,000,000 Berries,
which the creation consumes)
- **Duration:** Until deactivated or triggered
When you use this creation, you set a trigger that either harms other creatures,
either upon a surface (such as a table or a section of floor or wall) or within an
object that can be closed (such as a book, a scroll, or a treasure chest) to
conceal the trigger.
If you choose a surface, the trigger can cover an area of the surface no larger
than 10 feet in diameter. If you choose an object, that object must remain in its
place; if the object is moved more than 10 feet from where you used this creation,
the trigger is broken, and the creation ends without being triggered.
For triggers placed within an object, the most common include opening that object,
approaching within a certain distance of the object, or seeing the trigger. Once a
trigger is activated, this creation ends. You can further refine the trigger so the
creation activates only under certain circumstances or according to physical
characteristics (such as height or weight), creature kind, etc.
You can also set conditions for creatures that don’t trigger the creation, such as
those who say a certain password.
**Creative Trigger.** You can store a prepared creation of 3rd level or lower in
the trigger by using it as part of creating the trigger. The creation must target a
single creature or an area. The creation being stored has no immediate effect when
use in this way. When the trigger is activated, the stored creation is used. If the
creation has a target, it targets the creature that activated the trigger. If the
creation affects an area, the area is centered on that creature. If the creation
summons hostile 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.
#### Hypnosis
*3rd-level illusion*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a light source)
- **Duration:** Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-
foot cube within range. The pattern appears for a moment and vanishes. Each
creature in the area who sees the pattern must make a Wisdom saving throw. On a
failed save, the creature becomes charmed for the duration. While charmed by this
creation, the creature is incapacitated and has a speed of 0.
The creation ends for an affected creature if it takes any damage or if someone
else uses an action to shake the creature out of its stupor.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the bludgeoning damage increases by 1d8 for each slot level above 3rd.
For the duration, you or one willing creature you can see within range has
resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and
Charisma saving throws.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, you can target one additional creature for each slot level above 3rd.
The creatures must be within 30 feet of each other when you target them.
\page
A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out
from you in a direction you choose. Each creature in the line must make a Dexterity
saving throw. A creature takes 8d6 lightning damage on a failed save, or half as
much damage on a successful one.
The lightning ignites flammable objects in the area that aren’t being worn or
carried.
**At Higher Levels**. When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d6 for each slot level above 3rd.
Describe or name a creature that is familiar to you. You sense the direction to the
creature’s location, as long as that creature is within 1,000 feet of you. If the
creature is moving, you know the direction of its movement.
The creation can locate a specific creature known to you, or the nearest creature
of a specific kind (such as a human or seaking), so long as you have seen such a
creature up close – within 30 feet – at least once. If the creature you described
or named is in a different form, such as being under the effects of a polymorph
creation, this creation doesn’t locate the creature.
**At Higher Levels**. When you use this creation with a creation slot of 4th level,
it increases the sense from 1,000 feet to 1 mile. When you use this creation with a
5th level creation slot, the sense increases from 1 mile to 10 miles.
You create the image of an object, a creature, or some other visible phenomenon
that is no larger than a 20-foot cube. The image appears at a spot that you can see
within range and lasts for the duration. It seems completely real, including
sounds, smells, and temperature appropriate to the thing depicted. You can’t create
sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage
or deafen a creature, or a smell that might sicken a creature.
As long as you are within range of the illusion, you can use your action to cause
the image to move to any other spot within range. As the image changes location,
you can alter its appearance so that its movements appear natural for the image.
For example, if you create an image of a creature and move it, you can alter the
image so that it appears to be walking. Similarly, you can cause the illusion to
make different sounds at different times, even making it carry on a conversation,
for example.
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, the creation lasts until deactivated, without requiring your
Concentration.
As you call out words of restoration, up to six creatures of your choice that you
can see within range regain hit points equal to 1d6 + your creative ability
modifier. This creation has no effect on undead or constructs.
**At Higher Levels.** When you use this creation with. a creation slot of 4th level
or higher, the healing increases by 1d6 for each slot level above 3rd.
You create six tiny meteors in your space. They float in the air and orbit you for
the creation’s duration. When you use the creation — and as a bonus action on each
of your turns thereafter — you can expend one or two of the meteors, sending them
streaking toward a point or points you choose within 120 feet of you.
Once a meteor reaches its destination or impacts against a solid surface, the
meteor explodes. Each creature within 5 feet of the point where the meteor explodes
must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed
save, or half as much damage on a successful one.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the number of meteors created increases by two for each slot level above
3rd.
\page
Choose an area of terrain no larger than 40 feet on a side within range. You can
reshape dirt, sand, stone, or clay in the area in any manner you choose for the
duration. You can raise or lower the area’s elevation, create or fill in a trench,
erect or flatten a wall, or form a pillar. The extent of any such changes can’t
exceed half the area’s largest dimension. So, if you affect a 40-foot square, you
can create a pillar up to 20 feet high, raise or lower the square’s elevation by up
to 20 feet, dig a trench up to 20 feet deep, and so on. It takes 10 minutes for
these changes to complete.
At the end of every 10 minutes you spend concentrating on the creation, you can
choose a new area of terrain to affect.
Because the terrain’s transformation occurs slowly, creatures in the area can’t
usually be trapped or injured by the ground’s movement.
Similarly, this creation doesn’t directly affect plant growth. The moved earth
carries any plants along with it.
This creation channels vitality into plants within a specific area. There are two
possible uses for the creation, granting either immediate or long-term benefits.
If you use this creation with 1 action, choose a point within range. All normal
plants in a 100-foot radius centered on that point become thick and overgrown. A
creature moving through the area must spend 4 feet of movement for every 1 foot it
moves.
You can exclude one or more areas of any size within the creation’s area from being
affected.
If you use this creation over 8 hours, you enrich the land. All plants in a half-
mile radius centered on a point within range become enriched for 1 year. The plants
yield twice the normal amount of food when harvested.
You take on the physical attributes of a plant. You gain 30 temporary hits points
and two of the following abilities of your choice for the duration:
* **Thick Bark.** You gain a +1 bonus to your armor class.
* **Green Tongue.** You can speak to all plants. You don’t get any special ability
to control them.
* **Roots.** Thick roots allow you to be locked to the ground. You have advantage
on saving throws and ability checks to avoid getting knocked prone or moved against
your will while on solid ground, and the ground within a 15 ft radius around you
counts as difficult terrain for all creatures of your choice.
* **Large Trunk.** Your size increases by one size category. Your attacks gain the
Siege property.
* **Vines.** Your reach becomes 20 feet. You have advantage on grapple checks, and
if you successfully grapple a creature, they become restrained while they are
grappled.
* **Thorns.** Any creature that touches you or hits you with a melee attack takes
1d8 piercing damage. At the start of your turn, any creature that you are
grappling, or grappling you, takes 1d8 piercing.
* **Spore Aura.** Any creature that starts its turn, or enters a square within 5ft
of you must succeed a Constitution saving throw, or be poisoned until the start of
its next turn.
* **Slam.** Your melee weapon attacks deal an extra 1d8 damage.
* **Regrowth.** When you regain hit points, you regain an additional number equal
to your creative ability score.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, you increase the temporary hit points gained by 10 and select an
additional ability for each level above 3rd.
You create intense pressure, unleash it in a 30-foot cone, and decide whether the
pressure pulls or pushes creatures and objects. Each creature in that cone must
make a Constitution saving throw. A creature takes 6d6 force damage on a failed
save, or half as much damage on a successful one. And every creature that fails the
save is either pulled 15 feet toward you or pushed 15 feet away from you, depending
on the choice you made for the creation.
In addition, unsecured objects that are completely within the cone are likewise
pulled or pushed 15 feet.
**At Higher Levels.** When use this creation with a creation slot of 4th level or
higher, the damage increases by 1d6 and the distance pulled or pushed increases by
5 feet for each slot level above 3rd.
At your touch, all curses affecting one creature or object end. If the object is a
cursed item, its curse remains, but the creation allows the object to be removed or
discarded. This doesn't work on permanent curses such as devil fruits.
\page
#### Revivify
*3rd-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A dead body of a creature that died within the last 1 minute
- **Components:** V, S, M (Medical supplies worth 3,000,000 Berries, which the
creation consumes)
- **Duration:** Instantaneous
You touch the dead body of a creature that died within the 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, nor can it restore any missing body parts.
You transform partially into an ooze. You gain 30 temporary hits points and you
gain following abilities of your choice for the duration:
* **Amorphous.** You can move through a space as narrow as 1 inch wide without
squeezing.
* **Sticky.** Your movement speed is reduced by 10 feet, you gain a climbing speed
equal to your movement speed, and you can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability check.
* **Acidic Body.** You gain immunity to acid and poison damage, and immunity to the
poisoned condition. Any creature that touches you, or hits you with a melee attack
takes 1d10 acid damage. Additionally, all of your melee attacks deal an extra 1d10
acid damage.
* **Extrasensory.** You have blindsight with a range of 20 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.
**At Higher Levels.** If you use this creation with a creation slot of 4th level or
higher, the temporary hit points increase by 10.
#### Slow
*3rd-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a drop of molasses)
- **Duration:** Concentration, up to 1 minute
You slow down up to six creatures of your choice in a 40-foot cube within range.
Each target must succeed on a Wisdom saving throw or be affected by this creations
for the duration.
If the creature attempts to use a creation with a casting time of 1 action, roll a
d20. On an 11 or higher, the creation doesn’t take effect until the creature’s next
turn, and the creature must use its action on that turn to complete the spell. If
it can’t, the creation is wasted.
A creature affected by this creation makes another Wisdom saving throw at the end
of each of its turns. On a successful save, the effect ends for it.
You imbue plants within 30 feet of you with limited sentience and animation, giving
them the ability to communicate with you and follow your simple commands. You can
question plants about events in the creation’s area within the past day, gaining
information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and
undergrowth) into ordinary terrain that lasts for the duration. Or you can turn
ordinary terrain where plants are present into difficult terrain that lasts for the
duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM’s discretion.
The creation doesn’t enable plants to uproot themselves and move about, but they
can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you share a
common language, but you gain no supernatural ability to influence it.
This creation can cause the plants created by the Entangle creation to release a
restrained creature.
You call forth spirits to dance around you. They flit around you to a distance of
15 feet for the duration.
When you use this creation, you can designate any number of creatures you can see
to be unaffected by it. An affected creature’s speed is halved in the area, and
when the creature enters the area for the first time on a turn or starts its turn
there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8
force damage. On a successful save, the creature takes half as much damage.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d8 for each slot level above 3rd.
\page
You call forth powerful energy, which flit around you for the duration, causing
decay surrounding the area.
Until the creation ends, any attack you make deals 1d8 extra damage when you hit a
creature. This damage is radiant, necrotic, or cold (your choice when you use the
creation). Any creature that takes this damage can’t regain hit points until the
start of your next turn.
In addition, any creature of your choice that you can see that starts its turn
within 30 feet of you has its speed reduced by 10 feet until the start of your next
turn.
**At Higher Levels.** When you use this creation using a creation slot of 4th level
or higher, the damage increases by 1d8 for every slot level above 3rd.
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action. Your weapon pierces both body and mind, and the attack deals an
extra 4d6 psychic damage to the target. The target must make a Wisdom saving throw.
On a failed save, it has disadvantage on attack rolls and ability checks, and can’t
take reactions, until the end of its next turn.
Each creature that is completely within the cloud at the start of its turn must
make a Constitution saving throw against poison. On a failed save, the creature
spends its action that turn retching and reeling. Creatures that don’t need to
breathe or are immune to poison automatically succeed on this saving throw.
A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A
strong wind (at least 20 miles per hour) disperses it after 1 round.
You call forth a spirit. It manifests in an unoccupied space that you can see
within range. This corporeal form uses the Summoned Yokai stat block. When you cast
the spell, choose an emotion: Fury, Despair, or Fear. The Summoned Yokai disappears
when it drop to 0 hit points or when the creation ends.
The creature is an ally to you and your companions. In combat, the creature shares
your initiative count, taking its turn either before or after yours (your choice).
It obeys your verbal commands (no action required by you). If you don’t issue any,
it takes the Dodge action and it uses its move to avoid danger.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, use the higher level wherever the creation’s level appears on the stat
block.
You conjure up a wave of water that crashes down on an area within range. The area
can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each
creature in that area 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 creation slot of 4th level
or higher, the damage increases by 1d8 for each slot above 3rd.
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 you left must make a Constitution saving throw, taking 4d10 thunder
damage on a failed save, or half as much damage on a successful one. The thunder
can be heard from up to 300 feet away.
You can bring along objects as long as their weight doesn’t exceed what you can
carry. You can also teleport one willing 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 space within 5 feet
of your destination space for the creature 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 1d10 for each slot level above 3rd.
\page
___
> ## Summoned Yokai
>*Medium monstrosity*
> ___
> - **Armor Class** 12 + the level of the creation (natural armor)
> - **Hit Points** 40 + 15 for each level of the creation above 3rd
> - **Speed** 40ft.
>___
>|STR|DEX|CON|INT|WIS|CHA|
>|:---:|:---:|:---:|:---:|:---:|:---:|
>|14 (+2)|16 (+3)|16 (+3)|4 (-3)|10 (+0)|16 (+3)|
>___
> - **Damage Immunities** necrotic, force
> - **Condition Immunities** frightened
> - **Senses** darkvision 120 ft., passive Perception 10
> - **Languages** understands the languages you speak
> ___
> ***Terror Frenzy (Fury only).*** If the Summoned Yokai hits a creature that is
frightened by it with an attack, that attack is a critical hit.
>
> ***Weight of Sorrow (Despair only).*** Any creature, other than you, that starts
its turn within 5 feet of the spirit has its speed reduced by 20 until the start of
that creature’s next turn.
>
> ***Shadow Stealth (Fear only).*** While in dim light or darkness, the Summoned
Yokai becomes invisibile until the end of its next turn, or until it makes an
attack.
> ### Actions
> ***Multiattack.*** The Summoned Yokai makes a number of attacks equal to half
this creation’s level (rounded down).
>
> ***Murderous Maul (Fury only).*** *Melee Weapon Attack:* +your spell attack
modifier to hit, reach 5ft., one target. *Hit* (1d12 + 3 + the creation’s level)
psychic damage.
>
> ***Hopeless Haymaker (Despair only).*** *Melee Weapon Attack:* +your spell attack
modifier to hit, reach 5ft., one target. *Hit* (1d10 + 3 + the creation’s level)
force damage.
>
> ***Dead End Bolt (Fear only).*** *Ranged Creation Attack:* +your spell attack
modifier to hit, range 120ft., one target. *Hit* 5 (1d10 + 3 + the creation’s
level) necrotic damage.
>
> ***Dreadful Scream (1/Day).*** The Summoned Yokai screams. Each creature within
30 feet of it must succeed on a Wisdom saving throw against your creation save DC
or be frightened of the Summoned Yokai for 1 minute. The frightened creature can
repeat the saving throw at the end of each of its turns, ending the effect on
itself on a success.
```
```
You choose an area of stone or mud that you can see that fits within a 40-foot cube
and that is within range, and choose one of the following effects.
If you use this creation on a ceiling, the mud falls. Any creature under the mud
when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning
damage on a failed save, or half as much damage on a successful one.
You conjure up a wall of swirling sand on the ground at a point you can see within
range. You can make the wall up to 30 feet long, 10 feet high, and 10 feet thick,
and it vanishes when the creation ends.
When the wall appears, each creature within its area must make a Dexterity saving
throw. On a failed save, a creature takes 4d6 bludgeoning damage. On a successful
save, they take half damage and are shunted to the opposite end of the wall from
you.
The wall blocks line of sight but not movement. A creature is blinded while in the
wall’s space, must spend 3 feet of movement for every 1 foot it moves there.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d6 for each slot level above 3rd.
\page
You conjure up a wall of water on the ground at a point you can see within range.
You can make the wall up to 30 feet long, 10 feet high, and 1 foot thick, or you
can make a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick.
The wall vanishes when the spell ends. The wall’s space is difficult terrain.
When the wall appears, each creature within its area must make a Dexterity saving
throw. On a failed save, a creature takes 2d8 bludgeoning damage. On a successful
save, they take half damage and are shunted to the opposite end of the wall from
you.
Any ranged weapon attack that enters the wall’s space has disadvantage on the
attack roll, and fire damage is halved if the fire effect passes through the wall
to reach its target. Spells that deal cold damage that pass through the wall cause
the area of the wall they pass through to freeze solid (at least a 5-foot square
section is frozen). Each 5-foot-square frozen section has AC 5 and 15 hit points.
Reducing a frozen section to 0 hit points destroys it. When a section is destroyed,
the wall’s water doesn’t fill it.
**At Higher Levels.** When you use this creation with a creation slot of 4th level
or higher, the damage increases by 1d8 for each slot level above 3rd.
This creation grants up to ten willing creatures you can see within range the
ability to breathe underwater until the creation ends. Affected creatures also
retain their normal mode of respiration.
This doesn't prevent devil fruit users from being paralyzed in water, but it will
prevent them from drowning.
This creation grants the ability to move across any liquid surface – such as water,
acid, mud, snow, quicksand, or lava – as if it were harmless solid ground
(creatures crossing molten lava can still take damage from the heat). Up to ten
willing creatures you can see within range gain this ability for the duration.
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 feet per round.
```
```
A wall of strong wind rises from the ground at a point you choose within range. You
can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape
the wall in any way you choose so long as it makes one continuous path along the
ground. 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 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.
\page
### 4th Level
#### Ardent Shield
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M
- **Duration:** 10 minutes
Elements wreathe your body for the duration. You can end the creation early as a
free action. Select a damage type: acid, radiant, cold, fire, lightning, necrotic,
poison, or thunder. You gain resistance to that type of damage.
In addition, whenever a creature hits you with a melee attack, the elements erupt
to damage the attacker. The attacker takes 2d8 damage of the chosen type.
Life-preserving energy radiates from you in an aura with a 30-foot radius. Until
the creation ends, the aura moves with you, centered on you. Each non-hostile
creature in the aura (including you) has resistance to radiant and necrotic damage,
and its hit point maximum can’t be reduced. In addition, a non-hostile, living
creature regains 1 hit point when it starts its turn in the aura with 0 hit points.
#### Blight
*4th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Target:** A creature of your choice that you can see within range
- **Components:** V, S
- **Duration:** Instantaneous
Necrotic energy washes over a creature of your choice that you can see within
range, draining moisture and vitality from it. The target must make a Constitution
saving throw. The target takes 9d8 necrotic damage on a failed save, or half as
much damage on a successful one. This creation has no effect on undead or
constructs. If you target a special plant (such as one made by a creation, devil
fruit, or even a plant creature), it makes the saving throw with disadvantage, and
the creation deals maximum damage to it. If you target a 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 Higher Levels:** When you use this creation with a creation slot of 5th level
or higher, the damage increases by 1d8 for each slot level above 4th.
```
```
You attempt to charm a creature you can see within range. It must make a Wisdom
saving throw, and it does so with advantage if you or your companions are fighting
it. If it fails the saving throw, it is charmed by you until the creation ends or
until you or your companions do anything harmful to it. The charmed creature is
friendly to you. 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 5th level
or higher, you can target one additional creature for each slot level above 4th.
The creatures must be within 30 feet of each other when you target them.
#### Confusion
*4th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S, M (a peanut)
- **Duration:** Concentration, up to 1 minute
This creation assaults and twists creatures’ minds, spawning delusions and
provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered
on a point you choose within range must succeed on a Wisdom saving throw when you
use this creation or be affected by it.
An affected target can’t take reactions and must roll a d10 at the start of each of
its turns to determine its behavior for that turn.
**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.
\page
Until the creation ends, you control any freestanding water inside an area you
choose that is a cube up to 100 feet on a side. You can choose from any of the
following effects when you used this creation. As an action on your turn, you can
repeat the same effect or choose a different one.
**Flood.** You cause the water level of all standing water in the area to rise by
as much as 20 feet. If the area includes a shore, the flooding water spills over
onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall
wave that travels from one side of the area to the other and then crashes down. Any
Huge or smaller vehicles in the wave’s path are carried with it to the other side.
Any Huge or smaller vehicles struck by the wave have a 25 percent chance of
capsizing.
The water level remains elevated until the creation ends or you choose a different
effect. If this effect produced a wave, the wave repeats on the start of your next
turn while the flood effect lasts.
**Part Water.** You cause water in the area to move apart and create a trench. The
trench extends across the spell’s area, and the separated water forms a wall to
either side. The trench remains until the creation ends or you choose a different
effect. The water then slowly fills in the trench over the course of the next round
until the normal water level is restored.
**Redirect Flow.** You cause flowing water in the area to move in a direction you
choose, even if the water has to flow over obstacles, up walls, or in other
unlikely directions. The water in the area moves as you direct it, but once it
moves beyond the creation’s area, it resumes its flow based on the terrain
conditions. The water continues to move in the direction you chose until the
creation ends or you choose a different effect.
**Whirlpool.** This effect requires a body of water at least 50 feet square and 25
feet deep. You cause a whirlpool to form in the center of the area. The whirlpool
forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and
25 feet tall. Any creature or object in the water and within 25 feet of the vortex
is pulled 10 feet toward it. A creature can swim away from the vortex by making a
Strength (Athletics) check against your creation save DC.
When a creature enters the vortex for the first time on a turn or starts its turn
there, it must make a Strength saving throw. On a failed save, the creature takes
2d8 bludgeoning damage and is caught in the vortex until the creation ends. On a
successful save, the creature takes half damage, and isn’t caught in the vortex. A
creature caught in the vortex can use its action to try to swim away from the
vortex as described above, but has disadvantage on the Strength (Athletics) check
to do so.
The first time each turn that an object enters the vortex, the object takes 2d8
bludgeoning damage; this damage occurs each round it remains in the vortex.
You temporarily create a nonliving object of vegetable matter within range: soft
goods, rope, wood, or something similar. You can also use this creation to create
mineral objects such as stone, crystal, or metal. The object created must be no
larger than a 5-foot cube, and the object must be of a form and material that you
have seen before.
**At Higher Levels.** When you use this creation using a creation slot of 5th level
or higher, the cube increases by 5 feet for each slot level above 4th.
Squirming tendrils fill a 20-foot square on ground that you can see within range.
For the duration, these tentacles turn the ground in the area into difficult
terrain.
When a creature enters the affected area for the first time on a turn or starts its
turn there, the creature must succeed on a Dexterity saving throw or take 5d6
bludgeoning damage and be restrained by the tentacles until the creation ends. A
creature that starts its turn in the area and is already restrained by the
tentacles takes 5d6 bludgeoning damage.
A creature restrained by the tentacles can use its action to make a Strength or
Dexterity check (its choice) against your creation save DC. On a success, it frees
itself.
You touch a creature and grant it a measure of protection from death. The first
time the target would drop to 0 hit points as a result of taking damage, the target
instead drops to 1 hit point, and the creation ends. If the creation is still in
effect when the target is subjected to an effect that would kill it instantaneously
without dealing damage, that effect is instead negated against the target, and the
creation ends.
\page
You teleport yourself from your current location to any other spot within range.
You arrive at exactly the spot desired. It can be a place you can see, one you can
visualize, or one you can describe by stating distance and direction, such as "200
feet straight downward" or "upward to the northwest at a 45-degree angle, 300
feet".
You can bring along objects as long as their weight doesn’t exceed what you can
carry. You can also bring one willing 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 use this creation.
If you would arrive in a place already occupied by an object or a creature, you and
any creature traveling with you each take 4d6 force damage, and the creation fails
to teleport you.
You attempt to find the truth. You ask a single question concerning a specific
goal, event, or activity to occur within 7 days. The DM offers a truthful reply.
The reply might be a short phrase, a cryptic rhyme, or an omen.
The creation doesn’t take into account any possible circumstances that might change
the outcome, such as the use of other creations or the loss or gain of a companion.
If you use this creation two or more times before finishing your next long rest,
there is a cumulative 25 percent chance for each casting after the first that you
get a random reading. The GM makes this roll in secret.
You attempt to beguile a beast that you can see within range. It must succeed on a
Wisdom saving throw or be charmed by you for the duration. If you or creatures that
are friendly to you are fighting it, it has advantage on the saving throw.
While the beast is charmed, you have a telepathic link with it as long as the two
of you are on the same plane of 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.
You can specify a simple and general course of action, such as “Attack that
creature,” “Run over there,” or “Fetch that object.” If the creature completes the
order and doesn’t receive further direction from you, it defends and preserves
itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the
end of your next turn, the creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the
creation. If the saving throw succeeds, the creation ends.
**At Higher Levels.** When you use this creation with a 5th-level creation slot,
the duration is concentration, up to 10 minutes. When you use a 6th-level creation
slot, the duration is concentration, up to 1 hour. When you use a creation slot of
7th level or higher, the duration is concentration, up to 8 hours.
You lash the mind of one creature you can see within range, filling it with
despair. The target must succeed on an Intelligence saving throw or suffer
disadvantage on attack rolls, ability checks, and saving throws, can’t use
creations, and cannot active mastercraft items. At the end of each of its turns,
the target can make another Intelligence saving throw. On a success, the creation
ends on the target.
Choose one creature you can see within range, and choose one of the following
damage types: acid, cold, fire, lightning, or thunder. The target must succeed on a
Constitution saving throw or be affected by the creationn for its duration. The
first time each turn the affected target takes damage of the chosen type, the
target takes an extra 2d8 damage of that type. Moreover, the target loses any
resistance to that damage type until the creation ends.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, you can target one additional creature for each slot level above 4th.
The creatures must be within 30 feet of each other when you target them.
\page
You touch a willing creature. For the duration, the target’s movement is unaffected
by difficult terrain, and creation and other effects can neither reduce the
target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from non-
mastercraft restraints, such as normal manacles or a creature that has it grappled.
Finally, being underwater imposes no penalties on the target’s movement or attacks
(except for devil fruit users).
A Large spectral guardian appears and hovers for the duration in an unoccupied
space of your choice that you can see within range. The guardian occupies that
space, its appearence is under your discretion.
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 on a Constitution saving throw. The
creature takes 20 radiant damage on a failed save, or half as much damage on a
successful one. The guardian vanishes when it has dealt a total of 60 damage.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the total damage the spectral guardian can deal increases by 20 for each
slot level above 4th. For example, when used at 5th level, it can disappears after
dealing 80 total damage.
A 20-foot-radius sphere of crushing force forms at a point you can see within range
and tugs at the creatures there. Each creature in the sphere must make a
Constitution saving throw. On a failed save, the creature takes 6d10 force damage,
and is pulled in a straight line toward the center of the sphere, ending in an
unoccupied space as close to the center as possible (even if that space is in the
air). On a successful save, the creature takes half as much damage and isn't
pulled.
**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.
```
```
You or a creature you touch becomes invisible until the creation ends. Anything the
target is wearing or carrying is invisible as long as it is on the target’s person.
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, the duration increases to 10 minutes. When you use this creation with a
creation slot of 8th level or higher, the duration increases to 1 hour.
#### Hideout
*4th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (a piece of glass)
- **Duration:** 24 hours
You make an area within range secure. The area is a cube that can be as small as 5
feet to as large as 100 feet on each side. The creation lasts for the duration or
until you use an action to dismiss it.
When you use this creation, you decide what sort of security the creation provides,
choosing any or all of the following properties:
* Sound can’t pass through the barrier at the edge of the protected area.
* The barrier of the protected area appears dark and foggy, preventing vision
(including darkvision) through it.
* Everything in the area, objects and creatures, in the area can’t be targeted by
divination creations.
* Nothing can teleport into or out of the protected area.
Using this creation on the same spot every day for a year makes this effect
permanent.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, you can increase the size of the cube by 100 feet for each slot level
beyond 4th. Thus you could protect a cube that can be up to 200 feet on one side by
using a creation slot of 5th level.
Choose a creature that you can see within range. The target must succeed on a
Wisdom saving throw or be paralyzed for the duration. This creation has no effect
on undead. At the end of each of its turns, the target can make another Wisdom
saving throw. On a success, the creation ends on the target.
\page
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, you can target one additional creature for each slot level above 5th.
The creatures must be within 30 feet of each other when you target them.
Choose a 60-foot-radius sphere from a point within range. Each creature in that
area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a
failed save, or half as much damage on a successful one.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the damage increases by 1d6 for each slot level above 4th.
#### Lunacy
*4th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute.
You attempt to drive a creature within range mad. The target must make an
Intelligence saving throw. On a failed save, the target is driven insane for the
duration. An insane creature can't take actions, can't understand what other
creatures say, can't read, and speaks only in gibberish. The DM controls its
movement, which is erratic.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, you can target an additional creature for each slot level above 4th.
Each target must be within 30 feet of each other.
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.
```
```
#### Polymorph
*4th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a caterpillar cocoon)
- **Duration:** Concentration, up to 1 hour
This creation transforms a creature that you can see within range into a new form.
An unwilling creature must make a Wisdom saving throw to avoid the effect.
The transformation lasts for the duration, or until the target drops to 0 hit
points or dies. The new form can be any beast whose challenge rating is equal to or
less than the target’s (or the target’s level, if it doesn’t have a challenge
rating). The target’s game statistics, including mental ability scores, are
replaced by the statistics of the chosen beast. It retains its alignment and
personality.
The target assumes the hit points of its new form. When it reverts to its normal
form, the creature returns to the number of hit points it had before it
transformed. If it reverts as a result of dropping to 0 hit points, any excess
damage carries over to its normal form. As long as the excess damage doesn’t reduce
the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new
form, and it can’t speak, use creations, can't activate mastercraft items, cannot
access their devil fruit abilities if they have them as they temporarily don't
count as a devil fruit user, or take any other action that requires hands or
speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield,
or otherwise benefit from any of its equipment. This creation can’t affect a target
that has 0 hit points.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the duration increases to 8 hours. When you use this creation with a
slot of 6th level, the duration becomes 24 hours. When you use this creation with a
slot of 7th level, the duration becomes 1 week. When you use this creation with a
slot of 8th level, it lasts until concentration is borken or if the beast form is
reduced to 0 hit points. When you use this creation at 9th level, it lasts until
deactivated, no concentration.
When you take damage of one of those types, you can use your reaction to gain
immunity to that type of damage, including against the triggering damage. If you do
so, the resistances temporarily end, and you have the immunity until the end of
your next turn. After the end of your next turn, you lose the immunity, but regain
the resistances if the creation is still active.
\page
You metaphorically jam a giant lance into the brain a creature that you can see
within range, making it feel like they physically got stabbed in the head with a
giant lance. Alternatively, you can utter a creature’s name. If the named target is
within range, it becomes the creation’s target even if you can’t see it. If the
named target isn’t within range, the creation has no effect.
The target must make an Intelligence saving throw. On a failed save, the target
takes 7d6 psychic damage and is incapacitated until the start of your next turn. On
a successful save, the creature takes half as much damage and isn’t incapacitated.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the damage increases by 1d6 for each slot level above 4th.
Nothing – not physical objects, energy, or other creation effects – can pass
through the barrier, in or out, though a creature in the sphere can breathe there.
The sphere is immune to all damage, and a creature or object inside can’t be
damaged by attacks or effects originating from outside, nor can a creature inside
the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object
inside. An enclosed creature can use its action to push against the sphere’s walls
and thus roll the sphere at up to half the creature’s speed. Similarly, the globe
can be picked up and moved by other creatures.
A passage appears at a point of your choice that you can see on a wooden, plaster,
or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts
for the duration. 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 structure
surrounding it.
When the opening disappears, any creatures or objects still in the passage created
by the creation are safely ejected to an unoccupied space nearest to the surface on
which you use the creation.
Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you
choose within range. The light spreads around corners, and it lasts until the
creation ends.
When a creature moves into the creation’s area for the first time on a turn or
starts its turn there, that creature must succeed on a Constitution saving throw or
take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim,
greenish light in a 5-foot radius. This light makes it impossible for the creature
to benefit from being invisible. The light and any levels of exhaustion caused by
this spell go away when the creation ends.
#### Stoneskin
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Target:** A willing creature
- **Components:** V S
- **Duration:** Concentration, Up to 1 hour
This spell turns the flesh of a willing creature you touch as hard as stone. Until
the spell ends, the target has resistance to bludgeoning, piercing, and slashing
damage.
Until the creation ends, you can use a bonus action on each of your turns to cause
a bolt of lightning to leap from the center of the sphere toward one creature you
choose within 60 feet of the center. Make a ranged creation attack. You have
advantage on the attack roll if the target is in the sphere. On a hit, the target
takes 4d10 lightning damage.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the bludgeoning damage increase by 1d6 and the lightning damage
increases by 1d10 for each slot level above 4th.
\page
#### Sunburn
*4th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a magnifying glass)
- **Duration:** Concentration, up to 1 minute
The deadly, blazing light shines down on a location you specify within range. Until
the spell ends, a 30-foot-radius, 40-foot-high cylinder of bright light glimmers
there. This light is sunlight.
When the cylinder appears, each creature in it must make a Constitution saving
throw, taking 4d10 radiant damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw whenever it ends its
turn in the cylinder. If you’re within 60 feet of the cylinder, you can move it up
to 60 feet as a bonus action on your turn.
#### Telekinesis
*4th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
You gain the ability to move or manipulate creatures or 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.
**Creature.**
You can try to move a Huge or smaller creature. Make an ability check with your
creativity ability contested by the creature’s Strength check. If you win the
contest, you move the creature up to 30 feet in any direction, including upward but
not beyond the range of this creation. Until the end of your next turn, the
creature is restrained in your telekinetic grip. A creature lifted upward is
suspended in mid-air.
On subsequent rounds, you can use your action to attempt to maintain your
telekinetic grip on the creature by repeating the contest.
**Object.**
You can try to move an object that weighs up to 1,000 pounds. If the object isn’t
being worn or carried, you automatically move it up to 30 feet in any direction,
but not beyond the range of this creation.
If the object is worn or carried by a creature, you must make an ability check with
your creativity ability contested by that creature’s Strength check. If you
succeed, you pull the object away from that creature and can move it up to 30 feet
in any direction but not beyond the range of this creation.
You can exert fine control on objects with your telekinetic grip, such as
manipulating a simple tool, opening a door or a container, stowing or retrieving an
item from an open container, or pouring the contents from a vial.
```
```
#### Vanquish
*4th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
For the creation’s duration, you gain the ability to completely overwhelm your
enemies. One creature of your choice within 60 feet of you that you can see must
succeed on a Wisdom saving throw or be affected by one of the following effects of
your choice for the duration. On each of your turns until the creation ends, you
can use your action to target another creature but can’t target a creature again if
it has succeeded on a saving throw against this use of Vanquish.
**Panicked.** The target is frightened of you. On each of its turns, the frightened
creature must take the Dash action and move away from you by the safest and
shortest available route, unless there is nowhere to move. If the target moves to a
place at least 60 feet away from you where it can no longer see you, this effect
ends.
**Sickened.** The target has disadvantage on attack rolls and ability checks. At
the end of each of its turns, it can make another Wisdom saving throw. If it
succeeds, the effect ends.
You point at a place within range, and a ball of acid streaks there and explodes in
a 20-foot radius. Each creature in that area must make a Dexterity saving throw. On
a failed save, a creature takes 10d4 acid damage and 5d4 acid damage at the end of
each of its turns for the duration, or until a creature uses their action to scrape
off the acid. On a successful save, a creature takes half the initial damage and no
damage at the end of its next turn.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, the initial damage increases by 2d4 for each slot level above 4th.
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.
\page
When the wall appears, each creature within its area must make a Dexterity saving
throw. On a failed save, a creature takes 5d8 fire damage. 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 cast this spell, deals 5d8 fire
damage to each creature that ends its turn within 10 feet of that side or inside
the wall. 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 creation with a creation slot of 5th level
or higher, the damage increases by 1d8 for each slot level above 4th.
A wall of solid stone springs into existence at a point you choose within range.
The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each
panel must be contiguous with at least on other panel. Alternatively, you can
create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature’s space when it appears, the creature is
shunted to one side of the wall (your choice). If a creature would be surrounded on
all sides by the wall (or the wall and another solid surface), that creature can
make a Dexterity saving throw. On a success, it can use its reaction to move up to
its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can’t occupy the same space as a
creature or object. the wall doesn’t need to be vertical or resting on any firm
foundation. It must, however, merge with and be solidly supported by existing
stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater than 20 feet in length, you must halve the size of
each panel to create supports. You can crudely shape the wall to create
crenelations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each
panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit
points destroys it and might cause connected panels to collapse at the DM’s
discretion.
If you maintain your concentration on this creation for its whole duration, the
wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when
the creation ends.
```
```
You create a wall of tough, pliable, tangled brush bristling with needle-sharp
thorns. The wall appears within range on a solid surface and lasts for the
duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet
thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet
thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving
throw. On a failed save, a creature takes 7d8 piercing damage, or half as much
damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot
a creature moves through the wall, it must spend 4 feet of movement. Furthermore,
the first time a creature enters the wall on a turn or ends its turn there, the
creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a
failed save, or half as much on a successful save.
**At Higher Levels.** When you use this creation with a creation slot of 5th level
or higher, both types of damage increase by 1d8 for each slot 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.
\page
### 5th Level
#### Animate Objects
*5th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
Objects come to life at your command. Choose up to ten objects within range that
are not being worn or carried. Medium targets count as two objects, Large targets
count as four objects, Huge targets count as eight objects. You can’t animate any
object larger than Huge. Each target animates and becomes a creature under your
control until the creation ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell
if the creature is within 500 feet of you (if you control multiple creatures, you
can command any or all of them at the same time, issuing the same command to each
one). You decide what action the creature will take and where it will move during
its next turn, or you can issue a general command, such as to guard a particular
chamber or corridor. If you issue no commands, the creature only defends itself
against hostile creatures. Once given an order, the creature continues to follow it
until its task is complete.
An animated object is a construct with AC, hit points, attacks, Strength, and
Dexterity determine by its size. Its Constitution is 10 and its Intelligence and
Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the objects lack legs
or other appendages it can use for locomotion, it instead has a flying speed of 30
feet and can hover. If the object is securely attached to a surface or larger
object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a
radius of 30 feet and is blind beyond that distance. When the animated object drops
to 0 hit points, it reverts to its original object form, and any remaining damage
carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a
creature within 5 feet of it. It makes a slam attack with an attack bonus and
bludgeoning damage determine by its size. The DM might rule that a specific object
inflicts slashing or piercing damage based on its form.
**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.
```
```
#### Awaken
*5th-level transmutation*
___
- **Casting Time:** 8 hours
- **Range:** Touch
- **Target:** A Huge or smaller beast
- **Components:** V, S, M (10,000,000 Berries, which the creation consumes)
- **Duration:** Instantaneous
You touch a Huge or smaller beast. The target gains an Intelligence of 10. The
target also gains the ability to speak one language you know. The awakened beast is
charmed by you for 30 days or until you or your companions do anything harmful to
it. When the charmed condition ends, the awakened creature chooses whether to
remain friendly to you, based on how you treated it while it was charmed.
When you hit a creature with a melee weapon attack, you can activate this creation
as a bonus action.
Your weapon crackles with force, and the attack deals an extra 5d10 force damage to
the target. Additionally, the target makes a Wisdom saving throw, getting banished
on a failure.
The target vanishes into a harmless demiplane. While there, the target is
incapacitated. It remains there for 1 minute, at which point the target reappears
in the space it left or in the nearest unoccupied space if that space is occupied.
You enhance your battle prowess, becoming a nigh on unstoppable warrior. You gain
50 temporary hits points and the following benefits until the creation ends:
* **Savage Strikes.** Once on each of your turns when you attack with a weapon
attack using the Attack action, you can make one additional attack as part of the
same action.
* **Power Strike.** When you hit a target with a weapon attack, that target takes
an extra 1d12 of the weapon’s damage type.
* **Absolute Aim.** You have advantage on attack rolls that you make with weapon
attacks.
* **Enhanced Endurance.** You have advantage on Strength and Constitution saving
throws.
\page
#### Blade Barrier
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
You create a vertical wall of whirling, razor-sharp blades. The wall appears within
range and lasts for the duration. You can make a straight wall up to 100 feet long,
20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet
high, and 5 feet thick. The wall provides three-quarters cover to creatures behind
it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its
turn there, the creature must make a Dexterity saving throw. On a failed save, the
creature takes 6d10 slashing damage. On a successful save, the creature takes half
as much damage.
Potent, will and energy radiates from you, distorting and diffusing all effects
within 30 feet of you. Until the creation ends, the sphere moves with you, centered
on you. For the duration, each friendly creature in the area (including you) has
advantage on all saving throws.
#### Cloudkill
*5th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S
- **Duration:** Concentration, up to 10 minutes
You create a 20-foot-radius sphere of poisonous, fog centered on a point you choose
within range. The fog spreads around corners. It lasts for the duration or until
strong wind disperses the fog, ending the creation. Its area is heavily obscured.
When a creature enters the creation’s area for the first time on a turn or starts
its turn there, that creature must make a Constitution saving throw. The creature
takes 6d8 poison damage on a failed save, or half as much damage on a successful
one. Creatures are affected even if they hold their breath or don’t need to
breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling
along the surface of the ground. The vapors, being heavier than air, sink to the
lowest level of the 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.
```
```
A blast of cold air erupts from your hands. Each creature in a 60-foot cone must
make a Constitution saving throw. A creature takes 8d8 cold damage on a failed
save, or half as much damage on a successful one. A creature killed by this
creation becomes a frozen statue until it thaws.
**At Higher Levels.** When you use this creation with a slot of 6th level or
higher, the damage increases by 1d8 for each slot level above 5th.
#### Contagion
*5th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S
- **Duration:** 7 days
Your touch inflicts disease. Make a melee creation attack against a creature within
your reach. On a hit, the target is poisoned.
At the end of each of the poisoned target’s turns, the target must make a
Constitution saving throw. If the target succeeds on three of these saves, it is no
longer poisoned, and the creation ends. If the target fails three of these saves,
the target is no longer poisoned, but choose one of the diseases below. The target
is subjected to the chosen disease for the creation’s duration.
Since this creation induces a natural disease in its target, any effect that
removes a disease or otherwise ameliorates a disease’s effects apply to it.
**Blinding Sickness.** Pain grips the creature’s mind, and its eyes turn milky
white. The creature has disadvantage on Wisdom checks and Wisdom saving throws and
is blinded.
**Filth Fever.** A raging fever sweeps through the creature’s body. The creature
has disadvantage on Strength checks, Strength saving throws, and attack rolls that
use Strength.
**Flesh Rot.** The creature’s flesh decays. The creature has disadvantage on
Charisma checks and vulnerability to all damage.
**Mindfire.** The creature’s mind becomes feverish. The creature has disadvantage
on Intelligence checks and Intelligence saving throws, and the creature behaves as
if under the effects of the confusion spell during combat.
**Seizure.** The creature is overcome with shaking. The creature has disadvantage
on Dexterity checks, Dexterity saving throws, and attack rolls that use Dexterity.
**Slimy Doom.** The creature begins to bleed uncontrollably. The creature has
disadvantage on Constitution checks and Constitution saving throws. In addition,
whenever the creature takes damage, it is stunned until the end of its next turn.
\page
You take control of the air in a 100-foot cube that you can see within range.
Choose one of the following effects when you use the creation. The effect lasts for
the creation’s duration, unless you use your action on a later turn to switch to a
different effect. You can also use your action to temporarily halt the effect or to
restart one you’ve halted.
**Downdraft.** You cause a sustained blast of strong wind to blow downward from the
top of the cube. Ranged weapon attacks that pass through the cube or that are made
against targets within it have disadvantage on their attack rolls. A creature must
make a Strength saving throw if it flies into the cube for the first time on a turn
or starts its turn there flying. On a failed save, the creature is knocked prone.
**Updraft.** You cause a sustained updraft within the cube, rising upward from the
cube’s bottom edge. Creatures that end a fall within the cube take only half damage
from the fall. When a creature in the cube makes a vertical jump, the creature can
jump up to 10 feet higher than normal.
You strike the ground, creating a burst of destructive energy that ripples outward
from you. Each creature you choose within 30 feet of you must succeed on a
Constitution saving throw or take 5d6 thunder damage, as well as 5d6 radiant or
necrotic damage (your choice), and be knocked prone. A creature that succeeds on
its saving throw takes half as much damage and isn’t knocked prone.
You attempt to beguile a humanoid that you can see within range. It must succeed on
a Wisdom saving throw or be charmed by you for the duration. If you or creatures
that are friendly to you are fighting it, it has advantage on the saving throw.
While the target is charmed, you have a telepathic link with it as long as the two
of you are on the same plane of 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. You can specify a simple and general course of action,
such as "Attack that creature", "Run over there", or "Fetch that object". If the
creature completes the order and doesn’t receive further direction from you, it
defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the
end of your next turn, the creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time you can also cause the
creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the
creation. If the saving throw succeeds, the creation ends.
**At Higher Levels.** When you use this creation with a 6th-level creation slot,
the duration is concentration, up to 10 minutes. When you use a 7th-level creation
slot, the duration is concentration, up to 1 hour. When you use a creation slot of
8th level or higher, the duration is concentration, up to 8 hours. When you use a
creation slot of 9th-level, the duration becomes as long as you want without
concentration, or until you use this creation on another creation
You teleport up to 60 feet to an unoccupied space you can see. On each of your
turns before the creation ends, you can use a bonus action to teleport in this way
again.
You imbue a weapon you touch with deadly power. Until the creation ends, the weapon
emits bright light in a 30-foot radius and dim light for an additional 30 feet. In
addition, weapon attacks made with it deal an extra 2d8 radiant or necrotic damage
(your choice) on a hit.
As a bonus action on your turn, you can dismiss this creation and cause the weapon
to emit a deadly burst. Each creature of your choice that you can see within 30
feet of the weapon must make a Constitution saving throw. On a failed save, a
creature takes 6d8 of the chosen damage type, and it is blinded for 1 minute. On a
successful save, a creature takes half as much damage and isn’t blinded. At the end
of each of its turns, a blinded creature can make a Constitution saving throw,
ending the effect on itself on a success.
\page
You create a Large hand in an unoccupied space that you can see within range. The
hand lasts for the creation’s duration, and it moves at your command, mimicking the
movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point
maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8)
and a Dexterity of 10 (+0). The hand doesn’t fill its space.
When you use this creation and as a bonus action on your subsequent turns, you can
move the hand up to 60 feet and then cause one of the following effects with it.
**Clenched Fist.** The hand strikes one creature or object within 5 feet of it.
Make a melee creation attack for the hand using your game statistics. On a hit, the
target takes 4d8 + your creative ability modifier bludgeoning damage.
**Grasping Hand.** The hand attempts to grapple a Huge or smaller creature within 5
feet of it. You use the hand’s Strength score to resolve the grapple. If the target
is Medium or smaller, you have advantage on the check. While the hand is grappling
the target, you can use a bonus action to have the hand crush it. When you do so,
the target takes 2d8 bludgeoning damage.
**Interposing Hand.** The hand interposes itself between you and a creature you
choose until you give the hand a different command. The hand moves to stay between
you and the target, providing you with half cover against the target. The 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 Strength score is higher than the hand’s Strength
score, the target can move toward you through the hand’s space, but that space is
difficult terrain for the target.
**At Higher Levels.** When you use this creation using a slot of 6th level or
higher, the damage from clenched fist and grasping hand increases by 2d8 for each
slot level above 5th.
You touch a creature to undo a debilitating effect. You can reduce the target’s
exhaustion level by one, or end one of the following effects on the target:
You create a Huge illusion of a monster in an unoccupied space that you can see
within range. The appearence is up to your discretion, be it a giant dragon, or
some kind of titanic shadow. The illusion lasts for the creation’s duration and
occupies its space, as if it were a creature.
When the illusion appears, any of your enemies that can see it must succeed on a
Wisdom saving throw or become frightened of it for 1 minute. If a frightened
creature ends its turn in a location where it doesn’t have line of sight to the
illusion, it can repeat the saving throw, ending the effect on itself on a success.
As a bonus action on your turn, you can move the illusion up to 60 feet. At any
point during its movement, you can cause it to exhale a blast of energy in a 60-
foot cone originating from its space.
When you create the illusion, choose a damage type: acid, cold, fire, lightning,
necrotic, poison, or thunder. Each creature in the cone must make an Intelligence
saving throw, taking 6d6 damage of the chosen damage type on a failed save, or half
as much damage on a successful one.
**At Higher Levels.** If you use this creation with a creation slot of 6th level or
higher, the damage increases by 2d6 each slot level above 5th.
#### Immolate
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 90 feet
- **Components:** V
- **Duration:** Concentration, up to 1 minute
Flames wreathe one creature you can see within range. The target must make a
Dexterity saving throw. It takes 9d6 fire damage on a failed save, or half as much
damage on a successful one. On a failed save, the target also burns for the
creation’s duration.
The burning target sheds bright light in a 30-foot radius and dim light for an
additional 30 feet. At the end of each of its turns, the target repeats the saving
throw. It takes 3d6 fire damage on a failed save, and the creation ends on a
successful one. These flames can’t be extinguished by anything less than a
creation.
If damage from this creation reduces a target to 0 hit points, the target is turned
to ash.
\page
When the area appears, each creature in it must make a Constitution saving throw. A
creature takes 4d10 piercing damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw when it enters the
creation’s area for the first time on a turn or ends its turn there.
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, the damage increases by 1d10 for each slot level above 5th.
Target a creature you can see within range to drain life from it. The target must
make a Dexterity saving throw. On a successful save, the target takes 2d12 necrotic
damage, and the creation ends.
On a failed save, the target takes 4d12 necrotic damage, and until the creation
ends, you can use your action on each of your turns to automatically deal 4d12
necrotic damage to the target. The creation ends if you use your action to do
anything else, if the target is ever outside the creation’s range, or if the target
has total cover from you. Whenever the creation deals damage to a target, you
regain hit points equal to half the amount of necrotic damage the target takes.
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, the damage increases by 1d12 for each slot level above 5th.
Name or describe a person, place, or object. The creation brings to your mind a
brief summary of the significant lore about the thing you named. The lore might
consist of current tales, forgotten stories, or even secret lore that has never
been widely known. If the thing you named isn’t of legendary importance, you gain
no information. The more information you already have about the thing, the more
precise and detailed the information you receive is.
The information you learn is accurate but might be couched in figurative language.
A wave of healing energy washes out from a point of your choice within range.
Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each
target regains hit points equal to 4d10 + your creative ability modifier. This
creation has no effect on undead or constructs.
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, the healing increases by 1d10 for each slot level above 5th.
This creation allows you to change the appearance of any number of creatures that
you can see within range. You give each target you choose a new, temporary
appearance. An unwilling target can make a Charisma saving throw, and if it
succeeds, it is unaffected by this creation.
The creation disguises physical appearance as well as clothing, armor, weapons, and
equipment. You can make each creature seem 1 foot shorter or taller and appear
thin, fat, or in between. You can’t change a target’s body type, so you must choose
a form that has the same basic arrangement of limbs. Otherwise, the extent of the
disguise is up to you. The creation lasts for the duration, unless you use your
action to dismiss it sooner.
A creature can use its action to inspect a target and make an Intelligence
(Investigation) check against your creation save DC. If it succeeds, it becomes
aware that the target is disguised.
#### Mislead
*5th-level illusion*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** S
- **Duration:** Concentration, up to 1 hour
You become invisible at the same time that an illusory double of you appears where
you are standing. The double lasts for the duration, but the invisibility ends if
you attack or use a creation.
You can use your action to move your illusory double up to twice your speed and
make it gesture, speak, and behave in whatever way you choose.
\page
You can see through its eyes and hear through its ears as if you were located where
it is. On each of your turns as a bonus action, you can switch from using its
senses to using your own, or back again. While you are using its senses, you are
blinded and deafened in regard to your own surroundings.
You assail one creature you can see within range with necrosis. Unless the target
is undead, it must make a Constitution saving throw, taking 5d12 necrotic damage on
a failed save, or half as much damage on a successful one. A target killed by this
damage rises up as an undead at the start of your next turn. The zombie pursues
whatever creature it can see that is closest to it. After that creature is slain,
the undead dies. Statistics for the undead are in the Animate Dead creation.
If you target an undead with this creation, the target doesn’t make a saving throw.
Instead, roll 5d12. The target gains half the total as temporary hit points.
When the condition you specify occurs, the illusion springs into existence and
performs in the manner you described. Once the illusion finishes performing, it
disappears and remains dormant for 10 minutes. After this time, the illusion can be
activated again.
A vertical column of fire roars down from the in a location you specify. Each
creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within
range must make a Constitution saving throw. A creature takes 5d8 fire damage and
5d8 radiant damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you use this creaiton with a creation slot of 6th level or
higher, the fire damage or the radiant damage (your choice) increases by 1d8 for
each slot level above 5th.
You return a dead creature you touch to life, provided that it has been dead no
longer than 10 days. If the creature’s soul is both willing and at liberty to
rejoin the body, the creature returns to life with 1 hit point.
This creation also neutralizes any poison and cures diseases that affected the
creature at the time it died. This creation doesn’t, however, remove particularly
powerful diseases, curses, or similar effects; if these aren’t first removed prior
to activation of the creation, they take effect when the creature returns to life.
This creation can’t return an undead creature to life.
This creation closes all mortal wounds, but it doesn’t restore missing body parts.
If the creature is lacking body parts or organs integral for its survival – its
head, for instance – the creation automatically fails. That is not to say all hope
is lost as limbs can be reattached, and artificial organs can be made.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack
rolls, saving throws, and ability checks. Every time the target finishes a long
rest, the penalty is reduced by 1 until it disappears.
\page
#### Scrying
*5th-level divination*
___
- **Casting Time:** 10 minutes
- **Range:** Self
- **Components:** V, S, M (a focus worth at least 10,000,000 berries)
- **Duration:** 1 hour
You can see and hear a particular creature you choose that is on the same plane of
existence as you. The target must make a Wisdom saving throw, which is modified by
how well you know the target and the sort of physical connection you have to it. If
a target knows you’re using this creation, it can fail the saving throw voluntarily
if it wants to be observed.
<div style='column-count:2'>
| Knowledge | Save Modifier |
|:---:|:-----------:|
| Secondhand (you have heard of the target) | +5 |
| Firsthand (you have met the target) | +0 |
| Familiar (you know the target well) | -5 |
On a successful save, the target isn’t affected, and you can’t use this creation
against it again for 24 hours.
On a failed save, the creation allows you to see and hear the area within 10 feet
of the target, as if you were there. Your senses move with the target, remaining
within 10 feet of it for the duration.
Instead of targeting a creature, you can choose a location you have seen before as
the target of this creation. When you do, your senses don’t move.
You gain knowledge of the surrounding territory. In the outdoors, the creation
gives you knowledge of the land within 3 miles of you. In caves and other natural
underground settings, the radius is limited to 300 feet.
You instantly gain knowledge of up to three facts of your choice about any of the
following subjects as they relate to the area:
* terrain and bodies of water
* 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.
```
```
You flourish the weapon used in the casting and then vanish to strike like the
wind. Choose up to five creatures you can see within range. Make a melee creation
attack against each target. On a hit, a target takes 6d10 force damage.
You can then teleport to an unoccupied space you can see within 5 feet of one of
the targets you hit or missed.
On each of your turns until the creation ends, you can use a bonus action to make
two attacks with the ranged weapon used. Each time you make such a ranged attack,
your weapon replaces the piece of ammunition you used with a similar piece of non-
mastercraft ammunition.
Any pieces of ammunition created by this creation disintegrate when the creation
ends.
You choose a point within range and cause psychic energy to explode there. Each
creature in a 20-foot-radius sphere centered on that point must make an
Intelligence saving throw. A creature with an Intelligence score of 2 or lower
can’t be affected by this creation. A target takes 8d6 psychic damage on a failed
save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time,
it rolls a d6 and subtracts the number rolled from all its attack rolls, ability
checks, and saving throws (except the one to end the effect). The target can make
an Intelligence saving throw at the end of each of its turns, ending the effect on
itself on a success.
\page
#### Target Bullseye
*5th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You attempt to force a target within range to attack another creature within range,
forcing them to make a Wisdom saving throw. On a success, nothing happens. On a
failure, you select another creature within range. The creature that failed must
use their action and movement to try to get as close as possible to the target and
attack it. The creature continues attempting to attack the target, repeating the
saving throw at the end of each of their turns
**At Higher Levels.** When you use this creation with a creation slot of 6th level
or higher, you can target an additional creature within range for each level above
5th level. Each creature must be within 30 feet of each other.
#### Volley
*5th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S, M (one piece of ammunition or one thrown weapon)
- **Duration:** Instantaneous
You fire a piece of ammunition from a ranged weapon or throw a weapon into the air
and choose a point within range. Hundreds of duplicates of the ammunition or weapon
fall in a volley from above and then disappear. Each creature in a 40-foot-radius,
20-foot-high cylinder centered on that point must make a Dexterity saving throw. A
creature takes 10d8 damage on a failed save, or half as much damage on a successful
one. The damage type is the same as that of the ammunition or weapon.
An invisible wall of force springs into existence at a point you choose within
range.
The wall appears in any orientation you choose, as a horizontal or vertical barrier
or at an angle. It can be free floating or resting on a solid surface. You can form
it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can
shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be
contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts
for the duration. If the wall cuts through a creature's space when it appears, the
creature is shunted to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't
be deactivated by the Deactivate Creation creation. A Disentegrate creation
destroys the wall instantly, however.
```
```
#### Wall of Ice
*5th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 120 feet
- **Components:** V, S, M (an ice cube)
- **Duration:** Concentration, up to 10 minutes
You create a wall of ice on a solid surface within range. You can form it into a
hemispherical dome or a sphere with radius of up to 10 feet, or you can shape a
flat surface made up of ten 10-foot-square panels. Each panel must be contiguous
with another panel. In any form, the wall is 1 foot thick and lasts for the
duration.
If the wall cuts through a creature’s space when it appears, the creature within
its area is pushed to one side of the wall and must make a Dexterity saving throw.
On a failed save, the creature takes 10d6 cold damage, or half as much damage on a
successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30
hit points per 10-foot section. Reducing a 10-foot section of wall to 0 hit points
destroys it and leaves behind a sheet of frigid air in he space the wall occupied.
A creature moving through the sheet of frigid air for the first time on a turn must
make a Constitution saving throw. The creature takes 5d6 cold damage on a failed
save, or half as much damage on a successful one.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, the damage the wall deals when it appears increases by 2d6, and the
damage from passing through the sheet of frigid air increases by 1d6, for each slot
level above 6th.
A shimmering wall of bright light appears at a point you choose within range. The
wall appears in any orientation you choose: horizontally, vertically, or
diagonally. It can be free floating, or it can rest on a solid surface. The wall
can be up 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 emits bright light out to
120 feet and dim light for an additional 120 feet.
When the wall appears, each creature in its area must make a Constitution saving
throw. On a failed save, a creature takes 6d8 radiant damage, and it is blinded for
1 minute. On a successful save, it takes half as much damage and isn’t blinded. A
blinded creature can make a Constitution saving throw at the end of each of its
turns, ending the effect on itself on a success.
A creature that ends its turn in the wall’s area takes 4d8 radiant damage.
Until the creation ends, you can use an action to launch a beam of radiance from
the wall at one creature you can see within 60 feet of it. Make a ranged creation
attack. On a hit, the target takes 6d8 radiant damage.
\page
**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.
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.
\page
### 6th Level
#### Chain Lightning
*6th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S, M (a silver pin)
- **Duration:** Instantaneous
You create a bolt of lightning that arcs toward a target of your choice that you
can see within range. Three bolts then leap from that target to as many as three
other targets, each of which must be within 30 feet of the first target. A target
can be a creature or an object and can be targeted by only one of the bolts.
A target must make a Constitution saving throw. The target takes 10d8 lightning
damage on a failed save, or half as much on a successful one.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, one additional bolt leaps from the first target to another target for
each slot level above 6th.
#### Disintegrate
*6th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a pinch of dust)
- **Duration:** Instantaneous
A thin ray springs from you to a target that you can see within range. The target
can be a creature, an object, or a creation of force, such as the wall created by
the Wall of Force creation.
**At Higher Levels.** When you use this creation using a creation slot of 7th level
or higher, the damage increases by 3d6 for each slot level above 6th.
```
```
You attempt to beguile a creature that you can see within range. It must succeed on
a Wisdom saving throw or be charmed by you for the duration. If you or creatures
that are friendly to you are fighting it, it has advantage on the saving throw.
While the creature is charmed, you have a telepathic link with it as long as the
two of you are on the same plane of 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. You can specify a simple and general course of action,
such as "Attack that creature," "Run over there," or "Fetch that object." If the
creature completes the order and doesn’t receive further direction from you, it
defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the
end of your next turn, the creature takes only the actions you choose, and doesn’t
do anything that you don’t allow it to do. During this time, you can also cause the
creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Wisdom saving throw against the
creation. If the saving throw succeeds, the creation ends.
**At Higher Levels.** When you use this creation with a 7th-level creation slot,
the duration is concentration, up to 8 hours. When you use this creation with a
8th-level creation slot, the duration is concentration, up to 24 hours. When you
use this creation with a 9th-level creation slot, the duration lasts as long as you
want without concentration, or until you use this creation again on another
creature.
You take on physical attributes that cause you to resemble a dragon. Select a
damage type from acid, cold, fire, poison, thunder, or lightning. You gain 60
temporary hits points and the following benefits until the creation ends:
* **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.
\page
Flames race across your body, shedding bright light in a 30-foot radius and dim
light for an additional 30 feet for the creations’s duration. The flames don’t harm
you. Until the creation ends, you gain the following benefits:
* You are immune to fire damage and have resistance to cold damage.
* Any creature that moves within 10 feet of you for the first time on a turn or
ends its turn there takes 2d10 fire damage.
* You can use your bonus action to create a line of fire 30 feet long and 5 feet
wide extending from you in a direction you choose. Each creature in the line must
make a Dexterity saving throw. A creature takes 4d8 fire damage on a failed save,
or half as much damage on a successful one.
Until the creation ends, ice rimes your body, and you gain the following benefits:
* You are immune to cold damage and have resistance to fire damage.
* You can move across difficult terrain created by ice or snow without spending
extra movement.
* The ground in a 15-foot radius around you is icy and is difficult terrain for
creatures other than you. The radius moves with you.
* You can use your bonus action to create a 20-foot cone of freezing wind extending
from your outstretched hand in a direction you choose. Each creature in the cone
must make a Constitution saving throw. A creature takes 4d6 cold damage on a failed
save, or half as much damage on a successful one. A creature that fails its save
against this effect has its speed halved until the start of your next turn.
Until the creation ends, bits of rock spread across your body, and you gain the
following benefits:
Until the creation ends, wind whirls around you, and you gain the following
benefits:
* Ranged weapon attacks made against you have disadvantage on the attack roll.
* You gain a flying speed of 60 feet.
* You can use your bonus action to create a 20-foot cube of swirling wind centered
on a point you can see within 60 feet of you. Each creature in that area must make
a Constitution saving throw. A creature takes 3d10 bludgeoning damage on a failed
save, or half as much damage on a successful one. If a Large or smaller creature
fails the save, that creature is also pushed up to 10 feet away from the center of
the cube.
You make terrain in an area up to 1 mile square look, sound, smell, and even feel
like some other sort of terrain. The terrain’s general shape remains the same,
however. Open fields or a road could be made to resemble a swamp, hill, crevasse,
or some other difficult or impassable terrain. A pond can be made to seem like a
grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide
and smooth road.
Similarly, you can alter the appearance of structures, or add them where none are
present. The creation doesn’t disguise, conceal, or add creatures.
The illusion includes audible, visual, tactile, and olfactory elements, so it can
turn clear ground into difficult terrain (or vice versa) or otherwise impede
movement through the area. Any piece of the illusory terrain (such as a rock or
stick) that is removed from the creation’s area disappears immediately.
Creatures with truesight can see through the illusion to the terrain’s true form;
however, all other elements of the illusion remain, so while the creature is aware
of the illusion’s presence, the creature can still physically interact with the
illusion.
\page
A frigid globe of cold energy streaks from you to a point of your choice within
range, where it explodes in a 60-foot-radius sphere. Each creature within the area
must make a Constitution saving throw. On a failed save, a creature takes 12d6 cold
damage. On a successful save, it takes half as much damage.
If the globe strikes a body of water or a liquid that is principally water (not
including water-based creatures), it freezes the liquid to a depth of 6 inches over
an area 30 feet 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.
You can refrain from firing the globe after completing the 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 creature you give the globe to can throw the globe (to
a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It
shatters on impact, with the same effect as the normal casting of the creation. You
can also set the globe down without shattering it. After 1 minute, if the globe
hasn’t already shattered, it explodes.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, the damage increases by 1d6 for each slot level above 6th.
You manifest a ravine of gravitational energy in a line originating from you that
is 100 feet long and 5 feet wide. Each creature in that line must make a
Constitution saving throw, taking 8d8 force damage on a failed save, or half as
much damage on a successful one.
Each creature within 10 feet of the line but not in it must succeed on a
Constitution saving throw or take 8d8 force damage and be pulled toward the line
until the creature is in its area.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, the damage increases by 1d8 for each slot level above 6th.
```
```
You create a protective field of that surrounds a creature of your choice within
range (you can choose yourself). The field sheds dim light out to 5 feet. While
surrounded by the field, a creature gains the following benefits:
**Damage Resistance.** The creature has resistance to all damage except psychic,
force, radiant, and necrotic.
As a bonus action on subsequent turns, you can move the field to another creature
within 60 feet of the field.
An immobile, barrier springs into existence in a 10-foot radius around you and
remains for the duration.
Any creation of 5th level or lower activated from outside the barrier can’t affect
creatures or objects within it, even if the creation is used with a higher level
creation slot. Such a creation can target creatures and objects within the barrier,
but the creation has no effect on them. Similarly, the area within the barrier is
excluded from the areas affected by such creation.
At Higher Levels. When you use this creation with a creation slot of 7th level or
higher, the barrier blocks creations of one level higher for each slot level above
6th.
#### Harm
*6th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantanous
You unleash a virulent disease on a creature that you can see within range. The
target must make a Constitution saving throw. On a failed save, it takes 14d8
necrotic damage, or half as much damage on a successful save. The damage can’t
reduce the target’s hit points below 1. If the target fails the saving throw, its
hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage
it took. Any effect that removes a disease allows a creature’s hit point maximum to
return to normal before that time passes.
\page
#### Heal
*6th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
Choose a creature that you can see within range. A surge of positive energy washes
through the creature, causing it to regain 70 hit points. The creation also ends
blindness, deafness, and any diseases affecting the target. This creation has no
effect on constructs or undead.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, the amount of healing increases by 15 for each slot level above 6th.
You bring forth a great feast, including magnificent food and drink. The feast
takes 1 hour to consume and disappears at the end of that time, and the beneficial
effects don’t set in until this hour is over. Up to twelve creatures can partake of
the feast.
A creature that partakes of the feast gains several benefits. The creature is cured
of all diseases and poison, becomes immune to poison and being frightened, and
makes all Wisdom saving throws with advantage. Its hit point maximum also increases
by 2d10 + your creativity ability modifier, and it gains the same number of hit
points. These benefits last for 24 hours.
A dancing creature must use all its movement to dance without leaving its space and
has disadvantage on Dexterity saving throws and attack rolls. While the target is
affected by this creation, other creatures have advantage on attack rolls against
it.
Each target must make a Wisdom saving throw. On a failed save, it pursues the
course of action you described to the best of its ability. The suggested course of
action can continue for the entire duration. If the suggested activity can be
completed in a shorter time, the creation ends when the subject finishes what it
was asked to do.
You can also specify conditions that will trigger a special activity during the
duration. For example, you might suggest that a group of soldiers give all their
money to the first beggar they meet. If the condition isn’t met before the creation
ends, the activity isn’t performed.
If you or any of your companions damage a creature affected by this creation, the
creation ends for that creature.
**At Higher Levels.** When you cuse this creation with a 7th-level creation slot,
the duration is 10 days. When you use an 8th-level creation slot, the duration is
30 days. When you use a 9th-level creation slot, the duration is a year and a day.
You attempt to bind a creature within an illusory cell that only it perceives. One
creature you can see within range must make an Intelligence saving throw. The
target succeeds automatically if it is immune to being charmed.
On a successful save, the target takes 5d10 psychic damage, and the creation ends.
On a failed save, the target takes 5d10 psychic damage, and you make the area
immediately around the target’s space appear dangerous to it in some way. You might
cause the target to perceive itself as being surrounded by fire, floating razors,
or hideous maws filled with dripping teeth.
Whatever form the illusion takes, the target can’t see or hear anything beyond it
and is restrained for the creation’s duration. If the target is moved out of the
illusion, makes a melee attack through it, or reaches any part of its body through
it, the target takes 10d10 psychic damage, and the creation ends.
\page
A fortress of stone erupts from a square area of ground of your choice that you can
see within range. The area is 120 feet on each side, and it must not have any
buildings or other structures on it. Any creatures in the area are harmlessly
lifted up as the fortress rises.
The fortress has four towers with square bases, each one 20 feet on a side and 30
feet tall, with one tower on each corner. The towers are connected to each other by
stone walls that are each 80 feet long, creating an enclosed area. Each wall is 1
foot thick and is composed of panels that are 10 feet wide and 20 feet tall. Each
panel is contiguous with two other panels or one other panel and a tower. You can
place up to four stone doors in the fortress’s outer wall.
A small keep stands inside the enclosed area. The keep has a square base that is 50
feet on each side, and it has three floors with 10-foot-high ceilings. Each of the
floors can be divided into as many rooms as you like, provided each room is at
least 5 feet on each side. The floors of the keep are connected by stone
staircases, its walls are 6 inches thick, and interior rooms can have stone doors
or open archways as you choose. The keep is furnished and decorated however you
like, and when it it initially used, it contains sufficient food to serve a nine-
course banquet for up to 100 people.
The walls, towers, and keep are all made of stone that can be damaged. Each 10-foot
by 10-foot section of stone has AC 15 and 30 hit points per inch of thickness. It
is immune to poison and psychic damage. Reducing a section of stone to 0 hit points
destroys it and might cause connected sections to buckle and collapse at the DM’s
discretion.
Until the creation ends, one willing creature you touch is immune to psychic
damage, any effect that would sense its emotions or read its thoughts, divination
creations, and the charmed condition.
#### Petrify
*6th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S, M (a lime)
- **Duration:** Concentration, up to 1 minute
You attempt to turn one creature that you can see within range into stone. If the
target's body is made of flesh, the creature must make a Constitution saving throw.
On a failed save, it is restrained as its flesh begins to harden. On a successful
save, the creature isn’t affected.
A creature restrained by this creation must make another Constitution saving throw
at the end of each of its turns. If it successfully saves against this creation
three times, the creation ends. If it fails saves three times, it is turned to
stone and subjected to the petrified condition for the duration. The successes and
failures don’t need to be consecutive; keep track of both until the target collects
three of a kind.
You create an illusory copy of yourself that lasts for the duration. The copy can
appear at any location within range that you have seen before, regardless of
intervening obstacles. The illusion looks and sounds like you but is intangible. If
the illusion takes any damage, it disappears, and the creation ends.
You can use your action to move this illusion up to twice your speed, and make it
gesture, speak, and behave in whatever way you choose. It mimics your mannerisms
perfectly.
You can see through its eyes and hear through its ears as if you were in its space.
On your turn as a bonus action, you can switch from using its senses to using your
own, or back again. While you are using its senses, you are blinded and deafened in
regard to your own surroundings.
You overload the mind of one creature you can see within range, filling its psyche
with discordant emotions. The target must make an Intelligence saving throw. On a
failed save, the target takes 12d6 psychic damage and is stunned for 1 minute. On a
successful save, the target takes half as much damage and isn’t stunned.
The stunned target can make an Intelligence saving throw at the end of each of its
turns. On a successful save, the creation ends on the target.
\page
A beam of brilliant light flashes out from you in a 5-foot-wide, 60-foot-line. Each
creature in the line must make a Constitution saving throw. On a failed save, a
creature takes 6d10 radiant damage and is blinded until your next turn. On 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.
For the duration, brilliant radiance shines from you. It sheds bright light in a
30-foot radius and dim light for an additional 30 feet. The light is sunlight.
You create a sword-shaped plane of force that hovers within range. It lasts for the
duration.
When the sword appears, you make a melee creation attack against a target of your
choice within 5 feet of the sword. On a hit. the target takes 4d10 force damage.
Until the creation ends, you can use a bonus action on each of your turns to move
the sword up to 20 feet to a spot you can see and repeat this attack against the
same target or a different one.
#### Regenerate
*6th-level transmutation*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Components:** V, S, M (A prayer wheel and holy water)
- **Duration:** 1 hour
You touch a creature and stimulate its natural healing ability. The target regains
4d8 + 15 Hit Points. For the Duration of the creation, the target regains 1 hit
point at the start of each of its turns (10 Hit Points each minute).
The target's severed body parts (fingers, legs, and so on), if any, are restored
after 2 minutes. If you have the severed part and hold it to the stump, the
creation instantaneously causes the limb heal.
```
```
At the end of the duration, affected objects and creatures fall back down.
#### Scatter
*6th-level conjuration*
___
- **Casting Time:** 1 action
- **Range:** 30 feet
- **Components:** V
- **Duration:** Instantaneous
The air quivers around up to five creatures of your choice that you can see within
range. An unwilling creature must succeed on a Wisdom saving throw to resist this
creation. You teleport each affected target to an unoccupied space that you can see
within 300 feet of you. That space must be on the ground or on a floor.
Seven star-like motes of light appear and orbit your head until the creation ends.
You can use an action or bonus action to send one of the motes streaking toward one
creature or object within 120 feet of you. When you do so, make a ranged creation
attack. On a hit, the target takes 4d12 radiant damage. Whether you hit or miss,
the mote is expended. The creation ends early if you expend the last mote. If you
have four or more motes remaining, they shed bright light in a 30-foot radius and
dim light for an additional 30 feet. If you have one to three motes remaining, they
shed dim light in a 30-foot radius.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, the number of motes created increases by two for each slot level above
6th.
\page
#### Tornado
*6th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 300 feet
- **Components:** V, M (a piece of straw)
- **Duration:** Concentration, up to 1 minute
A tornado howls down to a point on the ground you specify. The tornado is a 10-
foot-radius, 30-foot-high cylinder centered on that point. Until the creation ends,
you can use your action to move the tornado up to 30 feet in any direction along
the ground. The tornado sucks up any Medium or smaller objects that aren’t secured
to anything and that aren’t worn or carried by anyone.
A creature must make a Dexterity saving throw the first time on a turn that it
enters the tornado or that the tornado enters its space, including when the tornado
first appears. A creature takes 10d6 bludgeoning damage on a failed save, or half
as much damage on a successful one. In addition, a Large or smaller creature that
fails the save must succeed on a Strength saving throw or become restrained in the
tornado until the creation ends.
When a creature starts its turn restrained by the tornado, the creature is pulled 5
feet higher inside it, unless the creature is at the top. A restrained creature
moves with the tornado and falls when the creation ends, unless the creature has
some means to stay aloft.
#### Trueseeing
*6th-level divination*
___
- **Casting Time:** 1 action
- **Range:** Touch
- **Components:** V, S, M (ointment)
- **Duration:** 1 hour
This creation gives the willing creature you touch the ability to see things as
they actually are. For the duration, the creature has truesight, notices secret
doors hidden by magic, and can see into the Ethereal Plane, all out to a range of
120 feet.
**At Higher Levels.** When you use this creation with a creation slot of 7th level
or higher, you can target an additional, willing creature for each level above 6th.
```
```
#### Ward
*6th-level abjuration*
___
- **Casting Time:** 10 minutes
- **Range:** Touch
- **Components:** V, S, M (a mirror and a puff of smoke)
- **Duration:** 24 hours
You protect up to 2,500 square feet of floor space (an area 50 feet square, or one
hundred 5-foot squares or twenty-five 10-foot squares). The protected area can be
up to 20 feet tall, and shaped as you desire. You can protect several stories of a
stronghold by dividing the area among them, as long as you can walk into each
contiguous area while you are activating this creation.
When you activate this creation, you can specify individuals that are unaffected by
any or all of the effects that you choose. You can also specify a password that,
when spoken aloud, makes the speaker immune to these effects.
**Corridors**. Fog fills all the protected corridors, making them heavily obscured.
In addition, at each intersection or branching passage offering a choice of
direction, there is a 50 percent chance that a creature other than you will believe
it is going in the opposite direction from the one it chooses.
**Doors.** All doors in the protected area are creatively locked, as if sealed by
the Lock creation. In addition, you can cover up to ten doors with an illusion
(equivalent to the illusory object function of the Temporary Trick trick) to make
them appear as plain sections of wall.
**Stairs.** Webs fill all stairs in the protected area from top to bottom, as the
Web spell. These strands regrow in 10 minutes if they are burned or torn away while
Ward lasts.
**Other Creation Effect.** You can place your choice of one of the following
magical effects within the warded area of the stronghold.
* Place Shimmering Lights in four corridors. You can designate a simple program
that the lights repeat as long as Ward lasts.
* Place Stinking Cloud in two locations. The vapors appear in the places you
designate; they return within 10 minutes if dispersed by wind while Ward lasts.
* Place a constant Gust of Wind in one corridor or room.
* Place a Suggestion in one location. You select an area of up to 5 feet square,
and any creature that enters or passes through the area receives the Suggestion
mentally.
You take control of the weather within 5 miles of you for the duration. You must be
outdoors to use this creation. Moving to a place where you don’t have a clear path
to the sky ends the creation early.
When you use this creation, you change the current weather conditions, which are
determined by the DM based on the climate and season. You can change precipitation,
temperature, and wind. It takes 1d4 x 10 minutes for the new conditions to take
effect. Once they do so, you can change the conditions again. When the creation
ends, the weather gradually returns to normal.
When you change the weather conditions, find a current condition on the following
tables and change its stage by one, up or down. When changing the wind, you can
change its direction.
##### Precipitation
| Stage | Effect |
|:----:|:-------------|
| 1 | Clear |
| 2 | Light clouds |
| 3 | Overcast or ground fog |
| 4 | Rain, hail or snow |
| 5 | Torrential rain, driving hail or blizzard |
##### Temperature
| Stage | Effect |
|:----:|:-------------|
| 1 | Unbearable Heat |
| 2 | Hot |
| 3 | Warm |
| 4 | Cool |
| 5 | Cold |
| 6 | Artic cold |
##### Wind
| Stage | Effect |
|:----:|:-------------|
| 1 | Calm |
| 2 | Moderate wind |
| 3 | Strong wind |
| 4 | Gale |
| 5 | Storm |
\page
### 7th Level
#### Cause Death
*7th-level necromancy*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Instantaneous
You send negative energy coursing through a creature that you can see within range,
causing it searing pain. The target must make a Constitution saving throw. It takes
10d8 + 30 necrotic damage on 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 command, following your verbal orders to the
best of its ability. The undead uses the statistics from the Animate Dead creation.
A beam of light flashes from you, then condenses to linger at a chosen point within
range as a glowing bead for the duration. When the creation ends, either because
your concentration is broken or because you decide to end it, the bead blossoms
with a low roar into an explosion of flame that spreads around corners. Each
creature in a 20-foot-radius sphere centered on that point must make a Dexterity
saving throw. A creature takes fire damage equal to the total accumulated damage on
a failed save, or half as much damage on a successful one.
The creations’s base damage is 14d6. If at the end of your turn the bead has not
yet detonated, the damage increases by 1d6.
If the glowing bead is touched before the interval has expired, the creature
touching it must make a Dexterity saving throw. On a failed save, the creation ends
immediately, causing the bead to erupt in flame. On a successful save, the creature
can throw the bead up to 40 feet. When it strikes a creature or a solid object, the
creation ends, and the bead explodes.
The fire damages objects in the area and ignites flammable objects that aren’t
being worn or carried.
**At Higher Levels.** When you use this creation with a creation slot of 8th level
or higher, the base damage increases by 1d6 for each slot level above 7th.
```
```
You draw the moisture from every creature in a 30-foot cube centered on a point you
choose within range. Each creature in that area must make a Constitution saving
throw. Constructs and undead aren’t affected, and plants and creatures similar to
water elementals make this saving throw with disadvantage. A creature takes 14d8
necrotic damage on a failed save, or half as much damage on a successful one.
#### Firestorm
*7th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Components:** V, S
- **Duration:** Instantaneous
A storm made up of sheets of roaring flame appears in a location you choose within
range. The area of the storm consists of up to ten 10-foot cubes, which you can
arrange as you wish. Each cube must have at least one face adjacent to the face of
another cube. Each creature in the area must make Dexterity saving throw. It takes
8d10 fire damage on a failed save, or half as much damage on a successful one.
The fire damages objects in the area and ignites flammable objects that aren’t
being worn or carried. If you choose, plant life in the area is unaffected by this
creation.
#### Force Cage
*7th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 100 feet
- **Components:** V, S, M (a lock)
- **Duration:** 1 hour
A prison in the shape of a cage can be up to 20 feet on a side and is made from
1/2-inch diameter bars spaced 1/2 inch apart.
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.
\page
A creature inside the cage can't leave it by non-creation means. If the creature
tries to use teleportation or interplanar travel to leave the cage, it must first
make a Charisma saving throw. On a success, the creature can use that ability to
exit the cage. On a failure, the creature can't exit the cage and wastes the use of
the creation or effect. The cage also extends into the Ethereal Plane, blocking
ethereal travel.
#### Foresight
*7th-level divination*
___
- **Casting Time:** 1 minute
- **Range:** Touch
- **Target:** A willing creature
- **Components:** V, S, M (A hummingbird feather)
- **Duration:** 8 hours
You touch a willing creature and bestow a limited ability to see into the immediate
future. For the duration, the target can’t be surprised and has advantage on attack
rolls, ability checks, and saving throws.
Additionally, other creatures have disadvantage on attack rolls against the target
for the duration.
This creation immediately ends if you use it again before its duration ends.
You conjure an extradimensional dwelling in range that lasts for the duration. You
choose where its one entrance is located. The entrance shimmers faintly and is 5
feet wide and 10 feet tall. You and any creature you designate when you use this
creation can enter the extradimensional dwelling as long as the portal remains
open. You can open or close the portal if you are within 30 feet of it. While
closed, the portal is invisible.
Beyond the portal is a magnificent foyer with numerous chambers beyond. The
atmosphere is clean, fresh, and warm.
You can create any floor plan you like, but the space can’t exceed 50 cubes, each
cube being 10 feet on each side. The place is furnished and decorated as you
choose. It contains sufficient food to serve a nine-course banquet for up to 100
people. A staff of 100 near-transparent servants attends all who enter. You decide
the visual appearance of these servants and their attire. They are completely
obedient to your orders. Each servant can perform any task a normal human servant
could perform, but they can’t attack or take any action that would directly harm
another creature. Thus the servants can fetch things, clean, mend, fold clothes,
light fires, serve food, pour wine, and so on. The servants can go anywhere in the
mansion but can’t leave it. Furnishings and other objects created by this creation
dissipate into smoke if removed from the mansion. When the creation ends, any
creatures or objects inside the extradimensional space are expelled into the open
spaces nearest to the entrance.
#### Pain
*7th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V
- **Duration:** Instantaneous
You cause waves of intense pain to assail one creature you can see within range.
The target must make a Constitution saving throw. On a failure, the target is
wrought with intense pain. On a success, the target is not affected.
While the target is affected by crippling pain, any speed it has can be no higher
than 10 feet. The target also has disadvantage on attack rolls, ability checks, and
saving throws, other than Constitution saving throws. Finally, if the target tries
to use a creation, it must first succeed on a Constitution saving throw, or the
activation and the creation is wasted.
A target suffering this pain can make a Constitution saving throw at the end of
each of its turns. On a successful save, the pain ends.
#### Prismatic Spray
*7th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** Self (60ft cone)
- **Target:** Each creature in a 60-foot cone
- **Components:** V, S
- **Duration:** Instantaneous
Eight multicolored rays flash from your hand. Each ray is a different color and has
a different power. Each creature in a 60-foot cone must make a Dexterity saving
throw. For each target, roll a d8 to determine which color ray affects it.
1-Red: The target takes 12d6 fire damage on a failed save, or half as much damage
on a successful one.
2-Orange: The target takes 12d6 acid damage on a failed save, or half as much
damage on a successful one.
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.
\page
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.
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. |
\page
### 8th Level
#### Anti-Creation Field
*8th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self (10-foot-radius sphere)
- **Target:** Self (10-foot-radius sphere)
- **Components:** V, S, M (A pinch of powdered iron or iron fillings)
- **Duration:** Concentration, Up to 1 hour
A 10-foot-radius invisible sphere of EMP surrounds you. This area is divorced from
the creation that suffuses the abilities of other creations and creation like
effects. Within the sphere, creations can’t be used, summoned creatures disappear,
and even certain creation/mastercraft items become disfunctional, lacking their
main special properties.
Until the creation ends, the sphere moves with you, centered on you.
Creations and similar effects, are suppressed in the sphere and can’t protrude into
it. A slot expended to use a suppressed creation is consumed. While an effect is
suppressed, it doesn’t function, but the time it spends suppressed counts against
its duration.
**Targeted Effects:** Creations and similar Effects, such as Missiles and Charm
Person, that target a creature or an object in the Sphere have no Effect on that
target.
**Mastercraft Items:** The Properties and powers of certain items are suppressed in
the Sphere. A weapon's Properties and powers are suppressed if it is used against a
target in the Sphere or wielded by an attacker in the Sphere. If a weapon or piece
of ammunition fully leaves the Sphere (For example, if you fire a Mastercraft Arrow
or throw a mastercraft spear at a target outside the sphere), the creative bonus of
the item ceases to be suppressed as soon as it exits.
#### Clone
*8th-level necromancy*
___
- **Casting Time:** 1 hour
- **Range:** Touch
- **Components:** V, S, M (Medical supplies worth at least 10,000,000 Berries and
at least 1 cubic inch of flesh of the creature that is to be cloned, which the
creation consumes. A vessel worth at least 20,000,000 Berries that has a sealable
lid and is large enough to hold the creature being cloned)
- **Duration:** Instantaneous
At any time after the clone matures, if the original creature dies, its soul
transfers to the clone, provided that the soul is free and willing to return. The
clone is physically identical to the original and has the same personality,
memories, and abilities, but none of the original’s equipment (this includes devil
fruits). The original creature’s physical remains, if they still exist, become
inert and can’t thereafter be restored to life, since the creature’s soul is
elsewhere.
This creation creates a sphere centered on a point you choose within range. The
sphere can have a radius of up to 40 feet. The area within this sphere is filled
with darkness and crushing gravitational force.
For the duration, the creation's area is difficult terrain. A creature with
darkvision can't see through the darkness, and light can't illuminate it. No sound
can be created within or pass through the area. Any creature or object entirely
inside the sphere is immune to thunder damage, and creatures are deafened while
entirely inside it. Using a creation that includes a verbal component is impossible
there.
Any creature that enters the creation's area for the first 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.
\page
#### Earthquake
*8th-level evocation*
___
- **Casting Time:** 1 action
- **Range:** 500 feet
- **Components:** V, S, M (a pinch of dirt)
- **Duration:** Concentration, up to 1 minute
You create a seismic disturbance at a point on the ground that you can see within
range. For the duration, an intense tremor rips through the ground in a 100-foot-
radius circle centered on that point and shakes creatures and structures in contact
with the ground in that area.
The ground in the area becomes difficult terrain. Each creature on the ground that
is concentrating must make a Constitution saving throw. On a failed save, the
creature’s concentration is broken.
When you activate this creation and at the end of each turn you spend concentrating
on it, each creature on the ground in the area must make a Dexterity saving throw.
On a failed save, the creature is knocked prone.
This creation can have additional effects depending on the terrain in the area, as
determined by the DM.
**Fissures.** Fissures open throughout the creation’s area at the start of your
next turn after you cast the spell. A total of 1d6 such fissures open in locations
chosen by the DM. Each is 1d10 x 10 feet deep, 10 feet wide, and extends from one
edge of the spell’s area to the opposite side. A creature standing on a spot where
a fissure opens must succeed on a Dexterity saving throw or fall in. A creature
that successfully saves moves with the fissure’s edge as it opens.
#### Feeblemind
*8th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 150 feet
- **Target:** A creature that you can see within range
- **Components:** V, S, M (an egg)
- **Duration:** Instantaneous
You shatter the mind of a creature that you can see within range. The target takes
4d6 psychic damage and must make an Intelligence saving throw.
On a failed save, the creature’s 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.
At the end of every 30 days, the creature can repeat its saving throw against this
creation. If it succeeds on its saving throw, the creation ends.
The creation can also be ended by greater restoration, heal, greater heal, etc.
#### Glibness
*8th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V
- **Duration:** 1 hour
Until the creation ends, when you make a Charisma check, you can replace the number
you roll with a 15.
Additionally, no matter what you say, any effect, ability, or item that would
determine if you are telling the truth indicates that you are being truthful.
A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-
radius sphere centered on a point within range. The cloud spreads around corners
and is heavily obscured. It lasts for the duration or until a wind of moderate or
greater speed (at least 10 miles per hour) disperses it.
When the cloud appears, each creature in it must make a Dexterity saving throw. A
creature takes 10d8 fire damage on a failed save, or half as much damage on a
successful one. A creature must also make this saving throw when it enters the
creation’s area for the first time on a turn or ends its turn there.
The cloud moves 10 feet directly away from you in a direction that you choose at
the start of each of your turns.
Darkness spreads from a point you choose within range to fill a 60-foot-radius
sphere until the spell ends. The darkness spreads around corners. A creature with
darkvision can’t see through this darkness. Normal lights, as well as light created
by creations of 8th level or lower, can't illuminate the area. Shrieks, gibbering,
and mad laughter can be heard within the sphere. Whenever a creature starts its
turn in the sphere, it must make a Wisdom saving throw, taking 10d8 psychic damage
on a failed save, or half as much damage on a successful one.
\page
#### Stun
*8th-level enchantment*
___
- **Casting Time:** 1 action
- **Range:** 60 feet
- **Components:** V, S
- **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
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.
A creature caught in the wall can move by swimming. Because of the force of the
wave, though, the creature must make a successful Strength (Athletics) check
against your creation save DC in order to move at all. If it fails the check, it
can’t move. A creature that moves out of the area falls to the ground.
\page
### 9th Level
#### Blade of Disaster
*9th-level conjuration*
___
- **Casting Time:** 1 bonus action
- **Range:** 60 feet
- **Components:** V, S
- **Duration:** Concentration, up to 1 minute
You create a blade-shaped planar rift about 3 feet long in an unoccupied space you
can see within range. The blade lasts for the duration. When you activate this
creation, you can make up to two melee creation attacks with the blade, each one
against a creature, loose object, or structure within 5 feet of the blade. On a
hit, the target takes 4d12 force damage. This attack scores a critical hit if the
number on the d20 is 18 or higher. On a critical hit, the blade deals an extra 8d12
force damage (for a total of 12d12 force damage).
As a bonus action on your turn, you can move the blade up to 30 feet to an
unoccupied space you can see and then make up to two melee creation attacks with it
again.
The blade can harmlessly pass through any barrier, including the Wall of Force
creation.
#### Invulnerability
*9th-level abjuration*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (Medical supplies worth at least 5,000,000 Berries, which
the creation consumes)
- **Duration:** Concentration, up to 10 minutes
You transform up to ten creatures of your choice that you can see within range. An
unwilling target must succeed on a Wisdom saving throw to resist the
transformation. An unwilling shapechanger automatically succeeds on the save.
Each target assumes a beast form of your choice, as if the Polymorph creation was
used on them, lasting until the end of the duration, or until their individual hit
points in their beast forms reach 0.
```
```
Blazing orbs of fire plummet to the ground at four different points you can see
within range. Each creature in a 40-foot-radius sphere centered on each point you
choose must make a Constitution saving throw. The sphere spreads around corners. A
creature takes 20d6 fire damage and 20d6 bludgeoning damage on a failed save, or
half as much damage on a successful one. A creature in the area of more than one
fiery burst is affected only once.
The creation damages objects in the area and ignites flammable objects that aren’t
being worn or carried.
The wall sheds bright light out to a range of 100 feet and dim light for an
additional 100 feet. You and creatures you designate at the time you cast the spell
can pass through and remain near the wall without harm. If another creature that
can see the wall moves to within 20 feet of it or starts its turn there, the
creature must succeed on a Constitution saving throw or become blinded for 1
minute.
The wall consists of seven layers, each with a different color. When a creature
attempts to reach into or pass through the wall, it does so one layer at a time
through all the wall’s layers. As it passes or reaches through each layer, the
creature must make a Dexterity saving throw or be affected by that layer’s
properties as described below.
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.
\page
You unleash the power of your mind to blast the intellect of up to ten creatures of
your choice that you can see within 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.
A stunned target can make an Intelligence saving throw at the end of each of its
turns. On a successful save, the stunning effect ends.
#### Shapechange
*9th-level transmutation*
___
- **Casting Time:** 1 action
- **Range:** Self
- **Components:** V, S, M (a vial worth at least 15,000,000 Berries)
- **Duration:** Concentration, up to 1 hour
You assume the form of a different creature for the duration. The new form can be
any creature with a challenge rating equal to your level or lower. The creature
can't be a construct or an undead, and you must have seen the sort of creature at
least once. You transform into an average example of that creature, one without any
class levels or the Creativity trait.
Your game statistics are replaced by the statistics of the chosen creature, though
you retain your alignment and Intelligence, Wisdom, and Charisma scores. You also
retain all of your skill and saving throw proficiencies, in addition to gaining
those of the creature, If the creature has the same proficiency as you, and the
bonus listed in its statistics is higher than yours, use the creature's bonus in
place of yours. You can't use any legendary actions or lair actions of the new
form.
You assume the hit points and Hit Dice of the new form. When you revert to your
normal, you return to the number of hit points you had before you transformed. If
you revert as a result of dropping to 0 hit points, any excess damage carries over
to your normal form. As long as the excess damage doesn't reduce your normal form
to 0 hitpoints, you aren't knocked unconscious.
You retain the benefit of any features from your class, race, or other source and
can use them, provided that your new form is physically capable of doing so. You
can't use any special senses you have (for example, darkvision) unless your new
form also has that sense. You can only speak if the creature can normally speak.
When you transform, you choose whether your equipment falls to the ground, merges
into the new form, or is worn by it. Worn equipment functions as normal. The DM
determines whether it is practical for the new form to wear a piece of equipment,
based on the creature's shape and size. Your equipment doesn't change shape or size
to match the new form, and any equipment that the new form can't wear must either
fall to the ground or merge into your new form. Equipment that merges has no effect
in that state.
During this creation's duration, you can use your action to assume a different form
following the same restrictions and rules for the original form, with one
exception: if your new form has more hit points than your current one, your hit
points remain at their current value.
\page
You target a creature you can see within range, putting its physical form through
the devastation of rapid aging. The target must make a Constitution saving throw,
taking 12d12 necrotic damage on a failed save, or half as much damage on a
successful one. If the save fails, the target also ages to the point where it has
only 30 days left before it dies of old age. In this aged state, the target has
disadvantage on attack rolls, ability checks, and saving throws, and its walking
speed is halved.
Nothing short of the Greater Restoration creation is used with a 9th-level creation
slot, or certain devil fruits that allow for age manipulation can end these effects
and restore the target to its previous age.
You briefly stop the flow of time for everyone but yourself. No time passes for
other creatures, while you take 5 turns in a row, during which you can use actions
and move as normal.
Creatures frozen in time count as incapacitated, even if they are immune to the
condition normally, automatically fail all saving throws, ability contests, and
attacks against them are made at advantage.
Choose one creature or non-mastercraft object that you can see within range. You
transform the creature into a different creature, the creature into a non-
mastercraft object, or the object into a creature (the object must be neither worn
nor carried by another creature). The transformation lasts for the duration, or
until the target drops to 0 hit points or dies. If you concentrate on this creation
for the full duration, the transformation becomes permanent.
An unwilling creature can make a Wisdom saving throw, and if it succeeds, it isn't
affected by this creation.
The creature is limited in the actions it can perform by the nature of its new
form, and it can't speak, use creations, or take any other action that requires
hands or speech unless its new form is capable of such actions.
The target's gear melds into the new form. The creature can't activate, use, wield,
or otherwise benefit from any of its equipment.
If the creation becomes permanent, you no longer control the creature. It might
remain friendly to you, depending on how you have treated it.
A flood of healing energy flows from you into injured creatures around you. You
restore all hit points for up to six creatures of your choice within range.
Creatures healed by this creation are also cured of all diseases and any effect
making them blinded or deafened. This creation has no effect on undead or
constructs.
\page
# Appendix B: Running The Game
## Overview
This section has been made for the express purpose of aiding those who wish to be a
Dungeon Master for a _One Piece_ D&D game and want to use this system. To push
themselves in the right direction, it is recommended to read this guide. It is also
recommended that they have been a Dungeon Master beforehand for the standard 5th
edition.
This section covers many aspects of the _One Piece_ world, as well as tips on how
to run certain parts of the game. From factors of the environment (travel time and
hazards) to Rewards (how to give them), and Crafting (costs and time to craft).
Before we begin, keep in mind these are suggestions. Suggestions that have risen
out of multiple successful and failed games using this system to create the best
experience possible.
Be aware that this system, while more lenient than the standard 5th edition, is
still grounded in rules, unlike other anime systems. Everything matters, there must
be consistency to maintain balance. This system, being a 5e system, is more D&D
than _One Piece_, but not aggressively so.
## The Environment
The environment is critical to any tabletop RPG. Without it, the players are in a
vacuum, separate from any sense of space and time, they just exist. Some DM's seem
to forget how big, unique, and chaotic the world can be, especially when the party
reaches locations such as the Grand Line and New World.
The ocean is gigantic, even more so in the _One Piece_ world. Islands, depending on
their size, can take as little as an hour or days to travel around when on foot.
Though this all can depend on which sea the crew is sailing in.
#### Travel By Sea
Within the North, South, East, and West Blue, the oceans reflect real-world oceans
mostly. Islands are likely closer together, and travel via compass is faster as you
can go to specific islands. In these seas, it would likely take only a few days to
get to nearby islands, rarely over a week unless the islands are far, or if there
is a storm blocking the way.
When traversing the Grand Line and New World are when travel time starts to
increase. With Log Poses, they need time to update their magnetic pull. This can be
as little as a day, or as long as a full year in the case of Little Garden. For
simplicity, I've made it so the average time for a log pose to update is 2d6+2
days, though you can choose a specific length of time if you deem it necessary. In
these seas, the duration of travel between nearby islands is at least a week, and
at most a month.
#### Whirlpools
Whirlpools function much like the Whirlpool part of the Control Water creation, DC
15, Strength Saving Throw.
#### Storms
Storms are difficult to wade through, requiring the navigator or helmsmen to make a
Navigator's Tools or Water Vehicles tool check, DC 15. On a failure, the ship and
the crew may take some 2d8 bludgeoning damage.
Lightning can also accompany the storm. Roll a d100. If the 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 crew members is struck by lightning, Dexterity Saving Throw DC
15 for 8d6 lightning damage.
#### Magma
Getting splashed by magma would 4d10 fire damage. Wading through magma would be
10d10. Swimming through magma would be 18d10 fire. Magma ignores resistance to fire
damage and treats immunity to fire damage as resistance. This change is made to
reflect the absolute destructive properties of magma in the _One Piece_ world.
There are several requirements for the crafting to be initiated: experience, tools,
materials, and the time to craft. In addition, crafting items does require the
input of the DM.
### Experience
Experience in particular is if the character knows to craft such items. This
experience can be gained throughout the game or started depending on one's class,
role, or background.
Though as long as they have the proficiency in the tools and enough backstory,
anyone can craft.
**Gunslinger Fighters.** These gunslingers can craft items associated with weaponry
such as firearms, cannons, modifications to existing weapons, special ammunition,
and even explosives.
***Marksmen.*** Marksmen are capable of using either dials, plants, or other kinds
of tricks to act as storage for their creations (spell scrolls), and can create and
modify new weaponry.
***Bards.*** Bards can imbue their guiding charm and inspiring soul into their art
forms, such as storing their creations in a poem that can be sung, or a jovial
painting (spell scrolls).
***Medics.*** The specialized medics are capable of using their chemical and
medical knowledge to create and store their most potent medicines for later use
(spell scrolls), or perhaps store them in drugs (potions).
***Doctors.*** Those with the Doctor role and/or background are just as capable as
Medics to craft potent medicines and drugs (potions) to cure their allies.
***Blacksmiths.*** Those with the blacksmith background have worked with metal all
their life, granting them the ability to craft weapons and armor.
#### Permanent Haki-Imbuement
Those with an affinity to either Armament or Observation Haki have the potential to
infuse their haki into a single weapon permanently, creating a Black Blade, or a
White Weapon.
### Tools
Tools are the apparatus that enables the creation of the item. Depending on the
nature of the item being crafted, different tools may be utilized. Every day spent
crafting an item requires a tool check, DC is dependent on the difficulty of the
task, as determined by the DM. Successful checks maintain progress, failures on
checks cause progress to halt but don't undo progress. Critical successes in
crafting checks count as multiple days of progress, and critical fails remove a day
of progress.
Scrolls made by those with the Gadget Creation List can be flavored as small
gadgets. They require tool checks made with Dial Kit, Smith's Tools, Tinkerer's
Tools, Alchemist's Supplies, or Herbalism Kits if they are an Alchemist Gadgeteer.
Scrolls made by those with the Medic Creation List can be flavored as various
drugs, medkits, or bioweapons. They require tool checks with Alchemist's Supplies
or Herbalism Kits
Scrolls made by those with the Bard Creation List can imbue physical art with their
charm, it can be in written form, perhaps a song recorded in a tone dial, or even a
painting. They require tool checks with any Artisan tool they are proficient in.
Scrolls made by those with the Marksman Creation List can be flavored as various
gadgets or tricks they carry, like a set of dials or pop greens. They require tool
checks with Tinkerer's Tools, Dial Kits, or Herbalism Kits.
**Potions.** Potions are created by those with the Doctor Role, Background, Medic
Class, or are an Alchemist Gadgeteer. These potions most often take the form of
drugs or another form of medicine. Creating potions requires tool checks made with
Alchemist's Supplies or Herbalism Kits.
**Weapons.** Special weapons of both ranged and melee varieties can be created by
various artisans such as Gunslinger Fighters, those with the Gadgeteer Spell List,
Cannoneer Barbarians, Marksmen, Shipwrights, and Blacksmiths. Crafting weapons
require tool checks with Smith's Tools, Tinkerer's Tools, Dial Kits, or Gunsmith's
Tools.
**Armor.** Special armor can also be crafted by various artisans such as those with
the Gadgeteer Spell List, Shipwrights, and Blacksmiths. Crafting armor requires
tool checks with Smith's Tools, Tinkerer's Tools, or Dial Kits.
**Miscellaneous.** Other wearables such as rings, boots, cloaks, other devices, and
essentially any wondrous item can be crafted by various artisans. DMs may need to
think about what tool check would be appropriate.
\page
### Materials
Crafting special items is not free. The cost would likely be different for each
item, but for sake of simplicity, below is a chart that denotes the cost in terms
of item rarity, though you do not need to follow it as it is simply a guideline.
Despite the costs of crafting items, there are ways to reduce the costs. Some items
may substitute, or even require valuable materials in place of Berry cost, for
example defeating a cybernetic captain and using his cybernetics as materials for a
new weapon.
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 Expertise Feature of Medic, and the Routine Care Feature of the Doctor
role, each can halve the cost of crafting their respective items.
### Time
One of the biggest limiting factors of crafting is time. Some more simple items can
take days, while others can take weeks, months even.
Much like costs, the time an item takes to craft depends greatly on the item. In
addition, much like with costs, the features of Gadgeteer, Medic, and the Doctor
Role can reduce this time by either half or a quarter it would normally take.
Another thing to note, the crafting process might speed up with additional help.
Perhaps 2 Gadgeteers working together on the same object would greatly reduce the
time.
Lastly, the table below is yet again a guideline, and should not be the one size
fits all ruling.
## Rewards
Rewarding your players when they accomplish big tasks is paramount for adding to
the adventure. For example, battling another crew who is guarding a large treasure
hoard, or gaining new strength after completing a long and emotional arc full of
character development.
It keeps the game feeling fresh and like the players are making actual headway in
the world. It is also best to consider what kind of awards are in order, as
completing various tasks allows different kinds of awards.
In the standard 5th edition, there is the attunement system, which limits the
number of magic items a person can use at a time. I find it's best to ignore that
in this game as it is an unnecessary restriction for the world. Instead, grant
magic items that specifically help certain classes. Though again, this is a
suggestion.
Some of the best magic items a DM can award are some that are specific to certain
players. For example, giving a player who is a Brawler a Dragon Hide Belt, flavored
as the belt that belonged to a famous captain of a pirate crew who was also a
Brawler. The item directly aids their Brawler class features. A little personalized
touch can go a long way, even if the item itself isn't super impactful.
Awards such as these can come from treasure hoards of crews, perhaps in armories
inside fortresses of Marines, won in a high-stakes gamble with an elite member of
the black market, or even wielded by powerful enemies after defeating them.
Mastercraft items such as these can come in many shapes and sizes, however, a great
example of a magic item are Vestiges. In _Critical Role_ there are these special
magic items called Vestiges. The actual lore is beside the point, but the main
attraction is that they grow stronger at key climactic moments. These items should
be rare, and not given willy nilly.
##### 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.
\page
##### Wakened
* Item becomes a +2 or increases the user's ability scores even more if that was
what the Dormant state had done.
* 1 or 2 more additional benefits, potentially based on short or long rest, lasting
10 minutes, or based on certain class resources.
##### Exalted
* Item becomes a +3 or increases the user's ability scores even more if that was
what the Dormant and Awakened state had done.
* 1 or 2 more additional benefits, potentially based on short or long rest, lasting
1 hour, or based on certain class resources.
Most cursed items are weapons, and how to rule them has already been covered in
this book in Chapter 8, but they can also take the form of armor, jewelry, and
anything else.
Essentially, the cursed item has an ability that can either debuff the wielder or
the target, usually based on a certain saving throw, DC determined by the DM. In
addition, most cursed items refuse to part from their wielder, such as a sword that
seems to always reappear on the person no matter how far they run, or a set of
armor you cannot take off. These cursed objects can still be affected by the Remove
Curse creation in the Bard and Savant spell list.
For example, let's say you wanted to create a weapon like Enma, that drains the
haki, as well as physical strength from their wielders. At the start of each
combat, the wielder will have to make a Wisdom Saving Throw against the DC of Enma.
If the wielder fails, their strength score is reduced by 4 points and they lose the
benefits of their Armament Haki features until they finish a short or long rest. If
the wielder succeeds, the damage they deal with their haki is doubled and their
critical hit range increases by 1. The wielder will keep making this Saving Throw
at the start of each combat until the DM determines that the wielder has surpassed
the curse, typically when it best fits the story.
Cursed items can also function much like the previously mentioned Staged Magic
Items, though each stage has a cursed effect to overcome.
Cursed items can be found anywhere, the far back corner of stores, locked away in a
treasure hoard, or even wielded by an enemy.
Haki is typically awarded after or even during a stressful moment for a character.
In addition, the character must also be of 8th level to achieve the strength needed
to utilize haki.
When a character does awaken to the power of haki, they typically awaken only one
type at first. This first awakening of haki represents the character's affinity.
Affinity in a certain type of haki means the user can utilize their full
proficiency bonus when using observation or armament haki, or in the case of
conqueror's, access the final step towards conqueror's haki.
Lacking affinity to a type of haki doesn't mean a character cannot hope to learn
it, but rather they would use half their proficiency bonus, rounded up.
### Boons
Much like any shonen anime, when a character reaches the end of their arc, they go
through a grand transformation. A great way to reward this growth in character is
to grant them a boon.
A boon would act much like the Epic Boons of 5e, except with a few guidelines to
make them around the same strength.
Each boon may include the following, but ultimately is up to what the DM believes
is appropriate:
* A single ability score increase of 2, increasing the maximum of that ability
score as well. This ability cannot increase a score beyond 30.
* An additional passive ability. Best suited that it meshes well with the
character.
* An additional ability that requires activation, and may have a limited number of
uses. Best suited that it meshes well with the character.
For example, let's say you had a Longleg Barbarian that dreams to be the fastest
runner. Let's say they defeated someone with a devil fruit that granted them
unbelievable speed in a fight, say a Sound Logia. Here is a possible boon to give
them:
This section is meant to help DMs handle buying and selling special items, wheter
they'd be weapons, equipment, consumables, etc. We'll cover both general prices and
availability of various goods. It is important to note that these prices are
guidelines and may not be the exact prices your DM uses.
<div style='margin-top:20px'></div>
#### Consumables
Since consumables vary to great degrees, determining the general cost to purchase
such items would greatly vary. Costs can be split between two types of consumables,
instant and continuous. Instant consumables are ones that give benefits which
happen once consumed, such as a Medkit (Small Healing Potion). Continuous
consumables are ones that last 1 minute or longer, like Adrenaline (Potion of
Speed).
Most instant consumables range from as low as 200,000 Berries to 20,000,000 Berries
or more, depending on the effect. For example, a Small Medkit that recovers 2d4+2
hit points would be on the lower end, whereas something like a Supreme Medkit that
recovers 10d4+20 hit points would be on the higher end.
Continuous consumables are more pricy as their effects can be more substantial,
such as giving creation effects, and even increasing ability scores to high levels
for a prolonged period. Prices would range from 2,000,000 Berries to 200,000,000
Berries.
Consumable prices and also be lowered if they have side effects. For example, a
potion of speed that gives a level of exhaustion at the end of the duration would
decrease the cost.
#### Misc
In situations where the item sold in question fits none of the above categories,
refer to the crafting cost of items in the crafting section to get a good idea on
the prices.
If the goods in question are not an item, but instead a living creature such as an
animal or slave, refer to the tables below.
DMs should be mindful that the inventory of a market must match the means of the
merchant, and that not everything is going to be in any store. Players should also
be aware that they cannot buy everything, especially if they don't know where that
thing may be sold.
Also one thing to note, all shopping interactions should happen on session time and
be fully roleplayed, and not something you do out of the session.
\page
Don't be over-specific with devil fruits. For example, the difference between a
fruit that lets you transform into a hammer, versus a devil fruit that lets you
transform into any tool. Oddly specific devil fruits are not fun at all.
If they have the means to breathe underwater, that still applies, such as a
respiration device, or being a fishman. However, you still are subject to all the
debuffs when directly submersed.
Seastone restraints like handcuffs and nets are commonly utilized by the marines
when hunting devil fruit users. Seastone handcuffs are manacles, that cannot take
damage or be broken unless the creature has the Color of Armament Master haki
ability. While a creature is bound by these handcuffs they suffer the waist-deep
weakness of Ocean's Scorn, ending when freed. A bound creature, while in combatm,
can attempt to make the Constitution Saving Throw at the end of their turns.
#### Reincarnation
Another interesting aspect of devil fruits is their ability to reincarnate in place
of another fruit in the world after their user is killed. Though some have found
ways to utilize this reincarnation system to their advantage.
In character, at the start, most would not know that devil fruits reincarnate to
one of the nearest fruits, and even so there are fruits everywhere in the One Piece
world, so it would likely still be quite rare to find.
Devil fruits reincarnate when the user flat-out dies, meaning when there is no hope
to bring them back. Players that die with their devil fruits, but are brought back
with Creations such as Revivify and Raise Dead, or any class ability that allows
dead creatures to be brought to life, can keep their devil fruits. This can be
flavored as they have the will to keep persisting while their allies perform life-
saving surgery on them, much like Law helping bring Luffy from the brink after
fighting Akainu.
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.
In short, characters will try to abuse it. In character what happens can remain a
mystery, but until more information is revealed it is for the best to make it so if
a devil fruit user eats another devil fruit, it simply wastes the fruit, and it
reincarnates elsewhere.
Though if you intend to replicate a certain antagonist with multiple fruits, you
are free to ignore this.
This doesn't just apply to players, but also NPCs. Now, some may try to justify
giving vulnerabilities by offsetting it with immunities and resistances, but that
doesn't change the fact they may still die in one round due to taking double
damage.
\page
### Approaching Awakening
Awakening a devil fruit is much like learning a new skill, it doesn't just happen
instantly but in progressive steps. Exhaustive steps, but steps nonetheless. There
are a few guidelines, the character needs to have trained with the fruit for a
significant amount of time, and can only be attempted in times of great
significance, such as combat to save an ally on the brink of death.
Also keep in mind what exactly an awakening entails, utilizing one's fruit in a new
way, expanding the range of their abilities. For example, Law and Kid's awakenings
enabled 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.
Before taking an action, describe the what you aim to do, and roll percentile dice.
If you roll a number in the range equal to your level at the end of the percentile
(so if you are level 10, your percentile of succeess would be 90-100) you gain the
ability to replicate the effects of your awakened fruit temporarily without
expending a devil fruit usage. On a success, you gain a level of exhaustion and
you can't use this feature again until the next dawn. Otherwise, you can use it
again after you finish a long rest. Each successful roll increases the percentile
by 1. If you roll 100, the percentile increases by 2.
## Suggested Rulings
Below are several house rules or quality of life changes that are recommended to
employ, but are not obligated to follow. Though it has been made with the DMs and
player's best interests to create the most _One Piece_ experience possible through
the use of 5e.
Tonally, it also doesn't fit with the anime. Imagine if Ussop killed someone every
time he fired his slingshot. All damage from any source can be lethal or non-
lethal, the choice is up to the creature dealing the damage, meaning they don't
instantly kill a creature when their hit points reach 0.
```
```
So there are two ways to rectify this, either always granting the average Hit
Points per level, or having them roll, but if they roll below the average of their
hit dice, they may instead take the average. This way, there is still luck
involved, but not to the point where your front liners start having significantly
fewer hit points than your supports for no reason.
When a player, say the Navigator of a level 10 party wants 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 perception should suffice at this level to see something as
simple as the newspaper has arrived. Or if a character has important knowledge
connected to their backstory, they don't need to make a history check to know about
it.
Again, these are for more trivial skill checks at higher levels. It speeds things
up and keeps the story consistent.
If a creature has both proficiency in a skill and a tool, it can make the tool
check with advantage. This also functions with Expertise.
\page
### Story-Classing
Story-Classing is a system where players, through interacting with the world, can
gain new abilities that are separate from their classes, races, etc. These
abilities can resemble features from other classes, but don't necessarily have to
be. Similar to how Additional Powers can be learned.
<div class='descriptive'>
##### Joyful's _One Piece_ DMing Experience
"In my game, the optional rule of multiclassing has been banned. While it is best
employed as a story element such as Vax'ildan in _Critical Role_, in every other
instance I have seen firsthand, it was mostly an avenue for min-maxers who are too
focused on making their character the strongest mechanically, rather than trying to
have an actual character. This is where I propose Story-Classing as an alternative
for multiclassing.
For example, the Captain of my game is a Brute Fighter who uses the Unarmed
Fighting Style. Through his travels, he has learned martial arts such as the Eight
Impacts Fist, Iron Body, and Tempest Kick. Currently, he is learning Fishman Karate
by being trained by an allied crew of Fishmen. These techniques he has learned
throughout his journey, from the start of the North Blue, all the way as they near
the end of the Grand Line. In this way, he retains his abilities as a fighter but
also learns martial arts without having to multiclass into a Brawler.
This goes for the rest of my players as well, we have an Okama Kenpo Brawler who
has learned the Finger Pistol and Paper Art techniques, A Gunslinger Fighter who
has Moon Walk, Shave, and a Cunning Action. A Savant who has learned the
Destructive Wave Additional Power, allowing them to launch area-of-effect slashes
with their sword, as well as Foxfire Style.
As time goes on in their journey, they gain more allies who teach them new
techniques. The same can be said for their NPCs. The Captain taught their musician
NPC with a sword on how to use Second Wind and gain a Fighting Style. This growth
makes the game world feel more alive, and enables for more fun interactions between
players and NPCs, without multiclassing."
</div>
If you can make an attack (or multiple attacks) as either an action or a bonus
action, that attack can also be replaced with a grapple or shove attempt. This rule
change allows unarmed abilities to be better utilized, such as by Brawlers,
Pugilist Barbarians, or anyone with the Unarmed Fighting Style.
In addition you do not need a free hand to initiate a grapple, instead you must use
a melee weapon or unarmed strike to satisfy the conditions of a grapple. Also when
you shove a creature, you can choose to either shove them backwards, or to the left
or right.
The way in which players can craft abilities is very dependent on the DM and the
character and has a variety of steps. First and foremost, the player describes what
they want their character to learn, and then the DM decides if that is a reasonable
action that the character can accomplish, maybe adding a resource or drawback
associated with the ability. Then the DM assigns a specific skill check associated
with the ability and a DC (DM's discretion) that the player must reach in order to
learn the ability. Depending on the nature of the ability, the DM may rule that it
would take multiple ability checks to master the ability. The chosen skill check
must be relevant to the ability, for example using a Wisdom based skill to learn a
martial arts, or using a Charisma based skill to make a new Bard creation, or if
you have a devil fruit, using the devil fruit skill. Lastly, the player rolls, and
if their successes fulfill the requirements, they gain the ability. However, an
ability can also be further refined if possible. Once an ability is gained, it
functions much like an additional power, expanding the abilities of the user.
To give some more in-depth coverage, two examples will be provided: A fishman
karate brawler and a battlemaster fighter with a devil fruit that allows them to
conjure and manipulate gel.
The fishman karate brawler may want to make a new ability, let's say the ability to
move water into a small wave. Since the player is versed in fishman karate, it is
reasonable that they can accomplish that and the DM determines that the character
would roll a Wisdom check that adds their proficiency bonus against a DC. If the
fishman brawler succeeds, they can gain the ability to once a day use the Tidal
Wave creation when they are near a significant body of water.
The battlemaster fighter with the gel devil fruit may want to use his devil fruit
in tandem with his battlemaster maneuvers, creating new ones that are fueled by his
fruit. For example, he makes a maneuver that blinds a target for a round, using his
gel to cover the eyes of his target. The DM has the character roll using his devil
fruit skill check, and when he succeeds, he adds the battlemaster maneuver to the
ones he knows.
As you can see, the goal of ability crafting is to allow the DM and their players a
method of naturally progressing their characters and their abilities, making the
world feel more alive as we learn new things every day in the real world. Much 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 and creativity, your game and world can expand vastly.
\page
### Starting Rules
It is recommended that when starting a game, the players should start at 3rd level.
Starting at 3rd level will enable the group to have a stronger start, much like the
characters in _One Piece_ that can take on multiple foes during their introduction.
Level 1 characters have very low hit points and it is very easy to accidentally
kill them, and typically they level up to 2nd and 3rd level rather quickly, so
might as well just skip that unnecessary period of weakness.
Also, having them start with their subclass features will able that to factor
better within their backstories. For 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 have a free starting
feat to enable more customization and diversity between characters. This is in
addition to any feats granted from their Roles and Backgrounds.
Remember, this is a suggestion made from the experience and testimony from multiple
people playing _One Piece_ 5e. If you as the DM truly wish to start them off at
level 1, you are completely in your right to do so.
**Tier 1 (Levels 1-5)**: Players of this tier typically begin their journey within
one of the Four Blues. Typical foes within these seas involve petty and upcoming
pirates, low ranking marines, and a few small seakings. Devil fruit users in this
part of the game are few.
**Tier 2 (Levels 6-10)**: Players of this tier begin their transition from the Four
Blues to the Grandline. Not 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 under the deep ocean, or high in the
clouds, with adventures spanning multiple islands. It is around this time when the
party starts developing haki at 8th level, and even encountering enemies with low
level haki. World Government agents may also start making moves.
**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 the
highest ranking marines, more powerful and influential Warlords, pirate alliances,
and the influence of the Four Emperors of the Sea. Conflicts involving the
revolutionary army may even come up.
**Tier 4 (Levels 17-20)**: Players of this tier are deep within the New World, not
just physically, but also conflict wise as the group sails towards the final island
and the discovery of the One Piece. Being in their tier means one of two things,
either you defeated at least one of the Emperor's of the Sea, and maybe even became
one. Around this point is also when characters approach mastery of their haki,
techniques, and maybe even their devil fruits. A new king will soon be crowned.
The only exception to class doubling is Fighters as most of their abilities are
dependent on their subclass and fighting styles, which can vary greatly. Also
mechanically, it is not a great idea when most of the players fill the exact same
archetype. Imagine if all of the crew happened to choose unarmed, melee characters
by chance with no creative casters, it would not be pretty.
While it may make sense or seem cool to gain advantage on melee attack rolls when
ganging up on one creature, the rule itself makes combat unbelievably easy and
invalidates several features of characters.
Think about this, most of the biggest encounters in 5e, especially the big
climactic boss fights are when the crew fights all at once against a single enemy
that has legendary actions, and maybe one or two of his men. All the players have
to to defeat this enemy is just have two melee combatants gang up on them with
essentially free advantage for every single attack they have.
As a barbarian, why would you ever use your Reckless Attack feature when you could
just stand next to someone. Or if you were a brawler with Okama Kenpo, why use that
feature that gains advantage on a successful performance check when you and your
buddy just stand across from the big bad? How about certain devil fruits, magic
items, or additional powers that enable you to attack with advantage a few times.
Why use those abilities when you are guaranteed free advantage?
Sure, enemies can use it as well, but most enemies that most benefit from that are
the basic foot soldiers and not the main enemies. Most of the time, the players
don't split up, especially in a game where they all sail together on one ship.
All in all, please don't use flanking in your games. It is your game and you can
use any rule you wish, but know that the difficulty will plummet if you do choose
to implement flanking.
On a 1, the creature hits itself with the attack. On a roll of 2, the creature hits
an allied creature within range, if there are no allies within range it just
misses. On a roll of 3, the creature falls prone. On a roll of 4, the creature
drops the weapon they were wielding. If they were making an unarmed strike, their
next attack with it is made at disadvantage.
\page
When a creature critically succeeds a saving throw of any kind, they automatically
succeed the saving throw, and they are unaffected by it completely, be it damage,
or any other effect.
When a creature critically fails a saving throw, they automatically fail the saving
throw, and it does the maximum damage on all of its dice rolls if it deals damage.
A simple way to rule this, instead of having to make a hybrid race for each
seperate combination, the player can mechanically be one of the races, but appear
as a hybrid. For example, say you want to be a human-mink hybrid. Your race would
mechanically be that of a mink, you just would also appear more human. There is no
need to change up the mechanics of the mink's electro to be weaker just because you
aren't full blooded.
A more complex way would be to combine some racial traits, but not all for
balancing. Take for example, a Longlimb Human, a hybrid between a Long Arm and a
Long Leg. You would gain the Human traits in addition to the Long Limbs and Tall
Stride features of the two subraces, but none of the other features like Sudden
Reach or Sprint.
So, as a middle ground, when a Construct is damaged via the Siege property, they
take an additional 1d8 damage of the damage type.
Objects of high grade, such as any mastercraft +1-3 weapons, seastone, diamonds,
etc. are immune to all damage unless that damage comes from a source of equal or
greater quality, if an ability specifically states it can, or if the cause is from
a creature with Armament Haki Master.
For example, in order to destroy a +2 weapon, you would either need to use another
+2 weapon, a +3 weapon, have the Armament Haki Master feature, or have a devil
fruit that specifies you can such as the Rust-Rust fruit's ability to corrode any
metal.
```
```
However, to maintain balance, abilities to bring an ally back from the brink are
non-optional such as Revivify, Raise Dead, and the Way of Mercy's Ultimate Mercy
ability. Such abilities can save people who have been dead no longer than 24 hours,
Raise Dead in particular is the only one that grants the ability to ressurect at
most 10 days. Abilties such as these fit the world, such as when Law took several
days to save Luffy's life or when Wapol's head was reattached by the 20 MDs after
Zoro sliced it off.
Some DMs understand this, but do prefer to maximize tension. An example includes
Matt Mercer making it so any ressurection ability short of the 9th level spell True
Ressurection requires a series of skill checks. In this way, even at higher levels,
permanent death remains a possibility.
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.
\page
For example, if you have 10 temporary hit points and are concentrating on a
creation, you don't make any concentration checks if you take 10 or less damage.
You will make a check if you take 11 or more damage, but it is calculated as 1
since the other damage was taken by the temporary hit points.
I myself was unaware of this technicallity for quite some time, but I'm sure a lot
of you agree that is now how it should work. I'm sure that the few who are already
aware of this choose to ignore it, and those people are right.
When any creature with a feature that lets them make multiple attacks in the same
use of the attack action, and they ready their attack action, that readied action
benefits from that feature. This includes features that aren't outright called
"Extra Attack" such as the Cut Time Feature from College of Swords Bard.
You can move through a nonhostile creature’s space. In contrast, you can move
through a hostile creature’s space only if the creature is at least two sizes
larger or smaller than you.
In the event an ability gives you proficiency in a skill check, saving throw, and
tool check, and you are already proficient in that ability, you may instead choose
proficiency in another of the same type.
```
```
### Ursa Array (Variant Standard Array)
This is a suggested rule made by Bluebeary that was made to help make parties more
balanced within each other, at least ability score wise. The rule is based on the
concept of standard array, but with some much needed revisions.
When creating a character, you have 6 numbers: 16, 16, 14, 12, 12, 8. Assign each
number to a particular ability score from Strength, Dexterity, Constitution,
Intelligence, Wisdom, and Charisma.
This system maximizes both overall the high power feel we 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 about rolling bad stats, nor are they locked out of
having weaknesses. Keep in mind that this array doesn't account for any other
ability score increases gained in creation, such as from race and starting feats.
First, start with the background's skill proficiencies. Each background usually
gets 2 skills of their choice from a given list of 4 thematically appropriate
skills.
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 different tool sets. This can also be replaced
with a single or various weapon proficiencies.
Second to last is the background feature. Most background features are similar in
strength to feats, either by granting the player with a specific feat from the
feats section, a choice between 2 feats, or a feat like ability (such as
Fisherman's ability to feed an entire boat).
Personality Traits are features of the character, mainly how they see themselves
and how they interact with the world on a surface level. Ideals are the character's
core beliefs, what they believe they should strive towards. Bonds are the social
connections the character has with the world. Flaws are the character's
shortcomings as a person.
* **Bridges.** Physical bridges between two ships can be easily run in many ways.
Gangplanks can be set in place by crew members as an action. Most wooden gang
planks are 10ft, but there are exceptions such as automated, metal gangplanks that
can extend to 30ft. Creatures can also attempt to make makeshift bridges, such as
formed from a substance created by a devil fruit. Gangplanks are objects and can be
attacked and destroyed much like any other object. Temporary bridges can also be
formed via using a chain cannonball shot from the cannon can also form a bridge,
though due to the unstable nature would count as difficult terrain.
* **Swinging.** One major hallmark of boarding combats between pirates is the
ability to swing from one ship to another via a rope. In order to initiate a swing
from one ship to another, you must have a rope of at least 50 ft length anchored
directly above you. You can expend half your movement speed for your turn to
attempt either a Strength (Athletics) or Dexterity (Acrobatics) check, DC 10. On a
failure, you fail to travel a significant distance. On a success you swing a
distance from where you initiated the swing equal to 20 ft + an additional 5 ft for
each increment of 5 rolled above the DC on the check. For example, if you were to
roll a 15, you would swing 25ft.
* **Pulling Ships.** Another method of crossing ships is pulling an enemy ship
towards your own. This can be accomplished with the chain cannonball shot option,
though your players may attempt to invent other means. When a ship is hit by the
chain cannonball, the chain connects both ships together. If the ship has a
mechanism in which to pull the chains together, a creature at the helm can use
their action to command the ship to roll 1d20 on the ship's turn. On a roll of 10,
the enemy ship is pulled 10ft closer. If the ship that is pulling is larger than
the ship that is being pulled, it rolls with advantage, and if the pulling ship is
smaller it instead pulls itself towards the attached ship. If there are additional
chains, the feet pulled increases by 10ft. If a mechanism is not available, but
there are chains present, the DM can rule that players with a significant Strength
score can attempt pull the ships together.
```
```
A creature that is within reach of the helm can make an attempt to change the
course of the ship, or operate any special mechanisms made to the ship. These
special actions activate on the ship's next turn in combat. Creatures must make a
Water Vehicles check to change the course of a ship, except any creature with the
Helmsman background. If the waters are particularly wild, the DM may rule that the
Helmsman may need to make a roll.
Any area of effect damage like from a creation or damage spread from a cannon also
damages the ship. Remember that inanimate objects automatically fail saving throws.
Additionally, like all objects, ships are immune to psychic and poison damage.
In the event a ship does reach 0 hit points and begin taking in water and sinking,
refer to the Building, Maintaining, and Repairing You Ship section.
A lot of DMs rule the Help action differently, some of us have even experienced
this in professional D&D games such as Adventurer's League, adding two new clauses.
The first is that the DM can rule that a creature cannot give the Help action if
they in no way that makes sense can help. For example, rules as written, the
Barbarian with 8 intelligence that knows nothing about the history of an ancient
civilization can still give advantage to a creature making an Intelligence
(History) check. A good rule of thumb is that a creature with proficiency in the
relevant skill can give the Help action (unless it is for simple actions such as
helping lift a heavy object). Another example would be the lack of range, such as
helping a creature with a Strength (Athletics) check from 60ft away. Reasonably,
that creature couldn't as they would be too far away.
The second is that when a creature takes the Help action to aid a creature in
making an attack, the creature gives advantage on all of that creature's attack
rolls on their turn.
\page
# Credits Page
## Cover Page and Preface:
## Chapter 1:
## Chapter 2:
* Zoro - [Young-street](https://www.deviantart.com/young-street)
* Price Sketch - [kaerruu](https://twitter.com/kaerruu)
* Environment Art - [Grafit Studio](https://www.artstation.com/artwork/VgLr2n)
* Big Mom Commander - Cracker - [Kevin Tan |
Vinrylgrave](https://www.artstation.com/artwork/nEo9y6)
* Soul King Brook (ONE PIECE) - [Art-by-Evan](https://www.deviantart.com/art-by-
evan)
* One piece Komurasaki -
[MitzukiMomiji](https://www.deviantart.com/mitzukimomiji/art/One-piece-Komurasaki-
Hiyori-Kozuki-Chapter-1032-903784496)
* Gear Second - [OH NIPS](https://www.artstation.com/ohnips)
* Franky - [Deyvidson](https://www.deviantart.com/deyvidson)
* Commission of Black Berry - [leeliyan](https://leedotliyan.carrd.co/#tos)
* Nami (New World) - [fpxzy111](https://www.deviantart.com/fpxzy111)
* Don Krieg - [MajimartBCN](https://www.instagram.com/majimartbcn/?hl=en)
* Usopp - [Evan Scale](https://www.artstation.com/evan_scale)
* Concept Art - [Vladis Fender](https://www.artstation.com/artwork/oA8QJO)
* Charlotte Perospero -
[krone-art](https://krone-art.tumblr.com/post/166227632511/charlotte-perospero-i-
started-out-with-the)
* KARASU - [Baitan 柏坦](https://www.artstation.com/artwork/2JBmv)
* Chopping Chopper -
[Skrollan95](https://www.deviantart.com/skrollan95/art/Chopping-Chopper-873007906)
* Trafalgar Law [Carlos Semper](https://www.artstation.com/artwork/o0dBm)
* Chopper Commision -
[Awfulawafalo](https://www.deviantart.com/awfulowafalo/art/CHOPPER-COMMISSION-
530503774)
* OP_A day in the medical library - [zzyzzy](https://www.deviantart.com/zzyzzyy)
* Doc Q - [artofide](https://www.deviantart.com/artofide/art/Doc-Q-886548053)
* Nico Robin - [r-trigger](https://www.pinterest.com/pin/225461525068198932/)
* Commission of Indigo 2 - [leeliyan](https://leedotliyan.carrd.co/#tos)
* スーツギルド - [sukehige](https://twitter.com/sukehige/status/1611923940141826054)
* Trafalgar Law -
[Young-street](https://www.deviantart.com/young-street/art/Trafalgar-Law-462085381)
```
```
* Sanji (New World) - [fpxzy111](https://www.deviantart.com/fpxzy111)
* Kizaru - [wildragon](https://www.deviantart.com/wildragon/art/Kizaru-673926803)
* Reiju - [Mad-AK](https://www.deviantart.com/mad-ak/art/Ali-Chan-781677971)
## Chapter 3:
* Strawhats - [Junefeier](https://www.deviantart.com/junefeier/art/ONE-PIECE-one-
photo-XDD-219711349)
* Luffy, Brook, Nami, Sanji, Usopp -
[Young-street](https://www.deviantart.com/young-street)
* Chopper Sensei - [RaetElgnis](https://www.deviantart.com/raetelgnis)
* Fishman Karate - [Supario](https://www.deviantart.com/supario)
* Nico Robin - [Madboy-Art](https://www.deviantart.com/madboy-art)
* 弗兰奇 (Franky) - [C home](https://www.artstation.com/chome)
* onepiece zoro - [Pu Reum Lee](https://www.artstation.com/puleum)
## Chapter 4:
## Chapter 5:
* Katakuri vs Luffy - [Dimas Raviandra](https://www.artstation.com/artwork/xzYY5O)
* Zoro vs Pika - [Henry](https://www.pinterest.com/pin/830703093740210992/)
* Luffy vs Kaido - [skxviii](https://www.deviantart.com/skxviii/art/Luffy-VS-Kaido-
965337295)
## Chapter 6:
## Chapter 7:
## Appendix A: