BigLadFike (5e Class)
From D&D Wiki
ONE PEICE RACES Human By far the most numerous of all races are the humans. Inhabiting the entire world from the a hundred and seventy kingdoms to the halls of Marie Geoise upon the Red Line, the humans have spread all across the four seas.
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 terms 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.
Restless Hearts Among all the races, humans are the most likely to set off on the sea in search of adventure, riches, purpose or power. Even considering their vast majority in the world, there is still something within their hearts that calls them to the sea.
Because of this, many different tribes of humans have appeared all over the world, each with their own distinct culture and quirks. Each single island is more like a country in its own right with customs and history unique to the people living there since centuries back.
History of Conflict Among the one hundred and seventy kingdoms that make up the world government, all but one is a human kingdom giving the human race an indiscriminate claim to being the dominant race in the world. Adding to that, they are also the most technologically advanced and organized race, giving them a massive geopolitical edge in the state of the world.
However, human history is one of strife and conflict, both amongst themselves and against other races. Their society is heavily fractured by deep-seated socioeconomical inequalities; the world nobles can make any demands with the world government's full support, while countries who cannot pay the 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.
Human Traits As a human, 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. Humans reach adulthood in their late teens and typically live less than a century.
Size. Humans vary greatly in size, standing anywhere between 3 to well over 10 feet, with those belonging to the long-leg tribe reaching heights above 15 feet. Your size is your choice of small or medium.
Speed. Your base walking speed is 30 feet.
Human Determination. Once when you're reduced to 0 hit points but not killed outright, you can choose to fall to 1 hit point instead. You must finish a long rest before you can use this trait again.
Subraces. Choose between standard human, kuja, long-arm, long-leg, snakeneck or three-eye tribe.
Standard Human You are a common human, the most numerous among the world's inhabitants. While your origins are unremarkable, you nonetheless have a power within you to make your own future.
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.
Kuja Tribe Kuja are an all-female amazonian subset of humans that live secluded on the island of Amazon Lily located in the Calm Belt. Most if not all Kuja are trained warriors, and even the common soldier can wield minor armament haki.
Alignment. Kuja are typically only concerned with the well-being of their queen and society, favoring lawful alignments with a strong neutral bend.
Amazon Training. You have proficiency with longbows, shortbows, shortswords and spears.
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 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 long rest
Kuja looks: Being some of the best looking woman around they have advantage when speaking to shop keeps man and woman and also when they try to persuade people depending on their will
Kuja Rage:
Being a Tribe that was once enslaved they get PISSED-OFF when they see slavers sell people like items and will try their best to free them the best way they seem fit. and they don't take well to people who thinks its ok that slaves are being sold
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.
EX World Noble
Traits
Ability Score Increase. Your Intelligence, Wisdom score increases by 2.
Celestial Training. You have proficiency with the Simple Pistols.
Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.
Extra Language. You can speak, read, and write one extra language of your choice.
ADVANTAGE: celestial dragons have advantage When speaking with the Marines, admirals of lower levels thinking they are still of royalty
Special Knowledge celestial dragons have information on devil fruits and even know where to find places where they sell devil fruits, celestial dragons also have passes to black markets around the world where special items are found and even sometimes powerful devil fruit's can be brought. Plus they have great info on places that should be visited depending on back stories
MONEY BAGS Celestial dragons automatically start with 15 GP. and must roll a D20 on the start of the campaign to see how much more currency will be added on to their money when they finish mission and or find gold laying around. or when they steal money from people and crews.
Torino
Ability Score Increase. Your Constitution score increases by 2.
Age. Torino's mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years.
Size. Torino's stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.
Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor.
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. you also have advantage on attack rolls at night time and disadvantage when fight in the day time
Torino's Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Torinos also don't take fall damage because they have Feather Fall
Lunarians
Ability Score Increase Your Intelligence score increases by 1, and your Charisma and CON score increases by 2.
Age Lunarians mature at the same rate as humans but live a few years longer.
Size Lunarians are about the same size and build as humans or half giants. Your size is Medium to large
Speed Your base walking speed is 30 feet. and fly speed is 30 feet
Hellish Resistance You have resistance to fire damage. and can heal from fire damage that is done to them unless the fire is to hot to handle meaning magma is hotter then fire so it doesn't work
Lunarians traits
Darkvision, flame control ask dm against fire fruits., harden body AC +5
.flame blast: at 3 (4D8 + CON) at level 6 (6D8 + CON) at level 8 (8D8 + CON)
.flame body: does burn damage if grappled and when added to attack's like king the wild fire does which is (2D10 + con)
.nerf flame: As a lunarian you can negate fiscally damage twice in fights
Lunarians and haki
if Lunarians learn armorment haki they add 2 to every fire attack meaning fire blast will be (5 at level 3) (8 at level 6) (10 at level 8)
Tontottas are known for being lightning fast because of their small size and extreme strength, tontottas are allowed to use the Dash and Disengage actions as bonus actions. Living in the shadows tontottas are so small most people can even see one pass by
Ability Score improvement +1 Into Dexterity Greenthumb Because of their constantly living in the wild along with helping the flowers pollinate and plants constantly bloom, the Dwarves have proficiency in Herbalism. Purloin Allowed to steal things from the people of Dressrosa the Tontotta's developed a knack for thieving. Gain proficiency in Sleight of Hand.
Kuroba Ability Score Improvement +1 Into Charisma Lady Luck This Tontotta group was known for living amongst the people, stealing small priceful things and said by the cities fables to bring extreme luck if you left them coins. Kuona's are capable of rerolling the roll of any, ability check, saving throw or attack roll but they must use the result of the second roll. This can only be used once per long rest.
Ringo Ability Score Improvement +1 Strength Brutal Critical You can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.
Togatta Ability Score Improvement +1 to Constitution Dwarven Armour Master You gain proficiency in Medium and Heavy armour
Long Tribe Racial Traits A race of creatures that have very long limbs, whether that be arms, legs or neck. Ability Score Increase +1 into 2 catagories of their choice, cannot be the same catagory. Age Average life spans of 60-90 years. Alignment Long Tribe people are usually primitive people. Size Long Tribes usually average around 5-8ft tall. Speed Your land speed is 30ft. Languages You can speak, read, and write Common. Long Combat When making an unarmed strike the Long Tribes attacks have a range of 15ft, and they deal 1d4 bludgeoning damage instead of 1.
Longarm Ability Score Improvement +1 Into Strength Extra Joints Longarm gains extra attack, this does not stack with other extra attacks.
Longleg Ability Score Improvement +1 Into Dexterity Quick Step The Longleg can use the dash action as a bonus action. Long Step +15ft Movement Speed.
Longneck Ability Score Improvement +1 Into Wisdom All Sight +8 to all Perception checks relying on sight. Neck Whip The longneck can attack with their neck as a attack action. Neck Whip Melee Atack 10ft (Str) : 1d8 Bludgeoning Damage
Three-eye Tribe Humans of the Three-eye tribe are few and far between, valued for the potential to hear the "voice of all things", which allow a person to read poneglyphs. Many conceal their third eye for fear of persecution or discrimination.
Alighment. Three-eye humans have no specific tendencies towards neither good nor evil.
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. When you gain an Ability Score Increase, you are eligible to choose the Voice of All Things haki feat in place of increasing an ability score.
Sky Islander Traits As a sky islander, 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. Sky Islanders reach adulthood in their late teens and live as long as humans.
Alignment. Sky islanders are often religious, tending towards lawful alignments. Shandians are the exception, revering their ancestors and having a slight chaotic bend.
Size. Sky Islanders vary greatly in size, but typically are comparable to humans. Your size is medium.
Speed. Your base walking speed is 35 feet.
Aircraft Expertise. You are proficient with Vehicles (Sky), and may double your proficiency bonus for any ability check made with a Vehicles (Sky). Additionally, you have advantage on all Intelligence-based ability checks relating to dials.
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.
Subraces. Choose between birkan, shandian and skypiean.
Birkan Birka was the home of strong warriors before its destruction. its remaining denizens are easily recognized by their downwards-facing wings, as opposed to those of skypieans.
Ancient Dials. You have a few dials thought long extinct. 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 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).
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 produce flame trick. Starting at 3rd level, you can use thunderwave with this trait. Starting at 5th level, you can also use flame blade with this trait. Once you use thunderwave or flame 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).
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).
Chimera Your body has been augmented with the features of a wild beast, granting you enhanced strength and senses.
Speed. You have either a flying speed of 30 feet, a swim speed of 30 feet, or a climbing speed of 30 feet. You choose 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. You can’t discern color in darkness, only shades of gray.
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 1d4 + your Strength or Dexterity modifier piercing 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.
Artificial Human You are the result of genetic experimentation, granting you remarkable fortitude and the ability to heal from wounds faster than others.
Accelerated Healing. When you regain hit points for any reason, including using hit dice, you regain a number of additional hit points equal to your proficiency bonus.
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.
Warborn. You are proficient with two weapons of your choice.