ONE PIECE

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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.

Mink Traits  https://www.dandwiki.com/wiki/Mink_(5e_Race)

Minks are a tribe of human like animals that looks after eachother.

Ability Score Increase. Your Strength increases by 2 and your Dexterity increases by 1. Age. Minks mature at age 18 and can live up to 100 year's old. Alignment. Minks are aways trying to befriend anyone, and have a friendly nature. They have the tendecies to almost aways go to the good aligment. Size. Minks vary widely in height and build, from barely 2 feet to well over 8 feet tall. Your size is Tiny to Large. Speed. Your walking speed will be determined by your mink type. Electro. Through unknown means, all Minks have the natural ability to produce electric shocks from their bodies, an ability known as Electro. You may add 1d4 Eletric damage to your unarmed strikes, the target must make a constitution saving throw in which if he fail, he will be stunned for 1 turn. The eletric damage increases by 1 dice for each 5 levels. Sulong. Once the full moon rises, if the mink looks at it, it unlocks it's primal state giving it an +3 Strength, Dexterity and Constitution. You must make a wisdom saving throw each turn the form is active to see if you go berserk or you can control it. You may deactivate the form at any time you want, and when you do you gain 1 level of exhaustion. You can only activate it again after a long rest. Warming Fur. The hairy fur is the pride of the mink, giving you resistance to cold damage. Conected With Nature. Your roots are entirely tied with nature, you feel at home in forests or general wild areas. You gain proficiency in Nature and while in the wild you can roll Survival with advantage. Languages. You can speak, read, and write Common and one other language of your choice.

Mink Types

As a mink, you are originated from an animal, which can vary from monkeys to giraffes, to lions to foxes and etc.

Primate Minks

Speed. Your base walking speed is 35. Tail. Due to the increased balance your tail grants you, you are proficient in the Acrobatics skill. Chest Beat. You beat your hands in your chest, to emmit a loud scream that gives you +2 Strength and +2 Constitution for 3 turns, and all allies within 15 feet will gain advantage on this turn. You may do this twice per long rest. Tree Climbers. In places where you would have to climb something, you can roll with advantage. You are also not effected by difficult terrain.

Bunny Minks

Speed. Your base walking speed is 50. Bunny Speed. With your quick legs, you can walk +20 ft if your're not wearing heavy armor. Bunny Teeth. With your sharp teeth you can bite someone, dealing 1d4 +Dexterity. Bunny Hops. Due to your agile nature you became acostumated to run and jump around, giving you proficiency in Acrobatics or Athletics.

Dog Mink

Speed. Your base walking speed is 30. Enhanced Smell. You have advantage on perception checks involving smell. Great Bite. You have a large mouth with sharp teeth, dealing 1d8 Piercing Damage. Growling. You can show your inner anger by growling at the opponent, giving you advantage in a intimidation check. Bull Mink Speed. Your base walking speed is 30. Great Horns. Your horns are a deadly weapon, you can attack with them dealing 1d6 Piercing Damage. Bull's Charge. While running, all of your melee attacks will deal double the damage. Angry Bull. Your anger shows up when you are fighting, when you enter a battle you gain +2 to Strength in the first 2 turns.

Cat Mink

Speed. Your base walking speed is 40. Sharp Claws. Your claws are sharp and deadly, you may attack with them to deal 1d6 Slashing Damage. Feline Eyes. Your eyes are great for hunting, and can be used as an tool to aid you in or out of battle. You gain Darkvision in 60ft. Never Falls. Due to your jumping abilities, and your ability to never have a bad landing, you gain proficiency in Acrobatics and takes half the damage from any fall damage.

Cyborg

Your body has been augmented with mechanical parts.

Fuel. You do not require food or water to sustain yourself. Instead, you require a specific kind of fuel that you designate upon creation. This fuel can be any commonly occuring substance, such as lamp oil, coal or soda, and you require half a gallon (if liquid) or half a pound (if solid) to gain enough nourishment to sustain you for one day.

Integrated Armor. The metallic parts of your body act as natural armor for you. 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.

Integrated Toolbox. You can integrate a weapon, item or a set of tools into, or remove such an item from, your body with 10 minutes of uninterrupted work, which can be done as part of short or long rest. Once integrated into your body, 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 have a number of integrated weapons or tools equal to 1 + your proficiency bonus, and if you try to integrate a new item while at your maximum limit, the attempt fails.


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.


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.


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

The kuja also have advantage on persuasion rolls on men   

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

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 also they have info on some admirals

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 and DM

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 special race roll a D20 NEEDS 17 AND UP  

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) and they automatically have advance haki armament


Giant special race roll a D20 NEEDS 17 AND UP  

Racial Traits Giants heavily resemble humans, with the clear difference being their massive size; they are the largest known race in the world, with even large humans barely going up to the level of most giants' knees. The smallest giant is 12 meters tall. As a result of their monstrous size, giants possess a tremendous amount of strength, with few people of any other race being able to withstand it. This strength makes them highly coveted as soldiers, and attempts have been made to turn humans into giants, all of which have been unsuccessful so far. Giants originate from lands all across the world, although the most famous giant homeland is the country of Elbaf in the New World.


Ability Score Increase +12 into Str

Age Average life spans of 200 years to 300 years old.

Alignment Giants do not tend to be leaning towards any particular alignment but do love the thrill of battle.

Size Giants are known for being one of the largest races in the world, putting them at roughly 25 meters tall.

Speed Your land speed is 35ft

Languages You can speak, read, and write Common.

Buster Weapons The creature can now wield 2 handed weapons in one hand, though the user can not dual wield 2 handed weapons, but may also have a shield equipped.

Terra A special technique that allows Giants to control shockwaves through blunt melee and weapon attacks, giving them access to the Terra table. (See on page #).

Subraces

Elbaf Giant Ability Score Improvement +1 into Constitution

Born Warrior Being truly expierienced in weapon wielding, the Elbaf giants have learned to hone their skills, as a bonus action they may add 1d6 extra damage when making a two handed weapon attack.

Yeti Giant Ability Score Improvement +1 Into Intelligence

Blizzard Born The creature is immunity to Cold Damage.

Ancient Giant Ability Score Improvement +1 Into Constitution.

From the void century The creature is born with horns and is able to make a horn attack as the attack action. Horns Melee Atack (Str) : 1d10 Piercing Damage.

Wotan Ability Score Improvement +1 Into Wisdom

Fishman Hybrid As a Half Fishman Wotan's are granted the ability to breath under water and on land along with the ability to have 30ft swim speed.

Baikingu

Ability Score Improvement +1 Into Constitution

Half Humans

Baikingus being a race of half humans makes it to where they are large creatures instead of Giant.

Sea Prism Fighters

The Baikingu tribe since ancient times has hated the idea of Devil Fruits, being a very religious half human half giant people, because of this hatred for the magic of the unknown they are often gifted with rough seastone weaponry upon birth.

Merfolk Traits special race roll a D20 NEEDS 17 AND UP  

Ability Score Increas.

One ability score of your choice increases by 4, and another one increases by 1. Alternatively, three ability scores of your choice increase by 1.

Age. Merfolk reach adulthood in their late teens and live as long as humans.

Alignment. Merfolk are naturally amiable and kindhearted, gravitating towards good alignments. They have a strong focus on community and coexistence, making them tend towards law over chaos.

Size. Merfolk are usually the same size as humans, though exceptions that vary to the extremes do exist. The ones presented here are human-sized. Your size is 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.

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 summon a swarm of fish in an empty square within 10 feet of you that is a body of water. The swarm is friendly to you and your allies, and obeys your command for 1 hour. Roll initiative for the swarm separately when in combat. It obeys any verbal commands that you issue to it (no action required by you). If you don’t issue any commands to it, it defends itself from hostile creatures, but otherwise takes no actions. Once you use this trait, you cannot use it again until you finish a long rest.

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.

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 special race roll a D20 NEEDS 17 AND UP  

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.


Fish-men 

are a race of amphibious creatures that have humanoid features. They are generally a diverse group separated into four subraces under the blanket race name. Each has distinct adaptations that mirror a variety of sea creatures. There are sharks, the actual fish, whales, and octopi.

Sharks

Arlong_Wallpaper_In_One_Piece_Anime_wallpapers_img_onepiece_img-onepiece.blogspot.com-%25232.jpg The shark breed of fish-men are perhaps the most vicious of the race. They are referred to as carcharodons by other fish-men or tritons and their oceanic neighbors. As their title suggests, they are squaline humanoids with sharp teeth, and strong jaws that are capable of cracking blades. If damaged, their teeth regrow at inhuman rates, often within the same span of battle, allowing them endless weapons. They have a dorsal fin where their neck connects to their back along the spine, and gills on their trapezius muscles used to breathe underwater. The rest of their body is comparably humanoid and they lack a tail. But they have webbed fingers and toes that allow for great swimming speeds. Their bodies are also usually toned in such a way to allow the most streamline of travel underwater. Carcharodons vary slightly within their group based on the shark species they resemble. For example, those that resemble the longnose sawshark have a long, pointed nose made of hardened cartilage. Carcharodons do not have normal scales, but dermal denticles like sharks do instead. The color of their skin can range along from purple to a blue-gray.

History and Society The shark of the fish-men were usually ruled under King Neptune, serving as his fighters and warriors. This granted them a considerable amount of prestige within the hierarchy of the ocean. However, many came to be disgruntled by the lack f stimulating conflict in their lives. As such, many turned to lives of crime and bullied other fish-men. When the King ordered a crackdown of his forces, many deserted his army and left to make their own fortunes as pirates and mercenaries. They command weaker fish-men easily with their strength and intimidating tactics. To sustain themselves, they will often rob defenseless peoples to both revel in their own strength and simply take what they want rather than work honestly for it.

Personality Carcharodons are fiercely loyal to their own packs. They are prideful of the strength they display despite their size, being able to intimidate creatures much larger than themselves. They love shows of strength and power, more so than diplomacy and wit. Disputes between themselves are settled with fisticuffs. Shark fish-men hate to be subservient to anyone but one who proves themselves stronger. Thus they can be difficult for a weak ruler to control and will rebel or create mutiny against those they perceive as weak. Given their belligerence and problematic attitudes, they do not get along well with pacifists. Many desert what they see as boring soldier jobs and make their own factions to violence and plunder, striking terror into the hearts of seamen.


The fish breed of fish-men are the most generic and diverse of the subraces, encompassing as a catch-all for those who do not fit into the other categories or are outliers. To prevent confusion, they are referred to as aquaeneodons by other fish-men or watery beings. They are piscine humanoids similar to the shark subrace or even a triton. However, they lack fins, save webbing on their hands, and they are not as strong as a carcharodon. They also have actual fish scales on their skin rather than placoids. Their teeth are also blunt like that of humans and some don't even have teeth. Their skin color and other extremities vary wildly, depending on their lineage.

History and Society The aquaeneodons compose the largest portion of the population of fish-men. They are the backbone of the kingdom under King Neptune's rule, populating the artisans and civilian castes. Given their diversity, they are very scattered and tend to just go about without much order save for the king's ordinances. As such, many come under stronger influences like that of sharks, who can easily force them into their gangs. Some fish-men serve as higher positioned officials alongside the king, filling positions that are not combat-oriented. Others can be truly inspiring leaders and join the ranks of the army, much to the ire of the sharks, who see them as spineless guppies or cannon fodder. After the departure of many corrupt sharks from the kingdom, aquaeneodons took up most of the empty posts, though some did follow the sharks out. These deserters are now found as the crew for many pirate ships. Personality Given their diverse group, aquaeneodons have a plethora of temperaments. They tend to model after someone they consider a paragon or model. This does not mean they are unoriginal. They still believe themselves distinct from the other subraces, even if they admire certain qualities of the personality.


The whale breed of fish-men are the largest of the race, more often in width than height. They are referred to as cetacea by other fish-men and sea-dwellers. They are weighty humanoids who have large amounts of muscle and fat on their bodies. Their teeth are usually blunted and some lack teeth altogether, instead having something like baleen to filter food. Their bodies often appear bloated. Large amounts of blubber compressed against their keratinous skin make them tough and hardy creatures. This does not mean they lack in strength, however, and often can rival a shark fish-man in a contest of such. Instead of a dorsal fin like the carcharodons, the cetacea have a blowhole at the back base of their necks. This allows them to expel water, but they are also fully capable of breathing in water, as they also have gills like sharks and fish. This sometimes leads to a bit of a debate as to whether cetacea are really fish-men. Their skin color is usually of a light bluish-grey shade but can range to a darker blue.

History and Society The cetacea are one of the gentler and wiser fish-men of King Neptune's following. They are often warriors like sharks, but rarely front line soldiers. They usually are tacticians, viziers, advisors, as well as those of the royal guard. Their strength is hampered only by their size and slower pace compared to the nimble carcharodons. They are completely loyal to King Neptune and fought under his banner when the carcharodons revolted. Some whales have defected over time, growing disillusioned with servitude to the crown. These were often exiled and joined life above the waters. Cetacea may scare a human but their easy and tame temperament has earned them easier entry into human societies. Having mammalian lungs, the cetacea have established lives on land as well as in the sea, though they try to never stray far from the waters and coasts.

Personality Cetacea are generally calm creatures. They keep their cool and assess with wizened eyes. Their patience is said to be key to how they practice their underwater swordsmanship, dubbing them as samurai of the deep. Unlike the carcharodons, they do not see fun in sporting and displaying their strength, nor in picking on the weak. This has led to many tensions between the two subraces over the years and is believed to be one of the reasons for the desertion of the carcharodon. They could not stand the cetacea as their equals nor superiors. However, cetacea care little for interpersonal squabbles like this. This often makes them seem a bit detached, but they can truly be angry when what they strive to protect is threatened.


The octopus breed of fish-men are perhaps the weirdest of the subraces. Many have argued they are actually mollusks, not fish. However, the name derives from a naming schematic in Kara-Tur, which characterizes most sea creatures without external shells as fish. They are referred to as octopoda, or "eight legs" by other fish-men and dwellers of the deep. They appear as octopean humanoids, but they lack arms. Instead, they have three pairs of prehensile tentacles coming out of their sides, lined with suckers. Their heads is bulbous and squishy, having enlarged crania like an octopus. Their lips are commonly fat and plump, like a sucker. The rest of their body is humanoid and they have regular legs and feet. Their skin color is usually a reddish-purple shade that varies to something like a light pink or even white.

History and Society The octopoda are the handymen of the fish-men. They are commonly employed throughout King Neptune's kingdom as educators, construction workers, and the like. A few can rise as powerful soldiers but their arms usually are less adept for fighting. They, alongside the aquaeneodons, are great craftsmen and artisans. It is also odd to think about, but their brains are the largest proportional to their bodies of all fish-men. This shows in their reputation as educators, running many of the schools in the kingdom. Where the cetacea are wise, the octopoda are intelligent. In the war rooms, they usually are present in some way alongside the cetacea and carcharodons. Together, the three groups form the trinity of intelligence, wisdom and strength that uphold King Neptune's authority. With the desertion of the carcharodons, the octopoda slowly came to fill in some of the soldier's ranks alongside the aquaeneodons and cetacea.

Personality The octopoda are intelligent beings that love to solve puzzles and are usually up to all challenges presented. They can, therefore, be overeager when the situation presents itself. Their interests are often splintered and multi-faceted, leaving them possibly overwhelmed or scatterbrained when too many things come to mind. This zeal translates in their passionate sides of life, where lovers mate for life and rejection is taken very harshly. It is common for female octopoda to put males through mental wringers with puzzles and deceptions in order to weed out the weak-minded. However, they are loyal to those they see as inspirational. Some octopoda who left with the carcharodons admired their strength and desired to be soldiers as well. Thus, they joined some of the pirate crews that now terrorize the seas. Fish-Men Traits A race of aquatic humanoids split into sub-races, each with their own benefits. Ability Score Increase. Your ability scores depend on your subrace. Age. Fish-men live till about 170 years old and reach maturity at about age 25. Alignment. Fish-men are like humans and have a variety of possible alignments. Size. Fish-men generally have the same sizes as humans, if not a bit wider and taller. Your size is Medium. Speed. Your base walking speed is 30 feet. You have a swimming speed of 30 feet. Amphibious. You can breathe both air and water. Conductivity. You are resistant to cold damage. However, you have disadvantage in saving throws against lightning damage. Languages. You speak, read, and write in Common and Aquan. Subrace. Pick one from carcharodon, aquaeneodon, cetacea, and octopoda.

Carcharodon

Ability Score Increase. Your Strength score increases by 2. Your Dexterity or Constitution score increases by 1. Darkvision. 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. Natural Predator. You have advantage in Wisdom (Survival) checks underwater to track creatures whose current hit points are below their hit point maximum that bleed. Bite. Your great teeth are excellent natural weapons to make unarmed strikes with. If you hit with it, you deal piercing damage equal to 1d6 + your Strength modifier.

Aquaeneodon

Ability Score Increase. Your Charisma score increases by 1, and any one other ability score of your choice increases by 2 Ocean Artisans. You are proficient in one tool, instrument or gaming set of your choice. Able Fighter. You are proficient with tridents and spears.

Cetacea

Ability Score Increase. Your Constitution score increases by 1, and your Wisdom score increases by 2. Bulky. You count as one size larger when determining how much you can carry, and how much you can push, drag, or lift. Thick Skin. While unarmored, your Armor Class is equal to 12 + your Dexterity modifier. You may use a shield and still gain this benefit.

Octopada

Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1. Darkvision. 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.As an action you may attempt to blind a creature within 10 feet of you by shooting a black ink at them. Tentacles. To properly wield weapons as you might with regular hands, you need to use at least two tentacles to hold weapons and shields. So, to wield two-handed weapons, you need to use four of your six tentacles. Due to the weight it would put on your boneless body, you cannot wield a two-handed weapon and shield simultaneously. Individually, your tentacles can interact with objects through simple actions like opening doors and jars, or carrying weights of up to 10 pounds each, but they cannot attack or use weapons or shields. Random Height and Weight


WEAPONS OF ONE PIECE DND


Dials

Dials are strange, mysterious devices made from the remains of particular shellfish, which have the ability to store energy and matter. The shellfish remains are gathered from the shallows near the shore of the White-White Sea. Though they originate from Skypiea, some of them can reach and be used in the lower seas. All Dials have charges to use and refill conditions after using them for them to be usable again, once a dial has run out of charges it is useless until recharged.

Dial Types Axe Dial Dial, Damage Type

Charges : 3 Use : By pressing the button on the Dial it fires off an X shaped wind slash which can be used as an attack action as seen below. Axe Dial Ranged Weapon Atack 50ft (Dex) : 2d8 Slashing Damage. Refill : Upon hitting the dial with a slashing attack the dial will instantly gain 1 charge.

Ball Dial

Dial, Utility Type

Charges : 5 Use : Upon pushing the button on the Dial it produces a 5 by 5ft sphere made of clouds as a bonus action which can be used to sit or stand upon, these sphere acts as a solid object and will float in place but will move around if pushed at a speed of 5ft per round. Upon hitting the orb with fire damage it will explode dealing 4d6 Fire Damage to anyone within a 10ft sphere, all enemies in range must succeed on a Dex Save of 17, on success half damage. Refill : Upon touching clouds and pushing the button it will absorb a 5 by 5ft area of cloud into it refilling 1 charge, this only works on White Sea Clouds.

Breath Dial

Dial, Utility Type

Charges : 1 Use : Upon pushing the button as a bonus aciton the Dial will release all air stored inside of it. The Dial will release the gases inside of it at a very slow rate. Refill : By pushing the button into absorb mode it will suck in all the gas around it storing it inside.

Flame Dial

Dial, Damage Type

Charges : 1 Use : Upon pushing the button and using a attack action the dial it fires out a spew of flames in a 25ft cone dealing 4d8 Fire Damage, all enemies within range must make a Dex Save, on success take half damage. Refill : Upon placing the dial over fire the dial will begin to absorb the flames regaining 1 charge after 1 minute.

Flash Dial

Dial, Utility Type

Charges : 1 Use : The dial can be activated as a bonus action or reaction, upon pushing the button to activate the dial the user can target 1 creature within 5ft, that creature must make a Perception Check DC of 18 or gain the blinded effect until the end of their next turn. Refill : Upon being placed underneath a light source the dial will begin to absorb light, regaining 1 charge after 1 minute.

Heat Dial

Dial, Utility Type

Charges : 3 Use : The dial upon being attached to any object will begin heating up the object it is atatched to, if this object is made of metal the metal will begin to heat dealing an extra 1d4 Fire Damage to all weapon attacks with that weapon for 1 minute before wearing off. Refill : Upon placing the dial over fire the dial will begin to absorb the flames regaining 1 charge after 1 minute.

Cold Dial

Dial, Utility Type

Charges : 3 Use : The dial upon being attached to any object will begin chilling the object it is atatched to, if this object is made of metal the metal will begin to chill dealing an extra 1d4 Cold Damage to all weapon attacks with that weapon for 1 minute before wearing off. Refill : Upon placing the dial in a cold location, it will begin absorbing the cold gaining 1 charge after 1 minute.

Jet Dial

Dial, Damage Type

Charges : 3 Use : A jet dial shoots out a sharp beam of compressed air, this air cannot make it very far. It can be activated by using a bonus action and will be used as a ranged weapon attack. Jet Dial Ranged Weapon Atack 15ft (Dex) : 1d8 Force Damage. Refill : Upon sucking in air for 1 minute it regains all 3 charges.

Eisen Dial

Dial, Utility Type

Charges : Unlimited Use : The Eisen Dial is a very rare Dial, it stores inside it a almost iron like cloud which upon pressing the button as a bonus action can become any simple weapon, the weapon gains a +2 to damage rolls with it. Refill : To switch weapon types the user must use 2 bonus actions to resheath and redraw out the weapon.

Milky Dial

Dial, Utility Type

Charges : 1 Use : Upon pressing the button on the dial it will begin building a pathway along where it trails, this trail can lead up to 1000ft long and will stop once it runs out of cloud or is pressed again. Refill : Must be placed inside of white sea clouds for up to 1 hour.

Tone Dial

Dial, Utility Type

Charges : Unlimited Use : The tone dial is capable of recording any sound played into it and replaying it an unlimited amount of times. Refill : Upon pressing a button on the dial it will remove all sound for more to be inserted.

Vision Dial

Dial, Utility Type

Charges : 10 Photos Use : The vision dial is capable of taking pictures and then replaying them in the form of a projector on any surface near it. Refill : The user can go into the dial and remove photos to make space for more.

Thunder Dial

Dial, Damage Type

Charges : 1 Use : The Thunder Dial can be activated an attack aciton and will fire out a lightning bolt upon activation as a ranged attack. Thunder Dial Ranged Weapon Atack 50ft (Dex) : 2d8 Lightning Damage. Refill : Upon being charged or shocked by electricity it will regain 1 charge.

Water Dial

Dial, Damage Type

Charges : 1 Charge Use : The Dial can be activated as an attack action, firing off a sharp water blast as a ranged attack Water Dial Ranged Weapon Atack 50ft (Dex) : 2d10 Water Damage. Refill : Must be fully submerged in water for 1 minute.

Zap Dial

Dial, Utility Type

Charges : 3 Use : The dial upon being attached to any object will begin zapping the object it is atatched to, if this object is made of metal the metal will begin to become electrically charged dealing an extra 1d4 Lightning Damage to all weapon attacks with that weapon for 1 minute before wearing off. Refill : Upon begin charged for 1 minute by electricity it will regain 1 charge.

Boom Dial

Dial, Damage Type

Charges : 1 Charge Use : The tone dial is capable of recording any sound played into it and replaying at a volume amped to that of 200x the original, dealing 4d8 Thunder Damage to anyone in a 25ft cone, everyone hit must make a Con save, on success half damage. Refill : Upon pressing a button on the dial it will remove all sound for more to be inserted.

Impact Dial

Dial, Damage Type

Charges : 1 Use : Upon taking damage from any types listed below the Dial will contain and store the damage inside the dial until released. Upon pressing the button on the dial as a full round action the creature can release the stored damage, the damage output of the dial is equal to 2x what was absorbed in force damage and will deal back the original number of force damage to its weilder. The max the Dial can absorb is 50. Refill : Upon recieiving a blow from any Bludgeoning, Piercing, Slashing or Force attack the dial will absorb the damage nullifying the attack and gaining 1 charge. The dial can only be recharged once every 8 hours.

Reject Dial

Dial, Damage Type

Charges : 1 Use : Upon taking damage from any types listed below the Dial will contain and store the damage inside the dial until released. Upon pressing the button on the dial as a full round action the creature can release the stored damage, the damage output of the dial is equal to 4x what was absorbed in force damage and will deal back half of 4x that number of force damage to its weilder. The max the Dial can absorb is 100. Refill : Upon recieiving a blow from any Bludgeoning, Piercing, Slashing or Force attack the dial will absorb the damage nullifying the attack and gaining 1 charge. The Dial can only be recharged every 8 hours.

Simple Weapons
Club	1d4 Bludgeoning	2Ib	Light

Dagger 1d4 Piercing 1Ib Finesse,Light,Thrown (range 20/60)

Great Club	1d8 Bludgeoning	10Ib	Two-Handed
Handaxe	1d6 Slashing	2Ib	Light, Thrown (range 20/60)
Javelin	1d6 Piercing	2Ib	Thrown (range 30/120)
Light Hammer	1d4 Bludgeoning	2Ib	Light, Thrown (range 20/60)
Mace	1d6 Bludgeoning	4Ib	None
Quarterstaff	1d6 Bludgeoning	4Ib	Versatile (1d8)
Sickle	1d4 Slashing	2Ib	Light
Spear	1d6 Piercing	3Ib	Thrown (range 20/60), Versatile (1d8)
Brass Knuckles	1d4 Bludgeoning	1Ib	Light, Unarmed
Bayonet	1d6 Piercing	1Ib	Two-Handed
Hook Hand	1d6 Slashing	1Ib	Light, Special
Yoyo	1d6 Bludgeoning	1/4Ib	Thrown (Range 10), Finesse
Martial Weapons
Battleaxe	1d8 Slashing	4Ib	Versatile (1d10)

Flail 1d8 Bludgeoning 2Ib None

Glaive	1d10 Slashing	6Ib	Heavy, Reach, Two-Handed

Greataxe 1d12 Slashing 7Ib Heavy, Two-Handed

Greatsword	2d6 Slashing	6Ib	Heavy, Two-Handed

Halberd 1d10 Slashing 6Ib Heavy, Reach, Two-Handed

Lance	1d12 Piercing	6Ib	Reach, Special

Longsword 1d8 Slashing 3Ib Versatile (1d10)

Maul	2d6 Bludgeoning	10Ib	Heavy, Two-Handed

Morningstar 1d8 Piercing 4Ib None

Pike	1d10 Piercing	18Ib	Heavy, Reach, Two-Handed

Rapier 1d8 Piercing 2Ib Finesse

Scimitar	1d6 Slashing	3Ib	Finesse, Light

Shortsword 1d6 Piercing 2Ib Finesse, Light

Trident	1d6 Piercing	4Ib	Thrown (range 20/60), Versatile (1d8)

War Pick 1d8 Piercing 2Ib None

Warhammer	1d8 Bludgeoning	2Ib	Versatile (1d10)

Whip 1d4 Slashing 3Ib Finesse, Reach

Cat O Ninetails	1d4 Slashing	1Ib	Finesse

Kunai 1d6 Piercing 1/2Ib Thrown (30/90), Finesse, Light, Special

Simple Ranged Weapons
Crossbow, Light	1d8 Piercing	5Ib	Ammunition (range 80/320), Loading, Two-Handed

Dart 1d4 Piercing 1/4Ib Finesse, Thrown (range 20/60)

Shortbow	1d6 Piercing	2Ib	Ammunition (range 80/320), Two-Handed

Sling 1d4 Bludgeoning - Ammunition (range 30/120)

Slingshot	1d4 Bludgeoning	1Ib	Ammunition (30/90), Two-Handed

Boomerang 1d4 Bludgeoning 1Ib Light, Returning, Thrown (range 30/120)

Shuriken	1d4 Piercing	1/4 Ib	Finesse, Thrown (20/60)
Martial Ranged Weapons
Blowgun	1 Piercing	1Ib	Ammunition (range 25/100), Loading

Crossbow, Hand 1d6 Piercing 3Ib Ammunition (range 30/120), Light, Loading

Crossbow, Heavy	1d10 Piercing	18Ib	Ammunition (range 100/400), Heavy, Loading, Two-Handed

Longbow 1d8 Piercing 2Ib Ammunition (range 150/600), Heavy, Two-Handed

Net	-	3Ib	Special, Thrown (range 5/15)

Chakram 1d6 Slashing 1Ib Finesse, Light, Thrown (range 20/60)

Combat Cards	1d4 Slashing	1Ib	Finesse, Light, Special, Two-Handed, Thrown (range 30/60)

Flintlock Pistol 1d8 Piercing 2Ib Ammunition (range 20/60), loading

Musket	2d6 Piercing	9Ib	Ammunition (Range 80/320), Loading, Two-Handed, Heavy


CLASSES OF ONE PIECE 
Swordsman (One Piece)  https://www.dandwiki.com/wiki/Swordsman,_Variant_(5e_Class)

A swordsman is a warrior who has, at some point in their life, been trained in the art of swordplay. Be it from a wise Ronin, an elegant tutor or an infamous warrior - the choice is yours.

Introduction

You walk into a bar in a new and exciting port town, a sword to your hip and a flagon balled in your fist. Suddenly a fight breaks out, and a spilled drink here or a knock more forceful than courteous causes you to spring into action. Perhaps you draw your weapon, and deal with them all in one swift but powerful blow. Perhaps you draw two weapons, dodging and weaving through the fray until they're all cut to ribbons. Or, perhaps you even draw three, dealing with the thugs with an onslaught of unbeatable offensive power. The bodies drop, and the rest of the bar falls silent to you wonderfully exotic fighting style.

Creating a Swordsman

In order to create a swordman character, you must first ask yourself - How did they come to don the art of swordplay? Were they studious learners who learned by the book, or gritty urchins who learned from some kind of street gang?

Quick Build

You can make a Swordsman quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Charisma. Second, choose the criminal background. Third, choose two Cutlass, Leather armor, and Smith's Tools.

Class Features

As a Swordsman (One Piece) you gain the following class features.

Hit Points

Hit Dice: 1d10 per Swordsman (One Piece) level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Swordsman (One Piece) level after 1st

Proficiencies

Armor: Light armor, Medium armor Weapons: Simple Weapons, Martial Weapons Tools: Smith's Tools Saving Throws: Dexterity, Charisma Skills: Pick two from Acrobatics, Athletics, Intimidation, Sleight of Hand, Performance

Equipment You start with the following equipment, in addition to the equipment granted by your background:

(a) Longsword or (b) Cutlass or (c) Katanas (a) Rapier or (b) Cutlass (a) Leather armor or (b) Hide armor (a) Dungeoneer's pack or (b) Explorer's pack or (c) Smith's tools If you are using starting wealth, you have 4d4x10 in funds. Table: The Swordsman (One Piece) Level Proficiency Bonus Swordsman Points

Features
1st	+2	1	Second Wind, Duelling Style

2nd +2 2 Swordsman Archetype Feature 3rd +2 3 Swordsman Archetype Technique, Unbreakable 4th +2 4 Ability Score Improvement 5th +3 5 Extra Attack, Demonic Aura 6th +3 6 Flying Slashes, Swordsman Archetype Technique 7th +3 7 Swordsman Archetype Feature, Uncanny Dodge 8th +3 8 Ability Score Improvement, Ichi Gorilla, Action Surge 9th +4 9 Swordsman Archetype Technique 10th +4 10 The Very Very Very Strongest 11th +4 11 Swordsman Archetype Feature, Extra Attack 12th +4 12 Ability Score Improvement 13th +5 13 Ni Gorilla 14th +5 14 Swordsman Archetype Technique 15th +5 15 Swords an Archetype Feature 16th +5 16 Ability Score Improvement 17th +6 17 Swordsman Archetype Technique 18th +6 18 Extra Attack 19th +6 19 Ability Score Improvement, Swordsman Archetype Feature 20th +6 20 Swordsman Archetype Technique, Master Swordsman

Second Wind

You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Duelling Style

You have nailed down the basics of swordsmanship, allowing you to move on to more advanced duelling practices. Choose one of the features below, you may not gain this feature twice if you multiclass into a different class with the same feature.

Weaving You're adept at dodging and weaving through the battlefield. You do not take opportunity attacks from the last creature you attacked on your turn.

Vicious Reprieve

You are able to make a quick recovery after being hit. As a reaction, you are able to make a melee opportunity attack against the creature that attacked you at the cost of 1 swordsman point.

Gorilla Strength You focus your attacks on muscle strength using regulated breathing. You gain a +1 to all damage rolls made with melee weapons.

Patient Warrior

You are a careful and calculative warrior, careful not to rush into danger. You gain a +2 to AC if you did not attack on your previous turn.

Swordsman Archetype At 2nd level, you pick a Swordsman Archetype. You decide the time has come to streamline your fighting style down to fine point, you are able to learn Ittoryu, Nitoryu or Santoryu, detailed at the end of this class description.

You gain further Swordsman Archetype features at levels 7, 11, 15 and 19.

Unbreakable

At 3rd level, when you roll a hit die to gain more maximum hit points as you level up, you are able to add 2 to the roll.

Swordsman Archetype Techniques At 3rd level, you learn specific techniques depending on the swordsman archetype you decided to follow. You are able to learn additional techniques at levels 6, 9, 14 and 17. Swordsman techniques consume swordsman points, and cannot be unlearned or switched out after being chosen.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

The number of attacks increases to three when you reach 11th level in this class and to four when you reach 18th level in this class.

Demonic Aura At 5th level, gain proficiency in Intimidation, if you already have proficiency then you may double your Proficiency bonus on Intimidation checks. As an action, you are able to exude a menacing purple aura. All creatures within 20 feet of you must make a DC 14 Charisma saving throw or be frightened of you for 1 minute. At the end of a frightened enemies turn, they are able to make a Wisdom saving throw to see if they are able to regain their senses. On a success, they are no longer frightened of you.

Flying Slashes At 6th level, you have honed your blade to strike with such precision that you are able send slashes of wind as an extension of your blade. All Slashing weapons you use now have an additional range of 5ft.

Uncanny Dodge Starting at 7th level, 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.

Action Surge Starting at 8th level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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.

Ichi Gorilla At 8th level, you are able to strengthen the muscles in one of your forearms, causing them to bulge. As part of an attack for 2 Swordsman points, you are able to add a +5 to its damage.

The Very Very Very Strongest At 10th level, if you are reduced to 0 hit points, you are able to roll your hit die and regain the amount of hit points rolled at the cost of 5 swordsman points.

Ni Gorilla At 13th level, you are able to strengthen the muscles in both of your forearms, causing them to bulge. You are able to use Ichi Gorilla twice on the same attack.

Master Swordsman At 20th level, you have mastered your school of swordplay, depending on your swordsman archetype you gain one of the following features.

Ittoryu You have mastered the blade. Calculative, elegant and destructive. At the start of your turn, you gain 2 swordsman points. Additionally, you are able to use a swordsman point to give an attack advantage on it's to hit roll.

Nitoryu Flower petals whirl around you in a balanced current of wind caused by your strikes. Your melee attacks now have a splash damage range of a 5ft sphere.

Santoryu You have mastered the art of Santoryu, using your creativity and wit you have constructed an extremely versatile and powerful fighting style. Your mastery of this highly adaptable sword style allows you to be able to counter attacks from any direction. You gain +1 AC for each enemy within a 15ft Sphere.

Swordsman Archetype At 2nd level, you become able to select a swordsman archetype from the three stated below (Ittoryu, Nitoryu, Santoryu).

Santoryu You have decided to carve your own path, developing your own unique fighting style.

Eyes of the Wolf An experienced and terrifying hunter, your eyes become sharp and take on a red hue. You gain proficiency, or expertise if you already have proficiency, in the Survival or Stealth skill. You also gain the Hunter’s Mark spell and can cast it as a cantrip.

Santoryu Fighting When you engage in two-weapon fighting, you may add your Proficiency bonus to your off-hand weapon’s attack roll.

Three-Sword Attacker At 2nd level, you may wield three weapons at once. Once per turn, you can spend 1 swordsman point to make 1 attack using this third weapon. Unrelenting At 7th level, when you attack once using each of your weapons, you are able to spend an additional swordsman point to cause the targeted creature to make a DC 14 + your Dexterity modifier Strength saving throw. On a failure, you are able to impose two of the following effects onto the target;

-The enemy is pushed 10 feet in a specified direction. -The enemy is knocked prone. -The enemy has disadvantage on their next attack.

Charm Demon Your eyes glow an ominous red. At 11th level, you have advantage to hit enemies who are frightened of you, and on a successful hit you deal damage as though the hit was critical.

Berserk You are infamous as a bloodthirsty fighter, never faltering no matter the odds stacked against you. At 17th level, every time you kill a creature, you gain 5 temporary hit points. Additionally, when you roll a critical, you gain 10 temporary hit points.

Asura You are a master at dealing quick consecutive blows, it almost appears as though you are swinging for three men. At 19th level, you gain an additional use of action surge to a maximum of two. Nitoryu You have decided to focus on dual wielding, following the path of the duellist.

Eyes of the Serpent You're slippery as an eel, and your swipes are swift. You are used to sliding around the battlefield, dealing decisive and elegant blows while the enemy struggles to land a single one. At 2nd level, your eyes become serpentine and snake like. They take on a coloured hue of either green or yellow. You gain proficiency, or expertise if you already have proficiency, in the Deception or Sleight of hand checks. You have advantage on stealth checks when partially obscured by foliage.

Nitoryu Fighting When you engage in two-weapon fighting, you may add your Proficiency bonus to your off-hand weapon’s attack roll.

Untouchable You're used to darting around the battlefield, like a snake in the grass. At 7th level, opportunity attacks against you gain disadvantage, and your movement speed increases by 10 ft.

Pussyfoot You've developed a technique that allows you to pussyfoot around your enemies. You appear as though you've vanished, making it impossible for enemies to hit you. At 11th level, as a bonus action, you can halve your movement speed to become impossible to target with opportunity attacks and have advantage on Dexterity saving throws until the beginning of your next turn.

Slice and Dice You move fast like the wind, enemies find it difficult to keep up. At 17th level, by expending 1 swordsman point, you are able to make an additional attack on your turn. Once you use this feature, you may not use it again for that turn.

Deathstroke Your mastery of the blade has lead you to become more accurate with your strikes. At 19th level, if you miss with an attack roll, you can reroll the attack at the cost of one swordsman point.

Ittoryu You have decided to focus on one sole blade, following the path of the Ronin.

Eyes of the Hawk Your blade is sharp, but your eyes are sharper. You have a talent for spotting the finer details, which can sometimes give you the edge in battle. At 2nd level, you gain proficiency, or expertise if you already have proficiency, in Perception or Investigation. Your eyes turn yellow and become hawk-like. You gain a darkvision of 60 ft, if you already have darkvision you gain an additional 30 ft.

Ittoryu Fighting You focus the power of your strikes into a single blade. Rolls made with melee weapons you are proficient in gain double the proficiency bonus, and you can not engage in two-weapon fighting.

Execute You are skilled at making precise, deadly slashes. At 7th level, when you attack a surprised creature, all attacks you make are counted as critical.

Unfaltering Blade You've learned how to disregard your enemies taunts or threats during a fight, your courage is commendable. At 11th level, you gain advantage against being charmed or frightened.

Gentle Blade You are well on the way to mastering the art of the sword, your blade nicks only what you allow it to. A true swordsman only cuts what he intends to cut, and his sword obeys. At 15th level, you may spend 2 swordsman points as part of your attack to change its range to a 15 ft. line. Additionally, you are able to avoid striking allies with your techniques completely.

Last Man Standing You have learned that when you are surrounded by enemies, your only path out is through the horde. At 19th level, you gain 1 swordsman point for every CR 5+ creature you managed to kill. Additionally, when you kill a surprised CR 5+ creature, you regain 10 swordsman points.

Swordsman Archetype Techniques You may only use a technique once per turn. All techniques from Swordsman Archetypes require an action, unless stated otherwise within the particular technique.

Ittoryu Iai - Shishi Sonson (One sword style: Lion Song) Placing the sheathed sword upright and listening to the "breath" of his opponent, the attacker rapidly unsheathes, attacks, and re sheathes their sword. You dash forward, slashing anything and everything in front of you at great speed. All enemies within a line the length of your remaining movement speed take xd8 slashing damage, with 'x' being the damage in the table list directly below of the players level with a minimum of 2. The player is also transported the length of the line of the attack forward + 5ft. This technique costs 2 Swordsman points. (Prerequisite: Ittoryu Archetype, 3rd level swordsman)

3rd Level - 2d8

6th Level - 3d8

9th Level - 4d8

11th Level - 5d8

14th Level - 6d8

17th+ Level - 7d8


New World Fighter    https://www.dandwiki.com/wiki/New_World_Fighter_(5e_Class)

These are men that have reached the new world not by magical fruits, special guns or rare swords. They have only used their might to get where they are, and will use it to become even more powerfull and famous.

My Body Is My Weapon You have been using your body to fight for as long as you can remenber. Fighting for you is only fullfiling if you have used your own might and power to destroy your opponent.

Creating a New World Fighter Think about why you became a fighter, was it because you lost someone important? Do you want to fight off evil? Were you trained since birth for this? Do you just want to be the strongest? Do you need to be strong to protect others?

Quick Build You can make a New World Fighter quickly by following these suggestions. First, Strenght or dexterity should be your highest ability score, followed by Constitution. Second, choose the Athlete background.

Class Features As a New World Fighter you gain the following class features.

Hit Points Hit Dice: 1d12 per New World Fighter level Hit Points at 1st Level: 12 + Constitution modifier Hit Points at Higher Levels: 1d12 (or 7) + Constitution modifier per New World Fighter level after 1st

Proficiencies Armor: None Weapons: None Tools: Carpenter Tools Saving Throws: Strength and Constitution Skills: Choose 3 from Acrobatics, Athletics, History, Intimidation, Perception and Survival

Equipment You start with the following equipment, in addition to the equipment granted by your background:

If you are using starting wealth, you have 5d4 x 10gp in funds. Table: The New World Fighter Level Proficiency Bonus Features

Strong Strikes Damage	Swift Movements	Stamina

1st +2 Strong Strikes, Fighting Style, Limit Breaker, Stamina 1d4 - 4 +Constitution 2nd +2 Resistant Body, Swift Movements, Barrage Of Strikes 1d4 10ft 8 +Constitution 3rd +2 Fighting Styles feature, Agile Dodges 1d4 10ft 12 +Constitution 4th +2 Ability Score Improvement, The Reason That I Fight 1d6 15ft 16 +Constitution 5th +3 Fighting Styles feature, The Very Very Strongest 1d6 15ft 20 +Constitution 6th +3 Warrior's Resistance 1d6 15ft 24 +Constitution 7th +3 Fighting Styles feature, Deflect Bullets 1d8 20ft 28 +Constitution 8th +3 Ability Score Improvement 1d8 20ft 32 +Constitution 9th +4 Limit Breaker improvement 1d8 20ft 36 +Constitution 10th +4 Fighting Styles feature, Ignore The Pain 1d10 25ft 40 +Constitution 11th +4 Deflect Bullets Improvement 1d10 25ft 44 +Constitution 12th +4 Ability Score Improvement, Fighting Styles feature 1d10 25ft 48 +Constitution 13th +5 The Very Very Strongest Feature 2d6 30ft 52 +Constitution 14th +5 — 2d6 30ft 56 +Constitution 15th +5 Fighting Styles feature 2d6 30ft 60 +Constitution 16th +5 Ability Score Improvement, Deflect Bullets improvement 2d8 35ft 64 +Constitution 17th +6 Fighting Styles feature 2d8 35ft 68 +Constitution 18th +6 Limit Breaker Improvement 2d8 35ft 72 +Constitution 19th +6 Ability Score Improvement 2d10 40ft 76 +Constitution 20th +6 Fighting Styles feature 2d10 40ft 80 +Constitution

Strong Strikes

At 1st level, due to your natural fighting nature, you can defenitely pack a punch. Your unarmed strike is 1d4 + Strength or Dexterity, and after your attack action as bonus action you may do an unarmed strike.

At 6th level, your unarmed strikes count as magical for the sake of overcoming resistances.

Fighting Style

At 1st level, you chose a Fighting Style. Choose between Black leg, Fishman Karate, Rokushiki and Dragon Claw, all detailed at the end of the class description. Your choice grants you features at the 3rd level, and again at the 5th, 7th, 10th, 12th, 15th and 20th level.

Limit Breaker

At 1st level, you can make your whole body to go beyond your limits for 1 Stamina point, and force yourself to do one more action. You can only do this once per long rest.

At 9th level, you can go beyond your normal limits for a moment, if you have half your hit points you can enter this state for 1 minute. While in this state you gain resistance to bludgeoning and piercing damage, and all of your techniques cost half the stamina. You also gain +2 to your Strength Constitution and Dexterity scores(You can't go above 20 with this feature). After leaving this state you gain 2 levels of exhaustion.

At 18th level, you need to go even beyond of above your limits. When you enter this state, you gain resistance to Bludgeoning, Piercing and Slashing +1 damage type of your choice, and you gain +4 to your Strength Constitution and Dexterity(You can go above 20 with this feature). After leaving this state you gain 4 levels of exhaustion, and can't attack for 1 turn.

Stamina

At 1st level, due to your experience in fighting you learned how to control your endurance, making you increase your stamina. You use your Stamina for your Fighting Style attacks, gaining 4 per level. Some of your Stamina features require a save DC:

Stamina Attack Roll: Strength or Dexterity + Proficiency Bonus

Stamina DC: 8 + Strength or Dexterity + Proficiency Bonus

Resistant Body

At 2nd level, you have been training your body to be as hard as steel even whithout any kind of protection. While unarmored, your AC is 10 + your Constitution modifier + your Strength or Dexterity modifier, you can increase your AC by +1 in the 6th level, +2 in the 12th level, +3 in the 16th level.

Barrage Of Strikes

At 2nd level, you learned how to give various repeating strikes for your maximum damage output For 2 Stamina Points as a bonus action you can make 2 unarmed strikes.

Agile Dodges

At 3rd level, due to your quick reflexes you can spend 4 Stamina points to take the dodge action as a bonus action.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

The Reason That I Fight When you reach 4th level, you remember the reason why you fight, giving you one of the following atributes depending on your backstory:

I Fight To Protect My Friends! While you are at least 15ft from one of your allies and you see them getting hit, you can run up to them to make an unarmed strike on the attacker. And while you are within 15ft from your allies they gain +1 AC and receive advantage on Saves involving dodging attacks.

I Fight For Myself When you are fighting against someone without any allies in sight, you gain +2 to your attack rolls and can attack with advantage.

I Fight For My Organization When you fight representing your organization, affiliation or kingdom, you can impose pride in your attacks and for each strike you make you regain 1d4 temporary hit points.

The Very Very Strongest At 5th level, you will show your might to anyone after you hit an unarmed strike in a creature you can spend 4 Stamina Points to make the creature be stunned until the beggining of your next turn.

At 13th level, your strenght is knowm throughout the world, and now you can spend 6 stamina points after an unarmed strike to make your opponent be knocked prone.

They must succed a Constitution saving throw to not suffer the effects listed.

Warrior's Resistance At 6th level, even though you have fallen to 0 hit points, your inner fighter does not allow you to fall, you can instead drop to 1 hit point. You may use this as much as your proficiency bonus.

Deflect Bullets

At 7th level, due to your intense training against opponents with weapons and the experience you gained fighting them, you learned how to deflect ranged attacks. You can use your Reaction to deflect or catch the bullet when you are hit by a ranged weapon Attack. When you do so, the damage you take from the Attack is reduced by 1d10 + your Strength or Dexterity modifier + your New World Fighter level. This number increases to 1d12 at 11th level, and to 2d8 at 16th level.

Ignore The Pain

At 10th level, your body has been through so much that you now naturally can still fight through immense stress. You don't get exhaustions debuffs while fighting, but for every 1 minute you ignore your exhaustion it increases by one level. You may also ignore any debuffs that come with you taking damage overtime, but at the cost of the damage being doubled.


Rokushiki

Rokushiki is the main style of combat for the World Government's agents, in particular, CP9 and CP0. Rokushiki consists of six basic techniques and a secret seventh technique that only a true master of Rokushiki can achieve. Furthermore, most of the users have displayed their own variations and derived techniques, allowing them to increase their versatility and originality.

Geppo

At 1st level as a bonus action for 1 stamina point when you jump you may do another mid air, you can make as much mid air jumps as your proficiency bonus + your Constitution modifier. You can also use this to launch you to your target, so your unarmed strike gains 1 die of damage for every 5ft you jumped from.

Soru

At 3rd level, for 2 Stamina Points you can double your movement speed for a turn and move at blinding speeds. While you are moving this way it does not provoke opportunity attacks, any attacks made after this technique will be with advantage. You can only do this as much as your Dexterity and Constitution modifier.

Kamisori: 

At 10th level you can use this altered version of the Soru technique while you are using geppo, you may use this to move in mid air at blinding speeds. Tekkai At 5th level, for 10 stamina points as a reaction you can harden your skin to give you +2 AC and resistance to non magical slashing, bludgeoning and piercing damage. While you use this technique you cannot move.

Tekkai "Sai": 

At 7th level While in the air for 5 Stamina Points you can use this technique to increase your body weight falling into the opponent, your unarmed strikes damage increases by 1 dice. Pound Ho (Pound Phoenix) This attack uses the air itself to slash the target from a distance. To initiate it, the swordsman first holds one of his swords horizontally above the shoulder of his sword arm, and then performs a circular swing that launches the air compressed projectile spiraling towards the target. You make a ranged sword attack against a creature using your weapon of choice. The attack has a range of 40/80ft, and does the weapon's attack damage + xd4 force damage, with 'x' being half the players level. This technique costs 1 Swordsman point. (Prerequisite: Ittoryu Archetype or Nitoryu Archetype, 3rd level swordsman)

Hiryu - Kaen

(Flying Dragon Blaze) Using one sword wielded in his left hand with his right hand gripping his left wrist for support (or vice-versa), the swordsman jumps from an aerial point and slashes his opponent. After slashing them, his opponent then bursts into flames. If the user falls 10 feet or more, but not more than 60 feet they can use either their reaction or action to use this technique. The users fall damage is negated for the turn, and the target takes an attack from the user with their melee weapon of choice, the attack automatically hits. Additionally, the target takes an extra 4d10 fire damage. This technique costs 2 Swordsman points. (Prerequisite: Ittoryu Archetype, 6th level swordsman)

Yakkodori

(Bird Dance) The swordsman launches from his sword a crescent moon-like projectile of compressed air to the opponent with great speed, similar to Pound Ho. This technique can be used for as many attacks as the user is able to make on that turn. The user rolls an attack for the weapon of their choice, with a range of 30/60 feet. On a hit, the attack deals it's standard damage plus an extra 2d4 force damage, and if the enemy is of the size Large or smaller then they are pushed 5 feet in a direction of the attackers choice. This technique costs 1 Swordsman point. (Prerequisite: 6th level swordsman)

Baki

(Horse Ogre) After raising his sword above his head, the swordsman delivers a powerful vertical slice to his opponent, usually at an angle along with not being as exaggerated as Daishinkan. The swordsman rolls an attack with their weapon of choice, if it hits the attack damage automatically becomes a critical. This technique costs 2 swordsman points. They must state they are using this technique before rolling their attack. (Prerequisite: Ittoryu Archetype or Nitoryu Archetype, 11th level swordsman)

Daishinkan

(Great Dragon Shock) Daishinkan consists of the swordsman running towards his opponent with their weapon held outstretched in one arm. He then executes a two handed overhead swing used to split his opponent into two from the top down. The user rushes towards a creature within 15 feet of them, that creature must make a Dexterity saving throw. On a success, they take half damage and are not knocked prone. On a failure, the target takes 4d10+10 points of slashing damage and is knocked prone.This technique costs 5 Swordsman points. (Prerequisite: Ittoryu Archetype, 20th level swordsman)

Ittoryu Iai - Shi Shishi Sonson

(One sword style: Death Lion Song) A stronger version of the original "Ittoryu Iai: Shishi Sonson", where the user swings his sword in a very quick and powerful unsheathing move to slice his opponent; the reverse grip is still used, though the swordsman no longer draws his sword from beside-and-over his head, and instead draws it normally from one of his hips. All enemies within a line the length of double your remaining movement speed take 10d8 slashing damage. The player is also transported the length of the line of the attack forward + 5ft. This technique costs 5 Swordsman points. (Prerequisite: Ittoryu Archetype, 20th level swordsman)

Taka Nami

(Hawk Wave) The swordsman swings their weapons with great force in order to create a powerful gust of wind to knock opponents over. A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose, all creatures within the within the target zone must do a strength saving throw. On a success, they are pushed 10 feet in the direction of the blast. On a fail, they are pushed 10 feet back and are also knocked prone. This technique costs 2 Swordsman points. (Prerequisite: Nitoryu Archetype, 3rd level swordsman)

Sai Kuru

(Rhino Cycle) The swordsman holds his swords in front of him pointing up, like rhinoceros horns, and spin-slashes around himself in an instant damaging everyone in the immediate vicinity. The swordsman may spend an extra swordsman point to avoid hitting any friendly creatures within the radius. Otherwise, all creatures within a 5 feet sphere of the swordsman take xd6+3 Slashing damage, with 'x' being half of the users level. This technique costs 3 Swordsman points. (Prerequisite: Nitoryu Archetype, 6th level swordsman)

False Golpe Fuerte

``(False Swipe)`` You swipe twice at an opponent, in an attempt to disarm their opponent with the first strike and slash at them with the other. The opponent needs to make a strength saving throw to a DC of 10 + your dexterity modifier or be disarmed. This technique costs 2 swordsman points. (Prerequisite: Nitoryu Archetype, 6th level swordsman)

Rose Rondo

(Rose Round Dance) The duellist jumps backwards and swings his swords, launching several red rose petals that fly towards the opponent. Each dart hits a creature of your choice that you can see within range. A petal deals 1d4 + 2 slashing damage to its target. The petals all strike simultaneously, and you can direct them to hit one creature or several. You are able to fire an equal amount of petals to your maximum level. This technique costs 3 Sworsdman points. (Prerequisite: Nitoryu Archetype, 9th level swordsman)

Tormenta Rose

(Rose Storm) The swordsman spins gracefully in a pirouette, releasing a flock of flower petals around them. The flower petals flutter and orbit around the swordsman in a 10ft sphere, any creatures who start their turn in the users aura take 4d6+4 damage, and suffer under the rules of difficult terrain while in the sphere. The flower petals remain for the next 3 rounds, before they disperse. This technique costs 4 Swordsman points. (Prerequisite: Nitoryu Archetype, 14th level swordsman)

Nitoryu Iai - Rashoumon

(Two Sword Style: Tower Gate ) A dual sword drawing technique so powerful that it can split large obstacles in half. The swordsman draws his swords, and sheathes them quickly, with the force to split two train carriages in half. All enemies within a 15 foot line on each side of you from any direction take xd6 slashing damage, with 'x' being 1/2 of the players level. This technique costs 6 Swordsman points. (Prerequisite: Nitoryu Archetype, 20th level swordsman)

Oni Giri

(Ogre cutter) A three-way simultaneous slashing attack. The swordsman crosses his two swords across his chest and places the blade in his mouth horizontally behind them. He then approaches the target (usually at high speed) and cuts through by swinging the swords across his chest, resulting in a descending diagonal-crossing slash from both swords while the mouth blade performs a horizontal cut from either the left or right, depending on which side of his mouth he positioned the sword's main blade at. All creatures within a 5ft cone take xd8 + your dexterity modifier, with 'x' being 1/4 of your level. You are also moved 5 feet in the direction you faced the cone after the attack. You do not take attacks of opportunity while moving in this manner. This technique costs 2 Swordsman points. (Prerequisite: Santoryu Archetype, 3rd level swordsman)

Toro Nagashi

(Blade Wolf Stream) At a close range, the swordsman leans toward the opponent, using two of his swords to block the opponent's attacks while twisting his body around as he is continuously moving to approach and dodge other attacks (if there are any) and eventually cutting through the opponent's stomach with the third sword. Any target within melee range of the user takes xd8 + the users dexterity modifier in slashing damage, with 'x' representing a third of the players level, rounded up. The enemy must make a dexterity saving throw to a DC of 14, on a success they take half damage. The user gains a +2 to AC until the start of their next turn. This technique costs 3 Swordsman points. (Prerequisite: Santoryu Archetype, 6th level swordsman)

Tora Gari

(Tiger Hunt) The swordsman puts his hand swords over his mouth blade and swings forth a forward descending slash with them. At close-range, this can incapacitate two foes at once. You choose two foes within 5 feet of each other, with at least one of them being within 5 feet of yourself. Each one takes 4d6 slashing damage + your swordsman level. The two targets must then make a constitution saving throw to a DC of 14. On a success, nothing happens. On a failure, they are knocked prone and their movement speed is halved until the end of their next turn. This technique costs 4 Swordsman points. (Prerequisite: Santoryu Archetype, 9th level swordsman)

Tatsu Maki

(Dragon Twister) The swordsman spins with his swords to create a dragon-like tornado that both slashes and blows away the target(s). All targets within a 10 foot sphere of the user must do a dexterity saving throw to a DC of 15. On a success, they take half damage and remain in place. On a failure, they are thrown 10 feet backwards and 15 feet in the air, as well as taking the full 3d6 + your Dexterity modifier in slashing damage. This technique costs 3 Swordsman points. (Prerequisite: Santoryu Archetype, 6th level swordsman)

Gazami Dori

(Crab Seize) All three swords are horizontally parallel, suddenly clamping down on the target like a crab's claw for a guillotine like effect that would normally cut a person's head off. The target takes 3d10 + your Dexterity modifier in slashing damage, and the target must make a Strength check greater than 12 + the users Strength modifier or become grappled. This costs 4 Swordsman points. (Prerequisite: Santoryu Archetype, 11th level swordsman)

Yasha Garasu

(Crow Demon) The swordsman spins like a rolling wheel towards his enemy while continuously thrusting his swords at the opponent. The attack leaves cuts shaped like crows' feet. Roll the damage on one of your melee attacks. The user attacks all creatures within a 20 foot row with a 15 foot width that all take the damage rolled, and you move 20ft forward through the middle row you are attacking from. All creatures who try to take opportunity attacks from the movement made have disadvantage on the to hit rolls against you. This costs 4 swordsman points. (Prerequisite: Santoryu Archetype, 11th level swordsman)

Hyokindama

(Leopard Harp Orb) The swordsman jumps forward while spinning in the air, forming a ball shape with his blades. This is basically a feinting maneuver, so even if the target manages to read the pattern of this attack and move out of his trajectory, they will still be cut as he careens past them. The attacker rolls an attack with his melee weapon, on a hit the target takes the damage dealt from the weapon and the balled up swordsman 'ricochets' to another enemy within 10 feet. They repeat the process with the attack and keep ricocheting until either there are no more enemies to ricochet from or you miss an attack. You may not ricochet back to a target you have already ricochet off of. On a miss, the target still takes the attacks damage but the ricochet ends and the swordsman lands in front of the target that the attack missed. This costs 5 swordsman points. (Prerequisite: Santoryu Archetype, 14th level swordsman)

Kokujo

O Tatsumaki: (Black Rope Dragon Twister) A much stronger and more effective version of "Tatsu Maki", where the swordsman performs the same action. He spins to create a dragon-like tornado that both slashes and blows away the targets, but the attack keeps going like an actual whirlwind and cuts up anyone who gets caught in it. All targets within a 15 foot sphere of the user must do a dexterity saving throw to a DC of 15. On a success, they take half damage and remain in place. On a failure, they are thrown 10 feet backwards and 15 feet in the air, as well as taking the full 6d8 + your Dexterity modifier in slashing damage. Unlike the inferior 'Tatsu Maki' technique, the tornado created by the swordsman is black and the wind is much more visible. The tornado will disperse after 4 rounds, until then the tornado zone counts as difficult terrain. Any creatures entering the zone or starting their turn in said zone have to repeat the same saving throw or take 6d8 + your Dexterity modifier in slashing damage. This technique costs 5 Swordsman points. (Prerequisite: Santoryu Archetype, 20th level swordsman)

Rengoku Oni Giri

(Purgatory Ogre Cutter) A much stronger version of "Oni Giri", where the swordsman still faces away from the opponent and waits for them to come. He then turns around and leaps towards the attacking opponent. This may be a way to make his already lightning-fast triple-slash even more sudden. The effect of this attack leaves an X-shaped stream of blood and generates a powerful shockwave that destroys the surroundings. All creatures within a 15ft cone take xd8 + your dexterity modifier, with 'x' being 1/2 of your level. You are also moved 15 feet in the direction you faced the cone after the attack. You do not take attacks of opportunity while moving in this manner. This technique costs 5 Swordsman points. (Prerequisite: Santoryu Archetype, 20th level swordsman)

Santoryu Ogi - Ichidai Sanzen Daisen Sekai

(Three Sword Style - Three Thousand Worlds) The swordsman delivers massive slashes to his opponent one after another. This technique can be done airborne and is capable of cutting through a large amount of solid stone with ease. The swordsman swings his swords in front of him in a rotating wheel in order to charge up momentum, this creates a powerful whirlwind in a 60 foot row in front of the user by proxy - Anyone caught in the whirlwind takes 4d10 + the swordsmans Dexterity modifier in slashing damage. Afterwards, the swordsman leaps forward and delivers devastating slashes to every creature in a 60 foot cone, causing them to take 10d8 Slashing damage as they are hit with a flurry of lightning fast and accurate slashes. This costs 10 swordsman points. (Prerequisite: Santoryu Archetype, 20th level swordsman)

Multiclassing Prerequisites. To qualify for multiclassing into the Swordsman class, you must meet these prerequisites: Dexterity score of at least 16 or higher.

Proficiencies. When you multiclass into the Swordsman class, you gain the following proficiencies: Katanas Dragon Claw The Dragon Claw style focuses on holding one's fingers in a claw-fashion, crushing the adversaries with a powerful grip. This style was created by a great revolutionist who wanted to steal the power from greedy people.

Ryu no Kagizume At 1st level, you can spend 3 Stamina Points to make your hands make a claw like formation and give a unarmed strike in your opponent dealing double the damage. If you hit this attack the target must make a Strength Saving Throw, on a sucess they take 1 unarmed strike damage, on a failure they are knocked prone and you deal 2 extra unarmed strikes.

Ryu no Ibuki At 3rd level, you can spend 10 Stamina Points to put your hands in the ground to send shockwaves, making everyone in a 30ft circle do a Dexterity saving throw, on a sucess they take half damage, on a failure they fall with the ground and take 5d10 + Strength Bludgeoning Damage.

Dragon Fangs At 5th level, for 4 stamina points you put your hands infront of you making a mouth. You jump towards your opponent making him do a Dexterity saving throw, on a sucess they take half damage, on a sucess they take 3d10 +Strength.

Dragon Charge At 7th level, for 5 stamina points you can charge with your hands forming a claw, destroying everything in 20ft infront of you. Every creature in that line must make a Dexterity saving throw, on a sucess they take half damage, on a failure they take the full 3d10 +Strength + xd6, with X being each 5ft you travelled with this technique...


Way of The Fishman https://www.dandwiki.com/wiki/Way_of_Fishman_Karate_(5e_Subclass)

Flow Like Water At 3rd level, the user is able control the water and vapour in their immediate area through careful martial training and meditation. The user learns the 'Shape Water' cantrip without cost, and may use ki points to cast the following spells;

Ki Points	Spells

1 Create or Destroy Water 3 Water Walk, Tidal Wave, Wall of Water 4 Control Water, Watery Sphere 5 Maelstrom 8 Tsunami

Water Adept The ocean is your home, the waves are your allies, and the current is your weapon. When submerged in water, you may extend your range of attack to the water body's area to a maximum range of 60ft. All unarmed strikes can be made at a range equal to the water's area. Additionally, whenever you use a technique while surrounded by a body of water, you may deal an additional damage die for techniques that apply.

Techniques

Fishman Karate operates on the same vein as regular karate, with It's most defining feature being that it allows the user free and careful control over water and water pressure to create devastating effects. At 3rd level, you gain one technique from the list below. You gain an additional technique at 6th, 8th, 11th, 16th and 18th level. Techniques executed that deal double damage to creatures that are vulnerable to water or cold, even if the damage type associated with the attack is not water or cold.

Cinderblock Fist A hard punch that can send an opponent flying. By manipulating the water vapour in the air, the user creates a pressurised explosion of water vapour at the end of a traditional karate arm thrust. This technique is mostly used for penetrating armour or crushing opponents with brute force. As an action, and at the cost of 2 ki points, the user punches the air creating a powerful shockwave. All creatures within a 15ft cone must make a constitution saving throw. On a success, they take half damage. On a failure, they take 3d8 force damage and are knocked prone. Additionally, the user breaks their guard causing the enemy creature's AC to drop by 1 until the end of the users next turn. By spending an additional ki point, the user can add another 1d8 to the damage roll and any creature that failed the saving throw's AC decreases by an additional 1 per ki point spent.

Dual Fish Engine When submerged in water, the user is capable of controlling the current to create a water jetstream behind them to propell them forward. At the cost of 1 ki point, the user can double the swimming speed for 1 minute as a bonus action.

Ocean Splitter Using a karate chop, the user can split the very ocean itself in order to send a shock wave to attack an enemy. Slashing in a downward cross motion with each hand, the user manipulates the water or vapour in the area to create a powerful shockwave. At the cost of 2 ki points, all creatures within a 30ft long, 10ft wide line must make a dexterity saving throw. If the attack is made over a surface of water, the range is doubled. On a success they take half damage, on a failure they take 8d6 slashing damage. This attack douses flammable objects.

Spear Ripple A technique used on a body of water's surface. The user heaves a spear-shaped burst of water with enough force to punch a hole in solid structures. At the cost of 1 ki point, the user can create a ball of pressurised water and launch it at an enemy with an over the shoulder throw motion. All creatures within a 10ft sphere must make a dexterity saving throw or take 3d8 force damage. If the user is surrounded by a body of water, the range is instead 15ft and the user can choose to sweep a friendly ally in the torrent that is in range by changing the trajectory of the spear path and move them to any location within a 60ft cone from the user in the direction of the attack. Any creature moved with this technique does not take opportunity attacks from being moved in this fashion. This attack does double damage to structures.

Rain Shower Instead of a single large attack, the user sends multiple, smaller, water projectiles hurtling towards a target with great speed. The projectiles are capable of piercing stone, and are roughly an inch in size. At the cost of 2 ki point, the user can fire piercing water shots from their finger tips. The user rolls a 1d4+1 to see how many shots are fired. The user can hurl them at one target or several. The user must make a ranged spell attack for each projectile. On a hit, the target takes 2d6 piercing damage. Spending an additional ki point allows the user to add another 1d6 to each water shot.

Sharkskin Guard A simple palm block with enough force behind it to slap away a sword swing. As a reaction you can spend 1 ki point to create a barrier of pressurised water between yourself and the attacker. Until the start of your start turn, you have a +5 bonus to AC, including against the triggering attack. If you are currently surrounded by water, any creature within 5ft of you is pushed 10ft backwards.

Water Shot The user hurls a simple droplet of water at their opponent, which can become a deadly bullet with the kinetic force created by their own strength. The user generates a powerful collection of water in their palm, before firing it at an opponent within 120ft. In place of an unarmed strike, the user can fire a blast of pressurised water at the enemy creating a devastating explosion of force. The user makes a ranged attack against a single target, that target must then make a constitution saving throw. On a success, nothing happens. On a failure, they are knocked 10ft in a direction of the users choice. Any creature hit by this attack takes 3d8 force damage. The user can spend additional ki points to increase the range of the knockback by 5ft per point spent.

Vagrant Drill The user hurls a pack of water in his hands and shoots a powerful water shock wave that pierces through their opponent's body. This has been dubbed as the most powerful technique of fishman karate, and is very difficult to master. Anyone who tries to use this technique without proper mastery is likely to suffer permanent damage. At the cost of 5 ki points, the user can charge a powerful technique in the palm of their left hand while controlling and pressurising the water with the right. The user fires a devastating thrust in the form of a palm strike, bursting the pressurised water accumulated into a single bone shattering blast that deals 10d10 Force damage. The user targets a single creature. That creature must make a dexterity saving throw, taking half damage on a success and full damage on a failure. Additionally, on a failure, the creature is pushed 30ft backwards and knocked prone. If the user is below level 15 when attempting to use this technique, they lose 1d4 maximum hit points permanently and gain a point of exhaustion. If this technique is used when submerged in water, the damage is doubled.

Tidal Drum The user punches the water in front of him pushing it at his opponent and sending a shockwave through it. The shockwave hits the opponent dealing great damage and leaving a pressure mark on his body. The user beats their fists against the air repeatedly, as if banging on a drum releasing a thunderous boom with each strike. At the cost of 2 ki points, the user can make their unarmed strikes ranged until the start of their next turn. Every time the user strikes a creature with the shockwave, any creature within 5ft of the affected creature must make a constitution saving throw against the users save DC. On a failure, they take the same damage as the original target. On a success, they take half.

Way of the Black Leg

The Black Leg Style was created by a famous chef who became a fearsome pirate using a unique fighting style with a complete emphasis on kicks, repurposing the use of hands into acrobatics such as handstands to augment the force and range of kicks and to prevent the hands from being damaged during a battle, something that is disastrous to a chef. Thus, it boasts a wide and impressive array of kicking techniques coupled with superior acrobatic skills, making it an extremely versatile martial art, able to effectively weave continuous and powerful attacks upon adversaries and overpowered numerous enemies at once with incredible efficiency.

Acrobatic Chef Being able to weave and flex your body into various positions at a rapid pace is essential for a user of the black leg style. When you choose this subclass at 3rd level, you gain proficiency in Acrobatics and with the Cook's utensils.

Black Leg Techniques

At 3rd level, you are able to utilize a variety of leg-based attack techniques. Choose two techniques from the Black Leg Techniques List at the end of this subclass description. You gain additional techniques at 6th, 11th, 17th and 20th levels. You can't use more than one technique per turn, unless the description of the technique says otherwise.

Sky walk At 6th level, your legs are strong enough for you to run in the air. When you use your Step of the Wind or take the Dash action, you gain a flying speed equal to your movement speed. If you end your turn in the air you fall.

Diable Jambe At 11th level, your passion is like flames. When you hit a creature with an unarmed strike made as part of your Flurry of Blows, you cause additional fire damage equal to your martial arts die.

Flames of True Passion At 17th level, your heart burns more than the hottest flames. You can spend 5 ki points as a bonus action to surround yourself with an aura of flames. For the next 10 minutes, you cause additional 2d8 fire damage with unarmed strikes.

Using a bonus action on your turn while this feature is active, you can choose to end it earlier, unleashing a devastating flame strike. All creatures in a 30-foot radius must succeed on a Dexterity saving throw, taking 4d8 fire damage on a failed save, or half as much on a success. You can move up to 20 feet to any direction, without provoking opportunity attacks and not counting against your movement speed on your turn, as part of this bonus action.

While this feature is active, the fire damage caused by your Way of the Black Leg features ignore resistance to fire, and treat immunity as resistance.

Once you use this ability, you can't use it again until you finish a long rest.

Black Leg Techniques List

Collier Shot The user swings a leg up while on the ground and slams it into an opponent, knocking them into the ground as they pull themselves up with the following momentum. When you take the Attack action while prone, you can spend 1 ki point to cause one unarmed strike to ignore the Disadvantages on attack rolls due to being prone. If this attack hits, the target must succeed on a Dexterity saving throw. On a failed save, the target is knocked prone, and you can get up from the prone position without spending any movement.

Épaule A downward kick targeting the opponent's shoulder, meant to knock them off balance or drive them into the ground. When you hit a creature with an unarmed strike, you can spend 1 ki point to knock an object that creature is holding from its hand. The object fall in an unoccupied space of your choice within 5 feet of the creature.

Côtelette Dropping down into a one-handed handstand position, the user kicks the opponent hard in the ribs, this attack is usually followed by Selle. Once per turn, when you take the Attack action, you can spend 1 ki point to make one additional attack as part of that action. If this additional attack hits, you can use the Selle technique (if you know it), without using extra ki.

Selle Commonly used as a combo attack with Côtelette, using the momentum from the Côtelette attack the user (still in a handstand) spins around in the opposite direction to deliver a fast kick to the opponent's lower back or lumbar region. Once per turn, when you hit a creature with an unarmed strike, you can force that creature to make a Constitution saving throw. On a failed save, the target is injured, and have disadvantage on all attack rolls and ability checks it makes until the end of your next turn.

Poitrine The user makes a series stabbing kick straight into the opponent's chest. Once per turn when you take the Attack action, you can spend 1 ki point to forgo one of your attacks, to instead make four attacks against the same opponent. On a hit, each attack causes damage equal to your martial arts die, without adding your ability modifier.

Gigot Running at the opponent, the user delivers a sweeping kick to the knee caps, the opponent is either send flying or slammed to the ground as a result. When hit a creature with an unarmed strike, you can spend 1 ki point as a reaction to cause additional 2d6 damage and force the target to make a Strength saving throw. On a failed save, the target is pushed 10 feet back and knocked prone.


Marksman Class

Class Name

Level	Proficiency Bonus	Features	Cantrips Known	Spells Known	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
1st	+2	Favored Enemy, SharpShooter	—	—	—	—	—	—	—	—	—	—	—
2nd	+2	Observation Haki, Marksman	—	—	—	—	—	—	—	—	—	—	—
3rd	+2	Lethal Weapon	─	─	4	2	—	—	—	—	—	—	—
4th	+2	Ability Score Improvement	─	─	4	3	─	─	─	—	—	—	—
5th	+3	Keen Eye	─	─	4	3	2	─	─	—	—	—	—
6th	+3	Spirit of Laboon	─	─	4	3	3	─	─	—	—	—	—
7th	+3	Marksman Archetype Improvement	─	─	4	3	3	1	─	—	—	—	—
8th	+3	Ability Score Improvement	─	─	4	3	3	2	─	—	—	—	—
9th	+4	─	─	─	4	3	3	3	1	—	—	—	—
10th	+4	Observant	─	─	4	3	3	3	2	—	—	—	—
11th	+4	Marksman Achetype Improvement	─	─	4	3	3	3	2	—	—	—	—
12th	+4	Ability Score Improvement	─	─	4	3	3	3	3	—	—	—	—
13th	+5	─	─	─	4	3	3	3	3	1	—	—	—
14th	+5	HindSight	─	─	4	3	3	3	3	1	1	—	—
15th	+5	Marksman Archetype Improvement	─	─	4	3	3	3	3	1	1	1	—

Class Features As a Marksman, you gain the following class features

Hit Points

Hit Dice: 1d6 per Marksman level Hit Points at 1st Level: 6 + your Constitution Modifier Hit Points at Higher Levels: 1D6 (or 5) + your Constitution Modifier Proficiencies Armor: light armor Weapons: Ranged Weapons, Simple Weapons Tools: Ammo Pouch, Flintlock Repair Kit Saving Throws: Dexterity, Wisdom Skills: Pick 2: Insight, Perception, Athletics, Survival, Acrobatics, Stealth Equipment You start with the following equipment, in addition to the equipment granted by your background:

(a) Flintlock Pistol or (b) Slingshot Leather Armor Simple Weapon (a) Ammo Pouch or (b) Flintlock repair kit


Favored Enemy Beginning at 1st level With your significant experience studying, tracking, hunting, and even talking to a certain type of enemy.

Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.

You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.

You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.

SharpShooter

Beginning at 1st level Acquire the training necessary to effectively arm yourself for battle. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the melee property. When you attack with that weapon, you can use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest.

Marksman Beginning at 2nd Level Gain a +2 bonus to attack rolls you make with ranged weapons.

Lethal Weapon

Beginning at level 3, Chose your weapon archetype of choice (a) SogeKing or (b) Capone. See Page 7 and 8

Ability Score Improvement When you reach 4th level Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Keen Eye

Beginning at 5th Level Become proficient with Observation Haki, When you reach 5th level double the range of all ranged attacks

Spirit of Laboon Beginning at 6th level Proficiencies with ranged weapons gives you mastery of fishing. 2 hours of fishing will provide you and your party with 3 days of rations. Advantage against fish-like creatures (excluding fishermen)

Observant

Beginning at 10th level Mastery of observation haki allows you to take zero damage from spell's that would require half damage on a successful dexterity saving throw

Hindsight Beginning at 14th level Perfection of Observation Haki allows you to impose disadvantage on a creature attacking you


Marksman Archetype: SogeKing

Oh, the wind carries my name... From Sniper Island far away... When I take aim, it is straight and true... Lu lu la la lu... Whether you're a man or a mouse... Lock on! I will put your heart in my sights... LOCK ON! No one knows what secrets hide... Behind this mask and my cape... Lu lu lu lu lu la la! There is no escape! (Sniper King sniper pa pa) Sniper King aims true!

Special Stars! At 3rd level gain the Ability to use/craft unique ammunition allowing the use of Special Stars! See the Starombs page for different types of ammuntion. Based on Spell save DC of Wis.: 8 + Prof. bonus + Wis. Mod. refer to spell slots for amount of uses.

Slingshot Proficiency At 3rd level you may craft a Slingshot capable of firing Special Stars! (Spell casting focus)

Tinkerer's Ammo Pouch The Mastery of the Ammo Pouch has allowed you to craft Special Stars! Each time you gain a Marksman level, you can add two Special Stars! of your choice to your Ammo Pouch for free

Muntions Expert You have learned to craft some of your ammuntion. Once per day when you finish a short rest, you can choose expended ammo slots to recover. The ammo slots can have a combined level that is equal to or less than half your Marksman level (rounded up), and none of the slots can be 6th level or higher.

SogeKing's Call-o-War At 7th level gain one of the following feats.

(a) Escape the Horde Opportunity attacks against you are made with disadvantage.

(b) Volley You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target. (Can't use starbomb! attacks)

There is No Escape! at 11th level Your unequivocal prowess with your Slingshot has made enemies easy targets! Add +2 to your spell save DC

SogeKings Bluff at 14th Level Is it real? Do they really have a 10-tonne hammer? Make a melee attack and on a successful hit the target must make a wisdom check against your spell save DC on a fail they are immediately knocked unconscious



Marksman ArcheType: Capone

Destiny... fate... dreams... These unstoppable ideals are held deep in the heart of man. As long as there are people who seek freedom in this life, these things will not vanish from the earth.

Trickshots

Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. 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.

Heavy Ranged Weapon Proficiency Starting at 3rd level gain proficiency with heavy ranged weapons allowing the use of muskets, blunderbusses, harpoons, ect.

Medium Armor Proficiency Prowess with slipping in and out of combat grants you proficiency with medium armor

Akimbo Starting at 5th level Mastery of firearms has allowed you to fire with lighting speed you now can shoot twice as a action, you also are able to get an additional reload action on your bonus turn.

Lucky Speed Starting at 7th level Learning the flow of combat you gained the ability to Uncanny dodge

Yasopp's Conviction Starting at 11th level choose one of the following Feats

(a) Volley or (b) Whirlwind Attack

Lucky Roux Starting at 15th level Auto hit from a ranged weapon once per long rest.

"When you Wield a pistol you are risking your life. this isn't a toy"



Marksmen Trickshots: Capone Archetype 
Trick Shots

These trick shots are presented in alphabetical order.

Bullying Shot You can use the powerful blast and thundering sound of your firearm to shake the resolve of a creature. You can expend one grit point while making a Charisma (Intimidation) check to gain advantage on the roll.

Dazing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to dizzy your opponent. On a hit, the creature suffers normal damage and must make a Constitution saving throw or suffer disadvantage on attacks until the end of their next turn.

Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.

Disarming Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to shoot an object from their hands. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or drop 1 held object of your choice and have that object be pushed 10 feet away from you.

Grit You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time deal a killing blow with a firearm to a creature of significant threat. You regain all expended grit points after a long rest.

Forceful Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to trip them up and force them back. On a hit, the creature suffers normal damage and must succeed on a Strength saving throw or be pushed 15 feet away from you.

Piercing Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to fire through multiple opponents. The initial attack gains a +1 to the firearm’s misfire score. On a hit, the creature suffers normal damage and you make an attack roll with disadvantage against every creature in a line directly behind the target within your first range increment. Only the initial attack can misfire.

Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Winging Shot When you make a firearm attack against a creature, you can expend one grit point to attempt to topple a moving target. On a hit, the creature suffers normal damage and must make a Strength saving throw or be knocked prone.

Marksmen Special Stars: SogeKing Archetypee

1st Level

Create or Destroy Water Fog Cloud Thorn Whip Poison Spray Entangle Faerie Fire Jump

2nd Level

Flaming Sphere Gust of Wind Heat Metal Hold Person Spike Growth Moonbeam Pass without Trace

3rd Level

Melfs Acid Arrow Daylight Feign Death Plant Growth Sleet Storm Speak with Plants Wind Wall

4th Level

Call Lightning Giant Insects Blight Hallucinatory Terrain Freedom of Movement Ice Storm Fire Wall

5th Level

Awaken Commune With Nature Insect Plague Tree Stride Reincarnate Contagion

6th Level

SunBeam Wall of Thorns Move Earth Transport Via Plants

7th Level

Fire Storm Mirage Arcane Delayed Fire Ball


Brawler


Class Name

Level	Proficiency Bonus	Features
1st	+2	Unarmed Fighter, Second Wind
2nd	+2	Action Surge, Athlete
3rd	+2	Masters Path
4th	+2	Ability Score Improvement
5th	+3	Way of the Fist
6th	+3	Way of the Leg
7th	+3	Masters Improvement
8th	+3	Ability Score Improvement
9th	+4	─
10th	+4	Path of Colors
11th	+4	Masters Improvement
12th	+4	Ability Score Improvement
13th	+5	─
14th	+5	Path of Colors
15th	+5	Masters Improvment

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 + Con Modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st Proficiencies Armor: Medium Armor, Light Armor Weapons: None Tools: Tinkers Tools, Brewers Supplies Saving Throws: Strength, Dexterity Skills: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival Equipment You start with the following equipment, in addition to the equipment granted by your background:

Hide Armor Dungeoneer's Pack Flintlock Pistol Tinkers Tools


Unarmed Fighting

Beginning at 1st level Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren’t wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8.

At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

Second Wind Beginning at 1st level You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge

Beginning at 2nd level You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

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.

Athlete Beginning at 2nd Level You have undergone extensive physical training to gain the following benefits:

Increase your Strength or Dexterity score by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn’t cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.

Masters Path

Beginning at level 3, Chose your Masters archetype of choice (a) BlackLeg or (b) Red Hawk. See Page 13 and 15

Ability Score Improvement When you reach 4th level Again at 8th, 12th, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1, Or choose a Feat. As normal, you can’t increase an ability score above 20 using this feature.

Way of the Fist Beginning at 5th Level Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.

Way of the Leg Beginning at 6th level Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

Path of Colors Beginning at 10th level See your Masters Path

Path of Colors Beginning at 14th level See your Masters Path


Masters Calling:Red Hawk

"I love heroes, but I don’t want to be one. Do you even know what a hero is!? For example, you have some meat. Pirates will feast on the meat, but the hero will distribute it among the people! I want to eat meat!"

Tough

At 3rd level 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.

Superior Presence

At 3rd Level When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.

Maneuvers. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. 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 10th, 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:

Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)

Intense Pressure At 5th Level If you score a crit add a damage dice

Color of Arms At 5th level If you fail a saving throw, reroll it

Battle Witts

At 5th level Training has allowed you to become proficient with Arnament, Gain an Extra Attack

Will of Fire

At 7th level Once per Long rest embody your will.

Gain the following Abilities

You have advantage on Strength checks and Strength saving throws. Gain advantage on Melee attacks It lasts 10 mins, gain a point of exhaustion

Kings Punch

At 7th Level Crit dice are 19 to 20

Ryuo

At 10th Level Mastery of Arnament allows you to gain the ability to hit and grapple devil fruit users

Thunder Bagua

At 11th Level Crit dice are 18-20

Arnament Perfection!

Starting at 14th level in case your punches in the color of arms bringing your unarmed attacks up to a D12

Red Hawk!

I'll end this with this one......I'll Never........Let Someone die again.......RED HAWK!

starting at 15th Level Punch them into nothing. A creature targeted by this punch must make a Dexterity saving throw. On a failed save, the target takes 10d6 + 20 fire damage. The target is disintegrated if this damage leaves it with 0 hit points.



Maneuvers of the Hawk

Commander’s Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.

Disarming Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.

Distracting Strike When you hit a creature with a melee attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Evasive Footwork When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

Feinting Attack You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack’s damage roll.

Goading Attack When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.

Lunging Attack When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.

Maneuvering Attack When you hit a creature with a melee attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.

Menacing Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.

Parry When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.

Precision Attack When you make a melee attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.

Pushing Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

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. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.

Riposte When a creature misses 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.

Sweeping Attack When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.

Trip Attack When you hit a creature with a melee attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.


Bard

The Bard

Level	Proficiency Bonus	Features	Tricks Known	Creations Knowns	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
1st	+2	Creativity, Bardic Inspiration (d6)	2	4	2	—	—	—	—	—	—	—	—
2nd	+2	Jack of All Trades, Song of Rest (d6)	2	5	3	—	—	—	—	—	—	—	—
3rd	+2	Bard College, Expertise	2	6	4	2	—	—	—	—	—	—	—
4th	+2	Ability Score Improvement	3	7	4	3	—	—	—	—	—	—	—
5th	+3	Bardic Inspiration (d8), Font of Inspiration	3	8	4	3	2	—	—	—	—	—	—
6th	+3	Countercharm, Bard College Feature	3	9	4	3	3	—	—	—	—	—	—
7th	+3	─	3	10	4	3	3	1	—	—	—	—	—
8th	+3	Ability Score Improvement	3	11	4	3	3	2	—	—	—	—	—
9th	+4	Song of Rest (d8)	3	12	4	3	3	3	1	—	—	—	—
10th	+4	Bardic Inspiration (d10), Expertise, Musical Secrets	4	14	4	3	3	3	2	—	—	—	—
11th	+4	─	4	15	4	3	3	3	2	1	—	—	—
12th	+4	Ability Score Improvement	4	15	4	3	3	3	2	1	—	—	—
13th	+5	Song of Rest (d10)	4	16	4	3	3	3	2	1	1	—	—
14th	+5	Musical Secrets, Bard College Feature	4	18	4	3	3	3	2	1	1	—	—
15th	+5	Bardic Inspiration (d12)	4	19	4	3	3	3	2	1	1	1	—
16th	+5	Ability Score Improvement	4	19	4	3	3	3	2	1	1	1	—
17th	+6	Song of Rest (d12)	4	20	4	3	3	3	2	1	1	1	1
18th	+6	Musical Secrets	4	22	4	3	3	3	3	1	1	1	1
19th	+6	Ability Score Improvement	4	22	4	3	3	3	3	2	1	1	1
20th	+6	Superior Inspiration	4	22	4	3	3	3	3	2	2	1	1

BARD

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 Creativity (Spellcasting) You have learned to untangle and reshape the fabric of reality in harmony with your music. Your creations are part of your vast repertoire, music that you can tune to different situations. See the bard creation list under "Bard 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).

Tricks (Cantrips)

At 1st Level, you know three tricks of your choice from the bard creations list. You learn additional bard tricks of your choice at higher levels, as shown in the Tricks Known column of the Bard table.

Creation Slots (Spell Slots) The Bard table shows how many creation slots you have to play your bard creations of 1st Level and higher. To play one of these creations⁠, you must expend a slot of the creation’s level or higher. You regain all expended creation slots when you finish a long rest.

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.

Creations Known of 1st Level and Higher (Spells) You know four 1st-level creations of your choice from the bard creation list.

The Creations Known column of the Bard table shows when you learn more bard creations⁠ of your choice. Each of these creations⁠ must be of a level for which you have creation slots, as shown on the table. For instance, when you reach 3rd Level in this class, you can learn one new creation of 1st or 2nd Level.

Additionally, when you gain a level in this class, you can choose one of the Bard creations you know and replace it with another creation from the bard creation list, which also must be of a level for which you have creation slots.

Creative⁠ Ability (Spellcasting Ability) Charisma is your creative ability for your Bard creations. Your creations are music and songs that comes from the heart and soul you pour into the performance. You use your Charisma whenever a creation refers to your creative⁠ ability. In addition, you use your Charisma modifier when setting⁠ the saving throw DC for a bard creation you play and when making an attack roll with one.

Creation save DC = 8 + your proficiency bonus + your Charisma modifier

Creation Attack modifier = your proficiency bonus + your Charisma modifier Routine Usage (Ritual Casting) You can play any bard creation you know as a routine if that creation has the routine tag.

Apparatus (Spellcasting Focus) You can use a musical instrument (see chapter 5, “Equipment”) as an apparatus for your Bard creations.

Bardic Inspiration

You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Insp⁠ira⁠tion die, a d6.

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 your Charisma modifier (a minimum of once). 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.

Jack of all Trades

Starting at 2nd Level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.

Song of Rest Beginning at 2nd Level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more hit dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.

Bard College

At 3rd Level, you delve into the advanced techniques of a bard college of your choice: the College of Legends and the College of Lore are detailed at the end of the class description. The College of Valor can be found in chapter 3 of the player's handbook, while the College of Swords and College of Whispers can be found in chapter 1 of Xanathar's Guide to Everything. Your choice grants you features at 3rd Level and again at 6th and 14th level.

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.

Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.

Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).

Musical Secrets At 10th level, you've gathered inspiration from creations of a wide spectrum of disciplines.

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.

Superior Inspiration At 20th level, when you roll initiative and have no uses of Bardic Inspiration left, you regain one use.

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.

College of Legends Bards belonging to the college of legends are drawn to powerful personalities, intent on recording the life of extraordinary individuals and immortalizing them through song and music. These daring bards believe that a single powerful will can change the course of history and dedicate themselves to seeing their muse's ambition come true.

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.

Bonus Proficiencies Beginning when you join this college at 3rd level, you gain proficiency with martial weapons.

Brave Charge Also at 3rd level, you learn how to weave music into melodic battle cries, imbuing allies with strength and endurance.

As a bonus action, you can expend one use of your Bardic Inspiration to sound a call to arms for your allies. Choose a number of creatures that can hear you within 60 feet, up to your Charisma modifier (minimum of one). Each of them gain 5 temporary hit points. Additionally, the next attack an affected creatures makes deals additional damage equal to your Charisma modifier (minimum of one additional damage).

The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.

Battle Musician Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. You can replace one of these attacks with a trick, or a Countercharm performance.

Rallying Encore At 14th level, your music can inspire allies to fight on even as death encroaches upon them.

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 long rest before you can do so again.

College of Lore

Bards of the college of lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

The college’s members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important nobles.

Bonus Proficiencies When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed. Additional Musical Secrets At 6th level, you learn two creations of your choice from any class. A creation you choose must be of a level you can cast, as shown on the Bard table, or a trick. The chosen creations count as bard creations for you but don’t count against the number of bard creations you know.

Peerless Skill Starting at 14th level, when you make an ability check, you can expend one use of Bardic Inspiration. Roll a Bardic Inspiration die and add the number rolled to your ability check. You can choose to do so after you roll the die for the ability check, but before the DM tells you whether you succeed or fail.

College of Valor

The College of Valor is a viable choice that appears in the Player's Handbook. It is a suitable choice for battle skaalds singing of glory and upbeat adventurers who bring a smile to the people they meet. With this subclass, you become a warrior poet equally skilled at battle and entertainment with abilities like the following:

Mastery of armor and weapons, allowing you to wade into battle alongside allies with confidence. The ability to boost your allies' damage and armor rating with inspiring words. A choice of attacking multiple times during your turn, or weave magic and steel together into an elegant dance. College of Swords The College of Swords is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for swashbucklers and fencers with a more elegant and musical flair. With this subclass, you become a skilled swordsman that can rival any fighter in a straight-up fight with special techniques and abilities like the following:

Mastery over all forms of blades and medium armor, making you a durable and skilled duelist. A choice of a fighting style, using either a single blade or one in each hand. Several flashy flourishes that improve your battle skills by expending Bardic Inspiration die. An additional attack per turn, letting you slice and dice with the best of them. College of Eloquence The College of Eloquence is a viable choice that appears in Tasha's Cauldron of Everything. It is a suitable choice for politicians, poets and writers seeking inspiration and adventure upon the high seas using the power of their words, with abilities like the following:

A silver tongue unparallelled even by other bards, able to sway or dupe just about anyone they speak to. The ability to know exactly what to say to undermine an enemy's defenses, making them less likely to succeed on their saving throws. An unfailing inspiration that remains in effect if it's not enough to aid an ally in succeeding a task, and eventually allowing them to inspire several creatures at once.



HAKI
Rokushiki

Rokushiki is a special, superhuman martial arts style. This special form of martial arts is mainly used by the cipher pol orginzation that was created by the marines. Possessing the power of Rokushiki as stated by Rob Lucci allows you possess the strength of 100 men. Unlike Haki, Rokushiki is based on a creatures physical strength rather than willpower and is gained through intense training.

Unlocking Rokushiki Rokushiki is unlocked in the form of scrolls, upon finding a Rokushiki scroll a creature may spend 1 long rest reading the scroll to gain the powers of one of the Rokushiki techniques listed below.

Please remeber that some techninques require prerequesites to use, and a character may only know so many rokuoshiki techiques at certain levels.

Level 1 2 Level 5 4 Level 10 6 Level 15 8 Level 20 10

Techniques

Geppo Prerequesets: 16 Dex Casting Time: Bonus Action or Reaction Range: Self Duration: 1 minute Cost: 1 Haki Point Geppo allows the user to spend a bonus action to triple the users jump height for 1 minute. The user can also epend a reaction to half any fall damage they would take. Geppo Crash Prerequesets: Geppo and 16 Str Casting Time: Action Range: Self Duration: Instantaneous Cost: 2 Haki Points

The creature causes their body to crash downward at a rapid speed, dealing damage equal to 1d10 for every 10ft down.

Kamisori

Prerequesets: Geppo + Soru Casting Time: Bonus Action Range: Self Duration: 1 Minute Cost: 2 Haki Points

Gives the creature flying speed equal to their walking speed for 1 minute.

Sky Walk

Prerequesets: Kamisori Casting Time: Bonus Action Range: Self Duration: 1 Minute Cost: 2 Haki Point

Gives the creature 60ft flying speed for 1 minute.

Blue Walk

Prerequesets: Geppo Casting Time: Bonus Action Range: Self Duration: 1 Minute Cost: 2 Haki Points

Doubles the users water speed for 1 minute.

Ground Walk

Prerequesets: Geppo Casting Time: Bonus Action Range: Self Duration: 1 Minute Cost: 2 Haki Points

Doubles the users land speed for 1 minute.

Soru [Shave]

Prerequesets: 18 Dex Casting Time: Bonus Action Range: 30ft Duration: Instantaneous Cost: 1 Haki Point

Allows the user to teleport anywhere in a 30ft raidus, in an unoccupied space.

Soru Go

Prerequesets: Soru Casting Time: Bonus Action Range: 60ft Duration: Instantaneous Cost: 2 Haki Points

Allows the user to teleport anywhere in a 60ft raidus, in an unoccupied space.

Soru Dama

Prerequesets: Soru Casting Time: Bonus Action Range: 30ft Duration: Instantaneous Cost: 3 Haki Points

The user teleports behind any opponent within 30ft, after doing so the user gains advantage on their next attack against the opponent.

Tekkai

All forms of Tekkai make movement speed 0ft while active

Prerequesets: 16 Con

Casting Time: Bonus Action or Reaction Range: Self Duration: 1 Round Cost: 2 Haki Points

Increases the user's AC by +2 against non magical attacks, for 1 round.

Tekkai Brawn

Prerequesets: Tekkai Casting Time: Bonus Action Range: Self Duration: 1 Turn Cost: 2 Haki Points

Increases the strength of all unarmed strikes by an extra 1d8 bludgeoning damage for 1 turn.

Tekkai Mushi

Prerequesets: Tekkai Casting Time: Reaction Range: Self Duration: 1 Round Cost: 3 Haki Points

Allows the user to completely nullify a critical hit.

Tekkai Go

Prerequesets: Tekkai Casting Time: Reaction Range: Self Duration: 1 Round Cost: 2 Haki Points

Increases the user's AC by +4 against non magical attack, for 1 round.

Tekkai Ushimi

Prerequesets: Tekkai Casting Time: Reaction Range: Self Duration: Instantaneous Cost: 2 Haki Points

Reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage).

Rankyaku

Prerequesets: 16 Str or Dex Casting Time: Attack Action Range: 50/100ft Duration: Instantaneous Cost: 1 Haki Point

The user can swing their arms or legs in a cutting fasion, sending out a highly condensed air blade as a ranged weapon attack. Rankyaku Ranged Weapon Atack 50/100ft (Dex or Str) : 2d8+Str or Dex Slashing Damage.

Rankyaku Sen

Prerequesets: Rankyaku Casting Time: Attack Action Range: 100/200ft Duration: Instantaneous Cost: 1 Haki Points

Increases Rankyaku's range by 50ft.

Rankyaku Atsu

Prerequesets: Rankyaku Casting Time: Bonus Action Range: 50/100ft Duration: Instantaneous Cost: 1 Haki Point

By spending a bonus action the user can add the bonuses of Rankyaku to any Slashing Weapon, this gives the weapon an extra 1d8 Slashing Damage.

Rankyaku Renge

Prerequesets: Rankyaku Casting Time: Action Range: 25ft Sphere Duration: Instantaneous Cost: 4 Haki Points

The user launches smaller Rankyaku blades in various directions dealing 4d8+Dex or Str Slashing Damage in a 25ft Area around User, all enemies within range must make a Dex save, on success halve damage.

Shigan

Prerequesets: 14 Str and Dex Casting Time: Attack Action Range: 5ft Duration: Instantaneous Cost: 1 Haki Point

A technique where the user pushes their finger forward as fast as a bullet as a melee attack. Shigan Melee Atack 5ft (Dex or Str) : 1d12+Str or Dex Piercing Damage.

Shigan Madura

Prerequesets: Shigan and Zoan Devil Fruit Casting Time: Attack Action Range: 5ft Duration: Instantaneous Cost: 1 Haki Point

A technique where the user pushes their finger forward as fast as a bullet as a melee attack adding the bonuses of a Zoan. Shigan Madura Melee Atack 5ft (Dex or Str) : 2d6+Str or Dex Piercing Damage.

Tobu Shigan

Prerequesets: Shigan Casting Time: Attack Action Range: 5ft Duration: Instantaneous Cost: 1 Haki Point

An enhanced version of Shigan that increases the range to 20ft.

Shigan Oren

Prerequesets: Shigan Casting Time: Action Range: 5ft Duration: Instantaneous Cost: 3 Haki Points

A technique where the user pushes their finger forward in rapid succession, attempting to target the enemies heart. Shigan Oren Melee Atack 5ft (Dex or Str) : 3d12+Str or Dex Piercing Damage.

Shigan Bachi

Prerequesets: Shigan Casting Time: Attack Action Range: 5ft Duration: Instantaneous Cost: 2 Haki Point

A special version of Shigan where the user has trained their strikes to be stronger than steel, Shigan Bachi will ignore resistances to piercing damage. Shigan Melee Atack 5ft (Dex or Str) : 1d12+Str or Dex Piercing Damage.

Shigan Atsu

Prerequesets: Shigan Casting Time: Attack Action Range: Same as weapon Duration: Instantaneous Cost: 1 Haki Point

By spending a bonus action the user can add the bonuses of Rankyaku to any Piercing Weapon, this gives the weapon an extra 1d8 Piercing Damage.

Kami-e

Prerequesets: 18 Dex Casting Time: Bonus Action Range: Self Duration: 1 Minute Cost: 1 Haki Point

The user increases there land movement speed by 15ft.

Kami-e Bunshin

Prerequesets: Kami-e Casting Time: Bonus Action Range: Self Duration: 3 Rounds Cost: 4 Haki Points

The user increases there Dex by +4 for 3 rounds.

Kami-e Kaijo

Prerequesets: Kami-e Casting Time: Bonus Action Range: Self Duration: 1 Round Cost: 2 Haki Points

All attacks against the user have disadvantage for 1 round.

Rokuogan

Prerequesets: All 6 Basic forms of Rokushiki and 20 Str. Casting Time: Action Range: 5ft Duration: Instantaneous Cost: 10 Haki Points A technique combining all the basic forms of Rokushiki, where the user shoots a sharp air blast at the opponent. Rokuogan Melee Atack 5ft (Str) : 8d10+Str Force Damage.

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