The One Piece Is Real

by ThatDiceGoblinDM

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The One Piece is Real

Devil Fruits

Devil fruits are ancient fruits that when eaten gives the user a special power but curses them with the inability to swim, There are three types of devil fruits
  • Paramecia

  • Zoan

  • Logia

    DFA: Any ability score modifier of your choice + proficiency bonus+1.

    DFDC: 10+Any ability score modifier of your choice z+ proficiency bonus

Paramecia

Paramecia makes the user into a ” ” human, for example Bomb Bomb Fruit makes you into a Bomb Human.

Zoan

Zoan user can transform into hybrid forms and full forms of different animals depending on fruit, for example Tori Tori no Mi: Model Falcon (Bird: Falcon) and Hito Hito no Mi (Human).

Logia

Logia users can transform parts of themself into different elements.

Paramecia

Bara Bara No Mi

Passive Abilities

You are immune to slashing damage (lvl 1)

Active Abilities

You may separate your limbs and move them independently of your main body. The body parts have a flying speed equal to your normal movement speed. At least a part of your body needs to remain in contact with the ground. Allthe other parts can move in a 30m radius around that point on the ground (lvl 1).

  • Bara Bara Ho (lvl 1): You shoot your hand and attack with the weapon you have in your hand/your hand (Unarmed strike), this attack will have a 65 ft range.

  • Body Swap (lvl 3): You use your reaction to automatically dodge an attack.

Sube Sube No Mi

Passive Abilities

Double walking speed when skating with your bare feet. Your AC is 16 + your Dexterity modifier when you are not wearing any armor.

Bomu Bomu No Mi

Passive Abilities

  • Immunity to fire and thunder damage caused by explosions. Your unarmed strikes deal an additional (2d10+Con) explosive damage (half fire and half thunder) to each creature in a 3m radius around the target.

Active Abilities

Explosive Snot (lvl 1) : (Action) You can make a ranged weapon attack, range 9/30m, that deals (5d6+Con) explosive damage. Each creature within 4,5m of the target must succeed on a Dexterity saving throw or suffer half as much damage.

Full Body Explosion (lvl 1): (Action) You unleash a powerful explosion in a 12m radius around you. Each creature in that area must make a Dexterity saving throw. A Creature suffers (10d6+Con) explosive damage on a failed save, or half as much damage on a successful one.

Hana Hana No Mi

Passive Abilities

Advantage on Strength (Athletics) checks. 30m reach for Athletics checks and unarmed strikes.

Active Abilities

Gigantesco Mano (lvl 5):(Action Recharge 6) You create a giant limb out of many small ones to crush a target within reach. This unarmed attack deals (4d8+Str). Mil Fleur: (Action, Recharge 6) You can make one unarmed strike, or Strength (Athletics) check, against each hostile creature within reach.

Wing Fleur (lvl 3): (Action, Recharge 5-6) You create wings out of your limbs, gaining 9m flying speed for 1 round.

Various Fleur (lvl 1): You can creatively use your powers in many different ways. For example you can create nets, ropes, difficult terrains and shields with your limbs, but keep in mind that, when shielding using your limbs as a reaction, you all suffer the same amount of damage.

Ito Ito No Mi

Active Abilities

You can produce and control strings.

String Stitch (lvl 1) : You cast cure wounds by sewing together the body

String Slash (Lvl 1). Ranged Attack, +DFA to hit, one target, 20/60 ft range, Hit:6+DFA (1d10+DFA) slashing or piercing damage.

Parasite (lvl 3): You cast dominate person by connecting your string to the target

Black Knight (lvl 5) : You create a clone of yourself with vulnerability to slashing damage made out of string

Overheat(lvl3) : (Action) Ranged attack, 75/100 ft, Hit: 52 (5d12+5) piercing and (2d8+5) fire damage

Yomi Yomi No Mi

Passive Abilities

  • When you die your soul relocates your body and possess it, then you gain the abilities listed
  • You are resistant to all damage except psychic damage
  • You have a chilling aura, all creatures within 15ft of you make a Wisdom save (DC 15) or become frightened Active Abilities You can project your soul, this projection can move freely and go threw things

Baku Baku No Mi

Active Abilities

  • Munch (lvl 1). as an action you can eat an amount of matiria equal to 10x your constitution modifier times your level kg.
  • Factory.(lvl 1). Using the materia you have eaten you can create certian objects.
Materia Item
1 kg small items, swords and a equvelent amound of metal.
2 kg pistols, larger items and a equvelent amount of metal.
5 kg Cannons, bazookas and a equvelent amoundt of metal.
10 kg large items a equvelent amoundt of metal.
12 kg larger items and a equvelent amoundt of metal.
15 kg 15kg items and a equvelent amoundt of metal.

Doa Doa No Mi

Active Abilities

Doors (lvl 1). you can create doors on all surfaces

Revolving Door (lvl 2). (Bonus Action), you pick a target, that target now has disadvantage on all rolls it does for 10 minutes

Air Door (lvl 5). (Action) You create a small pocket dimension to rest in, it is 50x50 ft large.

Door Magic (lvl 2.) At Will: Arcane Gate,

Jiki Jiki No Mi

Active Abilities

You can control magnetic metals.

Repel (lvl 1) :(Action), You push a piece of magnetic metal backwards max 100ft

Punk Gibson (lvl 5): Melee Weapon Attack, Range 60ft, +DA to Hit, Hit:13 (3d8+DA)

Ope Ope No Mi

Active Abilities

ROOM (lvl 1): (Action), you create a 5-30 ft sphere, in that sphere you can use your other techniques.

Amputate (lvl 1): (Action), You pick one target within your ROOM, you now separate that person's body parts, for example you separate the target's legs from the body.

Shambles (lvl 3):(Action), you swap any two objects within your ROOM, including non-physical objects like souls.

Takt (lvl 3): (Action) you cast telekinesis on any object with a weight of 100xyour level kilograms in your ROOM.

Buki Buki No Mi

Active Abilities

Buki-morphose (lvl 1: you transform any part of your body into any weapon you have seen used in your lifetime.

Mochi Mochi No Mi

Passive Abilities

You have resistance to non-haki physical damage (Lvl 3)

Active Abilities

you can produce and transform into mochi of any flavor** ** Mochi Bullet (lvl 1): Ranged Attack, 75/110 ft, +DA to hit, Hit: 20+DA (3d12+DA)

Willow Mochi (lvl 3): Melee Attack, 5 Targets/60 ft, +DA to hit, Hit:24+DA (4d8+DA)

Mochi Shield (lvl 1): (Reaction), as a reaction you can block a attack with a mochi shield

Mochi Trap (lvl 2): (Bonus Action), pick a target within 20 ft, that target makes a strength save (Dc: 15) or their speed is reduced to zero until the mochi is gone or they succeed on a Dc 20 strength save.

Noro Noro no Mi

Active Abilities

Slowing Magic (lvl 1) At Will: Slow

Kiro Kiro No Mi

Passive Abilities

You can manipulate your weight

Active Abilities

10,000 Kilo Press (lvl 1): AoE Attack, 20x20 ft sphere, Hit:10+DA (2d8+DA)

Doku Doku No Mi

Passive Abilities

  • Immunity to poison damage (lvl 1).
  • Whenever you take damage of any type but psychic, each creature within 5 ft of you takes 18 (4d8) poison damage (lvl 3).

Active Abilities

Venomous Hydra (lvl 8): (Action), Recharge after a Long Rest) You can create a Hydra made out of your poison that lasts for 1 hour, or until it is dismissed, or destroyed. The Hydra is connected to your body, and you can control it as an action on your turn. Whenever the Hydra takes damage of any type but psychic, each creature within 5 ft of it takes 18 (4d8) poison damage. Additionally, its bite deals an extra 5 (1d10) poison damage. you can produce poison and control it

Gura Gura No Mi

Passive Abilities

  • Immunity to thunder damage (lvl 1)
  • Your melee weapon attacks deal an additional (3d10+Str) thunder damage (Lvl 3)

Active Abilities

Shigen no Ichigechi (lvl 10):(Action, Amount equal to str modifier per long rest) , Melee Weapon Attack), Hit:45 (7d12+str) thunder damage Quake Magic (lvl 3) At will: earth tremor, erupting earth, thunderwave. Strength mod/Day: earthquake.

Bari Bari No Mi

Passive Abilities

Your melee weapon attacks deal an additional (1d10+Int) force damage (lvl 3)

Active Abilities

Barrier Magic (lvl 1) At will: forcecage, force dart, wall of force.

Kage Kage No Mi

Active Abilities

  • Kage Settō (Lvl 1). As an action you can cut of a persons soul, the target needs to be immobile and make a wisdom saving throw, if they fail there shadow is now in your possession.
  • Tsuno-Tokage. (lvl 5). gathering all your shadows you can deal 1d10 necrotic damage for every shadow to any creature within 60 ft range.
  • Zombiefication (lvl 3). As an action you can infuse a corpse with a shadow that corpse is now a fitting zombie.
  • Doppelman (lvl 5). as an action you can summon a shadow copy of yourself that is resistant to non haki damage.
    • Kagemusha. (Lvl 5). as an reaction you can swap places with your Doppelman.
    • Brick Bats. (Lvl 7). as an reaction you can transform your Doppelman into a swarm of bats that is resistant to non haki damage.
  • Shadow Infusion (Lvl 1). shadows in your possesion can be infused into a person they will gain theese benefits.
Shadows Benefits
1 +1 to all ability scores, 10 temporary hitpoints and a +1 to your armor class.
5 +3 to all ability scores, 25 temporary hitpoints and a +3 to your armor class.
10 +5 to all ability scores, 45 temporary hitpoints and a +4 to your armor class.
15 +7 to all ability scores, 65 temporary hitpoints and a +6 to your armor class.
20 +10 to all ability scores, 80 temporary hitpoints and a +9 to your armor class.
50 +12 to all ability scores, 90 temporary hitpoints and a +11 to your armor class.
100 +15 to all ability scores, 100 temporary hitpoints and a +14 to your armor class.
150 +20 to all ability scores, 120 temporary hitpoints and a +19 to your armor class.

Soru Soru No MI

Passive Abilities

  • You are immune to psychic damage
  • you gain a +2 to intelligence and charisma

Active Abilities

Soul Pocus (lvl 1) as a action you select a target, that target makes a wisdom saving-throw with a DC of 15+DFA, if they fail you will take an amount of their lifespan and add to yours, this lifespan is used to create homies.

Homie (lvl 1). taking a part of other peoples lifespan and adding it to an object, now this object is a homie.

Special Homies (lvl 5). special homies are made by adding your own soul/lifespan to elements and objects, theese are some example special homies;

  • Elemental Homie (lvl 5): The homie can transform into a specific elemental.
  • Beast Homie (lvl 5): The homie can transform into a beast with a cr between 5-8.
  • Weapon Homie (lvl 5): The homie can transform into a special magic weapon.
  • Fused Homie (lvl 12): 3+ homies can fuse into a special fused homie with health equal to

Incarnations (lvl 5). You summon beings able of using soul pocus.

Zoan

Ushi Ushi No Mi:Bison

Passive Abilities

  • +2 Constitution, +1 Strength (lvl 1).
  • Proficiency in Athletics, or expertise if you are already proficient (lvl 1).

Human-Beast Form (Lvl 3.).

  • You gain a +5 bonus to strength and constitution (lvl 3).

  • You gain 25 (5+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

Charge (Lvl 3.): (Trait) If you move at least 10ft straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be knocked prone.

Gore (Lvl 3.): (Bonus Action) Melee Weapon Attack: DA to hit, reach 1,5m, one target. Hit: (2d8+Str) bludgeoning damage.

Beast Form. (lvl 1)

(Action, Recharge after a Long Rest) You can transform into a mighty bison for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Tori Tori No Mi:Falcon

Passive Abilities.

  • +2 Wisdom, +1 Dexterity (lvl 1).
  • Proficiency in Perception, or expertise if you are already proficient (lvl 1).

Human-Beast Form (Lvl 3.)

  • You gain a +5 bonus to dexterity (lvl 3).

  • You gain 25 (5+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

Wings (Lvl 3.): You have 50ft flying speed.

Keen Sight (Lvl 3.): (Trait) You have advantage on Wisdom (Perception) checks that rely on sight.

Beak (Lvl 3.):(Bonus Action) Melee Weapon Attack: DA to hit, reach 1,5m, one target. Hit: (1d6+Str/Dex) piercing damage.

Talons: (Action) Melee Weapon Attack: DA to hit, reach 1,5m, one target. Hit: (2d6+Str/Dex) slashing damage.

Beast Form. (lvl 1)

(Action, Recharge after a Long Rest) You can transform into a giant falcon for 1 hour. You can revert to your normal form


Mighty Bison

Large Beast, same alignment


  • Armor Class 12
  • Hit Points 40+con (15+con extra per level)
  • Speed 40ft.

STR DEX CON INT WIS CHA
21(+5) 8(-1) 18(+4) same same same

  • Saving Throws same
  • Senses same passive Perception

Charge. If the bison moves at least 20 ft toward a target and then hits it with a gore attack on the same turn, the target takes an extra 13 (3d8) bludgeoning damage. If the target is a creature, it must succeed on a Strength saving throw or be pushed up to 3m and knocked prone.

Actions

Gore. Melee Weapon Attack: DFA to hit, reach 5ft, one target. Hit: 18 (3d8+5) bludgeoning damage.


Giant Falcon

Large Beast, same alignment


  • Armor Class 15 (natural armor)
  • Hit Points 40+con (15+con extra per level)
  • Speed 1o ft, fly 60.

STR DEX CON INT WIS CHA
16(+3) 18(+4) 13(+1) same 20(+5) same

  • Saving Throws same
  • Skills Perception (2PB+5)

Keen Sight. The falcon has advantage on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack. The falcon makes two attacks: one with its beak and one with its talons.

Beak. Melee Weapon Attack: DFAto hit, reach 1,5m, one target. Hit: 7 (1d6+4) piercing damage.

Talons. Melee Weapon Attack: DFA to hit, reach 1,5m, one target. Hit: 11 (2d6+4) slashing damage.

Tori Tori No Mi: Phoenix

Passive Abilities

  • +4 Constitution and Charisma, +2 Dexterity (lvl 1).
  • Immunity to fire, poison; bludgeoning, piercing and slashing damage from non magical attacks; grappled, paralyzed, petrified, poisoned, prone, restrained (lvl 1).

Human-Elemental Form (lvl 3).

  • You gain a +6 bonus to charisma and constitution, you also gain a +4 dexterity bonus (lvl 3).

  • You gain 40 (20+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

Wings (lvl 3).:** You have 60ft flying speed.

Fire Form (lvl 3): (Trait) You can move through a space as narrow as 0,5 ft wide without squeezing. Any creature that touches you or hits you with a melee attack while within 5 ft of you takes 5 (1d10) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Regeneration (lvl 3):(Trait) You regain 10 hit points at the start of your turn if you have at least 1 hit point.

Fiery Talons (lvl 3):(Action) Melee Weapon Attack: DA to hit, reach 1,5m, one target. Hit: (2d8+Str/Dex) fire damage.

Elemental Form (lvl 1).

(Action, Recharge after a Long Rest) You can transform into a fiery phoenix for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Fiery Phoenix

Medium Elemental, same alignment


  • Armor Class 16
  • Hit Points 80+con (35+con extra per level)
  • Speed 6m, fly 30m.

STR DEX CON INT WIS CHA
18(+4) 22(+6) 23(+6) same same same

  • Saving Throws same
  • Damage Immunities fire, poison; bludgeoning, piercing and slashing from nonmagical attacks
  • Condition Immunities grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 18m, same passive Perception
  • Languages same
  • Challenge 10 (5900 XP)

Fire Form. The phoenix can move through a space as narrow as 10cm wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 1,5m of it takes 11 (2d10) fire damage. In addition, the phoenix can enter a hostile creature's space and stop there. The first time it enters a creature's space on a turn, that creature takes 11 (2d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 11 (2d10) fire damage at the start of each of its turns.

Regeneration. The Phoenix regains 15 hit points at the start of its turn if it has at least 1 hit point.

Actions

Multiattack. The phoenix makes two attacks with its fiery talons.

Fiery Talons. Melee Weapon Attack: PB+6 to hit, reach 1,5m, one target. Hit: 24 (4d8+6) fire damage.

Neko Neko No Mi: Leopard

Passive Abilities

  • +4 Dexterity, +2 Strength (Lvl 1).
  • Proficiency in Stealth, or expertise if you are already proficient (lvl 1).

Human-Beast Form (lvl 3)

  • You gain a +5 bonus to strength and dexterity (lvl 3).

  • You gain 35 (10+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

Keen Hearing and Smell (lvl 3):(Trait) You have advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce (lvl 3): (Trait) If you move at least 20ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Bite (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (1d10+Str/Dex) piercing damage.

Claw (lvl 3):(Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (1d8+Str/Dex) slashing damage.

Beast Form (lvl 1).

(Action, Recharge after a Long Rest) You can transform into a great leopard for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.

Ryu Ryu No Mi: Allosaurus

Passive Abilities

  • +4 Strength and Constitution (lvl 1).
  • Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient (lvl 1).
  • +2 natural armor bonus to AC (lvl 1).

Human-Beast Form (lvl 3).

Pounce (lvl 3): (Trait) If you move at least 20ft straight toward a target and then hit it with an attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one bite attack against it as a bonus action.

Bite (lvl 3):(Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (2d12+Str) piercing damage.

Claw (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (2d10+Str) slashing damage.

Beast Form (lvl 1).

(Action, Recharge after a Long Rest) You can transform into a great allosaurus for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Great Leopard

Large Beast, same alignment


  • Armor Class 15
  • Hit Points 60+con (25+con extra per level)
  • Speed 50.

STR DEX CON INT WIS CHA
18(+4) 17(+3) 16(+3) same same same

  • Skills Stealth DFA)
  • Saving Throws same + Dexterity (DFA)

Keen Hearing and Smell. The leopard has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pounce. If the leopard moves at least 6m straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the leopard can make one bite attack against it as a bonus action.

Actions

Multiattack. The leopard makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: 15 (2d10+4) piercing damage.

Claw. Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: 13 (2d8+4) slashing damage.


Great Allosaurus

Huge Beast, same alignment


  • Armor Class 16
  • Hit Points 100+con (30+con extra per level)
  • Speed 50ft.

STR DEX CON INT WIS CHA
25(+7) 13(+1) 19(+4) same same same

  • Saving Throws same
  • Senses same passive Perception

Pounce. If the allosaurus moves at least 20ft straight toward a target and then hits it with a claw attack on the same turn, the target must succeed on a Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.

Actions

Multiattack. The allosaurus makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: DFA to hit, reach 10ft, one target. Hit: 26 (3d12+7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the allosaurus can't bite another target.

Claw. Melee Weapon Attack: DFA to hit, reach 5ft, one target. Hit: 23 (3d10+7) slashing damage.

Ryu Ryu No Mi: Triceratops

Passive Abilities

  • +6 Constitution, +4 Strength (lvl 1).
  • Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient (lvl 1).
  • +4 natural armor bonus to AC (lvl 1).

Human-Beast Form (lvl 3).

  • You gain a +5 bonus to strength and constitution (lvl 3).

  • You gain 50 (20+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

  • You gain a +6 natural armor bonus to AC (lvl 3). Trampling Charge (lvl 3): (Trait) If you move at least 6m straight toward a target and then hit it with a gore attack on the same turn, the target takes an extra 18 (4d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, you can make one stomp attack against it as a bonus action.

Gore (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (4d8+DFA) piercing damage.

Stomp (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one prone target. Hit: (4d10+DFA) bludgeoning damage.

Beast Form (lvl 1)

(Action,Recharge after a Long Rest) You can transform into a great triceratops for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Great Triceratops

Huge Beast, same alignment


  • Armor Class 19
  • Hit Points 130+con (45+con extra per level)
  • Speed 50ft.

STR DEX CON INT WIS CHA
22(+6) 8(-1) 23(+6) same same same

  • Saving Throws same
  • Senses same passive Perception

Trampling Charge. If the triceratops moves at least 6m straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 22 (5d8) piercing damage, and it must succeed on a Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.

Actions

Multiattack. The triceratops makes two gore attacks.

Gore. Melee Weapon Attack: DFA to hit, reach 1,5m, one target. Hit: 28 (5d8+6) piercing damage.

Stomp. Melee Weapon Attack: DFA to hit, reach 1,5m, one prone target. Hit: 33 (5d10+6) bludgeoning damage.

Uo Uo No Mi: Seiryu

Passive Abilities.

  • Your strength gains a +5 increase and your constitution a +4 increase (lvl 1).
  • Your armor class increases by +5 (lvl 1).

Human-Beast Form (Lvl 3)

  • You gain a +7 bonus to strength and a +6 bonus to constitution (lvl 3).

  • You gain a +8 natural armor bonus**(lvl 3)**.

  • You gain 125 (30+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

  • Bolo Breath (lvl 3): Ranged Attack, 35x15 ft cone, +DA to hit, Hit:24+DFA (5d8+DA)

  • Tail Smash (lvl 3) : Melee Attack, 15ft, +DA to hit, Hit:21+DA (3d10+DFA)

Beast Form (lvl 1).

(Action, Recharge after a Long Rest) You can transform into seiryu for 1 hour. You can revert to your normal form earlier by using a bonus action, otherwise you automatically revert if you fall unconscious, drop to 0 hit points, or die.


Azure Dragon

Huge, Same.


  • Armor Class 22.
  • Hit Points 250+con (60+con extra per level).
  • Speed fly 65 ft.

STR DEX CON INT WIS CHA
25 (+7) 20 (+5) 30 (+10) same same same

  • Damage Resistances non haki damage
  • Damage Immunities fire
  • Senses Darkvision 150 ft.

Actions

Multiattack. The Dragon Name makes one Bolo breath and one Tail smash, or two Azure claws or three Azure claws and one Bolo breath or two Bolo breaths.

Bolo Breath: Ranged Attack,Dex Save , 45x25 ft cone, +DFA to hit, Hit:33+DFA (5d12+DFA+Str) fire damage

Tail Smash: Melee Attack, 15ft, +DFA to hit, Hit:28+DFA (5d10+DFA+Str) bludgeoning damage

Azure Claw: Melee Attack, 5ft, +DFA to hit, Hit:28+DFA (3d12+DFA+Str) slashing damage

Hito Hito No Mi

Passive Abilities

  • you have a +2 to intelligence and charisma (lvl 1)

You/Human Form (lvl 1)

  • You gain a +2 bonus to any score of your choice (lvl 3).

  • You gain 15 (5+con extra per level) temporary hit points, when they are gone you transform back into your normal form (lvl 3).

you are now an anthropomorphic animal, you have normal arms and your size is small you increase two scores of your choice with one point (lvl 1)

Rumble Ball

The Rumble Ball is a drug, if taken a HHF user can use extra forms

Guard Point: You are resistant to physical non haki damage.

Horn/NW Point: Your natural weapons do 2d8+DA Damage.

Jumping Point: You can jump 35 ft as a bonus action,, this avoids opportunity attacks.

Arm Point: Your muscles are increased, your strength has a +5 bonus.

Human Form (lvl 3)

You increase all your scores with one and your size is medium, you are now a Human

Logia

Moku Moku No Mi

Passive Abilities

  • Resistance to fire, poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).
  • Proficiency in Acrobatics and Dexterity saving throws, or expertise if you are already proficient (lvl 1).
  • You have a 15 ft flying speed.
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3)
  • You are considered an Elemental (lvl 1)

Active Abilities

White Out (lvl 1): (Action) You shoot out puff of smoke that reduces the target's speed if the target if it fails a strength saving-throw (DC 18) .

Smoke Cloud (lvl 1). (Bonus Action) When you make a unarmed attack you can use your bonus action to create a 15 ft sphere of smoke where all creatures are lightly obscured, the smoke exist for 1d6

Smoke Punch (lvl 1):(Action) Melee Weapon Attack: +DFA to hit, reach 30ft, one target. Hit: (2d10+Str) bludgeoning damage.

Smoke Evasion (lvl 2): (Reaction) You halve the damage that you take from an attack that hits you. You can then move up to half your flying speed. You must be able to see the attacker.

Suna Suna No Mi

Passive Abilities

  • Resistance to fire, poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).
  • You are considered an Elemental.
  • Proficiency in Athletics and Strength saving throws, or expertise if you are already proficient (lvl 1):
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3).

Active Abilities

Sand Magic (lvl 5): You can cast the following spells. At will: bones of the earth, earth tremor, erupting earth, move earth, wall of sand. Constitution modifier/Day: Maximilian's earthen grasp. You can control the sand you create using these spells. As a bonus action you can move the sand up to 6m, or you can make a Debilitating Touch against each creature in contact with you, or your sand.

Sand Punch (lvl 3):(Action) Melee Weapon Attack: +DFA to hit, reach 20ft, one target. Hit: (3d10+Str) bludgeoning damage.

Sand Shield (lvl 2): (Reaction) You erect a 10x10 ft wall of sand to protect you from incoming attacks. The wall has 30 hit points and an AC of 1

Mera Mera No Mi

Passive Abilities

  • Immunity to fire damage (lvl 1)

  • Resistance to , poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).

  • You are considered an Elemental (lvl 1).

  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3).

Active Abilities

Flame Magic (lvl 5.): You can cast the following spells. At will: fireball, flame blade, heat metal, wall of fire. Constitution modifier/Day: firestorm, flame strike. You can cast these spells at higher level (up to your Constitution modifier). A creature that touches you, or hits you with a melee attack while within 1,5m of you, takes (1d10+Con) fire damage. In addition, you can enter a hostile creature's space and stop there. The first time you enter a creature's space on a turn, that creature takes (1d10+Con) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.

Flame Punch (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 20ft, one target. Hit: (3d8+Str) fire damage.

Flame Rebuke (lvl 5): (Reaction) When you are hit by a melee attack from a creature you can see, you can spend your reaction to deal (4d6+Con) fire damage to the attacker. The target must also succeed on a Dexterity saving throw or catch fire.

Goro Goro No Mi

Passive Abilities

  • Immunity to lightning damage (lvl 1).
  • Resistance to fire, poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).
  • You are considered an Elemental (lvl 1).
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3).

Active Abilities.

Lightning Strike (lvl 7):(Action, Recharge 5-6) You call down lightning to strike a point you can see within 100ft. Each creature in a 10ft radius around that point must make a Dexterity saving throw, taking (1/2Con d10) lightning damage on a failed save, or half as much damage on a successful one. You can take one Reaction on every turn of combat. Proficiency in Dexterity saving throws, or expertise if you are already proficient.

Lightning Magic (lvl 5): You can cast the following spells. At will: call lightning, lightning arrow, lightning bolt, shocking grasp, storm sphere, thunder step. Constitution modifier/Day: chain lightning. You can cast these spells at higher level (up to your Constitution modifier).

Lightning Punch (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 40ft, one target. Hit: (3d8+Str) lightning damage.

Lightning Dash (lvl 3): (Reaction, Recharge 6) You can move straight, up to twice your speed without provoking attacks of opportunity. All creatures within 5ft of your passage must succeed on a Dexterity saving throw or suffer (4d10+Con) lightning damage and be paralyzed until the end of their next turn.

Hie Hie No Mi

Passive Abilities.

  • Immunity to cold damage (lvl 1).

  • Resistance to poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).

  • You are considered an Elemental (lvl 1).

  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3).

  • Ice Aura (lvl 1): Each creature that starts its turn within 10ft of you must make a Constitution saving throw. On a fail, a creature suffers (2d8+Con) cold damage and its speed is halved until the end of its next turn. If a creature fails this saving throw two consecutive times, it is restrained, and if it fails three consecutive times, it is frozen and petrified by the ice. If a creature receives 10 or more fire damage on a single turn, it counts as a success for its next save.

  • Proficiency in Athletics and Constitution saving throws, or expertise if you are already proficient.

Active Abilities

Ice Magic (lvl 5): You can cast the following spells. At will: ice knife, ice storm, wall of ice. Constitution modifier/Day: cone of cold, freezing sphere. You can cast these spells at higher level (up to your Constitution modifier). You can spend an action on your turn to strengthen your Ice Aura, increasing its radius by 10ft and its damage by 9 (2d8) until the end of combat.

Ice Punch (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 1,5m, one target. Hit: (1d8+Str) bludgeoning damage plus (3d8+Con) cold damage.

Ice Cocoon (lvl 3): (Reaction) You can surround yourself by a protective barrier of ice until the start of your next turn. The ice has 30 hit points and an AC of 12. Each creature in a 3m radius around you, when the cocoon is formed, must make a Constitution saving throw, taking (4d8+Con) cold damage on a failed save, or half as much damage on a successful one.

Pika Pika no Mi

Passive Abilities

  • Immunity to radiant damage (lvl 1).
  • Resistance to fire, poison; bludgeoning, piercing and slashing damage from non Haki attacks (lvl 3).
  • You are considered an Elemental (lvl 1).
  • Condition Immunities: grappled, paralyzed, petrified, prone, restrained (lvl 3).
  • You are permanently under the effect of the Haste spell (lvl 1).

Active Abilities

Light Magic (lvl 5): You can cast the following spells. At will: daylight, spiritual weapon, searing smite, wall of light. Constitution modifier/Day: sunbeam, sunburst. You can cast these spells at higher level (up to your Constitution modifier).

Light Speed Kick (lvl 3): (Action) Melee Weapon Attack: +DFA to hit, reach 5ft, one target. Hit: (2d8+Str) bludgeoning damage plus (2d8+Con) radiant damage.

Blinding Light (lvl 3):(Reaction) You flash with intense light to distract your enemies. You add 4 to your AC against one attack that would hit you. This effect doesn't function against creatures that don't rely on sight for their attacks.

Light Beam (lvl 5): (Action, Recharge 5-6) A bright beam of light flashes from your pointing finger to a point you can see within 100ft then blossoms into an explosion of flame. Each creature in a 20ft radius around that point must make a Dexterity saving throw, taking (1/2Con d6) fire damage on a failed save, or half as much damage on a successful one.

Haki

Haki is a mysterious power that allows the user to utilize their own spiritual energy for various purposes. It can be used to sense people's spiritual energy and predict their actions, give the user a protective coating of spiritual energy, and, for a certain group of "chosen ones", overpower the willpower of others.”

One Piece Wiki

Haki can be achieved at level 5, at that level you can if the DM allows it gain one Haki Die, a haki die is what you spend to use haki, you also choose a haki type that you can use, at lvl 8 you can pick a new type of haki, these are the three types

Haki Saving Throw DC: 10+PB+WIS

Haki Attack Bonus: PB+WIS

WM HD
+0-1 1d4
+2 1d6
+3 1d8
+4 1d10
+5 1d12

Bosushoku Haki

“Busoshoku Haki is a form of Haki that allows the user to use their own spiritual energy to create, in essence, an invisible armor around themself, providing incredible offensive and defensive capabilities. Notably, this form of Haki can be used to injure Devil Fruit users that are otherwise immune to ordinary physical attacks, such as Logia users. ”

One Piece Wiki

Armament is used in two ways, one where you harden your limbs or imbue your weapon to do extra damage and ignore resistances, the second in which you harden your body or infuse your clothing/armor to take less damage, these techniques are used with one Haki die.

The attack technique is a bonus action that will add two haki die of force damage to all attacks in that turn; they will also ignore all resistances.

The defense technique is reaction that can be used create a pool of absorption equal to one haki die times your level, these points are used to delete damage done to you

Kenbunshoku Haki

“Kenbunshoku Haki is a form of Haki that grants the user a sixth sense that allows them to sense the presence, strength, and emotions of others, as well as gain limited precognitive abilities.” One Piece Wiki

There are a few techniques of Kenbunshoku, those four are:
  • Presence Sensing: An action that uses up one Haki die and requires concentration, while this is active the user has 120 ft truesight and 120 ft dark vision.
  • Strength Sensing: As a reaction a user can force the DM to tell the user one ability score, trait, feature or technique, this technique uses one Haki die
  • Emotion Sensing: As a bonus action the user can expend a Haki die to cast sense emotions.
  • Intent Sensing: As an action the user can start an effect that requires concentration using a Haki die, during the effect the user gains advantage on dexterity saving throws, a +3 bonus to its armor class and advantage on attacks, you also add a HD to your passive perception. You can concentrate on multiple Kenbunshoku Haki Techniques.

Haoshoku Haki

“Haoshoku Haki is a rare form of Haki that allows the user to exert their own willpower over others. This type of Haki cannot be attained through training and only one in several million people are born with this ability. It is said that whoever possesses this type of Haki has the qualities of a king, and are known as Supreme Rulers.”

One Piece Wiki

Haoshoku is only available to a player if the DM allows you, Haoshoku Haki has three main techniques, Domination, Incapacitation and Pressure:

The technique of Incapacitation is a action that will force all creatures within a 15 ft sphere to make a wisdom saving throw and expend one of your Haki die, if they fail all the creatures will gain the Incapacitated condition (if the creature is immune to the condition that will be ignored).

Domination allows the Haki user to expend a Haki die to cast dominate monster at a target.

Using a Haki die the user can also deal two Haki dice of force damage to any object/construct within 70 ft.

Advanced Haki

When a Haki user is allowed to learn a new Haki they can instead learn an advanced technique of a Haki they already know. Advanced Bosushoku Haki

Emission (Level 10)

Sufficiently skilled users of Busoshoku Haki are capable of letting the power flow out from a part of their body (usually their hand) and emitting it over a short distance without a medium to carry it. This allows the user to unleash a small invisible burst which will knock back anything in the aforementioned body part's immediate vicinity with the force of a very powerful punch. Thus, the user becomes capable of striking and harming people and objects without making physical contact with them,

One Piece Wiki

Mechanically this allows a Haki user to expend two Haki dice to emit all attacks in one turn, the attacks will have doubled reach and will deal three Haki die more force damage, they will also ignore all resistances.

Internal Destruction (Level 13)

A step above the technique of emitting Busoshoku is having it flow into a target's body and destroy it from the inside out, which can be done by touching, grabbing, or even emitting Haki toward the object. One Piece Wiki

When used by a haki user the technique will expend three haki die, the technique will deal an extra four haki die of force damage, this can also be used against an object and it will deal an additional haki die of force damage, it will also ignore all resistances, armor and defensive Boshoku Haki.

Advanced Kenbunshoku Haki

Future Sight (Level 10)

A highly advanced level of Kenbunshoku Haki allows the user to see a short period into the future; instead of just sensing what will happen by intuition, the user of this advanced level of Kenbunshoku Haki can literally see a precise mental image of what will happen in the next few seconds,

One Piece Wiki

In the game a Haki user can expend two Haki dice to activate a concentration effect, when the effect is active the user will be able to know all the actions of all creatures near it within the next round.

Advanced Haoshoku Haki

Infusion (Level 12)

A very small number of particularly powerful Haoshoku Haki users, stated to only be a "handful" by Kaidou, are able to "infuse" their body and weapons with this Haki in a way that is very similar to Busoshoku Haki, greatly augmenting the power of their attacks. After infusing themselves with Haoshoku Haki, the Haki is emitted from the part it is focused at in the form of black lightning.

One Piece Wiki

Mechanically this technique adds an amount of Haki die equal to the user's wisdom modifier times two of force damage to all attacks during one turn, this will expend three Haki die.

Credits

This documents contents are based on the great manga One Piece by Eiichiro Oda and its anime by Toei Animation.

Cover

Whitebeard Fanart by Louis Slowcold

Homebrew

Most devil fruits modified from Devil Fruit Compendium by danielosky95.