One Piece 5e
An unofficial 5e supplement for Eiichiro Oda's One Piece.
Homebrew created by u/Mr-Silvers
Disclaimer
Based on the original work of Eiichiro Oda
© Eiichiro Oda © Shueisha © Toei Animation © Wizards of the Coast
This is a Fan-created, unofficial supplement to Dungeons and Dragons 5th edition. All contents within this document is strictly
non-profit. Please support the official sources and releases.
This document is free to use by anyone and will always remain non-profit. The author of this document will never demand
payment for the contents presented within.
Images in this document are intended for non-commercial use under the 1976 Copyright Act. Artists are credited at the end of
the document, and all rights to the images belong to their respective artists and/or owners.
Made with Homebrewery.
Prefacehis began as a simple passion project by one Table Of Contents
guy who thought to himself "hey, it'd be kinda
cool to play dungeons and dragons in the Chapter 1: Races (Pg. 3)
world of One Piece. I wonder if that's 1.1 Choosing a Race
1.2 Human
Tpossible?" and then just went along with it. 1.3 Fishman
What started out as a simple rework of a few 1.4 Merfolk
classes and some rewording of features and 1.5 Mink
feats to better fit in the designated setting eventually turned 1.6 Sky Islander
into almost a hundred pages of homebrew.
Chapter 2: Classes (Pg. 14)
Why dungeons and dragons, of all systems? Accessibility 2.1 Barbarian
more so than anything, 5th edition is a system that is ever so 2.2 Bard
easy to pick up and enjoy, while still having enough room for 2.3 Brawler
creative veterans to play around for years. This document 2.4 Fighter
provides all the necessary additions and revisions to the base 2.5 Gadgeteer
system to seamlessly tie it into the world of Eiichiro Oda's 2.6 Marksman
brainchild, and dungeon masters should find everything they 2.7 Rogue
need in order to run games in the setting of One Piece. 2.8 Savant
Naturally, a lot of work and passion has been put into this Chapter 3: Characters, Roles and Dreams (Pg. 58)
project, but it's most likely always going to remain a work in 3.1 Dreams
progress as ideas form and changes are to be made. 3.2 Roles
Whoever's reading this, hope you enjoy the contents as much 3.2.1 Captain
as the author did enjoy writing this document, and let it urge 3.2.2 Cook
you to set sail for the Grand Line! 3.2.3 Deckhand
3.2.4 Doctor
3.2.5 Entertainer
3.2.6 Helmsman
3.2.7 Navigator
3.2.8 Scholar
3.2.9 Shipwright
3.2.10 Vice Captain
Chapter 4: Equipment and Items (Pg. 69)
4.1 Wealth
4.2 Expenses
4.3 Armor and Shields
4.4 Weapons
4.5 Adventuring Gear
4.6 Tools
4.7 Mounts and Vehicles
4.8 Building, Maintaining and Repairing Your Ship
Chapter 5: Customization Options (Pg. 81)
5.1 Multiclassing
5.2 Feats
5.3 Haki
Chapter 6: Creation Lists (Pg. 85)
Appendix A: Devil Fruits (Pg. 88)
7.1 What are Devil Fruits?
7.2 Creating a Devil Fruit
7.3 Paramecia Type
7.4 Zoan Type
7.5 Logia Type
Credits Page (Pg. 94)
Chapter 1: Raceshe world of One Piece is home to a myriad of Performing in the town square is a band of entertainers, all
unique humanoid races that make their home part of the long-arm tribe, using their elongated limbs to
on the four seas and beyond. Life thrives from perform acts of acrobatics and dexterity to the cheer of a
the bottom of the ocean beneath the Red Line crowd. A group of long-leg humans push their way to the front
of the crowd, already towering over it, intent on starting some
Tto far above the clouds in the flying lands of trouble. And in the harbor, a curious mermaid peeks her head
Skypiea, each housing a civilization with a rich above the water for but a moment, starry eyes gazing upon
history and and uncertain futures. the moored ships and colourful flags, before she dives back
With a world consisting of scattered islands dotting an beneath the waves before anyone spots her.
endless ocean, it is no strange occurrence that many are
drawn to a life of adventure, setting sail into the horizon as Choosing a Race
pirates and freedom-seekers. Though very different in shape
and story, one thing all races of the world have in common is While humans are the most common by a long shot to be
the call to adventure that rings within the hearts of the select found in the world, they still live side-by-side with other races
few, regardless of their origins. even if they aren't always aware of it. Even then, human tribes
are so diverse that distinctions between them are more than
Walking the streets of a port town in the Grand Line, one simply cultural. Whatever choice you make, your character
could sometimes find more than humans in the crowd if one remains a part of the living breathing, world.
just knows where to look for them. The blue-tinted skin of a
stout fishman as he hauls a massive chest of goods to the The call to adventure can ring true in the heart of any
market; the skulking shadow of a cat mink as she curiously creature in the world, however some races produce more
explores the alleys and corners of this strange world; the adventurers than others. Humans and fishmen are more
sharp, intimidating tattoos of a shandian sky islander that likely to go to sea as pirates in search of dreams, treasure or
cast wary glances at crowd around him. ambition but your choice of race should not be hindered by
conventions. Minks and merfolk are curious by nature, and
Languages sky islanders are not faint of heart either, so even if they
typically do not fly a jolly roger there's nothing stopping them
The world of One Piece is unique in that all from doing so.
creatures and races share the same language.
Languages are thus not taken into consideration
in this system, with the exception of poneglyphs,
which is a written language of which knowledge
has long since been lost, save for very few
dedicated individuals.
Human Standard Human
By far the most numerous of all races are the humans. You are a common human, the most numerous among the
Inhabiting the entire world from the a hundred and seventy world's inhabitants. While your origins are unremarkable,
kingdoms to the halls of Marie Geoise upon the Red Line, the you nonetheless have a power within you to make your own
humans have spread all across the four seas to stake claim to future.
the title of masters of the world.
Ability Score Increase. Your Constitution score increases
Few humans are defined by their race, however. A varied by 1.
kind from every echelon of society, one would find it difficult
to place a blanket terms on humans as a whole. They can be Alignment. Standard humans tend towards no particular
fearless heroes, intrepid adventurers, craven villains alignment. The best and worst of all people are represented
despicable tyrants, pirates seeking freedom or marine among their numbers.
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 Resourcefulness. You gain proficiency with one skill or
be as manifold as the stars upon the night sky. one weapon of your choice.
Restless Hearts Strong Will. Once when you fail a saving throw, you can
Among all the races, humans are the most likely to set off on choose to reroll it with advantage. You must finish a long rest
the sea in search of adventure, riches, purpose or power. before you can use this trait again.
Even considering their vast majority in the world, there is still
something within their hearts that calls them to the sea. Kuja Tribe
Because of this, many different tribes of humans have Kuja are an all-female amazonian subset of humans that live
appeared all over the world, each with their own distinct secluded on the island of Amazon Lily located in the Calm
culture and quirks. Each single island is more like a country Belt. Most if not all Kuja are trained warriors, and even the
in its own right with customs and history unique to the common soldier can wield minor armament haki.
people living there since centuries back.
Ability Score Increase. Your Wisdom score increases by
History of Conflict 1.
Among the one hundred and seventy kingdoms that make up
the world government, all but one is a human kingdom giving Alignment. Kuja are typically only concerned with the well-
the human race an indiscriminate claim to being the being of their queen and society, favoring lawful alignments
dominant race in the world. Adding to that, they are also the with a strong neutral bend.
most technologically advanced and organized race, giving
them a massive geopolitical edge in the state of the world. Amazon Training. You have proficiency with longbows,
shortbows, shortswords and spears.
However, human history is one of strife and conflict, both
amongst themselves and against other races. Human society Minor Haki. When you make a weapon attack, you can
is heavily fractured with deep-seated socioeconomical choose to temporarily infuse the weapon with haki. You gain
inequalities; the world nobles can demand anything they wish advantage on the attack roll, and the weapon is considered
from anyone with the world government's full support, while haki-imbued for the purpose of overcoming resistances and
other countries who cannot pay the taxes are left at the mercy immunities. You can use this feature three times and regain
of pirates and marauders. While life on the sea is a harsh and all uses when you finish a long rest.
unforgiving 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. Two 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 5 to well over 10 feet, with those belonging to the
long-leg tribe reaching heights above 15 feet. Your size is
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.
Long-arm Tribe Long-leg Tribe
Humans of the Long-arm tribe possess an additional elbow in Humans of the Long-leg tribe are defined by their abnormally
their arms, extending their reach much greater than other long and powerful legs, which they are quite proud of and
tribes. This typically gives them a lanky appearence that happily show off by eschewing legwear. They have a
distinguishes them from other humans. longstanding rivalry with the Long-arm tribe.
Ability Score Increase. Your Dexterity score increases by Ability Score Increase. Your Strength score increases by
1. 1.
Alignment. Long-arm humans have no particular tendency Alighment. Like Long-arm humans, Long-leg humans
towards any alignment, however due to a longstanding gravitate towards chaos. They have no strong disposition
conflict with long-leg tribes they are warlike in nature, towards good or evil.
gravitating towards chaos.
Giant Stride. Your walking speed increases by 5 feet, and
Long Limbs. Your reach with melee weapons and your jumping distance is doubled.
unarmed strike increases by 5 feet.
Strong Legs. Your unarmed strike deals 1d6 + your
Sudden Reach. You have advantage on opportunity Strength modifier bludgeoning damage instead of the normal
attacks. damage if you attack using your legs.
Snakeneck Tribe Three-eye Tribe
Humans of the Snakeneck tribe are defined by their Humans of the Three-eye tribe are few and far between,
elongated necks, and often have slender bodies to match. valued for the potential to hear the "voice of all things", which
Pragmatic in nature, they tend to favor cold logic over allow a person to read poneglyphs. Many conceal their third
emotionally driven decisions. eye for fear of persecution or discrimination.
Ability Score Increase. Your Intelligence score increases Ability Score Increase. Your Charisma score increases by
by 1. 1.
Alighment. Snakeneck humans typically are as varied as Alighment. Three-eye humans have no specific tendencies
other humans, however some possess an innate sadistic towards neither good nor evil.
streak that prompts them towards evil.
Keeper of Secrets. You have proficiency in the Deception
Pragmatic. You have advantage on saving throws against and Insight skills.
being charmed.
Third Eye. You have advantage on saving throws against
Towering Gaze. You have advantage on Wisdom being blinded, and on all ability checks you make to see
(Perception) checks relying on sight. through illusions and mirages.
Fishman A history of strife
For centuries, the fishmen were considered little more than
Ten times stronger than the common man and undisputed any other monster in the oceans by the humans and were
monarchs of the sea, the fishmen of the world oceans were treated accordingly, only welcome on the surface world as
for the longest time the boogeymen of sailors everywhere. slaves if they weren't killed on sight. Eventually, the world
Tall and proud warriors of the deep, the fishmen share a government realized the benefits of peace between the races
troubled history of racial discrimination and slavery at the and made several attempts to mend the relationship between
hands of humans, scars that even centuries of peace with the humans, fishmen and merfolk. Thanks in part to the actions
surface world has yet to completely mend. of the fishman pirate Fisher Tiger and the merfolk queen
Otohime, a peaceful coexistance was finally reached after
A lot of the prejudice against them stem from how they decades of negotiations.
differ from humans, looking monstrous to the common man
because of their half-fish, half-human physiology, but also However, the old ways still rings loudly in the ears of both
because of their renowned physical superiority and ability to humans and fishmen alike, who have had a hard time leaving
fight as well on land as in water. the past behind. Many humans, especially nobles, still
consider fishmen to be nothing but monsters and fish.
Despite their fearsome reputation as pirates and Conversely, many fishmen subscribe to the notion that their
marauders, the fishmen are not a simple or militaristic race superior strength and adaptability means they should be
of savages that many humans believe them to be. A fishman ruling over humans, who they consider weak and cowardly.
dedicated to a crew or a cause tends to be loyal to a fault,
willing to fight to the bitter end for what they believe in. Even so, a strained peace still aided in softening the
animosity between the races, and more fishmen and humans
alike are beginning to wake up to the idea of co-existance,
slowly beginning to see eachother as kin rather than
enemies.
Champions of the Sea Stronghide
In water, fishmen are second to none. Already on land a
fishman can boast the strength of ten common humans, and Stronghide fishmen develop powerful bodies that further
this strength is only amplified by their amphibious nature. A amplify their innate strength and endurance, allowing them
fishman possesses both the gills of a fish and the respiratory to become remarkable martial artists and fighters.
system of a human, allowing them to breath air and water
without issue, while dorsal fins and webbed hands and feet Ability Score Increase. Your Constitution score increases
allow them to move unhindered in water. by 1.
In addition to these boons, fishmen have a unique form of Strong Body. Your hit point maximum increases by 1, and
martial arts known as Fishman Karate, which emphasizes it increases by 1 every time you gain a level.
the use of water to their advantage. It's a martial art that
grows even more potent while near or submerged in water. Multipod
This unique fighting style is only taught at certain dojos on
fishman island and has a near mythical reputation that Multipod fishmen are recognizable by their extra arms,
reaches even the surface world above. possessing as many as eight functioning limbs.
Fishman Traits Ability Score Increase. Your Dexterity score increases by
As a fishman, you have the following traits. 1.
Ability Score Increase. Your Strength score increases by Extra Arms. You have up to four additional arms. Each
2. arm can hold a single item that can fit in one hand. When
engaged in two-weapon fighting, you can still only make one
Age. Fishmen reach adulthood in their late teens and live attack as a bonus action. You cannot engage in two-weapon
as long as humans. fighting while wielding a weapon with the two-handed
property. Additionally, you can only benefit from one
Alignment. Fishmen display extremes on the moral scales, equipped shield even if you are wielding multiple shields.
with good-aligned fishmen typically being chaotic good with a
great emphasis on personal freedom, while evil-aligned
fishmen tend towards lawful evil with the ideals that their
superior physique means they should rule over other races.
Size. Fishmen vary greatly in size and typically stand taller
than humans at 7-8 feet up to 15 feet. Your size is medium.
Speed. Your base walking speed is 25 feet. Your base
swimming speed is 30 ft.
Aquatic Adaption. You can breathe air and water. You have
advantage on all Strength (Athletic) ability checks made
while in water.
Darkvision. Accustomed to the dark ocean floors where
light is scarce, you have darkvision out to 60 feet and can see
in dim light as if it were bright light, and in darkness as if it
were dim light. You can’t discern color in darkness, only
shades of gray.
Powerful Build. You count as one size larger when
determining your carrying capacity and the weight you can
push, drag, or lift.
Speech of the Sea. You can communicate simple ideas
and words to creatures with a natural swimming speed that
are of large size or smaller. Most sealife lack the ability to
form or understand complicated messages, but can
communicate simple expressions and desires such as fear,
hunger or joy.
Subraces. Choose between sharptooth, stronghide or
multipod.
Sharptooth
Sharptooth fishmen typically have the physiological traits of a
predator, such as a shark or killer whale. They use their
sharp teeth or spines to tear enemies asunder if provoked.
Ability Score Increase. Your Charisma score increases by
1.
Natural Weapons. You have sharp claws, teeth or spines
that can be used as weapons. Your unarmed strike deals 1d6
+ your Strength modifier slashing damage instead of the
normal damage.
Merfolk
Merfolk are humanoid creatures with the upper body of a
human and the lower body of a marine creature, typically a
fish or an octopus. Unlike fishmen, the human side of
merfolk does not necessarily bear any piscine features,
though it is not unheard of for some merfolk to have more
marine traits such as fins or webbed fingers.
Related to the fishmen, merfolk make their home beneath
the Red Line on fishman island. The two races exist in
harmony, sharing a similar difficult history with the surface
world and the races that inhabit it. But whereas fishmen are
feared and infamous for being savages, merfolk have a much
more favorable reputation among humans as beings of
extreme beauty. Sadly, this reputation only serves to make
them more desirable as slaves on the underworld markets,
leading to many cases of abductions at the hands of pirates.
Despite these unfortunate circumstances, merfolk have
remained firmly open-minded towards all other races,
including humans. Kind-hearted and gregarious to a fault,
merfolk have a reputation for saving drowning sailors from
the depths only to disappear moments afterwards.
Deep Sea Monarchs
While not as physically imposing or martially bent as
fishmen, merfolk have a keen eye for politics and diplomacy,
being the current rulers of Fishman Island under King
Neptune. While the common fishman has the advantage in a
one on one fight, the merfolk's ability to organize and manage
a standing army makes them the obvious figureheads in
politics with the surface world.
Merfolk do not possess the same sense of superiority found
in some fishmen however, and the two races co-inhabit
Fishman Island in perfect harmony with extremely few
instances of political unrest or infighting.
Merfolk are very hospitable and welcoming to travelers
that reach Fishman Island, which is a common occurance as
it's the only way to travel from Paradise to the New World. As
long as visitors come in peace and with no ill intent, the
merfolk will graciously host any traveler during their stay
whether they are pirates or marine soldiers.
While peaceful, merfolk are not naive however. If provoked,
merfolk will respond in kind if their hands are forced, many of
their soldiers and warriors having mastered a unique form of
Fishman Karate unique to their kind. Being the fastest
swimmers of all intelligent races, coupled with their
organized military, make merfolk a force to be reckoned with
even when battle is at hand.
Gregarious Helpers
Merfolk delight in song, music and all forms of community-
based entertainment. Their's is a tight-knit community that
lacks social stigma or class differences, each individual
treated as a cherished part of the community as long as they
are honest and kind-hearted in turn.
Merfolk and fishmen typically consider themselves kin of
eachother and rarely make a difference between the two.
Interbreeding between the two races has an equal chance of
producing either a merfolk or fishman child, and most carry
genes from both species with them resulting in a sense of
unity and equality between the two races.
Merfolk may still have some reservations about humans, but Merfolk Traits
these prejudices typically stem from fear or ignorance, which Ability Score Increas. Your Charisma score increases by 2,
can usually be remedied through nothing but a few minutes and your Wisdom score increases by 1.
of pleasant conversation. Most merfolk would much rather
make a new friend rather than an enemy, and typically treat Age. Merfolk reach adulthood in their late teens and live as
strangers as potential friends or allies with more open- long as humans.
mindedness than most other species.
Alignment. Merfolk are naturally amiable and kindhearted,
Merfolk's friendly and approachable nature isn't limited gravitating towards good alignments. They have a strong
only to other sapient beings. All mermaids can communicate focus on community and coexistence, making them tend
and speak with fish, having a much easier time doing so than towards law over chaos.
even fishmen. They can use this ability to call fish to their aid,
which can be used for scouting or to gather information on Size. Merfolk are usually the same size as humans, though
the surrounding waters. exceptions that vary to the extremes do exist. The ones
presented here are human-sized. Your size is medium.
Swarm of Fish
Speed. Your base walking speed is 10 feet. Your base
Medium swarm of tiny beasts, unaligned swimming speed is 40 ft.
Armor Class 12
Hit Points 15 (6d6-6) Aquatic Adaption. You can breathe air and water. You have
Speed 0ft., swim 40 ft. advantage on all Strength (Athletic) ability checks made
while in water.
STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 9 (-1) 1 (-5) 11 (+0) 2 (-4) Bubble Floater. When near a body of water, you can create
a bubble floater around your midsection as an action. While
Skill Proficiencies Perception +2, Survival +2 you have this floater, you have a flying (hover) speed of 20
Damage Resistance bludgeoning, piercing, slashing feet. The floater lasts for 8 hours.
Condition Immunities charmed, frightened,
Call for Aid. As an action, you can summon a swarm of
grappled, paralyzed, petrified, prone, restrained, fish in an empty square within 10 feet of you. The swarm is
stunned friendly to you and your allies, and obeys your command for 1
Senses darkvision 60 ft., passive Perception 8 hour. Roll initiative for the swarm separately when in combat.
Challenge 1/8 (25 XP) 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
Search Party. The swarm has advantage on Wisdom defends itself from hostile creatures, but otherwise takes no
(Perception) and Wisdom (Survival) checks while it actions. Once you use this trait, you cannot use it again until
has more than half its maximum hit points. you finish a long rest.
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move Darkvision. Accustomed to the dark ocean floors where
through any opening large enough for a tiny fish. light is scarce, you have darkvision out to 60 feet and can see
The swarm can't regain hit points or gain temporary in dim light as if it were bright light, and in darkness as if it
hit points. were dim light. You can’t discern color in darkness, only
Water Breathing. The swarm can breathe only shades of gray.
underwater.
Friend of the Sea. You can speak with creatures with a
Actions natural swimming speed that are of huge size or smaller.
Though simple-minded, sea creatures can understand the
Nibbles (swarm has more than half HP). Melee words you speak. Additionally, you have advantage on
Weapon Attack: +4 to hit, reach 0 ft., one creature Wisdom (Animal Handling) ability checks made towards
in the swarm's space. Hit: 5 (2d4) piercing damage. marine creatures.
Nibbles (swarm has half HP or less). Melee Weapon
Attack: +4 to hit, reach 0 ft., one creature in the Pure Soul. You have advantage on Intelligence, Wisdom
swarm's space. Hit: 2 (1d4) piercing damage. and Charisma saving throws.
Mink
The mysterious mink tribe is a race of fur-covered,
anthropomorphic humanoids from the "phantom island" of
Zou in the New World, a moving island situated atop the back
of an ancient, millenium old elephant known as Zunesha.
Because of its unique location, Zou is impossible to find with
a logpose, hiding the minks away from the eyes of the world
as a result. While most humans go their entire lives without
ever seeing a mink, the rumours of Zou's formidable sentinels
carry far and wide across the new world, telling tales of the
minks' mythical ability to wield electricity like a weapon and
transform into vicious beasts beneath the light of the full
moon.
Close-knit Community
The island of Zou rests on the back of a giant, millenia-old
elephant known as Zunesha. Reaching the island atop this
giant is a difficult task, leading to rumours and hearsay telling
that minks are isolationist and reclusive. Truthfully however,
despite having been hunted for slaves by human pirates in the
past, minks are exceptionally welcoming and hospitable to all
manners of visitors that come in good faith to their island.
Minks have a tight-knit community on their island, making
no difference between themselves regardless of a mink's
features. They show affection to eachother through physical
contact or acts of generosity, having next to no concept of
personal space even between relative strangers. "Garchu", a
common practice among minks, consists of rubbing their
temple or cheek against eachother, signifying a greeting or
act of gratitude.
Each individual mink takes after a specific fur-covered
mammalian creature, and recognize differences in their own
kin by referring to canine minks as such, for example.
However, mink do not differentiate between eachother, and
carnivorous minks live side by side with herbivorous minks.
Mink society places a stigma on eating animals with fur, and
as such their diet primarily consists of reptlies, fish and
greens found on the island of Zou.
Moonlit Warriors
All minks tend to be stronger than normal humans,
possessing formidable physical abilities typical to their
animalistic side, such as strong legs that can scale trees in a
single leap, or powerful muscles for physical labor. Their
abilities do not remarkably detoriate with age, and this
combined with an effective metabolism and recovery rate
makes them formidable fighters in battle.
Adding to that, minks have two additional abilities that
serve to differentiate them from humans: Electro, the ability
to generate powerful electrical charges through their fur, and
Sulong, the ability to transform into an even more powerful
form while under the light of the full moon.
Sulong is the most feared ability of the minks, known to
transform them into unstoppable, rampaging beasts. Only a
few minks master this ability, as loss of control can result in
the death of not just their enemies, but their allies and even
themselves as well. While transformed, a mink grows
increasingly ferocious as their fur grows out, their muscles
tense and their claws extend, becoming a frightful sight to
behold by their enemies.
Mink Traits Diurnal
As a mink, you have the following traits.
Diurnal minks are primarily awake and active during the day.
Ability Score Increase. Your Dexterity score increases by Due to catching sunlight, they do most of the agricultural
2. work among the mink.
Age. Minks reach adulthood in their late teens and live as Ability Score Increase. Your Intelligence score increases
long as humans. by 1.
Alignment. Minks are generally gregarious and friendly, Diurnal Nature. You gain proficiency in two of the
though they focus on their own community over contact with following skills of your choice: Athletics, History, Medicine,
other races, making them lawful good. Nature or Persuasion.
Size. Minks vary greatly in size due to their animal Nocturnal
heritage, but typically are comparable to humans. Your size is
medium. Nocturnal minks are primarily awake and active during the
night. Known as the guardians, they make excellent scouts
Speed. Your base walking speed is 35 feet. and defenders.
Darkvision. You are accustomed to the dark forests and
hunt of the night. You have darkvision out to 60 feet and can Ability Score Increase. Your Strength score increases by
see in dim light as if it were bright light, and in darkness as if 1.
it were dim light. You can’t discern color in darkness, only
shades of gray. Nocturnal Nature. You gain proficiency in two of the
Electro. All minks can generate electricity through their following skills of your choice: Acrobatics, Athletics,
fur. Once per turn when you hit with a melee weapon attack, Perception, Stealth or Survival.
you can choose to deal additional lightning damage equal to
your proficiency bonus. You can do this three times and
regain the ability to do so when you finish a short or long rest.
Inner Beast. You can draw upon your bestial blood to
greatly boost your speed and strength for a short time. As a
bonus action, you can grant yourself advantage on all
Strength and Dexterity-based ability checks for 1 minute.
During this time, your speed increases by 10 and you can use
your Electro trait any number of time without expending uses
of it. When this transformation ends, you suffer one level of
exhaustion. You must finish a long rest before you can use
this trait again.
If the full moon is visible when you make this
transformation, you enter Sulong form for the duration,
increasing both your Strength and Dexterity score by 3. This
increase can exceed an ability score of 20, but not 30.
Subrace. Choose between diurnal or nocturnal.
Sky Islander Dials and Cloudscapes
Daily life on the sky islands revolve around the use of dials, a
Far removed from the seas of blue and shores of sand lies a type of shells left by a species of shellfish unique to the sky
collection of islands resting in the balmy embrace of the islands. These dials have the unique ability to store different
clouds above, known to all as the mythical sky islands. Here, forms of energy and matter, such as the breath dial which can
the "water" is white and made of strange, buoyant clouds that store air currents or the flame dial which can store open,
flow just like seawater, while the "earth" is made from living fire. As long as the shell is intact, a dial can be
springy, firm yet soft clouds that can support entire cities and recharged indefinitely as long as it is subjected to the energy
forests. or matter that it can store, as each dial can only handle one
specific element.
To most residents of the "blue" sea, as the world below the
clouds is known to the inhabitants of sky islands, the idea of Dials are more than simple tools to sky islanders. With the
there existing a world above in the clouds is one of fantasy lack of naturally occuring earth in their world, their entire
and myth. Anyone who would claim otherwise is often met society has been shaped around the use of dials. It is used to
with ridicule and possibly even scorn, for the idea of another power what is known as "wavers", unique dial-driven vehicles
sea existing above them is ludicrous to most humans. that can easily traverse the cloud sky; as weapons used by
fighters and warriors to produce force, fire or even cutting
Yet anything a man can imagine is a possible reality. winds; to shape clouds like wood and stone to make
Hailing from these mythical islands are a tribe of humanoids foundations for buildings and roads; and as simple household
known collectively as sky islanders, though they rarely refer items such as heat dials to cook, or light dials to illuminate
to themselves as such. Atop the clouds lies an endless stretch rooms.
of islands, kingdoms and tribes with their own unique history.
The largest known society being that of Skypiea, situated ten Holy Vearth
thousand meters above the waters of Paradise in the Grand Earth does not appear naturally on sky islands. Though
Line. Home to the skypieans and shandia, distinguishable by plants can grow on the clouds they shape, they cannot
the small wings upon their back, it is the largest settlement germinate through them like they can in earth. As a result,
found upon the clouds of the world. Only reachable through sky islanders consider earth to be the most precious
one of two ways, the long and arduous "High West" or the substance of all and has exalted it to holy status, referring to
extremely dangerous "Geyser Stream", it is a land that see it as "vearth".
few visitors.
The largest mass of earth can be found in Skypiea, known as Shandian
Upper Yard among the locals. For the longest time since it
arrived on the sky island 400 years ago, it was the seat of the Shandians originate from the Blue Sea, being the original
Skypiean political and religious leader known as "god". inhabitants of Upper Yard who were driven out when
Skypieans and the original inhabitants of the island, the skypieans conquered the island. Eventually peace was
shandia, fought a long and tolling war over the island, which brokered and these proud warriors now act as god's personal
was only settled recently with the banishment of the old god guards, once again walking the earth of their ancestors.
Enel and his followers, the last of the birkan sky islanders.
Ability Score Increase. Your Dexterity score increases by
Sky Islander Traits 2.
As a sky islander, you have the following traits.
Battle Dials. You have a few dials designed for combat.
Ability Score Increase. Your Wisdom score increases by You know the produce flame trick. You can use burning
1. hands and thunderwave once each and regain the ability to
do so when you finish a long rest. Wisdom is your creative
Age. Sky Islanders reach adulthood in their late teens and ability for these creations.
live as long as humans.
Fearless. You have advantage on saving throws against
Alignment. Sky islanders are often religious, tending being frightened.
towards lawful alignments. Shandians are the exception,
revering their ancestors and having a slight chaotic bend. Skypiean
Size. Sky Islanders vary greatly in size, but typically are Skypieans are the most numerous inhabitants of the sky
comparable to humans. Your size is medium. islands. Most eke out humble lives upon the cloudy lands
surrounding Upper Yard, being unparalleled cloud artisans.
Speed. Your base walking speed is 30 feet.
Aircraft Expertise. You are proficient with Vehicles (Sky), Ability Score Increase. Your Intelligence and Wisdom
and may double your proficiency bonus for any ability check scores both increase by 1.
made with a Vehicles (Sky). Additionally, you have advantage
on all Intelligence-based ability checks relating to dials. Artisan Dials. You have a few dials for personal use. You
Cloudscape Citizen. You are naturally acclimated to life at know the prestidigitation trick. You can use create or destroy
high altitudes where air is thin, including elevations above water and fog cloud once each and regain the ability to do so
30,000 feet. You can hold your breath for twice as long as you when you finish a long rest. Wisdom is your creative ability
normally would and have advantage on saving throws against for these creations.
weather-related hazards, such as strong winds or a sleet
storm creation. Leisurely Pursuits. You gain proficiency with one set of
Subraces. Choose between birkan, shandian and skypiean. artisan's tools of your choice, one musical instrument of your
choice and one gaming set of your choice.
Birkan
Birka was the home of strong warriors before it was
destroyed by the previous god Enel. A few survivors of the
destruction may still be found in the world, but the heritage of
the Birkan people is long since gone.
Ability Score Increase. Your Constitution score increases
by 2.
Ancient Dials. You have a few dials thought long extinct.
You know the shocking grasp trick. You can use expeditious
retreat and inflict wounds once each and regain the ability to
use these creations when you finish a long rest. Wisdom is
your creative ability for these creations.
Warrior Born. You have proficiency with light armor and
two martial weapons of your choice.
Chapter 2: Classeseople who take to the seas are all individuals Creativity (Spellcasting). The world of One Piece is full of
with the potential for greatness in their hearts gifted creators who can create spell-like effects through the
and soul. They are the wills with which history use of gadgets and items. Spellcasting is referred to as
will be shaped, standing out from the crowd as Creativity, however its functionality is virtually the same as in
standard Dungeons and Dragons 5th edition.
Pheroes, villains and simple seekers of freedom.
Classes as they exist in this setting represents a Creation (Spell). Spells and Spell Slots are referred to as
character's primary skillset and the abilities Creations and Creation Slots, however their functionality are
they rely on in order to make their dream a reality. virtually the same as in standard Dungeons and Dragons 5th
edition.
Arcana = Engineering
The Intelligence (Arcana) skill is replaced in this setting with Trick (Cantrip). Cantrips are referred to as Tricks,
the Intelligence (Engineering) skill. When the DM calls for a however their functionality is virtually the same as in
skill ability check involving technology, inventions or standard Dungeons and Dragons 5th edition.
clockworks, Intelligence (Engineering) is used to determine
how well they perform. Devil Fruits (Innate Spellcasting). The fantastical power
of devil fruits manifest in those who consume it. These
Spells = Creations individuals gain the ability to create fantastical effects and
In the world of One Piece, spellcasting is nonexistent. powers, which fill a similar function to innate spellcasting
However, much of Dungeons and Dragons are designed found in standard Dungeons and Dragons 5th edition.
around the idea of spells being a factor, most of the classes
having access to it in some extent. Creative Ability (Spellcasting Ability). Spellcasting
Ability is referred to as Creative Ability, however its
In order to maintain the mechanical diversity of the functionality is virtually the same in both instances and as in
playstyles presented in Dungeons and Dragons 5th edition, standard Dungeons and Dragons 5th edition.
spellcasting is thematically rebranded in this system as
Creativity. This is, for the most part, a simple change in Routine Usage (Ritual Casting). Ritual Casting is
terminology for the sake of immersive roleplay, however a few referred to as Routine Usage, however its functionality is
classes are changed as a result of this and others still are virtually the same as in standard Dungeons and Dragons 5th
unfortunately removed completely. edition.
Classes
Class Description Hit Primary Saving
Die Ability Throw
Proficiencies Armor and Weapon Proficiencies
Barbarian A fierce warrior who can draw upon an inner d12 Strength Strength & Light and medium armor, shields,
fury to crush their enemies Constitution simple and martial weapons
Dexterity & Light armor, simple weapons, hand
Bard A musician who can create enchanting d8 Charisma Charisma crossbows, pistols, cutlass,
music that aids allies and hinders enemies
longswords, rapiers, shortswords
Brawler A simple fistfighter who strikes with power d8 Strength & Strength & Simple weapons, improvised
and speed in deadly flurries of blows Dexterity Dexterity weapons
Fighter A well-rounded combatant that can claim a d10 Strength or Strength & All armors, shields, simple and
mastery over many weapons and armor Dexterity Constitution martial weapons
Gadgeteer Brilliant inventors who create fantastical d6 Intelligence Intelligence Daggers, darts, slings, quarterstaffs,
gadgets that could easily be mistaken for or Wisdom & Wisdom blunderbuss, flintlocks, light
magic crossbows
Marksman Expert snipers and hunters with a deadly d10 Dexterity & Strength & Light and medium armor, shields,
aim, using the terrain to their advantage as Wisdom Dexterity simple and martial weapons
they single out a favored mark to hunt
Rogue Experts at infiltration and subterfuge that d8 Dexterity Dexterity & Light armor, simple weapons, hand
sneak behind the enemy and strike them Intelligence crossbows, pistols, revolvers,
from where they least expect it
cutlass, katana, longswords, rapiers,
shortswords
Savant Passionate souls who draw upon an inner d10 Strength or Wisdom & All armors, shields, simple and
power to smite their enemies Dexterity & Charisma martial weapons
Charisma
Barbarian
The Barbarian
Proficiency Rage
Level Bonus Features Rages Damage
1st +2 Rage, Unarmored
2 +2
Defense
2nd +2 Reckless Attack, 2 +2
Danger Sense 3 +2
3rd +2 Primal Path
4th +2 Ability Score 3 +2
Improvement
5th +3 Extra Attack, Fast 3 +2
Movement
6th +3 Path Feature 4 +2
7th +3 Feral Instinct 4 +2
8th +3 Ability Score 4 +2
Improvement
9th +4 Brutal Critical (1 4 +3
die)
10th +4 Path Feature 4 +3
11th +4 Relentless Rage 4 +3
12th +4 Ability Score 5 +3
Improvement
13th +5 Brutal Critical (2 5 +3
dice)
14th +5 Path Feature 5 +3
15th +5 Persistant Rage 5 +3
16th +5 Ability Score 5 +4
Improvement
17th +6 Brutal Critical (3 6 +4
dice)
18th +6 Indomitable Might 6 +4
19th +6 Ability Score 6 +4
Improvement
20th +6 Primal Champion Unlimited +4
Class Features Reckless Attack
Starting at 2nd Level, you can throw aside all concern for
As a barbarian, you gain the following class features defense to attack with fierce desperation. When you make
your first attack on your turn, you can decide to attack
Hit Points recklessly. Doing so gives you advantage on melee weapon
attack rolls using Strength during this turn, but attack rolls
Hit Dice: 1d12 per barbarian level against you have advantage until your next turn.
Hit Points at 1st Level: 12 + your Constitution modifier
Hit Points at Higher Levels: 1d12 (or 7) + your Constitution Danger Sense
At 2nd Level, you gain an uncanny sense of when things
modifier per barbarian level after 1st nearby aren’t as they should be, giving you an edge when you
dodge away from danger.
Proficiencies
You have advantage on Dexterity Saving Throws against
Armor: Light armor, medium armor, shields effects that you can see, such as traps and creations. To gain
Weapons: Simple weapons, martial weapons this benefit, you can’t be blinded, deafened, or incapacitated.
Tools: none
Saving Throws: Strength, Constitution Primal Path
Skills: Choose two from Animal Handling, Athletics, At 3rd Level, you choose a path that shapes the nature of your
rage. Path of the Berserker, Path of the Blade Master, Path of
Intimidation, Nature, Perception, and Survival the Cannoneer and Path of the Challenger are detailed at the
end of the class description. Path of the Totem Warrior can
Equipment be found in chapter 3 of the player's handbook, while Path of
the Storm Herald can be found in chapter 1 of Xanathar's
You start with the following equipment, in addition to the Guide to Everything.
equipment granted by your role:
Ability Score Improvement
(a) a greataxe or (b) any martial melee weapon When you reach 4th Level, and again at 8th, 12th, 16th, and
(a) two handaxes or (b) any simple weapon 19th level, you can increase one ability score of your choice
An explorer's pack and four javelins 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
Rage using this feature.
In battle, you fight with primal ferocity. On your turn, you can
enter a rage as a bonus action. Extra Attack
Beginning at 5th Level, you can attack twice, instead of once,
While raging, you gain the following benefits if you aren’t whenever you take the Attack action on your turn.
wearing heavy armor:
Fast Movement
You have advantage on Strength Checks and Strength Starting at 5th Level, your speed increases by 10 feet while
saving throws. you aren’t wearing heavy armor.
When you make a melee weapon attack using Strength,
you gain a bonus to the damage roll that increases as you Feral Instinct
gain levels as a barbarian, as shown in the Rage Damage By 7th level, your instincts are so honed that you have
column of the Barbarian table. advantage on initiative rolls.
You have resistance to bludgeoning, piercing, and slashing
damage. Additionally, if you are surprised at the beginning of
If you are able to use creations, you can’t use them or combat and aren’t Incapacitated, you can act normally on
concentrate on them while raging. your first turn, but only if you enter your rage before doing
Your rage lasts for 1 minute. It ends early if you are anything else on that turn.
knocked unconscious or if your turn ends and you haven’t
attacked a hostile creature since your last turn or taken Brutal Critical
damage since then. You can also end your rage on your turn Beginning at 9th level, you can roll one additional weapon
as a bonus action. damage die when determining the extra damage for a critical
Once you have raged the number of times shown for your hit with a melee attack.
barbarian level in the Rages column of the Barbarian table,
you must finish a long rest before you can rage again. This increases to two additional dice at 13th level and
three additional dice at 17th level.
Unarmored Defense
While you are not wearing any armor, your armor class
equals 10 + your Dexterity modifier + your Constitution
modifier. You can use a shield and still gain this benefit.
Relentless Rage Intimidating Presence
Starting at 11th level, your rage can keep you fighting despite
grievous wounds. If you drop to 0 hit points while you’re Beginning at 10th level, you can use your action to frighten
raging and don’t die outright, you can make a DC 10 someone with your menacing presence. When you do so,
Constitution saving throw. If you succeed, you drop to 1 hit choose one creature that you can see within 30 feet of you. If
point instead. the creature can see or hear you, it must succeed on a
Wisdom saving throw (DC equal to 8 + your Proficiency
Each time you use this feature after the first, the DC Bonus + your Charisma modifier) or be frightened of you
increases by 5. When you finish a short or long rest, the DC until the end of your next turn. On subsequent turns, you can
resets to 10. use your action to extend the duration of this effect on the
frightened creature until the end of your next turn. This effect
Persistent Rage ends if the creature ends its turn out of line of sight or more
Beginning at 15th level, your rage is so fierce that it ends than 60 feet away from you.
early only if you fall unconscious or if you choose to end it.
If the creature succeeds on its saving throw, you can’t use
Indomitable Might this feature on that creature again for 24 hours.
Beginning at 18th level, if your total for a Strength check is
less than your Strength score, you can use that score in place Retaliation
of the total.
Starting at 14th level, when you take damage from a creature
Primal Champion that is within 5 feet of you, you can use your reaction to make
At 20th level, you embody the power of the wilds. Your a melee weapon attack against that creature.
Strength and Constitution scores increase by 4. Your
maximum for those scores is now 24. Path of the Blade Master
The rage of a blade master is not the mad screams of a
Primal Paths berserker or the primal howls of a totem warrior, but a silent,
merciless and deadly intent that suffuses their blades like an
Rage burns in every barbarian’s heart, a furnace that drives aura. Blade masters draw on their rage like other barbarians,
him or her toward greatness. Different barbarians attribute but they wield it like another blade rather than give in to it,
their rage to different sources, however. For some, it is an unleashing the full power of their fury without losing sight of
internal reservoir where pain, grief, and anger are forged into their goal.
a fury hard as steel. Others see it as a spiritual blessing, a gift
of a totem animal. To a few, rage is a weakness unless While swords are the most popular weapon for these
controlled, honed like the blade they wield to cut only when barbarians, they are not restricted to such weapons alone.
they wish for it do so. The philosophy behind their power can be applied to any
weapon of their choice.
Path of the Berserker
For some barbarians, rage is a means to an end—that end Fighting Style
being violence. The path of the berserker is a path of
untrammeled fury, slick with blood. As you enter the Starting when you chose this path at 3rd level, you learn how
berserker’s rage, you thrill in the chaos of battle, heedless of to properly wield your weapon of choice. Choose a fighting
your own health or well-being. style from the list below. You can’t take a Fighting Style
option more than once, even if you later get to choose again.
Frenzy
Dueling
Starting when you choose this path at 3rd level, you can go
into a frenzy when you rage. If you do so, for the duration of When you are wielding a melee weapon in one hand and no
your rage you can make a single melee weapon attack as a other weapons, you gain a +2 bonus to damage rolls with that
bonus action on each of your turns after this one. When your weapon.
rage ends, you suffer one level of exhaustion.
Great Weapons Fighting
Mindless Rage
When you roll a 1 or 2 on a damage die for an attack you
Beginning at 6th level, you can’t be charmed or frightened make with a melee weapon that you are wielding with two
while raging. If you are charmed or frightened when you hands, you can reroll the die and must use the new roll. The
enter your rage, the effect is suspended for the duration of weapon must have the two-handed or versatile property for
the rage. you to gain this benefit.
Two-weapon Fighting
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Flying Scars Path of the Cannoneer
Every ship needs someone to man the cannons, but
Also at 3rd level, you learn how to generate destructive barbarians who follow the path of the cannoneer won't settle
shockwaves that fly from your weapon through the air. for leaving their boomstick behind on the ship. Part genius
and part madness compels them to sling the massive gun
You gain a new attack option that you can use with the over their shoulder and bring it with them into battle.
Attack action while raging. This special attack is a ranged
weapon attack with the normal range of 20 feet and Boomstick
maximum range of 60 feet. You are proficient with it, and add
your Strength modifier to its attack and damage roll. Its At 3rd level, you've trained your body to withstand the recoil
damage type and damage die is the same as the weapon you of smaller cannons. You gain proficiency with cannons and
are wielding when you make this attack. improvised weapons, and can now wield the swivel gun
(Chapter 4) as a weapon, treating it as a ranged improvised
While you engage in two-weapon fighting and use this weapon with the loading, heavy and two-handed properties.
special attack as part of an Attack action on your turn, you While wielded in your hands, a swivel gun has a misfire score
can make this special attack an additional time as a bonus of 3, reload 1 and range 60/240. You are proficient with swivel
action. guns and add your Strength modifier to the attack and
damage rolls. Additionally, you can add your bonus Rage
If the bonuses from a Fighting Style you have applies to the damage to attacks made with swivel guns, and later when you
weapon you are wielding when you make this special attack, gain your Brutal Critical feature, it applies to swivel guns as
those bonuses apply to this attack as well. well.
When you gain the Extra Attack feature, this special attack You can also use the bulk of the cannon to strike at
can be used for any of the attacks you make as part of the enemies in melee range. In this instance, the swivel gun acts
Attack action. as an improvised weapon that deals 2d6 bludgeoning damage
on hit and has the heavy and two-handed properties.
Steel Rending
The massive bulk of the cannon makes it unwieldy to use.
At 6th level, your focused fury is honed like an edge, allowing You have disadvantage on all attack rolls with the swivel gun
you pierce through any defenses. unless you're raging.
While raging, your weapon attacks ignore any resistance to Angry Fix
bludgeoning, piercing or slashing damage that isn't Haki-
based. Additionally while raging, your attacks deal double At 6th level, the frustration of having to stop to clean, reload
damage to structures and buildings. or fix a broken cannon maintains your rage.
Test Their Mettle You maintain your rage even if you don't make an attack or
take damage on your turn if you use your action to fix a swivel
At 10th level, you can learn all you need to know about an gun that has misfired.
opponent by testing the strength of their steel.
Pack Mule
When you take the Attack action, you can forego one of
your attacks in order to clash with an enemy. Make a Wisdom At 10th level, lugging a massive cannon around has granted
(Insight) check contested by the target creature's Charisma you immense physical strength. You gain the following
(Deception). You gain a bonus to your check equal to half your benefits.
Strength modifier (rounded up) the first time you use this
ability against a creature. Your carrying capacity (including maximum load and
maximum lift) is doubled, and you have advantage on
On a successful check, you learn one of the creature's Strength Checks made to push, pull, lift, or break objects.
capabilities from the list below. When pushed or moved against your will, you can use
your reaction to reduce the distance moved by a number
The target's armor class. of feet equal to your Strength score.
If the target has any reactions, and what triggers said You have advantage on Constitution saving throws against
reactions. exhaustion.
One attack option the target has, and what the modifier is
for the attack and damage roll. Blastback
One action the target has that forces a creature to make a
saving throw, and what kind of saving throw it uses. At 14th level, your aim has gotten good enough that you can
You can use this feature three times, and regain the ability send enemies flying with your cannon.
to do so when you finish a short or long rest.
Once per turn while raging and when you hit a creature
Inexorable Prowess with a weapon attack using a weapon with the heavy
property, you can force the creature to make a Strength
Beginning at 14th level, you have completely mastered your saving throw. The DC for the saving throw is calculated as 8
fury. While raging, you never have disadvantage on weapon + your proficiency bonus + your Strength modifier. On a failed
attacks against creatures you can see. save, a creature is pushed up to 15 feet away from you.
Path of the Challenger Path of the Totem Warrior
Most barbarians seek out the most brutal weapon they can The Path of the Totem Warrior is a viable choice that appears
find to wield in battle. Those that follow the path of the in the player's handbook. It is a suitable choice for tribal
challenger has come to the conclusion that their own warriors from the fringes of the civilized world, where animal
muscles are the deadliest weapon of all. Perhaps the craziest spirits guide the people. With this subclass, you become a
of all barbarians, these pugilists rush into battle with neither ferocious warrior that draws upon the power of bear, eagle or
weapon nor armor, their rage more like a euphoric laughter wolf with abilities like the following:
as they revel in the battle ahead.
A choice between three major spirits: Bear, eagle and wolf,
Fists of Fury each with their own strengths. Focus on one, or build a
totem with aspects of all three beasts.
At 3rd level, the strike of your fists grow more potent, and Bear grants you incredible fortitude to stand tall against
each punch resounds a challenge to the creature you strike. any attack, strength to lift weights far heavier than the
common person, and the ability to intimidate enemies into
You can roll a d4 in place of the normal damage of your focusing their attention on you.
unarmed strikes. While raging, you can roll a d8 instead. Eagle grants you boundless speed and agility, the eyesight
of an apex predator, and even the ability to take to the
Additionally when you hit a creature with an unarmed skies while raging.
strike while raging, that creature has disadvantage on attack Wolf makes you a leader of your pack, able to grant
rolls against creatures other than you until the start of your advantage to allies, hunt and track enemies with ease, and
next turn. knock down enemies you strike.
Interception Path of the Storm Herald
The Path of the Storm Herald is a viable choice that appears
At 6th level, your quick reflexes allow you to intercept in Xanathar's Guide to Everything. It is a suitable choice for
enemies aiming for your allies. warriors with hidden inner strength, able to draw power from
the very elements themselves. With this subclass, you
While raging, when a friendly creature you can see within become a whirlwind of elemental powers, be they heat, cold
30 feet is the target of an attack, you can immediately use or storm, harnessing the natural world with abilities like the
your reaction to move up to half your speed and make a following:
single unarmed strike against the attacking creature if you're
within range. You can take this reaction after seeing the The ability to summon a storming aura around yourself
attack roll but before any effects are played out. when you rage. As you grow stronger, this aura not only
harms and hinders enemies but aids your allies as well.
If you hit, the attacking creature can choose to redirect its The desert aura is one of heat, burning enemies around
attack towards you instead. If it doesn't, it must reroll its you every round, lighting the surroundings on fire and
attack roll at disadvantage. sheltering you from fire damage.
The sea aura harnesses the storms of the oceans, causing
Psyche Up lightning bolts to strike down enemies, allowing you to
breathe water as if it was air, and allowing you to strike
At 10th level, you can release a loud bellow that inspires enemies with the force of a tidal wave.
nearby allies. The tundra aura surrounds you with the bitter chill of
winter, numbing allies to suffering and reducing the
As a bonus action, you can release a fierce cry that fills damage they take, freezing water around you and halting
allies with courage. Up to ten creatures of your choice gains enemies that try to escape.
advantage on attack rolls and immunity to the frightened
condition until the start of your next turn. If a chosen creature
is frightened when it hears this war cry, the frightened effect
is temporarily suspended for the duration of this effect and
the creature makes its next saving throw to remove the
frightened effect at advantage.
Once you use this feature, you cannot do so again until you
finish a long rest.
Death Defying
Beginning at 14th level, you refuse to fall while battle is still
at hand.
While you’re raging, having 0 Hit Points doesn’t knock you
unconscious. You still must make death saving throws, and
you suffer the normal effects of taking damage while at 0 hit
points. However, if you would die due to failing death saving
throws, you don’t die until your rage ends, and you die then
only if you still have 0 hit points.
Bard
The Bard Tricks Creations 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Known Knowns 2 — ———————
Proficiency 3 — ———————
Level Bonus Features 2 4 4 2 ———————
1st +2 Creativity, Bardic Inspiration (d6) 2 5 4 3 ———————
2nd +2 Jack of All Trades, Song of Rest (d6) 2 6 4 3 2 ——————
3rd +2 Bard College, Expertise 3 7
4th +2 Ability Score Improvement 3 8
5th +3 Bardic Inspiration (d8), Font of
3 9 4 3 3 ——————
Inspiration 3 10 4 3 3 1 — — — — —
6th +3 Countercharm, Bard College Feature 3 11 4 3 3 2 — — — — —
7th +3 ─ 3 12 4 3 3 3 1 — — — —
8th +3 Ability Score Improvement 4 14 4 3 3 3 2 — — — —
9th +4 Song of Rest (d8)
10th +4 Bardic Inspiration (d10), Expertise, 4 15 4 3 3 3 2 1 — — —
4 15 4 3 3 3 2 1 — — —
Musical Secrets 4 16 4 3 3 3 2 1 1 — —
11th +4 ─ 4 18 4 3 3 3 2 1 1 — —
12th +4 Ability Score Improvement 4 19 4 3 3 3 2 1 1 1 —
13th +5 Song of Rest (d10) 4 19 4 3 3 3 2 1 1 1 —
14th +5 Musical Secrets, Bard College Feature 4 20 4 3 3 3 2 1 1 1 1
15th +5 Bardic Inspiration (d12) 4 22 4 3 3 3 3 1 1 1 1
16th +5 Ability Score Improvement 4 22 4 3 3 3 3 2 1 1 1
17th +6 Song of Rest (d12) 4 22 4 3 3 3 3 2 2 1 1
18th +6 Musical Secrets
19th +6 Ability Score Improvement
20th +6 Superior Inspiration
Class Features Additionally, when you gain a level in this class, you can
choose one of the Bard creations you know and replace it
As a bard, you gain the following class features with another creation from the bard creation list, which also
must be of a level for which you have creation slots.
Hit Points
Creative Ability (Spellcasting Ability)
Hit Dice: 1d8 per bard level
Hit Points at 1st Level: 8 + your Constitution modifier Charisma is your creative ability for your Bard creations.
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution Your creations are music and songs that comes from the
heart and soul you pour into the performance. You use your
modifier per bard level after 1st Charisma whenever a creation refers to your creative ability.
In addition, you use your Charisma modifier when setting the
Proficiencies saving throw DC for a bard creation you play and when
making an attack roll with one.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, pistols, cutlass, Creation save DCC=ha8ri+smyoaumr pordoiffiiceirency bonus + your
Creation Attack moCdhiafireisrm=ayomuordpirfioefriciency bonus + your
longswords, rapiers, shortswords
Tools: Three musical instruments of your choice Routine Usage (Ritual Casting)
Saving Throws: Dexterity, Charisma
Skills: Choose any three You can play any bard creation you know as a routine if that
creation has the routine tag.
Equipment
Apparatus (Spellcasting Focus)
You start with the following equipment, in addition to the
equipment granted by your background: You can use a musical instrument (see chapter 5,
“Equipment”) as an apparatus for your Bard creations.
(a) a rapier, (b) a longsword, or (c) any simple weapon
(a) a diplomat's pack or (b) an explorer's pack Bardic Inspiration
(a) a lute or (b) any other musical instrument You can inspire others through stirring words or music. To do
Leather armor and a dagger so, you use a bonus action on your turn to choose one
Creativity (Spellcasting) creature other than yourself within 60 feet of you who can
You have learned to untangle and reshape the fabric of reality hear you. That creature gains one Bardic Inspiration die, a
in harmony with your music. Your creations are part of your d6.
vast repertoire, music that you can tune to different
situations. See the bard creation list under "Bard Creations Once within the next 10 minutes, the creature can roll the
by Level". (Creativity is synonymous with 5th edition die and add the number rolled to one ability check, attack roll,
Spellcasting. See "Casting a Spell" in the Player's Handbook or saving throw it makes. The creature can wait until after it
for the general rules of Spellcasting in Dungeons and rolls The D20 before deciding to use the Bardic Inspiration
Dragons 5th edition). die, but must decide before the DM says whether the roll
succeeds or fails. Once the Bardic Inspiration die is rolled, it
Tricks (Cantrips) is lost. A creature can have only one Bardic Inspiration die at
a time.
At 1st Level, you know three tricks of your choice from the
bard creations list. You learn additional bard tricks of your You can use this feature a number of times equal to your
choice at higher levels, as shown in the Tricks Known column Charisma modifier (a minimum of once). You regain any
of the Bard table. expended uses when you finish a long rest.
Creation Slots (Spell Slots) Your Bardic Inspiration die changes when you reach
certain levels in this class. The die becomes a d8 at 5th Level,
The Bard table shows how many creation slots you have to a d10 at 10th level, and a d12 at 15th level.
play your bard creations of 1st Level and higher. To play one
of these creations, you must expend a slot of the creation’s Jack of all Trades
level or higher. You regain all expended creation slots when Starting at 2nd Level, you can add half your proficiency
you finish a long rest. bonus, rounded down, to any ability check you make that
doesn’t already include your proficiency bonus.
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.
Song of Rest The chosen creations count as bard creations for you and
Beginning at 2nd Level, you can use soothing music or are included in the Creations Known column on the Bard
oration to help revitalize your wounded allies during a short table.
rest. If you or any friendly creatures who can hear your
performance regain hit points at the end of the short rest by You learn two additional creations from any classes at 14th
spending one or more hit dice, each of those creatures and again at 18th level.
regains an extra 1d6 hit points.
Superior Inspiration
The extra hit points increase when you reach certain levels At 20th level, when you roll initiative and have no uses of
in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to Bardic Inspiration left, you regain one use.
1d12 at 17th level.
Bard College
Bard College
At 3rd Level, you delve into the advanced techniques of a bard The way of a bard is gregarious. Bards seek each other out to
college of your choice: the College of Legends and the swap songs and stories, boast of their accomplishments, and
College of Lore are detailed at the end of the class share their knowledge. Bards form loose associations, which
description. The College of Valor can be found in chapter 3 of they call colleges, to facilitate their gatherings and preserve
the player's handbook, while the College of Swords and their traditions. A bard college is rarely a physical place,
College of Whispers can be found in chapter 1 of Xanathar's though such institutions do exist, but more often than not
Guide to Everything. Your choice grants you features at 3rd they are simply a collective term for bards that share similar
Level and again at 6th and 14th level. philosophies and walks of life.
Expertise College of Legends
At 3rd level, choose two of your skill proficiencies. Your Bards belonging to the College of Legends are drawn to
proficiency bonus is doubled for any ability check you make powerful personalities, intent on recording the life of
that uses either of the chosen proficiencies. extraordinary individuals and immortalizing them through
song and music. These daring bards believe that a single
At 10th level, you get to choose another 2 skill proficiencies powerful will can change the course of history and dedicate
to gain this benefit. themselves to seeing their muse's ambition come true.
Ability Score Improvement While some of these bards have themselves as their own
When you reach 4th level, and again at 8th, 12th, 16th, and muse, it is far more common for one to find a person or a
19th level, you can increase one ability score of your choice group sometime in their life that they choose to follow. A
by 2, or you can increase two ability scores of your choice by musician aboard a pirate ship typically looks upon their
1. As normal, you can’t increase an ability score above 20 captain or their whole crew in this fashion. These bards arm
using this feature. themselves for battle, intent on seeing the legends be made
with their own eyes. Even if they don't have eyes.
Font of Inspiration
Beginning when you reach 5th level, you regain all of your Bonus Proficiencies
expended uses of Bardic Inspiration when you finish a short
or long rest. Beginning when you join this college at 3rd level, you gain
proficiency with martial weapons.
Countercharm
At 6th level, you gain the ability to use musical notes or words Song of Strength
of power to disrupt mind-influencing effects. As an action, you
can start a performance that lasts until the end of your next Also at 3rd level, you learn how to weave music into melodic
turn. During that time, you and any friendly creatures within battle cries, imbuing allies with strength and endurance.
30 feet of you have advantage on saving throws against being
frightened or charmed. A creature must be able to hear you to As a bonus action, you can expend one use of your Bardic
gain this benefit. The performance ends early if you are Inspiration to sound a call to arms for your allies. Choose a
incapacitated or silenced or if you voluntarily end it (no action number of creatures that can hear you within 60 feet, up to
required). your Charisma modifier (minimum of one). Each of them
gains 5 temporary hit points. Additionally, the next attack an
Musical Secrets affected creatures makes deals additional damage equal to
At 10th level, you've gathered inspiration from creations of a your Charisma modifier (minimum of one additional
wide spectrum of disciplines. damage).
Choose two creations from any class creation list found in The number of temporary hit points increases when you
this document, including this one. The creation must be of a reach certain levels in this class, increasing to 8 at 5th level,
level you can use, as shown on the Bard table, or a trick. 11 at 10th level, and 14 at 15th level.
Extra Attack
Starting at 6th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Rallying Encore College of Valor
The College of Valor is a viable choice that appears in the
At 14th level, your music can inspire allies to fight on even as player's handbook. It is a suitable choice for battle skaalds
death encroaches upon them. singing of glory and upbeat adventurers who bring a smile to
the people they meet. With this subclass, you become a
When you see a friendly creature be reduced to 0 hit warrior poet equally skilled at battle and entertainment with
points, you can use your reaction to sound a majestic melody abilities like the following:
that resonates with their spirit. The target instead falls to 1
hit point before it regains a number of hit points equal to your Mastery of armor and weapons, allowing you to wade into
bard level, even if it normally would have died. battle alongside allies with confidence.
The ability to boost your allies' damage and armor rating
Once you use this feature, you must finish a long rest with inspiring words.
before you can do so again. A choice of attacking multiple times during your turn, or
College of Lore weave magic and steel together into an elegant dance.
Bards of the College of Lore know something about most
things, collecting bits of knowledge from sources as diverse College of Swords
as scholarly tomes and peasant tales. Whether singing folk The College of Swords is a viable choice that appears in
ballads in taverns or elaborate compositions in royal courts, Xanathar's Guide to Everything. It is a suitable choice for
these bards use their gifts to hold audiences spellbound. swashbucklers and fencers with a more elegant and musical
When the applause dies down, the audience members might flair. With this subclass, you become a skilled swordsman
find themselves questioning everything they held to be true, that can rival any fighter in a straight-up fight with special
from their faith in the priesthood of the local temple to their techniques and abilities like the following:
loyalty to the king.
Mastery over all forms of blades and medium armor,
The college’s members gather in libraries and sometimes making you a durable and skilled duelist.
in actual colleges, complete with classrooms and dormitories, A choice of a fighting style, using either a single blade or
to share their lore with one another. They also meet at one in each hand.
festivals or affairs of state, where they can expose corruption, Several flashy flourishes that improve your battle skills by
unravel lies, and poke fun at self-important figures of expending Bardic Inspiration die.
authority. An additional attack per turn, letting you slice and dice
with the best of them.
Bonus Proficiencies
College of Whispers
When you join the College of Lore at 3rd level, you gain The College of Whispers is a viable choice that appears in
proficiency with three skills of your choice. Xanathar's Guide to Everything. It is a suitable choice for
characters with a more sinister agenda, such as assassins or
Cutting Words spies. With this subclass, you become a master at deception,
using fear as a lethal weapon against your enemies with few
Also at 3rd level, you learn how to use your wit to distract, reservations, mastering abilities like the following:
confuse, and otherwise sap the confidence and competence
of others. When a creature that you can see within 60 feet of The knowledge of how to twist the knife so that your
you makes an attack roll, an ability check, or a damage roll, enemies suffer not only physical harm, but psychic
you can use your reaction to expend one of your uses of damage as well.
Bardic Inspiration, rolling a Bardic Inspiration die and The ability to hide ominous insinuation and unnerving
subtracting the number rolled from the creature’s roll. You threats behind seemingly innocent words, leaving those
can choose to use this feature after the creature makes its you speak with trembling in their breeches.
roll, but before the DM determines whether the attack roll or The ability to completely steal a fallen enemy's personality
ability check succeeds or fails, or before the creature deals its and appearence through the use of trickery and creativity.
damage. The creature is immune if it can’t hear you or if it’s A subtle ability to speak with words that insinuate a
immune to being charmed. person's darkest fears
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.
Brawler (Monk)
The Brawler
Level Proficiency Bonus Brawling Spirit Points Unarmored Movement Features
1st +2 1d4 — — Brawling, Unarmored Defense
2nd +2 1d4 2 +10 ft. Spirit, Unarmored Movement
3rd +2 1d4 3 +10 ft. Brawling Style, Deflect Missiles
4th +2 1d4 4 +10 ft. Ability Score Improvement, Brace for Impact
5th +3 1d6 5 +10 ft. Extra Attack, Stunning Strike
6th +3 1d6 6 +15 ft. Style Feature
7th +3 1d6 7 +15 ft. Evasion, Shake it Off
8th +3 1d6 8 +15 ft. Ability Score Improvement
9th +4 1d6 9 +15 ft. Unarmored Movement Improvement
10th +4 1d6 10 +20 ft. Ability Score Improvement
11th +4 1d8 11 +20 ft. Style Feature
12th +4 1d8 12 +20 ft. Ability Score Improvement
13th +5 1d8 13 +20 ft. Animal Spirit
14th +5 1d8 14 +25 ft. Diamond Soul
15th +5 1d8 15 +25 ft. Timeless Body
16th +5 1d8 16 +25 ft. Ability Score Improvement
17th +6 1d10 17 +25 ft. Style Feature
18th +6 1d10 18 +30 ft. Immortal Will
19th +6 1d10 19 +30 ft. Ability Score Improvement
20th +6 1d10 20 +30 ft. Perfect Self
Class Features You can spend these points to fuel various spirit features.
You start knowing three such features: Flurry of Blows,
As a brawler, you gain the following class features Patient Defense, and Step of the Wind. You learn more spirit
features as you gain levels in this class.
Hit Points
When you spend a spirit point, it is unavailable until you
Hit Dice: 1d8 per brawler level finish a short or long rest, at the end of which you psyche
Hit Points at 1st Level: 8 + your Constitution modifier your spirit back to full energy. You must spend at least 30
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution minutes of the rest doing light exercise to regain your spirit
points.
modifier per brawler level after 1st
Some of your spirit features require your target to make a
Proficiencies saving throw to resist the feature’s Effects. The saving throw
DC is calculated as follows:
Armor: None Spirit saovreDDeCxt=er8ity+myooudrifPierro(fWiciheincchyeBveorniussh+igyhoeusrt)Strength
Weapons: Simple weapons, improvised weapons
Tools: Choose one type of artisan's tools or one musical Flurry of Blows
instrument Immediately after you take the Attack action on your turn, you
Saving Throws: Strength, Dexterity can spend 1 spirit point to make two unarmed strikes as a
Skills: Choose two from Acrobatics, Animal Handling, bonus action.
Athletics, Insight, Intimidation, Stealth or Survival Patient Defense
Equipment You can spend 1 spirit point to take the Dodge action as a
bonus action on your turn.
You start with the following equipment, in addition to the
equipment granted by your role: Step of the Wind
(a) a dungeoneer's pack or (b) an explorer's pack You can spend 1 spirit point to take the Disengage or Dash
A simple weapon of your choice and 10 darts action as a bonus action on your turn, and your jump distance
is doubled for the turn.
Brawling
At 1st Level, your experience in street fighting gives you Unarmored Movement
mastery of combat styles that use unarmed strikes and Starting at 2nd Level, your speed increases by 10 feet while
brawler weapons, which are improvised weapons and any you are not wearing armor or wielding a shield. This bonus
simple melee weapons that lacks the two-handed or heavy increases when you reach certain brawler levels, as shown in
property. the Brawler table.
You gain the following benefits while you are unarmed or At 9th level, you gain the ability to move along vertical
wielding only brawler weapons and you aren’t wearing armor surfaces and across liquids on your turn without falling
or wielding a shield: during the move.
You can use Dexterity instead of Strength for the attack Brawling Style
and damage rolls of your unarmed strikes and brawler At 3rd level, you settle on a specific brawling style to define
weapons. your brawling: Daredevil, Fishman Karate, Ninja, Rokushiki
You can roll a d4 in place of the normal damage of your Master, Okama Kenpo or Drunken Boxer, all detailed at the
unarmed strike or brawler weapon. This die changes as end of the class description.
you gain brawler levels, as shown in the Brawling column
of the Monk table. Your fighting style grants you features at 3rd level and then
When you use the Attack action with an unarmed strike or again at 6th, 11th and 17th level.
a brawler weapon on your turn, you can make one
unarmed strike as a bonus action. For example, if you take Deflect Missiles
the Attack action and attack with a uuarterstaff, you can Starting at 3rd Level, you can use your reaction to deflect or
also make an unarmed strike as a bonus action, assuming catch the missile when you are hit by a ranged weapon
you haven’t already taken a bonus action this turn. attack. When you do so, the damage you take from the attack
is reduced by 1d10 + your Dexterity modifier + your brawler
Unarmored Defense level.
Beginning at 1st Level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Dexterity If you reduce the damage to 0, you can catch the missile if
modifier + your Strength modifier. it is small enough for you to hold in one hand and you have at
least one hand free. If you catch a missile in this way, you can
Spirit spend 1 spirit point to make a ranged attack with the weapon
Starting at 2nd Level, your training allows you to draw upon or piece of ammunition you just caught, as part of the same
an inner energy of willpower and grit. Your access to this reaction. You make this attack with proficiency, regardless of
energy is represented by a number of spirit points. Your your weapon proficiencies, and the missile counts as a
brawler level determines the number of points you have, as brawler weapon for the attack, which has a normal range of
shown in the Spirit Points column of the Brawler table. 20 feet and a long range of 60 feet.
Ability Score Improvement Immortal Will
When you reach 4th Level, and again at 8th, 10th, 12th, 16th, Starting at 18th level, your powerful spirit cannot be subdued
and 19th level, you can increase one ability score of your or imprisoned. You can no longer be incapacitated, paralyzed
choice by 2, or you can increase two ability scores of your or restrained by creations.
choice by 1. As normal, you can’t increase an ability score
above 20 using this feature. Perfect Self
At 20th level, when you roll for Initiative and have no spirit
Brace for Impact points remaining, you regain 4 spirit points.
Beginning at 4th Level, you can use your reaction when you
fall to reduce any falling damage you take by an amount equal Brawling Style
to five times your brawler level.
Anyone can throw a punch if they try hard enough, but
Extra Attack overtime specific brawling styles arose around the world.
Beginning at 5th Level, you can attack twice, instead of once, Each brawling style has a unique origin and philosophy
whenever you take the Attack action on your turn. behind it depending on the purpose for which it was
developed.
Stunning Strike
Starting at 5th Level, you can aim a suckerpunch at the Daredevil
enemy's head. When you hit another creature with a melee Daredevils are brawlers that go into a fight seemingly without
weapon attack, you can spend 1 spirit point to attempt a a plan and fight with complete abandon. However, while they
stunning strike. The target must succeed on a Constitution may look unprofessional and unrefined from an outside
saving throw or be stunned until the end of your next turn. perspective, a daredevil is defined by the purpose for which
they fight, be it personal glory, a greater calling or their
Evasion friends. Few enemies make for scarier opponents than a
At 7th level, your instinctive agility lets you dodge out of the daredevil with everything to lose.
way of certain area effects, such as a fireball creation. When
you are subjected to an effect that allows you to make a Power Strike
Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the saving throw, and only At 3rd level, you learn a powerful technique that causes
half damage if you fail. massive damage if it connects.
Shake it Off When you make an attack with an unarmed strike, you can
At 7th level, you can use your action to end one effect on choose to suffer a -5 penalty to the attack roll. If you still hit,
yourself that is causing you to be charmed or frightened. you gain a +10 bonus to the damage roll of the attack. You
can only make this attack once per turn.
Animal Spirit
Starting at 13th level, your inner spirit burns with passion Tireless Persistence
that even wild animals can understand. You can speak with
all beasts and monstrosities, and understand what they say Starting at 6th level, your persistence in a fight and
as well. Additionally, you have advantage on Charisma unwillingness to give up makes you extremely tough. If you
(Intimidation) ability checks you make towards beasts and hit a creature with an unarmed strike or a brawler weapon on
monstrosities. your turn, you gain 5 temporary hit points at the end of your
turn, which last until the start of your next turn. The
Diamond Soul temporary hit points increases to 8 at 11th level and 10 at
Beginning at 14th level, your hardened spirit grants you 17th level.
proficiency in all Saving Throws.
Restless Vigil
Additionally, whenever you make a saving throw and fail,
you can spend 1 spirit point to reroll it and take the second At 11th level, your persistant spirit doesn't rest even when
result. you're unconscious.
Timeless Body Creatures within 60 feet of you have disadvantage on
At 15th level, your spirit sustains you so that you suffer none Dexterity (Stealth) ability checks they make against your
of the frailty of old age, and you can’t be aged magically. You passive perception. Additionally, you are aware of your
can still die of old age, however. Additionally, you only require surroundings even while asleep, and now only require 4
food and water once every 7 days. hours of sleep to benefit from rest if you need to sleep.
Insurmountable Spirit
At 17th level, you cannot be brought down while your spirit is
still burning bright.
When you are brought to 0 hit points, you can expend 1
spirit point to remain conscious and take actions as normal.
You do not need to make death saving throws in this state.
Each time you take damage while in this state, or if you start
your turn with 0 hit points, you must expend 1 spirit point or
immediately fall unconscious.
Fishman Karate Vagabond Drill
Fishman karate is the signature fighting style of the fishmen.
It's a skillful and powerful martial art that becomes even At 17th level, you've learned the ultimate techniques of
deadlier while underwater. Typically practiced only by fishman karate.
fishmen, though there's nothing prohibiting other races from
learning this martial art. As an action, you can expend 5 spirit points to gather
moisture in the palm of your hand and send a crashing
Aquatic Martial Arts shockwave flying at enemies. Each creature in a 30 feet cone
centered on you must make a Dexterity saving throw. On a
Starting at 3rd level, you gain a swimming speed equal to failed save, a creature takes 10d6 bludgeoning damage and is
your walking speed if you don't already have one. Additionally, pushed 20 feet away from you. On a successful save, a
you make unarmed strikes with advantage while underwater. creature takes half that damage and isn't pushed. Constructs
and objects do not make this saving throw, instead taking the
Brick Fist maximum amount of damage possible.
Ninja
Also at 3rd level, you learn how to launch a powerful strike Ninja are the legendary shadow warriors of Wano. Officially
that vibrates the water within a creature's body, ignoring any known as the Oniwabanshu, they are the eyes and ears of
defenses it might have. Wano's shogun. Reknowned for their ability to teleport,
disappear in puffs of smoke or appear in several places at
As an action, you can touch a creature and expend a once, the sight of their ninjutsu is enough to fill all enemies of
number of spirit points up to your proficiency bonus. The Wano with fear. Allegedly.
creature must make a Constitution saving throw. On a failed
save, the creature takes 1d10 bludgeoning damage for each Bonus Proficiency
spirit point you spend, and half that on a successful save. This
damage cannot be resisted or reduced in any way except with At 3rd level, you gain proficiency with katana, and they count
certain Haki feats. as brawler weapons for you.
While underwater, a creature without a swimming speed Ninjutsu
has disadvantage on its saving throw. The range of this
feature increases as you gain levels in this class, becoming 15 Beginning at 3rd level, you learn the basic ninjutsu
feet at 6th level, 30 feet at 11th level and 60 feet at 17th level. techniques taught to all initiates. As an action, you can spend
2 spirit points to use blindness deafness, darkvision, mirror
Water Shot image or pass without trace, without providing material
components. Additionally, you gain the minor illusion trick if
At 6th level, you learn how to harness the moisture in the air, you don’t already know it.
collecting it and hurling it as deadly projectiles.
Ninja Escape
You gain a new attack option that you can use with the
Attack action. This special attack is a ranged attack with a At 6th level, you can disappear in a cloud of smoke, replaced
range of 60 feet. You are proficient with it, and you add your with a mundane item.
Dexterity modifier to its attack and damage rolls. Its damage
is bludgeoning, and its damage die is a d6. This die changes If you reduce the damage of an attack to 0 using Deflect
as you gain brawler levels, as shown in the Brawling column Missiles, you can expend 1 spirit point and target an object
of the Brawler table. within 30 feet that can fit in a 5 by 5 foot cube and is larger
than tiny. If the object isn't being worn or carried, you can
When you take the Attack action on your turn and use this swap places with the object as part of the same reaction.
special attack as part of it, you can spend 1 spirit point to
make the special attack twice as a bonus action. Cloak of Shadows
When you gain the Extra Attack feature, this special attack By 11th level, you have learned to become one with the
can be used for any of the attacks you make as part of the shadows. When you are in an area of dim light or darkness,
Attack action. you can use your action to become invisible. You remain
invisible until you make an attack, use a creation, or are in an
Water Heart area of bright light.
At 11th level, you learn a powerful technique to turn the Opportunist
ocean's tide upon your enemies.
At 17th level, you can exploit a creature’s momentary
You can expend 3 spirit points to use Tidal Wave as an distraction when it is hit by an attack. Whenever a creature
action. You only need to expend 1 spirit point if you're near or within 5 feet of you is hit by an attack made by a creature
within a body of natural water that reaches up to your waist other than you, you can use your reaction to make a melee
or higher, such as a river or the ocean. attack against that creature.
Additionally, you become increasingly more adept at
underwater combat. You ignore difficult terrain while
underwater, and you don't provoke opportunity attacks when
you use any of your swimming speed on your turn.
Rokushiki Master Enhanced Technique
Rokushiki is a classified martial art practiced by the Navy. It
allows the practitioner to move and strike at superhuman At 11th level, you chose one of the six techniques you've
levels, having six primary techniques revolving around mastered to make your specialty. The chosen technique
offense, defense and mobility in combat. grows stronger as show below.
Six Techniques Geppo. When you use your Step of the Wind, you now
gain the effects of both a Dash and a Disengage action.
Beginning at 3rd level, you've mastered a few of the signature Tekkai. You can now use any of your movement and still
techniques of Rokushiki. retain the benefits of this technique.
Shigan. You now have advantage when you make this
Choose three of the following techniques. You gain the special attack, and score a critical hit on a roll of 19 or 20
benefits of the chosen techniques immediately. on the attack roll.
Rankyaku. The range of your special attack increases to
Geppo. The distance you can cover with a high jump is 120 and ignores any resistance to slashing damage. The
tripled, and you only need to move 5 feet before attack now deals double damage to objects and structures,
attempting one. Additionally when you use your Step of as well.
the Wind, you can move horizontally through the air using Soru. You can now take this reaction without expending
your walking speed. You begin falling if you end your turn spirit points. By expending up to 3 spirit points, you can
in the air. extend the range of the teleport by 10 feet for each spirit
Tekkai. You can expend 1 spirit point as a bonus action to point.
gain resistance against non-imbued bludgeoning, piercing Kami-e. When you take the Dodge action on your turn,
and slashing damage until the end of your next turn. You you can now use your reaction when a creature within 5
lose this resistance if you use any of your movement after feet misses you with an attack to make an opportunity
using this technique. attack against the same creature.
Shigan. As part of making an unarmed strike, you can
move up to 10 feet in a straight line before the attack. If When you reach 17th level in this class, you gain the
you do so, the attack deals piercing damage instead of the remaining 5 enhanced techniques you didn't choose at 11th
normal bludgeoning damage. You can only make this level.
special attack once per turn.
Rankyaku. You gain a new attack option that you can use Rokuogan
with the Attack action. This special attack is a ranged
attack with a range of 60 feet. You are proficient with it, At 17th level, you learn the secret seventh technique of
and you add your Dexterity modifier to its attack and Rokushiki, available only to those who master the common
damage rolls. Its damage is slashing, and its damage die is six techniques.
a d4. This die changes as you gain brawler levels, as
shown in the Brawling column of the Brawler table. When As an action, you can touch a creature and expend up to 6
you take the Attack action on your turn and use this spirit points. The creature must make a Constitution saving
special attack as part of it, you can spend 1 spirit point to throw, taking 2d10 necrotic damage per spirit point spent on
make the special attack twice as a bonus action. When a failed save, and half that on a successful one. If this damage
you gain the Extra Attack feature, this special attack can reduces a creature to 0 hit points, it dies immediately.
be used for any of the attacks you make as part of the
Attack action. Special Limitation: Navy Only
Soru. When you are the target of an attack, you can use
your reaction and expend 1 spirit point to impose Rokushiki is a special martial art taught only to the
disadvantage on the attack. If the attack misses, you can navy's finest. It is recommended that only navy or
teleport 10 feet in any direction you choose. navy-affiliated character are allowed to take this
Kami-e. When you spend a spirit point to use Patient subclass. Naturally, Dungeon Masters are allowed
Defense, you gain a bonus to your AC equal to your to lift this restriction to better fit their idea of a
proficiency bonus. campaign.
When you reach 6th level in this class, you gain the
remaining 3 techniques you didn't choose at 3rd level.
Okama Kenpo Drunken Boxer
Okama kenpo is a kick-focused martial art inspired by dance Most people wouldn't hold a candle in a fight after a few
routines, such as ballet, developed by the inhabitants of the drinks, but a few only unleash their full potential when drunk.
Kamabakka kingdom. It is unique in its application of make- A drunken boxer presents what seems like an incompetent
up and mascara in its fighting style. fool who proves frustrating to engage. The drunken boxer’s
erratic stumbles conceal a carefully executed dance of blocks,
Okama Way parries, advances, attacks, and retreats.
Beginning at 3rd level, you gain proficiency with the disguise Bonus Proficiencies
kit, and may double your proficiency bonus for any tool ability
check you make with the kit. You also gain proficiency in the When you choose this tradition at 3rd Level, you gain
Performance skill. proficiency in the Performance skill if you don’t already have
it. Your martial arts technique mixes combat training with the
Additionally, you may use your Charisma score in place of precision of a dancer and the antics of a jester. You also gain
your Strength score for the calculations of your Unarmored proficiency with brewer’s supplies if you don’t already have it.
Defense.
Drunken Sway
Swan Dance
At 3rd Level, you learn how to twist and turn in unpredictable
Also at 3rd level, you learn how to conceal immeasurable ways. When you hit a creature with an unarmed strike, you
strength beneeth the veneer of a beautiful dance. can expend 1 spirit point to begin swaying for 1 minute or
until you willingly end this effect (no action required). While
As an action on your turn, you can force a creature to make swaying, you gain the following benefits.
a Wisdom (Insight) check contested by your Charisma
(Performance) check. If you win the contest, you have Frustrating Foe. If a creature misses you with an attack,
advantage on all weapon attacks against the target until the it has disadvantage on all subsequent attack rolls it makes
end of your next turn, and can immediately make an unarmed against you until the end of its turn.
strike against the creature as a bonus action, or use your Leap to Your Feet. When you’re prone, you can stand up
Flurry of Blows. If you hit a creature with an unarmed strike by spending 5 feet of movement, rather than half your
before the end of your turn, it takes additional psychic speed.
damage equal to your Charisma modifier (minimum of one). Tipsy Flurry. When you hit a creature with Flurry of
Blows, it must succeed on a Strength saving throw or be
Mascara Boomerang knocked prone.
At 6th level, you learn how to apply make-up to your face in Iron Gut
way that it can be used as a weapon in battle.
Starting at 6th level, you've become quite the connoiseur of
By spending 10 minutes with your disguise kit, you can alcoholic beverages. You gain immunity to poison damage
apply eyelashes that double as lethal weapons. As an Action and the poisoned condition.
on your turn, you can remove the eyelashes and hurl them as
boomerangs in a line that is 30 feet long and 10 feet wide. Additionally, you can consume an alcoholic beverage to
Each creature in the line must make a Dexterity saving throw, recharge your spirit, restoring a number of hit points to
taking 2d6 slashing damage on a failed save and half that on yourself equal to three times your brawler level. You can use
a successful one. this feature once and regain the ability to do so when you
finish a long rest.
By expending up to 3 spirit points, you can increase the
damage by 2d6 per spirit point spent. Drunkard’s Roll
Swan Arabesque Combination Starting at 11th level, your unpredictable movements makes
it difficult to even figure out where you're going. When you
At 11th level, you learn a potent combination attack that ends are a forced to make a Dexterity saving throw to avoid an
with an explosive finish. effect you can see, you can use your reaction and expend 2
spirit points to move up to 10 feet before making the saving
When you use your Flurry of Blows and hit with both throw. If you move beyond the range of the effect that
attacks, you can make one additional unarmed strike as part prompted the saving throw, you automatically succeed on it.
of the same action. If this additional attack hits, the target
must make a Strength saving throw. On a failed save, you Intoxicated Frenzy
decide whether the creature is knocked prone or pushed 15
feet away from you. At 17th level, you gain the ability to make an overwhelming
number of attacks against a group of enemies. When you use
Bombardier Arabesque your Flurry of Blows, you can make up to three additional
attacks with it (up to a total of five Flurry of Blows attacks),
At 17th level, you know that the final act must leave the provided that each Flurry of Blows attack targets a different
audience awestruck and at a loss for words. creature this turn.
Your Swan Arabesque special attack now deals additional
damage equal to your brawler level.
Fighter
The Fighter
Proficiency
Level Bonus Features
1st +2 Fighting Style, Second Wind
2nd +2 Action Surge
3rd +2 Martial Archetype
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Ability Score Improvement
7th +3 Martial Archetype Feature
8th +3 Ability Score Improvement
9th +4 Indomitable
10th +4 Martial Archetype Feature
11th +4 Extra Attack (2)
12th +4 Ability Score Improvement
13th +5 Indomitable (Two Uses)
14th +5 Ability Score Improvement
15th +5 Martial Archetype Feature
16th +5 Ability Score Improvement
17th +6 Action Surge (Two Uses),
Indomitable (Two Uses)
18th +6 Martial Archetype Feature
19th +6 Ability Score Improvement
20th +6 Extra Attack (3)
Class Features
As a fighter, you gain the following class features
Hit Points
Hit Dice: 1d10 per concierge level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per fighter level after 1st
Proficiencies
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Strength, Constitution
Skills: Choose two from Acrobatics, Animal Handling,
Athletics, History, Insight, Intimidation, Perception, and
Survival
Equipment When you successfully start a grapple, you can deal 1d4
bludgeoning damage to the grappled creature. Until the
You start with the following equipment, in addition to the grapple ends, you can also deal this damage to the creature
equipment granted by your background: whenever you hit it with a melee attack.
(a) a chainmail, (b) a heavy longcoat, or (c) leather armor, Second Wind
longbow, and 20 arrows You have a limited well of stamina that you can draw on to
(a) a martial weapon and a shield or (b) two martial protect yourself from harm. On your turn, you can use a
weapons bonus action to regain hit points equal to 1d10 + your fighter
(a) a light crossbow and 20 bolts or (b) two handaxes level. Once you use this feature, you must finish a short or
(a) a dungeoneer's pack or (b) an explorer's pack long rest before you can use it again.
Fighting Style
You adopt a particular style of fighting as your specialty. Action Surge
Choose one of the following options. You can’t take a Fighting Starting at 2nd Level, you can push yourself beyond your
Style option more than once, even if you later get to choose normal limits for a moment. On your turn, you can take one
again. additional action on top of your regular action and a possible
bonus action.
Archery
Once you use this feature, you must finish a short or long
You gain a +2 bonus to attack rolls you make with ranged rest before you can use it again. Starting at 17th level, you
weapons. can use it twice before a rest, but only once on the same turn.
Blind Fighting Martial Archetype
At 3rd Level, you choose an archetype that you strive to
Being unable to see a creature doesn’t impose disadvantage emulate in your combat styles and techniques. Champion,
on your attack rolls against it, provided the creature isn’t Cyborg and Ironclad are detailed at the end of the class
hidden from you. description. Battlemaster can be found in chapter 3 of the
player's handbook, while Cavalier and Samurai can be found
Defense in chapter 1 of Xanathar's Guide to Everything. The
archetype you choose grants you features at 3rd Level and
While you are wearing armor, you gain a +1 bonus to AC. again at 7th, 10th, 15th, and 18th level.
Dueling Ability Score Improvement
When you reach 4th Level, and again at 6th, 8th, 12th, 14th,
When you are wielding a melee weapon in one hand and no 16th, and 19th level, you can increase one ability score of
other weapons, you gain a +2 bonus to damage rolls with that your choice by 2, or you can increase two Ability Scores of
weapon. your choice by 1. As normal, you can’t increase an ability
score above 20 using this feature.
Great Weapons Fighting
Extra Attack
When you roll a 1 or 2 on a damage die for an attack you Beginning at 5th Level, you can attack twice, instead of once,
make with a melee weapon that you are wielding with two whenever you take the Attack action on your turn.
hands, you can reroll the die and must use the new roll. The
weapon must have the two-handed or versatile property for The number of attacks increases to three when you reach
you to gain this benefit. 11th level in this class and to four when you reach 20th level
in this class.
Protection
Indomitable
When a creature you can see attacks a target other than you Beginning at 9th level, you can reroll a saving throw that you
that is within 5 feet of you, you can use your reaction to fail. If you do so, you must use the new roll, and you can’t use
impose disadvantage on the attack roll. You must be wielding this feature again until you finish a long rest.
a shield.
You can use this feature twice between long rests starting
Two-weapon Fighting at 13th level and three times between long rests starting at
17th level.
When you engage in two-weapon fighting, you can add your
ability modifier to the damage of the second attack.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part
of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +1 bonus to the damage roll.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to
1d6 + your Strength modifier. If you strike with two free
hands, the d6 becomes a d8.
Martial Archetypes While a suit of armor is attached to your body, you always
gain the bonus to AC it provides and the armor cannot be
Different fighters choose different approaches to perfecting removed from you against your will. Additionally, you ignore
their fighting prowess. The martial archetype you choose to any Strength requirements to wear the armor without
emulate reflects your approach. penalty.
Champion You can only have one suit of armor attached to yourself at
The archetypal Champion focuses on the development of raw any time. If you attach another set of armor to yourself, the
physical power honed to deadly perfection. Those who model old set of armor is destroyed and removed from your body.
themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows. Integrated Weaponry
Improved Critical Also at 3rd level, you begin the process of building weapons
into your metallic body. You can take 1 hour using your tools
Beginning when you choose this archetype at 3rd level, your to attach two simple or martial weapons that lacks the heavy
weapon attacks score a critical hit on a roll of 19 or 20. or two-handed properties to your body. Attaching a weapon to
your body gives you the following benefits.
Remarkable Athlete
You can draw or stow the weapon as part of a weapon
Starting at 7th level, you can add half your proficiency bonus attack you make with it.
(round up) to any Strength, Dexterity, or Constitution check You cannot unwillingly be disarmed of attached weapons.
you make that doesn't already use your proficiency bonus. You ignore the loading properties of a weapon.
Additionally, if a weapon has the ammunition property,
In addition, when you make a running long jump, the you no longer need an empty hand to load ammunition
distance you can cover increases by a number of feet equal to into the weapon.
your Strength modifier. The number of weapons you can attach to your body
increases as you gain levels in this class, becoming 3 at 7th
Additional Fighting Style level, 4 at 10th level, 5 at 15th level and 6 at 18th level.
At 10th level, you can choose a second option from the Fuel versus Food
Fighting Style class feature.
Cyborgs do not always have to eat, depending on
Superior Critical whather they replace their stomach with a fuel
supply or not. Regardless of their choice, a cyborg
Starting at 15th level, your weapon attacks score a critical hit still requires fuel of some sort in the same extents
on a roll of 18-20. as a normal human does.
Survivor This fuel can be any commonly available material
or substance, such as lamp oil, charcoal or cola for
At 18th level, you attain the pinnacle of resilience in battle. At instance. Work with your DM to determine what
the start of each of your turns, you regain hit points equal to 5 fuel source your cyborg character requires to
+ your Constitution modifier if you have no more than half of function.
your hit points left. You don't gain this benefit if you have 0 hit
points. Extended Fuel Supply
Cyborg At 7th level, you expertedly optimize your new body's fuel
All fighters consider themselves master of their weapons and consumption.
armor, but cyborgs take it one step further. Melding steel and
gears to their bodies, they become walking weapons in their You now only require food, water or fuel once every seven
own right. days. Additionally, you no longer require sleep in order to
stave of exhaustion but can instead spend 4 hours in
Whether they are a result of experimentation at the hands suspended animation, during which time you are fully aware
of the World Government, or a creation of their own design, of your surroundings.
cyborgs are a force to be reckoned with given their extreme
superiority over mere, simple humans. Additionally, when you make a weapon attack with a
ranged weapon that has the ammunition property, you can
Bonus Proficiencies ignore the need for ammunition and instead use your fuel
reserves to power the weapon. You have a threshold for how
At 3rd level, you gain proficiency in the Engineering skill if many times you can use this feature without negative effects,
you don't already have it. You additionally gain proficiency equal to your Constitution modifier (minimum of once). If you
with tinker's tools and smith's tools. try to use this feature again beyond the threshold, you must
succeed on a Constitution saving throw or suffer one level of
Integrated Armor exhaustion. The DC for this saving throw is calculated as 10
+ 1 for each attack made over the threshold.
Beginning when you choose this archetype at 3rd level, you
have completed the transition from man to machine. By
taking 1 hour using your tools, you can attach a suit of armor
to your body.
Cyborg Blaster Battlemaster
The Battlemaster archetype is a viable choice that appears in
At 10th level, you optimize your weapons system for a the player's handbook. It is a suitable choice for swordsmen
massive blast that burns through your remaining fuel and seasoned warriors who do not rely on devil fruits. With
instantly. this subclass, you become a tactical master of the battlefield,
organizing allies and reigning superior over your enemies
As an action, you can create a blast of energy with enough with abilities like the following:
force to send enemies flying. Each creature in a 100 feet long,
5 feet wide line must make a Dexterity saving throw. On a A wide plethora of maneuvers designed to control the flow
failed save, a creature takes 8d6 bludgeoning damage and is of battle. Knock enemies prone, rally allies or frighten
pushed 15 feet away from you. On a successful save, a enemies with displays of superior martial skill.
creature takes half that damage and isn't pushed. Additional dice called Superiority Dice that enhance your
versatility and strength in combat, which only grow
Once you use this feature, you cannot do so again until you stronger as you gain levels in the class.
finish a short or long rest. Your fuel supply is also completely A keen eye allow you to gauge the strengths of your
depleted and you lose access to this feature and Extended enemies through simply conversing with them.
Fuel Supply until you refuel.
Cavalier
Iron Physique The Cavalier archetype is a viable choice that appears in
Xanathar's Guide to Everything. It is a suitable choice for the
At 15th level, your iron body becomes impervious to noble marines who see themselves as protectors rather than
environmental hazards. judges and pirate hunters. With this subclass, you become a
noble knight and protector of the innocent. Whether atop
You gain immunity to poisons and disease, and can now your trusty steed or facing your enemy on the ground, you
tolerate temperatures as high as 200 degrees or as low as remain a staunch defender with abilities like the following:
negative 50 degrees without additional protection.
Additionally, you can hold your breath for twice as long as The ability to mark enemies you strike, imposing
normal. disadvantage on them if they dare strike your allies.
Honed reflexes to rush to allies' aid, using your shield or
Invulnerability weapon to boost their AC against attacking enemies.
Several ways to make opportunity attacks enemies, which
At 18th level, you become all but invulnerable to weaker will be stopped in their tracks if they try to maneuver
attacks. You gain resistance to all damage except psychic around you towards your allies.
damage. Additional poise and refinement to carry yourself in the
Ironclad court of kings and among hives of scum all the same.
Ironclad is a title bestowed upon fighters who master the use
of heavy armor in combat. These walking fortresses stand as Samurai
bastions ot their allies and impenetrable walls to their The Samurai archetype is a viable choice that appears in
enemies. Xanathar's Guide to Everything. It is a suitable choice for any
swordsman, but particularly the mythical samurai of Wano
Walking Bastion country. With this subclass, you become a disciplined master
of the blade, whose fighting spirit fuels you to strike with
Beginning when you choose this archetype at 3rd level, impeccable precision and deadliness. Overcome the odds
creatures of your choice within 5 feet of you gain the benefits and strike down enemies with abilities like the following:
of half cover as long as you're wearing heavy armor.
The ability to channel your fighting spirit to increase your
Peak Performance fortitude and strike down enemies with advantage.
Refinement born from honor and duty that let you use
Starting at 7th level, your carrying capacity (including your wisdom in social situations, and empowers your
maximum load and maximum lift) is doubled, and you have spirit even further.
advantage on Strength checks made to push, pull, lift, or Trusting in your abilities, you can relinquish advantage
break objects. against enemies to strike multiple times instead, cutting
them down in a flurry of swift cuts.
Additionally, you can don heavy armor as an action, and At the end of your journey, even death holds no sway over
doff it as a bonus action. you. Even when struck down, your fighting spirit allow you
to visit swift vengeance upon your enemies.
Bodyguard
At 10th level, when a creature within 5 feet of you is the
target of an attack or effect that targets only it, you can use
your reaction to make yourself the target instead.
Superior Bastion
Starting at 15th level, the range of your Walking Bastion and
Bodyguard features extend to 10 feet.
Ultimate Defender
At 18th level, when you use your Bodyguard reaction, the
creature gains the benefits of full cover until the start of your
next turn or until it moves more than 10 feet away from you.
Gadgeteer (Wizard)
The Gadgeteer
Level Proficiency Bonus Features Tricks Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
3 2 — ———————
1st +2 Creativity, Gadget Design 3 3 — ———————
2nd +2 Gadget Recharge 3 4 2 ———————
3rd +2 ─ 4 4 3 ———————
4th +2 Ability Score Improvement 4 4 3 2 ——————
5th +3 ─ 4 4 3 3 ——————
6th +3 Gadgeteering Style Feature 4 4 3 3 1 —————
7th +3 ─ 4 4 3 3 2 —————
8th +3 Ability Score Improvement 4 4 3 3 3 1 ————
9th +4 ─ 5 4 3 3 3 2 ————
10th +4 Gadgeteering Style Feature 5 4 3 3 3 2 1 ———
11th +4 ─ 5 4 3 3 3 2 1 ———
12th +4 Ability Score Improvement 5 4 3 3 3 2 1 1 ——
13th +5 ─ 5 4 3 3 3 2 1 1 ——
14th +5 Gadgeteering Style Feature 5 4 3 3 3 2 1 1 1—
15th +5 ─ 5 4 3 3 3 2 1 1 1—
16th +5 Ability Score Improvement 5 43 3321111
17th +6 ─ 5 43 3331111
18th +6 Certified Genius 5 43 3332111
5 43 3332211
19th +6 Ability Score Improvement
20th +6 Signature Creations
Class Features For example, if you’re a 3rd-level gadgeteer, you have four
1st-level and two 2nd-level creation slots. With an Intelligence
As a gadgeteer, you gain the following class features or Wisdom of 16, your list of prepared creations can include
six creations of 1st or 2nd Level, in any combination, chosen
Hit Points from your notebook. If you prepare the 1st-level creation
burning hands, you can use it using a 1st-level or a 2nd-level
Hit Dice: 1d6 per gadgeteer level slot. Using the creation doesn’t remove it from your list of
Hit Points at 1st Level: 6 + your Constitution modifier prepared creations.
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution
You can change your list of prepared creations when you
modifier per gadgeteer level after 1st finish a long rest. Preparing a new list of gadgeteer creations
requires time spent studying your notebook and recalibrating
Proficiencies the gadgets and gizmos you need to use the creation: at least
1 minute per creation level for each creation on your list.
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, blunderbuss, Creative Ability (Spellcasting Ability)
flintlocks, light crossbows Intelligence or Wisdom is your creative ability for your
Tools: Tinker's tools and one additional artisan's tools of your gadgeteer creations, depending on whether you learn
through careful study and theory crafting, or observation, trial
choice and error. You choose which when you gain your first level in
Saving Throws: Intelligence, Wisdom this class. Your choice cannot be changed later on. You use
Skills: Choose two from Engineering, History, Insight, your Intelligence or Wisdom whenever a creation refers to
your creative ability. In addition, you use your Intelligence or
Investigation, Medicine and Religion Wisdom modifier when setting the saving throw DC for a
gadgeteer creations you cast and when making an attack roll
Equipment with one.
You start with the following equipment, in addition to the Creation sIanvteelDligCen=c8e+oryoWuirspdroomficmieondciyfiebronus + your
equipment granted by your role: Creation AttIanctkelmligoednicfieeorr=Wyoisudropmromficoidenifcieyrbonus + your
(a) a quarterstaff or (b) a dagger Routine Usage (Ritual Casting)
(a) a scholar's pack or (b) an explorer's pack
a notebook and a bag of inventions You can use a gadgeteer creation as a routine if that creation
Creativity (Spellcasting) has the routine tag and you have the creation in your
As an adept gadgeteer, you have a notebook containing notebook. You don’t need to have the creation prepared.
creations that show the first glimmerings of your true
potential. See the gadgeteer creation list under "Gadgeteer Apparatus (Focus)
Creations by Level". (Creativity is synonymous with 5th
edition Spellcasting. See "Casting a Spell" in the Player's You can use any apparatus or tinker's tools as an apparatus
Handbook for the general rules of Spellcasting in Dungeons for your gadgeteer creations.
and Dragons 5th edition).
Learning Gadgets of 1st Level and
Tricks (Cantrips) Higher (Learning Spells)
At 1st Level, you know three tricks of your choice from the Each time you gain a gadgeteer level, you can add two
gadgeteer creations list. You learn additional gadgeteer tricks gadgeteer creations of your choice to your notebook for free.
of your choice at higher levels, as shown in the Tricks Known Each of these creations must be of a level for which you have
column of the Gadgeteer table. creation slots, as shown on the gadgeteer table. On your
adventures, you might find other creations that you can add
Notebook (Spellbook) to your notebook (see the “Your notebook”).
At 1st Level, you have a notebook containing six 1st-level Gadget Design
gadgeteer creations of your choice. Your notebook is the Also at 1st level, you choose a specific design for your gadgets
repository of the gadgeteer creations you know, except your and creations that characterizes yourself and determines the
tricks, which are fixed in your mind. functionality of your inventions. Choose between Inventor,
Specialist, Scientist, Apothecary or Dilettante, all detailed at
Preparing and Using Creations the end of the class description.
(Preparing and Casting Spells)
Your choice grants you features at 1st Level and again at
The Gadgeteer table shows how many creation slots you have 6th, 10th, and 14th level.
to use your gadgeteer creations of 1st Level and higher. To
use 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.
You prepare the list of gadgeteer creations that are
available for you to cast. To do so, choose a number of
gadgeteer creations from your notebook equal to your
Intelligence modifier + your gadgeteer level (minimum of one
creation). The creations must be of a level for which you have
creation slots.
Your Notebook (Spellbook) Gadget Recharge
At 2nd level, you have learned to recharge some of your
The creations that you add to your notebook as you creations by tinkering with them. Once per day when you
gain levels reflect the research you conduct on finish a short rest, you can choose expended creation slots to
your own, as well as intellectual breakthroughs you recover. The creation slots can have a combined level that is
have had in the fields of engineering. You might equal to or less than half your gadgeteer level (rounded up),
find other creations during your adventures. You and none of the slots can be 6th level or higher.
could discover a creation recorded on a blueprint
in a shipwright's desk, for example, or written in For example, if you’re a 4th-level gadgeteer, you can recover
poneglyphs in an ancient library. up to two levels worth of creation slots. You can recover
either a 2nd-level creation slot or two 1st-level creation slots.
Copying a Creation into the Book. When you find a
gadgeteer creation of 1st Level or higher, you can Ability Score Improvement
add it to your notebook if it is of a creation level When you reach 4th Level, and again at 8th, 12th, 16th, and
you can prepare and if you can spare the time to 19th level, you can increase one ability score of your choice
decipher and copy it. 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
Copying that creation into your notebook using this feature.
involves reproducing the basic form of the
creation, then deciphering the unique system of Certified Genius
notation used by the gadgeteer who wrote it. You Beginning at 18th level, you've practically become the
must create prototypes of the creation until you smartest person alive.
understand what makes it tick, then transcribe it
into your notebook using your own notation. You can now copy creations into your notebook without any
material cost, and the time required to do so is halved.
For each level of the creation, the process takes Additionally, you never forget your creations and even if your
2 hours and costs 50 gp. The cost represents current notebook is destroyed, you can copy all creations you
material components you expend as you craft knew into a new one.
prototypes, as well as the fine inks you need to
record it. Once you have spent this time and Signature Creations
money, you can prepare the creation just like your When you reach 20th level, you gain mastery over two
other creations. powerful creations and can use them with little effort. Choose
two 3rd-level gadgeteer creations in your notebook as your
Replacing the Book. You can copy a creation from signature creations. You always have these creations
your own notebook into another book—for prepared, they don’t count against the number of creations
example, if you want to make a backup copy of you have prepared, and you can use each of them once at 3rd
your notebook. This is just like copying a new level without expending a creation slot. When you do so, you
creation into your notebook, but faster and easier, can’t do so again until you finish a short or long rest.
since you understand your own notation and
already know how to craft the creation. You need If you want to use either creation at a higher level, you must
spend only 1 hour and 10 gp for each level of the expend a creation slot as normal.
copied creation.
Gadget Styles
If you lose your notebook, you can use the same
procedure to transcribe the creations that you have Every inventor and gadgeteer around the world has its own
prepared into a new notebook. Filling out the unique approach to creations, but a few common practices
remainder of your notebook requires you to find can be found everywhere. Some focus on creating powerful
new spells to do so, as normal. For this reason, weapons and military equipment meant solely for battle,
many gadgeteers keep backup notebooks in a safe while others go as far as to create cyborgs from living beings.
place.
Inventor
The Book’s Appearance. Your notebook is a Inventors aren't particularly concerned with the purpose of
unique compilation of creations and blueprints, their creations as much as they simply love the art of
with its own standard of measurements and margin creation. Their creations can at times be unpredictable but
notes. It might be a plain, functional leather volume once they get an idea in their head, they will see it through
that you received as a gift from your master, until they reach perfection.
meticulously drawn blueprints kept firmly rolled
into a scroll case, or even a loose collection of Bonus Proficiencies
notes that only ever makes sense to you, stashed
away equally haphazardly into an old backpack. At 1st level, you gain proficiency in the Engineering skill if
you don't already have it, and may double your proficiency
bonus for ability checks made with the skill. You also gain
proficiency with two sets of artisan's tools of your choice.
Failsafe Modify Weapon
At 1st level, you can sculpt your creations to make sure they At 1st level, you create a modified weapon that acts as a
don't harm your allies. container for your creations.
When you use a creation that deals damage and affects Over the course of 1 hour, you can use your tinker's tools to
other creatures that you can see, you can choose a number of modify one simple or martial weapon that lacks the heavy
them equal to 1 + the creation’s level. The chosen creatures property into a modified weapon. You are proficient in the use
automatically succeed on their saving throws against the of your modified weapon, and it gains the following benefits.
creation, and they take no damage if they would normally
take half damage on a successful save. You can use your Intelligence or Wisdom score, rather
than Strength or Dexterity, for the attack and damage rolls
Contingency Plan with the modified weapon.
The modified weapon counts as an apparatus for your
At 6th level, you begin preparing emergency gadgets for when gadgeteer creations.
you're in a pinch. You can't always remember exactly what If the weapon has the ammunition property, you can make
they do, but you're fairly certain it'll work out when the time ranged creation attacks with the weapon without the need
comes. Maybe. for ammunition. You use the weapon's damage dice, and
the damage becomes force damage.
When you finish a short or long rest, choose 6 creations of If the weapon has the thrown property, it returns to your
2nd level or lower listed in your notebook as potential hand after being thrown.
contingency plans, listing them as number 1 through 6. Tricks You can only have one modified weapon at any time. If you
are viable choices. A creation does not need to be prepared to create a new modified weapon, the old one immediately
be used as a contingency plan. ceases to function and becomes a normal weapon again until
you spend 1 hour reworking it.
When you are the target of an attack, you can use your
reaction to roll a d6. As part of the same reaction, you use the Elemental Modifications
creation listed as the number rolled on the d6, without
expending a creation slot. You can take this reaction after the At 6th level, you add elemental modifications to your weapon.
attack roll is made but before any results are played out. When you hit with an attack using your modified weapon,
Once you've used this reaction, you cannot do so again the weapon deals additional damage equal to your
until you finish a long rest. proficiency bonus. This damage can be your choice of acid,
cold, fire, lightning or thunder, and you choose which each
Up to Eleven time you hit with an attack.
Beginning at 10th level, you can add your creative ability Additionally, you can attack twice, instead of once, when
modifier to one damage roll of any gadgeteer creation of 1st you take the Attack action on your turn and attack with your
level or higher you use. modified weapon.
Overcharge Analyze
At 14th level, you've come to the genius conclusion that safety At 10th level, your keen mind allow you to read your enemies
switches are completely optional for your creations. and determine their weaknesses even in the middle of battle.
When you use a gadgeteer creation of 5th level or lower As a bonus action, you can expend a creation slot of 1st
that deals damage or restores hit points, you can deal level or higher to learn one of the following facts about a
maximum damage or restore the maximum amount of hit creature you can see within 60 feet.
points with the creation instead of rolling.
One of the target's ability scores.
The first time you do so, you suffer no adverse effects. The The target's armor class.
second time If you use this feature again before finishing a What skill proficiencies, if any, the target has.
long rest, roll a d100. If you roll below your gadgeteer level, What saving throw proficiencies, if any, the target has.
nothing happens. If you roll above your gadgeteer level, the What resistances, immunities and vulnerabilities, if any,
creation still goes off but also backfires violently. You take the target has.
2d12 force damage for each level of the creation, and you By expending a creation slot of higher level, you can learn
cannot use the same creation again until you finish a long one additional fact about a target creature for each creation
rest. level above first.
If you overcharge creations a total of 3 times before Battle Aide
finishing a long rest, the next creation you use will
automatically backfire. Once a creation backfires from At 14th level, you learn how to aid your allies with attacks
overcharge, you cannot use this feature again until you finish from your modified weapon.
a long rest.
Specialist When you hit a creature with an attack using your modified
Specialists are gadgeteers who focus more on a scholastic or weapon, the next ally that makes an attack against the
academical pursuit, resulting in a lower variety of gadgets. creature has advantage on the attack roll and deals additional
Instead, they typically create a single modified weapon or tool damage equal to your creative ability modifier.
they rely on for protection, their creations and techniques
focusing on simple aspects such as creating elemental
charges and supporting allies with their sharp minds.
Scientist Resuscitation
Scientists take a very academical and analytical approach to
their inventions. To them, theory and results are more At 6th level, you perfect the means you have to return allies
important than the actual act of creation itself. Efficient and from the brink of death.
by the book, their creations can be counted on to be reliable,
if not necessarily very flashy. When you restore hit points to a creature at 0 hit points
with a creation of 1st level or higher, it regains the maximum
Keen Wit amount of hit points possible instead of rolling.
At 1st level, your keen ability to assess tactical situations Developed Immunity
allows you to act quickly in battle. You can give yourself a
bonus to your initiative rolls equal to your Intelligence At 10th level, you become immune to poison damage, as well
modifier (minimum of one). as all poisons and diseases.
Well Read Panacea
Also at 1st level, you gain proficiency in two of the following At 14th level, you develop the all-cure drug to aid allies.
skills of your choice: Animal Handling, Engineering, History, You gain the heal creation and can add it to your notebook.
Medicine, Nature, Religion or Survival. Your proficiency
bonus is doubled for any ability check you make with either of It counts as a gadgeteer creation for you, and you can use it
the two skills once without expending a creation slot even if you haven't
prepared it. You regain the ability to do so when you finish a
Reliable Creations long rest.
Dilettante
At 6th level, you've made sure your creations perform at any Dilettantes are often self-taught gadgeteers who learned what
given moment. When you roll damage for a creation, you can they know from tinkering, and cannot boast much academical
treat any 1 you roll as a 2. clout. Other gadgeteers tend to sneer at these dabblers, but
they are resourceful geniuses who seem to have the right
Reserve Power trick for the right situation at all times.
At 10th level, you never exhaust a gadget if you don't think it'll Bag of Tricks
work. When a creature successfully saves against a creation
you use, you regain the spell slot with which you used the At 1st level, you learn 3 additional tricks from any creation
creation if it's of 5th level or lower. list, and they count as gadgeteer tricks for you.
Once you use this feature, you cannot do so again until you Handout
finish a long rest.
Also at 1st level, your dedication to keeping it simple and easy
Mental Superiority makes it possible for others to use your tricks as well.
At 14th level, you know what the enemy is thinking before As an action, you can touch a willing creature and lend it
they do. You have advantage on all saving throws against one of the gadgeteer tricks you know. The creature learns the
creations, and you have resistance to any damage from a trick for the duration and can use it at will, using your
creation. creative ability for the attack and damage roll (if any), or to
Apothecary calculate the save DC. You can't use the trick yourself while
Gadgeteers focused on the healing arts are known as you have loaned it to another creature.
apothecaries. They might be skilled physicians or skilled
surgeons as well, but these healers are mostly focused on A creature can only hold one loaned trick at any time. If
developing medicine to keep their crew alive. Their specialty you lend another trick to the creature, it must return the old
is always making sure they have the right tool for the right trick first. You can also reclaim the trick as a bonus action.
job, keeping their allies alive by virtue of being always
prepared and ready to aid them. Master Trickster
Bonus Proficienciy At 6th level, when a creature succeeds on a saving throw
against a trick you used, it takes half the damage (if any) of
At 1st level, you gain proficiency in the Medicine skill if you the trick but suffers no additional effect from the trick.
don't already have it, and may double your proficiency bonus
for ability checks made with the skill. Potent Creativity
Devotee of Life At 10th level, you can add your creative ability modifier to
damage of any gadgeteer trick you use.
At 1st level, your creations designed to heal become more
effective. Whenever you use a creation of 1st level or higher Unison Attack
that restores hit points to a creature, that creature regains
additional hit points equal to 2 + the creation's level. At 14th level, you learn to coordinate your trick attacks with
allies.
When you deal damage to a creature with a gadgeteer
trick, one creature of your choice can immediately use its
reaction to make a creative attack against the same creature
with a trick it knows.
Marksman (Ranger)
The Marksman
Level Proficiency Bonus Features Creations Known 1st 2nd 3rd 4th 5th
— —— ———
1st +2 Deft Explorer, Favored Mark 3 2 — ———
2nd +2 Creativity, Fighting Style 3 3 — ———
4 3 — ———
3rd +2 Marksman Archetype, Quick Reload 5 4 2 ———
4th +2 Ability Score Improvement 6 4 2 ———
7 4 3 ———
5th +3 Extra Attack, Favored Mark (d8) 8 4 3 ———
6th +3 Deft Explorer 9 4 3 2 ——
10 4 3 2 ——
7th +3 Marksman Archetype Feature 11 4 3 3 ——
8th +3 Ability Score Improvement, Land's Stride 11 4 3 3 ——
9th +4 ─ 12 4 3 3 1—
10th +4 Deft Explorer, Expert Camouflage 12 4 3 3 1—
13 4 3 3 2—
11th +4 Marksman Archetype Feature 13 4 3 3 2—
12th +4 Ability Score Improvement 14 43 331
13th +5 ─ 14 43 331
14th +5 Vigilant Gaze, Favored Mark (d10) 15 43 332
15 43 332
15th +5 Marksman Archetype Feature
16th +5 Ability Score Improvement
17th +6 ─
18th +6 Eagle Eyes
19th +6 Ability Score Improvement
20th +6 Killshot, Favored Mark (d12)
Class Features Favored Mark
You can use your uncanny precision to mark a target for
As a marksman, you gain the following class features termination. As a bonus action, you can mark a creature that
you can see as your favored mark for 1 hour or until you
Hit Points mark another creature. You don't have disadvantage on
ranged weapon attacks at long range against the marked
Hit Dice: 1d10 per marksman level target, and once per turn when you hit a marked target with a
Hit Points at 1st Level: 10 + your Constitution modifier weapon attack you can choose to deal an additional 1d6
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution damage to it. If the target of your mark is reduced to 0 hit
points, you can immediately use your reaction to mark
modifier per marksman level after 1st another creature without expending a use of this feature.
Proficiencies Additionally, you have advantage on Intelligence
(Investigation) and Wisdom (Perception) checks made to spot
Armor: Light armor, medium armor, shields the mark.
Weapons: Simple weapons, martial weapons, cannons
Tools: Gunsmith's tools, tinker's tools You can use this feature a number of times equal to your
Saving Throws: Strength, Dexterity Wisdom modifier (minimum of once) and regain all uses
Skills: Choose three from Acrobatics, Athletics, Insight, when you finish a short or long rest.
Investigation, Medicine, Nature, Perception, Stealth, and The damage from this mark increases as you gain levels in
Survival this class, becoming d8 at 5th level, d10 at 14th level and d12
at 20th level.
Equipment
Creativity
You start with the following equipment, in addition to the At 2nd level, experimentation and application of natural
equipment granted by your role: resources have taught you how to create special ammunition
and gadgets to aid your marksmanship. See the marksman
(a) a shortsword or (b) any simple weapon creation list under "Marksman Creations by Level".
(a) scale mail, (b) leather armor, or (c) heavy longcoat (Creativity is synonymous with 5th edition Spellcasting. See
(a) an explorer's pack or (b) a dungoneer's pack "Casting a Spell" in the Player's Handbook for the general
Any ranged weapon and 20 pieces of appropriate rules of Spellcasting in Dungeons and Dragons 5th edition).
ammunition, a dagger and a set of tinker's tools
Deft Explorer Creation Slots (Spell Slots)
You are an unsurpassed explorer and survivor. Choose one of
the following benefits, and then choose another one at 6th The Marksman table shows how many creation slots you
and 10th level. have to play your marksman creations of 1st Level and
higher. To play one of these creations, you must expend a slot
Canny of the creation’s level or higher. You regain all expended
creation slots when you finish a long rest.
Choose one skill: Acrobatics, Athletics, History, Insight,
Investigation, Medicine, Nature, Perception, Stealth, or For example, if you know the 1st-level creation entangle
Survival. You gain proficiency in the chosen skill if you don’t and have a 1st-level and a 2nd-level creation slot available,
already have it, and you can add double your proficiency you can cast entangle using either slot.
bonus to ability checks using that skill.
Creations Known of 1st Level and
In addition, thanks to your extensive wandering, you can no Higher (Spells)
longer get lost by natural means.
You know four 1st-level creations of your choice from the
Roving marksman creation list.
Your walking speed increases by 5, and you gain a climbing The Creations Known column of the Marksman Table
speed and a swimming speed equal to your walking speed. shows when you learn more marksman creations of your
choice. Each of these creations must be of a level for which
Tireless you have creation slots, as shown on the table. For instance,
when you reach 3rd Level in this class, you can learn one new
As an action, you can give yourself a number of temporary hit creation of 1st or 2nd Level.
points equal to 1d10 + your Wisdom modifier. You can use
this special action a number of times equal to your Wisdom Additionally, when you gain a level in this class, you can
modifier (a minimum of once), and you regain all expended choose one of the marksman creations you know and replace
uses when you finish a long rest. it with another creation from the marksman creation list,
which also must be of a level for which you have creation
In addition, whenever you finish a short rest, your slots.
exhaustion level, if any, is decreased by 1.
Creative Ability (Spellcasting Ability) Ability Score Improvement
When you reach 4th Level, and again at 8th, 12th, 16th, and
Wisdom is your creative ability for your marksman creations. 19th level, you can increase one ability score of your choice
Your creations are special kinds of ammunition and gadgets by 2, or you can increase two Ability Scores of your choice by
created from natural resources you've found or gathered on 1. As normal, you can’t increase an ability score above 20
your travels. You use your Wisdom whenever a creation using this feature.
refers to your creative ability. In addition, you use your
Wisdom modifier when setting the saving throw DC for a Extra Attack
marksman creation you play and when making an attack roll Beginning at 5th Level, you can attack twice, instead of once,
with one. whenever you take the Attack action on your turn.
Creation save DmCoWWd=iiif8ssiedd+rooymm=oyummoruooprddrpiioffriifeeiocrrfiiecniecnycbyobnounsu+s your Land's Stride
Creation Attack + your Starting at 8th level, moving through difficult terrain caused
by natural sources such plants, ice or rocks costs you no
Fighting Style extra movement. You can also pass through naturally
occuring hazards without being slowed by them and without
At 2nd Level, you adopt a particular style of fighting as your taking damage from them if they have thorns, spines, or a
specialty. Choose one of the following options. similar hazard.
You can’t take a Fighting Style option more than once, even In addition, you have advantage on saving throws against
if you later get to choose again. living or animated plants manipulated to impede movement,
such those created by the entangle creation.
Akimbo
Expert Camouflage
You can now engage in two-weapon fighting with ranged Starting at 10th level, your footsteps no longer make any
weapons that has the light property. sound while you move and you can willingly silence your
breathing until it's imperceptible.
Archery
Additionally, can spend 1 minute creating camouflage for
You gain a +2 bonus to attack rolls you make with ranged yourself. You must have access to fresh mud, dirt, plants, soot,
weapons that lack the reload property. and other naturally occurring materials with which to create
your camouflage. While you have this camouflage, you have
Gunslinger advantage on Dexterity (Stealth) checks you make. The
camouflage lasts for 1 hour and retains its integrity even if
When you roll a 1 or 2 on the damage dice of a ranged you enter a body of water.
weapon you are wielding, you can reroll the dice and must
use the new roll. The weapon must have the reload property. While camouflaged and making a ranged weapon attack,
missing with the attack doesn't reveal your position to the
Melee Shooter enemy.
While you're wielding a ranged weapon in one hand and no Vigilant Gaze
other weapon, you gain +1 bonus to the damage roll and you Starting at 14th level, you can take the Search action as a
do not have disadvantage on ranged attacks while a creature bonus action on your turn. Additionally, you do not have
is within 5 feet of you. disadvantage on ranged weapon attacks against a creature as
a result of it being invisible to you.
Thrown Weapon Fighting
Eagle Eyes
You can draw a weapon that has the thrown property as part Beginning at 18th level, your eyes have become that of an
of the attack you make with the weapon. apex predators and there is nothing that escapes them. You
gain the following benefits.
In addition, when you hit with a ranged attack using a
thrown weapon, you gain a +1 bonus to the damage roll. You can see up to 1 mile away with no difficulty, able to
discern even fine details as though looking at something
Marksman Archetype no more than 100 feet away from you.
At 3rd level, you choose an archetype to emulate: Sniper, You never have disadvantage on Wisdom (Perception)
Bounty Hunter or Beastmaster, all detailed at the end of the checks or ranged weapon attacks.
class description. Your choice grants you features at 3rd The normal and max range of all ranged weapons and
Level and again at 7th, 11th, and 15th level. cannons you are proficient with doubles.
Quick Reload
Also at 3rd level, your expertise with ranged weapons let you
use them with greater ease.
You can now load ammunition into a ranged weapon that
requires ammunition even if you're wielding a weapon in both
hands, and you can ignore the loading property of any ranged
weapon. Additionally, you can reload any weapon that has the
reload property as a bonus action rather than an action.
Killshot When you are reduced to 0 hit points, you can instantly use
At 20th level, your aim becomes completely unerring and your reaction to delay falling unconscious or dying and make
extremely lethal. a single ranged weapon attack with advantage against a
creature within range. On hit, you deal additional damage
If you hit a creature marked as your Favored Mark with a equal to your marksman level. Immediately after making this
ranged weapon attack and the target has 20 hit points attack, you fall unconscious or die as you normally would.
remaining or less, it is instantly reduced to 0 hit points.
Bounty Hunter
Marksman Archetype Bounty hunters are marksmen who thrive in the thick of the
fight rather than in the backlines. Equally skilled with ranged
Marksmen are all defined by their improbable aim and and melee weapons, they weave seamlessly between them in
massive resourcefulness that sets them apart from common a neverending dance of steel and bullets.
gunmen. However, marksmen differ greatly between
eachother, some being patient snipers that take down Additional Fighting Style
enemies from afar, while others tame beasts that aid them in
taking out enemies, and others still learn how to wield melee At 3rd level, you choose an additional fighting style from the
weapons as skillfully as they wield their guns and bows. options below. At 11th level, you gain the other fighting style
you didn't choose at 3rd level.
Sniper
The quintessential marksman is the sniper, a skilled fighter Dueling
that excells at fighting at long ranges utilizing the massive
reach of their weapons. A sniper is remarkable for their skill When you are wielding a melee weapon in one hand and no
more so than their weapon of choice, as even a humble other weapons, you gain a +2 bonus to damage rolls with that
slingshot can be deadly in the hands of a skilled sniper. weapon.
Careful Aim Two-weapon Fighting
Starting at 3rd level, you can use a bonus action to take When you engage in two-weapon fighting, you can add your
careful aim. ability modifier to the damage of the second attack.
If you do so, the normal and maximum range of any ranged Bonus Creations
weapon you're wielding becomes 100 and 400 feet unless it's
already more than that. Additionally, you ignore any You gain the following bonus creations at specific marksman
disadvantage on ranged attacks imposed by weather-related levels. They count as marksman creations for you, but doesn't
effects, such as fog or strong winds. count towards the number of marksman creations you know.
Explosive Shot Marksman Level Creation
3rd zephyr strike^
Also at 3rd level, you can fire off special ammunition shots 5th branding smite
with great lethality. 9rd blinding smite
13th staggering smite
When you hit with a ranged weapon attack, you can expend 17th steel wind strike^
a marksman creation slot to deal additional fire damage to a
creature with an explosive bullet. The extra damage is 1d6 Defensive Champion
for a 1st-level creation slot, plus 1d6 for each creation level
higher than 1st, to a maximum of 5d6. At 7th level, you choose one of the defensive techniques listed
below.
Remarkable Fortitude
Nerves of Steel. When a creature that you can see forces
At 7th level, your patience and dedication imbues you with you to make a saving throw, you can use your reaction to
remarkable fortitude. grant yourself advantage on the saving throw.
You gain proficiency in Constitution saving throws if you Stand Against the Tide. When a hostile creature misses
don't already have it. If you're already proficient, you instead you with a melee attack, you can use your reaction to force
gain proficiency in your choice of Intelligence or Wisdom that creature to repeat the same attack against another
saving throws. creature (other than itself) of your choice.
Unerring Aim Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
At 11th level, your aim grow so accurate that you never miss a attack’s damage against you.
shot. Once on each of your turns when you miss with a
weapon attack, you can reroll the attack roll and must use the Master-at-arms
new result.
At 15th level, you become a master at fighting with weapons.
Parting Shot You can draw or stow a weapon as part of making an attack
At 15th level, even your own death wouldn't stop you from with it. When you take the attack action on your turn and
making the shot. make an attack with at least two different weapons, you can
make one additional attack with a weapon you haven't
attacked with on this turn.
Beastmaster Natural Attunement
Beastmasters are wardens of nature and skilled survivalists.
They have an innate ability to communicate with animals and Also at 3rd level, you gain proficiency in the Animal Handling
are always accompanied by a bestial companion that fights skill if you don't already have it and may double your
alongside them as an extension of the beastmaster's own proficiency bonus for any ability check made with the skill.
body.
Additionally, you can speak and communicate with beasts
Bestial Companion and understand anything they are saying. This doesn't make
them any friendlier towards you than normal, however you
When you choose this archetype at 3rd level, you get access can combine this ability with food to curry favor with animals.
to an animal companion that will follow you on your
adventures. Exceptional Training
Choose either the Beast of the Air, Beast of the Earth or Beginning at 7th level, you can give your bestial companion
Beast of the Sea to be your companion, all listed at the end of additional commands.
the subclass description. Your bestial companion takes a
form appropriate to its type, for instance a Beast of the Air Using your bonus action, you can command your bestial
might be a hawk or a seagull, while a Beast of the Land could companion to take the Dash, Disengage or Help action on its
be a wolf or a bear. turn. In addition, if you know any Haki feats, your bestial
companion gains those feats as well.
The beast obeys your commands as best as it can. It takes
its turn on your initiative. On your turn, you can verbally Bestial Mark
command the beast where to move (no action required by
you). If you are incapacitated or absent, the beast acts on its At 11th level, your bestial companion homes in on your
own, focusing on protecting you and itself. The beast never favored mark with uncanny precision.
requires your command to use its reaction, such as when
making an opportunity attack. Your bestial companion now has advantage on attacks it
makes against your favored mark, and for the duration of the
If your bestial companion is reduced to 0 hit points, it falls mark it always knows of its location as long as the marked
unconscious and makes death saving throws as normal enemy remains within 1 mile of your bestial companion.
instead of dying outright. As an action, you can touch an
unconscious or dead bestial companion and expend one Enrage
creation slot of 1st level or higher. If your bestial companion
was unconscious, it regains 1d8 hit points per creation slot At 15th level, you and your bestial companion become
level instantly. If your bestial companion was dead, it regains enraged with primal fury at the sight of injury to eachother.
consciousness after 1 minute with all its maximum hit points
restored. When your bestial companion is reduced to 0 hit points,
you gain the following benefits for 1 minute. If you are
While traveling alone with your bestial companion, you can reduced to 0 hit points, your bestial companion gains these
move stealthily at a normal pace. If your bestial companion is benefits instead.
separated from you, it will find your position after 8 hours
and immediately seek you out to the best of its ability. You gain resistance to bludgeoning, piercing and slashing
damage.
Bestial Commands You gain immunity to the charmed, frightened and
paralyzed conditions, and your movement speed cannot
At 3rd level, you learn how to efficiently command your be reduced.
bestial companion in battle. Using your bonus action, you can You can make one additional weapon attack on your turn
command a bestial companion to take the following actions. as a bonus action.
If you don't give your bestial companion a command on your You and your bestial companion can gain these benefits
turn, it takes the Dodge action. once each, and regain the ability to gain them after you finish
a long rest.
Attack. Your bestial companion makes one attack with its
available actions.
Search. Your bestial companion makes a Wisdom
(Perception) check to search for hidden enemies, traps or
specific objects. You must designate which of the three you
want it to search for.
Fetch. Your bestial companion runs off to fetch an item it
can carry and bring it to you. The bestial companion must
know of the item's location to fetch it for you. If a hostile
creature is carrying the item, your bestial companion will
attempt to wrestle it from them with a Strength (Athletics) or
Dexterity (Sleight of Hand) check contested by the target
creature's Strength (Athletics) check.
Hide. Your bestial companion makes a Dexterity (Stealth)
check to attempt to hide.
Bestial Companions Beast of the Air
Listed below are the available bestial companions for Small beast, neutral
Beastmasters. Armor Class 13
Hit Points equal the beast’s Constitution modifier +
Beast of the Land
your Wisdom modifier + five times your ranger
Medium beast, neutral level (the beast has a number of Hit Dice (d6)
Armor Class 12 equal to your ranger level)
Hit Points equal the beast’s Constitution modifier + Speed 10ft., fly 60 ft.
your Wisdom modifier + five times your ranger STR DEX CON INT WIS CHA
level (the beast has a number of Hit Dice (d8) 6 (-2) 16 (+3) 13 (+1) 8 (-2) 14 (+2) 11 (+0)
equal to your ranger level) Saving Throws Dex +5, Con +3, Wis +4
Speed 40ft., climb 40 ft. Skills Perception +4, Stealth +5
Senses Darkvision 60 ft., passive Perception 14
STR DEX CON INT WIS CHA Languages Understands the languages you speak
14 (+2) 14 (+2) 15 (+2) 8 (-2) 14 (+2) 11 (+0) Flyby. The beast doesn’t provoke opportunity
Saving Throws Dex +4, Con +4, Wis +4 attacks when it flies out of an enemy’s reach.
Skills Perception +4, Stealth +4
Senses Darkvision 60 ft., passive Perception 14 Actions
Languages Understands the languages you speak
Charge. If the beast moves at least 20 feet straight Shred. Melee Weapon Attack: +5 to hit, reach 5 ft.,
toward a target and then hits it with a maul attack one target. Hit: 1d6 + 3 slashing damage.
on the same turn, the target takes an extra 1d6
slashing damage. If the target is a creature, it must Beast of the Sea
succeed on a Strength saving throw against your
creation save DC or be knocked prone. Medium beast, neutral
Weapon Form (Kuja Snake only). As an action, the Armor Class 12
beast can harden and transform into a quarterstaff, Hit Points equal the beast’s Constitution modifier +
shortbow or longbow. When wielded as a weapon,
the user has a +1 bonus to attack and damage rolls. your Wisdom modifier + five times your ranger
The beast is incapacitated until it reverts to its level (the beast has a number of Hit Dice (d8)
normal form as an action. equal to your ranger level)
Speed 10ft., swim 60 ft.
Actions
STR DEX CON INT WIS CHA
Maul. Melee Weapon Attack: +4 to hit, reach 5 ft., 16 (+3) 14 (+2) 13 (+1) 8 (-2) 14 (+2) 11 (+0)
one target. Hit: 1d6 + 2 slashing damage. Saving Throws Dex +4, Con +3, Wis +4
Skills Perception +4, Stealth +4
Kuja Snakes Senses Darkvision 60 ft., passive Perception 14
Languages Understands the languages you speak
The Kuja tribe of humans are renowned for their Amphibious. The beast can breathe air and water.
beastmasters, who favor a unique species of snakes Ride the Current. While in water, a creature of
native to their island as their bestial companions. medium size or smaller can use the beast as a
Non-Kuja beastmasters, especially males, would mount.
have a difficult time finding a Kuja snake to use as a
bestial companion and should be restricted in their Actions
ability to find and use such bestial companions.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
A DM can naturally lift this restriction to better one target. Hit: 1d6 + 3 piercing damage.
suit the feel of the game.
Rogue
The Rogue Sneak
Attack Features
Proficiency 1d6 Expertise, Sneak Attack,
Level Bonus
1st +2 Thieves' Cant
1d6 Cunning Action
2nd +2 2d6 Roguish Archetype
3rd +2 2d6 Ability Score Improvement
4th +2 3d6 Uncanny Dodge
5th +3 3d6 Expertise
6th +3 4d6 Evasion
7th +3 4d6 Ability Score Improvement
8th +3 5d6 Roguish Archetype Feature
9th +4 5d6 Ability Score Improvement
10th +4 6d6 Reliable Talent
11th +4 6d6 Ability Score Improvement
12th +4 7d6 Roguish Archetype Feature
13th +5 7d6 Blind Sense
14th +5 8d6 Slippery Mind
15th +5 8d6 Ability Score Improvement
16th +5 9d6 Roguish Archetype Feature
17th +6 9d6 Elusive
18th +6 10d6 Ability Score Improvement
19th +6 10d6 Stroke of Luck
20th +6
Class Features
As a rogue, you gain the following class features
Hit Points
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per rogue level after 1st
Proficiencies
Armor: Light armor
Weapons: Simple weapons, hand crossbows, pistols,
revolvers, cutlass, katana, longswords, rapiers,
shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth
Equipment Ability Score Improvement
When you reach 4th Level, and again at 8th, 10th, 12th, 16th,
You start with the following equipment, in addition to the and 19th level, you can increase one ability score of your
equipment granted by your role: choice by 2, or you can increase two Ability Scores of your
choice by 1. As normal, you can’t increase an ability score
(a) a rapier or (b) a shortsword above 20 using this feature.
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) a dungeoneer's pack, or (c) an Uncanny Dodge
explorer's pack Starting at 5th Level, when an attacker that you can see hits
Leather armor, two daggers and thieves' tools you with an attack, you can use your reaction to halve the
Expertise attack’s damage against you.
At 1st Level, choose two of your skill proficiencies, or one of
your skill proficiencies and your proficiency with thieves’ Evasion
tools. Your proficiency bonus is doubled for any ability check Beginning at 7th level, your instinctive agility lets you dodge
you make that uses either of the chosen proficiencies. out of the way of certain area effects, such as a fireball
At 6th level, you can choose two more of your proficiencies creation. When you are subjected to an effect that allows you
(in skills or with thieves’ tools) to gain this benefit. to make a Dexterity saving throw to take only half damage,
you instead take no damage if you succeed on the saving
Sneak Attack throw, and only half damage if you fail.
Beginning at 1st Level, you know how to strike subtly and
exploit a foe’s distraction. Once per turn, you can deal an Reliable Talent
extra 1d6 damage to one creature you hit with an attack if By 11th level, you have refined your chosen skills until they
you have advantage on the attack roll. The attack must use a approach perfection. Whenever you make an ability check
finesse or a ranged weapon. that lets you add your proficiency bonus, you can treat a d20
roll of 9 or lower as a 10.
You don’t need advantage on the attack roll if another
enemy of the target is within 5 feet of it, that enemy isn’t Blindsense
incapacitated, and you don’t have disadvantage on the attack Starting at 14th level, if you are able to hear, you are aware of
roll. the location of any hidden or invisible creature within 10 feet
of you.
The amount of the extra damage increases as you gain
levels in this class, as shown in the Sneak Attack column of Slippery Mind
the Rogue table. By 15th level, you have acquired greater mental strength. You
gain proficiency in Wisdom saving throws.
Thieves' Cant
During your rogue training you learned thieves’ cant, a Secret Elusive
mix of dialect, jargon, and code that allows you to hide Beginning at 18th level, you are so evasive that attackers
messages in seemingly normal conversation. Only another rarely gain the upper hand against you. No attack roll has
creature that knows thieves’ cant understands such advantage against you while you aren’t incapacitated.
messages. It takes four times longer to convey such a
message than it does to speak the same idea plainly. Stroke of Luck
At 20th level, you have an uncanny knack for succeeding
In addition, you understand a set of secret signs and when you need to. If your attack misses a target within range,
symbols used to convey short, simple messages, such as you can turn the miss into a hit. Alternatively, if you fail an
whether an area is dangerous or the territory of a thieves’ ability check, you can treat The D20 roll as a 20.
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the Once you use this feature, you can’t use it again until you
run. finish a short or long rest.
Cunning Action
Starting at 2nd Level, your quick thinking and agility allow
you to move and act quickly. You can take a bonus action on
each of your turns in combat. This action can be used only to
take the Dash, Disengage, or Hide action.
Roguish Archetype
At 3rd Level, you choose an archetype that you emulate in the
exercise of your rogue abilities: Seeker, Sawbones and Thief
are detailed at the end of the class description. Assassin can
be found in chapter 3 of the player's handbook, while
Inquisitive, Mastermind, Scout and Swashbuckler can be
found in chapter 1 of Xanathar's Guide to Everything.
Roguish Archetypes Additionally, you now add your proficiency bonus to the
Intelligence check you make with Keen Intuition, and when
Rogues have many features in common, including their you successfully use your Keen Intuition against a creature
emphasis on perfecting their skills, their precise and deadly you also learn if it has any skill or saving throw proficiencies,
approach to combat, and their increasingly quick reflexes. and what they are.
But different rogues steer those talents in varying directions,
embodied by the rogue archetypes. Your choice of archetype Incapacitating Ambush
is a reflection of your focus - not necessarily an indication of
your chosen profession, but a description of your preferred At 13th level, you learn how to deftly incapacitate enemies
techniques. when you strike them unaware. As an action, you can touch a
surprised creature that is of large size or smaller and force it
Seeker to make a Constitution saving throw. On a failed save, the
Seekers are rogues who see little value in gold or power. creature falls unconscious for 1 hour. The DC for this saving
Their treasure is that of knowledge, being pursuers of ancient throw is calculated as 8 + your proficiency bonus + your
secrets and knowledge hidden away in forgotten corners of Dexterity modifier.
the world, sometimes for centuries.
While unconscious this way, the creature is stable and
Daring adventurers, seekers brave the dangers of the looks to be asleep. The creature immediately wakes up if it
world, not only from the ancient temples they explore but also suffers any damage or if another creature uses its action to
from those who wish to keep the secrets of the past hidden. shake it awake.
They excel at gathering information and have a vast array of
knowledge at their disposal. Applied Experience
Bonus Proficiencies At 17th level, you've garnered enough knowledge on your
travels to have universally applicable experience for every
When you choose this subclass at 3rd level, choose two from situation.
Engineering, History, Nature and Religion. You gain
proficiency in the chosen skills if you don't already have it, You can add half your Intelligence modifier to any attack
and may double your proficiency bonus for any ability check roll, ability check and saving throw you make that doesn't
you make with the chosen skills. already use your Intelligence modifier.
Sawbones
Keen Intuition Good doctors are hard to come by. When you're a pirate,
virtuous ones even more so. In academical circles, being
At 3rd level, you can use the bonus action granted by your labeled "sawbones" is definitely a mark of shame, however
Cunning Action to discern the structural integrity of a among pirates and marines it's a title that oftentimes carry
construct or root out the nature of an enemy you're facing. some modicum of respect, and no small amount of fear.
Choose an object, structure or creature that you can see Sawbones are rogues who put their deft fingers to use as
within 60 feet. If it's a structure or object, you immediately marine doctors. A good sawbones can easily be counted
learn how much damage it can sustain before collapsing. among the most skilled surgeons on the seas, able to
Additionally if it's a structure that can be moved across such stomach any amount of blood and work with precision
as a rope bridge or a sheer wall, you learn whether it can be through the harshest of storms.
safely crossed and what the ability check DC would be to do
so, if any. Bonus Proficiency
If the target is a creature, make an Intelligence check When you choose this archetype at 3rd level, you gain
against a DC equal to 5 + the creature's challenge rating, proficiency in the Medicine skill if you don't already have it,
treating any challenge rating lower than 1 as 0. On a and may double your proficiency bonus for any ability check
successful check, you learn whether the creature has any made with the skill.
damage immunities, resistances or vulnerabilities, and what
they are. Patchwork
Quickened Mind At 3rd level, you learn to keep a doctor's bag with you at all
times. You have a pool of medicine that can be used to heal
At 9th level, you can process information at a much faster allies in the middle of combat, represented by a number of
rate than others. d8s equal to 1 + your Rogue level.
You can make Intelligence (Investigation) and Wisdom Using your Cunning Action, you can touch a creature and
(Perception) checks without penalty even when partaking in spend a number of those dice equal to your Intelligence
mentally or physically trying activities that normally requires modifier (minimum of one). Roll the spent dice and add them
your full attention, such as heavy physical labour or intense together. The target regains a number of hit points equal to
conversations. You make such checks without garnering the total. Alternatively, you can expend one of these dice to
attention from other nearby creatures, appearing no different remove one disease or poison from a creature.
from how you would normally appear during selected
activities. You additionally do not suffer a penalty to your You regain all spent dice when you finish a long rest.
passive perception while traveling at a fast pace.
Miracle Worker Thief
You hone your skills in the larcenous arts. Burglars, bandits,
At 9th level, your medical expertise literally let you bring cutpurses, and other criminals typically follow this archetype,
people back from the grave. but so do rogues who prefer to think of themselves as
professional treasure seekers, explorers, delvers, and
You can perform a life-saving surgery on a creature that investigators. In addition to improving your agility and
has died within the last hour. The operation requires costly stealth, you learn skills useful for delving into ancient ruins,
medicine and anaesthetics worth at least 5 000 000 beri evaluating rare treasure, and using gadgets you normally
(500gp). You must concentrate on the operation for 10 couldn’t employ.
minutes as if you were concentrating on a creation, and if
your concentration is broken you lose all progress and Fast Hands
medicine involved in the operation. If one hour has not yet
passed since the creature died, you can attempt this Starting at 3rd Level, you can use the bonus action granted by
operation again, provided you have the means to do so. your Cunning Action to make a Dexterity (Sleight of Hand)
check, use your thieves’ tools to disarm a trap or open a lock,
If you successfully finish the operation, the dead creature or take the Use an Object action.
returns to life with one hit point and is cured of any poisons
or diseases it was suffering from. If it was missing any limbs, Second-story Work
you can reattach them as part of this operation if they are
intact and available. When you choose this archetype at 3rd Level, you gain the
ability to climb faster than normal; climbing no longer costs
You can use this feature twice, and regain the ability to do you extra movement.
so when you finish a long rest.
In addition, when you make a running jump, the distance
Routine Check-up you cover increases by a number of feet equal to your
Dexterity modifier.
At 13th level, you can set aside time to see to allies when a
moment of rest is given. Over the course of a short rest, you Supreme Sneak
can tend to a number of creatures equal to your Intelligence
modifier (minimum of one). Starting at 9th level, you have advantage on a Dexterity
(Stealth) check if you move no more than half your speed on
Each creature you treat are cured of the blinded, deafened, the same turn.
paralyzed, petrified and poisoned conditions. Additionally, if
the creature was missing a limb, you can reattach if you still Snatch Weapon
have access to it and it wasn't destroyed. Finally, each
creature regain an additional 2 hit points for each hit dice it By 13th level, your can snatch an enemy's weapon from their
rolls to restore hit points. hand. Using a bonus action granted by your Cunning Action,
you can make a Dexterity (Sleight of Hand) check contested
Once you use this feature, you must finish a long rest by a creature's Strength (Athletics). On a successful check,
before you can do so again. the creature is disarmed of one weapon it is holding and if
you have an empty hand you can choose to pick up the
Surgical Precision weapon as part of the same action.
At 17th level, you learn how to turn your anatomical Thief's Reflexes
knowledge into a weapon.
When you reach 17th level, you have become adept at laying
When you roll a 1 or 2 on a damage dice for your Sneak ambushes and quickly escaping danger. You can take two
Attack, you can reroll the dice and must use the new roll. turns during the first round of any combat. You take your first
turn at your normal initiative and your second turn at your
initiative minus 10. You can’t use this feature when you are
surprised.
Assassin Scout
The Assassin archetype is a viable choice that appears in the The Scout archetype is a viable choice that appears in
player's handbook. It is a suitable choice for stealthy killers Xanathar's Guide to Everything. It is a suitable choice for
who work from the shadows, pirates that rely on subterfuge. outlanders and lookouts who aid their crew with keen eyes
With this subclass, you become a silent killer who can and quick feet. With this subclass, you become a mobile
disappear in a crowd and strike down enemies before they skirmisher that weaves through the battlefield like a greased
even know what hit them, wielding deadly abilities like the lightning and cut an opening for the rest of the crew.
following: Overwhelm your enemies and blaze the trail with abilities
like the following:
Additional proficiencies, mastering the use of disguises
and poisons. Additional expertise in skills meant for exploration and
Extremely lethal first strikes against creatures, especially travel
if you get the drop on them. Unmatched mobility among all rogues, able to slink away
The ability to craft an entire secondary identity to live a from enemies without them having a sigh at stopping you.
double life as someone completely else, even another A higher chance to act first in combat, and the ability to
person that may or may not be alive anymore. spot enemies for your crew to focus on.
A celerity that lets you sneak in two sneak attacks against
Inquisitive two different enemies in the blink of an eye.
The Inquisitive archetype is a viable choice that appears in
Xanathar's Guide to Everything. It is a suitable choice for Swashbuckler
marine investigators or bounty hunters that take a slower and The Swashbuckler archetype is a viable choice that appears
calculated approach to their job. With this subclass, you in Xanathar's Guide to Everything. It is nothing short of the
become an expert at rooting out the truth, whether through archetypical pirate, who swings into battle with rakish
careful observation or interaction with other creatures, audacity and no fear. With this subclass, you earn your sea
reading them like open books with abilities like the following: legs properly and become a master at dueling, using fleet
footwork and daring speed to dance circles around enemies
The uncanny ability to see through deception and with abilities like the following:
masquerade, unveiling hidden traps and enemy tricks with
ease. The panache to challenge enemies to one on one duels,
An unerring eye that finds weaknesses in the enemy where your confidence lets you use your sneak attack
defenses, allowing you to use your sneak attack without without the need for allies or advantage. Eventually, you
the need for allies or advantage. can throw the gauntlet and make sure your enemy steps
The opportunity to take a slow and steady approach to up to the challenge properly.
take in the environment, gaining advantage on spotting Fancy footwork and quick feet let you weave between
traps and secrets. blades without giving an opportunity to strike you as you
single out your dance partner.
Mastermind Using your Cunning Action, you can now grant yourself
The Mastermind archetype is a viable choice that appears in advantage on any daring stunt you aim to undertake,
Xanathar's Guide to Everything. It is a suitable choice for swinging from the mast to the deck with complete
spies and plotters, including cunning pirate captains who confidence.
thrive on guile and scheming. With this subclass, you become The leading star never messes up as you turn a missed hit
a master at manipulating others to your own gain and into nothing but a cinematic feint, weaving around for a
gathering information on them. Outsmart and outmaneuver second strike in a moment afterwards.
your foes with abilities like the following:
The ability to aid allies with an extended use of your
Cunning Action, granting them advantage instead of
yourself.
A plethora of versatile proficiencies in everything from
disguises to gaming sets and mimicry to truly blend into a
crowd.
The ability to read a creature's mental aptitude and
skillset from nothing but a few minutes of conversation.
Complete mastery over lies and trickery, allowing you to
turn fumbling foes into their own worst enemy while
appearing completely innocent yourself.
Savant (Paladin)
The Savant
Level Proficiency Bonus Features 1st 2nd 3rd 4th 5th
Ardent Soul, Rallying Presence — — ———
1st +2 Creativity, Fighting Style, Ardent Smite 2 — ———
2nd +2 Ardent Soul Feature 3 — ———
Ability Score Improvement 3 — ———
3rd +2 Extra Attack 4 2 ———
4th +2 Aura of Protection 4 2 ———
Ardent Soul Feature 4 3 ———
5th +3 Ability Score Improvement 4 3 ———
6th +3 ─ 4 3 2 ——
Aura of Courage 4 3 2 ——
7th +3 Improved Passionate Smite 4 3 3 ——
8th +3 Ability Score Improvement 4 3 3 ——
─ 4 3 3 1—
9th +4 Saviour in Need 4 3 3 1—
10th +4 Ardent Soul Feature 4 3 3 2—
Ability Score Improvement 4 3 3 2—
11th +4 ─ 4 3 331
12th +4 Aura Improvements 4 3 331
Ability Score Improvement 4 3 332
13th +5 Ardent Soul Feature 4 3 332
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6