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D&DBZ one piece expansion - The Homebrewery

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Published by goroiamanuci, 2023-05-24 10:14:31

D&DBZ one piece expansion - The Homebrewery

D&DBZ one piece expansion - The Homebrewery

Table Of Contents One Piece Expansion 1 One Piece Expansion 1 Oni 3 Physical Description 3 History 3 Society 3 Racial Traits 3 Racial features 3 Lunarian 4 Physical Description 4 History 4 Society 4 Racial Traits 4 Racial features 4 Fish-man 5 Physical Description 5 History 5 Society 5 Racial Traits 5 Racial features 5 Training Only Features 6 Color of Observation 6 Color of Armament 6 Color of the Supreme King 6 Fish-Man Karate 6 Black Leg Style 6 Fish-Man Karate 7 Fish-Man Karate Stance 7 Fish-Man Karate Techniques 7 Black Leg Style 9 Black Leg Stance 9 Black Leg Techniques 9 Haki 12 Observation Haki 12 Armament Haki 12 Conquerors Haki 13


Oni Humanoid Physical Description Oni’s are a strange offshoot of humanity with supernatural musculature and large horns. History Oni’s are caused by a mutation that can occasionally appear in humans and usually their offspring are Oni as well. In modern society they tend to be regarded with fear or suspicion. Society Oni do not have a particular society of their own but appear all over the planet taking the roles as either heroes or monsters due to their extreme abilities. Racial Traits Ability Score Improvement +2 Strength, +2 Charisma, -1 Intellegence Speed You have a 30 foot walk speed. Languages You know Common and 1 additional language of your choice. Skills You gain the Survival and Athletics skills Racial features Demonic Durability Due to your hardened and empowered physique, your unarmored AC is increased by an additional half of your proficiency bonus rounded up when not wearing armor. Demonic Strength Your arm and grip strength is superhuman. You may ignore the Heavy property on weapons you carry and can wield a 2-handed weapon in 1 hand, this reduces the damage die by 1 step. (2d12>2d10>2d8>2d6>1d12>1d10>etc) Born to Kill Choose one class of Technique: Beam, Blast, Barrage, Omni, Weapon, or Melee. You gain +1 to power when using this type of Technique. At level 7 this becomes +2 and at level 13 you get to pick a second type of Technique to gain this bonus as well. At level 18 you get an additional +1 power that you can place on any class of Technique, regardless of if you choose that category previously. Unshakable You are so hard to kill that some belive you to be a demon in human form. As an action on your turn you may roll any number of available hit die and restore that much HP. Oni Horns You possess a pair of pronounced horns on your head that become nigh indestructable and an ever present, all dependable weapon. You gain the “Horn Charge” Melee Technique and it’s Rank equals your Ki Rank. Horn Charge Rank ? Melee Technique Cost: 15 Ki Casting Time: 1 Action Range: Melee (30 feet) Duration: Instantaneous Chargeable: Yes You make a lightning fast dash towards a creature within range. Make a combo attack roll dealing your unarmed damage die + 2d6 piercing damage and stunning the target until the start of their next turn on a Hit. Yamato lipai


Lunarian Humanoid Physical Description Lunarians are large humanoids with feathered black wings. Their wings have no real limitations, and allow them to fly at blinding speeds. The ones that exist today have dark skin with silver-white hair. They also have a large fire plume emanating from their upper back which ignites and burns out occasionally. Their height and physique is typically massive, although it may vary accross individuals. These incredible features grant them superhuman powers, durability, and the ability to travel and live in just about any location above land. History Lunarians were once revered as a tribe of “gods” living on the planet. Living on the Red Line long before the Celestial Dragons, they had a kingdom built on it referred to as “Kami no Kuni” or “Land of the Gods” . However, at some point the tribe was thought to have went extinct. Though there are thought to be a few survivors to this day, the World Government viciously hunts any Lunarians and will place large bounties on any they can’t locate themselves. Society The Lunarian civilization as a whole has almost completely vanished since the mass genocide that befell them long ago. Many don’t know the term Lunarian to even give a name to these people in modern day. Racial Traits Ability Score Improvement +2 Dexterity, +2 Constitution, -1 Charisma Speed Your walking speed is 30 feet Languages You gain common and one additional language of your choice Skills You gain the History and Spirit skills Racial features Black Wings You have a pair of black feathered wings capable of carrying you at incredible speeds. As long as you are not wearing heavy or medium armor you gain a flight speed of 30 feet. This speed increases by 30 feet each time your Ki rank increases. Burning Spirit You gain the ability to ignite your attacks to envelop them or yourself in momentary fire. You gain resistance to fire damage and anytime you cast a technique you may spend stamina equal to it’s rank to change it’s damage to Fire damage. At level 10 this fire damage ignore resistance and at level 15 it treats Fire Immunity as Resistance. Divine Resilience You gain an additional 1d6 to Constitution Saving Throws. Internal Burner As an action on your turn you may ignite your flames enternally to drive your body further. For the next minute or until you end it as a bonus action your base movement speed is doubled and you do not provoke attacks of opprotunity. While this feature is active you may not benefit from “Burning Spirit” or “Ignite!” . Ignite! (Power-Up) At level 5 your control of your inner flame has allowed you to directly manifest it. Ignite yourself and your ki to push yourself to your true power. Ignite can be upgraded like a technique up to 3 times increasing a single bonus by +1 or deal an additional die of damage. Ignite! Gained at level 5 +1 power +1d6 Fire damage +1 AC 3 stamina per round King caiquenadal


Fish-man Humanoid Physical Description Usually looking like a combination between a man and a fish or other aquatic creature, such as an octopus, manta ray, or sawshark; however, they still have legs (in fact, some have four). They also have gills between their shoulders and necks, sometimes covered by their clothing, as well as often having webbed hands. Depending on species, they may have multiple limbs. History Fish-men typically consider humans to be an inferior, weaker species. However, this does not apply to all fishmen. Throughout history humans have been known to capture and enslave Fish-Men, this has obviously led to sour relations in general between the species. Society Fish-Man Island is said to be an underwater paradise. The island is divided up both by class and by species of creature who lives there. Many of the merfolk live in one section of the island, with the fish-men living in a special district and another section for the richest members of sea society, which includes Pappag. Poor and disenfranchised fish-men and merfolk were shunted off into the Fish-Man District to be ignored by the upper classes and preyed upon by human pirates, brigands, and slavers with no protection from the Island’s military. Class also shows itself in various living facilities, where the richer creatures live on the higher floors, closer to the light from the surface, while the poor ones live in the lower, darker areas. Racial Traits Ability Score Improvement +2 Con, +2 Str, -1 Int Speed 30 foot walk/swim speed Languages Common and 1 other of your choice Skills Nature and Intimidation Racial features Semi-Aquatic You are capable of breathing air as well as underwater. You also gain a 30 foot swim speed that increases by 15 feet each time your ki rank increases. Aquatic Affinity Whenever you are completely submerged in water you are filled with energy and gain a Power bonus equal to your ki rank. This counts as being from a transformation for the sake of AC bonus. Fish-Man Karate Naturalist You begin with the Fish-man Karate Stance except unarmed strikes deal an additional +2 damage instead. Fish-Man Karate Techniques are always on your available technique list. Melee Technique Superiority You are naturally adept at hand-to-hand combat. You gain +1 power added to all melee attacks and techniques. This increases to +2 at level 7, +3 at level 13, and +4 at level 19. Hydrokenisis Your affinity to the frigid depths of the ocean and fishman karate practices you have gained the ability to condense water in the atmosphere to add it to your attacks. You gain resistance to Cold damage and anytime you cast a technique you may spend stamina equal to it’s rank to change it’s damage to Cold damage. At level 10 this cold damage ignore resistance and at level 15 it treats Cold Immunity as Resistance. Arlong Charactrprofile.fandom


Training Only Features Color of Observation You now have the capability to learn Observation Haki Features as if they were techniques of the Rank they are listed as. Color of Armament You now have the capability to learn Armament Haki Features as if they were techniques of the Rank they are listed as. Color of the Supreme King You now have the capability to learn Conqueror’s Haki Features as if they were techniques of the Rank they are listed as. Fish-Man Karate You gain the “Fish-Man Karate” Stance and add all “Fish-Man Karate” Techniques to your learnable list. Black Leg Style You gain the “Black Leg” Stance and add all “Black Leg” Techniques to your learnable list.


Fish-Man Karate Fish-Man Karate is a martial art that is practiced by certain skilled members of the Fish-Man race. Humans can also learn the fighting style, as shown by Koala. While deadly enough on land, Fish-Man Karate has a number of devastating underwater moves designed to suit the enhanced strength and speed that fish-men possess while in their natural environment. Fish-Man Karate Stance By funneling your punches through the atmosphere you are able to send shockwaves through the air itself. Your unarmed strikes deal an additional +1 damage. Your melee range becomes 30 feet while underwater. Additionally you gain the “Empowered” condition while submerged in water. Fish-Man Karate Techniques Rank 1 Arabesque Tile Punch Rank 1 Melee technique Ki Cost: 5 ki Casting Time: 1 Bonus Action, when you take the attack action or roll a Combo Attack Roll Range: 20 feet Chargeable?: No Duration: Until the start of your next turn By using your skills to compress water in the air you can punch air blasts at targets. Your unarmed strike melee range becomes this technique’s range for the duration. Arabesque Tile True Punch Rank 1 Melee technique Ki Cost: 12 ki Casting Time: 1 Action Range: Self (20 foot Cone) Chargeable?: Yes Duration: Instantaneous By compressing a large amount water in front of you through the ocean or atmosphere you blast a compressed blast of air that damages and knocks back enemies. All creatures in your range must make a dexterity saving throw taking your unarmed strike damage die + 2d6 force damage and being knocked back 15 feet on a failure, taking half damage and not being knocked back on a success. Back-Foot Jawbreaker Rank 1 Melee technique Ki Cost: 8 ki Casting Time: 1 Action Range: Melee Chargeable?: Yes Duration: Instantaneous Delivers a kick to the opponent’s chin using the inner sole of your foot. Roll a combo attack dealing your unarmed strike damage die + 1d8 damage on a hit. This attack criticals on a 19 or 20. Soshark Rank 1 Melee technique Ki Cost: 8 ki Casting Time: 1 Action Range: Melee Chargeable?: No Duration: Instantaneous Also known as Shark Grip, the Soshark technique is nothing more than an super charged bear-hug. A target of your choice in range must make a Strength saving throw or take your unarmed strike damage die and being grappled on a failure, taking only half damage on a success. Jinbei Donaco


Rank 2 Shark Arrows Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action Range: 30 Feet Chargeable?: Yes Duration: Instantaneous By first condensing water dropplets on your arm, you flick your arm with incredible strength to throw many drops of water, which are converted into deadly arrows through mere kinetic force. 1 target in range must make a dexterity saving throw or take your unarmed strike damage die + 4d10 cold damage on a failure, half as much on a success. Water Shot Rank 2 Melee technique Ki Cost: 15 ki Casting Time: 1 Action Range: 60 Feet Chargeable?: Yes Duration: Instantaneous By first condensing water into a small marble before flicking it at an opponent. One target in range must make a dexterity saving throw or take your unarmed strike damage die + 4d6 cold damage on a failure, half as much on a success Ocean Drum Rank 2 Melee technique Ki Cost: 20 ki Casting Time: 1 Action Range: 60 feet Chargeable?: Yes Duration: Instantaneous By sending a pressure wave through the water or atmosphere you can blast an enemy away. One target in range must make a Strength saving throw or take your unarmed strike damage die + 3d8 cold damage on a failure and being knocked back 30 feet, taking half as much damage and being knocked back 15 feet on a success. Low Kicks Rank 2 Melee technique Ki Cost: 15 ki Casting Time: 1 Action Range: Melee Chargeable?: Yes Duration: Instantaneous This technique involves circling around and attacking an enemy from behind with a flurry of kicks. Roll a combo attack roll dealing your unarmed strike damage die + 3d6 damage on a hit and swapping you and the targets locations. Rank 3 Shark Tile True Punch Rank 3 Melee technique Ki Cost: 30 ki Casting Time: 1 Action Range: Melee Chargeable?: Yes Duration: Instantaneous A powerful straight punch that transmits the force of the impact through the water in a person’s body, enabling the strike to bypass a person’s defenses; even those of devil fruit users. Roll a combo attack roll dealing your unarmed strike damage die + 4d6 damage on a hit. Damage from this technique can not be reduced by any means. 5000 Tile Punch Rank 3 Melee technique Ki Cost: 35 ki Casting Time: 1 Action Range: Melee Chargeable?: Yes Duration: Instantaneous A water infused jab said to be able to break through 5000 tiles.Roll a combo attack roll dealing your unarmed strike damage die + 4d10 cold damage on a hit.


Black Leg Style The Black Leg Style was created by Zeff with a complete emphasis on kicks, repurposing the use of hands into acrobatics such as handstands to augment the force and range of kicks and to prevent the hands from being damaged during a battle, something that is disastrous to a chef like Sanji. Black Leg Stance boasts a wide and impressive array of kicking techniques coupled with superior acrobatic skills, making it an extremely versatile martial art, able to effectively weave continuous and powerful attacks upon adversaries and overpowered numerous enemies at once with incredible efficiency. Your unarmed stikes deal an additional +2 damage and you can use “Black Leg” Techniques. Black Leg Techniques You must be actively using the Black Leg Stance to use these Techniques. Rank 1 Collier Rank 1 Melee Technique - Ki Cost: 4 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes Deliver a powerful kick to the Neck. Make a combo attack roll dealing your unarmed strike damage die + 2d6 on a hit. After the casting of this technique you may spend 1 stamina to immedietly cast “Épaule” as a part of the same action. Épaule Rank 1 Melee Technique - Ki Cost: 5 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes A downward kick targeting the opponent’s shoulder, meant to knock them off balance or drive them into the ground. Make a combo attack roll dealing your unarmed strike damage die + 1d6 and knocking the target prone on a hit. After the casting of this technique you may spend 1 stamina to immedietly cast “Côtelette “ as a part of the same action. Shoot Rank 1 Melee Technique - Ki Cost: 5 ki - Casting Time: 1 Bonus Action, whenever you cast “Collier” , “Épaule” , or “Poitrine” - Range: 15 feet - Duration: Instantaneous - Chargeable: No By doing a quick an powerful leap you can enhance the power of your kicks. Whenever you cast “Collier” , “Épaule” , or “Poitrine” you may use your bonus action to cast this technique and deal an additional 2 damage die for that casting. If this technique is mastered any bonuses to power or charge go to the casting of “Collier” , “Épaule” , or “Poitrine” . Sanji donaco


Côtelette Rank 1 Melee Technique - Ki Cost: 6 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes Dropping down into a one-handed handstand position, kick the opponent hard in the ribs. Make a combo attack roll dealing your unarmed strike damage die + 1d8 damage on a hit. This attack criticals on a 19 or 20. After the casting of this technique you may spend 1 stamina to immedietly cast “Selle” as a part of the same action. Selle Rank 1 Melee Technique - Ki Cost: 4 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes From a handstand position you kick quickly into the opponent’s stomach. Make a combo attack roll dealing your unarmed strike damage die + 1d6 damage on a hit. After the casting of this technique you may spend 1 stamina to immedietly cast “Poitrine“ as a part of the same action. Poitrine Rank 1 Melee Technique - Ki Cost: 5 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes A stabbing kick into the opponent’s chest. Make a combo attack roll dealing your unarmed strike damage die + 1d8 damage on a hit. This attack criticals automatically if it hits a prone creature. After the casting of this technique you may spend 1 stamina to immedietly cast “Gigot” as a part of the same action. Gigot Rank 1 Melee Technique - Ki Cost: 5 ki - Casting Time: 1 Action - Range: Melee - Duration: Instantaneous - Chargeable: Yes Delivers a sweeping kick to the kneecaps, with opponents either sent flying or slammed to the ground as a result. Make a combo attack roll dealing your unarmed strike damage die + 1d8 damage on a hit. On a hit you may do one of the following: knock the enemy 15 feet away from you knock the enemy prone After the casting of this technique you may spend 1 stamina to immedietly cast “Muton Shot” as a part of the same action. Muton Shot Rank 1 Melee Technique - Ki Cost: 10 ki - Casting Time: 1 Action - Range: 20 feet - Duration: Instantaneous - Chargeable: Yes Flipping into the air, channel all your might into one leg to deliver a flurry of kicks so fast that that they seem to hit simultaneously. Target 1 creature within range and move to the nearest unoccupied space, without provoking attacks of opprotunity. Make a combo attack roll dealling your unarmed strike damage die + 3d6 damage. Rank 2 Diable Jambe Rank 2 Ki technique Ki Cost: 8 ki Prerequisites: none Casting Time: 1 bonus action Range: self Chargeable?: No Duration: Upkeep Type: omni By igniting their passion the user is able to coat their legs with fire. All unarmed strikes deal an additional 1d8 fire damage.


Veau Shot Rank 2 Melee Technique - Ki Cost: 22 ki - Casting Time: 1 Action - Range: 35 feet - Duration: Instantaneous - Chargeable: Yes Leap into the air and your legs leg forward to land a powerful kick to the center of the opponent’s torso. Target 1 creature within range and move to the nearest unoccupied space, without provoking attacks of opprotunity. Make a combo attack roll dealing your unarmed strike damage die + 3d8 damage. Party Table Kick Course Rank 2 Melee Technique - Ki Cost: 22 ki - Casting Time: 1 Action - Range: 15 feet - Duration: Instantaneous - Chargeable: Yes An attack for fighting against large groups. Jump into the air and land on the head of a nearby opponent in a handstand before spinning around rapidly to deliver a kick to the face of anyone within range. After he runs out of targets, he dismounts and kicks the person he was spinning on. Make a combo attack roll to a target in range, landing on their head on a success. All creatures within your new melee range must make a dexterity saving throw, taking your unarmed strike damage die + 2d6 damage on a fail, half as much on a success. Regardless of the results of the dexterity saving throw the original target takes your unarmed strike damage die + 2d6 damage before you land in the nearest unoccupied space. Rank 3 Ifrit Jamble Rank 3 Ki technique Ki Cost: 30 ki Prerequisites: Ki-blade Casting Time: 1 action Range: Self Chargeable?: Yes Duration: Upkeep (10 Ki) Type: Omni By igniting their passion to it’s absolute limit the user is able to coat their legs with vibrant blue fire. All unarmed strikes deal an additional 2d8 fire damage, this damage ignores fire resistance.


Haki Observation Haki Power-Up Open your mind to the world around you allowing nothing to escape. You automatically succeed any ki sense check if they are within the radius of your blind sight. Rank 1 (Basic) 30 feet of Blind Sight +2 AC 2 Stamina Rank 2 (Intermediate) 45 feet of blind sight +4 AC bonus You can not be surprised 4 Stamina Rank 3 (Advanced) 60 feet of blind sight +6 AC bonus You can not be surprised You gain the Future Sight Technique while this is active 6 Stamina Future Sight Rank 3 Omni Technique - Ki Cost: 35 ki - Casting Time: 1 Bonus Action - Range: Self - Duration: Upkeep You begin to peer towards the future, just enough to give yourself the slightest edge. You gain one of the following benefits: You gain advantage on all attack rolls. You gain advantage on all Saving Throws. Creatures gain disadvantage on all attack rolls targeting you. Creatures gain disadvantage on any Saving Throw from any feature, spell or technique that you cast. You may spend an additional 10 ki to gain an additional benefit, you must spend the additional spent ki for the upkeep each round as well as the standard cost. Armament Haki Power-Up A creature that develops this type of haki is able to use its spirit as a weapon or suit of armor it can form around its body and weapons. Rank 1 (Basic) Your unarmed attacks and techniques bypass resistance and treats immunity as resistance 1 Stamina Rank 2 (Intermediate) All unarmed/weapon attacks and techniques bypass resistance and immunity +1 melee power +1d4 Force Damage +1 AC 2 Stamina Rank 3 (Advanced) All unarmed/weapon attacks and techniques bypass resistance and immunity All Unarmed and Weapon attacks and technique ignore all forms of reduction to the damage and when you would deal damage to a creature with temporary hit points, you instead deal to the creature’s hit points directly +2 melee power +1d6 Force Damage +1 AC You gain the “Internal Destruction” Technique while this is active. 3 Stamina Internal Destruction Rank 3 Melee Technique - Ki Cost: 20 ki - Casting Time: 1 Bonus Action - Range: Self - Chargeable?: Yes - Duration: Instantaneous You take a moment to condense Armament Haki into your next strike adding 3d12 Force Damage to your next Weapon attack, Unarmed strike, or Melee Technique. This damage can not be reduced by any means


Conquerors Haki Exert your will power to all around you, the weak will buckle. You use your Charisma Ability Modifier instead of Intelligence Ability Modifier when calculating save DCs for these Techniques. Rank 1 Basic Conqueror’s Haki Rank 2 Omni Technique - Prerequisites: 16+ charisma - Ki Cost: 25 ki - Casting Time: Special - Range: Self (30 foot radius) - Chargeable?: Yes - Duration: Instantaneous When you would go Enranged, this technique automatically activates as your anger lets your Will push outwards. All Creatures within a 30 foot radius sphere must make a Charisma Saving Throw, failing the DC by specific amount giving the creatures the following detriments: Success: The creature does not suffer any effects and is immune to this feature for 1 hour. Failed by 1-5: 2d6 Psychic Damage Failed by 6-10: 6d6 Psychic Damage Failed by 11-20: 10d6 Psychic Damage Failed by 21+: Creatures automatically go Unconscious, when the creature would take any damage, they automatically wake up Rank 2 Intermediate Conqueror’s Haki Rank 3 Omni Technique - Prerequisites: 20+ charisma - Ki Cost: 35 ki - Casting Time: 1 action - Range: Self (30 foot radius) - Chargeable?: Yes - Duration: Instantaneous You begin to impose your very will of strength against any creature. All Creatures of your choice within a 30 foot radius sphere must make a Charisma Saving Throw, failing the DC by specific amount giving the creatures the following detriments: Success: The creature does not suffer any effects and is immune to this feature for 1 hour. Failed by 1-5: 3d8 Psychic Damage Failed by 6-10: 7d8 Psychic Damage Failed by 11-20: 13d8 Psychic Damage Failed by 21-24: Creatures automatically go Unconscious, when the creature would be hit by an attack, they automatically wake up Failed by 25+: Creatures automatically go Unconscious, when the creature would take any damage, they must make a Constitution Saving Throw, on a success they are no longer unconscious Rank 3 Advanced Conqueror’s Haki Rank 4 Omni Technique - Prerequisites: 24+ charisma - Ki Cost: 45 ki - Casting Time: 1 action - Range: Self - Chargeable?: No - Duration: 1 Minute You focus your Conqueror’s Haki onto your attacks, both ki and melee giving them force that pales in comparison to any other forms of Haki of an even ki technique. When you would deal damage, you deal an additional 2d10 Force Damage. This damage cannot be reduced by any means. Additionally when a creature would clash against an attack with this feature, you add your Charisma Modifier to the Clash Check. Additionally all melee techniques, weapon attacks and unarmed attacks gain an additional 5 feet of reach. Gol D Roger saelokijpyre


Rank 4 Supreme Conqueror’s Haki Techniques When you reach Rank 4 may use Charisma Modifier in replace of any Ability Modifier associated with Conqueror’s Haki techniques. You Gain 1 technique from the following list and may learn the other’s as if they are Rank 4 Techniques. Additionally when a creature would clash against these techniques, you may add your Charisma Modifier to the Clash Check regardless of whether or not you use it for the technique. Divine Departure Rank 4 Blast Technique - Prerequisites: 26+ charisma - Ki Cost: 45 ki - Casting Time: 1 action - Range: 120 feet - Chargeable?: Yes - Duration: Instantaneous You require to have a weapon to cast this. You channel your Conqueror’s Haki onto your weapon and make a blast attack from his weapon. Make a Ranged Ki Attack, on a hit a creature takes your weapon’s damage + 10d8 Force Damage. This damage cannot be reduced and you ignore resistance and immunity. Galactic Impact Rank 4 Melee Technique - Prerequisites: 26+ charisma - Ki Cost: 45 ki - Casting Time: 1 action - Range: Self (60 foot cone) - Chargeable?: Yes - Duration: Instantaneous You channel Conqueror’s Haki onto your fist and make a punch so hard into the air that it causes a major explosion with the swing. Creatures within the radius must make a Strength Saving Throw, on a failure, the creature takes your Unarmed Damage + 8d12 Force Damage. This damage cannot be reduced and you ignore resistance and immunity. Observation Killer Rank 4 Omni Technique - Prerequisites: 26+ charisma - Ki Cost: 65 ki - Casting Time: 1 action - Range: 1 Mile - Chargeable?: No - Duration: Upkeep Your control over Conqueror’s Haki has grown further to a point where it affects creatures direct sight. When you cast this, creatures of your choice within 1 mile using Observation Haki must make a Charisma Saving Throw, on a failure, Creatures who have the Observation Haki Power-Up immediately deactivates and they gain the incapacitated condition. Conqueror’s Command Rank 4 Omni Technique - Prerequisites: 26+ charisma - Ki Cost: 0 ki - Casting Time: 1 Bonus action - Range: Special - Chargeable?: No - Duration: 1 Hour Your Haki has grown in strength to the point where you may communicate to a creature affected by your Haki. When a creature would be affected by any Technique given to you by the Conqueror Haki Ability within the last hour, you may communicate them as long as they are in the same plane of existence. Additionally when you would make an intimidation check, you gain advantage as you force your presence even from a distance.


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