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One Piece PHB For 5E - GM Binder

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0% found this document useful (0 votes)
69 views

One Piece PHB For 5E - GM Binder

Uploaded by

MegaRyuki
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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One Piece Players Handbook for 5E

1
Table of Contents
Topic Page
Introduction 2
Races 3
Marksman 5
Brawler 11
Swordsman 17
Helmsmen 21
Thank you! 25
Devil Fruits 26
Weapons 41

Introduction
Everyone who enjoys a show, game, movie or really any
content, often wishes to be able to go into their world-
wondering what kind of character they'd be, or what
powers they would have. This was extra true to us for the
manga & show One Piece! Dungeons & Dragons is often a
medium for people to live life as a hero, to escape a
mundane reality. We wanted to expand that feeling by
allowing you to escape into the GREAT PIRATE ERA. To
make your own character in the One Piece world and
experience the kind of story you've wanted for yourself in
this exciting world. Will you be a goofy yet strong pirate like
Luffy? Or will you seek out the devil fruits like Kaido?
Maybe cracking down on unlawful pirates like Garp is what
you're after? Use this as the foundation to seek your own
glory!
MAY THE GREAT PIRATE
ERA BEGIN!

2
Human World Noble
Language: Common Language: Celestial
Traits Traits
It’s hard to make generalizations about humans, but your Ability Score Increase. Your Intelligence, Wisdom score
human character has these traits. increases by 2.
Your ability scores each increase by 1. Celestial Training. You have proficiency with the Simple
Pistols.
Age. Humans reach adulthood in their late teens and
live less than a century. Sunlight Sensitivity. You have disadvantage on attack
rolls and on Wisdom (Perception) checks that rely on
Size. Humans vary widely in height and build, from sight when you, the target of your attack, or whatever
barely 5 feet to well over 6 feet tall. Regardless of your you are trying to perceive is in direct sunlight.
position in that range, your size is Medium.
Extra Language. You can speak, read, and write one
Speed. Your base walking speed is 30 feet. extra language of your choice.
Languages. You can speak, read, and write Common
and one extra language of your choice. Humans Fish-men
typically learn the languages of other peoples they deal
with, including obscure dialects. Language: Fish
Traits
Torino Ability Score Increase. Your Strength score increases by
Language: Torinian 2, and your Constitution score increases by 1.
Traits Age. Fish-men mature a little faster than humans,
reaching adulthood around age 14. They age noticeably
Ability Score Increase. Your Constitution score faster and rarely live longer than 75 years.
increases by 2.
Size. Fish-men are somewhat larger and bulkier than
Age. Torino's mature at the same rate as humans, but humans, and they range from 5 to well over 6 feet tall.
they’re considered young until they reach the age of 50. Your size is Medium.
On average, they live about 350 years.
Speed. Your base walking speed is 25 feet. Swimming
Size. Torino's stand between 4 and 5 feet tall and speed is 50 ft.
average about 150 pounds. Your size is Medium.
Darkvision. Thanks to your Fish-men blood, you have
Speed. Your base walking speed is 25 feet. Your speed is superior vision in dark and dim conditions. You can see
not reduced by wearing heavy armor. in dim light within 60 feet of you as if it were bright
Darkvision. Accustomed to life underground, you have light, and in darkness as if it were dim light. You can’t
superior vision in dark and dim conditions. You can see discern color in darkness, only shades of gray.
in dim light within 60 feet of you as if it were bright Menacing. You gain proficiency in the Intimidation skill.
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray. Relentless Endurance. When you are reduced to 0 hit
points but not killed outright, you can drop to 1 hit point
Torino's Resilience. You have advantage on saving instead. You can’t use this feature again until you finish a
throws against poison, and you have resistance against long rest.
poison damage
Languages. You can speak, read, and write Common
and Fish.

3
Half-Giant Mink Tribe
Language: Elbafian Language: Garchu
Traits Traits
Ability Score Increase. Your Strength score increases by Ability Score Increase. Your Dexterity score increases
2, and your Constitution score increases by 1. by 2, and your Charisma score increases by 1
Age. Minks age the same as Humans reaching
Age. Half-Giants have lifespans comparable to humans. adulthood at 16. They live shorter lives though, around
They enter adulthood in their late teens and usually live the age of 50.
less than a century. Size. Minks are between 4 to 6 feet tall. Your size is
Size. Half-Giants are between 7 and 8 feet tall and medium.
weigh between 280 and 340 pounds. Your size is Speed. Your base is walking speed is 35 feet.
Medium. Advantage on Dex. saving throws.
Minks Transform into Sulong during a Full Moon.
Speed. Your base walking speed is 30 feet. Languages. You can speak Garchu and Common.
Minks can speak with Beasts
Natural Athlete. You have proficiency in the Athletics
skill. Long Arm Tribe
Stone's Endurance. You can focus yourself to
occasionally shrug off injury. When you take damage, Language: Common
you can use your reaction to roll a d12. Add your Traits
Constitution modifier to the number rolled, and reduce
the damage by that total. After you use this trait, you Ability Score Increase Your Dexterity score increases by
can’t use it again until you finish a short or long rest. 2.
Powerful Build. You count as one size larger when Age. Humans reach adulthood in their late teens and
determining your carrying capacity and the weight you live less than a century.
can push, drag, or lift. Size. Humans vary widely in height and build, from
Mountain Born. You have resistance to cold damage. barely 5 feet to well over 6 feet tall. Regardless of your
You’re also acclimated to high altitude, including position in that range, your size is Medium.
elevations above 20,000 feet. Speed. Your base walking speed is 25 feet.
Languages. You can speak, read, and write Common Lucky. When you roll a 1 on the d20 for an attack roll,
and Half-Giant. ability check, or saving throw, you can reroll the die and
must use the new roll.
Skypieans Mikey's Arms - Range is 10ft for all strikes
Language: Nolan's Tongue
Languages. You can speak, read, and write Common
Traits Long Legged Sub-race: Increase movement to 35ft
Ability Score Increase Your Charisma score increases instead of range.
by 2, and two other ability scores of your choice increase
by 1. Lunarians
Age Skypieans mature at the same rate humans do and Language: Lunacy
reach adulthood around the age of 20.
Traits
Size Skypieans are about the same size as humans, Ability Score Increase Your Intelligence score increases
ranging from 5 to 6 feet tall. Your size is Medium. by 1, and your Charisma score increases by 2.
Speed Your base walking speed is 30 feet. Age Lunarians mature at the same rate as humans but
Darkvision Thanks to your Skypiean blood, you have live a few years longer.
superior vision in dark and dim conditions. You can see Size Lunarians are about the same size and build as
in dim light within 60 feet of you as if it were bright humans. Your size is Medium.
light, and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray. Speed Your base walking speed is 30 feet.
Skill Versatility You gain proficiency in two skills of your Hellish Resistance You have resistance to fire damage.
choice.
Languages You can speak, read, and write Common and
Languages You can speak, read, and write Common, Infernal.
Nolan's Tongue, and one extra language of your choice.
Darkvision Read above, I'm out of room. Sorry.

4
Marksman Class

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

Saving Throws: Dexterity, Wisdom


Skills: Pick 2: Insight, Perception, Athletics, Survival,
Acrobatics, Stealth
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) Flintlock Pistol or (b) Slingshot
Leather Armor
Simple Weapon
(a) Ammo Pouch or (b) Flintlock repair kit
Class Features
As a Marksman, you gain the following class features
Hit Points
Hit Dice: 1d6 per Marksman level
Hit Points at 1st Level: 6 + your Constitution Modifier
Hit Points at Higher Levels: 1D6 (or 5) + your
Constitution Modifier
Proficiencies
Armor: light armor
Weapons: Ranged Weapons, Simple Weapons
Tools: Ammo Pouch, Flintlock Repair Kit

5
Favored Enemy Lethal Weapon
Beginning at 1st level Beginning at level 3,
With your significant experience studying, tracking, Chose your weapon archetype of choice (a) SogeKing or
hunting, and even talking to a certain type of enemy. (b) Capone. See Page 7 and 8
Choose a type of favored enemy: aberrations, beasts,
celestials, constructs, dragons, elementals, fey, fiends, Ability Score Improvement
giants, monstrosities, oozes, plants, or undead.
Alternatively, you can select two races of humanoid (such When you reach 4th level
as gnolls and orcs) as favored enemies. Again at 8th, 12th, you can increase one ability score of
You have advantage on Wisdom (Survival) checks to your choice by 2, or you can increase two ability scores of
track your favored enemies, as well as on Intelligence your choice by 1, Or choose a Feat. As normal, you can’t
checks to recall information about them. increase an ability score above 20 using this feature.
When you gain this feature, you also learn one language Keen Eye
of your choice that is spoken by your favored enemies, if
they speak one at all. Beginning at 5th Level
You choose one additional favored enemy, as well as an Become proficient with Observation Haki, When you
associated language, at 6th and 14th level. As you gain reach 5th level double the range of all ranged attacks
levels, your choices should reflect the types of monsters
you have encountered on your adventures. Spirit of Laboon
SharpShooter Beginning at 6th level
Beginning at 1st level
Proficiencies with ranged weapons gives you mastery of
fishing. 2 hours of fishing will provide you and your party
Acquire the training necessary to effectively arm yourself with 3 days of rations. Advantage against fish-like creatures
for battle. Whenever you finish a long rest, you can touch (excluding fishermen)
one weapon that you are proficient with and that lacks the
melee property. When you attack with that weapon, you can Observant
use your Wisdom modifier, instead of Strength or
Dexterity, for the attack and damage rolls. This benefit Beginning at 10th level
lasts until you finish a long rest. Mastery of observation haki allows you to take zero
damage from spell's that would require half damage on a
Marksman successful dexterity saving throw
Beginning at 2nd Level Hindsight
Gain a +2 bonus to attack rolls you make with ranged
weapons. Beginning at 14th level
Perfection of Observation Haki allows you to impose
disadvantage on a creature attacking you

6
Marksman Archetype: SogeKing There is No Escape!
Oh, the wind carries my name... From Sniper Island far at 11th level Your unequivocal prowess with your
away... When I take aim, it is straight and true... Lu lu la la Slingshot has made enemies easy targets! Add +2 to your
lu... Whether you're a man or a mouse... Lock on! I will put spell save DC
your heart in my sights... LOCK ON! No one knows what SogeKings Bluff
secrets hide... Behind this mask and my cape... Lu lu lu lu at 14th Level Is it real? Do they really have a 10-tonne
lu la la! There is no escape! (Sniper King sniper pa pa) hammer? Make a melee attack and on a successful hit the
Sniper King aims true! target must make a wisdom check against your spell save
DC on a fail they are immediately knocked unconscious
Special Stars!
At 3rd level gain the Ability to use/craft unique
ammunition allowing the use of Special Stars! See the
Starombs page for different types of ammuntion. Based on
Spell save DC of Wis.: 8 + Prof. bonus + Wis. Mod. refer to
spell slots for amount of uses.
Slingshot Proficiency
At 3rd level you may craft a Slingshot capable of firing
Special Stars! (Spell casting focus)
Tinkerer's Ammo Pouch
The Mastery of the Ammo Pouch has allowed you to craft
Special Stars! Each time you gain a Marksman level, you
can add two Special Stars! of your choice to your Ammo
Pouch for free
Muntions Expert
You have learned to craft some of your ammuntion. Once
per day when you finish a short rest, you can choose
expended ammo slots to recover. The ammo slots can have
a combined level that is equal to or less than half your
Marksman level (rounded up), and none of the slots can be
6th level or higher.
SogeKing's Call-o-War
At 7th level gain one of the following feats.
(a) Escape the Horde Opportunity attacks against you
are made with disadvantage.
(b) Volley You can use your action to make a ranged
attack against any number of creatures within 10 feet of a
point you can see within your weapon’s range. You must
have ammunition for each target, as normal, and you make
a separate attack roll for each target. (Can't use starbomb!
attacks)

7
Marksman ArcheType: Capone
Destiny... fate... dreams... These unstoppable ideals are
held deep in the heart of man. As long as there are
people who seek freedom in this life, these things will
not vanish from the earth.

Trickshots
Trick Shots. You learn two trick shots of your choice, which
are detailed under “Trick Shots” below. Many maneuvers
enhance an attack in some way. Each use of a trick shot
must be declared before the attack roll is made. You can
use only one trick shot per attack.
You learn an additional trick shot of your choice at 7th,
10th, 15th, and 18th level. Each time you learn a new trick
shot, you can also replace one trick shot you know with a
different one.
Heavy Ranged Weapon Proficiency
Starting at 3rd level gain proficiency with heavy ranged
weapons allowing the use of muskets, blunderbusses,
harpoons, ect.

Medium Armor Proficiency


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

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

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

Yasopp's Conviction
Starting at 11th level choose one of the following Feats
(a) Volley or (b) Whirlwind Attack

Lucky Roux
Starting at 15th level Auto hit from a ranged weapon once
per long rest.
"When you Wield a pistol you are risking your life.
this isn't a toy"

8
Marksmen Trickshots:
Capone Archetype

Trick Shots
These trick shots are presented in alphabetical order.
Bullying Shot Forceful Shot
You can use the powerful blast and thundering sound of When you make a firearm attack against a creature, you
your firearm to shake the resolve of a creature. You can can expend one grit point to attempt to trip them up and
expend one grit point while making a Charisma force them back. On a hit, the creature suffers normal
(Intimidation) check to gain advantage on the roll. damage and must succeed on a Strength saving throw or
be pushed 15 feet away from you.
Dazing Shot
When you make a firearm attack against a creature, you Piercing Shot
can expend one grit point to attempt to dizzy your When you make a firearm attack against a creature, you
opponent. On a hit, the creature suffers normal damage can expend one grit point to attempt to fire through
and must make a Constitution saving throw or suffer multiple opponents. The initial attack gains a +1 to the
disadvantage on attacks until the end of their next turn. firearm’s misfire score. On a hit, the creature suffers
Deadeye Shot normal damage and you make an attack roll with
disadvantage against every creature in a line directly
When you make a firearm attack against a creature, you behind the target within your first range increment. Only
can expend one grit point to gain advantage on the attack the initial attack can misfire.
roll. Violent Shot
Disarming Shot When you make a firearm attack against a creature, you
When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility
can expend one grit point to attempt to shoot an object of the attack. For each grit point expended, the attack gains
from their hands. On a hit, the creature suffers normal a +2 to the firearm’s misfire score. If the attack hits, you
damage and must succeed on a Strength saving throw or can roll one additional weapon damage die per grit point
drop 1 held object of your choice and have that object be spent when determining the damage.
pushed 10 feet away from you. Winging Shot
Grit When you make a firearm attack against a creature, you
You gain a number of grit points equal to your Wisdom can expend one grit point to attempt to topple a moving
modifier (minimum of 1). You regain 1 expended grit point target. On a hit, the creature suffers normal damage and
each time deal a killing blow with a firearm to a creature of must make a Strength saving throw or be knocked prone.
significant threat. You regain all expended grit points after
a long rest.

9
Marksmen Special Stars: SogeKing Archetypee

5th Level 8th Level


1st Level 3rd Level
Awaken EarthQuake
Create or Destroy Water Melfs Acid Arrow
Commune With Nature SunBurst
Fog Cloud Daylight
Insect Plague Animal Shapes
Thorn Whip Feign Death Tree Stride Tsunami
Poison Spray Plant Growth Reincarnate Incendiary Cloud
Entangle Sleet Storm Contagion
Faerie Fire Speak with Plants
Jump Wind Wall 6th Level
SunBeam
2nd Level 4th Level
Wall of Thorns
Flaming Sphere Call Lightning Move Earth
Gust of Wind Giant Insects Transport Via Plants
Heat Metal Blight
Hold Person Hallucinatory Terrain 7th Level
Spike Growth Freedom of Movement Fire Storm
Moonbeam Ice Storm Mirage Arcane
Pass without Trace Fire Wall Delayed Fire Ball

10
Brawler

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

Class Features
As a class_name, you gain the following class features
Hit Points
Hit Dice: 1d10 per Brawler Level
Hit Points at 1st Level: 10 + Con Modifier
Hit Points at Higher Levels: 1d10 (or 6) + your
Constitution modifier per fighter level after 1st
Proficiencies
Armor: Medium Armor, Light Armor
Weapons: None
Tools: Tinkers Tools, Brewers Supplies
Saving Throws: Strength, Dexterity
Skills: Acrobatics, Animal Handling, Athletics, History,
Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
Hide Armor
Dungeoneer's Pack
Flintlock Pistol
Tinkers Tools
Unarmed Fighting Athlete
Beginning at 1st level Beginning at 2nd Level
Your unarmed strikes can deal bludgeoning damage equal You have undergone extensive physical training to gain the
to 1d6 + your Strength modifier on a hit. If you aren’t following benefits:
wielding any weapons or a shield when you make the Increase your Strength or Dexterity score by 1, to a
attack roll, the d6 becomes a d8. maximum of 20. When you are prone, standing up uses
At the start of each of your turns, you can deal 1d4 only 5 feet of your movement. Climbing doesn’t cost you
bludgeoning damage to one creature grappled by you. extra movement. You can make a running long jump or a
running high jump after moving only 5 feet on foot, rather
Second Wind than 10 feet.
Beginning at 1st level Masters Path
You have a limited well of stamina that you can draw on to
protect yourself from harm. On your turn, you can use a Beginning at level 3,
bonus action to regain hit points equal to 1d10 + your Chose your Masters archetype of choice (a) BlackLeg or
fighter level. Once you use this feature, you must finish a (b) Red Hawk. See Page 13 and 15
short or long rest before you can use it again.
Ability Score Improvement
Action Surge
When you reach 4th level
Beginning at 2nd level Again at 8th, 12th, you can increase one ability score of
You can push yourself beyond your normal limits for a your choice by 2, or you can increase two ability scores of
moment. On your turn, you can take one additional action. your choice by 1, Or choose a Feat. As normal, you can’t
Once you use this feature, you must finish a short or long increase an ability score above 20 using this feature.
rest before you can use it again. Starting at 17th level, you
can use it twice before a rest, but only once on the same Way of the Fist
turn.
Beginning at 5th Level
Once per turn when you roll damage for a melee weapon
attack, you can reroll the weapon’s damage dice and use
either total.
Way of the Leg
Beginning at 6th level
Starting at 5th level, your speed increases by 10 feet while
you aren’t wearing heavy armor.
Path of Colors
Beginning at 10th level
See your Masters Path
Path of Colors
Beginning at 14th level
See your Masters Path

1
Masters Calling: BlackLeg Air Walk!
Messing with a cook of the sea is a good way to get yourself At 7th Level you gain the ability to move along vertical
killed.....Remember that well! surfaces and across liquids on your turn without falling
during the move.
Unarmored Defense! Observant
At 3rd level while you are wearing no armor and not At 10th Level Mastery of observation haki allows you to
wielding a shield, your AC equals 10 + your Dexterity take zero damage from spell's that would require half
modifier + your Wisdom modifier. damage on a successful dexterity saving throw and half on
a fail
BlackLegs Agility
At 3rd level your practice of martial arts gives you mastery Moon Walk!
of combat styles that use unarmed strikes, You gain the One day i got cornered.....so I ran......and I ran....and I ended
following benefits while you are unarmed. up........FLYING!
At 14th Level Gain the ability to fly, you can walk on air
You can use Dexterity instead of Strength for the attack giving you 60 feet of movement seperate from your orginal
and damage rolls ground speed.
When you use the Attack action with an unarmed strike
you can make one unarmed strike as a bonus action Hindsight
In exchange for Unarmored Fighting you follow the At 15th Level Perfection of Observation Haki allows you
Jambe Table. to impose disadvantage on a creature attacking you
Diabla Jambe
At 3rd Level The fire inside of you has begun to be
harnessed. See the Jambe page for the shit ya silly fuck
Air Stall
At 4th level you can use your reaction when you fall to
reduce any falling damage you take by an amount equal to
five times your Brawler Level
Battle Wits
At 5th level Training has allowed you to become proficient
with Observation Haki, Gain an Extra Attack

2
Black Leg Jambe's Soba Mask
At 3rd Level Gain the Ability to use Jambe's look at the Gain the following Abilities At 15th Level
table for the amount of Jambe's you can use. Gain Jambe's
back after a short rest or at least 30 mins of meditation. Concasse - The ultimate move of Fiery Passion, move
Jambe save DC = 8 + your proficiency bonus + your the total Moon walk speed and come crashing down in a
Wisdom modifier whirlwind kick causing a fiery explosion. Brilliant
Gain the following abilities at 3rd Level sunlight flashes in a 60-foot radius centered on a point
you choose within range. Each creature in that light
Flurry of Blows - Immediately after you take the Attack must make a Constitution saving throw. On a failed
action on your turn, you can spend 1 Jambe point to save, a creature takes 12d6 Fire damage and is blinded
make two unarmed strikes as a bonus action. for 1 minute. On a successful save, it takes half as much
damage and isn’t blinded by this move costs 8 Jambe
Patient Defense - You can spend 1 Jambe point to take Hells Memories - Spend 4 Jambes to in case your limbs
the Dodge action as a bonus action on your turn. in fire giving your melee damage a base of D10 for 10
Step of the Wind - You can spend 1 Jambe point to take whole mintues
the Disengage or Dash action as a bonus action on your
turn, and your jump distance is doubled for the turn.
Devil's Spices
BlackLeg Jambe's
Gain the following Abilities at 5th level
Level Jambes BlackLeg Dam
Focused Aim- When you miss with an attack roll, you
can spend 1 to 3 Jambe points to increase your attack 3rd 3 D4
roll by 2 for each of these Jambe points you spend, 4th 4 D4
potentially turning the miss into a hit.
Redirect Attack - When a creature misses you with a 5th 5 D6
melee attack roll, you can spend 1 Jambe point as a 6th 6 D6
reaction to cause that attack to hit one creature of your
choice, other than the attacker, that you can see within 5 7th 7 D6
feet of you. 8th 8 D6
Diable Jambe: Spectre - gain the ability to channel
your Jambe into searing waves of energy. Immediately 9th 9 D6
after you take the Attack action on your turn, you can 10th 10 D6
spend 2 Jambe points to cast the Diable Jambe:
Spectre (burning hands) as a bonus action. 11th 11 D8
Stunning Strike - When you hit another creature with a 12th 12 D8
melee weapon attack, you can spend 1 Jambe point to
attempt a stunning strike. The target must succeed on a 13th 13 D8
Constitution saving throw or be stunned until the end of 14th 14 D8
your next turn.
15th 15 D8
BlackLeg
Gain the following Abilites At 10th Level
Flambage Shot - You can spend 4 ki points to cast
fireball.
Joue Shoot - You in case your limb in fire spend a
Jambe point after a melee attack and increase your
damage dice to a D10

3
Masters Calling:Red Hawk Kings Punch
"I love heroes, but I don’t want to be one. Do you even At 7th Level Crit dice are 19 to 20
know what a hero is!? For example, you have some meat. Ryuo
Pirates will feast on the meat, but the hero will distribute it At 10th Level Mastery of Arnament allows you to gain the
among the people! I want to eat meat!" ability to hit and grapple devil fruit users
Tough Thunder Bagua
At 3rd level Your hit point maximum increases by an At 11th Level Crit dice are 18-20
amount equal to twice your level when you gain this feat. Arnament Perfection!
Whenever you gain a level thereafter, your hit point
maximum increases by an additional 2 hit points. Starting at 14th level in case your punches in the color of
arms bringing your unarmed attacks up to a D12
Superior Presence
At 3rd Level When you choose this archetype at 3rd level, Red Hawk!
you learn maneuvers that are fueled by special dice called I'll end this with this one......I'll Never........Let Someone die
superiority dice. again.......RED HAWK!
Maneuvers. You learn three maneuvers of your choice, starting at 15th Level Punch them into nothing. A
which are detailed under “Maneuvers” below. Many creature targeted by this punch must make a Dexterity
maneuvers enhance an attack in some way. You can use saving throw. On a failed save, the target takes 10d6 + 20
only one maneuver per attack. fire damage. The target is disintegrated if this damage
You learn two additional maneuvers of your choice at leaves it with 0 hit points.
7th, 10th, and 15th level. Each time you learn new
maneuvers, you can also replace one maneuver you know
with a different one.
Superiority Dice. You have four superiority dice, which
are d8s. A superiority die is expended when you use it. You
regain all of your expended superiority dice when you
finish a short or long rest.
You gain another superiority die at 10th, 15th level.
Saving Throws. Some of your maneuvers require your
target to make a saving throw to resist the maneuver’s
effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your proficiency bonus + your
Strength or Dexterity modifier (your choice)
Intense Pressure
At 5th Level If you score a crit add a damage dice
Color of Arms
At 5th level If you fail a saving throw, reroll it
Battle Witts
At 5th level Training has allowed you to become proficient
with Arnament, Gain an Extra Attack
Will of Fire
At 7th level Once per Long rest embody your will.
Gain the following Abilities
You have advantage on Strength checks and Strength
saving throws.
Gain advantage on Melee attacks
It lasts 10 mins, gain a point of exhaustion

4
Maneuvers of the Hawk
Commander’s Strike When you take the Attack action on Menacing Attack When you hit a creature with a melee
your turn, you can forgo one of your attacks and use a attack, you can expend one superiority die to attempt to
bonus action to direct one of your companions to strike. frighten the target. You add the superiority die to the
When you do so, choose a friendly creature who can see or attack’s damage roll, and the target must make a Wisdom
hear you and expend one superiority die. That creature can saving throw. On a failed save, it is frightened of you until
immediately use its reaction to make one weapon attack, the end of your next turn.
adding the superiority die to the attack’s damage roll. Parry When another creature damages you with a melee
Disarming Attack When you hit a creature with a melee attack, you can use your reaction and expend one
attack, you can expend one superiority die to attempt to superiority die to reduce the damage by the number you
disarm the target, forcing it to drop one item of your choice roll on your superiority die + your Dexterity modifier.
that it’s holding. You add the superiority die to the attack’s Precision Attack When you make a melee attack roll
damage roll, and the target must make a Strength saving against a creature, you can expend one superiority die to
throw. On a failed save, it drops the object you choose. The add it to the roll. You can use this maneuver before or after
object lands at its feet. making the attack roll, but before any effects of the attack
Distracting Strike When you hit a creature with a melee are applied.
attack, you can expend one superiority die to distract the Pushing Attack When you hit a creature with a melee
creature, giving your allies an opening. You add the attack, you can expend one superiority die to attempt to
superiority die to the attack’s damage roll. The next attack drive the target back. You add the superiority die to the
roll against the target by an attacker other than you has attack’s damage roll, and if the target is Large or smaller, it
advantage if the attack is made before the start of your next must make a Strength saving throw. On a failed save, you
turn. push the target up to 15 feet away from you.
Evasive Footwork When you move, you can expend one Rally On your turn, you can use a bonus action and
superiority die, rolling the die and adding the number expend one superiority die to bolster the resolve of one of
rolled to your AC until you stop moving. your companions. When you do so, choose a friendly
Feinting Attack You can expend one superiority die and creature who can see or hear you. That creature gains
use a bonus action on your turn to feint, choosing one temporary hit points equal to the superiority die roll + your
creature within 5 feet of you as your target. You have Charisma modifier.
advantage on your next attack roll against that creature this Riposte When a creature misses you with a melee
turn. If that attack hits, add the superiority die to the attack, you can use your reaction and expend one
attack’s damage roll. superiority die to make a melee weapon attack against the
Goading Attack When you hit a creature with a weapon creature. If you hit, you add the superiority die to the
attack, you can expend one superiority die to attempt to attack’s damage roll.
goad the target into attacking you. You add the superiority Sweeping Attack When you hit a creature with a melee
die to the attack’s damage roll, and the target must make a weapon attack, you can expend one superiority die to
Wisdom saving throw. On a failed save, the target has attempt to damage another creature with the same attack.
disadvantage on all attack rolls against targets other than Choose another creature within 5 feet of the original target
you until the end of your next turn. and within your reach. If the original attack roll would hit
Lunging Attack When you make a melee weapon attack the second creature, it takes damage equal to the number
on your turn, you can expend one superiority die to you roll on your superiority die. The damage is of the same
increase your reach for that attack by 5 feet. If you hit, you type dealt by the original attack.
add the superiority die to the attack’s damage roll. Trip Attack When you hit a creature with a melee attack,
Maneuvering Attack When you hit a creature with a you can expend one superiority die to attempt to knock the
melee attack, you can expend one superiority die to target down. You add the superiority die to the attack’s
maneuver one of your comrades into a more advantageous damage roll, and if the target is Large or smaller, it must
position. You add the superiority die to the attack’s damage make a Strength saving throw. On a failed save, you knock
roll, and you choose a friendly creature who can see or hear the target prone.
you. That creature can use its reaction to move up to half
its speed without provoking opportunity attacks from the
target of your attack.

5
Swordsman
Class Name
Level Proficiency Bonus Features
1st +2 Mind of the Sword
2nd +2 Dual Threat, Meditation
3rd +2 Art of War, Inner Eye
4th +2 Ability Score Improvement
5th +3 Extra Attack
6th +3 Infused Armament
7th +3 Art of War Improvement
8th +3 Ability Score Improvement
9th +4 ─
10th +4 Infused Armament
11th +4 Art of War Improvement
12th +4 Ability Score Improvement
13th +5 ─
14th +5 Art of War Improvement
15th +5 Infused Armament

Class Features
As a Swordsman, you gain the following class features
Hit Points
Hit Dice: 1d8 per Swordsman level
Hit Points at 1st Level: 8 + Con Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your
Constitution modifier per Swordsman level after 1st
Proficiencies
Armor: Heavy Armor, Medium Armor, Light Armor
Weapons: Simple Weapons, Martial Weapons
Tools: (a) Mason Tools, or (b) Ammo Pouch
Saving Throws: Dexterity, Constitution, Strength
Skills: Choose two skills from Acrobatics, Animal
Handling, Athletics, History, Insight, Intimidation,
Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) Leather or (b) Hide
(a) 3 Martial weapons or (b) Martial Weapon & a
FlintLock Pistol
Explorer's pack
(a) Masonary Tools or (b) Flintlock Repair Kit
Mind of The Sword - Danger Sense Ability Score Improvement
Beginning at 1st level Beginning at 4th level
Gain an uncanny sense of when things nearby aren’t as Again at 8th, 12th, you can increase one ability score of
they should be, giving you an edge when you dodge away your choice by 2, or you can increase two ability scores of
from danger. your choice by 1, Or choose a Feat. As normal, you can’t
You have advantage on Dexterity saving throws against increase an ability score above 20 using this feature.
effects that you can see, such as traps and spells. To gain
this benefit, you can’t be blinded, deafened, or incapacitated. Infused Armament
Dual Threat Beginning at 6th Level
Infuse a single weapon of choice with armament Haki.
Beginning at 1st level Nullifies devil fruit user abilities.
You can make a attack on your bonus action adding your
modifiers Strong boi
Meditation Beginning at 6th Level
Add your Proficiency Bonus to every saving throw
Beginning at 2nd level
Meditate for 4 hours instead of sleeping for 8 to Infused Armament
accomplish a long rest
Beginning at 10th level
Inner Eye Infuse TWO weapons with armament Haki
Beginning at 3rd level Infused Armament
Once per long rest, if you roll a saving throw. reroll it and
you must use the reroll. Beginning at 15th level
Get out there and crit people to the max dog. All crits with
Art of War a infused weapon will be doubled after rolling for damage.
OR Reroll the crit 20 and if you land another 20 insta kill a
Beginning at 3rd level, person with 200 or less HP. Be gruesome my friend.
Chose your Masters archetype of choice (a) Black Blade
or (b) Gun Blade. See Page 19 and 20

1
Art of War: Black Blade Soul Burst (Cont.)
Is it your courage or your ignorance that causes you to Soul of the Lich - The next time you hit a creature with
raise a sword against me? a melee attack, your weapon corrupts their soul. the
attack does 1d8 necrotic damage. They must make a
Tough constitution saving throw, on a failed save, the
Beginning at 3rd level Your hit point maximum increases corruption eats at their soul causing a 1d8 of necrotic
by an amount equal to twice your level when you gain this damage. Must make a con. save at the start of each of
feat. Whenever you gain a level thereafter, your hit point their turn. In addition their max HP is reduced by the
maximum increases by an additional 2 hit points. damage done by the lasting effect
Soul of the Succubus - The next time you hit a
Soul of the Sword creature with a melee weapon attack, your weapon
pierces both body and mind, and the attack deals an
Beginning at 3rd level Performing a 24 hour ritual, infuse extra 2d6 psychic damage to the target. The target must
one weapon of your choice with the soul of it's wielder. You make a Wisdom saving throw. On a failed save, it is
can amplify its effect to gain the following effects. It lasts frightened for their next turn, or until shaken by a
one hour, gain one point of exhaustion. Pick the color of friendly creature.
your soul below.( Once chosen you will never be able to
change) Devils Deal
Soul of the Demon - 1d10 Fire damage Beginning at 7th level Gain the ability to infuse a 2nd
weapon with your soul.
Soul of the Reaper - 1d6 Cold Damage, half targets
movement speed Black Zone
Soul of the Oni - 1d8 Thunder damage, knock back Beginning at 10th level as a bonus enact a zone of
target 10 feet. (Con. save) defense in a 10 diameter around your person. If a creature
enters your zone make melee weapon attack against them
Soul of the Lich - 1d8 Necrotic damage, reduce HP regardless of range.
max by half damage done.
Soul of the Succubus - 1d6 Psychic damage, target has Crewmates Determination
disadvantage on next attack roll (Wis. Save) "WHAT THE HELL HAPPENED HERE!"
"What happened here? Nothing at all..."
Duel Wield Beginning at 12th Level Subtract your proficiency
Beginning at 3rd level You can use two-weapon fighting bonus from your retaliation damage.
even when the one-handed melee weapons you are Black Soul Blade
wielding aren’t light.
You can draw or stow two one-handed weapons when Beginning at 14th level
you would normally be able to draw or stow only one. Double all Soul burst dice and take 1d20 of retaliation
Soul Burst
Beginning at 5th level The Master becomes attuned with
their infused weapon, but at a price. (Take a d10 of damage
after a successful hit) Based on your soul of choice, gain
the ability to deal additional damage.
Soul of the Demon - The next time you hit a creature
with a melee weapon attack, your weapon flares with
white-hot intensity, and deals an extra 1d10 fire damage
to the target and causes the target to ignite in flames. At
the start of each of its turns, the target must make a
Constitution saving throw. On a failed save, it takes 1d6
fire damage. On a successful save, they extinguish.
Soul of the Reaper The next time you hit a creature
with a weapon attack, the weapon gleams with ice
crystals as you strike. The attack deals an extra 2d6
cold damage to the target, which brings the targets
movement to 5 feet.
Soul of the Oni - The first time you hit with a melee
weapon attack, your weapon rings with thunder that is
audible within 300 feet of you, and the attack deals an
extra 2d6 thunder damage to the target. Additionally, if
the target is a creature, it must succeed on a Strength
saving throw or be pushed 10 feet away from you and
knocked prone.

2
Art of War: Gun Blade Testudo
"You can pour drinks on me. You can throw food at me. You Beginning at 7th level When a creature hits you with an
can even spit on me. I'll just laugh that stuff off. But...good attack, you gain a +4 bonus to AC against all subsequent
reason or not...nobody hurts a friend of mine!" attacks made by any creature for the rest of the turn.
Full Assault Ebb and Flow
Beginning at 3rd level become a demon on the battle Beginning at 9th level When a creature makes a attack
field! Gain the ability to bonus action attack with a melee against you and misses, use your reaction to misdirect their
weapon or a ranged weapon with the light property. attack into another creature besides itself within range.
Hunter’s Prey Apex Hunter
Beginning at 3rd level you gain one of the following Beginning at 9th level Choose another Hunters prey
features of your choice. feature.
Colossus Slayer - Your tenacity can wear down the Gun Blade
most potent foes. When you hit a creature with a
weapon attack, the creature takes an extra 1d8 damage Beginning at 11th level Mastery of ammo crafting as
if it’s below its hit point maximum. You can deal this unlocked the secrets of your essence. Gain the ability to
extra damage only once per turn. craft a Gun blade. Pick the 2 of the following abilities. 1 use
of the Gun blade per short rest until 13th, 15th.
Giant Killer - When a Large or larger creature within 5
feet of you hits or misses you with an attack, you can Vipers Fang Slash out in a 10 feet wave of toxins. Any
use your reaction to attack that creature immediately creature in this wave takes 4d6 of acid damage and is
after its attack, provided that you can see the creature. covered in venomous sludge. Any creature covered in
this sludge must make a Con. save (DC 13) or be racked
Horde Breaker - Once on each of your turns when you with pain and fall incapacitated until their next turn.
make a weapon attack, you can make another attack (Repeat saves every turn)
with the same weapon against a different creature that
is within 5 feet of the original target and within range of Lion Swipe Slash out a localized ball of fire (R/30ft). A
your weapon. creature hit by this ball is engulfed by a fiery lion. The
creature takes 4d8 of fire damage and is restrained by
Bully Bullets the Lion. Must make a Str. saving throw (DC 16) at the
start of their turn or be restrained. (Repeat saves every
Beginning at 3rd level gain the ability to craft unique turn)
ammo by storing your essence into them. You can craft 2
bullets starting at 3rd level and gain an additional bullet at Tempest Stampede Slash out a whirlwind of blows in a
5th, 7th, 9th. The type of ammunition is listed below. 30ft wave. A creature caught in this wave is pelted by
slashes of wind taking 6d6 of force damage. Must make
Venomous Bite Imbued with venom from a Tiger Fish. a Dex. saving throw (DC 16) or be blasted back 20 feet.
Upon a successful hit, the target is poisoned. At the start
of each of their turns, they must make a Con. save if Dig Deep
they fail they take 2d6 of acid damage. on a success they
are still poisoned for 1 min or until given an antidote Starting at 13th level If you expended all uses of Gun
(which you can craft) Craft time: 4 hours Blade, when you roll for initiative gain +1 back.
Explosive Shot You guessed. It explodes. Upon a World Splitter
successful hit (or a miss, hope it was aimed well) the
bullet explodes. All creatures within a 10 foot range Beginning at 15th level Channel every bit of your life
must make Dex saving throw, on a fail they take 2d8 energy for this ultimate move. (Must have 100 health
damage. On a success take half as much. Craft time: 8 remaining) Imbue yourself into this slash with your Gun
hours Blade and deal 4d100 of Damage to a single creature upon
a successful hit. Reduce to 0 HP after attempting this
Drill Point Shaped to a drill point (WOW) this bullet move.
flys at increased velocity. Deal an extra damage dice of
the weapon that fired this bullet. Upon a hit the creature
must make a Str. saving throw or be disarmed. Craft
time: 1 hour
Healing Syringe Congrats Alexander Wood, you made
the first hypodermic needle. Gain the ability to shoot
healing syringes (or fill them with random stuff) upon a
hit heal a creature 1d12. Craft time: 8 hours
Big Iron
Beginning at 5th level Gain the ability to shoot a musket.
Also can shoot one handed at half range without modifiers.

3
Helmsmen
Class Name
Level Proficiency Bonus Features
1st +2 Stowaways Education
2nd +2 Mark Under the Roger, Going Merry
3rd +2 Heart of the Pirate, Tool Expertise
4th +2 Ability Score Improvement
5th +3 Heart of the Pirate Improvement
6th +3 Conquerers Haki, Master Shipwright
7th +3 Heart of the Pirate Improvement
8th +3 Ability Score Improvement
9th +4 ─
10th +4 Conquerers Haki
11th +4 Heart of the Pirate Improvement
12th +4 Ability Score Improvement
13th +5 ─
14th +5 Heart of the Pirate Improvement
15th +5 Conquerers Haki

Class Features
As a Helmsmen, you gain the following class features
Hit Points
Hit Dice: 1d10 per Helmsmen level
Hit Points at 1st Level: 10 + Con Modifier
Hit Points at Higher Levels: 1d10 (or 5) + your
Constitution modifier per Helmsmen level after 1st
Proficiencies
Armor: Heavy Armor, Medium Armor, Light Armor
Weapons: Simple Weapons, Martial Weapons, Ranged
Weapons
Tools: Mason Tools and Carpenters Tools
Saving Throws: Charisma, Strength, Dexterity, Wisdom
Skills: Choose three skills from Insight, Medicine,
Persuasion, Religion, Animal Handling, Athletics,
History, Insight, Intimidation, Perception, and Survival
Equipment
You start with the following equipment, in addition to the
equipment granted by your background:
(a) Leather or (b) Hide
(a) 2 Martial weapons or (b) Martial Weapon & a
FlintLock Pistol
Explorer's pack
(a) Masonary Tools or (b) Carpenters Tools

4
Stowaways Education Tool Expertise
Beginning at 1st level Starting at 3rd level
you learn two languages of your choice. You also become your proficiency bonus is doubled for any ability check you
proficient in your choice of two of the following skills: make that uses your proficiency with a tool.
History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check Ability Score Improvement
you make that uses either of those skills.
Beginning at 4th level
Mark Under the Roger Again at 8th, 12th, you can increase one ability score of
your choice by 2, or you can increase two ability scores of
Beginning at 2nd level your choice by 1, Or choose a Feat. As normal, you can’t
You can forge an empowering bond among people who are increase an ability score above 20 using this feature.
at peace with one another. As an action, you choose a
number of willing creatures within 30 feet of you (this can Conquerers Haki
include yourself) equal to your proficiency bonus. You
create a branding bond among them for 10 minutes or until Beginning at 6th Level
you use this feature again. While any bonded creature is Choose 2 creatures in a 30 foot range with a CR of 1/2.
within 30 feet of another, the creature can roll a d4 and add They make a wisdom saving throw based off your Save DC
the number rolled to an attack roll, an ability check, or a (8 + Prof.+ Wis Mod) or fall asleep.
saving throw it makes. Each creature can add the d4 no
more than once per turn. Master Shipwright
You can use this feature a number of times equal to your SUPPPPPPPPPPEEEEEEEERRRRRRRR
proficiency bonus, and you regain all expended uses when
you finish a long rest. Beginning at 6th Level
Patch holes or damage in a jiffy. Reduce any repair time
Going Merry made to a ship while in combat by 2 actions.
Beginning at 2nd level Conquerers Haki
Man or child, strong or weak, none of those matter once
you are out at sea. Beginning at 10th level
You command the ship to follow your every whim, you Choose 5 creatures with a CR of 1/2 or 1 creature of CR 2
take no movement penalty for riding against the wind. and ya know, same as before.
shorten all long travel (3 day or more) by one day. Increase
ship movement by 100 feet. No disadvantage on difficult Conquerers Haki
terrain.
Beginning at 15th level
Heart of the Pirate Chose 10 creatures of CR 1 and kill them if they fail a Wis
saving throw of 10. or Choose 1 creature to obliterate their
Beginning at 3rd level, mind, DM decides Challenge rating based off creature CR
Chose your Heart of the Pirate of choice (a) Captain's or Story relevance or if they're just plain mean. You decide
Orders or (b) Helpful Monster. See Page 23 and 24 based off facial expressions. best of luck.
Heart of the Pirate: Captains Battle Cry!
Order At 9th Level inspire zealotry in others. As a bonus action,
you unleash a battle cry infused with righteous energy. Up
"Inherited Will, The Destiny of the Age, and The Dreams of to ten other creatures of your choice within 60 feet of you
the People. As long as people continue to pursue the that can hear you gain advantage on attack rolls and saving
meaning of Freedom, these things will never cease to be!" throws until the start of your next turn.
Once you use this feature, you can’t use it again until you
Inspiring Action finish a long rest.
At 3rd level use your action to give an order to someone of Master of All
equal/lower level than you, that is a friendly NPC. when you At 11th Level One animal that accepts your friendship can
does so, that creature can either make one attack action or be tagged with a rite of summon. Takes 24 hours to tag a
move half their movement. willing creature. Summon an animal companion, they take
Tactician's Eye a turn right after yours. They disappear upon death. If you
At 3rd Level Use your reaction to make one friendly PC don't use a bonus action to command them they take the
make an attack action, if they're willing dodge action.
Captains Order!
Crafty Dueler At 13th Level Use your action to give an order to someone
At 3rd Level while you are engaged in battle. When you of equal/lower level than you, that is a friendly PC. when
use the Attack action, you can make one weapon attack as you does so, that creature can either make one action or
a bonus action. move half their movement without invoking attacks of
You can use this feature a number of times equal to your opportunity.
Wisdom modifier (a minimum of once). You regain all
expended uses when you finish a long rest. Mutiny!
Speech Craft
Starting at 15th level Choose up to 10 level 3 or lower
At 5th level you gain the ability to converse with beasts enemy creatures, convince them to abandon their
ambitions to follow yours. They must make a Charisma
and many fey. saving throw (DC 10) or become friendly NPC's. Make a
You learn to speak, read, and write Sylvan. In addition, Convincing speech for additional benefits.
beasts can understand your speech, and you gain the ability
to decipher their noises and motions. Most beasts lack the
intelligence to convey or understand sophisticated
concepts, but a friendly beast could relay what it has seen
or heard in the recent past. This ability doesn’t grant you
friendship with beasts, though you can combine this ability
with gifts to curry favor with them as you would with any
non-player character
Beast Master
At 6th level Double Proficiencies with Animal handling.
Lead by Example
At 7th level Using your action, choose a friendly NPC or
PC within 30 ft and use on of their abilities as your own.
(Devil Fruits, or Special Physical attacks can't be
mimicked)

6
Heart of the Pirate: Helpful
Monster
"I'm gonna try even harder and be helpful to everyone!" Advanced Poison Apply the same effects as basic
poison but 1d8.
Healing Potions Anti-Toxin cure posion condition.
Gain the Ability to craft unique potions, unique exposure to
these potions as altered your DNA to be able to use them to Apothecary of the Monster!
their full potential. At 7th Level Exposure to different chemicals from brewing
potions and Poisons has altered your DNA allowing you
I Won't Let My Friends Die! take unique potions
At 3rd level you gain the ability to manipulate the line Bite Your mouth transforms into a bestial muzzle or
between life and death. When you would normally roll one great mandibles (your choice). It deals 1d8 piercing
or more dice to restore hit points with a potion to a damage on a hit. Once on each of your turns when you
creature at 0 hit points, you instead use the highest number damage a creature with this bite, you regain a number
possible for each die. of hit points equal to your proficiency bonus, provided
In addition, you learn the spare the dying cantrip, For you have less than half your hit points when you hit.
you, it has a range of 30 feet, and you can cast it as a bonus
action. Claws Each of your hands transforms into a claw, which
you can use as a weapon if it’s empty. It deals 1d6
Adept Field Medic slashing damage on a hit. Once on each of your turns
At 3rd level your healing potions are more effective. when you attack with a claw using the Attack action, you
Whenever you restore hit points to a creature, the creature can make one additional claw attack as part of the same
regains additional hit points equal to 2 + your level. action.
Healing Glow Tail You grow a lashing, spiny tail, which deals 1d8
At 3rd Level As an action, drink a healing glow potion you piercing damage on a hit and has the reach property. If a
can restore a number of hit points equal to five times your creature you can see within 10 feet of you hits you with
Helmsmen level. Choose any creatures within 30 feet of an attack roll, you can use your reaction to swipe your
you, and divide those hit points among them. This feature tail and roll a d8, applying a bonus to your AC equal to
can restore a creature to no more than half of its hit point the number rolled, potentially causing the attack to miss
maximum. You can’t use this feature on an undead or a you.
construct.
Acid Weaver
Lay on Palms At 10th Level Gain the ability to craft acid vials. Toss them
At 4th level with the blessed touch potion you can heal at an enemy or a construct to cause serious damage. 2d12
wounds. You have a pool of healing power that replenishes damage upon hit and 1d12 damage per turn for 1 minute.
when you take a long rest. With that pool, you can restore a
total number of hit points equal to your Helmsmen level × It's Alive!
5. At 14th Level Mastery of the Monsters Apothecary has
As an action, you can touch a creature and draw power allowed you to make an ultimate potion. Choose a creature
from the pool to restore a number of hit points to that you'd like to be the Monster of your apothecary and ask the
creature, up to the maximum amount remaining in your DM if they would allow it.
pool.
Alternatively, you can expend 5 hit points from your pool Lazarus's Touch
of healing to cure the target of one disease or neutralize At 15th Level Cure anything even death. Restore one
one poison affecting it. You can cure multiple diseases and creature to full health regardless of any aliment effecting
neutralize multiple poisons with a single use of Lay on them or even if they died. you can use this ability once ever.
Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Plaque Doctor
At 5th level Gain the ability to craft poisons and a Poison
pouch, must take 4 hours to craft a basic poison vial. 8
hours for Advanced poisons. 4 hours to craft Anti-toxin.
Your Poison pouch can hold 3 vials of Poison or Anti-toxin.
Basic Poison You can use the poison in this vial to coat
one slashing or piercing weapon or up to three pieces of
ammunition. Applying the poison takes an action. A
creature hit by the poisoned weapon or ammunition
must make a DC 10 Constitution saving throw or take
1d4 poison damage. Once applied, the poison retains
potency for 1 minute before drying.

7
Thank you!
Special Thanks to the creators of "Devil Fruit Compendium" "The Age of Flintlocks"
for the source documents to enhance our idea of a complete "One Piece Players
Handbook for 5e"
Special Thanks to Eiichiro Oda for the amazing world that we were able to build upon.
Special Thanks to bodskih for the beautiful art work find them at DeviantArt
Special Thanks to Mikey, Kyle, Mijo, Max, Gage and Benjamin. Without you guys there'd
be no reason to make this.

MAY THE GREAT PIRATE AREA BEGIN!

8
Devil Fruit Compendium

9
Devil Fruits

D
evil Fruits are strange, magical fruits that, Chop-Chop Fruit
when consumed, give the user some You gain the ability to split your body into pieces!
incredible and unique power at the cost of Passive: You gain resistance to slashing damage.
becoming an hammer when submerged in Active. You may separate your limbs and move them
water. Although Devil Fruits can be incredibly independently of your main body. The body parts have a
powerful, they are also incredibly rare. Once flying speed equal to your normal movement speed. At least
eaten, the results are irreversible. The user a part of your body needs to remain in contact with the
gains all traits of the Devil Fruit and immediately identify it. ground. All the other parts can move in a 30 foot radius
Additionally, anyone who eats a fruit cannot swim and will around that point on the ground.
drown in waist high water after a number of rounds equal
to its Constitution modifier. When drowning, a creature Gum-Gum Fruit
suffers 10 points of damage each round. Your Body is made of rubber!
Random Devil Fruit Passive. You gain the following benefits.
Roll a d20 to determine the type of Devil Fruit. Resistance to bludgeoning and thunder damage.
Immunity to lightning damage.
d20 Devil Fruit Type 15 ft. reach for melee weapon attacks. ( Not attacks of
1-15 Paramecia opportunity)
Your unarmed strikes deal double damage at 15 ft.
15-18 Zoan
Active. You gain the following combat options.
19-20 Logia
Second Gear: (Action) By pumping blood in your veins
at high pressure, at third level you gain the effects of the
Paramecia Devil Fruits Haste spell and the Jet Pistol, a ranged unarmed strike
Paramecia fruits are the most common type of Devil Fruit that deals (3d8+Str) thunder damage with a 30ft. range.
in the world. They cause some physical change to a user's After 1 minute the effects end, and you suffer 1 point of
body. Paramecia users gain a special new power that they exhaustion.
can use in any way they find suitable, within reason. Third Gear: (Action) At 10th level, You inflate yourself
Roll a d20 and refer to the following table to determine a to unleash a giant attack with a 30ft. reach. Your
random Paramecia fruit. unarmed damage is increased by 2 sizes.(3D12) After
the inflation you are subjected to the Reduce spell for 1
d20 Paramecia Devil Fruit minute, but your damage is decreased by 1 size and you
can't use gum-gum powers.
1 Chop-Chop Fruit Gum-Gum Gatling: (Action, Recharge 5 turns) You
2 Gum-Gum Fruit stretch your arms to unleash a series of attacks in a 15
ft. cone. Each creature in that line must make a
3 Smooth-Smooth Fruit Dexterity saving throw, taking 6 times your normal
4 Kilo-Kilo Fruit unarmed strikes damage on a failed save, or half as
much damage on a successful one.
5 Bomb-Bomb Fruit Gum-Gum Rifle: (Action, Recharge 5 turns) You make a
6 Flower-Flower Fruit powerful melee attack that deals double the normal
damage, with an extended reach of 30m.
7 Clone-Clone Fruit
8 Dice-Dice Fruit
9 Bubble-Bubble Fruit
10 Wheel-Wheel Fruit
11 Revive-Revive Fruit
12 Love-Love Fruit
13 Float-Float Fruit
14 Venom-Venom Fruit
15 Glare-Glare Fruit
16 Tremor-Tremor Fruit
17 Heal-Heal Fruit
18 Barrier-Barrier Fruit
19 Arms-Arms Fruit
20 Puff-Puff Fruit

10
Advantage on Athletics checks.
Gum-Gum Save DC = 8 + your proficiency bonus + your 30ft reach for grapple and unarmed strikes.
Strength/Dexterity modifier
Active. You gain the following combat options.
Smooth-Smooth Fruit Gigantesco Mano: (Action Recharge 6 turns) You
Your skin is super slippery!
create a giant limb out of many small ones to crush a
Passive. You gain the following benefits.
target within reach. This unarmed attack deals
Double walking speed when skating with your bare (4d8+Str).
feet. Mil Fleur: (Action, Recharge 6 turns) You can make
Your AC is 16 + your Dexterity modifier when you are one unarmed strike, or Athletics (Grapple) check,
not wearing any armor. against each hostile creature within reach.
Wing Fleur: (Action, Recharge 6 turns) You create
Kilo-Kilo Fruit wings out of your limbs, gaining 30ft. flying speed for
You can increase and decrease your weight at will! 1 round.
Passive. You gain the following benefits. Various Fleur: You can creatively use your powers in
many different ways. For example you can create nets,
Advantage on saving throws against being moved. ropes, difficult terrains and shields with your limbs, but
Immunity to falling damage. keep in mind that, when shielding using your limbs as
Active. You gain the following combat options. a reaction, you all suffer the same amount of damage.

Human Boulder: When falling, you can increase your Clone-Clone Fruit
weight to deal 1d8 per 10ft. (max 10d8) bludgeoning You can assume the appearance of other people!
damage on each creature in a 3m radius around the Active. (Action) You can change your look to match
landing point. A creature can make a Dexterity saving anyone you have touched with your hand in the past. You
throw to halve the damage. can change into any humanoid creature of the same size
Crush: You can crush Restrained creatures with your (+/-1), assuming also their voice and physical
weight, dealing (1d8+Con) bludgeoning damage each characteristics, but not their supernatural powers (magical
round. abilities, devil fruit powers, etc).

Dice-Dice Fruit
Kilo-Kilo Save DC = 8 + your proficiency bonus + your
You can turn your body into razor sharp blades!
Constitution modifier
Passive. You gain the following benefits.
Bomb-Bomb Fruit You can transform your limbs into swords! At 1st level
You have become a bomb man! you deal 1d8 piercing damage with unarmed attacks.
Passive. You gain the following benefits. 2d8 at 4th level, 3d8 at 8th level, and 4d8 at 14th
Resistance to fire and thunder damage caused by level.
explosions. +4 bonus to AC (natural armor).
Your unarmed strikes deal an additional (2D10+Con) Resistance to slashing damage as your body is made of
explosive damage (half fire and half thunder) to each blades.
creature in a 3m radius around the target.

Active. You gain the following combat options.

Explosive Snot: (Action) You can make a ranged


weapon attack, range 30ft., that deals (3d6+Con)
explosive damage. Each creature within 10ft. radius of
the target must succeed on a Dexterity saving throw
or suffer half as much damage.
Full Body Explosion: (Action, once per short rest)
You unleash a powerful explosion in a 30ft. radius
around you. Each creature in that area must make a
Dexterity saving throw. A Creature suffers (10d6+Con)
explosive damage on a failed save, or half as much
damage on a successful one.

Bomb-Bomb Save DC = 8 + your proficiency bonus +


your Constitution modifier

Flower-Flower Fruit
You can sprout body parts (limbs) on any surface!
Passive. You gain the following benefits.

11
Bubble-Bubble Fruit Venom-Venom Fruit
You can create power sapping soap bubbles! You can turn your body into deadly poison!
Active. (Action) You can make a ranged weapon attack, Passive. You gain the following benefits.
range 30 ft. On a hit the target has difficult terrain
imposed upon it for 1 minute. Immunity to poison damage.

Active. You gain the following combat options.


Wheel-Wheel Fruit
Your limbs can become wheels! Venomous Hydra: (Action, Recharge after a Long
Passive. You can double (2 wheels), or quadruple Rest) You can create a venomous hydra that lasts for
(4 wheels), your walking speed when using your devil fruit three turns and deals 1d8 damage with its bite. the
power. hydra is connected to you and lasts for three turns.
You can attack with the hydra again, as a bonus action,
Revive-Revive Fruit at the start of each turn. Targets must make a con.
You can come back to life! save or be poisoned for 1 minute.
Passive. You get a second chance at living. When you
die you can come back to life with full health. This effect Targets that recover from your poison are immune to it
only work once, and you are still considered a devil fruit forever.
user once revived. Your body is fully functional, as it was
before your demise, but it carries on the scar and
mutilations that it may have suffered during your death.

Love-Love Fruit
When people fall in love with you, they turn to stone!
Passive. You gain the following benefits.

Advantage on Persuasion checks.


You can innately cast the following spells.
At will: calm emotion, charm person, enthrall, mass
suggestion.

Active. (Action) You can shoot love arrows against


charmed enemies to turn them to stone. A charmed
creature must succeed on a Wisdom or Constitution
saving throw or become petrified.
You can release the petrification as a bonus action.

Love-Love Save DC = 8 + your proficiency bonus + your


Charisma modifier
Glare-Glare Fruit
You can read people's minds!
Passive. You gain the following benefits.

Proficiency in Insight and Perception, or expertise if


you are already proficient.
(1 hand lens) Advantage on Insight and Perception
checks.
(2 hands lenses) You can see trough objects within
30ft. The vision can penetrate 3ft. of stone, 1 ft. of
metal, or up to 5ft. of wood or dirt. Thicker substances
block the vision, as does a thin sheet of lead.
(2 hands reverse lenses) You can innately cast the
following spells.
At will: clairvoyance, detect thoughts.
Float-Float Fruit Glare-Glare Save DC = 8 + your proficiency bonus + your
You've gained the ability to float! Int/Wis modifier
Passive. You gain the following benefits.

30ft. flying speed with the ability to hover.


You can innately cast the following spells.
At will: telekinesis (spellcasting ability Con/Int/Cha).

12
Tremor-Tremor Fruit Barrier-Barrier Fruit
You can create earthquakes! You can create force fields!
Passive. You gain the following benefits. Passive. You gain the following benefits.

Tremor Strike Make an unarmed strike and deal Your melee weapon attacks deal an additional
2d10+Str thunder damage. (1d10+Int) force damage.
You can cast the following spells strength mod per You can innately cast the following spells.
day. earth tremor, erupting earth, thunderwave, At will: forcecage, force dart, wall of force.
earthquake. You can cast these spells at higher level (up to your
Intelligence modifier).
You can cast these spells at higher level (up to your
Strength modifier).
Barrier-Barrier Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Tremor-Tremor Save DC = 8 + your proficiency bonus +
your Strength modifier

Arms-Arms Fruit
You are the weapon!
Heal-Heal Fruit Active. (Bonus Action) You can turn any part of your
Your tears have the power to heal! body into a nonmagical weapon or tool up to large size.
Passive. Passive. You can innately cast the following Ranged weapons don't need ammo to shoot.
spells. Gain proficiency with all ranged weapons.
At will: cure wounds, lesser restoration.
Wisdom mod/Day: greater restoration, heal.
You can cast these spells at higher level (up to your
Wisdom modifier).

Shanks speaking to Buggy:


"I heard they are incarnations of the sea devil.
Supposedly, if you eat one, you will gain devil
powers... but the sea will hate you and take your
ability to swim!"
Devil Fruits are said to be the fruits of the Sea
Devil and that the secret to their power is hidden
in the Grand Line. Because encounters with them
are rare (especially outside the Grand Line), a
number of rumors about them have risen,
making it difficult to tell whether some things
are fact or fiction. Because of their power, if sold
they can expect to fetch well over 100,000 GP,
and Devil Fruit users themselves are sold at Puff-Puff Fruit
market prices as slaves. Of course, individual You can create a genie!
Fruits each have their differences in price, Active. (Action, once per level up, does not stack.) You
dependent on the powers bestowed.
can use the wish spell

13
Ox-Ox Fruit, Bison Model
Zoan Devil Fruits Passive. You gain the following benefits.
Zoan Devil Fruits allow the user to transform into animals
Proficiency in Athletics, or expertise if you are already
of all kinds, gaining the strengths and benefits of that
proficient.
animal.
When a user gains a Zoan power, they can change form, Human-Beast Form. You gain the following benefits.
from human, to half beast, to beast.
While you are transformed in the beast form, the usual Charge: (Trait, recharge 4 turns) If you move at least
wild shape rules apply. You assume the beast's hit points 15ft straight toward a target and then hit it with a gore
and Hit Dice. When you revert to your normal form, you attack on the same turn, the target takes an extra
return to the number of hit points you had before you (2d8) bludgeoning damage. If the target is a creature,
transformed. However, if you revert as a result of it must succeed on a Strength saving throw or be
dropping to 0 hit points, any excess damage carries over knocked prone.
to your normal form. Gore:
Roll a d8 and refer to the following table to determine a
Beast Form. (Action, Recharge after a Long Rest) You
random Zoan fruit.
can transform into a mighty bison for 1 hour. You can
d8 Zoan Devil Fruit revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
1 Ox-Ox Fruit, Bison/Giraffe Model
drop to 0 hit points, or die.
2 Tweet-Tweet Fruit, Falcon Model
3 Cat-Cat Fruit, Leopard Model Ox-Ox Save DC = 8 + your proficiency bonus + your
Strength modifier
4 Elephant-Elephant Fruit
5 Dino-Dino Fruit, Allosaurus Model
6 Human-Human Fruit, Buddha Model
7 Tweet-Tweet Fruit, Phoenix Model
8 Fish-Fish Fruit, Dragon Model Mighty Bison
Large Beast, same alignment

Armor Class 15 (natural armor)


Hit Points same
Speed 35ft

STR DEX CON INT WIS CHA


21(+5) 8(-1) 18(+4) same same same

Saving Throws same


Senses same passive Perception
Languages same
Challenge 6 (2300 XP)

Charge. (Trait, recharge 4 turns) If you move at


least 15ft straight toward a target and then hit it
with a gore attack on the same turn, the target
takes an extra (2d8) bludgeoning damage. If the
target is a creature, it must succeed on a Strength
saving throw or be knocked back 15 ft.

Actions
Multiattack. The bison makes two gore attacks.
Gore. (Bonus Action, Recharge 3 Turns) Melee
Weapon Attack, reach 5 ft. One target Hit:
(3d8+Str) bludgeoning damage.
Kick. (Action) Melee Weapon Attack, reach 5 ft.
One target Hit: 1d8+Str bludgeoning damage.

14
Tweet-Tweet Fruit, Falcon Model
Passive. You gain the following benefits.

Proficiency in Perception, or expertise if you are


already proficient.

Human-Beast Form. You gain the following benefits.

Wings: You have 30ft flying speed.


Keen Sight: (Trait) You have advantage on Wisdom
(Perception) checks that rely on sight.
Beak: (Action, Bonus Action) Melee Weapon Attack:
to hit, reach 5ft, one target. Hit: 1d6+4 piercing
damage.
Talons: (Action) (recharge 2 turns) Melee Weapon
Attack: to hit, reach 5ft, one target. Hit: 2d6+4
slashing damage.

Beast Form. (Action, Recharge after a Long Rest) You


can transform into a giant falcon for 1 hour. You can
revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.

Giant Falcon Cat-Cat Fruit, Leopard Model


Large Beast, same alignment Passive. You gain the following benefits.

Armor Class 13 (natural armor) Proficiency in Stealth, or expertise if you are already
Hit Points Same proficient.
Speed 10ft walk speed, fly 60ft
Human-Beast Form. You gain the following benefits.

STR DEX CON INT WIS CHA Keen Hearing and Smell: (Trait) You have advantage
on Wisdom (Perception) checks that rely on hearing or
16(+3) 18(+4) 13(+1) same 20(+5) same smell.
Pounce: (Trait, recharge 4 turns) If you move at least
Saving Throws same 15ft straight toward a target and then hit it with an
Skills Perception (2PB+5)
Senses passive Perception (10+2PB+5) attack on the same turn, the target must succeed on a
Languages same Strength saving throw or be knocked prone. If the
Challenge 3 (700 XP) target is prone, you can make one bite attack against it
as a bonus action.
Dive. If the falcon is flying and dives at least 30ft Bite: (Action) Melee Weapon Attack: to hit, reach 5ft,
straight toward a target and then hits it with a one target. Hit: 1d10+4 piercing damage.
talons attack, the attack deals an extra 1d6 Claw: (Action) Melee Weapon Attack: to hit, reach 5ft,
damage. one target. Hit: 1d8+4 slashing damage.
Keen Sight. The falcon has advantage on Wisdom
Beast Form. (Action, Recharge after a Long Rest) You
(Perception) checks that rely on sight.
can transform into a great leopard for 1 hour. You can
Actions revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
Multiattack. The falcon makes two attacks: one
with its beak and one with its talons. drop to 0 hit points, or die.

Beak. Melee Weapon Attack: to hit, reach 5ft, one Cat-Cat Save DC = 8 + your proficiency bonus + your
target. Hit: 1d6+4 piercing damage. Str/Dex modifier
Talons. (recharge 2 turns) Melee Weapon Attack:
to hit, reach 5ft, one target. Hit: 2d6+4 slashing
damage.

15
Elephant-Elephant Fruit
Passive. You gain the following benefits.

Proficiency in Athletics, or expertise if you are already


proficient.

Human-Beast Form. You gain the following benefits.

Trampling Charge: (Trait, recharge 4 turns) If you


move at least 15ft straight toward a target and then hit
it with a gore attack on the same turn, the target takes
an extra 2d8 piercing damage, and it must succeed on
a Strength saving throw or be knocked prone.
Gore: (Action) (recharge 4 turns) Melee Weapon
Attack: to hit, reach 5ft, one target. Hit: 2d8+4
piercing damage.
Stomp: (Action) ( recharge 3 turns) Melee Weapon
Attack: to hit, reach 5ft, one prone target. Hit: 2d10+4
bludgeoning damage.

Beast Form. (Action, Recharge after a Long Rest) You


can transform into a mighty elephant for 1 hour. You can
revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.
Great Leopard Elephant-Elephant Save DC = 8 + your proficiency
Large Beast, same alignment
bonus + your Strength modifier

Armor Class 13 (natural armor)


Hit Points same
Speed 40 ft

STR DEX CON INT WIS CHA


18(+4) 17(+3) 16(+3) same same same

Skills Stealth (PB+3)


Saving Throws same (PB+3)
Senses same passive Perception
Languages same
Challenge 7 (2900 XP)

Keen Hearing and Smell. The leopard has advantage


on Wisdom (Perception) checks that rely on
hearing or smell.
Pounce: (Trait, recharge 4 turns) If you move at
least 15ft straight toward a target and then hit it
with an attack on the same turn, the target must
succeed on a Strength saving throw or be
knocked prone. If the target is prone, you can
make one bite attack against it as a bonus action..

Actions
Multiattack. The leopard makes two attacks: two
with its claws.
Bite: (Action) (recharge 3 turns) Melee Weapon
Attack: to hit, reach 5ft, one target. Hit: 2d10+4
piercing damage.
Claw. Melee Weapon Attack: to hit, reach 5ft, one
target. Hit: 2d8+4 slashing damage.

16
Beast Form. (Action, Recharge after a Long Rest) You can
transform into a great allosaurus for 1 hour. You can
Mighty elephant revert to your normal form earlier by using a bonus action,
Huge Beast, same alignment otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.
Armor Class 15 (natural armor) Dino-Dino Save DC = 8 + your proficiency bonus + your
Hit Points same Strength modifier
Speed 30ft

STR DEX CON INT WIS CHA Great Allosaurus


24(+7) 9(-1) 21(+5) same same same Huge Beast, same alignment

Saving Throws same + Constitution (PB+5) Armor Class 16 (natural armor)


Senses same passive Perception Hit Points same
Languages same Speed 40 ft
Challenge 8 (3900 XP)

Trampling Charge. (Trait, recharge 4 turns) If the STR DEX CON INT WIS CHA
elephant moves at least 15ft straight toward a 25(+7) 13(+1) 19(+4) same same same
target and then hits it with a gore attack on the
same turn, the target takes an extra 3d8 piercing
Saving Throws same
damage, and it must succeed on a Strength saving
Senses same passive Perception
throw or be knocked prone.
Languages same
Challenge 9 (5000 XP)
Actions
Multiattack. The elephant makes two attacks 1 Pounce. (Trait, recharge 4 turns) If the allosaurus
gore attacks, 1 Stomp attack moves at least 20ft straight toward a target and
then hits it with a claw attack on the same turn,
Gore. Melee Weapon Attack: (recharge 4 turns) the target must succeed on a Strength saving
reach 5ft one target. Hit: 3d8+4 piercing damage. throw or be knocked prone. If the target is prone,
Stomp. Melee Weapon Attack: (recharge 3 turns) the allosaurus can make one bite attack against it
to hit, reach 5ft, one prone target. Hit: 3d10+4 as a bonus action.
bludgeoning damage.
Trunk Smack. Melee Weapon Attack: to hit, reach
Actions
5ft, one target it must succeed on a Strength Multiattack. The allosaurus makes two attacks: two
saving throw or be knocked prone Hit: 1d10+4 with its claws.
bludgeoning damage.
Bite. (Action recharge 3 turns) Melee Weapon
Attack: to hit, reach 5ft, one target. Hit: 2d10
piercing damage. If the target is a Medium or
smaller creature, it is grappled (escape DC 17).
Dino-Dino Fruit, Allosaurus Model Until this grapple ends, the target is restrained,
Passive. You gain the following benefits. and the allosaurus can't bite another target.
Claw. (Action recharge 3 turns) Melee Weapon
Proficiency in Athletics and Strength saving throws, or
Attack: to hit, reach 5ft, one target. Hit: 1d12
expertise if you are already proficient. slashing damage.
Human-Beast Form. You gain the following benefits. Headbutt: (Action) Melee Weapon Attack: to hit,
reach 5ft, one target. Hit: 1d8 Bludgeoning
Pounce: (Trait, recharge 4 turns) If you move at least damage.
15ft straight toward a target and then hit it with an
attack on the same turn, the target must succeed on a
Strength saving throw or be knocked prone. If the
target is prone, you can make one bite attack against it
as a bonus action.
Bite: (Action recharge 3 turns) Melee Weapon Attack:
to hit, reach 5ft, one target. Hit: 1d10 piercing
damage.
Claw: (Action recharge 3 turns) Melee Weapon Attack:
to hit, reach 5ft, one target. Hit: 1d8 slashing damage.

17
Human-Human Fruit, Buddha Model
Passive. You gain the following benefits.
Gold-God Buddha
Proficiency in Athletics and Constitution saving Huge Beast, same alignment
throws, or expertise if you are already proficient.

Buddha Form. (Action, Recharge after a Long Rest) You Armor Class 19 (natural armor)
can transform into a Golden Buddha for 1 hour. You can Hit Points samw (20d12+120)
Speed 20ft
revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die. STR DEX CON INT WIS CHA

Human-Human Save DC = 8 + your proficiency bonus + 22(+6) 8(-1) 23(+6) same same same
your Strength modifier
Saving Throws same
Senses same passive Perception
Languages same + Celestial
Challenge 10 (5900 XP)

SunBurst Area of Effect Attack - (Action recharge


Zoan Fruits and objects.
4 turns) Shine in a brilliant divine light, blinding all
Inanimate objects have been shown to be able to creatures in a 30ft range (Wis save, DC 15)
"eat", or otherwise consume Devil Fruits. The
technique used to make objects "eat" a fruit was Actions
developed by Dr. Vegapunk, but is not limited to
solid materials, as gaseous slime can also be Multiattack. The Sun God makes two palm attacks.
used as a medium. So far, Zoan is the only type
of Devil Fruit that inanimate objects have been Palm. Melee Weapon Attack: to hit, reach 5ft, one
target. Hit: 1d12 bludgeoning damage.
shown as being able to absorb.
Objects that have ingested a Zoan fruit gain the Belly Slap. (Action recharge 3 turns) Ranged
mobility and intelligence of the animal they turn weapon attack: 15ft cone, release pressurized air
into. This can be a drawback as the object can off a tremendous belly slap. (Dex save, DC 15) Hit
also feel pain as well as become susceptible to 4d8 or half as much damage on a successful save.
diseases. In the animal form, they can be
intimidated. Inanimate object Zoans also seem to
be very loyal to whomever owns them.

18
Tweet-Tweet Fruit, Phoenix Model
Passive. You gain the following benefits.
Fiery Phoenix
Resistance to fire, poison, grappled, paralyzed, Medium Elemental, same alignment
petrified, poisoned, prone, restrained.

Human-Elemental Form. You gain the following Armor Class 13


benefits. Hit Points same (15d8+90)
Speed 30ft, fly 60ft.
Wings: You have 60ft flying speed.
Fire Form: (Trait) You can move through a space as STR DEX CON INT WIS CHA
narrow as 1ft wide without squeezing. Any creature
that touches you while within 5ft of you takes 1d10 18(+4) 22(+6) 23(+6) same same same
fire damage. In addition, you can enter a hostile
creature's space and stop there. The first time you Saving Throws same
enter a creature's space on a turn, that creature takes Damage Immunities fire, poison.
Condition Immunities grappled, paralyzed,
1d10 fire damage. The creature takes 1d10 fire
petrified, poisoned.
damage at the start of each of its turns. While in your Senses darkvision 30ft, same passive Perception
space Languages same
Regeneration: (Trait, recharge 4 turns) You regain 10 Challenge 10 (5900 XP)
hit points at the start of your turn if you have at least 1
hit point. Fire Form. The phoenix can move through a space
Fiery Talons: (Action, recharge 4 turns) Melee as narrow as 10cm wide without squeezing. Any
Weapon Attack: to hit, reach 5ft, one target. Hit: 2d10 creature that touches the phoenix or hits it with a
fire damage. melee attack while within 1,5m of it takes 11
(2d10) fire damage. In addition, the phoenix can
Elemental Form. (Action, Recharge after a Long Rest) enter a hostile creature's space and stop there.
You can transform into a fiery phoenix for 1 hour. You can The first time it enters a creature's space on a
turn, that creature takes 11 (2d10) fire damage
revert to your normal form earlier by using a bonus action,
and catches fire; until someone takes an action to
otherwise you automatically revert if you fall unconscious, douse the fire, the creature takes 11 (2d10) fire
drop to 0 hit points, or die. damage at the start of each of its turns.
Regeneration. The Phoenix regains 15 hit points at
the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The phoenix makes two attacks with
its fiery talons.
Fiery Talons. Melee Weapon Attack: PB+6 to hit,
reach 1,5m, one target. Hit: 24 (4d8+6) fire
damage.

19
Fish-Fish Fruit, Dragon Model
Passive. You gain the following benefits.
Dragon
Immunity to fire damage. Huge Dragon, same alignment
Proficiency in Athletics and Charisma saving throws, or
expertise if already proficient. Armor Class 17 (natural armor)
Human-Dragon Form. You gain the following benefits. Hit Points same
Speed 30ft, fly 60ft.
Wings: You have 30ft flying speed.
Superior Senses: You have 10ft blindsight and 60ft STR DEX CON INT WIS CHA
darkvision.
Fire Breath: (Action, Recharge 6) You exhale fire in a 27(+8) 10(+0) 25(+7) same same same
15ft cone. Each creature in that area must make a
Dexterity saving throw, taking 2d10 fire damage on a Saving Throws same
failed save, or half as much damage on a successful Damage Immunities fire
Senses blindsight 15ft, darkvision 60ft, same
one.
passive Perception
Bite: (Action, recharge 3) Melee Weapon Attack: to Languages same
hit, reach 5ft, one target. Hit: 1d10 piercing damage. Challenge 15 (13000 XP)
Claw: (Action) Melee Weapon Attack:to hit, reach 5ft,
one target. Hit: 1d8 slashing damage. Actions
Multiattack. The dragon can use its frightful
Dragon Form. (Action, Recharge after a Long Rest) You presence. It then makes 2 attacks: one with its
can transform into a Dragon (roll for model) for 1 hour. bite, and one with its tail.
You can revert to your normal form earlier by using a
bonus action, otherwise you automatically revert if you fall Bite. (Action, recharge 4) Melee Weapon Attack:
unconscious, drop to 0 hit points, or die. to hit, reach 5ft, one target. Hit: 2d10 piercing
damage
Fish-Fish Save DC = 8 + your proficiency bonus + your Claw. Melee Weapon Attack: to hit, reach 5ft, one
Constitution modifier target. Hit: 1d10 slashing damage.
Tail. (Bonus action, recharge 3) Melee Weapon
Attack: to hit, reach 10ft, one target. 2d8
bludgeoning damage.
Frightful Presence. Each creature of the dragon's
choice that is within 30ft of the dragon and aware
of it must succeed on a Wisdom saving throw or
become frightened for 1 minute. A creature can
repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the dragon's
Frightful Presence for the next 24 hours.
Fire Breath (Recharge 5-6). The dragon exhales fire
in a 15ft cone. Each creature in that area must
make a Dexterity saving throw, taking 3d10 fire
damage on a failed save, or half as much damage
on a successful one.

20
Logia Devil Fruits
Logia Devil Fruits are the most rare and the most powerful
type of fruit, but with extreme power comes extreme
effort. You can use an action to enter into your fruit's
elemental form for 10 minutes, or until dismissed as a
bonus action. When you revert to your normal form you
gain 1 point of exhaustion.
Roll a d6 and refer to the following table to determine a
random Logia fruit.
d6 Logia Devil Fruit
1 Smoke-Smoke Fruit
2 Sand-Sand Fruit
3 Flame-Flame Fruit
4 Rumble-Rumble Fruit
5 Ice-Ice Fruit
6 Glint-Glint Fruit
Sand-Sand Fruit
Smoke-Smoke Fruit Passive. Your body is made of sand, granting you the
following benefits, but if you are hit by water, the traits
Passive. Your body is made of smoke, granting you the marked with (W) don't function until the start of your
following benefits. next turn.
Resistance to fire, poison, Acid and Thunder damage. (W) Resistance to poison; Fire, Thunder damage from
15ft flying speed. nonmagical attacks.
Proficiency in Acrobatics and Dexterity saving throws, Debilitating Touch: (Action, Recharge 5) You can
or expertise if you are already proficient. suck out the water from your enemies. Any creature
You are considered an Elemental. you touch must succeed a Constitution saving throw
or suffer 3d8 necrotic damage.
Smoke Form. (Con mod per day, 10 mins) You gain the
Proficiency in Athletics and Strength saving throws, or
following benefits.
expertise if you are already proficient.
Condition Immunities: grappled, paralyzed, petrified, You are considered an Elemental.
prone, restrained. By non-haki users.
Sand Form. (Con mod/per day, 10 mins) You gain the
Smoke Magic: You can cast the following spells.
following benefits.
Once Per Long Rest: fog cloud, blindness.
Constitution modifier/Day: Choking cloud. (W) Damage Immunities: poison; Fire, Thunder
You can control the smoke you create using fog cloud. damage from nonmagical attacks.
As a bonus action you can move the cloud up to 10ft, (W) Condition Immunities: grappled, paralyzed,
or you can attempt to use the smoke to grapple and petrified, prone, restrained. From non-haki users.
strangle your enemies. Each creature of your choice Sand Magic: You can cast the following spells.
inside the cloud must succeed on a Strength, or Per long rest: bones of the earth, earth tremor, wall of
Dexterity saving throw, or become grappled, restrained sand.
and suffer 1d8 bludgeoning damage. Lasts for 1 Constitution modifier/Day: Maximilian's earthen grasp.
minute, can be blown away by a heavy wind. You can control the sand you create using these spells.
Smoke Punch: (Action) Melee Weapon Attack: to hit, As a bonus action you can move the sand up to 20ft,
reach 10ft, one target. Hit: 1d8 bludgeoning damage. or you can make a Debilitating Touch against each
Smoke Evasion: (Reaction, recharge 5) You halve the creature in contact with you, or your sand.
damage that you take from an attack that hits you. You Sand Punch: (Action) Melee Weapon Attack: to hit,
must be able to see the attacker. reach 10ft, one target. Hit: 1d8 bludgeoning damage.
Sand Shield: (Reaction, per short rest) You erect a
Smoke-Smoke Save DC = 8 + your proficiency bonus +
3x3m wall of sand to protect you from incoming
your Constitution modifier
attacks. The wall has 30 hit points and an AC of 12.

Sand-Sand Save DC = 8 + your proficiency bonus + your


Constitution modifier

21
Flame-Flame Fruit
Passive. Your body is made of fire, granting you the
following benefits.

Resistance to fire, poison; Thunder, Acid, Poison from


nonmagical attacks.
Burning Jet: (Action, Recharge 5-6) You fire a
powerful blast of flames from your arms in a 15ft long
and 5ft wide line. Each creature in that line must make
a Dexterity saving throw, taking 3d10 fire damage on a
failed save, or half as much damage on a successful
one.
Proficiency in Athletics and Dexterity saving throws, or
expertise if you are already proficient.
You are considered an Elemental.

Flame Form. ( Con mod per day, 10 mins) You gain the
following benefits.

Damage Resistances: cold. Rumble-Rumble Fruit


Damage Immunities: to fire, poison; Thunder, Acid,
Passive. Your body is made of lightning, granting you the
Poison from nonmagical attacks.
following benefits.
Condition Immunities: grappled, paralyzed, petrified,
prone, restrained. From non-haki users. Resistance to lightning, poison, thunder; from
Flame Magic: You can cast the following spells. nonmagical attacks.
Per short rest: firebolt, flame blade, heat metal, wall of Lightning Strike: (Action, Recharge 5-6) You call
fire. down lightning to strike a point you can see within
Constitution modifier/Day: fire ball, flame strike. 60ft. Each creature in a 5ft radius around that point
Flame Punch: (Action) Melee Weapon Attack:to hit, must make a Dexterity saving throw, taking 4d6
reach 10ft, one target. Hit: 1d8 fire damage. lightning damage on a failed save, or half as much
Flame Rebuke: (Reaction, recharge 4) When you are damage on a successful one.
hit by a melee attack from a creature you can see, you You can take one Reaction on every turn of combat.
can spend your reaction to deal 3d6 fire damage to Proficiency in Dexterity saving throws, or expertise if
the attacker. The target must also succeed on a you are already proficient.
Dexterity saving throw or catch fire. You are considered an Elemental.
Flame-Flame Save DC = 8 + your proficiency bonus + Lightning Form. (Con mod per day, 10 mins) You gain
your Constitution modifier the following benefits.

Damage Immunities: lightning, poison, thunder; from


nonmagical attacks.
Condition Immunities: grappled, paralyzed, petrified,
prone, restrained. From non-haki users
Lightning Magic: You can cast the following spells.
Per short rest: call lightning, shocking grasp, storm
sphere, thunder step. Constitution modifier/Day:
lightning bolt.
Lightning Punch: (Action) Melee Weapon Attack: to
hit, reach 10ft, one target. Hit: 1d8 lightning damage.
Lightning Dash: (Reaction, Recharge 6) You can move
straight, up to twice your speed without provoking
attacks of opportunity. All creatures within 5ft of your
passage must succeed on a Dexterity saving throw or
suffer 3d10 lightning damage

Rumble-Rumble Save DC = 8 + your proficiency bonus +


your Constitution modifier

22
Ice-Ice Fruit
Passive. Your body is made of ice, granting you the
following benefits.

Resistance to cold, poison; Fire, Radiant damage from


nonmagical attacks.
Proficiency in Athletics and Constitution saving
throws, or expertise if you are already proficient.
You are considered an Elemental.

Ice Form. (Con mod per day, 10 mins) You gain the
following benefits.
Damage Resistances: fire.
Damage Immunities: Cold, poison; Fire, Radiant
damage from nonmagical attacks.
Condition Immunities: grappled, paralyzed, petrified,
prone, restrained. From non-haki users
Ice Magic: You can cast the following spells.
Per short rest: ice knife, ice storm, wall of ice. Glint-Glint Fruit
Constitution modifier/Day: cone of cold, freezing
Passive. Your body is made of light, granting you the
sphere.
following benefits.
Ice Punch: (Action) Melee Weapon Attack:to hit,
reach 5ft, one target. Hit: 1d8 bludgeoning damage. Resistance to poison, radiant, and necrotic damage
Ice Cocoon: (Reaction, recharge 5) You can surround from nonmagical attacks.
yourself by a protective barrier of ice until the start of Light Beam: (Action, Recharge 5-6) A bright beam of
your next turn. The ice has 30 hit points and an AC of light flashes from your pointing finger to a point you
12. Each creature in a 5ft radius around you, when the can see within 30ft then blossoms into an explosion
cocoon is formed, must make a Constitution saving of flame. Each creature in a 15ft radius around that
throw, taking 3d8 cold damage on a failed save, or half point must make a Dexterity saving throw, taking
as much damage on a successful one. 3d10 fire damage on a failed save, or half as much
damage on a successful one.
Ice-Ice Save DC = 8 + your proficiency bonus + your
You are permanently under the effect of the
Constitution modifier
Expeditious Retreat spell.
Proficiency in Dexterity saving throws, or expertise if
you are already proficient.
You are considered an Elemental.

Light Form. (Con mod per day, 10 mins) You gain the
following benefits.

Damage Immunities: poison, radiant, necrotic


damage from nonmagical attacks.
Condition Immunities: blinded, grappled, paralyzed,
petrified, prone, restrained. From non-haki users
Light Magic: You can cast the following spells.
At will: daylight, spiritual weapon, searing smite.
Constitution modifier/Day: sunbeam.
Light Speed Kick: (Action) Melee Weapon Attack: to
hit, reach 5ft, one target. Hit: 1d8 bludgeoning
damage
Blinding Light: (Reaction, recharge 5) You flash with
intense light to distract your enemies. You add 4 to
your AC against one attack that would hit you. This
effect doesn't function against creatures that don't rely
on sight for their attacks.

Glint-Glint Save DC = 8 + your proficiency bonus + your


Constitution modifier

23
The Age of Flintlock
5E

24
Table of Contents
Topic Page
Introduction 2
Firearm Properties 3
Weapon Descriptions 4
Weapon Table 5
Special Weapon Properties 6
Ammunition 6
Throwables 8
Firearm Modifications 8
Conclusion 9

If you enjoy what this document includes in it, and want


Introduction to see more of what I've created in the same genre (Ships,
It's no secret that Dungeons and Dragons is a game Ship Combat, Cannons, and more), let me know and
centered around medieval fantasy, with the most common support me! This is my first time attempting to do
weapons in most worlds being weapons from those something like this, so maybe I'll post more of my work.
respective time periods. But what if you wanted more Support and feedback is very appreciated; have a nice
options than bows and magic in terms of ranged combat? read!
What if you wanted your campaign world to be set during
the Age of Exploration or the Industrial Revolution and
have weapons appropriate to those eras? What if you
wanted a medieval setting with a technologically superior
civilization having access to firearms? What if you were
running a Steampunk styled game using D&D? Whatever
the reason, you want firearms in your game, not the
brushed over simplistic version found in the DMG, but a
fleshed out system with plenty of firearms, special
ammunition, and thought out customization. If so, look
no further.
I originally made this home-brewed firearm system for
my own home game, a historically authentic game set
during the Golden Age of Piracy in the early 18th century.
Not only did I create a system catered to weapons of the
time, I also took some historic liberties and included
weapons all the way up to the mid 19th century. Not only
that, but I created special ammunition for the firearms, a
firearm modification system, and several different types of
bombs for my players to enjoy. Now that I'm fairly
confident everything is completed, I've decided to share
what I've made so that hopefully all of you reading this
can enjoy it too!
Included in this document, as listed above, is a fleshed
out and comprehensible firearm system for D&D 5e, 14
firearms, two melee weapons, unique ammunition types,
several throwable weapons, and a list of modifications
that can be applied to the firearms to create dozens of
unique and exciting possible firearms.

25
Firearm Properties Misfire
Due to the unreliable nature of Flintlock firearms, each
With the addition of firearms, comes the additon of new
firearm has a chance of Misfiring when an attack roll is
weapon properties that relate to firearms and how they
made with it.
are handled in combat
Some firearms have Misfire Scores that are higher than
Reload others, especially firearms that are considerably more
The Reload Property replaces the Loading Property when complex or experimental.
dealing with firearms. The Misfire Score of firearms can be affected by the
Every firearm has a Reload value, with that value being type of Ammunition used as well as what Modifications
how many shots the firearm can shoot before it has to be might be installed.
reloaded. Usually, firearms with a Reload value higher than Creatures that are not proficient with the firearm
one have multiple barrels that hold one shot each. increases the Misfire Score by one.

Reloading a Firearm Misfires


Reloading a one-handed firearm takes two actions If a firearm misfires, the attack automatically
to complete (One action per barrel and one misses regardless of attack modifiers and the
action for the Flintlock Mechanism) barrel is unusable until it is fixed.
Reloading a two-handed firearm takes three If the firearm has a Misfire Score of one, than
actions to complete (Two actions per barrel and attack rolls made with the firearm that results
one action for the Flintlock Mechanism) in a natural one causes the firearm to misfire.
Alternatively, there are other ways to reload a If the firearm has a Misfire Score that is higher
firearm. than one, than attack rolls made with the
As a bonus action, make a Sleight of Hand firearm that results in a natural roll higher
check DC 10 + Weapons Misfire Score with than one causes the firearm to misfire.
any additional modifiers from Weapon Breakage
Modifications and/or special Ammunition. On If the firearm has a Misfire Score that is higher
a success, that bonus actions acts as a regular than one, than attack rolls made with the
action that would otherwise be used to reload firearm that results in a natural one causes
a firearm. the firearm to break instead of misfiring.
If you are out of range of any melee attack
and moving wouldn’t trigger an opportunity A broken firearm can not be shot until it is
attack, then you may use your reaction as a repaired outside of combat.
normal action that would otherwise be used Fixing Misfires and Breakages
to reload a firearm. A misfire can be fixed by spending an action
Firearms and Feats to do so. Alternatively, you can make a
In order to reload a one-handed firearm, one successful Tinkers Tool check DC 8 + Misfire
hand must be free to do so. This can be Score to fix it as a bonus action. On a failure
bypassed by taking the Dual Wielder Feat. however, the bonus action is spent and the
Rather than ignoring the Loading Property firearm is still not fixed.
with the Crossbow Expert feat for weapons To repair a broken firearm, you can do so
you are proficient with, players who choose yourself in 1d4 hours with a successful
this feat instead have the reload speed Tinkers Tools check DC 10 + Misfire Score, or
decreased by one action for firearms that they 2d4 hours on a failure. Alternatively, the
are proficient with. weapon can be taken to a skilled gunsmith to
be repaired for 1/4 the firearm’s cost, taking
1d4 hours to do so.

26
_
Weapon Descriptions Double Barreled Blunderbuss. A Blunderbuss with
In this section, all of the newly added weapons in the next two barrels side by side, rather than one. This Blunderbuss
page are described here in terms of what they are, what is heavier and more unstable than a standard Blunderbuss,
they're used for, as well as any other important but if used correctly can be far more powerful.
information. Double Barreled Flintlock Musket. A Flintlock Musket
with two barrels side by side, rather than one. This Musket
Melee Weapons is even heavier and more unstable than a standard Musket,
Although this document primarily focuses on Flintlock but if used correctly can be far more powerful.
firearms, there are two included melee weapons. Pepper-Box. A weapon that resembles the appearance
Bayonet. A knife like blade that can be attached to the and functionality of a revolver, but in an earlier form. A
end of the barrel for most firearms, typically rifles. A Pepper-Box can have between two and six barrels, all
Bayonet allows the shooter to better engage in hand to apart of a cylinder that automatically rotates when the
hand combat if the need arises. trigger is pulled. Being a experimental firearm, it is much
Harpoon. A weapon resembling a spear with a barb at more unstable and is weaker than it's closest comparison,
the tip, and a rope attached to the end. This weapon is the Flintlock Pistol, but can hold many more shots.
typically used by fishers and whalers to catch large sea Pepper-Box Rifle. A normal Pepper-Box with a rifle
animals, but can also be used in combat situations if it length barrel extension that doesn't rotate with the
needs to be by impaling a target and having them firearm's cylinder. The Pepper-Box Rifle has much more
attached to the harpooner via the rope. range than a normal Pepper-Box, but requires two hands
to use. Similarly to how the Pepper-Box compares with
Ranged Weapons the Flintlock pistol, this rifle is more unstable and weaker
The weapons listed here are primarily Flintlock based
than a Flintlock Musket, but holds more shots.
firearms varying heavily in complexity and rarity.
Hand Cannon. Another Blunderbuss styled firearm that
Flintlock Pistol. The typical pistol found with a
closely resembles a Hand Blunderbuss, but has an even
Flintlock mechanism. This pistol typically has a smooth
shorter and an even wider barrel. The purpose of the Hand
bore barrel and fires lead balls as well as their improved
Cannon is not to accurately shoot ball ammunition, but
equivalents, just like most other Flintlock firearms. This
acts as a handheld mortar which can fire most any object
weapon is usually a side arm to be paired with a more
that can fit inside of the barrel.
powerful weapon. The Flintlock pistol is also a great
Volley Gun. This devastating rifle is equipped with
weapon for duel wielding due to it's light weight.
seven barrels, orientated in whatever pattern you see fit;
Palm Pistol. Similar to a Flintlock Pistol, but
square, line, circle, pyramid, etc. Unlike other multi-
considerably smaller. Although this firearm might not be
barreled firearms however, the Volley Gun fires every
as powerful as it's larger cousin, it is a perfect option for
barrel at once, creating a "volley" from a single firearm.
situations where carrying a weapon out in the open may
The Volley Gun deals a large amount of damage to a single
not be a good idea, but you still want protection if things
target in one attack, but is highly unstable and takes a
go bad.
long time to reload, making to rare to be used twice in a
Hand Blunderbuss. A smaller version of a standard
single encounter. The recoil from shooting this firearm is
Blunderbuss, designed to be used with one hand, as well
so strong that it inflicts damage onto those who fire it.
as having a much shorter barrel than a standard
Duck-Foot Pistol. This firearm comes equipped with
Blunderbuss. If you enjoy the Blunderbuss style but prefer
multiple barrels, usually three or four, arranged in a
one handed weapons, and are willing to sacrifice a bit of
splayed line which resembles the pattern of a duck's foot.
power for such, the Hand Blunderbuss is for you.
The purpose of this firearm is to cover a wide area in
Flintlock Musket. A typical rifle with a Flintlock
situations where a single person may have to go against a
mechanism. It is a hefty firearm with a long barrel,
group of opponents.
providing considerable range for a Flintlock firearm. Great
Pistol Sword. A Shortsword with a small caliber
for Sharpshooters who want a reliable firearm with a nice
Flintlock pistol, equivalent to a Palm Pistol, welded onto
balance between damage and range, while also having a
the side of the hilt or blade. When making an attack with
lot of room for modifications.
this weapon, you can choose to either make an attack
Musketoon. Very similar to a Flintlock Musket, but with
with the sword or the pistol, not both, unless your class
a shorter barrel and a overall more compact build. Ideal for
allows you to make multiple attacks a turn.
those who want a rifle, but may not possess the ability to
Blowgun. A simplistic weapon consisting of a long
wield the larger Musket. This weapon is also useful in
narrow tube in which dart projectiles are fired from the
smaller areas where the length of the Musket's barrel may
exhaling of the user.
be cumbersome.
Blunderbuss. A very early version of a shotgun. It
typically has a much wider barrel than other Flintlock
firearms, and the barrel is also flared at the muzzle,
opening outwards. The Blunderbuss can shoot ball
ammunition at a much shorter range than other Flintlock
firearms, but can also be used to fire Scatter Shot
ammunition, causing an area of effect attack.

27
Weapons
Melee Weapons
Name Cost Damage Weight Properties
Simple Weapons
Bayonet 2gp 1d4 Piercing 1lb Light, Special
Harpoon 2gp 1d8 Piercing 3lb Thrown (Range 30/60), Versatile (1d10), Special

Ranged Weapons
Name Damage Weight Properties
Simple Weapons
Flintlock Pistol 1d10 Piercing 2lb Ammunition (Range 30/120), Reload 1, Light, Misfire 1
Palm Pistol 1d8 Piercing 1lb Ammunition (Range 20/80), Reload 1, Light, Misfire 1
Hand Blunderbuss 1d8 Piercing 2lb Ammunition (Range 15/40), Reload 1, Light, Misfire 2, Special
Martial Weapons
Ammunition (Range 100/400), Reload 1, Heavy, Two-Handed,
Flintlock Musket 2d6 Piercing 10lb
Misfire 2
Musketoon 1d12 Piercing 8lb Ammunition (Range 60/240), Reload 1, Two-Handed, Misfire 2
Ammunition (Range 15/40), Reload 1, Two-Handed, Misfire 2,
Blunderbuss 1d10 Piercing 5lb
Special
Double Barreled Ammunition (Range 15/40), Reload 2, Two-Handed, Misfire 3,
1d10 Piercing 9lb
Blunderbuss Special
Double Barreled Flintlock Ammunition (Range 100/400), Reload 2, Heavy, Two-Handed,
2d6 Piercing 15lb
Musket Misfire 3
Pepper-Box 1d8 Piercing 3lb Ammunition (Range 20/80), Reload 2-6, Light, Misfire 3
Ammunition (Range 60/240), Reload 2-6, Heavy, Two-Handed,
Pepper-Box Rifle 1d8 Piercing 13lb
Misfire 3
Hand Cannon 1d10 Piercing 3lb Special
Ammunition (Range 30/120), Reload 7, Heavy, Two-Handed,
Volley Gun 1d10 Piercing 15lb
Misfire 4, Special
Duck-Foot Pistol 1d8 Piercing 3lb Ammunition, Reload 4, Light, Misfire 2, Special
1d6/1d8 Ammunition (Range 20/80), Reload 1, Misfire 1, Light, Finesse,
Pistol Sword 4lb
Piercing Special
Blowgun 1d4 Piercing 1lb Ammunition (Range 25/100), Loading

Firearm Costs
The firearms listed in the table above were
originally designed for my own D&D game set
during the Age of Sail, where firearms were easily
accessible and a different currency was used.
Depending on the setting on your game,
firearms might be commonly sold or
uncommonly sold, or perhaps not sold at all and
must be crafted. Point being, I can't accurately
price these firearms because it depends on your
game and your world.

28
If a
Special Weapons Ammunition rolled
Weapons with the Special property are elaborated here. Every firearm requires ammunition in order to fire point
properly, and there is a wide selection of ammunition they w
Bayonet types to choose from to help add variety, flair, and any d
If mounted to a Two-Handed firearm, the bayonet deals leathality to the firearm. uses
1d6 Piercing Damage and has Reach. equal
Lead Ball
Harpoon Weight: 1oz
If a creature is hit, the harpoon lodges into them and is The lead ball is the standard ammunition for every
connected to the harpooner via a rope. While harpooned, firearm, unless stated otherwise.
the creature’s speed is halved, they cannot dash, and they
can only move within the length of the rope. Scatter Shot
To escape the rope, the creature can use their action to Weight: 4oz (Handful)
remove the harpoon, dealing an additional 1d8 Slashing Only Includes: Blunderbuss styled weapons
Damage. A handful of small metal pellets that can be loading into
several different Blunderbuss styled weapons to create an
Hand Blunderbuss area of effect attack.
Can be loaded with Scatter Shot ammunition. All targets in
a 10ft cone must make a Dexterity Saving Throw. On a Improved Shot
fail, the target(s) take 3d4 Piercing Damage, or half as Weight: 4oz
much on a success. Only Includes: Blunderbuss styled weapons (Not a Hand
Cannon)
Blunderbuss / Double Barreled A special container filled with Scatter Shot and a lead
Blunderbuss ball in the center. Choose one target in range to hit with
Can be loaded with Scatter Shot ammunition. All targets in the lead ball and make an attack roll against them. If the
a 15ft cone must make a Dexterity Saving Throw. On a attack hits, the target takes Piercing Damage equal to the
fail, the target(s) take 4d4 Piercing Damage, or half as weapon's normal damage.
much on a success. Hit or miss, all targets in a 10ft cone must make a
Dexterity Saving Throw. On a fail, the target(s) take
Hand Cannon Piercing Damage equal to the weapon's Scatter Shot
The Hand Cannon has three different loading options.
damage, or half as much on a success.
Mortar: Ammunition (Range 120), Loading, Light. All
targets in a 20ft diameter sphere must make a
Armor Piercing Balls
Weight: 2oz
Dexterity Saving Throw. On a fail, target(s) take 1d10
A lead ball covered in spikes and hooked grooves. Use
Piercing Damage, or half on a success. Requires
against armored targets results in a -2 penalty to the
Scatter Shot ammunition.
target’s AC but a -1 damage penalty due to the slower
Throwables: Ammunition (Double Range of
velocity. No bonus effect against unarmored targets.
Throwable), Loading, Light
Weapon's Misfire Score increases by one.
Improvised Weapon: Ammunition (Range 20/60),
Loading, Light, Misfire 1-3 (Depending on object) Hollow Point Balls
Volley Gun Weight: 1oz
A ball made of hardened glass. Use against unarmored
Fires all seven barrels at once. Make an attack roll against
targets results in a +2 damage bonus. No damage bonus if
one target within range. If you hit, the target must make a
target is armored.
Dexterity Saving Throw. On a fail, the creature takes 1d10
for every shot fired, or half as much on a success. You Weapon's Misfire Score increases by one.
must make a Constitution Saving Throw DC 8 + number Incendiary Ball
of shots fired. On a fail, you take 1d8 Bludgeoning
Weight: 1oz
damage, or half as much on a success. A hallowed lead ball filled with white phosphorus with a
Duck-Foot Pistol small hole in the lead ball plugged with a quick burning
fabric, packed against the gunpowder charge. Target takes
Up to four targets in a 20ft cone are targeted by this
firearm. Make an attack roll against each target. Each additional Fire Damage equal to half the weapon’s damage
dice. Weapon's Misfire Score increases by two.
target can only be targeted by one shot.

Pistol Sword Sleep Dart


Weight: 2oz
Use Shortshort stats for the sword, and Palm Pistol stats
for the pistol. -1 to attack rolls for both weapons, the
pistol because of the awkward aiming, and the sword
because of the disproportionate balance.

29
Rage Dart Haste Dart
Weight: 2oz Weight: 2oz
An unwilling target must succeed a Constitution Saving An unwilling target must succeed a Constitution Saving
Throw DC 10 + damage dealt or enters a rage. A willing Throw DC 10 + damage dealt or enter a haste as adrenalin
creature can choose to fail the saving throw. While in a overcomes the target. A willing creature can choose to fail
rage, the target gains the following effects. the saving throw. While in a haste, the target gains the
following benefits.
Advantage on Strength checks, saves, and attack rolls
+2 damage to Strength based melee attacks Speed is doubled
Resistance to bludgeoning, slashing, and piercing +2 bonus to AC
damage Advantage on Dexterity Saving Throws
Attacks any target within line of sight at random, Gains an additional action that can be used to take the
regardless of previous allegiances Attack, Dash, Disengage, Hide, or Use an Object
action
Attack roles against the raging target have advantage. At
the end of the target’s turn, they must make another At the end of each of the target’s turn, they must make
Constitution Saving Throw, but the DC decreases by one another Constitution Saving Throw but the DC decreases
every turn for a maximum effect time of 2 - Con Mod by one every turn for a maximum effect time of 2 - Con
minutes (Min 30 seconds). Otherwise, the rage ends Mod minutes (Minimum of 30 seconds). Otherwise, the
when the target falls unconscious. rage ends when the target falls unconscious.
When the rage ends, target suffers two levels of When the haste ends, the target can’t move or take
exhaustion and cannot be affected by another rage dart actions until after its next turn and cannot be affected by
for 24 hours. Multiple darts do not stack. another haste dart for 2d8 - Con Mod hours. Multiple
darts do not stack.

30
Throwables Stench Bomb
Weight: 1lb
If you're looking for a more grounded area of effect attack,
Range: 60 feet
then Throwables might be useful to you. These include
Duration: DM chooses duration based on wind speed
several types of bombs with different properties and
Creates a 20ft diameter sphere of stench. Creatures
effects. Similarly to spells, it is assumed that a creature
caught in the stench must succeed on a Constitution
using a Throwable can accurately throw it within range.
Saving Throw DC 15 or become poisoned (Disadvantage
Besides being thrown, Throwables can also be fired
on ability checks and attack roles) until the creature(s)
from a Hand Cannon to double their effective range.
leave the cloud.
Explosive Bomb The duration of the stench depends of the wind speed
Weight: 1lb and the DM's discretion. Generally, the cloud will last ten
Range: 60 feet rounds with no wind, six rounds with light wind, four
All targets in a 15ft diameter sphere must make a rounds with moderate wind, and one round with heavy
Dexterity Saving Throw. On a fail, targets take 3d8 wind.
Explosive Damage and are deafened for one round, or half
Smoke Bomb
damage on a success and are not deafened.
Weight: 1lb
High Explosive Bomb Range: 60 feet
Weight: 1lb Duration: DM chooses duration based on wind speed
Range: 60 feet Creates a 20ft diameter sphere of smoke. Creatures in
Specializes in delivering a devastating blast, but in a the smoke must succeed on a Dexterity Saving Throw DC
smaller area. All targets in a 10ft cube must make a 12 or lose sight of opponent(s) and are blinded. (Attack
Dexterity Saving Throw. On a fail, targets take 4d8 rolls against the creature have advantage, and the
Explosive Damage, are deafened for one round, and are creature’s attack rolls have disadvantage).
knocked prone. Targets take half damage on a success and Creatures outside the smoke lose sight of those caught
are not deafened or knocked prone. inside as well and treat it as a Lightly or Heavily Obscured
area depending on the duration and wind. The duration of
Low Explosive Bomb the smoke depends of the wind speed and the DM's
Weight: 1lb discretion.
Range: 60 feet Generally, the smoke will last ten rounds with no wind,
Specializes in delivering a weaker blast, but affecting a six rounds with light wind, four rounds with moderate
larger area. All targets in a 20ft diameter sphere must wind, and one round with heavy wind.
make a Dexterity Saving Throw. On a fail, targets take 2d8
Explosive Damage and are deafened for one round, or take Weapon Modifications
half damage on a success and are not deafened. The majority of the listed firearms can have modifications
applied to them to further enhance their abilities. The
Shrapnel Bomb modifications can affect both the weapon's visuals and
Weight: 1lb
mechanics.
Range: 60 feet
Depending on the type of game that you are running,
All targets in a 25ft diameter sphere must make a the modifications might affect either the material cost of
Dexterity Saving Throw. On a fail, targets take 3d8
crafting the firearm or the cost of manufacturing the
Piercing Damage, or half as much on a success. Creatures firearm / modification.
behind half-cover automatically succeed the saving throw,
For certain modifications, the base cost of the firearm
and creatures behind 3/4 cover and full cover take no might affect the cost of the modification and will be listed
damage.
to the appropriate modifications. The cost of a firearm
Incendiary Bomb with multiple modifications of these types does stack.
Weight: 1lb Improved Iron Sights
Range: 60 feet Iron sights with improved visibility. +1 to attack rolls.
All targets in a 10ft cube must make a Dexterity Saving
Throw. On a fail, targets take 3d6 Fire Damage and are Scope
caught on fire. On a success, targets take half damage and A specially crafted glass scope ranging in length. When
are not caught on fire. While on fire, targets take 1d6 Fire viewing through the scope in combat, attack rolls made
damage at the start of their turn until they use an action within far range do not have disadvantage, but attack rolls
to extinguish the flames. made within normal range have disadvantage.
A scope can also double as basic binoculars, granting
advantage on Perception checks within the normal range
of the weapon.

31
Rifled Barrel(s) Extended Barrel
Excludes: Blunderbuss weapons and the Hand Cannon Extends the barrel of the firearm, adding an extra 10ft of range to
Cost: 1/4 Base Weapon cost the firearm. For area focused firearms, the area of effect is
Spiral grooved patterns on the inside of the barrel designed to decreased by 5ft.
spin the ball making it more accurate. +1 to attack rolls for all
Detachable Cylinder
barrels.
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