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Tiwanoz
2016-06-13, 02:04 PM
So I've had some ideas running through my head about a One Piece based class. This is still very much a work in progress and its mostly mechanics based, as a good amount of fluff will have to be added to give it a more One Piece-feel. Not to mention how to tackle the problem of Paramecia's and their incredibly versatility. Anyway this is what I've come up with so far. I'd appreciate some feedback!

The Devil Fruit Eater,

Hit Dice:1d8 per DFE lvl
HP at lvl 1: 8 + CON MOD
HP at higher lvl’s 1d8(5) + CON MOD, per DFE lvl after 1
Proficiencies:Simple weapons
Saving Throw(s): CON
Skill(s): Choose any 1 skill
Equipment: One martial or one simple weapon, Explorers Pack or Dungeoneers Pack



Level
Proficiency Bonus
Features
Ki


1st
+2
Unarmored defense, Archetype features
-


2nd
+2
Archetype feature
2


3rd
+2
Power Surge
3


4th
+2
Ability Score Improvement
4


5th
+3
Archetype Feature
5


6th
+3
Extra Attack
6


7th
+3
Archetype Feature
7


8th
+3
Ability Score Improvement
8


9th
+4
Archetype Feature
9


10th
+4
Armaments Haki
10


11th
+4
Improved Power Surge, Archetype Feature
11


12th
+4
Ability Score Improvement
12


13th
+5
Archetype Feature
13


14th
+5
Observation Haki
14


15th
+5
Archetype Feature
15


16th
+5
Ability Score Improvement
16


17th
+6
Archetype Feature
17


18th
+6
Improved Power Surge, Archetype Feature
18


19th
+6
Ability Score Improvement
19


20th
+6
Conquerors Haki
20



Logia, Paramecia & Zoan fruit users can no longer swim in salt water.

Armaments Haki,
As a reaction, you gain +2 AC for the rest of the round every short/long rest.

Observation Haki,
Once every short/long rest you cannot be surprised. Every short/long rest you gain advantage on a saving throw.

Conquerors Haki,
Once per long rst you can instill fear, or paralyze any creatures within a 30ft radius, centered around yourself. Each creature within that radius must make a Wisdom Saving Throw or suffer one of these two effects.

Ki,
When you spend a Ki point it is unavailable until you finish a long rest.


Haki Master:
Some choose to forgo the might of the Devil Fruits and retain their ability to swim. To gain power they rely on their own inherent willpowers, or Haki. The mastery of Haki takes years of training to use effectively, but its power can be quite the force to behold.

Unarmored Defense: At level 1, as a Haki Master you use your Observation Haki to evade attacks or simply block them with Armament Haki. Your Unarmored Defense is 10 + your Constitution modifier + your Wisdom modifier.

Second Saving Throw: As a Haki Master the second Saving Throw you are proficient with is Wisdom.

Fighting Style: You can choose one of the following fighting styles,
Two weapon fighting
Dueling
Great Weapon Fighting
Archery

Martial Weapon proficiency: You gain proficiency with 1 martial weapon.

Haki Spellcasting:
Wisdom is your spellcasting ability for your Haki spells. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Saving Throw DC for a Haki spell you cast when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

At 1st level you choose 2 cantrips from the following list: Shillelagh, True Strike, Blade Ward, Guidance, Resistance.



Haki Master level
Spells


2nd (lvl 1 spells)
Command, Compelled Dual


5th (lvl 2 spells)
Detect Thoughts, Hold Person


9th (lvl 3 spells)
Counterspell, Protection from Energy


13 (lvl 4 spells)
Stoneskin, Arcane Eye


17 (lvl 5 spells)
Dominate Person



Talent for Haki: At 2nd level you can use 1st level spells from the Haki Master spell-list. You can also imbue a weapon with your Armament Haki for 24 hours, using 1 Ki point. Said weapon counts as a +1 magical weapon.

Power Surge: At 3rd level you gain the Power Surge ability. Which allows you to add a extra d6 to any damage die you roll at the cost of 1 Ki point. You can use a maximum of 4 Ki points to amplify your attacks using Power Surge per single attack.

Minor Haki Mastery: At 5th level you can use 2nd level spells from the Haki Master spell-list.

Manifestations of Haki Mastery: At 7th level you gain the ability to amplify a certain aspect of your innate Haki abilities. Activating one of these effects costs 4 Ki points and will last for 24 hours. The effects are displayed on the Haki Mastery Table. Each of these abilities improves at 11th level.

Haki Mastery: At 9th level you can use 3rd level spells from the Haki Master spell-list.

Improved Power Surge: At 11th level your Haki can be imbued in your attacks to an even greater extent. Your Power Surge increases from a d6 to a d8.


Greater Haki Mastery: At 13th level you can use 4th level spells from the Haki Master spell-list.

Improved Armaments Haki:At 15th level you gain +3 AC as a reaction for the rest of the round. After which you must roll a Constitution Saving Throw of DC 15, during every round, to keep your Armament Haki active. This does not count as a concentration spell. You can activate this effect 1 per short rest.

Improved Observation Haki: At 17th level you can no longer be surprised. You can choose to gain advantage on a Saving Throw a number of times equal to your Wisdom modifier every long rest.

Improved Power Surge: At 18th level your Haki's power can be imbued perfectly in your attacks causing greater damage to your opponents. Your Power Surge increases from a d8 to a d10.

Will of the Conqueror: At 18th level, once per long rest you can cast Power Word: Stun.



Haki Mastery Table:
At 7th level
At 9th level


Observation Haki
You can use Uncanny Dodge a number of times equal to your Wisdom modifier.
You gain +1 AC in addition to the 7th level abilities.


Armanent Haki
You can add +2 to any damage rolls you make or gain +1 AC.
You gain +1 AC in addition to the 7th level abilities.


Conquerors Haki
You gain a double proficiency bonus on Intimidation checks. You can paralyze a single creature which fails its Wisdom Saving Throw against your Spell Check DC, once every long rest
You can now use your 7th level ability a number of times equal to your Wisdom modifier per long rest.

Tiwanoz
2016-06-13, 02:23 PM
Logia:
Eating one of the famed Logia Fruits grants great power. Your Logia manifests one of the following elemental properties: Cold, fire, Electricity, poison & earth. You can cast spells & cantrips associated with your chosen element. If a spell gives you a different damage type you will simply convert the spells damage type to your chosen element.

Unarmored Defense: At level 1, as a Logia you use your elemental body to evade attacks or simply ignore them. Your Unarmored Defense is 8 + your Constitution modifier + your Wisdom modifier.

Second Saving Throw: As a Logia the second Saving Throw you are proficient with is Wisdom.

Cantrips:At level 1 you gain 2 cantrips associated with your element.

Elemental Spellcasting: Wisdom is your spellcasting ability for your Elemental spells, since their power is inherent their true potential comes from using them wisely and cunningly. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the Saving Throw DC for an Elemental spell you cast when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

As a Logia your elemental spellcasting will only allow you to do damage in the form of your particular element. Even if a spell would allow you to do a different type of damage. Your Logia body converts all damage from spells into said form of damage.



Element
Damage Type


Cold
Cold


Fire
Fire


Lightning
Lightning


Poison
Poison


Earth
Bludgeoning



Elements of the Logia Fruit: At level 2 you choose one of the following elements as your Logia. (You are free to re-fluff these to suit your own tastes. Eg: Poison could also be Candy Syrup.)

Cold: Resist Cold DMG
- Frostbite & Ray of Frost,


Devil Fruit Eater level
Spells


2nd (lvl 1 spells)
Ice Knife, Shield


5th (lvl 2 spells)
Cloud of Daggers, Snillocs Snowball Swarm


9th (lvl 3 spells)
Sleet Storm, Slow


13 (lvl 4 spells)
Elemental Bane, Water Sphere


17 (lvl 5 spells)
Cone of Cold



Fire:Resist Fire DMG
- Fire Bolt, Create bonfire, Control flames


Devil Fruit Eater level
Spells


2nd (lvl 1 spells)
Burning Hands, Shield


5th (lvl 2 spells)
Scorching Ray, Cloud of Daggers


9th (lvl 3 spells)
Fireball, Melfs Minute Meteors


13 (lvl 4 spells)
Elemental Bane, Wall of Fire


17 (lvl 5 spells)
Flame Strike



Lightning: Resist Lightning DMG
- Schocking Grasp, Dancing Lights


Devil Fruit Eater level
Spells


2nd (lvl 1 spells)
Guiding Bolt, Shield


5th (lvl 2 spells)
Moon Beam, Cloud of Daggers


9th (lvl 3 spells)
Call Lightning, Lightning Bolt


13 (lvl 4 spells)
Elemental Bane, Storm Sphere


17 (lvl 5 spells)
Teleportation Circle



Poison: Resist Poison DMG
- Poison Spray, Thorn Whip (does PSN DMG)


Devil Fruit Eater level
Spells


2nd (lvl 1 spells)
Ray of Sickness, Shield


5th (lvl 2 spells)
Melf's Acid Arrow, Cloud of Daggers


9th (lvl 3 spells)
Stinking Cloud, Gaseous Form


13 (lvl 4 spells)
Elemental Bane, Blight


17 (lvl 5 spells)
Cloudkill



Earth: Resist Bludgeoning DMG
- Mold Earth, Magic Stone


Devil Fruit Eater level
Spells


2nd (lvl 1 spells)
Earth Tremor, Shield


5th (lvl 2 spells)
Enlarge/Reduce, Cloud of Daggers


9th (lvl 3 spells)
Erupting Earth, Wall of Sand


13 (lvl 4 spells)
Stoneskin, Evards Black Tentacles


17 (lvl 5 spells)
Wall of Stone





Spell Level
Cost of Ki points


Level 1
1


Level 2
2


Level 3
3


Level 4
4


Level 5
5



Emerging Devil Fruit powers: At level 2 you can cast level 1 spells at the cost of 1 Ki point. You also gain resistance to the element you chose. Your unarmed strike increases to a d4.

Power Surge: At 3rd level you gain the Power Surge ability. Which allows you to add a extra d6 to any damage die you roll at the cost of 1 Ki point. You can use a maximum of 4 Ki points to amplify your attacks using Power Surge per single attack.

Improved Devil Fruit powers: At level 5 you can cast level 2 spells and you become proficient with your unarmed strike. You can add your wisdom modifier rather than your strength modifier to calculate attack & damage rolls, using your unarmed strike.

Elemental Strike: At 7th level your unarmed strikes become a true extension of your Logia and no longer deal bludgeoning damage. But rather the damage type of your chosen element.
If you chose Earth as your element you can add a +1 to all your damage rolls using unarmed strike instead.

Improved Power Surge: At 7th level your might & proficiency with your Devil Fruits has grown. Your Power Surge becomes a d8 instead of a d6.

Improved Devil Fruit powers:At level 13 you gain can cast level 3 spells.

Awakening: At 15th level your Devil Fruit powers start to awaken. You gain full immunity against damage of your chosen element. And your unarmed strike increases to 1d8.

At 17th level your Logia powers have become so strong that they influence the terrain around you. Every creature, that does not have resistance to your chosen element, in a 10 ft radius, must make a Constitution Saving Throw against your Spell Save DC. Or they will roll with disadvantage against you for the rest of the round.

At 17th level, 1/day you can cast the level 7 spell Prismatic Spray in accordance to the element of your Logia.

Cold - Blue
Fire - Red
Poison - Green
Lightning - Yellow
Earth - Indigo

At 18th level you can cast 1st level spells without any Ki costs, as if they were cantrips.

Improved Power Surge: At level 18 your Power Surge becomes a d10 instead of a d8.

Tiwanoz
2016-06-13, 02:24 PM
Zoan:
The Zoan fruits allow their users to gain power through transforming into beasts and humanoid-beast hybrids. Often mistaken for Lycanthropes, a Zoan user usually has perfect control over his forms, though they too can run amok if their primal power overtakes them. As a Zoan you can shift between forms and become much tougher as a result. Zoan are praised as formidable fighters because of these abilities.

Unarmored Defense: At level 1, as Zoan your nimble animalistic body evades attacks or your toughness tanks them. Your Unarmored Defense is 8 + your Constitution modifier + your Dexterity modifier. Or 8 + your Constitution modifier + your Strength modifier.

Second Saving Throw: As a Zoan user the second Saving Throw you are proficient with is either Strength or Dexterity.

Fighting Style: You can choose one of the following fighting styles,
Two weapon fighting
Dueling
Great Weapon Fighting
Archery

Martial Weapon proficiency: You gain proficiency with 1 martial weapon.

Animalistic nature: You can cast Speak with Animals as a cantrip. And your Hit Dice increases to a d10 after level 1. (This also means you can roll a d10 rather than a d8 when calculating your HP after level 1.)

Zoan beast shifting:
As a Zoan you can shift into a Hybrid form of humanoid and beast as a bonus action. Shifting costs 2 Ki points and lasts until you shift back into your humanoid form. Zoan users, similar to animals and beasts have an enormous range in shape and size. You can freely choose any animal that applies to the small, medium, large criteria. And gain the following benefits while shifting.



Creature Size
Shift Bonus (Hybrid only)


Large
+2 Strength, +1 AC


Medium
+1 Strength, +1 Dexterity, +1 AC


Dexterity
+2 Dexterity, +1 AC



You also gain any secondary traits your chosen creature has. Such as Keen Smell, Keen Hearing, etcetera, etcetera when shifting into your hybrid form.

Power Surge:At 3rd level you gain the Power Surge ability. Which allows you to add a extra d6 to any damage die you roll at the cost of 1 Ki point. You can use a maximum of 4 Ki points to amplify your attacks using Power Surge per single attack.

Primal Instinct: At 5th level you can double your proficiency bonus to an attack roll. You can do this a number of times equal to your Wisdom modifier.

Improved Power Surge: At 7th level your Zoan powers have greatly improved and you attack with much greater ferocity. Your Power Surge increases from a d6 to a d8.

Improved beast shifting: At 7th level you have accustomed to your hybrid form. And can now shift at the cost of 1 Ki point.

True beast shifting: At 9th level you can shift into your true beast form as a bonus action. Doing this costs 2 Ki points.

Primal toughness: At 9th level, your body becomes much tougher and your Hit Dice increases to a d12 after 9th level.
(This also means you can roll a d12 rather than a d10 when calculating your HP after level 9.)

Improved Power Surge: At 11th level your Zoan powers have manifested themselves to even greater heights. Your Power Surge increases from a d8 to a d10.

Animalistic traits: You have spend so much time in your hybrid or beast forms, and have gained such proficiency in shifting between them. That some traits now come natural to your humanoid form. You can take a trait such as Keen Smell, False Appearance, Keen Hearing, Echolocation, Hold Breath, Two-headed, Flyby, Keen Sight, Trampling Charge, Standing Leap, Relentless, Charge, Illumination, Sure Footed, Rampage, Spider Climb, Web Sense, Web Walker, Running Leap, Beast of Burden, Mimicry, Pounce, Pack Tactics (?), Snow Camouflage.

Awakening: At 15th level, while in Hybrid form you gain advantage on all Constitution Saving Throws. You gain expertise in Athletics or Acrobatics and your AC is increased by 1.

At 17th level, while in Hybrid mode you gain resistance to all non-magical bludgeoning, slashing & piercing damage.

At 18th level, you can shift freely between Humanoid/Hybrid & Beast with no associated Ki costs. You still have to use your bonus action to shift between forms.

You can also add +2 to all damage rolls when in Hybrid form.

Improved Power Surge:At 17th level your Zoan powers have reached the peak of their might. Your Power Surge increases from a d10 to a d12.

Tiwanoz
2016-06-13, 02:28 PM
Reserved for Paramecia.