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.
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.