The world of One Piece is nothing without flashy moves and unique attacks that turn the tide of battle. Custom Techniques allow you to really make your character distinct and to develop moves to call your own.
(Note: Any time post character creation that your Custom technique is changed or updated your formula needs to be updated and approved by @Content . There was a lot of abuse with this in the last game. It's your responsibility to understand this chart before the game and not try to get away with abuse. Feel free to ask questions & clarify if you're able to do something ridiculous, thanks!)
You'll need to know whether or not your technique is going to utilize weaponry and fists, or if its made to alter the world, damage, or support in other ways. Your choice will impact the technique's range and available effects.
Brawl Technique: Techniques using Martial Arts with or without a weapon to attack or defend yourself up close and personal. When creating a brawl technique you must always choose the Unarmed or Weapon keywords and the range of your technique starts out equal to either your unarmed or weapon's range (based on if you chose U or W), or Self. These techniques will use your Brawl Technique attack bonus and Save DC.
Special Technique: Techniques made to manipulate opponents, support friends, and alter the world. When creating a special technique you can choose either Touch, 5ft, or Self. These techniques will use your Special Technique attack bonus and Save DC.
After you know your technique type you'll need to determine its Tier Level. The Max Tier level you can create is determined by your Character Level. You may create a technique one bracket higher than your own, and learn it when you've reached the appropriate level to do so.
Tier | Level Minimum | Technique Points
Basic | None | 10 Technique Points
Blue Ocean | None | 15 Technique Points
Paradise | 5 | 20 Technique Points
Ocean Floor | 9 | 25 Technique Points
New World | 13 | 30 Technique Points
Laugh Tale | 17 | 35 Technique Points
**Custom basic techniques cost energy even though premade ones don't. This is so you can't get extra damage and to hit bonuses for free.**
You’ll need to determine what's required to use your new and unique technique and what you're going to want it to do! The Keywords below may grant you access to additional effect choices or slots so keep them in mind when creating. You will also need to determine the components needed to activate your technique.
Required Feature Short Rest (SR):
(Reduce Technique Points Spent by 3): This requires you to use a finite class resource or feature that recharges on a short rest. One charge of the resource is consumed when you use your technique and cannot be used if you do not have the resource available. Devil Fruits have special charges that allow keyword to be added to a Devil Fruit technique, detailed in the Devil Fruit section of the sourcebook.
Required Feature Long Rest (LR):
(Reduce Technique Points Spent by 6): This requires you to use a finite class resource or feature that recharges on a long rest. One charge of the resource is consumed when you use your technique and cannot be used if you do not have the resource available. Devil Fruits have special charges that allow keyword to be added to a Devil Fruit technique, detailed in the Devil Fruit section of the sourcebook. When this keyword
is used in conjunction with Doctor's Healer's/Destroyer's Touch, the technique will cost 10 Healer's/Destroyer's Touch charges, rather than 1.
NOTE: You must specify exactly what SR or LR feature you are using IN THE DESCRIPTION OF YOUR TECHNIQUE. It will not be looked at otherwise.
Haki Channeling (HC):
This technique utilizes Haki and you must be able to channel it to perform the technique.
Armament Haki (AH):
You are only able to select this if you have access to armament haki and the technique can only be used if you can channel armament haki during activation.
Observation Haki (OH):
You are only able to select this if you have access to observation haki and the technique can only be used if you can channel observation haki during activation.
Elemental (E):
You must have an elemental affinity to select this keyword and allows access to damage type and conditions.
Devil Fruit (DF):
This keyword may only be selected if you have consumed a devil fruit. If you gain an Elemental Affinity via your Devil Fruit you must choose this if you select the elemental keyword.
Arm Mobility (AM):
When selecting this keyword your technique requires you to have at least one arm free to perform the technique.
Leg Mobility (LM):
When selecting this keyword your technique requires you to have at least one leg free to perform the technique.
Sea Prism (SP):
This technique utilizes Sea Prism Stone and you must have a source available to use it.
Mobility (M):
By Selecting this Component Keyword, your technique requires you to have at least 5 feet of movement available to you.
Focus (F):
By selecting this keyword your technique requires you to be able to maintain concentration on a technique.
Summon (SMN):
This keyword requires Minions or other Summons that you are capable of creating.
Weapon (W):
This keyword requires you to have a weapon to perform the technique. Select a weapon type when selecting this keyword.
Unarmed (U):
This keyword requires you to be unarmed to perform the technique.
Restorative (R):
This keyword requires attunement and allows you to perform healing and curing techniques.
Geppo (G):
This keyword requires Geppo attunement and allows midair flight even if you would not normally have access to a flight speed. The Geppo Keyword requires a technique to also have the Mobility keyword.
Tekkai (T):
This keyword requires Tekkai attunement and bolsters your defenses.
Soru (S):
This keyword requires the Soru attunement, greatly increasing your reaction time and speed.
Rankyaku (RY):
This keyword requires the Rankyaku attunement, greatly increasing your attacks range.
Shigan (SHI):
This keyword requires the Shigan attunement, allowing you to pierce an enemy.
Kami-e (K):
This keyword requires the Kami-e attunement, allowing you to become paperlike and highly flexible.
Auditory (A):
This keyword requires the enemy to be able to hear you for the technique to take effect. Creatures that are deafened are immune to the effects of this technique.
Visual (V):
This keyword requires the enemy to be able to see you. Creatures that are blinded are immune to the effects of this technique.
The meat and potatoes of your technique. This is where you can bring your technique to life. Depending on the Keywords you selected and the points available to you select effects for your Technique.
If your technique would require multiple Saving Throws, instead choose one of the saving throws available for your technique upon creation and the target(s) suffer all effects on a failure.
AREA
Technique Point Cost: 6
Your Technique gains an area of effect in the shape of one of the following: 10ft radius, 20ft Cone, 15ft Cube, 20ft Diameter Cylinder or 30ft Line. Creatures must succeed one of the following; (Strength, Dexterity or Constitution) save vs your Brawl Save DC or Special Save DC. If your Technique requires any other Saving throw to avoid an additional Condition, this save becomes the technique’s base save omitting all other saving throws that other effects may ask for. Creatures suffer half damage and no Conditional effects on a successful save. For every 3 points above the base cost increase the size of the shape by 5 ft.
DELAYED EFFECT
Technique Point Cost: 2
Your Technique after affecting a creature has a delayed effect that activated on the following round after this Technique ends. Select one effect that your Technique currently has, other than this one. Your Technique activates the selected effect at the beginning of either your, or the affected creature’s next turn (Pick one when creating this Technique).
LASTING
Requires: F
Technique Point Cost: 6
Your Technique increases its duration from Instant Concentration, up to 1 minute. When you apply this effect, to a technique whose current casting time is a Reaction, its duration instead becomes 1 Round. If this effect is added to a technique with a Conditional Effect, affected creatures can attempt to remake their saving throws at the end of each of their turns to end this technique's effects on them. If you spend 5 points above the base cost, the duration is increased to Concentration, up to 10 minutes. This effect only applies to parts of the technique where it would apply.
FRUGAL
Required Keywords: Lasting, F
Technique Point Cost: 3
Your Technique is designed to be much more energy efficient, taking more energy to cast but not requiring energy on subsequent turns in order to maintain concentration upon.
STOIC
Required Keywords: Lasting, F
Technique Point Cost: 3
Upon casting this technique you reinforce your focus, for the duration of the technique you cannot lose concentration upon the technique as a result of taking damage.
DURATION
Required Keywords: Frugal, Stoic
Technique Point Cost, 6
Your technique no longer costs concentration instead simply lasting for the full duration. If your technique would apply any conditions then affected targets may still repeat their saving throws at the end of their turns ending the conditions early on a success, otherwise every effect of your technique will persist throughout the full duration.
MINION
Requires: SMN, DF, Lasting
Technique Point Cost: 5
Description: Your techniques can now be molded and shaped to form creatures known as minions. The base Challenge Rating (CR) for a minion is 1, and it has the following attributes:
Hit Points (HP): 13 (2d8+4)
Armor Class (AC): 13 (natural armor)
Proficiencies: The minion is proficient in the same skills and saving throws as the summoning character, and shares the character's saving throws.
You may take this keyword multiple times, each time spending 5 technique points to increase the CR of the minion by 1. For each additional CR, add 7 (2d6) hit points to the minion's total. You can Choose a Different Minion of the same CR rating specified when you create the technique. The minion acts on your initiative and can be commanded as a bonus action. If no command is given, the minion takes the Dodge action. All minions are considered Constructs unless otherwise specified by a Devil Fruit feature.
MANY MINIONS
Requires: Minion
Technique Point Cost: 5
Description: You can now control more than one minion at a time. For each time you take this keyword, increase the number of minions you can produce with your technique by 1. When commanding your minions, you can issue the same command to all of them as part of the same bonus action. Any minions not given a command will automatically take the Dodge action. This keyword allows for greater versatility and control in handling multiple minions simultaneously.
MALLEABLE MINIONS
Requires: Minion, Affinity
Technique Point Cost: 5
Description: Your minions can now utilize your elemental affinities. You can replace the damage type of your minions' attacks with one associated with an affinity your character possesses. For example, a CR1 dire wolf's bite could deal necrotic damage instead of piercing, or the bite could gain the ability to heal using a restorative affinity. This ability enhances the versatility of your minions, allowing them to adapt to various combat situations.
HASTE
Technique Point Cost: 5
You speed up the time it takes to perform your technique its casting time is changed from Action to Bonus Action instead. If you spend an additional 5 points you may instead change the casting time to a reaction. If your technique is changed to a reaction you must specify the trigger upon the creation of this technique.
REACH
Requires: Brawl Technique
Technique Point Cost: 3
You are able to extend the reach of your technique, extend its range by 5 feet. For every 2 additional points spend you may increase the range by another 5 feet.
RANGED
Requires: Technique Cannot have the Weapon or Unarmed Property
Technique Point Cost: 2
The range of your technique becomes 30ft. You may select this property multiple times costing an additional 2 points each time to increase the range by 15ft.
MOBILE
Requires: M
Technique Point Cost: 4
Your technique incorporates movement, as a part of your technique you are able to move up half your movement speed. For every additional 4 points you spend you can add half your moment speed to the movement total of this technique. Additionally you can spend another 3 points to have this technique’s movement ignore attacks of opportunity.
ENHANCE
Technique Point Cost: 3
Your technique can be upcast from its current rank, increasing one of its current effects potency per rank upcast. Pick one of the following: If Damage, Healing, or Bracing, increase the damage, Healing, or temporary HP the technique does by 2 die, per rank upcast.
If a Conditional Effect, increase the number of ranks of one of the chosen conditions this technique applies by +1, per rank upcast.
Upcasting increases the energy cost by 3 per rank.
SORU SPEED
Requires: S
Technique Point Cost: 3
Your technique greatly increases your movement speed. For the duration of your technique or one round, whichever is longer, your movement speed is doubled.
SORU REACTION
Requires: S, Reaction Cast Time
Technique Point Cost: 6
Your technique utilizes Soru to respond to a threat. You gain an additional reaction for the purpose of using this technique.
CONSTRUCT
Requires: DF, Lasting
Technique Point Cost: 3
Your technique utilizes your ability to create and manifest elements or objects. This effect can take the place of the Weapon/Unarmed effect, without requiring "Lasting". If you do have "Lasting" and "Weapon/Unarmed" attached, you can make a weapon within the Weapon list that lasts for the duration. The damage that the Weapon deals would be equal to the Damage effect added onto the technique, as well as the damage dice of the actual weapon listed in the "Weapons" section of the sourcebook. Additionally, you can spend additional 3 Technique points to allow your technique to overlay your construct over an existing weapon you are wielding, allowing the weapon to benefit from it's own upgrades as well as the additional damage added.
Alternatively, you can create a nonliving object in an unoccupied space. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before. The object has 10 hit points, and an AC equal to your own. By spending 1 additional point, you can increase the size of the object by another 5 foot cube, granting it 5 more hit points, but reducing its AC by 1 for every 2 instances of Construct stacked.
Your Devil Fruit feature must specify allowing you to use this effect to be eligible for it.
HYBRID
Requirement: Devil Fruit (Zoan, Level 2+)
Cost: 3 Technique Points
You gain the ability to transform parts of your body into your Zoan beast. You can use this effect as a supplement for Weapon/Unarmed, using your Natural Weapon granted by your devil fruit as the weapon used in the technique. Additionally, you can forego half the cost of one Support effect and attach it to this effect, so long as you are the sole target of said effect (using a range of Self). When using the Hybrid/Support combination, you can add Lasting for free for it's first rank, all additional ranks cost Technique points.
You can only add this effect to a technique if your Devil Fruit allows you access to it.
DAMAGING
Requires: One of W, U, or Elemental Affinity
Technique Point Cost: Special
Your technique attempts to deal damage of the type(s) according to corresponding damage types below. If it has multiple of these keywords then you may select which of these damage types it deals. Alternatively you may choose how the damage is split between the available damage die during the creation of this technique, it cannot be changed later.
Choose a Damage Formats for the your Technique:
8 Points: 4d4, 3d6, 2d8, 1d10
13 Points: 5d4, 4d6, 3d8, 2d10, 1d12
18 Points: 8d4, 5d6, 4d8, 3d10, 2d12
23 Points: 10d4, 8d6, 6d8, 4d10, 3d12
28 Points: 15d4, 10d6, 8d8, 6d10, 5d12
Choose a Damage Type you have access to for your technique:
Fire: Fire Affinity
Cold: Cold Affinity
Lightning: Lightning Affinity
Poison: Poison Affinity
Acid: Acid Affinity
Necrotic: Necrotic Affinity
Radiant: Light Affinity
Psychic: Mental Affinity
Thunder: Sound Affinity
Wind: Wind Affinity
Bludgeoning: Earth Affinity or W/U with Bludgeon Damage
Slashing: Rankyaku Attunement or W/U with Slashing Damage
Piercing: W/U with Piercing Damage
WEAPON/UNARMED
Requires: One of W or U
Technique Point Cost: 3
Your technique incorporates your weapon or martial arts to deliver it. If using the W keyword you may add your weapon’s damage and use it's normal range to the technique, if using the U keyword you may add your unarmed damage to the technique. If your technique has both Keywords you must select one of these effects upon creating the technique.
CRITICAL
Requires: Damage Effect
Technique Point Cost: 6
This increases the technique's critical threat range by +1. For every 4 additional points spent you may increase this range by another +1 to a maximum of +4.
MULTI-STRIKE
Requires: Damage Effect
Technique Point Cost: 3
Your technique unleashes a volley of blows. Increase the number of attack rolls by one splitting the total damage dice of the technique evenly between the number of attacks being made. For every 2 additional points spent, you may add one additional attack to a maximum of 5 total attacks, but you must have enough damage dice to split between each attack.
OVERWHELMING OFFENSE
Requires: Damage Effect
Technique Point Cost: 3
You put all your might into your technique. You may add your Brawl Technique Modifier to the first damage roll of your attack. For every additional 2 points spent you may add this effect to a separate attack roll if your technique has multiple.
OFFENSIVE ARMAMENT
Requires: Armament Attunement
Technique Point Cost: Special
You develop ways for your technique to be infused with Armament Haki, this can only be chosen if you have access to armament haki. When using your technique you may choose to upcast it with Armament Haki, doing so adds the selected effects, as well as makes the damage dealt by the technique Haki-Infused. When using the technique with Armament Haki, the energy cost of the technique is increased by 2 for each unique Offensive Armament Effect that is added to it. This effect can be chosen multiple times.
2 Points - Your technique ignores up to 5 DR that the enemy has. This effect can be taken multiple times increasing the DR mitigation by 5 each time.
3 Points - The first hit your technique deals additional damage equal to your Brawl Technique Ability Modifier. This effect can be selected up to three times.
3 Points - You are able to use Emission to extend the range of your technique. When you use OFFENSIVE ARMAMENT the range of your technique is increased by 10ft. This can be taken up to three times.
4 Points - Your technique can bypass immunity to any Physical Conditions the target might have.
RANKYAKU WINDS
Requires: Damage Effect, RY, W or U
Technique Point Cost: 3
You use your mastery of Rankyaku to extend the reach of your techniques. This increases the range of an unarmed or Weapon attack by 15 ft, but changes the damage type to slashing damage unless it would be changed by other means. This effect can be taken multiple times increasing the range by 15 ft for each time this is taken.
OFFENSIVE OBSERVATION
Requires: Observation Attunement
Technique Point Cost: Special
You develop ways for your technique to be infused with Observation Haki, this can only be chosen if you have access to Observation haki. When using your technique you may choose to upcast it with Observation Haki, doing so adds the selected effects. When using the technique with Observation Haki, the energy cost of the technique is increased by 2 for each unique Offensive Observation Effect that is added to it. This effect can be chosen multiple times.
2 Points - Your technique gains a +1 to its attack and damage rolls. This effect may be chosen up to five times.
3 Points - This may only be chosen if the technique has an action cost of reaction. You gain an additional reaction when you use this technique. This can only trigger once per round.
3 Points - Your technique is able to sense those hidden from you. You ignore disadvantage due to a creature being hidden or unseen by you and can sense where they are if they are in your techniques range. If they are not in range when you try to activate this technique you must still pay the Offensive Observation energy cost.
OFFENSIVE CONQUERORS
Requires: Conquerors Attunement
Technique Point Cost: Special
You develop ways for your technique to be infused with your will, this can only be chosen if you have access to Conquerors haki. When using your technique you may choose to upcast it with Conquerors Haki, doing so adds the selected effects. When using the technique with Conquerors Haki, the energy cost of the technique is increased by 2 for each unique Offensive Conquerors Effect that is added to it. This effect can be chosen multiple times.
5 Points - You can channel your conquerors in your technique, If your technique would deal damage you may change a single die of damage’s type into force damage, Additionally you gain extra damage for this technique equal to half your proficiency bonus (rounded up) in force damage.
3 Points - As a part of casting this technique targets subjected to your technique gain 1 demoralized if they fail a wisdom saving throw against your special DC. You can deal another demoralized for 2 more points up to a max of 3.
4 Points - Your technique disrupts even the hardest to stop abilities, When you hit a creature with your technique, If it has concentration on a technique or ability. Even if it would not normally be able to be ended early you can force them to roll a concentration save to keep it up.
BRUISING
Requires: W (Bludgeoning Damage), U (Bludgeoning Damage)
Technique Point Cost: 3
Conditional Effect
Your technique can batter an enemy and has the chance to inflict the Bruised condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Bruised condition. For every 3 additional points spent increase the ranks of bruising inflicted by 1.
CORRODING
Requires: Acid Affinity
Technique Point Cost: 3
Conditional Effect
Your technique can melt defenses and has the chance to inflict the Corroded condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Corroded condition. For every 3 additional points spent increase the ranks of Corroded inflicted by 1.
CUTTING
Requires: W (Slashing or Piercing Damage), U (Slashing or Piercing Damage), Wind Affinity or Rankyaku Attunement
Technique Point Cost: 3
Conditional Effect
Your technique can cut through an enemy's defenses and has the chance to inflict the Bleeding condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Bleeding condition. For every 3 additional points spent increase the ranks of Bleed inflicted by 1.
DECAYING
Requires: W (Necrotic Damage), U (Slashing or Piercing Damage), or Necrotic Affinity
Technique Point Cost: 3
Conditional Effect
Your technique can wither an enemy and has the chance to inflict the Decayed condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Decayed condition. For every 3 additional points spent increase the ranks of Decayed inflicted by 1.
ENFEEBLING
Requires: None
Technique Point Cost: 3
Conditional Effect
Your technique attempts to weaken enemies and has the chance to inflict the Weakened condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a STR or CON save (choose between the two on technique creation) vs your Save DC or gain 1 rank of the Weakened condition. For every 3 additional points spent increase the ranks of Weakened inflicted by 1.
FREEZING
Requires: Cold Affinity
Technique Point Cost: 3
Conditional Effect
Your technique attempts to freeze enemies and has the chance to inflict the Chilled condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Chilled condition. For every 3 additional points spent increase the ranks of Chilled inflicted by 1.
POISONING
Requires: Poison Affinity
Technique Point Cost: 3
Conditional Effect
Your technique attempts to poison enemies and has the chance to inflict the Poisoned condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON (choose between the two on technique creation) save vs your Save DC or gain 1 rank of the Poison condition. For every 3 additional points spent increase the ranks of Poisoned inflicted by 1.
SCORCHING
Requires: Fire or Radiant Affinity
Technique Point Cost: 3
Conditional Effect
Your technique attempts to burn and singe enemies and has the chance to inflict the Burned condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON save (choose between the two on technique creation) vs your Save DC or gain 1 rank of the Burned condition. For every 3 additional points spent increase the ranks of Burned inflicted by 1.
SIPHONING
Requires: Requires an effect that deals damage
Technique Point Cost: 10
Conditional Effect
Your technique attempts to siphon the enemies strength. This effect can only be added to a damaging technique. You heal half of the damage (rounded up) that your technique deals.
SHOCKING
Requires: Lightning Affinity
Technique Point Cost: 3
Conditional Effect
Your technique attempts to shock and stun enemies and has the chance to inflict the Lightning condition. Your technique must use one of the listed damage types or affinities to select this effect. A creature targeted by or within the area of your technique must make a DEX or CON save (choose between the two on technique creation) vs your Save DC or gain 1 rank of the Shocked condition. For every 3 additional points spent increase the ranks of Shocked inflicted by 1.
UNAVOIDABLE
Requires: Conditional Effect
Technique Point Cost: 10
Conditional Effect
Your technique leaves no room to escape its detriments. On a successful hit, or if a creature is in the target area they always gain one rank of the associated Conditional Effect, even if they would pass the saving throw. If your technique has multiple Conditional Effects you must choose which this applies to upon creation. For every additional 3 points spent you may choose a DIFFERENT Conditional Effect that gains this effect as well.
SHIGAN PIERCE
Requires: Damage Effect, SHI, U
Technique Point Cost: 5
Your technique pierces through an enemy, bypassing DR equal to your Brawl Modifier, and resistance to Bludgeoning, Piercing, or Slashing damage.
BLINDING
Requires: Lasting
Technique Point Cost: 6
Conditional Effect
Your technique attempts to blind enemies. A creature targeted by or within the area of your technique must make a CON or WIS (choose between the two on technique creation) save vs your Save DC or be blinded for the duration after the technique is concluded. They may repeat the saving throw at the end of each of their turns.
CHARMING
Requires: Lasting
Technique Point Cost: 8
Conditional Effect
Your technique attempts to charm creatures. A creature targeted by or within the area of your technique must make an INT or WIS (choose between the two on technique creation) save vs your Save DC or take a rank of charmed for the duration.
FRIGHTENING
Requires: Lasting
Technique Point Cost: 8
Conditional Effect
Your technique attempts to impose fear onto creatures. A creature targeted by or within the area of your technique must make an INT or WIS (choose between the two on technique creation) save vs your Save DC or take a rank of frightened for the duration after the technique is concluded. The condition is directed towards you, and ends if you or an ally harms the creature.
DISRUPTING
Requires: Lasting
Technique Point Cost: 10
Conditional Effect
Your technique attempts to disrupt the enemies’ Haki network. A creature targeted by or within the area of your technique must make a CON or CHAR (choose between the two on technique creation) save vs your Save DC or be disrupted for the duration after the technique is concluded. They may repeat the saving throw at the end of each of their turns.
DEAFENING
Requires: Lasting
Technique Point Cost: 6
Conditional Effect
Your technique attempts to deafen enemies. A creature targeted by or within the area of your technique must make a CON or WIS (choose between the two on technique creation) save vs your Save DC or be deafened for the duration after the technique is concluded. They may repeat the saving throw at the end of each of their turns.
RESTRAINING
Requires: Lasting
Technique Point Cost: 8
Your technique attempts to restrain enemies. A creature targeted by or within the area of your technique must make a STR or DEX (choose between the two on technique creation) save vs your Save DC or be restrained after the technique is concluded. They may repeat the saving throw at the end of each of their turns.
SEA’S SUPPRESSION
Requires: SP, Lasting
Technique Point Cost: 12
Your technique attempts to mitigate devil fruit powers. A creature targeted by or within the area of your technique must make a CON or DEX (choose between the two on technique creation) save vs your Save DC or be Suppressed after the technique is concluded for the duration of your technique. They may repeat the saving throw at the end of each of their turns.
GRAPPLING
Requires: AM
Technique Point Cost: 3
Conditional Effect
Your technique attempts to grapple the enemy. You must have a free hand for a grappled creature for this to take effect. A creature targeted by or within the area of your technique must make a Contested Athletics or Acrobatics skill check Versus your Athletics check. On a failure, if they are within your normal reach, they are grappled. If your technique has a further reach than you normally have and the creature is not within your reach it is pulled 10 ft in your direction on a failure instead. For every additional 2 points spent, increase the pull distance by 5 feet.
PUSHING
Requires: None
Technique Point Cost: 3
Your technique blasts the enemy away. A creature targeted by or within the area of your technique must make a STR or DEX (choose between the two on technique creation) save vs your Save DC or gain be pushed up to 10 ft in any direction. For every 2 additional points spent, increase the push distance by 5 ft.
HOLDING
Required Keywords: Pushing, Lasting
Technique Point Cost: 3
When you successfully move a target upwards with the Pushing effect, you are able to hold them in place for the duration of the technique. The target can make the same saving throw chosen as part of taking "Pushing" at the end of each of their turns, ending this effect on a success and falling to the ground. Holding has a maximum weight capacity of 500lbs. While "Held" the target can only move by pushing or pulling against a fixed object or surface (such as a wall) within their reach and effectively using their climbing speed. For every 1 point you use the weight limit of this effect increases by 500lbs.
TRIPPING
Requires: None
Technique Point Cost: 5
Conditional Effect
Your technique knocks enemies down. A creature targeted by or within the area of your technique must make a STR or DEX (choose between the two on technique creation) save vs your Save DC or be knocked prone after the technique is concluded.
DEFENSIVE ARMAMENT
Requires: Armament Attunement
Technique Point Cost: Special
Your Technique grants you damage reduction vs all sources of damage.
Choose from one of the Damage Reduction Formats for the Cost of your Technique. This determines the amount of UDR you gain.
8 Points: 2d4, 1d6
12 Points: 3d4, 2d6, 1d8
16 Points: 4d4, 3d6, 2d8, 1d10
20 Points: 5d4, 4d6, 3d8, 2d10, 1d12
24 Points: 6d4, 5d6, 4d8, 3d10, 2d12
INCREASED DEFENSE
Requires: Defensive Armament Effect or Bracing Effect
Technique Point Cost: 3
Choose Defensive Armament or Bracing, when you would roll the die for DR or Temporary HP you may add your brawl modifier to the roll. If you have both effects you may spend an additional 3 points to have this effect both.
DEFENSIVE CONQUERORS
Requires: Conquerors Attunement
Technique Point Cost: 4
You utilize Conquerors Haki to release small bursts of Conquerors Haki to protect yourself. Upon creation, select a type of saving throw from the following choices: STR, DEX, CON, INT, WIS, CHA. You gain advantage on that save for the duration of the technique.
You may spend an additional 7 points to remove any damage you would take on a successful save that uses the save(s) you chose before. Spending an additional 7 points reduces the damage you take on a failed save by half.
BRACING
Requires: None
Technique Point Cost: Special
You prepare for an oncoming attack. Your technique grants you temporary HP.
Choose from one of the Temp HP Formats for the Cost of your Technique. This determines the amount of Temp HP you gain.
8 Points: 3d4, 2d6, 1d8
12 Points: 4d4, 3d6, 2d8, 1d10
16 Points: 5d4, 4d6, 3d8, 2d10, 1d12
20 Points: 6d4, 5d6, 4d8, 3d10, 2d12
24 Points: 7d4, 6d6, 5d8, 4d10, 3d12
KAMI-E FLEXIBILITY
Requires: K
Technique Point Cost: 4
You gain a 1d4 bonus to Saving Throws against effects that target an area. If your technique would require concentration while maintaining concentration you are in a paper-like state gain 5ft of movement speed and can choose to be easily moved by strong winds or gusts. You can choose this effect multiple times increasing the die size by one each time you would take it.
PREPARED
Requires: Lasting or Hasted (Reaction)
Technique Point Cost: 8
Your Technique grants yourself resistance to a damage type or immunity to a condition. Upon creation, select damage type or condition once you have decided select from the following damage types or conditions based on your choice.
Damage: Bludgeoning, Piercing, Slashing, Earth, Wind, Fire, Cold, Lightning, Acid, Poison, Necrotic, Force
Condition: Bleeding, blinded, deafened, bruised, dazed, fear, paralyzed, restrained, slowed, stunned, shocked, burned, chilled, corroded, weakened, poisoned.
You gain resistance to the chosen damage or immunity to the chosen condition for the duration. This can be taken multiple times, for every additional 8 points you may select another damage type or condition.
DEFENSIVE OBSERVATION
Requires: Observation Attunement
Technique Point Cost: 8
You utilize Observation Haki to prepare and defend against incoming attacks. Upon creation, select saving throws or AC bonuses, if you selected saving throws select from the following saving throw choices. Saving Throws: STR, DEX, CON, INT, WIS, CHAR
For the Duration, if you selected AC whenever you would be targeted by an attack roll, roll a d4 and add it to your Armor class. If you selected Saving Throw whenever you would be subjected to that saving throw you gain a d4 bonus to that Saving Throw.
For every 6 additional points spent you may choose a different saving throw, or AC if it has not been selected previously. You may also stack an additional 1d4 for a choice you already made.
TEKKAI RESISTANCE
Requires: T
Technique Point Cost: 5
You utilize your mastery of Tekkai to resist blows. When activated your movement speed is halved, but you resist Bludgeoning, Piercing, Slashing, and Force damage.
AUGMENTING
Requires: Lasting
Technique Point Cost: Special
Select between attack roll or damage roll, and Melee Weapon Attacks, Ranged Weapon Attacks, Special Techniques or Brawl Techniques. For the duration of the technique you gain one of the following benefits to the attack or damage rolls of your selected type. You can select this multiple times selecting a different category, or Attack Roll/Damage choice each time.
Attack Roll
6 Points: You gain 1d4 to attack rolls for your selected category for the duration of the technique.
12 Points: You gain 1d6 to attack rolls for your selected category for the duration of the technique.
18 Points: You gain 1d8 to attack rolls for your selected category for the duration of the technique.
Damage
4 Points: Select one of the following damage formats: 2d4, 1d6. Your selected category gains that damage for the duration of your technique
8 Points: Select one of the following damage formats: 2d6, 1d10 Your selected category gains that damage for the duration of your technique
12 Points: Select one of the following damage formats: 2d8, 1d12 Your selected category gains that damage for the duration of your technique
16 Points: Select one of the following damage formats: 3d6, 2d10 Your selected category gains that damage for the duration of your technique
20 Points: Select one of the following damage formats: 3d8, 2d12 Your selected category gains that damage for the duration of your technique
SKILLED
Requires: Lasting
Technique Point Cost: Special
You are able to amplify your own abilities. Select between STR, DEX, CON, WIS, INT, CHAR for the duration you gain the following boost to skill and ability checks made with the stat.
5 Points: 1d4
8 Points: 1d6
12 Points: 1d8
You may choose this effect multiple times, selecting a different stat each time.
QUICKENING
Requires: Lasting
Technique Point Cost: Special
You enhance your movement speed. For the duration your movement speed is increased by the following amount:
6 Points: 10 feet
10 Points: 20 feet
14 Points: 30 feet
17 Points: 40 feet
EMBOLDENING
Requires: Lasting
Technique Point Cost: Special
Select which stat score is enhanced, choose between STR, DEX, CON, WIS, INT, CHAR. For the duration of the technique your statistics are boosted by this effect.
5 Points: +1 to a maximum of 20
8 Points: +2 to a maximum of 20
12 Points: +3 to a maximum of 20
15 Points: +4 to a maximum of 20
20 Points: +5 to a maximum of 22
24 Points: +6 to a maximum of 22
30 Points: +6 to a maximum of 24
HEALING
Required Keywords: Special Technique, Restorative (R)
Technique Point Cost: Special
Your technique Heals a creatures hit points. This effect cannot be taken if the technique has the Damage effect and cannot be added to a technique that already deals some form of damage. Select one of the following die pools that your technique heals based on its rank. Healing is incompatible with Lasting, meaning you do not heal per turn because you add Lasting to the technique.
7 Points 3d6, 2d8, 1d10
14 Points 5d6, 4d8, 3d10, 2d12
21 Points 6d6, 5d8, 4d10, 3d12
28 Points 7d6, 6d8, 5d10, 4d12
35 Points 10d6, 8d8, 7d10, 6d12
OPTIMIZED HEALING
Required Keywords: Special Technique, Healing Effect, Restorative (R)
Technique Point Cost: 6 Points
Your Technique is magnified further. When you would roll dice for your technique’s healing. You add your Special ability modifier to the roll.
CURATIVE
Required Keywords: Special Technique, Restorative (R)
Technique Point Cost: 4 Points
Your Technique is magnified further. You are able to remove one Status condition of a given status category (General, Elemental, Physical, or Mental) the status condition category must be chosen up technique creation this can be chosen multiple times selecting the same or different category each time.
Step 4:
Finally choose a sick name for your technique and determine its energy and DT costs listen in the training section of downtime.
A custom technique’s energy cost is always equal to half the amount of Technique points spent creating it (rounded up).
Additional Information:
Minion Statistics
Challenge Rating (CR): The base CR for minions is 1. Each subsequent increase in CR improves their stats.
Hit Points (HP): A CR 1 minion starts with 13 (2d8+4) hit points. For each CR above 1, add 7 (2d6) hit points.
Armor Class (AC): A CR 1 minion has a base AC of 13 (natural armor). This can be adjusted by features or abilities.
Proficiencies: Minions are proficient in the same skills and saving throws as the summoning character, and they share the character's saving throws.
Minion Limitations: Minions cannot provide help actions or bonuses during influence and downtime activities.
Custom Technique Clarification
Short Rest Feature: You may only choose the Short Rest option once per technique. Multiple Short Rest features cannot be stacked to reduce Technique Points further.
Long Rest Feature: Similarly, you may only choose the Long Rest option once per technique. Stacking multiple Long Rest features for further Technique Point reduction is not allowed.
Combination Use: You may combine one Short Rest feature with one Long Rest feature for a single technique, but no further stacking of these features is permitted.
Modified Technique Rules
To create a modified technique, a player must first have mastery of the original technique they wish to alter.
This means the technique must already be in their repertoire. The process begins by taking the total energy cost of the original technique and doubling it.
This doubled cost represents the base amount of technique points the modified technique consumes. - For example, if a technique originally costs 3 energy, the base technique points for the modified version would be 6.
These are the specific guidelines to ensure balance and fairness in the modification process:
No "Lasting" Attribute for Reactions: Adding the "Lasting" attribute to reaction techniques is prohibited. This rule preserves the immediate nature of reactions.
No "Lasting" Attribute for Damaging Effects: You cannot add the "Lasting" attribute to techniques that have damaging effects.
Single Modification Rule: A technique that has already been modified cannot undergo further modifications. This maintains the integrity of each unique alteration.
Loss of Basic Status: When a basic technique is modified, it loses its basic status. This change emphasizes the advanced nature of the modified technique and its distinction from standard moves.
Duration Limit: Techniques have a maximum duration of 10 minutes unless otherwise specified and balanced.
Defined Effects: All technique effects must be explicitly defined and approved.
Damage Splitting: When adding a damaging effect to a technique with multiple attacks, the total damage must be split evenly per attack.
Unavoidable Limitation: The "Unavoidable" attribute only applies the first rank of a condition.
More stuff that is not allowed coming as I break things in this system, so stay tuned!!!