Athlete
You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Big Eater
Your stomach has expanded far beyond the size of any ordinary stomach to gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You can now recover injuries by consuming large quantities of food. For every 10 lbs of food you consume, you recover 1 hit point. If you are at full hit points, you instead gain temporary hit points for every 10 lbs of food you consume, up to a maximum of your character level.
Burglar
You pride yourself on your quickness and your close study of certain clandestine activities. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with thieves’ tools. If you are already proficient with them, you add double your proficiency bonus to checks you make with them.
Resilient
Choose one ability score. You gain the following benefits:
Increase the chosen ability score by 1, to a maximum of 20.
You gain proficiency in saving throws using the chosen ability.
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
Master of Disguise
You have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you make with it.
Linguist (Pongelyphs)
You have studied ancient languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn the language of the Poneglyphs
You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use an ability to decipher it.
Durable
Hardy and resilient, you gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
Super Cyborg Upgrade
Prerequisite: Cyborg
When you take this feat, you can install four additional cyborg upgrades of your choice.
You can select this feat multiple times. Each time you do so, you must choose different upgrades.
Mysterious Power
Choose a class from this system.
You learn two cantrips of your choice from that class’s spell list.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells depends on the class you choose (e.g. Intelligence for tinkerer).
Lucky
You have inexplicable luck that seems to kick in at just the right moment.
You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Friend of the Sea
Prerequisite: Fish-man or Merfolk
Your friendship with sea creatures mystically deepens thanks to your racial abilities. You gain the following benefits:
You gain proficiency in the Animal Handling skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
You learn the speak with animals spell and can cast it at will, without expending a spell slot. You also learn the animal friendship spell, and you can cast it once with this feat, without expending a spell slot. You regain the ability to cast it in this way when you finish a long rest. You can only target and speak with beasts that have an innate swimming speed with these spells, not including Sea Kings. Intelligence is your spellcasting ability for these spells.
Dungeon Delver
Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:
When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.
You have advantage on saving throws made to avoid or resist traps.
You have resistance to the damage dealt by traps.
You can search for traps while traveling at a normal pace, instead of only at a slow pace.
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Seeker of Knowledge
You have became enamored by tales. Of not only ink and quill, but of the past, present, and possible future. When you take this, you gain the following:
Increase your Intelligence or Wisdom by 1
When you make a History or Investigation check, you may use your Wisdom instead of Intelligence, and you reduce the DT spent on researching information by 1.
Defensive Duelist
Prerequisite: Dexterity 13 or higher
When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.
Spellcaster Disruptor
You have practiced techniques useful in melee combat against tinkerers and other spell users, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Grappler
Prerequisite: Strength 13 or higher
You’ve developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
You have advantage on attack rolls against a creature you are grappling.
You can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creatures are both restrained until the grapple ends.
Creatures that are one size larger than you don’t automatically succeed on checks to escape your grapple.
Elemental Adept
Prerequisite: The ability to cast at least one spell
When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder. Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Fell Handed
You master the handaxe, battleaxe, greataxe, warhammer, and maul. You gain the following benefits when using any of them:
You gain a +1 bonus to attack rolls you make with the weapon.
Whenever you have advantage on a melee attack roll you make with the weapon and hit, you can knock the target prone if the lower of the two d20 rolls would also hit the target.
Whenever you have disadvantage on a melee attack roll you make with the weapon, the target takes bludgeoning damage equal to your Strength modifier (minimum of 0) if the attack misses but the higher of the two d20 rolls would have hit.
If you use the Help action to aid an ally’s melee attack while you’re wielding the weapon, you knock the target’s shield aside momentarily. In addition to the ally gaining advantage on the attack roll, the ally gains a +2 bonus to the roll if the target is using a shield.
Heavily Armored
Prerequisite: Proficiency with medium armor
You have trained to master the use of heavy armor, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with heavy armor.
Heavy Armor Master
Prerequisite: Proficiency with heavy armor
You can use your armor to deflect strikes that would kill others. You gain the following benefits:
Increase your Strength score by 1, to a maximum of 20.
While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take are reduced by 3.
Lightly Armored
You have trained to master the use of light armor, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with light armor.
Medium Armor Master
Prerequisite: Proficiency with medium armor
You have practiced moving in medium armor to gain the following benefits:
Wearing medium armor doesn’t impose disadvantage on your Dexterity (Stealth) checks.
When you wear medium armor, you can add 3, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Moderately Armorered
Prerequisite: Proficiency with light armor
You have trained to master the use of medium armor and shields, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with medium armor and shields.
Mounted Combatant
You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Sharkskin
Prerequisite: Fish-man
Due to your fish-man features and rough skin, you are difficult to touch without getting injured. You gain the following benefits:
Increase your Constitution score by 1, up to a maximum of 20.
Your rough skin deals 1d6 piercing damage to any creature grappling you or any creature grappled by you.
You gain proficiency in the Intimidation skill. If you’re already proficient in it, your proficiency bonus is doubled for any check you make with it.
Savage Attacker
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon’s damage dice and use either total.
Sentinel
You have mastered techniques to take advantage of every drop in any enemy’s guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creature’s speed becomes 0 for the rest of the turn.
Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn’t have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
Sentinel Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with all firearms.
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.
Shield Master
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield.
If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield.
If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you.
If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect.
Skulker
Prerequisite: Dexterity 13 or higher
You are expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn’t impose disadvantage on your Wisdom (Perception) checks relying on sight.
Spell Sniper
Prerequisite: The ability to cast at least one spell
You have learned techniques to enhance your attacks with certain kinds of spells, gaining the following benefits:
When you cast a spell that requires you to make an attack roll, the spell’s range is doubled.
Your ranged spell attacks ignore half cover and three-quarters cover.
You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard.
Tavern Brawler
Accustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
You are proficient with improvised weapons and unarmed strikes.
Your unarmed strike uses a d4 for damage.
When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target.
Titan Strength
You have trained to use heavy weapons effortlessly
Increase your Strength or Constitution score by 1, up to a maximum of 20
You may use two handed melee weapons with one hand, and your one handed versatile damage is counted as two handed. You cannot dual wield heavy weapons.
Weapon Master
You have practiced extensively with a variety of weapons, gaining the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
You gain proficiency with four weapons of your choice.
War Caster
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Two-Weapon Style
You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Three-Weapon Style
Prerequisite: Two-Weapon Style
You master fighting with three weapons, gaining the following benefits:
Your Two-Weapon Style bonus to AC increases to +2.
You can hold an additional offhand weapon with another appendage or with your mouth, and it doesn't have to be light. You can't make attacks with it.
Choose one one-handed weapon you are proficient with held in either hand during your turn, you may combine attacks made with that weapon with your third weapon to increase the chosen weapon's damage dice by one stage for the remainder of your turn. For example, a d4 damage die made with the weapon would become a d6 to hit, a d6 would become a d8, a d8 would become a d10, and a d10 would become a d12. The maximum the damage dice can increase to is a d12.
You can draw or stow three one-handed weapons when you would normally be able to draw or stow only one.
Sling King
Your sling skills have grown, and you gain these benefits:
You gain a +1 bonus to attack rolls you make with a sling.
When you use a sling, its damage die changes from a d4 to a d6, and from a d8 to a d10 when wielded with two hands. (This benefit has no effect if another feature has already improved the weapon’s die.)
Your maximum range with slings now also count as your minimum.
Tough
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Samurai Warrior
The katana is a difficult blade to use, but you have spent countless hours mastering it. You gain the following benefits:
You gain a +1 bonus to attack rolls you make with a katana.
You can deliver a decisive critical strike or sweep when you attack enemies that turn their back on you. When you hit with an opportunity attack using a katana, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or be knocked prone.
You may attempt to disarm your target with a decisive strike at their weapon or another object of your choice that it's holding. When you attack and hit with a katana, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have the chosen item knocked down and dropped at its feet. You cannot use this ability again until you complete a Short or Long Rest.
Sharpshooter
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Polearm Master
You can keep your enemies at bay with reach weapons. You gain the following benefits:
When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
Alert
Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Great Weapon Master
You've learnt to use your weapon's momentum to power your strikes. You gain the following benefits:
On your turn, when you score a critical hit with a melee weapon or reduce a creature to 0 hit points with one, you can make one melee weapon attack as a bonus action.
Before you make a melee attack with a heavy weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Thrown Weapon Master
You become a much better thrower, gaining the following:
Choose 3 weapons in which you are proficient.
You gain +1 to thrown attack rolls with those weapons.
Your normal range with these weapons is doubled, and the long range is increased to 4 times the normal range.
You may draw these weapons as part of the attack.
Charger
Your movement speed increases by 10 feet.
If you move at least 10 feet in a straight line immediately before hitting with an attack as part of the Attack Action on your turn, choose one of the following effects: Your attack gains a 1d6 bonus to the damage roll, or your attack can push the target up to 10 feet, provided the target you want to push is no more than one size larger than you. You can use this benefit only once on each of your turns.
Crusher
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.
Piercer
You have achieved a penetrating precision in combat, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
- When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Slasher
You've learned where to cut to have the greatest results, granting you the following benefits:
- Increase your Strength or Dexterity by 1, to a maximum of 20.
- Once per turn when you hit a creature with an attack that deals slashing damage, you can reduce the speed of the target by 10 feet until the start of your next turn.
- When you score a critical hit that deals slashing damage to a creature, you grievously wound it. Until the start of your next turn, the target has disadvantage on all attack rolls.
Weaponsmith
Category: Crafting
Mastering the art of weapon craftsmanship sets you apart. You gain the following benefits:
- Increase your Strength, Dexterity, or Intelligence score by 1, to a maximum of 20.
- Proficiency with Weapon Smith's Tools. If already proficient or gaining proficiency later, add 1d4 to related checks.
- When performing Weaponsmith DT activity, the Smithing Goal is always 10 lower than normal, and the upgrade DC is lowered by 5.
- When Weaponsmithing, add 5 Points to your crafted base upgrade limits instead of the normal tier amount.
Meito Forger
Category: Crafting
Requires: Weaponsmith Feat, Level 8+
Elevate your weapons to mythical status with the Meito Forger feat. You gain the following advantages:
- You can discern if a creature is wielding a Meito without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Weaponsmith DT activity, the Smithing Goal is always 10 lower than normal, and the upgrade DC is lowered by 5. (combined with Weaponsmith feat for a total of 20 lower smithing goal and 10 lower DC).
- When Weaponsmithing, add three additional points to all crafting limits and gain access to a single Legendary property (Total of 8). The Legendary property doesn't count towards your property limit, showcasing mastery.
Armorsmith
Category: Crafting
Unlock the secrets of armor creation and modification with the Armorsmith feat. You gain the following advantages:
- Increase your Constitution, Strength, or Intelligence score by 1, to a maximum of 20.
- Proficiency with Armor Smith's Tools. If already proficient or gaining proficiency later, add 1d4 to related checks.
- When performing Armorsmithing DT activity, the Smithing Goal is 10 lower than normal, and the upgrade DC is lowered by 5.
- When Armorsmithing, add 5 Points to your crafted base upgrade limits properties instead of just one.
Armor Master
Category: Crafting
Requires: Armorsmith Feat, Level 8+
Become a legend in armor creation with the Armor Master feat. You gain the following advantages:
- You can identify specialty armor a creature is wearing without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Armorsmithing DT activity, the Smithing Goal is always 10 lower than normal, and the upgrade DC is lowered by 5 (combined with Armorsmithing feat for a total of 20 lower crafting goal and 10 lower DC).
- When Armorsmithing, add 3 additional points to all crafting limits and gain access to a single Legendary property (total of 8). The Legendary property doesn't count towards your property limit, showcasing true mastery.
Focus Smith
Category: Crafting
Mastering the art of focus craftsmanship sets you apart. You gain the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- Proficiency with Tinker's Tools. If already proficient or gaining proficiency later, add 1d4 to related checks.
- When performing Focus Smith DT activity, the Smithing Goal is always 10 lower than normal, and the upgrade DC is lowered by 5.
- When Focus Smithing, add 5 Points to your crafted base upgrade limits instead of the normal tier amount.
Focus Master
Category: Crafting
Requires: Focus Smith Feat, Level 8+
Elevate your foci to mythical status with the Focus Smith feat. You gain the following advantages:
- You can discern what spellcasting class a creature is using without making a check. You can also tell if a spell is from a devil fruit ability, though, you don't learn the specifics of the devil fruit
- When performing Focus Smith DT activity, the Smithing Goal is always 10 lower than normal, and the upgrade DC is lowered by 5. (combined with Focus Smith feat for a total of 20 lower Smithing Goal and 10 lower DC).
- When Focus Smithing, add three additional points to all crafting limits and gain access to a single Legendary property (Total of 8). The Legendary property doesn't count towards your property limit, showcasing mastery.
Enginecraft
Category: Crafting
Prerequisite: Level 12
You've delved into the same training that Craftsmen under-go, and learn the secret to crafting an engine. By spending 8 DT and 80,000 Berry, you can craft an engine for use as a material component when crafting armor, weapons and ships.
Oceanographer
Category: Crafting
You have an eye for the oceans waves and patterns and are able to map them. You gain the following:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You gain proficiency with Navigator's Tools, if you already have proficiency with Navigator's Tools or would gain it later you gain 1d4 to checks made with them.
- You can perform the reset Log Pose DT or Mapping activity once per game week at no DT cost.
Cartographer
Category: Crafting
Requires: Oceanographer
Your mapping abilities apply to the lands you've visited as well.
- When performing the Mapping DT activity you no longer need to be at the island you're mapping. It can be done for any island you've previously visited.
- Your maps can now provide details about the landscape of their target island. When a finished map is on your person, you gain advantage to Nature or Survival checks on that island. - The threshold for completing a map is reduced by 10.
Locksmithing
Category: Crafting
You know the way of breaking into a lock above the rest of the ruffians. You gain the following:
- Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
- You gain proficiency with Lock Smith's Tools, if you already have proficiency with Lock Smith's Tools or would gain it later you gain 1d4 to checks made with them.
- When you perform the larceny DT activity your locksmithing Goal to do so is always 5 lower than normal. Additionally Once per game week you can perform a lockpicking DT activity at no cost.
Lock Whisperer
Category: Crafting
Requires: Locksmith Feat, Level 8+
Your understanding of locks is told in myths and legends. You gain the following:
You are able to understand locks on a deeper level and you can almost tell what is inside a chest before even opening it . When you perform the Locksmith DT activity you can Lower locksmithing Goal by additional 5 lower than normal. (Paired with Locksmithing feat total (10) Also When you perform the Locksmithing DT activity you may also add One additional Item from the existing loot table to any chest open once per game week.
Green Thumb
You know the way around the garden, identifying plants and discovering new species is your thing. You gain the following:
- You gain +1 to your Intelligence, Wisdom or Dexterity score, to a maximum of 20.
- You gain proficiency with Botanist's Tools, if you already have proficiency with Botanist’s Tools or would gain it later you gain 1d4 to checks made with them.
- When you perform the Botany DT activity your Botany Goal to do so is always 5 lower than normal.
- Once per day you can perform a Botany DT activity at no cost. (Note this Does NOT stack with Crafter Feat)
Botanist
Category: Crafting
Requires: Green Thumb Feat, Level 8+
Your study of Botany has shown you plant-life and plant-care on a much deeper level.
- When you perform the Botany DT activity to mature a plant you can subtract an additional 5 from the total threshold.
- Rather than requiring 5 x Tier Plants to extract a seed, you only need 2 x Tier.
- When you perform the Botany DT activity, once per week you may choose one planter you have and increase its harvest yield by one die step larger than it is. (D6s instead of D4s for most plants. D10s instead of D8s for mushrooms.)
Fisher
Category: Crafting
You dabble in ocean fishing in your free time allowing you to gain access to some unique finds.
- +1 to Dex, Wis, or Str of your choice to a maximum of 20.
- You gain proficiency with Angler’s Tool, if you already have proficiency with Angler's Tools or would gain it later you gain 1d4 to checks made with them.
- Furthermore when you roll on the Catch table you can roll twice on the instead of once, and can choose either roll
- When making an Angler's Tools check to attempt to catch a fish, subtract 5 from the DC.
Master Angler
Category: Crafting
Requires: Fisher, Level 4
Your time spent fishing has allowed you to master the trade giving you insight on the best spots to fish.
- The 1d4 bonus you gain from the Fisher feat now becomes a 1d6.
- When you roll on the catch table you can choose one slot higher or lower than your actual roll.
- When you catch something you gain an additional 1d4 amount of the fish caught instead of 1.
- When making an Angler's tools check to attempt to catch a fish, subtract an additional 5 from the DC.
Shipwright
Category: Crafting
You know how to build and expand the capabilities of a ship. You gain the following:
- You gain a +1 to your Strength, Wisdom, or Intelligence scores, to a maximum of 20.
- You gain proficiency with Carpenter's Tools, if you already have proficiency with Carpenter's Tools or would gain it later you gain 1d4 to checks made with them.
- You subtract (10 x Tier) from the Crafting Goal of a ship you’re building.
- When crafting or working on a ship, you gain 5 additional BP to work with.
Naval Smith
Category: Crafting
Requires: Shipwright’s Feat, Level 8+
You have mastered the art of building ships. You are capable of building some of the greatest ships the world has ever seen. You gain the following:
- When you perform the Shipbuilding DT activity you can build ships with a Shipwright Goal to do so is additionally 10 lower than normal.
- When you perform the Shipwright DT activity you may also add 10 additional points (instead of 5) to all your Ship limits. Your ship also gains an additional expansion at no cost.
Chef
Category: Crafting
You are able to work wonders in the kitchen and most people don't even come close to your skills with the skillet.
- Increase your Intelligence, Dexterity, or Wisdom score by 1, to a maximum of 20.
- You gain proficiency with Cooking Tools. If you already have proficiency with Cooking Tools, you instead gain expertise. If you already have expertise, you instead gain a 1d4 bonus to skill checks you make with your Cooking Tools.
- You can lower the total DC of any desired Star Meal by 5 lower than its requirement.
Master Chef
Category: Crafting
Requires: Chef Feat, Level 8+
You are the kitchen, it doesn't exist without you and when you're not there the food just isn't the same. You have spent hours of blood sweat and tears to get this far and your skills match that level of effort.
- You can lower the total DC of any desired Star Meal by 5 lower than its requirement. This bonus stacks onto the benefit given by the "Chef" feat.
- You gain a d6 Bonus to skill checks you make with Cooking Tools.
- As a Master chef, you have mastered the skill of using all and every resource you have available to create a meal. When you create a meal, you can create the same meal again at no cost immediately thereafter.
Poison Maker
Category: Crafting
You have learned the secrets to making posion's with deadly efficiency, You gain the following:
- Increase your Wisdom or Intelligence by 1, to a maximum of 20
- You gain proficiency in Poisoner's kits if you already have proficiency with Poisoner's kits or would gain it later you gain 1d4 to checks made with them.
- You decrease the crafting goal of any poison you make by 10
- You reduce the cost of any poison you make equal to 1/5 the normal cost
Crafter
Category: Crafting
+1 to any ability score
You gain proficiency in one set of tools.
Choose one toolkit in which you have proficiency. You gain expertise in that toolkit.
You may perform one extra crafting activity per day that does not count against the total number of crafting activities you can do, but still uses DT. This cannot be used on crafting filler missions.
When you take one of these feats, you may choose to replace the advancement it grants with a Devil Fruit Advancement of that level
Color of Observation Training
Prerequisite: Wisdom 11 or higher
You gain one Uncommon Observation Haki advancement feature, assuming you meet the other prerequisites listed by it.
Color of the Supreme King Training
Prerequisite: Charisma 11 or higher, Admin permission
You gain one Uncommon Supreme King Haki advancement feature, assuming you meet the other prerequisites and were born with the ability to use this type of haki.
Color of Armament Training
Prerequisite: Constitution 11 or higher
You gain one Uncommon Armament Haki advancement feature, assuming you meet the other prerequisites listed by it.