Action Surge
Category: General
Requires: Level 9+
You can push yourself beyond your normal limits for a moment. You gain the following benefit;
On your turn, you can take one additional action. Once you use this feature you must finish a long rest before you can use it again.
Beginning at level 17, you can gain an additional usage of this feat, per long rest.
Dedicated Training
Category: General
You are devoted to your training and always seek to learn new techniques.
- Increase one score of your choice by 1, to a maximum of 20
- You learn an additional technique that is 1 rank above what you currently can learn. This does not count against your techniques known.
- The next time you would hit 4th, 8th, 12th and 16th levels, you learn one additional technique of 1 rank higher than your highest known technique rank.
Agile Feint
Category: General
You know how to use your agility to grant you advantage and your opponent’s disadvantage. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20
As a bonus action you make a Dexterity (Acrobatics) check vs a target creatures Armor Class. On a success your next melee attack against that creature is at advantage and the next attack the creature makes against you is at disadvantage.
When a Creature misses you with a melee attack you can use your reaction to make an attack of opportunity against the triggering creature.
Alert
Category: General
Always on the Lookout for Danger, you gain the following benefits:
You Gain a +5 bonus to Initiative
You may add your Dexterity or Intelligence modifier in place of Wisdom to your Initiative bonus.
You can't be surprised while you are conscious.
You have advantage on checks made to find hidden creatures.
Other Creatures do not gain advantage on attack rolls against you as a result of being hidden from you.
Archaeologist
Category: General
You've taken the time to learn about the history and lore surrounding forbidden knowledge. You gain the following benefits:
Increase your Charisma, Wisdom, or Intelligence score by 1, to a maximum of 20.
You are able to deceipher the meaning of Poneglyphs and ancient languages.
By spending 10 minutes in a location you are about to tell if you think there ruins buried or nearby.
Athlete
Category: General
You have undergone extensive physical training to gain the following benefits:
Increase your Strength, Constitution or Dexterity score by 1, to a maximum of 20.
You gain a Swim, climbing and wall running speed equal to your normal speed
Long Jump increased to 10 + Strength Score and High Jump increased to 5 + Strength Score.
The Long Distance on thrown weapons is increased by 15 ft.
You have advantage on grapple checks against creatures whose strength score is lower than yours.
Cave Spelunker
Category: General
Alert to the dangers and concealed passages found in many caves, you gain the following benefits:
Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
You have advantage on Perception and Investigation checks made to detect the presence of traps or hazards.
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 as a bonus action, instead of an Action.
Durable
Category: General
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 can regain spending hit die equals twice your constitution modifier (Min. 2).
Your hit points maximum increases by an amount equal to twice your level when you gain this feat.
Whenever you gain a level thereafter, your hit points maximum increases by an additional 2 hit points.
Elusive Target
Category: General
Your far too agile to ever be caught off guard or be pushed into a corner. You gain the following Benefits:
Increase your Dexterity score by 1, to a maximum of 20
You may take the Hide action as a bonus action and you may do so even when lightly obscured.
Creatures do not gain advantage on attacks against you as a result of being Restrained or Prone.
If you are subjected to an attack or technique that requires a Dexterity save. On a successful save you take no Damage and suffer no effect.
When you are forcefully pushed more than 10 feet away in any direction, if you would end your movement within 10 feet of cover large enough to hide behind, you may spend your reaction to move behind it and take the Hide action, attempting to hide while the dust from the last attack settles.
Ranged Technique Expert
Category: General
You’ve practiced utilizing Brawl & Special Techniques in close quarters and in contested conflicts, learning techniques that grant you the following benefits:
Increase your Dexterity, Intelligence, or Wisdom score by 1, to a maximum of 20.
When making a ranged Brawl or Special Technique attack while you are within 5 feet of a hostile creature, you do not have disadvantage on the attack roll.
Heavily Armored
Category: General
Requires: Proficiency with Medium Armor, Level 4+
You have trained to master the use of heavy armor, gaining the following benefits:
You gain proficiency with heavy armor. If you are already proficient with heavy armor, instead increase your Strength score by 1, to a maximum of 20.
Your armor's damage reduction extends to all non-psychic damage.
When you are wearing heavy armor, you do not suffer speed penalties if the armor has any.
Helping Hand
Category: General
Your presence in a scrap tends to elevate your comrades. You gain the following benefits:
You can use the Help action as a bonus action.
When you use the Help action to aid an ally in attacking a creature, increase the range of the Help action by 10 feet.
You can help a creature with a skill check you are not proficient in.
You can help two allies targeting the same creature within range when you use the Help action this way.
Inspiring Leader
Category: General
Requires: Charisma 15+
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your Proficiency bonus + your Charisma ability score. A creature can’t gain temporary hit points from this feat again until it has finished a short rest.
Inspiring Presence
Category: General
Your presence on the battlefield is a source of inspiration. You gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
As an action, you can let out an inspiring battle cry. Select a number of creatures that can hear you equal to your proficiency bonus. Each of these creatures gain a bonus to their next skill check or attack roll equal to your Charisma modifier.
As a bonus action, you let out a reassuring howl, ending the frightened or charmed condition on yourself and a number of allies that can hear you equal to your proficiency bonus. (Min 1.)
As a reaction, when you or a creature you can see would make a saving throw, you let loose a bracing howl. Select creature gains proficiency in the saving throw if they were not already. This bonus lasts until the end of the current turn.
Once you have used each of this feat’s abilities once, you must complete a rest before you can use them again.
Intense Focus
Category: General
Requires: Level 8+
You have practiced casting Brawl or Special Techniques in the midst of combat, learning techniques that grant you the following benefits:
You have advantage on constitution checks that you make to maintain concentration on techniques when you are maintaining two or more of them at the same time.
Select one technique you know of Paradise Rank or lower that you must concentrate on. When you cast this technique at its base rank, you do not need to spend energy to maintain concentration at the beginning of each of your turns. You can switch this energy when you complete a long rest. • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a Brawl or Special technique at the creature, rather than making an opportunity attack. The Technique must have a casting time of 1 action, must require a Brawl or Special attack, be Paradise rank or lower and must target only that creature.
Lightly Armored
Category: General
You have trained to master the use of light armor, gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
While you are wearing light armor, increase your AC by +1.
While wearing light armor, you gain Bludgeoning, Piercing, and Slashing DR equal to the armor bonus granted by the light armor.
While you are wearing light armor, your speed increases by 10 feet.
Maneuverable
Category: General
You’ve learned that you are at your best when you’re on the move. You gain the following benefits:
Your speed increases by 10 feet.
When you would make a Dexterity saving throw on your turn, you gain a +2 bonus to the save.
Once per turn, when you move at least 10 feet, you gain a 1d4 bonus to your next attack roll before the end of the current 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.
Mobile
Category: General
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
You can Dash as a Bonus action.
Your movement speed cannot be reduced below half as a result of a technique, feature, feat, weapon property or trait. Your movement speed can still be affected as a result of a condition such as Restrained or grappled.
You gain advantage on saving throws and checks to resist the grappled or restrained conditions.
You ignore naturally occurring difficult terrain.
Moderately Armored
Category: General
Requires: Proficiency with Light Armor
You have trained to master the use of medium armor, gaining the following benefits:
You gain proficiency with medium armor. If you are already proficient with medium armor, instead increase your Strength or Dexterity score by 1, to a maximum of 20.
Increase B/P/S Damage Reduction, by 2.
While you are wearing medium armor, you can add up to 4, rather than 2, to your AC if you have a Dexterity of 16 or higher.
Wearing Medium armor does not impost any penalty to Dexterity (Stealth) checks.
Tavern Fighter
Category: General
Your accustomed to the tavern scrap and have adapted your normal combat to incorporate it letting you use everyday objects in unforeseen ways. You gain the following Benefits;
Increase your Strength score by 1, to a maximum of 20.
You are proficient with improvised weapons, and you can choose to change the damage type of a Bludgeoning, Piercing, or Slashing improvised weapon to another type of those choices when you hit with them.
Once per turn, when you attack with an improvised weapon, you may add a bonus equal to your intelligence modifier to the damage roll.
You may replace a Brawl Technique's Weapon components with any item your DM considers a close enough replacement.
Quick Witted
Category: General
Great ideas come to you naturally, often when your life depends on it. You always have a plan, or at least parts of it. You gain the following benefits:
Increase the Intelligence ability score by 1, to a maximum of 20.
You can add your Intelligence modifier to your Wisdom modifier when making Initiative checks.
When you would make a Dexterity saving throw, you can instead make an Intelligence saving throw. You can use this effect twice per long rest.
Resilient
Category: General
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 score.
Second Strike
Category: General
You’ve practiced performing your techniques in quick succession, learning techniques that grant you the following benefits:
When you cast a Brawl or Special Technique with a casting time of 1 action, you may use your bonus action to cast a technique of the same type with the same casting time, the damage dealt by your Bonus Action technique is halved
When you cast a Technique with a casting time of a bonus action, you can reduce the cost by half as long as it is no higher level than your highest rank known.
Once you’ve used either effect of this feat twice, you must complete a long rest before you can use it again.
Titan's power
Prerequisite: Strength 16
*Your immense strength allows you to wield heavy weapons with a single hand effortlessly.* You gain the following benefits:
Increase your strength score by 1, to a maximum of 20
You gain proficiency with 3 melee weapons (not exotic) with the Heavy Property.
You can remove the detrimental two-handed property from a single heavy weapon of your choice.
When you miss with a melee weapon attack with a weapon with the Heavy property, the creature takes damage equal to your strength modifier. This damage is of the same type as the weapons damage.
Simple Melee Weapon Mastery
Category: General
You've practiced tirelessly with what others would barely call weapons and you're here to prove them wrong. You gain the following:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with Simple Melee Weapons if you did not already possess it.
Increase the die size done by Simple Melee weapons by one.
All Simple Melee weapons you use gain one Journeyman rank weapon property of your choice.
Simple Ranged Weapon Mastery
Category: General
Who needs longbows when a slingshot will do? You've mastered the use of simple ranged weapons. You gain the following:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with Simple Ranged Weapons if you did not already possess it.
Increase the die size done by Simple Ranged weapons by one.
Additionally choose one of the following effects that you benefit from. This must be chosen upon gaining this feat: The Short and Long Ranges of your Simple Ranged weapons are increased by 15/30 or you do not have disadvantage when making an attack with a Simple Ranged weapon while within 5ft of the target.
Melee Martial Mastery
You've studied all common forms of advanced weaponry. You gain the following:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency with melee martial weapons.
Upon gaining this feat choose three melee Martial Weapons, you may change one weapon property of that weapon to a different property of the same tier. The replaced properties must be chosen upon gaining this feat and cannot have a detrimental effect to them.
Martial Ranged Weapon Mastery
Category: General
More Firepower, you've mastered the use of Martial ranged weapons. You gain the following:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with Melee Ranged Weapons if you did not already possess it.
Martial weapons you use ignore the Misfire property. If it does not have the Misfire property you may instead grant it one Journeyman property.
Additionally choose one of the following effects that you benefit from. This must be chosen upon gaining this feat: The Short and Long Ranges of your Martial Ranged weapons are increased by 15/30 or you do not have disadvantage when making an attack with a Martial Ranged weapon while within 5ft of the target.
Exotic Melee Mastery
You've learned to appreciate the foreign and exotic weapons. You gain the following:
You gain proficiency with Melee Exotic Weapons.
Choose an Exotic Melee Weapon type while wielding a weapon of this type it is treated as if it had the "Honed" property even if it does not possess it.
Exotic Ranged Mastery
You've learned to appreciate the foreign and exotic weapons. You gain the following:
You gain proficiency with Ranged Exotic Weapons.
Choose an Exotic Ranged Weapon type while wielding a weapon of this type it is treated as if it had the "Honed" property even if it does not possess it.
Exotic Armor Proficiency
Your eye has been drawn by armors from afar. You gain the following:
You gain proficiency in Exotic Armor.
Exotic armor you wear is always treated as if it had the Quick-Change property.
Tough
Category: General
Requires: Durable Feat
You have the blood of heroes flowing through your veins. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You must now fail 5 Death saving throws before dying.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of one).
If you would roll a natural 20 on a Death saving throw, you instead regain a number of hit points equal to your level.
The Voice of All Things
Category: General
Requires: Conqueror's Attunement, Observation Attunement
Description: You gain the mental affinity. You gain telepathy with any creature with a range of 1 mile. You gain and may cast and concentrate on the Detect Thoughts technique without expending energy a number of times per long rest equal to your proficiency bonus.
ACROBAT
Category: Skill
You become nimbler, gaining the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Acrobatics skill. If you are already proficient, you instead gain expertise.
You reduce falling damage by half.
Once per turn, when standing from prone, you do not spend movement and you may make an unarmed strike or melee weapon attack against a creature within range as a part of your movement used to stand from prone.
As a bonus action, you can make a DC 15 Dexterity (Acrobatics) check. If you succeed, difficult terrain doesn’t cost you extra movement until the end of your next turn.
ACTOR
Category: Skill
Skilled at mimicry and dramatics, you gain the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Performance Skill. If you are already proficient, you instead gain expertise.
When your Charisma (Performance) check is 5 or higher than a non-hostile creatures Passive Insight, they gain 1 rank of Charm towards you, until the end of this conversation. They can only gain 2 ranks of charm towards you this way.
If you have spent at least five minutes studying another creature's voice you have advantage on Performance or Deception checks when impersonating them .
While performing, you can try to distract one humanoid you can see who can see and hear you. Make a Charisma (Performance) check contested by the humanoid’s Wisdom (Insight) check. If your check succeeds, you grab the humanoid’s attention enough that it makes Wisdom (Perception) and Intelligence (Investigation) checks with disadvantage until you stop performing.
CHARMING PERSONA
Category: Skill
You’ve mastered the art of charming those around you, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill. If you are already proficient, you instead gain expertise.
You are skilled in gathering information through conversation, without asking a single question. By spending 10 minutes gathering information in a new place, you become aware of all current rumors and potentially important people you should be on the lookout for.
If you spend 1 minute talking to someone, you can make a Charisma (Persuasion) check contested by a creature’s passive insight. If you or your companions are in combat with the creature, you automatically fail. On a success, the target gains 2 ranks of charmed for you as long as it remains within 60 feet of you for the next 10 minutes.
CRAFTER
Category: Skill
You have a knack for crafting; you work with greater efficiency and produce goods of higher quality. You gain the following benefits:
Increase your Strength, Intelligence or Wisdom score by 1, to a maximum of 20.
You gain proficiency in one Tool of your choice. If you are already proficient, you instead gain expertise. Once per game week you can perform a Crafting DT activity at no DT cost.
GARDENER
Category: Skill
You’ve learned to cultivate plants and are an expert in its practice, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency with the Herbalist Kit. If you are already proficient, you instead gain expertise.
You gain a 1d4 bonus when attempting to identify the properties of a plant.
Over the course of any short rest, you can create one Tier I Green Pop of your choice which has no sell value and cannot be planted or combined for the purposes of the Botany DT activity. This Green Pop withers away after 8 hours time.
BRAWNY
Category: Skill
You’ve become stronger, gaining the following benefits:
Increase your Strength score by 1, to a maximum of 20.
You gain proficiency in the Athletics skill. If you are already proficient, you instead gain expertise.
Increase your maximum bulk by +10. (Formula would be Base + Str mod + 10 from Brawny)
Once per rest, you may make a Strength based ability or skill check, attack roll or saving throw at advantage.
Thrown weapons that use Strength, double both range increments.
BURGLAR
Category: Skill
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 a Lock Picking Tools or Sleight of Hand (Pick one). If you already have proficiency with it you gain expertise instead
Creatures who are further than 30 feet from you while you are using your Lock Picking Tools or making a Sleight of hand check to pick a lock, steal something have a -5 penalty on Perception or Insight checks to see what you are doing.
As a bonus action, you can attempt to pickpocket or pick a lock.
GENIUS TOOLIST
Category: Skill
You have spent prolonged use with a toolkit, making you a genius when using it. You gain the following benefits:
Increase your Intelligence by 1, to a maximum of 20.
You gain proficiency with any one Toolkit. If you are already proficient, you instead gain expertise.
Whenever you would use the Toolkit to make a skill check, you can use your Intelligence in place of any other Ability modifier.
As an action, when viewing a construct, you may make an Intelligence ability check vs a DC (5 + Targets level (if any). On a success, you become aware of any Vulnerabilities it may have (if any).
If you are viewing a Structure for at least 10 minutes per building size category, you can make an Intelligence Ability check vs a DC 8 + the Size Category of the structure (Small building: 3, Medium Building: 5, Large Building: 7, Huge Building: 9, Gargantuan building: 11). On a success, you become aware of one.
MASSIVE INFLUENCE
Category: Skill
Your presence is felt no matter where you are & has an effect on people making them more mailable to your will, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Persuasion skill, intimidation skill or deception skill. If you are already proficient in the selected skill, you instead gain expertise.
Manipulate public opinion gaining +1 on Influence DTA.
You gain one free weekly influence downtime activity.
INTENSE ENERGY
Category: Skill
Your have an immense control over your energy, even able to overwhelm others with it. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You gain proficiency in the Endurance skill. If you are already proficient, you instead gain expertise.
You release an aura of Energy indicative of your combat ability. When making a Charisma (Intimidation) check, you may make a Constitution (Endurance) check instead.
Once per short rest you may add a 1d4 to any Endurance check you make.
PERCEPTIVE
Category: Skill
You hone your senses until they become razor sharp. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Perception skill. If you are already proficient, you instead gain expertise.
Being in a lightly obscured area doesn’t impose disadvantage on your Wisdom (Perception) checks if you can both see and hear.
You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
If you can see a creature’s mouth while it is speaking a dialect you understand, you can interpret what it’s saying by reading its lips.
HERBALIST
Category: Skill
You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in Nature. If you are already proficient, you instead gain expertise.
You can apply natural cures and medicines to heal your allies. So long as you are near a variety of plants and natural foliage you can make an Intelligence (Nature) check in place of a Medicine check.
If you are in wilderness, you can treat the surrounding natural foliage as if you have a Medicine kit with 3 charges.
Over the course of a short rest, you can make an Intelligence (Nature) check to search for special plants which can be used to create a special salve which you or another creature can consume or apply to another willing creature as an action. The DC to find the plants needed to create the salve are listed in the Herbalist chart at the end of this feat. If you succeed on the check, you pick one of the salves you want to make that has a DC lower than or equal to your checks result. You can only make one Salve per rest. These Salves retain their potency for up to 24 hours. You can only have two salves at any given time. If you ever gain a third salve, one of the previous salves lose potency and becomes inert. You can only find special plants for these salves in any given location within 10 miles twice per month.
Herbalist Chart
> DC Salve Name Effect
> 10 Bitter Salve End the Poisoned condition and recover 2d10 + 4 Hit points
> 12 Sweet Salve Ends the Disrupted Condition to and recover 2d6 + 4 Energy points
> 15 Gelatinous Salve Select one damage type. You reduce all damage inflicted by that damage type by 5 for 1 minute.
> 17 Sour Salve End the Charmed or Feared condition and recover 2d12 + 12 hit points
> 20 Tangy Salve End the Stunned or Paralyzed condition and recover 2d8 + 12 Energy points.
> 22 Salty Salve Regain 1d4 + 1 hit points at the end of each of your turns for 1 minute.
> 25 Rock Salve You gain resistance to all damage for 1 minute.
> 27 Taffy Salve Your AC becomes 15 + Your proficiency bonus for 1 minute if it is lower than the result. Your AC cannot be reduced below this value for the duration.
> 30 Omni Salve Select two of any previous Salves and combine their effects.
HISTORIAN
Category: Skill
Your study of history rewards you with the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in the History skill. If you are already proficient, you instead gain expertise.
When you take the Help action to aid another creature’s check, you can make a DC 15 Intelligence (History) check. On a success, that creature’s check gains a bonus equal to your Intelligence modifier, as you share pertinent advice and historical examples.
As an action on your turn or as a reaction to seeing a creature for the first time, select one creature you can see you can. Make an Intelligence (History) check vs a DC (8 + Creatures level). On a success, you become aware of this creature primary technique type or method of combat as you recall reading or researching about them. You can only use this feature on a creature once per long rest. On a failure, you cannot immediately recall anything about them.
FIELD MEDIC
Category: Skill
You are an able medic, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Medicine skill. If you are already proficient, you instead gain expertise.
When you make a medicine check to stabilize a dying creature, on a success, you remove one failed death saving throw.
When you would beat the stabilization DC by 5 or more, the target creature also regains 1 hit point becoming conscious.
Once per creature per encounter when using a restorative item you may increase the amount of Energy or Health healed by one die.
INVESTIGATOR
Category: Skill
You have an eye for detail and can pick out the smallest clues. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You gain proficiency in Investigation. If you are already proficient, you instead gain expertise.
You can take the Search action or make an Intelligence (Investigation) check as a bonus action.
When you make an Intelligence (Investigation) check, if your result is 5 or higher than the DC, you gain additional information or clues into the given mystery or situation.
By spending 10 minutes studying an area the size of a small room, you can begin to see echoes of the last 24 hours in the given area. This echo plays in your mind as if watching a movie backwards and all the actors are featureless humanoid figures which you cannot attribute a name or face to. This scene plays out in its entirety, and you can rewind, slow down, or speed up this echo at will. You cannot replay an echo if 24 hours has passed. While viewing this echo, you can make Intelligence (Investigation) checks of varying difficulty set by the DM to gather information from the echo based on what’s happening.
MASTER OF DISGUISE
Category: Skill
You have honed your ability to shape your personality and visage into that of others with a surprising level of detail. You gain the following benefits:
You gain proficiency with the disguise kit.
You gain proficiency with performance.
You can make Charisma (Performance) checks in place of Deception checks,
When you are mimicking a creature, you have advantage on performance checks made to impersonate that creature.
Reduce the time it takes to make a disguise when using a disguise kit by a factor of up to 10. Plain disguises now only take 1 minute. Elaborate disguises now only take 10 minutes, and exquisite disguises now only takes 1 hour.
PRACTICED ADEPT
Category: Skill
You have acquired skills over your career, gaining the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain proficiency in any combination of three skills or tools of your choice.
You can take this feat multiple times.
PRACTICED EXPERT
Category: Skill
You have honed your proficiency with particular skills or tools, gaining the following benefits:
Increase an ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one toolkit of your choice. If you have proficiency in the chosen toolkit, you instead gain expertise in that kit.
You can take this feat multiple times.
QUICK FINGERED
Category: Skill
Your nimble fingers and agility let you perform sleight of hand. You gain the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency in the Sleight of Hand skill.
You can perform a Sleight of hand check as a bonus action.
Your skills in thievery are so great that you can even pickpocket or plant something up to 30 feet away.
As a reaction to a creature making a melee attack targeting you, you can make a Dexterity (Sleight of hand) check vs the targets attack roll. On a success, their attack becomes an unarmed attack. The targets is aware they have become unarmed, if you do not meet the requirements to wield ( example user lacks the STR requirements ) the weapon, the weapon is located at the users feet.
STEALTHY
Category: Skill
You know how best to hide. You gain the following benefits:
Increase your Dexterity by 1, to a maximum of 20.
You gain proficiency in the Stealth skill. If you are already proficient, you instead gain expertise.
You can perform the Hide action as a bonus action.
If you are hidden, you gain a +20 bonus to your movement speed when sneaking.
Creatures have a -5 penalty to Wisdom (Perception) checks made to search for you, while you are hidden from them.
MENACING
Category: Skill
You become fearsome to others, gaining the following benefits:
Increase your Charisma score by 1, to a maximum of 20.
You gain proficiency in the Intimidation skill. If you are already proficient, you instead gain expertise.
When you are speaking to or staring at a non-hostile creature who is both lower level than you and their passive insight is less than your passive intimidation, you can choose to make them feel uneasy around you and slightly on edge. While they are not afraid of you, they have a sense of dread in regards to you. They are more inclined to avoid or not interfere with you. This does not work if your actions or intent seems to be at odds with the creatures in question goal, ambition, drive or mission.
As a bonus action on your turn, you can attempt to demoralize one non-undead, non-construct, creature you can see within 30 feet of you that can see and hear you. Make a Charisma (Intimidation) check contested by their Wisdom (Insight) check. If you succeed, the target is demoralized. A demoralized target takes a -1 penalty to attack rolls, damage rolls and non-Wisdom Saving throws, ability checks and skill checks. This can stack up to 5 times. A demoralized creature at the end of each of their turns make a Wisdom check vs your Special save DC. On a success they are no longer demoralized. Otherwise, a creature is no longer demoralized if and when the source of its demoralization can no longer be perceived by them. Using this on a non-hostile creature does not provoke combat.
ANIMAL HANDLER
Category: Skill
You master the techniques needed to train and bond with animal companions that are larger. You gain the following benefits:
Increase your Wisdom score by 1, to a maximum of 20.
You gain proficiency in the Animal Handling skill. If you are already proficient, you instead gain expertise.
You're gain the ability to be bonded to an amount of animals equal to 1/3 your proficiency bonus rather than the normal one but may only have one active at a time.
You also gain the ability to have a large Animal Companion instead of up to a medium. If you Hunt a large Animal your Animal Companion downtime activity threshold required to hunt the animals is increased by 50. Your companion regardless of size, may also gain two features instead of one have the choice to also pick from an extended list. (See below) While using any feature that requires any action economy you may only use one feature per round. You can command your bonded animal companion within 60 feet of you that can hear you.
Your Animal Companion HP is d6 x Character level
Your Animal Companion AC is 10 + Proficiency bonus
Additional Actions - While using your Animal Companion in combat you may as a bonus action you may order it to take one of two actions that are chosen while selected this feature. (Dash, Disengage, Dodge, Escape, Hide, Search)
Mountable - While using your Animal Companion as a Mount you gain a +5 base speed type based on animal type. (Land, Sea, Sky)
Rescue - While using your Animal Companion you may order it as a reaction to put itself in harms way to protect you or an ally a number of times equal to 1/3 your proficiency bonus min of 1 per long rest.
Helper - While using your Animal Companion you may while you are in your Animal Companion's reach it is able to give you the Help action, a number of times equal to 1/3 your proficiency bonus min of 1 per long rest.
BEAST HANDLER
Category: Skill
Requires: +8 level
You master the techniques needed to train and bond with beast allowing you to have Beast companions. You gain the following benefits:
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
You gain proficiency in the Animal Handling or Intimidation skill. If you are already proficient, you instead gain expertise. You are able to use Intimidation for animal handling.
You're gain the ability to be bonded to an amount of beast equal to 1/3 your proficiency bonus rather than the normal one but may only have one active at a time.
You Master over Beast now allows you to have Beast as a companion. This Beast Companion can be up to large size instead of the Medium restriction on companions. Beasts can't be hunted but can be found in missions, they are rare. When you would find a beast regardless of it's type the threshold is increased by 50, beyond that if it is a large creature the threshold is increased by an additional 50.
i.e. You would need a 450 threshold to bond with a Large Sky Beast (+50 for Beast, +50 for Large. +350 for Sky type.)
The companion may also gain three features instead of one have the choice to also pick from an extended list. (See below). While using any feature that requires any action economy you may only use one feature per round. You can command your bonded beast companion within 120 feet of you that can hear you.
Your Beast Companion HP is d8 x Character level
Your Beast Companion AC is 10 + Proficiency bonus
Additional Actions - While using your Beast Companion in combat you may as a bonus action you may order it to take one of three actions that are chosen while selected this feature. (Dash, Disengage, Dodge, Escape, Hide, Search)
Mountable - While using your Beast Companion as a Mount you gain a +10 base speed type based on animal type. (Land | Land, Sea | Swim, Sky | Fly)
Rescue - While using your Animal Companion you may order it as a reaction to put itself in harms way to protect you or an ally a number of times equal to 1/2 your proficiency bonus (rounded down) min of 1 per long rest.
Helper - While using your Animal Companion you may while you are in your Animal Companion's reach it is able to give you the Help action, a number of times equal to 1/2 your proficiency bonus (rounded down) min of 1 per long rest.
Armored - While using your Animal Companion you may use a reaction to gain +1 AC, additionally your Beast gains an additional +2 AC.
Weaponsmith
Category: Crafting
Mastering the art of weapon craftsmanship sets you apart. You gain the following benefits:
- +1 to Str, Dex, or Int (of your choice) 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.
- 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 (combined with Armorsmithing feat for a total of 20).
- When Weaponsmithing, add six additional points to all crafting limits and gain access to a single Legendary property. 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:
- +1 to Con, Str, or Int (of your choice) 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.
- 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 Weaponsmith DT activity, the Smithing Goal is always 10 lower than normal (combined with Armorsmithing feat for a total of 20).
- When Armorsmithing, add six additional points to all crafting limits and gain access to a single Legendary property. The Legendary property doesn't count towards your property limit, showcasing true mastery.
Enginecraft
Category: Crafting
Prerequisite: Level 12
You've delved into the same training that Craftsmen under-go, and learn the secret to proficiency and crafting an engine. By spending 5 DT and 50,000 Beli, you can craft an engine for use as a material component when crafting armor and weapons.
Shipwright
Category: Crafting
You're able to create and modify blueprints from a wide range of regions. You gain the following:
+1 to Str, Wis, or Int of your choice to a maximum of 20.
You gain proficiency with Ship Wright's Tools, if you already have proficiency with Ship Wright's Tools or would gain it later you gain 1d4 to checks made with them.
You can now study ships to learn their Ship Type Blueprints. To do so you must spend 50 DT while in the presence of the target ship type and 10,000 Berri. Upon completion you gain the Blueprint of the target ship type.
Seamstress
Category: Crafting
Unlock the intricate art of weaving and garment creation with the Seamstress feat. You gain the following advantages:
+1 to Dex, Int, or Cha (of your choice) to a maximum of 20.
Proficiency with Weaving Tools. If already proficient or gaining proficiency later, add 1d4 to related checks.
When performing Tailoring DT activity, the Weaving Goal is always 10 lower than normal.
When Weaving, add 5 Points to your crafted base upgrade limits properties instead of just one.
Mythic Tailor
Category: Crafting
Requires: Seamstress Feat, Level 8+
Ascend to legendary status in textile craftsmanship with the Mythic Tailor feat. You gain the following advantages:
You can discern if a garment is of mythical quality without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
When performing Tailoring DT activity, the Weaving Goal is always 10 lower than normal (combined with Seamstress feat for a total of 20).
When Weaving, add six additional points to all crafting limits and gain access to a single Legendary property. The Legendary property doesn't count towards your property limit, showcasing true mastery.
Gunsmith
Category: Crafting
Mastering the art of Firearm craftsmanship sets you apart. You gain the following benefits:
- +1 to Dex, or Int (of your choice) to a maximum of 20.
- Proficiency with Gunsmith's Tools. If already proficient or gaining proficiency later, add 1d4 to related checks.
- When performing Gunsmithing DT activity, the Smithing Goal is always 10 lower than normal.
- When Gunsmithing, add 5 Points to your crafted base upgrade limits instead of the normal tier amount.
Master Gunsmith
Category: Crafting
*Requires: Gunsmith Feat, Level 8+*
Elevate your Firearms to mythical status with the Master Gunsmith feat. You gain the following advantages:
- You can discern if a creature is wielding a Matchgrade Firearm without making a check. After holding or closely inspecting it for five minutes, you can determine its properties.
- When performing Gunsmithing DT activity, the Smithing Goal is always 10 lower than normal (combined with Gunsmithing feat for a total of 20).
- When Gunsmithing, add six additional points to all crafting limits and gain access to a single Legendary property. The Legendary property doesn't count towards your property limit, showcasing mastery.
High Tech
Category: Crafting
Requires: Level 5+
Distinguished by your advanced expertise, you excel in cutting-edge craftsmanship with high tech.
- Increase Intelligence by +1
- While engaging in the gunsmith downtime crafting activity, you gain the ability to craft Laser weapons, seamlessly integrating them into your arsenal alongside traditional firearms.
- Additionally, your proficiency extends to crafting batteries during the gunsmith downtime, specifically designed for use in your laser firearms.
Naval Smith
Category: Crafting
Requires: Shipwright
Your ships are sought out far and wide and are the peak of those found in the New World.
When performing the Ship Building Downtime activity you no longer have to keep the unfinished ship in one location. It now travels with you.
Ships you Modify can have a maximum of five Ship Mods on them.
You can easily tell how many Cannons or Ship Weapons a ship has by spending a Bonus Action.
Oceanographer
Category: Crafting
You have an eye for the oceans waves and patterns and are able to map them. You gain the following:
+1 to Int, Wis, or Cha of your choice to a maximum of 20.
You gain proficiency with Cartography Tools, if you already have proficiency with Cartography 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. Your maps can have a use expended to add +3 to Nature or Survival checks on that island.
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.
Green Thumb
You know the way around the garden, identifying plants and discovering new species is your thing. You gain the following:
+1 to Int, Wis or Dex, to a maximum of 20.
You gain proficiency with Herbalist's Tools, if you already have proficiency with Herbalist'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. Additionally Once per game week 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 9+
Your understanding of Plants has grown, and you are able to learn new things from plants. You gain the following:
You are able to understand Botany on a deeper level and it's like the plants are talking to you and telling you how to harvest them. When you perform the Botany DT activity you can Lower Botany Goal by additional 5 lower than normal. (Paired with GreenThumb feat total (10) Also When you perform the Botany DT activity, once per week you may choose one planter you have and increase its harvest yield to D6s instead of D4s.
Flag Weaver
Category: Crafting
You are able to create flags that instill loyalty and confidence in a crew
+1 to Cha, Wis, or Dex of your choice to a maximum of 20.
You gain proficiency with Weaver's Tools, if you already have proficiency with Weaver's Tools or would gain it later you gain 1d4 to checks made with them.
You are able to create a Tier I pigment of your choice when using the Weaving DT activity to do so your Weaving Goal is 100.
Banner Binder
Category: Crafting
Requires: Flag Weaver
Your flags take away the breaths of those that witness them inspiring fear and hope
Your flags can now have a maximum Tier Value of 3 + your rank (Blues 0, Grand Line 1, Ocean Floor 2, New World 3, Laugh Tale 4).
Once per game week you can swap out a pigment on a flag at no DT cost.
You can now create Tier II and Tier III pigments using the Weaving DT activity the Weaving Goal for these are 150 and 250 respectively.
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 8
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.
Hyperactive
Category: Energy
You have a vast reserve of energy flowing through your veins. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20
When you roll a Energy Die to regain Energy points, you treat all 1’s as 2’s.
Your Energy point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your Energy points maximum increases by an additional 1 Energy point.
As a full turn action, you can draw Energy the well of Energy within yourself. You can spend a number of Energy die up to your level. When you do, roll all Energy die spent, gaining Energy points equal to the result. You then gain 1 rank of exhaustion for the next hour.
Super Ultra Hyperactive
Category: Energy
Requires: Hyperactive, Level 8+
The energy reserves you have, are significantly more voluminous than previously thought. You gain the following benefits;
Increase your Constitution score by 1, to a maximum of 20.
Your Energy point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your energy points maximum increases by an additional 1 energy point.
Your energy point maximum cannot be reduced by any means.
You gain resistance to Force damage.
Energy Overwhelming
Category: Energy
Your Energy's intensity is enough to overwhelm foes in and of itself.
Increase your constitution score by 1, to a maximum of 20.
Select between; Brawl or Special techniques. Techniques that you use that have one of the aforementioned keywords, that require a creature make a Saving throw, increases its save DC by +1.
Your Energy is heavy and carries a weight unlike any other. Techniques that summons a creature, construct or object with hit points or temporary hit points. That creature, construct or object gains a number of additional hit points or temporary equal to your constitution modifier (min 1.) times half your proficiency bonus.
Innate Guidance
Category: Energy
You’ve learned to utilize your gift with Energy in a specific unique way. You gain the following benefits.
Increase your Wisdom or Charisma score by 1, to a maximum of 20.
Choose a skill in which you are proficient. When you make a skill check with the chosen skill, you can use your Wisdom or Charisma modifier in place of its original ability score.
Techniques, you encounter are far easier to deal with due to your unique quirks with Energy. When you would attempt to interrupt or dispel a Technique another creature casts or are currently concentrating on, you gain a 1d4 bonus towards any checks you make towards interrupting or dispelling their Technique.
Techniques you cast are far more difficult to recognize, and therefore more difficult to plan against. When a creature would attempt to interrupt or dispel a Technique you cast or are concentrating on, they take a 1d4 penalty to any checks made to do either of those.
Energy Conservation
Category: Energy
You have gained greater control over your Energy, gaining the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You may select 1 Technique you currently have. You cannot change this choice. That Technique now costs 2 less Energy to use (Min 1).
You may select one class feature you currently have that costs Energy. You may use this feature at 0 cost, twice per long rest. If the feature selected can have its cost increased for a larger benefit, it cannot be selected as an option for this feat. If a feature has sub-features and/or multiple costs, pick one to apply this feat to.
If you do not have a class feature that costs Energy, you instead gain 1 additional use of a class feature that would normally refresh when you complete a short or long rest. You cannot switch the feature that this feat benefits.
Strong Concentration
Category: Energy
Your mind and body are focused when they need to be granting you the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
Select one Category of Technique between Brawl and Special. The cost to maintain concentration of a technique of the chosen type, is reduced by 1, to a minimum of 1.
When you would successfully complete a short rest and spend 3 or more energy die, you regain 1 energy die at the conclusion of calculating how much energy you regain.
You reduce energy damage you take by an amount equal to your proficiency bonus.
You ignore the effects from a hostile creature or environment would increase the cost of techniques you cast or restrict you from casting techniques of a certain cost or rank.
BLOODTHIRSTY
Category: Combat
Prerequisite: Level 9+
You fight with reckless abandon, caring not of your own safety. You use your pain to fuel your attacks, causing your enemies even greater pain. You may die one day - but that day won’t be today. You gain the following benefits:
When you would make an attack, you may spend 10 Energy. If you do, you may increase the critical threat range by +1. You may do this multiple times. Each time you do this, the next attack targeting you gains a bonus to its critical threat ranged equal to your bonus.
When a creature within 5 feet of you misses you with a melee attack, you can use your reaction to cause the attack to hit you. You can immediately make a melee weapon attack against that creature. On a success, treat the hit as a critical.
When a creature scores a critical hit against you with an attack, the next attack you make, before the end of your next turn, that hits the creatures who scored a critical hit against you, counts as a critical hit.
If you score a critical hit as a result of this feature, you double all non-dice damage
FANATIC
Category: Combat
Every blow that hits your enemies make you feel closer to victory, making you shake in excitement. You gain the following benefits:
Select one of the following. Attacks made with the select type have a +1 critical threat range;
- Brawl Technique attacks
- Special Technique attacks
- Melee Weapon and Unarmed attacks.
- Ranged Weapon Attacks.
When you score a critical hit on a creature that reduces their hit points to 0, you can spend your bonus action or reaction to make one additional weapon attack.
Whenever a creature you can see within 30 feet is reduce to 0 hit points, you go into a fervor regaining hit points equal to 1d4 + your constitution modifier.
You can take this feat more than once, each time selecting the same or different attack type.
IMPROVED CRITICAL
Category: Combat
Prerequisite: Level 12+
You learn how to capitalize on the faults in your opponent’s guard and control the flow of combat. You gain the following benefits:
Select one of the following. Attacks made with the select type have a +1 critical threat range;
- Brawl Technique attacks
- Special Technique attacks
- Melee Weapon and Unarmed attacks.
- Ranged Weapon Attacks.
Your maximum critical threat range is increased to +5 for the chosen attack type.
When you score a critical hit, you add one additional damage die to the damage dealt.
You can take this feat more than once, each time selecting the same or different attack type and adding one additional damage die to the damage dealt on a critical hit.
COMPASSIONATE COMBATANT
Category: Combat
Prerequisite: Level 4+
Increase your Dexterity or Wisdom score by 1, to a maximum of 20.
You have honed your combat skills to focus on incapacitating rather than killing your foes.
This feature grants you a -10 on the Lethality Chart and allows you to ignore the DC +10 on Critical hits.
Nimble Brawling
Category: Brawl
You’ve learned to hone your Brawl Techniques in a way that utilizes precision and finesse rather than raw strength. You gain the following benefits:
You may use Dexterity or Strength when determining the Attack Bonus and Save DCs of your Brawl Techniques and for the attack and damage rolls of unarmed attacks.
Once per short rest when you would perform a Brawl Technique that requires a target to make a Strength or Dexterity Saving Throw you may change it to the other type of save instead (Strength to Dexterity or vice versa).
Punishing Techniques
Category: Brawl
You've learned to throw everything you have into your brawl techniques leaving nothing to chance. You gain the following:
When you cast a Brawl Technique you can spend 5 Energy. If you do, you increase your weapons damage die by 1 step. (d4>d6>d8>d10>d12>2d6)
When a creature would make a saving throw to resist a Brawl Technique you cast; If they fail by 10 or more, they take double damage.
When you would make a Constitution (Endurance) check to maintain concentration on a Brawl Technique you cast, you can add your weapons or Unarmed damage die to the result of the check.
Marksman Slayer
Category: Brawl
You have practiced techniques useful in melee combat against Special Techniques gaining the following benefits:
When a creature within your weapon's or unarmed range would casts a Special Technique, you can use your reaction to make an attack of opportunity using your weapon/unarmed targeting the triggering creature.
When you damage a creature that is concentrating on a Special Technique, that creature has disadvantage on skill checks made to maintain concentration.
You have advantage on saving throws against Special Techniques cast by creatures within 10 feet of you.
LIGHT STEP MASTERY
Category: Brawl
You’ve mastered the art of fighting while minimally armored, treating combat as an elegant dance. While you are wearing no armor, you gain the following benefits:
Increase your Dexterity or Con score by 1, to a maximum of 20.
Whenever an attack roll misses you, you may move 5 feet without triggering attacks of opportunity.
Once per turn, when a creature misses you with an attack, your next attack against them deals an additional 1d8 damage.
When you take the dash action, you may move an additional +10 feet.
When a creature misses you with an attack, you gain a +1 bonus to your AC, up to a maximum of +2, until the beginning of your next turn.
SENTINEL
Category: Brawl
You’ve mastered techniques to take advantage of every drop in any enemy’s guard; in tight spaces you are indomitable. You gain the following benefits:
When you hit a creature with an attack of opportunity, 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.
If a creature makes an attack of opportunity against you, you can as a reaction, make an attack of opportunity against them.
WEAPON EXPERT
Category: Brawl
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.
Select one weapon, with which you are proficient. Once per turn, when you roll damage for the chosen weapon, you can reroll its damage, using either total.
Once per turn, when you would use a Brawl Technique using a weapon, your weapon increases its weapon damage die by +1.
Fighting Stylist
Category: Brawl
You adopt a particular style of fighting as your specialty, gaining the following benefits: • Increase your Strength or Dexterity score by 1, to a maximum of 20. • Choose one of the Fighting Stances from Chapter 13. • You can select this feat multiple times. You can’t take a Fighting Stance option more than once, even if you later get to choose again.
Insightful Specialty
Category: Special
You’ve learned to utilize your senses when performing Special Techniques rather than intellect alone. You gain the following benefits:
You may use Wisdom or Intelligence when determining the Attack Bonus and Save DCs of your Special Techniques.
Once per short rest when you would perform a Special Technique that requires a target to make Wisdom Saving Throw you can force the target to make the roll with a 1d4 penalty.
Ruinous Techniques
Category: Special
You learn to empower your Special Techniques with more elaborate ploys. You gain the following benefits:
When a creature attempts a saving throw to resist a Special Technique you cast on them, you may, as a reaction, spend 10 Energy. If you do, until the end of the current turn, the affected creature rolls a number of d4 equal to the rank of the Special Technique cast, reducing their saving throw by half the result (Min 1). (Blues/Grand Line: 1, Ocean Floor/New World 2, Laugh Tale: 3)
Special Techniques you cast that deal damage on a failed save, now deals half damage on a successful save.
When you would make a Constitution (Endurance) check to maintain concentration on a Special Technique you cast, roll a number of d4 equal to the highest rank of the Special Technique you are currently concentrating on adding half of the result to your check. (Min 1). (Blues/Grand Line: 1, Ocean Floor/New World 2, Laugh Tale: 3)
Focused Techniques
Category: Special
You’ve practiced making your technique more difficult to avoid, learning techniques that grant you the following benefits:
When a creature would make a saving throw against a Special Technique you cast that deals damage and they would roll a 1, 2 or 3 on the d20, they take double damage.
When a creature would make a saving throw against a Special Technique you cast that inflicts a condition on a failed save and they would roll a 1, 2 or 3 on the d20. Regardless of the technique’s effect, they cannot make any more saving throws to end the condition for 1d4 turns or the technique’s duration whichever is longer.
As a bonus action you can spend 15 energy. When you do, the next Special Technique you cast that requires a saving throw forces one creature of your choice to have disadvantage on the save.
Close-up Techniques
Category: Special
You've worked on practicing your Special Techniques in the most dire of circumstances. You gain the following benefits:
When you make a ranged attack roll with a Special Technique while in melee range you no longer suffer disadvantage.
Once per short rest when you use a Special Technique with a range of 30ft or more while within 10ft of the target you gain advantage on the attack roll
Elemental Affinity
Category: Elemental
You've learned how to manipulate an elemental via naturally or other methods, you gain the following benefits:
You gain +1 to INT to a maximum of 20.
You select one of the Following Elemental Affinities. Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Wind, or Psychic. You are now able to add techniques with the corresponding Elemental Affinity to your technique list.
You learn one technique with the corresponding Elemental Affinity that you selected, that you qualify for.
You can take this feat more than once, each time selecting a different Elemental Affinity.
Medical Support
Category: Elemental
You've learned how to provide healing and support to your allies, you gain the following benefits:
You gain +1 to INT or WIS to a maximum of 20.
You gain the Restorative Affinity you are now able to add techniques with the Restorative keyword to your technique list.
You learn one technique with the Restorative keyword that you qualify for.
Elemental Penetration
Category: Elemental
Requires: Any Elemental Affinity
When you gain this feat, choose one of the following damage types: Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Wind or Psychic. You gain the following benefits:
Choose one of the following Melee Attacks, Ranged Attacks, Brawl Techniques, or Special Techniques. When you deal the selected damage type with the selected attack type you ignore resistance to your chosen damage type.
In addition, when you roll damage that deals damage of that type with your chosen attack type, you can reroll 1’s and 2’s, keeping the second result.
You can select this feat multiple times. Each time you do so, you must choose a different damage type.
Elemental Specialization
Category: Elemental
Requires: Any Elemental Affinity
You have begun to specialize in a particular element of your choice. You gain the following benefits:
Select one Elemental Affinity Keyword (Acid, Fire, Cold, Radiant, Necrotic, Lightning, Thunder, Wind or Psychic).
You deal additional damage with techniques with your chosen Elemental Affinity Keyword, equal to its rank. (Blues: 1, Paradise: 2, Ocean Floor/Vearth: 3, New World: 4, EndOf World: 5)
You reduce the energy cost of techniques with your chosen Elemental Affinity keyword by an amount equal to its rank. (Blues: 1, Paradise: 2, Ocean Floor/Vearth: 3, New World: 4, End Of World: 5)
If a technique has multiple selected keywords, this cost reduction is only applied once.
You can take this feat multiple times, each time selecting a different element.
Elemental Focus
Requirements: Level 12+, At least one Element Affinity
You have spent many hours and gone through many battles using your element, so much so that you can shrug off damage received by and element you an affinity to.
You gain +1 to intelligence or to Constitution to a maximum of 20
you may choose one element you are attuned with, you now have resistance to that element. When you would take damage with a type of element that you chose, that damage is reduced by half.
you may take this feat multiple times. Each time you do choose different element you are attuned to.
6 Power Mastery: Kami-e / Paper Art
Requires: Level 5, Dexterity 15
Your mastery of Kami-e allows your body to move like paper to avoid attacks. You gain Kami-e Attunement (K) meaning you can now use Techniques with the Kami-e (K) tag. Additionally, if you succeed on a dexterity save to take half damage, you instead take no damage. You may add your wisdom modifier to a dex save once per short rest.
6 Power Mastery Rankyaku / Tempest Kick
Requires: Level 5, Str 15 minimum
You gain Rankyaku Attunement meaning you may now use Techniques with the Rankyaku (RY) tag. Additionally, when you make a melee attack, you can spend 5 energy to increase the attack’s range by 15 ft and/or change the damage type to slashing.
6 Power Mastery Tekkai / Iron Body
Requires: Level 5, Con 15 minimum
You gain Tekkai Attunement meaning you may now use Techniques with the Tekkai (T) keyword. Additionally, you gain the following technique:
Tekkai / Iron Body
Classification: Brawl
Tier: Paradise Technique
Casting Time: Bonus Action
Range: Self
Duration: Concentration up to one Minute
Cost: 4
Keywords: T, F
Effect: Your muscular control lets you harden your body into a state comparable to iron. While in this state, you gain resistance to bludgeoning, piercing, and slashing damage. Armament Haki does not pierce this resistance. Your speed is reduced by half and you cannot take actions or reactions while in this state unless it is to use a technique with the Tekkai (T) tag.
6 Power Mastery: Soru / Shave
Requires: Level 5, Dexterity 15
Your mastery of Soru grants you exceptional speed, allowing you to move so fast that you seem to vanish. You gain Soru Attunement (S), meaning you can now use Techniques with the Soru (S) tag.
Your walking speed increases by 25 feet.
You can take the Dash action as a bonus action, and your movement does not provoke opportunity attacks during that turn. a number of times equal to your prof bonus, you may use a free action to use this Dash.
You have advantage on Dexterity (Acrobatics) checks to avoid being grappled or restrained.
6 Power Mastery: Geppo / Moon Walk
Requires: Level 5, Dexterity 15
Your mastery of Geppo allows you to kick the air itself, giving you the ability to move freely in three dimensions. You gain Geppo Attunement (G), meaning you can now use Techniques with the Geppo (G) tag.
You gain a flying speed equal to your walking speed, but you must land at the end of your turn.
When using the Dash action, you can ascend up to half your speed, allowing you to remain airborne for the duration of your turn.
If you are falling, you may use your reaction to stop falling and move horizontally up to 10 feet in any direction without taking damage from the fall.
6 Power Mastery: Shigan / Finger Gun
Requires: Level 5, Dexterity 15
Your mastery of Shigan allows you to turn your fingers into deadly piercing weapons, striking with extreme precision and speed. You gain Shigan Attunement (SG), meaning you can now use Techniques with the Shigan (SG) tag.
You can use your Dexterity modifier for attack and damage rolls with unarmed strikes.
When you make an unarmed strike, you can choose to deal piercing damage instead of bludgeoning.
As a bonus action after taking the Attack action, you may make one unarmed strike with advantage. You can use this feature a number of times equal to your Dexterity modifier (minimum of 1), regaining all uses after a short or long rest.
If you score a critical hit with an unarmed strike, the target takes additional damage equal to your Dexterity modifier.
Trigger Hoppy
Prerequisite: Rabbit Mink, Level 8+
You unusually quick to act than others of your kind, you gain the following benefits:
When you roll initiative, you can treat a roll of 9 or lower as a 10.
When you roll for initiative, you may use your reaction to move up to your speed and then take an action, or bonus action. If you cast a technique, it must be one with a casting time of 1 action that targets only one creature. If you target another hostile creature, the target must have an initiative lower than yours. When you move in this way, you don't provoke opportunity attacks. You can do this a number of times equal to your proficiency bonus, after which you must finish a long rest before you can do so again.
Nine Lives
Prerequisite: Cat Mink, Level 5+
Your feline luck allows you to survive blows that would otherwise knock you unconscious. You gain the following benefits:
You gain advantage on death saving throws.
When you are reduced to 0 hit points but not killed outright, roll 1d20. On a 9 or lower, you instead drop to one hit point and gain a number of temporary hit points equal to your level. If damage from a critical hit is what reduced you to 0 hit points, then this trait cases to function.
Each time you successfully use this ability, you must roll a number equal to '9 - the number of times this succeeded' or less. After you finish a long rest, the 'number of time this succeeded' resets.
Berserker's Fury
Prerequisite: Buccaneer, Level 5+
Your people's rage and wild fighting style has left its mark on you. As a action, you can enter a fury while in combat. This state lasts for 1 minute, and confers the following benefits:
When you make a melee weapon attack using Strength, you add your proficiency bonus to the damage dealt.
As a reaction to taking bludgeoning, piercing, or slashing damage, you can reduce that damage by half. You may only do this three times, and then your fury ends.
Your speed increases by 5 feet if you aren't wearing heavy armour.
If you drop to 0 hit points but do not die outright, you may instead drop to 1 hit point. Regardless of whether you choose to drop to 1 hit point or not, your fury then ends.
If you are able to cast Special techniques, you can't cast them or concentrate on them while in your fury.
Your fury lasts for 1 minute. You can also end your fury on your turn as a bonus Action. You may use this ability once per short or long rest.
Body of Steel
Prerequisite: Buccaneer, Level 5+
Your bloodline make you more endurable than the average humanoid. You gain the following benefits:
You gain advantage on Constitution saving throws.
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
When an attacker that you can see hits you with an attack, you can use your reaction to half the bludgeoning, piercing, and slashing damage, for that attack.
Spear of the Ocean
Prerequisite: Fishman, Level 5+
Your prowess with the Trident is unmatched, the true weapon of the sea at home in your hands. You gain the following benefits:
You gain proficiency with tridents.
While wielding a trident, you gain a +1 bonus to your armour class.
Tridents that you wield gain the finesse property.
You can add your proficiency bonus to the damage you deal with tridents.
When you take the attack action and attack with a trident, you can use a bonus action to make another attack with that weapon.
You have advantage on attack rolls when you and the target you are attacking are completely submerged in water.
Hunters of the Deep
Prerequisite: Fishman, Level 5+
With sharp fangs and acute sense of smell, these fishmen take clear influence from the powerful sharks that share their waters. When you take this feat you gain the following benefits:
You gain a natural weapon, your teeth, that does 1d6 + Strength Piercing damage.
When you take the attack action you may use your bonus action to make a bite attack against an adjacent creature.
When a creaturer's hit points are below their maximum, any 1s you roll on your bite damage die are considered 2s.
Agile Swimmer
Prerequisite: Fishman, Level 5+
You are nimble and quick in the water, giving you an edge over others.
Your swim speed increases by 10 feet.
You have advantage on Dexterity saving throws while swimming.
When you take the dodge action while swimming, it lasts until the end of your next turn instead of the start.
Child of the Current
Prerequisite: Fishman, Level 5+
You were born in the water, and have learned to use it to increase your vitality. You gain the following benefits:
Your hit point maximum increases by an amount equal to your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 1 hit points.
You gain resistance to cold damage.
You gain advantage on Strength and Dexterity skill check while underwater.
If you spend an entire short rest submerged in water, you may treat a number of hit dice equal to your constitution modifier (minimum of 1) as having rolled their max.
Enhanced Armour Plating
Prerequisite: Automata Living Construct, Level 8+
Your creator made you from an atypical material, or included your natural armour with protective magic that has enhanced your ability to resist damage. Choose one of the following options:
Adamantine Plating: Your body has been reinforced with Adamantine, granting you greater resistance to attacks. You become immune to critical hits. If a hit was to be a critical one, it instead becomes a normal one.
Ironwood Body: Your body is constructed from a light, organic wood that is as hard as steel that allows you to be more nimble without giving up protection. Your movement speed increases by 10 feet.
Elemental Warding: Your body is enchanted with magic that helps ward against the elements. You may choose a damage type: acid, cold, fire, lightning, or thunder. You gain resistance to the chosen damage type.
Gore or Glory
Prerequisite: Horned Mink, Level 5+
You've sharpened and cared for your horns to make them into deadly lacerating weapons. You gain the following benefits:
When making an attack with your horns, your critical hit range increases by 1.
When you hit a creature with your horns you can Gore them, leaving them bleeding. The target must make a Constitution saving throw at the start of each of its turns. On a failure, the creature takes one rank of bleeding. You can use this feature a number of times equal to your proficiency bonus, after which you must finish a short or long rest before you can do so again. If you land a critical hit with the horns, you regain one use of this feature.
Dexterous Tail
Prerequisite: Cat, Rodent, or Primate Mink, Level 5+
You have mastered using your tail to perform complicated tasks in order to use it much as one would use a hand. You gain the following benefits:
You can perform any action with your tail that you could do with one arm.
Your tail is able to wield one handed weapons, use tools, and activate haki-infused items.
If you attack with a weapon you are wielding with your tail, your range increases by 5 feet.
Master Glider
Prerequisite: Flying Squirrel Mink, Level 5+
You have spent your time mastering gliding and how to maximise your ability to do so. By manipulating air currents, you can give gained aerial maneuverability unmatched by many of your race. You gain the following benefits:
While gliding you can keep yourself aloft temporarily.
While you are gliding, you can choose to only fall a maximum of 5 feet.
While using your gliding, your movement doesn't provoke attacks of opportunity unless the attacker would have advantage.
Squat Nimbleness
Prerequisite: Small or Tiny Size, Level 5+
You are uncommonly nimble for your race. You gain the following benefits:
Increase your walking speed by 10 feet.
You gain proficiency in the Dexterity (acrobatics) or Strength (athletics) skill (your choice).
You have advantage on any Strength (athletics) or Dexterity (acrobatics) check you make to escape from being grappled.
You can take the disengage action or the dodge action as a bonus action, on each of your turns.
The Unshaken Mountain
Prerequisite: Giant, Level 5+
You the blood of the old heroes makes you fearless in the face of grave danger and challenge. You gain the following benefits:
You have advantage on saving throws against being frightened.
If you fail a Strength or Constitution saving throw you can instead choose to succeed. Once you use this ability, you must finish a long rest before you can do so again.
Fade Away
Prerequisite: Tontatta, Level 5+
Your people are clever, with a knack for disappearing. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
You gain proficiency in Dexterity (stealth) checks. If you already have proficiency in Dexterity (stealth) checks then you gain expertise in them.
Immediately after you take damage, you can use a reaction to become invisible until the end of your next turn. You can do this a number of times equal to your proficiency bonus, and you regain all expended uses whenever you finish a short or long rest.
Expert Construction
Prerequisite: Any Race, Level 5+
You have underwent a reconstruction or have put yourself through experiments to gain cybernetic enhancements.
Increase one ability score of your choice by 1.
You gain one cybernetic Advanced Augmentation.
Monster Point
Category: DF, Zoan
Requirements: Zoan Devil Fruit, character level 4.
Description: You’ve gone above and beyond to protect yourself or those who you hold dear. You have reached the point of no return. The will of your zoan devil fruit is calling out to you and you accept its might. You’ve achieved the most feral and strong zoan form there is, monster point.
Abilities: For a number of times per long rest equal to half your prof bonus rounded down you may access monster point for one minute. This form enhances all of your zoan abilities temporarily. You gain +1 to attack and damage rolls. If your fruit gives you a bonus to your movement speed, you gain the ability to dash as a bonus action. If your fruit gives you proficiency, expertise, or other bonuses to a skill, you gain a d4 bonus to those skills for the duration of this form. Your size category increases by one. Your intelligence is lowered by 8 to a minimum of 1 while in this state. If you are reduced to or below 0 hit points, you do not immediately fall unconscious. You can take ONE hit that would get you below 0HP without being knocked out, after which you fall unconscious and start making death saves. After you fall out of this form, you gain one level of exhaustion.
Elemental Mastery
Requires: Any Elemental Affinity, Logia Devil Fruit
When you gain this feat, choose 1 Type of Weapon in which you are proficient. You gain the following benefits:
- Increase one ability score of your choice by 1, to a max of 20
- The Weapon you choose to create deals the same damage as the Logia you have.
- When Choosing a Weapon to create out of your logia, you may add one additional (Non-Legendary) property, however this property must be chosen when taking this feat and cannot be changed again.
- The Weapon's damage dice increases by 1 step at 5th, 10th, 15th and 20th levels.
Elemental Command
Category: DF, Logia, Elemental
Requirements: Elemental Logia Devil Fruit, character level 4
Description: You’ve embraced the full might of your Elemental Logia Devil Fruit, allowing you to become one with your element to an unprecedented degree. You have achieved a level of mastery over your element that allows you to transcend physical limitations, becoming a force of nature itself.
Abilities: For a number of times per long rest equal to half your proficiency bonus (rounded down), you can enter an enhanced Logia state for one minute. In this form, you gain the following benefits:
Elemental Form: You can fully transform into your elemental state, gaining immunity to all non-haki infused physical damage and resistance to haki infused physical damage. In this form, you can move through spaces as small as 1 inch wide, and you are immune to conditions such as grappled, restrained, and paralyzed.
Elemental Enhancement: Your attacks that deal elemental damage (matching your Logia type) deal additional damage equal to your proficiency bonus and must make a WIS Save against Special DC or gain 1 rank of your Elemental Condition. Additionally, all creatures that hit you with melee attacks take elemental damage equal to your proficiency bonus.
Elemental Movement: You gain a flying speed of 60 feet (hover) or the ability to move through your element (e.g., water, earth, air) unimpeded, depending on the nature of your Logia.
Drawback: While in this form, you become overconfident in your elemental superiority, causing your Charisma to decrease by 4 (to a minimum of 1) for the duration. After exiting this form, you suffer one level of exhaustion.
Enhanced Body Modification
Category: DF, Paramecia
Requirements: Body Alteration Paramecia Devil Fruit, character level 4.
Description: Your mastery over your Body Alteration Devil Fruit has reached a new level. You have honed your body and abilities to an extraordinary degree, pushing the boundaries of what is possible with your Devil Fruit. Your body becomes a living testament to your will and power, allowing you to amplify your transformations and modifications to their peak.
Enhanced Modifications: For a number of times per long rest equal to half your proficiency bonus (rounded down), as an action You can use your Body Alteration Devil Fruit abilities with greater precision and power for a minute. Choose one of your Devil Fruit’s modification abilities (enhancing strength, durability, or specific bodily functions eg.). This ability's effects are increased, doubling any effect that specific ability gives. in addition, you gain the following effects
Enhanced Performance: You gain a +1 bonus to attack and damage rolls made with this ability.
Heightened Resilience: You gain temporary hit points equal to twice your proficiency bonus.
Reflexive Adaptation: You can use your reaction to impose disadvantage on an attack roll against you while using your enhanced Body Alteration ability.
Tiring Overload: Your enhanced control over your Paramecia powers causes a strain on your focus. While in this form, your Wisdom score decreases by 4 (to a minimum of 1) as you become increasingly less focused and less perceptive to the surroundings. Additionally, after exiting this form, you gain one level of exhaustion due to the mental and physical strain of maintaining such intense control.
Supreme Generation Mastery
Category: DF, Paramecia
Requirements: Substance Generation Paramecia Devil Fruit, character level 4.
Description: Your command over the substances generated by your Devil Fruit has reached its zenith. Through rigorous training and intense focus, you have unlocked the ultimate potential of your powers, allowing you to manipulate and produce substances with unprecedented control and potency.
Versatile Creation: When generating substances, you can now create them in greater variety and scale. For a number of times per long rest equal to half your proficiency bonus (rounded down), as an action you can enter an enhanced paramecia state, you can activate the following for the next minute:
Adapt the Substance: Modify the substance's properties (e.g., changing its density, viscosity, or composition) to suit your needs. This grants you advantage on any ability checks or saving throws related to the modified substance and will give disadvantage on any ability checks or saving throws against the abilities of the devil fruit
Extended Range: Increase the effective range of your substance generation by 30 feet.
Heightened Efficiency: You can generate substances with enhanced potency, causing abilities, and conditions to last twice as long or cover twice the area as usual.
Overextension: Your enhanced control over your Paramecia powers causes a strain on your focus. While in this form, your Wisdom score decreases by 4 (to a minimum of 1) as you become increasingly less focused and less perceptive to the surroundings. Additionally, after exiting this form, you gain one level of exhaustion due to the mental and physical strain of maintaining such intense control.
Master of Environments
Category: DF, Paramecia
Requirements: Environmental Manipulation Paramecia Devil Fruit, character level 4.
Description: Your command over your Devil Fruit's ability to manipulate the environment has reached its peak. Through extensive training and mastery, you can now exert more profound control over the elements and surroundings, transforming them to suit your needs and those of your allies.
Enhanced Environmental Control: For a number of times per long rest equal to half your proficiency bonus (rounded down), you can enhance your environmental manipulation in the following ways for one minute:
Amplified Effect: Choose one of your Devil Fruit’s Manipulation abilities (e.g., altering weather, controlling terrain, influencing natural elements). This ability's effects are increased, doubling any effect that specific ability gives.
Extended Reach: Extend the area of your manipulation by an additional 30 feet.
Precise Control: This grants you advantage on any ability checks or saving throws related to controlling or adjusting your environmental effects and will give disadvantage on any ability checks or saving throws against the abilities of the devil fruit.
Environmental Overload: Your enhanced control over your Paramecia powers causes a strain on your focus. While in this form, your Wisdom score decreases by 4 (to a minimum of 1) as you become increasingly less focused and less perceptive to the surroundings. Additionally, after exiting this form, you gain one level of exhaustion due to the mental and physical strain of maintaining such intense control.
Supreme Logia Command
Category: DF, Logia, Non-Elemental
Requirements: Non-Elemental Logia Devil Fruit, character level 4
Description: Your command over your non-elemental Logia Devil Fruit has reached its zenith. With unparalleled mastery over your unique substance or phenomenon, you can manipulate it with extraordinary precision and potency.
Abilities: For a number of times per long rest equal to half your proficiency bonus (rounded down), you can enter an enhanced Logia state for one minute. In this state, you gain the following benefits:
Absolute Form: You can fully assume your Logia substance or phenomenon form, granting you immunity to all non-haki physical damage and resistance to haki-infused physical damage. You can pass through openings as small as 1 inch wide and are immune to conditions such as grappled, restrained, and paralyzed.
Augmented Manipulation: Your ability to control the substance or phenomenon is significantly improved:
Enhanced Effects: Choose one manipulation ability of your Devil Fruit (e.g., creating constructs, altering properties). This ability's effects are increased, doubling any effect that specific ability gives.
Expanded Range: Increase the range of your manipulation abilities by 30 feet or double the area affected, depending on the nature of your Devil Fruit's powers.
Drawback: Your enhanced control over your Logia powers causes a strain on your focus. While in this form, your Charisma score decreases by 4 (to a minimum of 1) as you become increasingly confident and less personable. Additionally, after exiting this form, you gain one level of exhaustion due to the mental and physical strain of maintaining such intense control.
Zoan Mastery
Prerequisites: Zoan Devil Fruit with a Devil Fruit Level of 2 or greater
Your Zoan form and Hybrid form attacks deal an extra die of damage.
You may transform into your hybrid and full zoan forms as either an action or a bonus action.
When you transform into your hybrid or full zoan form you get temp hp equal to your proficiency bonus + your devil fruit level. You can get this temp hp a number of times per short rest equal to half your proficiency bonus rounded up.