Initiative:
Initiative now scales off of Wisdom as you are able to quickly judge a situation and react before others. In addition to your Wisdom Modifier all players add half their Proficiency Bonus (rounded up) to initiative checks unless they have a feature, feat, or technique that states otherwise.
Skills:
There are some slight modifications to the available skills in One Piece 5e. Arcana has been changed to Artifact Knowledge and two new skills have been added Navigation (Intelligence) and Endurance (Constitution).
Navigation (Intelligence): While Survival is frequently used to find your way on land and track creatures. Navigation is used to know the sea. It is the knowledge of Sea Charts, ocean patterns, and weather phenomenon. It is mainly used when traveling between islands or regions, but can also be used in situations like avoiding dangerous reefers.
Endurance (Constitution): Endurance is a measure of fortitude and the ability to well ... endure. Many things that normally would have been a Con Save in the past (besides technique saves etc) are part of Endurance. Trying to outdrink some rowdy pirates? Hang onto an object for an extended period of time? Endurance is also used to maintain concentration on techniques when you take damage.
This makes the skills available as follows:
Acrobatics (DEX)
Animal Handling (WIS)
Artifact Knowledge (INT)
Athletics (STR)
Culture (INT)
Deception (CHA)
Endurance (CON)
History (INT)
Insight (WIS)
Intimidation (CHA)
Investigation (INT)
Medicine (WIS)
Nature (INT)
Navigation (INT)
Perception (WIS)
Performance (CHA)
Persuasion (CHA)
Sleight of Hand (DEX)
Stealth (DEX)
Survival (WIS)
Tools:
Many tool kits have been added or reworked for this system a more detailed explanation on each of their uses can be found in the Equipment section, but proficiency with a Tool is a requirement to use its associated tool kit.
Here is a full list of available Tool Proficiencies along with their associated stats when making a check with them:
Armorsmith's Tools (STR or INT)
Botanist's Tools (WIS or INT)
Brewer's Tools (WIS or CHA)
Cartographer's Tools (WIS or INT)
Chef's Tools (WIS or DEX)
Disguise Tools (DEX or CHA)
Angler's Tools (STR or DEX)
Lock Picking Tools (DEX)
Medical Tools (Wis or INT)
Shipwright's Tools (STR or INT)
Weaver's Tools (DEX or INT)
Weaponsmith's Tools (STR or INT)
Engine Proficiency (STR or INT)
Selected Vehicle's Proficiencies (DEX or WIS)
Gunsmith's Tools (DEX or INT)
Vehicles:
One main vehicle type stands out in the world of One Piece, ships, but there are a few others as well.
A full list of available Vehicle Proficiencies:
Ships
Submersibles
Wavers
Ground Vehicles
Mounted Weapons
Death Saves:
Death Saving throws remain largely unchanged except for one notable point. Failures on a Death Save are not removed until the effected creatures finishes a Long Rest, they roll a natural 20 on a Death Save, or they are removed by other means (feats, features, techniques).
Rests:
Short Rests
A short rest is a period of downtime, at least 1 hour long, during which a character does nothing more strenuous than eating, drinking, reading, and tending to wounds. A character can spend one or more Hit & Energy dice at the end of a short rest, up to half the character’s maximum number of Hit and/or Energy Dice. For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier to it. For each Energy Die spent in this way, the player rolls the die and adds the character's Charisma modifier to it. The character regains hit points and/or Energy points equal to the total. The player can decide to spend an additional Hit or Energy Die after each roll. A character regains some spent Hit and Energy Dice upon finishing a long or full rest, as explained below.
Long Rests
A long rest is a longer period of downtime, at least 8 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 2 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, using a Technique, or similar adventuring activity- the characters must begin the rest again to gain any benefit from it. At the end of a long rest, a character regains half of their Maximum hit and energy points. The character also regains half of their spent Hit and Energy Dice. For example, if a character has eight hit & energy Dice, he or she can regain four spent Hit and energy Dice upon finishing a long rest. This does not Heal Conditions that may last into the Long Rest. Characters cannot gain the benefit of a long rest if they are diseased. A character can’t benefit from more than one long rest in a 24-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits.
Full Rests
A full rest is a period of extended downtime, at least 24 hours long, during which a character sleeps or performs light activity: reading, talking, eating, or standing watch for no more than 8-12 hours. If the rest is interrupted by a period of strenuous activity-at least 1 hour of walking, fighting, using a technique, or similar adventuring activity- the characters must begin the rest again to gain any benefit from it. At the end of a full rest, a character regains their Maximum hit and energy points. The character also regains all of their spent Hit and Energy Dice. This Heals Conditions that may last into the full Rest, such as the Diseased condition. A character can’t benefit from more than one full rest in a 96-hour period, and a character must have at least 1 hit point at the start of the rest to gain its benefits. (edited)
Natural Weapons:
Some races have developed natural weapons to improve their combat capabilities. All natural weapons count as unarmed strikes. If your unarmed strike die is larger than your natural weapon’s damage die, you may use it for your natural weapons instead.
Concentration:
Some Techniques require you to maintain concentration in order to keep their effect active. If you lose concentration, those Techniques end. You can maintain up to two different Techniques at once. If a Techniques must be maintained with concentration, that fact appears in its Duration entry and the Techniques specifies how long you can concentrate on it. You can end concentration at any time (no action required).
Techniques that are maintained cost half (Round down) of the energy spend to cast the Techniques. The cost to maintain concentration must be paid at the beginning of each of your turns or the Techniques ends immediately. Normal activity, such as moving and attacking, doesn’t interfere with concentration. The following factors can break concentration:
• Casting a third Technique that requires concentration. You lose concentration on a Technique if you cast a third Techniques that requires concentration. You can’t concentrate on more than 2 Techniques at once.
• Whenever you take damage while you are concentrating on a Technique, you must make a Constitution (Endurance) check to maintain your concentration. The DC equals 12 + The combined Ranks of the Technique being concentrated on (Blues: +1, Blues+: +2, Paradise: +3, Ocean Floor/Vearth, +4, New World: +5, End of World: +6) or half of the damage taken, whichever is higher. If you take damage from multiple sources during the same round, such as multiple motes of fire, you make a separate energy control check for each source of damage.
• Being incapacitated or killed. You lose concentration on a Technique if you are incapacitated or if you die. The GM might also decide that certain environmental phenomena, such as turbulence on a ship or train or rocky terrain while on a horse, require you to succeed on a DC 20 Endurance check to maintain concentration on a Technique. Sometimes you would cast a Technique that requires Concentration while outside of direct combat or conflict on a mission or during a roleplay session. GM’s are urged to not track a player’s time while using the Techniques, instead only charging them for the initial cost of the Techniques for the duration. Concentration as a mechanic is designed to restrict extremely powerful Techniques from remaining in play during combat by having a “tax” imposed for such a powerful effect. When using Techniques outside of such situations, they instead create unique and powerful roleplay opportunities.
Crews:
Check out crews-and-crew-roles to learn more!
Haki:
(Information regarding how to acquire and level up your Haki can be found in haki)
Consumables:
Level requirements implemented for ranked consumables (both in purchase and use)
Level 5: Greater
Level 9: Superior
Level 13: Supreme
Character Ranks
Blues: 1-4
Paradise: 5-8
Ocean Floor: 9-12
New World: 13-16
Laugh Tale: 17-20
WILL OF D
Will of D is a rule the game master can use to reward you for playing your character in a way that’s true to his or her personality traits, ideal, bond, and flaws. By using the Will of D, you can draw on your personality trait of compassion for the downtrodden to give you an edge in negotiating with the Beggar Prince. Or inspiration can let you call on your bond to the defense of your home village to push past the effect of a power that has been laid on you.
GAINING THE WILL OF D
All players begin any mission they undertake with a Will of D. They can also give you the Will of D for a variety of reasons. Typically, GMs award it when you play out your Ambitions, Drive, Goals or Fears and otherwise portray your character in a compelling way. Alternatively, you gain a Will of D when you roll a Natural 20 on an ability or skill Check (that are not a part of a class or race feature) or Saving throw. You can gain a Will of D in this way once per encounter. A player can have up to 3 Will of D at any given time and they reset at the end of a mission.
USING THE WILL OF D
If you have the Will of D, you can expend it for the following:
• Advantage or +5 on an attack roll.
• Advantage or +5 on a saving throw.
• Advantage or +5 on an ability or skill check.
• To slightly alter the scene to your benefit.
• Gain an immediate Reaction, even with an ability or technique that is an action.
• Gain immediate insight or clue into the current situation or mystery.
• Automatically succeed a Death saving throw.
Additionally, if you have a Will of D, you can reward another player for good roleplaying, clever thinking, or simply doing something exciting in the game by transferring your Will of D to them, for them to use.
Interaction Rules for Multiple Characters:
In our story and the West March journey, some players might have more than one character. It's important to note that interacting between your own characters is strongly discouraged and not permitted. Even having multiple characters within a single alliance, which might be possible later in the game, is not encouraged. Instead, we suggest that you let these characters lead separate lives within different factions. The purpose of having multiple character slots is not to gain any kind of meta advantage.
Flanking Rules:
While flanking in this system you are granted a +2 to hit on attack rolls rather than advatage. This is to keep the features that grant such things unique and to add a level of strategy to combat.
Critical Threat Range Maximum Rules:
Critical threat range bonuses stack, up to +4. Regardless of how many sources of Critical threat range bonuses you have, the most you can have at any given time is +4, which equates to 16-20. (edited)
Elemental Affinities
Conditions are given as a result of a failed save noted by a technique or feature, conditions can be stacked up to a max of 5 granting the associated conditions found in status-conditions.
Acid = Acid Damage, Corroded Condition
Poison = Poison Damage, Poisoned Condition
Cold = Cold Damage, Chilled Condition
Fire = Fire Damage, Burned Condition
Lightning = Lightning Damage, Shocked Condition
Thunder = Thunder Damage, Concussion/Confused Condition
Radiant = Radiant Damage, Dazzled Condition
Necrotic = Necrotic Damage, Decayed or Weakened Condition
Wind = Slashing Damage, Bleeding Condition
Non-Lethal Attack Rules
In the Grand Adventure, you'll often have to make tough decisions where killing something with an attack isn't always the best or morally right choice. Some types of damage, like Bludgeoning, Force, and Psychic, give you the option to roll for non-lethal damage. Sometimes, you might want to deal non-lethal damage for various reasons using other damage types. When you choose to deal non-lethal with any of the other damage types that aren't Bludgeoning, Force or Psychic make a Medicine or Sleight of Hand check and meet the following DCs
Lethality DC:
DC 10 | if target is reduced to 0HP to -5HP
DC 15 | from -6HP to -15HP
DC 20 | from -15HP to -30HP
Negative Max HP | DC +10
Critical Hit | DC +10
Attunement Slot Rules:
In the Grand Adventure, characters can connect with powerful artifacts known as Haki items and possess a unique soul attunement slot.
Haki Item Attunement:
- Characters have a maximum of three attunement slots.
- Attuning to Haki items requires a long rest, where the character forms a bond with the artifact's mystical energies.
- During a long rest, characters can swap out attuned Haki items to suit their current needs.
Soul Attunement:
- Characters have a single soul slot
- The soul attunement slot is exclusively for significant artifacts like Devil Fruits, Devil Fruit items, or secret relics.
- Once a character consumes a Devil Fruit, it permanently occupies the soul slot.
- Attuning to a Devil Fruit item involves a special process where it merges with the character's soul. Only one Devil Fruit item can be attuned at a time, and unattuning is impossible without character death, releasing the hold on the item.
Animal Companion
In the vast world of One Piece, every corner teems with animals and beasts, each island boasting its own unique array of creatures. Throughout the journeys of adventurers—be they Pirates, Marines, or bounty hunters—deep bonds are forged with these remarkable beings.
Characters may bond to one animal up to medium size. Check out the downtime activity here.