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One Piece D&D 5th Edition Tabletop Project (Players) (OUTDATED! VIEW HOMEBREWERY LINK!) GM Binder 7

The document outlines character creation rules for a One Piece-themed game, focusing on the Neko Neko no Mi, Model: Lion Devil Fruit and its impact on character backgrounds. It details mechanics for melee and ranged weapon attacks, armor class calculations, and character advancement through experience points and level tiers. Additionally, it emphasizes the importance of group character setup discussions prior to the campaign's start.

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isma.jlp
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0% found this document useful (0 votes)
29 views1 page

One Piece D&D 5th Edition Tabletop Project (Players) (OUTDATED! VIEW HOMEBREWERY LINK!) GM Binder 7

The document outlines character creation rules for a One Piece-themed game, focusing on the Neko Neko no Mi, Model: Lion Devil Fruit and its impact on character backgrounds. It details mechanics for melee and ranged weapon attacks, armor class calculations, and character advancement through experience points and level tiers. Additionally, it emphasizes the importance of group character setup discussions prior to the campaign's start.

Uploaded by

isma.jlp
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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NEKO NEKO NO MI, MODEL: LION (ZOAN) COULD DRESS UP IN

FLASHY GOLDEN CLOTHING AND CONSIDER THEMSELVES ROYALTY. IF


YOUR CHARACTER ATE A DEVIL FRUIT BEFORE BEING INTRODUCED TO
THE PARTY, CONSIDER INCORPORATING HOW YOU GOT THE POWER AND
HOW IT IMPACTS YOUR DAILY LIFE INTO YOUR BACKGROUND. IT IS UP TO
YOU HOW YOU WANT TO INCORPORATE THE THEME OF YOUR DEVIL
FRUIT INTO YOUR CHARACTER.

FURTHERMORE, YOUR FINAL ABILITY SCORES MAY ALSO FACTOR INTO


CHAPTER 1 | MAKING A CHARACTER
5
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

MELEE WEAPONS REQUIRE THAT YOU ROLL A 1D20 AND ADD YOUR
STRENGTH OR DEXTERITY MODIFIER AS WELL AS YOUR PROFICIENCY
Character Advancement
Experience Points Level Proficiency Bonus
BONUS TO THE ROLL TO HIT. THIS MODIFIER IS ALSO USUALLY ADDED
ON TOP OF THE DAMAGE ROLL. MELEE WEAPONS TEND TO USE 0 1 +2
STRENGTH MODIFIERS, BUT OCCASIONALLY ALLOW YOU TO USE OTHER 300 2 +2
MODIFIERS DEPENDING ON YOUR WEAPON OR CLASS.
RANGED WEAPONS REQUIRE THAT YOU ROLL A 1D20 AND ADD 900 3 +2
YOUR STRENGTH OR DEXTERITY MODIFIER AS WELL AS YOUR 2,700 4 +2
PROFICIENCY BONUS TO THE ROLL TO HIT. THIS MODIFIER IS ALSO
USUALLY ADDED ON TOP OF THE DAMAGE ROLL. RANGED WEAPONS 6,500 5 +3
TEND TO USE DEXTERITY MODIFIERS, BUT OCCASIONALLY ALLOW YOU TO 14,000 6 +3
USE OTHER MODIFIERS DEPENDING ON YOUR WEAPON OR CLASS.
TRADITIONAL ARMOR IS USED FAR LESS IN THE ONE PIECE WORLD
23,000 7 +3
OFTEN DUE TO HOW INCONVENIENT IT CAN BE FOR MOBILITY, BUT IT CAN 34,000 8 +3
STILL BE RARELY UTILIZED BY VERY TANKY PIRATES. FOR THIS REASON, IT
48,000 9 +4
MIGHT BE WISE TO REFLAVOR THESE ITEMS FOR CERTAIN CHARACTERS
BY INSTEAD USING DURABLE CLOTHING OR BODY ARMOR THAT CAN BE 64,000 10 +4
USED UNDERNEATH CLOTHING AS A SUBSTITUTE. SHIELDS ARE NOT
85,000 11 +4
USED QUITE AS OFTEN EITHER, BUT CAN STILL BE FOUND AND USED BY
VERY DEFENSIVE-STYLE DUELISTS. 100,000 12 +4
ARMOR CLASS WITHOUT ARMOR IS NORMALLY EQUAL TO 10 + 120,000 13 +5
DEXTERITY MODIFIER. CERTAIN CLASSES MIGHT CHANGE HOW THIS IS
CALCULATED. ADDITIONALLY, WEARING ARMOR OR USING SHIELDS WILL 140,000 14 +5
ALTER THE BASE OR MODIFIER VALUE OF YOUR AC. 165,000 15 +5
BE SURE TO WRITE DOWN ALL OF THESE VALUES ON YOUR CHARACTER
SHEET FOR EASY ACCESS AND TO REMEMBER THEM FOR COMBAT 195,000 16 +5
ENCOUNTERS. 225,000 17 +6

6. Wrapping Up Session 0 265,000 18 +6

IF YOU ARE PLAYING WITH A LARGE GROUP, IT IS SOMETIMES A GOOD


305,000 19 +6
IDEA TO GET EVERYONE TOGETHER A WEEK OR SO BEFORE THE FIRST 355,000 20 +6
OFFICIAL CAMPAIGN SESSION TO DISCUSS CHARACTER SETUP. THIS IS
USUALLY CALLED SESSION 0. WITH THE HELP OF YOUR DUNGEON
MASTER AND FELLOW PLAYERS, TRY TO DECIDE HOW YOU WANT YOUR
CHARACTERS TO MESH TOGETHER. DOES EVERYONE IN THE PARTY/CREW
KNOW EACH OTHER BEFORE THE CAMPAIGN STARTS? DOES YOUR
BACKSTORY INCLUDE ANY OF THE OTHER PLAYER CHARACTERS OR
NPCS? HOW WILL YOUR CHARACTER'S BACKGROUND AND CURRENT
OCCUPATION FIT INTO THE CREW'S GOALS AND THE STORY? THESE ARE
ALL IMPORTANT QUESTIONS TO ASK YOURSELVES AND ESPECIALLY THE
DM.

1st level and beyond


BY EXPLORING THE ONE PIECE WORLD AND FIGHTING YOUR WAY
THROUGH VARIOUS FORCES, YOUR CHARACTERS WILL START TO DEVELOP
NEW STRATEGIES AND GROW STRONGER OVER TIME. EACH TIME A
MAJOR ADVANCEMENT OCCURS, EITHER DUE TO REACHING A SPECIFIC
NUMBER OF EXPERIENCE POINTS OR REACHING A MILESTONE IN
THE STORY, YOU WILL GAIN A CHARACTER LEVEL.
FOR EXAMPLE, IF YOU START AT LEVEL 1 WITH 0 EXPERIENCE
POINTS AND GAIN ENOUGH EXPERIENCE OVER THE COURSE OF A
SESSION TO MAKE YOUR WAY TO LEVEL 2, YOU WILL MARK THIS ON
YOUR CHARACTER SHEET AND UPGRADE YOUR STATS ACCORDINGLY
DURING YOUR NEXT LONG REST. ADDITIONALLY, YOUR DM MAY
DECIDE TO USE A MILESTONE SYSTEM BY GRANTING YOU A LEVEL UP
UPON REACHING A NEW AREA OR ISLAND, COMPLETING AN IMPORTANT
OBJECTIVE, OR OBTAINING A KEY ITEM OR TREASURE.

CHAPTER 1 | MAKING A CHARACTER


6
THIS IS UNOFFICIAL FAN CONTENT PERMITTED UNDER THE FAN CONTENT POLICY. NOT APPROVED/ENDORSED BY WIZARDS. PORTIONS OF THE MATERIALS USED
ARE PROPERTY OF WIZARDS OF THE COAST. ©WIZARDS OF THE COAST LLC.

level tiers during the adventure


DURING THE JOURNEY, THE DM MAY DECIDE TO STRUCTURE THE
PACING AND LEVEL ADVANCEMENT THROUGHOUT THE ADVENTURE TO
GIVE THE FEELING OF PROGRESSION TO PLAYERS. BY DECIDING LEVEL
TIERS FOR CERTAIN AREAS IN THE WORLD, IT WILL BE EASY TO BALANCE
ENEMIES AND NPCS IN WAYS THAT ALIGN WITH PLAYER
PROGRESSION.
THE FIRST TIER (LEVELS 1-4) WILL BE FOR VERY EARLY EXPLORATION
THROUGHOUT THE SEAS OUTSIDE OF THE GRAND LINE, INCLUDING THE
NORTH BLUE, EAST BLUE, SOUTH BLUE, AND WEST BLUE. IT WOULD
BE WISE TO START IN ONE OF THESE SEAS, PREFERABLY A FAIR DISTANCE
AWAY FROM REVERSE MOUNTAIN AND THE GRAND LINE. PLAYER
CHARACTERS WILL BE FAIRLY WEAK AT THIS TIER, AND WILL ONLY
ENCOUNTER MINOR ENEMIES AND CHALLENGES UNTIL THEY REACH THE
GRAND LINE.
THE SECOND TIER (LEVELS 5-10) WILL BE WHERE MOST OF THE FIRST
HALF OF THE CAMPAIGN TAKES PLACE, IN A PORTION OF THE GRAND
LINE CALLED "PARADISE". THIS WILL BE WHERE MANY MID-TIER
PIRATES AND POWERFUL MEMBERS OF THE NAVY RESIDE. THE SEA
AND VARIOUS ISLANDS WILL BE DIFFICULT TO TRAVERSE, WITH SEA
MONSTERS AND EXTREME WEATHER CONDITIONS CONSTANTLY
BOMBARDING YOUR TRAVEL AT RANDOM. SURVIVING TO THE END OF
PARADISE SHOULD PROVE TO BE A CHALLENGE AND FEEL LIKE AN
AMAZING ACCOMPLISHMENT UPON COMPLETING THE END. HOWEVER,
THE NEXT TWO STAGES SHOULD FEEL FAR MORE THREATENING.
THE THIRD TIER (LEVELS 11-15) IS WHERE PLAYERS WILL START
FACING EXTREMELY OVERWHELMING CHALLENGES. MAKING YOUR WAY
INTO THE SECOND HALF OF THE GRAND LINE, CALLED THE NEW WORLD,
THE PARTY SHOULD BE FACING UNIMAGINABLY POWERFUL PIRATE
CREWS CALLED THE YONKO (OR FOUR EMPERORS). THE WEATHER AND
ISLANDS HERE ARE EVEN MORE THREATENING THAN THE FIRST HALF OF
THE GRAND LINE, ENOUGH FOR A MAJORITY OF CREWS TO PERISH UPON
INITIALLY REACHING THIS AREA. THIS WILL BE THE STAGE WHERE

GM Binder

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