5th Edition D&D Character Builds
Title:Devil Fruit User
Build List
Creation
Human Devil Fruit User
Race: Human
Class: Devil Fruit User
Race: Human
STR | 10 |
---|---|
DEX | 10 |
CON | 10 |
INT | 10 |
WIS | 10 |
CHA | 10 |
Speed: 30 ft
AC: 10
Saves: Dex, Con
Background: Sailor
Skills: Arcana, Investigation
Features & Feats
Armament Haki. The Pirate Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Elite also adds an additional (3d8) force damage onto its melee weapon attacks.
Observation Haki (2/Day). Whenever the Pirate Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional d20. It can choose which of the d20s is used for the attack roll, ability check, or saving throw. The Pirate Elite can change the outcome of a roll when an attack is made against it. Roll a d20, and then choose whether the attack uses the attacker’s roll or the Pirate Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.
Conqueror's Haki (1/Day). As a bonus action, the Pirate Elite can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Pirate Elite's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Armament Haki. The Pirate Elite's weapon attacks count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage, such as resistances granted by Devil Fruits. The Pirate Elite also adds an additional ([3d8]) force damage onto its melee weapon attacks.
Observation Haki (2/Day). Whenever the Pirate Elite makes an attack roll, an ability check, or a saving throw, it can decide to roll an additional [d20]. It can choose which of the [d20]s is used for the attack roll, ability check, or saving throw. The Pirate Elite can change the outcome of a roll when an attack is made against it. Roll a [d20], and then choose whether the attack uses the attacker’s roll or the Pirate Elite's. If more than one creature uses observation haki to influence the outcome of a roll, any disadvantage or advantage from observation haki applied to the roll will be canceled; no additional dice are rolled.
Conqueror's Haki (1/Day). As a bonus action, the Pirate Elite can manifest its frightful presence. Each creature of its choice that is within 120 feet of it and aware of it must succeed on a DC 18 Wisdom saving throw. A creature that fails becomes frightened of it for 1 minute. A creature that fails this save by 5 or more is incapactiated until the start of the Pirate Elite's next turn. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Spells
1st - Magic Missile
1st - Magic Missile
Items & Money
Chain Mail, Mace, 10gp
Chain Mail, Mace, 10gp
Extra
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