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Universal Features

Universal features give the players of your game main character plot armor. So if you want to push the One Piece vibe, take these.

Dream Points

A character starts with 1 hero point at 1st Level. Each time the character gains a level, they lose any unspent dream points and gain a new total equal to the character’s level. A player can spend a dream point whenever they make an Attack roll, an ability check, or a saving throw. The player can spend the dream point after the roll is made but before any of its results are applied. Spending the dream point allows the player to roll a d6 and add it to The D20, possibly turning a failure into a success. In addition, whenever a character fails a death saving throw, the player can spend one dream point to turn the failure into a success.

I Won’t Abandon My Dreams

As you lay bloody and dying at the feet of your enemy, your memories and dreams rush through your mind giving you hope. If at any point you reach 0 hit points and you die, instead roll a d20, on a 12 or higher you stand back up and regain 1 hp. If you died because you reached exhaustion level 6, instead go back to exhaustion level 5.

Healing Surge

As an action or bonus action (DM Descretion), a character can healing surge and spend up to half his or her Hit Dice (minimum 1). For each Hit Die spent in this way, the player rolls the die and adds the character’s Constitution modifier. The character regains hit points equal to the total. The player can decide to spend an additional Hit Die after each roll.

A character who uses a healing surge can’t do so again until he or she finishes a short or long rest.

A character regains all spent Hit Dice at the end of a long rest.

  

Special Reactions

Special Reactions are a unique type of reaction that players can use to enhance their combat effectiveness and bring a dynamic, One Piece-inspired flair to the game.

These reactions are separate from normal reactions and are designed to reflect the quick thinking and tactical maneuvers seen in the series. The Special Reactions are as followed:

Counter Strike. When an enemy misses an attack against the player, the player may use their special reaction to make a melee or ranged weapon attack against the attacker.

Deflect Projectile. When an enemy makes a ranged attack roll against the player and it hits, the player may use their special reaction to reduce the damage by 1d10 + their strength or dexterity score.

Flash Step. When an enemy makes an attack roll against the player, the player can use their special reaction to make a Dexterity saving throw against the attacker’s attack roll. If you succeed on the roll, move 10 feet in a straight line without provoking opportunity attacks and take no damage from the attack. On a failed save take the full damage of the attack and you may still move 10 feet in a straight line without provoking opportunity attacks.

Parry Blow. When an enemy hits the player with a melee attack, the player can use their special reaction to reduce the damage by 1d6 + their proficiency bonus.

Shield Bash. When an enemy makes an attack roll and hits the player, the player may use their special reaction to make a shield attack if they have a shield equipped, knocking the enemy prone if the attack hits. Shield Attack Melee Weapon Attack: +strength modifier, reach 5 ft., one creature, Hit: 4 (1d4) bludgeoning damage.

Each player gets 2 Special Reactions a combat round and can use each Special Reaction a number of times equal to their proficiency bonus per short rest.

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