Gar-Gar-no-mi. Whitebeard has eaten a devil fruit that has given him powers similar to a giant's
Gar Gar Stitcher. Whitebeard can heal ten hitpoints. But if he took damage from fire or acid it is impossible. He can use this every two three turns.
Quintessant Strike. Whitebeard makes a single Punch attack doing an extra 2d8 lightning damage. He can use this every three turns.
Gar Gar Dreadnought Stance. Whitbeard can make a stance to add two to his AC and he cannot be knocked prone this way for two turns. He cannot attack this way but every time he is damaged it is halved and they will take 2d8 fire damage. He can use this every four turns.
Gar Gar Boulder. Three times a day Whitebeard can throw a boulder that has a range of 30/60ft. If they fail a DC dexterity 16 they will take 2d12 bludgeoning damage and an extra 1d12 damage of fire, bludgeoning, cold, lightning, or thunder.
Gar Gar Shock Absorber. Three times a day Whitebeard can absorb an attack to take half damage. Whitebeard can choose to deal the full damage on an attack only it will do bludgeoning damage.
Armament Haki. Whitebeard can add one to his AC and attacks will have disadvantage on him and he can subtract 1d6 from the attack roll. Or he can use haki on his fist or sword to deal an extra 1d12 damage for three turns. He can use this every four turns.
Air Slash. Three times a day he can make a ranged attack with his scimitar doing 3d12 slashing damage. Range:50ft.
Whirlwind Punch. With a single punch Whitebeard sends a punch of wind with a range of 50ft doing 2d12 bludgeoning damage and pushing them back by 20ft and will be knocked prone if they fail a DC strength 15. If they succeed they are only pushed. He can use this three times a day.
Multiattack. Captain Whitebeard makes three melee attacks: two with its scimitar and one with his Punch. Or Whitebeard makes three attacks one Gar Gar move and two punches
Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Punch. Melee weapon attack. 1d20+5 to hit. 5ft range. 2d8+3 bludgeoning damage. He can do another 1d8 of the following types of damage (Fire, cold, bludgeoning, thunder, lightning.)
Parry. Captain Whitebeard adds 2 to its AC against one melee attack that would hit it. To do so, Captain Whitebeard. must see the attacker and be wielding a melee weapon.
Previous Versions
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11/7/2021 3:37:43 PM
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Coming Soon
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