Devil Fruit Compendium - GM Binder

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Devil Fruit Compendium

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Devil Fruits

D
evil Fruits are strange, magical fruits that, Chop-Chop Fruit
when consumed, give the user some You gain the ability to split your body into pieces!
incredible and unique power at the cost of Passive: You gain immunity to slashing damage.
becoming an hammer when submerged in Active. You may separate your limbs and move them
water. Although Devil Fruits can be incredibly independently of your main body. The body parts have a
powerful, they are also incredibly rare. Once flying speed equal to your normal movement speed. At least
eaten, the results are irreversible. The user a part of your body needs to remain in contact with the
gains all traits of the Devil Fruit and immediately identify it. ground. All the other parts can move in a 30m radius
Additionally, anyone who eats a fruit cannot swim and will around that point on the ground.
drown in waist high water after a number of rounds equal
to its Constitution modifier. When drowning, a creature Gum-Gum Fruit
suffers 10 points of damage each round. Your Body is made of rubber!
Random Devil Fruit Passive. You gain the following benefits.
Roll a d20 to determine the type of Devil Fruit. Resistance to bludgeoning, piercing and thunder
damage.
d20 Devil Fruit Type Immunity to lightning damage.
1-10 Paramecia 9m reach for melee weapon attacks.
Your unarmed strikes deal double damage.
11-18 Zoan
Active. You gain the following combat options.
19-20 Logia
Second Gear: (Action) By pumping blood in your veins
at high pressure, you gain the effects of the Haste spell
Paramecia Devil Fruits and the Jet Pistol, a ranged unarmed strike that deals
Paramecia fruits are the most common type of Devil Fruit (4d8+Str) thunder damage with a 9/30m range.

in the world. They cause some physical change to a user's After 1 minute the effects end, and you suffer 1 point of
body. Paramecia users gain a special new power that they exhaustion.
can use in any way they find suitable, within reason. Third Gear: (Action) You inflate yourself to unleash a
Roll a d20 and refer to the following table to determine a giant attack with a 30m reach. Your unarmed damage is
random Paramecia fruit. increased by 2 sizes. After the inflation you are
subjected to the Reduce spell for 1 minute, but your
d20 Paramecia Devil Fruit damage is decreased by 1 size and you can't use gum-
gum powers.
1 Chop-Chop Fruit Gum-Gum Gatling: (Action, Recharge 4-6) You stretch
2 Gum-Gum Fruit your arms to unleash a series of attacks in a 9m long
and 3m wide line. Each creature in that line must make
3 Smooth-Smooth Fruit a Dexterity saving throw, taking 6 times your normal
4 Kilo-Kilo Fruit unarmored strikes damage on a failed save, or half as
much damage on a successful one.
5 Bomb-Bomb Fruit Gum-Gum Rifle: (Action) You make a powerful melee
6 Flower-Flower Fruit attack that deals double the normal damage, with an
extended reach of 30m.
7 Clone-Clone Fruit
8 Dice-Dice Fruit
9 Bubble-Bubble Fruit
10 Wheel-Wheel Fruit
11 Revive-Revive Fruit
12 Love-Love Fruit
13 Float-Float Fruit
14 Venom-Venom Fruit
15 Glare-Glare Fruit
16 Tremor-Tremor Fruit
17 Heal-Heal Fruit
18 Barrier-Barrier Fruit
19 Arms-Arms Fruit
20 Puff-Puff Fruit

2
Gum-Gum Shield: (Reaction) You can absorb incoming Bomb-Bomb Save DC = 8 + your proficiency bonus +
attacks and deflect them back. You negate up to your your Constitution modifier
(Constitution modifier)x10 points of damage. If the
damage is reduced to zero the attack is deflected in a Flower-Flower Fruit
random direction, to be determined with a d8 roll. If the You can sprout body parts (limbs) on any surface!
attack is deflected toward a creature, use the previous Passive. You gain the following benefits.
attack roll against its AC.
Advantage on Strength (Athletics) checks.
Gum-Gum Save DC = 8 + your proficiency bonus + your 30m reach for Athletics checks and unarmed strikes.
Strength/Dexterity modifier
Active. You gain the following combat options.
Smooth-Smooth Fruit Gigantesco Mano: (Action Recharge 6) You create a
Your skin is super slippery!
giant limb out of many small ones to crush a target
Passive. You gain the following benefits. within reach. This unarmed attack deals (4d8+Str).
Double walking speed when skating with your bare Mil Fleur: (Action, Recharge 6) You can make one
feet. unarmed strike, or Strength (Athletics) check, against
Your AC is 16 + your Dexterity modifier when you are each hostile creature within reach.
not wearing any armor. Wing Fleur: (Action, Recharge 5-6) You create wings
out of your limbs, gaining 9m flying speed for 1 round.
Kilo-Kilo Fruit Various Fleur: You can creatively use your powers in
You can increase and decrease your weight at will! many different ways. For example you can create nets,
Passive. You gain the following benefits. ropes, difficult terrains and shields with your limbs, but
keep in mind that, when shielding using your limbs as
Advantage on saving throws against being moved. a reaction, you all suffer the same amount of damage.
Immunity to falling damage.
Clone-Clone Fruit
Active. You gain the following combat options.
You can assume the appearance of other people!
Human Boulder: When falling, you can increase your Active. (Action) You can change your look to match
weight to deal 1d8/3m (max 10d8) bludgeoning anyone you have touched with your right hand in the past.
damage on each creature in a 3m radius around the You can change into any humanoid creature of the same
landing point. A creature can make a Dexterity saving size (+/-1), assuming also their voice and physical
throw to halve the damage. characteristics, but not their supernatural powers (magical
Crush: You can crush Restrained creatures with your abilities, devil fruit powers, etc).
weight, dealing (5d8+Con) bludgeoning damage each
round. Dice-Dice Fruit
You can turn your body into razor sharp blades!
Passive. You gain the following benefits.
Kilo-Kilo Save DC = 8 + your proficiency bonus + your
Constitution modifier Your unarmed strikes deal (2d8+Str/Dex) slashing
damage.
Bomb-Bomb Fruit +4 bonus to AC (natural armor).
You have become a bomb man! Resistance to bludgeoning, piercing and slashing
Passive. You gain the following benefits. damage as your body is made of metal.
Immunity to fire and thunder damage caused by
explosions.
Your unarmed strikes deal an additional (2d10+Con)
explosive damage (half fire and half thunder) to each
creature in a 3m radius around the target.

Active. You gain the following combat options.

Explosive Snot: (Action) You can make a ranged


weapon attack, range 9/30m, that deals (5d6+Con)
explosive damage. Each creature within 4,5m of the
target must succeed on a Dexterity saving throw or
suffer half as much damage.
Full Body Explosion: (Action, Recharge 6) You
unleash a powerful explosion in a 12m radius around
you. Each creature in that area must make a Dexterity
saving throw. A Creature suffers (10d6+Con) explosive
damage on a failed save, or half as much damage on a
successful one.

3
Bubble-Bubble Fruit Venom-Venom Fruit
You can create power sapping soap bubbles! You can turn your body into deadly poison!
Active. (Action) You can make a ranged weapon attack, Passive. You gain the following benefits.
range 9/30m. On a hit the target's physical characteristics
are decreased by 1d10 for 1 minute. This effect does not Immunity to poison damage.
stack multiple times. Whenever you take damage of any type but psychic,
each creature within 1,5m of you takes 18 (4d8)
Wheel-Wheel Fruit poison damage.
Your limbs can become wheels!
Active. You gain the following combat options.
Passive. You can double (2 wheels), or quadruple

(4 wheels), your walking speed when using your devil fruit Venomous Hydra: (Action, Recharge after a Long
power. Rest) You can create an Hydra (MM page 190) made
out of your poison that lasts for 1 hour, or until it is
Revive-Revive Fruit dismissed, or destroyed. The Hydra is connected to
You can come back to life! your body, and you can control it as an action on your
Passive. You get a second chance at living. When you turn.

die you can come back to life with full health. This effect Whenever the Hydra takes damage of any type but
only work once, and you are still considered a devil fruit psychic, each creature within 1,5m of it takes 18
user once revived. Your body is fully functional, as it was (4d8) poison damage.

before your demise, but it carries on the scar and Additionally, its bite deals an extra 5 (1d10) poison
mutilations that it may have suffered during your death. damage.
Love-Love Fruit
When people fall in love with you, they turn to stone!
Passive. You gain the following benefits.

Advantage on Charisma (Persuasion) checks.


You can innately cast the following spells.

At will: calm emotion, charm person, enthrall, mass


suggestion.

This effects only work against humanoid creatures of


the opposite sex.
Active. (Action) You can shoot love arrows against
charmed enemies to turn them to stone. A charmed
creature must succeed on a Wisdom or Constitution
saving throw or become petrified.

You can release the petrification as a bonus action.

Love-Love Save DC = 8 + your proficiency bonus + your


Charisma modifier

Glare-Glare Fruit
You can read people's minds!
Passive. You gain the following benefits.

Proficiency in Insight and Perception, or expertise if


you are already proficient.
(1 hand lens) Advantage on Insight and Perception
checks.
(2 hands lenses) You can see trough objects within
9m. The vision can penetrate 1m of stone, 10cm of
metal, or up to 3m of wood or dirt. Thicker substances
block the vision, as does a thin sheet of lead.
Float-Float Fruit (2 hands reverse lenses) You can innately cast the
You've gained the ability to float! following spells.

Passive. You gain the following benefits. At will: clairvoyance, detect thoughts.
18m flying speed with the ability to hover.
You can innately cast the following spells.
Glare-Glare Save DC = 8 + your proficiency bonus + your
At will: telekinesis (spellcasting ability Con/Int/Cha). Int/Wis modifier

4
Tremor-Tremor Fruit Barrier-Barrier Fruit
You can create earthquakes! You can create force fields!
Passive. You gain the following benefits. Passive. You gain the following benefits.

Immunity to thunder damage. Your melee weapon attacks deal an additional


Your melee weapon attacks deal an additional (1d10+Int) force damage.
(3d10+Str) thunder damage. You can innately cast the following spells.

You can innately cast the following spells.


At will: forcecage, force dart, wall of force.

At will: earth tremor, erupting earth, thunderwave.


You can cast these spells at higher level (up to your
Strength mod/Day: earthquake.
Intelligence modifier).
You can cast these spells at higher level (up to your
Strength modifier). Barrier-Barrier Save DC = 8 + your proficiency bonus +
your Intelligence modifier
Tremor-Tremor Save DC = 8 + your proficiency bonus +
your Strength modifier

Arms-Arms Fruit
You are the weapon!
Active. (Bonus Action) You can turn any part of your
Heal-Heal Fruit body into a nonmagical weapon or tool up to large size.
Your tears have the power to heal! Ranged weapons don't need ammo to shoot.
Passive. Passive. You can innately cast the following
spells.

At will: cure wounds, lesser restoration.

Wisdom mod/Day: greater restoration, heal.

You can cast these spells at higher level (up to your


Wisdom modifier).

Shanks speaking to Buggy:


"I heard they are incarnations of the sea devil.
Supposedly, if you eat one, you will gain devil
powers... but the sea will hate you and take your
ability to swim!"

Devil Fruits are said to be the fruits of the Sea


Devil and that the secret to their power is hidden
in the Grand Line. Because encounters with them
are rare (especially outside the Grand Line), a
number of rumors about them have risen,
making it difficult to tell whether some things
are fact or fiction. Because of their power, if sold
they can expect to fetch well over 100,000 GP,
and Devil Fruit users themselves are sold at
Puff-Puff Fruit
market prices as slaves. Of course, individual You can create a genie!
Fruits each have their differences in price, Active. (Action, Recharge after a Long Rest) You can
dependent on the powers bestowed. summon a genie (MM page 141) that obeys your
commands.

5
Ox-Ox Fruit, Bison Model
Zoan Devil Fruits Passive. You gain the following benefits.
Zoan Devil Fruits allow the user to transform into animals
+2 Constitution, +1 Strength.
of all kinds, gaining the strengths and benefits of that
Proficiency in Athletics, or expertise if you are already
animal.
proficient.
When a user gains a Zoan power, they can change form,
from human, to half beast, to beast. Human-Beast Form. You gain the following benefits.
While you are transformed in the beast form, the usual
wild shape rules apply. You assume the beast's hit points Charge: (Trait) If you move at least 6m straight toward
and Hit Dice. When you revert to your normal form, you a target and then hit it with a gore attack on the same
return to the number of hit points you had before you turn, the target takes an extra 9 (2d8) bludgeoning
transformed. However, if you revert as a result of damage. If the target is a creature, it must succeed on
dropping to 0 hit points, any excess damage carries over a Strength saving throw or be knocked prone.
to your normal form. Gore: (Bonus Action) Melee Weapon Attack: PB+Str
Roll a d8 and refer to the following table to determine a to hit, reach 1,5m, one target. Hit: (2d8+Str)
random Zoan fruit. bludgeoning damage.

d8 Zoan Devil Fruit Beast Form. (Action, Recharge after a Long Rest) You
can transform into a mighty bison for 1 hour. You can
1 Ox-Ox Fruit, Bison/Giraffe Model
revert to your normal form earlier by using a bonus action,
2 Tweet-Tweet Fruit, Falcon Model otherwise you automatically revert if you fall unconscious,
3 Cat-Cat Fruit, Leopard Model drop to 0 hit points, or die.

4 Elephant-Elephant Fruit
Ox-Ox Save DC = 8 + your proficiency bonus + your
5 Dino-Dino Fruit, Allosaurus Model Strength modifier
6 Dino-Dino Fruit, Triceratops Model
7 Tweet-Tweet Fruit, Phoenix Model
8 Dragon-Dragon Fruit, Roll for Model

Mighty Bison
Large Beast, same alignment

Armor Class 12 (natural armor)


Hit Points 190 (20d10+80)
Speed 12m.

STR DEX CON INT WIS CHA


21(+5) 8(-1) 18(+4) same same same

Saving Throws same


Senses same passive Perception
Languages same but can't speak
Challenge 6 (2300 XP)

Charge. If the bison moves at least 6m toward a


target and then hits it with a gore attack on the
same turn, the target takes an extra 13 (3d8)
bludgeoning damage. If the target is a creature, it
must succeed on a Strength saving throw or be
pushed up to 3m and knocked prone.

Actions
Multiattack. The bison makes two gore attacks.
Gore. Melee Weapon Attack: PB+5 to hit, reach
1,5m, one target. Hit: 18 (3d8+5) bludgeoning
damage.

6
Tweet-Tweet Fruit, Falcon Model
Passive. You gain the following benefits.

+2 Wisdom, +1 Dexterity.
Proficiency in Perception, or expertise if you are
already proficient.

Human-Beast Form. You gain the following benefits.

Wings: You have 15m flying speed.


Keen Sight: (Trait) You have advantage on Wisdom
(Perception) checks that rely on sight.
Beak: (Bonus Action) Melee Weapon Attack:
PB+Str/Dex to hit, reach 1,5m, one target. Hit:
(1d6+Str/Dex) piercing damage.
Talons: (Action) Melee Weapon Attack: PB+Str/Dex to
hit, reach 1,5m, one target. Hit: (2d6+Str/Dex)
slashing damage.

Beast Form. (Action, Recharge after a Long Rest) You


can transform into a giant falcon for 1 hour. You can
revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.

Cat-Cat Fruit, Leopard Model


Giant Falcon Passive. You gain the following benefits.
Large Beast, same alignment
+4 Dexterity, +2 Strength.
Armor Class 15 (natural armor) Proficiency in Stealth, or expertise if you are already
Hit Points 98 (15d10+15) proficient.
Speed 3m, fly 18m.
Human-Beast Form. You gain the following benefits.

STR DEX CON INT WIS CHA Keen Hearing and Smell: (Trait) You have advantage
on Wisdom (Perception) checks that rely on hearing or
16(+3) 18(+4) 13(+1) same 20(+5) same smell.
Pounce: (Trait) If you move at least 6m straight
Saving Throws same toward a target and then hit it with an attack on the
Skills Perception (2PB+5)
same turn, the target must succeed on a Strength
Senses passive Perception (10+2PB+5)
Languages same but can't speak saving throw or be knocked prone. If the target is
Challenge 3 (700 XP) prone, you can make one bite attack against it as a
bonus action.
Dive. If the falcon is flying and dives at least 9m Bite: (Action) Melee Weapon Attack: PB+Str/Dex to
straight toward a target and then hits it with a hit, reach 1,5m, one target. Hit: (1d10+Str/Dex)
talons attack, the attack deals an extra 7 (2d6) piercing damage.
damage. Claw: (Action) Melee Weapon Attack: PB+Str/Dex to
Keen Sight. The falcon has advantage on Wisdom hit, reach 1,5m, one target. Hit: (1d8+Str/Dex)
(Perception) checks that rely on sight. slashing damage.

Actions Beast Form. (Action, Recharge after a Long Rest) You


can transform into a great leopard for 1 hour. You can
Multiattack. The falcon makes two attacks: one
with its beak and one with its talons. revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious,
Beak. Melee Weapon Attack: PB+4 to hit, reach drop to 0 hit points, or die.
1,5m, one target. Hit: 7 (1d6+4) piercing damage.
Cat-Cat Save DC = 8 + your proficiency bonus + your
Talons. Melee Weapon Attack: PB+4 to hit, reach
1,5m, one target. Hit: 11 (2d6+4) slashing Str/Dex modifier
damage.

7
Elephant-Elephant Fruit
Passive. You gain the following benefits.

+4 Strength, +2 Constitution.
Proficiency in Athletics, or expertise if you are already
proficient.

Human-Beast Form. You gain the following benefits.

Trampling Charge: (Trait) If you move at least 6m


straight toward a target and then hit it with a gore
attack on the same turn, the target takes an extra 13
(3d8) piercing damage, and it must succeed on a
Strength saving throw or be knocked prone. If the
target is prone, you can make one stomp attack
against it as a bonus action.
Gore: (Action) Melee Weapon Attack: PB+Str to hit,
reach 1,5m, one target. Hit: (3d8+Str) piercing
damage.
Stomp: (Action) Melee Weapon Attack: PB+Str to hit,
reach 1,5m, one prone target. Hit: (3d10+Str)
bludgeoning damage.

Beast Form. (Action, Recharge after a Long Rest) You


can transform into a mighty elephant for 1 hour. You can
Great Leopard revert to your normal form earlier by using a bonus action,
Large Beast, same alignment otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.
Armor Class 15 (natural armor) Elephant-Elephant Save DC = 8 + your proficiency
Hit Points 128 (15d10+45)
bonus + your Strength modifier
Speed 15m.

STR DEX CON INT WIS CHA


18(+4) 17(+3) 16(+3) same same same

Skills Stealth (2PB+3)


Saving Throws same + Dexterity (PB+3)
Senses same passive Perception
Languages same but can't speak
Challenge 7 (2900 XP)

Keen Hearing and Smell. The leopard has advantage


on Wisdom (Perception) checks that rely on
hearing or smell.
Pounce. If the leopard moves at least 6m straight
toward a target and then hits it with a claw attack
on the same turn, the target must succeed on a
Strength saving throw or be knocked prone. If the
target is prone, the leopard can make one bite
attack against it as a bonus action.

Actions
Multiattack. The leopard makes three attacks: one
with its bite and two with its claws.
Bite. Melee Weapon Attack: PB+4 to hit, reach
1,5m, one target. Hit: 15 (2d10+4) piercing
damage.
Claw. Melee Weapon Attack: PB+4 to hit, reach
1,5m, one target. Hit: 13 (2d8+4) slashing
damage.

8
Beast Form. (Action, Recharge after a Long Rest) You can
transform into a great allosaurus for 1 hour. You can
Mighty elephant revert to your normal form earlier by using a bonus action,
Huge Beast, same alignment otherwise you automatically revert if you fall unconscious,
drop to 0 hit points, or die.
Armor Class 13 (natural armor) Dino-Dino Save DC = 8 + your proficiency bonus + your
Hit Points 230 (20d12+100) Strength modifier
Speed 12m.

STR DEX CON INT WIS CHA


24(+7) 9(-1) 21(+5) same same same
Great Allosaurus
Huge Beast, same alignment
Saving Throws same + Constitution (PB+5)
Senses same passive Perception Armor Class 16 (natural armor)
Languages same but can't speak Hit Points 158 (15d12+60)
Challenge 8 (3900 XP) Speed 15m.

Trampling Charge. If the elephant moves at least STR DEX CON INT WIS CHA
6m straight toward a target and then hits it with a
gore attack on the same turn, the target takes an 25(+7) 13(+1) 19(+4) same same same
extra 18 (4d8) piercing damage, and it must
succeed on a Strength saving throw or be Saving Throws same
knocked prone. If the target is prone, the elephant Senses same passive Perception
can make one stomp attack against it as a bonus Languages same but can't speak
action. Challenge 9 (5000 XP)

Actions Pounce. If the allosaurus moves at least 6m


Multiattack. The elephant makes two gore attacks. straight toward a target and then hits it with a
claw attack on the same turn, the target must
Gore. Melee Weapon Attack: PB+7 to hit, reach succeed on a Strength saving throw or be
3m, one target. Hit: 25 (4d8+7) piercing damage. knocked prone. If the target is prone, the
allosaurus can make one bite attack against it as a
Stomp. Melee Weapon Attack: PB+7 to hit, reach
1,5m, one prone target. Hit: 29 (4d10+7) bonus action.
bludgeoning damage.
Actions
Multiattack. The allosaurus makes three attacks:
one with its bite and two with its claws.
Dino-Dino Fruit, Allosaurus Model Bite. Melee Weapon Attack: PB+7 to hit, reach
Passive. You gain the following benefits. 3m, one target. Hit: 26 (3d12+7) piercing
damage. If the target is a Medium or smaller
+4 Strength and Constitution. creature, it is grappled (escape DC 17). Until this
Proficiency in Athletics and Strength saving throws, or grapple ends, the target is restrained, and the
expertise if you are already proficient. allosaurus can't bite another target.
+2 natural armor bonus to AC Claw. Melee Weapon Attack: PB+7 to hit, reach
1,5m, one target. Hit: 23 (3d10+7) slashing
Human-Beast Form. You gain the following benefits.
damage.
Pounce: (Trait) If you move at least 6m straight
toward a target and then hit it with an attack on the
same turn, the target must succeed on a Strength
saving throw or be knocked prone. If the target is
prone, you can make one bite attack against it as a
bonus action.
Bite: (Action) Melee Weapon Attack: PB+Str to hit,
reach 1,5m, one target. Hit: (2d12+Str) piercing
damage.
Claw: (Action) Melee Weapon Attack: PB+Str to hit,
reach 1,5m, one target. Hit: (2d10+Str) slashing
damage.

9
Dino-Dino Fruit, Triceratops Model
Passive. You gain the following benefits.
Great Triceratops
+6 Constitution, +4 Strength. Huge Beast, same alignment
Proficiency in Athletics and Constitution saving
throws, or expertise if you are already proficient. Armor Class 19 (natural armor)
+4 natural armor bonus to AC Hit Points 250 (20d12+120)
Speed 15m.
Human-Beast Form. You gain the following benefits.

Trampling Charge: (Trait) If you move at least 6m STR DEX CON INT WIS CHA
straight toward a target and then hit it with a gore
attack on the same turn, the target takes an extra 18 22(+6) 8(-1) 23(+6) same same same
(4d8) piercing damage, and it must succeed on a
Strength saving throw or be knocked prone. If the Saving Throws same
target is prone, you can make one stomp attack Senses same passive Perception
Languages same but can't speak
against it as a bonus action.
Challenge 10 (5900 XP)
Gore: (Action) Melee Weapon Attack: PB+Str to hit,
reach 1,5m, one target. Hit: (4d8+Str) piercing Trampling Charge. If the triceratops moves at least
damage. 6m straight toward a target and then hits it with a
Stomp: (Action) Melee Weapon Attack: PB+Str to hit, gore attack on the same turn, the target takes an
reach 1,5m, one prone target. Hit: (4d10+Str) extra 22 (5d8) piercing damage, and it must
bludgeoning damage. succeed on a Strength saving throw or be
knocked prone. If the target is prone, the
Beast Form. (Action, Recharge after a Long Rest) You triceratops can make one stomp attack against it
can transform into a great triceratops for 1 hour. You can as a bonus action.
revert to your normal form earlier by using a bonus action,
otherwise you automatically revert if you fall unconscious, Actions
drop to 0 hit points, or die. Multiattack. The triceratops makes two gore
attacks.
Dino-Dino Save DC = 8 + your proficiency bonus + your
Strength modifier Gore. Melee Weapon Attack: PB+6 to hit, reach
1,5m, one target. Hit: 28 (5d8+6) piercing
damage.
Stomp. Melee Weapon Attack: PB+6 to hit, reach
1,5m, one prone target. Hit: 33 (5d10+6)
bludgeoning damage.
Zoan Fruits and objects.
Inanimate objects have been shown to be able to
"eat", or otherwise consume Devil Fruits. The
technique used to make objects "eat" a fruit was
developed by Dr. Vegapunk, but is not limited to
solid materials, as gaseous slime can also be
used as a medium. So far, Zoan is the only type
of Devil Fruit that inanimate objects have been
shown as being able to absorb.

Objects that have ingested a Zoan fruit gain the


mobility and intelligence of the animal they turn
into. This can be a drawback as the object can
also feel pain as well as become susceptible to
diseases. In the animal form, they can be
intimidated. Inanimate object Zoans also seem to
be very loyal to whomever owns them.

10
Tweet-Tweet Fruit, Phoenix Model
Passive. You gain the following benefits.
Fiery Phoenix
+4 Constitution and Charisma, +2 Dexterity. Medium Elemental, same alignment
Immunity to fire, poison; bludgeoning, piercing and
slashing damage from nonmagical attacks; grappled, Armor Class 16
paralyzed, petrified, poisoned, prone, restrained. Hit Points 158 (15d8+90)
Speed 6m, fly 30m.
Human-Elemental Form. You gain the following
benefits.
STR DEX CON INT WIS CHA
Wings: You have 18m flying speed.
Fire Form: (Trait) You can move through a space as 18(+4) 22(+6) 23(+6) same same same
narrow as 10cm wide without squeezing. Any creature
that touches you or hits you with a melee attack while Saving Throws same
within 1,5m of you takes 5 (1d10) fire damage. In Damage Immunities fire, poison; bludgeoning,
piercing and slashing from nonmagical attacks
addition, you can enter a hostile creature's space and
Condition Immunities grappled, paralyzed,
stop there. The first time you enter a creature's space petrified, poisoned, prone, restrained
on a turn, that creature takes 5 (1d10) fire damage and Senses darkvision 18m, same passive Perception
catches fire; until someone takes an action to douse Languages same
the fire, the creature takes 5 (1d10) fire damage at the Challenge 10 (5900 XP)
start of each of its turns.
Regeneration: (Trait) You regain 10 hit points at the Fire Form. The phoenix can move through a space
start of your turn if you have at least 1 hit point. as narrow as 10cm wide without squeezing. Any
Fiery Talons: (Action) Melee Weapon Attack: creature that touches the phoenix or hits it with a
melee attack while within 1,5m of it takes 11
PB+Str/Dex to hit, reach 1,5m, one target. Hit:
(2d10) fire damage. In addition, the phoenix can
(2d8+Str/Dex) fire damage. enter a hostile creature's space and stop there.
The first time it enters a creature's space on a
Elemental Form. (Action, Recharge after a Long Rest)
turn, that creature takes 11 (2d10) fire damage
You can transform into a fiery phoenix for 1 hour. You can and catches fire; until someone takes an action to
revert to your normal form earlier by using a bonus action, douse the fire, the creature takes 11 (2d10) fire
otherwise you automatically revert if you fall unconscious, damage at the start of each of its turns.
drop to 0 hit points, or die.
Regeneration. The Phoenix regains 15 hit points at
the start of its turn if it has at least 1 hit point.

Actions
Multiattack. The phoenix makes two attacks with
its fiery talons.
Fiery Talons. Melee Weapon Attack: PB+6 to hit,
reach 1,5m, one target. Hit: 24 (4d8+6) fire
damage.

11
Dragon-Dragon Fruit, Red Model
Passive. You gain the following benefits.

+4 Strength, Constitution and Charisma.


Immunity to fire damage.
Proficiency in Athletics and Charisma saving throws, or
expertise if already proficient.
+4 natural armor bonus to AC.

Human-Dragon Form. You gain the following benefits.

Wings: You have 12m flying speed.


Superior Senses: You have 18m blindsight and 36m
darkvision.
Fire Breath: (Action, Recharge 6) You exhale fire in a
9m cone. Each creature in that area must make a Claw. Melee Weapon Attack: PB+8 to hit, reach
Dexterity saving throw, taking (1/2Con d6) fire 1,5m, one target. Hit: 22 (4d6+8) slashing
damage.
damage on a failed save, or half as much damage on a
successful one. Tail. Melee Weapon Attack: PB+8 to hit, reach
Bite: (Action) Melee Weapon Attack: PB+Str to hit, 4,5m, one target. Hit: 17 (2d8+8) bludgeoning
reach 1,5m, one target. Hit: (2d10+Str) piercing damage.
damage. Frightful Presence. Each creature of the dragon's
Claw: (Action) Melee Weapon Attack: PB+Str to hit, choice that is within 36m of the dragon and aware
reach 1,5m, one target. Hit: (2d6+Str) slashing of it must succeed on a Wisdom saving throw or
damage. become frightened for 1 minute. A creature can
repeat the saving throw at the end of
each of its
Dragon Form. (Action, Recharge after a Long Rest) You turns, ending the effect on itself on a success. If a
can transform into a Red Dragon for 1 hour. You can creature's saving throw is successful or the effect
revert to your normal form earlier by using a bonus action, ends for it, the creature is immune to the dragon's
otherwise you automatically revert if you fall unconscious, Frightful Presence for the next 24 hours.
drop to 0 hit points, or die. Fire Breath (Recharge 5-6). The dragon exhales fire
in a 18m
cone. Each creature in that area must
Dragon-Dragon Save DC = 8 + your proficiency bonus + make a Dexterity saving throw, taking 63 (18d6)
your Constitution modifier fire damage on a failed save, or half as much
damage on a successful one.

Reactions
Red Dragon Wing Attack. The dragon beats its wings. Each
Huge Dragon, same alignment creature within 3m of the dragon must succeed
on a Dexterity saving throw or take 15 (2d6+8)
bludgeoning damage and be knocked prone. The
Armor Class 19 (natural armor) dragon can then fly up to half its flying speed.
Hit Points 270 (20d12+140)
Speed 12m, fly 24m.

STR DEX CON INT WIS CHA


Logia Devil Fruits
Logia Devil Fruits are the most rare and the most powerful
27(+8) 10(+0) 25(+7) same same same
type of fruit, but with extreme power comes extreme
effort. You can use an action to enter into your fruit's
Saving Throws same
Damage Immunities fire elemental form for 10 minutes, or until dismissed as a
Senses blindsight 18m, darkvision 36m, same bonus action. When you revert to your normal form you
passive Perception gain 1 point of exhaustion.
Languages same Roll a d6 and refer to the following table to determine a
Challenge 15 (13000 XP) random Logia fruit.
Actions d6 Logia Devil Fruit
Multiattack. The dragon can use its frightful 1 Smoke-Smoke Fruit
presence. It then makes three attacks: one with its
bite, one with its claws and one with its tail. 2 Sand-Sand Fruit

Bite. Melee Weapon Attack: PB+8 to hit, reach 3 Flame-Flame Fruit


1,5m, one target. Hit: 19 (2d10+8) piercing 4 Rumble-Rumble Fruit
damage plus 11 (2d10) fire damage.
5 Ice-Ice Fruit
6 Glint-Glint Fruit

12
Smoke-Smoke Fruit
Passive. Your body is made of smoke, granting you the
following benefits.

Resistance to fire, poison; bludgeoning, piercing and


slashing damage from nonmagical attacks.
15m flying speed.
Proficiency in Acrobatics and Dexterity saving throws,
or expertise if you are already proficient.
You are considered an Elemental.

Smoke Form. You gain the following benefits.


Damage Immunities: fire, poison; bludgeoning,
piercing and slashing damage from nonmagical
attacks.
Condition Immunities: grappled, paralyzed, petrified,
prone, restrained.
Smoke Magic: You can cast the following spells.

At will: fog cloud, blindness.

Constitution modifier/Day: incendiary cloud.


Sand-Sand Fruit
You can control the smoke you create using fog cloud. Passive. Your body is made of sand, granting you the
As a bonus action you can move the cloud up to 15m, following benefits, but if you are hit by water, the traits
or you can attempt to use the smoke to grapple and marked with (W) don't function until the start of your
strangle your enemies. Each creature of your choice next turn.
inside the cloud must succeed on a Strength, or
Dexterity saving throw, or become grappled, restrained (W) Resistance to poison; bludgeoning, piercing and
and suffer (2d8+Con) bludgeoning damage. slashing damage from nonmagical attacks.
Smoke Punch: (Action) Melee Weapon Attack: PB+Str Debilitating Touch: (Action) You can suck out the
to hit, reach 9m, one target. Hit: (2d10+Str) water from your enemies. Any creature you touch
bludgeoning damage. must succeed a Constitution saving throw or suffer
Smoke Evasion: (Reaction) You halve the damage that (4d8+Con) necrotic damage.
you take from an attack that hits you. You can then Proficiency in Athletics and Strength saving throws, or
move up to half your flying speed. You must be able to expertise if you are already proficient.
see the attacker. You are considered an Elemental.

Smoke-Smoke Save DC = 8 + your proficiency bonus + Sand Form. You gain the following benefits.
your Constitution modifier
(W) Damage Immunities: poison; bludgeoning,
piercing and slashing damage from nonmagical
attacks.
(W) Condition Immunities: grappled, paralyzed,
petrified, prone, restrained.
Sand Magic: You can cast the following spells.

At will: bones of the earth, earth tremor, erupting


earth, move earth, wall of sand.

Constitution modifier/Day: Maximilian's earthen grasp.


You can cast these spells at higher level (up to your
Constitution modifier).

You can control the sand you create using these spells.
As a bonus action you can move the sand up to 6m, or
you can make a Debilitating Touch against each
creature in contact with you, or your sand.
Sand Punch: (Action) Melee Weapon Attack: PB+Str
to hit, reach 6m, one target. Hit: (3d10+Str)
bludgeoning damage.
Sand Shield: (Reaction) You erect a 3x3m wall of sand
to protect you from incoming attacks. The wall has 30
hit points and an AC of 12.

Sand-Sand Save DC = 8 + your proficiency bonus + your


Constitution modifier

13
Flame-Flame Fruit
Passive. Your body is made of fire, granting you the
following benefits.

Resistance to fire, poison; bludgeoning, piercing and


slashing damage from nonmagical attacks.
Burning Jet: (Action, Recharge 5-6) You fire a
powerful blast of flames from your arms in a 9m long
and 3m wide line. Each creature in that line must make
a Dexterity saving throw, taking (1/2Con d6) fire
damage on a failed save, or half as much damage on a
successful one.
Proficiency in Athletics and Dexterity saving throws, or
expertise if you are already proficient.
You are considered an Elemental.

Flame Form. You gain the following benefits.

Damage Resistances: cold.


Damage Immunities: fire, poison; bludgeoning, Rumble-Rumble Fruit
piercing and slashing damage from nonmagical
Passive. Your body is made of lightning, granting you the
attacks.
following benefits.
Condition Immunities: grappled, paralyzed, petrified,
prone, restrained. Resistance to lightning, poison, thunder; bludgeoning,
Flame Magic: You can cast the following spells.
piercing and slashing damage from nonmagical
At will: fireball, flame blade, heat metal, wall of fire.
attacks.
Constitution modifier/Day: fire storm, flame strike.
Lightning Strike: (Action, Recharge 5-6) You call
You can cast these spells at higher level (up to your down lightning to strike a point you can see within
Constitution modifier).
30m. Each creature in a 3m radius around that point
A creature that touches you, or hits you with a melee must make a Dexterity saving throw, taking (1/2Con
attack while within 1,5m of you, takes (1d10+Con) fire d10) lightning damage on a failed save, or half as
damage. In addition, you can enter a hostile creature's much damage on a successful one.
space and stop there. The first time you enter a You can take one Reaction on every turn of combat.
creature's space on a turn, that creature takes Proficiency in Dexterity saving throws, or expertise if
(1d10+Con) fire damage and catches fire; until you are already proficient.
someone takes an action to douse the fire, the You are considered an Elemental.
creature takes 5 (1d10) fire damage at the start of
each of its turns. Lightning Form. You gain the following benefits.
Flame Punch: (Action) Melee Weapon Attack: PB+Str
Damage Immunities: lightning, poison, thunder;
to hit, reach 6m, one target. Hit: (3d8+Str) fire
bludgeoning, piercing and slashing damage from
damage.
nonmagical attacks.
Flame Rebuke: (Reaction) When you are hit by a
Condition Immunities: grappled, paralyzed, petrified,
melee attack from a creature you can see, you can
prone, restrained.
spend your reaction to deal (4d6+Con) fire damage to
Lightning Magic: You can cast the following spells.

the attacker. The target must also succeed on a


At will: call lightning, lightning arrow, lightning bolt,
Dexterity saving throw or catch fire.
shocking grasp, storm sphere, thunder step.
Flame-Flame Save DC = 8 + your proficiency bonus + Constitution modifier/Day: chain lightning.

your Constitution modifier You can cast these spells at higher level (up to your
Constitution modifier).
Lightning Punch: (Action) Melee Weapon Attack:
PB+Str to hit, reach 12m, one target. Hit: (3d8+Str)
lightning damage.
Lightning Dash: (Reaction, Recharge 6) You can move
straight, up to twice your speed without provoking
attacks of opportunity. All creatures within 1,5m of
your passage must succeed on a Dexterity saving
throw or suffer (4d10+Con) lightning damage and be
paralyzed until the end of their next turn.

Rumble-Rumble Save DC = 8 + your proficiency bonus +


your Constitution modifier

14
Ice-Ice Fruit
Passive. Your body is made of ice, granting you the
following benefits.

Resistance to cold, poison; bludgeoning, piercing and


slashing damage from nonmagical attacks.
Ice Aura: Each creature that starts its turn within 3m
of you must make a Constitution saving throw. On a
fail, a creature suffers (2d8+Con) cold damage and its
speed is halved until the end of its next turn. If a
creature fails this saving throw for two consecutive
times, it is restrained, and if it fails three consecutive
times, it is frozen and petrified by the ice. If a creature
receives 10 or more fire damage on a single turn, it
counts as a success for its next save.
Proficiency in Athletics and Constitution saving
throws, or expertise if you are already proficient.
You are considered an Elemental.

Ice Form. You gain the following benefits. Glint-Glint Fruit


Passive. Your body is made of light, granting you the
Damage Resistances: fire.
following benefits.
Damage Immunities: cold, poison; bludgeoning,
piercing and slashing damage from nonmagical Resistance to poison, radiant; bludgeoning, piercing
attacks. and slashing damage from nonmagical attacks.
Condition Immunities: grappled, paralyzed, petrified, Light Beam: (Action, Recharge 5-6) A bright beam of
prone, restrained. light flashes from your pointing finger to a point you
Ice Magic: You can cast the following spells.
can see within 30m then blossoms into an explosion
At will: ice knife, ice storm, wall of ice. of flame. Each creature in a 6m radius around that
Constitution modifier/Day: cone of cold, freezing point must make a Dexterity saving throw, taking
sphere.
(1/2Con d6) fire damage on a failed save, or half as
You can cast these spells at higher level (up to your much damage on a successful one.
Constitution modifier).
You are permanently under the effect of the Haste
You can spend an action on your turn to strengthen spell.
your Ice Aura, increasing its radius by 3m and its Proficiency in Dexterity saving throws, or expertise if
damage by 9 (2d8) until the end of combat. you are already proficient.
Ice Punch: (Action) Melee Weapon Attack: PB+Str to You are considered an Elemental.
hit, reach 1,5m, one target. Hit: (1d8+Str) bludgeoning
damage plus (3d8+Con) cold damage. Light Form. You gain the following benefits.
Ice Cocoon: (Reaction) You can surround yourself by
Damage Immunities: poison, radiant; bludgeoning,
a protective barrier of ice until the start of your next
piercing and slashing damage from nonmagical
turn. The ice has 30 hit points and an AC of 12. Each
attacks.
creature in a 3m radius around you, when the cocoon
Condition Immunities: blinded, grappled, paralyzed,
is formed, must make a Constitution saving throw,
petrified, prone, restrained.
taking (4d8+Con) cold damage on a failed save, or half
Light Magic: You can cast the following spells.

as much damage on a successful one.


At will: daylight, spiritual weapon, searing smite, wall
Ice-Ice Save DC = 8 + your proficiency bonus + your of light.
Constitution modifier Constitution modifier/Day: sunbeam, sunburst.
You can cast these spells at higher level (up to your
Constitution modifier).
Light Speed Kick: (Action) Melee Weapon Attack:
PB+Str to hit, reach 1,5m, one target. Hit: (2d8+Str)
bludgeoning damage plus (2d8+Con) radiant damage.
Blinding Light: (Reaction) You flash with intense light
to distract your enemies. You add 4 to your AC against
one attack that would hit you. This effect doesn't
function against creatures that don't rely on sight for
their attacks.

Glint-Glint Save DC = 8 + your proficiency bonus + your


Constitution modifier

15
Devil
Fruit
Compendium
This compendium was heavily inspired by
" One Piece Age of Pirates RPG ".

Artworks: bodskih (deviantart)

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