One Piece AI Dungeon world illustration - Pirate theme
Pirate

One Piece AI Dungeon

T
TheScryer

One Piece is set in a vast oceanic world filled with islands, dangerous seas, and ancient mysteries. The legendary treasure, the “One Piece,” lies hidden at the end of the Grand Line—a perilous route guarded by natural and supernatural threats. The world is ruled by the oppressive World Government, opposed by pirates, revolutionaries, and secret organizations. Themes of freedom, discovery, and ambition drive the narrative, as exploration and conflict shape the fate of the world.


Author's Note: Welcome to One Piece AI Dungeon — a fully crafted world with over 130 original islands, 100 unique spells, weapons, and Devil Fruit-inspired items. Live your own journey as a pirate, marine, or Cipher Pol agent. Explore vast seas, uncover ancient secrets, and challenge Yonko or Warlords. The latest updates now include the fearsome God Knights and connections to the current manga arc. Only one true treasure exists — the One Piece — and the four Road Poneglyphs are your only map. Build your dream crew, because in this sea, power alone isn't enough. Your legend begins now.
Played32 times
Cloned4 times
Created
28 days ago
Last Updated
6 days ago
VisibilityPublic
Sulong Mastery – Storm Beast
9

Sulong Mastery – Storm Beast

Transform into a Storm Beast, gaining advantage on attack rolls against creatures damaged by lightning this turn, ignoring difficult terrain including vertical surfaces, and once per transformation, unleash a Lunar Roar causing enemies in a 30-ft sphere to make a DC 16 Wisdom save or be frightened and take 4d10 lightning damage. Upon transformation, make a DC 14 Wisdom save or lose control for 1 minute, attacking randomly; at 15th level, transformation requires no save.

Sulong Awakening – Moonlight Surge
7

Sulong Awakening – Moonlight Surge

Upon casting, your body transforms, increasing your movement speed by 20 feet, granting advantage on Strength and Dexterity checks, and enhancing unarmed strikes with an additional 1d8 lightning damage. You also gain temporary hit points equal to twice your character level as your form glows silver and your eyes burn red, embodying the primal warrior within.

Sulong – Moonlit Beast Form
5

Sulong – Moonlit Beast Form

Under the full moon's light, you transform into a powerful beast, gaining enhanced physical abilities. You must see the moon directly to activate this transformation as a bonus action, usable once per long rest. Lasts 1 minute or until unconscious or lunar block occurs.

Thunder Pulse
5

Thunder Pulse

Unleash a 15-foot cone of electro energy. Creatures in the area must make a DC 16 Dexterity saving throw. On a fail, they take 6d10 lightning damage and are paralyzed until the end of your next turn. On a success, they take half damage and are not paralyzed.

Storm Claw
3

Storm Claw

Upon landing two melee hits in one turn, unleash a burst of lightning as a bonus action. The target must succeed on a Constitution saving throw or take 2d6 lightning damage and be shocked, unable to take reactions until the start of your next turn. Usable a number of times equal to your proficiency bonus per long rest.

Spark Touch
1

Spark Touch

Your unarmed strikes and melee weapons are charged with electricity. Once per turn, your melee attacks deal an additional 1d4 lightning damage. While grappling, you deal lightning damage equal to your Dexterity modifier each round you maintain the hold.

Hellfire Calamity
9

Hellfire Calamity

Summons a massive firestorm that deals 10d12 fire damage over 3 turns to all creatures in a 30-foot radius. The affected terrain becomes scorched earth, difficult to traverse and igniting flammable objects. Creatures protected by strong Haki or water have resistance to the damage.

Enkai: Hibashira
2

Enkai: Hibashira

Summons a towering vortex of fire around the caster, dealing 5d12 fire damage in a 20-foot radius. Enemies in the area must make a Dexterity saving throw or be blinded and set ablaze, taking ongoing fire damage.

Hiken
1

Hiken

A massive fiery punch that blasts in a 60-foot line, dealing intense fire damage and igniting targets and structures in its path.

Flame Form
1

Flame Form

Transforms the caster's body into living fire, granting intangibility to non-magical attacks and increased movement speed for the duration.

Living Grenade
4

Living Grenade

You explode in a 15-foot radius without harming yourself. Creatures in range must make a Dexterity saving throw or take 6d8 fire damage plus 2d6 force damage and be blinded until the end of your next turn. Additionally, you gain the ability to cause anything you touch to explode, including armor, walls, or weapons, usable as a sabotage mechanic at DM discretion.

Controlled Blasts
3

Controlled Blasts

You launch a concentrated explosive from your body, dealing fire damage in a 10-foot radius. You can also detonate your feet to jump 30 feet as a bonus action without provoking opportunity attacks.

Detonation Field
2

Detonation Field

You cause small objects within range to explode, dealing fire damage to creatures in the area. Each explosion affects a 5-foot radius sphere centered on a point you choose within range.

Explosive Touch
1

Explosive Touch

Imbue your unarmed strike or melee weapon with explosive fire energy, causing it to deal an additional 1d6 fire damage on a successful hit.

Explosion Immunity
1

Explosion Immunity

You gain immunity to fire damage from explosions, including grenades, gunpowder, Fireball, and similar effects, protecting you from their harmful flames.

Choking Judgment
7

Choking Judgment

Condenses battlefield smoke into a crushing sphere that traps multiple foes, dealing force and suffocation damage while silencing and restraining them.

Engine Burst
3

Engine Burst

You propel yourself forward like a smoke jet, delivering a powerful punch or slam that deals bludgeoning damage and knocks the target back. You can choose to either disengage after the attack or burst into melee range.

White Snake
1

White Snake

A long tendril of condensed smoke lashes out like a whip, dealing force damage and attempting to grapple the target. The target is restrained unless they win a Strength contest against the caster.

Smothering Smoke
1

Smothering Smoke

Creates a dense, opaque cloud of smoke in a 15-foot radius centered on a point within range, heavily obscuring the area and causing creatures inside to have disadvantage on attack rolls and Perception checks relying on sight. Creatures that start their turn in the smoke must succeed on a Constitution saving throw or be suffocated, unable to breathe until they leave the cloud.

Smart Shot
5

Smart Shot

Fires a magical projectile or beam that relentlessly follows the marked target, ignoring cover and obstacles. The attack automatically hits unless the target uses a special reaction or Haki to block it.

Rain of Justice
8

Rain of Justice

Summon a barrage of spears, arrows, or beams that strike marked enemies with divine precision, dealing radiant and piercing damage. The attack is unavoidable unless countered by powerful Haki or teleportation.

Homing Shadow Beam
1

Homing Shadow Beam

Fires a shadowy beam that relentlessly follows the marked target, ignoring cover and obstacles. The beam automatically hits unless the target uses a special reaction or Haki to block it.

Mark of the Seeker
1

Mark of the Seeker

You place a magical mark on a creature, object, or area within range by touch, projectile, or gaze. Attacks you make automatically curve to target marked entities, ignoring disadvantage from cover or partial concealment.

Jigoku no Shinpan
8

Jigoku no Shinpan

Transforms the caster into a towering poison demon. Touch causes instant death unless resisted by strong Haki or poison resistance. Nearby enemies take poison damage each turn due to the virulent aura.

Chloro Ball
2

Chloro Ball

Creates a 15-foot radius cloud of poisonous gas centered on a point within range. Creatures in the cloud must succeed on a Constitution saving throw or become nauseated, confused, and weakened for the duration.

Hydra
3

Hydra

Conjures a three-headed dragon of thick, corrosive poison that lashes out like a serpent, dealing massive acid damage and melting stone and enemies alike.

Toxic Mastery
1

Toxic Mastery

You secrete lethal poison from your body in liquid, gas, or solid form, shaping it into barriers, weapons, or creatures for offense or defense. You are immune to all toxins, including your own.

Hands of Judgment
9

Hands of Judgment

Summon colossal golden hands that slam together, dealing radiant and force damage and potentially incapacitating enemies caught between them.

Buddha's Wrath
5

Buddha's Wrath

You slam both palms together, releasing a dome-shaped wave of thunderous force that deals 8d8 thunder damage to all creatures in range and knocks them prone. The wave also destroys weak structures instantly within the area.

Palm of Enlightenment
2

Palm of Enlightenment

Unleash a golden palm strike that sends a concussive shockwave in a 20-foot cone, dealing force damage, knocking back, and deafening targets.

Shockwave Generation
1

Shockwave Generation

You unleash a powerful wave of golden energy from your palms, dealing force damage to enemies in a line and potentially damaging structures in its path.

Giant Golden Buddha Form
1

Giant Golden Buddha Form

You grow to enormous size, enveloped in radiant golden light, greatly increasing your strength, durability, and reach for the duration.

Galaxy Impact
9

Galaxy Impact

You unleash a devastating punch imbued with supreme Armament or Conqueror's Haki, creating a shockwave that damages and disrupts enemies. Make a melee spell attack; on hit, deal 12d10 force and 4d10 thunder damage, knock the target back 60 feet, prone, and potentially stun them if they fail a Constitution save.

Conduit of the Ancient Voice (VOT)
9

Conduit of the Ancient Voice (VOT)

You become a living bridge between past and present, able to speak for a lost civilization. Once per long rest, ask an Ancient Voice a question about history, prophecy, or the Void Century, receiving truthful insight from the DM. Near a Road Poneglyph or major Sea King, you hear prophetic warnings or guidance no one else can.

Will of the Sea (VOT)
8

Will of the Sea (VOT)

You commune with ancient sea entities and elemental forces, sensing the world's will. Once per short rest, you learn if a location is holy, cursed, or significant, and understand elemental intentions as if they speak to you.

Echoes of the Forgotten (VOT)
7

Echoes of the Forgotten (VOT)

You gain the ability to read any ancient or lost language, including inscriptions and carvings no one else can decipher. When touching ancient objects, you perceive emotional or narrative visions as memory echoes. Once per long rest, you can ask a yes-or-no question to an ancient place or object, receiving the answer as a whisper, wind, or vision.

Whispers of the Deep (VOT)
5

Whispers of the Deep (VOT)

You attune to the silent thoughts and emotions of non-sentient creatures and ancient magical objects. Gain advantage on Animal Handling and Insight checks against ancient or magical creatures and relics, sensing their unspoken feelings and histories.

Color of the Supreme King
9

Color of the Supreme King

Unleash a powerful blast of Conqueror's Haki in a 60-foot radius sphere. Creatures of your choice must succeed on a Wisdom saving throw or take 20d10 psychic damage, become stunned for 1 minute, and fall prone. On a successful save, creatures take half damage and are pushed 30 feet away. The terrain fractures and all magical illusions within the area are dispelled.

Supreme Conqueror's Haki – Will Over Matter
8

Supreme Conqueror's Haki – Will Over Matter

As a bonus action, enter a Supreme Haki State for 1 minute once per long rest. Your melee attacks deal an additional 8d10 psychic damage. Creatures damaged must succeed on a Wisdom save or be frightened until the end of your next turn. Legendary creatures have advantage on this save. At the start of each of your turns, you automatically re-emit the Will Burst effect without using an action.

Conqueror's Clash
8

Conqueror's Clash

When another creature with Conqueror's Haki activates it within 60 feet, you can use your reaction to clash. Both make Charisma (Intimidation) checks adding Proficiency and Haki Save DC bonuses. The loser is pushed 30 feet, blinded, and takes 5d10 psychic damage. On a tie, both are stunned for 1 round.

Advanced Conqueror’s Haki – Will Crush
7

Advanced Conqueror’s Haki – Will Crush

Unleash your will in a 30-foot radius, affecting creatures up to CR equal to your level minus 2. Enemies who fail a Wisdom save take 3d8 psychic damage, are stunned until the end of your next turn, and may be knocked prone. Allies can be chosen to be unaffected.

Conqueror's Pulse
6

Conqueror's Pulse

You emit a domineering aura in a 10-foot radius. Enemies in this area have disadvantage on Insight, Intimidation checks, and Wisdom saving throws. Allies gain +1 bonus to saving throws against fear and charm effects. Once per long rest, you can activate Conqueror's Haki as a bonus action to enhance your presence.

Will Burst
5

Will Burst

Unleash a wave of overwhelming willpower in a 20-foot radius. Creatures of CR 1 or lower or with HP less than half your max must make a Wisdom save or be incapacitated for 1 minute and fall unconscious if below 25% HP. On a successful save, they have disadvantage on their next attack roll or saving throw.

Future Sight
9

Future Sight

Once per long rest, as a bonus action, you activate Future Sight for 1 minute. You may choose the result of any one d20 roll per round, yours or an enemy's, instead of rolling. Attacks against you are at disadvantage, and you automatically succeed on initiative rolls during this time.

Echo Pulse
8

Echo Pulse

You gain blindsight out to 30 feet, sensing invisible, ethereal, and shapechanged creatures unless they are immune to divination. Once per short rest, you can emit a pulse that reveals all creatures within 60 feet, even through walls, for 1 round, though total cover blocks this effect.

Omnidodge
7

Omnidodge

You gain Evasion: when you succeed on a Dexterity saving throw against an effect that allows half damage on success, you take no damage instead. While not blinded or restrained, you cannot be flanked and attackers do not gain advantage from being unseen. As a reaction, once per round, you can impose disadvantage on an attack roll targeting an adjacent ally.

Mind Mirror
6

Mind Mirror

You gain advantage on Insight checks and can detect lies or deception without magic. As a bonus action, focus your Haki on one creature you can see to know their attitude toward you and if they are preparing to attack until the end of your next turn. You also have advantage on saving throws against being frightened or charmed.

Precognition Step
5

Precognition Step

When a creature you can see targets you with an attack, use your reaction to impose disadvantage on the attack roll. If the attack misses, move 10 feet without provoking opportunity attacks. Usable a number of times equal to your proficiency bonus per long rest.

Presence Sense
5

Presence Sense

You sense the presence and exact location of living creatures within 30 feet, even through walls or cover. You have advantage on Perception checks involving sound or movement and cannot be surprised by living creatures.

Supreme Armament – Black Emperor
9

Supreme Armament – Black Emperor

Enter a state of Haki Overdrive for 1 minute once per long rest. Your melee and ranged attacks deal an extra 2d8 force damage, gain resistance to all damage except psychic, and ignore magical damage resistance. Creatures with magical immunities must succeed on a Constitution save or take full damage. Constructs, elementals, and Devil Fruit users take an additional 1d6 true damage per hit.

Emission Strike
8

Emission Strike

You project your Haki as a wave of pressure, extending your melee weapon or unarmed attack's reach by 10 feet. On a hit, the target must succeed on a Strength saving throw or be pushed 15 feet and knocked prone. Additionally, you can apply Armament Hardening to ranged weapons.

Internal Destruction
7

Internal Destruction

When you hit a creature with a melee weapon or unarmed strike, you can choose to deal an additional 2d8 force damage that ignores temporary HP, resistance, and nonmagical immunity. Constructs and magical armor take double damage from this effect. Usable once per short rest.

Armament Clash
6

Armament Clash

When a creature hits you with a melee attack, use your reaction to clash Haki. Both roll d20 + your Constitution or Strength modifier. If you win, negate the attack's damage and deal 1d8 force damage to the attacker. Usable proficiency bonus times per long rest. Sparks of invisible energy explode as your Haki slams into theirs mid-blow.

Black Iron Coating
5

Black Iron Coating

As a bonus action, you coat your fists, weapons, or body in visible black Armament Haki for 1 minute. Your melee attacks deal an extra 1d6 force damage, you gain +1 AC if not wearing heavy armor, and you can use your reaction to grant an ally within 5 feet resistance to one source of damage.

Will of Steel
5

Will of Steel

Your unarmed strikes and weapons count as magical for overcoming resistances. Once per round, add your proficiency bonus as extra force damage to a melee attack. As a reaction, reduce damage from a melee hit by your Constitution modifier.

Rokuogan – Six King Gun
9

Rokuogan – Six King Gun

Unleash a focused internal shockwave at point-blank range, bypassing physical defenses. Make a melee spell attack using Dexterity. On hit, deal 12d12 force damage and force a Constitution save. On fail, the target is stunned, blinded, and deafened until the end of your next turn; on success, there is half damage and no conditions.

Perfect Kami-e Form
9

Perfect Kami-e Form

Activate once per long rest to gain resistance to all non-magical bludgeoning, piercing, and slashing damage for 1 minute. Melee attacks against you are made with disadvantage, and when an attack misses, you can teleport up to 15 feet as a reaction.

Kami-e: Zanshin – Total Awareness
8

Kami-e: Zanshin – Total Awareness

You gain heightened battlefield awareness, preventing surprise and negating advantage from invisible attackers. Once per long rest, if hit at full HP, you reduce damage to zero. Enemies that miss melee attacks provoke opportunity attacks from you.

Kami-e: Mayoi – Phantom Blur
6

Kami-e: Mayoi – Phantom Blur

As a bonus action, enter a trance for 1 minute. While active, creatures have disadvantage on opportunity attacks against you, you can move through hostile creatures' spaces without penalty, and if a creature misses you with an attack, you may immediately move 10 feet as part of the same reaction.

Kami-e: Shinkei – Nerve Drift
7

Kami-e: Shinkei – Nerve Drift

Your finely attuned nerves allow you to use your Dexterity modifier instead of Strength or Constitution for saving throws against being grappled, restrained, or knocked prone. Additionally, once per short rest, you can roll with advantage on a saving throw against a physical spell.

Kami-e: Ryūsui – Flowing Water Slip
5

Kami-e: Ryūsui – Flowing Water Slip

When you succeed on a Dexterity saving throw to avoid half damage, you instead take no damage. Once per round, when you take the Dodge action, you can immediately move up to half your movement without provoking opportunity attacks.

Basic Kami-e – Paper Shift
3

Basic Kami-e – Paper Shift

As a reaction to being targeted by a melee or ranged weapon attack, gain +2 AC against that attack. If the attack misses, you may move 5 feet without provoking opportunity attacks.

Soru: Shinkirou – Light Mirage Stride
9

Soru: Shinkirou – Light Mirage Stride

As a free action once per long rest, activate True Soru for 1 minute. Your speed doubles, you gain two bonus actions per turn (one must be used for Soru), can move on vertical surfaces and water as if under Spider Climb, opportunity attacks against you have disadvantage, and you can redirect one melee attack per round to miss you.

Soru: Enmu – Smokeless Step
8

Soru: Enmu – Smokeless Step

You gain Soru Vision, allowing you to take the Dash action as a bonus action, but only in a straight line. If you move at least 20 feet straight toward a creature and hit them with a melee weapon attack on the same turn, the target must succeed on a Dexterity saving throw or be blinded until the end of their next turn.

Soru: Kagerou – Shadow Mirage
6

Soru: Kagerou – Shadow Mirage

Upon moving using Soru, create a shadowy afterimage at your original location that lasts until your next turn. The first attack against you while the afterimage persists is made with disadvantage. The illusion fades if it is hit or if you make an attack.

Soru: Rensen – Afterimage Chain
7

Soru: Rensen – Afterimage Chain

When you take the Attack action, after each successful melee hit, you can move 5 feet without provoking opportunity attacks. This movement can be used between attacks if you have Extra Attack, creating the effect of flickering through space and striking from multiple angles.

Soru: Kuzureru – Slipstep
5

Soru: Kuzureru – Slipstep

When a creature misses you with a melee attack, you can use your reaction to instantly teleport 10 feet in any direction. If you end this movement adjacent to the attacker, you gain advantage on your next melee attack against them before the end of your next turn.

Soru: Flash Step
1

Soru: Flash Step

As a bonus action, you instantly move up to 15 feet to a space you can see. This movement does not provoke opportunity attacks. You must touch solid ground before or after the move, and cannot pass through air unless also using Geppo.

Tekkai: Gou – Ultimate Iron Form
9

Tekkai: Gou – Ultimate Iron Form

As a free action once per long rest, you enter True Iron Form for 1 minute, gaining resistance to all physical and magical weapon damage, immunity to fear, fire, and force damage, and cannot be pushed or knocked prone. Your speed cannot be reduced, and on a successful Strength or Constitution saving throw, you may ignore the entire effect.

Tekkai: Ryu – Iron Dragon Guard
8

Tekkai: Ryu – Iron Dragon Guard

As a reaction, you extend your ironclad defense to allies within 5 feet. Affected allies gain damage reduction equal to 1d10 + your Constitution modifier and cannot be moved or shoved until the start of your next turn.

Tekkai: Kōdan – Steel Breaker Form
7

Tekkai: Kōdan – Steel Breaker Form

As a bonus action, you enter a hardened stance for 1 minute. You gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons, and your AC increases by 1 if not wearing heavy armor. Melee attackers take 1d4 force damage as recoil. Usable once per short rest.

Tekkai: Ken – Iron Fist
5

Tekkai: Ken – Iron Fist

Your unarmed strikes deal 1d10 bludgeoning damage. When you reduce a creature to 0 HP, nearby creatures within 5 feet must succeed on a Strength saving throw or be knocked prone by a shockwave.

Tekkai: Utsushi – Iron Shift
3

Tekkai: Utsushi – Iron Shift

You activate Tekkai, allowing movement at half speed while it is active. Your unarmed strikes become magical until the end of your next turn, and you gain advantage on Strength checks and saving throws during this time.

Basic Tekkai - Iron Body
1

Basic Tekkai - Iron Body

As a reaction when hit by a melee or ranged weapon attack, reduce the damage by 1d10 + your Constitution modifier. Your speed becomes 0 until the start of your next turn.

Rankyaku: Kiriha – Sky Severance Fang
9

Rankyaku: Kiriha – Sky Severance Fang

A powerful air blade strike that can pierce armor, create a shockwave, or execute a precise finishing blow. Once per turn, choose one effect: ignore 3 AC from armor, create a 10-foot blast dealing half damage on a failed save, or double damage to targets below half HP on a failed Dexterity save.

Rankyaku: Ran – Storm Barrage
8

Rankyaku: Ran – Storm Barrage

You unleash three slicing wind blades in rapid succession, each targeting a different enemy or direction within range. Each blade deals slashing damage, and if all three hit the same target, they must make a Strength saving throw or be knocked prone and pushed back.

Rankyaku: Gaichou – Sky Bird Fang
7

Rankyaku: Gaichou – Sky Bird Fang

As a bonus action, launch a precision air blade in a 120-foot straight line, 5 feet wide. All creatures in the line must make a Dexterity saving throw or take 4d6 force damage. Creatures made of gas or mist take double damage.

Rankyaku: Hakurai – White Lightning Sweep
5

Rankyaku: Hakurai – White Lightning Sweep

You unleash a horizontal Rankyaku in a 15-foot cone, dealing slashing damage and halving movement speed on a failed Dexterity save.

Rankyaku: Sen – Flash Arc
3

Rankyaku: Sen – Flash Arc

You unleash a curved air blade that can bend around partial cover or strike a target behind a creature. As a bonus action, you can ricochet the blade off a wall to hit a second target within 10 feet of the original line, dealing half damage to the secondary target.

Basic Rankyaku – Air Blade
1

Basic Rankyaku – Air Blade

You unleash a compressed blade of air from a kick, slashing through the air to strike a target at range. On a hit, the blade deals slashing damage; on a miss, it continues forward, potentially hitting other targets or objects behind the original target.

Shigan: Kōdan – Steel Bullet Fang
8

Shigan: Kōdan – Steel Bullet Fang

Your Shigan attack is magical and can bypass resistance and immunity. When you hit a creature with armor or natural armor, you ignore 2 points of their AC. Once per turn, you can double the base damage dice of your Shigan attack.

Shigan: Aka Higan – Red Death Lotus
9

Shigan: Aka Higan – Red Death Lotus

You gain the ability to perform a Shigan Critical Execution. On a critical hit with Shigan, the target takes an extra 4d6 piercing damage and must succeed on a DC 15 Constitution saving throw or be stunned for 1 round. You may treat a 19 or 20 as a critical hit with Shigan.

Shigan: Ouren – Yellow Lotus Strike
7

Shigan: Ouren – Yellow Lotus Strike

Once per turn, when you hit with Shigan, you can target a pressure point. The creature must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of your next turn. Usable once per short rest.

Shigan: Madara – Spotted Barrage
5

Shigan: Madara – Spotted Barrage

When you hit a creature with Shigan, you can choose to split the damage among creatures within 5 feet of the original target. Make an additional attack roll against each secondary target; on a hit, they take half the original damage. The air around you seems filled with piercing needles striking multiple foes in a blink.

Shigan: Dangan – Bullet Rush
3

Shigan: Dangan – Bullet Rush

When you take the Attack action, replace all your attacks with a rapid barrage of finger strikes. Make one attack roll; on a hit, deal 2d6 piercing damage and apply any on-hit effects once. You may reroll 1s on damage dice but must keep the second result.

Basic Shigan – Finger Pistol
1

Basic Shigan – Finger Pistol

You use your finger as a finesse melee weapon dealing 1d6 piercing damage. On a natural 18-20 attack roll, the target can't take reactions until the start of its next turn.

Moonlight Ascendant
9

Moonlight Ascendant

You gain a flying speed equal to your movement speed for 1 minute. You must land after this duration or spend your reaction each round to maintain altitude. You can dash, disengage, or attack in mid-air without penalty, and you no longer take fall damage. Enemies 20 feet or more below you have disadvantage on ranged attacks against you.

Geppo Storm – Jet Dancer
7

Geppo Storm – Jet Dancer

You gain the ability to use Geppo three times per round. Once per turn, after hitting with a melee attack, you can use a free reaction to leap 10 feet into the air, avoiding retaliation. You can also walk across vertical surfaces or walls for up to 10 feet without falling, provided you use at least one Geppo.

Geppo Combo – Sky Chase
5

Geppo Combo – Sky Chase

You gain the ability to move through the air using successive air-kicks, allowing you to fly up to your movement speed during your turn. You do not fall at the end of your turn while maintaining this aerial movement.

Geppo Boost – Twin Kick Ascension
3

Geppo Boost – Twin Kick Ascension

You gain the ability to kick off the air twice per turn as a bonus action, moving 10 feet in any direction. Each air-kick counts as 5 feet of movement, allowing agile mid-air repositioning.

Basic Geppo – First Step Skybound
1

Basic Geppo – First Step Skybound

As a reaction, negate the first 20 feet of falling damage. Alternatively, use a bonus action to gain 10 feet of upward movement, not counting toward your normal movement.

Mu Dommination
9

Mu Dommination

A Hellfire bomb that erupts with flames hotter than thousands of suns, engulfing a target area in searing fire and intense heat, causing massive fire damage and potential ongoing burning.

Damnation Decree
7

Damnation Decree

Imu utters a powerful command that targets all creatures bound by a pact. Those with less than 25% HP must succeed on a DC 20 Wisdom saving throw or be instantly knocked unconscious as spectral fire burns them, their weapons shatter, and invisible chains convulse their bodies.

Demon Gate: Armory of Regret
3

Demon Gate: Armory of Regret

Opens a burning gate behind the caster, unleashing hellforged weapons that deal 4d12 demonic piercing damage per round for 3 rounds in a 15-foot radius. Affected creatures must succeed on a Wisdom saving throw or be frightened and silenced for the duration.

Sin Reaping Shotgun
2

Sin Reaping Shotgun

Unleash a roaring infernal shotgun blast in a 30-foot cone, dealing 8d10 force and necrotic damage. Creatures that have broken a contract with Imu are chained in place, unable to move.

Contract Binding
1

Contract Binding

Forge a magical pact with a willing creature, granting them a boon such as strength, power, or healing. The pact demands a price, which the DM determines, creating a lasting magical contract that binds both parties. Lifespan Theft: Upon signing a contract, the user can extract days, years, or decades of the target's life at will — either instantly or slowly. Possession Clause: If a contractor breaks their pact, Imu can forcibly take over their body, using them like a puppet for a limited time.

Living Weaponry
7

Living Weaponry

You cause parts of your body to transform into fusion-based minions, such as living hammers, walking bombs, or fused animals, which act on your behalf to attack or defend.

Infinite Stomach
6

Infinite Stomach

You conjure a magical stomach that can consume and absorb massive structures such as ships, houses, or walls within seconds, converting their mass into magical energy that heals you or empowers your next attack.

Abyss Maw Overload
8

Abyss Maw Overload

The caster opens their stomach wide, consuming a chunk of the battlefield within a 30-foot cone. They then eject it as a monstrous construct, dealing 8d12 destruction damage to all creatures in the cone and leaving behind a warped terrain that hinders movement and provides cover.

Steel-Tank Belly
3

Steel-Tank Belly

The caster consumes metal and tank parts, encasing their torso in a sturdy iron shell that grants +5 AC and halves damage from physical attacks for 3 turns.

Meat-Fusion Chopper Arm
5

Meat-Fusion Chopper Arm

After consuming a butcher knife and a mechanical saw, the user fuses them into a multi-bladed rotating limb that deals devastating slashing damage. On a critical hit, the target suffers ongoing bleeding damage.

Munch Munch Cannon Mouth
4

Munch Munch Cannon Mouth

The caster consumes a magical cannon and ammunition, then fires a powerful blast from their mouth or stomach, dealing 4d10 force damage. The spell can launch special ammunition types such as net bombs or flaming rounds, each with unique effects.

Morphogenic Adaptation
2

Morphogenic Adaptation

You temporarily or permanently alter your body, transforming limbs or features into functional tools or weapons, such as turning your jaw into a cannon or your arms into tank treads. Additionally, if you consume a living creature, you can absorb and replicate some of its physical traits or strengths for a limited time.

Fusion Mode
2

Fusion Mode

After consuming multiple items, the caster can fuse them within their body to create new objects or temporarily mutate themselves, mimicking a living forge or biotech lab. The fusion lasts for 1 hour, granting the ability to produce a single crafted item or a mutation enhancing physical or magical abilities.

Universal Consumption
1

Universal Consumption

You consume a non-magical object or creature within range, gaining a temporary benefit based on its material or nature. The benefit lasts for 1 hour and varies from damage resistance to enhanced abilities.

Blood Trail Frenzy
4

Blood Trail Frenzy

Mark a target with a claw strike, causing attacks against it to gain stacking critical chance. After 3 successful hits on the marked target, the next attack triggers a brutal finisher dealing 6d12 damage.

Predator's Lunge
4

Predator's Lunge

You leap into the air, spinning and slamming your claws into an enemy's shoulders, dealing slashing damage and attempting to restrain them for one turn unless they succeed on a Strength saving throw.

Raptor Slash
2

Raptor Slash

You dart forward with claws extended, delivering a rapid multi-strike that deals slashing damage and causes bleeding. If you moved before casting, you can make two additional claw attacks as a bonus action.

Velociraptor Form
1

Velociraptor Form

Transforms the caster into a velociraptor, gaining enhanced speed, agility, and natural weapons including sickle-shaped claws for slashing attacks. The form lasts for up to 1 minute, granting advantage on Dexterity checks and saving throws, and a climbing speed equal to walking speed.

Velociraptor Hybrid Form
1

Velociraptor Hybrid Form

Transforms the caster into a lean humanoid with raptor legs, claws, a feathered tail, sharp teeth, and partial scale-feathered skin, granting enhanced reflexes and speed for a limited duration.

Stratospear Fall
7

Stratospear Fall

The caster ascends into the stratosphere and then crashes down beak first, dealing 8d12 force and fire damage in a 40-foot radius and creating a crater. The impact grounds the caster briefly, preventing movement for 1 round.

Sky Vault Capture
5

Sky Vault Capture

You conjure spectral talons that grasp a creature within range, lifting them into the air before dropping them from a height, causing them to take falling damage unless they escape or resist.

Crest Cutter
4

Crest Cutter

A hybrid-form headbutt attack using the Pteranodon's long crest as a sharp blade, dealing slashing damage and potentially causing bleeding.

Sky Fang Talon
3

Sky Fang Talon

The caster performs a spinning aerial dive, striking the target with both clawed feet, dealing heavy bludgeoning damage and knocking the target prone. The force of the attack can break bones or shatter shields.

Pteranodon Hybrid Form
2

Pteranodon Hybrid Form

Transforms the caster into a tall, winged humanoid with leathery wings, clawed feet, a long crest, and partial scales, granting flight and enhanced melee kicks.

Pteranodon Full Beast Form
1

Pteranodon Full Beast Form

Transforms the caster into a full-sized Pteranodon with a 25-foot wingspan, granting flight, enhanced agility, and a razor-sharp beak attack for air dominance.

Frozen Silence
6

Frozen Silence

Unleashes a blast of silent snow that mutes all sound, emotion, and movement. Enemies must succeed on a DC 18 Constitution save or be encased in snow, paralyzed for 1 round and lose their next action even if they survive.

Frost Feather Slice
3

Frost Feather Slice

You conjure razor-sharp snowflakes or feathers and launch them in a wide spread like shuriken, dealing slashing and cold damage silently, ideal for ambushes.

Whiteout Field
2

Whiteout Field

Conjures a raging snowstorm centered on the caster, creating heavily obscured terrain in a 20-foot radius. Enemies within the area have disadvantage on Perception checks and ranged attacks, and their movement speed is halved while inside the field.

Snow Generation
1

Snow Generation

You conjure a swirling blizzard in a 20-foot radius centered on a point you choose within range. The area is heavily obscured by falling snow and ice powder, reducing visibility and muffling sounds. Creatures moving through the area have their speed halved due to the deep snow and icy terrain.

Field of Life
3

Field of Life

In an awakened state, the caster creates a zone where nature flourishes and wounds heal rapidly. Allies within the area regenerate health each turn, objects repair themselves, and decay or poison-based enemy attacks are nullified.

Mega Heal Bloom
3

Mega Heal Bloom

A radiant flower of light blooms above the battlefield, releasing healing pollen that restores massive HP to all allies in range, regrows limbs, closes fatal wounds, and can awaken unconscious or comatose allies.

Healing Rainwave
2

Healing Rainwave

Unleash a wave of healing water that restores health to all allies in a large area, repairs damaged objects, and revitalizes the weary by relieving fatigue and restoring stamina instantly.

Healing Water Generation
1

Healing Water Generation

The caster releases sparkling water imbued with healing energy, capable of restoring health from minor wounds to life-threatening injuries depending on the amount used.

Infinte Purple
9

Infinte Purple

Fires a devastating beam of neutralized space in a straight line, dealing massive damage that bypasses most defenses and destroys terrain, armor, and elemental Logia forms unless countered.

Singularity Zone: Blue
5

Singularity Zone: Blue

Creates a tiny, glowing blue singularity that pulls in and damages creatures within 30 feet. Targets take force and bludgeoning damage and must succeed on a Strength saving throw or be restrained by the singularity's pull.

Cursed Vector: Red
4

Cursed Vector: Red

Unleashes a blast of invisible repelling force that deals 6d8 force damage and pushes enemies 60 feet away, capable of destroying structures or crushing bones with its shockwave.

Purple
6

Purple

A concentrated beam of purple energy that nullifies matter and energy on contact, erasing the target's physical and magical presence temporarily.

Blue Attract
2

Blue Attract

Creates a powerful vacuum in a 20-foot radius that pulls creatures and objects toward the center, dealing crushing force damage to those caught at the core.

Red – Repel
1

Red – Repel

Unleashes a violent force explosion that pushes all creatures and objects within range away at high speed, reversing the flow of force around the caster.

Infinite Barrier
1

Infinite Barrier

Creates an invisible barrier of infinite space that prevents any physical object or attack from making contact with the caster, causing them to slow and stop just short of the caster's body.

Frozen Maw Lunge
7

Frozen Maw Lunge

You leap at a creature within range, biting down with icy jaws to deal 6d12 cold damage and attempt to grapple them. If the target is below half their hit points, they must succeed on a Constitution saving throw or lose the use of the bitten limb until healed.

Blood Feast
6

Blood Feast

After defeating a target, you rip a piece of flesh and devour it mid-battle, regaining 4d10 HP and gaining +2 to Strength and Speed for 3 turns. If your HP is below 25%, you may trigger a frenzy, gaining advantage on attack rolls for the duration.

Frostbite Rend
4

Frostbite Rend

A claw slash charged with freezing energy that deals slashing and cold damage. The target must succeed on a Constitution saving throw or have their movement speed halved for 2 rounds.

Devour to Grow Stronger
3

Devour to Grow Stronger

You consume the flesh of a creature you have slain or an animal, restoring your HP, increasing your physical attack power, and boosting your speed for a short duration.

Soul-Freezing Cold
1

Soul-Freezing Cold

You radiate an intense supernatural cold that burns flesh like dry ice and can freeze objects, air, or even blood. Creatures in a 30-foot radius must make a Constitution saving throw or take cold damage and have their movement speed halved until the end of their next turn.

Wendigo Hybrid Form
2

Wendigo Hybrid Form

You transform into a fearsome Wendigo hybrid, growing lanky limbs, claws, fangs, and deer-like antlers. Your voice distorts and you emit a chilling aura that unnerves nearby creatures.

Wendigo Full Beast Form
1

Wendigo Full Beast Form

Transform into a monstrous 10-foot Wendigo with skeletal frame, ragged fur, piercing white eyes, and massive claws. Gain enhanced strength and a haunting scream that chills enemies, causing fear and cold damage.

Dark Vortex
9

Dark Vortex

Creates a swirling gravitational field that pulls enemies within range toward the caster, even if they are airborne, hindering their movement and positioning.

Liberation
3

Liberation

After absorbing objects or attacks, the caster unleashes the stored energy in a massive destructive blast, dealing force damage to all creatures in a 30-foot radius.

Devil Fruit Nullification
2

Devil Fruit Nullification

By touching a Devil Fruit user, this spell temporarily nullifies their supernatural abilities, rendering their powers inactive for the duration.

Black Hole
1

Black Hole

Creates a swirling field of darkness in a 20-foot radius that pulls creatures and objects toward its center, crushing and absorbing them into a void of nothingness.

Fin Slash
3

Fin Slash

You swipe a sharp dorsal sail or claws in a wide 15-foot cone, dealing slashing damage and potentially knocking targets prone.

Sundering Bite
2

Sundering Bite

In hybrid or beast form, you lunge forward with a crushing bite dealing 5d12 piercing damage. The target must succeed on a Strength saving throw or be grappled, held in your jaws until they escape.

Spinosaurus Full Beast Form
1

Spinosaurus Full Beast Form

Transforms the caster into a monstrous Spinosaurus with a jagged sail, elongated jaws, and webbed feet, enhancing strength and aquatic combat abilities for tearing apart enemies or ships in deep water.

Spinosaurus Hybrid Form
2

Spinosaurus Hybrid Form

Transforms the caster into a massive beast with a crocodilian snout, spiny sail-back, long claws, and a powerful tail, granting enhanced strength, amphibious movement, and slashing tail attacks.

Heaven's Verdict
9

Heaven's Verdict

Summons a colossal golden thunderbolt from the upper stratosphere to strike a single target or fortress, dealing massive lightning and force damage and creating a devastating crater or blast zone.

Wrath of the Skyfather
2

Wrath of the Skyfather

You slam both fists into the ground, calling down a rain of divine lightning bolts in a 60-foot radius. Enemies in the area take 6d8 lightning damage and must succeed on a Constitution saving throw or be stunned for 1 round.

Olympian Bolt
3

Olympian Bolt

Summons a colossal lightning bolt that strikes a target within range, dealing massive lightning and thunder damage and causing a fiery explosion on impact. The bolt pierces through giant creatures and can damage or sink ships.

Stormcaller's Wrath
1

Stormcaller's Wrath

Summon bolts of lightning to strike foes, create thunderclaps that stun or deafen, and control fierce winds to push enemies or redirect projectiles. Gain the ability to fly freely through stormy skies while commanding electrical storms.

Zeus Hybrid Form
1

Zeus Hybrid Form

Transforms the caster into a form retaining their human body but with lightning arcing across their skin when angry or excited, enhancing their electrical damage and intimidation.

All-Seeing Field
5

All-Seeing Field

Creates a shimmering field that enhances the perception of all allies within range, granting advantage on Dexterity saving throws, advantage on Wisdom (Perception) checks to detect hidden or invisible creatures, and immunity to being surprised.

Mind-Net
4

Mind-Net

Creates a mental link with anyone who looks into the caster's eyes, enabling telepathic communication and forced memory sharing for the spell's duration.

Eagle's Watch
2

Eagle's Watch

Enhances the caster's vision to see up to 1 mile away with perfect clarity, allowing them to track fast-moving targets or observe battlefield movements. The caster must remain completely still and vulnerable while concentrating on this vision.

360-Degree Awareness
1

360-Degree Awareness

Grants the caster the ability to perceive their surroundings in all directions simultaneously, negating blind spots and granting advantage on perception checks related to sight and awareness of creatures within range.

Mind's Eye Revelation
1

Mind's Eye Revelation

By locking eyes with a target within range, you delve into their memories, emotions, and true thoughts, perceiving them in vivid detail. You also instantly discern if the target is lying, as their body language and mental state betray the truth.

X-Ray Vision
1

X-Ray Vision

Grants the caster the ability to see through any solid object within a range of 30 kilometers, revealing creatures, objects, and terrain hidden behind walls, ships, or natural barriers.

Missile Embrace
2

Missile Embrace

You embrace a creature, transforming your back into a salvo launcher that fires explosive missiles. The missiles deal 8d8 fire damage to the target and knock back all creatures within 15 feet.

Guillotine Kick
3

Guillotine Kick

The caster's legs transform into guillotine-like cleavers, launching a flipping spin attack that deals 4d10 slashing damage. This attack can sever weapons or limbs and bypasses heavy armor's protection.

Chain-Gun Gale
2

Chain-Gun Gale

Both arms transform into rotary cannons, unleashing a rapid-fire barrage in a 15-foot cone. Each target in the area takes 6d6 ballistic damage and suffers disadvantage on Dexterity saving throws and attack rolls until the start of your next turn.

Regeneration of Weapons
1

Regeneration of Weapons

This spell allows the caster to reform a destroyed weapon by channeling their stamina, causing no permanent damage to their flesh during the process. The weapon is restored to its original state, ready for use.

Weapon Morphing
3

Weapon Morphing

Transform a chosen body part into a melee, ranged, or exotic weapon, granting weapon attacks with enhanced damage and special effects for the duration.

Soul Thread Tethers
8

Soul Thread Tethers

Upon touching or kissing a creature, you bind their spirit with a spectral tether. You can pull this tether to deal psychic damage or impose disadvantage on their next attack or saving throw.

Heartbreaker Kiss
4

Heartbreaker Kiss

A deadly kiss that can either charm the target into loyalty or deal heavy psychic damage, potentially rendering them unconscious if severely wounded.

Desire Drain
1

Desire Drain

The caster wraps their wings or tail around a target, whispering beguiling lies or compliments. The target takes necrotic damage and the caster regains half the damage as HP. The target must succeed on a Wisdom saving throw or be charmed for 2 turns.

Kiss of Submission
2

Kiss of Submission

A direct kiss charms the target for 1 minute, making them regard the caster with affectionate fascination. Strong-willed foes can resist the effect with a Wisdom saving throw or by using Haki if available.

Charm Aura
2

Charm Aura

Creates a seductive aura that causes creatures who see or hear you to hesitate, stutter, or question their actions, imposing disadvantage on their next attack or ability check.

Succubus Hybrid Form
2

Succubus Hybrid Form

Transforms the caster into a succubus hybrid, granting bat wings for flight, sharp nails for melee attacks, a sinuous tail, glowing pupils, and an aura that enchants nearby creatures. Enhances strength, agility, and charm for 1 minute.

Succubus's Embrace
1

Succubus's Embrace

Transforms the caster into a demonic seductress with charm-based powers, draining kisses, dreamwalking, and a demonic hybrid form that mesmerizes foes. The form radiates beauty and terror, enabling emotional manipulation and spiritual consumption.

Heaven Breaker
9

Heaven Breaker

Unleashes a vertical column of sky-splitting wind that creates a powerful sonic boom, shattering structures and overwhelming foes with a deafening shockwave.

Vacuum Fist
2

Vacuum Fist

Creates a delayed explosion of compressed air in a 20-foot radius, dealing 4d8 force damage and either knocking targets prone or disarming them. Can be cast silently to set traps that detonate after a delay.

Cyclone Slash
1

Cyclone Slash

Creates a scythe-shaped blast of compressed wind that cuts through steel, dealing heavy slashing damage. The blast can be curved mid-air to strike around obstacles or surprise targets, ignoring cover.

Wind Body
1

Wind Body

Transforms the caster's body into air currents, granting immunity to physical damage except from attacks using Haki, Seastone, or Awakening. The caster can fly with unmatched agility, emit violent bursts or focused streams of wind, and manipulate air pressure to create crushing forces, suction, or slicing wind blades.

Jackpot Collapse
9

Jackpot Collapse

Unleashes a chaotic burst of raw fortune energy in a 30-foot radius. Each creature in the area must roll a d20 to determine a random effect, ranging from full healing and critical hits to explosions, knockouts, or magical disruptions. Effects are unpredictable and can be either beneficial or harmful.

Lucky Strike
1

Lucky Strike

A melee or ranged attack imbued with extreme probability boost, automatically hitting unless blocked by Haki or extreme defenses. Deals 5d10 plus the caster's Charisma modifier in damage, with a 25% chance to become a critical hit.

Fortune's Gambit
1

Fortune's Gambit

This spell subtly shifts luck in the caster's favor, enhancing their chances in uncertain situations, while imposing misfortune on nearby enemies. The caster can bless allies or curse foes, temporarily altering their luck, and gains heightened reflexes that improve dodging and critical timing.

Throne of Thorns
9

Throne of Thorns

Summons a massive crown and throne of hardened blood, surrounding the caster with spear-tipped veins. The caster becomes nearly invulnerable and gains temporary HP equal to the bleeding damage dealt by nearby enemies each turn.

Vampire Bind
1

Vampire Bind

Pulls blood from open wounds to form red shackles that restrain the target and drain their stamina, causing ongoing damage.

Crimson Lance
2

Crimson Lance

Forms a high-pressure spear of hardened blood and launches it like a harpoon, piercing armor and wood with ease. Deals 6d8 piercing damage and causes 2d6 bleeding damage over time unless the target is healed or treated.

Crimson Sovereignty
1

Crimson Sovereignty

Manipulate your own blood to form weapons or shields, control wounded enemies' blood to hinder or harm them, stop bleeding or cause internal ruptures, and sense hidden foes by detecting their blood flow through obstacles.

Bane Spiral Crash
3

Bane Spiral Crash

A powerful downward body slam from great height that creates a shockwave on impact, dealing bludgeoning damage and knocking enemies prone in a 30-foot radius.

Spring Hopper
1

Spring Hopper

The caster coils their legs and launches forward like a bullet, dashing up to 90 feet in a straight line. Upon reaching the target or end of the dash, the caster performs a full-body tackle dealing 4d10 bludgeoning damage and knocking the target back 20 feet. The spell can be used multiple times per turn if the caster rebounds off surfaces.

Spring Limbs
1

Spring Limbs

Transforms the caster's arms and legs into powerful springs, allowing boosted leaps, punches, and mid-air ricochets. The longer the limbs are compressed, the stronger the next launch or strike becomes, and the caster can bounce off surfaces and opponents to gain momentum and unpredictable movement angles.

Chain of Devotion
9

Chain of Devotion

Creates a living collar linking all controlled pets into a hive-mind, allowing them to act as one entity with shared resistances and coordinated attacks.

Heartshock Collar
1

Heartshock Collar

A magical collar that emits a painful psychic pulse when the wearer attempts to resist commands, dealing psychic damage and potentially stunning them.

Gel Collar Creation
1

Gel Collar Creation

You create and hurl a pink living gel collar onto a target's neck, forcing obedience to your commands. The collar overrides free will, compelling the target to follow your orders unless they resist with a strong mind.

Judgment Caldera
9

Judgment Caldera

Opens a massive volcanic rift beneath the battlefield, creating a caldera of pure magma that surges upward, dealing intense fire damage and reshaping the terrain. The heat haze induces panic in those nearby.

Meigo
3

Meigo

A massive magma-infused punch shaped like a snarling dog's head that strikes a target, dealing intense fire and force damage that bypasses most defenses.

Magma Generation
1

Magma Generation

You continuously generate molten lava from your body, shaping it into weapons, fists, or geysers to attack foes, or summon a rain of molten rock from above. The lava deals fire damage and can be controlled to target multiple enemies or create area effects.

Mega Macadamia Meteor
9

Mega Macadamia Meteor

Summons a colossal macadamia nut the size of a house and slams it down at a point within range, dealing massive force damage and reshaping the terrain around the impact site.

Nut Bomb
5

Nut Bomb

Creates an explosive nut that bursts into dozens of razor-sharp shells and spinning fragments, dealing slashing and piercing damage in a 20-foot radius.

Crack Shot
3

Crack Shot

Fires a massive walnut-sized projectile dealing 6d10 bludgeoning damage. The projectile can fracture ships, buildings, or bones. On hitting a surface, it ricochets to 1d6 additional targets.

Nut Barrage
1

Nut Barrage

Fire rapid volleys of small, high-velocity nuts as projectiles that strike with crushing force, dealing bludgeoning damage to a single target within range.

Nut Creation
1

Nut Creation

You summon a handful of nuts from your body or the environment. You can choose raw or roasted, whole or shelled nuts, which can be used as improvised ammunition or food.

String Rebirth
2

String Rebirth

You weave hardened threads through your wounds, temporarily stitching your body to heal damage. The threads hold your flesh together, restoring vitality but fading after a short duration.

Overheat
4

Overheat

A long whip of compressed, flaming string lashes out at high speed, dealing intense fire and slashing damage. The whip can extend up to 300 feet, capable of severing limbs, ships, or structures.

Goshikito
2

Goshikito

You unleash five razor-sharp threads of energy from your fingertips, each acting like a blade that can slice through stone, steel, and most armor. These threads function as melee weapons with extended reach, striking with precision and cutting power.

Parasite
1

Parasite

Fires invisible threads into a target's spinal cord, rendering them a puppet fully under the caster's control for the spell's duration.

Time Rewind
3

Time Rewind

Rewinds time up to 30 seconds within 60 feet, reverting all events except the caster's position and memories. Others forget all that occurred, including deaths. Cannot be used if the caster is unconscious or dead. Usable once per hour or per long rest.

Time Leap
1

Time Leap

Teleport yourself forward in time to a chosen moment within the next 10 minutes to 10 years. You reappear at the selected time with no memory loss; time passes normally in the world during the leap. Cannot travel backward in time.

Verdant Extinction
9

Verdant Extinction

The caster coils in the air, then dives, releasing a spiral beam of green fire that burns away physical and spiritual corruption, igniting the souls of enemies.

Celestial Immolation
6

Celestial Immolation

Summon a storm of falling jade meteors in a 100-foot radius, dealing 10d10 fire and radiant damage and turning the terrain into glowing, unstable crystal that hampers movement.

Jade Shatter Fang
3

Jade Shatter Fang

A bite infused with concentrated crystal flame that deals heavy fire and radiant damage, bypassing most resistances. It also dispels temporary magical barriers or illusions on enemies hit.

Crystal Blaze
1

Crystal Blaze

You exhale a 60-foot cone of burning crystalline fire that deals searing fire and slashing damage. Targets failing a Dexterity saving throw suffer the Glass Burn condition, imposing disadvantage on their next action and making their armor brittle.

Jade Dragon Hybrid Form
1

Jade Dragon Hybrid Form

Transforms the caster into a towering humanoid with jade dragon armor plating, crystal claws, glowing gemstone eyes, and flame mist tendrils. Grants high speed, enhanced defense, and the ability to channel fire through melee attacks or a breath weapon.

Full Jaded Dragon Form
1

Full Jaded Dragon Form

Transforms the caster into a serpentine dragon with jade-green scales, crystal antlers, and light wings that refract reality, leaving shimmering ash and heat in their wake.

Martyr's Purge: Walking Judgment
9

Martyr's Purge: Walking Judgment

The caster glows golden and stomps forward with divine fury, becoming unstoppable for 3 rounds as all attacks phase off their shell or body. At the end, they unleash a roar that purges the land in a 400-ft radius holy firestorm, dealing radiant and poison damage.

Divine Mass Crush
4

Divine Mass Crush

Summons a massive divine force that pins a target under its weight, dealing 4d12 force damage each round. The target must succeed on a Strength saving throw each round to break free or continue to be crushed.

Spiral Mace Tail
2

Spiral Mace Tail

The caster's tail spins rapidly, striking enemies like a spiked morning star. It deals force damage, knocks targets back 20 feet, and can stun them on a failed Strength save.

Blessed Devourer
4

Blessed Devourer

A bite charged with ancient magic that purifies through destruction. Deals 6d12 slashing and radiant damage, ignoring most magical resistances. Targets judged by the caster to have committed major sins or crimes take double damage.

Sanctified Blight
2

Sanctified Blight

You exhale a white-green firecloud of divine toxin that deals fire and poison damage, melts stone, and is especially potent against undead and corrupted creatures. Targets failing a Constitution save are poisoned for 1 minute.

Tarasque Hybrid Form
2

Tarasque Hybrid Form

Transforms the caster into a towering humanoid with dragon claws, a scaled shell, horned helmet-like growths, and a serpent tail, enhancing defense and melee combat prowess.

Full Tarasque Form
1

Full Tarasque Form

Transforms the caster into a colossal turtle-dragon with a spiked iron shell, lion-like head that breathes corrosive holy fire, and a tail capable of crushing buildings. Movement is slow, and each step causes the ground to quake, damaging nearby enemies.

Yule Cataclysm: Sack of 1,000 Sinners
9

Yule Cataclysm: Sack of 1,000 Sinners

The caster opens a sack, unleashing a whirlwind of demonic toys, knives, and frozen claws in a 100-foot radius. Targets must save or be pulled into nightmare dimension fragments for 2 turns.

Cursed Sack
4

Cursed Sack

You open a demonic sack and attempt to pull a target into a hellish pocket dimension. The target must succeed on a DC 18 Dexterity or Wisdom saving throw (your choice) or be trapped for 1d4 rounds. Upon return, the target takes 6d6 psychic damage and has disadvantage on Charisma-based rolls for 1 hour.

Frozen Whip: Birchlash
4

Frozen Whip: Birchlash

You conjure a birch branch made of black ice and lash it in a 20-foot cone, dealing slashing damage and potentially causing guilt burn that imposes disadvantage on the target's next action.

Sin Chains
1

Sin Chains

Chains erupt from the caster's arms or shadow, binding targets in place. Targets must succeed on a DC 17 Strength saving throw or become restrained. Each round the chains tighten, dealing 4d6 necrotic and 2d6 cold damage. Liars, thieves, or morally corrupt targets take extra damage from the chains.

Krampus Hybrid Form
2

Krampus Hybrid Form

Transforms the caster into a demonic humanoid with horns, fanged grin, furred limbs, and chained arms, gaining enhanced strength, stealth, and magical punishment powers. Grants Haki-enhanced chains for melee attacks, cold-based spells, and an aura that instills fear in enemies.

Full Krampus Form
1

Full Krampus Form

Transforms the caster into a towering beast with goat legs, matted black fur, serpentine tongue, massive claws, and twisting horns. The form emits a chilling aura that lowers morale and weakens enemies who have committed sins, and grants the caster a spiked bundle of birch branches and a cursed sack to trap foes or spirits.

Omenstorm
4

Omenstorm

A cyclone of glowing moths erupts from the caster, enveloping the battlefield. Targets within the area must make a DC 18 Constitution saving throw or take 6d10 psychic and necrotic damage and be stunned for 1 round.

Omen Glare
3

Omen Glare

Your eyes glow deep red, forcing a target to experience a brief hallucination of their death or failure. The target must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. If the target fails the save by 5 or more, it also suffers disadvantage on its next attack roll or saving throw.

Mothman Hybrid Form
2

Mothman Hybrid Form

Transforms the caster into a humanoid with moth wings, antennae, glowing compound eyes, and clawed digits, granting flight, enhanced agility, psychic tremorsense, and the ability to invoke supernatural fear or illusions.

Full Mothman Form
1

Full Mothman Form

Transforms the caster into a tall, humanoid insect with massive dark wings, luminescent red eyes, and velvet-black scales. The caster glides silently, distorting air currents and scattering particles that cause confusion and dread in nearby creatures.

Judgment Cerberus: Chains of Hades
6

Judgment Cerberus: Chains of Hades

The caster roars, summoning flaming chains from the ground that lash out in all directions, dealing fire and force damage and binding targets for 2 rounds unless they succeed on a Strength saving throw.

Hellgate Maw
7

Hellgate Maw

A terrifying attack where three spectral heads simultaneously devour a target's soul, dealing heavy necrotic damage and potentially banishing them to the underworld for 3 rounds on a failed Charisma save.

Soul Fang Rend
4

Soul Fang Rend

A spectral bite that ignores armor and directly targets the enemy's spirit, dealing necrotic damage and potentially cursing the target to prevent HP recovery for 1 round.

Infernal Howl
1

Infernal Howl

All three heads unleash a unified roar that sends out a shockwave of fear and heat, frightening enemies and dealing fire and thunder damage.

Cerberus Hybrid Form
2

Cerberus Hybrid Form

Transforms the caster into a massive ogre-like creature with three heads, enhanced senses, superior regeneration, and a fiery tail. Each head can attack or speak independently, granting a psychological edge in combat and interrogation.

Full Cerberus Form
1

Full Cerberus Form

Transforms the caster into a massive three-headed hound with black smoke-like fur and hellfire eyes. Each head can bite, breathe flame, or intimidate, while the form grants immense strength to tear steel, crush stone, and leap great distances.

Divine Dismissal: Purgatory Palm
9

Divine Dismissal: Purgatory Palm

The caster slams both paws forward, unleashing a powerful force wave that repels all enemies outward up to 1 mile away, dealing heavy force damage and restricting their return unless they can fly or teleport for 3 rounds.

Pain Transfer
4

Pain Transfer

You transfer the pain and fatigue from one ally to yourself or another creature within range. The pain manifests as a glowing bubble that can be held or pushed to the recipient, potentially incapacitating them but relieving the original target.

Paw Cannon
3

Paw Cannon

The caster unleashes up to 5 rapid paw-shaped air blasts per round, each dealing 4d6 force damage and knocking the target back 15 feet.

Ursus Shock
2

Ursus Shock

Kuma compresses air between his paws into a dense pressure bomb, then releases it as a massive concussive blast dealing force damage in a 60-foot radius, capable of devastating structures and creatures alike.

Burden Bubble
1

Burden Bubble

You create a shimmering bubble that extracts pain, fatigue, or mental burdens from a creature within range. You can either repel the bubble away, causing the target to gain temporary relief, or transfer the bubble to another creature, shifting the burden to them.

Paw Teleportation
1

Paw Teleportation

You push a creature through the air, teleporting them up to halfway across the world. The target vanishes for 2 to 3 days before reappearing at the chosen destination.

Repel Anything
1

Repel Anything

You create a versatile repulsion field that can push away attacks, creatures, and objects. You can use it to travel at high speed by repelling air, redirect incoming projectiles or explosions, and reduce damage by repelling it from yourself or others.

Nuclear Sundown
9

Nuclear Sundown

Creates a mini sun of unstable matter that detonates after 3 seconds, dealing massive radiant and fire damage in a 500-foot radius, vaporizing terrain and leaving radioactive fallout that persists for hours. Even awakened Logia users must make Constitution saves against the blast.

Radiant Core
3

Radiant Core

You compress atoms into a glowing sphere and detonate it, causing a radiant explosion that blinds and burns enemies, leaving glowing fallout for 1 minute.

Radioactive Energy Blast
1

Radioactive Energy Blast

You unleash a concentrated blast of nuclear-style energy at a target within range, dealing intense radiant and necrotic damage and potentially poisoning them with radiation.

Atomic Rearrangement
1

Atomic Rearrangement

Allows the caster to alter the atomic structure of a material they touch, transforming it into another substance of equal mass and volume, such as turning iron into carbon or toxic gas into breathable air.

World-Drinker Fang: Blue Cataclysm
9

World-Drinker Fang: Blue Cataclysm

Kaido summons a titanic, coiling flame-dragon that wraps around the battlefield and dives from the sky, dealing massive fire and force damage. The spell destroys terrain and knocks foes unconscious on a failed DC 20 saving throw.

Roaring Thunder Bagua
7

Roaring Thunder Bagua

A powerful kanabo strike infused with Advanced Armament and Conqueror's Haki, dealing massive damage and potentially stunning the target on a failed Constitution save.

Demolition Gust
4

Demolition Gust

Unleashes a sharp wind blade by swiping the air with claws or wings, dealing heavy slashing damage and potentially knocking targets back with bleeding effects.

Flame Clouds
1

Flame Clouds

Creates floating flame clouds that levitate the caster and structures, allowing flight and shifting the battlefield's vertical axis. Enemies within the area must succeed on a saving throw or be thrown off balance, potentially falling prone.

Bolo Breath
1

Bolo Breath

Fires a colossal beam of condensed fire from the mouth, dealing massive damage and causing ongoing burning if the target fails a Dexterity saving throw.

Azure Dragon Hybrid Form
2

Azure Dragon Hybrid Form

Transforms the caster into a giant humanoid with scaled skin, claws, fangs, dragon horns, and blazing eyes, combining human combat skill with draconic toughness and elemental shockwave attacks.

Full Dragon Form
1

Full Dragon Form

Transforms the caster into a colossal azure dragon with flight, a durable hide, and multiple elemental breath attacks, allowing them to dominate the battlefield from the sky.

Cataclysm Break
9

Cataclysm Break

The caster slams both fists together, unleashing a devastating 300-foot line shockwave that deals massive force damage and transforms the terrain into impassable rubble, causing nearby mountains to collapse and sea levels to shift.

Tremor Dome
2

Tremor Dome

Slams the ground, sending shockwaves in a 60-ft radius, dealing force damage and causing structures to collapse, creating unstable terrain.

Gekishin Ken
2

Gekishin Ken

A punch imbued with tremor energy that releases a shockwave cone in the air, dealing force damage and potentially stunning and throwing enemies.

Tremor Generation
1

Tremor Generation

You create a shockwave emanating from your body or weapon, causing the ground to tremble and potentially knocking enemies prone within range.

Heaven’s Pulse: Wrath of 1 Billion Volts
9

Heaven’s Pulse: Wrath of 1 Billion Volts

Enel summons a devastating beam of lightning from celestial or moon-driven storms, unleashing a torrent of electrical energy that vaporizes mountains or ships instantly. This spell ignores lightning resistance unless countered by advanced Haki or legendary materials.

Raigo
4

Raigo

Summons a colossal sphere of black storm clouds charged with divine lightning, unleashing devastating city-wide destruction. The sphere vaporizes terrain on contact and instantly kills normal humans without protection.

El Thor
3

El Thor

You call down a massive bolt of divine lightning from the sky or your hand, dealing heavy lightning damage. The lightning can be focused on a single target or spread to cover a wide area, melting stone and steel. Targets must make a DC 18 Constitution saving throw or be paralyzed for 1 round.

Lightning Travel
1

Lightning Travel

You transform into a bolt of lightning, teleporting instantly through metal objects, wires, or clouds within range. You can move to any visible location connected by these conductive paths, bypassing obstacles and terrain.

Lightning Generation
1

Lightning Generation

You conjure a crackling bolt of lightning that streaks toward a target within range, dealing electric damage. At higher levels, you can unleash an electric wave that damages all creatures in a cone or summon a localized storm that hampers movement and deals ongoing lightning damage.

Tunnel Ambush
3

Tunnel Ambush

The caster rapidly tunnels underground and bursts out, causing a shockwave. Targets in a 10-foot radius must make a DC 14 Dexterity saving throw or take 3d10 bludgeoning damage and be knocked prone.

Worker's Grip
1

Worker's Grip

You clamp down with your mandibles or arms to grapple an opponent with advantage. Grappled foes take 2d8 bludgeoning damage per round and are pinned until they succeed on a DC Strength saving throw.

Ant Hybrid Form
2

Ant Hybrid Form

Transforms the caster into a humanoid insectoid form with an armored carapace, enhanced mandibles, multi-jointed limbs, and clawed feet, granting increased strength, stamina, and the ability to cling to walls or ceilings. The caster's abdomen releases alarm pheromones that either buff nearby allies or mark enemies for advantage on attacks.

Full Ant Form
1

Full Ant Form

Transforms the caster into a large ant, gaining enhanced strength for lifting and digging, powerful jaw bite attacks, and pincers for grappling. The caster can communicate with allies through pheromones, enabling coordinated teamwork.

Motherly Wrath
2

Motherly Wrath

Commands all nearby Homies to strike a single target up to three times, each hit dealing 2d8 plus elemental damage based on Homie type.

Soulstorm Strike
2

Soulstorm Strike

Infuse your weapon with stolen soul energy, releasing a blast that deals 6d6 necrotic damage plus 3d6 fire or lightning damage based on your choice. Enemies within 30 feet must succeed on a DC 16 Wisdom save or become frightened.

Homie Creation
1

Homie Creation

You infuse a non-magical object or natural element with soul shards, animating it into a Homie that obeys your commands for up to 1 hour. The Homie has basic movement and attack capabilities based on the object's nature and acts on your initiative.

Lifespan Theft
1

Lifespan Theft

You invoke a terrifying force that pulls years from a creature's soul. The target must succeed on a DC 17 Wisdom saving throw or lose 10 to 50 years of their lifespan, aging rapidly and suffering the associated physical toll.

Punk Overlord
7

Punk Overlord

Conjures a towering mech-like titan of magnetic debris and weapons that fights for you. Each melee attack emits a shockwave of force, and you can launch arm segments as ranged missiles.

Punk Slam Vise
3

Punk Slam Vise

Magnetizes both sides of an enemy's armor or weapon, crushing them between two massive metal fists, dealing force and bludgeoning damage. Can disarm or immobilize enemies wearing heavy armor.

Punk Gibson
1

Punk Gibson

You conjure a giant metal hand that swings down like a massive hammer, dealing heavy bludgeoning damage and potentially stunning the target if they fail a Strength saving throw. Effective against armored foes, constructs, and structures.

Magnetic Armor
1

Magnetic Armor

Surrounds the caster with a suit of armored exoskeleton made from metal debris, increasing strength, defense, and reach for the duration.

Magnetic Control
1

Magnetic Control

Magnetize metal objects within range, allowing you to summon weapons, hurl scrap as projectiles, or form massive metal constructs for defense or attack.

Divine Spear: Solar Judgement
9

Divine Spear: Solar Judgement

The caster summons a concentrated beam of blinding solar energy from the sky, dealing massive radiant damage and causing blindness and burning effects. The beam can scorch through large structures like ships, towers, or mountains.

Light Kick
5

Light Kick

The caster propels themselves forward at the speed of light, delivering a powerful kick that deals force and radiant damage, creates shockwaves, and can launch targets or destroy large structures.

Ama no Murakumo
2

Ama no Murakumo

Conjures a radiant sword of pure light that deals 5d10 radiant slashing damage. The blade ignores non-Haki defenses and can cleave through metal armor and weapons.

Laser Generation
1

Laser Generation

You conjure a concentrated beam of light that can burn, explode, or pierce a target with precision and massive destructive force. Choose one effect when casting: burn deals continuous fire damage, explode causes an area blast, pierce ignores some armor for precise damage.

Touch-to-Toy Transformation
1

Touch-to-Toy Transformation

Transforms a touched living being into a toy, altering their size and shape but retaining consciousness and personality. The victim is forgotten by all who knew them, and must obey the caster's commands until released or the caster is incapacitated.

Crash Warp
2

Crash Warp

Teleports a heavy object or enemy at high speed into a target, dealing 4d10 bludgeoning damage from the impact's velocity.

Self-Warp
1

Self-Warp

Instantly teleport yourself to any unoccupied space within 100 meters. Can be used once every 3 seconds, equivalent to a bonus action in combat.

Instant Warp
1

Instant Warp

You touch a creature or object and instantly teleport it to a location within 100 meters that you can see or have previously marked.

Ultimate Attack Cycle Crush
8

Ultimate Attack Cycle Crush

Slams a target, cleansing all poisons, diseases, and corruption, then triggers a radiant explosion dealing 6d12 radiant damage to enemies and healing allies within range.

Awakened Form – Scarab of Rebirth
9

Awakened Form – Scarab of Rebirth

Transforms the caster into a divine avatar of decay and renewal, glowing with sunfire iridescence. Revives dead terrain with plant growth and converts toxins into healing zones. Creates 30-ft Rebirth Domes where allies regain HP and enemies take radiant damage each round. Summons a colossal scarab construct from corrupted debris to fight alongside the caster.

Decay Recycle
2

Decay Recycle

Touch a contaminated surface or corpse to absorb lingering death, waste, or poison, healing 3d8 HP and purging nearby allies of poison or disease. In combat, converts poison attacks into a +2 Strength buff for 1 minute.

Dungforge Ram
2

Dungforge Ram

You charge forward with a horned strike, absorbing nearby rot, debris, or poisons into your body and converting them into kinetic energy. On a hit, you deal 3d10 bludgeoning and 2d8 radiant damage. Targets hit must make a DC 15 Constitution saving throw or become nauseated, suffering disadvantage on attacks for 1 turn.

Scarb Beetle Hybrid Form
2

Scarb Beetle Hybrid Form

Transforms the caster into a humanoid with enhanced carapace armor, a thick horn on the forehead, beetle wings, and clawed hands. The body glows faintly with shifting rainbow tones that adapt to conditions, hardening armor, shedding toxins, or deflecting heat.

Full Beast Form – Rainbow Scarab
1

Full Beast Form – Rainbow Scarab

Transforms the caster into a massive 12-foot iridescent beetle with a rainbow-reflective carapace and a digging horn. Gains enhanced durability, burrowing speed, and the ability to consume rot, waste, or poison to generate a restorative aura or explosive energy. Can unfurl wing covers to emit blinding flashes of light, dazzling nearby foes.

Eternal Sables Execution
9

Eternal Sables Execution

Summons a colossal sandstorm vortex covering a wide battlefield, dealing 6d10 bludgeoning and 4d6 dehydration damage to all enemies each round. Visibility is reduced to zero, pierced only by Observation Haki.

Sables
3

Sables

Summons a twisting sandstorm in a 60-foot line that deals bludgeoning damage, obscures vision, and imposes disadvantage on ranged attacks. The storm can absorb fire or poison elements, carrying them along to add their effects.

Desert Girasole
1

Desert Girasole

Transforms a 20-foot radius area of ground into quicksand. Creatures in the area must succeed on a DC 15 Strength saving throw or become restrained and begin sinking, taking 2d6 bludgeoning damage at the start of their turns until they escape.

Dehydration Touch
1

Dehydration Touch

With a touch of the right hand, this spell drains moisture from a target, causing creatures, plants, or structures to become brittle and dried out, potentially leading to damage or impaired function.

Sandstorm Surge
1

Sandstorm Surge

You create a swirling surge of sand from your body, launching it at enemies to damage and potentially blind them, or burying a targeted area to hinder movement and visibility.

Great Oven of Gluttony
7

Great Oven of Gluttony

Transforms the environment into cookie-based terrain, creating slippery, soft, or brittle cookie zones that hinder enemies. Summons intelligent cookie golems armed with frosting weapons and candy armor to fight alongside the caster.

Sugar Core Recovery
3

Sugar Core Recovery

When reduced to 0 HP, the caster shatters into cookie chunks and can absorb nearby sugar-based food or crumbs to instantly regain 25% of their maximum HP and stand up. This effect can be used once per long rest as an emergency auto-heal.

Snap Shield
1

Snap Shield

Instantly conjures a solid cookie shield that appears in front of an incoming attack, reducing damage by absorbing the impact. The shield can crumble harmlessly to absorb explosive force or harden to block melee weapons.

Cookie Replication
1

Cookie Replication

Creates up to three cookie dough clones of the caster that mimic their appearance and actions. Clones crumble and disappear when hit with a strong impact, serving primarily as deceptive distractions.

Cookie Generation
1

Cookie Generation

You conjure cookies from any surface, including your own body. The cookies can be either hard or soft, chosen at casting, and can be used as nourishment or improvised tools.

Full Field Vector
9

Full Field Vector

Gunko transforms the battlefield into a vector-dynamic grid, controlling gravity, flight paths, and impact directions. She can fire homing arrows that track targets based on predicted motion, use any surface as a launch pad, and create vector suppression zones that halt all movement. Her ultimate attack, Arrowstorm Collapse, fires dozens of arrows in all directions, pulling tagged enemies into a single point before blasting them outward at lethal speeds.

Burststep Arrow
2

Burststep Arrow

Places a magical arrow on a creature, allowing them to instantly dash 60 feet in a chosen direction, ignoring terrain. If used offensively, the next attack has advantage; if used defensively to dodge, the target gains +5 AC until the start of their next turn.

Vector Shot
1

Vector Shot

You fire a magical arrow that strikes a target, forcing them to move 30 feet in the direction of the shot and dealing bludgeoning damage if they fail a saving throw.

Arrow Manifestation
1

Arrow Manifestation

You create glowing, floating arrows that exert directional force on targets. You place an arrow with a gesture or touch, choosing its direction and magnitude, which scales with your spellcasting ability. Arrows can activate instantly or be delayed like traps. Effects include launching targets, accelerating or slowing movement, reversing momentum, or suspending motion. Multiple arrows can overlap to combine effects, such as extreme launches or curved trajectories.

R-Room (Reversal Room)
8

R-Room (Reversal Room)

Creates a 30-foot radius zone where gravity and movement are distorted. Enemies must succeed on a DC 16 Dexterity saving throw at the start of their turn or be thrown 20 feet in a random direction and become disoriented, causing disadvantage on attack rolls and ability checks until their next turn.

K-Room Blade
8

K-Room Blade

Law coats his sword in spatial energy, allowing his strikes to phase through armor and explode internally on impact. Each hit deals force damage and disables the target's internal organs, rendering them incapacitated for 1 turn.

Perennial Youth Surgery
9

Perennial Youth Surgery

Grants eternal youth to a willing creature, halting their aging process permanently. The caster sacrifices their own life to perform the ritual, which cannot be undone.

Gamma Knife
5

Gamma Knife

Sends high-frequency energy blades into a target's organs, dealing internal force damage that bypasses outer defenses. Targets must succeed on a DC 16 Constitution save or be incapacitated for 1 round.

Injection Shot
2

Injection Shot

A high-speed, penetrating thrust coated in Haki and spatial force that deals piercing and force damage. This attack ignores normal armor and can bypass shields or Logia intangibility if Haki is applied.

Tact
1

Tact

You telekinetically lift and hurl objects within the room with precise control. Can target large objects such as ships, rocks, or buildings, dealing bludgeoning damage scaled by the object's size.

Shambles
1

Shambles

Instantly swaps the positions of two creatures or objects within the same room, allowing for tactical repositioning, dodging, or offensive maneuvers such as placing a weapon in an enemy's path.

Room
1

Room

You create a blue spherical zone centered on yourself with a radius of 60 feet. Within this zone, you can manipulate space to non-lethally dismember and reassemble creatures, teleport yourself or others, switch positions of objects or creatures, extract organs or souls, and slice through anything with your weapon unless blocked by magical defenses.

Serpent Coil Crush
2

Serpent Coil Crush

The caster wraps their body around one or more foes, attempting to grapple and crush them. Targets must succeed on a DC 16 Strength saving throw or become restrained. Restrained targets take 3d10 bludgeoning damage at the start of each of their turns. The caster can drag restrained enemies as they move.

Venom Snap
1

Venom Snap

A lightning-fast melee bite that deals piercing and poison damage. The target must make a Constitution saving throw or be paralyzed and suffer ongoing poison damage.

Hybrid Form – Serpent Warrior
2

Hybrid Form – Serpent Warrior

Transforms the caster into a tall, serpentine humanoid with elongated arms ending in talons and venomous fangs, a flared cobra hood, reptilian eyes, and a long tail for striking or coiling movement.

Full Beast Form – King Cobra
1

Full Beast Form – King Cobra

Transform into a massive 35-40 feet long king cobra with black-gold scales and a wing-like hood. Gain blinding striking speed, enhanced flexibility, a deadly constriction grip, a paralyzing venomous bite, and an intimidating hood flare.

Greater Healing
7

Greater Healing

A powerful healing spell that restores a significant amount of hit points to a single creature within range.

Power Word Kill
9

Power Word Kill

Utter a single word of power that instantly kills one creature with 100 hit points or fewer. No saving throw is allowed, but the spell fails if the target has more than 100 hit points.

Death Finger
6

Death Finger

You point a finger at a creature within range, unleashing a necrotic blast that deals damage and may paralyze the target if they fail a Constitution saving throw.

Chain of Lightning
5

Chain of Lightning

A bolt of lightning arcs from you to a target within range, then leaps to additional targets within 10 feet of the last, up to three targets total. Each target must make a Dexterity saving throw or take lightning damage, half on a successful save.

Cone of Cold
6

Cone of Cold

A frigid blast of cold air erupts from your hands in a 60-foot cone, dealing heavy cold damage to creatures caught within the area and potentially slowing their movement.

Fireball
3

Fireball

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame, dealing fire damage to creatures in the area.

Cursed Cathedral
8

Cursed Cathedral

Creates a massive ghostly dome filled with shrieking spirits. Enemies inside suffer effects similar to multiple Negative Hollows, while the caster floats intangibly, controlling ghost limbs and causing explosive hollows.

Queen of Woe
8

Queen of Woe

You awaken the spectral power of the Horo Horo no Mi, creating a 60-foot radius field of despair. Enemies in the area have disadvantage on attack rolls and saving throws against fear. At the start of each of their turns, they must succeed on a DC 16 Wisdom saving throw or become emotionally crippled, losing reactions and bonus actions, and having their movement halved until the start of their next turn.

Exploding Hollows
3

Exploding Hollows

Summon round, giggling ghostly orbs that detonate on impact, dealing force damage in a 10-foot radius. Can target objects or be grouped for swarm attacks.

Mini Hollows
1

Mini Hollows

Summons small, silent ghostly scouts that can pass through walls and record sounds. They remain invisible to normal sight unless the user infuses them with Haki, allowing limited visibility.

Negative Hollows
1

Negative Hollows

You summon ghostly apparitions that fly through enemies, overwhelming them with intense feelings of depression, self-loathing, and apathy. Targets must succeed on a Wisdom saving throw or be stunned, collapsing and mumbling self-insults.

Arcane Infusion
2

Arcane Infusion

Channels raw magic into an item or creature, granting a temporary magical property for 10 minutes. Infuse Object: Weapon gains +1 to hit and 2d6 arcane damage; Armor grants resistance to fire or lightning; Tool glows, hovers, or gains semi-awareness. Infuse Creature: Grants a magical aura like fire claws, levitation, or elemental bursts on attacks, adds +2 to a chosen saving throw, or causes mutations such as glowing eyes, spectral wings, or floating runes. Only one infusion active at a time; recasting ends previous infusion.

Maji Curse: Goblinization
1

Maji Curse: Goblinization

You curse a target within 60 feet, attempting to transform them into a shriveled goblin for 1 minute. On a failed DC 16 Wisdom save, the target's size is reduced by one category, their Strength and Intelligence are reduced to one-third, weapons shrink, they cannot cast spells or use special attacks, and their speech becomes garbled nonsense. On a successful save, the target takes 2d8 psychic damage instead. This spell cannot affect Haki users or Mythical Zoans unless they are weakened or off guard.

Ochenta Fleurs: Cuatro Mano Shock
2

Ochenta Fleurs: Cuatro Mano Shock

Summons 4 massive Haki-reinforced arms that each make a melee strike dealing 2d10 force damage. The arms can shatter stone and parry large weapons, providing both offensive and defensive utility.

Treinta Fleurs: Clutch
1

Treinta Fleurs: Clutch

Blooms 30 spectral arms on a target's body, grappling and restraining them. The arms twist tightly, dealing bludgeoning damage and potentially knocking the target unconscious if they fail a Strength save.

Sensory Blooming
1

Sensory Blooming

You cause a bloom of sensory organs (ears or eyes) to sprout on a surface within range, allowing you to see or hear through walls as if you were there. The sensory bloom lasts for up to 1 hour or until dismissed.

Limb Replication
1

Limb Replication

You cause limbs or sensory organs to bloom on a surface within 30 feet, creating functional arms, legs, eyes, or ears that last for 1 minute. These replicated limbs can perform simple tasks or provide sensory input as appropriate.

Soul Echo Slash
1

Soul Echo Slash

Channels soul energy through a sword to strike a target's soul, bypassing some physical defenses. Deals 3d6 psychic damage and forces a Wisdom saving throw or the target is stunned for 1 turn.

Weightless Body
1

Weightless Body

Grants the target a weightless state for 1 hour, allowing them to walk on water, leap great distances, and negating the need for food or water during this time.

Soul Projection
1

Soul Projection

Allows the caster to leave their body as a ghostly form, enabling flight and passage through walls to scout areas safely for up to 10 minutes.

Shriek of the Dead Moon
2

Shriek of the Dead Moon

Unleashes a banshee-like sonic scream in a 60-foot cone, dealing thunder damage and potentially stunning and deafening enemies. Fragile objects like glass within the area shatter from the intense sound.

Crimson Fang
1

Crimson Fang

You bite a creature within melee range, dealing piercing and necrotic damage. You regain hit points equal to half the necrotic damage dealt. The target must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Hybrid Form – The Pale Horror
2

Hybrid Form – The Pale Horror

Transforms the caster into a tall, regal vampire with bat-like ears, claws, sharp fangs, black wings, and pale gray skin, blending social charm with monstrous power. Grants enhanced strength, speed, charm abilities, and blood regeneration, with increased potency in darkness or at night.

Carousel Crash
1

Carousel Crash

The caster detaches their torso and spins their arms like helicopter blades, charging forward in a 10-foot cone. Creatures in the cone take slashing damage and may be knocked prone and disoriented.

Buggy Bullet
1

Buggy Bullet

You detach your fist and launch it like a cannonball punch that can curve midair around obstacles to strike a target within range.

Detached Limb Control
1

Detached Limb Control

Allows the caster to detach any body part except feet, which floats and moves within 200 meters. Detached parts are immune to pain, unaffected by slashing attacks, and can be used for multipoint attacks, distractions, or surveillance. The caster can instantly reform detached parts at will, even mid-action.

Warding Bite
2

Warding Bite

A divine bite that silences hostile or evil targets for 1 turn and deals radiant damage on a critical hit.

Phantom Rush
2

Phantom Rush

The caster creates three fiery afterimages that simultaneously strike up to three targets within 30 feet, each dealing 3d10 fire and radiant damage.

Divine Hunt Incarnate
3

Divine Hunt Incarnate

Transforms the caster into a spectral guardian deity resembling a luminous wolf with divine flame streaks, phasing between material and spiritual realms. Grants doubled movement speed, immunity to fire and non-haki fear effects, attacks that cause spiritual burn dealing 1d8 radiant damage over 3 turns, and ability to pass through non-hardened physical barriers.

Iron Skull Blitz
2

Iron Skull Blitz

The caster leaps forward, spinning midair to deliver a powerful downward headbutt. On impact, it deals heavy bludgeoning damage and creates a shockwave in a 10-foot radius.

Dome Breaker
1

Dome Breaker

The caster charges forward in a 20-foot line, striking enemies with a powerful headbutt that deals bludgeoning damage, potentially knocking them prone and disarming them. The impact also cracks stone and weak walls in the path.

Pachycephalosaurus Hybrid Form
2

Pachycephalosaurus Hybrid Form

Transforms the caster into a hybrid form with massive dinosaur legs, tail, and a reinforced dome skull, granting immense speed while charging, enhanced strength, and the ability to knock down large enemies. The form allows quadruped-optional movement for rapid starts and tight turns, perfect for martial-arts-style combos using headbutts, low kicks, and momentum reversals.

Pachycephalosaurus Form
1

Pachycephalosaurus Form

Transforms the caster into a 15-foot tall Pachycephalosaurus, granting immense speed on charge, a nearly unbreakable skull, and the ability to knock down large enemies with momentum. The form allows optional quadrupedal movement for rapid starts and tight turns.

Culling Plume of the Royal Lake
1

Culling Plume of the Royal Lake

The caster spreads their wings wide, emitting a pulse of royal pressure in a 60-foot radius. Enemies must make a DC 17 Wisdom save or suffer effects based on their challenge rating: CR 3 or lower fall unconscious, CR 4-6 are stunned until their next turn, CR 7+ lose their next reaction and attack with disadvantage for one round. The ground cracks and feathers hover like blades around the caster.

Flame Cut Waltz
1

Flame Cut Waltz

You dash through multiple enemies within 30 feet, spinning in a one-legged pirouette with your leg coated in Armament Haki. Make up to 3 melee attacks, each dealing slashing and force damage. If all 3 attacks hit, the final strike releases a shockwave dealing force damage to nearby enemies.

Tori Tori no Mi, Model: Flamingo - Awakening
3

Tori Tori no Mi, Model: Flamingo - Awakening

Transform into a dazzling apex predator with elongated, razor-sharp legs and reflective pink feather blades. Gain enhanced speed, precision, and control over the battlefield with rhythmic shockwaves and slicing feather arcs.

Hormonal Drain
3

Hormonal Drain

You sap the target's vitality by draining their hormonal energy, causing weakness and disorientation. The target must make a Constitution saving throw or take necrotic damage and have disadvantage on attack rolls and ability checks until the start of your next turn.

Hormonal Might
2

Hormonal Might

You surge your muscles with a potent hormonal boost, enhancing your physical strength. For the duration, your melee weapon attacks deal extra force damage, and you gain advantage on Strength checks and saving throws.

Hormone Shift
1

Hormone Shift

This spell temporarily alters the target's gender characteristics by magically shifting their hormonal balance, causing physical and minor behavioral changes consistent with the opposite gender.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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