Straw Hat Collection
Here are an assorted collection of items spells and feats inspired by One Piece.
Weathervane Rod
Quarterstaff, very rare (requires attunement by a spellcaster)
This staff has 7 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it.
While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. The staff regains 1d4 charges daily at Dawn.
| Spell | Charge Cost |
|---|---|
| Fog Cloud | 1 |
| Warding Wind | 2 |
| Daylight | 3 |
| Call Lightning | 4 |
| Storm Sphere | 5 |
| Control Winds | 6 |
Romantic Fighter
Origin Feat
You gain the following benefits
You have Disadvantage on saving throws made to avoid being Charmed.
The first time you hit a creature with an Unarmed Strike on your turn, if that creature has damaged one of your allies since the end of your last turn, you can deal an additional 1d6 Fire damage to them.
Flowering Palms
Level 3 Conjuration (Warlock, Wizard)
Casting Time: Action
Range: 60 feet
Components: V, S
Duration: Concentration, up to 1 minute
When you cast this spell, you can create five arms which emerge from any creatures or objects within range. You can interact with any creature or object which is within 5 feet of an arm that you create in this way.
As a Bonus Action on your turn you can force a creature within 5 feet of an arm that you created via this spell to make a Strength saving throw or else take 3d6 Bludgeoning damage and have their movement speed reduced to zero until they succeed on a Strength saving throw at the end of their turn. At the beginning of each turn a creature spends affected in this way, they take 1d6 Bludgeoning damage.
The arms that you create via this spell are linked to you. Creatures within 5 feet of an arm can make attack rolls against it and deal damage to you.
Casting at Higher-Levels. The number of arms you create increases by 2 for each spell slot level above 3.
Cyborg Fist
Wonderous Item, rare (requires attunement)
You gain a +1 bonus to the attack and damage rolls of your unarmed strikes while you are wearing this gauntlet. Additionally, you can roll 1d8 in place of the normal damage of your unarmed strikes.
As an Action on your turn you can fire a laser from this gauntlet. Each creature in a 20 foot circle centred on a point you choose within range must make a Dexterity saving throw or else take 8d6 Radiant damage. On a pass, creatures take half as much damage.
You can cast the Mending cantrip as an Action while you are wearing this gauntlet.
Soul King’s Guitar
Wondrous item, very rare (requires attunement by a bard)
This shark shaped guitar has a small delay between the strumming of it’s strings and the echoing on it’s notes.
You have Advantage on all Charisma checks that involve playing this guitar and, as a Magic action you may perform with this guitar and force each Undead creature within 30 feet of you to make a Charisma saving throw against your spell save DC.
On a failure, they become Frightened of you for one minute. A creature Frightened this way can repeat this saving throw at the end of each of it’s turns, ending this effect on a success. While Frightened by this effect, creatures cannot regenerate Hit Points and lose all Resistances and Immunities they have to damage types.
Additionally, if you drop to 0 Hit Points while wielding this guitar, you become Ethereal for 1 minute. Your body remains as it is, though it cannot take damage and you cannot regain Hit Points. For this minute you can talk, play this guitar and cast spells that target creatures other than yourself. You may not move or perform any other Actions however.
After this minute your spirit returns to your body and you start making death saving throws as normal.
This effect can trigger one time, regaining usage after you finish a Long Rest.
Pyromancer’s Fruit
Wonderous Item, legendary
Eating this flaming fruit reconstitutes a creature’s body into flames, giving them complete control over fire.
You are immune to non-magical Bludgeoning, Piercing and Slashing damage as well as Fire damage.
You can cast the Burning Hands, Scorching Ray and Fireball spells at will. Charisma is your spellcasting modifier for these spells.
You lose any swimming speeds you possess and cannot gain more. When you begin your turn submerged in water, you become Paralyzed until the beginning of your next turn.
Desert King’s Fruit
Wonderous Item, legendary
Eating this prickly fruit reconstitutes a creature’s body into sand, giving them complete control over the earth.
You are immune to non-magical Bludgeoning, Piercing and Slashing damage as well as Fire damage.
You can cast the Vampiric Touch, Transmute Rock and Bones of the Earth spells at will. Charisma is your spellcasting modifier for these spells.
You lose any swimming speeds you possess and cannot gain more. When you begin your turn submerged in water, you become Paralyzed until the beginning of your next turn.
Armoured Soul
General Feat (Prerequisite: Level 8+)
You gain the following benefits:
Damage that you deal with weapon attacks and unarmed strikes ignores a creature’s resistance or immunity.
When you take damage of a type other than Psychic, you can use your Reaction to reduce that damage by 1d10 + your proficiency bonus.
Observant Soul
General Feat (Prerequisite: Level 8+)
As a Bonus Action on your turn you can make an Insight check, contested by a target creature’s Deception check. If you succeed, the target has Disdavantage on all attack rolls made against you for up to a minute, as you see into the future to evade their attacks.
Additionally, when you would use your Reaction to make an Opportunity Attack against a creature so affected, you can do so without using your Reaction.
Conqueror Soul
General Feat (Prerequisite: Level 8+)
As an Action on your turn, you can force each creature within 15 feet of you to make a Charisma saving throw or fall unconscious for up to a minute, or until they take damage. The DC for this saving throw is equal to 8 + your Charisma modifier and your proficiency bonus.
Once you have used this feature, you cannot do so again until you finish a Long Rest.
Quaking Fruit
Wonderous Item, legendary
Eating this gourd like fruit grants a creature complete control over tremors.
You are immune to Thunder damage and have Advantage on Strength and Constitution saving throws.
You can cast the Thunderwave, Thunderous Smite and Shatter spells at will. Additionally, you can cast the Earthquake spell once without expending a spell slot, you regain the ability to do so when you finish a Long Rest.
You lose any swimming speeds you possess and cannot gain more. When you begin your turn submerged in water, you become Paralyzed until the beginning of your next turn.
Shrouded Fruit
Wonderous Item, legendary
Eating this oily fruit reconstitutes a creature’s body into darkness, giving them complete control over the shadows.
You have Vulnerability to Radiant damage.
You can cast the Darkness, Hunger of Hadar, Dispel Magic and Telekinesis spells at will. Charisma is your spellcasting modifier for these spells.
You lose any swimming speeds you possess and cannot gain more. When you begin your turn submerged in water, you become Paralyzed until the beginning of your next turn.
Dragon Fruit
Wonderous Item, legendary
Eating this scaly fruit grants a creature the ability to transform into an Adult Dragon at will, using the following rules:
Class Retainment. The creature retains all of their class abilities while transformed in this way, but any of their other statistics are replaced with the dragon’s.
Equipment. The creature’s clothes and equipment meld into their new form.
Legendary Restriction. The creature does not gain any Legendary or Lair actions included in the dragon’s stat block, nor do they gain access to any Legendary Resistances that the dragon possesses.
You lose any swimming speeds you possess and cannot gain more. When you begin your turn submerged in water, you become Paralyzed until the beginning of your next turn.
Mask of the Sniper King
Wonderous Item, rare (requires attunement)
Ranged weapon attacks that you make do not suffer Disadvantage for attacking a target beyond normal range. You still can’t attack a target beyond Long Range. Creatures do not benefit from half cover against Ranged weapon attacks you make.
Ranged weapon attacks that you make against targets beyond normal range score Critical Hits on rolls of 19 or 20.
