House Rules

System: D&D 5e Modified | Setting: One Piece Universe Campaign: Grand Line Adventures | Balance: Narrative + Tactical

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Overview

This campaign uses D&D 5e core rules as the foundation but incorporates significant modifications to fit the One Piece setting. These house rules ensure the game feels authentically pirate-themed while maintaining balanced, fun gameplay.

Philosophy:

  • Rule of Cool: If it’s awesome and fits the setting, we’ll make it work
  • Narrative First: Story trumps strict RAW when appropriate
  • Player Agency: Players encouraged to be creative with abilities
  • Balance: No single character should overshadow others

Character Creation

Ability Scores

Method:

  • Standard Array: 15, 14, 13, 12, 10, 8
  • Point Buy: 27 points (standard 5e rules)
  • Rolling: 4d6 drop lowest (if DM approves, all players must use same method)

Racial Bonuses:

  • Standard 5e racial ability score increases apply
  • Custom lineage allowed (Tasha’s rules)

Races in One Piece

Available Races: The following 5e races represent One Piece world inhabitants:

5e RaceOne Piece EquivalentNotes
HumanHumanMost common, versatile
ElfSkypeian (winged humans)Wings grant flight, live on Sky Islands
DwarfTontatta (small folk)Rare, fast, strong despite size
HalflingChild-like humansRegular humans, smaller stature
Half-ElfMixed heritageHalf-Skypeian, half-Fishman, etc.
DragonbornAncient raceExtremely rare, dragon-like humanoids
TieflingDemon-touchedRare, often outcasts
Tabaxi/ShifterMink TribeAnimal-human hybrids (Luna’s race)
TritonFishman/MerfolkAquatic races, strong swimmers (immune to Devil Fruit water weakness if no fruit)
WarforgedCyborg/Modified HumanTechnological augmentation (Llewyn’s cybernetics)
Custom LineageAny conceptWork with DM

Classes in One Piece

Standard 5e Classes Allowed:

  • All official 5e classes available
  • Reflavored to fit pirate theme

Common Reflavors:

5e ClassOne Piece FlavorExample
FighterSwordsman, BrawlerZoro-style sword user, Sanji-style kicker
RogueThief, Assassin, NavigatorNami-style navigator, Luna-style cat burglar
WizardScholar, ScientistResearch-focused, gadgeteer
ClericPriest, MedicSylen’s Sun Mother priest, Chopper-style doctor
RangerSniper, HunterLlewyn’s marksman, Usopp-style sniper
BardMusician, PerformerNora’s skald, Brook-style musician
BarbarianBerserker, WrestlerRaw strength fighter
PaladinMarine, RevolutionarySworn oath, justice-focused
WarlockDevil Fruit User (alt)Patron = fruit’s curse
MonkMartial ArtistFishman Karate, CP9 Rokushiki
DruidZoan User (alt)Animal transformation
SorcererNatural AbilityInnate powers (non-fruit)

Devil Fruits

Integration:

  • Devil Fruits function as additional class features (not replacement)
  • Charge-based system (see Devil Fruit Mechanics)
  • Players can have Devil Fruit OR be strong swimmer (not both)
  • Not required (Luna has none, remains viable)

Acquisition:

  • Starting characters may begin with Devil Fruit (DM approval)
  • Can acquire during campaign through story
  • One per character (eating second = death)

Balance:

  • Devil Fruit users: powerful abilities, water weakness
  • Non-users: can swim, may learn Haki earlier, rely on skill

Combat Modifications

Action Economy

Standard Actions:

  • Action, Bonus Action, Reaction, Movement (standard 5e)
  • Free object interaction (standard 5e)

Bonus Action Flexibility:

  • If class/fruit grants multiple bonus actions, choose one per turn
  • Cannot use two different bonus actions in same turn

Critical Hits

Critical Success (Natural 20):

  • Attacks: Double damage dice (standard 5e)
  • Ability Checks: DM discretion (epic success, additional benefit)
  • Saving Throws: Automatic success + potential bonus

Critical Failure (Natural 1):

  • Attacks: Automatic miss (standard 5e)
  • Ability Checks: Dramatic failure (DM describes consequence)
  • Saving Throws: Automatic failure (standard 5e)

Narrative Crits:

  • Players encouraged to describe epic crits
  • DM may grant additional narrative benefits

Flanking (Optional)

Flanking Advantage:

  • Two allies opposite sides of enemy (standard grid rules)
  • Both gain advantage on melee attacks
  • Encourages tactical positioning

(Alternative: +2 Bonus):

  • Instead of advantage, grant +2 to attack rolls
  • DM chooses variant before campaign

Death & Dying

Death Saves:

  • Standard 5e rules (3 successes = stable, 3 failures = dead)
  • Natural 20: Regain 1 HP, stand up
  • Natural 1: Counts as 2 failures

Massive Damage:

  • Damage exceeding max HP by max HP value = instant death
  • Example: 30 max HP, taking 60 damage in one hit = instant death

Resurrection:

  • Extremely difficult in One Piece setting
  • Rare Devil Fruits may allow (Brook’s Yomi Yomi no Mi)
  • Otherwise, death is permanent (high stakes)

Healing

Standard Healing:

  • Hit Dice on short rest (standard 5e)
  • Full HP on long rest (standard 5e)
  • Healing spells/abilities (standard 5e)

Devil Fruit Healing:

  • Horu Horu no Mi: At-will healing (2d8+3 per action)
  • Other fruits may have healing effects

Medical Treatment:

  • Medicine check to stabilize dying character (standard 5e)
  • Healer’s Kit grants advantage or automatic success (DM discretion)

Exploration & Travel

Ship Speed:

  • Standard sailing ship: 2 mph (48 miles/day)
  • Fast ships: 3-4 mph (72-96 miles/day)
  • Calm Belt: Half speed (no wind, must row or special propulsion)

Weather:

  • Grand Line has unpredictable, extreme weather
  • Navigator checks (Survival, Nature) to avoid storms
  • Failed checks: Storm encounter, potential ship damage

Random Encounters:

  • Sea Kings (giant monsters)
  • Marine patrols
  • Pirate crews
  • Merchant vessels
  • Mysterious islands

Rest & Downtime

Short Rest:

  • 1 hour, spend Hit Dice to heal
  • Regain some class features (per class rules)
  • Devil Fruits: No charge regeneration

Long Rest:

  • 8 hours (6 sleep, 2 light activity)
  • Regain all HP and Hit Dice (up to half total)
  • Regain all class features and spell slots
  • Devil Fruits: Regain ALL charges

Interrupted Rest:

  • Combat longer than 1 minute interrupts rest
  • Must restart rest from beginning

Downtime Activities

Crafting:

  • Standard 5e rules
  • Gadgeteers (Gluthoric) can craft special items

Training:

  • Learn new skills, languages, tool proficiencies
  • 250 days of downtime (standard 5e)

Carousing:

  • Make contacts, gather rumors
  • Roll on carousing table for results

Social & Roleplay

Bounties

Wanted Posters:

  • Pirates and criminals receive bounties (Berry currency)
  • Higher bounty = more dangerous/notorious
  • Marines and bounty hunters pursue high bounties

Current Party Bounties:

  • Flynn: 2,500,000 berries (only PC with active bounty)
  • Others: None (yet)

Increasing Bounty:

  • Major crimes: attacking Marines, destroying towns
  • Defeating famous pirates
  • Acquiring dangerous Devil Fruits
  • DM assigns bounty increases based on notoriety

Reputation

Fame & Infamy:

  • Actions affect how NPCs react to party
  • Pirates may respect high bounties
  • Civilians may fear or revere crew
  • Marines track and pursue notorious pirates

Tracking:

  • DM tracks party reputation with major factions
  • Reputation affects quest availability, prices, NPC attitudes

Companions & Pets

Companion Scaling

Marksman’s Beast of the Land (Howitzer):

  • HP: 6 + (Marksman level × 6)
  • AC: 13 + Proficiency Bonus
  • Attack Bonus: STR mod + Proficiency Bonus
  • Damage: Weapon damage + STR mod + Proficiency Bonus
  • Saves/Checks: Add Proficiency Bonus (Primal Bond)

Gadgeteer’s Iron Defender (Inductor):

  • HP: 5 + (Gadgeteer level × 5) + CON mod
  • AC: 14 natural + 3 deflection = 17
  • Attack Bonus: STR mod + Proficiency Bonus
  • Damage: 1d8 + STR mod + Proficiency Bonus (force damage)
  • Saves: Equal to Gluthoric’s (if higher)

Other Companions:

  • Use standard 5e stat blocks
  • Scale with character level (DM discretion)

Currency & Economy

Berry System

Conversion (Rough Guide):

  • 1 gold piece (GP) = 10,000 berries
  • 1 silver piece (SP) = 1,000 berries
  • 1 copper piece (CP) = 100 berries

Prices:

  • Common gear: Standard 5e prices converted
  • Devil Fruits: 100,000,000+ berries (if purchasable)
  • Ships: 10,000,000 to 1,000,000,000 berries

Treasure

Pirate Hoards:

  • Gold, jewels, art (standard D&D treasure)
  • Devil Fruits (rare)
  • Maps to legendary locations
  • Rare materials (seastone, Adam Wood)

Bounty Rewards:

  • Turning in wanted pirates pays bounty amount
  • Marines pay full bounty
  • Some factions pay partial bounty

Magic & Technology

Magic in One Piece

Limited Magic:

  • No traditional wizards casting fireballs (unless Devil Fruit)
  • “Magic” comes from Devil Fruits, Haki, or rare artifacts
  • Clerics/Paladins reflavored as faith-powered (Sun Mother grants Sylen’s powers)

Spell Reflavoring:

  • Fireball = Bomb Ball (Bomu Bomu no Mi)
  • Cure Wounds = Hormone Healing (Horu Horu no Mi)
  • Misty Step = Spring Hopper (Bane Bane no Mi)

Technology Level

Advanced Technology:

  • Cyborgs and robotics exist (Llewyn, Inductor)
  • Firearms common (flintlock pistols, rifles, cannons)
  • Gadgets and inventions (Gluthoric’s gadgeteer items)
  • No computers or modern electronics

Dial Technology:

  • Sky Island exclusive (store wind, fire, impact, etc.)
  • Rare in Blue Sea
  • Can be incorporated into gear

Haki

Haki System:

  • Spiritual power available to anyone (not just Devil Fruit users)
  • Three types: Observation, Armament, Conqueror’s
  • Unlocked through training (usually mid-to-high levels)
  • See Haki System for full mechanics

Current Party Haki:

  • None yet (low level)
  • May unlock at level 5+

Alignment & Morality

Flexible Alignment

Alignment as Guide:

  • Alignment describes character, doesn’t restrict actions
  • Character can act outside alignment occasionally
  • Repeated actions may shift alignment

Pirate Morality:

  • Not all pirates are evil (some are freedom-seekers)
  • Marines aren’t always good (corrupt officers exist)
  • Gray morality encouraged

Miscellaneous Rules

Inspiration

Earning Inspiration:

  • Great roleplay moment
  • Clever solution to problem
  • Heroic sacrifice or dramatic choice
  • Making table laugh or creating memorable moment

Using Inspiration:

  • Spend to gain advantage on any d20 roll
  • Can only have 1 inspiration at a time
  • Can’t stockpile

Surprise

Surprise Rounds:

  • Stealth check vs. Passive Perception
  • Surprised creatures can’t move or take actions on first round
  • Lose reaction until end of turn

Falling

Fall Damage:

  • 1d6 per 10 feet fallen (standard 5e)
  • Maximum 20d6 (200 feet)

Devil Fruit Negation:

  • Bane Bane no Mi: No fall damage (spring absorption)
  • Other fruits may mitigate (flight, cushioning)

Underwater Combat

Standard 5e Rules:

  • Creatures without swim speed have disadvantage on attacks
  • Melee attacks only (ranged weapons don’t work)
  • Difficult terrain (movement costs double)

Devil Fruit Users:

  • Cannot fight underwater (incapacitated when submerged)
  • Must be rescued by allies

Optional Rules (DM Choice)

Gritty Realism (Probably Not Used)

  • Short rest = 8 hours
  • Long rest = 7 days
  • Makes resources more precious (likely too harsh for pirate adventure)
  • Allow feats at ASI levels (standard 5e optional rule)
  • Increases build variety
  • Encourage creative character concepts

Multiclassing (Allowed)

  • Standard 5e multiclass rules
  • Must meet ability score prerequisites
  • Encourages hybrid builds (Pirate/Marine, Sniper/Brawler, etc.)

DM Rulings

Rule Zero

DM Has Final Say:

  • When rules unclear, DM makes ruling
  • Rulings made quickly to maintain pace
  • Can be discussed after session

Consistency:

  • Once ruling made, DM keeps it consistent
  • Rulings added to house rules if recurring

Rule of Cool

Favor Awesome:

  • If player suggests something cool and narratively fitting, DM tries to allow it
  • May require check or resource expenditure
  • Encourages creative play


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Last Updated: 2025-11-03