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Home›Mapping framework›D&D Character and Campaign Ideas for One Piece Fans

D&D Character and Campaign Ideas for One Piece Fans

By Lewis Dunn
February 5, 2022
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The world of A piece is a wonderful and terrifying place, filled with enemies to face, islands to explore and buried treasures to find, and it would also make a great homebrew setting for Dungeons & Dragons. Although the DM has work to do to adapt elements of the world to a homebrew J&D table campaign, there are many elements of A piece which are well suited to J&D. The manga and anime feature a pirate theme that could be adapted for a campaign. J&Dwith players even playing as characters from the property itself.

A piece is the best-selling manga in history, and it slowly gathered an audience outside of Japan. The story follows Monkey D. Luffy, the captain of the Straw Hat Pirates. Luffy’s goal is to become the Pirate King, which involves traveling the mysterious waters of the Grand Line, in search of the treasure left behind by the former Pirate King: One Piece.

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There are many tabletop RPGs that use pirate or nautical settings and there are even J&D campaigns that take place on the high seas. The world of A piece offers plenty of opportunities for adventure, and some DMs might want to use it as a base for a setting. The frame of A piece has ideas that work very well in a J&D campaign and many concepts can be used for an epic campaign.

One Piece In D&D – Pirate Campaign and Search for Treasures


One Piece Gol D Roger

In the story of A piece, the goal of the main characters is to find the mythical treasure left by the Gold Roger, as well as individual objectives related to this quest. It’s taken a while for the full extent of this quest to be revealed, but it can be broken down into different stages that can be used as the basis for a fun table. J&D countryside. The wider seas in A piece are home to lesser pirates, as the main players are in a place called the Grand Line. The Grand Line can only be entered at specific locations, as its sides are guarded by powerful sea monsters.


The goal is to get inside the Grand Line and travel from island to island, as the special compass needed to travel inside must adapt to each location. The end goal is to reach the second half of Grand Line and decode the secret message that reveals the location of the final island, where One Piece would reside. The first problem is that the messages are written on stones that are in the possession of the most powerful hackers in the world. A piece series, which are guarded by armies of their followers. The second problem is that the messages are in a forgotten language, and the study of this language is punishable by death.


One of the problems with a nautical-themed adventure in a game like J&D is that the seas offer the player the freedom to travel and explore to a greater extent than in most campaigns. In a place like the Grand Line, the group must take predetermined routes and visit each island in turn. Abnormal weather conditions and mysterious creatures that reside on each island can form the basis of each of the adventures, helping players earn experience points and treasures, giving them suitable battlefields to face their enemies, making them discover many unique and varied adventures. J&D NPCs and the environments they explore to uncover the mysteries of the world.


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Players will have many potential enemies in their adventures. As soon as they pilot a Jolly Roger, their activities will become illegal and the law will want them brought to justice. There are pirates who operate within the jurisdiction of the law and who would see it in their interest to eliminate young upstarts. The inhabitants of any island they visit might not like pirates. There are also other pirates to consider, with high-ranking pirates having fleets under their control. There are a lot of baked enemy ideas and the structure of the J&D The campaign gives the DM plenty of leeway to throw them into the party in a manageable way.


One Piece In D&D – The party is the crew and they have a lot of enemies


In J&D, some groups decide to skip an introduction and start the campaign with the players who all know each other. There are also frameworks in place to give new characters a reason to work together, such as having a group patron fund their adventures. In the case of a A piece campaign, there is an intrinsic reason for the group to be together. It is the goal of one of the characters to become the Pirate King or Pirate Queen, and they act as the captain of the crew. The other members of the crew perform specific roles on the ship, such as first mate, doctor, chief, navigator, helmsmen, etc. the J&D The party should consider mapping these classes ahead of time and using them as the basis for their characters.

The ship aspect can cause technical issues if players want ship-to-ship combat, but there are some rules in place that the DM can use for ship-to-ship encounters. the Ghosts of Saltmarsh The campaign contains many rules regarding ships, including ship management, naval combat, and environmental risk management. There are even base cards that players and the DM can use for ships. If DMs are particularly patient, they may want to wait for the possible return of the Spelljammer J&D campaign parameter, which was mentioned recently Unearthed Arcana articles. Spelljammer includes all sorts of weird alien ships and will probably have more rules for using magic with ships, so it would theoretically be a great resource for anyone J&D DM running a A piece countryside.


Adapting Devil Fruit and Haki from One Piece to D&D


One Piece New Devil Fruit

One of the most difficult aspects of adapting A piece installation in a J&D the countryside is the fruit of the devil. In A piece, eating a Devil Fruit gives someone the equivalent of a superpower, but they lose the ability to move when submerged, turning tripping in a pool into a potential death sentence. the A piece world does not have magic in the same way as the J&D multiverse, but Devil Fruits can act the same way.

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The DM has the ability to create their own Devil Fruits. The powers of these fruits can be emulated with the J&D spells and the player can simply learn more by gaining experience. Brook’s Devil Fruit is a classic example of how this could work, as his soul powers could easily be mapped to a Bard’s build. J&D. Logia-type Devil Fruits can have their powers reflected in the game’s various elemental spells, while Zoan-type Devil Fruits simply give characters animal form and lycanthrope form. Paramecia-type Devil Fruits are so varied that their abilities would need to be worked on on a case-by-case basis, and the DM might need to add class features to their abilities.


An aspect of A piece which easily adapts to J&D is haki, which is a form of energy that characters can develop over time. Busoshoku haki can be used to grant full damage resistance as a reaction or is used as an action to boost damage from an unarmed or melee weapon attack. Kenbunshoku haki can be used as a reaction to grant a bonus to AC or even allow the character to completely avoid a hit. The rare Haoshoku form of haki can be used as a mace sleep Where power word stun effect – spells J&Dthe enchantment school of magic – on groups of weaker monsters. As haki is something that develops over time and requires training, the DM can grant players a few “haki points” to use these abilities in battle, leaving them to cool off at dawn. It would give them additional recognition as powerful characters in a dangerous environment. Dungeons & Dragons campaign setting.

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About the Author

Scott Baird
(2332 articles published)

Scott has been writing for Screen Rant since 2016 and a regular contributor to The Gamer. He has previously written articles and video scripts for websites like Cracked, Dorkly, Topless Robot and TopTenz. A graduate of Edge Hill University in the UK, Scott started out as a film student before moving into journalism. It turns out that wasting a childhood playing video games, reading comics, and watching movies could be used to get a job, regardless of what any career counselor might tell you. Scott specializes in games and has loved the medium since the early 90s, when his first console was a ZX Spectrum that took 40 minutes to load a game from a cassette player to a black and white TV. Scott now writes game reviews for Screen Rant and The Gamer, as well as feature stories, opinion pieces, and game guides. He can be contacted on LinkedIn.

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