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A clone lasts for 1 minute, until destroyed, until you start your turn more than 30 feet away from it, or you dismiss it no action required. The clones look identical to you, but a creature can make an Intelligence Investigation check against your spirit save DC.

On a successful check, it figures out who the real you are until you use an action to summon more clones. Shuriken Storm 11th level required. You can spend 3 spirit points to use conjure barrage. Soft Step. As an action, you can lighten your steps for 1 hour by spending 1 spirit point. During this time, your footsteps make no sound regardless of your apparel, and you have advantage on Dexterity Stealth checks made to move quietly. When you reach 6th level, you can spend 2 spirit points to use pass without trace.

Twisting Mind Incense 17th level required. You can spend 4 spirit points to use confusion. Walk in Shadows 11th level required. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, use a creation, or are in an area of bright light.

Weave of the Spider Lady 6th level required. You can spend 2 spirit points to use web. Windborne Speed. You can spend 1 spirit point to use zephyr strike. Rokushiki is a classified martial art practiced by the Navy. It allows the practitioner to move and strike at superhuman levels, having six primary techniques revolving around offense, defense and mobility in combat. Choose three of the following techniques. You gain the benefits of the chosen techniques immediately.

The distance you can cover with a high jump is tripled, and you only need to move 5 feet before making one. Additionally when you use your Step of the Wind, you can move horizontally through the air using your walking speed.

You begin falling if you end your turn in the air. When you take the Dodge action, you gain resistance against non-imbued bludgeoning, piercing and slashing damage until the end of your next turn. You lose this resistance if you use any of your movement after using this technique. As part of making an unarmed strike, you can move up to 10 feet in a straight line before the attack. If you do so, the attack deals piercing damage instead of the normal bludgeoning damage, and you can add one additional brawling die to the damage roll.

You can only make this special attack once per turn. You are proficient with it, and you add your Dexterity modifier to its attack and damage rolls. Its damage is slashing, and its damage die is a d4.

When a creature misses you with an attack, you can use your reaction and expend 1 spirit point to teleport 10 feet in any direction you choose. When you reach 6th level in this class, you gain the remaining 3 techniques you didn't choose at 3rd level.

At 11th level, you chose two of the six techniques you've mastered to make your specialties. The chosen technique grows stronger as shown below. When you use your Step of the Wind, you now gain the effects of both a Dash and a Disengage action.

You can now use any of your movement and still retain the benefits of this technique. You now have advantage when you make this special attack, and score a critical hit on a roll of 19 or 20 on the attack roll. The range of your special attack increases to and ignores any resistance to slashing damage. The attack now deals double damage to objects and structures, as well. As a reaction when a creature targets you with an attack, you can spend 1 spirit point to impose disadvantage on the attack roll.

If the attack misses, you can then teleport up to 10 feet as part of the same reaction. If you reduce the damage from a melee weapon attack to 0 with Kami-e, you can then make a single weapon attack against the attacking creature as part of the same reaction. When you reach 17th level in this class, you gain the remaining four enhanced techniques you didn't choose at 11th level. At 17th level, you learn the secret seventh technique of Rokushiki, available only to those who master the common six techniques.

As an action, you can touch a creature and expend up to 6 spirit points. The creature must make a Constitution saving throw, taking 2d10 necrotic damage per spirit point spent on a failed save, and half that on a successful one. If this damage reduces a creature to 0 hit points, it dies immediately.

Rokushiki is a special martial art taught only to the navy's finest. It is recommended that only navy or navy-affiliated character are allowed to take this subclass. Naturally, Dungeon Masters are allowed to lift this restriction to better fit their idea of a campaign. Okama kenpo is a kick-focused martial art inspired by dance routines, such as ballet, developed by the inhabitants of the Kamabakka kingdom. While most of its practitioners are okama, that is not a requirement to master it.

Beginning at 3rd level, you gain proficiency with the disguise kit, and may double your proficiency bonus for any tool ability check you make with the kit. You also gain proficiency in the Performance skill. Additionally, you may use your Charisma score in place of your Wisdom score for the calculations of your Unarmored Defense. Also at 3rd level, you learn how to conceal immeasurable strength beneeth the veneer of a distracting dance.

As a bonus action on your turn, you can force a creature to make a Wisdom Insight check contested by your Charisma Performance check.

On a successful check, you have advantage on all weapon attacks against the target until the end of your turn, and can immediately make an unarmed strike against the creature as part of the same bonus action. At 6th level, you learn how to hide weapons in your make-up, hair and outfit, where they appear as mundane objects. By taking 10 minutes, you can conceal a number of darts on your person equal to twice your proficiency bonus, incorporating them into your outfit or make-up as nails, earrings, hairpins or other accessories.

Additionally, darts are now considered brawler weapons for you. You can also attempt to disguise larger weapons as mundane items, such as turning a shortsword into a cane or a parasol. You need 1 hour of uninterrupted work per weapon to create a hidden weapon like this. Unlike the darts, these hidden weapons do not necessarily hold up to scrutiny, and a suspicious creature can make an Intelligence Investigation check contested by your Charisma Performance.

On a successful check, a creature realizes the object is a weapon. When you make a weapon attack with a hidden weapon, you have advantage on the first attack roll you make with it against a creature, as long as the target doesn't know it's a weapon. When you use your Flurry of Blows and hit with both attacks, you can make one additional unarmed strike as part of the same action. If this additional attack hits, the target must make a Strength saving throw. On a failed save, you decide whether the creature is knocked prone or pushed 15 feet away from you.

At 17th level, you know that the final act must leave the audience awestruck and at a loss for words. The way of the open hand is a viable subclass choice for monks that appear in the player's handbook and can be easily translated to work with brawler. It is a fitting choice for classically trained monks and ascetics who focus on martial arts and inner harmony to best their enemies, with abilities like the following:.

The way of the drunken master is a viable subclass choice for monks that appear in Xanathar's guide to everything and can be easily translated to work with brawler. It is a fitting choice for drunkards who hide power behind a veneer of harmlessness, with abilities like the following:. The way of mercy is a viable subclass choice for monks that appear in Tasha's cauldron to everything and can be easily translated to work with brawler.

It is a fitting choice for brawlers who are also masterful healers and doctors, able to use traditional medicine or pressure point striking to bring both healing and harm, with abilities like the following:. You adopt a particular style of fighting as your specialty. Choose one of the following options.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll.

You must be wielding a shield. You can draw a weapon that has the thrown property as part of the attack you make with the weapon.

If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. You have a limited well of stamina that you can draw on to protect yourself from harm. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 2nd Level, you can push yourself beyond your normal limits for a moment.

On your turn, you can take one additional action on top of your regular action and a possible bonus action. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Champion, Cyborg and Ironclad are detailed at the end of the class description. Battlemaster can be found in chapter 3 of the player's handbook , while Cavalier and Samurai can be found in chapter 1 of Xanathar's Guide to Everything.

The archetype you choose grants you features at 3rd Level and again at 7th, 10th, 15th, and 18th level. When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

Beginning at 9th level, you can reroll a saving throw that you fail. You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level. Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows. Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit on a roll of 19 or Starting at 7th level, you can add half your proficiency bonus round up to any Strength, Dexterity, or Constitution check you make that doesn't already use your proficiency bonus.

In addition, when you make a running long jump, the distance you can cover increases by a number of feet equal to your Strength modifier. At 18th level, you attain the pinnacle of resilience in battle.

You don't gain this benefit if you have 0 hit points. Not all fighters are brutes who rely only on strength of arms to battle foes. Those known as gadget knights incorporate a genius creativity and handy craftsmanship in their fighting style, creating useful gadgets that give them an upper hand in any fight.

When you reach 3rd level, you begin to incorporate creations into your fighting style. See chapter 2 for the notes on creativity and chapter 6 for the gadgeteer creations list. You learn two tricks of your choice from the gadgeteer creations list. You learn an additional gadgeteer trick of your choice at 10th level. Creative Slots.

The Gadget Knight Creativity table shows how many creation slots you have to use your gadgeteer creations of 1st level and higher. You know three 1st-level gadgeteer creations of your choice,. The creations must be of a level for which you have a creation slot. For instance, when you reach 7th level in this class, you can learn one new creation of 1st or 2nd level. The new creation must be of a level for which you have creation slots.

At 3rd level, you gain proficiency with your choice of smith's tools, carpenter's tools or tinkerer's tools, as well as the Engineering skill. Also at 3rd level, you can leverage your creativity to enhance any weapons you are wielding or carrying. As an action, you can touch a weapon and modify it. The modification lasts until you undo it as a bonus action or you die, and you can have a number of modified weapons at once equal to your Intelligence modifier minimum of one modified weapon.

A weapon can only have a single modification at any time, and if a new modification is given to it, the older one disappears. Only you have the necessary expertise to handle a modified weapon, and you can use a modified weapon as an apparatus for your gadgeteer creations. Beginning at 7th level, when you take the Attack action, you can replace one of your weapon attacks with a trick you know.

Starting at 10th level, your weapon attacks leave your enemies open and vulnerable to your creations. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a creation you use before the end of your next turn. When you spend a creation slot of 1st level or higher on your turn, you gain the benefits of half cover until the start of your next turn. Beginning at 18th level, when you use your action to use a creation of 1st level or higher, you can make one weapon attack as a bonus action.

The Battlemaster archetype is a viable choice that appears in the player's handbook. It is a suitable choice for swordsmen and seasoned warriors who do not rely on devil fruits. With this subclass, you become a tactical master of the battlefield, organizing allies and reigning superior over your enemies with abilities like the following:.

The Cavalier archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for the noble marines who see themselves as protectors rather than judges and pirate hunters. With this subclass, you become a noble knight and protector of the innocent. Whether atop your trusty steed or facing your enemy on the ground, you remain a staunch defender with abilities like the following:.

The Samurai archetype is a viable choice that appears in Xanathar's Guide to Everything. It is a suitable choice for any swordsman, but particularly the mythical samurai of Wano country. With this subclass, you become a disciplined master of the blade, whose fighting spirit fuels you to strike with impeccable precision and deadliness. Overcome the odds and strike down enemies with abilities like the following:. See the gadgeteer creation list under "Gadgeteer Creations by Level". At 1st Level, you know three tricks of your choice from the gadgeteer creations list.

You learn additional gadgeteer tricks of your choice at higher levels, as shown in the Tricks Known column of the Gadgeteer table. At 1st Level, you have a notebook containing six 1st-level gadgeteer creations of your choice. The Gadgeteer table shows how many creation slots you have to use your gadgeteer creations of 1st Level and higher. You prepare the list of gadgeteer creations that are available for you to cast. If you prepare the 1st-level creation burning hands , you can use it using a 1st-level or a 2nd-level slot.

You can change your list of prepared creations when you finish a long rest. Intelligence is your creative ability for your gadgeteer creations, as you learn through careful study and observation, trial and error. You can use a gadgeteer creation as a routine if that creation has the routine tag and you have the creation in your notebook.

Each time you gain a gadgeteer level, you can add two gadgeteer creations of your choice to your notebook for free. Also at 1st level, you have learned to recharge some of your creations by tinkering with them.

Once per day when you finish a short rest, you can choose expended creation slots to recover. The creation slots can have a combined level that is equal to or less than half your gadgeteer level rounded up , and none of the slots can be 6th level or higher. You can recover either a 2nd-level creation slot or two 1st-level creation slots. The creations that you add to your notebook as you gain levels reflect the research you conduct on your own, as well as intellectual breakthroughs you have had in the fields of engineering.

When you find a gadgeteer creation of 1st Level or higher, you can add it to your notebook if it is of a creation level you can prepare and if you can spare the time to decipher and copy it. Copying that creation into your notebook involves reproducing the basic form of the creation, then deciphering the unique system of notation used by the gadgeteer who wrote it.

For each level of the creation, the process takes 2 hours and costs beri. The cost represents material components you expend as you craft prototypes, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the creation just like your other creations.

You need spend only 1 hour and beri for each level of the copied creation. For this reason, many gadgeteers keep backup notebooks in a safe place. Your notebook is a unique compilation of creations and blueprints, with its own standard of measurements and margin notes.

At 2nd level, you choose a specific scientific route that characterizes yourself and determines the functionality of your inventions. Choose between Specialist, Inventor or Scientist, all detailed at the end of the class description. When you reach 4th Level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1.

At 18th level, you have achieved such mastery over certain creations that you can use them at will. Choose a 1st-level gadgeteer creation and a 2nd-level gadgeteer creation that are in your notebook.

If you want to use either creation at a higher level, you must expend a creation slot as normal. When you reach 20th level, you gain mastery over two powerful creations and can use them with little effort. Every inventor and gadgeteer around the world has its own unique approach to creations, whether they focus on creating a lot of external inventions and gadgets with a singular purpose each, or rely on a specific, custom-made apparatus that can shape any form of creation they know.

Specialists are gadgeteers who stick to what they know, typically relying on a single modified weapon or tool for protection. Their creations and techniques usually center around this special device.

Over the course of 1 hour, you can use your tinker's tools to modify one simple or martial weapon that lacks the heavy property into a specialist weapon. You are proficient in the use of your gadgeteer weapon, and it gains the following benefits. You can only have one specialist weapon at any time. If you create a new specialist weapon, the old one immediately ceases to function and becomes a normal weapon again. Beginning at 6th level, you can attack twice, instead of once, when you take the Attack action on your turn and attack with your specialist weapon.

You can use a trick in place of one of these attacks. Beginning at 10th level, you've added defensive modifications to your specialist weapon that absorb elemental forces. While holding your specialist weapon, certain damage types you suffer are reduced by an amount equal to your Intelligence modifier minimum of one depending on your choice.

The damage types are acid, cold, fire, lightning and poison damage. Starting at 14th level, you can use your specialist weapon's element to dampen damage to allies. As a bonus action on your turn, you can change the damage type of your specialist weapon, and grant the benefits of Defensive Measures to each creature of your choice within 30 feet of you until the end of your next turn.

You can use this feature a number of times equal to your Intelligence modifier minimum of once and regain all uses when you finish a long rest. Inventors aren't particularly concerned with the purpose of their creations as much as they simply love the art of creation.

Their creations can at times be unpredictable but once they get an idea in their head, they will see it through until they reach perfection. At 2nd level, you gain proficiency in the Engineering skill if you don't already have it. You also gain proficiency with two sets of artisan's tools of your choice. The chosen creatures automatically succeed on their saving throws against the creation, and they take no damage if they would normally take half damage on a successful save.

At 6th level, you've rigged your creations with enough explosive hardware that they're certain to always go out with a bang, and never a disappointing fizzle. When you roll damage for a creation, you can reroll any 1s you roll and must use the new rolls. You also regain one use of this feature when you use Gadget Recharge. Beginning at 10th level, you can add your Intelligence modifier to one damage roll of any gadgeteer creation you use.

At 14th level, you've come to the genius conclusion that safety switches are completely optional for your creations. When you use a gadgeteer creation of 5th level or lower that deals damage, you can deal maximum damage with the creation instead of rolling. The first time you do so, you suffer no adverse effects. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the creation, immediately after you use it. Each time you use this feature again before finishing a long rest, the necrotic damage per creation level increases by 1d This damage ignores resistance and immunity.

Scientists take a very academical and analytical approach to their inventions. To them, theory and results are more important than the actual act of creation itself. Efficient and by the book, their creations can be counted on to be reliable, if not necessarily very flashy. The hallmark of their creations is the existence of their mechanical assistant, which is never found far from its master and carries out their ever command.

Also at 2nd level, you gain proficiency in two of the following skills of your choice: Engineering, History, Nature or Investigation. Your proficiency bonus is doubled for any ability check you make with either of the two skills. Also at 2nd level, you've constructed a small, mechanical assistant to aid you in your research. See the Mechanical Assistant stat block at the end of the class description for the creature's statistics.

You determine the assistant's appearence. Some scientists prefer a mechanical animal, while others may prefer a toy-like design. In combat, the assistant acts during your turn. It can move and use its reaction on its own, but the only action it takes is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the assistant can take any action of its choice, not just Dodge.

If the assistant is reduced to 0 hit points, it is rendered unusable until you spend 1 hour working on it with your tinker's tools, after which it returns to life with all its hit points restored.

If mending is cast on the assistant, it immediately regains 2d6 hit points. When you use a creation with a range other than self, you can use it as if you were occupying your assistant's space. At 6th level, you never exhaust a gadget if you don't think it'll work. When a creature successfully saves against a creation you use, you can choose to regain the creation slot with which you used the creation.

If the creation slot was 6th level or higher, the new creation slot is 5th level instead. At 10th level, your assistant can analyze your enemies and their weaknesses to give you an upper hand. When you command the assistant to take its Search action, you can additionally expend a creation slot of any level to learn one of the following facts about one creature the assistant can see within 60 feet of it.

When you finish a long rest, you can store a creation of 1st or 2nd level in your mechanical assistant. The creation must exist in your notebook, but you don't need to have it prepared to store it, and it must have a normal usage time of 1 action. You can only have one creation stored in the assistant at one time, and if you store another creation within it, the first creation is removed from the assistant. Once a creation has been stored in the assistant, it can then use an action on its turn to use the creation, using your creation attack modifier and creation save DC.

The assistant can take this action a number of times equal to your Intelligence modifier minimum of once and regain all uses when you finish a long rest. Construct Nature. The assistant doesn't require air, food, water or sleep, and creations cannot put it to sleep.

Helping them tell the story is the Dungeon Master, who decides which threats the player characters face and what sorts of rewards they earn for succeeding at their quests and goals. The first manga chapter was released August 4, so as of today the series has been around for about 15 years and is still going.

One Piece is the most popular manga series of all time in Japan and one of the most popular manga series worldwide. The series follows Monkey D. Luffy as he begins his life as a pirate and starts his adventure to find One Piece. Nakama are more than just friends though; it more closely means comrade or extended family member. One Piece D One Piece D20 Anyone?

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However, it in turn appears to be an unlicensed adaptation of the well-known manga to the tabletop. One Piece D20 Average Rating: 0. One Piece: Age of Pirates.

Campaign Setting game world. Core Rules min needed to play. Class Based Pilot, Wizard, Scientist, etc. Dice Primarily d Level Based Earn XP and level up. Skill Based buy or gain skills.

Eiichiro Oda. Bad Karma Games. One Piece D Fans: 1 Become a Fan. Record a Play. Nick: PDF Version 2. The Secret Base is Complete! Apprentice Luffy!? The Man who Fought the Pirate King! The Battle Against the Big Tiger! Who Will Be the Captain?! Stolen Freedom!

Where Is Freedom? The Boy's Sad Departure. I'm Counting On You! A Letter From a Brother! To Fulfill the Promise - Separate Departures! I Want to See Them! Luffy's Tearful Scream. The Straw Hat Crew Shocked! The Bad News is Received. An Unexpected Return! Luffy, to Marineford! The Pirates Move Out! The Earth Shattering New World. I'll Get Stronger and Stronger! Zoro's Vow to his Captain. The New Chapter Begins. Regroup, Straw Hat Pirates! The Battle Begins!

The Results of Training! Everyone's Reunited! Luffy Sets Sail for the New World! Undersea Volcanic Eruption!

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Finally, Luffy's Appearance! Big Clash! Straw Hat Pirates vs. Explosive Move! Zoro and Sanji Sally Forth! First Showing! Sunny's Secret Weapons! Noah Approaching! The Crisis of Fishman Island's Destruction! Hurry Up, Luffy! Shirahoshi's Desperate Situation. Beginning of the Battle! Battle Royal! The Group vs. Luffy is Defeated!? The Hour of Hody's Revenge. Shocking Truth! Hody's True Identity! Luffy's Whole Body Blow!

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To the New World! Aim for the Strongest Sea. The Burning Island, Punk Hazard. A Scorching Battle! The Crew is Confused! The Shocking Beheaded Samurai Appears! The Secret of the Island is Finally Revealed. Save the Children! Start of a Gang Fight! A Duel of Swordplay! Brook and the Mysterious Samurai Torso. A Big Pinch! Reunion after Two Years! Luffy and Law.

History's Strongest Collaboration vs. Glutton of the Sea. Chopper Enraged - Master's Tyrannical Experiments. Gang Obliteration!

Legendary Hitman Attack! Save Nami! Luffy's Snow Mountain Battle. The Pirate Alliance Luffy-Law! The Samurai Who Cuts Fire! Foxfire Kin'emon! The Identity of the Mysterious Man Vergo! Protect the Children! Master's Evil Hands Close in. History's Worst Slaughter Weapon! The Counterattack Begins! Luffy and Law's Great Escape. The Aim is Building R!

The Pirate Alliance's Great Assault! Vice Admiral's Betrayal! Incandescent Fierce Battle - Luffy vs. The Mastermind in the Shadows! Doflamingo Moves! Luffy's Freezing to Death!? The Terrifying Snow Woman, Monet! The Small Dragon! Momonosuke Revealed. Secret Technique Blasts! Zoro's Strongest One-Sword Style! I'll Protect My Friends!

Mocha's Desperate Escape. Brownbeard's Bitterness! Luffy's Angry Attack. Shocking Conclusion! Smoker vs. Caesar Defeated!

The Strongest Grizzly Magnum. The Assassin From Dressrosa. The Invincible Franky Shogun. Punk Hazard's Big Explosion. Capture Caesar - General Cannon Blasts. Emotional Meeting! Momonosuke and Kin'emon. Regretful Departure - Leaving Punk Hazard! G-5's Annihilation! Doflamingo Assaults! Caesar has Disappeared! The Pirate Alliance Sallies. Luffy Dies in the Sea!?

The Collapse of the Pirate Alliance. Big Reversal! Luffy's Explosive Fist of Fury. Violent Shock! Earth-shaking Big News. The Country of Love and Passion, Dressrosa. The Most Powerful Unknown Warrior! Lucy Appears.

The Fated Reunion - Bellamy the Hyena. Rivalry of Warriors! B Block on Fire! One-hit Knockout! The Astounding King Punch. Fighting Fish Attack! Break through the Iron Bridge of Death.

The Island of Fairies, Green Bit. Scheme of the Century - Doflamingo Gets Moving. Heaven and Earth Shakes! The True Power of Admiral Fujitora. The Destructive Cannon Explodes! A Close Call for Lucy.

The Fierce Battle's Conclusion! Lucy VS Chinjao! Luffy and the Fated Gladiator Rebecca. Protect her 'til the End! Rebecca and the Toy Soldier. Decisive Battle! Jora vs. Straw Hat Crew. Blade of Beauty! Cavendish of the White Horse. The Great Clash! Sanji VS. Backwater Sword Dance. The Unluckiest Fighters! Logan vs.

A Chilling Past! The Secret Behind Dressrosa. That One Tragic Evening in Dressrosa. Shichibukai Confrontation - Law vs. Two Great Forces Face-off! Straw Hat and the Heavenly Demon. Winner Decided!? The End to the D-Block Bash. The Admiral's Decision — Fujitora vs. The Castle Moves! Elite Officer Pica Emerges. Dragon Claw Explosion! Lucy's Threatening Blow! Operation Failed! Hero Usoland Dies!? The Legend is Back! Kyros' All-out Blow. Fire Fist Explosion! Gathering into a Powerful Front!

Luffy and a Group of Brutal Warriors! A Shocking Confession! Law's Soul-burning Vow! A Big Clash! Chief of Staff Sabo vs. Admiral Fujitora. Great Escape! Luffy's Miraculous Elephant Gun! The Terrifying Headcracker Doll Army. Luffy is the Trump Card to Victory. A Tearful Reunion — Rebecca and Kyros! Noble Family - Doflamingo's True Identity! Celestial Dragon! Doffy's Sublime Past. Time Draws Near! Seize the Ope Ope no Mi! To Freedom! Law Unleashes the Injection Shot.

Battle of Love - Navy Leader Sai vs. Baby 5. Storm and Stress - Hakuba vs. The Healing Princess — Save Mansherry! Trueno Bastardo! Kyros' Blow of Anger! Moving Across the Ground! See ya Later! Bellamy's Farewell Blow! A Blade of Tenacity! The Gamma Knife Counterattack! Impossible to Attack - Trebol's Shocking Secret. Anger Erupts! I Will Take Everything upon Myself! Gear Fourth! The Miraculous Boundman! Great Counterattack! Doflamingo's Awakening!

Tears of Miracles! Mansherry's Fight! As Long as We Breathe! Stop the Deadly Birdcage! Attack on a Celestial!



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