Shari Shari no Mi (Wheel)
Devil Fruit, Uncommon
Type. Body Enhancer Paramecia
Fruit appearance. A brown watermelon sliced-shape fruit with a large black spiral centered in the middle, topped with a green-swirled stem.
Description. Grants the user the power to turn any part of their body into wheels or tires, allowing for rapid movement and rotation-based attacks.
Sea Weakness. You are weak to water and seastone.
Rubbery Wheel Immunity. You are immune to nonmagical bludgeoning damage, as your body bounces and rolls blunt force away from you with its wheels.
Rolling Form. As a bonus action, you can transform your legs into large wheels, doubling your movement speed and enabling you to move across difficult terrain without penalty until the start of your next turn.
Wheel Weaponry. As a bonus action, you can cause your next melee attack against a creature to deal an extra 1d8 bludgeoning damage on a hit, as the rotational energy from your attacks increases until the start of your next turn. If a creature is hit by this attack, it must succeed on a Strength saving throw against you Devil Fruit save DC, or be pushed 5 feet in any direction to an empty space.
Spells (Wheel Techniques). This devil fruit power has 5 charges. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: Longstrider (Self; 1 charge), Drift Run (Kinetic Jaunt; 2 charges), or Burnout (Ashardalon’s Stride; 3 charges). The devil fruit regains expended charges daily at dawn.
Awakening (Turbo Terrain). Once you’ve awakened your power, you can use an action to turn the ground within a 120-foot radius centered on you into a rapidly rotating tire-treaded terrain for 1 minute or until you fall unconscious. Enemies on the terrain must make a Dexterity saving throw at the start of each turn or be knocked prone and immediately moved straight in any direction of your choice up to any location within the area. For example, you could push a creature into a pit or environmental hazard within the area if they fail. You and your allies gain triple movement speed on this terrain, and your rotational attacks deal double damage and push failing targets 10 feet instead. You can’t use this action again for another 24 hours.