Raki Raki No Mi (Luck)

Devil Fruit, Rare

Type. Environment Alterer Paramecia

Fruit appearance. The Raki Raki No Mi is a radiant golden star fruit with glimmering star patterns etched onto its skin.

Description. The Raki Raki No Mi grants its user the power to manipulate luck, bringing fortune to themselves or casting misfortune onto others, turning the user into a “Luck Human”.

Sea Weakness. You are weak to water and seastone.

Luck Control. You learn the guidance cantrip. Additionally, as a bonus action on your turn, you can spend 3 devil fruit charges to use a “Luck” die. Roll a d20 and record the number rolled. For the next hour, you can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with the result of this dice. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. You can only hold one Luck die at a time.

Luck Thief. As an action, you can spend 1 devil fruit charge to touch a creature within 5 feet of you. It must succeed on a Wisdom saving throw against your Devil Fruit save DC. On a failed save, the creature has disadvantage on one roll of your choice per round while you have advantage one roll of your choice per round, for 1d4 rounds. The creature can make another Wisdom save at the end of each of its turn to end this effect on itself and you.

Spells (Fortune Techniques). This devil fruit power has 9 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: Bane (1 charge, and can cast at higher levels by spending additional charges), Bless (1 charge, and can cast at higher levels by spending additional charges), Fortune’s Favor (2 charges), Bestow Curse (3 charges), Circle of Power (5 charges), or Deadly Misfortune (Contagion; 5 charges). The devil fruit regains expended charges daily at dawn.

Awakening (Wheel of Fortune). Once you’ve awakened your power, as an action, you can create a zone of intensified fortune within a 30-foot radius centered on yourself. While inside this zone, you and up to four other allied creatures roll a d20 at the start of their turn and must record the result. Until the start of its next turn, any creature that makes this roll can use the result in place any any attack roll, saving throw, or ability check made by itself or another creature it can see inside the zone. It must choose to do so before the roll, and it can replace a roll in this way only once per turn. This effect lasts for 1 minute or until you fall unconscious. After using this feature, you cannot use it again for another 24 hours.