Rubber Warrior (5e Class)

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Rubber Pirate

Creating a Rubber Pirate

Quick Build

You can make a Rubber Pirate quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity.

Class Features

As a Rubber Pirates you gain the following class features.

Hit Points

Hit Dice: 1d8 per Rubber Pirates level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Rubber Pirates level after 1st

Proficiencies

Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Strength, Dexterity
Skills: Choose three from Athletics, Acrobatics, Insight, Intimidation, Perception, Nature, and Survival

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) Pirate Cloth or (b) Common Cloth
  • (a) any two simple weapons or (b) {{{item2b}}}
  • (a) A dungeoneer's pack or (b) An explorer's pack
  • If you are using starting wealth, you have 2d4 x 10 gp in funds.

Table: The Rubber Pirates

Level Proficiency
Bonus
Features Punch
1st +2 Unarmored Defense, Gomu Gomu no Pistol 1d4
2nd +2 Gomu Gomu no Bazooka 1d4
3rd +2 Gomu Gomu no Gatling 1d6
4th +2 Ability Score Improvement, Gear Second 1d6
5th +3 Extra Attack, Gomu Gomu no Rifle 1d8
6th +3 Gomu Gomu no Fusen 1d8
7th +3 Haoshoku Haki 1d10
8th +3 Ability Score Improvement, Gear Third 1d10
9th +4 Gomu gomu no Kane 1d12
10th +4 Gomu gomu no Stamp 1d12
11th +4 Gomu gomu no boh 1d10+1d4
12th +4 Ability Score Improvement, Busoshoku Haki 1d10+1d4
13th +5 Gomu gomu no Stamp Gatling 2d8
14th +5 Gear Fourth(Bound Man) 2d8
15th +5 Gomu gomu no Snake Shot 2d10
16th +5 Ability Score Improvement 2d10
17th +6 Gomu gomu no Sanbyaku Pound Cannon 2d8+1d6
18th +6 Extra Attack, Santoryu Gomu Gomu no Diable Mouton Jet Roppyaku Pound Cannon 2d8+1d6
19th +6 Ability Score Improvement 3d8
20th +6 Kenbunshoku Haki, Gear Fourth(Snake man) 3d8

Strong Melee

Your unarmed attacked are equal to your punch damage plus your Strength modifier.

Unarmored Defense

At 1st level while not wearing armor or holding a shield your AC equals 8 + Strength Modifier + Dexterity Modifier.

Gomu Gomu no Pistol

Get at level 1. This is Luffy's signature attack; he stretches his arm back then throws a devastating punch to enemy within 15ft, knocking them back 5ft.(punch damage + Strength Modifier + 1d4) 3 uses before a short rest is needed (increases to 5 at level 7).

Gomu Gomu no Bazooka

Get at 3rd level. Luffy stretches both his arms far back for 5ft. and then hurls them forward for 15ft. striking his opponent with both instantaneously with a double open palm strike with both hands for(double punch damage+Strength Modifer + 1d6), knocks back 10ft. 2 uses before long rest is needed (increases to 3 and a short rest at level 10.

Gomu Gomu no Gatling

Get at 5th level. Luffy uses his stretching ability to bring his fists forward repeatedly in a blurry, rapid barrage of strong punches that creates the illusion of him having multiple arms for(Punch damage+Strength Modifer x 5 times, must roll to hit each time) 1 use before short rest is needed (increases to 2 uses and 7 hits at level 13.

Gear Second

Get at level 7. This technique involves Luffy speeding up the blood flow in all or selected body parts, in order to provide them with more oxygen and nutrients. This makes him much faster and more powerful. You gain +2 on attack rolls and 1d8 damage add to all your attacks. Your speed increases 30ft. You have 1 use of this before a long rest and it lasts 4 rounds. At level 13 You can use this 2 times and it lasts 6 rounds

Gomu Gomu no Rifle

Get at level 8. Luffy twists his arm around as he stretches it behind him for 5ft. and hits the opponent at 5ft for(punch damage x2 +Strength Modifer + 1d10) 2 uses with a 1 turn cooldown, long rest.

Gomu Gomu no Fusen

Learn at level 9. A technique where you inflate yourelf rapidly through your mouth, further increasing your resistance to damage. As a reaction, you can increase your AC by 3 for 1 attack. 3 uses, short rest.

Haki

Choose one of the following ability at level 10, 15 and 20. All haki take a bonus action to activate ( unless stated otherwise )

Haoshoku Haki 30 foot radius Enemies must make a wisdom saving throw 8+Prof+Strength or pass out from sheer willpower (at the end of each turn they make a DC10 saving throw to wake up) you can use this ability once per short rest

Busoshoku Haki Armor class and damage increases by +2 and you ignore all resistances and immunities of your attacks for 3 rounds you can use this ability a number of times equal to your strength mod

Kenbunshoku Haki Your enemy has disadvantage on all attacks against you and gain advantage on all dexterity saving throws for 3 turns you can use this once every short rest

At level 15, you may gain profitionse in one type of the halo you already know. Upgraded haki abilities are stated below.

Haoshoku haki: You have 2 choices when upgrading Haoshoku haki. Whichever choice, your regular Haoshoku haki's range is extended to 60ft.

Foresight Haoshoku: Once a long rest, you may take no damage until the start of your next turn. (You can still use regular Haoshoku halo as well as this)

Strength Assessing Haoshoku: Twice a long rest, you can find out the health, stats and abilities of a living creature within your Haoshoku haki range.

Busoshoku: Again, you have 2 choices with Busoshoku haki.

Increased Defensive Haki: Armor class and attack damage are increased by 3. You can ignore all resistances and immunities of your attacks for 5 rounds. You can use this a number of times equal to your strength mod plus 2 before a long rest

Gear 3rd


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