Rubber Pirate, Variant (5e Class)
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Rubber Pirate[edit]
After finding a strange fruit with its purple coloring and some swirls in it, when eating this fruit you end up turning into a Rubber Man, being able to stretch your entire body.
Creating a Rubber Pirate[edit]
- Quick Build
You can make a Rubber Pirate quickly by following these suggestions. First, Strength should be your highest ability score, followed by Dexterity.Second, choose the Sailor or Folk hero backgrounds.
Class Features
As a Rubber Pirates you gain the following class features.
- Hit Points
Hit Dice: 1d10 per Rubber Pirates level
Hit Points at 1st Level: 10 + Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Rubber Pirates level after 1st
- Proficiencies
Armor: none
Weapons: Simple weapons
Tools: none
Saving Throws: Constitution, Wisdom
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) any martial weapon
- (a) A Straw Hat or (b) An explorer's pack
- If you are using starting wealth, you have 2d4 x 10 gp in funds.
Level | Proficiency Bonus |
Features | Unarmed Strike Damage | Stamina | Rubber Techniques |
---|---|---|---|---|---|
1st | +2 | Unarmored Defense, Rubber Man | 1d6 | 5+Con | - |
2nd | +2 | Rubber Techniques | 1d6 | 10+Con | 2 |
3rd | +2 | Unarmored Movement | 1d6 | 15+Con | 2 |
4th | +2 | Ability Score Improvement, Pirate's Courage | 1d6 | 20+Con | 2 |
5th | +3 | Extra Attack, | 1d8 | 25+Con | 3 |
6th | +3 | — | 1d8 | 30+Con | 3 |
7th | +3 | Gear Second | 1d8 | 35+Con | 3 |
8th | +3 | Ability Score Improvement, Gear Third | 1d8 | 40+Con | 4 |
9th | +4 | Haoshoku Haki (覇王色の覇気), Haki (覇気) | 1d10 | 45+Con | 4 |
10th | +4 | — | 1d10 | 50+Con | 4 |
11th | +4 | — | 1d10 | 55+Con | 5 |
12th | +4 | Ability Score Improvement, Advanced Haki | 1d10 | 60+Con | 5 |
13th | +5 | — | 1d10 | 65+Con | 5 |
14th | +5 | — | 1d10 | 70+Con | 6 |
15th | +5 | Gear Fourth, | 1d12 | 75+Con | 6 |
16th | +5 | Ability Score Improvement, Advanced Conqueror's Haki | 1d12 | 80+Con | 6 |
17th | +6 | — | 1d12 | 85+Con | 7 |
18th | +6 | — | 1d12 | 90+Con | 7 |
19th | +6 | Ability Score Improvement | 1d12 | 95+Con | 7 |
20th | +6 | Gear 5 | 1d12 | 100+Con | 8 |
Rubber Man[edit]
Starting at 1st level, you have gained a rubbery body through many different means (usually through eating a devilish fruit). You gain the following benefits:
- Your melee range is extended to 15ft.
- You can roll a d6 in place of the normal damage of your unarmed strike. This die changes as you gain rubber pirate levels, as shown in the Martial Arts column of the Rubber Pirate table.
- When you use the Attack action with an unarmed strike, you can make one unarmed strike as a bonus action.
- Because of your rubber body, you are immune to lightning damage.
Unarmored Defense[edit]
While not wearing armor or holding a shield your AC equals 10 + Strength Modifier + Constitution Modifier.
Rubber Techniques[edit]
Upon reaching level 2, your journey as a rubber pirate has been quite bizarre, but you have used that creativity to it's fullest. You are able to use a myriad of techniques that connect to your body's power. These are listed at the bottom of the page and you are able to learn however many it says on the Rubber Technique column on the Rubber Pirate table above.
- Rubber Abilities
Constitution is your main stat for your techniques (shown below), since you will likely be using these moves on pure luck and hard-headed will alone. You use your Constitution whenever a technique refers to your Rubber Abilities. In addition, you use your Constitution modifier when setting the saving throw DC for a Rubber Technique you use and when making an attack roll with one.
Rubber Save DC = 8 + your proficiency bonus + your Constitution modifier
Spell attack modifier = your proficiency bonus + your Constitution modifier
The following rules apply to all Techniques unless otherwise stated:
- To use Rubber Techniques, you must be able to move at least one your arms.
- All Rubber Techniques require stamina.
- Anything that prevents you from moving, such as the prone condition, also prevents you from using Rubber Techniques.
- You regain all of your stamina points at the end of a long rest, or half of them at the end of a short rest.
- Stamina and ki do not stack, and can not be used to fulfill each others' cost.
You know a number of techniques as listed in the Rubber Techniques column of the Rubber Pirate class table. These techniques must have any requisite techniques it requires.
Unarmored Movement[edit]
Starting at the 3rd level, your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases at 20 feet upon reaching the 6th level.
Pirate's Courage[edit]
At 4th Level you gain proficiency in Persuasion if you don't already, and gain expertise if you do.
Extra Attack[edit]
Beginning at 5th level, you can attack twice times, instead of once, whenever you take the Attack action on turn. Raising to three attacks at level 15.
Gear Second[edit]
Monkey D. Luffy transforming into Gear Second for the First Time, Toei Animation |
At 7th level you've learned through your battles a reason to get stronger and faster than you currently are for a short time, activating a power you've named "Gear Second". This is a transformation technique that enhances the user's strength, speed, and mobility that is usually used as a transformation for a rubber pirate.
While using Gear Second, you lose 5 stamina per round the form is active and you must make a constitution save (DC14) if you de-transform at a whim to protect your body. On a failure you are knocked prone and take 1 level of exhaustion, and on a success you are able to regain 1d4+Con Mod stamina. If you lose all of your stamina while in Gear Second, you must make the same save but at a DC of 20 and on a success you do not gain back any stamina But in case of failure you gain 2 exhaustion points for 10 minutes. You are only able to use Gear Second per long rest until you hit level 11, where it takes only 3 stamina per round and you no longer have to make the save when de-transforming at a whim. At level 12 you are able to use the moves of the Gear Second outside of having the transformation active.
Upon unlocking Gear Second, you are able to add these new abilities to your known abilities. You are only able to use these abilities while in Gear Second, listed below:
- You gain an extra set of movement speed of 10 feet, along with +2 to your dexterity and strength stats and thei max (22).
- Because of your speed you are able to overcome immunities to regular bludgeoning damage.
- You gain your half your proficiency bonus modifier in AC.
Soru
3 Stamina
By using Gear Second's immense increase in speed, a rubber pirate is able to emulate the spell "Misty Step" by moving so fast between places that they seem to teleport! This is as large of a radius as your movement speed during the dash action.
Gomu-Gomu no Jet Pistol
5 Stamina
The user performs a far faster and stronger Gomu Gomu no Pistol in Gear Second, extending their range by 30ft and being able to attack with more force. They are also able to perform this move twice in one turn because of the aforementioned speed while using more stamina.
Damage: (Unarmed Strike damage + Strength Modifier + 1d8 Force Damage)
Gomu-Gomu no Jet Bazooka
8 Stamina
The user stretches both of their arms backwards and seemingly teleports infront of a target within 30ft of them, bashing them in the stomach 20ft away, afterwards the user is then unable to use their extra attack or bonus action attack for the turn. If they fly into a structure (i.e a wall of some sort) they take an extra 2d6 force damage.
Damage: (Double your Unarmed Strike die + Strength Modifer + 1d6)
Gomu-Gomu no Red Hawk
6 Stamina
(Prerequisite: Gomu-Gomu no Pistol, Busoshoku Haki)
When leaning back, its arm ignites, releasing a stream of fire. When the attack hits, it creates a blast of fire even underwater and deals massive damage.
Damage: (Unarmed Strike damage + Strength Modifer + 2d6 [Fire Damage])
Gear Third[edit]
Monkey D. Luffy transforming into Gear Third in the Paramount War, Toei Animation |
Piggybacking off of your learning of Gear Second, you quickly work to unlock another powerful technique you've named "Gear Third". Upon activating this new "Gear", you gain:
- Any Technique gains an extra 1d8 Bludgeoning damage
- Any technique that inflicts damage via a "line" for range instead becomes a "cone". (Gomu-Gomu no Pistol 30ft Line -> Gomu-Gomu no Gigant Pistol 30ft Cone)
- Any technique that inflicts damage via a "Cone" increases its range by 10ft.
- Gigant Techniques have a +2 to hit, because of the increased size
Gear Third can only be used once per long rest, which increases to twice at level 10 (as well as the shrinking detriment) and finally becomes usable anytime at level 12.
Upon unlocking Gear Third, you are able to choose between a slew of new abilities, replacing the base abilities named below :
Gomu-Gomu no Pistol / Jet Pistol -> Gomu-Gomu no Gigant Pistol
8 Stamina
The user delivers a Gomu Gomu no Pistol with extreme force due to the larger size of their fist, covering an a 60ft Cone. If successfully hit by this technique, the target must make a DC save against your Rubber Techniques DC or be sent sent flying backwards for half of the damage they took in feet, which on a success they'll be sent half.
After this attack, take the disadvantages of Gear Third
Damage: (triple your unarmed strike die (1d8->3d8) + Strength Modifier + 1d12) Bludgeoning + 1d8 Force
Gomu-Gomu no Bazooka / Jet Bazooka -> Gomu-Gomu no Gigant Bazooka
10 Stamina
To create this attack, the user inflates both of their arms by biting both of the thumbs and blowing into them. With both of their arms inflated to large proportions, the user then delivers the attack onto an opponent the same way they regularly do with a normal Gomu Gomu no Bazooka attack, except stretching backwards with half of the time needed and with much greater power.
Damage: (triple Unarmed Strike Die (1d8->3d8) + Strength Modifier + 1d12) Bludgeoning + 2d10 Force
Haki (覇気)[edit]
Monkey D. Luffy showing his own powerful observation haki, Toei Animation |
Haki is a mysterious power that allows the user to utilize their own spiritual energy for various purposes such as sensing people's own spiritual energy and predicting their actions (Kenbunshoku), giving the user a protective coating of spiritual energy (Busoshoku), and, for a certain group of "chosen ones", overpower the willpower of others (Haoshoku).
Upon reaching 9th level, you are able to pick between Busoshoku or Kenbunshoku haki and choose that to focus on for the current parts of your journey. As you gain levels, you are able to unlock and use the other haki you chose not to focus on.
Busoshoku Haki (武装色の覇気)[edit]
Busoshoku Haki is a form of Haki that allows the user to use their own spiritual energy to create, in essence, an invisible armor around themself, providing incredible offensive and defensive capabilities. After choosing Busoshoku Haki, you are able to use the ability of "Hardening" which take up spots of technique's known.
Hardening
Hardening (硬化) is the most basic application of Busoshoku Haki. At 9th level, the user clads their desired body part with a coating which is mostly black, but can also have shadings of a different color based on unknown facts of the user (choose your own color, by DM's discretion). Your hits are considered magical to bypass immunities and resistances along with gaining a considerable amount of defense, increasing your AC by 3 for 1 minute. This can be used a number of times equal to your con+3 but can be used one charge at a time.
Kenbunshoku Haki (見聞色の覇気)[edit]
Kenbunshoku Haki, also known as "Mantra" by the people of the sky, is a form of Haki that grants the user a sixth sense that allows them to sense the presence, strength, and emotions of others, as well as gain limited precognitive abilities. After choosing Kenbunshoku Haki, you are able to use different abilities which take up spots of technique's known.
Presence Sensing[edit]
The most common usage of this Haki allows the user to sense the presence of others. Upon using this ability you are able to "sense" things within a 120ft radius to a maximum of 300ft, feeling something akin to truesight which gets less and less potent the farther the person(s) they are sensing are after 120ft.
Strength Sensing[edit]
Strength Sensing is an application of Haki that allows the user to measure the strength of the people whose presence they sense. This usage of Haki is useful in finding "powerful auras". Through this application, the user can easily locate powerful allies and avoid powerful enemies. By using this ability you are able to sense the aura's of your enemies and find out something about them, such as:
- The creature's remaining number of hit points.
- The creature's highest ability score and their lowest ability score.
- The creature's resistances, immunities, and vulnerabilities.
- A defining characteristic of the creature that may be utilised in battle. For example, a dragon's breath weapon, a gibbering mouther's terrain transformation, or a certain potent spell of a wizard.
- Some information or background about the creature, at the DM's discretion.
Intent/Emotion Sensing[edit]
Put together because of how similar they are, the user is able to sense emotions and intent. Using this ability they are able to sense a person's emotion and "feel" deep within them, gaining advantage on insight and persuasion checks. Along with this, you are able to as a reaction go sense when an attack is about to hit you which then allows you to change course and gain 3 AC against it.
Advanced Busoshoku Haki[edit]
At 12th level, you have become adept at using your Busoshoku haki and have unlocked the ability to use an advanced technique:
Emission[edit]
Skilled users of Busoshoku Haki are capable of letting the power flow out from a part of their body: add 1d6 force damage to your attacks.
Advanced Kenbunshoku Haki[edit]
Future Sight[edit]
Prerequisite: Be in 12th level Intent/Emotion Sensing
Future Sight allows the user to see a short period into the future; instead of just sensing what will happen by intuition, the user of this advanced level of Kenbunshoku Haki can literally see a precise mental image of what. As a reaction or bonus action you can activate future vision you become unable to attack your enemies but they also become unable to attack you. You can deactivate future vision as a bonus action, but is disadvantaged on attack rolls made against you for a number of rounds equal to the number of rounds you used the ability, and is unable to use it again until that number of rounds are up.
Mastered Sensing[edit]
Prerequisite: All Sensing
After obtaining and mastering all of the sensing abilities, the user is able to use all of their powers in one move which allows them to use any of their sensing abilities as a bonus action rather than an action along with making them stronger.
- 300ft sensing increases to 5 miles
- Expertise of Persuasion/Insight, increase AC by 2 on reaction.
- Strength Sensing stays the same.
Haoshoku Haki (覇王色の覇気)[edit]
Haoshoku Haki ((覇王色の覇気)) is a rare form of Haki that allows the user to exert their own willpower over others. At level 9 through a tough or life-ending situation, you've activated the ability to overpower people with your will to live or save another alone, adding "Overpower" to your list of known Rubber Abilities, without taking a slot of your currently known techniques, but until level 10 you are only able to use it in moments of vast concern or rage (DM discretion is advised).
Upon reaching level 10 you are able to use Haoshoku Haki semi-regularly, being able to use it 2 times per long rest. At level 15 this increases to 3 and at level 20 you are able to use it regularly.
Overpower[edit]
By unlocking this ability the user gets advantage on intimidation checks and allows the user to use "Overpower": as an action a creature within a range of 30 foot must do a wisdom save against your Rubber Technique DC, If the target fails within a near number (<2, DC17 against a 16) they gain the frightened condition and are unable to attack you for 1d4 turns, if they are more than 3 off (DC17 against a 14) they are stunned for 1d4 turns, and if they get less than 7 (DC is 17 against a 10) they are knocked unconscious for 1d4 turns. The target can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success.
Advanced Conqueror's Haki[edit]
A very small number of particularly powerful Haoshoku Haki users, are able to "infuse" (まとえる) their body and weapons with this Haki in a way that is very similar to Busoshoku Haki, greatly augmenting the power of their attacks. Upon reaching 16th level, you gain:
Infusion You are able to infuse your Haoshoku haki into your body and weapons, adding 4d12 damage that doesn't hit the target directly creating a kind of magical force. Along with this, you can attack without weapons to get a +7 to hit and attacking with weapons gets a +5 to hit. Furthermore, every attack made creates vulnerability even against immunity against all opponents.
Gear Fourth[edit]
Upon reaching level 15 you are able to use your Busoshoku Haki and clad much of your body within it, growing one size larger in terms of what you can lift/move. You then activate Gear Fourth, in two different forms as a bonus action for a minute.
Boundman[edit]
Monkey D. Luffy's first transformation into Gear Fourth : Boundman against Doflamingo, Toei Animation |
By blowing into your arm, your body becomes deformed and suddenly grows much larger in size, with (usually) your arms, upper torso, and legs coated with Busoshoku Haki. From this transformation, you:
- While using Gear Four, you lose 8 stamina per round the form is active and you must make a constitution save (DC16) at the end of the minute or when you return normal.
On a failure you are knocked prone and take 1 level of exhaustion, and on a success you are able to regain 1d4+Con Mod stamina. If you lose all of your stamina while in Gear Four, you must make the same save but at a DC of 22 and on a success you do not gain back any stamina but in case of failure you gain 2 exhaustion points for 15 minutes.
- Increase one size category and adds +2 to your AC;
- Every melee attack roll made by the user takes an extra 1d10 damage;
- The user gains advantage on all attack rolls with Gomu-Gomu no Mi techniques and the technique's damage increases by an extra 1d6;
- Creatures have disadvantage on Strength Savings against Gomu-Gomu no Mi techniques;
- Increases the user's normal speed by 2 times
- Upon ending this technique, the user gains or increases 2 Levels of Exhaustion and will not be able to use Haki any kind, for 10 minutes.
Along with your new transformation, you are able to pick from new techniques that require you to be in Gear Fourth to use four times per long rest:
Gomu-Gomu no Kong Gun
5 Stamina
After compressing the fist of his forearm (and making it look like a real cannon), he unleashes a devastating short-range punch with enormous power. The creature must succeed on a Strength saving throw against your Rubber Technique DC or be thrown 20 feet and knocked prone.
Damage: (1d10+1d4 + Strength Modifer + 2d6 + 1d10 + 1d12)
Gomu-Gomu no King Kong Gun
30 Stamina
Blowing a large amount of air into its arm, drastically increasing its size, the attack gains advantage and everyone within 5 feet of the attack must make a Strength saving throw if it is not thrown 30 feet away, in a success is thrown only 20 feet.
Damage: (2d10 + Strength Modifer + 2d6 + 2d10 + 1d12 )
Snakeman[edit]
Monkey D. Luffy's first transformation into Gear Fourth : Snakeman against Charlotte Katakuri, Toei Animation |
As a bonus action you activate Snakeman, greatly increasing your height though making your Haki's range a little more limited, covering only your arms and legs, gaining the following benefits:
- You can't be surprised and +2 to hit;
- Adds half your proficiency bonus modifier to your attacks rolls;
- User increases one size category
- Each melee attack roll made by the user takes an extra 1d10 damage;
- User gains advantage on all attack rolls with Gomu-Gomu no Mi techniques and the technique's damage increases by an extra 1d8;
- Creatures have disadvantage on Dexterity Checks against Gomu-Gomu no Mi techniques;
- Increases the user's normal speed by two times along with gaining 2 reactions per turn
- Upon ending this technique, the user gains or increases 2 Levels of Exhaustion and will not be able to use Haki any kind, for 10 minutes.
Along with your new transformation, you are able to pick from new techniques that require you to be in Gear Fourth You can use it up to 4 times per long rest.These attacks go as:
Gomu-Gomu no Jet Culverin
8 Stamina
The user compresses his fist and releases it, using Python to change the direction of his punch according to his opponent's actions, being able to change direction with a reaction until it does more than 50 damage to his surroundings or an enemy.
Damage: (3d8 + 2d6 + Dexterity modifier + Strength Modifier + 2d10 + 1d12)
Gomu-Gomu no King Cobra
25 Stamina
The user compresses his arm, and when he releases it, instead of directly attacking his opponent, he first has his arm around himself once before sending his enlarged fist towards the opponent. The wide loop gives your attack additional acceleration, thus increasing your momentum, while the increased fist adds more mass. After using this technique you fall out of the form until you hit level 16.
Damage: (3d8 + 3d6 + Dexterity modifier x2 + Strength Modifer x2 + 1d10 + 1d12)
Gear 5[edit]
Luffy transforming into Gear Fifth for the first time fighting Kaido, the King of Beasts! Eiichiro Oda / Shonen Jump.' |
Gear Fifth is a transformation like no other, resulting from the awakening of the fruit you as a rubber pirate ate so long ago. This is your final step, and at 20th level you unlock the following 'fruits' of your transformation. Becoming the Pirate King is in your reach!
- This technique lasts 15 minutes if you force it beyond 15 minutes the advantage is nullified and you gain 1 exhaustion points every extra 5 minutes Each point of exhaustion lasts 10 minutes If you run out of stamina, you gain 2 exhaustion points for 10 minutes.
- In this form the user gains +45 feet range to attack
- User speed increases by 60 feet
- All Gear 5 attacks gain an extra 6d12 damage and +3 in CA
- All your Gear 5 moves have advantage as long as you are not wielding weapons and gain +6 on attack rolls
- Your hits ignore resistances, immunities and armor
- Everything that is in contact with the user becomes rubber and the user can also cross people or objects that he is touching
- Reduction for all damages= Hit Dice times Proficiency
- The user can shape their size and physical shape at will.
- Everything and everyone that is in contact with the user becomes rubber, gaining rubber properties. (Actions involving scenery or objects must be evaluated by the GM).
- In this form the Gomu Gomu no Gatling only needs one hit
- When you are using Gear 5 you can use these skills a number of times equal to your proficiency + strength modifier
Gomu-Gomu no Kaminari
15 Stamina
While the user is in Gear 5 form they can use a reaction to grab lightning around them from an attack or storm and launching them back at / towards a target. In the case of a reaction the hit against you cannot be greater than your AC
Gomu-Gomu no Bajrang Gun
50 Stamina
The ultimate ability user rolls 8+ Strength modifier + proficiency against a target's Dexterity score in total to hold the target on hit the target takes full damage and on miss it takes half damage. then inflating your hand making it huge covering an area of 3000ft your hand is covered in Haoshoku Haki (if you are in the middle of a storm you can grab a number of lightning bolts equal to your proficiency times 2. Upon dropping your hand from the sky you induce a strength and constitution save (DC18 Strength, DC 20 Constitution). Upon failing both the target is thrown into the ground with full damage and leaves them destroyed beyond all belief, failing one does half damage and passing both holds the fist back and begins a clash. (Damage: 20d4+20d4*3)
Gomu-Gomu No Shield
35 Stamina
You can hold the ground in front of you in an area of 45 feet and raise it like a shield, which can reflect blunt projectiles and trap slashing blueprints. The ground's AC equals yours with a +15 bonus.
Rubber Techniques[edit]
All Rubber techniques may be used in place of an unarmed strike attack, unless stated otherwise. You cannot use the same technique twice on the same turn. Travel Techniques don't use stamina at all.
Gomu-Gomu no Pistol
1 Stamina
The user stretches his arm back then throws a devastating punch forwards. This attack can be used from short to long range. Range 30/120ft, on a hit the target takes 1d6+DEX bludgeoning damage.
Gomu-Gomu no Bullet
1 Stamina
Prerequisite: Gomu-Gomu no Pistol
The user stretches one arm, far behind him while running, then snaps it back to deliver a short-distance, one-fisted powerful blow to an opponent. Range 45/150ft, on a hit the target takes 2d6+DEX bludgeoning damage.
Gomu-Gomu no Bazooka
2 stamina, plus 1 for every round held
As an attack, you stretch both arms far back starting at 15ft and then hurl them forward in melee range to hit one creature instantaneously with a double open palm strike with both hands for Unarmed Strike x 2 + Strength Modifier + 1d10), knocking back the opponent the amount of feet in the opposite direction the attack came from. You can hold this action for up to 5 turns, increasing the arms stretch length by 15ft per round held increasing the damage by your unarmed strike die for every round.
Gomu Gomu Gomu Gomu no Bazooka
4 stamina, plus 1 for every round held
Prerequisite: Gomu-Gomu no Bazooka
A stronger version of Gomu Gomu no Bazooka, used to send flying heavy opponents. The attack is the same as Bazooka but with the difference that when the user stretches his arms back, he stretches them an extremely long distance. Instead of up to 75ft back, you can stretch farther and farther back for up to 300ft that increases from 50ft up to 6 rounds. Upon hitting with this ability you do Unarmed Strike x 4 + Strength Modifier + 1d10 damage, knocking the opponent the amount of feet in the opposite direct the attack came from times 2.
Gomu Gomu no Gatling
3 stamina
As a full turn action, you can use your stretching ability to bring your fists forward repeatedly in a blurry, rapid barrage of strong punches that creates the illusion having multiple arms to attack an enemy at range. The creature is hit for each successful attack roll, up to 5 times, for a damage of (Punch damage + Strength Modifier). When you do so, you cannot use a bonus action or a reaction until the start of your next turn.
Gomu-Gomu no Bowgun
3 stamina
Taking hold of his opponent from behind, the user repeatedly twists his torso vertically around his hips before grasping them with his feet and then rapidly untwisting, creating a snapback that sends his opponent flying upwards. When grabbed the target must make a strength save against the Rubber Technique DC or be thrown into the air 30ft, taking one attack of opportunity from the user along with anyone within 5ft.
Gomu Gomu no Rifle
5 stamina
The user twists his arm around as he stretches it behind him for 50ft. and hits the opponent at 5ft for(Unarmed Strike damage x 2 +Strength Modifer + 3d10)
Gomu-Gomu no Cannon
8 Stamina
The user builds up speed and momentum with a long series of quick punches similar to Gomu Gomu no Gatling, stopping just short of the target(s) at first, and finishes with a single double-palm blow similar to Bazooka to thrust-forward the gathered force all at once. Upon attacking with this move the user must make 3 unarmed strikes where at least one has to connect, adding up damage through hits until they blow forward, doing Unarmed Strike damage x 2.
Gomu Gomu no Fusen
2 Stamina
Technique where you inflate yourself rapidly through your mouth, further increasing your resistance to damage. As a reaction, you can increase your AC by 5, being able to deflect non sharp projectile attacks.
Gomu-Gomu no Muchi
4 Stamina
The user stretches their leg and launches a kick to knock their enemies down in an large cone/radius. Every creature within the technique's area must make a Dexterity Saving Throw against the Rubber Technique DC taking full damage on a failure and being knocked prone or half as much damage upon succeeding and not being knocked prone. Damage: (Unarmed Strike damage + Strength Modifier)
Gomu-Gomu no Tsuchi
4 Stamina
The user stretches out his arms while twisting them, and then takes hold of his opponent. He then untwists them, rapidly spinning his opponent, while bringing him crashing to the floor. The target must avoid this using a dexterity save against the Rubber Technique DC or be thrown into the ground taking Unarmed Strike damage x 2 + Strength modifier + 1d8
Gomu-Gomu no Ozuchi
8 Stamina
Pre-Requisite: Gomu-Gomu no Tsuchi
Similar to Gomu Gomu no Tsuchi, but the user performs it using the feet and legs instead of hands and arms while in mid-air. The target must make a strength save against the Rubber Technique DC or be restrained and thrown into the ground at an even higher elevation, dealing Unarmed Strike Damage x 4 + Strength Modifier + 2d8
Gomu-Gomu no Hanabi
4 Stamina
The user fires countless punches in all directions with impressive speed over a much larger area of 50ft. Every creature within the technique's area must make a Dexterity Saving Throw. Taking full damage on a failed save or half as much damage on a successful one. (Unarmed Strike x2 + Strength Modifer + 1d10)
Gomu-Gomu no Kama
1 Stamina
The user grabs an object behind his opponent within 100ft and pulls himself towards them. He then stretches out his other arm and clotheslines his opponent dealing Unarmed Damage + Strength modifier.
Gomu-Gomu no Yari
3 Stamina
The user holds his feet together (with the bottoms of each touching each other) and kicks with both simultaneously via his toes for a 20ft line (giving off the image of an actual spearhead) dealing Unarmed Strike damage + Strength Modifier + 1d10
Gomu-Gomu no Ono (Axe)
6 Stamina
The user stretches one leg high into the air, then brings it crashing down via a high-gravity stomp on an opponent or structure, for massive damage, strong enough to destroy large buildings and ships in a single hit. On a hit this deals Unarmed Strike damage x 3 + Strength Modifier + 1d10 and the target (if applicable) must make a Constitution save against the Rubber Technique DC or be knocked prone and restrained under the foot of the user.
Gomu-Gomu no Kane
3 Stamina
While latched onto an enemy, the user stretches his neck backwards, before snapping it back for a devastating head butt to the opponent's face (though there exist times where the user does not need to latch onto an enemy and only does the headbutt portion). Range 30/60ft and dealing Unarmed Strike + Strength Modifier x 2.
Gomu Gomu no Pinwheel
5 Stamina
The user plants his feet into the ground to steady himself, then twisting his body around tightly to a point of being unable to do it anymore. The user then grabs ahold of a large object and flings it around at an amazingly fast in a 30ft radius for 3 rounds, each round inducing a dexterity save against the rubber technique DC or taking your Strength Modifier in damage and being knocked prone. When it ends the user is stuck in the ground and will need to be pulled out unless they can roll a strength check to get out themselves.
Gomu-Gomu no Stamp
5 Stamina
Using their body's elasticity, the user harnesses their strength and kicks a creature with a melee attack roll for unarmed strike damage. If, while pushing back, the creature hits an object or structure more than 5 feet in radius, it takes an extra 2d8 damage.
Gomu Gomu no Stamp Gatling
8 Stamina
Similar to Gomu Gomu no Stamp, except the user makes multiple strikes with his feet. Roll the attack 3 times.
Gomu-Gomu no Tate
2 Stamina
The user grabs the fingers of one hand with the other, and stretches them before his face to block blades that pass between the fingers, raising his AC by 2 against slashing damage.
Gomu-Gomu no Ami
1 Stamina
The user entwines his fingers making a net like shape and then stretches out his fingers making a larger net in an attempt to trap his opponents, the opponent must make a strength save against the Rubber Technique DC or be restrained by the rubber net, having to make the save every other turn to get out.
Gomu-Gomu no Baku
3 Stamina
The user stretches his mouth wide open, and attempts to bite or swallow his opponent. This is used primarily as a joke though can do real damage. Unarmed Strike Damage + Strength Modifier
Gomu-Gomu no Marunoko
6 Stamina
The user grabs his opponent from afar with both arms and winds himself up like with a bow gun. The target must make a strength save against the Rubber Technique DC or be restrained against this attack, which instantly hits on a failure. He then kicks off from the ground and spins towards his opponent to deliver a powerful head butt that deals Unarmed Strike x 3 + Strength Modifier.
Gomu-Gomu no Storm
10 Stamina
Prerequisite: Gomu-Gomu no Balloon
The user first uses Gomu-Gomu no Balloon and twists his body around tightly, then blows the air out behind him while untwisting to fly in forward while spinning towards an opponent, where he delivers a constant barrage of powerful punches similar to Gomu Gomu no Gatling, with power greatly enhanced by the momentum of his spinning launch. On a hit this deals Unarmed Strike x 6 + Strength Modifier + 2d10
Gomu-Gomu no Rocket
As a bonus action, using the ground or some object as support, the user can stretch their arms and launch themselves for up to 60ft in any direction.
Gomu-Gomu no Boh...
1 Stamina
As a full turn action the user activates their ultimate ability, the ability to lose all consciousness in their mind and purely rely on instinct. You gain +10 to your AC and have the ability to dodge at supernatural speeds, but you are unable to do any action or anything else until you stop the attack.
Gomu-Gomu no Tako
1 Stamina
A technique in which the User makes his appendages go limp that they resemble the tentacles of an octopus along with his head inflating to an amazingly large size.
Gomu-Gomu no Tako Hanabi
3 Stamina
Prerequisite: Gomu-Gomu no Tako
The user fires off an attack much Gomu Gomu no Hanabi except, due to the previous move, Gomu Gomu no Tako, his limbs bounce off of walls without losing speed. Because his limbs are limp, the user cannot predict or control where they will go if they ricochet off of an object, much less the unlucky opponent(s). This is completely advantageous against a Kenbunshoku Haki user as they also cannot predict where the user's punches and kicks would come at them giving them a +3 to the attack, except going after everyone within a 30ft radius (Unarmed Strike x2 + Strength Modifer + 1d10)
Gomu-Gomu no Ame
5 Stamina
The user jumps into the air and performs a strong, rapid-fire punching attack while spinning. Similar to Gomu Gomu no Storm, except without inflating himself beforehand, and he punches while descending like rain dealing Unarmed Strike x 2 + Strength Modifier
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