Way of the Gomu Gomu No Mi (5e Subclass)
Way of the Gomu Gomu No Mi[edit]
Monk Subclass
Monks who follow the Way of the Gomu Gomu No Mi have consumed the rare and powerful Devil Fruit of the same name. The consumption of this fruit grants them the ability to stretch, contort, and morph their bodies as if they were made of rubber. Through this transformation, they gain incredible flexibility, resilience, and power, making them formidable in both combat and movement.
- Rubber Form
When you choose this tradition at 3rd-level, consuming the Gomu Gomu No Mi has given your body the consistency of rubber. You gain the following abilities:
- Your rubber-like body grants you resistance to bludgeoning damage.
- You can stretch your arms and legs to grapple and make unarmed strikes against enemies from a distance. When you attempt to grapple or attack a creature using an unarmed strike, you can do so from up to 10 feet away.
- You can move through spaces occupied by creatures (without provoking opportunity attacks), as your body stretches to accommodate tight spaces.
- When you jump, you may use twice your Dexterity modifier (instead of Strength) to calculate the height and distance of your jumps.
- Aspects of Rubber
At 3rd-level your rubbery nature allows you to channel your ki in unique ways. You gain the following abilities:
- Rubber Grappling: When you grapple a creature within 5 feet, you can spend 1 ki point to attempt to ensnare that creature. On a success, both you and the creature are restrained for the duration of the grapple.
- Elastic Counter: When a creature hits you with a melee attack, you can spend 1 ki point as a reaction to stretch your body and launch yourself toward the attacker, making an unarmed strike against that creature with advantage.
- Devil Fruit’s Curse
Also at 3rd-level the curse of the Devil Fruit makes you vulnerable when submerged in water. While fully submerged, you gain the following penalties:
- Loss of Swimming Speed: Any swimming speed granted by your race or features is reduced to zero, and you can't swim unless you are under the effects of magic.
- Exhaustion: For every 4 hours you remain fully submerged, you gain one level of exhaustion.
- Breath Holding: You can't hold your breath, instantly making checks to avoid suffocating while submerged.
If you remain submerged for 24 hours or more, you automatically fail death saving throws as the effects of the Devil Fruit curse begin to take their toll.
- Gear Second
At 6th level, you unlock Gear Second, a powerful technique that pushes your body beyond its natural limits. By spending 2 ki points, you can activate Gear Second for 1 minute. During this time, you gain the following benefits:
- Haste: You gain the benefits of the Haste spell, doubling your movement speed and granting you an additional action on each of your turns.
- Increased Damage: Your unarmed strikes deal an extra 1d6 bludgeoning damage.
- Unstoppable Force: You gain advantage on Strength checks and saving throws.
After Gear Second ends, you gain 1 level of exhaustion. You can use Gear Second once per short or long rest.
- Gear Third
At 11th level, you master Gear Third, a technique that inflates your body to massive proportions, enhancing your strength. By spending 4 ki points, you can activate Gear Third for 1 minute. During this time, you gain the following benefits:
- Massive Power: Your unarmed strikes deal an extra 2d6 bludgeoning damage and knock creatures one size larger than you or smaller back 15 feet on a hit.
- Giant Impact: As an action, you can inflate your body and punch with incredible force. Make a single unarmed strike against all creatures in a 15-foot cone. The attack automatically hits and deals 4d6 bludgeoning damage, pushing each creature back 10 feet.
- Size Alteration: You become Large for the duration of Gear Third, allowing you to target creatures your size or smaller with grapple checks, with advantage on the checks.
- Reduced Mobility: Your movement speed is reduced by 10 feet while Gear Third is active.
After Gear Third ends, you gain 1 level of exhaustion and cannot use it again until you finish a long rest.
- Gear Fourth
At 17th level, you unlock Gear Fourth, a transformation that combines your rubber body with your physical prowess, making you a nearly unstoppable force. By spending 6 ki points, you can activate Gear Fourth for 1 minute. During this time, you gain the following benefits:
- Increased Strength: Your Strength score becomes 22, if it is smaller. Your unarmed strikes deal an additional 3d6 bludgeoning damage.
- Unstoppable Punch: Once per turn while Gear Fourth is active, you can use your action to perform Gomu Gomu no Kong Gun, a powerful punch that automatically hits and deals 4d6 bludgeoning damage. The target must make a Strength saving throw or be knocked prone and pushed back 15 feet.
- Enhanced Defense: Your AC increases by 2, and you gain temporary hit points equal to your monk level at the start of each of your turns while Gear Fourth is active.
- Keen Reflexes: You can use your reaction to deflect an incoming attack, reducing its damage by half.
After Gear Fourth ends, you gain 2 levels of exhaustion and cannot use it again until you finish a long rest.
After using Gear Fourth, you cannot regain ki points through your standard ki regeneration methods (such as short rests) for 1d4 hours. This represents the immense strain your body goes through after using such a powerful transformation.
- True Gomu Gomu No Mi Mastery
Alternative 20th-level monk feature, replaces Perfect Self
At 20th level, you fully master the powers of the Gomu Gomu No Mi. You gain the following benefits:
- Master of Gear: You can use Gear Fourth once per long rest without gaining exhaustion, and you can activate Gear Second as a bonus action without using ki.
- Unstoppable Strength: Your unarmed strikes deal an additional 2d6 bludgeoning damage.
- Limitless Power: Your ki regeneration is no longer restricted after using Gear Fourth, and you can now regain ki points as normal after using Gear Second, Gear Third, or Gear Fourth.
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