Way of the Rubber Pirate (5e Subclass)
Way of the Rubber Pirate[edit]
Monk Subclass
You are one of the people who, thanks to your ki, are able to imitate the Rubber power of the Pirate King. Channeling your ki through your body, you can dislocate and stretch your bones and muscles and tendons, elongating your limbs and hitting targets at huge distances. You can also absorb impact of strikes and electricity, causing your body to assume the properties of rubber.
It is said that this style was created by a martial master who was defeated by a pirate who had the innate ability to manifest these powers, the infamous Rubber Pirate, and from that point, trained their hardest to master the style used to defeat him, becoming able to use ki to mimic those magical capabilities.
- Rubber Body
At 3rd level, your body acts as if it was made of rubber
- Gomu Gomu no Pistol: Your unarmed strikes have a reach of 30 feet.
- Gomu Gomu no Gatling: Using your action, you throw hundreds of high-speed punches. During this action, you force all creatures in a 15 foot cone to make a Dexterity saving throw, taking bludgeoning damage equal to three rolls of your martial arts die, or taking half as much damage on a success. You can use this technique a number of times equal to your proficiency bonus before you need to finish a long rest, but you can spend a Ki point to use it again before doing so.
In addition, whenever you take bludgeoning, lightning, or thunder damage from any source, you can use your Deflect Projectiles feature to reduce that damage.
- Gear 2
At 6th level, you are able to spend 3 ki points as a bonus action to make your blood flow faster. This state lasts for 1 minute or until you deactivate it earlier as a bonus action. For the duration, you gain the following benefits:
- Your movement speed is doubled.
- Once per turn, you cause additional damage with your unarmed strikes equal to a roll of your martial arts die. A creature who takes this additional damage is pushed 15 feet back.
- While unarmored, you gain a bonus of +2 to your AC.
- When gear 2 is activated, you gain the following technique:
Gomu Gomu no Jet Pistol: As a bonus action, you make an unarmed strike on a creature, dealing an extra 2d8 damage on a hit. In addition, the creature must make a Strength saving throw or have disadvantage on all of its attack rolls until the end of your next turn. You can use this technique a number of times equal to your Constitution modifier per long rest.
- Gear 3
At 11th level, you gain the ability to blow air into your arm in order to inflate it, causing it to become a giant arm. Blowing air into your arm takes a bonus action and requires you to spend 1 ki point. Until the end of your turn, you can use your Action to make an unarmed strike from your giant hand, made at advantage. On a hit, you cause additional damage equal to 2 rolls of your martial arts die, with this damage being doubled against objects and structures.
In addition, the target must succeed on a Strength saving throw or be pushed 30 feet back. If the target collides with any object or creature big enough to stop its movement, both the target and the entity it hits take additional bludgeoning damage equal to 2 rolls of your martial arts die. On a success, the target takes half the added damage and isn't pushed.
When you use this ability, all attacks made against you until the end of your next turn are made at advantage, and your movement speed is halved.
- Awakening
At 17th level, you realize the full potential of your martial techniques. Each of your features improves in the following manners:
- Rubber Body. You gain resistance to bludgeoning, lighting and thunder damage.
- Gear 2. When using Gear 2, you add 1 extra roll of your martial arts die to the damage roll of all your unarmed strikes. In addition, Gear 2 now costs 2 Ki points to activate.
- Gear 3. When using Gear 3, you can inflate your arm without using your bonus action or spending ki points.
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