Rubber Pirate (5e Class)
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.
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