Gum gum fruit

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Gomu Gomu no mi[edit]

Rubber Rubber Human

At 1rd level, your body is made entirely by rubber, which makes your body strecthy. Your body can stretch 75ft + 5ft for each level in this class. You have resistance to Bludgeoning damage, and you have immunity to Lighting and fall damage.

Fist Pistol

At 3rd level, you can punch your hand so hard it stretches to hit someone as a ranged attack this has a range of 75ft and the damage done is 1d8 + your unarmed strikes + Strength modifier + half your level Bludgeoning Damage.

The damage for this technique increases as you level up your class, with it being 2d8 at 5th level, 3d8 at 10th level, and 4d8 at 14th level.

  • Jet Pistol: While in Gear Second your Fist Pistol now evolves into a Jet Pistol making its range 40ft, but your damage is now 3d10 + your unarmed strikes damage times two + your Strength modifier + your total level Bludgeoning Force Damage, and if an opponent is seeing this technique by the first time you roll it with advantage.
  • Gigant Pistol: While in Gear Third your pistol reduces it's range to 20ft, but now your damage is 4d12 + Your unarmed strikes damage times three + your Strength modifier + twice your total level Bludgeoning Damage. Every creature in 20ft infront of you must make a Dexterity saving throw, on a failure they take the full damage and are pinned, on a sucess they take half damage and are not pinned.
  • Culverin: While in Gear Fourth, your pistol range increases to 80ft dealing 5d12 + your unarmed strike damage times four + your Strength modifier. If this attack misses, as a bonus action you may use Python to redirect the attack back to the target.
Rubber Baloon

At 3rd level, as an reaction you can swallow air inside your elastic body making you grow to a 10ft circle, giving you +5 AC for the turn and reducing all the incoming damage by half. While in this form any non magical piercing damage will be reflected back to the sender.

Hand Bazooka

At 5th level, you can focus on a target when you do this your throw your hands back so hard that when they come back they stretch forward with an enormous amount of force when you do this your target has to make a Dexterity saving throw if they succeed they dodge your attack, if they fail they take 2d10 + Two unarmed strikes + your Strength modifier bludgeoning damage. You may waste your bonus action to increase the range of this skill to 10, and to increase it's first damage by 1d10. You can only use this three-time before taking a short or long rest.

The damage of your bazooka increase to 3d10 at 7th level, 4d10 at 10th level and 5d10 at 17th level.

  • Jet Bazooka: While in gear second, you can focus on a target when you do this you throw your hands back so hard that when they come back they stretch foward with an enormous amount of force, you teleport to your target in a high speed to make Dexterity Saving Throw, on a sucess they take half damage, on a failure they take 4d10 + Two unarmed strikes times two + your Strength Bludgeoning Force Damage.
  • Gigant Bazooka: While in Gear Third, you can inflate both of your arms and throw them back to put them foward again with full force, making your target roll a Dexterity Saving Throw with disadvantage, on a success they take half damage, on a failure they take 5d10 + two unarmed strikes times three + your Strength modifier Bludgeoning Damage.
Bouncy Gatling

At 5th level, you can choose a place in 20ft infront of you to give an barrage of multiple punches using your Rubber abilities along with your speed making it look like you have multiple arms. Everything within the 20ft has to make a Dexterity saving throw if they succeed they take your unarmed strike damage, if they fail they take 2d10 + Your unarmed strike bludgeoning damage. When you use this ability, you attack with it 3 times, and if the target fails one of the saves he has disadvantage on the rest. You can use this ability 4 times before taking a short or long rest.

At 7th level, you may attack with this ability 4 times, 5 times at 10th, and 6 times at 14th level.

  • Jet Gatling: While in gear second your technique evolves, now dealing 3d10 + Your unarmed strike Bludgeoning Force damage. Also, if someone is slower than your total movement speed they roll the Dexterity Saving Throw with disadvantage. You can use this version of the ability 2 times before a long or short rest.
Rubber Rocket

At 5th level, you can grab something and pull your body back as far as you can (With it being your movement speed), and if you release your body after it you propel yourself in the air. The amount of distance you proppeled is 5 + The amount of feets you have been pulled back + twice your movement speed. For each 5ft you have passed in this manner, you will deal 1d8 Bludgeoning Damage.

You can only use this ability 4 times before taking a short or long rest.

  • Missile: While you are in gear second, you can grab someone and pull your body as far as you can, and propel yourself directly at the creature. The creature must make a Dexterity Saving Throw, on a sucess they take half damage, on a failure they take 3d12 1d10 for every 5 ft you went to display the technique Bludgeoning Force Damage.
Rubber Rifle

At 7th level, you can twist your arm behind you for 5ft, which makes the opponent in 5ft makes a Dexterity Saving Throw, in a sucess he takes half damage, on a failure he gets knocked Back and receives triple of your unarmed strike damage + Strength and Constitution. You can use this 3 times before a long or short rest.

Rubber Spear

At 7th level, you can lift your leg in 30ft to kick your opponent, dealing your unarmed strike damage + 1d8 Bludgeoning Damage. You may also do this with both of your legs, which deals double the damage but will take your whole attack action, and leave the enemy stunned.

  • Rhino Schneider: While in gear fourth Bound Man, you can compress your legs together to hit an opponent from 100ft, dealing double of your unarmed strikes damage + 3d10 Bludgeoning Force Damage.
Gear Second

At 7th level, as an action you can extremely increase your heart but because you are made of rubber it doesn’t burst, and increases your phisical abilities. You gain +2 to Dexterity and Strength, your normal speed is doubled and your unarmed strikes now do 1 extra dice of damage, and some of your techniques evolve to a faster and stronger version. After using this ability you gain 2 levels of exhaustion and you can only use this ability once before taking a long rest. At 14th level, you can use this ability 3 times before a long rest.

Gear Third

At 10th level, as an action you can bite your hand and blow it up with air causing your hand to grow giant causing for 1 minute, giving you new giant techniques. Your unarmed strikes do triple the damage, although after the transformation ends you can use your abilities again your hand goes back to normal and you don’t have the damage boost anymore. You can use this 2 times before taking a long rest.

Gear Fourth, Bound Man

At 14th level, your attacks do 4 times the damage, this ability last for 3 minutes. While in gear fourth, you gain +3 to Strength and Constitution, your movement speed increases by 30, and you can transform your full movement speed into flying speed. While you're transformed into bound Man, you gain the skills bellow:

  • Python: You launch an direct attack increasing your arm that goes up to 80ft, and for every 10ft you knock over in the air to increase the impact's damage. The enemy must make a Dexterity Saving Throw, on a sucess they take half the damage and are not knocked dowm, on a failure they take xd12 + Strength Bludgeoning Force Damage with X being every 10ft the attack travelled and makes the target be knocked dowm. This attack can be used three times per battle.
  • Kong Gun: You jump in 60ft towards your target, and you give a giant Punch with a 15ft wide range, wich makes the target make a Dexterity saving throw, on a sucess they take half damage, on a failure they take triple of your Unarmed Strike Damage + Strength and Constitution + every 5 ft you jumped that adds 1 damage dice to the Bludgeoning Force damage.
  • Kong Organ: You create 6 launchers with your arms inside to hit your opponents, they all hit three times and each deals 4d6 + Strength Bludgeoning Force Damage. You can do this twice per battle.
  • Over Kong Gun: You do the normal Kong Gun, but when you are going to hit your opponent you increase your fist size by 15ft and will deal triple the normal damage. This can be used once per long rest.

You can only use this ability twice before taking a long rest and you can’t use any of your abilities for 2 minutes.

You have also mastered 2nd gear meaning can use it infinitely but the affects only last for 3 turns after that you can not use it until after three turns and you don’t suffer any consequences (this is a choice you can choose to use the full use but you will suffer the down sides).

Tank Man

At 14th level, you can transform as a bonus action in a much bigger and larger form of yourself. When you have this form active, you gain +10 to AC and +5 to Constitution and will reduce your movement speed by half for 1 minutes. You can use this once per long rest.

Snake Man

At 17th level, your attacks do 3 times the damage and your speed is triples and you can reroll an attack once on your turn, this ability last for 3 minutes and you can only use this ability once before taking a long rest and you can’t use any of your abilities for 2 minutes.

Hito Hito No Mi Model Nika

At 20th level, you awaken the true nature of the Rubber fruit, and unlock the ability to rubberize anything and derubberize anything. While in the Gear 5 state, you gain +5 to Strength Constitution and Dexterity, and your AC increases by 5.

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