Base Class: Fighter
The Pirate King subclass is inspired by the Rubberborn's ability to manipulate their bodies with incredible elasticity, mimicking the powerful and dynamic fighting style of the legendary Sun God Nika. This subclass progresses through four stages, known as Gears, each granting the fighter new abilities and enhancing their combat prowess.
Rubberborn Prerequisite
In order to embark on the path of the Sun God Nika subclass, a fighter must first be of the Rubberborn race, possessing the unique ability to manipulate their body's elasticity to extraordinary degrees. This prerequisite reflects the subclass's focus on mimicking the legendary Sun God Nika's dynamic and powerful fighting techniques, requiring a fighter who can adapt their body with remarkable flexibility and control. Through this racial requirement, the subclass becomes a testament to the Rubberborn's innate capabilities, allowing them to excel in combat through their unmatched versatility and resilience.
Rubberborn Race
Rubberborn are distinguished by their elastic bodies, allowing them to stretch and extend their reach significantly, which increases with experience. This unique trait grants them distinct advantages in combat, exploration, and resilience. Their flexibility and resilience set them apart, emphasizing their physical adaptability and innovative approaches to challenges. Unlike other races, Rubberborn's extraordinary elasticity defines their abilities and role in the world, making them versatile and formidable adventurers.
Rubbery Striker
At level 3, the Rubberborn fighter learns the art of the Rubbery Striker, a fighting style that capitalizes on their stretchy nature. This level of combat grants the fighter two distinct attacks, each showcasing the Rubberborn's unique abilities. Both of these attacks can be uses a number of times equal to your proficiency bonus.
Double Limb Strike
In this technique, the fighter extends their limbs backward up to 10 feet before delivering a powerful strike with both limbs simultaneously. This attack deals 2d6 bludgeoning damage and knocks the target back 10 feet. However, this strike is so intense that the fighter cannot take a bonus action on that turn. Cannot be used after a bonus action unless that bonus action is to activate a gear.
Elastic Barrage
Another aspect of the Rubbery Striker style is the Elastic Barrage, where the fighter launches a rapid series of attacks. They roll a 1d6 to determine the number of attacks they can make. Each of these attacks deals 1d4 bludgeoning damage, showcasing the fighter's ability to strike swiftly and repeatedly. However, this strike is so intense that the fighter cannot take a bonus action on that turn. Cannot be used after a bonus action unless that bonus action is to activate a gear.
Gears
This subclass enhances combat abilities for Rubberborn fighters through four transformative stages known as gears. These stages progressively increase the fighter's speed, power, and reach, allowing for devastating attacks and versatile combat maneuvers. The gears provide temporary boosts in combat, with the final gear enabling the fighter to switch between all previous stages and manipulate their environment for a significant duration.
Gear Charges
Gear charges are limited resources that fuel the use of gears. The number of gear charges a Rubberborn fighter has is equal to their proficiency bonus. Each time a gear is activated, one gear charge is expended. Once all gear charges are used, the fighter must take a long rest to replenish them.
2nd Gear
At level 7, the fighter can increase their blood pressure to enhance their speed and strength. This grants them a +10 feet bonus to their movement speed and increases their damage by 1d6 on successful attacks. Lasts for a number of rounds equal to your proficiency bonus and expends 1 of your gear charges.
3rd Gear
At level 10, the fighter gains the ability to enlarge one of their limbs temporarily. This enlarged limb can be used to deliver devastating area-of-effect damage, affecting all enemies within a 10-foot radius. Limb enlargement works for your next attack and expends 1 of your gear charges.
4th Gear
Level 15 presents the fighter with a choice of two forms, each focusing on different aspects of combat. Only one form can be chosen per Long Rest and the form can be changed over a long rest. Lasts for a number of rounds equal to your proficiency bonus and expends 1 of your gear charges.
Bounce Man
Increases the fighter's damage by an additional 2d6 and gives them a flying speed equal to their movement speed, emphasizing sheer strength and maneuverability.
Snake Man
Grants the fighter advantage on their attack rolls, 20ft of reach, along with an additional 1d6 damage bonus. Reduces speed by 20ft.
Bounce Man
Increases the fighter's damage by an additional 2d6 and gives them a flying speed equal to their movement speed, emphasizing sheer strength and maneuverability.
Snake Man
Grants the fighter advantage on their attack rolls, 20ft of reach, along with an additional 1d6 damage bonus. Reduces speed by 20ft.
5th Gear
At level 18, the fighter gains mastery over all previous gears. They can now switch between the different gears as a bonus action, including both forms of gear 4, allowing for unparalleled versatility in combat. Lasts for 1 minute in combat and expends 2 gear charges. Additionally, Gear Five grants the fighter the ability to manipulate their environment to some extent, using their elastic abilities to interact with objects and terrain creatively. You can cast Move Earth spell as a bonus action a number of times equal to your proficiency bonus while gear 5 is active.
Haki
Haki is a powerful force that allows a fighter to imbue their attacks with a mystical energy, granting them the ability to bypass resistances and bolster their defenses.
At level 15, the fighter learns to harness this power, gaining access to Haki Charges and the ability to take the Armament Hardening feat.
Haki Charges:
You gain Haki Charges equal to your proficiency bonus. These charges represent the finite reserve of inner strength and focus you can call upon to enhance your abilities in combat. Haki Charges are replenished after a long rest, reflecting the need for rest and meditation to restore your inner reserves.
Taking the Armament Hardening feat:
By expending a Haki Charge, you can envelop your body or weapons in a shimmering, force-infused aura. This grants your attacks the ability to deal force damage, allowing you to bypass resistances to nonmagical attacks. The effect lasts for a number of round equal to your proficiency bonus, during which all your attacks benefit from this enhanced damage type.
As a reaction, you can spend a Haki Charge to increase your AC by an amount equal to your strength modifier until the start of your next turn. This quick burst of energy allows you to deflect incoming attacks with heightened precision and resilience.
Harnessing Haki elevates the fighter's combat prowess, allowing them to adapt to various combat situations with enhanced offense and defense, making them a formidable opponent on the battlefield.
One Piece!
Yes, this subclass was designed to reflect a Luffy-type fighter. While some versions on incorporate gears as a racial feature, this approach can easily overpower any class. Instead, this build keeps the subclass reasonably balanced with others while still offering fun and thematic features for the Rubberborn race. Combining this subclass with the Rubberborn race and the Armament Hardening feat can create an exceptional Monkey D. Luffy-inspired character. The Pirate King subclass is specifically tailored for the Rubberborn race, ensuring a unique and balanced gameplay experience.
Previous Versions
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