Kutsu Kutsu no Mi (Shoe)
Devil Fruit, Uncommon
Type. Body Enhancer Paramecia
Fruit appearance. A small brown fruit shaped like a shoe, with a shoelace-patterned stem.
Description. Grants the user the ability to transform their feet into various types of shoes, granting them unique abilities based on the type of shoe.
Sea Weakness. You are weak to water and seastone.
Kick Mastery. You gain proficiency in unarmed strikes using your feet. Additionally, your kicks deal 1d6 + your Strength modifier bludgeoning damage.
Sneaker’s Stealth. You gain proficiency in the Stealth skill. Additionally, you can move silently and leave no footprints on any surface, including sand, snow, or mud.
Shoe Transform. As an action, you can transform your feet into one of the following types of shoes, gaining the associated benefits for 1 minute or until you choose to end the effect as a bonus action:
- Running Shoes: Your walking speed increases by 15 feet, and you gain advantage on Dexterity (Acrobatics) checks.
- Climbing Shoes: You gain a climbing speed equal to your walking speed and advantage on Strength (Athletics) checks to climb.
- Jumping Shoes: You gain advantage on Strength (Athletics) checks to jump, and your long jump is up to 20 ft. and your high jump is up to 10 ft., with or without a running start.
- Dancing Shoes: You gain advantage on Charisma (Performance) checks related to dancing, and you can move through the spaces of other creatures as if they were difficult terrain.
Spells (Shoe Techniques). This devil fruit power has 5 charges. You can expend 1 or more of its charges to cast one of the following spells from it without needing to expend material components: Swift Shoes (as Longstrider; Self; 1 charge), Spring Shoes (as Jump; Self; 1 charge), Spider Shoes (as Spider Climb; Self; 2 charges), or Flying Shoes (as Fly; Self; 3 charges). The devil fruit regains expended charges daily at dawn.
Awakening (Master Shoemaker). Once you’ve awakened your power, you can use an action to transform the feet of up to five creatures within 60 feet of you into any type of shoe (including your Shoe Technique Spells), granting them the benefits of one of your Shoe Transform feature, while also doubling their movement speed for the duration. These creatures can use a bonus action on their turn to switch between the types of shoes. This effect lasts for 1 minute or until you fall unconscious. You can’t use this action again for another 24 hours.