Rust Eater (5e Subclass)
Rust Eater[edit]
By Takahashi Yuusuke, from Sabikui Bisco by Cobkubo Shinji |
Ranger Subclass
A rust eater ranger is one similar to the horizon walker in that they are hardy and can traverse virtually any terrain. However, they do not share the same aims or abilities. Where a horizon walker attempts to balance the planes, a rust walker is primarily based on raw survival, grit, and utilization of many unconventional resources. The name of this enclave itself derives from legends of how these rangers were capable of eating even the rust off their own weapons to sustain themselves in hard times. They are the ultimately gritty, rough-and-tumble survivors against all odds, in any place or plane.
Note that there are two versions of this class, dependent on whether you have the Natural Explorer ranger class feature or the Deft Explorer option.
Natural Explorer[edit]
The natural explorer feature is a 1st level feature from the original ranger class.
Far Explorer[edit]
When you take this conclave subclass option at 3rd level, you choose an additional favored terrain for your natural explorer class feature. In addition to the terrain types listed for that feature, you can also choose from the following terrains: Astral Plane, Ethereal Plane, Plane of Air, Plane of Earth, Plane of Fire, Plane of Water, aligned plane, or urban.
If you choose aligned plane, you also choose Chaos, Evil, Good or Law.
Terrain Mastery[edit]
Also at 3rd level, choose one of your favored terrains to become a mastered terrain.
While within one of your mastered terrains, you can use a bonus action to grant you and allies within 30 feet of you advantage on Athletics, Stealth, Perception and Survival checks for 10 minutes. You must finish a long rest before you can use this feature again.
You also gain an additional benefit that applies to you at all times. The benefit depends on which terrain you mastered:
- Aligned Plane. You can cast detect evil and good once. You can use this feature again when you finish a long rest.
- Arctic. You gain resistance to cold damage.
- Astral Plane. You can plane shift for 30 mins at which time you can see and hear the normal plane, but not interact, and nobody can see you.
- Coast. When you make a Strength (Athletics) check to swim, you are considered proficient with the skill and add double your proficiency bonus instead of your normal proficiency bonus.
- Desert. When you would gain a level of exhaustion, roll a d20. On a roll of 10 or higher, you do not gain that level of exhaustion.
- Ethereal Plane. You do not suffer penalties as a result of areas lightly or heavily obscured by mist or fog.
- Forest. When you make a Dexterity (Stealth) check to move quietly, you are considered proficient with the skill and add double your proficiency bonus instead of your normal proficiency bonus.
- Grassland. Your carrying capacity is calculated as though your Strength score is 20.
- Plain of Air. You can walk on air. You gain a flying speed of 30 feet, but you cannot rise higher than 5 feet off the ground.
- Plain of Earth. You have advantage on all checks and saves to resist being moved against your will.
- Plain of Fire. You gain resistance to fire damage.
- Plain of Water. You can breathe in water as well as air.
- Mountain. You gain a climbing speed of 20 feet.
- Swamp. You gain a +5 bonus to your passive Wisdom (Perception)
- Underdark. You gain 60 feet of darkvision. If you already have this, your darkvision instead increases to 120 feet.
- Urban. When you make a Charisma (Persuasion) check when dealing with authority, you are considered proficient with the skill and add double your proficiency bonus instead of your normal proficiency bonus.
Terrain Dominance[edit]
At 7th level, choose another of your favored terrains to become a mastered terrain.
Also at 7th level, and again at 11th level, choose one of your mastered terrains. You gain a +1 bonus to attack rolls made against creatures native to that terrain. You also gain an additional benefit which depends on the terrain type you chose:
- Aligned Plane. You gain advantage in saving throws against spells and magical effects that alter your mind or force you to move or translocate in any way.
- Arctic. You become immune to cold damage.
- Astral Plane. You can cast dimension door once. You can use this feature again when you finish a long rest.
- Coast. You gain a swim speed of 30 feet.
- Desert. You are immune to exhaustion caused by effects of terrain or environment.
- Ethereal Plane. You can cast the etherealness spell once, without material components or expending a spell slot. You must finish a long rest before using this feature again.
- Forest. You can cast hallucinatory terrain once, without material components or expending a spell slot. When you cast this spell this way, the illusion has to resemble that of a forest. You regain use of this feature when you finish a long rest.
- Grassland. Your base walking speed increases by 10 feet.
- Plane of Air. You can cast fly as a 4th-level spell, once, without material components or expending a spell slot. You must finish a long rest before using this feature again.
- Plane of Earth. You gain 30 feet of tremorsense.
- Plane of Fire. You become immune to fire damage.
- Plane of Water. Being underwater imposes no penalties on your movement or attacks.
- Mountain. You have resistance to falling damage.
- Swamp. You gain resistance to acid damage.
- Underdark. Your darkvision becomes devilsight, and can now see through magical darkness.
- Urban. You can cast charm person as a 4th-level spell, once, without material components or expending a spell slot. You must finish a long rest before using this feature again.
Master of All Lands[edit]
From 15th level onwards, you treat all types of terrain as favored terrain.
In addition, you automatically succeed on saving throws made to resist extremes of weather or temperature, and allies within 60 feet of you have advantage on such saving throws.
Deft Explorer[edit]
The deft explorer class feature is an option introduced in Tasha's Cauldron of Everything for the ranger.
Skillful Knack[edit]
You gain greater skill in what you can do. Choose two of your skill proficiencies. You have advantage on those rolls.
Tempered Exposure[edit]
Your body has become acclimated to natural dangers in the world. You become immune to diseases and you have advantage on saving throws against negative effects from food and drink.
Survivor's Diet[edit]
Starting at 7th level, you develop the skill to subsist off virtually anything available in order to survive. You become immune to diseases and have advantage on saving throws against any negative effects from ingesting food or drink.
Mushrooming Cover[edit]
Starting at 11th level, you can make cover for yourself when there is none, showing the true extend of your abilities entwined with primal energy. When you use your Hide in Plain Sight feature, if you do not have access to naturally occurring materials, you can instead expend three pieces of ranged weapon ammunition. By infusing the ammunition with your primeval magic art, you turn it into natural material like mushrooms and grass, sufficient enough to provide for your camouflage.
High Survivalist[edit]
Starting at 15th level, your skill of survival means you can shake off harm better than others and bounce back faster. When you use your Tireless feature, you can use it as a bonus action instead of an action.
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