Rusty Nail (5e Class)
Rusty Nail[edit]
A group of goblins surround a single drow, the drow is only armed with a dagger and a single Rusty Nail. The goblins simultaneously leap but soon, they find there is no drow, then a blink of an eye, the drow appears, the remains of the goblins raining down, the drow is unharmed, he grabs his rusty nail and walks off into the night like nothing even happened. The Nail takes another Shadow.
Walkers of the shadows[edit]
Rusty Nails are quick, shady, and dangerous classes that focus on forming a spiritual bond with a rusty nail, whether it was used to hold the foundations of a castle, or be used as a paper clip. A Rusty nail is a rusty nail for a Rusty Nail.
Naillish the first[edit]
Rusty Nails weren’t always there. The first one was unknown, but she is named. Naillish was a lich born from a hateful queen who died upon a nail. Using that Nail she overthrown her successors in secret, hiding in her grave. Rusty Nails even those with alignments that contradict Naillish, believe that she is the image of neutrality, rarely they believe she is pure good, as the one who was the first fanatic of the perfect image of a rusty nail.
Creating A Rusty Nail[edit]
When making a rusty nail. Ask yourself these questions. “Why are Rusty Nail so valuable for a Rusty Nail?” Or “How did my character get a rusty nail?”, Well you should add some things to your backstory that explains these things. Maybe your character was the lone survivor of a galleon that crashed into a white dragon turtle that resembled an iceberg, and the nail is all he/she has left of their family.
- Quick Build
You can make a Rusty Nail quickly by following these suggestions. First, Intelligence should be your highest ability score, followed by Dexterity. Second, choose either Acolyte, Hermit, or Haunted One background.
Class Features
As a Rusty Nail you gain the following class features.
- Hit Points
Hit Dice: 1d8+1 per Rusty Nail level
Hit Points at 1st Level: 1d8+1 + Constitution modifier
Hit Points at Higher Levels: 1d8+1 (or 9) + Constitution modifier per Rusty Nail level after 1st
- Proficiencies
Armor: Light
Weapons: Martial
Tools: Thieves Tools, Cook’s Utensils
Saving Throws: Dexterity, Intelligence,
Skills: Choose 2 between, stealth, deception, sleight of hand, Investigation, or insight.
- Equipment
You start with the following equipment, in addition to the equipment granted by your background:
- (a) A crossbow and 20 arrows. or (b) Explorers Pack or (c) Rusty Nail
- (a) Dungeoneers pack or (b) A set of 4 daggers or (c) Rusty Nail
- (a) 2 Silver Shortswords or (b) Scholars pack or (c) Rusty Nail
- (a) A simple weapon of your choice or (b) 2 silver shortswords or (c) Rusty Nail
- If you are using starting wealth, you have If you are using Starting Wealth, use 4d20 + 50 gp in funds. in funds.
Level | Proficiency Bonus |
Features | Sculk Points |
---|---|---|---|
1st | +2 | Seeking the Shade, Nail Bond, Shadow Phase | 0 |
2nd | +2 | Nail Cant, Nickel on a Nail, | 0 |
3rd | +2 | Sculk and Sweep, | 10 |
4th | +2 | Ability Score Improvement, Nail Cant Improvement, Viscera Swarm | 10 |
5th | +3 | Dream and Sleep | 20 |
6th | +3 | — | 20 |
7th | +3 | Nail Cant Improvement, Extra Attack, Hungry Nail | 20 |
8th | +3 | Ability Score Improvement, Simply Skilled Extended Shadow Phase | 20 |
9th | +4 | Scream and Weep | 25 |
10th | +4 | Transfer Rust, Extra Attack, Nails Never Sleep | 25 |
11th | +4 | Spirit of the Nail | 25 |
12th | +4 | Ability Score Improvement, Nail Cant Improvement | 25 |
13th | +5 | — | 25 |
14th | +5 | Ability Score improvement | 25 |
15th | +5 | Naillish’s wealth | 25 |
16th | +5 | Ability Score Improvement, Get the last laugh, Extended Shadow Phase | 25 |
17th | +6 | Watch and Peep | 40 |
18th | +6 | Greater Spirit of the Nail | 40 |
19th | +6 | Ability Score Improvement, Nail Cant improvement, Sow and Reap | 120 |
20th | +6 | Internal Nail | 120 |
Seeking the Shade[edit]
As a Rusty Nail, to truly embrace darkness, You gain the sculker feat, andyou have a dark vision of 20 feet, if you already have dark vision as a racial trait, instead gain Blindsight 10 feet, unless the racial feature also grants blindsight, then you get 6 feet truesight.
Nail Bond[edit]
You have a bond with your Nail, your Nail is treated as magical and cannot be destroyed by any non magical means. And if you lose or misplace your nail, it reappears in a pocket, bag or the like.
Shadow Phase[edit]
Thanks to your devotion to the rusty nail and what it symbolizes, as a bonus action, you may set your nail down into the ground and become it’s shadow, while you are it’s shadow, your movement speed is increased by 15 feet, you are immune to all forms of damage except radiant damage, fire damage, and psychic damage, which you are vulnerable to, you also have advantage on all saving throws on spells or abilities regarding the following conditions, charmed, petrified, stunned, incapacitated, deafened, and blindness. You can also phase through living creatures of an AC of 16 or lower. You immediately dash in this state, moving 3x your movement speed unlike a normal dash, during this time, you may turn to phase through living creatures and at the end of the dash, immediately reappear in the spot you were when you activated this ability. Dealing 1d12 necrotic damage to creatures you passed through during the duration, you may not pass through walls thicker than 5 feet while in this state. At level 8, you instead deal 2d12 necrotic damage, dash up to 4x your movement speed and can pass through walls up to 10 feet in thickness. At level 16, you instead deal 5d12 necrotic damage, move up to 6x your movement speed, and can pass through walls of up to 20 feet in thickness. You may only use this feature 1*Every 5 levels you have, +3, per hour,
Nail Cant[edit]
At Level 2, you decide on what type of nail your rusty nail is, which through your bond, improved you as a person. Choose a subclass, When you reach this level, level 4, level 7, level 12, and level 19. Gain the features for the subclass you chose.
Nickel on a Nail[edit]
At second level, you and your nail realize “Money is just a shadow, but we are the shadow”, you gain advantage on persuasion checks regarding convincing a shopkeeper, merchant, bartender, or the like to convince them to give you an object at a greatly reduced price once per long rest.
Sculk and Sweep[edit]
At level 3, you gain access to the shadows of the souls killed by other nails like your nail. You gain access to Sculk points. At any time you can expend 5 Sculk points to regain the ability to use your shadow phase. Or you can expend 10 Sculk points to gain the mobile feat, for 10 minutes, unless you already have the mobile feat. You regain all expended Sculk at the end of a long rest.
Viscera Swarm[edit]
At level 4, your shadow phase becomes more deadly, whenever a creatures take necrotic damage you deal through any means, that creature must succeed on a dc 14 dexterity saving throw or take 1d12 magical slashing damage. Or half as much on a successful save. Creatures that take more than 11 slashing damage this way are treated as prone for melee attacks until the end of your next turn.
Dream and Sleep[edit]
At level 5, you may expend 10 Sculk points to lose 1 level of exhaustion, or expend 15 Sculk points to gain the hit dice of a short rest.
Extra attack[edit]
At level 7 you may make a weapon attack one addition time per turn, at level 10 gain an additional weapon attack per turn.
Hungry Nail[edit]
At level 7, your devotion to your nail manifests as a small sentience imbued in your nail itself, when you gain this feature, choose a fiend of cr 2 or lower, unless you use your shadow phase, your nail takes the form of this fiend. While in this state your nail has a range of 100 feet telepathy, and is unable to be 115 feet away from you,it has with you and up to one other creature you choose. Your Nail is unable to speak, doesn’t understand any non-infernal, non-abyssal, languages except those you speak. And has the statblock of the chosen creature, if the nail in this from reaches 0 hitpoints, it reverts back to it’s nail form and can still be used for shadow phase, but cannot re-enter it’s fiend form for 2d4 hours. You may command your nail and will obey. You may also tell the Nail to re-enter its Nail form from its fiend form and vice versa telepathically. Your Nail’s hunger also allows you to phase through creatures with an AC of 19
Simply Skilled[edit]
At 8th level, your nail urges you to become stronger through other ways as a “thank you” for being so devoted to it, you gain 2 skill proficiencies of your choice, and you gain proficiency in one tool, armor class, or weapon type of your choice.
Scream and Weep[edit]
At level 9, you may expend 8 Sculk points to scream loudly, any creature within an 20 foot radius except your nail and the other creature you chose that the nail can speak telepathy with, must make a dc 16 wisdom saving throw or take 8d8 + Your intelligence modifier force damage, or half as much on successful one. Any creature that rolled a critical failure is also deafened for 3 weeks. You may also expend 20 Sculk points while not in combat to fill a space that is up to 5 by 3 by 4 feet in cube with drinkable water, this water is cold and any fae, celestial, or metallic dragon that touches this water for the first time each turn or starts it’s turn submerged in it take 1d10 * your proficiency bonus in cold damage.
Transfer Rust[edit]
At 10th level, as an action, you may spend 15 Sculk points to transfer the rust from your nail to another metal object. The object must not be more than 20 meters tall or wide or long. As soon as your transfer the rust from your nail, the metal object becomes rusty, losing any magical properties unless if it is a legendary or artifact object, any machinery becomes faulty and unusable, and constructs must succeed a dc 13 + your intelligence modifier, constitution saving throw or become rusty and reduced to rust, dying slowly, painfully, and inevitably.
Nails Never Sleep[edit]
At 10th level, merely just talking to your nail provides nourishment for you. You gain a +2 modifier in stealth checks, and while it is night time, you don’t need to take a long rest, and you don’t gain any points of exhaustion during dusk to dawn.
Spirit of the nail[edit]
At 11th level, your nail becomes more greatful thanks to your bond, eventually developing a spirit of its own.
Your Nail now has an intelligence score that is always 1 less than your current intelligence. And, once per 1d3 -1 days (minimum of 12 hours) you may have your nail take the form of a Nightmare, gaining it’s statblock (except it’s intelligence), while in this state, it has a walking speed of 40 feet and can carry up to 150lbs of weight, but can’t carry any large or bigger object.
Naillish’s wealth[edit]
At 15th level, the first Rusty Nail herself, Naillish, gives a small gift to you, you are now treated as any alignment for the purposes of attuning to a magic item and you can attune to an additional magic item, You also negate the moral conditions of magic items (The book of vile darkness allows you to do good now, and you can do evil with The Book of Exalted Deed, etc) and you are immune to any effects from spirits that oppose your alignment that dwell on magic items. In addition, Once per month you may expend 25 Sculk points to receive Naillish’s blessing or Naillish’s bane for the next week, With Naillish’s blessing you have advantage on the next 2 death saves and instantly gain 1 pp worth in gp you make and you are immune to radiant and psychic damage while Shadow Phasing. It take 3 hours and you take 3d6 necrotic damage to recieve Naillish’s blessing. While you have Naillish’s bane, the next 8 attack rolls you make have a +4 to hit and deal 1d10 force damage with each hit. enemies automatically fail Viscera Swarm and must succeed on a dc 19 Arcana Check or take 2d12 psychic damage. You take 15 necrotic damage and gain a point of exhaustion if you have less than 2 points of exhaustion.
Get the last laugh[edit]
At 16th level, what you were told about the nail before seem like attempts to mask the true strength of rust. Once per short rest, The first time you roll a 3 or less on an ability check or saving throw, instead treat that roll as a 16. If that still fails, on your next turn, you have advantage on the next check.
Watch and Peep[edit]
At 17th level, you may expend 10 Sculk points to observe any space within 1200 feet on the same plane of existence or anywhere within 1200 feet from the point where you are standing that corresponds to the point in any place in the nine hells simultaneously where you are standing, you have 60 foot truesight while observing that area, if you chose an area in the nine hells, make a dc 18 widom saving throw with disadvantage. On a fail, take 2d12 fire damage. On a success, instead gain 35 foot dark vision while viewing that point. This “extra pair of eyes” causes you no sensory disorientation and you stop viewing that area after 12 hours. Once per 1d3 days, You may expend 38 Sculk Points to grant one chosen creature (you cannot choose yourself) the benefits of a long rest and grant it 3d20 temporary hit points for 3 days.
Greater Spirit of the Nail[edit]
Your Nail’s advancement is equal to your enhancements. At level 18, your nail’s Nightmare form now has flaming wings, your Nail can switch between fiend, nail, and Nightmare form at your command. Your nail’s nightmare form has a flying speed of 70 feet, and can carry up to 300 lbs of material that is no size larger than 25 cubic feet. In addition, in all forms, your nail has truesight of 55 feet, and can speak telepathically with you even if it is still in its Rusty nail form. You can also see what it sees.
Sow and Reap[edit]
Your advancement of the Sculk knows no bounds. At 19th level, you regain 20 Sculk points at the start of your turn, and you can choose 3 Sculk point options per turn instead of 1. Once per long rest You can also Expend 50 Sculk points to create a blade, this is identical to the spell, blade of disaster and has a duration of 10 minutes, while wielding this blade, during your Shadow Phase, you may make up to 3 melee attacks with advantage with the blade on each creature you phase through, apply damage after Shadow Phase has ended. You may also expend 115 Sculk Points, once per year, to banish a chosen creature on the same plane of existence you are on, They must succeed on a dc 23 Consitution saving throw, if they fail, it instantly dies unless if it is immune to necrotic damage otherwise it succeeds. If they succeed they are reduced to one hitpoint.
Internal Nail[edit]
At level 20. You and your Nail’s journey as existing beings are just beginning in a sense, you gain 2 feats of your choice (Alignments and Race don’t matter when choosing these feats), and you may Shadow Phase as a reaction, you may also regain 1 use of your shadow phase at the start of your turn if a hostile creature is within 60 feet of you and has more thana third of its hitpoints remaining. You can phase through creatures regardless of Ac
Ability Score Improvement[edit]
When you reach 4th level, and again at 8th, 12th, 14th 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Subclasses[edit]
Waterlogged Nail[edit]
The Nail who’s rust you lived for was believed to be from a boat, perhaps a construct intended for water exploring, but sadly, the water rusted the nail slowly over time, yes, the nail didn’t deserve to be drowned like this, so Waterlogged Nail Rusty Nails, reflect this by using their Sculk to make sharp dashes and Shadow Phases that make enemies drown.
- Aquatic affinity of the Nail
When you choose this subclass you gain a swimming speed of 20 feet if you don’t already have one.
- Oxidized
At level 2, your takes on a dark teal tone, reflecting it’s watery past. Whenever you damage one or more enemies with your Shadow Phase attack, Roll an Intelligence check vs the enemies wisdom saving throws, for each throw the enemy failed, that enemy spends it’s next 2 turns with disadvantage on attack rolls and dexterity saving throws since the enemies feel like they are water they can’t swim, even if they can breathe water or can swim.
- Nail Trail
At level 4, whenever you dash, creatures that make opportunity attacks take 2d4 piercing damage as the feeling of waterlogged nails piercing through their skin, if they succeed on their opportunity attack, you may expend 7 Sculk Points to gain resistance to the damage type that creature is using for the rest of that turn.
- Extra Dash
At level 7, you may dash as a bonus action once per long rest by expending 10 Sculk points, (this does not cost a bonus action), whenever you dash (except when you Shadow Phase), creatures within 10 feet of the path you are dashing must succeed on a constitution saving throw on a fail, theytake the amount of damage they would’ve took when you use a Shadow Phase. Or a third (rounded up) as much damage on a successful one
- Ink from the deep
At 12th level, Your nail tells you the secrets of the waters it rusted in, Whenever you damage an creaturewith your extra dash ability or when you Shadow Phase, they must succeed on a dc 16 Dexterity saving throw or they become covered in ink, while covered in ink, creatures take 3d10 damage whenever they make a ranged attack, and at the start of their turn. and, whenever an area covered in ink touches fire, the ink combusts, causing the enemy to take 6d12 fire damage, unless if they are immune to fire. Whenever you damage an creature with shadow phase that is covered in ink, they are inflicted with the blinded condition until the start of their next turn. At the end of each of that creature’s turn, they repeat the save, and on a successful one, they are no longer covered in ink.
- Drown Down
At 19th level. Your Nail’s strength and vendetta against the waters it rusted in manifests in a drowning sensation that rallies those it kills, You may now dash up to 3 times per round using your extra dash feature, and can use it many times before a long rest. Whenever a blinded enemy starts their turn covered in the ink you created. They must succeed on a dc19 charisma saving throw or be blinded for an additional one of their turns and be overwhelmed by a feeling that they are drowning at the bottom of the deep blue sea. Taking 7d12 force damage. If a creature is reduced to 0 hitpoints this way, they are revived in the form of the normal fiend form of the nail you chose at level 7, except they are undead, have an intelligence score of 5, they are friendly to you and creatures friendly to you.
Powder Kegged Screw[edit]
Your Nail was once part of a firearm, musket, cannon, etc. but like all guns, they soon fade away, and become outdated. But your rusty nail’s story only brings you courage to avenge your nail’s right. Powder Kegged Screw Rusty Nails believe in Fighting from a range, rather than phasing normally, They Mark their enemies they phase through to take the killing shot,
- Affinity of Powder Kegged Screw
When you choose this Subclass, you gain proficiency in firearms if you weren’t already.
- Screw the Holsters
At level 2, you and your screw’s bond creates a pistol for you to hold. This pistol has 3 ammo by default and it reloads 1 bullet at the start of your turn. When you damage an enemy with shadow phase, they are marked, if a marked enemy of within a 20 foot radius of you, you may use your action to perform one of the following trickshots. (You can use other firearms, not just the pistol this feature manifests) ‘’’’Headblow’’’’: You fire a bullet at a marked enemy, making a ranged attack, on a hit, the enemy takes normal damage, +1d10 necrotic damage. By landing a 17 or higher, it is a crit. And the enemy take 2d10 + 1 additional force damage. ‘’’’Unload’’’’: You unload all the bullets, making ad many seperate ranged attacks as there are ammo in the gun on enemies within ranged. Each hit on the marked enemy deal an addition 1d6 necrotic damage.
- Shaded shooter
At level 4, you can expend 2 Sculk points in place of using ammo for a gun (you cannot expend more than 6 shadow points in one turn this way), you gain a Sculk point whenever you damage an enemy with non Sculk ammunition. Then choose
- Shoot on the Nail
At level 7, your nail is willing to be a bullet itself, using its invincible properties to be the trick shot it wanted to be. Once per round, as a reaction, you may use your firearm to shoot your nail through an enemy, the nail flies 60 feet and enemies that it passes through take 5 magical piercing damage, it stops 5 feet from a wall in an unoccupied area, in the safest square. You then reappear, any enemies that you pass through take Shadow Phase damage.
- Dang the odds
At level 12. You and your nail’s patience for the perfect shot have no bounds. Headblow and unload are combined, dealing the extra damage and unloading all the bullets. You can now only expend one shadow point for a bullet (providing a total of six extra bullets per turn). When you or an ally rolls a 16 or higher on a marked enemy with a weapon attack, it becomes a crit.
- Desperado of the Nail
At 19th level. Your Nail becomes not only ammo, but the gun it was. When you reach this level, you gain a legendary or artifact, non-cursed, magic item firearm of the dm’s choice, you don’t need to attune to this. When you gain a blade of disaster through your “Sow and Reap” feature, and use your shadow Phase, fire 2 bullets from the nail’s blind force itself, making 1ranged attack rolls with advantage without using ammunition with the firearm one each creature you phase through and after attacking with the blade of disaster. Applying all damage after the phase is over.
Eroded Mansionail[edit]
Every adventurer knows what all the castles, magnificent mansions, and taverns have in common. That’s right they all might get destroyed, their Nails, nuts, bolts, and Nails again might get rusted, either it was just a loose screw, the dwelling gets remodeled, the audacity. The fancy, cozy, gentleman like Eroded Mansionail Rusty Nail type lad just loves to sneak around, interact, and is truly a passsiomate phaser. The enemies wouldn’t know who keeps replacing their weapons with air, Stopping them from performing specific anttacks, and allowing their allies to chill when things get rough.
- Affinity of Eroded Mansionail
When you select this subclass, you gain proficiency in persuasion, and sleight of hands skills if you aren’t proficient in them already.
- Dapper phasing
At level 2, you gain an additional Shadow Phase. Whenever you shadow phase through creatures you may make a dc 13 sleight of hand check on an object that is being worn or carried that weighs 20 pounds or less for each creature phased, for each successful check, you steal the object and it appears within 4 feet in you or appears on your person. Each creature that notices that it is missing an item must make an investigation check against your dexterity score + half of your intelligence modifier, on a success they can tell it was stolen.
- Dwelling delver
At 4th level, you learn the secrets of the partial origin of where your nail rusted. You gain the dungeon dwelver feat, and while inside a non magical building (magical buildings are created through a spell or magic item solely), you have a +3 modifier to stealth check. And you can squeeze through place creatures of one size lower that you can fit through. (Creatures that can fit through places of a size lower than them like bugbears don’t benefit from this part). You also know which pieces of treasure, jewelry, furniture and magic items, are of 120 gold points or more.
- Charming to the rich
At 7th level, your nail acts as your wingman for important meetings. When you are engaging in conversation with a creature of high rank and power (such as a king or military commander). Your people skills improve their mood thanks to your rusty nail, making them unlikely to doubt you. Also, once per hour, can expend 3-15 skulk points to gain a + modifiers to all charisma checks you make for every 3 skulk points you spent for 30 minutes. You also deal additional Slashing damage with your Shadow Phase equal to your charisma modifier (including the one with the skulk points) times your proficiency bonus. You have a +3 modifier when making a charisma check involving a noble with the opposite gender to you.
- Mansion murderer
At 12th level your Nail gains the ability to tell you which building it used to be part of. You gain the ability to activate the effects of the spell Mordenkainen’s magnificent mansion once per 1d8 days at will. Also any magic item you steal with Dapper Phasing becomes automatically unattended even if the creature can voluntarily end its attunement. You also gain one of the following abilities based on what establishment your nail came from. ‘’’’Mansion’’’’: You gain an additional extra attack. And the first hit you deal with a melee weapon deals force damage. ‘’’’Castle’’’’: was likely burned down by a dragon or crushed or destroyed by another large creature. This rage from the nail allows you to deal an additional 1d10 necrotic damage to Dragons, Monstrosities, Aberrations, beasts, and Undead. ‘’’’Tavern/Keep’’’’: Your Nail’s past gives you even more social prowess. Once per day, you may expend 15 Sculk points to grant yourself the effects of glibness for 5 minutes. When this effect ends, you gain one use of Shadow Phase and immediately use a damageless shadow phase for twice the usual distance, you have advantage on sleight of hand checks you make while phasing this way. ‘’’’Vehicle’’’’: You gain an additional 10 movement speed, 25 climbing speed, and 10 swimming speed, you are immune to difficult terrain. Shadow phase also deals an addition 2d12 poison damage and 3d4 fire damage.
- Hits the spot
At 19th level, your nail allows you and it to steal a concept of “action” itself. You gain 2 additional uses of shadow phase and shadow phase instead moves 8x the distance When using Shadow phase, when you phase through a creature, in addition to an object being worn or carried, you may make a dc 21 sleight of hand check, on a success steal an “action” the creature is able to use, excluding legendary and mythic actions unless the creature is below half health. An action is stolen until the end of the creature’s next turn, where it cannot perform that action. Also at the end of your turn, you may expend 30 Sculk points to perform an action that you stole, (for example a Human Mansionail Rusty Nail that stole Hurl through avernus at a tiamat under half health can hurl Tiamat back into avernus).
Hex-Lunut-tic[edit]
Everyone appreciates Machinery, constructs in the form of dragons, or positioned uncomfortably on a spot in a chair that tickles the pilot in the average Mighty Servant of Leuk-o. These machines get destroyed and become legends. Hex-Lunut-tic Rusty Nails set out to preserve thst legend. They have eyes everywhere, nothing pays them, yet they still get payed. And at their peak, some people mistake them for Leuk-o.
- Affinity of the Lunut-tic
When you select this subclass, choose a tool proficiency you aren’t already proficient in, you are now proficient in that tool.
- fix it with a nail
At 2nd level. Twice per day, Whenever you use your tool in the intended fashion and successfully complete a task that requires it, instantly gain 3d10 * Double your proficiency bonus in silver pieces. These will appear as small hex nuts that turn into gp when used as currency.
- Miniature maid of Naillish
At 4th level, you gain proficiency in tinker tools if you aren’t proficient in them already. Once per short rest you may spend 5 gp, to create a tiny construct that resembles the mighty servant of leuk-o. These can carry up to 30 kilograms of non magical objects. This servant is unable to combat but you can see what it sees, it has a walking speed of 30 feet, and climbing speed of 20 feet, and a flying speed of 50 feet. and it has telepathy with you of 55 miles and speaks in a deep robotic voice. You may use these servants as bartering with advantage for a shopkeeper, or as an exchange. (Though it will still be under your control). Miniature maids of Naillish have twice your proficiency bonus and are proficient in stealth, sleight of hand, and athletics. Otherwise they have the rest of the statblock as an imp. They can’t shapeshift. They can reach up to 20 feet with their extending arms.
- Improved maids
At 7th level, your maids become linked to the growing mind of your nail, your maids can now strike a creature within 20 feet +3 to hit. On hit it deal 13 (2d10 + 8) bludgeoning damage. They can also carry magic items. They each take their turn right after you.
- Strength in silver
At 12th level, your nail’s past as a fraction of a part of a weapon of war rubs its strategy on you. For every 50 gp you have in your possession. The attacks from your Shadow Phase and your Miniature maids deal an addition 1 necrotic damage (maximum of +20). While you have 10 or more miniature maids, you have a +2 bonus to your ac.
- The Mediocre slave of Naillish
When you reach 19th level your nail and your maids become intelligent, soon your maids want to help you, their will manifests in something very powerful. you instantly gain a large very rare construct wondrous magic item called the Mediocre Slave of Naillish. It behaves exactly like a miniature maid but has a large size, doesn’t have proficiency in stealth. Has a strength score of 25, half of its movement speed in all parts. Has 115 hitpoints, an AC of 22. It’s fist attack reaches 30 feet, has a +5 to hit and deals 35 (4d12 + 14) bludgeoning damage. It can carry up to 110 pounds of material and can carry up to 10 square feet of it. If it is destroyed, you may spend 20 Sculk points to instantly revive it, every time you revive it, you lose 15 gp. The Machine also has a compartment on top like a piggy bank, it can store up to 15 feet worth of metal currency, if something other than currency is put in there, it will be ejected and any creature that the object is heading towards must make a dc 21 dexterity saving throw or take 2d12+ 30 force damage and be knocked prone
Multiclassing[edit]
Prerequisites. to Qualify into Multiclassing into the Rusty Nail you must have an Intelligence score of 13 or higher, and A dexterity and charisma score each of 12 or more. You have a nail on your person.
Proficiencies. When you multiclass into the Rusty Nail, you gain the following proficiencies: Stealth, Deception, thieves tools.
Back to Main Page → 5e Homebrew → Classes