Disciple of Rust

Disciples of Rust are broken soldiers who chose to keep fighting. Maimed on a battlefield and given up for lost, they accepted the Church of Rust's offer: prosthetic limbs and grafted weapon-mounts built by the Artificer Core, powered by a coil of living rust-spirit no thicker than a finger. A Disciple fights with steel that is part of the body, dissolving a gauntlet into a serrated blade, sheathing the whole arm in a shield of flaking iron, or driving corrosion into an enemy's armor with a touch. The discipline is not a school so much as a bargain. Something inside the machinery remembers being something else, and it wants to be whole again; it grows into the flesh the way rust grows into iron. Disciples are tolerated, hired, and kept at arm's length, because everyone who has fought beside one has watched the moment when the voice in the arm answers before the soldier does.

Available with DM subscription

Class Features

Hit Die d10
Primary Ability Strength, Constitution
Saving Throws Strength, Constitution
Archetype Transformation
Ability Categories martial_abilities, transformations
Caster Progression None

Proficiencies

Armor Light armor, Medium armor, Heavy armor, Shields
Weapons Simple weapons, Martial weapons
Tools Smith's tools, Tinker's tools
Skills Choose 2 from Athletics, Arcana, Insight, Intimidation, Medicine, Perception, Religion, Survival

Class Resources

Corrosion

Max 6

Corrosion is the rust-spirit's usable charge. Your maximum equals your Proficiency Bonus: 2 at levels 1-4, 3 at 5-8, 4 at 9-12, 5 at 13-16, and 6 at 17-20.

Reset
Regain all expended Corrosion when you finish a short or long rest.
Spending
Spend Corrosion to activate transformations and certain martial abilities. You can't spend more Corrosion than you have. Only one transformation can be active at a time; activating a new one ends the previous one.
Recovery
You regain all expended Corrosion when you finish a short or long rest. Greater Corrosion can also restore 2 Corrosion when you roll Initiative with none.

Rust Psychosis

Max 6

Rust Psychosis measures the rust-spirit's growing hold on your mind and flesh. It rises when you activate transformations.

Reset
Reduce by 1 when you finish a long rest (by 2 at 18th level). Reaching 6 triggers a Constitution save and then resets to 3 or 2.
Spending
Rust Psychosis is not spent. You gain 1 when you activate a transformation. At 4, you have disadvantage on Wisdom and Charisma checks. At 6, make a DC 15 Constitution saving throw; on a failure you are incapacitated until the end of your next turn, then your score becomes 3; on a success it becomes 3 and you are not incapacitated.
Recovery
Long rest reduces Rust Psychosis by 1, or by 2 at 18th level. Psychosis Hardening improves the save at 6. The GM can use a full episode as a story consequence, but the mechanical reset is to 3 or 2.

Class Abilities

Martial Abilities

Caustic Cut
Action (replaces one attack) 1 Corrosion Level 1
Range Melee reach 5 feet
Target One creature within 5 feet
Duration Instantaneous; AC reduction lasts until the end of your next turn
Movement None
Attack / Save Melee weapon attack; Constitution saving throw for AC reduction
Defense Target's AC reduced by 1 on a failed save

You open a seam in your grafted weapon and let corrosion bleed into the wound.

Rules Text:

When you take the Attack action, you can replace one attack with a caustic slash. Make a melee weapon attack with your bonded weapon against one creature within 5 feet of you. On a hit, the target takes the weapon's normal damage plus 1d8 acid damage, and it must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or its AC is reduced by 1 until the end of your next turn. This ability costs 1 Corrosion.

Damage Effect
Saving Throw: Constitution
Attack: Melee weapon attack
Range: 5 feet
Target: One creature
Damage: 1d8 acid
Duration: Instantaneous
Defense: AC reduced by 1 until the end of your next turn on failed save
Resource: Spend 1 Corrosion
Graft Parry
Reaction 0 or 1 Corrosion for retaliation Level 1
Range Self; retaliatory attack has 5-foot reach
Target Self; one attacker within 5 feet for retaliation
Duration Instantaneous
Movement None
Attack / Save Melee weapon attack for retaliation
Defense +2 AC against the triggering attack

You snap the grafted plates of your arm into the path of an incoming blow.

Rules Text:

When you are hit by an attack, you can use your reaction to gain a +2 bonus to AC against that attack, potentially causing it to miss. If the attack misses, you can immediately spend 1 Corrosion to make one melee weapon attack with your bonded weapon against the attacker if it is within 5 feet of you.

Buff Effect
Range: Self
Target: Self
Duration: Against one attack
Defense: +2 AC
Resource: Optional 1 Corrosion for retaliation
Scrap Volley
Action 1 Corrosion Level 2
Range 30 feet
Target One creature within 30 feet
Duration Instantaneous
Movement None
Attack / Save Ranged weapon attack
Defense None

You fire a spray of rusted fragments from a port in your grafted arm.

Rules Text:

As an action, spend 1 Corrosion and make a ranged weapon attack against one creature within 30 feet. On a hit, the target takes 1d6 piercing damage plus 1d4 acid damage. At 5th level, the piercing damage increases to 2d6; at 11th level, to 3d6; at 17th level, to 4d6.

Damage Effect
Attack: Ranged weapon attack
Range: 30 feet
Target: One creature
Damage: 1d6 + 1d4 piercing and acid (Piercing damage increases to 2d6 at 5th, 3d6 at 11th, and 4d6 at 17th level)
Duration: Instantaneous
Resource: Spend 1 Corrosion
Rusted Rebuke
Reaction 1 Corrosion Level 3
Range 5 feet
Target The attacking creature within 5 feet
Duration Instantaneous
Movement None
Attack / Save Constitution saving throw
Defense None

When an enemy strikes your armor, the rust bites back.

Rules Text:

When a creature within 5 feet of you hits you with a melee attack, you can use your reaction and spend 1 Corrosion to force that creature to make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). On a failure, it takes 2d6 acid damage and has disadvantage on its next attack roll before the end of its next turn. On a success, it takes half damage and suffers no other effect.

Damage Effect
Saving Throw: Constitution
Range: 5 feet
Target: Attacking creature
Damage: 2d6 acid
Conditions: disadvantage on next attack roll before end of its next turn on failed save
Duration: Instantaneous
Resource: Spend 1 Corrosion
Piston Charge
Bonus Action 1 Corrosion Level 5
Range Self; attack reach 5 feet
Target Self; one creature within 5 feet after movement
Duration Instantaneous
Movement Move up to 20 feet in a straight line without provoking opportunity attacks
Attack / Save Melee weapon attack
Defense None

Your grafted legs fire like pistons, carrying you across the ground and into a strike.

Rules Text:

As a bonus action, spend 1 Corrosion and move up to 20 feet in a straight line without provoking opportunity attacks. If you end this movement within 5 feet of a creature, you can make one melee weapon attack with your bonded weapon against it. On a hit, the attack deals an extra 1d8 acid damage. At 11th level, the extra damage increases to 2d8.

Damage Effect
Attack: Melee weapon attack
Range: 5 feet
Target: One creature
Damage: 1d8 acid (2d8 at 11th level)
Duration: Instantaneous
Movement: Move up to 20 feet
Resource: Spend 1 Corrosion
Serrated Sweep
Action 1 Corrosion Level 5
Range 15-foot cone
Target Each creature in the cone
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw
Defense None

You extend a fan of serrated scrap and sweep it across everything in front of you.

Rules Text:

As an action, spend 1 Corrosion. Each creature in a 15-foot cone must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). A creature takes 2d8 slashing damage plus 1d6 acid damage on a failed save, or half as much damage on a successful one. At 11th level, the slashing damage increases to 3d8; at 17th level, to 4d8.

Damage Effect
Saving Throw: Dexterity
Range: 15 feet
Target: Each creature in a 15-foot cone
Damage: 2d8 + 1d6 slashing and acid (Slashing damage increases to 3d8 at 11th and 4d8 at 17th level)
Duration: Instantaneous
Resource: Spend 1 Corrosion
Corrosion Burst
Action 2 Corrosion Level 9
Range 15-foot cone
Target Each creature in the cone
Duration Instantaneous
Movement None
Attack / Save Dexterity saving throw
Defense None

You rupture a grafted reservoir and spray a cone of hissing rust-acid.

Rules Text:

As an action, spend 2 Corrosion. Each creature in a 15-foot cone must make a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). A creature takes 3d8 acid damage on a failed save, or half as much damage on a successful one. At 15th level, the damage increases to 4d8.

Damage Effect
Saving Throw: Dexterity
Range: 15 feet
Target: Each creature in a 15-foot cone
Damage: 3d8 acid (4d8 at 15th level)
Duration: Instantaneous
Resource: Spend 2 Corrosion
Rusted Shackles
Action 2 Corrosion Level 13
Range 30 feet
Target One creature within 30 feet; two at 17th level
Duration Up to 1 minute
Movement Restrained target's speed becomes 0
Attack / Save Strength saving throw
Defense None

You drive a spike of rust into the ground and let it crawl up a foe's legs.

Rules Text:

As an action, spend 2 Corrosion and choose one creature you can see within 30 feet. The target must succeed on a Strength saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or be restrained for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. At 17th level, you can choose up to two creatures within 30 feet.

Control Effect
Saving Throw: Strength
Range: 30 feet
Target: One creature
Conditions: restrained
Duration: Up to 1 minute; repeat save at end of each turn
Movement: Speed 0 while restrained
Resource: Spend 2 Corrosion
Molten Core
Bonus Action 1 Corrosion Level 15
Range Self
Target Self
Duration Until the end of your next turn
Movement None
Attack / Save Melee weapon attack for the empowered hit
Defense Ignores acid resistance on the empowered hit

You overheat the rust-spirit coil in your chest and pour its heat into your next blow.

Rules Text:

As a bonus action, spend 1 Corrosion. The next time you hit with your bonded weapon before the end of your next turn, the attack deals an extra 3d6 acid damage and ignores resistance to acid damage. If you miss, the effect ends.

Buff Effect
Range: Self
Target: Self
Damage: 3d6 acid
Duration: Until end of your next turn
Defense: Ignores acid resistance
Resource: Spend 1 Corrosion
Final Corrosion
Action 3 Corrosion Level 17
Range 30-foot radius
Target Each creature within 30 feet
Duration Instantaneous; AC reduction until end of your next turn
Movement None
Attack / Save Constitution saving throw
Defense AC reduced by 2 on failed save

You let the rust-spirit scream through every seam of your body and break everything around you.

Rules Text:

As an action, spend 3 Corrosion. Each creature within 30 feet of you must make a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier). A creature takes 6d10 acid damage on a failed save, or half as much damage on a successful one. A creature that fails also has its AC reduced by 2 until the end of your next turn. Once you use this ability, you can't use it again until you finish a long rest.

Damage Effect
Saving Throw: Constitution
Range: 30 feet
Target: Each creature within 30 feet
Damage: 6d10 acid
Conditions: AC -2 until end of your next turn on failed save
Duration: Instantaneous
Defense: AC -2 on failed save
Resource: Spend 3 Corrosion; once per long rest

Transformations

Blade Arm
1 minute 1 Corrosion Level 1
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save Melee weapon attack
Defense None

Your bonded arm splits into a long, serrated blade of welded scrap.

Rules Text:

As a bonus action, spend 1 Corrosion to transform for 1 minute. Your grafted arm becomes a melee weapon with 5-foot reach that deals 1d10 slashing damage and uses your normal attack bonus. You gain a +1 bonus to damage rolls with it. You can't hold a shield or object in that hand while this transformation is active. If you have a bonded weapon, it merges into the blade and you use its attack bonus.

Changes:

Grafted arm becomes a 1d10 slashing melee weapon with 5-foot reach, +1 bonus to damage rolls with the blade, That hand can't hold a shield or object

Limitations:

One transformation active at a time, Can't use a shield in the transformed hand

Bulwark Arm
1 minute 1 Corrosion Level 1
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save None
Defense +2 AC, or +1 AC if already wielding a shield

Your arm folds out into a broad shield of overlapping rusted plates.

Rules Text:

As a bonus action, spend 1 Corrosion to transform for 1 minute. You gain a +2 bonus to AC. If you are already wielding a shield, this bonus is +1 instead. Your transformed arm can't hold a weapon or object while this transformation is active.

Changes:

+2 AC (+1 if already using a shield), Transformed hand can't hold a weapon or object

Limitations:

One transformation active at a time, Transformed hand is occupied

Rustblood Surge
1 minute 1 Corrosion Level 1
Action Bonus Action
Range Self
Target Self
Movement +10 feet walking speed
Attack / Save Weapon attack for extra damage
Defense None

The rust-spirit floods your blood and pushes you past your body's limits.

Rules Text:

As a bonus action, spend 1 Corrosion to transform for 1 minute. Your walking speed increases by 10 feet. Once per turn when you hit with a weapon attack, you deal an extra 1d4 acid damage. At 11th level, the extra damage increases to 2d4.

Changes:

+10 feet walking speed, Once per turn, +1d4 acid damage on a weapon hit (2d4 at 11th level)

Limitations:

One transformation active at a time

Caustic Maw
1 minute 1 Corrosion Level 1
Action Bonus Action
Range Self; spit range 30 feet
Target Self; one creature for spit
Movement None
Attack / Save Melee bite attack; Dexterity saving throw for spit
Defense None

Your jaw and chest split open into a grinding, acid-wet maw.

Rules Text:

As a bonus action, spend 1 Corrosion to transform for 1 minute. You gain a bite attack that uses Strength and deals 1d8 piercing damage plus 1d6 acid damage. As a bonus action, you can spit acid at one creature within 30 feet; that creature must succeed on a Dexterity saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or take 1d6 acid damage.

Changes:

Bite attack: 1d8 piercing + 1d6 acid, Bonus action spit: 1d6 acid at 30 feet on failed Dexterity save

Special Actions:

Spit acid as a bonus action

Limitations:

One transformation active at a time

Flaking Carapace
1 minute 2 Corrosion Level 5
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save None
Defense Resistance to one chosen damage type: bludgeoning, piercing, or slashing

Your skin hardens into layered plates that shed away under blows.

Rules Text:

As a bonus action, spend 2 Corrosion to transform for 1 minute. Choose bludgeoning, piercing, or slashing when you activate this transformation; you have resistance to that damage type for the duration.

Changes:

Resistance to chosen bludgeoning, piercing, or slashing damage

Limitations:

One transformation active at a time, Damage type chosen when activated

Piston Legs
1 minute 2 Corrosion Level 5
Action Bonus Action
Range Self
Target Self
Movement +15 feet walking speed; Dash as a bonus action
Attack / Save None
Defense Opportunity attacks against you have disadvantage

Your grafted legs lengthen into piston-driven struts that carry you at terrifying speed.

Rules Text:

As a bonus action, spend 2 Corrosion to transform for 1 minute. Your walking speed increases by 15 feet, and you can take the Dash action as a bonus action. Opportunity attacks made against you have disadvantage.

Changes:

+15 feet walking speed, Can Dash as a bonus action, Opportunity attacks against you have disadvantage

Special Actions:

Dash as a bonus action

Limitations:

One transformation active at a time

Grinding Plates
1 minute 2 Corrosion Level 5
Action Bonus Action
Range Self; 5-foot retaliation
Target Self; attacking creature within 5 feet
Movement None
Attack / Save None
Defense Retaliatory acid damage

Your armor grows spinning, grinding teeth that punish anyone who comes too close.

Rules Text:

As a bonus action, spend 2 Corrosion to transform for 1 minute. When a creature hits you with a melee attack while within 5 feet of you, it takes 1d6 acid damage.

Changes:

Creatures that hit you with melee attacks within 5 feet take 1d6 acid damage

Limitations:

One transformation active at a time

Iron Maiden
1 minute 3 Corrosion Level 9
Action Bonus Action
Range Self
Target Self
Movement -10 feet walking speed
Attack / Save None
Defense +2 AC; resistance to piercing and slashing damage

You fold yourself into a walking iron maiden, slow but nearly impossible to break.

Rules Text:

As a bonus action, spend 3 Corrosion to transform for 1 minute. You gain a +2 bonus to AC and resistance to piercing and slashing damage. Your walking speed is reduced by 10 feet.

Changes:

+2 AC, Resistance to piercing and slashing damage, -10 feet walking speed

Limitations:

One transformation active at a time, Speed reduced by 10 feet

Rust Cloud
1 minute 3 Corrosion Level 9
Action Bonus Action
Range Self; 10-foot radius
Target Each creature of your choice within 10 feet
Movement None
Attack / Save None
Defense None

Your body sheds a constant cloud of fine, biting rust.

Rules Text:

As a bonus action, spend 3 Corrosion to transform for 1 minute. At the start of each of your turns, each creature of your choice within 10 feet of you takes 1d6 acid damage. A creature can take this damage only once per turn.

Changes:

At the start of each of your turns, chosen creatures within 10 feet take 1d6 acid damage

Limitations:

One transformation active at a time

Titan Frame
1 minute 3 Corrosion Level 13
Action Bonus Action
Range Self
Target Self
Movement +10 feet walking speed
Attack / Save Bonded weapon attacks
Defense +2 AC

The graft expands through your whole body until you stand as a rusted giant.

Rules Text:

As a bonus action, spend 3 Corrosion to transform for 1 minute. Your size becomes Large if it was smaller, you gain a +2 bonus to AC, your walking speed increases by 10 feet, your reach with your bonded weapon increases by 5 feet, and your bonded weapon deals an extra 1d8 acid damage.

Changes:

Size Large if smaller, +2 AC, +10 feet walking speed, +5 feet reach with bonded weapon, Bonded weapon deals +1d8 acid damage

Limitations:

One transformation active at a time, Size change may affect space and equipment

Ghost in the Machine
1 minute 3 Corrosion Level 13
Action Bonus Action
Range Self
Target Self
Movement Can move through other creatures' spaces as difficult terrain
Attack / Save None
Defense Resistance to nonmagical bludgeoning, piercing, and slashing damage

Your flesh becomes half-real, a suggestion of rust and intent wrapped around a spirit.

Rules Text:

As a bonus action, spend 3 Corrosion to transform for 1 minute. You have resistance to nonmagical bludgeoning, piercing, and slashing damage, and you can move through the space of other creatures as if it were difficult terrain. You can't end your movement inside another creature's space.

Changes:

Resistance to nonmagical bludgeoning, piercing, and slashing damage, Can move through creatures' spaces as difficult terrain

Limitations:

One transformation active at a time, Can't end movement inside another creature's space

Apotheosis of Rust
1 minute 4 Corrosion Level 17
Action Bonus Action
Range Self
Target Self
Movement None
Attack / Save Bonded weapon attacks
Defense +3 AC; 20 temporary Hit Points

For a moment, the rust-spirit and the soldier agree on what they are.

Rules Text:

As a bonus action, spend 4 Corrosion to transform for 1 minute. You gain 20 temporary Hit Points, a +3 bonus to AC, and your bonded weapon deals an extra 2d6 acid damage. When you take the Attack action, you can make one additional bonded weapon attack.

Changes:

20 temporary Hit Points, +3 AC, Bonded weapon deals +2d6 acid damage, One additional bonded weapon attack when taking the Attack action

Limitations:

One transformation active at a time, Replaces any active transformation

Unbound Spirit
1 minute 4 Corrosion Level 17
Action Bonus Action
Range Self; fear on bonded weapon hit
Target Self; one creature hit by bonded weapon
Movement Flying speed 30 feet, can hover
Attack / Save Constitution saving throw on bonded weapon hit
Defense None

The rust-spirit tears free in wings of oxidized metal and screaming static.

Rules Text:

As a bonus action, spend 4 Corrosion to transform for 1 minute. You gain a flying speed of 30 feet and can hover. When you hit a creature with your bonded weapon, it must succeed on a Constitution saving throw (DC 8 + your Proficiency Bonus + your Constitution modifier) or be frightened of you until the end of its next turn.

Changes:

Flying speed 30 feet, can hover, On bonded weapon hit, target Con save or frightened until end of its next turn

Limitations:

One transformation active at a time

Class Progression

Primary Ruleset D&D 5.5 / SRD 5.2
Compatible Rulesets D&D 5.5 / SRD 5.2, D&D 5e / SRD 5.1
Balance Notes A d10 martial with Extra Attack, Corrosion-fueled transformations, and a short-rest resource. Its ceiling is comparable to a Barbarian's Rage or a Fighter's Action Surge, while Rust Psychosis and the one-transformation limit keep it from stacking defensive and offensive modes. The class has no spellcasting, no aura, and no companion, so its power stays in weapon attacks, temporary durability, and acid damage.
Level Prof. Features Resources Spell Slots
1 +2 Rustbound Graft, Corrosion Engine (learn 1 transformation) Corrosion: 2 Rust Psychosis: 0-6 -
2 +2 Ironclad Bond Corrosion: 2 Rust Psychosis: 0-6 -
3 +2 Rust Doctrine Corrosion: 2 Rust Psychosis: 0-6 -
4 +2 Ability Score Improvement Corrosion: 2 Rust Psychosis: 0-6 -
5 +3 Extra Attack, Corrosive Strikes, Corrosion Engine (learn 1 transformation) Corrosion: 3 Rust Psychosis: 0-6 -
6 +3 Rust Doctrine Corrosion: 3 Rust Psychosis: 0-6 -
7 +3 Graft Evolution Corrosion: 3 Rust Psychosis: 0-6 -
8 +3 Ability Score Improvement Corrosion: 3 Rust Psychosis: 0-6 -
9 +4 Psychosis Hardening, Corrosion Engine (learn 1 transformation) Corrosion: 4 Rust Psychosis: 0-6 -
10 +4 Rust Doctrine Corrosion: 4 Rust Psychosis: 0-6 -
11 +4 Rusted Resilience, Corrosive Strikes (2d4) Corrosion: 4 Rust Psychosis: 0-6 -
12 +4 Ability Score Improvement Corrosion: 4 Rust Psychosis: 0-6 -
13 +5 Unyielding Frame, Corrosion Engine (learn 1 transformation) Corrosion: 5 Rust Psychosis: 0-6 -
14 +5 Rust Doctrine Corrosion: 5 Rust Psychosis: 0-6 -
15 +5 Greater Corrosion Corrosion: 5 Rust Psychosis: 0-6 -
16 +5 Ability Score Improvement Corrosion: 5 Rust Psychosis: 0-6 -
17 +6 Corrosive Strikes (3d4), Corrosion Engine (learn 1 transformation) Corrosion: 6 Rust Psychosis: 0-6 -
18 +6 Eternal Rust Corrosion: 6 Rust Psychosis: 0-6 -
19 +6 Ability Score Improvement Corrosion: 6 Rust Psychosis: 0-6 -
20 +6 Final Form Corrosion: 6 Rust Psychosis: 0-6 -

Class Features

Rustbound Graft (Level 1)

At 1st level, you bond with one melee weapon and one suit of armor over 1 hour. The weapon fuses into your arm and can't be disarmed or removed while you live. As a bonus action, you can manifest or retract the bonded weapon; while retracted it is invisible and you have a free hand. You can use the bonded weapon for attacks and it uses your normal proficiency. Your grafted limb also counts as a simple melee weapon that deals 1d6 slashing damage. You can bond with a new weapon or armor over 1 hour, ending the old bond.

Corrosion Engine (Level 1)

You have a pool of Corrosion equal to your Proficiency Bonus (2 at levels 1-4, 3 at 5-8, 4 at 9-12, 5 at 13-16, 6 at 17-20). You regain all expended Corrosion when you finish a short or long rest. You learn one transformation of your choice at 1st level and another at 5th, 9th, 13th, and 17th level. As a bonus action, you can spend a transformation's Corrosion cost to activate one transformation you know; it lasts 1 minute, and only one transformation can be active at a time. When you activate a transformation, you gain 1 Rust Psychosis. You can end a transformation as a bonus action. Rust Psychosis is cumulative to a maximum of 6. At 4 Rust Psychosis, you have disadvantage on Wisdom and Charisma checks. When your Rust Psychosis reaches 6, make a DC 15 Constitution saving throw; on a failure, you are incapacitated until the end of your next turn as the rust-spirit speaks through you, then your Rust Psychosis becomes 3. On a success, your Rust Psychosis becomes 3 and you are not incapacitated. You reduce Rust Psychosis by 1 when you finish a long rest.

Ironclad Bond (Level 2)

At 2nd level, while you wear your bonded armor you gain a +1 bonus to AC. You can don or doff bonded armor in 1 minute instead of the normal time. Your bonded armor can't be removed against your will while you are conscious.

Rust Doctrine (Level 3)

At 3rd level, you choose a Rust Doctrine: Bulwark of Decay, Serrated Vanguard, or Choir of Oxidation. Your choice grants subclass features at 3rd, 6th, 10th, and 14th level.

Extra Attack (Level 5)

At 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Corrosive Strikes (Level 5)

At 5th level, once per turn when you hit with your bonded weapon, you deal an extra 1d4 acid damage. This extra damage increases to 2d4 at 11th level and 3d4 at 17th level.

Graft Evolution (Level 7)

At 7th level, your bonded weapon attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You gain a +1 bonus to attack rolls with your bonded weapon.

Psychosis Hardening (Level 9)

At 9th level, you have advantage on the Constitution saving throw triggered when your Rust Psychosis reaches 6. On a success, your Rust Psychosis becomes 2 instead of 3. You also have advantage on saving throws against being charmed or frightened.

Rusted Resilience (Level 11)

At 11th level, you have resistance to acid and poison damage, and you have advantage on saving throws against being poisoned.

Unyielding Frame (Level 13)

At 13th level, when you are reduced to 0 Hit Points while a transformation is active, you can end that transformation and drop to 1 Hit Point instead. Once you use this feature, you can't use it again until you finish a long rest.

Greater Corrosion (Level 15)

At 15th level, when you roll Initiative and have no Corrosion, you regain 2 Corrosion. In addition, once per short rest, when you activate a transformation, you can reduce its Corrosion cost by 1 (minimum 0).

Eternal Rust (Level 18)

At 18th level, you no longer age, you are immune to disease and poison damage, and you reduce Rust Psychosis by 2 when you finish a long rest instead of 1.

Final Form (Level 20)

At 20th level, as a bonus action, you can enter Rust Apotheosis for 1 minute. You gain 20 temporary Hit Points, a +2 bonus to AC, your bonded weapon deals an extra 2d6 acid damage, and when you take the Attack action you can make one additional bonded weapon attack. This state replaces any active transformation. Once you use this feature, you can't use it again until you finish a long rest.

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