Hi all, looking for a little input on a stray thought that hit me:
Are the Warforged susceptible or possibly even vulnerable to spells or effects that rust metal; i.e. a Rust Monster or Rusting Grasp spell?
I know they are considered "living metal," but given their creation, and their ability to naturally heal and be healed by magic, would this "living" aspect shield them?
Given some searching, I haven't particularly found any information that suggests in either direction.
All discussions welcome, and thanks all in advance. Responses may help me direct my current character interactions? =D
Given that such spells and monsters with such ability are usually only rarely encountered(though it does depend on the GM), I would treat the Rust as affecting the Warforged. It just seems like a good way to add more role-play opportunities.
Then again, can you enchant a Warforged? Give it magical protection from rust? Give it other enchantments? I think this is probably the defining point: if you can place enchantments on a Warforged, then they should be susceptible to rust.
In my opinion, if the Warforged race were designed to have a vulnerability to certain spells and abilities (ie. rust) then this would have been stated in the racial description. It isn't, so no vulnerability.
You are, of course, welcome to add such a vulnerability for your own campaigns. It could be a pretty cool thing for roleplay. :)
Remember that Warforged aren't just metal - they're actually primarily made out of *wood* (it makes up their muscles/etc). The metal is intended as a facade/skeleton.
Unless, of course, it’s a fun challenge for the PC’s. I’d have something special start to rot the war forged’s wood once and build an adventure around finding the cure.
Vulnerability to Rust puts another (undue?) penalty on Warforged. I'm not saying that Waforged aren't powerful in and of themselves, but they are more than robots. As a previous poster mentioned --- Warforged are more than metal.
I would say that a Warforged could be attached by any armor plating that they've had installed after their initial character creation.
The RAW answer to this question is actually quite simple. "The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it." The Warforged is not an object, neither is its integrated protection, or unarmed strikes. The same thing applies to heat metal.
Warforged are inherently magical or enchanted, otherwise they wouldn't be alive. Rust monster attacks only work against normal, non-magical metals.
No creature is inherently magical unless there's rule says so. Some creatures are created by magic but their continued existence isn't magical in nature in any way. If you create a skeleton with Animate Dead, you're not creating a magical skeleton. That skeleton isn't going to be picked up by Detect Magic or cease to function in an Antimagic Field. There's nothing in the Warforged's traits that indicates it's magical.
Heat Metal considers a suit of metal armor to be "an object" so objects can consist of more than one piece.
Warforged are "humanoids" and there for creatures. A number of effects, including a Rust Monster's rust interact differently with items worn or carried by creatures. As such I would treat a Warforged's metal parts as "worn or carried", giving the Warforged a save to avoid the Rust Monster's touch. If affected I would apply the armor and weapon reductions as normal fro a Rust Monster util the Warforged is repaired or healed.
I don't think a Warforged would take extra damage from such attacks.
The real truth is if you are a player asking this it really is dependent on your DM you should sit down with them and ask what their opinion is. If you are the DM then really it is completely up to you. You don't need any rules to validate you and your interpretation as you are the rules and you are the narrator of the story whatever you think and see that would/wouldn't work then simply follow that interpretation.
I understand this but my player said his is made of pure metal like the guy from hellboy movie, the first one I think. So then if they want their thing to be like wouldn’t make sense ?
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Hi all, looking for a little input on a stray thought that hit me:
Are the Warforged susceptible or possibly even vulnerable to spells or effects that rust metal; i.e. a Rust Monster or Rusting Grasp spell?
I know they are considered "living metal," but given their creation, and their ability to naturally heal and be healed by magic, would this "living" aspect shield them?
Given some searching, I haven't particularly found any information that suggests in either direction.
All discussions welcome, and thanks all in advance. Responses may help me direct my current character interactions? =D
Given that such spells and monsters with such ability are usually only rarely encountered(though it does depend on the GM), I would treat the Rust as affecting the Warforged. It just seems like a good way to add more role-play opportunities.
Then again, can you enchant a Warforged? Give it magical protection from rust? Give it other enchantments? I think this is probably the defining point: if you can place enchantments on a Warforged, then they should be susceptible to rust.
In my opinion, if the Warforged race were designed to have a vulnerability to certain spells and abilities (ie. rust) then this would have been stated in the racial description. It isn't, so no vulnerability.
You are, of course, welcome to add such a vulnerability for your own campaigns. It could be a pretty cool thing for roleplay. :)
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Remember that Warforged aren't just metal - they're actually primarily made out of *wood* (it makes up their muscles/etc). The metal is intended as a facade/skeleton.
Warforged are inherently magical or enchanted, otherwise they wouldn't be alive. Rust monster attacks only work against normal, non-magical metals.
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Unless, of course, it’s a fun challenge for the PC’s. I’d have something special start to rot the war forged’s wood once and build an adventure around finding the cure.
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Vulnerability to Rust puts another (undue?) penalty on Warforged. I'm not saying that Waforged aren't powerful in and of themselves, but they are more than robots. As a previous poster mentioned --- Warforged are more than metal.
I would say that a Warforged could be attached by any armor plating that they've had installed after their initial character creation.
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Maybe make it a phobia, treat it like PTSD.
Maybe a temporary "level of exhaustion" mechanic whenever it sees a rust monster...
The RAW answer to this question is actually quite simple. "The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it." The Warforged is not an object, neither is its integrated protection, or unarmed strikes. The same thing applies to heat metal.
I agree with DxJxC. But I also wanted to point this out.
No creature is inherently magical unless there's rule says so. Some creatures are created by magic but their continued existence isn't magical in nature in any way. If you create a skeleton with Animate Dead, you're not creating a magical skeleton. That skeleton isn't going to be picked up by Detect Magic or cease to function in an Antimagic Field. There's nothing in the Warforged's traits that indicates it's magical.
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Heat Metal considers a suit of metal armor to be "an object" so objects can consist of more than one piece.
Warforged are "humanoids" and there for creatures. A number of effects, including a Rust Monster's rust interact differently with items worn or carried by creatures. As such I would treat a Warforged's metal parts as "worn or carried", giving the Warforged a save to avoid the Rust Monster's touch. If affected I would apply the armor and weapon reductions as normal fro a Rust Monster util the Warforged is repaired or healed.
I don't think a Warforged would take extra damage from such attacks.
The real truth is if you are a player asking this it really is dependent on your DM you should sit down with them and ask what their opinion is. If you are the DM then really it is completely up to you. You don't need any rules to validate you and your interpretation as you are the rules and you are the narrator of the story whatever you think and see that would/wouldn't work then simply follow that interpretation.
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No, actually Rust Monsters can destroy magical weapons and armor. It is the primary reason players fear them.
They explicitly can't destroy magical weapons and armour
"Rust Metal. Any nonmagical weapon made of metal that hits the rust monster corrodes."
"Antennae. The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it."
I understand this but my player said his is made of pure metal like the guy from hellboy movie, the first one I think. So then if they want their thing to be like wouldn’t make sense ?