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Mistborn

Coin after coin slam into the troll, launched from the small female human shrouded in a black cloak. Roaring, the troll collapses into a bloody heap. A smug halfling sits in the corner of the tavern, watching the emotions in the room grow ever tenser. When the tension finally leads to violence, the halfing silently laughs and quickly leaves the inn. The goblin slams slash after slash into the elf, even as more wounds form, the old wounds are healed. The elf slams a punch into the goblin's face sending him flying. All of these characters are Mistborn, masters of the metals. Channeling the power of Preservation through the metals, Mistborn are forces to be reckoned with in every situation

Idea

You create a Mistborn character if you want a character that has a lot of money to throw around (literally). There are two ways to become Mistborn the first way is to have ingested a nugget of Lerasium (explained in multiclassing) or to have be in your DNA from parents and have allomantically snapped.

Creating a Mistborn

Quick Build

You can make a Mistborn quickly by following these suggestions. First, Wisdom should be your highest ability score, followed by Dexterity if you want a physical Allomancer, or Charisma if you want a mental Allomancer. Second, choose the urchin or noble background depending on how you want to play. Third, choose whatever equipment you would use for a rogue.

Class Features

As a Mistborn you gain the following class features.

Hit Points

Hit Dice: 1d8 per Mistborn level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Mistborn level after 1st

Proficiencies

Armor: Light armor, Shields, Mistcloaks, (mistborn do not wear anything made of metal)
Weapons: Simple Weapons, Shortswords, Scimitars, Rapiers, and 2 additional Martial Weapons of your choice. (mistborn do not use any weapons made of metal as well, they usually substitute it for glass or obsidian)
Tools: {{{tools}}}
Saving Throws: Dexterity, Intelligence
Skills: Choose 3 from: Acrobatics, Athletics, Investigation, Perception, Sleight of Hand, Stealth, and Survival.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) A Shortsword made of obsidian or (b) 2 daggers made of glass
  • (a) A Shortbow and 10 Arrows (stone tips) or (b) a Pouch containing 30 cp
  • (a) an explorer's pack or (b) a dungeoneer's pack
  • Leather Armor, 4 vials filled with metals of your choice, a Shield (wooden), a mistcloak, and a Shortsword (obsidian)
  • If you are using starting wealth roll a d20 if you get 16 or higher you have 12d6 x 10 gp or if you get 15 or lower you have 2d3 x 10 gp

Table: The Mistborn

LevelProficiency
Bonus
FeaturesMetals UnderstoodMaximum Slots Per Metal
1st+2Allomancy, Metallurgy44
2nd+2Fighting Style55
3rd+2Allomantic Specialty66
4th+2Ability Score Improvement77
5th+3Extra Attack88
6th+3Allomantic Specialty Feature99
7th+3Flaring99
8th+3Ability Score Improvement1010
9th+4Allomantic Reflexes1010
10th+4Improved Metallurgy1111
11th+4Allomantic Specialty Feature1111
12th+4Ability Score Improvement1212
13th+5Evasion1212
14th+5Quick Allomancy1313
15th+5Atium1313
16th+5Ability Score Improvement1414
17th+6Allomantic Specialty Feature1414
18th+6Allomantic Reflexes (2)1515
19th+6Ability Score Improvement1515
20th+6One with Preservation1616

Mistborn Features

Metallurgy

Whenever you make an Intelligence (History) check related to metals or alloys, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Additionally, you gain proficiency with smith's tools if you don't already have it.

Allomancy

You can use spell-like powers that are fueled by various metals. You ingest these metals, which then activate your powers through a mysterious process called "Burning". Some metals are harder to understand how to use properly, and some metals do not have any allomantic power at all.

Burning

You gain the ability to "burn" any of your understood metals. As an action on your turn, you can begin to burn 1, 2, or 3 different metals in your slots, activating a power from that metal's section under "Allomantic Metals" below. At 1st level, you may only activate the "Weak", "Strong", and "Burn" powers, at 7th level, you gain the ability to activate the "Flare" power as well. As a bonus action on your turn, you may change the power level of a metal you are burning or stop burning any number of metals. There are two types of metals: action metals and duration metals, each metal type acts differently when being burned. Action Metal: On each turn that you are burning an action metal you can use your action to activate the effect of that metal at the level that you are burning the metal at. Duration Metal: At the beginning of each turn that you are burning a duration metal, spend metal slots of that metal that are equivalent to the amount that the level that you are burning that metal at requires.

Metals Understood

At 1st level, you understand how to use 4 metals effectively. Choose from "Allomantic Metals" below, provided you meet the prerequisites for the chosen metal. When you gain certain levels in the Mistborn class, you understand more metals of your choice, as shown in the Metals Understood column of the Mistborn table.

Metal Ingestion

Once a metal has reached your stomach, if it is allomantic, you will sense a reserve of power inside you. If it is one of your understood metals, you will be able to identify which metal it is. Normally you only need to ingest a small amount of a given metal, usually in the form of flakes or powder suspended in a solution of alcohol or cod oil. If you have a vial and some of the appropriate metal, then during a long or short rest, you can fill that vial with ounces of any combination of allomantic metals until that vial is full. (As a reminder, a vial holds 4 ounces). You can drink one of these vials on your turn as a bonus action, and each ounce of metal that you ingest grants you 1 metal slot in that metal (up to your maximum metal store for each metal, thus, a 1st level Mistborn knows 4 metals with a maximum of 4 slots in each, and can gain a benefit from 16 total ounces of metal: 4 ounces/slots of iron, 4 of tin, 4 of pewter, and 4 of steel, for example).

Metal Sickness

If there are still metals in your system when you go to sleep, they may poison you. If you take a long rest while you still have filled metal slots remaining, for the next 24 hours you become poisoned, are unable to begin burning metals, and lose all metal stores you currently have.

Impure Metal BurningSleeping Metal Sickness
No Negative Effects0 to 10 ounces of metals left in your system.
Minor Metal Sickness: add one level of exhaustion10 to 30 ounces of metals left in your system.
Moderate Metal Sickness: add two levels of exhaustion30-60 ounces of metals left in your system.
Major Metal Sickness: add three levels of exhaustion60-120 ounces of metals left in your system.
Deathly Metal Sickness: add four levels of exhaustion>120 ounces of metals left in your system.
Allomancy Ability

Your abilities are fueled by power the metals release within you, but that power can be enhanced through understanding and awareness. As such, Wisdom is your ability for your allomantic abilities. You use your Wisdom whenever an ability in this class refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for your class abilities and when making an attack roll using them.

Allomancy save DC = 8 + your proficiency bonus + your Wisdom modifier

Allomancy attack modifier = your proficiency bonus + your Wisdom modifier

Fighting Styles

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options, you cannot adopt the same style twice even if you have a chance to receive another fighting style.

Archery

You gain a +2 bonus to all attack rolls made with a ranged weapon.

Defense

While you are wearing armor, increase your armor class by 1.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Two Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack

Allomantic Specialty

At level 3, you choose an Allomantic Specialty: Battle Allomancer or Mental Allomancer. This choice gives you additional abilities at levels 6, 11, and 17.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.

Extra Attack

At 5th level, Whenever you choose the attack action on your turn, you may perform 2 attacks instead of 1.

Flaring

At 7th level, When you begin to burn a metal, or change the level of your burn, you can burn at the flare level.

Allomantic Reflexes

At 9th level your understanding of metals allows you to further enhance your reflexes while burning them. If an enemy moves to a point inside of or leaves a 20-foot sphere around you, you can expend your reaction to activate the weak form of one of your action metals (this burns twice as many of your stores as normal). You need to finish a short rest before you can use this feature again. At level 18 You can use the feature twice. The action metal used must have a weak power level defined.

Improved Metallurgy

At 10th level you become more skilled in the manipulation of metal mixtures and compounds. When you create a vial of metal you can use a flask in place of a vial. (A flask stores 16 ounces and requires both an action and a bonus action to ingest). Also, you may treat any of your vials as containing one additional ounce maximum when creating it and ingesting it.

Evasion

Beginning at 13th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Quick Allomancy

At level 14 you can perform an additional allomantic action on your turn. (This burn cannot be at flare level) You need to finish a short rest before you can use this feature again.

Atium

At level 15, you now can ingest and burn Atium. This metal is the physical body of the ancient god Ruin and is very expensive to find, and even more challenging to mine. Because of this, it costs 700 GP to acquire an ounce of atium. (Atium does not require a slot in metals understood)

One With Preservation

You have mastered the ability to gain power from the very air itself. At level 20 you can call on the power of Preservation. White mists start seething out and back into your body, fill 2 of your metal slots to your metal slots maximum. You can also push and pull metals that are inside of, or impaled in living creatures, push on Aluminum and affect the minds of people wearing aluminum helmets with Zinc and Brass. You need to finish a long rest before you can use this feature again.

Allomantic Specialties

Mistborn have many abilities utilized by all, but some specialize in specific abilities.

Battle Allomancer

A battle Allomancer is a force to be reckoned with, a blur of metal as blade after blade slip past him, deflected by his metals. His blades slam with supernatural power, and his enhanced body can take far more of a beating than the normal human.

Metal Deflection

At level 3, as long as you are burning iron or steel, your armor class increases by 2 against enemies wearing or wielding metal. An enemy can make an intelligence check against your Allomantic save DC to realize that you are affecting his metal and act accordingly.

Martial Knowledge

At level 3, you add your proficiency bonus to Intelligence checks related to combat and warfare.

Efficient Allomancing

At level 6, when you perform the attack action on your turn, you can use your bonus action to activate an action metal's effect at the weak level (You cannot activate metals without the weak power level). Alternatively, when you use your action to perform an allomantic effect, you can use your bonus action to perform one melee weapon attack.

Combat Allomancing

At level 11, when you attack with a metal weapon other than a coin while burning iron or steel, your you can spend 1 slot of either of those metals to deal your Wisdom modifier in additional damage of the damage type that the weapon or coin deals.

Synergistic Burning

At level 17, once per turn after you perform an attack, you can give yourself advantage on your next allomantic attack against the enemy you attacked or give the enemy you attacked disadvantage on the next save against your allomantic effects. Alternatively, once per turn after you activate your allomantic powers, you can grant yourself advantage on your next weapon attack against the same enemy.You need to finish a short rest before you can use this feature again.

Mental Allomancer

A mental allomancer takes advantage of the mental allomantic abilities to manipulate people or crush their enemies wills.

Master Manipulator

At level 3, you gain proficiency in your choice of Persuasion or Deception.

Two Pronged Manipulation

At level 3, when you make a CHA check against a creature you have effected with Brass or Zinc within the last 12 seconds you have advantage on that check. If you already have advantage on that check you may add your wisdom mod to the check.

Subtle Allomancy

At level 6, when you manipulate a person's emotions, that person has disadvantage on any check to notice that you are affecting his emotions. The enemy also has disadvantage on all saves to resist your mental manipulation.

Quick Thinking

At level 11, you can use a reaction after a creature moves or performs an action and burn brass or zinc (at strong level) to give one enemy disadvantage on all attack rolls for this round. You must burn twice as much metal as you normally would from burning the metal at strong power level.

Crushing Emotions

At level 17, when you burn zinc or bronze at strong or flare level and affect an enemy, you can burn 5 additional slots of that metal to force the enemy to make a WIS save, if they fail that save they are stunned for 2 rounds.

Action Metals

Iron

While you are burning Iron, transparent blue lines connect the center of your body to all metals in a 100 foot radius.

Weak

Whenever you activate this effect you spend 1 of your iron metal slots. You can pull any metal objects of your choice directly towards you that are less than 50lb and are within 100 feet of you. A creature wearing this metal object adds to the metal's weight. A creature holding this metal object can make a STR save against your Allomantic Save DC to add its weight to the weight of the object. A creature in the path of the object you are pulling must make a DEX save against your Allomantic Save DC or suffer damage equal 1d4 + your Wisdom Modifier. If you are lighter than the object and weigh less than the pull weight, you instead fly directly towards the object and land on it suffering damage as if you had fallen from your original position to that object.

Strong

You spend 2 of your iron metal slots. You can pull any metal objects of your choice directly toward you, these metals must be within 100 feet of you. It increases to 1d8 damage, and 200 pounds.

Flare

You spend 4 of your iron metal slots. You can pull any metal objects of your choice directly towards you. These metals must be within 100 feet of you. It increases to 1d12 damage and 500 pounds.

Steel

While you are burning Steel, transparent blue lines connect the center of your body to all metals in a 100 foot radius.

Weak

Whenever you activate this effect you spend 1 of your steel metal slots. You can push up to 2 metal objects of your choice that are within 100 feet of you, directly away from you to a maximum of 50 feet away from their starting position. A creature wearing this metal object adds to the object's weight. A creature holding this metal object can make a STR save against your Allomantic Save DC to add its weight to the weight of the object. A creature in the path of the object you are pushing must make a DEX save against your Allomantic Save DC or suffer bludgeoning damage equal 1d4 + your Wisdom Modifier. If you are lighter than the object and weigh less than the push weight, you instead fly directly away the object and land directly 50 feet away from it. If you push against an object underneath you, you fly 50 feet directly from that object; as long as you do not stop burning Steel at this power level and the object is directly underneath you, you can hover 50 feet in the air directly above that object.

Alternatively, you can shoot 1 tiny sized metal projectile (such as a coin), this projectile's attack bonus is equal to your dex mod + proficiency bonus. And deals damage equal 1d4 + Wisdom Mod. This damage increases to 2d4 at level 7, 3d4 at level 14, and 4d4 at level 19. The range is 50 feet, you have disadvantage on attack rolls against enemies within 5 feet of you.

Strong

You spend 2 of your steel metal slots. You can push up to 3 metal objects of your choice that are within 100 feet of you. Range increases to 75 feet, damage becomes d6, you shoot two projectiles separate attacks for each, and it increases to 200 pounds.

Flare

You spend 4 of your steel metal slots. You can push up to 4 metal objects of your choice that are within 100 feet of you. Range increases to 100 feet, damage becomes d8, you shoot three projectiles separate attacks for each, and it increases to 500 pounds.

Brass

While you are burning brass, you can calm certain emotions of a group of people or a single person. If a person notices that something is affecting their emotions, they can make a WIS save to resist the effect. Below are the effects of a failed save of each emotion at each power level.

Anger:
Weak

All creatures have +1 on Intimidation and Persuasion checks to stop the targeted creature from attacking, and a -1 penalty to incite violence from that targeted creature.

Strong

Intimidation and Persuasion checks change to +2 to stop the creature, and -2 to incite violence.

Flare

Intimidation and Persuasion checks change to advantage to stop the creature, and disadvantage to incite violence.

Disgust:
Weak

All creatures have +1 on Intimidation, Persuasion, and Deception checks to stop a feeling of dislike/hatred of another creature in the targeted creature, and a -1 penalty to create disgust/hatred in the targeted creature.

Strong

Intimidation, Persuasion, and Deception checks change to +2 to stop dislike/hatred in the creature, and -2 to create disgust/hatred in the creature.

Flare

Intimidation, Persuasion, and Deception checks change to advantage to stop dislike/hatred in the creature, and disadvantage to create disgust/hatred in the creature.

Sadness:
Weak

All creatures have +1 on Persuasion checks to encourage happiness in the targeted creature, and a -1 penalty to encourage sadness in the targeted creature.

Strong

Persuasion checks change to +2 to encourage the creature, and -2 to discourage the creature.

Flare

Persuasion checks change to advantage to encourage the creature, and disadvantage to discourage the creature.

Fear:
Weak

The creature affected by this metal has a +1 bonus on checks to resist the frightend condition, and a +1 bonus on checks to encourage the creature into dangerous action.

Strong

Bonus to resist the frightend condition becomes +2, and a +2 bonus on checks to encourage the creature into dangerous action.

Flare

Bonus to resist the frightend condition changes to an advantage, and the bonus on checks to encourage the creature into dangerous action becomes an advantage.

Trust:
Weak

All creatures have +1 to Persuasion, and Deception checks to encourage mistrust in the targeted creature, and a -1 penalty to encourage trust in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to encourage mistrust in the creature, and a -2 penalty to encourage trust in the creature.

Flare

Persuasion, and Deception checks change to an advantage to encourage mistrust in the creature, and disadvantage to encourage trust in the creature.

Joy:
Weak

All creatures have +1 to Persuasion, and Deception checks to encourage sadness and hopelessness in the targeted creature, and a -1 penalty to encourage happiness in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to encourage sadness and hopelessness in the creature, and a -2 penalty to encourage happiness in the creature.

Flare

Persuasion, and Deception checks change to an advantage to encourage sadness and hopelessness in the creature, and a disadvantage to encourage happiness in the creature.

Anticipation:
Weak

All creatures have a +1 bonus to Persuasion, and Deception checks to discourage excitement and anticipation in the targeted creature. And a +1 bonus on checks to encourage indifference in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to discourage excitement and anticipation in the creature, and a +2 bonus on checks to encourage indifference in the creature.

Flare

Persuasion, and Deception checks change to an advantage to discourage excitement and anticipation in the creature, and a disadvantage to encourage happiness in the creature.

Brass Burning:
Weak

Whenever you activate this effect you spend 1 of your brass metal slots. Activate any combination of the above weak effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Strong

Whenever you activate this effect you spend 2 of your brass metal slots. Activate any combination of the above strong effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save (Save DC - 2) to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Flare

Whenever you activate this effect you spend 4 of your brass metal slots. Activate any combination of the above flare effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save (Save DC - 4) to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Zinc

While you are burning zinc, you can riot (increase) certain emotions of a group of people or a single person. If a person notices that something is affecting their emotions, they can make a WIS save to resist the effect. Below are the effects of a failed save of each emotion at each power level.

Anger:
Weak

All creatures have +1 on Intimidation and Persuasion checks to incite violence in the targeted creature, and a -1 penalty to stop the creature from attacking.

Strong

Intimidation and Persuasion checks change to +2 to anger the creature, and -2 to stop it.

Flare

Intimidation and Persuasion checks change to advantage to anger the creature, and disadvantage to stop it.

Disgust:
Weak

All creatures have +1 on Intimidation, Persuasion, and Deception checks to create a feeling of dislike/hatred of another creature in the targeted creature, and a -1 penalty to stop disgust/hatred in the targeted creature.

Strong

Intimidation, Persuasion, and Deception checks change to +2 to create dislike/hatred in the creature, and -2 to stop disgust/hatred in the creature.

Flare

Intimidation, Persuasion, and Deception checks change to advantage to create dislike/hatred in the creature, and disadvantage to stop disgust/hatred in the creature.

Sadness:
Weak

All creatures have +1 on Persuasion checks to discourage happiness in the targeted creature, and a -1 penalty to encourage happiness in the targeted creature.

Strong

Persuasion checks change to +2 to discourage the creature, and -2 to encourage the creature.

Flare

Persuasion checks change to advantage to discourage the creature, and encourage to discourage the creature.

Fear:
Weak

The creature affected by this metal has a -1 penalty on checks to resist the frightend condition, and a -1 penalty on checks to encourage the creature into dangerous action.

Strong

Penalty to resist the frightend condition becomes -2, and a -2 penalty on checks to encourage the creature into dangerous action.

Flare

Penalty to resist the frightend condition changes to an disadvantage, and the penalty on checks to encourage the creature into dangerous action becomes an disadvantage.

Trust:
Weak

All creatures have +1 to Persuasion, and Deception checks to encourage trust in the targeted creature, and a -1 penalty to encourage mistrust in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to encourage trust in the creature, and a -2 penalty to encourage mistrust in the creature.

Flare

Persuasion, and Deception checks change to an advantage to encourage trust in the creature, and disadvantage to encourage mistrust in the creature.

Joy:
Weak

All creatures have +1 to Persuasion, and Deception checks to discourage sadness and hopelessness in the targeted creature, and a -1 penalty to discourage happiness in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to discourage sadness and hopelessness in the creature, and a -2 penalty to discourage happiness in the creature.

Flare

Persuasion, and Deception checks change to an advantage to discourage sadness and hopelessness in the creature, and a disadvantage to discourage happiness in the creature.

Anticipation:
Weak

All creatures have a +1 bonus to Persuasion, and Deception checks to encourage excitement and anticipation in the targeted creature. And a +1 bonus on checks to discourage indifference in the targeted creature.

Strong

Persuasion, and Deception checks change to +2 to encourage excitement and anticipation in the creature, and a +2 bonus on checks to discourage indifference in the creature.

Flare

Persuasion, and Deception checks change to an advantage to encourage excitement and anticipation in the creature, and a disadvantage to discourage happiness in the creature.

Zinc Burning:
Weak

Whenever you activate this effect you spend 1 of your zinc metal slots. Activate any combination of the above weak effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Strong

Whenever you activate this effect you spend 2 of your zinc metal slots. Activate any combination of the above strong effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save (Save DC - 2) to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Flare

Whenever you activate this effect you spend 4 of your zinc metal slots. Activate any combination of the above flare effects on up to 10 nearby creatures within 60 feet. A creature can make a INT save (Save DC - 4) to notice the effect. These effects last until you stop burning this metal or if the creature succeeds their WIS save.

Chromium

While you are burning chromium, you can wipe magic reserves of people you touch.

Weak

Burn 1 of your chromium metal slots, then make a melee attack roll (Dexterity) against an enemy you can reach. If you successfully hit the target, you can clear one of that target's metal stores or 1st level spell slot.

Strong

Burn 2 of your chromium metal slots, then make a melee attack roll (Dexterity) against an enemy you can reach. If you successfully hit the target, you can clear two of the target's metal stores or spell slots that total 3 spell levels.

Flare

Burn 4 of your chromium metal slots, the make a melee attack roll (Dexterity) against an enemy you can reach. If you successfully hit the target, you can clear three of the target's metal stores or spell slots that total 6 spell levels.

Duralumin

When you burn duralumin, you must also burn another metal. That metal is expended in a tremendous burst of power. This metal can only be burned at one power level. To burn another metal you must have at least 8 slots of that metal to access.

Burn

Burn 2 of your duralumin metal slots, then activate the effect of your other metal in an extreme flare. That metal is completely expended. After you activate this effect you receive 1 level of exhaustion, Use the flare effect (Metals without a flare effect, other than bronze, create the same effect as Tin) for each metal that is listed below, with these additions:

Steel

You can push up to 3000 pounds. OR You can launch 6 coins and each coin deals the damage in d12s instead of d8s. Your push damage deals 3d12 + Wisdom mod and the save DC increases by 2.

Iron

You can pull up to 3000 pounds. Your pull damage deals 3d12 + Wisdom mod and the save DC increases by 2.

Pewter

You can treat your next physical check roll this round as a 20, and you have immunity to Slashing, Bludgeoning, and Piercing damage from the next damage you take.

Tin

You are stunned for this round

Brass

The emotions you choose are not longer felt in any way by the target of this effect for this round.

Zinc

The emotions you choose override all other emotions that the target feels for this round.

Chromium

Clear all spell slots and metal stores from the person you touch.

Bronze

You can pierce the protection of copper.

Duralumin Spells

If you DM allows it, you can burn Duralumin in combination with spells. To do so, choose one spell level, expend all of your spell slots of that level and all of your spell slots of higher levels, cast that spell as if it was casted 2 levels higher (Spells that cannot be casted at higher levels are casted as normal (Max level 9). The spell you cast deals maximum damage, and any enemy affected has disadvantage on the saves against it. You must have at least 6 spell slots removed by this effect. You then gain 2 levels of exhaustion.

Nicrosil

When you burn nicrosil, you can touch another person to allow them to activate a duralumin based effect. This metal can only be burned at one power level.

Burn

Burn 2 of your nicrosil metal slots, and make a melee attack roll against one creature within 5 feet (you have an attack bonus equal to your DEX mod + your proficiency bonus) if you hit, you activate the effect of duralumin on the most recently cast spell or metal used by the target you touched with these alterations: The target does not receive exhaustion levels, you do instead (to a maximum of 1 level). The creature has control over the effect as if it was activating the metal or casting the spell.

Duration Metals

Pewter

While you are burning pewter, your body becomes much stronger, and repairs itself.

Weak

While you are burning this metal, at the beginning of each turn spend 1 of your pewter metal slots. At the beginning of each round (if your hit points are not at 0) that you are burning this metal at this power level you heal 5 hit points. You gain a +1 bonus on your Dex, Str, and Con saves, checks, and attacks while you are burning this metal. This effect lasts until you stop burning this metal. When you would suffer nonmagical piercing, bludgeoning, or slashing damage you suffer 3 less damage. Your speed increases by an amount equal to your Wisdom score.

Strong

While you are burning this metal, at the beginning of each turn spend 2 of your pewter metal slots. At the beginning of each round (if your hit points are not at 0) that you are burning this metal at this power level you heal 10 hit points. You gain a +2 bonus on your Dex, Str, and Con saves, checks, and attacks while you are burning this metal. This effect lasts until you stop burning this metal. When you would suffer nonmagical piercing, bludgeoning, or slashing damage you suffer 5 less damage. Your speed increases by an amount equal to your Wisdom score.

Flare

While you are burning this metal, at the beginning of each turn spend 4 of your pewter metal slots. At the beginning of each round (if your hit points are not at 0) that you are burning this metal at this power level you heal 15 hit points. You gain advantage on your Dex, Str, and Con saves, checks, and attacks while you are burning this metal. This effect lasts until you stop burning this metal. When you would suffer nonmagical piercing, bludgeoning, or slashing damage you suffer 10 less damage. Your speed increases by an amount equal to your Wisdom score.

Tin

While you are burning tin, your senses become much more sensitive.

Weak

While you are burning this metal, at the beginning of each turn spend 1 of your tin metal slots. While you are burning this metal, you add +3 to your perception in addition to your normal perception. You cannot be surprised while you are burning this metal. If an enemy creates a large sensory effect you must make a DC 13 Concentration save or be stunned for the next round. These effects last until you stop burning this metal.

Strong

While you are burning this metal, at the beginning of each turn spend 2 of your tin metal slots. While you are burning this metal, you add +6 to your perception in addition to your normal perception. You cannot be surprised while you are burning this metal. If an enemy creates a large sensory effect you must make a DC 16 Concentration save or you will be stunned for the next round. These effects last until you stop burning this metal.

Flare

While you are burning this metal, at the beginning of each turn spend 4 of your tin metal slots. While you are burning this metal treat your passive perception as 25. You cannot be surprised while you are burning this metal. If an enemy creates a large sensory effect you must make a DC 20 Concentration save or be stunned for the next 2 rounds. These effects last until you stop burning this metal.

Cadmium

While you are burning cadmium, you can create a sphere in which time passes more slowly.

Burn

Spend 2 of your cadmium slots at the beginning of each turn that you are burning this metal to create a sphere and maintain centered on yourself with a radius up to as large two times your Wisdom modifier. Every creature inside of that sphere is affected by the effects of the slow spell. Projectiles cannot leave or enter this sphere. To maintain this sphere you must spend 2 cadmium slots each turn. A creature (including you) can make a DEX save when this effect activates to leap out or into this sphere if they are within 5 feet of the edge. This effect lasts until you stop burning this metal.

Bendalloy

While you are burning Bendalloy, you can create a sphere in which time passes more quickly.

Burn

Spend 2 of your bendalloy slots at the beginning of each turn that you are burning this metal to create and maintain a sphere centered on yourself with a radius up to as large two times your Wisdom modifier. Every creature inside of that sphere is affected by the effects of the haste spell in which you can perform any action instead of the actions listed on the haste spell. There is no lethargy when this sphere disappears. Projectiles cannot leave or enter this sphere. To maintain this sphere you must spend 2 bendalloy slots each turn. A creature (including you) can make a DEX save when this effect activates to leap out or into this sphere if they are within 5 feet of the edge. This effect lasts until you stop burning this metal.

Gold

While you are burning gold you can see a shadow double that only you can see, this shadow double shows a possible image of yourself if you had led a different life. This metal can only be burned at one power level. When you burn this metal you gain 1 level of exhaustion.

Burn

Burn 1 of your gold metal slots at the beginning of each turn that you are burning this metal, an image of yourself appears in front of you 10 feet away. This image portrays you if you had lived a different life or made different choices. This effect lasts until you stop burning this metal. You perceive through both yourself, and this shadow of you. After spending a minute burning gold, you have begun to better understand your own personality. You have advantage on all CHA saves and checks for the next hour. Additionally during this hour you have advantage on saves that would control your mind or actions. Instead of the above effect you can instead spend one minute burning gold to understand the mannerisms of your other self, you can adapt these mannerisms to your physical self. You can act as that version of you would, you have Advantage on all Charisma checks to act as that version of you for an hour.

Electrum

While you are burning Electrum you can see a shadow of yourself performing an action you will perform in 6 seconds. You can change your actions this round to change what you see. This metal can only be burned at one power level.

Burn

Burn 1 of your Electrum metal slots at the beginning of each turn that you are burning this metal, you can see a shadows of yourself performing actions that you might perform in 6 seconds. At beginning of your turn you can select one course of action that you could perform on this turn (Movement, Action, Free Action, Bonus Action). Your DM must tell you any visible effects of this course of action, such as injuries from traps or weapons. Instead of activating this effect you can use your bonus action on your turn to gain advantage on your next attack roll until your next round. When you use this power you gain 2 levels of exhaustion and become stunned the next round, if you see yourself die you become frightened as well, these effects last for 1 hour.

Bronze

While you are burning bronze, you can sense magical pulses within 60 feet. This metal can only be burned at one power level.

Burn

Burn 1 of your bronze metal slots at the beginning of each turn that you are burning bronze, you can sense magical pulses. This effectively casts detect magic without casting a spell. You can also sense allomantic pulses which tell you what type of metal is being burned and how powerfully it is being burned. This effect lasts until you stop burning this metal.

Copper

While you are burning copper, you create a 30 foot radius area around you in which magic and allomantic pulses cannot be detected except by a Wish spell or comparable spell. This spell can only be burned at one power level.

Burn

Burn 1 of your copper metal slots at the beginning of each turn that you are burning this metal, you cover up all magical and allomantic pulses in a 30 foot radius sphere. This effect lasts until you stop burning this metal. You cannot be perceived by divination magic except by a spell of comparable power to wish.

Aluminum

Consuming aluminum removes all magic power. If a person with magic power or allomantic power ingests aluminum, all of their magic and allomantic slots are lost and they can't cast cantrips until they have taken a long rest. This metal cannot be burned for any effect other than the effect listed above.

Atium

Atium is only ingestible and burnable once you reach level 15. When you burn Atium, blue ghosts appear showing you what every object and creature within 60 feet will do in 6 seconds. Your brain also speeds up to comprehend this information. This metal can only be burned at one level.

Burn

Burn 5 of your Atium slots at the beginning of each turn in which you are burning Atium. While you are burning Atium, enemies have disadvantage on all attack rolls against you. You have advantage on all ability checks and skill checks (that are of Strength, Dexterity and Constitution) You also have an advantage on attacks. Your armor class is increased by 2. These effects lasts until you stop burning this metal.

Traditional Allomancy

In the books, Allomancy solely affects metals. In a world where allomancy is very prevalent Bronze, Copper, Chromium, Aluminum, Duralumin, and Nicrosil should only affect metals, instead of both metals and magic. This also works the other way around these powers are slightly Supernatural, and slightly Spell-Like. Antimagic field can dispel it, but opportunity attacks can still be triggered by it (Steelpush or Ironpull) Duralumin and Nicrosil would not give exhaustion in such a world as well.

DnD Metals

If your DM would like to implement DnD metals as burnable metals, they have these properties: For the sake of simplicity, Cold Iron and Elenan Steel are the same as Iron and Steel respectively. Adamantium and Mithral are treated as two special metals with different effects. They are able to be understood at level 15 (like Atium) and they also do not require a metals understood slot (like Atium).

Adamantine

Burning adamantine allows the user channel entropic energy into a object. Adamantine is an action metal.

Weak

Burn 1 of your adamantine slots. Then select one nonorganic metal object that was never alive within 30 feet, make an attack roll against that object using (Wisdom mod + proficiency modifier) if your roll's final result is a 15 or higher, the object bursts apart with a loud bang. The object is treated as the center of the Thunderclap cantrip which deals 1d6.

Strong

Burn 2 of your adamantine slots. Then select one nonorganic metal object that was never alive within 40 feet, make an attack roll against that object using (Wisdom mod + proficiency modifier) if your roll's final result is a 10 or higher, the object bursts apart with a loud bang. The object is treated as the center of the Thunderclap cantrip which deals 3d6.

Flare

Burn 4 of your adamantine slots. Then select one nonorganic object that was never alive within 50 feet, make an attack roll against that object using (Wisdom mod + proficiency modifier) if the target is a metal, you must roll 8 or higher to activate the effect and if it is not metal you must roll 17 or higher, the object bursts apart with a loud bang. The object is treated as the center of the Thunderclap cantrip which deals 8d6.

Duralumin Burst

Burn all of your adamantine store, then select up to 3 objects that are not alive within 70 feet, those objects burst apart in a loud bang, each object is treated as the center of a Thunderclap cantrip which deals 10d6.

Mithral

Burning mithral allows you to pull entropic energy from an object. Mithral is an action metal.

Weak

Burn 1 of your Mithral slots, then select one metal object that was never alive within 30 feet. That object is subjected to the Mending cantrip.

Strong

Burn 2 of your Mithral slots, then select one metal object that was never alive within 40 feet. That object is subjected to the Mending cantrip which can repair up to 5 breaks in an object, the breaks can be up to 2 feet in each dimension.

Flare

Burn 4 of your Mithral slots, then select one object that was never alive within 50 feet. That object is subjected to the Mending cantrip which can repair up to 6 breaks in an object, the breaks can be up to 4 feet in each dimension.

Duralumin Burst

Burn all of your Mithral slots, then select up to 3 objects that are not alive within 70 feet. That object is subjected to the Mending cantrip which can repair up to 30 breaks in the objects, the breaks can be up to 10 feet in each dimension.

Mistcloak:

A mistcloak is a complex flowing cloak made of hundreds of long strips of cloth that drag an inch or two behind you used to obscure a person while they are mists. While wearing a mistcloak your AC is 2+DEX+1/4 your Speed rounded down (when not worn over light armor), can be worn over light armor (AC does not stack), your speed increases by 10 and you have a +3 bonus on stealth checks while in fog or mist.

Ettmetal

Ettmetal has the ability to store and release allomantic energy. Ettmetal explodes when in contact with water and burns "with a pure whiteness" when releasing Allomantic energy. When Ettmetal comes in contact with water the explosion radius is 5ft times the number of ounces and it deals 1d4 bludgeoning damage per ounce as well. If you burn a metal while holding Ettmetal it will mimic that effect by burning itself until it runs out allowing you to make allomantic grenades.

Multiclassing

Prerequisites.To qualify for multiclassing into the Mistborn class, you must have a Wisdom score of at least 13.
Proficiencies. When you multiclass into the Mistborn class, you gain the following proficiencies

Shields, two Martial Weapons, and Mistcloaks


Back to Main Page 5e Homebrew Classes

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