Base Class: Rogue
Allomancers are a rare breed. Those gifted with the ability to "burn" (metabolize) metals and as a result gain abilities that can enhance their physical and mental capabilities. Most allomancers, or Mistings, are only able to "burn" one metal. Even rarer still are Mistborn, allomancers capable of utilizing all allomantic metals.
Allomancy
Starting level 3, As a Mistborn you have the ability to channel various energies depending on the metals you use. Each metal has a different price and upon using one, you expend that amount from your money. Each metal has a different function listed below.
- Ironpulling: As an action pulls pieces of metal in a straight line towards you. The object has to be smaller than large. If it is fastened to a bigger object then, it cannot be pulled. Refer to the object chart. Make a ranged attack if targeting a creature, with proficiency. (requires 5gp iron shavings)
- Steelpushing: As an action. Pushes a piece of metal in a straight line away from you. The object has to be smaller than your size. Refer to the object for details. Make a ranged attack if targeting a creature, with proficiency. (requires 5gp of steel shavings)
- Tin Burning: Burning tin enhances your senses, granting you darkvision in both magical and non-magical darkness up to 60ft. While tin burning you can also add 1d6 to perception checks. This effect lasts until you take a long rest. (requires 10gp tin shavings)
- Pewter Dragging: For one minute you gain resistance to non-magical bludgeoning, slashing, and piercing damage as well as proficiency with Athletics checks). After that minute you are left in a lethargic state for one minute as a result of the drag from burning pewter. (requires 5gp pewter shavings)
- Soothing: You can ease emotions. You gain the ability to cast calm emotions. DC = 8+PB+INT (requires 10gp brass shavings)
- Rioting: You can inflame emotions. You gain the ability to cast cause fear. DC = 8+PB+INT (requires 10gp zinc shavings)
- Smoking: You are able to obscure your presence and the presence of those around you. As an action, you and a number of creatures equaling your INT bonus, in a 30 foot radius around you have advantage on Stealth checks. This effect lasts for 1 minute (requires 5gp copper shavings)
- Seeking: You are able to perceive the presence of magic in the air around you, as well has hidden enemies. As an action you can cast detect magic. You also gain blindsight up to 10 feet for the duration of the spell. (requires 5gp bronze shavings)
Allomantic Alchemy
You gain proficiency with Alchemists' Supplies. During a short rest you can make an Alchemists' Supplies check (DC: 10) to create a number of allomantic metal vials equal to your proficiency bonus.
Allomantic Fatigue
Burning metals has a physical cost as well as monetary. There is a limited number of uses of allomancy. The number of uses is equal to your rogue level.
For every subsequent use of allomancy more than the safety limit, make a DC = 10+(Number of uses beyond safety limit * 2), constitution saving throw. On failure, the allomancy effect fails too and you gain one level of exhaustion.
Leaps of Faith
Steel and iron are at the heart of allomancy, but they have more uses than throwing metal around. You drop a coin and shoot away or lurch towards a large piece of metal.
Starting level 9, Spend 5GP to activate this feature and your jumping distance equals your movement speed for one minute.
For each jump after the first you expend 1GP more.
You may also use this ability to Disengage without using an action or bonus action.
The jumping distance becomes flying speed at level 15. And the 2GP is spent per turn. Attacks made while flying are with advantage
This feature can be used a number of times equal to your proficiency bonus. Regain this feature after a short or long rest.
Duralumin
Starting level 13, You gain the use of a new metal. Duralumin(50GP). Duralumin enhances your allomancy greatly. It can be used whenever an allomancy feature is used.
Damage done with an allomancy feature(Iron, Steel, Pewter) is doubled.
Range of an allomancy feature(Iron, Steel, Tin, Copper) is doubled.
When using Iron or steel from your allomancy feature, up to a large object can be pulled or pushed
Duralumin does not count towards your safety limit.
Mistwraith
Starting level 17, As an action you release a mist around you. For one minute all attacks against you are done with disadvantage. The cost of your allomancy feature is halved. And your safety limit is increased by half your proficiency bonus for the duration. If total uses of allomancy exceeds your safety limit after the minute, you do not get a level of exhaustion. However any of use beyond that will be calculated as usual.
This feature can be used once per long rest.