Rogue
Base Class: Rogue

"Your first lesson," Kelsier said, strolling down the street, Vin trailing along beside him, "isn't about Allomancy, but attitude." He swept his hand forward "This, Vin. This is ours. The night, the mists - they belong to us. Skaa avoid the mists as if they were death. Thieves and soldiers go out at night, but they fear it nonetheless. Noblemen feign nonchalance, but the mist makes them uncomfortable." He turned, regarding her. "The mists are your friend, Vin. They hide you, they protect you ... and they give you power." -  Kelsier, Mistborn book one

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.

  1. Iron(5GP) - 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.
  2. Steel(5GP) - As an action. Pushes a piece of metal in a straight line away from you. The object has to be smaller than large. Refer to the object for details. Make a ranged attack if targeting a creature, with proficiency
  3. Tin(5GP) - As an action, you gain night vision up to 60 feet in both magical and non-magical darkness. If you already have nightvision, your nightvision is doubled. This lasts for 1d4 hours. This increases to 1d6 and 1d8 at levels 10 and 18 respectively.
  4. Pewter(5GP) - Enhances your strength and durability. As a bonus action, it lasts until the start of your next turn, your attacks deal extra 1d10 of damage and you have resistance to Bludgeoning, Slashing and piercing damage. The damage increases to 2d10 and 3d10 at levels 10 and 18 respectively.
  5. Brass(10GP) - You cast the calm emotions spell. The spell save DC = 10 + Proficiency Bonus + Charisma
  6. Zinc(10GP) - You inflame the emotions and cast the cause fear spell. The spell save DC = 10 + Proficiency Bonus + Charisma
  7. Copper(5GP) - As an action, You and a number of creatures equaling your proficiency bonus, in a 30-foot radius around you have advantage on Dexterity(stealth) checks. This lasts for 1 minute.
  8. Bronze(5GP) - As an action, Enhances your perception while active. For one minute you have proficiency in the Wisdom(perception) skill, and it also scales off of your charisma rather than wisdom

     

     

    OBJECT CHART:

    Tiny Object - Upto 8 objects - Upto 60 feet - 1d4

    Small Object - Upto 4 objects - Upto 30 feet - 1d6

    Medium object - Upto 2 objects - Upto 15 feet - 1d8

    Large Object - 1 object - upto 5 feet - 1d10 

    These damages increase to 2d4, 2d6, 2d8, 210 at level 10 and 3d4, 3d6, 3d8, 3d10 at level 18. 

 

Metal Toxicity

Burning metals in your body is dangerous. The safety limit for allomancy is your proficiency bonus.

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. Also, if you burn aluminum, you will lose you metal reserves until you replenish them.

One with the mists

Steel and iron are the bread and butter of the true mistborn. 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.

If an attack is made immediately after the jump (right next to a creature), it is made with advantage.

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 only once. 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, Upto a large object can be pulled or pushed

Duralumin does not count towards your safety limit.

Master of the Mists

Starting level 17, you gain additional metals.

1. Gold 30gp (or you can use the gp but if you do that roll a d20 on a 10 or lower the Unintended Repercussions is activated.): Allows an Allomancer to see an illusory version of themself showing what they might be like if they had made different choices in the past, or maybe just a past version of themself. No one really knows.

2. Electrum 20gp: Allows an Allomancer to see illusory versions of themself performing the potential actions they could take in the next few seconds.

3. Cadmium 15gp: An Allomancer burning cadmium can create a stationary bubble centered on them in which time moves much slower, the radius being 5 feet, with an additional 5 feet for every 2 levels in Rogue above 1. Sentient beings can't enter or exit the bubble, and projectiles entering may have an unpredictable trajectory. The speed of time inside the bubble can be from 1/2 as fast to essentially the Time Stop spell (looking at it from the outside). The metal burns at the rate of time it is inside.

4. Bendalloy 25gp : An Allomancer burning bendalloy can create a stationary bubble centered on them in which time moves much faster than outside. It is essentially the reverse of cadmium, and the same rules apply, including those for size and time dilation.

5. Chromium 20gp: If you burn chromium and touch another Allomancer, it has the same effect that aluminum would have on them. Their metals will be completely drained with no effects.

6. Nicrosil 15gp : If you burn nicrosil and touch another Allomancer, it has the same effect that duralumin would have on them. Their current burning metals will be burned all at once, greatly enhancing their effects.

7. Atium 100gp: An Allomancer burning Atium is invulnerable. While you are burning Atium you have advantage on all your attacks, resistance to all forms of attacks, you have the dodge action prepared, and your opponents have disadvantage on all attacks against you. This can be countered by your opponint burning Atium or Cadmium. 

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