Rogue
Base Class: Rogue

Nah

Allomantic Flare

When you choose this archetype at 3rd level, you gain the ability to ingest and burn metals to enhance your abilities. You learn to burn a number of metals, each offering a unique benefit. You can use a bonus action to burn a metal, gaining its effect for 1 minute. You can burn a number of metals equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


| **Iron** | You can use your bonus action to pull on nearby metal objects. You can move an object weighing up to 20 pounds within 30 feet closer to you, or you can pull yourself up to 20 feet toward a larger fixed metal object. If the object is being held or worn, the creature must succeed on a Strength saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) to resist. |
| **Steel** | You can push off metal surfaces. As a bonus action, you can leap 20 feet in any direction, ignoring difficult terrain. This movement does not provoke opportunity attacks. |
| **Pewter** | Your physical prowess is enhanced. For 1 minute, you gain temporary hit points equal to your rogue level, and you add your proficiency bonus to Strength (Athletics) checks. |
| **Tin** | Your senses are heightened. For 1 minute, you gain advantage on Wisdom (Perception) and Intelligence (Investigation) checks and you can see in dim light as if it were bright light. |
| **Zinc** | You can inflame the emotions of others. As a bonus action, choose a creature within 30 feet. That creature must succeed on a Wisdom saving throw (DC 8 + your proficiency bonus + your Dexterity modifier) or have disadvantage on attack rolls against creatures other than you until the start of your next turn. |
| **Brass** | You can soothe emotions. As a bonus action, you can suppress the charmed or frightened condition on a creature within 30 feet for 1 minute. Additionally, you can suppress aggressive intent, forcing a creature to succeed on a Wisdom saving throw or be unable to target you with attacks until the end of its next turn. |
| **Copper** | You can hide your magical presence. For 1 minute, you are invisible to magical detection and cannot be perceived through divination spells like *detect magic* or *scrying*. |
| **Bronze** | You can detect magical energies. For 1 minute, you gain the effects of the *detect magic* spell without concentration and can sense the presence of Allomancy or other magical powers within 60 feet. |

Savant of the Mists

At 9th level, your mastery of Allomancy deepens.


- **Double Burn**: You can burn two metals simultaneously. When you activate a metal, you can choose to activate a second metal as part of the same bonus action.
- **Enhanced Pewter**: When you burn Pewter, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical attacks.

Mistborn Gambit

At 13th level, you can push your Allomantic abilities to their limits.

As a bonus action, you can expend 2 uses of Allomantic Flare to overcharge a metal for 1 minute and gain benefits to all pre-existing Allomantic abilities.

Lord of the Mists


At 17th level, you become a true master of Allomancy.

- **Continuous Burn**: When you roll initiative, you can immediately burn one metal without expending a use of Allomantic Flare.
- **Flared Precision**: When you burn a metal, your Sneak Attack damage increases by 2d6.
- **Unstoppable Pewter**: While burning Pewter, you automatically succeed on Strength checks and saving throws, and you can add your Dexterity modifier to your melee damage rolls.
- **Rare Metals**: You unlock the ability to burn gold and atium. Each of these can only be burned once per long rest.

| Metal | Effect |

| **Gold** | As a bonus action, you gain a vision of an alternate version of yourself for 1 minute. While this vision persists, you regain 3d6 hit points immediately and at the start of each of your turns. Additionally, you gain advantage on death saving throws during this time. |
| **Atium** | For 1 minute, you gain a supernatural awareness of your enemies' movements. You cannot be surprised, have advantage on all attack rolls, and enemies have disadvantage on attack rolls against you. Additionally, you can use your reaction to impose disadvantage on any saving throw against your abilities. |

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