Rogue
Base Class: Rogue

You are a Misting, blessed with the power to burn steel you consume to fuel supernatural skills. Coinshots tend to be highly proficient in ranged combat and have an uncanny ability to weave their way through crowded battlefields or across city rooftops with ease. Coinshots are thus sought after as thieves and enforcers, but many make an honest living as messengers,  officers of the law or lookouts, their Steelsight giving them an advantage over the typical hired guard. 

Steelsight

While burning steel, you can see all sources of metal within 30 feet of you, appearing as blue lines connecting to your chest. You have advantage on checks made to locate and identify creatures and objects that are made or or wearing metal. 

Steelpushing

You gain the ability to magically push sources of metal away from you, if you have sufficient strength. You gain the following features:

 

Deadly Shot

When you make a ranged attack using a metallic projectile, you can expend a Metallic Arts die, rolling it and adding the total plus your Dexterity modifier to the damage of the attack. You can also expend and roll a Metallic Arts die when targeted by a ranged attack using a metal projectile, using your reaction. This reduces the damage by the total on the die plus your Dexterity modifier. 

Deadly Trinkets

You can use any Tiny or smaller metallic object that you carry to make a ranged attack as an action, and make a secondary attack with another object as a bonus action. 

Misty Escape

You can move in any direction when you use your Cunning Action to Dash, provided you do not exceed the range of your Steelsight above the ground. Additionally, you can expend a Metallic Arts die to flare steel and move fast enough for this movement not to provoke opportunity attacks. You can use this feature a number of times equal to your proficiency bonus.  

Steel Reserves

You have a reserve of steel inside you that you burn to fuel your Allomantic abilities. This is represented by a pool of Metallic Arts dice, which are initially each a d6. You have a number of these equal to twice your proficiency bonus. Once per short rest, you can drink a metal vial to restore one of these dice, and your first ability used after a long rest does not consume a die. Your Metallic Arts dice restore fully after a long rest, provided you have access to Allomantically pure steel. Your Metallic Arts dice become d8s at 5th level, d10s  at 11th level and d12s at 17th level. 

Telekinetic Push

You can expend a Metallic Arts die to Push on a metallic object visible with your Steelsight, moving it directly away from you until you can no longer affect it. If the object would normally require a Strength (Athletics) check to move, this is still the case with this feature. If you target a hostile creature with this ability, make a contested Strength (Athletics) check against the target. If you succeed, the creature is pushed and is a viable target for Sneak Attack until the end of your next turn. If you fail, you are pushed the distance you specified and fall prone. The same is true for checks made to move stationary objects. 

Improved Steelpushing

The range of your Steelsight increases to 60 ft. Additionally, choose one of the options below:

Improved Deadly Shot

 

Your steel makes you a master of ranged combat. When you use the Deadly Shot feature, roll the expended Metallic Arts die twice when determining the damage rolled. Attacks with Deadly Trinkets now have a +1 bonus to attack and damage rolls. This bonus increases to +2 at 13th level and +3 at 17th level. 

Leverage

You know the tricks and nuances that allow you to rely less on raw strength when Steelpushing. When you use the Telekinetic Push feature, you can  make a Dexterity check rather than a Strength (Athletics) check to move objects, and contest a hostile creature's Strength (Athletics) check with a Dexterity check. You can also use Telekinetic Push on multiple targets with a single action, though each requires a Metallic Arts die as normal. 

One With The Mists

You gain a flying speed of 30 ft and can hover, as you Push off of immovable metallic objects. You cannot exceed a height greater than the range of your Steelsight from solid ground, however. 

 

Dawnshot

 Your mastery of Steelpushing rivals that of the Survivor himself. Creatures have disadvantage on checks made to resist your Telekinetic Push, and you gain the feature you did not choose at 9th level. 

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