Base Class: Rogue
Mistborn are rare Allomancers who burn metal within themselves, turning the metal into fuel for impossible feats. With every spark of metal consumed, they twist the battlefield—pulling, pushing, and bending the world around them. To face a true Mistborn unprepared is to stand against a storm given flesh, where every coin becomes a dagger and every shadow a weapon.
Metallurgy (3rd level Mistborn ability):
When you ingest a metal, it becomes available in your body as a source of power. You can choose to ignite a metal at any time, beginning to burn it. While burning a metal, you may use its listed powers by spending actions, bonus actions, or reactions as described by that metal’s effect. You automatically continue burning a metal until the start of your next turn, at which point you may choose to stop or keep burning.
Each time you activate a metal’s power, you expend 1 charge from your Metals Pool. Your Metals Pool equals twice your proficiency bonus + your Constitution modifier. You regain all expended charges when you complete a short or long rest.
Attempting to burn a metal not meant for Allomancy causes immediate harm as described below.
Iron: While burning iron, you can Pull on non-aluminum metal objects within range. You also perceive faint blue lines between yourself and each metal source, allowing you to detect hidden or invisible metal. If the object is too heavy for your Pull (heavier than your own weight), you are drawn toward it instead.
Steel: While burning steel, you can Push on non-aluminum metal objects within range. This functions as the reverse of iron, forcing distance between you and the target object. You may launch projectiles (such as coins) at high velocity, or propel yourself by Pushing on metal anchored beneath you.
Tin: While burning tin, your senses sharpen dramatically. You gain enhanced sight, hearing, smell, touch, and taste. You gain a +2 bonus to Perception, Investigation, and Insight checks, as well as any other ability checks relying on heightened senses.
Pewter: While burning pewter, your body is empowered with supernatural might. You gain a +2 bonus to Strength, Dexterity, and Constitution modifiers for the duration (this cannot exceed 20).
Copper: While burning copper, you create a “coppercloud” that conceals your Allomancy. You and creatures within 5 feet (increasing by 5 feet for each level beyond 1 in Rogue) gain advantage on stealth checks and can hide the presence of you and your companions arcana; creatures using Arcana checks to sense your magic have disadvantage.
Bronze: While burning bronze, you can sense the presence of nearby magic. If familiar with the school of magic, you can identify which is being used by a different target. This effect cannot pierce a coppercloud unless you are extremely powerful (5 levels above the target) or burning duralumin.
Zinc: While burning zinc, you may inflame the emotions of those around you, making them feel more intensely. Affected creatures may notice if you push too strongly. While burning zinc, you gain a +2 bonus to Persuasion, Intimidation, Insight, and Animal Handling checks made to excite or encourage a target.
Brass: While burning brass, you may soothe the emotions of those around you, lessening their intensity. Affected creatures may notice if you push too strongly. While burning brass, you gain a +2 bonus to Persuasion, Deception, Insight, and Animal Handling checks made to calm a target.
Aluminum: When burned, aluminum instantly consumes all metals currently in your system without granting any of their effects.
Duralumin: When burned, duralumin instantly consumes all other metals you are currently burning, releasing their effects in an explosive surge. All numerical benefits of those metals are additive to the number of charges in the Metals Pool (Ex. Base is +2 per charge, with 6 remaining charges, you gain +12 instead). At the end of your turn, those metals are completely expended. You may burn duralumin as a reaction instead of an action.
Impure Metal Burning: When you attempt to burn a metal that is too impure or one without abilities attached, it wreaks havoc on your body. Take 3d8 poison damage at the start of every turn you are burning the bad metal, and you cannot burn any other metal while doing so. Give your Strength modifier a multiplier of 0 for 2 days per turn you burn the metal. This same weakness effect applies for a day if you leave any metal in your body when you take a long rest, because that's unhealthy.
Flare Metal: When you burn a metal, you have the option to "flare" it, burning more at once to increase your power. When you flare a metal, treat any number in its description like it's multiplied by 2. Flaring can be started at any time (even another player's turn), but starting to flare a metal uses 2 charges instead of 1, and will consume another gram at the beginning of any turn. You cannot stop flaring until the beginning of the subsequent player's turn, with a minimum of 2 charges used per flare. Flaring cannot be done while burning duralumin.
Mist Break (level 3 Mistborn ability): As a Mistborn you have finally began scratching the surface of your enhanced Allomancy. In times of desperation you gain access to the mists that surround you for surges in power. You can access your Mist Break and gain a d6. You can only use your Mist Break abilities while the dice are available.
You have Twice your proficiency bonus in Mist Break dice, and they fuel various Mist Break abilities you have.
You regain all your expended Mist Break dice when you finish a long rest and can refill your metals. In addition, as a bonus action, you can regain use of one of your Mist Break abilities by sacrificing hit points equal to the dice you are gaining, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Mist Break dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Mist Break dice.
Mist Fueled Surge. When your martial training fails you, your connection to the mist can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Mist Break die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Mist Spirit Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Mist Break die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
Alignment Metals: At level 13, you now gain access to using new metals in undiscovered ways. You can now burn 4 metals you previously could not.
Mithril (Anti-Shadow)
While burning mithril, you can protect against deathly magic.
When you or a creature within 30 ft. would take necrotic damage, you may reduce that damage by 2d6 (scales to 3d6 at level 15, 4d6 at level 19). You may use this reaction a number of times equal to your Constitution modifier per burn.
Valythnium (Soulfire)
While burning valythnium, you can twist the essence of death into raw power.
When you deal necrotic damage, add +2d6 (scales same as above). You can empower necrotic damage this way a number of times equal to your Constitution modifier per burn.
Adamant (Lightforged)
While burning adamant, you radiate holy brilliance.
You shed bright light in a 30 ft. radius. Enemies that start their turn in the light take 2d6 radiant damage (scaling as above). Once per turn, when you deal radiant damage, you may add an extra 2d6 to the attack.
Adamantine (Lightbreaker)
While burning adamantine, you swallow light into shadow.
You can extinguish all light (magical and nonmagical) in a 30 ft. radius. Creatures of your choice inside the darkness take 2d6 less radiant damage (scaling as above). While in this area, you and allies have advantage on saving throws against radiant damage or blinding effects.
Experienced Mistborn: As a level 17 Rogue/Mistborn, you gain one additional reaction that you can use per round to take an action with one of your metals.
Mist Break
3rd-level Mistborn feature
As a Mistborn you have finally began scratching the surface of your enhanced Allomancy. In times of desperation you gain access to the mists that surround you for surges in power. You can access your Mist Break and gain a d6. You can only use your Mist Break abilities while the dice are available.
You have {{2*proficiency}} Mist Break dice ({{scalevalue}}), and they fuel various Mist Break abilities you have.
You regain all your expended Mist Break dice when you finish a long rest and can refill your metals. In addition, as a bonus action, you can regain use of one of your Mist Break abilities by sacrificing hit points equal to the dice you are gaining, but you can’t do so again until you finish a short or long rest.
When you reach certain levels in this class, the size of your Mist Break dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Mist Break dice.
Mist Fueled Surge. When your martial training fails you, your connection to the mist can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Mist Break die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
Mist Spirit Whispers. You can establish telepathic communication between yourself and others—perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Mist Break die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can’t use this telepathy if it can’t speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don’t need to speak a common language to understand each other.
Metallurgy
Mistborn are rare Allomancers who burn metal within themselves, turning the metal into fuel for impossible feats. With every spark of metal consumed, they twist the battlefield—pulling, pushing, and bending the world around them. To face a true Mistborn unprepared is to stand against a storm given flesh, where every coin becomes a dagger and every shadow a weapon.
Metallurgy:
When you ingest a metal, it becomes available in your body as a source of power. You can choose to ignite a metal at any time, beginning to burn it. While burning a metal, you may use its listed powers by spending actions, bonus actions, or reactions as described by that metal’s effect. You automatically continue burning a metal until the start of your next turn, at which point you may choose to stop or keep burning.
Each time you activate a metal’s power, you expend 1 charge from your Metals Pool. Your Metals Pool equals twice your proficiency bonus + your Constitution modifier. You regain all expended charges when you complete a short or long rest.
Attempting to burn a metal not meant for Allomancy causes immediate harm as described below.
Iron: While burning iron, you can Pull on non-aluminum metal objects within range. You also perceive faint blue lines between yourself and each metal source, allowing you to detect hidden or invisible metal. If the object is too heavy for your Pull (heavier than your own weight), you are drawn toward it instead.
Steel: While burning steel, you can Push on non-aluminum metal objects within range. This functions as the reverse of iron, forcing distance between you and the target object. You may launch projectiles (such as coins) at high velocity, or propel yourself by Pushing on metal anchored beneath you.
Tin: While burning tin, your senses sharpen dramatically. You gain enhanced sight, hearing, smell, touch, and taste. You gain a +2 bonus to Perception, Investigation, and Insight checks, as well as any other ability checks relying on heightened senses.
Pewter: While burning pewter, your body is empowered with supernatural might. You gain a +2 bonus to Strength, Dexterity, and Constitution modifiers for the duration (this cannot exceed 20).
Copper: While burning copper, you create a “coppercloud” that conceals your Allomancy. You and creatures within 5 feet (increasing by 5 feet for each level beyond 1 in Rogue) gain advantage on stealth checks and can hide the presence of you and your companions arcana; creatures using Arcana checks to sense your magic have disadvantage.
Bronze: While burning bronze, you can sense the presence of nearby magic. If familiar with the school of magic, you can identify which is being used by a different target. This effect cannot pierce a coppercloud unless you are extremely powerful (5 levels above the target) or burning duralumin.
Zinc: While burning zinc, you may inflame the emotions of those around you, making them feel more intensely. Affected creatures may notice if you push too strongly. While burning zinc, you gain a +2 bonus to Persuasion, Intimidation, Insight, and Animal Handling checks made to excite or encourage a target.
Brass: While burning brass, you may soothe the emotions of those around you, lessening their intensity. Affected creatures may notice if you push too strongly. While burning brass, you gain a +2 bonus to Persuasion, Deception, Insight, and Animal Handling checks made to calm a target.
Aluminum: When burned, aluminum instantly consumes all metals currently in your system without granting any of their effects.
Duralumin: When burned, duralumin instantly consumes all other metals you are currently burning, releasing their effects in an explosive surge. All numerical benefits of those metals are additive to the number of charges in the Metals Pool (Ex. Base is +2 per charge, with 6 remaining charges, you gain +12 instead). At the end of your turn, those metals are completely expended. You may burn duralumin as a reaction instead of an action.
Impure Metal Burning: When you attempt to burn a metal that is too impure or one without abilities attached, it wreaks havoc on your body. Take 3d8 poison damage at the start of every turn you are burning the bad metal, and you cannot burn any other metal while doing so. Give your Strength modifier a multiplier of 0 for 2 days per turn you burn the metal. This same weakness effect applies for a day if you leave any metal in your body when you take a long rest, because that's unhealthy.
Flare Metal: When you burn a metal, you have the option to "flare" it, burning more at once to increase your power. When you flare a metal, treat any number in its description like it's multiplied by 2. Flaring can be started at any time (even another player's turn), but starting to flare a metal uses 2 charges instead of 1, and will consume another gram at the beginning of any turn. You cannot stop flaring until the beginning of the subsequent player's turn, with a minimum of 2 charges used per flare. Flaring cannot be done while burning duralumin.
Alignment Metals: At level 13, you now gain access to using new metals in undiscovered ways. You can now burn 4 metals you previously could not.
Mithril (Anti-Shadow)
While burning mithril, you can protect against deathly magic.
When you or a creature within 30 ft. would take necrotic damage, you may reduce that damage by 2d6 (scales to 3d6 at level 15, 4d6 at level 19). You may use this reaction a number of times equal to your Constitution modifier per burn.
Valythnium (Soulfire)
While burning valythnium, you can twist the essence of death into raw power.
When you deal necrotic damage, add +2d6 (scales same as above). You can empower necrotic damage this way a number of times equal to your Constitution modifier per burn.
Adamant (Lightforged)
While burning adamant, you radiate holy brilliance.
You shed bright light in a 30 ft. radius. Enemies that start their turn in the light take 2d6 radiant damage (scaling as above). Once per turn, when you deal radiant damage, you may add an extra 2d6 to the attack.
Adamantine (Lightbreaker)
While burning adamantine, you swallow light into shadow.
You can extinguish all light (magical and nonmagical) in a 30 ft. radius. Creatures of your choice inside the darkness take 2d6 less radiant damage (scaling as above). While in this area, you and allies have advantage on saving throws against radiant damage or blinding effects.
Mist Fighting
3rd-level Mistborn feature
In your Mistborn dance-like fighting you can draw from their hidden sheaths an obsidian black glass dagger which shimmers under the starlight. Whenever you take the Attack action, you can draw forth a glass dagger in your free hand and make the attack with that blade. This blade is magical for purposes of overcoming resistances and is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals slashing or piercing damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade is incredibly fragile however and carries potential to shatter on a missed target. If you miss an attack roll by greater than 5, roll 1d20. On a 9 or less the dagger breaks and is non-usable immediately after it hits or misses its target. You can craft new daggers for no cost during your next short or long rest but may only carry a max of 4 daggers at a time.
After you attack with the blade, you can make a melee or ranged weapon attack with a second glass blade as a bonus action on the same turn, provided your other hand is free to draw it. The damage die of this bonus attack is 1d4, instead of 1d6.
Misted Blades
9th-level Mistborn feature
Your Glass Blades are now an expression of your mist-suffused soul, giving you these powers that use your Mist Break dice:
Homing Strikes. If you make an attack roll with your Glass Blades and miss the target, you can roll one Mist Break die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Mist Break die.
Mist Teleportation. As a bonus action, you draw one of your Glass Blades, expend one Mist Break die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space in a flurry of shroud and mist.
Mist Veil
13th-level Mistborn feature
You can weave a veil of Mist to mask yourself. As an action, you can magically become invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends early immediately after you deal damage to a creature or you force a creature to make a saving throw.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Mist Break die to use this feature again.
Rend Mind
17th-level Mistborn feature
You can sweep your Glass-suffused daggers directly through a creature’s mind. When you use your Glass Blades to deal Sneak Attack damage to a creature, you can force that target to make a Constitution saving throw (DC equal to 8 + your proficiency bonus + your Constitution modifier). If the save fails, the target is stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Once you use this feature, you can’t do so again until you finish a long rest, unless you expend three Mist Break dice to use it again.
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