Base Class: Monk
Allomancy Warriors
Allomancy Warriors draw upon the power of Allomantic Metals. By ingesting and burning their supernatural focus, these monks can temporarily harness the energy of metals to enhance themselves both in and out of combat.
Most of them can consume only one type of metal, becoming specialists in it. They are known as Mistings.
However, extremely rare individuals are able to burn all metals, becoming exceptional warriors, highly sought after by noble houses for their versatility. They are known as Mistborn.
To use your allomantic abilities, you must have access to ingested metals, represented abstractly by your Focus Points.
Level 3: Level 3: Allomancy
You learn to burn metals to gain temporary effects. Your allomantic abilities use your Focus Points. If two or more allomantic effects have a duration over time, they cannot be used simultaneously (as with two spells requiring Concentration — these are indicated below with “DURATION”).
You have access to the following metals:
- Steel (Steelpush) — DURATION
As a bonus action, you can spend 1 Focus Point to activate this effect, which lasts for 1 minute or until you are Incapacitated.
The range of your Unarmed Strikes increases by 10 feet.
Your strikes deal Force damage.
Once per turn, when you hit, you can force the target to make a Strength saving throw. On a failure, you can push it up to 10 feet away from you. If the target is wearing or carrying metal objects, it has disadvantage on the saving throw.
- Iron (Ironpull)
As an action, you can spend 1 Focus Point to choose a metal object not worn or carried within 60 feet of you (Medium size or smaller).
The object is hurled toward you in a straight line for up to 90 feet.
If it hits a creature along the way, including you, that creature must make a Dexterity saving throw.
Failure: takes 2d8 bludgeoning damage and the object stops.
Success: avoids the impact and the object continues moving.
When you use Flurry of Blows, you can replace one of the unarmed strikes with this ability without spending additional Focus Points.
- Tin (Tineye) — DURATION
As a bonus action, you can spend 1 Focus Point and gain for 10 minutes:
Advantage on Perception checks
+5 passive Perception
Darkvision within 60 feet (if you don’t already have it)
You have disadvantage on saving throws against being blinded or deafened.
Level 6: Level 6: Burning Core
Pewter (Pewterarm)
Allomantic Pewter allows you to heal your wounds.
As a bonus action, you can roll your Martial Arts die. You regain hit points equal to the roll + your Wisdom modifier (minimum 1).
You can use this ability a number of times equal to your Wisdom modifier (minimum once), and you regain all expended uses at the end of a long rest.
Flaring — DURATION
As a bonus action, you can spend 1 Focus Point to flare your Allomantic Pewter, which lasts for 1 minute or until you are Incapacitated.
While doing so, once per turn, when your Unarmed Strikes or an allomantic ability deal damage or restore hit points, you can add one extra Martial Arts die to the damage or healing.
Level 11: Level 11: Allomantic Movement
While your Steelpush is active, you also gain a flying speed equal to your movement speed, but you must end your turn on a solid surface.
Level 17: Level 17: Mistborn
When Steelpush is active, you gain:
Metal Mastery
You can maintain two allomantic effects with a duration at the same time.
Pewter Resilience
You gain resistance to a damage type of your choice. At the start of each of your turns, you can change this choice.
Anchoring Pull
When you use Step of the Wind, your speed increases by 20 feet until the end of the turn.
During this effect, a creature of your choice takes damage equal to one roll of your Martial Arts die when you enter a space within 5 feet of it. The damage type is force.
A creature can take this damage only once per turn.
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