Sorcerer
Base Class: Sorcerer

Allomancers are sorcerers whose spark of magic caused them to be able to burn metals and alloys to fuel their magical abilities. The magical ability granted to an allomancer depends on the metal or alloy used. Each metal has an alloy as a pair; this pair represents two sides of an ability - a push and a pull. There are four pairs of base metals and four pairs of higher metals; there is one pair of godly metals and a single metal that can awaken allomantic powers in others.

The base metal pairs can be divided into physical and mental metals. Physical metal pairs are steel/iron and pewter/tin. Mental metal pairs are bronze/copper and brass/zinc. Steel allows an allomancer to push on other forms of external metal. Iron allows an allomancer to pull on other forms of external metal. Magically enhanced metal, buried metals, and metals surrounded by living tissues are less effective. Bronze allows an allomancer to see other allomancers and occasionally see other magic auras. Copper allows an allomancer to hide the alomancy or magical auras around themselves. Brass allows an allomancer to soothe emotions, taking a specific emotion away. Zinc allows an allomancer to inflame emotions, giving a specific emotion more power.

The higher metal pairs can be divided into temporal and enhancement abilities. Temporal metal pairs are electrum/gold and bendalloy/cadmium. Enhancement metal pairs are duralumin/aluminum and nicrosil/chromium. Electrum allows an allomancer to see ghosts of their own future, effectively seeing their own future options. Gold allows an allomancer to see ghosts of their own past, versions of themselves that could have been. Bendalloy allows an allomancer to create a fast time bubble around themselves. Cadmium allows an allomancer to create a slow time bubble around themselves. Duralumin allows an allomancer to burn their metals in one flare, increasing the output of the flared metal. Aluminum allows an allomancer to destroy their own metal reserves. Nicrosil allows an allomancer to burn metals of others in one flare. Chromium allows an allomancer to destroy the metal reserves of others.

The godly metal pair is atium/malatium. Atium allows an allomancer to glimpse into the future of those around the allomancer. Malatium allows an allomancer to glimpse into the past of those around the allomancer. Lerasium is a metal that, when ingested, gives the person allomantic abilities.

Mistborn

 You can speak, read, and write Primordial and you double your proficiency bonus for INT checks involving metals.

Base Misting

When you cast magic, your misting abilities cause mist to swirl around you for the magical duration. At 1st level, you gain the ability to burn the base metal pairs. You gain the following eight abilities:

Steelpush - You can use your reaction to push against metal. If it is lighter than you, the metal flies away from you, landing a distance away, relative to its weight difference (a maximum of 30 feet). If you are lighter than it, you fly away from the metal, landing a distance away, relative to its weight difference (a maximum of 10 feet away). If you have moved, roll an atheletics or acrobatics check. You land on a successful save. On a failed save, you are prone.

Ironpull - You can use your reaction to pull against metal. If it is lighter than you, the metal flies toward you, allowing you to dodge or grab it with a successful acrobatics check, otherwise hitting you (from a maximum of 30 feet away). If you are lighter than it, you fly towards it, allowing you to dodge with a successful acrobatics check, otherwise hitting it (from a maximum of 30 feet away). 

Tinning - You can use your bonus action to increase your mental attributes and main senses, granting you +2 to INT, WIS, CHA and advantage on investigation and perception rolls for 1 minute or until stopped.

Pewtering - You can use your bonus action to increase your physical attributes, granting you +2 to STR, DEX, CON and advantage on acrobatics and athletics for 1 minute or until stopped.

Bronze-sight - You can use your action to cast detect magic like the spell, lasting 10 minutes or until stopped. You can also see allomantic powers being used in the detect magic range while this ability is active (This is negated by the Copper-cloud ability).

Copper-cloud - You can use your action to hide magical auras in a 5 foot radius sphere centered on you, lasting 10 minutes or until stopped.

Brass-soothing - You can use your action to soothe the emotions of those around you. Choose up to 2 humanoids that you can see within 15 feet of you. For the duration of the ability, those humanoids have disadvantage on checks against being charmed or frightened but have advantage on checks against persuasion and deception. This lasts 10 minutes or until stopped.

Zinc-inflaming - You can use your action to inflame the emotions of those around you. Choose up to 2 humanoids that you can see within 15 feet of you. For the duration of the ability, those humanoids have advantage on checks against being charmed or frightened but have disadvantage on checks against persuasion and deception. This lasts 10 minutes or until stopped.

 

These abilities can each only be used once per short rest.

Higher Misting

At 6th level, you gain the ability to burn the higher metal pairs. You gain the following eight abilities:

Electrum-ghosts - You can use your reaction to create a cloud of your future potential around yourself. No one else can see this, and it only extends a moment or two. This grants you advantage on skill checks and saving throws until your next turn.

Gold-ghosts - You can use your reaction to create a cloud of your past actions around yourself. No one else can see this, and it only extends a moment or two. This grants you advantage on attacks until your next turn.

Bendalloy Bubble - You can use your bonus action to create a fast time bubble around yourself. You gain an additional action on your turn.

Cadmium Bubble - You can use your bonus action to create a slow time bubble around yourself. You gain an additional 2 AC until your next turn.

 

These abilities can each only be used once per long rest.

 

Duralumin Blast - You can use your reaction to burn through your metal reserves quickly. Take this reaction after another allomantic ability (even if it is another reaction). That ability has its range, duration, and reach doubled.

Aluminum Fizzle - You can use your reaction to cancel metal reserves. Take this reaction after another allomantic ability (even if it is another reaction). You may cancel that ability, but it is still considered used.

Nicrosil Blast - You can use your reaction to cause another magical ability to burn. Choose another action, bonus action, or reaction spell or magical ability someone else has used and double its range, duration and reach.

Chromium Fizzle - You can use your reaction to cancel another's magic. Choose another action, bonus action, or reaction spell or magical ability. You may cancel that ability, but it is still considered used.

 

These abilities can each only be used once per week.

Godly Misting

At 14th level, you gain the ability to burn the godly metal pairs. You gain the following two abilities:

Atium Streak - You can use your action to glimpse into the future. Although you can only see a few moments at a time, you can continue to do so for 1 minute or until stopped. This grants you advantage on attacks, saving throws, and skill checks, as well as +2AC bonus for the duration.

Malatium Streak - You can use your action to glimpse into the past. Although you can only see a few moments at a time, you can continue to do so for 1 minute or until stopped. This grants you disadvantage on attacks against you, and skill checks against you for the duration.

These abilities can each only be used once per week.

Master Mistborn

At 20th level, you gain 2 uses of your base misting abilities per short rest, instead of just one. Additionally, you gain the following ability:

Lerasium Birth - Once per year, on the anniversary of becoming a mistborn yourself, you may offer Lerasium to someone to make them a mistborn, as well. You can use your action, and present the target with Lerasium. If the target is willing, they automatically gain 1 level of sorcerer as an allomancer. If the target is unwilling or unconscious, roll STR against them. If you win, they automatically gain 1 level of sorcerer as an allomancer.

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