Base Class: Warlock
Allomancers have the ability to Burn (or use) metals that they have ingested, in order to fuel a variety of physical and mental enhancements and abilities. There are 16 metals that Allomancers are able to use, each providing a different effect. All these metals must be pure when ingested, and the alloys must be mixed to specific proportions.
Metal Mixing
You gain the knowledge of four Metal Mixtures, the precise ratios required in an alloy, and the ability to craft vials using liquid of your choice mixed with the metal agent. The required volume and proportion of metals for each mixture is detailed in the mixture description. Your DM may alternatively allow you to simply spend 5 gold per vial, without requiring the metal in your inventory.
At the end of a long rest you may mix up to four vials, if you have enough empty vials to store them, each of which may be any mixture you know of. Each vial weighs half a pound. By using the Use an Object action, you can consume one vial of metal which can be Burned at a time of your choosing, requiring no action. You may ingest as many mixtures as you wish, however ingesting more than one vial of the same mixture causes the first vial to become inert and useless.
Once you start Burning a vial, the effects last up to the metal's duration. You can choose to end the effects early, requiring no action, however this causes the remainder of the consumed metal to become inert and useless. You may Burn one metal at a time.
At the end of a long rest, any metals which have been consumed are destroyed by your body.
Aluminium
Duration: 1 Minute
Requirement: 5g worth of Pure Aluminium
You gain the ability to burn Aluminium. While Burning this metal, you gain the following benefits:
- You gain advantage on any saving throws against spells or other magical effects.
- You may use an action to remove one effect on yourself that is causing you to be Charmed, Frightened, Paralysed, Petrified, or Poisoned.
- Your thoughts can’t be read by telepathy or other means unless you allow it.
- You can't be targeted by any Divination magic or perceived through magical Scrying sensors.
Bendalloy
Duration: 1 Minute (For the user)
Requirement: 5g worth of Allomantic Bendalloy (70% bismuth, 30% cadmium)
You gain the ability to burn Bendalloy. While Burning this metal, you gain the following benefits:
- As an action, You create a bubble of faster time in a five foot radius sphere centered on your position, although it cannot be moved. Creatures fully inside or outside of the sphere may not move through the boundary of the sphere. If a creature is partially inside the sphere, it is affected by the faster time unless it moves outside the sphere. The boundary counts as three quarters cover for the purpose of attacks, which cannot be ignored by any feature.
- While within the bubble, events outside seem to move at a crawl. Any affected target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- You may end the bubble of faster time at any time, using a reaction if it is not currently your turn.
Brass
Duration: 1 Hour
Requirement: 5g worth of Allomantic Brass (68% copper, 62% zinc)
You gain the ability to burn Brass. While Burning this metal, you gain the following benefits:
- You gain proficiency in Insight. If you already have proficiency, you gain expertise instead.
- As an action, you can affect the emotions of others. Select a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail, you can make a target indifferent about creatures of your choice that it is Hostile toward. The target can repeat the saving throw if the target is attacked or harmed by a spell or if it witnesses any of its Friends being harmed. When the spell ends, the creature becomes Hostile again, unless the DM rules otherwise. On a save, the creature becomes aware of your attempt to influence it's emotions and is immune to this effect for 24 hours.
- As an action, you can select elect a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail they are affected by the dampening effects on their emotions, losing control of their bodies and awareness briefly and become prone until the end of their next turn, if they are able to do so. On a save, the creature becomes aware of your attempt to influence it's emotions and is immune to this effect for 24 hours.
Bronze
Duration: 1 Hour
Requirement: 5g worth of Allomantic Bronze (88% copper and 12% tin)
You gain the ability to burn Bronze. While Burning this metal, you gain the following benefits:
- You gain proficiency in Investigation. If you already have proficiency, you instead gain expertise.
- You may cast the Detect Magic spell at will, without requiring components.
- You may cast the Detect Evil and Good spell at will, without requiring components.
- For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Cadmium
Duration: 1 Minute (For the user)
Requirement: 5g worth of Pure Cadmium
You gain the ability to burn Cadmium. While Burning this metal, you gain the following benefits:
- As an action, You create a bubble of slowed time in a five foot radius sphere centered on your position, although it cannot be moved. Creatures fully inside or outside of the sphere may not move through the boundary of the sphere. If a creature is partially inside the sphere, it is affected by the slowed time unless it moves outside the sphere. The boundary counts as three quarters cover for the purpose of attacks, which cannot be ignored by any feature.
- While within the bubble, events outside seem to move as a blur. Any affected creatures' speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
- You may end the bubble of slowed time at any time, using a reaction if it is not currently your turn.
Chromium
Duration: 1 Minute
Requirement: 5g worth of Pure Chromium
You gain the ability to burn Chromium. While Burning this metal, you gain the following benefits when you touch a willing creature:
- They gain advantage on any saving throws against spells or other magical effects.
- You may use an action to remove one effect that is causing them to be Charmed, Frightened, Paralysed, Petrified, or Poisoned.
- Their thoughts can’t be read by telepathy or other means unless you allow it.
- They can't be targeted by any Divination magic or perceived through magical Scrying sensors.
Copper
Duration: 1 Hour
Requirement: 5g worth of Pure Copper.
You gain the ability to burn Copper. While Burning this metal, you gain the following benefits:
- You gain proficiency in Stealth. If you already have proficiency, you gain expertise instead.
- Once per day, you may cast Pass Without Trace without requiring components.
- Once per day, you may cast Nystul's Magic Aura without requiring components.
Duralumin
Duration: Instantaneous
Requirement: 5g worth of Allomantic Duralumin (96% aluminium, 4% copper)
You gain the ability to burn Duralumin. While Burning this metal, you gain the following benefits until the start of your next turn:
- When you burn this metal, your magical abilities flare. The next spell cast by you is automatically cast at one level higher than the spell slot used.
- You have advantage on any concentration saving throws.
- If you are burning another metal, it's duration becomes instantaneous, effects lasting until the start of your next turn before becoming inert. Any Metal Mixing feature effects using your proficiency modifier use double your modifier instead.
Electrum
Duration: Instantaneous
Requirement: 5g worth of Allomantic Electrum (45% gold, 55% silver)
You gain the ability to burn Electrum. While Burning this metal, you gain the following benefits until the start of your next turn:
- You have advantage on any Ability Check, Saving Throw, and Attack.
- Any creature which makes an attack against you has disadvantage.
- When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
- When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Gold
Duration: Instantaneous
Requirement: 5g worth of Pure Gold
You gain the ability to burn Gold. While Burning this metal, you gain the following benefits until the start of your next turn:
- Pulling from the experiences of alternate selves, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn’t already include your proficiency bonus.
- When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
- As an action, you can draw from the life that never was. You gain temporary hit points equal to your character level.
Iron
Duration: 1 Hour
Requirement: 5g worth of Pure Iron
You gain the ability to burn Iron. While Burning this metal, you gain the following benefits:
- You can also see tranclucent blue lines running from your chest to every source of metal within 120ft.
- As a bonus action, you can Pull on any source of metal within 120ft. You can make objects that weigh less than you do fly towards you. You can pull yourself closer to metallic objects which weigh more than you. If pulled metal hits any creature other than you in it's path, it does a number of d6 damage equal to your proficiency modifier. If the target is being wielded or carried by a creature, that creature must make a Strength check against your spell save DC. On a fail the object flies from their grip. You cannot Pull any metal that pierces or is otherwise contained in another creature's body.
- As a reaction, you can pose disadvantage on any Melee or Ranged weapon attack within 120ft that you can see, as long as the attacking creature is carrying metal, or the weapon or ammunition contains metal.
- You cannot affect Aluminium in this way.
Nicrosil
Duration: Instantaneous
Requirement: 5g worth of Allomantic Nicrosil (85% nickel, 15% chromium)
You gain the ability to burn Nicrosil. While Burning this metal, a number of willing creatures you touch up to your proficiency modifier gain the following benefits until the start of your next turn:
- When you burn this metal, their magical abilities flare. The next spell cast by them is automatically cast at one level higher than the spell slot used, if it is possible to do so.
- They have advantage on any concentration saving throws.
- If they are an Allomancner burning another metal, it's duration becomes instantaneous, effects lasting until the start of your next turn before becoming inert. Any Metal Mixing feature effects using their proficiency modifier use double their modifier instead.
Pewter
Duration: 1 Hour
Requirement: 5g worth of Allomantic Pewter (91% tin and 9% lead)
You gain the ability to burn Pewter. While Burning this metal, you gain the following benefits:
- You may add your proficiency modifier to any Strength, Dexterity, or Constitution Ability Check or Saving Throw, including those which have proficiency.
- Your Carrying Capacity, and Jump Height and Distance are doubled.
- You gain resistance to Bludgeoning, Piercing, and Slashing Damage.
- You may add one weapon damage die to any Melee Weapon Attack, or Ranged Weapon Attack using the Thrown feature. Your Ranged Weapon Attack distance is doubled when using the Thrown feature.
Steel
Duration: 1 Hour
Requirement: 5g worth of High Carbon Steel
You gain the ability to burn Steel. While Burning this metal, you gain the following benefits:
- You can also see tranclucent blue lines running from your chest to every source of metal within 120ft.
- As a bonus action, you can Push on any source of metal within 120ft. You can make objects that weigh less than you do fly directly away from you. You can push yourself away from metallic objects which weigh more than you. If pushed metal hits any creature other than you in it's path, it does a number of d6 damage equal to your proficiency modifier. If the target is being wielded or carried by a creature, that creature must make a Strength check against your spell save DC. On a fail the object flies from their grip. You cannot Push any metal that pierces or is otherwise contained in another creature's body.
- Once per turn, when you make a ranged weapon attack, you can cause the projectile to pick up speed and do extra damage, as long as the projectile contains metal. On a hit, the target takes an additional number of d6 damage equal to your proficiency modifier.
- You cannot affect Aluminium in this way.
Tin
Duration: 1 Hour
Requirement: 5g worth of Pure Tin.
You gain the ability to Burn Tin. While Burning this metal, you gain the following benefits:
- You gain darkvision up to 60ft. If you already have darkvision, your range is increased by 60ft.
- You may add your proficiency modifier to any Initiative rolls.
- You cannot be surprised.
- You gain proficiency in Perception. If you already have proficiency in this skill, you gain expertise instead.
- Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.
Zinc
Duration: 1 Hour
Requirement: 5g worth of Pure Zinc
You gain the ability to burn Zinc. While Burning this metal, you gain the following benefits:
- You gain proficiency in Insight. If you already have proficiency, you gain expertise instead.
- As an action, you can affect the emotions of others. Select a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail, you heighten one emotion of your choosing, causing it to become dominant for up to the duration of your Zinc burning. On a save, the creature becomes aware of your attempt to influence it's emotions.
- As an action, you can select elect a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail they are affected by your choice of Charmed or Frightened. On a save, the creature becomes aware of your attempt to influence it's emotions.
Allomancer Expanded Spells
Allomancy lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you
| SPELL LEVEL | SPELLS |
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1st |
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2nd |
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3rd |
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4th |
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5th |
Allomancy Adept
Starting at 6th level, your knowledge of, and skill with, the metals you can use has increased. You may choose an additional four metals to Burn with your Metal Mixing feature. Also, you may Burn up to two metals simultaneously.
Allomancer
Starting at 10th level, your knowledge of, and skill with, the metals you can use has increased. You may choose an additional four metals to Burn with your Metal Mixing feature. Also, you may Burn up to three metals simultaneously.
Mistborn
Starting at 14th level, your knowledge of, and skill with, the metals you can use has increased. You may choose an additional four metals to Burn with your Metal Mixing feature. Also, you may Burn up to four metals simultaneously.







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Posted Feb 13, 2022I always imagined Allomancers as rogues, considering what they specialize in. I never considered Sorcerer or Warlock, I'd always thought they aligned more closely to Hemalurgy than Allomancy, though it does make sense. But as you said, the features are pretty adaptable (aside from the spell list).
Great Job on this, the way you transferred all of the metals into actual useful and versatile abilities is incredible.
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Posted Nov 18, 2021As to the class, this is really cool and I appreciate the time you've taken to flesh it out and make it work. It's a hard subclass to make as it doesn't really fit into a class (I would argue it could be it's own class entirely), but you did a good job. I would like to see the Knight's radiant, maybe as clerics and paladins, and maybe some lightweaver illusionist tweaks
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Posted Nov 18, 2021Finally some stormlight fans
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Posted Aug 21, 2021Hey thanks for leaving your thoughts on this. My philosophy, kind of, is to lean towards overtuning rather than undertuning, particularly as you get into the higher levels so I'm not surprised to see comments on the potential balance! It's hard to take a concept with such a wide array powers as Allomancy and come out with something both balanced and fun to play that also has a good sense of progression. Hopefully if anyone decides to use this they can leave feedback on how it went.
I think that if a DM were to decide that some of these powers needed a downside then that makes complete sense.
On the point of sorceror vs warlock, it was something I wavered between a lot. Without going into spoilers you could make a good argument for either, depending on the individual's circumstances. I had originally set out to make it a sorcerer, but ultimately came down on the side of warlock mostly for mechanical reasons, armor proficienies being the main one. Fortunately the subclass is pretty much self-isolated, so it would be really easy to adapt - simply amend the levels you get your additional metals at, and make the spells additional prepared spells, and you are good to go for a new Sorcerer. I might release a version on DNDBeyond just for this.
Thanks for leaving your thoughts here. I agree, we could definitely use more Sanderson subclasses. I might work next on a Knights Radiant subclass - probably Paladin - or one of the many others in the Cosmere given that the Stormlight Archive is not even halfway done yet.
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Posted May 15, 2021This is very well thought out. I think that a few balancing things could be added like probably when burning tin loud noises like explosions or gunshots force you to make a constitution save at disadvantage or be stunned for a round. I also think that this would fit better as a sorcerer subclass just for the flavor. Allomancers don’t get their power from outside sources, it comes from themselves. Overall a great class tho!
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Posted Apr 2, 2021its interesting maybe a bit unbalanced but im just glad to see some sanderson subclasses