Base Class: Rogue
The mists engulf the city streets as dusk falls. A lone coin falls from the sky with a clang that few can hear. The mistborn hurtles from the sky, pushing off the coin and launching themselves back into the air. They are as comfortable at the center of a ballroom as they are hiding in the sewers. But the mist is their true companion. They are the best of thieves you can find and the worst enemies. For in their diminutive frame lies the power to see all, control all and destroy all.
Allomancy
Starting level 3, As a mistborn you have the ability to channel various energies depending on the metals you use. Each metal has a different price and upon using one, you expend that amount from your money. Each metal has a different function listed below.
- Iron(5GP) - As an action pulls pieces of metal in a straight line towards you. The object has to be smaller than large. If it is fastened to a bigger object then, it cannot be pulled. Refer to the object chart. Make a ranged attack if targeting a creature, with proficiency.
- Steel(5GP) - As an action. Pushes a piece of metal in a straight line away from you. The object has to be smaller than your size. Refer to the object for details. Make a ranged attack if targeting a creature, with proficiency
- Tin(5GP) - As an action, You gain nightvision upto 60 feet in both magical and non-magical darkness. If you already have nightvision, your nightvision is doubled. This lasts for 1d4 hours. This increases to 1d6 and 1d8 at levels 10 and 18 respectively.
- Pewter(5GP) - Enhances your strength and durability. As a bonus action, it lasts until the start of your next turn, your attacks deal extra 1d10 of damage and you have resistance to Bludgeoning, Slashing and piercing damage. The damage increases to 2d10 and 3d10 at levels 10 and 18 respectively.
- Brass(10GP) - You cast the calm emotions spell. The spell save DC = 10 + Proficiency Bonus + Charisma
- Zinc(10GP) - You inflame the emotions and cast the cause fear spell. The spell save DC = 10 + Proficiency Bonus + Charisma
- Copper(5GP) - As an action, You and a number of creatures equaling your proficiency bonus, in a 30 foot radius around you have advantage on Dexterity(stealth) checks. This lasts for 1 minute.
- Bronze(5GP) - As an action, Enhances your perception while active. For one minute you have proficiency in the Wisdom(perception) skill, and it also scales off of your charisma rather than wisdom
OBJECT CHART:
Tiny Object - Upto 8 objects - Upto 60 feet - 1d4
Small Object - Upto 4 objects - Upto 30 feet - 1d6
Medium object - Upto 2 objects - Upto 15 feet - 1d8
Large Object - 1 object - upto 5 feet - 1d10
These damages increase to 2d4, 2d6, 2d8, 210 at level 10 and 3d4, 3d6, 3d8, 3d10 at level 18.
Metal Toxicity
Burning metals in your body is dangerous. The safety limit for allomancy is your proficiency bonus.
For every subsequent use of allomancy more than the safety limit, make a DC = 10+(Number of uses beyond safety limit * 2), constitution saving throw. On failure, the allomancy effect fails too and you gain one level of exhaustion.
Master of the Rooftops
Steel and iron are the bread and butter of the true mistborn. You drop a coin and shoot away or lurch towards a large piece of metal.
Starting level 9, Spend 5GP to activate this feature and your jumping distance equals your movement speed for one minute. For each jump after the first you expend 1GP more.
If an attack is made immediately after the jump(right next to a creature), it is made with advantage.
The jumping distance becomes flying speed at level 15. And the 2GP is spent per turn. Attacks made while flying are with advantage
This feature can be used only once. Regain this feature after a short or long rest.
Duralumin
Starting level 13, You gain the use of a new metal. Duralumin(50GP).
Duralumin enhances your allomancy greatly. It can be used whenever an allomancy feature is used.
Damage done with an allomancy feature(Iron, Steel, Pewter) is doubled.
Range of an allomancy feature(Iron, Steel, Tin, Copper) is doubled.
When using Iron or steel from your allomancy feature, Upto a large object can be pulled or pushed
Duralumin does not count towards your safety limit.
Lord Mistborn
Starting level 17, As an action you release a mist around you. For one minute all attacks against you are done with disadvantage. The GP cost of your allomancy feature is halved. And your safety limit is increased by half your proficiency bonus for the duration. If total uses of allomancy exceeds your safety limit after the minute, you do not get a level of exhaustion. However any of use beyond that will be calculated as usual.
This feature can be used once in-between long rests.
-
View User Profile
-
Send Message
Posted Jun 29, 2022I intended it to be on a short rest. But honestly looking back at this, its written poorly and definitely not streamlined enough to function as a fun subclass. Im working on a more streamlined update. Will put it up soon, so I hope thatll be more usable
-
View User Profile
-
Send Message
Posted Jun 23, 2022For metal toxicity it doesn’t mention whether it resets on a long or short rest. Looking to possibly present this to my DM for a future campaign and just hoping for clarification.
-
View User Profile
-
Send Message
Posted Oct 3, 2021Creator's Note:
In the objects chart, the damage is intended per object (i.e) tiny objects do 1d4/object. Only one ranged attack need to be made though