Base Class: Sorcerer
You are an Allomancer, capable of ingesting metals and "burning" them for certain powers and abilities. being a magic, it is detectable by the "Detect Magic" Spell
Allomancy is an End-Positive magic system, which draws on the power of Preservation, channeled through a metal when it is burned.
Allomantic metals are the focus, but not the source, of Allomancy's power. When an Allomancer burns a metal, that metal's specific molecular structure acts as a conduit to Preservation, and then the Allomancer is granted an ability corresponding to the metal, allowing the metal to "focus" Preservation's power to the user. Each metal is the only way a mortal can access their power, after which it is vaporized.
Allomancers feel a reserve of power in their stomach when they have ingested a metal they can burn. The metals are usually ingested by drinking specifically prepared metal vials, which contain metal flakes suspended in an alcohol solution or other such liquid, e.g. cod oil. While swallowing metal is the most common way of getting metal into the body, other ways such as injecting or snorting will also work. When using their powers, many Allomancers describe a warm feeling in the stomach, hence the term "burning metal". An Allomancer can also burn their metals at an accelerated rate, which is called "flaring." Flaring grants more power, but the reserve of metals depletes much faster, too. Allomancers can burn metals from anywhere.
Allomancers can suffer side-effects from leaving metal in their bodies for too long, and they normally burn their remaining ingested metals before sleeping to avoid this. Despite this, due to their physiology, Allomancers are generally immune to metal poisoning.
As a general rule, 1 gram of metal lasts for 30 minutes of burning.(exceptions are listed in the metal's specific areas). When flaring, you half the time you have for burning. Burning or stopping burning a metal and gaining/loosing the benefits from it(i.e. tin and pewter) does not require an action, but doing anything with it does (i.e steelpush).
Physical and Mental Metals
You learn to use the physical and mental metals and the powers they give you, as shown below. These metals are common and relatively easy to get ahold of, generally buyable at any shop you come across.
Physical:
Iron: When you burn this metal and it's pair, steel, you see blue lines leading from your "center of self" (generally in the center of the chest) to all nearby pieces of metal at least one milligram in weight that are not aluminum. This "Metalsight" works regardless of the state of your actual sight, so anything which would normally impair your vision does not block it. It allows you to mentally "tug" on the lines, pulling the metal towards you, or yourself towards the metal, depending on anchoring and weight. This metal burns at the standard rate.
Ironpulling is the art of burning iron to pull metals toward (in a straight line) the user's "center of self." There are two general rules for ironpulling, which also apply to steelpushing, its paired opposite. The first rule is that the strength of your pull is roughly proportional to your physical mass. This means that larger Allomancers can generally ironpull and steelpush more powerfully than a smaller counterpart. While proportional, the force exerted by an ironpull is much greater than the your weight, allowing you to pull yourself through the air by pulling on a piece of metal that weighs more than they do (or is anchored to something that does). The second rule is that metal that is at least partially inside a person's body cannot be affected by iron. Both of these rules can be overcome by a sufficiently strong Allomancer, however.
When burning iron, blue lines emerge from you and connect themselves to pieces of nearby metals, with the size of the iron line indicating how big the metal is. The iron lines can typically only be seen by you. The iron lines manifest themselves on the Astral plane and can be cut or interfered with, but only with great difficulty. It is also possible to use the iron lines to see via the trace metals in everyone's bodies and in the objects around them, or even electromagnetic bonds. An Allomancer could identify specific metals with the iron lines, as long as they are practiced.
Of the two external physical metals, iron is by far the less flashy. Utilized by a Misting, iron is generally used as a purely defensive mechanism, cancelling out the efforts of enemy Coinshots by ironpulling enemy projectiles into a wooden shield. Iron is also less useful by itself in jumping, since using iron requires a large, well anchored piece of metal at your destination. Both metals' performance are greatly enhanced when used in tandem
Steel: When you burn this metal and it's pair, iron, you see blue lines leading from your "center of self" (generally in the center of the chest) to all nearby pieces of metal at least one milligram in weight that are not aluminum. This "Metalsight" works regardless of the state of your actual sight, so anything which would normally impair your vision does not block it. It allows you to mentally "push" on the lines, pushing the metal away from you, or yourself away from the metal, depending on anchoring and weight. This metal burns at the standard rate.
Steelpushing is the art of burning steel to push metals away (in a straight line) from the user's "center of self." There are two general rules for steelpushing, which also apply to ironpulling, its paired opposite. The first rule is that the strength of your push is roughly proportional to your physical weight. This means that larger Allomancers can generally steelpush and ironpull more powerfully than a smaller counterpart. While proportional, the force exerted by a steelpush is much greater than the Allomancer's weight, allowing them to push themselves into the air by pushing on a piece of metal that is on the ground (or is anchored to something that weighs more than they do). The second rule is that metal that is at least partially inside a person's body cannot be affected by steel. Both of these rules can be overcome by a sufficiently strong Allomancer, however.
When burning steel, blue lines emerge from you and connect themselves to pieces of nearby metal, with the size of the steel line indicating how big the metal is. The steel lines can typically only be seen by you. The steel lines manifest themselves on the Astral Plane and can be cut or interfered with, though only with difficulty. It is also possible to use the steel lines to see via the trace metals in everyone's bodies and in the objects around them, or even electromagnetic bonds, though this takes time to learn. An Allomancer could identify specific metals with the steel lines, as long as they are practiced.
Steelpushing is a fairly flashy ability. It allows the user to fly through the air in quite spectacular ways, using only coins (or other small metal objects) placed on the ground. It can be used offensively, as the name suggests, to shoot metal objects as projectiles. As the coins are much smaller than the Coinshot, they gain quite a bit of speed over time. Steelpushing can also be used defensively, by creating a bubble around the user to deflect incoming metal objects, although in case of very fast objects (such as bullets) it doesn't provide full protection. Steelpushing liquid metals works similarly to a ferrofluid.
When used in conjunction with firearms and thrown metal weapons steelpushing is an incredibly powerful tool. By shooting a regular bullet and then pushing on it as it leaves the barrel the bullet can be given a large amount of force, enough to pierce straight through wood and other cover and kill anyone on the other side unexpectedly.
It is also possible for a skilled Allomancer to push on a specific part of a metal object. They could also have better control over their Pushes, such as creating a steel bubble that deflects projectiles while not affecting the metal on the user.
Tin: Someone burning tin gains enhanced senses, taking in more of their surroundings. They can see and hear from farther away, take in smell much better (although not to the extent of something like a dog), and gain more acute awareness of what they're touching. Tasting also applies too, but that's not too helpful most of the time. An Allomancer currently burning tin gains +2 on all Perception, Investigation, and Insight checks, as well as any other checks that have to do with their physical senses. This metal burns at the rate of 1 gram in 1 hour (twice as much burn time as standard rate).
Burning tin grants you increased sensitivity in all five senses. An Allomancer can flare tin, causing a huge burst of sensory input, to clear their head from pain or exhaustion. Tin will allow the Allomancer to see in areas of low light, but does not allow the user to see in total darkness, therefore it is affected by the Darkness spell.
Pewter: Someone burning pewter gains physical prowess, growing stronger, tougher, and more dexterous. A pewter-burner's Strength, Dexterity, and Constitution modifiers are doubled while they are burning the metal. When burning this metal, if you recover Hit points, you are proficient and have advantage when doing so. This metal burns at the rate of 1 gram in 10 minutes. (a third of the standard burn time)
Pewter's utility is not simply from the increased strength or speed. It grants the user the ability to heal from otherwise deadly wounds, and to recover much quicker. Aluminum in a wound will make it impossible for the Thug to heal the injury around the metal except at the normal rate for as long as it remains in the body. Pewter also enhances the body's natural balance, granting almost unnaturally smooth movements. It also increases reaction speed and gives them resistance to hot and cold temperatures. Finally, it increases endurance, letting the body continue on long past when it would have normally shut down.
Pewter can be dangerous when it runs out, which is a serious concern since it is the fastest-burning of the eight basic metals. A Thug having just survived a deadly wound can die from the resulting effects when the body runs out of pewter to burn. However, the body will naturally burn pewter in an attempt to heal itself, so even an unconscious Thug can be given additional pewter to survive otherwise life-threatening situations.
Pewter roughly doubles the average person’s strength, and triples it when flared.
Mental:
Zinc: When someone burns zinc, they gain the ability to enflame the emotions of those around them, causing them to feel more strongly about something, though you cannot sense what they are natively feeling. If one pushes too hard, it could notify the affected person that something is not right, but a careful Allomancer can avoid that. When you are burning zinc, you get +2 to Persuasion, Intimidation, Insight, and Animal Handling checks when you are trying to encourage the animal to do something. This metal burns at the standard rate. Generally speaking, you can get the same results regardless of weather you are Soothing or rioting.
Emotional Allomancy is not mind control, but it does allow the practitioner to influence the emotions of those around them. This is known as Rioting or Raging. The effects can be targeted at a specific individual or group and can focus on specific emotions. Rioting emotions can be used to increase someone's desire, determination, or anger. It can accomplish many of the same things as Soothing emotions by Rioting all but the specified emotions. Extreme emotions in the target will interfere with emotional Allomancy, as will aluminum on them. If the aluminum is in a cap on their head, they are completely immune to Emotional Allomancy. Emotional Allomancy can affect animals, however it requires a certain amount of sapience. Emotional Allomancy also has a more compelling effect on Lifeless compared to a regular person.
Rioting inside of a speed bubble could give the same effects as burning duralumin, and can still be aimed without the normal hindrances of exiting time bubbles. Aluminum over the victim's head or possibly the Rioter's chest stops Rioting.
Brass: When someone burns brass, they gain the ability to soothe the emotions of those around them, causing them to feel less of some emotion. If one soothes too much, it could notify the affected person that something is not right, but a careful Allomancer can avoid that. When you are burning brass, you get +2 to Persuasion, Deception, Insight, and Animal Handling checks when you are trying to calm an animal down. This metal burns at the standard rate. Generally speaking, you can get the same results regardless of weather you are Soothing or rioting.
Emotional Allomancy is not mind control, but it does allow the practitioner to influence the emotions of those around them. The effects can be targeted at a specific individual or group, and can focus on specific emotions. Soothing emotions can be used to decrease someone's fatigue, fear, or happiness. It can accomplish many of the same things as Rioting emotions by Soothing all but the specified emotions. Extreme emotions in the target will interfere with emotional Allomancy. Emotional Allomancy can affect animals, however it requires a certain amount of sapience. Emotional Allomancy also has a more compelling effect on Lifeless compared to a regular person.
Soothing inside of a speed bubble could give the same effects as burning duralumin, and can still be aimed without the normal hindrances of exiting time bubbles. Soothing can be stopped by an aluminum-lined hat and possibly by aluminum over the Soother's chest.
Copper: Allomancers burn copper to hide their Allomantic energy from anybody looking, as well as those around them in a 40 foot radius, which is doubled when flaring. Bronze burners cannot find you while you burn copper, and anybody using an Arcana check on you has disadvantage, and Detect Magic spells fail to detect anything within the Coppercloud. This metal burns at the rate of 1 gram every hour and a half(1 hour 30 min, at three times the standard rate).
When an Allomancer is burning copper, the pulses from nearby Allomancers cannot be detected by most Seekers. Allomancers burning Duralumin and bronze savants are all capable of "piercing" a coppercloud, though Duralumin is only momentary. Multiple Smokers burning copper in the same area will make the resulting coppercloud harder to pierce. As few Allomancers have the ability to pierce a coppercloud, Smokers are of central importance when Allomancers are trying to hide. If a Seeker is inside of a coppercloud, they will be unable to receive any pulses from the outside. Copper is the slowest burning metal of the basic eight Allomantic metals.
Copperclouds can also block other uses of Investiture. This is most commonly seen in its ability to protect the user from emotional Allomancy; protecting others in the cloud's boundaries is very difficult but not impossible. Copperclouds also block other methods of detecting Investiture and Magic, such as an Awakener's lifesense or a secretspren's ability to sense the use of Investiture.
Bronze: Allomancers burn bronze to sense the location of anybody nearby(within a 50 foot radius) who is using Allomancy (a.k.a. burning a metal), or any magic in the area(essentially casting detect magic). They can also sense what type of metal they are burning if they are familiar with it. Copper nullifies this ability unless the one burning bronze is very powerful or using duralumin, and using duralumin in response negates it. This metal burns at the standard rate.
When a Seeker burns bronze, they are able to detect nearby use of Allomancy and other magic. The Seeker feels pulses, like beats of a drum, emanating from the person burning a metal. The metals are grouped into fast and slow, pushing and pulling, and have their own signature feel. This is how it is known that bronze is a Pushing metal, while copper is Pulling. It is easier to sense an Allomancer flaring their metal. Magic too has pulses, though they are completely unlike the metal pulses, and it takes a great deal of practice to identify it beyond what school it is.
Enhancement Metals
You have learned to use the Enhancement metals and the powers they give you, as shown below.
Aluminum: When burned, aluminum instantly burns all of an Allomancer's metals without any of their effects. This is mostly useful for getting rid of metals in your system that you don't need and are dangerous to you. Technically this burns at the standard rate, but it is generally only consumed in small amounts that burn off almost instantly.
Burning aluminum causes the body to instantly metabolize its metal reserves without any other effect. As such, an Aluminum Gnat gains no useable powers from their Allomancy, however, it can be used to negate effects of other Investiture and spells such as Withering or necrotic and radiant damage. If you are burning Aluminum and get hit by Radiant of Necrotic damage, you are immune to the damage. Only Allomantically relevant metals can be burned away, it won't due anything for ingested lead. Allomancy does not affect aluminum even though the metal itself is Allomantically viable.
Duralumin: When burned, duralumin uses up extremely quickly any metals that the user is also currently burning. You get a burst of power, i.e. burning pewter would make you impossibly strong for a moment and immune to all damage. This metal burns at the normal rate, and is affected by burning aluminum.
An Allomancer burning duralumin instantly uses up any metals being burned simultaneously, releasing an enormous burst of power from those metals. Duralumin itself is not completely consumed like metals it is burned in concert with, but it still continues to burn away at a steady rate.
The use of duralumin could seriously hurt a Mistborn. While burning tin, the Mistborn risks being shocked by the sensory overload and becoming temporarily numb, blind, and deaf. A Push or Pull could become so strong it can feel like the Mistborn is being torn apart. When using duralumin, Mistborn usually burn pewter along with tin/iron/steel to avoid injuries.
Chromium: If you burn chromium and touch another Allomancer, it has the same effect that aluminum would have on them. Their metals will be completely drained with no effects. It burns at the standard rate. If you touch someone casting a spell and burn Chromium, the spell looses all effects, but is still cast and the spell slot consumed. Essentially, it can cast the spell Dispel with range of touch.
Chromium acts just like aluminum inside the body, causing any Allomancers touched by a Leecher to lose their metal reserves. When burning away a person's metals, it feels like pulling power from the metal and returning it to an external source. This power is similar to Nightblood and larkin. When burning away a person's metals, non-Invested metals go before the Invested ones. Only Allomantically relevant metals can be burned away. The ability to burn the metal can be drained while leaving the metal.
Nicrosil: If you burn Nicrosil and touch another Allomancer, it has the same effect that duralumin would have on them. Their current burning metals will be burned all at once, greatly enhancing their effects. If you touch a person casting a spell while burning, the spell is immediately cast with its effects 10 times stronger and lasting half the time it normally does. It burns at the standard rate.
Burning Nicrosil and touching another Allomancer will cause the latter's reserves of the metals that are currently burning to disappear and give a huge burst of power to the recipient. This can cause issues with metals such as tin, where the mental overload can cause unconsciousness.
Temporal Metals
You have learned to use the Temporal Metals and the powers they grant you. These metals are very hard to get ahold of in large quantities.
Gold: When burned, Gold allows you to see yourself as you could have been or the separate parts of you that work together to make up who you are. No one is completely sure what gold visions mean, aside from it has to do with yourself and the past, and so it is normally considered useless. This metal burns at the standard rate.
An Allomancer burning gold is able to see a hallucination of who the user could have been, known as a "gold shadow." Due to the emotional stress associated with seeing one's alternate past, gold is not a very useful metal. Furthermore, touching the gold shadow while burning gold causes unpleasant side effects. Each time an Augur burns gold, they see a different image, as it changes depending on their current situation. A gold shadow will also change if a person is stamped with an Essence Mark.
Electrum: When burned, allows an Allomancer to see illusory versions of themselves performing the potential actions they could take in the next few seconds, with time between now and the potential actions increasing with flaring. This metal burns at the standard rate. As Atium is not accessible in D&D, you can ignore references to it.
Burning electrum will reveal possible futures of the Allomancer up to several seconds, by casting shadows of oneself like atium shadows(illusory forms of futures of others). One use of electrum is its ability to counter atium, in this regard and the fact that gold and silver are relatively cheap compared to atium.
While burning electrum the Oracle's future will not be revealed to enemy Allomancers burning atium. Instead, it will cause the Oracle's observed atium shadow to split, preventing the enemy Allomancer from predicting one's actions.
If burned with duralumin, it has a similar effect to atium, in that the user is able to see into the Astral Plane and the Spiritual Realm, where all of possibility and connection resides.
Cadmium: An Allomancer burning cadmium can create a stationary bubble centered on them in which time moves much slower, the radius being between 5 feet and 40 feet, chosen on the creation of the bubble. Sentient beings can't enter or exit the bubble, and projectiles entering have an unpredictable trajectory. The speed of time inside the bubble can be from 1/2 as fast to essentially the Time Stop spell (when flared as high as you can go and looking at it from the outside), it is set at the creation of the bubble, though for an action you can change it. The metal burns at the rate of time it is inside, so while it burns at the standard rate, it can last for months or even years.
Burning cadmium pulls on time around the user, causing time to pass more slowly in a bubble around them. Events outside the bubble appear to move much faster to someone inside.
When a cadmium bubble and a Bendalloy bubble occur in the same place, their effects cancel out resulting in no change whilst still burning the metals used. Careful examination may reveal the edge of the bubble, where air appears to shimmer.
When a time bubble is created, the area of the bubble stays stationary with respect to a moving object as long as the Pulser creating it is stationed on an object large enough. For example, someone standing on a planet, which is quite massive, is still actually moving with the rotation of the planet, and the bubble moves with that person, but the bubble itself stays in the same place with respect to the planet. However, if the Pulser who created a time bubble is on a small, moving object (or the person merely walks to the edge of the bubble), the Pulser will be transported through the bubble, "popping" it. Objects entering or exiting the bubble are thrown wildly off-course, most likely because different parts of the object are moving at different speeds during the transition. When leaving the bubble, time bubbles interfere with almost all forms of Investiture. When multiple bubbles occur in the same space their effects are multiplied.
Some potential "non-combative" uses for cadmium Allomancy include advancing personal time to a desired date, performance art in which one or more performers utilize cadmium "pulses" to enhance the exhibition, and scientific observation of processes/reactions which would otherwise not be observable in real-time. Time bubbles can be popped by a large amount of aluminum crossing the border at once.
Bendalloy: An Allomancer burning Bendalloy can create a stationary bubble centered on them in which time moves much faster, the radius being between 5 feet and 10 feet, as chosen on the creation of the bubble. Sentient beings can't enter or exit the bubble, and projectiles entering may have an unpredictable trajectory. The speed of time inside the bubble can be from twice as fast to essentially the Time Stop spell (looking at it from the inside). The metal burns at the rate of time it is inside, so though it technically burns at the standard rate, it can seem to burn incredibly fast.
Burning Bendalloy pushes on time around the user, causing time to pass more quickly in a bubble around them. Events outside the bubble appear to move much slower to someone inside.
When a Bendalloy bubble and a cadmium bubble occur in the same place, their effects cancel out resulting in no change whilst still burning the metals used. The time bubble created by a Slider is approximately five feet across and is smaller than that possible while burning cadmium. Careful examination may reveal the edge of the bubble, where air appears to shimmer.
When a time bubble is created, the area of the bubble stays stationary with respect to a moving object as long as the Slider creating it is stationed on an object large enough. For example, someone standing on a planet, which is quite massive, is still actually moving with the rotation of the planet, and the bubble moves with that person, but the bubble itself stays in the same place with respect to the planet. However, if the Slider who created a time bubble is on a small, moving object (or the person merely walks to the edge of the bubble), the Slider will be transported through the bubble, "popping" it. Objects entering or exiting the bubble are thrown wildly off-course, most likely because different parts of the object are moving at different speeds during the transition. When leaving the bubble, time bubbles interfere with almost all forms of Investiture. However, they do not interfere with emotional Allomancy. When multiple bubbles occur in the same space their effects are multiplied.
If a Slider flares Bendalloy when forming a time bubble, time inside the bubble is sped up even more. A speed bubble can be popped by a large amount of aluminum crossing the border at once, or being formed through said metal.
Savanthood.
You have become savant in one set of paired metals, gaining more burn time for the same amount of metal, some physical changes, and more power out of burned metals. Regardless of what metals you have become savant in, the burn time of the metals is multiplied by 1.3, gaining 30% burn time, and you get 10% more power out of burning. The metals you can be savant in are:
- Iron and Steel
- Tin and Pewter
- Zinc and Brass
- Copper and Bronze
- Aluminum and Duralumin
- Chromium and Nicrosil
- Gold and Electrum
- Cadmium and Bendalloy
Note, becoming savant in 5 and 7 are harder to describe, due to the nature of the metals.
Aluminum and Duralumin
You are savant in the metals Aluminum and Duralumin, and gain benefits. The burn time for each of the metals is 40 minutes per gram, though this is not very helpful given the normal results of burning the metals. Aluminum will clear all spell effects on you if flared, and duralumin will give you the remains of all spell effects on you all at once.
Cadmium and Bendalloy
You are savant in the metals Cadmium and Bendalloy, and gain benefits. The metals now burn at the rate of 40 minutes per gram. The maximum size of the time bubbles is doubled (80 and 20 respectively), you can choose the center of where it forms as long as you are in it, and once per term you can shift a formed bubble 3 feet in any direction, or expand/contract it by 1 foot (not exceeding the maximum or minimum). You are able to leave the bubble for 1 minute realtime before it pops, but it will still form with you in it.
Chromium and Nicrosil
You are savant in the metals Chromium and Nicrosil, and gain benefits. Both metals now burn at the rate 40 minutes per gram. The multiplier for Nicrosil spell amplification increases to 20 times the effect, at the cost of all other metals you are burning as well.
Copper and Bronze
You are now savant in the metals Copper and bronze, gaining benefits. The burn time for Copper is now 2 hours per gram, and bronze in now 40 minutes per gram. The range is increased on both of the abilities, to 80 feet radius for copper and 100 feet radius for bronze. You are proficient on Arcana checks.
Gold and Electrum
You are savant in the metals Gold and Electrum, and gain benefits. Both metals burn at the rate 40 minutes per gram. Gold lets you see and understand more of your past, and possibilities of what you may have been(this metal is WEIRD). Electrum lets you see further into the possible actions of your future, up to a minute, and if you burn duralumin with it and gold you open a personal gateway into the astral plane that only you can go through.
Iron and Steel
You are savant in iron and steel, gaining benefits. Your burn time for the metals is increased to 40 minutes per gram, and you have an increased range at which you can sense metals. You are also more able to push and pull on metals inside someone's body, and can use your Metalsight to see most things, as described in physical and mental metals.
Tin and Pewter
You are savant in the metals Tin and Pewter, gaining benefits. You have a +3 permanent increase in Perception, investigation, insight, and any check to do with your senses, and +2 to dexterity, constitution, and strength, with normal benefits applied as well when burning metal. Pewter now burns at the standard rate for you, and tin at 40 minutes per gram.
Zinc and Brass
You are savant in the metals zinc and brass, and gain benefits. The burn time for both metals is now 40 minutes per gram, and you are more adept at subtly using them, so you have a bonus on every charisma check.







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Posted Sep 15, 2022This is really cool, but I have no idea what is going on with this subclass. Can you compile it and put it in dnd terms? Because right now its just a wall of really cool text.