Base Class: Rogue
Allomancers can ingest metals and burn them to give themselves a metal-specific ability. Allomancers use these abilities both in and out of combat, and are a versatile and efficient weapon.
Metal Burning
When you choose this subclass at 3rd level, you gain the ability to create, ingest, and burn metal mixtures. At the end of a long rest, you may create as many metal mixtures as you have materials for and know how to make. To create a metal mixture, you need 1 vial, and 5 GP worth of the Allomantic metal.
You may consume a vial as an action, and you may burn it as a free action on your turn at any time of your choosing. You can only burn one metal at a time. The effects of the metal last for the duration, or until you extinguish the metal as a free action on your turn. When you extinguish a metal, it becomes inert and useless, and you cannot begin burning it again, unless you consume another vial of that metal.
The save DC for your Allomantic abilities equals 8+your intelligence modifier+your proficiency bonus.
At the end of a long rest, any metals you have consumed are destroyed by your body.
Aluminum
Duration: 1 Minute
Requirement: 5g worth of Pure Aluminum
You gain the ability to burn Aluminum. 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 magical effect on yourself that is causing you to be Charmed, Frightened, Paralyzed, Petrified, or Poisoned.
Bendalloy
Duration: 1 Minute
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 5 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 Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
- You may end the bubble of faster time as a free action on 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 advantage on Wisdom (Insight) checks.
- As an action, you can affect the emotions of others. Select a number of creatures equal to your proficiency bonus within 60 feet that you can see. They each must make Charisma saving throws against your Allomancy save DC. On a fail, you can make a target indifferent about creatures of your choice that it is hostile towards. The target can repeat the saving throw if the target is attacked or harmed by a hostile creature or if it witnesses any of its allies 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 its 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 have advantage on all Intelligence (Investigation) checks.
- You can detect all sources of magic within 60 feet, and can determine what school of magic a source is.
- You can also determine the position of any Aberrations, Celestials, Elementals, Fey, Fiends, and Undead within 60 feet.
- For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane for 30 feet. Ethereal creatures and objects appear ghostly and translucent.
Cadmium
Duration: 1 Minute
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 10 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 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 as a free action on your turn.
Chromium
Duration: 1 Minute
Requirement: 5g worth of Pure Chromium
You gain the ability to burn Chromium. As a free action while Burning this metal, you can touch a creature. The creature gains the following effects for the duration:
- They gain advantage on any saving throws against spells or other magical effects.
- If they cast a spell that deals damage, the damage dealt by it is halved.
- Each time they cast a spell, they must roll 1d20. On a 11-20, the spell takes effect as normal. On a 1-10, the spell fails and the spell slot is wasted.
Copper
Duration: 1 Hour
Requirement: 5g worth of Pure Copper.
You gain the ability to burn Copper. While Burning this metal, you and all creatures within 10 feet you gain the following benefits:
- You gain a +10 on all Dexterity (Stealth) checks.
- You cannot be Charmed or Frightened my magical means.
- 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.
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:
- Any Metal Burning features that use your proficiency bonus use double your bonus instead.
- Any damage you deal with an Allomantic effect (such as a Steelpush, Ironpull, or pewter-fueled attack), is doubled.
- If you are burning another metal, it's duration becomes instantaneous, effects lasting until the start of your next turn before becoming inert.
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 Dexterity saving throws and attack rolls.
- All attacks made against you have 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 a melee weapon attack, you can use your reaction to halve the attack’s damage against you.
Gold
Duration: 1 Minute
Requirement: 5g worth of Pure Gold
You gain the ability to burn Gold. While Burning this metal, you gain the following benefits for the duration:
- 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.
- 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 see translucent blue lines running from your chest to every source of metal within 60 feet.
- As a bonus action, you can Pull on any source of metal within 60 feet. You can make objects that weigh less than you do fly up to 60 feet towards you. You can also pull yourself up to 60 feet towards metallic objects that weigh more than you. If pulled metal hits any creature other than you in its path, it does a number of d4s of damage equal to your proficiency bonus. If the target is being wielded or carried by a creature, that creature must make a Strength saving throw against your Allomancy save DC. On a fail, the object flies from their grip up to 60 feet towards you. 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 60 feet that you can see, as long as the weapon or ammunition contains metal.
- You cannot affect Aluminum 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 creatures equal to your proficiency bonus other than yourself that you can see within 30 feet gain the following benefits until the start of your next turn:
- When you burn this metal, their magical abilities flare. Damaging spells they cast deal double damage.
- Their spell save DC increases by an amount equal to your proficiency bonus.
- They have advantage on Constitution saving throws to maintain concentration on spells.
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 bonus to any Strength, Dexterity, or Constitution Ability Check or Saving Throw, including those which have proficiency.
- Your carrying capacity, jump height, and jump distance are doubled.
- You gain resistance to nonmagical Bludgeoning, Piercing, and Slashing Damage.
- You may add one weapon damage die to any Melee or Ranged Weapon Attack that uses 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 see translucent blue lines running from your chest to every source of metal within 60 feet.
- As a bonus action, you can Push on any source of metal within 60 feet. You can make objects that weigh less than you do fly up to 60 feet directly away from you. You can push yourself up to 60 feet away from metallic objects which weigh more than you. If pushed metal hits any creature other than you in its path, it does a number of d4s of damage equal to your proficiency bonus. If the target is being wielded or carried by a creature, that creature must make a Strength saving throw against your Allomancy save DC. On a fail, the object flies from their grip up to 60 feet away from you. 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, as long as the projectile contains metal. On a hit, the attack deals one extra damage dice of the weapon’s type.
- You cannot affect Aluminum 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 for a range of 60 feet. If you already have darkvision, your range is increased by 60 feet.
- You may add your proficiency bonus to Initiative rolls.
- You cannot be surprised while you are conscious.
- You gain advantage on all Wisdom (Perception) checks.
- 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 advantage on Wisdom (Insight) checks.
- As an action, you can affect the emotions of others. Select a number of creatures equal to your proficiency bonus within 60 feet that you can see. They must make Charisma saving throws against your Allomancy 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, or until you end the effect as a free action. On a save, the creature becomes aware of your attempt to influence its emotions.
- As an action, you can select elect a number of creatures equal to your proficiency bonus within 60 feet that you can see. They must make Charisma saving throws against your Allomancy save DC. On a fail, Charmed by you or Frightened of you for 1 minute. At the end of each of their turns, they may repeat the saving throw, ending the effect on themselves on a success. On a save, the creature becomes aware of your attempt to influence its emotions, and is immune to this effect for 24 hours.
Allomancy Adept
Starting at 9th 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 Burning feature. Also, you may Burn up to two metals simultaneously.
Allomancy Master
Starting at 13th 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 Burning feature. Also, you may Burn up to three metals simultaneously.
Mistborn
You have become a true master of Allomancy. You may choose an additional four metals to Burn with your Metal Burning feature. Also, you may Burn up to four metals simultaneously.







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Posted Sep 29, 2025@SeatonSnuSnu: because in the novels, they were described as being the knives of whatever kingdom they served(especially in well of ascension) also, Mist born are kind of more rougish than wizards if you know what I mean. Also just want to say this is an absolutely amazing sub class.
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Posted Jan 6, 2025why is it rogue not wizard like in the novels
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Posted Sep 26, 2024Note: This is my own personal modified homebrew. The original author is TartanMac, and I am just changing some aspects of the subclass. Please go take a look at their original subclass because it’s really cool.