Rogue
Base Class: Rogue

It is said that the first Allomancer's come from the realm of Noctaris, given power and strength by the Lord Ruler, channeling ancient chemistry, rather than the arcane, the Allomancer fuels their abilities by ingesting trace metals, each unlocking distinct powers. Through iron pulls and steel pushes, they hurl themselves or their weapons with deadly precision. Tin sharpens their senses beyond mortal limits, while pewter lets them strike with brutal force. An Allomancer is a battlefield chameleon, a stealthy infiltrator, and a walking arsenal of arcane potential, powered by a reservoir of rare alloys and an unshakable will.

This subclass can only be taken by races with the Humanoid creature type. A creature who takes the Allomancer subclass can never gain access to the Spellcasting or Pact Magic feature. If they would already have such a feature, they lose it.

Level 3: Allomancy

3rd-level feature

Starting at 3rd level, you gain access to a pool of ‘Metal Charges’, which represent vials of ingested metal. You have a number of Metal Charges equal to your level in this class. You regain all expended charges when you finish a short or long rest. This connection to Allomantic magic gives you a better understanding of metallic substances, granting you advantage on any perception, investigation, history and survival checks related to them. 

Additionally, you learn five ‘Allomantic Abilities’ of your choice from the list detailed at the end of this subclass. You learn one additional ability when you reach 8th, 12th, 16th and 20th level in this class. Whenever you gain a level in this class, you can replace one Allomantic Ability you know with a different one from the list.

You can have only one ‘passive metal’ active in your system at a time. If you use another passive metal, the previous one immediately ends.

Some Allomantic Abilities require a target to make a saving throw. This saving throw’s DC is equal to your Cunning Strike DC.

Level 3: Rail Gun

3rd-level feature  

You've learned how to efficiently consume steel to the point of needing just a tiny amount of it in order to produce a great pushing force over a small surface. You gain access to the 'Rail Gun' Allomantic Ability, which counts as a magical ranged weapon attack in which you are proficient, uses Dexterity for attack and damage rolls and uses any sort of tiny metal item as ammunition. This weapon has a range of 40/80, it has the sap property and it deals 1d8 bludgeoning damage on a hit. 

This damage increases as you get more levels in this class, becoming 1d10 at level 8, 1d12 at level 12 and 2d6 at level 16.

Additionally, once you reach 13th level and get access to the 'Enhanced Burn' feature, you can expend a metal charge in order to infuse your shot with the allomantic metal you are currently burning, granting it additional effects depending on which one it is:

  • Steel: When you hit a target, you force it to make a Strength saving throw. On a fail, it gets pushed 20 feet away from you.
  • Iron: When you hit a target, you force it to make a Strength saving throw. On a fail, it gets pulled 20 feet towards you.
  • Tin: Your shot gains a bonus to its attack roll equal to your Intelligence modifier.
  • Pewter: The base weapon die of your shot is doubled.
  • Zinc: When you hit a target, you force it to make a Wisdom saving throw. On a fail, it must immediately use half of its speed in order to approach you.
  • Brass: When you hit a target, you force it to make a Wisdom saving throw. On a fail, until the end of it's next turn, it cannot target you with any attacks or harm you in any way.
  • Bronze: When you hit a target, you force it to make a Constitution saving throw. On a fail, it begins glowing in a bronze-colored hue until the end of its next turn, preventing it from benefiting from the invisible condition.
  • Copper: When you hit a target, you force it to make a Constitution saving throw. On a fail, until the end of it's next turn, it is Blinded.

Level 9: Metal Mastery

9th-level feature

Your skill with metals has deepened, allowing you to manipulate them with remarkable precision and awareness. Starting at 9th level, you can sense the presence of any source of your Allomantic metals within 60 feet of you. In addition, you gain the following benefits:

- Efficient Burning. Choose two of your Allomantic Abilities. The first time you use each of them after a short or long rest they don’t cost any Metal Charges.

- Extended Duration. When you activate an Allomantic Ability that has a duration, you can spend 1 additional Metal Charge to extend its duration to 1 hour. This does not affect the duration of spells cast via Allomantic Abilities.

Level 13: Enhanced Burn

13th-level feature

At 13th level, you have learned to burn your metals at a higher concentration, unlocking heightened effects from your Allomantic abilities. When you activate an Allomantic Ability, you can choose to spend 2 additional Metal Charges to initiate an Enhanced Burn, which lasts for 10 minutes. The benefits of an Enhanced Burn depend on the metal used:

- Steel: You gain a +2 bonus to attack and damage rolls with your ‘Rail Gun'. At 19th level this bonus increases to +3 and it's range becomes 80/120.

- Iron: Hostile creatures that start their turn within 30 feet of you must succeed on a Strength saving throw or have their speed halved for as long as they stay within that range. At 19th level, their speed is reduced to one-quarter (rounded up).

- Tin: You gain blindsight out to 15 feet and can make opportunity attacks even against creatures that take the Disengage action. Your blindsight range increases to 30 feet at 19th level, and you also gain access to truesight.

- Pewter: Your Armor Class increases by 2 against melee attacks. This bonus increases to 3 at 19th level.

- Zinc: You are immune to the frightened condition. Additionally, when a hostile creature enters or starts its turn within 5 feet of you, you gain temporary hit points equal to your level in this class. This range increases to 10 feet at 19th level.

- Brass: You are immune to the charmed condition. At 19th level, may add half your Intelligence modifier to any Wisdom saving throw you make.

- Bronze: You gain a bonus equal to half your proficiency bonus (rounded down) to Investigation and Arcana checks. This bonus increases to your full proficiency bonus at 19th level.

- Copper: Whenever you take the hide action, you become obscured even to those creatures with special senses such as blindsense, tremorsense or truesight, which need to do the pertinent perception check agaisnt your stealth in order to find you. At 19th level, creatures that try to find you make their perception check at disadvantage.

You can have only one Enhanced Burn active at a time. If you activate a new Enhanced Burn while another is active, the previous one immediately ends.

Level 17: Ascendant Alloy

17th-level feature

At 17th level, you unlock a mastery once thought mythical. For a short time, you can channel the essence of a Fullborn, seamlessly blending multiple metals in ways no other Allomancer can. Once per long rest, you can enter your ‘Ascendant State’ as a bonus action. This state lasts for 1 minute, during which you gain the following benefits:

  • You can have two passive metals active at the same time.
  • Whenever you activate an Allomantic Ability, you may reduce its Metal Charge cost by 1 (minimum of 1).
  • You can add your Intelligence modifier to the damage, AC, DC and temporary hit points granted or required by your Allomantic Abilities and Features.
  • Once per turn, whenever you take the Attack, Disengage or Dash actions, you can use any of the Allomantic Abilities you know.

Once you use this feature, you can’t use it again until you finish a long rest.

Allomantic Abilities

Each metal or alloy you consume grants you an specific kind of power that you can later on expand into.

Brass Soothe (3 Metal Charges)

 

As an action, you can cast the ‘Calm Emotions’ spell centered at yourself and to any creature within 30 ft of you.

 

Brass’ Influence (2 Metal Charges)

 

An action, you can cast the ‘Rumor’ spell.

 

Bronze Pulse (2 Metal Charges) [Passive]

 

As a bonus action, you gain the next benefits for the next 10 minutes:

  • You sense the general direction and distance of the nearest creature within 60 ft of you, even if it is hidden.
  • You have advantage on Insight and Investigation checks.
  • You can detect the presence of magic around you as by the ‘Detect Magic’ spell.

 

Copper Veil (3 Metal Charges) [Passive]

 

As a bonus action, you gain the next benefits for the next 10 minutes:

  • You are invisible to divination spells.
  • Creatures have disadvantage on checks made in order to detect you if they rely on basic senses or non-magical darkvision.
  • You can’t be tracked by non-magical means.

 

Coppercloud (2 Metal Charges)

 

As an action, you can cast the ‘Counterspy’ spell with no need for any material component. When cast this way, you create a translucent dome instead of a circle of candles, and it is said dome which changes color in response to another creature seeing or hearing you.

 

Iron Pull (2 Metal Charges)

 

As an action, you can try to pull any metallic object towards you, as long as you weigh more than the object itself. If the object is being held by another creature, it must succeed on a strength saving throw against your Allomancy DC or be disarmed of said item, which immediately flies towards your hand.

In the case of the object weighing more, you instead get pulled towards it, to a maximum of feet equal to twice your level in this class.

 

Pewter Enhancement (3 Metal Charges) [Passive]

 

As a bonus action, you gain the next benefits for the next 10 minutes:

  • You gain advantage on Strength and Dexterity checks.
  • Once per turn, you may add your proficiency bonus to your weapon damage.
  • You gain temporary hit points equal to your rogue level.

 

Steel Fall (2 Metal Charges)

 

As a reaction when you fall, you can hurl a small metal object toward the ground. If you do so, you halt your descent just before impact, taking no damage from the fall.

 

Steel Push (2 Metal Charges)

 

As an action, you can exert a pushing force onto any kind of metallic object, shoving it away from you in a straight line a number of feet equal to twice your level in this class. If the object weighs more than you, then you get pushed away in the opposite direction for the same distance. If the object is being pushed against a structure, or being held or worn by a creature, then the structure/creature’s weight is added to that of the object. In the case of a creature holding or wearing the object, it must fail on a strength saving throw against your Allomancy DC in order to be pushed away.

 

Tin Enhancement (3 Metal Charges) [Passive]

 

As a bonus action, you gain the next benefits for the next 10 minutes:

  • You gain 60ft of darkvision and, if you already have it, you instead extend yours for that same amount
  • You gain advantage on Wisdom (Perception) checks.
  • You can’t be surprised

 

Tin Searching (2 Metal Charges)

 

As a bonus action, you can cast the ‘Clue’ spell with no components needed.

 

Zinc Booster (3 Metal Charges to target up to 2 creatures + 1 Metal Charge per additional creature)

 

As a bonus action, you target a number of hostile creatures (up to half your proficiency bonus) within 30 ft of you and force them to make a Wisdom saving throw. On a fail, the target/s must use their reaction to make an attack against another creature of your choice that you can see.

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