Monk
Base Class: Monk

Warriors of the Metallic Arts practice a type of magic known as Allomancy and are often also known as Allomancers. These Allomancers are able to perform incredible feats by tapping into the magical power of sixteen different metals.

Level 3: Allomancy

Your allomantic training has refined your abilities. You learn allomantic techniques that you can apply in a wide variety of situations.

Allomantic Vials. Whenever you finish a Long Rest, you can fill a number of Vials up to your Wisdom modifier with metal, turning them into Allomantic Vials. For each Vial, choose a metal from the options below in this subclass's description. As a Utilize action or a Bonus Action, you can drink one of these vials, granting you a number of uses of that metal equal to your Proficiency Bonus as the metals rest in your stomach. For each metal, the maximum number of uses that you can store of that metal at once equals your Proficiency Bonus. Whenever you finish a Long Rest, any remaining metals stored in your stomach disappear, and any remaining Allomantic Vials turn back into ordinary Vials.

Just like a spell has a Duration, each metal has a Burn Time, which is how long the effects of the metal last as you "burn" them inside your stomach. If the Burn Time includes Concentration, you can lose Concentration on that effect only if you willingly choose to do so, if you cast a spell or activate another effect that requires Concentration, if you have the Petrified or Unconscious condition, or if you die. You can start or stop burning one or more metals at any time (no action required) by expending a use of each of those metals, but in order to do so in response to something specific, such as an attack being made or a spell being cast, you must use your Reaction.

Aluminum

Burning Time: Instantaneous
When you burn Aluminum, all other metals that you are currently burning end immediately, and you can try to end one ongoing spell on yourself. For each burning metal that you ended early, you can try to end one additional ongoing spell on yourself. Each spell that you try to end this way automatically ends if it is of a level less than or equal to your Wisdom modifier. For each spell that you try to end this way that is of a level greater than your Wisdom modifier, make a Wisdom check (DC 10 plus that spell’s level). On a successful check, the spell ends.

When you flare Aluminum, any number of ongoing spells on yourself of your choice end immediately.

Bendalloy

Burning Time: Concentration, up to 1 minute
While burning Bendalloy, time speeds up slightly in a stationary 10-foot Emanation surrounding you. Attacks from outside the Emanation have Disadvantage if the target of the attack is within the Emanation, and attacks from inside the Emanation have Advantage if the target of the attack is outside of the Emanation. If you leave the Emanation, this effect ends early.

While flaring Bendalloy, each creature inside the Emanation is under the effects of the Haste spell. This effect does not wash a wave of lethargy over any creatures when it ends.

Brass

Burning Time: Concentration, up to 1 minute.
When you start to burn Brass, choose choose one of the following options:
Dampen. Choose a Frightened creature you can see within 60 feet of you. That condition immediately ends on that creature, and that creature is immune to the Frightened condition for the duration.
Soothe. Choose a creature you can see within 60 feet of you that isn't Hostile toward you. That creature makes Wisdom saving throw. On a successful save, the creature knows that someone tried to Soothe it, but not who, and you can't attempt to Soothe that creature again for 1 hour. On a failed save, for the duration of this effect, you can suppress any of the target's emotions however you like. For example, you can make the target Friendly toward you or another creature or cause the creature to be Charmed by someone or something. When this effect ends, the target does not know that it was Soothed. A creature that is immune to the Charmed condition is immune to being Soothed.

When you flare Brass, choose any number of creatures in a 20-foot-radius Sphere within 60 feet of you. For each chosen creature, choose whether to affect it with the Dampen or Soothe option of this metal.

Bronze

Burning Time: 1 Hour
While burning Bronze, you are under the effects of the Detect Magic spell.

While flaring Bronze, you are also under the effects of the Detect Evil and Good spell and the Detect Poison and Disease spell.

Cadmium

Burning Time: Concentration, up to 1 minute
While burning Cadmium, time slows slightly in a stationary 30-foot Emanation surrounding you. Attacks from outside the Emanation have Advantage if the target of the attack is within the Emanation, and attacks from inside the Emanation have Disadvantage if the target of the attack is outside of the Emanation. If you leave the Emanation, this effect ends early.

While flaring Cadmium, each creature inside the Emanation is under the effects of the Slow spell. This effect does not offer a saving throw, so affected creatures do not make a save at the end of each of their turns to end the effect.

Chromium

Burning Time: Instantaneous
You can only burn Chromium as you hit a creature within 5 feet of you that has the Spellcasting trait with an Unarmed Strike or otherwise touch that creature. When you burn Chromium, the target creature immediately expends a spell slot or other limited usage of a spell of its choice with no effect. You can only burn Nicrosil and/or Chromium once per turn, and only during your turn.

When you flare Chromium, you can try to end any number of ongoing spells cast by the target creature. Each spell that you try to end this way automatically ends if it is of a level less than or equal to your Wisdom modifier. For each spell that you try to end this way that is of a level greater than your Wisdom modifier, make a Wisdom check (DC 10 plus that spell’s level). On a successful check, the spell ends.

Copper

Burning Time: 1 Hour
While burning Copper, you and each creature you choose within a 30-foot Emanation surrounding you are under the effects of the Nondetection spell.

While flaring Copper, you are also under the effects of the Pass without Trace spell.

Duralumin

Burning Time: Instantaneous
When you burn Duralumin, all other metals that you are currently burning with at least 2 rounds remaining on their durations become flared, but then all end immediately at the start of your next turn. The benefits of flaring a metal can be found in that metal's description.

When you flare Duralumin, all other metals that you flared in this way end at the end of your next turn rather than at the start of it.

Electrum

Burning Time: 1 Round
When you burn Electrum, until the end of your next turn, you can see slightly into your own future, causing you to have Advantage on all saving throws and causing all attacks made against you to have Disadvantage.

When you flare Electrum, until the end of your next turn, you have Advantage on all D20 Tests.

Gold

Burning Time: 1 Round
When you burn Gold, until the end of your next turn, a stationary, intangible copy of you that only you can see appears in an unoccupied space of your choice that you can see within 10 feet of you. This copy of you reflects a version of who you would be now if you had made different choices in the past, and the copy reflects different choices each time it appears, based on the current situation. While the copy exists, you are connected to the thoughts and senses of both yourself and those of the copy. By thinking the thoughts of the copy in tandem with your own, you have Proficiency with all skills and tools that are relevant to what you are currently trying to do.

When you flare Gold, until the end of your next turn, the connection between yourself and your copy becomes heightened, granting you Expertise with all skills and tools that are relevant to what you are currently trying to do.

Iron

Burning Time: 10 minutes
While burning Iron, you gain the following benefits:
Metal Detection. A faint blue line visible only to you is drawn between you and any metal objects within 120 feet that aren't inside a creature's body.
Metal Pulling. As a Magic action, you can pull on any metal object that you can sense using Metal Detection. If the object is more than twice your weight, you are pulled up to 30 feet toward the object. If the object is between half and twice your weight, you and the object are each pulled up to 15 feet toward each other (you must each be pulled the same distance toward each other). If the object is less than half of your weight, the object is pulled up to 30 feet toward you. If you or the metal object is anchored to or supported by another creature or object, include the weight of the other creature or object when determining how you and the metal object are pulled.
Attack Redirection. Whenever another creature within 10 feet of you is targeted with an attack, if you are also within range of that attack and the damage source of the attack is made of metal, you can cause yourself to become the target of that attack instead.

While flaring Iron, the maximum distance that you can pull with Metal Pulling and the range at which you can redirect attacks toward you with Attack Redirection are doubled. You also reduce any damage you take from attacks that have a damage source that is made of metal by an amount equal to your Proficiency Bonus. Additionally, you gain a Fly Speed equal to your Speed, but you must be able to allomantically pull yourself toward metal objects that you can sense with Metal Detection in order to move around, and you must be able to allomantically pull yourself toward a metal object above you that you can sense with Metal Detection to not fall.

Nicrosil

Burning Time: Instantaneous
You can only burn Nicrosil as you hit a creature within 5 feet of you that has the Spellcasting trait with an Unarmed Strike or otherwise touch that creature. When you burn Nicrosil, the target creature can immediately cast a cantrip (no action required). The chosen cantrip must have a casting time of 1 Action or 1 Bonus Action. You can only burn Nicrosil and/or Chromium once per turn, and only during your turn.

When you flare Nicrosil, the target creature can instead cast a spell of any level. The chosen spell still must have a casting time of 1 Action or 1 Bonus Action.

Pewter

Burning Time: 1 hour
While burning Pewter, your Strength score changes to be equal to your Wisdom score. This has no effect on you if your Strength is equal to or greater than that score. You also have Advantage on ability checks and saving throws made with Strength or Constitution, and creatures have Disadvantage on ability checks and saving throws to avoid or end being Grappled or Shoved by you.

While flaring Pewter, you have Resistance to Bludgeoning, Piercing, and Slashing damage.

Steel

Burning Time: 10 minutes
While burning Steel, you gain the following benefits:
Metal Detection. A faint blue line visible only to you is drawn between you and any metal objects within 120 feet that aren't inside a creature's body.
Metal Pushing. As a Magic action, you can push on any metal object that you can sense using Metal Detection. If the object is more than twice your weight, you are pushed up to 30 feet away from the object. If the object is between half and twice your weight, you and the object are each pushed up to 15 feet away from each other (you must each be pushed the same distance away from each other). If the object is less than half of your weight, the object is pushed up to 30 feet away from you. If you or the metal object is anchored to or supported by another creature or object, include the weight of the other creature or object when determining how you and the metal object are pushed.
Coinshooting. Whenever you make an Unarmed Strike, you can make the attack with any Tiny metal object on your person, using Wisdom as your ability modifier for the attack. The metal object that you attack with is considered to be a Monk weapon for you while you make the attack. This attack is still considered to be an Unarmed Strike for any feature that would require it to be one, though you cannot use it to Grapple or Shove a creature. This attack has the following traits:

Weapon Category: Simple Ranged
Damage on a Hit: 1d6 Piercing plus the ability modifier used for the attack roll
Properties: Light, Thrown (range 30/120 feet)
Mastery: Graze (you can use this property, and it doesn't count against the number of properties you can use with Weapon Mastery)

While flaring Steel, the maximum distance that you can push with Metal Pushing and the short range of the attack made with Coinshooting are doubled. You also deal extra damage equal to your Proficiency Bonus to the target whenever you hit a creature with Coinshooting. Additionally, you gain a Fly Speed equal to your Speed, but you must be able to allomantically push off of metal objects that you can sense with Metal Detection in order to move around, and you must be able to allomantically push off of a metal object underneath you that you can sense with Metal Detection to not fall.

Tin

Burning Time: 1 hour
While burning Tin, you have Darkvision with a range of 60 feet and have Advantage on Intelligence (Investigation) and Wisdom (Insight and Perception) checks. You can also make out small details of even extremely distant creatures and objects as if those creatures and objects were 10 times closer to you.

While flaring Tin, the range of the Darkvision that you gain increases to 120 feet, and you have Blindsight with a range of 30 feet.

Zinc

Burning Time: Concentration, up to 1 minute
When you start to burn Zinc, choose choose one of the following options:
Enflame. Choose a Charmed creature you can see within 60 feet of you. That condition immediately ends on that creature, and that creature is immune to the Charmed condition for the duration.
Riot. Choose a creature you can see within 60 feet of you. That creature makes Wisdom saving throw. On a successful save, the creature knows that someone tried to Riot it, but not who, and you can't attempt to Riot that creature again for 1 hour. On a failed save, for the duration of this effect, you can elevate any of the target's emotions however you like. For example, you can make the target Hostile toward you or another creature, you can cause the creature to be Frightened of someone or something, or you can cause it to attack a creature that it was already hostile toward before you Rioted it. When this effect ends, the target does not know that it was Rioted. A creature that is immune to the Frightened condition is immune to being Rioted.

When you flare Zinc, choose any number of creatures in a 20-foot-radius Sphere within 60 feet of you. For each chosen creature, choose whether to affect it with the Enflame or Riot option of this metal.

Level 3: Metallic Defense

You know the Blade Ward and Resistance (self only) spells. Wisdom is your spellcasting ability for these spells, and casting either of these spells requires no Verbal components.

Additionally, as long as you are wearing or carrying a metal object, you gain a +1 bonus to Armor Class.

Level 6: Advanced Allomancy

Your skills with allomancy have improved. You gain the following benefits:

Spiritual Allomancy. You can burn a metal without expending a use of that metal by instead expending 2 Focus Points.

Allomantic Flaring. Whenever you burn a metal, you can flare that metal, enhancing it for its duration. The benefits of flaring a metal can be found in that metal's description.

Once you use either of these benefits, you can't use that benefit again until you use Uncanny Metabolism or finish a Short or Long Rest.

Level 11: Invested Soul

Your talent in the art of allomancy has increased the innate magic inside of you. The total number of Focus Points you have is increased by your Wisdom modifier.

Level 17: Allomantic Savant

You have mastered your skills with a specific metal. Choose a metal. Whenever you burn that metal, you can choose to automatically flare that metal.

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