Ranger
Base Class: Ranger

Allomancy is the adaption of one's body to burn metal as fuel instead of you own body taking the burning. The Better term of the Allomancy is A Mistwalker as they are the ones the mist guides and follows. The Metals help but the mist guides you to better working of Allomancy. The World has advanced to help you fight and you need to help the world fight. So The World calls will you answer?

Powers Based on "Mistborn" Series By Brandon Sanderson 

Allomancy Metals

Allomancy Metals 
When You burn a metal you gain the effect for a minute. You can't use the effect again unless you have the metal on you or you take a level of Exhaustion. You can only have 1 metal buring at a time. You get 2 options at Level 3th, another at level 7th, one more at 11th Level, and your last Metal at 15th Level.

Brass

Brass (Action)
When You Burn Brass You can make an enemy make a Wisdom Save equal to 8+Wisdom Modifier+Proficiency Bonus. If they Fail you can Make them Calm for a turn and they don't fight for a Turn. 

Bronze

Bronze (Action)
When You Burn Bronze You Choose a Type of your Metals and you are pointed to the nearest source of it within a mile.

Copper

Copper (Bonus Action)
When You Burn Copper You Can Let an ally gain the Cunning Action ability for 1 Round.

Iron

Iron (Action)
Allows You to Pull Metals to you. When You Burn Iron You can Make an enemy within 90ft ,with a weapon or shield made of metal, make a Strength Saving Throw equal to 8+Wisdom Modifier+Proficiency Bonus. If they Fail The Weapon or shield is pull toward you an amount of feet equal to Wisdom Modifier x10.

Pewter

Pewter (Bonus Action)
When You Burn Pewter Your Melee weapons deal an extra +2 to damage rolls and You gain plus 2 to Athletics.

Steel

Steel (Part of an Attack)
Allows you to Push Metals away from you. When You Burn Steel You Can Push Metal weapons You Throw or Shoot to deal an extra 1d6 damage of the weapons type.

Tin

Tin (Bonus Action)
When you Burn Tin You gain advantage on Perception Checks and for the duration you Passive Perception Increases by +2.

Zinc

Zinc (Action)
When You Burn Zinc you can make an enemy make a Wisdom Save equal to 8+Wisdom Modifier+Proficiency Bonus. If they Fail you can anger them even more and make them attack anything within 30 ft the next turn.

Allomancy Spells

3rd: Fog Cloud
5th: Calm Emotions
9th:Haste
13:Freedom of Movement
17th: Animate Objects.

One with The Mist

When You Burn a metal you gain a mist cloud that covers your body. The Next Person to try and hit you has disadvantage to hit as the mist coats your entire being.

Allomancy Defense

You gain a single defense tactic. You can use these a number of times equals to proficiency bonus.


Brass Mind

Brass Mind
You can use your Action to end a effect of Charm or Frightened on yourself.

Iron Shield

Iron Shield
You can use your Reaction to pull Metals to gain +2 to ac till the end of your turn.

Steel Return

Steel Return
You can use your reaction to roll a d6+ranger level to reduce damage of metal ranged attacks.

Improved Call Mist

Your Call Mist ability if they miss the attack on you the first time. Your Mist Cloak last to another attack even if the second attack misses the Cloak ends.

Burn Duralumin

At 15th Level You gain the ability to Change a Super metals power.

When you activate this feature you can choose one of the following effects.

Burn Aluminum- Your walking speed is doubled until the start of your next turn.

Burn Gold- Until the start of your next turn, every time you take damage you can reduce the damage dealt by twice your constitution modifier.

Burn Silver- You can use your action to end one condition on yourself.

You Can Use this Feature a number of times equal to Proficiency Bonus

Previous Versions

Name Date Modified Views Adds Version Actions
4/24/2021 5:11:21 PM
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4/24/2021 11:32:50 PM
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