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
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4/24/2021 11:32:50 PM
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