Sorcerer
Base Class: Sorcerer

Allomancers are sorcerers whose spark of magic caused them to be able to burn metals and alloys to fuel their magical abilities. The magical ability granted to an allomancer depends on the metal or alloy used. Each metal has an alloy as a pair; this pair represents two sides of an ability - a push and a pull. There are four pairs of base metals and four pairs of higher metals; there is one pair of godly metals and a single metal that can awaken allomantic powers in others.

The base metal pairs can be divided into physical and mental metals. Physical metal pairs are steel/iron and pewter/tin. Mental metal pairs are bronze/copper and brass/zinc. Steel allows an allomancer to push on other forms of external metal. Iron allows an allomancer to pull on other forms of external metal. Magically enhanced metal, buried metals, and metals surrounded by living tissues are less effective. Bronze allows an allomancer to see other allomancers and occasionally see other magic auras. Copper allows an allomancer to hide the alomancy or magical auras around themselves. Brass allows an allomancer to soothe emotions, taking a specific emotion away. Zinc allows an allomancer to inflame emotions, giving a specific emotion more power.

The higher metal pairs can be divided into temporal and enhancement abilities. Temporal metal pairs are electrum/gold and bendalloy/cadmium. Enhancement metal pairs are duralumin/aluminum and nicrosil/chromium. Electrum allows an allomancer to see ghosts of their own future, effectively seeing their own future options. Gold allows an allomancer to see ghosts of their own past, versions of themselves that could have been. Bendalloy allows an allomancer to create a fast time bubble around themselves. Cadmium allows an allomancer to create a slow time bubble around themselves. Duralumin allows an allomancer to burn their metals in one flare, increasing the output of the flared metal. Aluminum allows an allomancer to destroy their own metal reserves. Nicrosil allows an allomancer to burn metals of others in one flare. Chromium allows an allomancer to destroy the metal reserves of others.

The godly metal pair is atium/malatium. Atium allows an allomancer to glimpse into the future of those around the allomancer. Malatium allows an allomancer to glimpse into the past of those around the allomancer. Lerasium is a metal that, when ingested, gives the person allomantic abilities.

Voice of Harmony

You are born with the power of Preservation and Ruin within you. You can speak, read, and write Primordial and you double your proficiency bonus for INT checks involving metals. 

Fledgling Mistborn

You gain the knowledge of 8 Metal Mixtures, the precise ratios required in an alloy, and the ability to craft vials using liquid of your choice mixed with the metal agent. The required volume and proportion of metals for each mixture is detailed in the mixture description. Your DM may alternatively allow you to simply spend 5 gold per vial, without requiring the metal in your inventory. if you have enough empty vials to store them, each of which may be any mixture you know of. Each vial weighs half a pound. By using the Use an Object action, you can consume one vial of metal which can be Burned at a time of your choosing, requiring no action. You may ingest as many mixtures as you wish.

Once you start Burning a vial, the effects last up to the metal's duration. You can choose to end the effects early, requiring no action.

At the end of a long rest, any metals which have been consumed are destroyed by your body.

 

 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 proficiency in Insight. If you already have proficiency, you gain expertise instead.
  • As an action, you can affect the emotions of others. Select a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail, you can make a target indifferent about creatures of your choice that it is Hostile toward. The target can repeat the saving throw if the target is attacked or harmed by a spell or if it witnesses any of its Friends 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 it's emotions and is immune to this effect for 24 hours.
  • As an action, you can select elect a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail they are affected by the dampening effects on their emotions, losing control of their bodies and awareness briefly and become prone until the end of their next turn, if they are able to do so. On a save, the creature becomes aware of your attempt to influence it's 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 gain proficiency in Investigation. If you already have proficiency, you instead gain expertise.
  • You may cast the Detect Magic spell at will, without requiring components.
  • You may cast the Detect Evil and Good spell at will, without requiring components.
  • For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

 

Copper

 

Duration: 1 Hour
Requirement: 5g worth of Pure Copper.

You gain the ability to burn Copper. While Burning this metal, you gain the following benefits:

  • You gain proficiency in Stealth. If you already have proficiency, you gain expertise instead.
  • Once per day, you may cast Pass Without Trace without requiring components.
  • Once per day, you may cast Nystul's Magic Aura without requiring components. 

 

 

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 also see tranclucent blue lines running from your chest to every source of metal within 120ft.
  • As a bonus action, you can Pull on any source of metal within 120ft. You can make objects that weigh less than you do fly towards you. You can pull yourself closer to metallic objects which weigh more than you. If pulled metal hits any creature other than you in it's path, it does a number of d6 damage equal to your proficiency modifier. If the target is being wielded or carried by a creature, that creature must make a Strength check against your spell save DC. On a fail the object flies from their grip. 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 120ft that you can see, as long as the attacking creature is carrying metal, or the weapon or ammunition contains metal.
  • You cannot affect Aluminium in this way.

 

 

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 modifier to any Strength, Dexterity, or Constitution Ability Check or Saving Throw, including those which have proficiency.
  • Your Carrying Capacity, and Jump Height and Distance are doubled.
  • You gain resistance to Bludgeoning, Piercing, and Slashing Damage.
  • You may add one weapon damage die to any Melee Weapon Attack, or Ranged Weapon Attack using 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 also see tranclucent blue lines running from your chest to every source of metal within 120ft.
  • As a bonus action, you can Push on any source of metal within 120ft. You can make objects that weigh less than you do fly directly away from you. You can push yourself away from metallic objects which weigh more than you. If pushed metal hits any creature other than you in it's path, it does a number of d6 damage equal to your proficiency modifier. If the target is being wielded or carried by a creature, that creature must make a Strength check against your spell save DC. On a fail the object flies from their grip. 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 and do extra damage, as long as the projectile contains metal. On a hit, the target takes an additional number of d6 damage equal to your proficiency modifier.
  • You cannot affect Aluminium 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 up to 60ft. If you already have darkvision, your range is increased by 60ft.
  • You may add your proficiency modifier to any Initiative rolls.
  • You cannot be surprised.
  • You gain proficiency in Perception. If you already have proficiency in this skill, you gain expertise instead.
  • 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 proficiency in Insight. If you already have proficiency, you gain expertise instead.
  • As an action, you can affect the emotions of others. Select a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell 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. On a save, the creature becomes aware of your attempt to influence it's emotions.
  • As an action, you can select elect a number of creatures within 120ft that you can see, up to your proficiency modifier. They must make Charisma saving throws against your spell save DC. On a fail they are affected by your choice of Charmed or Frightened. On a save, the creature becomes aware of your attempt to influence it's emotions.

Allomancer Expanded Spells

SPELL LEVEL SPELLS

1st

heroismzephyr strike

2nd

misty stepblurheat metal

3rd

haste

4th

aura of puritydeath ward

5th

conjure volleysteel wind strike

Mistcloak

The mist begins to wrap around you and your cloak of tassles as you burn with allomantic power. As a reaction to being the target of a spell or attack, you can call upon the mists to shield you from your attacker, imposing disadvantage on the roll. This lasts until the beginning of your next turn.

 You may use this ability a number of times equal to your proficiency modifier per long rest.

Adept Mistborn

Aluminium

 Duration: 1 Minute
Requirement: 10g worth of Pure Aluminium

You gain the ability to burn Aluminium. 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 effect on yourself that is causing you to be Charmed, Frightened, Paralysed, Petrified, or Poisoned. 
  • 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.

 

Bendalloy

 Duration: 1 Minute (For the user)
Requirement: 10g 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 five 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 take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
  • You may end the bubble of faster time at any time, using a reaction if it is not currently your turn.
 
Cadmium

 Duration: 1 Minute (For the user)
Requirement: 10g 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 five 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 melee or ranged 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 at any time, using a reaction if it is not currently your turn.

 

Chromium

 Duration: 1 Minute
Requirement: 10g worth of Pure Chromium

You gain the ability to burn Chromium. While Burning this metal, you gain the following benefits when you touch a willing creature:

  • They gain advantage on any saving throws against spells or other magical effects.
  • You may use an action to remove one effect that is causing them to be Charmed, Frightened, Paralysed, Petrified, or Poisoned. 
  • Their thoughts can’t be read by telepathy or other means unless you allow it.
  • They can't be targeted by any Divination magic or perceived through magical Scrying sensors.
 
Duralumin

 Duration: Instantaneous
Requirement: 10g 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:

  • When you burn this metal, your magical abilities flare. The next spell cast by you is automatically cast at one level higher than the spell slot used.
  • You have advantage on any concentration saving throws.
  • If you are burning another metal, it's duration becomes instantaneous, effects lasting until the start of your next turn before becoming inert. Any Metal Mixing feature effects using your proficiency modifier use double your modifier instead.

 

Electrum

 Duration: Instantaneous
Requirement: 10g 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 any Ability Check, Saving Throw, and Attack.
  • Any creature which makes an attack against you has 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 an attack, you can use your reaction to halve the attack’s damage against you.

 

Gold

 Duration: Instantaneous
Requirement: 10g worth of Pure Gold

You gain the ability to burn Gold. While Burning this metal, you gain the following benefits until the start of your next turn:

  • 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.
  • When you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  • As an action, you can draw from the life that never was. You gain temporary hit points equal to your character level.

 Nicrosil

Duration: Instantaneous
Requirement: 10g worth of Allomantic Nicrosil (85% nickel, 15% chromium)

You gain the ability to burn Nicrosil. While Burning this metal, a number of willing creatures you touch up to your proficiency modifier gain the following benefits until the start of your next turn:

  • When you burn this metal, their magical abilities flare. The next spell cast by them is automatically cast at one level higher than the spell slot used, if it is possible to do so.
  • They have advantage on any concentration saving throws.
  • If they are an Allomancner burning another metal, it's duration becomes instantaneous, effects lasting until the start of your next turn before becoming inert. Any Metal Mixing feature effects using their proficiency modifier use double their modifier instead.

Master Allomancer

At 14th level, you gain the ability to burn the godly metal pairs. You gain the following two abilities:

Atium 

Duration: 1 minute
Requirement: (DM Discretion) g worth of Pure Atium

You gain the ability to burn Atium. While Burning this metal, you gain the following benefits:

 You can use your action to glimpse into the future This grants you advantage on attacks, saving throws, and skill checks, as well as +2AC bonus for the duration.

Malatium 

Duration: 1 minute
Requirement: (DM Discretion) g worth of Pure malatium

You gain the ability to burn Malatium. While Burning this metal, you gain the following benefits:

 You can use your action to glimpse into the past. Although you can only see a few moments at a time, you can continue to do so for 1 minute or until stopped. This grants you disadvantage on attacks against you, and skill checks against you for the duration.

These metals are extremely rare and may be incredibly expensive. They burn very quickly, each lasting only 1 minute. 

Lerasium Gifting

At 18th level, you gain the following ability:

Lerasium Birth - Once per year, on the anniversary of becoming a mistborn yourself, you may offer Lerasium to someone to make them a mistborn, as well. You can use your action, and present the target with Lerasium. If the target is willing, they automatically gain 1 level of sorcerer as an allomancer. If the target is unwilling or unconscious, roll STR against them. If you win, they automatically gain 1 level of sorcerer as an allomancer.

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