Contents
Welcome to Scadrial …………………………...2 Hemalurgist ………………………………………….65
Path of the Bindless ………………………………. 70
Chapter 1: Running a Game ……………………. 4 Path of the Inquisitor ……………………………...72
Additional Rules ……………………………………... 4 Path of the Kandra ………………………………... 73
Path of the Koloss …………………………………74
Chapter 2: Scadrian Races …………………….. 6
Kandra ……………………………………………….. 6 Fighter Archetype ……………………………………75
Kolossborn …………………………………………… 8
Chapter 4: Multiclassing …………………….. 76
Chapter 3: Class Options ……………………….9 Twinborn …………………………………………… 76
Allomancer …………………………………………... 9 Compounding ………………………………………. 76
Coinshot Focus …………………………………… 14
Lurcher Focus ……………………………………. 17 Appendix A: Foes and Monsters ………………77
Pewterarm Focus ………………………………… 20 Allomancer …………………………………………. 77
Pulser Focus ……………………………………… 22 Chimera …………………………………………….. 82
Rioter Focus ……………………………………… 24 Hazekiller …………………………………………… 82
Seeker Focus ……………………………………... 27 Kandra ……………………………………………… 84
Slider Focus … …………………………………… 29 Koloss ………………………………………………. 85
Smoker Focus ……………………………………. 31 Mistwraith ………………………………………….. 86
Soother Focus ……………………………………. 33 Steel Inquisitor ……………………………………… 87
Tineye Focus ………………………………………35 Twinborn …………………………………………… 88
Mistborn Focus ……………………………………37
Optional Focuses ………………………………… 38 Appendix B: Scadrial Items ………………….. 91
Feruchemist ………………………………………… 42 Non-Metal Weapons ……………………………….. 91
Bloodmaker Key …………………………………. 47 Non-Metal Armor ………………………………….. 92
Brute Key ………………………………………… 48 Metals ……………………………………………… 93
Firesoul Key ……………………………………… 49 Special Items ……………………………………….. 94
Skimmer Key …………………………………….. 51
Sparker Key ………………………………………. 53 Appendix C: References ……………………… 95
Steelrunner Key ………………………………….. 55
Windwhisperer Key ……………………………… 57 Links Enabled
Keeper Key ………………………………………. 59 Click on the chapter titles or headings to jump to the page.
Optional Keys ……………………………………. 60
Credits 1
Designer: Kwanpo C.
Editor: Ananya R.
Original Ruleset: D ungeons & Dragons 5th Edition by Wizards of the Coast LLC
Based on: M istborn B ook Series by Brandon Sanderson
Art: Cover by Elizabeth Peiró
Playtesters: _____
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Welcome to Scadrial Five Things to Know
You have just arrived on the isolated war-torn planet of What is Scadrial? Here are the key things to know:
Scadrial. You have marveled at cloaked figures trailing
through midnight skies without visible means of propulsion. 1. A Setting of Two Eras. The first M istborn trilogy is set in
You have narrowly avoided a defending scholar who has Era 1: a medieval time period transformed by literal
grown to the size of an elephant - his bulging muscles world-changing events. The cruel Lord Ruler governed
straining against his bracers’ confines. You have watched a Scadrial with an authoritarian centuries-spanning Empire
noble bend time around her to duck out of a bullet’s path. until it was overthrown by the Resistance. The second
Where do you even start? Mistorn series is set in Era 2: an industrial time period years
after the fall of the Empire. Though centuries have passed,
The Worldhopper’s Guide provides insight into the rich the undertones of social unrest still remain. Each Era has
world of Scadrial. Here, there are no heroes or villains - only unique restrictions and stories to explore.
good intentions and a storied history of endless struggle.
2. Cosmic Shards. Like other planets in the cosmere, Scadrial
Using this Book was created and controlled by cosmic by entities called
Shards. They remain consistent influences on their world
This guide encompasses a set of new homebrewed rules through whispers to their mortal agents. Conflicts between
developed for a D&D game using elements of Brandon Shards serve as driving forces behind many of Scadrial’s
Sanderson’s M istborn Series. Because these mechanics and events. Hostile Shards and world travelers occasionally
rules are specific to its lore, Dungeon Masters should be emerge and threaten the established peace.
careful when combining Scadrial and other published D&D
settings. 3. A World of Metal. Allomancers, Feruchemists, and
Hemalurgists use specially crafted metals to unlock
Chapter 1 presents a short overview of Scadrial and offers incredible powers. In the right hands, even the smallest nail
background knowledge of the source material. can be transformed into an instrument of death.
Chapter 2 provides advice for running a game using the 4. A Land of Secrets. Both eras have their share of mysteries.
new mechanics. Neither the Lord Ruler nor even the Shards know the
complete history of this planet. A malevolent Shard
Chapter 3 includes two new character race options for carefully changes the written histories despite the scholars’
players native to Scadrial: the kandra and the kolossborn. best efforts to preserve it. Factions of nobility war endlessly
with each other and the slave lower class. An ancient hunter
Chapter 4 presents three new class options that use a re-emerges from obscurity and threatens the peace. News of
special subclass methodology: the Allomancer, the a previously undiscovered continent of people changes the
Feruchemist, and the Hemalurgist. This chapter also includes a face of this planet.
new fighter archetype called the Hazekiller.
5. Not Like D&D. Scadrial is generally devoid of magic and
Chapter 5 includes new monsters and NPCs drawn from fantastic creatures. You will find it shares very few
the world of Scadrial such as massive koloss ancients to similarities with traditional D&D. Not every class, race,
twisted chimera. monster, spell, and magic item found in officially published
content is appropriate in Scadrial, though parts of Scadrial
Chapter 6 includes new items and other treasures specific can be incorporated into a whole new setting.
to Scadrial like metal ores and modified metal-free armor.
Spoiler Warning
This guide includes major spoilers for Brandon Sanderson’s
Mistborn series and minor spoilers for the Cosmere shared
universe.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 2
History of Scadrial The Metallic Arts
In the dawn of time, two cosmic beings called Preservation The magic system encompasses three Metallic Arts:
and Ruin shared in the creation of the planet Scadrial. Allomancy, Feruchemy, and Hemalurgy. An Allomancer can
Preservation granted life to his creatures and Ruin brought it burn specific metals to release power; a Feruchemist can store
death. Known as Shards, their combined powers of creation attributes inside metal for retrieval at a later time; a
and destruction formed an delicate cycle. But Preservation Hemalurgist uses a bloody sacrifice to transfer power. Each
sought to let his creatures flourish and imprisoned Ruin, which Metallic Art uses sixteen standard metals – each with distinct
finally allowed humanity to spread. effects detailed in their respective class sections. Other rare
“God” metals produce different stronger effects.
However, the vengeful Ruin set an elaborate plan to destroy
Scadrial. From his prison, he manipulated Scadrial’s written Allomancy and Feruchemy is genetic. Allomancy is usually
history to trick the Scadrians into releasing him. But before he restricted to the nobility and their descendants and Feruchemy
could succeed, an adventurer named Rashek discovered this runs in the Terrisfolk bloodline. This inheritance of power
plot and absorbed Ruin’s power instead, which let him briefly often caused friction along many racial and socio-economic
ascend to Shardhood. divisions.
Now known as the Lord Ruler, Rashek established a cruel The Two Eras
Final Empire to continue protecting Scadrial from Ruin. The
world became shrouded in frequent ashfalls and nightly mists. Each Era in the Mistborn series offer a unique setting and has
Society was redesigned with an upper noble class and an heavy restrictions on the classes, subclasses, and races
enslaved lower class called skaa. The Lord Ruler viciously available for play.
maintained his empire and prevented technology from
progressing beyond a medieval level. Era 1. Technology in Era 1 is analogous to the medieval
level. The Lord Ruler suppressed technological development
A band of heroes later overthrew the Lord Ruler and and restricted knowledge of the Metallic Arts to basic metals:
unwittingly released Ruin. Realizing their mistake, they tin, pewter, iron, steel, zinc, brass, copper, bronze, gold,
destroyed both vessels for Preservation and Ruin, which electrum, and atium. Furthermore, Feruchemists were mostly
allowed a scholar to absorb both Shards and ascend to eradicated and nearly all Hemalurgists worked as agents of the
Shardhood. With Scadrial finally free from the Lord Ruler’s Lord Ruler or Ruin. The kandra were rare and kolossborn
oppression, society began developing in earnest. were not yet created.
Three hundred years later, technology advanced to a point Era 2. Technology in this setting is industrial. Vehicles and
analogous to the Industrial Age. Yet, the peace is far from trains traveled long idstances and the police wielded firearms
settled. Whispers of revolution spread amongst disgruntled far stronger than Allomancers of old. Metallic Art researches
inhabitants and a new mystery develops as the remnants of the have discovered all sixteen metals and the more adventurous
Final Empire re-emerge. practitioners even combined effects of Allomancy and
Feruchemy with extremely powerful results
Scadrian People
The world is mainly inhabited by humans. The charted world
comprises only a single central continent, though there are
murmurs of unknown Southern Scadrians beyond the
Burnlands. Other rare races like the shapeshifting kandra, the
monstrous koloss, and their kolossborn descendants also roam
the world in small isolated groups.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 3
Chapter 1: Running a Game
The world of Scadrial is very different from those in officially Additional Rules
published D&D content. Veteran players and Dungeon
Masters are advised to thoroughly understand the implications New classes and features in this book are built upon new
of this setting like the lack of magic and other races. This mechanics that are heavily relied upon. DMs should have an
chapter offers some advice and a set of new rules to intimate understanding of their use.
successfully run a D&D game set on Scadrial.
Metallurgy
Preparing the Setting
Allomancers must ingest small pieces of metal to fuel their
Determine if your setting will be set in Scadrial or if your abilities. This metal usually comes in the form of metal
story will draw from established canon. The lore in the books shavings mixed in an alcohol solution stored vials. Vials come
can be restrictive in its scope due to its non-magical and in three sizes and can be composed of any mixture of charges
human-centric setting. A great alternative to setting your story from different metals.
on Scadrial is transplanting portions of this guide to another
setting instead. Metallurgic Vial Categories
Carefully consider the time period. Some Metallic Arts rely Size Maximum Charges Stored in Vial
on the presence of metals in the environment, so a medieval
age setting will vary greatly from an industrial age setting. Small Vial 2
Allomancers may have difficulty obtaining their metal if
certain metallurgic practices have not been developed. Medium Vial 4
Designing the Game Large Vial 8
You should carefully read the rules and familiarize yourself If you have a set of m etallurgist’s tools with which you are
with its implications. Here are some things to consider when proficient, a metal ore (refer to Appendix B: Scadrial Items),
setting up stories and maps: and vials with enough space to hold new charges, you can
begin crafting metal charges. This process requires careful
● General locations of metal. Keep track of metal weaponry attention and takes one hour to complete. This action is
and metal vials. Allomancers using Metalsense can easily considered a light activity and can be taken during short rests
detect the presence and location of metal, so experienced or only once as part of a long rest. At the end of each one hour
NPCs will avoid wearing metal. duration, you craft one charge from your ore, which is
consumed.
● Traps triggered by weight. Some characters can alter their
weight to potentially avoid these traps. Some classes and subclasses like as Allomancers and
Smokers are able to craft more charges from one metal ore.
● Overall passage of downtime. Feruchemists regain their
primary resource over time unlike other classes that regain Metallurgist's Tools
resources over a rest.
Artisan's tools
● Cost of metal items. A secondary limiter for an 50 gp, 5 lb.
Allomancer’s resource is cost. You can start with prices
provided in Appendix B: Items. Metallurgist's tools enable a character to produce mixtures of
metals with specific purities.
● Allomancer/Feruchemist NPCs. Hemalurgists need
opportunities steal their powers from others. Components. M etallurgist's tools include a small mortar and
pestle, a small mallet, a chisel, a sieve, two glass beakers, and a
pouch of common metallurgy ingredients, including alcohol
solution and purified water.
Arcana. Proficiency with m etallurgist's tools allows you to
unlock more information on Arcana checks involving metals and
similar materials.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 4
Weight Class
Some subclasses of the Mistborn magic system rely on weight.
For example, Coinshot Allomancers who push on metal
objects use the weight difference between the pusher and the
object to determine the strength of their power.
An individual creature or object can be one of seven weight
classes as shown in the Weight Categories table. Where
multiple creatures or objects are securely attached to each
other, you combine their total weight to determine their
overall weight class. For example, a coin pushing against a
building would be considered Immovable.
Weight Categories
Class Weight Examples
Floatweight 0-24 lbs Cats, Books,
Kettles, Coins
Featherweight 25-49 lbs
Lightweight 50-99 lbs Dogs, Tables, Armors
Middleweight 100-249 lbs Chimeras,
Cannonballs
Heavyweight 250-499 lbs
Superweight 500-999 lbs Humans,
Immovable 1,000+ lbs Kolossborn, Kandra
Mature Koloss, Ogres
Giants, Statues
T-Rexes, Buildings,
Nails hammered into
buildings
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 5
Chapter 2: Scadrian Races
The world of Scadrial is populated prrimarily by humans some build fancy, shiny bones of quartz and crystal for display
organized into various states and factions. However, most while others build strong and sharp bones for combat.
inhabitants spend their entire lives not knowing of other races
that live amongst them. This chapter offers two new playable A Lifetime of Servitude
races for your character to choose from: the kandra and the
kolossborn. Kandra are nearly immortal, though they still exhibit
symptoms of aging and battle, such as weakness and frailty.
As you make a character from one of these races, this They have a broad perspective on events that trouble mortal
section can help you understand your character's place in a races and are not disturbed by death. The First Generation of
world ruled by humans. kandra have lived over a thousand years.
Kandra are secretive shapechangers who can disguise To prevent humans from exploiting their powerful
themselves as other people and beasts. shapeshifting abilities, kandra eventually entered into rigid
Contracts with the humans and enslaved themselves in
Kolossborn are descended from the monstrous koloss who exchange for safety. It is for this reason many kandra despise
once violently roamed the country. their human masters. Kandra are known to be secretive,
keeping to themselves and mistrusting of all others, including
Kandra each other. They are not prone to violence and are especially
averse to killing humans.
When the Lord Ruler offered his plan to his Feruchemist
friends—the plan to change them into mistwraiths – he was Elusive Society
making them speak on behalf of all the land's Feruchemists.
Though he changed his friends into kandra to restore their Kandra are rarely found outside their homeland and emerge
minds and memories, the rest he left as nonsentient only to take Contracts. Very few people had the money to
mistwraiths. […] From these children of the original open these contracts, making kandra almost mythical in
mistwraiths, he made the next generations of kandra. nature. Some kandra wander the earth in search of a purpose,
occasionally taking new Contracts.
— Sazed
The Hero of Ages Kandra like to remain in the shadows and draw little
attention to themselves. Due to their shapeshifting nature, they
Kandra are a secret race of shapeshifters. After all the Terris also excel at mimicry and disguise. The best of them are
people were changed into mindless mistwraiths by the Lord nearly indistinguishable from their originals, which makes
Ruler during the First Ascension, some were granted sentience them excellent spies.
by Hemalurgic spikes called Blessings. The kandra race is
generally isolated and prefer to remain hidden or disguised. Kandra Names
Most are not inclined to the wandering lifestyle, emerging
only when necessary. Kandra do not reproduce, but are created. Kandra are given
names at “birth” when they are granted sentience by their
Diversity of Body Blessings. They can choose their gender if they wish.
Most kandra spend their lives in many humanoid forms. Names: BalTaad, FhorKood, Haddek, HanKaar, HunFoor,
Kandra’s natural forms are similar to mistwraiths in JanSoon, MirNoon, ParNott, PlaTor, TarKavv, TerLin.
appearance: medium-sized amorphous translucent blobs.
However, the kandra’s chosen forms can range from a small Kandra Traits
3-foot beast to a large, imposing 6½-foot tall human.
Your kandra heritage grants you a variety of abilities.
To shapeshift, kandra simply mold their body around a set Class Restriction. A t 1st level, you must choose the
of bones, often taken from a freshly digested creature. Most
frown upon taking a beast or inhuman form, calling it Hemalurgist class unless allowed by the Dungeon Master.
indecent. Kandra’s versatile bodies also allow them to hide Ability Score Increase. Your shifting body makes you agile.
objects or weapons inside themselves.
Your Dexterity score increases by 2.
Although kandra bodies are immune to most forms of Age. Kandra grow quickly after their creation. They learn to
damage, the bones they wear are not; if the bones crack or
crumble, it becomes difficult for kandra to move or speak. absorb bones and flesh within hours, forming their first bodies
Kandra typically carry custom bones to form personal bodies; within weeks. They attain the size and development of a
10-year-old human child by the age of 1 and reach adulthood
by 3. They live indefinitely and do not visibly age.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 6
Alignment. Kandra tend to be lawful because of their Forger Body
Contracts. Kandra often side with the Whisperers who control
them. Forger kandra are focused on the art of impersonating their
targets. They are quick changers, often finding the need to
Size. Kandra typically average between 4 and 5 feet in quickly switch bodies for a Contract. They are impressively
height, with a slender build. Your size is Medium and your indistinguishable from their original counterparts and pride
weight is Middleweight. themselves on their skill.
Speed. Your natural form’s walking speed is 5 feet. Ability Score Increase. You are well-versed in social
Shapeshift. You can transform your body and take on interaction. Your Charisma score increases by 1.
another appearance. You can digest a creature over the course
of an hour and then shapeshift into its physical form using its Unmatched Mimicry. You have proficiency with the
bones, nails, and hair. Deception skill. You only have to spend 1 hour studying a
The creature cannot have a CR higher than your player level creature’s behavior to mimic its mannerisms perfectly.
divided by four. You can only shapeshift into a creature of
your size. Your clothing and other equipment don’t change in Shapeshift Feature. You have a set of custom humanoid
appearance, size, or shape to match your new forms. You bones made of your choice of crystal or stone. You can carry
assume the Armor Class, Strength, Dexterity, Constitution, up to 3 additional sets of bones, but only one set can belong to
and Charisma scores of the creature. If the creature is a beast, a beast. The duration required to shapeshift into a known body
you gain its attacks. You also assume the creature’s speed, is halved.
saving throws and special senses. Finally, you retain the
ability to speak. Combat Body
The first time you shapeshift into a humanoid body requires
1 hour of concentration. Subsequent shapeshifts into that body Combat kandra build and wear stronger bones for combat.
require 10 minutes of concentration. Shapeshifting into a beast They locate their vital organs in unorthodox locations to avoid
or a creature with substantially more hair or scales (such as a major damage. A favored tactic of combat kandra is hiding a
wolf or lizard) requires a duration 6 times longer. If you are small weapon inside their bodies for backup.
interrupted during shapeshifting, your body is incomplete and
you make every attack roll, ability check, and saving throw Ability Score Increase. Your custom bones are strong. Your
with disadvantage until you finish shifting. Strength score increases by 1.
The final body is physically indistinguishable from the
original. If you are missing bodily materials, the body is Combat Skeleton. Your custom bones are sharp. When you
incomplete and you can be noticed. If you have spent at least 1 make an unarmed strike, you deal slashing damage equal to
day studying the creature’s behavior, your can also mimic its 1d4 + your Strength modifier.
mannerisms perfectly.
Amorphous Body. You can store or withdraw up to 1 small, Concealed Weapon. I f the object you hide using your
light object inside your body as an action. Amorphous Body feature is a small weapon, such as a dagger,
Languages. You can speak, read, and write Common and you can withdraw it as a bonus action. If you immediately
another language of your choice. attack with the weapon after withdrawing it, you have
Subrace. Choose one of the two subraces presented below advantage on the first attack roll against an unsuspecting
based on your choice of personal skeleton. creature. If you hit, you deal bonus damage equal to your
level.
Shapeshift Feature. You have a set of custom humanoid
bones made of your choice of reinforced material. You can
carry up to 2 additional sets of bones, but only one set can
belong to a beast.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 7
Kolossborn Kolossborn Names
Originally, we assumed that a koloss was a combination of Kolossborn usually have names appropriate to the culture in
two people into one. That was wrong. Koloss are not the which they were raised. Kolossborn living among the koloss
melding of two people, but five, as evidenced by the four tribes may have simpler names that reflect their childhood or
spikes needed to make them. Not five bodies, of course, but role, regardless of gender. A kolossborn in human society may
five souls […] however, each spike also distorts the koloss have a human name. Some even combine human and koloss
body a little more, making it increasingly inhuman. Such is the names if they find a home in both worlds.
cost of Hemalurgy.
Names: Bastion, Fisher Lex, Fiver, Granite Sam, Hunter
— Sazed Jules, One-Eye, Rabbit, Splitter Kel, Stone, Survivor
The Hero of Ages
Kolossborn Traits
Koloss once roamed the country plundering villages and
massacring innocents as an invincible, mind-controlled army. Your koloss heritage grants you a variety of traits and abilities.
When the world was reshaped, the koloss who resisted the Era Restriction. The kolossborn were created at the end of
bloodthirst were granted the ability to reproduce, creating the
first generation of kolossborn. Feared for their short temper, Era 1 and did not exist prior to the Catacendre.
many kolossborn become adventurers and wanderers to Ability Score Increase. Your Strength score increases by 2
distance themselves from human society. Some even return to
their original tribes. and your Constitution score increases by 1.
Age. Kolossborn reach adulthood around age 18. They
Endless Growth
continue to grow as they age and rarely live longer than 75
Kolossborn always stand out with their mottled granite-like years.
complexion, bluish skin, thick necks, and large build. Like
their ancestors, kolossborn continue growing as they age. Alignment. Kolossborn tend towards chaos like their
Adolescents stand between 5 and 6 feet tall and weigh around parents and generally are not inclined towards good. Those
180 pounds; they continue to grow to a towering 7½ feet and who still live in the koloss tribes are usually evil.
can weigh 350 pounds when they reach seniority. Some older
kolossborn even exhibit tears in their skin as their muscles Size. Kolossborn are usually larger than humans, growing
outgrow it. from 5 feet tall at a young age to well over 7 feet when they
grow old. Your size is Medium and your weight can vary from
Trapped in their Skin Middleweight to Heavyweight.
The creation of koloss came at the cost of their hosts' Speed. Your base walking speed is 30 feet.
humanity and intelligence. The corrupted DNA was passed on Natural Athlete. You are proficient in Athletics.
to the next generation, rendering most kolossborn stronger, but Speedy Recovery. W hen you complete a long rest, you
less intelligent. Kolossborn are more inclined to action than regain three additional spent hit dice.
contemplation and to fighting than arguing. They prefer the Savage Attacks. W hen you score a critical hit with a melee
simplest solutions – often ones that can be accomplished by weapon attack, you can roll one of the weapon’s damage dice
force. They are determined to prove themselves and refuse to an additional time and add it to the extra damage of the critical
be sullen. Humans often discriminate against kolossborn, hit.
viewing them comparatively brutish and simple. Powerful Build. Y ou count as one size larger when
determining your carrying capacity and the weight you can
Kolossborn find they are more welcomed by their koloss push, drag, or lift.
ancestors – a willing few may undergo a Hemalurgic ritual to Languages. You can speak, read, and write Common and
become a full koloss. Whether they are chasing ambitions or another language of your choice.
taking odd jobs for a living, kolossborn get by on their
physical might and endurance.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 8
Chapter 3: Class Options Power of Preservation
The Allomancer quickly swallows metal from a vial and burns Allomancers get their power through a special connection to
it to fly across the rooftops. The Feruchemist thrusts a the Shard of Preservation. By ingesting and “burning” certain
superheated palm through a melting wall as he releases his metals, Allomancers focus their connection to Preservation,
stored heat in one powerful burst. The lone Steel Inquisitor who grants them abilities in return.
stalks his prey through the city slums with supernatural
abilities that rival the other Metallic Arts. This chapter Allomancers who can burn only one metal are called
introduces three new class options with over twenty-four new Mistings, whereas Allomancers that can burn all metals are
subclasses and a new Fighter archetype called the Hazekiller. called M istborn. Normally, an Allomancer can either burn
one or all metals, but Mistings can be granted the ability to
Allomancers ingest and burn metal in their bodies to fuel their burn more metals through Hemalurgy.
martial techniques.
Allomancy is hereditary – throughout the Final Empire, it
Feruchemists store attributes for later use, which can be was restricted to nobility by the Lord Ruler. Allomancy is
released in a powerful burst. awakened when the Allomancer undergoes heavy emotional or
physical stress. This event triggers a crack in the soul that
Hemalurgists steal power from the other Metallic Arts allows them to use that power.
through a deadly sacrifice.
Allomancers tend to prefer non-metallic armor and
These new classes use a special interchangeable system weaponry to avoid the influence of Steel Metalpushes or Iron
called subclass levels. For most Allomancers and Metalpulls. However, metals inside the body, whether pierced
Feruchemists, subclasses is as straightforward as the or ingested, cannot be affected by other Allomancers.
traditional D&D system. Hemalurgists, Mistborn
Allomancers, and Keeper Feruchemists have special abilities Creating an Allomancer
that let them gain multiple types of subclass levels.
Additionally, Allomancer and Feruchemist proficiencies are Allomancers come from all spectra of alignment. As you build
granted by subclasses instead of the class because each the your character, think about their connection with the power.
subclasses are so diverse. Allomancy is strongly tied to nobility and the Lord Ruler,
which actively affects the Allomancer’s life.
This book also introduces the Hazekiller Archetype, who
fighters that cannot practice the Metallic Arts, but are Your character may have inherited noble blood, but your
specially trained in defeating those who can. motivations can vary. You may be the illegitimate offspring of
a noble and a commoner, hidden from the empire for safety.
Allomancer Perhaps you still serve the Lord Ruler and seek to restore the
old social order. You may have stumbled upon a dark secret
Perched on an iron spire against the full moon, a figure peers about your fellow ruling class and vowed to disown the
into the darkness of his city, catching quick glimpses of people symbol of your status.
and their conversations below.
Quick Build
Guided by levitative pushes of steel, a woman streaks
through the air with her mistcloak fluttering, firing coin after You can make an Allomancer quickly by following these
coin at the unnatural koloss brutes, piercing their flesh with suggestions. First, put your highest ability score in Dexterity,
sickening splashes. followed by Wisdom. Second, choose the Urchin background.
For your Allomantic Focus subclass, choose Tin.
Burning with an unnatural rage, throngs of villagers storm
their master’s castle, spreading unrestrained destruction as a Class Features
man smiles and carefully riots their anger into a seething
crescendo. As an Allomancer, you gain the following class features.
Different Allomantic Focus subclasses will grant additional
Whether pushing their bodies beyond the physical limits or features normally provided by other classes.
altering the pace of time, Allomancers are forces of nature that
can shape the course of history through their quest for power, Hit Points
glory, or revolution. They are not all adventurers and heroes,
but it is all but guaranteed that every legend will always have Hit Dice: 1d10 per Allomancer level
one. Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Allomancer level after 1st.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 9
Proficiencies Equipment
Armor: L ight armor (Allomancers prefer to not wear metal You start with the following equipment, in addition to the
armor) equipment granted by your background:
● (a) Any weapon you are proficient with, or (b) a shield
Weapons: Simple weapons (Allomancers prefer to not use ● (a) Leather armor, (b) ballistic vest armor if proficient, or
metal weapons, substituting it for wood, stone, or obsidian)
(c) obsidian mail armor if proficient.
Saving Throws: Refer to Focus proficiencies ● (a) A shortbow and 20 stone arrows or (b) two stone
Skills: Refer to Focus proficiencies
handaxes
● An explorer's pack and 4 small metal vials filled with your
choice of metals
● A set of Metallurgist's Tools
The Allomancer
Proficiency Maximum Metallurgy
Charges Bonus
Level Bonus 1 Features
4 1 Allomancy, Allomantic Focus
1st +2 4 1 Allomancy Style, Metallurgic Discipline, Focus Feature
5 1 Focus Feature
2nd +2 5 1 Ability Score Improvement
6 2 Extra Attack
3rd +2 6 2 Energizer
7 2 Focus Feature
4th +2 7 2 Ability Score Improvement
8 2 Metal Reserve
5th +3 8 3 Rapid Recharge
9 3 Focus Feature
6th +3 9 3 Ability Score Improvement
10 3 Metal Reserve (2)
7th +3 10 3 Additional Allomancy Style
11 4 Focus Feature
8th +3 12 4 Ability Score Improvement
13 4 Improved Rapid Recharge, Metal Reserve (3)
9th +4 14 4 Focus Feature
15 4 Ability Score Improvement
10th +4 16 Focus Feature
11th +4
12th +4
13th +5
14th +5
15th +5
16th +5
17th +6
18th +6
19th +6
20th +6
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 10
Allomancy Variant Rule for Obtaining Charges
Instead of using rules for ingesting charges and metal
At 1st level, your heritage allows you to burn and activate the poisoning, Allomancers can instead gain all charges at the
power from metals in your stomach. These metals must have a end of a short or long rest.
specific purity or chemical composition.
Allomantic Focus
Metal Charges
At 1st level, you choose a Focus subclass to specialize in, such
Your Allomantic abilities are represented by a number of as Pewter or Mistborn, and you gain a Focus level in that
charges. If you have the ability to burn multiple metals, each metal. A Focus level is a subclass level, a concept important
metal is represented by its own charge. You can spend these for players with multiple subclass Focuses. When you gain a
charges to fuel your powers. level in Allomancy, you gain a Focus level in your chosen
Focus.
As an action, you can ingest a vial of metals to regain
charges in that metal. The maximum amount of charges you You gain the bonus proficiencies and features detailed in
can hold in your body increases as you gain levels in your chosen Allomantic Focus. You gain additional features at
Allomancy as shown on the Allomancer table. 2nd, 3rd, 7th, 11th, 15th, 18th, and 20th Focus levels.
Burning Metals Ascended Focus. When you reach 20th level in a Focus,
you become either an expert or s avant. Experts in their Focus
Your choice of Allomantic Focus allows you to burn specific gain a mastery of their metal through extensive experience and
metals. When you burn that metal in your stomach, you are exhaustive study. Savants, on the other hand, have burned
spending metal charges to activate special abilities. Some their metal so extensively they gain incredible benefits at great
metals grant you benefits while you are burning them and physical cost.
others only require that you burn the metal as part of an action
to use an ability. You immediately stop burning metals if you Metallurgic Discipline
have no metals left, if you fall unconscious, or if you are
affected by the draining effects of aluminum or chromium. At 1st level, you know how to purify and produce superior
metal shavings for your use. You craft additional charges each
Flaring Metals. Flaring is a stronger form of burning. While time you use your metallurgist's tools to craft charges for a
flaring, you use up more charges, but the effects of your metal you can burn The number of extra charges you craft is
abilities are more powerful. When flaring a metal, you are still shown in the Metallurgy Bonus column of the Allomancer
considered to be burning it. table.
Improper Metals. If you attempt to burn a metal that you Allomancy Style
cannot burn, or a metal that is improperly mixed, you gain 1
level of exhaustion. At 2nd level, you develop a particular style of Allomancy as
your specialty. Choose an Allomancy Style from the list of
Metal Poisoning optional features. You can't take the same option more than
once, even if you get to choose again.
If you have charges remaining at the end of a long rest, the
metal poisons you and you suffer from exhaustion based on Blade Flurry
the number of charges you have remaining, as shown on the
table below. While you are dual-wielding two daggers with the light
property, you can make an additional attack whenever you
Metal Poisoning take the attack action.
Charges Remaining Levels of Exhaustion Cache
1-2 1 You can use an action to keep a charge of metal in your mouth
and ingest it whenever you spend charges. This charge cannot
3-5 2 be affected by Allomantic Pushes or Pulls because it is in your
body.
6-9 3
Dueling
10 or more 4
When you are wielding a melee weapon in one hand and no
Fan content. Permission granted to reproduce document for personal use only. Not for resale. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
11
Metallurg Metal Reserve
You craft one additional charge each time you use your At 9th level, your body becomes adapted to a Focus metal of
Metallurgist's Tools to craft charges for a metal you can burn. your choice. When you finish a long rest with 2 charges of the
chosen metals remaining, you do not suffer the side effects of
Scout metal poisoning. This increases to 3 charges at 13th level, and
4 charges at 17th level.
You have advantage on initiative rolls and cannot be
surprised. Rapid Recharge
Survivor Beginning at 10th level, you can ingest the contents of a small
vial as a bonus action instead of an action.
While you have no charges remaining, you have a +1 bonus to
your AC. Additional Allomancy Style
Ability Score Improvement Starting at 14th level, you learn another Allomancy Style. You
cannot take the same Style twice.
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice Improved Rapid Recharge
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20 Starting at 17th level, you can ingest the contents of a medium
using this feature. vial as a bonus action instead of an action.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn.
Energizer
Starting at 6th Focus level, you can use a bonus action to
spend 1 charge and regain hit points equal to 1d8 + your
Allomancer level.
Once you use this feature, you can’t use it again until you
finish a short or long rest.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 12
Allomantic Focuses Of the sixteen standard metals and three god metals, only
ten are fully developed into subclasses, which are presented in
As an Allomancer, you are either a Misting or a Mistborn. this section. The remaining metals are considered impractical
Mistings can only burn one type of metal whereas Mistborn for a character, but some of their features are detailed in the
can burn all of them. This specialization is represented by your Optional Focuses section at the end of the Allomancer class.
Focus, which grants you additional features. Each Focus may
also grant you additional proficiencies and equipment.
When you gain a level in Allomancer, you gain a level in
your chosen Focus. If you are a Mistborn, you follow a
different set of rules detailed in the Mistborn Focus section.
Allomantic Focuses
Focus Metal Description Primary Ability Saving Throw Bonus Armor and Weapon
Proficiencies Proficiencies
Coinshot Steel Pushes on metals to take flight Dexterity Strength and Dueling canes, hand crossbows,
and launch deadly shrapnel Dexterity longswords, shortswords
Lurcher Iron Pulls on metals in careful, Strength Strength and Medium armor, heavy armor, shields,
measured lurches Dexterity martial weapons
Pewterarm Pewter Draws on a large reserve of Strength or Strength and Medium armor, shields, martial weapons
strength and power Dexterity Constitution
Pulser Cadmium Slows the passage of time to Strength and Wisdom and Medium armor, heavy armor, shields,
entrap and disable enemies Intelligence Intelligence martial weapons
Rioter Zinc Riots emotions of others to Charisma Wisdom and Dueling canes, hand crossbows,
disrupt and enrage Charisma longswords, rapiers, shortswords
Seeker Bronze Detects the presence of Wisdom Strength and Medium armor, shields, martial weapons
Wisdom
Allomancy as a relentless hunter
Slider Bendalloy Squeezes in extra time for Dexterity and Dexterity and Hand crossbows, longswords, rapiers,
concealment and retaliation Intelligence Intelligence scimitars, shortswords
Smoker Copper Masks Allomantic signatures as Strength and Wisdom and Medium armor, heavy armor, shields,
Charisma martial weapons
a protector of allies Charisma
Soother Brass Soothes emotions of targets to Charisma Constitution and Medium armor, shields, martial weapons
calm and incapacitate threats Charisma
Tineye Tin Heightens senses to avoid Dexterity and Dexterity and Medium armor, shortswords,
Intelligence scimitars, longswords, rapiers
danger and gain the upper hand Wisdom
Mistborn All Types Wields the power of every Any Dexterity and Mistcloaks, battleaxes, hand crossbows,
Allomantic Focus Charisma pikes, shortswords, scimitars
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 13
Coinshot Focus varies based on the Weight difference between you and the
object, as shown in the Metalpush Interactions table. You
Allomancer who burn steel gain the ability to push all metal cannot pull on aluminum or metals inside a body.
except aluminum away from themselves. Known as Coinshots,
they are often seen soaring through city skylines by levitating Some Metalpush effects require targets make a saving
on their metalpushes. throw. The saving throw DC is calculated as follows:
First Level Proficiencies Metalpush save DC = 8 + proficiency + your Strength
modifier.
When you choose this Focus at 1st character level, you gain
the following proficiencies: At 1st Focus level, your Metalpush range is 30 feet. This
range increases to 40 feet at 7th Focus level, and 50 feet at
● Weapons: D ueling canes, hand crossbows, longswords, 15th Focus level.
shortswords.
Metalsense
● Saving Throws: Strength, Dexterity
● Skills: Choose two from Acrobatics, Athletics, Deception, Starting at 1st Focus level, you have Metalsense up to 120 feet
as long as you are able to burn steel with your Metalpush
Intimidation, Perception, and Stealth. feature. You can sense the presence of all metals except
aluminum within the specified range. It appears as translucent
Metalpush lines radiating from the chest towards metal, and creatures
with this ability have advantage on Wisdom (Perception)
Beginning at 1st Focus level, you can burn steel as detailed by checks made to find specific metal objects.
your Allomancy feature to metalpush metal objects away from
you. You can spend 1 charge as an action to push on one metal
object within range, such as a vial of metals, a metal weapon,
a suit of metal armor, or a cooking tool. The resulting effect
Metalpush Interactions
Object Weight class Effect
Two or more weight classes lighter If the object is not being worn, you can metalpush it in a straight line away from you. The object is moved
than you up to a number of feet equal to your Metalpush range. If the object being held, the creature must succeed on
a Strength saving throw or drop the object, and you metalpush it as described.
A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning
damage. When the object hits a creature, you immediately stop metalpushing it and it falls to the ground.
If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s
choice of Strength (Athletics) or Dexterity (Acrobatics) check, knocking the creature prone on a success.
Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action
to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than
you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you
have disadvantage if the creature is one weight class heavier than you and you automatically fail if the
creature is two or more weight classes heavier.
Within one weight class of you If the object is not being worn or carried, you metalpush the object towards you across the ground, up to a
distance equal to half your Metalpush range. If the object being held, the creature must succeed on a
Strength saving throw or drop the object, and you metalpush it as described.
If the object is being worn, the creature must make a Strength saving throw or be pushed up to 10 feet
towards you.
Two or more weight classes You fly in a straight line away from the object. If you travel more than twice your speed in a single turn and
heavier than you, or is immovable collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to
a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your impact (DM’s
discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot
moved.
If a creature is in your path, you stop at the first unoccupied space in front of it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 14
Steel Flare Magnet Bomb. As an action, you can spend 2 charges to target
every metal object of your choice within 5 feet of you with a
At 2nd Focus level, you can flare steel. Whenever you spend metalpush. At 11th Focus level, this range increases to 10
charges of steel, you can instead spend 4 times as many feet.
charges to flare it. Until the end of your turn, you have
advantage on Strength checks and saving throws you make Magnet Ward. If you are hit by an attack made with a metal
when you use your Metalpush feature. object, you can spend 1 charge as a reaction to reduce the
damage taken by 1d4. This increases to 2d4 at 7th Focus
When you flare steel to use your Metalpull feature to target level, and 3d4 at 15th Focus level. If you flare steel to use
an object, you can target one additional object as part of the this technique, you roll twice as many dice instead for the
same action, provided you are not using an steel technique. damage reduction.
Coinshot Metal Punch. W hile holding a piece of metal, you empower
your punches with a slight metalpush. When you hit a
Starting at 2nd Focus level, you can shoot tiny metal objects creature with an unarmed strike, it takes bludgeoning
like coins or nails at lethal speeds. As an action, you can draw damage equal to 1d4 + your Strength modifier and its speed
a coin (range 30/60) and spend 1 charge to shoot it at a is reduced by 10 until the end of its next turn.
creature you can see. Make a ranged attack. On a hit, it deals
bludgeoning damage equal to your Dexterity modifier + 1d6 Nudge. You can use a bonus action instead of an action to
for each coin fired. At the end of combat, you can recover half metalpush a Floatweight metal object within range.
the coins you fired by searching the combat area.
Repelling Fall. When you are falling, you can use a reaction
The number of coins you can fire increases by one at 7th, to drop a metal object against the surface below and slow
11th, and 15th Focus levels. If you flare steel to use this your fall. You take no fall damage.
technique, the d6 damage dice become d12s.
Steel Bolt. As a bonus action, you drop a metal object and
Steel Technique spend 1 charge to metalpush yourself up to 10 feet in a
direction of your choice. This movement does not provoke
Starting at 3rd Focus level, you learn new ways to metalpush. opportunity attacks.
You learn three techniques of your choice:
Steel Dash. You can spend 1 charge as a bonus action to
Buoyant. While your Metalsense is active, your base move metalpush on a metal object two or more weight classes
speed increases by 10 feet. At 11th Focus level, the bonus heavier than you, and you fly in a straight line up to your
becomes 20 feet. speed away from it. If you flare steel to use this technique,
you can fly up to twice your speed instead.
Charging Tackle. When you metalpush yourself towards a
creature and stop within 5 feet of it, you can attempt to Violent Push. You can metalpush objects farther up to an
shove the creature as a bonus action. You make this check additional 30 feet. Starting at 11th Focus level, this bonus
with advantage. On a success, you choose whether the increases to 60 feet.
creature is either knocked prone or pushed 15 feet away
from you. You learn an additional technique at 7th, 15th, and 18th
Focus levels. Each time you gain a Focus level in this
Coin Spray. You can spend 2 charges as an action to launch a subclass, you can also replace one technique you already
spray of 20 tiny metal objects in a 20-foot cone. Each know with a different one.
creature in the cone must make a Dexterity saving throw,
taking 3d6 bludgeoning on a failure and half as much on a One Step Ahead
success. This damage increases to 5d6 at 11th Focus level
and 7d6 at 18th Focus level. If you flare steel to use this Starting at 3rd Focus level, when a creature ends its movement
technique, the d6 damage dice become d12s. within 5 feet of you, you can use your reaction to move up to
10 feet without provoking attacks of opportunity.
Coin Dodge. W hen you are subject to a Dexterity saving
throw, you can spend 1 charge and 1 tiny metal object to Steel Flight
gain advantage on the save.
When you reach 7th Focus level, metalpushing becomes
Extra Coin. Y ou can use a bonus action to fire one tiny metal natural to you for mobility. As part of your movement, you
object as detailed in the Coinshot feature. can spend 1 charge to metalpush on a metal object two or
more weight classes heavier than you and fly up to your speed
Locksmith. Y ou can attempt to manipulate a lock’s tumblers away it in a straight line. If you flare iron to use this feature,
with a metalpush. When you try to pick a metal lock, you you can fly up to twice your speed in that direction.
can spend 1 charge to gain advantage on the check.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
15
Advanced Steel Technique Move Mountains
Beginning at 11th Focus level, you learn one of the following At 18th Focus level, you can burn steel in a burst to move
special techniques. You can replace one advanced technique extraordinary weight. You can use your action to spend 6
with another one when you gain a Focus level in this subclass. charges and metalpush on a metal object up to two weight
At 20th Focus level, you learn another advanced technique. classes heavier than you within range, provided you are
securely anchored and the object is movable. The object is
Hole Punch. You explosively punch a piece of metal at your pushed up to a number of feet equal to your Metalpush range,
targets. As an action, you can spend 1 charge and make a and creatures that make Strength saving throws as a result of
melee attack. On a hit, the target takes 3d10 piercing this action do so with disadvantage. You then gain one level of
damage and it cannot until the start of its next turn. exhaustion.
Shove. Prerequisite: Nudge. When you use your Nudge Steel’s Ascent
technique, you can target metal objects that are
Featherweight or lighter. At 20th Focus level, you can choose either the expert or savant
path for steel:
Shrapnel. Prerequisite: Extra Coin. W hen you deal damage
with Extra Coin, you can force the target make a Expert. Y ou master the art of iron Allomancy and flight.
Constitution saving throw. On a failure, the target is You gain the following benefits:
incapacitated until the end of your next turn.
● The cost of flaring steel is reduced by one charge.
Steel Slash. Prerequisite: Steel Dash. Immediately after using ● You learn one additional steel technique of your choice.
your Steel Dash technique, you can use your reaction to ● You reduce the damage taken from metalpush flight
make a melee weapon attack against a creature within range.
collisions by 40 if you are not incapacitated.
Steel Chains. As an action, you can spend 1 charge and
metalpush a metal object against a creature to restrain it. Savant. You have burned steel excessively to the point your
Make a Strength (Athletics) check, contested by the target’s body relies on it. You have replaced normal sight with
Strength (Athletics) or Dexterity (Acrobatics) check. On a Metalsense as your primary sense. You gain the following
success, the creature is restrained for 1 minute or until you benefits and drawbacks:
lose concentration (as if concentrating on a spell). At the
end of its turn, the creature can make another check to end ● You no longer suffer the effects of metal poisoning.
the effect. ● While conscious, you create a magnetic field that repels
The prerequesites for advanced techniques must be met for metal. Whenever you take damage from a metal object, you
you to learn it. If you replace a technique required for an can roll a d6 and subtract that from the damage taken.
advanced technique, that technique must also be replaced. ● You automatically fail any Wisdom (Perception) and
Intelligence (Investigation) checks made to search for
Magnetic Levitation non-metal objects or creatures without metal.
Starting at 15th Focus level, you can spend 1 charge as a
bonus action to metalpush against three or more immovable
metal objects within range to hover in the air. You can hover
at a height up to your Metalpush range for 1 minute or until
your concentration ends (as if concentrating on a spell). On
subsequent turns, you can drift up to half your speed,
prrovided there are new immovable metal objects at the
destination.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 16
Lurcher Focus varies based on the Weight difference between you and the
object, as shown in the Metalpull Interactions table. You
Allomancers who burn iron gain the ability to pull all metals cannot pull on aluminum or metals inside a body.
except aluminum towards themselves. Known as Lurchers,
they often work in teams with their Coinshot counterparts to Some Metalpull effects require targets make a saving throw.
push and pull metals. More adventurous Lurchers enjoy flying The saving throw DC is calculated as follows:
through cities by pulling on buildings up to dangerous heights.
Metalpull save DC = 8 + proficiency + your Strength
First Level Proficiencies modifier.
When you choose this Focus at 1st character level, you gain At 1st Focus level, your Metalpull range is 30 feet. This
the following proficiencies: range increases to 40 feet at 7th Focus level, and 50 feet at
15th Focus level.
● Armor: Medium armor, heavy armor, shields
● Weapons: Martial weapons, shields Metalsense
● Saving Throws: Strength, Dexterity
● Skills: Choose two from Acrobatics, Athletics, Intimidation, Starting at 1st Focus level, you have Metalsense up to 120 feet
as long as you are able to burn iron with your Metalpull
Perception, Sleight of Hand, and Stealth feature. You can sense the presence of all metals except
aluminum within the specified range. It appears as translucent
Metalpull lines radiating from the chest towards metal, and creatures
with this ability have advantage on Wisdom (Perception)
Beginning at 1st Focus level, you can burn iron as detailed by checks made to find specific metal objects.
your Allomancy feature to metalpull metal objects toward you.
You can spend 1 charge as an action to pull on one metal
object within range, such as a vial of metals, a metal weapon,
a suit of metal armor, or a cooking tool. The resulting effect
Metalpull Interactions
Object weight class Effect
Two or more weight classes lighter If the object is not being worn, you can metalpull it up to any distance in a straight line towards you, and
than you you can catch it with a free hand if you are able. If the object being held, the creature must succeed on a
Strength saving throw or drop the object, and you metalpull it as described.
A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning
damage. If you let the object hit you, you also take this damage. When the object hits a creature, you
immediately stop metalpulling it and it falls to the ground.
If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s
choice of Strength (Athletics) or Dexterity (Acrobatics) check, pulling the creature prone on a success.
Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action
to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than
you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you
have disadvantage if the creature is one weight class heavier than you and you automatically fail if the
creature is two or more weight classes heavier.
Within one weight class of you If the object is not being worn or carried, you metalpull the object towards you across the ground, up to a
distance equal to half your Metalpull range. If the object being held, the creature must succeed on a Strength
saving throw or drop the object, and you metalpull it as described.
If the object is being worn, the creature must make a Strength saving throw or be pulled up to 10 feet
towards you.
Two or more weight classes You fly in a straight line towards the object. If you travel more than twice your speed in a single turn and
heavier than you, or is immovable collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to
a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your impact (DM’s
discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot
moved.
If a creature is in your path, you stop at the first unoccupied space in front of it.
17
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Iron Flare Dexterity saving throw or take 1d10 bludgeoning damage.
The damage increases to 2d10 at 11th Focus level and 3d10
Starting at 2nd Focus level, you can flare iron. Whenever you at 18th Focus level. If you flare iron to use this technique,
spend iron charges, you can instead spend 4 times as many you roll twice as many damage dice.
charges to flare it. Until the end of your turn, you have Magnetic Fingers. You gain proficiency in the Sleight of
advantage on Strength checks and saving throws you make Hand skill. If you are already proficient in this skill, you
when you use your Metalpull feature. double your proficiency bonus.
Metalwalk. Y ou can spend 1 charge as a bonus action to walk
When you flare iron to use your Metalpull feature to target on vertical metal surfaces for 1 minute at no cost to your
an object, you can target one additional object as part of the speed. You cannot be wearing heavy armor to use this
same action, provided you are not using an iron technique. feature. If you flare iron to use this feature, you can also
walk upside-down on metal surfaces for the duration.
Deflector Plate Quick Draw. You can use a bonus action instead of an action
to metalpull a Floatweight metal object within range and
At 2nd Focus level, you gain a lurcher plate, a thick piece of you can catch it provided you have a free hand.
wood and leather designed to absorb heavy blows to the chest. Plate Protector. W hen a creature you can see attacks a target
You are proficient with this plate. When you are hit by an other than you that is within 5 feet of you, you can use your
attack you can see, you can use your reaction to reduce the reaction to impose disadvantage on the attack roll. The
damage by 1d4. If the is made with a metal object, you can attack does not need to include metal.
spend 1 charge to roll 1d10 instead. Prospector’s Reach. Your base Metalpull range increases by
10 feet. This bonus increases to 20 feet at 11th Focus level
The damage reduction increases at higher levels. You roll and 30 feet at 18th Focus level.
two dice at 7th Focus level and three dice at 15th Focus level. Secret Strike. When you use your Metalpull feature and
If you flare iron to use this feature, you double the number of successfully deal damage to a creature with an object
dice you roll. collision, the creature must succeed on a Constitution saving
throw or it has disadvantage on its next attack roll. If you
Iron Technique flare iron to use this technique, the creature has
disadvantage on the save. This technique cannot be used in
Starting at 3rd Focus level, you learn new ways to metalpull. combination with another technique.
You know three techniques of your choice:
You learn an additional iron technique at the 7th, 15th, and
Anchor. Y ou can use a bonus action to shift into a stable 18th Focus levels. Each time you gain a Focus level in this
stance. You count as one weight class heavier and one size subclass, you can also replace one technique you already
larger until the start of your next turn. know with a different one.
Arms of Iron. When you metalpull yourself towards a creature Bulwark of Battle
and stop within 5 feet of it, you can attempt to grapple it as a
bonus action. You make this check with advantage. On a Starting at 3rd Focus level, while you are wearing your
success, you deal the creature is grappled and takes 1d6 Lurcher Plate, you can use a bonus action to make one melee
bonus bludgeoning damage. This bonus damage increases to weapon attack against a target within 5 feet of you. If the
2d6 at 11th Focus level and 3d6 at 18th Focus level. attack hits, the target takes 1d4 bludgeoning damage and is
pushed 10 feet away from you. You use your Strength
Full Heave. You can spend 2 charges as an action and target modifier for the attack and damage rolls.
every metal object of your choice within a 15-foot cone with
your metalpull. The range of this technique becomes a Iron Flight
30-foot cone at 11th Focus level.
When you reach 7th Focus level, metalpulling becomes
Iron Curtain. W hen an allied creature within 5 feet of you is natural to you for mobility. As part of your movement, you
hit by an attack made with a metal object you can see, you can spend 1 charge to metalpull on a metal object two or more
can spend 1 charge as a reaction to grant it the benefits of weight classes heavier than you and fly up to your speed
your Deflector Plate feature. At 11th Focus level, the range towards it. If you flare iron to use this feature, you can fly up
increases to 10 feet. to twice your speed in that direction.
Iron Dash. Y ou can spend 1 charge as a bonus action to
metalpull a metal object two or more weight classes heavier
than you within range, and you fly towards it up to your 18
speed in a straight line. If you flare iron to use this
technique, you can fly up to twice your speed instead.
Lethal Spear. You can spend 1 charge as an action to
violently metalpull on a coin-sized Floatweight object
within range, and you can catch it provided you have a free
hand. Each creature in the object’s path must succeed on a
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Advanced Iron Technique Iron’s Ascent
Beginning at 11th Focus level, you learn one of the following At 20th Focus level, you can choose either the expert or savant
special techniques. You can replace one advanced technique path for iron:
with another one when you gain a Focus level in this subclass.
At 20th Focus level, you can learn another advanced iron Expert. Y ou master the art of iron Allomancy and flight.
technique. You gain the following benefits:
● The cost of flaring iron is reduced by one charge.
Crushing Iron. P rerequisite: Arms of Iron. When you ● You learn one additional iron technique of your choice.
successfully use your Arms of Iron technique to grapple a ● You reduce the damage taken from metalpull flight
creature, you can forego the extra damage to knock it prone.
collisions by 40 if you are not incapacitated.
Iron Slash. Prerequisite: Iron Dash. Immediately after using Savant. You have burned iron excessively to the point your
your Iron Dash technique, you can make a melee weapon body relies on it. You have replaced normal sight with
attack against a creature within range. Metalsense as your primary sense. You gain the following
benefits and drawbacks:
Metalrunner. Prerequisite: Metalwalk. You can ignore the ● You no longer suffer the effects of metal poisoning.
heavy armor restriction when using your Metalwalk ● While conscious, you create a magnetic field that can hold
technique. up to 1 pound of metal objects against your body. These
objects are immune to the metalpull and metalpushes of
Plate Defense. P rerequisite: Plate Protector. When you are other creatures. While you have these objects on you, you
wearing a Lurcher Plate, you gain a +1 bonus to your AC. have a +1 bonus to your AC.
● You automatically fail any Wisdom (Perception) and
Quick Pick. Prerequisite: Quick Draw. W hen you use your Intelligence (Investigation) checks made to search for
Quick Draw technique, the metal object can be non-metal objects or creatures without metal.
Featherweight or lighter.
19
Slingshot. Y ou can spend 1 charge as a bonus action to
carefully metalpull on an anchored metal object and swing
in an arc around it. You can release to fly in any direction,
using angular momentum to gain extra movement equal to
twice your base speed for that turn.
The prerequesites for advanced techniques must be met for
you to learn it. If you replace a technique required for an
advanced technique, that technique must also be replaced.
Locate Metal
Starting at 15th Focus level, you can spend 1 minute in deep
concentration to locate a metal object within 1000 feet that is
familiar to you. If the object is in motion, you know the
direction of its movement. You can locate a specific object or
the nearest of a specific kind. You cannot locate aluminum
objects or objects encased in aluminum.
Once you use this feature, you can't use it again until you
finish a short or long rest.
Move Mountains
At 18th Focus level, you can burn iron in a burst to move
extraordinary weight. You can use your action to spend 6
charges and metalpull on a metal object up to two weight
classes heavier than you within range, provided you are
securely anchored and the object is movable. The object is
pulled up to your space, and creatures that make Strength
saving throws as a result of this action do so with
disadvantage. You then gain one level of exhaustion.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Pewterarm Focus Mighty Attacks
Allomancers who burn pewter have increased physical Beginning at 3rd Focus level, you can throw all of your
strength, speed, durability, and balance. Colloquially called strength into your attacks. When you make your first attack on
Thugs, Pewterarms serve as primarily as enforcers or soldiers your turn, you can decide to attack with all your might. Doing
due to their physical prowess. so gives you advantage on your attacks until the end of your
turn, and then you gain one level of exhaustion.
First Level Proficiencies
Pewter Recovery
When you choose this Focus at 1st character level, you gain
the following proficiencies: Starting at 3rd Focus level, you can use a bonus action to gain
temporary hit points equal to your Focus level + your
● Armor: Medium armor, shields Constitution modifier, and you gain one level of exhaustion.
● Weapons: Martial weapons
● Saving Throws: Strength, Constitution Dauntless Strength
● Skills: Choose two from Acrobatics, Athletics, Animal
Beginning at 7th Focus level, whenever you fail a check or
Handling, Intimidation, Nature, and Survival saving throw using Strength or Constitution, you can choose
to re-roll the die and use the new result. You then gain one
Pewter Burn level of exhaustion.
At 1st Focus level, you can burn pewter as detailed by your Enhanced Physique
Allomancy feature. As a bonus action, you can spend 1 charge
and start burn pewter. While burning pewter, you gain the Starting at 11th Focus level, your base walking speed
following benefits: increases by 10 feet.
● You have a +2 bonus to damage rolls made with a melee Additionally, you exhaust your opponents in combat. When
weapon and a +2 bonus to Strength and Dexterity checks. you hit a creature with a melee attack, you can spend 1 charge
This bonus increases to +3 at 7th Focus Level, and +4 at and force it to make a Constitution saving throw (DC = 8 +
15th Focus Level. your proficiency + your Strength modifier). On a failure, the
creature gains one level of exhaustion, up to a maximum of
● Your walking speed increases by 10 feet. three.
To continue burning pewter, you must spend 1 charge at the Pewter Drag
start of each turn, which lasts until you end it early (no action
required), have no charges remaining, or die. When it ends, When you reach 15th Focus level, you can sprint for long
you must use another bonus action to start burning pewter distances by continually burning pewter. As an action, you can
again. spend 4 charges to start a Pewter Drag. For the next minute,
your base walking speed increases by 60 feet and you can take
Pewter Flare the Dash action as a bonus action. After the duration, you gain
one level of exhaustion.
Starting at 2nd Focus level, you can flare pewter for additional
power. While burning pewter on your turn, you may choose to Undying Strength
spend 3 charges (no action required) and increase it to a flare,
which lasts until the start of your next turn. While flaring Starting at 18th Focus level, pewter pushes you past your
pewter, you gain the following benefits: limits. While you are burning pewter, if you take damage that
reduces you to 0 hit points and doesn't kill you outright, you
● The bonus to your damage rolls, Strength checks, and can use your reaction to delay falling unconscious and
Dexterity checks for burning pewter is doubled. immediately take an Attack action. While you have 0 hit
points during that extra turn, taking damage causes death
● Your walking speed increases by an additional 10 feet. saving throw failures as normal, and three death saving throw
failures can still kill you. When you finish your attack, you
Undying Spirit immediately fall unconscious.
Beginning at 2nd Focus level, while you are burning pewter, Once you use this feature, you can't use it again until you
you ignore the negative effects of exhaustion. finish a long rest.
When you begin a short or long rest, you can choose to
sleep and burn pewter to recover from exhaustion. At the end
of the rest, you can remove one additional level of exhaustion
for each charge of pewter you spend.
20
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Pewter’s Ascent
At 20th Focus level, you can choose either the expert or savant
path for pewter:
Expert. You master the art of pewter Allomancy and gain
the following benefits:
● The cost of flaring pewter is reduced by one charge.
● When you take the attack action on your turn, you can spend
1 charge to make a weapon attack as a bonus action.
Savant. You have burned pewter excessively to the point
your body relies on it. You gain the following benefits and
drawbacks:
● You no longer suffer the effects of metal poisoning.
● Your Strength and Dexterity scores increase by 4 and your
maximum for those scores is now 24. Your Charisma score
permanently decreases by 4.
● At the start of your turn, you gain temporary hit points equal
to your Constitution modifier (minimum of +1). When you
stop burning pewter, the temporary hit points are lost.
● You always have a minimum of two levels of exhaustion,
though its negative effects can still be mitigated by your
Undying Spirit feature.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 21
Pulser Focus Skipping Rounds at Higher Levels. When you reach certain
Focus levels, you can create Pulser bubbles that skip more
Allomancers who burn cadmium can create a bubble where combat rounds by spending additional charges. You can spend
time is slowed. Creatures inside the bubble perceive time up to 2 charges at 7th Focus level and up to 3 charges at 15th
outside as passing faster and creatures outside the bubble Focus level, and the Pulser bubble skips a number of rounds
perceive time inside as passing slower. Pulsers use their equal to the charges spent instead.
powers to great effect by potentially taking an enemy or
harmful effect out of combat for a time. Bubble Radius. The bubble’s radius increases to 15 feet at
7th Focus level, 20 feet at 11th Focus level, 25 feet at 15th
First Level Proficiencies Focus level, and 30 feet at 18th Focus level.
When you choose this Focus at 1st character level, you gain Cadmium Flare
the following proficiencies:
Starting at 2nd Focus level, you can flare cadmium. Whenever
● Armor: Medium armor, heavy armor, shields you spend charges of cadmium, you can instead spend 4 times
● Weapons: Martial weapons as many charges to flare it.
● Saving Throws: Intelligence, Wisdom
● Skills: Choose two from Arcana, Athletics, History, If you flare cadmium to use your Pulser Bubble feature,
your bubble’s maximum radius increases by 10 feet and you
Investigation, Religion, and Stealth. impose disadvantage on the Dexterity saving throw made to
escape the bubble.
Pulser Bubble
Shield Pulse
At 1st Focus level, you can burn cadmium as detailed by your
Allomancy feature to slow time. As a bonus action, you can When you reach 2nd Focus level, you learn to flash your
spend 1 charge to start creating a 10-foot radius spherical bubbles to deflect ranged projectiles. When you or an allied
bubble originating from your space. Before the Pulser bubble creature within 5 feet are the target of a ranged attack you can
fully forms, each creature in the bubble makes a Dexterity see, you can spend 1 charge as a reaction to impose
saving throw. On a success, the creature can use its reaction to disadvantage on the attack roll. You cannot use this feature if
move up to half its speed, potentially out of the bubble’s you cannot create a Pulser bubble.
radius. The DC is calculated as follows:
Broaden Perspective
Pulser save DC = 8 + your proficiency bonus + your
Intelligence modifiier When you reach 3rd Focus level, you have learned to study
the world through temporal variations. Whenever you skip a
Bubble Effect. Each creature still inside the bubble must combat round because of your Pulser bubble, you gain a
skip its next combat round and its turn is removed from the Pulser die, which is a d6. The maximum number of Pulser dice
initiative order for that round. If an object or effect in the you can have at one time is equal to your Intelligence modifier
bubble has a duration, its duration is similarly extended based (minimum of 1). You lose any remaining Pulser dice you have
on the number of rounds it skips. when you begin a long rest.
Duration. The bubble lasts until the start of your next turn Whenever you hit a creature with a weapon attack, you can
(not including the round you skipped) or until you lose expend one Pulser die and add the number rolled to the
concentration (as if concentrating on a spell). damage roll.
Bubble Boundary. The bubble’s boundary is visible as a Your Pulser die size increases as you gain Focus levels. The
shimmering surface. The bubble end early if you touch the die becomes a d8 at 7th Focus level, a d10 at 11th Focus level,
boundary. A creature or object can only pass through the and a d12 at 15th Focus level.
boundary if it is Superweight or heavier, or if it is a
fast-moving projectile. A projectile passing through the Quantum Disorientation
boundary is deflected off-course and automatically misses.
Starting at 3rd Focus level, you can briefly confuse enemies in
Allomantic Shield. Allomancy cannot pass through the with your Pulser bubbles. When your Pulser bubble ends,
bubble boundary. If the bubble boundary separates a creature choose any number of creatures in the bubble that skipped at
using Allomancy from the Allomantic target, the Allomantic least 1 combat round. The first attack roll made against the
effect ends. chosen creature before the end of your next turn has
advantage.
Intersecting Bubbles. If two Pulser bubbles intersect,
creatures, objects, and effects must skip combat rounds for
both bubbles. If a Pulser bubble and a Slider bubble intersect,
both bubbles immediately end.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 22
Expanded Insight Cadmium’s Ascent
When you reach 7th Focus level, you learn to study your At 20th Focus level, you can choose either the expert or savant
surroundings through experience in your bubbles. Whenever path for cadmium:
you make a Wisdom (Insight) or Wisdom (Perception) check,
you can spend a Pulser die and add it to the roll. Expert. You master the art of cadmium Allomancy. You
gain the following benefits:
Desynchronized Field
● The cost of flaring cadmium is reduced by one charge.
Beginning at 11th Focus level, you can selectively manipulate ● When you create a Pulser bubble, you can spend 1
time around you. As an action, you can spend 1 charge to
create a field of compressed time that lasts for 1 minute. For additional charge to shape it into any form you wish,
the duration, each creature of your choice within 30 feet must provided its form stays within your maximum range and you
spend 2 feet of movement for every 1 foot moved. You cannot are inside the bubble.
use this feature if you cannot create a Pulser bubble.
Savant. You have burned cadmium excessively to the point
As a bonus action, you can spend 1 charge to emit a pulse of your body relies on it. You gain the following benefits and
desychronous energy. Each creature affected by the field must drawbacks:
make an Intelligence saving throw. On a failed save, the
creature takes psychic damage equal to your Pulser die and its ● You no longer suffer the effects of metal poisoning.
speed is reduced to zero. ● Your Intelligence score increases by 4 and the maximum for
Time Skip that score is 24.
● If each creature within your bubble’s range is willing, you
Starting at 11th Focus level, you can create a Pulser bubble
where time passes ten times slower. If each creature within can spend 1 charge to create a bubble that skips 100 rounds.
your bubble’s range is willing, you can spend 1 charge to For every six seconds that pass inside the bubble, 10
create a bubble that skips 10 rounds. For every six seconds minutes pass outside of it.
that pass inside the bubble, a minute passes outside of it. ● You automatically fail Intelligence and Wisdom checks if
you have not burned cadmium within the past 10 minutes
Cadmium Body (relative to you).
Starting at 15th Focus level, your physical form surges with
Investiture. Whenever your Pulser bubble ends, you can spend
1 Pulser die and gain a bonus to your AC equal to the roll until
the start of your next turn.
Quantum Destabilization
Beginning at 18th Focus level, when your Pulser bubble ends
choose a number of creatures equal to your Intelligence
modifier (minimum of 1) that were inside it. The next
successful attack you make against the chosen creature deals
bonus weapon damage equal to 1d8 for each round you forced
the creature to skip.
Timeless Body
At 18th Focus level, spending time in your Pulser bubble ages
you relatively slower. For every 10 years that pass, your body
ages only 1 year.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 23
Rioter Focus Stoke the Flames
Allomancers who burn zinc gain the ability to riot and amplify Beginning at 1st Focus level, you can briefly inspire your
the feelings of a creature. Called Rioters, they are often allies. As a bonus action, choose a creature other than you
charismatic and egotistic because they can bend almost within your Riot range that can hear you. For the next minute,
anyone to their will. If Rioters do not exert self-control, even when the creature rolls a total of 20 or higher on a melee
their friends will grow to distrust them. attack roll and hits, it can roll one additional weapon damage
die, and this benefit ends.
First Level Proficiencies
You can use this feature a number of times equal to your
When you choose this Focus at 1st character level, you gain Charisma modifier (minimum of once), and you regain
the following proficiencies: expended uses on a short or long rest.
● Weapons: Dueling canes, hand crossbows, longswords, Zinc Flare
rapiers, shortswords
Starting at 2nd Focus level, you can flare zinc. Whenever you
● Saving Throws: Wisdom, Charisma spend charges of zinc, you can instead spend 4 times as many
● Skills: Choose three from Arcana, Deception, History, charges to flare it. Until the end of your turn, you impose
disadvantage on all saving throws a target makes against your
Intimidation, Insight, Perception, Performance, and Riot save DC, but the target knows it had been influenced
Persuasion. when the rioting ends.
Zinc Rioting Beguiling Glamor
Starting at 1st Focus level, you can burn zinc as detailed by Beginning at 2nd Focus level, while you are wearing no armor
your Allomancy feature to influence another creature’s and not wileding a shield, your AC equals 10 + your Dexterity
emotions and will. The creature must have an Intelligence modifier + your Charisma modifier.
score of 3 or higher, and cannot be a construct or undead.
Zinc Aspect
When you force a creature make a saving throw as a result
of rioting, the saving throw DC is calculated as follows: At 3rd Focus level, you learn special ways to riot a creature’s
emotions, which are represented by the Aspects listed below.
Riot save DC = 8 + proficiency + your Charisma modifier.
As an action, you can spend 1 charge to use a Zinc Aspect
Your Riot range is 30 feet. This range increases to 40 feet at and target eligible creatures within range that can see or hear
7th Focus level, 50 feet at 15th Focus level, and 60 feet at 20th you. When the effects end, the target knows it had been
Focus level. influenced when the rioting ends. If an Aspect forced a target
to make a saving throw, the target has advantage on saving
Manipulate Emotions throws made to resist the same Aspect for the next hour.
Starting at 1st Focus level, you learn to riot certain emotions If you use an Aspect requires concentration (as if
to your advantage. You can spend 1 charge as an action to concentrating on a spell), you cannot another Aspect that
target a number of creatures you can see equal to half your requires concentration.
Focus level.
You learn five Zinc Aspects of your choice and you learn
An affected target must make a Wisdom saving throw. It has one additional Zinc Aspect at 7th, 11th, 15th, and 18th Focus
advantage on the save if you or your allies are fighting it, or if levels. Each time you gain a Focus level in this subclass, you
it is already charmed, frightened or otherwise affected by can replace one Aspect you already know with a different one.
another strong emotion. On a failed save, you have advantage
on one Charisma check you make to interact with the creature Riot Anguish. The target must make a Strength saving throw.
within the next minute. The creature has advantage on saving On a failed save, it is charmed for 1 minute, or until you
throws to resist further rioting attempts for the next hour. lose concentration (as if concentrating on a spell). While
restrained, the target can make a Strength saving throw at
After each successful save, the creature can choose to make the end of its turn, taking 2d4 necrotic damage on a failure
a Wisdom (Insight) check to determine its mood had been or ending the effect on a success. The necrotic damage
influenced. increases to 3d4 at 11th Focus level, and 4d4 at 18th Focus
level.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 24
Riot Arrogance. The target makes a Charisma saving throw. Riot Greed. Up to 2 targets you choose must make an
On a failed save, the target takes 2d8 psychic damage and Intelligence saving throw. On a failed save, each target is
the next attack roll made against it before the end of your enthralled by an object you choose and have disadvantage
next turn has advantage. The damage increases to 3d8 at on Perception checks for the next minute or until you lose
11th Focus level, and 4d8 at 18th Focus level. If you flare concentration (as if concentrating on a spell). You can affect
zinc to use this Aspect, you roll twice as many dice for one additional creature when you reach 7th, 11th, 15th, and
damage. 18th Focus levels.
Riot Betrayal. The target must succeed on a Wisdom saving Riot Misery. The target must succeed on a Wisdom saving
throw or become charmed for one minute. While charmed, it throw or become incapacitated until the end of your next
must use its action on its next turn to move and make one turn. If you flare zinc to use this Aspect, the target is
melee attack against a creature other than itself that you paralyzed instead.
choose. At the end of its turn, an affected target can repeat
the saving throw to end the effect. The target has advantage Riot Nerves. The target must succeed on an Intelligence
on its saving throws if you or your allies are currently saving throw or it has disadvantage on ability checks until
fighting it, and automatically succeeds it does not have a the end of its next turn.
creature to attack.
Riot Pain. The target must succeed on a Wisdom saving throw
Riot Compassion. The target must make a Wisdom saving or take 2d8 psychic damage. If the target is missing any of
throw. On a failed save, it is charmed for 1 minute, or until its hit points, it instead takes 2d12 psychic damage. The
you lose concentration (as if concentrating on a spell) or damage increases by one die when you reach 11th Focus
your allies do anything harmful to it. The creature has level (3d8 or 3d12) and 18th Focus level (4d8 or 4d12). If
advantage on the saving throw if you or your allies are you flare zinc to use this Aspect, you roll twice as many
currently fighting it. While charmed, the creature regards dice for damage.
you as a friendly acquaintance and tries its best to assist you
without being harmed. Riot Panic. A s part of the action used for this Aspect, you
must make a weapon attack against the target or this Aspect
Riot Dread. As part of the action used for this Aspect, you fails. On a hit, the target suffers the attack’s normal effects
must make a weapon attack against the target or this Aspect and it has disadvantage on the first attack roll it makes
fails. On a hit, the target suffers the attack’s normal effects, before the end of its next turn.
and both the target and another creature of your choice
within 10 feet of it takes 1d8 psychic damage. The bonus Riot Rage. The target makes a Wisdom saving throw. On a
damage increases to 2d8 at 11th Focus level and 3d8 at 18th failed save, it must use its reaction to move up to 10 feet
Focus level. If you flare zinc to use this Aspect, you roll towards you. If it ends its movement within 5 feet of you,
twice as many dice for damage. you can make a melee weapon attack against it as a reaction.
You can force the target to move up to 20 feet at 11th Focus
Riot Emotions. You probe the target for emotions. The target level, and 30 feet at 18th Focus level.
must make a Charisma saving throw. On a failed save, you
discover the two strongest emotions the target is currently Riot Shock. Each creature within 5 feet of you must succeed
feeling. on a Charisma saving throw or it takes 2d6 psychic damage
and cannot take reactions until the start of its next turn. The
Riot Fatigue. The target must succeed on a Constitution damage increases to 3d6 at 11th Focus level, and 4d6 at
saving throw, or it takes 2d8 psychic damage and its speed 18th Focus level. If you flare zinc to use this Aspect, you
is reduced by half until the start of your next turn. The roll twice as many dice for damage.
damage increases to 3d8 at 11th Focus level, and 4d8 at
18th Focus level. If you flare zinc to use this Aspect, you Riot Suffering. As part of the action used for this Aspect, you
roll twice as many dice for damage. must make a weapon attack against the target or this Aspect
fails. On a hit, the target suffers the attack’s normal effects
Riot Fear. T he target must succeed on a Wisdom saving throw and takes 1d10 bonus psychic damage. The bonus damage
or become frightened for 1 minute. While frightened, the increases to 2d10 at 11th Focus level and 3d10 at 18th
target must take the Dash action and move away from you Focus level. If you flare zinc to use this Aspect, you roll
by the safest available route on each of its turns, unless there twice as many dice for damage.
is nowhere to move. This condition ends early until you lose
concentration (as if concentrating on a spell) or if the target
cannot see you. At the end of its turn, the affected target can
repeat the saving throw to end the effect.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 25
Listen to Me Zinc’s Ascent
When you reach 7th Focus level, you naturally influence At 20th Focus level, you can choose either the expert or savant
others to become more agreeable. As an action, you can path for zinc:
choose a number of creatures equal to half your Focus level
within range that can hear and understand you, and suggest a Expert. You master the art of zinc Allomancy. You gain the
reasonable course of action for them. Each creature must following benefits:
succeed on a Wisdom saving throw against your Riot save DC
or it must follow the suggestion to the best of its ability for up ● The cost of flaring zinc is reduced by one charge.
to 1 hour. If the suggestion is unreasonable or harmful, the ● You learn two additional Zinc Aspects of your choice.
influence fails. If you or any of your companions damage the ● You draw zinc from an internal reserve. On your turn, you
targets, the influence immediately ends.
can use a Zinc Aspect without spending charges and treat its
You can continue to make additional suggestions before the effects as if you were flaring zinc. Once you use this feature,
duration ends. Each time you do, an affected creature repeats you can’t use it again until you finish a short or long rest.
the saving throw. On a failed save, the creature follows the
new suggestion. On a success, the effect ends and the creature Savant. You have burned zinc excessively to the point your
immediately becomes hostile. body relies on it. You gain the following benefits and
drawbacks:
Once you use this feature, you can’t use it again until you
finish a long rest. ● You no longer suffer the effects of metal poisoning.
● Your Charisma score increases by 4 and your maximum
Broad Influence
increases to 24.
Beginning at 11th Focus level, whenever you use a Zinc ● Choose one Zinc Aspect that you know. You can now use
Aspect on your turn, you can target another creature within
range by spending 2 charges for each additional creature. If this Aspect at will without spending a charge.
you must make an attack to use the Aspect, you can make one ● You automatically fail Wisdom and Charisma checks if you
for each target as part of the same action.
have not burned zinc within the past 10 minutes.
Rioting Instinct
Starting at 15th Focus level, if a creature you can see within
Riot range attacks you or an ally, you can use a Zinc Aspect
on that creature as a reaction. You can choose to apply the
Aspect’s effects before or after the attack hits.
You can use this feature a number of times equal to your
Charisma modifier (minimum of once). You regain all
expended uses at the end of a long rest.
Control Hemalurg
When you reach 18th Focus level, you can attempt to control
Hemalurgic creatures with Allomancy. As an action, you can
spend 10 or more charges to control a Hemalurgic creature
you touch and force it to make a Wisdom saving throw (DC =
the number of charges you spent + your Charisma modifier).
On a failed save, it falls under your control for up to 24 hours.
If the creature is hostile, it has advantage on the saving throw.
For the duration, you can use a bonus action to give the
Hemalurgic creature one command, which it tries to perform
to the best of its ability. The duration ends early if you move
more than 60 feet from the creature, you fall unconscious, or
the construct falls under someone else’s control.
If you attempt to control a creature that is already
controlled, you must first succeed on a Charisma check
contested by the controlling creature.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 26
Seeker Focus Temporalist. If a creature starts to use cadmium or
bendalloy Allomancy, you can spend 1 charge as a reaction to
Allomancers who burn bronze have the ability to detect move up to your speed towards or away from the creature
Allomantic pulses. Called Seekers, they relentlessly track their before its temporal bubble finishes forming.
targets and often work as as Allomancer bounty hunters.
Seeing one stalking through a city can strike fear into the If you use your Detect Allomancy feature and detect a form
hearts of anyone. of Allomancy on this list, you can replace your current
specialization with the one you detected.
First Level Proficiencies
Bronze Flare
When you choose this Focus at 1st character level, you gain
the following proficiencies: Starting at 2nd Focus level, you can flare bronze. Whenever
you spend charges of bronze, you can instead spend 4 times as
● Armor: Medium armor, shields many charges to flare it.
● Weapons: Martial weapons
● Saving Throws: Strength, Wisdom If you flare bronze to use your Detect Allomancy feature,
● Skills: Choose two from Acrobatics, Athletics, Insight, your seeking range is doubled for the duration.
Investigation, Medicine, Perception, Stealth, and Survival Natural Hunter
Detect Allomancy At 2nd Focus level, you gain proficiency in the Survival skill.
If you are already proficient in this skill, you can double your
Starting at 1st Focus level, you can burn bronze as detailed by proficiency bonus.
your Allomancy feature. You can spend 1 charge as an action
to open your awareness to Allomancy. You discover the Relentless Hunter
presence of any Allomancy within 60 feet of you unless it is
copper or otherwise masked by a coppercloud. Beginning at 3rd Focus level, you hunt your quarry with
perseverance. As a bonus action, you can spend 1 charge to
You perceive Allomancy as invisible pulsing pushes and place a Bronze Mark on a creature you can see within 60 feet.
pulls, which provide the following information: The Mark lasts for 1 minute, or until you lose concentration
(as if concentrating on a spell) or place a Mark on another
● The number and direction of Allomantic sources creature. If you flare bronze to use this feature, you can place a
● The direction of each Allomantic source Mark on two creatures instead.
● Whether the Allomantic source metal is currently flared
You have advantage on any Wisdom (Perception) or
Your seeking range increases to 120 feet at 11th Focus level Wisdom (Survival) checks to find and track Marked creatures.
and 300 feet at 18th Focus level.
Whenever you hit a creature you have Marked with a
Seeker’s Eye weapon attack, you deal 1d6 bonus weapon damage. At the
end of each of your turns, if you have dealt bonus damage this
At 1st Focus level, you learn to defend against specific types way, the bonus increases by 1d6, up to a maximum of 2d6.
of Allomancy. At the end of a short or long rest, you can The maximum bonus damage increases to 3d6 at 11th Focus
choose one specialization from the following list. level and 4d6 at 18th Focus level. When the creature is no
longer Marked, the bonus resets to 1d6.
Ferrosist. W henever you make a Strength check or saving
throw to resist the effects of iron or steel Allomancy, you can Improved Burn
spend 1 charge as a reaction to gain a bonus to the roll equal to
your Wisdom modifier (minimum of 1). When you reach 3rd Focus level, you burn your metals more
efficiently. While out of combat, spending 1 charge of bronze
Mentalist. Whenever you make a Wisdom or Charisma to detect Allomancy will last 1 minute. This increases 10
saving throw to resist the effects of zinc or brass Allomancy, minutes at 7th Focus level and 10 minutes at 15th Focus level.
you can spend 1 charge as a reaction to gain a bonus to the roll
equal to your Wisdom modifier (minimum of 1). Hunter’s Shadow
Neutralist. If a creature targets you with a melee attack At 7th Focus level, when you have detected a creature with
using chromium Allomancy to leech your charges, you can bronze, you and your group have advantage on Dexterity
spend 1 charge as a reaction to impose disadvantage on the (Stealth) checks made to evade the creature.
attack roll.
Physicalist. When you are hit by an attack empowered by
tin or pewter Allomancy, you can spend 1 charge as a reaction
to reduce the damage you take by an amount equal to your
Wisdom modifier (minimum of 1). 27
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Improved Mark Detect Feruchemy
At 11th Focus level, tracking your prey can turn your misses When you reach 18th Focus level, you can detect other forms
into a hit. when you miss an attack against a creature you have of the Metallic Arts. If you flare bronze to use your Detect
Marked, you can spend 1 charge of bronze to make another Allomancy feature, you can detect the presence of Feruchemy
attack as part of the same action. You can only use this feature within range, unless it is masked by a coppercloud. You learn
once on each of your turns. the following information about it:
Detect Compounding ● The number and direction of Feruchemical sources
● The direction of each Feruchemical source
When you reach 11th Focus level, you can detect more ● The rate at which the Feruchemist is tapping charges
complex forms of Allomancy. If you flare bronze to use your
Detect Allomancy feature, you also know if an Allomantic Bronze’s Ascent
source you detect has been compounded with Feruchemy.
At 20th Focus level, you can choose either the expert or savant
Seeker’s Eye Improvement path for bronze:
Starting at 15th Focus level, the specialization you choose Expert. You master the art of bronze Allomancy. You gain
grants the following improvements: the following benefits:
Ferrosist Improvement. When a creature using iron or steel ● The cost of flaring bronze is reduced by one charge.
Allomancy to move ends its movement within 5 feet of you, ● You ignore resistances and immunities of creatures you
you can spend 1 charge of bronze as a reaction to move up to
half your speed in a direction of your choice. Moving this way have Marked.
does not provoke attacks of opportunity. ● You have advantage on Constitution saving throws you
Mentalist Improvement. As an action, you can spend 1 make to maintain concentration on your Bronze Marks.
charge to end an effect on you created by zinc or brass
Allomancy. Savant. You have burned bronze excessively to the point
your body relies on it. You gain the following benefits and
Neutralist Improvement. If a creature attempts to harm or drawbacks:
influence you with Allomancy enhanced by nicrosil or
duralumin, you can spend 1 charge as a reaction to treat the ● You no longer suffer the effects of metal poisoning.
effect on you as if it were not enhanced. ● When you flare bronze to use your Detect Allomancy
Physicalist Improvement. Whenever you make a check or feature, you can detect the presence of Wells and Shards.
saving throw to resist the effects of tin or pewter Allomancy, ● Whenever you make an attack roll against a Marked
you can spend 1 charge to gain a bonus to the roll equal to
your Wisdom modifier (minimum of 1). creature, you can spend 1 charge to give yourself a bonus to
the roll equal to your Wisdom modifier.
Temporalist Improvement. As an action, you can spend 1 ● You automatically fail Wisdom and Charisma checks if you
charge to pass through the boundary of a temporal bubble, have not burned bronze within the past 10 minutes.
provided you spend at least 5 feet of movement.
Cloud Piercer
Beginning at 18th Focus level, you learn to pierce
copperclouds. When you flare bronze to use your Detect
Allomancy feature, you can detect Allomantic sources even if
they are masked by a coppercloud.
If the creature creating the coppercloud is flaring copper,
you must succeed on a Wisdom (Perception) check contested
by the creature’s Charisma (Deception) check to detect any
Allomantic sources inside the cloud.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 28
Slider Focus Allomantic Shield. Allomancy cannot pass through the
bubble boundary. If the bubble boundary separates a creature
Allomancers who burn bendalloy can create a bubble where using Allomancy from the Allomantic target, the Allomantic
time passes quickly. Creatures inside the bubble perceive time effect ends.
outside as passing slower and creatures outside the bubble
perceive time inside as passing faster. Sliders often use their Intersecting Bubbles. If two Slider bubbles intersect, both
powers to slip around battlefields or take much needed breaks bubbles insert Slider Rounds to the end of the current round in
during combat. the order they were created. If a Pulser bubble and a Slider
bubble intersect, both bubbles immediately end.
First Level Proficiencies
Inserting Slider Rounds at Higher Levels. When you reach
When you choose this Focus at 1st character level, you gain certain Focus levels, you can create Slider bubbles that insert
the following proficiencies: more Slider Rounds by spending additional charges. You can
spend up to 2 charges at 7th Focus level and up to 3 charges at
● Weapons: Hand crossbows, longswords, rapiers, scimitars, 15th Focus level, and the Slider bubble inserts a number of
shortswords Slider Rounds equal to the charges spent instead.
● Saving Throws: Dexterity, Intelligence Bubble Radius. The bubble’s radius increases to 10 feet at
● Skills: Choose two from Acrobatics, Arcana, History, 7th Focus level, and 15 feet at 15th Focus level.
Investigation, Perception, Persuasion, Sleight of Hand, and Bendalloy Flare
Stealth.
Starting at 2nd Focus level, you can flare bendalloy.
Slider Bubble Whenever you spend charges of bendalloy, you can instead
spend 4 times as many charges to flare it.
At 1st Focus level, you can burn bendalloy as detailed by your
Allomancy feature to speed up time. As a bonus action, you If you flare bendalloy to use your Slider Bubble feature,
can spend 1 charge to start creating a 5-foot radius spherical your bubble’s maximum radius increases by 5 feet and you
bubble originating from your space. Before the Pulser bubble impose disadvantage on the Dexterity saving throw made to
fully forms, each creature in the bubble makes a Dexterity escape the bubble.
saving throw. On a success, the creature can use its reaction to
move up to half its speed, potentially out of the bubble’s Sliding Action
radius. The DC is calculated as follows:
Beginning at 2nd Focus level, when your bubble ends on your
Slider save DC = 8 + your proficiency bonus + your turn, you gain a special bonus action you can use until the end
Intelligence modifiier of your turn. You can use it to take the Dash, Disengage, or
Hide action.
Bubble Effect. The bubble inserts a special combat round
called a S lider Round, which is taken after the current round Flash Bubble
ends. On a Slider Round, only creatures still inside the bubble
can take a turn using their current initiative order. If an object Starting at 3rd Focus level, you learn to use brief Slider
or effect in the bubble has a duration, its duration is similarly bubbles to empower your attack in the following ways:
shortened based on the number of extra rounds and turns it
takes. Impulse Rush. You use several brief Slider bubbles to cover
long distances. As an action, you can spend 1 charge to gain
Duration. The bubble lasts until the start of your next turn movement equal to twice your speed. You cannot use this
in a normal combat round or until you lose concentration (as if feature if you cannot create a Slider bubble.
concentrating on a spell). If the bubble ends during a Slider
Round, combat returns to regular rounds when the current Mass Driver. Immediately before you make a ranged
Slider Round is complete. weapon attack, you can spend 1 charge as a bonus action to
accelerate the projectile. If the attack hits, you deal 1d8 bonus
Bubble Boundary. The bubble’s boundary is visible as a weapon damage. You cannot use this feature if you cannot
shimmering surface. The bubble end early if you touch the create a Slider bubble.
boundary. A creature or object can only pass through the
boundary if it is Superweight or heavier, or if it is a Steady Aim. You create a brief Slider bubble to aim
fast-moving projectile. A projectile passing through the carefully. You can spend 1 charge as a bonus action to give
boundary is deflected off-course and automatically misses. yourself a bonus to the next attack roll you make before the
end of your turn. The bonus is equal to your Intelligence
modifier (minimum of 1). You cannot use this feature if you
cannot create a Slider bubble.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 29
Honed Instincts 30
Beginning at 7th Focus level, your bubbles allow you to act
faster. You have a bonus to your initiative rolls equal to your
Intelligence modifier (minimum of 1).
Bendalloy Domain
Starting at 11th Focus level, whenever you hit a creature
inside your Slider bubble, you deal 1d8 bonus weapon damage
for each Slider Round the creature has spent in your bubble.
Flash Over
Starting at 15th Focus level, when you are the target of a
ranged attack you can see, you can spend 1 charge as a
reaction to impose disadvantage on the attack roll. Whether
the attack hits or not, you can move up to half your speed
immediately afterwards. You cannot use this feature if you
cannot create a Slider bubble.
Forced Burn
Beginning at 18th Focus level, if you fail your concentration
saving throw to maintain your Slider bubble, you can spend 1
charge to re-roll the die and you must take the new result.
Bendalloy’s Ascent
At 20th Focus level, you can choose either the expert or savant
path for bendalloy:
Expert. You master the art of bendalloy Allomancy. You
gain the following benefits:
● The cost of flaring cadmium is reduced by one charge.
● When you create a Pulser bubble, you can spend 1
additional charge to shape it into any form you wish,
provided its form stays within your maximum range and you
are inside the bubble.
Savant. You have burned bendalloy excessively to the point
your body relies on it. You gain the following benefits and
drawbacks:
● You no longer suffer the effects of metal poisoning.
● If each creature within your bubble’s range is willing, you
can spend 10 charges to create a bubble that lasts for 1
minute. For the duration, 1 hour passes inside the bubble
and you and your allies can use it to perform a light activity
like a short rest. Once you use this feature, you can’t use it
again until you finish a long rest.
● You automatically fail Intelligence and Wisdom checks if
you have not burned bendalloy within the past 10 minutes
(relative to you).
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Smoker Focus Copper Flare
Allomancers who burn copper can prevent the detection of Starting at 2nd Focus level, you can flare copper for additional
Allomancy within range. Due to their critical but power. On your turn, while your coppercloud is active, you
single-purpose ability, they often take up other responsibilities may choose to spend 3 charges (no action required) and
like in preparations and leadership. No crew is complete increase it to a flare, which lasts until the start of your next
without a Smoker to mask them from hunters. turn. While flaring copper, you gain the following benefits:
First Level Proficiencies ● Your coppercloud’s range is doubled.
● You have advantage on your attack rolls.
When you choose this Focus at 1st character level, you gain ● If a creature using bronze Allomancy attempts to pierce
the following proficiencies:
your flared coppercloud, you can make a Deception
● Armor: Medium armor, heavy armor, shields (Charisma) check to contest the creature’s Wisdom
● Weapons: Martial weapons (Perception) check. You have advantage on the check if you
● Saving Throws: Wisdom, Charisma are in another creature’s coppercloud.
● Skills: Choose two from Arcana, Athletics, Deception,
Metallurgy Adept
History, Insight, Medicine, Perception, and Survival.
When you reach 2nd Focus level, you can efficiently craft
Coppercloud vials of Allomantic metals. Whenever you use your
Metallurgy feature to craft charges, you craft one additional
Starting at 1st Focus level, you can burn copper as detailed by charge.
your Allomancy feature. You can spend 1 charge as a bonus
action to create a coppercloud, which is an invisible 10-foot Additionally, you have built up a rapport with local
radius sphere centered on you where Allomancy cannot be blacksmiths and metal trade workers. You can always find the
detected. The coppercloud moves with you and lasts for 1 nearest forge and foundry at local towns and the workers are
minute, or until you end it early as a bonus action, create a friendly to you.
new coppercloud, fall unconscious, or die.
Copper Blitz
While inside your coppercloud, a creature using Allomancy
cannot be detected by creatures outside the cloud that use Starting at 3rd Focus level, your copperclouds can empower
bronze Allomancy, though Allomancy can still be deduced your allies in battle. When you first create a coppercloud, each
through observation or other means. Conversely, creatures that allied creature inside it deals an additional 1d8 weapon
use bronze Allomancy inside your coppercloud cannot detect damage on the first attack it makes before the end of its next
Allomancy outside. turn.
The radius of your coppercloud increases to 20 feet at 7th Starting at 18th Focus level, this bonus becomes 2d8. If you
Focus level, 30 feet at 15th Focus level. flared copper to create this coppercloud, your allies double the
bonus damage dice they roll.
Copper Soul
Smoker’s Rally Cry
Beginning at 1st Focus level, while you are burning copper,
you have advantage on saving throws made to resist the Beginning at 3rd Focus level, you can bolster your allies in
effects of zinc and brass Allomancy. If you are charmed or your coppercloud. When you hit a creature with a weapon
frightened, you can immediately repeat the saving throw to attack, you can spend 1 charge of copper use one of the
end the effect. following rally cries:
Natural Leader Fall into Position. Each allied creature of your choice in
your coppercloud can use its reaction move up to half its speed
Starting at 1st Focus level, you easily lead your party on your in a direction of your choice.
travels. While traveling for more than an hour, your group can
move stealthily at a normal place and remains alert to danger Flanking Maneuver. One allied creature of your choice can
even when engaged in another activity while traveling (such as use its reaction to make one melee attack against the creature
foraging, navigating, or tracking). you hit. At 18th Focus level, you can choose up to 2 allied
creatures gain this benefit.
Hold The Line. Each allied creature of your choice in your
coppercloud can use its reaction to make an attack of
opportunity against any creature that first enters its reach.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
31
Improved Burn Copper’s Ascent
When you reach 7th Focus level, you burn your metals more At 20th Focus level, you can choose either the expert or savant
efficiently. While out of combat, your coppercloud lasts 10 path for copper:
minutes instead of 1 minute. Starting at 15th Focus level, it
lasts for 1 hour. Expert. You master the art of copper Allomancy. You gain
the following benefits:
Copper Strike
● The cost of flaring copper is reduced by one charge.
Starting at 11th Focus level, you deal an extra 1d8 weapon ● When you make a Charisma check to resist a creature
damage whenever you hit a creature inside your coppercloud
with a melee weapon attack. attempting to pierce your coppercloud with bronze
Allomancy, you have advantage on the roll.
Metallurgy Master
Savant. You have burned copper excessively to the point
Beginning at 11th Focus level, when you craft charges using your body relies on it. You gain the following benefits and
your Metallurgy feature, the process for you only takes 30 drawbacks
minutes.
● You no longer suffer the effects of metal poisoning.
Copper Haze ● Whenever you deal damage to a creature with your Copper
Starting at 15th Focus level, when a hostile creature first Strike feature, you can spend a charge to disrupt the
enters your coppercloud or starts its turn there, its speed is creature’s Allomancy. The creature must make a Wisdom
halved until the end of its turn. saving throw (DC = 8 + your proficiency + your Charisma
modifier). On a failed save, any ongoing effects created by
Mind Shield the creature’s Allomancy are suppressed until the end of
your next turn.
Beginning at 18th Focus level, each ally in your coppercloud ● While you are not burning copper, you automatically fail
have advantage on saving throws to resist the effects of Wisdom and Charisma saving throws.
emotional Allomancy from zinc and brass Allomancy. If the
ally was charmed or frightened when you create a
coppercloud, the ally can immediately repeat the saving throw
to end the effect.
If you are flaring copper when your ally is benefiting from
this feature, the ally automatically succeeds on the save.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 32
Soother Focus Calming Words
Allomancers who burn brass gain the ability to soothe or Starting at 1st Focus level, you can calm the hostility in others.
dampen the feelings of other creatures. Although they often As an an action, you can choose any number of creatures
use their powers to calm and relieve stress, they are still within range. Each creature must succeed on a Charisma
capable of emotionally manipulating their foes. Known as saving throw or immediately cease hostility to creatures you
Soothers, they often work with Rioters to control massive choose for up to 1 minute. A creature can choose to fail the
crowds from both angles. saving throw.
First Level Proficiencies You can use this feature a number of times equal to your
Charisma modifier (minimum of once), and you regain
When you choose this Focus at 1st character level, you gain expended uses on a long rest.
the following proficiencies:
Brass Flare
● Armor: Medium armor, shields
● Weapons: Martial weapons Starting at 2nd Focus level, you can flare brass. Whenever you
● Saving Throws: Constitution, Charisma spend charges of brass, you can instead spend 4 times as many
● Skills: Choose three from Animal Handling, Arcana, charges to flare it. Until the end of your turn, you impose
disadvantage on all saving throws a target makes against your
Deception, History, Insight, Medicine, Performance, and Soothe save DC, but the target knows it had been influenced
Persuasion when the rioting ends.
Brass Soothing Additionally, if you flare brass to use your Calming Words
feature, you can remove your choice of frightened or charmed
Starting at 1st Focus level, you can burn brass as detailed by conditions from your targets.
your Allomancy feature to influence another creature’s
emotions and will. The creature must have an Intelligence Calm the Fire
score of 3 or higher, and cannot be a construct or undead.
When you reach 2nd Focus level, you can speak words to
When you force a creature make a saving throw as a result calm your allies during a short rest. If you or any friendly
of soothing, the saving throw DC is calculated as follows: creatures who can hear you speak regain hit points at the end
of the short rest by spending one or more Hit Dice, each of
Soothe save DC = 8 + proficiency + your Charisma modifier. those creatures regains an extra 1d6 hit points.
Your Soothe range is 10 feet. This range increases to 20 feet The extra hit points becomes a d8 when you reach 7th Focus
at 7th Focus level, and 30 feet at 15th Focus level. level, and a d10 when you reach 15th Focus level.
Manipulate Emotions Brass Aspect
Starting at 1st Focus level, you learn to soothe certain At 3rd Focus level, you learn ways to soothe negative
emotions to your advantage. You can spend 1 charge as an emotions from your allies, which are represented by the
action to target a number of creatures you can see equal to half Aspects listed below.
your Focus level.
You can spend 1 charge as a bonus action to use a Brass
An affected target must make a Wisdom saving throw. It has Aspect. You and each creature within range temporarily gains
advantage on the save if you or your allies are fighting it, or if the benefit detailed by the Aspect you chose. The benefit lasts
it is already charmed, frightened or otherwise affected by until the start of your next turn, after which it disappears.
another strong emotion. On a failed save, you have advantage
on one Charisma check you make to interact with the creature At the end of each long rest, you can prepare three Brass
within the next minute. The creature has advantage on saving Aspects of your choice from the following list to use
throws to resist further soothing attempts for the next hour. throughout the day:
After each successful save, the creature can choose to make Stay Agile. The target has a bonus to Dexterity and Charisma
a Wisdom (Insight) check to determine its mood had been checks and saving throws equal to your Charisma modifier
influenced. (minimum of 1). If you flare brass to use this feature, the
bonus instead equals double your Charisma modifier
(minimum of 2).
Stay Determined. The target gains temporary hit points equal
to your Charisma modifier (minimum of 1). If you flare
Fan content. Permission granted to reproduce document for personal use only. Not for resale. brass to use this feature, the temporary hit points instead
equal double your Charisma modifier (minimum of 2).
33
Stay Focused. The target has a bonus to Intelligence and Control Hemalurg
Wisdom checks equal to your Charisma modifier (minimum
of 1). If you flare brass to use this feature, the bonus instead When you reach 18th Focus level, you can attempt to control
equals double your Charisma modifier (minimum of 2). Hemalurgic creatures with Allomancy. As an action, you can
spend 10 or more charges to control a Hemalurgic creature
Stay Nimble. The target’s speed increases by 10 feet, and you touch and force it to make a Wisdom saving throw (DC =
opportunity attacks made against the target have the number of charges you spent + your Charisma modifier).
disadvantage. When you flare brass to use this feature, the On a failed save, it falls under your control for up to 24 hours.
target’s speed increases by 20 feet instead. If the creature is hostile, it has advantage on the saving throw.
Stay Strong. The target has a bonus to Strength and For the duration, you can use a bonus action to give the
Constitution checks equal to your Charisma modifier Hemalurgic creature one command, which it tries to perform
(minimum of 1). If you flare brass to use this feature, the to the best of its ability. The duration ends early if you move
bonus instead equals double your Charisma modifier more than 60 feet from the creature, you fall unconscious, or
(minimum of 2). the construct falls under someone else’s control.
Focus the Pain If you attempt to control a creature that is already
controlled, you must first succeed on a Charisma check
Starting at 3rd Focus level, you can briefly soothe all feelings contested by the controlling creature.
but pain from your targets. Once during each of your turns,
when you hit a creature with a melee attack, you can spend 1 Brass’ Ascent
charge to deal an additional 1d8 psychic damage. If you have
dealt damage to this creature on your previous turn, you can At 20th Focus level, you can choose either the expert or savant
deal this damage without spending a charge. path for brass:
The additional damage increases to 2d8 at 11th Focus level, Expert. You master the art of brass Allomancy. You gain
and 3d8 at 18th Focus level. If you flare brass to use this the following benefits:
feature, you roll twice as many bonus damage dice instead.
● The cost of flaring brass is reduced by one charge.
Of Sound Mind ● You can prepare an additional Brass Aspect at the end of a
Beginning at 7th Focus level, when you make an Intelligence long rest.
check, you can add your Charisma modifier to the roll. ● The die from your Calm the Fire feature becomes a d12.
Once you use this feature, you can’t use it again until you Savant. You have burned brass excessively to the point
finish a short or long rest. your body relies on it. You gain the following benefits and
drawbacks:
Charming Instincts
● You no longer suffer the effects of metal poisoning.
Beginning at 11th Focus level, you naturally charm your other ● Your Charisma score increases by 4 and your maximum
creatures. At the end of a long rest, you ward yourself from
harm until the start of your next long rest. While warded, any increases to 24.
creature who targets you with an attack or harmful spell must ● If you have burned brass within the past hour, creatures that
first make a Wisdom saving throw against your Soothe save
DC. On a failed save, the creature must choose a new target or can be soothed are generally not hostile to you or your
lose the attack or spell. This ward doesn’t protect you from allies, unless you or your allies have attacked or harmed
area effects, such as explosions. them.
● You automatically fail Wisdom and Charisma checks if you
If you make an attack, cast a spell, or use a feature that have not burned brass within the past 10 minutes.
affects an enemy creature, the ward ends.
34
Empty Soul
Starting at 15th Focus level, you use a powerful soothing burst
to shut down a creature. As an action, you can spend 4 charges
and attempt to wipe all emotions from a creature you can see.
The creature must succeed on a Charisma saving throw or
become stunned for 1 minute, or until it takes damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Tineye Focus Tin Flare
Allomancers who burn tin have greatly increased physical At 2nd Focus level, you can flare tin for additional power. On
senses. Known as Tineyes, they excel at scouting dangerous your turn, if you are burning tin, you may choose to spend 3
locations or investigating crimes. Most groups or crews will additional charges (no action required) and increase it to a
recruit a Tineye to provide safety for their operations. flare, which lasts until the start of your next turn. While flaring
tin, you gain the benefits of tin burn through the Tineye
First Level Proficiencies feature, in addition to the following benefits:
When you choose this Focus at 1st character level, you gain ● Attacks rolls made against you have disadvantage.
the following proficiencies: ● You have advantage on any Wisdom (Perception) or
● Armor: Medium armor, shields Wisdom (Insight) checks you make.
● Weapons: Shortswords, scimitars, longswords, and rapiers ● The range of your darkvision increases by another 30 feet.
● Saving Throws: Dexterity, Intelligence ● You have blindsight up to 10 feet.
● Skills: Choose two from Arcana, Insight, Medicine,
While you are flaring tin, the minimum DC for the saving
Religion, Perception, and Survival. throw made to maintain your tin burn is 15. On a failure, you
immediately stop burning tin and you are incapacitated until
Tin Burn the end of your next turn.
At 1st Focus level, you can burn tin as detailed by your Tin Sense
Allomancy feature to heighten your senses. You can spend 1
charge as a bonus action to begin burning tin. The tin burn At 2nd Focus level, your Allomancy gives you an edge in
lasts for 1 minute or until you end it early as a bonus action, dodging away from danger. While burning tin, you have
lose concentration (as if concentrating on a spell), fall advantage on Dexterity saving throws against effects you can
unconscious, die. While burning tin, you gain the following see or hear, such as traps and Allomancy. You cannot be
benefits: incapacitated to gain this benefit.
● The range of your darkvision increases by 30 feet. Tinsight
● When you roll for initiative, you can add a bonus to the roll
Starting at 3rd Focus level, you can try to analyze your
equal to your Wisdom modifier (minimum of +1). opponents’ moves. As a bonus action, you can roll a Wisdom
● You can add a bonus to your Passive Perception and (Insight) check against a creature you can see or hear within
30 feet, contested by the creature’s Charisma (Deception). On
Wisdom (Perception) checks equal to your Wisdom a success, you deal additional damage to the creature for the
modifier (minimum of +1). next minute, or until you can no longer see or hear the
● You can see through lightly obscured environments and creature. You can only deal this bonus damage once per turn
they do not impose disadvantage on Wisdom (Perception) and the attack must use a finesse or ranged weapon.
checks you make that rely on sight.
The extra damage is 1d6 and increases by another 1d6 at
If you are affected by any overpowering sensory stimuli 11th, and 18th Focus levels. If you are burning tin when you
(such as a loud noise or bright light) while burning tin, you deal this damage, the number of extra damage dice is doubled.
also make a saving throw to maintain concentration. If you are flaring tin, the number of extra damage dice is
Overpowering stimuli are especially strong and normally tripled instead.
require an action to create.
Sensory Shock
Beginning at 3rd Focus level, when you are stunned, you can
use a bonus action to spend 2 charges and end the effect.
Improved Burn
When you reach 7th Focus level, you burn your metals more
efficiently. While out of combat, your tin burn lasts 10
minutes instead of 1 minute. Starting at 15th Focus level, it
lasts for 1 hour.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 35
Heightened Senses Tin’s Ascent
Starting at 7th Focus level, you gain proficiency in the At 20th Focus level, you can choose either the expert or savant
Perception skill and you can make a Wisdom (Perception) path for tin:
check as a bonus action.
Expert. Y ou master the art of tin Allomancy and gain the
While you are flaring tin, you can double your proficiency following benefits:
bonus to any Wisdom (Perception) checks you make.
● The cost of flaring tin is reduced by one charge.
Tinstincts ● You ignore resistances and immunities of creatures you
Beginning at 11th Focus level, when a creature that you can have analyzed with your Tinsight feature.
see or hear hits you with an attack and you are burning tin, ● You have advantage on Constitution saving throws you
you can use your reaction to halve the attack's damage against
you. make to maintain concentration on your tin burn.
If you are flaring tin, you can also choose to make a melee Savant. You have burned tin excessively to the point your
attack against the creature as part of that reaction. body relies on it. You gain the following benefits and
drawbacks:
Tinspect
● You no longer suffer the effects of metal poisoning.
Starting at 15th Focus level, if you have spent at least 1 minute ● While burning tin, you have blindsight up to 30 feet and you
observing or interacting with a creature, you can spend 1
charge to identify subtle details about it. The DM tells you one double your proficiency bonus to any Wisdom (Perception)
of the following characteristics of your choice. Alternatively, or Wisdom (Insight) checks you make.
when you deal damage to a creature you have analyzed with While you are not burning tin, you automatically fail
your Tinsight feature, you can forego the bonus damage from Dexterity and Wisdom checks.
burning tin to gain this information.
● The creature’s base walking speed.
● The creature’s Perception check bonus.
● The creature’s highest and lowest ability score.
● The creature’s damage immunities, resistances, or
vulnerabilities, if any.
● The creature’s condition immunities, if any.
● Whether the creature’s AC is higher, lower, or equal to
yours.
● Whether the creature’s total class levels are higher, lower, or
equal to yours.
● The most threatening or dangerous move the creature can
take, at the DM’s discretion.
● A detail of the creature’s history or personality, at the DM’s
discretion.
Watchful Eye
Beginning at 18th Focus level, you can add your Wisdom
modifier to the first attack roll you make each turn against a
creature you have analyzed with your Tinsight feature.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 36
Mistborn Focus Allomancy at higher Mistborn Focus Levels. When you
reach certain Mistborn levels, you gain additional Focus levels
Most Allomancers are Mistings and can only burn a single as detailed in the Misborn Leveling table, which you can
metal, but there are some who can burn every metal. These assign to other Allomantic Focuses of your choice to progress
rare and powerful Allomancers are called Mistborn, and their your abilities. You can choose to assign multiple Focus levels
unrivaled prowess is often feared. to one Focus, or divide them amongst multiple Focuses. You
can have up to a number of Focus levels in each Allomantic
A character with a Mistborn Focus is played as if Focus equal to 1 + half your Mistborn Focus level (rounded
multi-subclassing into various Allomantic Focuses. Players down) and you can never have more than this amount. You
with a Mistborn character should be comfortable with juggling cannot assign Focus levels to the Mistborn Focus.
a lot of information and are encouraged to working knowledge
of every Focus subclass. You calculate the total Focus levels you have in each
Allomantic Focus and you gain the features listed for reaching
First Level Proficiencies the appropriate Focus level in that subclass.
When you choose this Focus at 1st character level, you gain Mistborn Leveling
the following proficiencies instead of those provided by each
individual Allomantic Focus. Mistborn Level Focus Levels Gained
● Armor: Mistcloaks 1 1, in every other Allomantic Focus
● Weapons: Battleaxes, hand crossbows, pikes, shortswords,
3, 7 3
scimitars
● Saving Throws: Dexterity, Charisma 11, 15, 18, 20 4
● Skills: Choose two from Acrobatics, Athletics, Deception,
Double Burn
History, Intimidation, Persuasion, Stealth, and Survival.
Starting at 2nd Focus level, as part of the bonus you use to
Bonus Equipment burn a metal, you can burn another metal that also requires a
bonus action to burn.
When you choose the Mistborn Focus at 1st level, you start
with extra equipment in addition to those granted by your Mist’s Knowledge
class or background. You gain 2 additional small vials and a
Mistcloak, which is a cloak made with long strips of fabric, At 2nd Focus level, your dominion over all metals grants you
designed to obscure the Mistborn while traveling through the experience in Allomancy. You gain proficiency in the Arcana
mists. skill. If you are already proficient, you can double your
proficiency bonus.
Way of the Mist
Well of Power
Starting at 1st Focus level, when you are not wearing armor or
wielding a shield, and you are wearing a Mistcloak, you gain At 11th Focus level, your maximum metal charges increases
the following benefits: by 4.
● Your Armor Class equals 10 + your proficiency + your Mist Ascendant
Dexterity modifier.
When you reach 18th Focus level, you can call on your Shard
● You have advantage on Stealth checks when you are in for aid. As an action, you can ask one question or describe the
lightly obscured conditions. assistance you seek, and roll a d20. If you roll a 16 or higher,
the Shard answers your question or provides aid. The DM
● You are prominently identified as a Mistborn in social chooses the nature of the answer or aid; it would be
situations. Depending on their background, others may treat appropriate for the Shard to send a controlled Hemalurgic
you with fear, hatred, or respect, at DM’s discretion. creature. If your Shard assists you, you can't use this feature
again for 7 days. Otherwise, you can use it again after you
Mistborn Allomancy finish a long rest.
Beginning at 1st Mistborn level, you have the ability to burn 37
every type of metal, which is represented by the Focus levels
you gain in each metal’s respective Allomantic Focus.
Allomancy at 1st Mistborn Focus Level. You have one
Focus level in all Allomantic Focuses. You gain the features
granted by each subclass as if you are at 1st Focus level, but
you do not gain any of the bonus proficiencies listed.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Optional Focuses Golden Fleece
Not all metals are created equal. Some metals are not effective When you reach 7th Focus level, your introspection preserves
or difficult for Allomancers to use, and others are extremely your health. Your maximum hit points increases by 2 for every
rare and expensive. If the DM allows, you can choose a Focus Focus level you have in gold.
from this section. Note these Focuses end before reaching 20th
Focus level. A primary ability is provided for players who Additionally, your reputation for obtaining gold allows you
want to multiclass into Allomancy with the selected Focus to purchase gold ores at half the normal price.
(refer to Multiclassing section).
Oracle Focus
Augur Focus
Allomancers who burn electrum can see multiple possible
Allomancers who burn gold can see alternate versions of futures of themselves. Called Oracles, they often use their
themselves. These visions differ based on their past choices in precognitive powers to protect themselves from danger.
life and can provide useful information for their future.
Augurs are rare because the cost of obtaining gold is generally First Level Proficiencies
not worth the information gained.
Your Primary Ability is Intelligence.
First Level Proficiencies When you choose this Focus at 1st character level, you gain
the following proficiencies:
Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain ● Saving Throws: Dexterity, Intelligence
the following proficiencies: ● Skills: Choose two from Acrobatics, Arcana, History,
● Saving Throws: Intelligence, Wisdom Investigation, Nature, and Religion.
● Skills: Choose two from Arcana, History, Insight,
Electrum Shadow
Investigation, Nature, and Religion.
Starting at 1st Focus level, you can burn electrum as detailed
Gold Shadow by your Allomancy feature to see your future selves, called
electrum shadows. When you do, you create several thousand
Starting at 1st Focus level, you can burn gold as detailed by incorporeal versions of yourself that only you can see. They
your Allomancy feature to see your alternate self, called a emerge from your space and depict millions of possibilities
gold shadow. When you do, you create a incorporeal version several seconds into the future.
of you that only you can see appears in an unoccupied space
within 10 feet. The DM chooses what the gold shadow looks You can spend 1 charge as a bonus action to burn electrum.
like based on your backstory and origin. Until the start of your next turn, other creatures cannot gain
the benefits of atium against you.
This process is also mentally taxing. Each time you create a
gold shadow, you must succeed on a DC 10 Intelligence Omens
saving throw or you have disadvantage on Intelligence saving
throws for the next hour. Beginning at 2nd Focus level, you learn to understand your
electrum shadows. Immediately before you make an ability
You can spend 1 charge as a bonus action to create a gold check on your turn, you can spend 1 charge as a bonus action
shadow and learn one detail about you or your past, at the to roll a d4 and add the number rolled to the check.
DM’s discretion.
Premonitions
Golden Eye
Starting at 3rd Focus level, you can spend 1 charge as a bonus
Beginning at 2nd Focus level, your introspection discerns your action. Before the start of your next turn, when you are hit by
future. You can spend 1 charge as a bonus action to create a an attack you can see, you can reduce the damage by 1d6.
gold shadow and learn whether a minor decision may be
beneficial for you and your group, at the DM’s discretion. Future Sight
Golden Compass When you reach 7th Focus level, you peer further into the
future. When you use your Omens feature, you can roll a d8
Starting at 3rd Focus level, your introspection guides your instead of a d4.
journey. You can spend 1 charge as a bonus action to create a
gold shadow and learn one detail about what you could do Additionally, your reputation for obtaining electrum allows
next, at the DM’s discretion. you to purchase electrum ores at half the normal price.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 38
Leecher Focus next turn, though it can still maintain an ongoing Allomantic
effect.
Allomancers who burn chromium can deplete Allomantic
metal charges from other creatures they touch. Known as Additionally, your reputation for obtaining chromium
Leechers, they generally find positions in modern elite teams allows you to purchase chromium ores at half the normal
of Hazekillers due to their invaluable ability to stealthily sap price.
an Allomancer’s primary resource.
Nicroburst Focus
First Level Proficiencies
Allomancers who burn nicrosil enhances the power of another
Your Primary Ability is Strength. Allomancer they touch in a large powerful burst. Known as
When you choose this Focus at 1st character level, you gain Nicrobursts, they often work in modern elite teams to push
the following proficiencies: Allomancy further than normally possible.
● Saving Throws: Strength, Constitution First Level Proficiencies
● Skills: Choose two from Arcana, Athletics, Nature,
Your Primary Ability is Intelligence.
Perception, Sleight of Hand, and Survival. When you choose this Focus at 1st character level, you gain
the following proficiencies:
Leech Metal
● Saving Throws: Constitution, Intelligence
Starting at 1st Focus level, you can burn chromium as detailed ● Skills: Choose two from Arcana, History, Insight,
by your Allomancy feature to deplete Allomantic charges. As
an action, you can make an unarmed strike against a creature Investigation, Nature, and Survival.
with a free hand. On a hit, the target suffers the attack’s
normal effects, and you can spend a number of charges up to Enhance Metal
your Focus levels in chromium to remove two Allomantic
charges from your target for each charge you spend. Starting at 1st Focus level, you can burn nicrosil as detailed by
your Allomancy feature. As an action, you can touch one
If the target has Allomantic charges for multiple metals, you willing target who can use Allomancy. Until the start of your
start by depleting the metal with the most charges until it has next turn, when the target spends an Allomantic charge, you
no charges remaining. If the target has the same number of can burn nicrosil to enhance the Allomantic effect provided
charges for multiple metals, a random metal’s charge is you maintain contact. You spend all charges of nicrosil you
depleted. have, and the target spends an equal number of charges until
there are no charges remaining.
Double Leech
The DM chooses the effect of the enhanced Allomancy,
Beginning at 2nd Focus level, when you use your Leech Metal which lasts no more than 1 round regardless of the original
feature, you can target up to two creatures within range. You duration. An appropriate effect is a metal flare, or the
must finish a short or long rest before you can use this feature cumulative effect of spending charges equal to the combined
again. charges of nicrosil and the target’s metal.
Leech Reserves For example, a nicrosil-enhanced Pewterarm who spends 3
charges of pewter (with 3 charges of nicrosil) might gain a
Starting at 3rd Focus level, you can attempt to leech multiple +12 bonus to damage rolls for 1 round, or a nicrosil-enhanced
charges at once. When you use your Leech Metal feature to Seeker who spends 6 charges of bronze (with 10 charges of
remove Allomantic charges from a target, you can spend a nicrosil) may detect Allomancy from up to a mile away.
number of charges in chromium up to your Focus level, and
remove that number of charges from every metal in your At the end of its turn, the target must make a Constitution
target. saving throw. The DC is equal to 10 + the number of nicrosil
charges you spent. On a failed save, the target is stunned until
Leech Ability the end of its next turn as they are overwhelmed by the
exertion.
When you reach 7th Focus level, you can briefly remove a
creature’s ability to burn metal. As an action, you can make an Measured Enhancement
unarmed strike against a creature with a free hand. On a hit,
the target suffers the attack’s normal effects, and must make a Beginning at 2nd Focus level, you can make the process safer
Constitution saving throw. The DC is equal to 8 + your for your target. When you use your Enhance Metal feature,
proficiency bonus + your Strength modifier. On a failed save, you can give the target advantage on the Constitution saving
the target cannot spend Allomantic charges until the end of its throw. You must finish a long rest before you can use this
feature again.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
39
Reactive Burst More than a Gnat
Starting at 3rd Focus level, when a willing creature within 5 When you reach 7th Focus level, when you use your action to
feet spends Allomantic charges, you can use your Enhance use the Drain Metal feature, you can make two weapon attacks
Metal feature as a reaction by touching the target with a free as a bonus action.
hand. You must finish a long rest before you can use this
feature again. Additionally, your reputation for obtaining aluminum allows
you to purchase aluminum ores at half the normal price.
War Burst
Duralumin Focus
When you reach 7th Focus level, when you use your action to
use the Enhance Metal feature, you can make one weapon Allomancers who burn duralumin enhances the power of
attack as a bonus action. another Allomantic power in a large powerful burst. A Misting
who can only burn duraluminum is known as an Gnat, since
Additionally, your reputation for obtaining nicrosil allows doing so produces no discernible effect. However, Mistborn or
you to purchase nicrosil ores at half the normal price. those capable of burning multiple metals can push Allomancy
beyond its limits.
Aluminum Focus
First Level Proficiencies
Allomancers who burn aluminum depletes all of their own
Allomantic charges. A Misting who can only burn aluminum Your Primary Ability is Intelligence.
is known as an Gnat, since doing so produces no discernible When you choose this Focus at 1st character level, you gain
effect. Aluminum can be force-fed to deplete a Mistborn’s the following proficiencies:
Allomancy, but the precious metal is generally used as a
protective material against ranged Allomancy. ● Saving Throws: Constitution, Intelligence
● Skills: Choose two from Arcana, History, Insight,
First Level Proficiencies
Investigation, Nature, and Survival.
Your Primary Ability is Strength.
When you choose this Focus at 1st character level, you gain Boost Metal
the following proficiencies:
Starting at 1st Focus level, you can burn duralumin as detailed
● Saving Throws: Strength, Constitution by your Allomancy feature to boost your Allomancy. As a
● Skills: Choose two from Arcana, Athletics, Intimidation, bonus action, you can spend all charges of duralumin, and an
equal number of charges in another metal until there are no
Nature, Perception, and Survival. charges remaining.
Drain Metal The DM chooses the effect of the enhanced Allomancy,
which lasts no more than 1 round regardless of the original
Starting at 1st Focus level, you can burn aluminum as detailed duration. An appropriate effect is a metal flare, or the
by your Allomancy feature. As a bonus action, you can spend cumulative effect of spending charges equal to the combined
any number of charges to remove all Allomantic charges from charges of duralumin and the chosen metal.
your body.
For example, spending 3 charges of pewter (with 3 charges
Nullify Manipulation of duralumin) might grant a +6 bonus to damage rolls, or
spending 5 charges of steel (with 10 charges of duralumin)
Beginning at 2nd Focus level, whenever you use your Drain might allow you to fly up to 450 feet.
Metal feature, you have advantage on saving throws you make
to resist the effects of bass and zinc Allomancy until the start At the end of its turn, you must make a Constitution saving
of your next turn. throw. The DC is equal to 10 + the number of duralumin
charges you spent. On a failed save, you is stunned until the
Nullify Time end of your next turn as you are overwhelmed by the exertion.
Starting at 3rd Focus level, whenever you use your Drain Bolstered Self
Metal feature, you temporarily negate temporal Allomancy.
Until the start of your next turn, you can move freely through Beginning at 2nd Focus level, when you make a saving throw,
the boundary of Pulser and Slider bubbles and you can choose you can spend all charges of duralumin to gain a bonus to the
to ignore the round-skipping effect of Pulser bubbles. save equal to the number of charges spent.
Measured Boost
Starting at 3rd Focus level, you can make the process safer for
Fan content. Permission granted to reproduce document for personal use only. Not for resale. you. When you use your Boost Metal feature, you can give
40
yourself advantage on the Constitution saving throw. You ● When you make an attack roll, roll a percentile die. You
must finish a long rest before you can use this feature again. score a critical hit on a roll of 2-100 and miss on a roll of 1.
More than a Gnat ● When you are the target of an attack you can see, roll a
percentile die. The attack misses on a roll of 2-100 and hits
When you reach 7th Focus level, when you use your action to on a roll of 1.
use the Boost Metal feature, you can take one additional action
on top of your regular action. Once you use this feature, you ● You automatically succeed on Dexterity saving throws.
must finish a long rest before you can use it again.
Malatium Focus
Additionally, your reputation for obtaining duraluminum
allows you to purchase duraluminum ores at half the normal Malatium is a special alloy of atium that is rarely seen or used,
price. and no Mistings who burn it exist. It does not come in vials,
but as a large bead that requires an action to ingest.
Seer Focus Allomancers who burn malatium can see into the past of other
creatures.
Atium is a special metal that does not come in vials, but as a
large bead that requires an action to ingest. Allomancers who Malatium Shadow
burn atium can see into the immediate future of other
creatures. Called Seers, they can burn this extremely rare Starting at 1st Focus level, you can burn malatium as detailed
metal to gain the upper hand in any situation, which makes by your Allomancy feature. As a bonus action, you can spend
them nearly unstoppable. Atium is so valuable it is sometimes 1 charge to see the past self of a creature you can see. A
traded as currency. malatium shadow appears in an unoccupied space 10 feet
from the target as an incorporeal figure of the target’s past that
First Level Proficiencies only you can see. The appearance, age, and manifestation of
the target’s past self is left to the DM.
Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain Lerasium Focus
the following proficiencies:
Lerasium is an extremely rare, special metal and no Mistings
● Saving Throws: Intelligence, Wisdom who burn it exist. It does not come in vials, but as a large
● Skills: Choose two from Arcana, Insight, Investigation, piece of metal that requires an action to ingest. Anyone can
burn lerasium, and a creature who burns it transforms into a
Intimidation, Perception, and Survival. Mistborn. For this reason, lerasium should be provided solely
at the DM’s discretion.
Atium Shadow
Born of Mist
Starting at 1st Focus level, you can burn atium as detailed by
your Allomancy feature to see into the immediate future. You can burn an ingested piece of lerasium as a bonus action.
When you do, you see an incorporeal version of every visible Depending on the number and type of Focus levels you
creature called an a tium shadow, which shows the creature as already currently have, you gain one of the following benefits:
it would be several seconds into the future, though you do not
know how to understand it. If you are an Allomancer and a Mistborn, you gain two
Focus levels in every Allomantic Focus, and the maximum for
You can spend 1 charge as a bonus action to burn atium. each Allomantic Focus increases by 2.
Until the start of your next turn, other creatures cannot gain
the benefits of atium against you. If you are an Allomancer and are not a Mistborn, you gain
one Focus level in the Mistborn Focus. You gain its 1st Focus
Masterful Insight level features except the proficiencies listed, and the
maximum for your originally chosen Allomantic Focus
Beginning at 2nd Focus level, you catch glimpses of a remains at 20. When you gain another level in Allomancer,
creature’s immediate future. Choose a creature you can see. you can choose to gain a Focus level in your original Focus or
When you use your Atium Shadow feature, you also learn the Mistborn.
action the creature intends to take on its next turn.
If you are not an Allomancer, you gain a level in
Master Seer Allomancer and must choose the Mistborn Focus. You use the
multiclass rules (see Multiclass section), but ignore the ability
When you reach 3rd Focus level, you understand atium score requirements for multiclassing. If you have any existing
shadows enough to use them. When you use your Atium Focus levels, each one is retained and the maximum for that
Shadow feature, you gain the following benefits until the start Allomantic Focus increases by the number of existing Focus
of your next turn: levels you have in it.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 41
Feruchemist Creating a Feruchemist
Muscles and veins strain against his skin and bracers as he Feruchemists prior to the Catacendre were generally
grows to a hulking size in prepration for the onslaught of an considered good because the Terrisfolk who defied Lord
approaching army, gazing back at death with no trace of fear Ruler. After the Catacendre, however, Ferrings come from
in his eyes. many backgrounds and have different ideas for shaping
Scadrial’s future – for better or for worse.
Sprinting faster than the eye can follow – a barely visible
blur of a woman streaking through the city, landing strike after Where does your Feruchemist come from? Where does your
agonizing strike against the eyeless Steel Inquisitor, bringing it character fit into a world that has oppressed his or her people
to its knees. for a millenia? Are you continuing the Keepers' work in secret,
archiving knowledge in your copperminds? Perhaps you have
Snow swirls around a bare-chested figure as it trudges over turned away from ancient Keeper teachings and shirked your
the mountain, seemingly unfazed by the frigid weather, and responsibilities. Perhaps you are a hired assassin, using your
draws on the memories of ancient history. supernatural abilities for your own gain.
No matter where they go, Feruchemists respect the order of Quick Build
balance, drawing on the wealth of power or knowledge they
hold within. On the surface, they are like any other person, but You can make a Feruchemist quickly by following these
they can become an unstoppable force when they use their suggestions. First, put your higest ability score in Strength,
resource at exactly the right moment. followed by Constitution. Second, choose the Soldier
background. For your Feruchemical Key subclass, choose
Power of Balance Pewter.
Feruchemists obtain power from their connection to the Class Features
Shards of Preservation and Ruin. Their power is keyed to
special metal bracers called m etalminds, which they can store As a Feruchemist, you gain the following class features.
attributes in, and later tap them to retreive the attributes. Different Feruchemical Key subclasses will grant additional
Unlike Allomancy, Feruchemy has virtually no upper limit on features normally provided by other classes.
the amount of power they can tap in a single moment,
meaning Feruchemists can occasionally draw on power ten Hit Points
times that of Allomancers. Attributes can range from the
physical like strength and speed, or to the esoteric like luck Hit Dice: 1d10 per Feruchemist level
and identity. Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Feruchemy is called the art of balance because it is
end-neutral. While storing an attribute in a metalmind, the modifier per Feruchemist level after 1st.
Feruchemist temporarily loses the attribute, becoming weaker,
in exchange for gaining the attribute when needed. Generally, Proficiencies
tapping an attribute expends attributes faster than they were
initially stored. Armor: L ight armor
Weapons: Simple weapons
Feruchemists who can only store in one metal are called Saving Throws: Refer to Key proficiencies
Ferrings, whereas Feruchemists who store in all metals are Skills: R efer to Key proficiencies
called F ull Feruchemists. Normally, a Feruchemist can only
be keyed to one or all metals, but Ferrings can be keyed to Equipment
more metals through Hemalurgy. Due to their position of
power, Full Feruchemists often become Keepers – ardent You start with the following equipment, in addition to the
scholars tasked with preserving knowledge. equipment granted by your background:
Feruchemy is also genetic, passed mainly through ● (a) Any weapon you are proficient with, or (b) a shield
generations of Terrisfolk. Full Feruchemists have since ● (a) Leather armor or (b) ballistic vest armor if proficient
integrated with the general populace, producing Ferrings as a ● (a) A shortbow and 20 stone arrows or (b) two stone
result of diluting the bloodlines.
handaxes
● An explorer's pack
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 42
The Feruchemist Table
Level Proficiency Bonus Maximum Maximum Features
Metalmind Size Store Rate Feruchemy, Feruchemical Key, Terris Lineage
Feruchemy Style, Key Feature
1st +2 3 1 Key Feature
1 Ability Score Improvement
2nd +2 3 2 Extra Attack
2 Ancestral Expertise
3rd +2 4 3 Key Feature
3 Ability Score Improvement
4th +2 4 3 Key Feature
3 Mind and Body
5th +3 5 4 Key Feature
4 Ability Score Improvement
6th +3 6 4 Mind and Body (2)
4 Additional Feruchemy Style
7th +3 7 5 Key Feature
5 Ability Score Improvement
8th +3 8 5 Mind and Body (3)
5 Key Feature
9th +4 9 6 Ability Score Improvement
6 Restore Balance
10th +4 10 6
6
11th +4 11
12th +4 12
13th +5 13
14th +5 14
15th +5 15
16th +5 16
17th +6 17
18th +6 18
19th +6 19
20th +6 20
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 43
Feruchemy Variant Rule for Gaining Charges
Instead of using rules for gaining charges, Feruchemists can
At 1st level, your heritage allows you to store and tap instead regain all charges at the end of a short or long rest.
attributes from metals of a specific type. The metal must have
a specific purity or chemical composition for you to use it. Feruchemical Key
Metal Charges At 1st level, you are keyed to certain types of metalminds.
Choose a Key subclass to specialize in, such as Pewter or
Your Feruchemical abilities are represented by a number of Keeper, and you gain a Key level in that Key. A Key level is a
charges you can tap or spend to fuel your abilities. If you are subclass level, a concept important to characters with multiple
keyed to multiple types of metals, each metal is represented by Keys. When you gain a Feruchemist level, you gain a Key
its own charge. level in your chosen Key.
Metalminds You gain the bonus proficiencies and features detailed in
your chosen Feruchemical Key. You gain additional Key
You gain a metalmind, which is a band of metal that you can Features at 2nd, 3rd, 7th, 9th, 11th, 15th, and 18th Key levels.
store and tap an attribute from. It is named after its material,
like “tinmind” if you can tap from tin. Feruchemists generally Terris Lineage
wear their metalminds on their arms as bracers, but some like
to wear them as piercings. Regardless of location, they At 1st level, you gain proficiency with one Artisan’s tool and
generally cannot be affected by iron and steel Allomancy. one musical instrument of your choice.
The size of your metalmind is determined by your level as Feruchemy Style
detailed in the Feruchemist table, regardless of how many
metalminds of the same metal you own. At 2nd Level, you adopt a style of Feruchemy as your
specialty. Choose one of the following options. You can’t take
Your metalmind is k eyed to you, meaning only you can a Feruchemy Style option more than once, even if you later
store or tap charges from it. Attempting to store or tap charges get to choose again.
from another creature’s metalmind has no effect.
Archery
If you lose your metalmind, you can spend 8 hours to create
another one, provided you have metal materials worth the You gain a +2 bonus to attack rolls you make with ranged
required amount (see Appendix B: Scadrial Items for the weapons.
material cost).
Bracer
Storing Charges
When you successfully start a grapple, you can deal 1d4
At the start of your turn, you can begin storing charges in one bludgeoning damage to the grappled creature. Until the
metalmind you are keyed to (no action required), provided you grapple ends, you can also deal this damage to the creature
are touching it. Choose a store rate up to the maximum shown whenever you hit it with a melee attack.
in the Feruchemist table, and you become weakened as
detailed by your chosen Feruchemical Key. At the end of each Charged
uninterrupted hour of continuous storing, your metalmind
gains a number of charges equal to the store rate, up to its While you have at least 1 charge in a metalmind, you have a
maximum size. If this duration is interrupted, you must restart +1 bonus to your AC.
the storing process from the beginning.
Dueling
You can stop storing charges at any time (no action
required). It also ends early if you stop touching the When you are wielding a melee weapon in one hand and no
metalmind, start tapping charges, fall asleep, or die. other weapons, you gain a +2 bonus to damage rolls with that
weapon.
Tapping Charges
Metalmind
At the start of each of your turns, you can begin tapping any
number charges from one metalmind you are keyed to (no The maximum size of one metalmind you own increases by 1.
action required), provided you are touching it. You expend
that number of charges and you gain certain benefits detailed Versatile
by your chosen Key. The more charges you tap, the better the
benefits will be. Your maximum store rate increases by 1.
The benefits last until the start of your next turn, until you 44
fall unconscious, or until have no charges remaining.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Ability Score Improvement your reaction to reduce the damage taken by 1d10 + your
Constitution modifier. You can reduce the damage further by
When you reach 4th level, and again at 8th, 12th, 16th, and spending charges, increasing the damage reducion by 1d10 for
19th level, you can increase one ability score of your choice each charge spent.
by 2, or you can increase two ability scores of your choice by
1. As normal, you can't increase an ability score above 20 You can use this feature once and regain expended uses at
using this feature. the end of a long rest. You can use this feature twice between
long rests starting at 13th level and three times between long
Extra Attack rests starting at 17th level.
Beginning at 5th level, you can attack twice, instead of once, Additional Feruchemy Style
whenever you take the attack action on your turn.
At 14th Level, you can choose another Feruchemy Style. You
Ancestral Expertise can’t take a Feruchemy Style option more than once, even if
you later get to choose again.
At 6th level, you learn from your predecessors. Choose two
skills from your Feruchemical Key’s First Level Proficiencies Restore Balance
list. Alternatively, you can choose one skill from that list and
one Artisan’s tool. If you are not proficient with the chosen You push your body beyond its limits. Starting at 20th level,
skill or tool, you become proficient. If you are already when you roll initiative and you have no charges left, you
proficient, your proficiency bonus is doubled for any ability regain 3 charges.
check you make that uses the chosen skill or tool.
Mind and Body
Starting at 10th level, your synergy with your metalmind
empowers your body. When you take damage, you can use
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 45
Feruchemical Key Of the sixteen standard metals and three god metals, only
seven are fully developed into subclasses, which are presented
As a Feruchemist, you are either a Ferring or Full in this section organized into their pairs with their counterpart
Feruchemist. Ferrings are only keyed to one type of metal metals. The remaining metals are considered impractical for a
whereas Full Feruchemists are keyed to all of them. This character, but some of their features are detailed in the
specialization is represented by our Key, which grants you Optional Keys section at the end of the Feruchemist class.
additional features. Each Focus may also grant you additional
proficiencies and equipment.
When you gain a level in Feruchemist, you gain a level in
your chosen Key. If you are a Keeper, you follow a different
set of rules as detailed in the Keeper Key section.
Feruchemical Keys
Key Metal Description Primary Saving Throw Bonus Armor and Weapon
Ability Proficiencies Proficiencies
Bloodmaker Gold Taps stored health to survive any Constitution Constitution Hand crossbows, shortswords
and Charisma
battle and protect allies and Wisdom
Brute Pewter Draws on a reserve of strength in Strength Strength and Medium armor, shields, martial
powerful bursts Constitution weapons
Firesoul Brass Controls the duality of fire and Strength and Strength and Shortswords
ice in perfect balance Wisdom Wisdom
Skimmer Iron Changes weight for gentle Strength Strength and Medium armor, shields, battleaxes,
movement or devastating attacks Dexterity mauls, warhammers
Sparker Zinc Activates the mind to see attacks Dexterity and Dexterity and Hand crossbows, longswords,
Intelligence rapiers, shortswords
before they happen Intelligence
Steelrunner Steel Speeds through battle to surprise Dexterity and Dexterity and Hand crossbows, shortswords
unsuspecting foes Charisma Charisma
Windwhisperer Tin Heightens senses to avoid danger Dexterity and Strength and Medium armor, shields, martial
Dexterity weapons
and gain the upper hand Wisdom
Keeper All Metals Wields the power of all Focuses Any Intelligence and Battleaxes, shortswords
as a master of all Wisdom
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 46
Bloodmaker Key Break the Limit
Feruchemists who tap gold draws health and vitality. Called Beginning at 3rd Key level, you can convert your bodily
Bloodmakers, they serve as formidble front-line fighters health into ferocious attacks. When you hit a creature with a
alongside brutes and soldiers. They are often fearless because melee weapon attack and have temporary hit points remaining
of their supernatural ability to recover from any wound. from your Goldmind feature, you can expend all of the
temporary hit points to deal an additional 1d8 weapon
First Level Proficiencies damage.
When you choose this Key at 1st character level, you gain the The additional damage increases to 2d8 at 11th Key level,
following proficiencies: and 3d8 at 18th Key level.
● Weapons: Hand crossbows, shortswords Endure the Pain
● Saving Throws: Constitution, Charisma
● Skills: Choose two from Deception, History, Intimidation, Beginning at 7th Key level, you can adapt your body to resist
attacks. While you are tapping your goldmind at a rate of 2 or
Medicine, Nature, and Survival. more charges per round, whenever you take damage, you can
use your reaction to gain resistance to the damage type. This
Goldmind resistance lasts until you stop tapping your goldmind or until
you use this feature again.
Starting at 1st Key level, you gain a special metalmind called
a goldmind. You are keyed to your goldmind and you can use Innate Cure
it as detailed by your Feruchemy feature. When you begin
storing charges in your goldmind, you gain the following By 9th Key level, your body can resist negative effects. While
effects for the duration: you are tapping your goldmind at a rate of 2 charges or more,
you can use an action to end one disease or one of the
● Your hit points and maximum hit points decrease by 3 for following conditions: blinded, deafened, poisoned, paralyzed,
each charge of your store rate. or petrified.
● You have a -3 penalty on Constitution saving throws for Strongest Body
each charge of your store rate.
Starting at 11th Key level, whenever you gain temporary hit
When you begin tapping charges from your goldmind, you point from your Goldmind feature, you gain additional
gain the following effects each round until you stop: temporary hit points equal to your Constitution modifier.
● On the turn you start tapping charges and at the start of each Paragon of Health
subsequent turn, you regain 1 hit point for each charge you
tap. Beginning at 11th Key level, while you are tapping your
goldmind at a rate of 3 or more charges per round, you and
● At the start of each subsequent turn, you gain 2 temporary each ally within 10 feet of you have advantage on Constitution
hit points for each charge you are tapping. saving throws.
Adrenaline Rush Starting at 18th Key level, your allies within 30 feet gain
this benefit.
Beginning at 1st Key level, you can move great distances in a
burst of adrenaline. You can use your bonus action to move up Thick Skin
to twice your speed in a straight line. If you end your
movement within 5 feet of a hostile creature, you can make By 15th Key level, your skin is tougher and briefly recovers
one melee attack against it as part of this bonus action. from wounds. For every 2 charges you are tapping from your
goldmind, you gain a +1 bonus to your AC if you are not
You can use this feature once and you regain the ability to wearing armor. You can wield and still gain this benefit.
do so when you have stored charges in your goldmind and
regained at least 1 charge. Spark of Life
Life Bond Starting at 18th Key level, you can subconsciously tap your
goldmind during great peril. Whenever you make a death
Starting at 2nd Key level, you are fearless in battle and are saving throw, you can spend 2 charges to add a 1d4 to the roll.
willing to take hits for your allies. If an ally within 5 feet of If you roll a 20 or higher after you add the 1d4, you regain 1
you is the target of an attack you can see, you can use your hit point and become conscious.
reaction to switch places with your ally and take that damage
instead. 47
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Brute Key Body of Pewter
Feruchemists who tap pewter have increased physical strength By 3rd Key level, your empowered body becomes more
and durability. Brutes serve as excellent front-line soldiers. resistant to attacks. The damage you take from an attack, spell,
Simply watching their muscles swell in size can deter even the or other effect is reduced by an amount equal to the rate at
toughest of armies. which you are tapping charges from your pewtermind.
First Level Proficiencies Strength Within
When you choose this Key at 1st character level, you gain the When you reach 7th Key level, while you are tapping your
following proficiencies: pewtermind and you make a saving throw using Strength or
Constitution, you can choose to re-roll the die and must take
● Armor: Medium armor, shields the new result.
● Weapons: Martial weapons
● Saving Throws: Strength, Constitution Brutal Critical
● Skills: Choose two from Acrobatics, Animal Handling,
Starting at 9th Key level, while are tapping at a rate of 2 or
Athletics, Intimidation, Nature, and Survival. more charges per round, you can roll an additional damage die
when you score a critical hit with a melee attack. For every
Pewtermind charge you tap above 2, you can roll an additional weapon
damage die on a critical hit.
Starting at 1st Key level, you gain a special metalmind called
a pewtermind. You are keyed to your pewtermind and you can Pewter Savagery
use it as detailed by your Feruchemy feature. When you begin
storing charges in your pewtermind, you gain the following Starting at 11th Key level, each time you deal damage with a
effects for the duration: melee weapon attack, you can choose to re-roll one weapon
damage die of your choice and take the new result.
● You have a -1 penalty to damage rolls you make with a
Strength-based melee weapon for each charge of your store For each charge you are tapping from your pewtermind, you
rate. can re-roll any damage die an additional time.
● You have a -3 penalty to Strength checks and saving throws Enhanced Strides
for each charge of your store rate.
When you reach 11th Key level, your speed increases by 10
When you begin tapping charges from your pewtermind, feet while you are not wearing heavy armor.
you gain the following effects each round until you stop:
Overwhelming Might
● You have a +1 bonus to damage rolls you make with a
Strength-based melee weapon for each charge you tap. By 15th Key level, you power through all situations with your
strength. While you are tapping your pewtermind at a rate of 4
● You have a +3 bonus to Strength checks and saving throws or more charges per round, you are immune to the frightened,
for each charge you tap. stunned, and paralyzed conditions.
Unarmored Defense Brutish Growth
Starting at 2nd Key level, while you are not wearing any When you reach 18th Key level, drawing on strength visibly
armor, your AC equals 10 + your Dexterity modifier + your alters your physique. While you are tapping your pewtermind
Constitution modifier. You can use a shield and still gain this at a rate of 5 or more charges per round, your size becomes
benefit. Large, your reach increases by 5 feet, and your speed
increases by 10 feet.
Adrenaline Rush
48
Beginning at 3rd Key level, you can move great distances in a
burst of adrenaline. You can use your bonus action to move up
to twice your speed in a straight line. If you end your
movement within 5 feet of a hostile creature, you can make
one melee attack against it as part of this bonus action.
You can use this feature once and you regain the ability to
do so when you have stored charges in your pewtermind and
regained at least 1 charge.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Firesoul Key Thermal Touch
Feruchemists who tap brass gains warmth. Firesouls are Beginning at 2nd Key level, you can transfer your abilities to
dedicated travelers and often found in the most remote reaches things you touch. You gain the following benefits:
of the undiscovered world. Their ability to regulate their
internal body temperature make them excellent explorers and Ignite. While you are tapping your brassmind at a rate of 1
messengers. or more charges per round, you can use a bonus action to
ignite a flammable object you touch that is not being worn or
First Level Proficiencies carried.
When you choose this Key at 1st character level, you gain the Frost. While you are storing your brassmind at a rate of 1 or
following proficiencies: more charges per round, you can use a bonus action to freeze
up to a gallon of open water you touch that is not being worn
● Weapons: Shortswords or carried.
● Saving Throws: Strength, Wisdom
● Skills: Choose two from Athletics, History, Insight, Unarmored Defense
Medicine, Nature, Religion, Stealth, and Survival. Starting at 2nd Key level, while you are wearing no armor and
not wielding a shield, your AC equals 10 + your Constitution
Brassmind modifier + your Wisdom modifier.
Starting at 1st Key level, you gain a special metalmind called Elemental Technique
a brassmind. You are keyed to your brassmind and you can
use it as detailed by your Feruchemy feature. When you begin Starting at 3rd Key level, you can manipulate the internal
storing charges in your brassmind, you gain the following temperature of enemies in combat. Once per turn, when you
effects for the duration: hit a target with an unarmed strike while tapping or storing
charges in your brassmind, you can impose one of the
● You have a -2 penalty on Dexterity checks and saving following effects:
throws for each charge of your store rate.
Searing Touch. I f you are tapping charges, the target takes
● Your body becomes cold to the touch. You automatically an extra 1d8 fire damage. This extra damage increases by 1d8
succeed on Constitution saving throws you make to resist for every 2 charges you are tapping above 1.
extreme heat conditions.
Freezing Grasp. If you are storing charges, the target must
When you begin tapping charges from your brassmind, you succeed on a Constitution saving throw or it cannot take
gain the following effects each round until you stop: reactions until the start of your next turn.
● You have a -2 penalty on Strength checks and saving throws Internal Balance
for each charge of your store rate.
By 7th Key level, you can regulate your internal homeostasis.
● Your body becomes hot to the touch. You automatically While you are tapping your brassmind at a rate of 2 or more
succeed on Constitution saving throws you make to resist charges per round, you have resistance to cold damage. While
extreme cold conditions. you are storing in your brassmind at a rate of 2 or more
charges, you have resistance to fire damage.
Some of your features may require your target to make a
saving throw to resist the feature’s effects. The saving throw Elemental Grip
DC is calculated as follows:
Beginning at 9th Key level, you know the following grappling
Firesoul save DC is 8 + proficiency + your Wisdom modifier techniques:
Martial Arts Fever. While you are grappling a creature and tapping your
brassmind at a rate of 2 or more charges, the creature takes
Starting at 1st Key level, you know martial arts. You roll a d4 1d8 fire damage at the beginning of its turn and has
in place of the normal damage for your unarmed strikes. When disadvantage on attack rolls made with Strength.
you use the attack action to attack with an unarmed strike or a
weapon you are proficient in, you can make an unarmed strike Chill. While you are grappling a creature and storing in your
as a bonus action. brassmind at a rate of 2 or more charges, the creature takes
1d6 cold damage at the beginning of its turn and has
Fan content. Permission granted to reproduce document for personal use only. Not for resale. disadvantage on attack rolls made with Dexterity.
Fire and Ice
When you reach 11th Key level, your elemental techniques
improve. Once per turn, when you hit a target with an
49