unarmed strike while tapping or storing charges in your 50
brassmind, you can impose one of the following effects:
Immolate. If you are tapping at a rate of 3 or more charges
per round, the target must succeed a Constitution saving throw
or be set on fire for 1 minute. An immolated creature takes
2d8 fire damage at the start of its turn and repeats the saving
throw at the end of its turns. Another creature within 5 feet of
the target can use an action to put out the fire.
Frostbite. If you are storing in your brassmind at a rate of 3
or more charges, the target must succeed on a Constitution
saving throw or its speed is halved until the end of its next
turn.
Elemental Soul
When you reach 15th Key level, your command of heat grants
you the following benefits:
Fire Soul. While you are tapping your brassmind at a rate of
4 or more charges per round, your body radiates immense
heat. When a creature within 5 feet of you hits you with a
melee attack, it takes 2d8 fire damage, and you automatically
ignite any objects not being worn or carried.
Ice Soul. W hile you are storing in your brassmind at a rate
of 4 or more charges, you emanate an aura of immense cold.
When a creature within 5 feet of you hits you with a melee
attack, it takes 1d6 cold damage, and you automatically freeze
all open water within 1 foot of you into ice.
Elemenatal Burst
Beginning at 18th Key level, you learn to unleash extreme
temperatures. You know the following techniques.
Overheat. W hile you are tapping your brassmind at a rate of
5 or more charges per round, you can use your action to make
a melee attack against a creature you can see. On a hit, the
target takes 8d8 fire damage, and must succeed on a
Constitution saving throw or be blinded until the end of its
next turn.
Flash Freeze. While you are storing in your brassmind at a
rate of 5 or more charges, you can use your action to make a
melee attack against a creature you can see. On a hit, the target
takes 2d6 cold damage, and must make a Constitution saving
throw. On a failed save, it has disadvantage on ability checks
and saving throws made with Strength or Dexterity until the
end of its next turn.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Skimmer Key Brawler
Feruchemists who tap iron can increase their weight, Starting at 1st Key level, you fight best with the weight of
becoming extremely heavy or light. Expert Skimmers use this your own body. You roll a d4 in place of the normal damage
weight shift to seamlessly transition between leaping long for your unarmed strikes. When you make an attack with an
distances or crushing opposition. The best of them can be unarmed strike, you can make an additional unarmed strike
one-man armies who exploit the conservation of momentum to with a bonus action.
their advantage.
Lightweight
First Level Proficiencies
Beginning at 2nd Key level, while you are storing charges in
When you choose this Key at 1st character level, you gain the your ironmind, your speed, jump height, and jump distance
following proficiencies: increase by a number of feet times equal to five times your
Dexterity modifier (minimum of 0) provided you are not
● Armor: Medium armor, shields wearing heavy armor.
● Weapons: Battleaxes, mauls, warhammers
● Saving Throws: Strength, Dexterity Heavyweight
● Skills: Choose two from Acrobatics, Animal Handling,
Starting at 3rd Key level, while you are tapping your ironmind
Athletics, History, Insight, Intimidation, and Survival. at a rate of 2 or more charges per round, the damage die for
your unarmed strikes becomes a d6. The die size increases by
Ironmind 1 for each charge you tap above 2, up to a d12. For example,
tapping you ironmind at 4 charges per turn will transform your
Starting at 1st Key level, you gain a special metalmind called unarmed strikes’ damage die into d10s.
an ironmind. You are keyed to your ironmind and you can use
it as detailed by your Feruchemy feature. When you begin Additionally, you roll twice as many bonus dice against
storing charges in your ironmind, you gain the following constructs and structures you hit with your unarmed strikes
effects for the duration: provided you are not storing charges in your ironmind.
● You become one weight class lighter for every 2 charges of Featherweight
your store rate.
By 3rd Key level, you can instinctively shift your weight to
● Your maximum jump height and distance increases by 5 feet lighten the impact of a fall. when you are falling, you can use
for each charge of your store rate. your reaction to store charges in your ironmind and reduce the
fall damage you take for by 5 for each charge you are storing.
● You have disadvantage on attack rolls made with heavy
weapons, and Strength checks and saving throws. Weight Shift
When you begin tapping charges from your ironmind, you At 7th Key level, you learn to bolster your body’s density to
gain the following effects each round until you stop: lessen the impact of an attack. When you are hit by an attack
you can see, you can use your reaction to tap charges from
● You become one weight class heavier for every 2 charges your ironmind to reduce the damage you take. If you were
you tap. already tapping charges, you can use this reaction to change
the tap rate. You must choose to use this reaction before you
● Your maximum jump height and distance decreases by 5 know how much damage you take.
feet for each charge you tap.
You reduce the damage taken by five times the number of
● If you are moved against your will, you only move half the charges you are tapping. If you reduce the damage to zero, you
distance. can make one melee attack against the attacking creature.
Refer to the weight class table (Chapter 1: Running a Game) You can use this feature once and regain the ability to do so
for your normal weight class. Some of your features may when you finish a short or long rest.
require your target to make a saving throw to resist the
feature’s effects. The saving throw DC is calculated as Light-Footed
follows:
Starrting at 9th Key level, while you are storing in your
Skimmer save DC is 8 + proficiency + your Strength ironmind at a rate of 3 or more charges per round, you can
modifier Dash as a bonus action and you have advantage on Dexterity
(Stealth) checks.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 51
Improved Brawler 52
Beginning at 11th Key level, your unrivaled combat skills
allow you to turn a miss into another strike. Once on each of
your turns, when you miss with an unarmed strike, you can
make another unarmed strike as part of the same action.
Weight Advantage
At 15th Key level, while you are tapping your ironmind at a
rate of 4 or more charges per round, you can perform one of
the following maneuvers:
Body Slam. You use an action to slam your opponent with
your weight. Make a melee attack. On a hit, you deal 1d8
blugeoning damage for each charge you are tapping, and push
the creature up to 5 feet away from you for each charge you
are tapping.
Iron Pin. You directly pin a creature. When you
successfully grapple a creature, both you and the target are
restrained until the grapple ends. At the end of each of your
turns, the target takes 1d6 force damage for each charge you
are tapping.
Trembling Earth. You use an action stomp the ground
beneath you and create an area of difficult terrain centered on
you with a radius of 5 feet for each charge you are tapping.
Each creature touching the ground in this area must succeed
on a Dexterity saving throw or have disadvantage on attack
rolls they make before the end of their next turn.
Floatweight
At 15th Key level, while you are storing in your ironmind at a
rate of 4 or more charges per round, you leave no tracks and
cannot be tracked by conventional means.
Additionally, when you take bludgeoning, piercing, or
slashing damage, you can choose to be pushed up to 20 feet in
a straight line away from the attacking creature. This
movement does not provoke opportunity attacks.
Knockout Punch
When you reach 18th Key level, your fists become heavier
than steel. While you are tapping your ironmind at a rate of 5
or more charges per round, if you hit a creature with two
unarmed strikes in one turn, it must make a Constitution
saving throw. On a failed save, the creature falls unconscious
for 1 minute or until it takes damage. This feature has no
effect on creatures immune to the unconscious condition.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Sparker Key a bonus action to take a combat stance that lasts until the start
of your next turn or until you stop tapping your zincmind.
Feruchemists who tap zinc have increased mental speed,
letting them think faster and improve their reaction time. The combat stance you choose provides you benefits for the
Called Sparkers, they often take up positions as crew leaders duration, as detailed below:
because of their mental aptitude for influencing the battlefield
and responding to unexpected problems. ● Alert Stance. Choose one creature you can see within 30
feet. If you maintain line of sight to this creature, the
First Level Proficiencies creature has disadvantage on attack rolls against you.
When you choose this Key at 1st character level, you gain the ● Calm Stance. You have advantage on saving throws made
following proficiencies: to resist being charmed, frightened, or confused.
● Weapons: Hand crossbows, longswords, rapiers, ● Defensive Stance. When an enemy attacks you, you can use
shortswords your reaction to add a bonus to your AC equal to your
Intelligence modifier (minimum of 1) against that attack,
● Saving Throws: Dexterity, Intelligence potentially turning the hit into a miss.
● Skills: Choose three from Arcana, Deception, Insight,
● Evasive Stance. When you are subjected to an effect that
Investigation, Nature, Perception, Persuasion, and Survival. allows you to make a Dexterity saving throw to take only
half damage, you instead take no damage if you succeed on
Zincmind the saving throw, and only half damage if you fail.
Starting at 1st Key level, you gain a special metalmind called ● Guarded Stance. When a creature within 5 feet of you
a zincmind. You are keyed to your zincmind and you can use attacks an ally, you can use your reaction to make a weapon
it as detailed by your Feruchemy feature. When you begin attack against the creature, and you can choose to use your
storing charges in your zincmind, you gain the following Intelligence modifier in place of your Strength or Dexterity
effects for the duration: modifiers for this attack.
● You have a -3 penalty on Intelligence checks and saving ● Hunter Stance. When a creature leaves your reach, you can
throws for each charge of your store rate. make an opportunity attack against it even if it has taken the
Disengage action. You can choose to use your Intelligence
● You have a -1 bonus to your attack rolls for each charge you modifier in place of your Strength or Dexterity modifiers for
intend to store. this attack.
When you begin tapping charges from your zincmind, you ● Light Stance. If you maintain this stance until the start of
gain the following effects each round until you stop: your next turn, you can take the Dash or Disengage actions
as a bonus action on that turn.
● You have a +3 bonus on Intelligence checks and saving
throws for each charge you tap. ● Line Stance. If a creature enters your reach, you can use
your reaction to make a melee attack against the creature.
● You have a +1 bonus to your attack rolls for each charge You can choose to use your Intelligence modifier in place of
you tap. your Strength or Dexterity modifiers for this attack.
Mental Training ● Low Stance. You cannot be shoved, grappled, or knocked
prone.
Beginning at 2nd Key level, you prepare and study your foes
between attacks. Once on each of your turns, you can use your ● Rolling Stance. If an enemy ends its movement within 5
Intelligence modifier for an attack and damage roll you make feet of you, you can use your reaction to move up to half
against a creature you can see in place of your Strength or your speed. This movement does not provoke opportunity
Dexterity modifiers. attacks.
Inquisitive Nature ● Side Stance. When a creature misses you with a melee
attack, you can use your reaction to make a weapon attack
Starting at 2nd Key level, you can make an Intelligence against the creature. You can choose to use your
(Investigation) check as a bonus action.
53
Combat Stance
Starting at 3rd Key level, your mental ability lets you adopt
special stances in combat. While you are tapping your
zincmind at a rate of 1 or more charges per round, you can use
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Intelligence modifier in place of your Strength or Dexterity 54
modifiers for this attack.
● Twisting Stance. When a creature misses you with a melee
attack roll, you can cause attack to target one creature of
your choice, other than the attacker, that you can see within
5 feet of you. This attack uses the original attack roll and
you can add your Intelligence modifier (minimum of 1) to it.
You learn three stances of your choice. You learn an
additional stance of your choice at 7th, 11th, 15th and 18th
Key levels. Each time you learn new stance, you can also
replace one stance you know with a different one.
Uncanny Dodge
Starting at 7th Key level, while you are tapping your zincmind
at a rate of 2 or more charges per round, you can use your
reaction to halve the damage of an attack against you that you
can see.
Prestigious Mind
When you reach 9th Key level, your . You gain the following
benefits:
● You can add your Intelligence modifier to Wisdom saving
throws you make.
● You can read, write, and decipher messages in half the time.
● Whenever you make an Intelligence (Investigation) check, it
takes half the time.
Quick-Thinking
Starting at 11th Key level, you react faster to your
surroundings. While you are tapping 3 or more charges from
your zincmind, you gain one additional reaction.
For each charge you tap above 3, you gain one additional
reaction. You can only use one reaction for each trigger.
Adaptability
Starting at 11th Key level, when you are tapping your
zincmind at a rate of 3 or more charges per round, you can use
a bonus action to take up to two combat stances at the end of
your turn.
Mind Over Body
Beginning at 15th Key level, while you are tapping your
zincmind at a rate of 4 or more charges per round, you can use
any number of reactions to re-roll a saving throw and take the
new result.
Stance Mastery
Beginning at 18th Key level, choose one combat stance that
you know. You can take up this stance at will and do not need
to be tapping your zincmind to do so.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Steelrunner Key Blitz Attack
Feruchemists who tap steel can move faster and further. Starting at 3rd Key level, you learn to charge your enemies
Known as Steelrunners, these terrifying forces of nature often with a deadly attack. When you use your action to Dash, you
dash through battles unseen, landing surprise blow after blow can use a bonus action to make one melee weapon attack
to whittle their opponents to nothing. against a creature. If you move 20 or more feet in a straight
line immediately before taking this bonus action, you deal an
First Level Proficiencies additional 1d6 bonus damage. The bonus damage increases by
1d6 for every additional 10 feet you moved in the same
When you choose this Key at 1st character level, you gain the straight line, up to a maximum number of d6s equal to half
following proficiencies: your Key level in this subclass.
● Weapons: Hand crossbows, shortswords Alternatively, you can use your bonus action to make a
● Saving Throws: Dexterity, Charisma shove attack. If you succeed, you can push the target an
● Skills: Choose two from Acrobatics, Deception, additional number of feet equal to five times the number of
charges you are tapping from your steelmind.
Investigation, Performance, Persuasion, Sleight of Hand,
and Stealth. Quick-Footed
Steelmind Beginning at 3rd Key level, while you are tapping your
steelmind at a rate of 2 or more charges per round, you can use
Starting at 1st Key level, you gain a special metalmind called a bonus action to Disengage and move up to 10 feet.
a steelmind. You are keyed to your steelmind and you can use
it as detailed by your Feruchemy feature. When you begin Evasive Maneuvers
storing charges in your steelmind, you gain the following
effects for the duration: Starting at 7th Key level, your innate speed makes it easy to
dodge away from danger. While you are tapping your
● Your movement decreases by 5 feet for each charge of your steelmind at a rate of 2 or more charges per round, each time
store rate to a minimum of zero. You cannot have a store you are subjected to an effect that allows you to make a
rate that decreases your movement below zero. Dexterity saving throw to take only half damage, you can
spend 20 feet of movement from your next turn to instead take
● You have a -2 penalty to Dexterity checks and saving no damage if you succeed on the saving throw and only half
throws for each charge of your store rate. damage if you fail.
When you begin tapping charges from your steelmind, you Quick-Fingered
gain the following effects each round until you stop:
When you reach 9th Key level, you master the art of deception
● You gain additional movement equal to 5 feet for each and misdirection. While you are tapping your steelmind at a
charge you tap. rate of 2 or more charges per round, you gain a bonus to any
Dexterity (Sleight of Hand) or Dexterity (Stealth) checks you
● You have a -2 penalty to any Wisdom (Perception) checks make equal to your Charisma modifier.
you make for each charge you tap.
Steel Step
Unending Movement
Starting at 11th Key level, you can briefly move in an
Starting at 1st Key level, while you are tapping from your untouchable burst. While you are tapping your steelmind at a
steelmind, when a creature misses you with an attack, you can rate of 3 or more charges per round, you can use a bonus
use your reaction to spend 20 feet of movement from your action to teleport up to 30 feet to an unoccupied space you can
next turn and make one weapon attack against it. see. If you immediately take the Attack action, you can deal
bonus damage equal to your Charisma modifier until the end
Shifting Footwork of your turn. The attack must use a finesse weapon.
Beginning at 2nd Key level, you can use your impressive Fleet of Foot
speed to fool your enemies. Choose a creature you can see that
can see you. As a bonus action, you can make a Charisma At 11th Key level, you have trained to become faster even
(Deception) check contested by the creature’s Wisdom without your metalmind. Your base walking speed increases
(Insight). If you succeed, the creature has disadvantage on by 10 feet.
attack rolls made against you until the end of its next turn.
55
You can use this feature a number of times equal to your
Charisma modifier (minimum of 1), and you regain expended
uses when you finish a long rest.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Attack Stride
At 15th Key level, while you are tapping your steelmind at a
rate of 4 or more charges per round, whenever you hit a target
with a melee attack, you gain the benefits of the Disengage
action and you gain 10 feet of movement.
Attacker’s Flurry
By 18th Key level, your impressive speed lets you attack more
often. When you take the Attack action, you can make
additional weapon attacks at by spending 30 feet of movement
for each attack, as part of the same action.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 56
Windwhisperer Key Careful Movement
Feruchemists who tap tin have heightened senses. Called Beginning at 2nd Key level, you can use your bonus action to
Windwhisperers, their ability to selectively heighten and Disengage or make a Wisdom (Perception) check.
dampen their senses make them excellent spies and scouts.
Whispers in the Wind
First Level Proficiencies
Starting at 2nd Key level, you learn to recognize and hear
When you choose this Key at 1st character level, you gain the voices you have studied, even from afar. When you have
following proficiencies: listened to a creature talk for at least an hour, you can hear it
from up to 30 feet away, even if they are whispering. While
● Armor: Medium armor, shields you are tapping charges from your tinmind, this range
● Weapons: Martial weapons increases to 60 feet.
● Saving Throws: Strength, Dexterity
● Skills: Choose two from Arcana, Acrobatics, Medicine, Critical Eye
Religion, Perception, Stealth, and Survival. Starting at 3rd Key level, you can use your heightened senses
to find openings in your enemies’ defenses. While you are
Tinmind tapping your tinmind at a rate of 2 or more charges per round,
you score a critical hit on a roll of 19-20.
Starting at 1st Key level, you gain a special metalmind called
a tinmind. You are keyed to your tinmind and you can use it as When you tap at a higher rate, the lower range of your
detailed by your Feruchemy feature. When you begin storing critical threshold decreases by 1 for every charge you tap
charges in your tinmind, you gain the following effects for the above 2. For example, tapping at 4 charges per round will
duration: allow you to score a critical hit on a roll of 17-20.
● For each charge of your store rate, you have a -3 penalty to Defensive Eye
any Wisdom (Perception), Wisdom (Insight), and Wisdom
(Survival checks) you make. By 3rd Key level, your heightened senses protect you from
attacks. When you are hit by a weapon attack you can see, you
● The range of any darkvision you have decreases by 10 feet can use your reaction to defend yourself. Until the start of
for each charge of your store rate. your next turn, you can add a bonus to your AC equal to your
Wisdom modifier (minimum of 1), including against the
● If you are subjected to a sensory effect that requires you to triggering attack.
make a saving throw, you have advantage on the roll.
You can use this feature once, and regain the use of this
When you begin tapping charges from your tinmind, you feature at the end of a long rest. You can use this feature twice
gain the following effects each round until you stop: between long rests starting at 11th Key level and three times
between long rests starting at 18th Key level.
● For each charge you tap, you have a +3 bonus to any
Wisdom (Perception), Wisdom (Insight), and Wisdom Scout’s Warning
(Survival checks) you make.
Starting at 7th Key level, you warn your allies of incoming
● For each charge you tap, the range of your darkvision danger. While you are tapping your tinmind at a rate of 2 or
increases by 10 feet. more charges per round, whenever you or an ally that you can
see within 30 feet of you suffers a critical hit, you can use
● If you are subjected to a sensory effect that requires you to your reaction to turn that attack into a normal hit. Any effects
make a saving throw, you have disadvantage on the roll. triggered by a critical hit are canceled.
Tinwatch Enhanced Senses
At 1st Key level, you excel at protecting your allies with your Beginning at 9th Key level, while you are tapping your
battle awareness. While you are tapping your tinmind, you tinmind at a rate of 2 or more charges per round, you gain the
extend your awareness to a range of 10 feet for each charge following benefits:
you are tapping and you can use a bonus action to designate a
number of creatures you can see equal to your Wisdom ● You gain tremorsense up your Tinwatch feature’s range of
modifier (minimum of 1). If a designated creatures is inside awareness.
the range of your awareness and makes an attack against your
ally, you can make one weapon attack against it using your ● As an action, you can touch the ground and become aware
reaction. of all creatures touching the ground within 500 feet of you.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 57
You learn the creatures’ size, groups, numbers, and 58
direction of travel.
● As an action, you can detect the presence of poisons in food
that you taste.
Tinwatch Strikes
Starting at 11th Key level, while you are using your Tinwatch
feature, you can use your action to make one weapon attack
against every designated creature within your range of
awareness, and you make a separate attack roll for each target.
If you use a ranged weapon, you must have ammunition for
each target, as normal.
Evasion
Starting at 15th Key level, while you are tapping your tinmind
at 3 or more charges per round, whenever you are subjected to
an effect that allows you to make a Dexterity saving throw to
take only half damage, you instead take no damage if you
succeed on a saving throw, and only half damage if you fail.
Nigh Omniscience
Beginning at 18th Key level, while you are tapping your
tinmind at a rate of 5 or more charges per round, you gain the
following benefits:
● You instantly learn the resistances, immunities, and
remaining hit points of a creature you designate with your
Tinwatch feature.
● If you can hear a creature’s heartbeat, you automatically
succeed on any Wisdom (Insight) checks you make to
discern if it is being truthful.
● You can see clearly up to 2 miles, even in dim light.
● You can hear anything that is whispered up to 1000 feet
away.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Keeper Key respective subclass, instead of the sizes shown in the
Feruchemist class table.
Most Feruchemists are Ferrings and are only keyed to a single
metal, but there are some who are keyed to every metal. These Keeper Store Rate. You can store and tap charges in
rare and powerful Feruchemists are called Full Feruchemists, multiple metalminds at the same time, but while storing
and their expanded abilities make them excellent Keepers, charges, the total combined store rate cannot exceed the value
which are a small group of Terrisfolk dedicated to archiving indicated in the Feruchemist class table.
ancient knowledge. Each Keeper chooses a particular field of
study to collect over the course of a lifetime. You calculate the total Key levels you have in each
Feruchemical Key and you gain the features listed for reaching
A character with a Keeper Key is played as if the appropriate Key level in that subclass.
multi-subclassing into various Feruchemical Keys. Players
with a Keeper character should be comfortable with juggling a Keeper Level Keeper Leveling
lot of information and are encouraged to working knowledge 1 Key Levels Gained
of every Key subclass. 3
7 1, in every other Feruchemical Keys
First Level Proficiencies 11 3
15 3
When you choose this Key at 1st character level, you gain the 18 4
following proficiencies instead of those provided by each 20 4
individual Feruchemical Key. 4
4
● Weapons: Battleaxes, shortswords
● Saving Throws: Intelligence, Wisdom Double Tap
● Skills: Choose two from Arcana, History, Insight,
Starting at 2nd Keeper Key level, you can tap up to two
Investigation, Medicine, Nature, Perception, and Religion. metalminds at the start of each of your turns.
Keeper’s Reputation The World on your Arms
Starting at 1st Keeper Key level, your ancestral knowledge When you reach 9th Keeper Key level, your knowledge of the
provides a thorough understanding of your world and the world runs deep. Whenever you make an ability check with a
people you meet generally respect your Keeper status. skill you are not proficient with, you can replace the skill with
Whenever you make a Charisma check, you can display your another you are proficient in.
metalminds to gain advantage on the roll.
You can use this feature once, and you regain expended uses
You can use this feature twice, and you regain expended when you finish a short or long rest.
uses when you finish a long rest.
Keeper of All
Full Feruchemy
Starting at 11th Keeper Key level, you gain a +1 bonus to the
Beginning at 1st Key level, you are keyed to every metal, maximum size of each metalmind you own.
which is represented by the Key levels you gain in each
metal’s respective Feruchemical Key.
Feruchemy at 1st Keeper Key Level. Y ou gain one Key 59
level in every Feruchemical Key. You gain the features
granted by each subclass as if you are at 1st Key level, but you
do not gain any of the bonus proficiencies listed.
Feruchemy at higher Keeper Key Levels. When you reach
certain Keeper levels, you gain additional Key levels as
detailed in the Keeper Leveling table, which you can assign to
other Feruchemical Keys of your choice to progress your
abilities. You can choose to assign multiple Key levels to one
Key, or divide them amongst multiple Keys. You can have up
to a number of Key levels in each Feruchemical Key equal to
1 + half your Keeper Key level (rounded down) and you can
never have more than this amount. You cannot assign Key
levels to the Keeper Key.
Keeper Metalmind Size. The size of each metalmind you
own is equal to the number of Key levels you have in its
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Optional Keys Sentry Key
Not all metals are created equal. Some metals are not effective Feruchemists who tap bronze gain wakefulness. Called
or difficult for Feruchemists to use, and others are extremely Sentries, they are often hired as overnight shift or army scouts
rare and expensive. If the DM allows, you can choose a Key to keep watch during off-hours.
from this section. Note these Keys end before reaching 20th
Key level. A primary ability is provided for players who want First Level Proficiencies
to multiclass into Feruchemy with the selected Key (refer to
Multiclassing section). Your Primary Ability is Wisdom.
When you choose this Key at 1st character level, you gain the
Archivist Key following proficiencies:
Feruchemists who tap copper can store and retrieve memories. ● Saving Throws: Intelligence, Wisdom
This ability forms the core of the Keepers, a Terris group ● Skills: Choose any two from Animal Handling, Medicine,
dedicated to preserving knowledge.
Nature, Perception, Performance, and Survival.
First Level Proficiencies
Bronzemind
Your Primary Ability is Intelligence.
When you choose this Key at 1st character level, you gain the Starting at 1st Key level, you gain a special metalmind called
following proficiencies: a tinmind. You are keyed to your tinmind and you can use it as
detailed by your Feruchemy feature.
● Saving Throws: Intelligence, Wisdom
● Skills: Choose any three skills. When you begin storing charges in your bronzemind, you
● Tools: Choose any one Artisan’s tool, and two musical temporarily gain one level of exhaustion for each charge of
your store rate, lasting until you stop storing.
instruments of your choice.
When you begin tapping charges from your bronzemind,
Coppermind you temporarily remove one level of exhaustion for each
charge you tap until the start of your next round.
Starting at 1st Key level, you gain a special metalmind called
a coppermind and you are keyed to it. The coppermind does Restless
not follow typical rules as detailed by your Feruchemy feature.
Instead, you can use a bonus action to touch your coppermind Beginning at 2nd Key level, while you are tapping your
and store memories inside it. When you do, it disappears from bronzemind, you have advantage on saving throws made to
your mind until you retrieve that memory as a bonus action by resist being put to sleep.
touching your coppermind. Any memory you retrieve is
recalled perfectly. Constant Vigilance
Ancient Knowledge Beginning at 3rd Key level, you can stay awake for long
periods of time. When you begin a long rest, you can spend 4
When you reach 2nd Key level, you come across additional charges of bronze directly to reduce the amount of time you
practical knowledge during your archival work. Choose an need to sleep by half.
Artisans tool or musical instrument you are not proficient in.
You are now considered proficient. Peaceful Slumber
Borrowed Knowledge Starting at 7th Key level, while you are storing charges in your
bronzemind at a rate of 3 or more, you can choose to
Starting at 3rd Key level, you can search your coppermind for immediately fall asleep and take a short or long rest. While
assistance. When you make an ability check, you can gain a you rest, you cannot be roused from sleep and you can still
bonus to the roll equal to your Intelligence modifier (minimum store charges as though you are awake.
of 1). You can use this feature once, and you regain the ability
to do so when you finish a long rest. While you are sleeping through a short rest, you can spend
hit dice as normal, but you gain a bonus to each roll equal to
Bolstered Intellect your store rate. While you are sleeping through a long rest,
you regain additional spent hit dice equal to your store rate.
Starting at 7th Key level, when you make an ability check
using Intelligence, you can treat a d20 roll of 7 or lower as an
8.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
60
Pinnacle Key First Level Proficiencies
Feruchemists who tap electrum gain determination. Called Your Primary Ability is Constitution.
Pinnacles, they are generally private people who use their When you choose this Key at 1st character level, you gain the
power to get through difficult situations. following proficiencies:
First Level Proficiencies ● Saving Throws: Strength, Constitution
● Skills: Choose any two from Deception, Medicine, Nature,
Your Primary Ability is Wisdom.
When you choose this Key at 1st character level, you gain the Perception, Stealth, and Survival.
following proficiencies:
Cadmiummind
● Saving Throws: Wisdom, Charisma
● Skills: Choose any two from Arcana, Deception, Starting at 1st Key level, you gain a special metalmind called
a cadmiummind. You are keyed to your cadmiummind and
Intimidation, Medicine, Persuasion, and Survival. you can use it as detailed by your Feruchemy feature.
Electrummind When you begin storing charges in your cadmiummind, you
have disadvantage on any Strength, Dexterity, and
Starting at 1st Key level, you gain a special metalmind called Constitution checks you make until you stop storing.
an electrummind. You are keyed to your electrummind and
you can use it as detailed by your Feruchemy feature. When you tap charges from your cadmiummind, you
immediately hold your breath for a number of minutes equal
When you begin storing charges in your electrummind, you to the number of charges you tap.
have disadvantage on attack rolls, ability checks and saving
throws for the duration. Internal Strength
When you begin tapping charges from your electrummind, Beginning at 2nd Key level, while you are tapping charges
you gain bolstered determination until the start of your next from your cadmiummind, you have advantage on Constitution
turn. When you make an attack roll, ability check, or saving saving throws made to resist poison.
throw, the d20 roll can never be lower than 5 + the number of
charges you are tapping. If the roll is lower than that number, Force of Breath
you use that number instead.
Starting at 3rd Key level, while you are tapping your
Relentless Effort cadmiummind at a rate of 2 or more charges per round, you
can use your action to release your breath in a powerful burst
Starting at 2nd Key level, while you are tapping charges from to push enemies away. Each creature in a 15-foot cone must
your electrummind, you become determined to succeed. Until succeed on a Strength saving throw or be pushed away from
the start of your next turn, if you fail an ability check, you can you up to a distance equal to ten times the number of charges
re-roll the d20 and must use the new result. you are tapping. The DC is 8 + your proficiency bonus + your
Constitution modifier.
Unwavering Spirit
Breath of Life
Beginning at 3rd Key level, while you are tapping charges
from your electrummind, you become determined to survive. Beginning at 7th Key level, you can use your breath to
Until the start of your next turn, if you fail saving throw, you resuscitate your allies. While you are tapping charges from
can re-roll the d20 and must use the new result. your cadmiummind, you can use a bonus action to assist an
unconscious ally within 5 feet of you. The target gains a bonus
Persistent Fighter to its next death saving throw equal to the number of charges
you are tapping, and if it rolls a 20 or higher on the save, it
Starting at 7th Key level, while you are tapping 2 or more becomes conscious and regain 1 hit point.
charges per round from your electrummind, you become
determined to strike. Until the start of your next turn, if you Subsumer Key
miss an attack roll, you can re-roll the d20 and must use the
new result. Feruchemists who tap bendalloy gain stored energy. Aptly
called Subsumers, the energy they store comes from large
Gasper Key quantities of food they eat. The ability to not eat for days make
them excellent journeyman and travelers, though
Feruchemists who tap cadmium gains breath, or the ability to restauranteers often malign them when they stop by to stock
hold one’s breath for long periods of time. Known as Gaspers, up again.
people often hire them to dive into deep waters for fish or
various valuables. 61
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
First Level Proficiencies known about this ability outside of Terris communities.
Because of the esoteric nature of this ability, Trueselfs are
Your Primary Ability is Constitution. extremely rare, but are capable of changing the fate of the
When you choose this Key at 1st character level, you gain the world with their unlimited potential.
following proficiencies:
First Level Proficiencies
● Saving Throws: Strength, Constitution
● Skills: Choose any two from Athletics, Medicine, Nature, Your Primary Ability is Charisma.
When you choose this Key at 1st character level, you gain the
Perception, Persuasion, and Survival. following proficiencies:
Bendalloymind ● Saving Throws: Wisdom, Charisma
● Skills: Choose any two from Arcana, Animal Handling,
Starting at 1st Key level, you gain a special metalmind called
a bendalloymind. You are keyed to your tinmind and you can Deception, Nature, Religion, and Stealth.
use it as detailed by your Feruchemy feature.
Aluminummind
When you begin storing charges in your bendalloymind, you
can eat one day’s worth of food per hour for the duration. For Starting at 1st Key level, you gain a special metalmind called
every hour of uninterrupted eating, you store 1 charge in your an aluminummind. You are keyed to your aluminummind and
bendalloymind. you can use it as detailed by your Feruchemy feature.
When you tap charges from your bendalloymind, you When you begin storing charges in your aluminummind,
immediately survive for a number of days without eating equal you have a -3 penalty to Charisma checks and saving throws
to the number of charges you tap. for each charge of your store rate until you stop storing.
Internal Strength When you begin tapping charges from your aluminummind,
you have a +3 bonus to Charisma checks and saving throws
Beginning at 2nd Key level, while you are tapping charges for each charge you tap until the start of your next turn.
from your bendalloymind, you have advantage on Constitution
saving throws made to resist poison. Become No One
Adrenaline Rush Starting at 2nd Key level, while you storing charges in your
aluminummind, you become more difficult to recognize.
Starting at 3rd Key level, you can move great distances in a When a creature makes an ability check to search or identify
burst of adrenaline. You can use your bonus action to move up you, it has a penalty to the roll equal to the number of charges
to twice your speed in a straight line. If you end your you are tapping. Additionally, anything you say sounds local
movement within 5 feet of a hostile creature, you can make to a creature that hears you.
one melee attack against it as part of this bonus action.
Force of Personality
You can use this feature once and you regain the ability to
do so when you have stored charges in your bendalloymind Starting at 3rd Key level, you can create a dominating
and regained at least 1 charge. personality. While you are tapping your aluminummind at a
rate of 2 or more charges per round, you can use your action to
Compounded Rest suggest a reasonable course of action for a creature that can
see and hear you. The creature must succeed on a Wisdom
When you reach 7th Key level, you can draw on your energy saving throw (DC = 8 + your proficiency bonus + your
to resuscitate yourself. As an action, you can spend any Charisma modifier) or it must follow the suggestion to the best
number charges directly from your bendalloymind to gain the of its ability for up to 1 hour. If the suggestion is unreasonable
benefits of a short rest. When you spend hit dice this way, you or harmful, the influence fails. If you or any of your
gain a bonus to the roll equal to the number of charges you companions damage the targets, the influence immediately
spend. ends.
You can use this feature once and you regain the ability to Remove Identity
do so when you have stored charges in your bendalloymind
and regained at least 1 charge. When you reach 7th Key level, you can store your Identity
until you become a blank slate, which lets you bypass the
Trueself Key keying limitations of metalminds.
Feruchemists who tap aluminum gains their stored sense of While you are storing 3 or more charges in your
Identity. Identy also represents a Feruchemist’s connection to aluminummind, you do not need to be keyed to a metalmind to
its metalmind, which keys the metalmind and prevents store and tap from it, though you still need the appropriate
unauthorized people from tapping them. Not much else is
62
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Feruchemical ability. When you store charges in another Connect Investiture
metalmind this way, it becomes u nkeyed, and a creature with
the appropriate Feruchemical ability can tap charges from it. Starting at 7th Key level, while you are tapping your
duraluminmind at a rate of 5 or more charges, you imbue your
Connector Key Investiture with connection. Any creature who touches the
Investiture gains the ability to absorb and use it.
Feruchemists who tap duralumin create connections to others.
Because of the esoteric nature of this ability, Connectors are Spinner Key
extremely rare, but can be found working as diplomats or
translators. Feruchemists who tap chromium retrieve fortune and gain
luck. Because of the esoteric nature of this ability, Spinners
First Level Proficiencies are extremely rare, but can be found working as talented
assassins or cleaning out casinos.
Your Primary Ability is Charisma.
When you choose this Key at 1st character level, you gain the First Level Proficiencies
following proficiencies:
Your Primary Ability is Wisdom.
● Saving Throws: Wisdom, Charisma
● Skills: Choose any two from Animal Handling, Deception, When you choose this Key at 1st character level, you gain the
Nature, Performance, Persuasion, and Survival. following proficiencies:
Duraluminmind ● Saving Throws: Intelligence, Wisdom
● Skills: Choose any two from Arcana, History, Investigation,
Starting at 1st Key level, you gain a special metalmind called
a duraluminmind. You are keyed to your duraluminmind and Nature, Performance, and Sleight of Hand.
you can use it as detailed by your Feruchemy feature.
Chromiummind
When you begin storing charges in your duraluminmind,
you have a -3 penalty to Charisma checks and saving throws Starting at 1st Key level, you gain a special metalmind called
for each charge of your store rate until you stop storing. a chromiummind. You are keyed to your chromiummind and
you can use it as detailed by your Feruchemy feature with a
When you begin tapping charges from your duraluminmind, few exceptions. When you begin storing charges in your
you have a +3 bonus to Charisma checks and saving throws chromiummind, you gain the following effects for the
for each charge you tap until the start of your next turn. duration:
Master of Communication ● Whenever you roll a 19 or 20 on a d20 for an attack roll,
ability check, or saving throw, you must reroll the die and
Beginning at 2nd Key level, when you start tapping charges, use the new roll. This range decreases by 2 for each charge
you can select a number of creature you can see equal to the of your store rate above 1. For example, while you are
number of charges you tap. For the next minute, you can storing at a rate of 2 charges, you must reroll the die on a
communicate with the chosen creatures even if you do not roll of 17-20 and use the new result.
share a language. If the creatures cannot speak at least one
language, this feature fails. ● If you have not made any attack rolls, ability checks, or
saving throws for the past hour, something unlucky happens
Social Connection to you. The DM chooses this effect.
Starting at 3rd Key level, while you are tapping your When you begin tapping charges from your chromiummind,
duraluminummind at a rate of 2 or more charges per round, you gain the following effects each round until you stop:
you can use an action to attempt charming a creature you can
see within 30 feet. The creature must succeed on a Wisdom ● Whenever you roll a 1 or 2 on a d20 for an attack roll,
saving throw (DC = 8 + your proficiency bonus + your ability check, or saving throw, you can reroll the die and
Charisma modifier) or be charmed by you for 1 minute. must use the new roll. This range decreases for each charge
you are tapping above 1. For example, while you are
Master of Languages tapping at a rate of 2 charges per round, you can reroll the
die on a roll of 1-4 and must use the new result.
When you reach 7th Key level, your connections become
permanent. At the end of each long rest, you can select any Blessed Protection
two langauges and you read, speak, and understand them until
the end of your next long rest. Beginning at 2nd Key level, while you are tapping your
Fan content. Permission granted to reproduce document for personal use only. Not for resale. chromiummind, you can add a d4 to any saving throws you
make.
63
Lucky Stumble Remove Investiture
Starting at 3rd Key level, while you are tapping your When you reach 7th Key level, you can store your Investiture
chromiummind at a rate of 2 or more charges per round, directly into the nicrosilmind. When you store 3 or more
whenever you hit a creature with an attack, you gain the charges in your nicrosilmind, you can choose to lose these
benefits of the Disengage action until the end of your turn. levels and store your Focus or Key levels permanently in the
nicrosilmind until it is tapped. After it is tapped, you regain
Winds of Fortune the lost Focus or Key levels.
Beginning at 7th Key level, when you tap your chromiummind Atium Key
at a rate of 4 or more charges, you are hit with a wave of luck.
Roll a d6 to determine the effect. Feruchemist who tap atium gains youth. There is currently no
known name for such a Ferring, and atiumminds are nearly
1-2: Nothing happens. impossible to obtain.
3-4: You have advantage on your next attack roll, ability
check, or saving throw. Atiummind
5-6: something lucky happens. The DM chooses the effect.
An appropriate outcome would be the lucky discovery of an Starting at 1st Key level, you gain a special metalmind called
important object or the arrival of a helpful ally. a atiummind. You are keyed to your atiummind and you can
use it as detailed by your Feruchemy feature.
Soulbearer Key
When you begin storing charges in your atiummind, you
Feruchemists who tap nicrosil retrieve Investiture, which become 1 year older for each charge of the store rate until you
represents the ability for a creature to use the Metallic Arts. stop storing.
Because of the esoteric nature of this ability, Soulbearers are
extremely rare, but hold the potential to change the world. When you begin tapping charges from your atiummind, you
become 1 year younger for each charge you are tapping. This
First Level Proficiencies effect lasts until for 1 minute instead of 1 round.
Your Primary Ability is Wisdom. 64
When you choose this Key at 1st character level, you gain the
following proficiencies:
● Saving Throws: Intelligence, Wisdom
● Skills: Choose any two from Arcana, History, Investigation,
Nature, Religion, and Persuasion.
Nicrosilmind
Starting at 1st Key level, you gain a special metalmind called
a nicrosilmind. You are keyed to your nicrosilmind and you
can use it as detailed by your Feruchemy feature.
When you begin storing charges in your nicrosilmind, for
each charge of your store rate, you lose one Focus or Key
level in any combination of Allomantic Focuses or
Feruchemical Keys. This effect lasts until you stop storing.
When you begin tapping charges from your nicrosilmind,
for each charge you tap, you gain one Focus or Key level in
any combination of Allomantic Focuses or Feruchemical
Keys. This effect lasts until the start of your next turn.
Conceal Investiture
Beginning at 2nd Key level, while you are storing charges in
your nicrosilmind, your Investiture cannot be detected by any
means.
Spiritual Studies
Starting at 3rd Key level, you gain proficiency in the Arcana
skill, if you are not already proficient.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Hemalurgist quest to alter the course of history. Perhaps you are recently
freed from the Whisperer’s control, finally experience
Empty steel eyes scanning the crowd, a man with a independence.
spike-pierced head recognizes the Allomantic pulses of zinc
and draws his stone axes. Quick Build
Moving with an unnatural strength, the koloss swings a You can make a Hemalurgist quickly by following these
sword nearly twice his size with the strength of five men, suggestions. First, put your highest ability score in
shattering a shield and embedding the shards into the body Constitution, followed by Strength. Second, choose the
that wielded it. Acolyte background. Choose an iron and steel spike for your
starting equipment.
Shifting with practiced speed, a kandra swallows the bones
of a guard and rebuilds a perfect replica body, preparing to Hemalurgy and Your Game
infiltrate the manor grounds for a contract assassination. Hemalurgy can have widespread consequences for your
campaign because of the its deadly nature. You should
However different, all Hemalurgists are united by the spikes carefully consider if you are ready to run a game for a
that pierce their bodies. No matter what they do, they often Hemalurgist.
find themselves at the mercy of divine whispers in their mind,
instructed like small cogs in the midst of a grand plan. Class Features
Power of Ruin As a Hemalurgist, you gain the following class features.
Hemalurgists obtain their power from their connection to Hit Points
Ruin. Hemalurgy is considered end-negative because of the
deadly ritual required to transfer that power. Hemalurgists Hit Dice: 1d10 per Hemalurgist level
steal the abilities of other creatures by impaling a living being Hit Points at 1st Level: 10 + your Constitution modifier
with a special metal spike and spearing themselves with it. Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
Hemalurgy can be used to steal physical strength, mental modifier per Hemalurgist level after 1st.
fortitude, and even other Metallic Arts. The amount and type
of attributes obtained are dependent on the size of the spikes, Proficiencies
the location of the spikes, the types of metal used, and the time
between the spikes piercing both bodies. Armor: Light armor
Weapons: S imple weapons, shortswords, longswords
The Hemalurgic process also wears down Hemalurgists’ Saving Throws: S trength, Constitution
bodies and can expose them to beings beyond. Divine and Skills: C hoose two from: Athletics, Acrobatics, History,
incorporeal beings can whisper in their ears, and the more
powerful beings can even control them. It is even known for Intimidation, Medicine, Perception, Religion, and Survival.
some Allomancers with incredible powers to control a
Hemalurgist. Equipment
Creating a Hemalurgist You start with the following equipment, in addition to the
equipment granted by your background:
Hemalurgists are generally evil because of the the bloody
ritual required to create them. After the Catacendre and the fall ● Any two weapons you are proficient in
of the Lord Ruler who first created them, Hemalurgists gained ● (a) Leather armor, or (b) ballistic vest armor if proficient
limited independence and have begun shifting towards a good ● An explorer's pack
alignment. ● A set of metallurgist's tools
When you create a Hemalurgist, consider your origin. Were
you impaled against your will or did you agree to undergo the
process? Perhaps you were promised the power in exchange
for servitude. What is your character’s relationship to your
Whisperer? Maybe the voices in your mind has sent you on a
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 65
The Hemalurgist Table
Level Proficiency Bonus Spike Limit HemaSurge Features
1st +2 2 - Hemalurgy, Hemalurg’s Craft, Cognitive Whisper
2nd +2 2 d4 Fighting Style, HemaSurge
3rd +2 3 d4 Metallic Vitality
4th +2 3 d4 Ability Score Improvement
5th +3 4 d6 Hemalurgic Path
6th +3 4 d6 Blood Mending
7th +3 4 d6 Path Feature
8th +3 4 d6 Ability Score Improvement
9th +4 5 d8 -
10th +4 5 d8 Hemalurgic Endurance
11th +4 5 d8 Path Feature
12th +4 5 d8 Ability Score Improvement
13th +5 6 d10 -
14th +5 6 d10 Cleansing Blood
15th +5 6 d10 Path Feature
16th +5 6 d10 Ability Score Improvement
17th +6 7 d12 -
18th +6 7 d12 Path Feature
19th +6 7 d12 Ability Score Improvement
20th +6 7 d12 Path Feature
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 66
Hemalurgy Proficiencies listed. Your Allomantic charge maximum is
equal to 2 times the number of spikes you have in your body
Starting at 1st level, you can practice Hemalurgy and you that grant you Focus levels.
understand how to steal powers from others with a Hemalurgic
spike. Like other Metallic Arts, only specific metals with a Stealing Key levels. When you steal at least one Key level,
very precise purity or alloy percentage can be used as a spike. you gain the Feruchemy feature detailed in the Feruchemist
class. You gain the features granted by reaching the combined
Hemalurgic Ritual total of Key levels you have in the appropriate subclass, but
you do not gain any of the First Level Proficiencies listed.
To steal a power, you must first kill a humanoid creature, or Your Feruchemy maximum store rate is equal to half the
donor, with a Hemalurgic spike, which charges it with an number of spikes you have that grant you Key levels, and the
attribute. The type of metal used determines the attribute you size of each metalmind you own is equal to the number of Key
steal, as shown in the Ability Spikes and Power Spikes tables. levels you have in its respective subclass. Your DM can
If the donor does not have the attribute you are trying to steal, decide if you automatically gain a metalmind or if you must
the spike remains uncharged. obtain one.
As an action, you can insert the spike into your body, and Metal Enhancement Spikes
gain the attribute carried by the spike. Only an uncharged Copper
spike can steal an attribute and each spike can only carry one Iron Enhancement Effect
stolen attribute at a time. When a charged spike has not Tin
pierced a host for some time, the attribute quickly decays in Zinc You gain a +1 bonus to any Intelligence checks and
potency until the spike becomes uncharged. saving throws you make.
Enhancement Spikes You gain a +1 bonus any Strength checks and
saving throws you make.
Specific spikes can steal a physical or mental ability
enhancement from the donor. An Enhancement Spike carries a You gain a +1 bonus to your passive Perception
+1 bonus to the chosen ability effect when it is first charged and any Wisdom (Perception) checks you make.
and decays after 1 minute if the spike has not been inserted
into your body. You gain a +1 bonus to any Wisdom saving throws
you make.
Choosing the Spike. The ability enhancement you can steal
is determined by the type of spike you use, as shown in the Power Spikes
Enhacenement Spikes table. When you insert the spike into
your body, you gain the stolen attribute until the spike is Metal Power Effect
removed.
Bendalloy You gain up to 2 Key levels in one spiritual
Power Spikes Feruchemical power of your choice from your donor.
Specific metals can steal certain Allomancer or Feruchemist Brass You gain up to 2 Key levels in one cognitive
powers from the donor, which are represented by Focus and Feruchemical power of your choice from your donor.
Key levels that grant you features from the appropriate
subclass. If the donor does not have the appropriate levels in Bronze You gain up to 2 Focus levels in one mental
the Allomancer or Feruchemist class for the spike to steal, the Allomantic power of your choice from your donor.
spike remains uncharged. The Focus or Key level decays by 1
for every minute the spike has not been inserted into your Cadmium You gain up to 2 Focus levels in one temporal
body. Allomantic power of your choice from your donor.
Choosing the Spike. The type of power you can steal is Electrum If the DM allows, you gain up to 2 Focus levels in
determined by the type of spike you use, as shown in the one enhancement Allomantic power from your donor.
Power Spikes table. When you insert the spike into your body,
you gain the stolen Focus or Key levels until the spike is Gold You gain up to 2 Key levels in one hybrid
removed. Refer to the Allomantic Metals Table and the Feruchemical power of your choice from your donor.
Feruchemical Metals Table in Appendix C for the various
categories of powers. Pewter You gain up to 2 Key levels in one physical
Feruchemical power of your choice from your donor.
Stealing Focus levels. When you steal at least one Focus
level, you gain the Allomancy feature detailed in the Steel You gain up to 2 Focus levels in one physical
Allomancer class. You gain the features granted by reaching Allomantic power of your choice from your donor.
the combined total of Focus levels you have in the appropriate
subclass, but you do not gain any of the First Level 67
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Removing a Spike your Whisperer for 1 minute. The DC is 20 at minimum, and
the DM can choose to raise it if appropriate.
Over the course of a minute, you can remove a spike from a
willing host, provided the spike is accessible. If the host is Fighting Style
unwilling, it must be incapacitated and you must succeed on a
Strength check (DC = 15 + the host’s Hemalurgist level) to At 2nd level, you adopt a particular style of fighting as your
remove the spike. When the spike is removed, the host loses specialty. You can't take a Fighting Style option more than
8d6 hit points and gains one level of exhaustion. once, even if you later get to choose again.
Removing a spike causes its attribute to decay. When a Archery
spike is removed, the enhancement bonuses, Focus levels, or
Key levels it carries each decrease by 1. If the spike is You gain a +2 bonus to attack rolls you make with ranged
carrying an esoteric attribute, the DM can decide how it weapons.
decays. The spike can be re-used, and each time it is removed,
its attributes continue to decay until it is uncharged. Defense
Spike Limit While you are wearing armor, you gain a +1 bonus to AC.
At 1st level, you are impaled with two Hemalurgic spikes of Great Weapon Fighting
your choice from the Ability Spikes and Power Spikes tables.
If you chose a Power Spike, it is carrying either two Key When you roll a 1 or 2 on a damage die for an attack you
levels, or two Focus levels. make with a melee weapon that you are wielding with two
hands, you can reroll the die and must use the new roll. The
The maximum amount of Hemalurgic spikes you can have weapon must have the two-handed or versatile property for
in your body is 2 and your Spike Limit increases according to you to gain this benefit.
the Hemalurgist table as you gain levels.
Two-Weapon Fighting
You can obtain new spikes by finding them. It is up to the
story you tell to determine the type and power of spikes you When you engage in two-weapon fighting, you can add your
obtain. If the DM allows, you may be able to craft spikes by ability modifier to the damage of the second attack.
spending an appropriate amount of time and materials.
HemaSurge
Variant Rule for Obtaining Spikes.
Instead of relying on the adventure to find spikes, At 2nd level, your Hemalurgically-enhanced body makes you
Hemalurgists can instead receive an Enhancement or stronger. This power is represented by a HemaSurge die,
Ability Spike whenever their Spike Limit increases, and which is a d4. You have a number of HemaSurge dice equal to
each spike carries the maximum amount of attribute your Constitution modifier (minimum of 1) and you can never
possible. have more this amount. If you have no HemaSurge dice
remaining, you can use an action to take damage equal to a
Hemalurg’s Craft HemaSurge die roll to regain one die. You regain all expended
dice at the end of a short or long rest.
Starting at 1st level, when you use your metallurgist's tools to
craft Allomantic charges you can burn, you craft an additional Once per turn, when you hit a creature with a weapon
charge for every two spikes you have in your body that grants attack, you can spend one HemaSurge die and add it to the
you Allomancy. weapon’s damage roll.
Cognitive Whisper Your HemaSurge die size increases as you gain levels in the
Hemalurgist class as shown on the Hemalurgist table. It
Beginning at 1st level, Hemalurgy exposes you to the becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level,
whisperings of a being beyond your world. You can hear and a d12 at 17th level.
voices from a Whisperer. Work with your DM to determine
who may be whispering advice, commands, or darkness into Metallic Vitality
your mind and how that may affect your alignment. A Shard, a
cognitive shadow, or a worldhopper is an excellent choice for Beginning at 3rd level, you have advantage on saving throws
a Whisperer. made to resist poison.
When you do something against your Whisperer’s wishes,
your Whisperer may try to control you. You must succeed on
a Wisdom saving throw or become physically controlled by
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 68
Ability Score Improvement 69
When you reach 4th level, and again at 8th, 12th, 16th, and
19th level, you can increase one ability score of your choice
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
using this feature.
Hemalurgic Path
At 5th level, you choose a Hemalurgic Path. Each Path is
dictated by the types of spikes you have used and are can be
restricted by race or alignment. Each Path provides you
additional features at 7th, 11th, 15th, 18th, and 20th level.
Blood Mending
Starting at 6th level, your impaled body draws upon the
spike’s power to stay alive. You can use a bonus action to
regain hit points equal to your HemaSurge die + double your
Constitution modifier.
You can use this feature once, and regain the ability to do so
when you finish a short or long rest.
Hemalurgic Endurance
Beginning at 10th level, you can draw upon your blood and
spikes to resist damage to your body. When you must make a
saving throw, you can spend a HemaSurge die and add the roll
to your saving throw. You can wait until after you roll the d20
to use this feature, but must decide before you discover
whether the roll succeeds or fails.
Additionally, your experience in Hemalurgy allows you to
easily remove and insert spikes into your own body. When
you remove a spike from your body, you only take half
damage.
Cleansing Blood
At 14th level, you can use your action to spend one
HemaSurge die to end one Allomantic or Feruchemical effect
on yourself or on one willing creature that you touch.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Hemalurgic Paths Spike Potential
Hemalurgy is unique for its versatility and terrible Required Spike Benefit
requirements. Though most Hemalurgists are Inquisitors,
Kandra, and Koloss, there are secret practitioners that immerse Bendalloy or Your maximum hit points increase by 10
themselves in the art privately. Gold
Path of the Bindless Brass You gain proficiency in Intelligence
saving throws
Although most human Hemalurgists become Steel Inquisitors,
some are private practitioners. In rare cases, a creature could Bronze or Zinc You gain proficiency in Wisdom saving
be Hemalurgically impaled not of its own volition, but by will throws
of the divine. These are known as the Bindless: those who use
their own skill and intelligence to find previously Cadmium or Your speed increases by 10 feet
undiscovered combinations of Hemalurgy. Electrum
Key Focus Copper You can add half your proficiency bonus,
rounded down, to any skill check you make
Beginning at 5th level, can burn or tap multiple metals at once. that doesn't already include your proficiency
You can tap up to two metalminds at the start of each of your bonus
turns. Additionally, as part of the bonus you use to burn a
metal, you can burn another metal that also requires a bonus Iron You have a +1 bonus to attack rolls you make
action to burn. with Strength
Hemalurgy Adept Pewter or Steel The maximum number of HemaSurge dice
you can have increase by 1
Starting at 7th level, you discover new methods of Hemalurgy.
You gain proficiency in the History skill and metallurgist’s Tin When you roll for initiative, you can make a
tools if you are not already proficient. Whenever you use your Wisdom (Perception) check to determine your
metallurgist's tools to craft Allomantic charges you can burn, initiative order instead
you craft an additional charge.
Ability Score Unnatural Durability
Spike Potential Strength Required Spike
Dexterity Iron or Pewter
When you reach 11th level, your body absorbs more power Cadmium or Steel
from your spikes. You can choose two of the following Constitution Bendalloy or Gold
benefits of your choice from the Spike Potential table, Intelligence Copper or Brass
provided you have at least one of the required spikes in your Tin or Zinc
body. At the end of a short or long rest, you can replace one Wisdom Bronze or Electrum
chosen benefit with another one available to you. Charisma
Unnatural Durability Hemalurgic Transcendent
Beginning at 15th level, your impaled form is almost Beginning at 18th level, your combination of spikes grant you
superhuman. When you make a saving throw using an ability inhuman ability to affect another creatur’s blood. As an action,
score from the Unnatural Durability Table below, you can use you can spend 2 HemaSurge dice to use one of the following
your reaction to gain advantage on the save provided you have maneuvers, which last until you lose concentration (as if
at least one of the corrresponding spikes in your body. Once concentrating on a spell).
you use this feature, you cannot use it again for saving throws
made with the same ability score until you finish a long rest. Bind Blood. Choose up to three creatures you can see within
5 feet. Each creature must succeed on a Constitution saving
Fan content. Permission granted to reproduce document for personal use only. Not for resale. throw or become paralyzed for 1 minute. The DC is 15 and
you can spend Allomantic Iron or Steel charges to increase it
by 1 for each charge you spend. An affected creature can
repeat the saving throw at the end of each of its turns, ending
70
the effect on a success. A creature automatically succeeds on 71
the save if it has no blood.
Corrupt Blood. Choose up to three creatures you can see
within 30 feet. Each creature must succeed on a Wisdom
saving throw or become corrupted for 1 minute. The DC is 15
and you can spend Allomantic zinc or brass charges to
increase it by 1 for each charge you spend. An affected
creature is frightened of you, cannot take reactions, and must
use its action on its turn to make a melee attack against a
randomly determined creature within reach. If there is no
creature within its reach, the creature does nothing. At the end of its
turns, the affected creature can repeat the saving throw, ending
the effect on a success. A creature automatically succeeds on
the save if it is an undead or a construct.
Detect Heartbeat. Y ou automatically detect the presence all
creatures with a heartbeat within 60 feet of you, and you have
advantage on any Charisma checks you make towards them
for 1 minute. You also learn their type, location, numbers, and
mood.
Quicken Pulse. C hoose up to three creatures within 10 feet
of you, including yourself. For the next minute, the creature’s
speed is doubled, it has advantage on Dexterity saving throws,
and it can make one additional attack when it takes the attack
action.
True Freedom
When you reach 20th level, you finally achieve independence
from your Whisperer. You no longer hear the Whisperer’s
voice in your head. You have advantage on saving throws you
make to resist being controlled with Allomancy.
Additionally, whenever you use your Hemalurgic
Endurance feature for a Wisdom or Charisma saving throw,
you can you can spend additional HemaSurge dice up to the
number of zinc spikes you have in your body and add their
rolls to the saving throw.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Path of the Inquisitor Piercing Eyes
An Inquisitor’s main distinguishing feature is two steel spikes Beginning at 11th level, if you have at least 3 Focus levels in
that pierce their eye sockets and jut out the back of its head, bronze, you can pierce the copper clouds of Smokers. As an
which has since replaced their ability to see with Metalsense. action, you can spend 4 charges of bronze and ignore the
This terrifying visage is enough to strike fear into a populace. effects of a regular coppercloud that is not flared.
For this reason, Inquisitors generally serve as law enforcement
or hunters. If the creature creating the coppercloud is flaring copper,
you must succeed on a Wisdom (Perception) check contested
Restrictions: Race and Spikes by the creature’s Charisma (Deception) check to detect any
Allomantic sources inside the cloud.
Only members of a humanoid race can follow the Path of the
Inquisitor. The Hemalurgist must have a minimum of two Unnerving Presence
steel spikes in the body and some form of Metalsense.
Starting at 15th level, your appearance unnerves others. When
Your DM can lift these restrictions to better suit the a creature within 5 feet of you attacks you with a melee
campaign. The restrictions exists for Scadrial. It might not weapon, you can use your reaction to frighten it. The target
apply to your DM’s setting. must succeed on a Wisdom saving throw (DC equal to 15 +
your Charisma modifier) or be frightened until the start of its
Iron Eyes next turn.
When you choose this path at 5th level, you gain the If a creature succeeds on its saving throw, you can't use this
distinctive look of a Steel Inquisitor. Your two steel spikes feature on it again for 24 hours.
pierce your eyes, though you can still see normally by using a
variant of Metalsense to detect trace metals around you. Steel Surge
While you have at least one spike in your eye, you can never Beginning at 18th level, when you roll initiative and you have
be blinded. no HemaSurge dice left, you regain one HemaSurge dice.
Key Focus Linchpin Spike
Beginning at 5th level, can burn or tap multiple metals at once. When you reach 20th level, your Spike Limit increases by one
You can tap up to two metalminds at the start of each of your up to a maximum of 11. The final eleventh spike is the
turns. Additionally, as part of the bonus you use to burn a Linchpin spike, which holds all the other spikes in your body.
metal, you can burn another metal that also requires a bonus When you use this Linchpin spike in a Hemalurgic Ritual, it
action to burn. can steal up to two enhancement attributes, or up to three
Focus or Key levels instead.
Terrifying Visage
When you have 10 Hemalurgic spikes and one Linchpin
Starting at 7th level, your reputation strikes fear into any who spike in your body, your Constitution score increases by 2 and
dare look at you. You gain proficiency in the Intimidation your maximum increases by that amount. From that point on,
skill. If you are already proficient, you gain proficiency in one you can no longer remove a spike or you die.
of the following skills of your choice: Deception, Insight,
Medicine, or Survival.
Your proficiency bonus is doubled for any ability check you
make that uses Intimidation. You receive this benefit
regardless of the skill proficiency you gain from this feature.
Improved Spike Limit
When you reach 11th level, your body starts to adapt to the
Hemalurgic spikes. Your Spike Limit increases by 1 and it
increases by 1 again at 15th and 18th level.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 72
Path of the Kandra Twisted Form
Kandra are Hemalurgically-created shapeshifters that use a Starting at 15th level, you can shift your body to gain an edge.
target's bones to assume a physical form. As they gain more You gain the following benefits:
spikes, they become better at using their own abilities.
Distorted. On your turn, you can move through any space
A Kandra’s spikes are called Blessings because they grant that is one size smaller than you and do so without squeezing.
them sentience and other powers. Removing the spikes would When you stop moving, the regular squeezing rules apply.
mean their reversion into mindless mistwraiths.
Elongated. When you make a melee attack on your turn,
Restrictions: Race and Spikes your reach for it is 5 feet greater than normal.
Only kandra can follow the Path of the Kandra. The character Quick-Change
must have a minimum of four spikes in the body in any
combination of copper, iron, tin, or zinc. When you gain a new Beginning at 18th level, you can spend a HemaSurge die as an
spike, you can only choose from copper, iron, tin, or zinc action to instantly shapeshift into another form you have the
unless otherwise allowed. bones for. You immediately drop any bones you were wearing
(which will require some time to pick up again).
Your DM can lift these restrictions, but some of these
shape-shifting features would not apply to player race that is Shapeshift Mastery
not kandra.
When you reach 20th level, your shapeshifting ability is
Inhuman Form improved. The amount of time required for shapeshifting into
a form you know (and have the materials for) is halved.
When you choose this path at 5th level, your can shift your
body to avoid damage to your bones. Whenever you are hit by
an attack you can see, you can use your reaction to spend one
HemaSurge die and reduce the damage you take by an amount
equal to the roll.
Improved Blessings
Starting at 7th level, you can resist others taking control of
your mind. If you have at least one copper or zinc spike in
your body, you have advantage on Wisdom or Charsiam
saving throws.
Otherworldly Blessing
When you reach 11th level, you are granted an Otherworldly
Blessing of unknown metal from your Whisperer, which is a
special Hemalurgic Spike. When you use it in a Hemalurgic
ritual, you can use it as any Power Spike of your choice from
the Power Spike table. Other creatures cannot benefit from
this spike.
When you reach 15th and 20th level, you gain another
Otherworldly Blessing.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 73
Path of the Koloss Immeasurable Strength
Koloss used to be people, but their forms have been spiked By 11th level, your body has become grotesquely strong. For
with pure strength at the cost of their intelligence. A person each iron spike you have in your body, your Strength score
becomes a koloss the moment the fourth iron spike is inserted; increases by one and your Strength score maximum increases
having less than four spikes would mean their death. by one. For every two iron spikes you have, your Intelligence
score each decrease by one.
Restrictions: Race and Spikes
Blood Fury
Only members of a humanoid race can follow the Path of the
Koloss. The Hemalurgist must have a minimum of four iron Starting at 15th level, when you score a critical hit or reduce a
spikes in the body. creature’s hit points to zero with a melee weapon attack, you
regain one HemaSurge die.
Your DM can lift these restrictions to better suit the
campaign. The restrictions exists for Scadrial. It might not Primal Burst
apply to your DM’s setting.
Beginning at 18th level, your weapon feels almost weightless.
True Koloss If you take the Attack action on your turn and have advantage
on an attack roll against a target, you can forgo the advantage
When you choose this path at 5th level or when you receive for that roll to make an additional weapon attack against that
your fourth iron spike, you have become a true koloss. Your target, as part of the same action. You can do so no more than
skin turns a pale blue and your height steadily increases. You once per turn.
gain proficiency with martial weapons and the Intimidation
skill. Endless Growth
Extra Attack When you reach 20th level, your body grows to a tremendous
size. You gain the following benefits:
Beginning at 5th level, you can attack twice, instead of once,
whenever you take the Attack action on your turn. ● Your size becomes Large unless it was already larger.
● Your reach increases by 5 feet.
Fearless Mind ● Your maximum hit points increases by 5 for each iron spike
Starting at 7th level, you cannot be frightened. As an action, you have in your body.
you can impart your fearlessness to your companions. For 1
minute, each creature you choose within 30 feet of you cannot Koloss Sword
be frightened.
A koloss sword is a large wedge-shaped sword wielded by koloss.
You can use this feature once, and you regain a use of this When a koloss defeats another koloss, it claims the sword as its
feature at the end of a long rest. own. Older, more successful koloss have larger swords as they
trade their old swords for them.
As a DM, consider adding the sword into the game as part of the
koloss’ story.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 74
Fighter Archetype Metallic Training. When you make an Intelligence or
Wisdom check to detect, track, or investigate a Metallic Art,
The world of Scadrial also includes a new subclass for the you can expend one superiority die to add it to the roll. You
Fighter. can wait until after you roll the d20 to use this die, but
before the DM says whether the roll succeeds or fails.
Hazekiller
Weapons Training. When you hit a creature with a weapon
Because there is no traditional spell-based magic system, the attack, you can expend one superiority die to add it to the
primary method for dispatching rogue Allomancers is hiring damage roll. If the attack causes the target to make a
another Allomancer. If that proves too expensive, one could Constitution saving throw to maintain concentration, you
hire squads of well-trained fighters called Hazekillers who impose disadvantage on the save.
specialize in the capture or extermination of Allomancers and
Feruchemists. You gain another superiority die at 7th level and one more
at 15th level.
Hazekillers generally take their powerless status as a point
of pride. If they gained Allomantic or Feruchemical abilities, Harsh Sound
they could be ostracized by their squadmates.
Beginning at 3rd level, you can use a bonus action to bang two
Hazekiller Training melee weapons or shields together to create a loud
overpowering stimulus that can be heard up to 60 feet.
When you choose this archetype at 3rd level, you gain a set of
abilities that are fueled by special dice called superiority dice. Hazekiller Stance
Superiority Dice. You have four superiority dice, which are Starting at 7th level, whenever succeed on a saving throw
d8s. A superiority die is expended when you use it. You regain against an Allomantic or Feruchemical effect, you can
all of your expended superiority dice when you finish a short immediately use your reaction to move up to half your speed.
or long rest. You can expend superiority dice to gain a number Moving this way does not provoke opportunity attacks.
of different benefits:
If you end your movement within 5 feet of a hostile
Accuracy Training. When you make a weapon attack against creature, you can make one melee weapon attack against it as
a creature, you can expend one superiority die to add it to part of this reaction.
the attack roll. You can use this ability before or after
making the attack roll, but before any of the effects of the Improved Training
attack are applied.
At 10th level, your superiority dice turn into d10s. At 18th
Disruptor’s Training. When you hit a creature with a weapon level, they turn into d12s.
attack, you can expend one superiority die to disrupt the
creature’s Allomancy or Feruchemy. The creature must Haze Slayer
make a Constitution saving throw, and you subtract your
superiority die from its roll. On a failed save, it immediately Starting at 15th level, you learn to exploit each weakness of
stops burning, storing, or tapping their metals. The DC is 8 the Metallic Arts. When a creature within 5 feet of you uses an
+ your proficiency bonus + your Wisdom modifier. Allomantic or Feruchemical ability, you can use your reaction
to make a melee weapon attack against that creature.
Mental Training. When you make a Wisdom or a Charisma
saving throw, you can expend one superiority die to add it to
the roll. You can wait until after you roll the d20 to use this
die, but before the DM says whether the roll succeeds or
fails.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 75
Chapter 4: Multiclassing
The ancient historical texts of Scadrial do not have much to combined total of Focus or Key levels you have in the
say about the intermingling of Allomantic, Feruchemical, and appropriate subclass, but you do not gain any of the First
Hemalurgic powers. Much of this knowledge may have been Level Proficiencies listed.
purposely hidden away, over time, the mixing of the Metallic
Arts have became more common. The offspring of Allomantic Multi-subclassing Example.
and Feruchemical ancestry can produced mysterious and Vin is playing a 5th-level Allomancer with Tineye Focus,
powerful effects. Some combinations have yet to be explored, which grants her 5 Focus levels in tin. Their character later
for their discovery may change the fate of the world. encountered Hemalurgy and gained a level in the
Hemalurgist class for a total of 2 Hemalurgic Spikes. Vin
The rules in this section should be followed in addition to chose a steel spike that has 2 Focus levels in Allomantic tin
the normal multiclass rules described. and a pewter spike that has 2 Key levels in Feruchemical
iron. As a result, the character can use the 7th Focus level
Prerequisites feature from the Tineye Focus (Heightened Senses) and the
2nd Key level feature from the Skimmer Key (Lightweight).
To qualify for a new class, you must meet the ability score However, the character does not gain any of the
prerequisites for both your current class and your new one, as proficiencies listed in the Skimmer Key’s First Level
shown in the Multiclassing Prerequisites table. Proficiencies feature (like Strength saving throws).
Multiclassing Prerequisites
Class Ability Score Minimum Optional Rules
Allomancer Subclass Primary Ability 13
Feruchemist Subclass Primary Ability 13 Certain combinations of classes presented in this guide can
create special interaction. At the DM’s option, you can choose
to use the rules presented below.
Hemalurgist Constitution 17 Twinborn
Proficiencies A character born with one Allomantic and one Feruchemical
powers is called a T winborn. To create a 1st level Twinborn,
When you gain a level in a class other than your first, you gain start by creating a 1st-level Allomancer with the following
only some of that class's starting proficiencies, as shown in the changes:
Multiclassing Proficiencies table. ● Your Maximum Charges in the Allomancer class is 2.
● You gain the Feruchemy and Feruchemical Key features as
Multiclassing Proficiencies
if you were a 1st-level Feruchemist, and your Maximum
Class Proficiencies Metalmind Size is 2.
● When you reach 2nd character level, you must take 1 level
Allomancer Light armor, simple weapons in Feruchemist and your Maximum Charges and Maximum
Metalmind Size returns to normal.
Feruchemist Light armor, simple weapons
Compounding
Hemalurgist Light armor, medium armor, simple weapons
The interaction of Allomancy and Feruchemy with the same
Multi-subclass type of metal can produce extreme effects. If you can
Allomantically burn a metal you have stored a Feruchemical
The Allomancer, Feruchemist, and Hemalurgist classes use a charge in, the benefits you receive are compounded and
special mechanic that allows them to gain a variety of levels in grants more power than normally.
different subclasses. Refer to the Mistborn Allomancy, Keeper
Feruchemy, and Hemalurgy features in their respective section To compound a charge, you must store at least one charge in
for more rules. Hemalurgists have the most flexibility in a tiny metalmind and ingest it as an action. You can use a
choosing which subclasses they gain, but they follow modified bonus action to spend up to 4 charges from the metalmind via
rules when they use Allomancy and Feruchemy. your Allomancy feature, provided it is of a metal you can
burn. For each charge you spend, you gain a benefit as if you
When you gain a Focus or Key level through any of these were tapping 10 charges with your Feruchemy feature.
features, you gain the features granted by reaching the
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 76
Appendix A: Foes and Monsters
The inhabitants of Scadrial are primarily human, but an Coinshot Allomancer
adventurer is far from safe. Collected here are notable
creatures you might face on your journey, ranging from the Medium Middleweight humanoid (any race), any alignment
vicious chimera to the brutish koloss. Though Scadrial is
mostly free of monstrous creatures, you are welcome to add Armor Class: 15 (Toughened Leather)
creatures from a typical Dungeons & Dragons setting or Hit Points: 46 (7d8 + 14)
creatures based upon interpretations of Sanderson’s other Speed: 30 ft., fly 30 ft. but cannot hover
works, such as Voidbringers or Chasmfiends.
STR DEX CON INT WIS CHA
Allomancer 12 (+1) 16 (+3) 14 (+2) 13 (+2) 11 (+0) 10 (+0)
Allomancers are the most common practitioners of the Saving Throws: Str +3, Dex +5
Metallic Arts. They can be found as mercenaries, captains, law Skills: Acrobatics +5, Perception +2, Stealth +5
enforcement, spies, rebels, or even bureaucrats. Allomancers Senses: passive Perception 10
command respect and inspire fear wherever they go, partly for Languages: any one language (usually Common)
their power and partly for their noble blood. Challenge: 3 (700 XP)
Metalborn. The sixteen ordinary metals and godmetals Metalsense. The Coinshot can sense the presence of metal within
grant a diverse range of effects. Mistings that burn the more 30 feet while it has metal ingested.
common metals like pewter and copper develop into
specialized types of Allomancers. For example, every ACTIONS
Allomancer team usually has a Pewterarm, a Tineye, a Multiattack. The Coinshot makes two melee weapon attacks.
Coinshot, and a Smoker to mask their tracks. These archetypes
are represented here. Coinshot. Allomantic Ranged Attack: +5 to hit, range 30/60 ft.,
one target. Hit: 10 (2d6 + 3) bludgeoning damage.
Allomantic Preparations. Allomancers are usually hired to
fight other Allomancers, so they take special precautions to Dueling Cane. Melee Weapon Attack: +5 to hit, reach 5 ft., one
keep their vials close. Enemy Coinshot and Lurchers can target. H it: 6 (1d6 + 3) bludgeoning damage.
easily eliminate their vital metal resource, so Allomancers
tend to keep as much metal in their body as possible before an Coinspray (Recharge 5-6). Allomantic. Each creature in a 30-foot
important battle. cone makes a DC 11 Dexterity saving throw, taking 14 (4d6)
bludgeoning on a failure and half as much on a success.
Coinshot
Metalpush. A llomantic. The Coinshot can use an action to push
Coinshots can telekenetically push metals and take their on a metal object. If the object is worn or held by a creature, the
namesake from launching small coins at deadly speeds. This creature must succeed on a DC 11 Strength saving throw or drop
unique ability makes Coinshots the perfect ranged assassins the object. If the metal object hits a creature, the object deals 3
and integral to an Allomancer team. The most agile Coinshots (1d6) bludgeoning damage.
are found soaring through city skylines, propelled by their
pushes.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 77
Lurcher Manipulator
Lurchers telekenetically pull on metals. Allomancer teams Rioters and Soothers both fall into a similar category of
usually recruit Lurchers for their ability to disarm targets of Allomancers who influence emotions to subtly control the
metal weapons and the protection they provide by pulling masses. Manipulators tend to stay behind the scenes, waging a
metal projectiles away from their intended targets. The most political war and nudging their targets into do their bidding.
daring Lurchers perform iron flight without any means to They are sly, lazy, slick, and manipulative – getting one on the
avoid a high speed collision. right side can turn the tides of war.
Lurcher Allomancer Manipulator Allomancer
Medium Middleweight humanoid (any race), any alignment Medium Middleweight humanoid (any race), any alignment
Armor Class: 18 (Obsidian Mail, Lurcher’s Plate, Shield) Armor Class: 14 (Leather Armor)
Hit Points: 52 (8d8 + 14) Hit Points: 33 (6d8 + 6)
Speed: 30 ft., fly 30 ft. but cannot hover Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 10 (+0) 10 (+0) 13 (+1) 12 (+1) 11 (+0) 12 (+1) 15 (+2)
Saving Throws: Str +5, Dex +3 Skills: Deception +4, Persuasion +4
Skills: Athletics +5, Deception +2 Senses: passive Perception 11
Senses: passive Perception 10 Languages: any one language (usually Common)
Languages: any one language (usually Common) Challenge: 1 (200 XP)
Challenge: 2 (450 XP)
ACTIONS
Brave. The Lurcher has advantage on saving throws against being Multiattack. The Manipulator makes two melee weapon attacks.
frightened.
Dueling Cane. Melee Weapon Attack: +3 to hit, reach 5 ft., one
Metalsense. The Lurcher can sense the presence of metal within target. H it: 4 (1d6 + 1) bludgeoning damage + 3 (1d6) psychic
30 feet while it has metal ingested. damage.
ACTIONS Fear. Allomantic. As an action, the Manipulator forces up to three
Multiattack. The Lurcher makes two melee weapon attacks. creatures it can see within 30 feet to make a DC 12 Wisdom
saving throw. On a failed save, the creature is frightened for 1
Obsidian Shortsword. Melee Weapon Attack: +5 to hit, reach 5 minute and can repeat the save at the end of its turns.
ft., one target. H it: 6 (1d6 + 3) slashing damage.
Riot. Allomantic. As an action, the Manipulator forces up to three
Magnetic. Allomantic. The Lurcher can use a bonus action to pull creatures it can see within 30 feet to make a DC 12 Wisdom
on a Floatweight metal object within 30 feet and catch it. saving throw. On a failed save, the creature must use its reaction
to move up to it speed and make a melee weapon attack against
Metalpull. A llomantic. The Coinshot can use an action to pull on a a creature that Manipulator chooses.
metal object. If the object is being held by a creature, the
creature must succeed on a DC 11 Strength saving throw or drop
the object. If the metal object hits a creature, the object deals 3
(1d6) bludgeoning damage.
REACTIONS
Iron Curtain. Allomantic. When the Lurcher or a creature within 5
feet of the Lurcher is hit by a metal projectile, the Lurcher can use
a reaction to reduce the damage by 1d6.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 78
Pewterarm Smoker
Pewterarms are rarely seen as anything beyond brutes. Often Wherever Seekers go, Smokers counter them with a
found serving in the front lines of any battle, their coppercloud. This slow-burning metal conceals the presence
pewter-enhanced strength and healing power makes them of Allomancy. Their primary role is keeping their team safe
formidable foes. and making noise to disrupt Tineyes.
Pewterarm Allomancer Smoker Allomancer
Medium Heavyweight humanoid (any race), any alignment Medium Middleweight humanoid (any race), any alignment
Armor Class: 15 (Ballistic Vest) Armor Class: 14 (Bamboo Plate, Shield)
Hit Points: 97 (15d8 + 30) Hit Points: 26 (4d8 + 8)
Speed: 40 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 15 (+2) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1)
Saving Throws: Str +6, Dex +4, Con +5 Saving Throws: Wis +4, Cha +3
Skills: Athletics +6, Intimidation +4 Skills: Insight +4
Senses: passive Perception 10 Senses: passive Perception 12
Languages: any one language (usually Common) Languages: any one language (usually Common)
Challenge: 4 (700 XP) Challenge: 1 (200 XP)
Pewter Burn. Allomantic. The Pewterarm deals 3 additional Coppercloud. Allomantic. Creatures who burn bronze cannot
weapon damage whenever it hits a creature with a melee detect the presence of Allomancy within 30 feet of the Smoker.
weapon attack (included in the attack).
ACTIONS
Pewter Recovery. A llomantic. The Pewterarm regains 7 hit points Multiattack. The Smoker makes two melee weapon attacks.
at the start of its turns.
Obsidian Shortsword. Melee Weapon Attack: +4 to hit, reach 5
ACTIONS ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Multiattack. The Pewterarm makes three melee weapon attacks.
Shield Noise. The Smoker makes a loud noise, forcing Tineyes to
Stone Handaxe. Allomantic Melee Weapon Attack: +5 to hit, make a saving throw to resist overpowering stimuli.
reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.
Adrenaline Rush. The Pewterarm moves up to its speed and
makes a Stone Handaxe attack.
Flaring Cleave (Recharge 5-6). A llomantic. The Pewterarm makes
a Stone Handaxe attack using both hands. On a hit, it deals 10
(3d6) additional damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 79
Timepulser Allomancer Timeshifter
Medium Middleweight humanoid (any race), any alignment Timeshifter is the colloquial name for Pulser and Slider
Allomancers, who have the ability to affect time around them.
Armor Class: 17 (Obsidian Mail, Shield) They are extremely deadly on the right support team. Pulsers
Hit Points: 29 (5d8 + 5) can catch unaware enemies and bring them out of combat
Speed: 30 ft. while Sliders offer their allies a quick respite from dangerous
situations.
STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 10 (+0) Tineye
Skills: Athletics +4, Religion +4 Tineyes serve primarily as scouts with their
Senses: passive Perception 10 Allomantically-enhanced senses. They lead their team safely
Languages: any one language (usually Common) through dangerous situations and protect them from hunters.
Challenge: 1 (200 XP) While in combat, they also burn tin to augment their aim.
ACTIONS Tineye Allomancer
Stone Battleaxe. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. H it: 6 (1d8 + 2) slashing damage. Medium Middleweight humanoid (any race), any alignment
Time Pulse (Recharge 5-6). Allomantic. As a bonus action, the Armor Class: 14 (Toughened Leather)
Timepulser creates an impenetrable 10-foot radius sphere, which Hit Points: 34 (5d8 + 10)
requires concentration (as if concentrating on a spell) Speed: 30 ft.
A creature inside the sphere makes a DC 12 Dexterity saving STR DEX CON INT WIS CHA
throw. On a failed save, the Timeshift and the creature skips its 11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)
turn on the following round. On a success, the creature can move
up to half its speed outside the sphere. Skills: Insight +5, Perception +7
Senses: Darkvision 30 ft., passive Perception 16
Timeslider Allomancer Languages: any one language (usually Common)
Challenge: 1 (200 XP)
Medium Middleweight humanoid (any race), any alignment
Keen Hearing and Sight. The Tineye has advantage on Wisdom
Armor Class: 14 (Toughened Leather) (Perception) checks that rely on hearing or sight.
Hit Points: 29 (5d8 + 5)
Speed: 30 ft. Sensitive. The Tineye’s Allomancy requires concentration to
maintain.
STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 14 (+2) 9 (-1) 12 (+1) ACTIONS
Multiattack. The Tineye uses Tinsight. Then it makes two melee
Skills: Acrobatics +4, Persuasion +3 weapon attacks.
Senses: passive Perception 10
Languages: any one language (usually Common) Obsidian Shortsword. Melee Weapon Attack: +4 to hit, reach 5
Challenge: 1 (200 XP) ft., one target. H it: 5 (1d6 + 2) slashing damage.
ACTIONS Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320
Obsidian Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., ft., one target. Hit: 6 (1d6 + 2) piercing damage.
one target. H it: 5 (1d6 + 2) slashing damage.
Perceptive. Allomantic. The Tineye can make a Perception check
Hand Crossbow. Ranged Weapon Attack: +4 to hit, range 80/320 as a bonus action.
ft., one target. Hit: 6 (1d6 + 2) piercing damage.
Tinsight (Recharge 5-6). Allomantic. As a bonus action, the Tineye
Time Pulse (Recharge 5-6). Allomantic. As a bonus action, the carefully studies a creature.
Timeslider creates an impenetrable 5-foot radius sphere, which
requires concentration (as if concentrating on a spell) The chosen creature makes a DC 13 Charisma saving throw. If
the creature fails, once per turn, the Tineye deals 7 (2d6)
A creature inside the sphere makes a DC 12 Dexterity saving additional damage against the chosen creature for 1 minute or
throw. On a failed save, the Timeslider and the creature takes a until it loses line of sight.
turn on an extra combat round. On a success, the creature can
move up to its speed outside the sphere.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 80
Mistborn ACTIONS
Multiattack. The Mistborn makes three melee weapon attacks or
Mistborn are a force of a nature. Besides having unmatched two ranged weapon attacks with the obsidian dagger.
skills and a command of all Allomantic metals, their access to
atium makes them especially potent. Mistborn are both Coinshot. Allomantic Ranged Weapon Attack: +8 to hit, range
excellent assassins and deadly soldiers. Legends tell of 30/60 ft., one target. H it: 11 (2d6 + 4) bludgeoning damage.
Mistborn who single-handedly destroyed armies.
Obsidian Dagger. Allomantic Melee Weapon Attack: +8 to hit,
Noble Blooded. Mistborn are extremely rare descendants of reach 5 ft., one target. Hit: 10 (1d4 + 8) slashing damage.
noble birth. A family lucky enough to welcome a Mistborn
into their house is capable of securing their political standing Obsidian Dagger. Ranged Weapon Attack: +8 to hit, reach 5 ft.,
for years to come. Enemies think twice before launching an one target. H it: 6 (1d4 + 4) slashing damage.
attack against a noble house with a personal assassin.
Atium Attack (1/Rest). As a bonus action, the Mistborn burns
Mistborn Allomancer atium. Until the end of the Mistborn’s turn, all weapon attacks
are rolled with a d100. The Mistborn scores a critical hit on a roll
Medium Middleweight humanoid (any race), any alignment of 2-100, missing on a roll of 1.
Armor Class: 16 (Mistcloak) Fear. Allomantic. As an action, the Mistborn forces up to three
Hit Points: 135 (18d8 + 64) creatures it can see within 30 feet to make a DC 15 Wisdom
Speed: 40 ft., fly 60 ft. but cannot hover saving throw. On a failed save, the creature is frightened for 1
minute and can repeat the save at the end of its turns.
STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3) LEGENDARY ACTIONS
The Mistborn can take 3 legendary actions. Only one legendary
Saving Throws: Str +9, Dex +6, Wis +6 action option can be used at a time, and only at the end of
Skills: Athletics +9, Insight +6, Perception +6, Persuasion +7 another creature's turn. The Mistborn regains spent legendary
Condition Immunities: charmed, exhaustion, frightened actions at the start of its turn.
Senses: Darkvision 30 ft., passive Perception 20
Languages: any one language (usually Common) Coinshot. A llomantic. The Mistborn makes a Coinshot attack.
Challenge: 10 (5,900 XP)
Metalflight. A llomantic. The Mistborn scatters coins and pushes
Atium Resistance (3/Day). A llomantic. If the Mistborn fails a away. Each creature within 10 ft. of the Mistborn must succeed
saving throw, it can choose to succeed instead. on a DC 17 Dexterity saving throw or take 12 (2d6 + 5)
bludgeoning damage and be knocked prone. The Mistborn can
Coppercloud. Allomantic. Creatures who burn bronze cannot then fly up to half its flying speed.
detect the presence of Allomancy within 30 feet of the Mistborn.
Metalpush. A llomantic. The Mistborn pushes on a metal object. If
Metalsense. The Lurcher can sense the presence of metal within the object is worn or held by a creature, the creature must
30 feet while it has metal ingested. succeed on a DC 17 Strength saving throw or drop the object. If
the metal object hits a creature, the object deals 3 (1d6)
Mistcloak. The Mistborn has advantage on Stealth (Dexterity) bludgeoning damage.
checks in lightly obscured conditions.
Pewter Burn. Allomantic. The Mistborn deals 4 additional
weapon damage whenever it hits a creature with a melee
weapon attack (included in the attack).
Pewter Recovery. Allomantic. The Mistborn regains 8 hit points at
the start of its turns.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 81
Chimera Hazekiller
Hemalurgic chimeras are twisted creatures that were once Hazekillers are specialized warriors trained to fight and kill
human, but changed into beasts through Hemalurgy. Chimeras Allomancers. Unlike Allomancer teams, who are primarily
were impaled by a single Hemalurgic spike of an unknown noble-blooded and are expensive to hire, Hazekillers have no
metal, which altered their physical forms but doesn’t them special powers. They must rely on their overwhelming
susceptible to the control of Shards or emotional Allomancy. numbers and intensive training to defeat their targets. Later
Stories of monstrous beasts can be traced back to these developments in technology allowed Hazekillers to obtain
chimeras, who are often forcefully created as a guard force. special weaponry designed to combat and neutralize
Allomancers.
Twisted Abominations. C himera have canine forms with
long spindly limbs that bend the wrong way at the joints. A No Metal. Hazekillers pride themselves in finding success
distorted fanged mouth opens wide below two pure black without using the nobility’s Allomancy. They carry no metals
eyes. Any trace of their humanity has since been lost through on them and most notably use duelling canes and shields to
the Hemalurgic process. deflect projectiles. They form tight teams and are willing to
die for their cause.
Chimera
Preparation is Key. Hazekillers rely on carefully planned
Medium Lightweight monstrosity, unaligned attacks to defeat Allomancers. Some Hazekillers craft
specialized bolts or rounds that neutralize Allomantic abilities.
Armor Class: 13 (Natural Armor) The most elite of Hazekillers carry aluminum ammunition,
Hit Points: 26 (4d8 + 8) which is immune to most forms of the Metallic Arts.
Speed: 40 ft., climb 30 ft.
Hazekiller
STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 3 (-4) 12 (+1) 7 (-2) Medium Middleweight humanoid (any race), any alignment
Skills: Perception +3 Armor Class: 16 (Toughened Leather, Shield)
Senses: Darkvision 60 ft., passive Perception 11 Hit Points: 26 (4d8 + 8)
Languages: Understands the language it knew when it was Speed: 30 ft.
human, but does not speak
Challenge: 1/2 (100 XP) STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)
Keen Hearing and Smell. The chimera has advantage on Wisdom
(Perception) checks that rely on hearing or smell. Senses: passive Perception 11
Languages: any one language (usually Common)
Pack Tactics. The chimera has advantage on an attack roll against Challenge: 1/2 (100 XP)
a creature if at least one of the chimera’s allies is within 5 ft. of
the creature and the ally isn't incapacitated. ACTIONS
Multiattack. The Hazekiller uses Shield Noise. Then it makes two
ACTIONS weapon attacks.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. H it:
7 (1d8 + 3) piercing damage. Dueling Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) bludgeoning damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 8 (2d4 + 3) slashing damage. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one
target. H it: 4 (1d4 + 2) bludgeoning damage.
Shield Noise. The Hazekiller makes a loud noise, forcing Tineyes
to make a saving throw to resist overpowering stimuli.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 82
Hazekiller Elite Hazekiller Assassin
Medium Middleweight humanoid (any race), any alignment Medium Middleweight humanoid (any race), any alignment
Armor Class: 16 (Ballistic Vest) Armor Class: 17 (Toughened Leather)
Hit Points: 37 (5d8 + 15) Hit Points: 37 (7d8 + 21)
Speed: 30 ft. Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 14 (+3) 16 (+3) 10 (+0) 12 (+1) 11 (+0) 16 (+3) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)
Senses: passive Perception 11 Saving Throws: Str +5, Dex +6, Wis +4
Languages: any one language (usually Common) Skills: Athletics +5, Intimidation +2, Perception +4
Challenge: 1 (200 XP) Senses: passive Perception 14
Languages: any one language (usually Common)
Hazekiller Ammunition. When the Hazekiller Elite hits a creature Challenge: 4 (1,100 XP)
with a ranged weapon attack, it can use special ammunition to
impose one of the following effects : Hazekiller Ammunition. When the Hazekiller Hunter hits a
creature with a ranged weapon attack, it can use special
● Boomer. The ammunition makes a loud noise. If it hits a ammunition to impose one of the following effects :
Tineye, the Tineye makes Constitution saving throw at
disadvantage to maintain concentration. ● Aluminum. This ammunition cannot be affected by Coinshots
or Lurchers, and lodges in a target’s body. Creatures hit with
● Ceramic. The ammunition has no metal and cannot be this bolt cannot gain any hit points or temporary hit points
affected by Coinshots or Lurchers. using Allomancy or Feruchemy, until a creature uses an action
to remove the ammunition.
ACTIONS
Multiattack. The Hazekiller Elite makes two melee attacks. ● Boomer. The ammunition makes a loud noise. If it hits a
Tineye, the Tineye makes Constitution saving throw at
Dueling Cane. Melee Weapon Attack: +5 to hit, reach 5 ft., one disadvantage to maintain concentration.
target. Hit: 6 (1d6 + 3) bludgeoning damage.
● Ceramic. The ammunition has no metal and cannot be
Hand Crossbow. Ranged Weapon Attack: +5 to hit, range 80/320 affected by Coinshots or Lurchers.
ft., one target. Hit: 6 (1d6 + 3) piercing damage.
ACTIONS
Scatter Bolt (3/Rest). Each creature in a 30-foot cone must Multiattack. The Hazekiller Hunter makes two attacks.
succeed on a DC 13 Dexterity saving throw or take 7 (2d6)
piercing damage. Aluminum Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8 + 4) piercing damage.
Oaken Light Crossbow. Ranged Weapon Attack: +5 to hit, range
80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Scatter Bolt (3/Rest). Each creature in a 30-foot cone must
succeed on a DC 14 Dexterity saving throw or take 10 (3d6)
piercing damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 83
Kandra Kandra
The kandra are an artificial race of shapeshifters originally Medium Middleweight humanoid (shapechanger), Lawful neutral
created as spies for the Lord Ruler. Their ability to perfectly
mimic other bodies made them extremely rare and especially Armor Class: 8
sought-after. Hit Points: 22 (4d8 + 4)
Speed: 30 ft.
Blessed Kind. Unlike the Terrisfolk that became
mistwraiths, the Terris Worldbringers were granted sentience STR DEX CON INT WIS CHA
via Hemalurgy. Kandra who receive additional blessings even 10 (+0) 6 (-2) 13 (+1) 12 (+1) 15 (+2) 17 (+3)
gain the power to use Allomancy or Feruchemy.
Skills: Deception +5, Insight +4, Performance +5
Isolated Society. Kandra are rarely found outside their Senses: passive Perception 8
homeland and emerge only to take Contracts. Very few people Languages: Common and any learned languages, but cannot
had the money to open these contracts, making kandra almost speak unless it assumes a form
mythical in nature. Kandra remain in the shadows and draw Challenge: 2 (450 XP)
little attention to themselves.
Emotional Resistance. The kandra has advantage on saving
Many Bodies. The kandra have the ability to shapeshift by throws to resist being controlled through Allomancy.
devouring the bodies of a creature they have digested. This
process can take from hours to even days and requires the Hemalurgic Creation. The kandra is susceptible to being
kandra to carefully place bones, fur, and hair stolen from the controlled by brass and zinc Allomancy.
digested creature. Without bones, the kandra is an amorphous
mass, unable to speak or move very well. Mist Body. The kandra cannot be killed through normal means.
When the kandra is reduced to zero hit points, the kandra
Unmatched Mimicry. Due to their shapeshifting nature, becomes unconscious and its bones break.
kandra excel at mimicry and disguise. The best of them are
nearly indistinguishable from their originals, which makes Shapechanger. The kandra devours a dead body of size Medium
them excellent spies. or smaller over the course of an hour. While concentrating for an
hour, the kandra can use the body’s bones, nails, and hair to
transform into an exact physical duplicate of the creature. The
creature cannot have a CR higher than the kandra. The
equipment is not altered. The kandra assumes the Armor Class,
Strength, Dexterity, Constitution, and Charisma scores of the
creatureas well as the creature’s speed, attacks, saving throws
and special senses. The kandra retains its original attacks and the
ability to speak.
Store. As an action, the kandra can store or withdraw a small
object inside its body.
ACTIONS
Pseudopod. Melee Weapon Attack: +2 to hit, reach 0 ft., one
target. H it: 2 (1d4) bludgeoning damage.
REACTIONS
Reform. A s a reaction, the kandra can reduce the damage of a
weapon attack by 3 (1d6).
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 84
Koloss Kandra
The koloss are large and savage beasts Hemalurgically created Medium Heavyweight humanoid, chaotic evil
from humans, initially created to serve in the Lord Ruler’s
army. They generally look like larger humans with bulging Armor Class: 13 (Natural Armor)
muscular frames and thick necks, though the Hemalurgic Hit Points: 51 (6d10 + 18)
process has turned their skin granite blue and their eyes red. Speed: 30 ft.
Koloss continue to grow throughout their life – the older the
koloss, the larger it is. Young koloss have loose, baggy skin STR DEX CON INT WIS CHA
that is filled, stretched, and torn by their bodies as they reach 19 (+4) 12 (+1) 16 (+3) 7 (-2) 7 (-2) 6 (-2)
maturity.
Saving Throws: Str +6, Con +5
Uncontrollable Fighting. The koloss are cultivated solely Skills: Athletics +6
for violence. They are said to have two emotional states: Senses: Passive Perception 8
boredom and rage. Without something to fight, they easily Languages: Common
turn to in-fighting, often on a whim to obtain something the Challenge: 2 (450 XP)
other koloss owns such as larger koloss swords or new spikes
from the corprses of the defeated. Aggressive. As a bonus action, the koloss can move up to its
speed toward a hostile creature that it can see.
Burgeoning Culture. T he koloss are not mindless – merely
simple and straightforward. The decaying power of their Hemalurgic Creation. The kandra is susceptible to being
Hemalurgic spikes eventually returned to them their human controlled by brass and zinc Allomancy.
intelligence. After gaining independence, koloss began to form
herds isolated from human society. Gifted with the ability to ACTIONS
reproduce, the koloss fight less often and can create Koloss Sword. Melee Weapon Attack: +6 to hit, reach 10 ft., one
long-lasting families, living long lives. Those who survive target. Hit: 14 (3d6 + 4) bludgeoning damage.
long enough become the grand Koloss Ancients. Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Mature Koloss
Mature Kandra
Koloss who survive long enough are stronger and larger than
the typical koloss. They usually have the largest koloss swords Large Heavyweight humanoid, chaotic evil
and commands the respect of other koloss. They lead and
protect their tribes throughout their lives by using their Armor Class: 13 (Natural Armor)
strength to solve any problem. Stories of mature koloss who Hit Points: 51 (6d10 + 18)
use their full power to defend their lands against trespassing Speed: 30 ft.
armies might occasionally reach a nearby town if anyone
managed to survive. STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 18 (+4) 5 (-3) 7 (-2) 6 (-2)
Koloss Ancient
Saving Throws: Str +8, Con +5
Most koloss tend to die when their hearts can no longer Skills: Athletics +8, Intimidation +4
support their enormous bodies, but Koloss Ancients push Senses: Passive Perception 8
through into old age. They are enormous, have no noses or Languages: Common
lips, and their eyes appear to bulge. Their skin has since fallen Challenge: 4 (1,100 XP)
off from their body’s growth and they must wrap themselves
in threaded leather to survive. They are cared for by the tribes Aggressive. As a bonus action, the koloss can move up to its
they live in and in return, they impart the collected wisdom of speed toward a hostile creature that it can see.
their family history. They are reluctant to fight, but if its tribe
is truly threatened, it will strike out with an unfathomable Hemalurgic Creation. The kandra is susceptible to being
fury. controlled by brass and zinc Allomancy.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. ACTIONS
Koloss Sword. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 19 (4d6 + 5) bludgeoning damage.
Javelin. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or
range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.
Sword Sweep (Recharge 5-6). The koloss swings its koloss sword
in an arc. Each creature within 10 feet makes a DC 15 Dexterity
saving throw, taking 3d10 bludgeoning damage on a failed save
or half as much on a successful one.
85
Koloss Ancient Mistwraith
Huge Superweight humanoid, any alignment The mistwraith are a species of creatures created by the Lord
Ruler during the first Ascension. They were originally Terris
Armor Class: 16 (Leather Armor) Feruchemists, transformed into mindless beasts when the Lord
Hit Points: 161 (14d12 + 70) Ruler deemed them a threat. A typical mistwraith looks like an
Speed: 30 ft. amalgamation of the bodies it has devoured.
STR DEX CON INT WIS CHA Shapeless, Keyless. Mistwraiths have no definite forms or
27 (+8) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 4 (-3) sentience. Unlike their more developed kandra cousins, the
mistwraiths have amorphous translucent bodies that display
Saving Throws: Str +12, Dex +5, Con +9 various bones and organs inside. They are relatively harmless
Skills: Athletics +12, Insight +4, Perception +4 and tend to only devour dead bodies, which are used to
Senses: Darkvision 30 Ft., Passive Perception 14 construct imperfect bodies.
Languages: Common, one Ancient or Forgotten language
Challenge: 12 (8,400 XP) Wandering in Shadow. Mistwraiths wander the planet in
search of food, constantly shifting and imitating creatures that
Emotional Resistance. The koloss has advantage on saving throws still live, only a shadow of what they used to be. They only
to resist being controlled through Allomancy. attack when provoked, preferring to remain in the mists that
give them their name.
Hemalurgic Creation. The kandra is susceptible to being
controlled by brass and zinc Allomancy. Mistwraith
Relentless (1/Long Rest). If the adult koloss takes 20 damage or Medium Lightweight monstrosity, unaligned
less that would reduce it to 0 hit points, it is reduced to 1 hit
point instead. Armor Class: 8
Hit Points: 22 (4d8 + 4)
Sure-Footed. The koloss has advantage on Strength and Dexterity Speed: 20 ft., climb 10 ft.
saving throws made against effects that would knock it prone.
ACTIONS STR DEX CON INT WIS CHA
Multiattack. The Koloss Ancient makes two attacks with its fist or 15 (+2) 6 (-2) 13 (+1) 2 (-4) 6 (-2) 1 (-5)
koloss sword.
Damage Resistance: slashing
Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. H it: Senses: Blindsight 60 Ft. (blind beyond this radius), passive
17 (2d8 + 8) bludgeoning damage.
Perception 8
Koloss Sword. Melee Weapon Attack: +12 to hit, reach 10 ft., one Challenge: 1/8 (50 XP)
target. H it: 21 (4d6 + 8) bludgeoning damage. If the target is a
Large or smaller creature, it must succeed on a DC 20 Strength Amorphous. The mistwraith can move through a space as narrow
check or be knocked prone. as 1 foot wide without squeezing.
Crush. Melee Weapon Attack: +12 to hit, reach 5 ft., one large or Mist Body. When the mistwraith is reduced to zero hit points, it
smaller creature. H it: 17 (2d8 + 8) bludgeoning damage. The becomes a shapeless blob for 7 days before it reforms.
target is grappled (escape DC 20) if the koloss isn't already
grappling a creature, and the target is restrained until this grapple Shapeless. The mistwraith can devour a dead body over the
ends. A grappled creature can try to escape by taking an action to course of an hour and incorporates body parts like bones, nails,
make a DC 20 Strength check. and hair into its translucent body.
While grappling the target, the koloss can use a bonus action to Translucent Body. When the mistwraith is in lightly obscured
crush or slam the target, dealing 9 (2d8) bludgeoning damage. conditions such as dim light or mist, it takes a successful DC 15
When the koloss moves, the grappled target moves with it. Wisdom (Perception) check to spot a mistwraith that has neither
moved nor attacked.
Sword Sweep (Recharge 5-6). T he koloss swings its koloss sword
in an arc. Each creature within 10 feet makes a DC 20 Dexterity ACTIONS
saving throw. It takes 4d10 bludgeoning damage on a failed save Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one
or half as much on a successful one. target. Hit: 5 (1d6 + 2) bludgeoning damage.
Frightening Visage (1/Day). Each creature within 30 feet of the
mistwraith that can see it must succeed on a DC 10 Wisdom
saving throw or be frightened for 1 minute. Each creature can
repeat the saving throw at the end of each of its turns.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 86
Steel Inquisitor ACTIONS
Multiattack. The Inquisitor can use its Frightful Presence. It then
The Steels Inquisitors are Hemalurgic creatures created and makes three melee attacks.
controlled by the Lord Ruler as his empire’s enforcers. They
are easily recognized for their terrifying visage: two steel Obsidian Handaxe. M elee Weapon Attack: +11 to hit, reach 5 ft.,
spikes driven through their eye sockets and out the back of one target. Hit: 17 (1d6 + 14) slashing damage.
their heads.
Blood Binding (Recharge 5-6). A creature within 10 feet of the
Ministry of Fear. The Steel Inquisitors strike fear into the Inqusitor must succeed on a DC 19 Constitution saving throw or
hearts of all who see them. Their undead appearance and near be paralyzed for 1 minute. The creature can repeat the save at
invincibility further spread rumors and terror to the populace the end of its turns.
they control. Citizens are quick to keep their heads down, for
Inquisitors can be found flying through the city on patrol on Coin Sniper. ( Recharge 5-6) A llomantic. The Inquisitor shoots
Steelpushes, observing the city with blank eyes. coins in a line 60 feet long and 5 feet wide. Each creature in the
line must make a DC 19 Dexterity saving throw, taking 55 (10d10)
Steel Inquisitor piercing damage on a success and half damage on a failure.
Medium Heavyweight humanoid (any race), lawful evil Frightful Presence. Each creature of the Inquisitor's choice within
120 feet and aware of it must succeed on a DC 15 Wisdom saving
Armor Class: 18 (Ceramic Plate) throw or become frightened for 1 minute. A creature can repeat
Hit Points: 171 (18d8 + 90) the saving throw at the end of each of its turns, ending the effect
Speed: 40 ft., fly 80 ft. but cannot hover on itself on a success. If a creature's saving throw is successful or
the effect ends for it, the creature is immune to the Inquisitor's
STR DEX CON INT WIS CHA Frightful Presence for the next 24 hours.
22 (+6) 16 (+4) 18 (+4) 11 (+0) 16 (+3) 14 (+2)
LEGENDARY ACTIONS
Saving Throws: Dex +9, Con +9, Wis +8 The Mistborn can take 3 legendary actions. Only one legendary
Skills: Athletics +11, Insight +8, Intimidation +7, Perception +8 action option can be used at a time, and only at the end of
Damage Resistances: poison another creature's turn. The Mistborn regains spent legendary
Condition Immunities: blinded, charmed, exhaustion, frightened, actions at the start of its turn.
poisoned Handaxe. The Inquisitor makes an Obsidian Handaxe attack.
Senses: Blindsight 120 ft., passive Perception 17
Languages: any two language (usually Common) Metalflight. Allomantic. The Inquisitor scatters coins and pushes
Challenge: 16 (15,000 XP) away. Each creature within 10 ft. of the Inquisitor must succeed
on a DC 19 Dexterity saving throw or take 20 (4d6 + 6)
Bloodmaker. Feruchemical. The Inquisitor regains 8 hit points at bludgeoning damage and be knocked prone. The Mistborn can
the start of its turns. then fly up to half its flying speed.
Coppercloud. Allomantic. Creatures who burn bronze cannot Metalpush. A llomantic. The Inquisitor pushes on a metal object.
detect the presence of Allomancy within 30 feet of the Inquisitor. If the object is worn or held by a creature, the creature must
succeed on a DC 19 Strength saving throw or drop the object. If
Emotional Resistance. The Inquisitor has advantage on saving the metal object hits a creature, the object deals 10 (3d6)
throws to resist being controlled through brass or zinc Allomancy. bludgeoning damage.
Legendary Resistance (3/Day). If the Inquisitor fails a saving
throw, it can choose to succeed instead.
Pewter Flare. A llomantic. The Inquisitor deals 8 additional
weapon damage whenever it hits a creature with a melee
weapon attack (included in the attack).
Superior Metalsense. The Inquisitor can sense the presence of all
metal within 60 feet.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 87
Twinborn Blinker
A descendant of an Allomancer and Feruchemist may inherit Medium Middleweight (any race), any alignment
one power from each Metallic Art. Though rare, Twinborn
have access to very dangerous combinations and should not be Armor Class: 15 (Leather Armor)
taken lightly. Hit Points: 78 (12d8 + 24)
Speed: 80 ft.
Two Worlds. Twinborn find themselves belonging with
neither the Allomancers of nobility nor the Feruchemists who STR DEX CON INT WIS CHA
live simply. Some Twinborn take yearly journeys to their 12 (+1) 16 (+4) 14 (+2) 12 (+1) 9 (-1) 10 (+0)
other homes to visit their elders and ancestors to reconnect
with their past. Twinborn often lead diverse lives at a variety Skills: Acrobatics +7, Sleight of Hand +7, Stealth +10
of stations. Senses: passive Perception 9
Languages: any one language (usually Common)
Endless Possibility. T winborn have a unique ability to Challenge: 5 (1,800 XP)
combine Allomantic and Feruchemical powers. Some
combinations can potentially make them deadlier than a Nimble. The Blinker can attempt to Hide as a bonus action.
Mistborn or Keeper. This unexpected interactions of abilities,
especially in the case of compounding, produce extremely Temporally Agile. A llomantic. The Blinker uses brief teleports to
powerful results that can level a city. move and does not provoke attacks of opportunity.
Blinker ACTIONS
Multiattack. The Blinker makes two melee attacks.
Blinkers possess bendalloy Allomancy and steel Feruchemy
powers, both of which allow them to move extremely fast. Obsidian Scimitar. Melee Weapon Attack: +7 to hit, reach 5 ft.,
When Blinkers combine these powers, they can literally one target. H it: 7 (1d6 + 4) slashing damage.
teleport large distances and take down enemies before they
can be seen. Blink. Allomantic and Feruchemical. The Blinker teleports up to
40 feet to an unoccupied location it can see.
Crasher
Flurry Attack. Feruchemical. The Blinker makes 1 attack for every
Crashers possess steel Allomancy and iron Feruchemy. They 30 feet of movement it has remaining, then ends its turn.
can augment their Metalpushes by increasing their weight as
an anchor or decreasing their weight to launch themselves Slide Charge. ( Recharge 5-6) Allomantic and Feruchemical. The
further with Steelflight. Crashers are free and independent, Blinker moves up to its speed and make one melee attack against
preferring to choose their own destinies. each creature within 5 feet of its path.
Deadshot Time Pulse (Recharge 5-6). Allomantic. As a bonus action, the
Blinker creates an impenetrable 5-foot radius sphere, which
Deadshots possess tin Allomancy and zinc Feruchemy. Using requires concentration (as if concentrating on a spell)
zinc to comprehend their heightened senses, they gain ample
aim and fire on their targets with superhuman accuracy. They A creature inside the sphere makes a DC 12 Dexterity saving
pride themselves on never missing a shot and are lauded as throw. On a failed save, the Blinker and the creature takes a turn
expert assassins. Deadshots are entirely capable of taking out on an extra combat round. On a success, the creature can move
an entire team from a distance. up to its speed outside the sphere.
Hundredlives REACTIONS
Projectile Shield. Allomantic. If the Blinker is the target of a
Gold Compounders are extremely rare because they possess ranged weapon attack it can see, it can impose disadvantage on
gold Allomancy and Feruchemy. This lucky combination the attack roll.
render Hundredlives nearly immortal, thanks to their ability to
amplify their healing factor. When hurt, Hundredlives can heal Juggernaut
almost immediately, and they are keen to shrug off mortal
wounds in full view of their enemies. A favorite tactic of Juggernauts possess pewter Allomancy and iron Feruchemy.
Hundredlives is detonating bombs or spinging traps with their Juggernauts use their pewter-augmented physicality to lift
enemies, then walking away unharmed. arms that can weigh literal tons and crush their foes. Their
ability to barrel through any wall makes them especially
reckless and dangerous.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 88
Crasher Deadshot
Medium Middleweight (any race), any alignment Medium Middleweight (any race), any alignment
Armor Class: 16 (Ballistic Vest) Armor Class: 15 (Toughened Leather)
Hit Points: 78 (12d8 + 24) Hit Points: 44 (8d8 + 8)
Speed: 40 ft., fly 80 ft. but cannot hover Speed: 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+4) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 13 (+1) 11 (+0) 14 (+3) 13 (+1) 16 (+4) 14 (+3) 10 (+0)
Skills: Athletics +7, Acrobatics +6, Stealth +6 Saving Throws: Int +7, Wis +5
Senses: passive Perception 12 Skills: Insight +6, Investigation +7, Perception +9
Languages: any one language (usually Common) Senses: passive Perception 19
Challenge: 5 (1,800 XP) Languages: any one language (usually Common)
Challenge: 7 (2,900 XP)
Metalsense. The Crasher can sense the presence of metal within
30 feet while it has metal ingested. Keen Hearing and Sight. The Deadshot has advantage on Wisdom
(Perception) checks that rely on hearing or sight.
Sure-Footed. The Crasher has advantage on Strength and
Dexterity saving throws made against effects that would knock it Hunter Stance. The Deadshot can make opportunity attacks even
prone. if creatures leaving its reach took the Disengage action.
ACTIONS Sensitive. The Deadshot’s Allomancy requires concentration to
Multiattack. The Crasher makes three melee attacks. maintain.
Coinshot. Allomantic Ranged Attack: +5 to hit, range 30/60 ft., ACTIONS
one target. Hit: 10 (2d6 + 3) bludgeoning damage. Multiattack. The Deadshot uses Tinsight. Then it makes two
attacks.
Iron Fist. Feruchemical Melee Weapon Attack: +5 to hit, reach 5
ft., one target. H it: 9 (1d10 + 4) bludgeoning damage. Hand Crossbow. Allomantic Ranged Weapon Attack: +10 to hit ,
range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Body Slam. Feruchemical Melee Attack: +5 to hit, reach 5 ft., one
target. H it: 17 (3d8 + 4) bludgeoning damage and the target is Obsidian Dagger. Allomantic Melee Attack: +10 to hit, range
pushed 15 feet away. 30/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.
Coin Sniper. ( Recharge 5-6) A llomantic and Feruchemical. The Tinsight (Recharge 5-6). Allomantic. As a bonus action, the
Crasher shoots coins in a line 60 feet long and 5 feet wide. Each Deadshot carefully studies a creature.
creature in the line must make a DC 15 Dexterity saving throw,
taking 22 (4d10) piercing damage on a success and half damage The chosen creature makes a DC 14 Charisma saving throw. If
on a failure. the creature fails, once per turn, the Deadshot deals 10 (3d6)
additional damage against the chosen creature for 1 minute or
Metalpush. Allomantic. The Crasher can use an action to push on until it loses line of sight.
a metal object. If the object is worn or held by a creature, the
creature must succeed on a DC 15 Strength saving throw or drop REACTIONS
the object. If the metal object hits a creature, the object deals 3 The Deadshot can make two reactions.
(1d6) bludgeoning damage.
Parry. The Deadshot adds 4 to its AC against one attack that
REACTIONS would hit it. To do so, the Deadshot must see the attacker.
Featherweight. Feruchemical. Whenever the Crasher takes
damage from a melee weapon attack, it can move up to 15 feet Retaliation. Feruchemical. Whenever a creature misses the
from the attacker without provoking attacks of opportunity. Deadshot with an attack, the Deadshot can make one weapon
attack against the creature.
Slowfall. A llomantic. If the Crasher is falling, it can take no fall
damage. Uncanny Dodge. Feruchemical. The Deadshot can use its reaction
to halve the damage it takes from an attack it can see.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 89
Hundredlives Juggernaut
Medium Middleweight (any race), any alignment Medium Middleweight (any race), any alignment
Armor Class: 12 (Nautral Armor) Armor Class: 16 (Ballistic Vest)
Hit Points: 127 (15d8 + 60) Hit Points: 44 (8d8 + 8)
Speed: 30 ft. Speed: 40 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+4) 12 (+1) 10 (+0) 15 (+2) 20 (+5) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12 (+1)
Saving Throws: Str +4, Dex +6, Con +8 Saving Throws: Str +8, Dex +5
Condition Immunities: blinded, deafened, exhaustion, Skills: Athletics +8, Acrobatics +5, Intimidation +4
Condition Immunities: prone, restrained
frightened, incapacitated, paralyzed, petrified, poisoned, Senses: passive Perception 10
unconscious Languages: any one language (usually Common)
Senses: passive Perception 10 Challenge: 7 (2,900 XP)
Languages: any one language (usually Common)
Challenge: 12 (8,400 XP) Pewter Burn. Allomantic. The Juggernaut deals 4 additional
weapon damage whenever it hits a creature with a melee
Enhanced Body. Allomantic. The Hundredlives deals two extra weapon attack (included in the attack).
damage dice on its attacks (included in the attack)
Pewter Recovery. Allomantic. The Juggernaut regains 8 hit points
Gold Compounding. A llomantic. At the start of its turns, the at the start of its turns.
Hundredlives regains 30 hit points.
Unstoppable. The Juggernaut cannot be slowed by any means.
Perfect Physique. Allomantic. The Hundredlives has advantage on
Strength and Dexterity checks. ACTIONS
Multiattack. The Juggernaut makes three attacks.
ACTIONS
Multiattack. The Hundredlives makes two attacks. Iron Fist. F eruchemical Melee Weapon Attack: +8 to hit, reach 5
ft., one target. H it: 15 (1d12 + 9) bludgeoning damage and the
Dueling Cane. Melee Weapon Attack: +8 to hit, reach 5 ft., one target must succeed on a DC 16 Constitution saving throw or be
target. Hit: 13 (3d6 + 4) bludgeoning damage. knocked prone.
Aluminum Heavy Crossbow. Ranged Weapon Attack: +6 to hit, Javelin. Allomantic Ranged Attack: +8 to hit, range 30/120 ft.,
range 100/400 ft., one target. Hit: 18 (3d10 + 2) piercing damage. one target. Hit: 8 (1d6 + 5) piercing damage.
Adrenaline Rush. The Hundredlives moves up to its speed and Charge (Recharge 5-6). Allomantic and Feruchemical. The
makes a Dueling Cane attack. Juggernaut charges up to its speed in a straight line. Each
creature in the line must make a DC 15 Dexterity saving throw,
Dynamite (Recharge 5-6). The Hundredlives detonates a bomb taking 21 (6d8) bludgeoning damage on a failure or half as much
with no regard for safety. Each creature within 30 feet of the on a success. The Juggernaut also breaks through any solid
Hundredlives must make a Dexterity saving throw. On a failed material up to 5 feet of wood, 3 feet of stone, or 1 foot of metal.
save, each creature takes 56 (16d6) force damage and is pushed
15 feet. On a success, each creature takes half as much on a Ground Smash. Allomantic and Feruchemical. The Juggernaut
success. The Hundredlives automatically succeeds on the save. smashes the ground with both fists and all ground within 15 feet
of the Juggernaut becomes difficult terrain. Each creature in this
area must succeed on a DC 15 Dexterity saving throw or be
knocked prone.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 90
Appendix B: Scadrial Items
This section provides list of items relevant to Scadrial. This Aluminum Weapons
includes metals, metal vials, non-metal versions of traditional
weapons, and their relative costs. Weapons made of this rare metal cannot be affected by the
metalpulls and metalpushes of other Allomancers. Any
Non-Metal Weapons weapon made of this rare weapon will be lighter and more
flexible, yet equally strong. If aluminum pierces the body of a
Special non-metallic weaponry is required for those who pewter Allomancer or gold Feruchemist, it can also prevent
frequently interact with the Metallic Arts. Allomancers and them from healing. You can forge a weapon out of aluminum
Hazekillers favor them for general use and as countermeasures by spending 10 times the listed weapon cost. This cost
against Allomancers who can telekinetically move metal. The represents not only the price of aluminum, but the time and
Non-Metal Weapons table shows some common weapons, expertise needed to shape this rare metal effectively.
their price, and weight. Most of the lised weapons have an
analogue in traditional D&D and share those same properties. Hazekiller Ammunition
Dueling Cane. The Dueling Cane is the favored weapon for Adventurers without abilities may invest in special
the nobility because it serves function and style. It is crafted ammunition designed to counter Allomancy and Feruchemy.
from a tough, but flexible composite wood. It is a simple Each one deals normal ammunition damage on a hit and
melee weapon with the Finesse property and deals 1d6 produces secondary effect. Depending on the time period or
bludgeoning damage. weapon of choice, this ammunition may be known as
Hazekiller Bolts or Hazekiller Rounds. The more common
Oaken Crossbow. Oaken crossbows are versions of ones are listed in the Hazekiller Ammunition Table below
traditional crossbows crafted without metal that fire wooden with their cost and weight.
bolts. They are lighter, but easier to break.
Hazekiller Ammunition Cost Weight
Stone and Obsidian. Stone is an acceptable replacement for Bolt or Round 25 gp 1/4 lb.
hacking weapons, but the expensive obsidian works best for Aluminum 5 gp 1/4 lb.
weapons with thin, slicing edges. While stone and obsidian are Boomer
great replacements for metal weaponry, it is difficult to find
sufficiently strong, but cheap material to reproduce longer
bladed weapons such as longswords and rapiers.
Non-Metal Weapons Ceramic-tipped 2 gp -
Name Cost Weight Powder packed 2 gp -
Dueling Cane 1 gp 3 lb. Scatter 10 gp 1/4 lb.
Oaken Crossbow, light 30 gp 4 lb. Shrapnel 5 gp 1/4 lb.
Oaken Crossbow, hand 100 gp 2 lb. Aluminum. Although it is costly, aluminum ammunition is
Obsidian Dagger 10 gp 1 lb. impervious to metalpull and metalpushes. However, Coinshots
Obsidian Handaxe 50 gp 2 lb. and Lurchers may be able to detect the lack of metal in this
Obsidian Pike 50 gp 15 lb. ammunition and adjust their tactics accordingly.
Obsidian Scimitar 150 gp 2 lb.
Obsidian Shortsword 100 gp 2 lb. Boomer. This type of ammunition is designed to counter
Stone Battleaxe 10 gp 4 lb. Tineyes. Whether it hits a target or not, a collapsing capsule
Stone Handaxe 5 gp 2 lb. emits a loud noise that forces Tineyes to make saving throws
Stone Maul 10 gp 12 lb. to maintain Concentration. If this ammunition hits a Tineye,
Whip 2 gp 3 lb. the Tineye has disadvantage on the save.
Ceramic-tipped. This type of ammunition includes a metal
and a ceramic portion. While an Allomancer may push or pull
the metal section, the ceramic portion continues unaffected. If
only the ceramic portion hits a target, the damage is reduced
by 2 to a minimum of 1 damage.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 91
Powder packed. This ammunition includes an exploding Ceramic Half Plate. This armor is like a typical half plate,
pack of metal powder. On a hit, it explodes in a 10-foot radius but made of carefully fired ceramic that can withstand
metallic cloud that disrupts the Metalsense of creatures inside immense pressure and forces. The trade-off is the rare
it, preventing Lurchers or Coinshots from metalpulling or possibility the plate shatters from an impact at just the right
metalpushing objects outside the cloud. The cloud lasts until angle.
the start of your next turn.
Heavy Armor
Scatter. This type of ammunition scatters into multiple
metal pieces to cover a wider area and make it impossible to Using a combination of tough materials, this group of heavy
fully metalpush or metalpull. Instead of an attack roll, each armors can provide the same amount of protection as their
creature in a 30-foot cone must make a DC 15 Dexterity metal analogues at the cost of higher price and weight.
saving throw to avoid taking normal ammunition damage.
Obsidian Mail. Made of pieces of obsidian stone embedded
Shrapnel. This ammunition is designed to counter Lurchers. into interlocking leather rings, this armor is designed to absorb
When a Lurcher pulls on this projectile, it explodes in swarm the impact from heavy blows. A set of obsidian-plated gloves
of sharp metal and automatically deals ammunition damage to are also included.
the Lurcher.
Rattan Splint. This armor is made of narrow vertical strips
Non-Metal Armor of rattan tightly bound to a backing of leather that is worn over
cloth padding. Pieces of bamboo provide protection over the
Specialized armors can be made of strongly reinforced straps joints and vital areas.
of leathers, interweaved cloth, obsidian, or ceramic to prevent
Allomancers from affecting them. This armor is generally Ceramic Plate. Like the full plate, this armor provides
more expensive and requires expert artisans or rare materials gauntlets, leathered boots, and a visor made of smooth fired
to craft. The Non-Metal Armor Table lists armor with their ceramic. Though it is extremely costly, the ceramic offers
cost and weight. Their statistics are shared with the analogues unrivaled protection like its traditional analogue.
from traditional D&D.
Non-Metal Armor
Lurcher Plate. This armor consists of a piece of reinforced
leather strapped to the chest so Lurcher Allomancers can Armor Analogue Cost Weight
harmlessly direct metal projectiles into the plate. Only 40 gp 12 lb.
Lurchers have the proficiency to wear this effectively. Toughened leather Studded leather 70 gp 15 lb.
100 gp 30 lb.
Light Armor Interweave vest Chain shirt 500 gp 15 lb.
1,000 gp 50 lb.
Most light armor is made of non-metal leather or padding. The Ballistic vest Scale mail 150 gp 55 lb.
toughened leather armor is provided as an alternative to 300 gp 60 lb.
studded leather, which may have metal in it. Bamboo plate Breastplate 2,000 gp 70 lb.
100 gp 10 lb.
Toughened Leather. Like studded leather, this armor is Ceramic half plate Half plate
sewn with reinforced sections of hardened leather.
Obsidian mail Chain mail
Medium Armor
Rattan splint Splint
Most medium armor is crafted from lighter materials to allow
some movement for its wearer. Ceramic plate Plate armor
Interweave Vest. This armor is made of multiple oiled and Lurcher Plate -
interwoven linen layers. The oils provide tensile and tactile
strength for the linen, whose multiple layers offers modest 92
resistance for against projectiles.
Ballistic Vest. T his armor combines the mobility of oiled
linen layers and durability of hardened leather to create a vest
that strategically protects vital areas from harm. This armor is
favored by many Hazekillers who seek to protect themselves
from projectiles.
Bambboo Plate. Made of dried, oiled bamboo worn over
supple leather, this armor provides larger coverage area for the
vital organs while remaining relatively unencumbered.
Fan content. Permission granted to reproduce document for personal use only. Not for resale.
Metals Metal Ores Cost Weight
Type 35 gp 1/4 lb.
Metal is an important resource on Scadrial. In addition to Aluminum 5 gp 1/4 lb.
currency, specially-crafted metals serve as the conduit and fuel Bendalloy 2 gp 1/4 lb.
for Allomancers, Feruchemists, and Hemalurgists alike. Brass 2 gp 1/4 lb.
Bronze 5 gp 1/4 lb.
Metal Ores Cadmium 10 gp 1/4 lb.
Chromium 1 gp 1/4 lb.
Ores are large rocky chunks of metal used in metallurgy. If Copper 50 gp 1/4 lb.
you are proficient with metallurgist’s tools, you can use them Duralumin 20 gp 1/4 lb.
to craft charges or other metal creations. The Metal Ores table Electrum 10 gp 1/4 lb.
shows the relative cost and weight for each type of metal. Gold 1 gp 1/4 lb.
Extremely rare metals like atium do not have a cost and the Iron 20 gp 1/4 lb.
DM can choose to distribute them. Nicrosil 1 gp 1/4 lb.
Pewter 2 gp 1/4 lb.
Allomantic Charges Steel 1 gp 1/4 lb.
Tin 1 gp 1/4 lb.
Provided you are proficient, you can craft charges for use Zinc
Allomancy from the ores as described in the Metallurgy
section (refer to Chapter 1: Running a Game). When you craft
a charge, you are generally distilling the metal from the rock
and purifying them into a small flakes. The ore is then
consumed and cannot be used again.
Feruchemical Metalminds
Metalminds are generally large blocks of pure metal shaped
into a bracer. Each metalmind requires a minimum of sixteen
ores’ worth of metal to produce, so the cost of each metalmind
is therefore 16 times the metal ore’s cost. Though metalmind
bracers are generally crafted on request by experienced
blacksmiths, the DM can choose to allow players to craft them
using the appropriate tools.
As normal, Feruchemists otherwise cannot use more than
one of the same metalmind at a time.
Hemalurgic Spikes
Hemalurgic spikes are never sold in stores because of their
gruesome nature, though a metal spike with the correct metal
purity may occasionally be found. If the DM allows it, you or
a willing blacksmith NPC may craft a Hemalurgic spike out of
a minimum of 50 metal ores. You must be proficient with
metallurgist’s tools craft this spike.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 93
Allomantic Vials Special Items
Specialized vials are primarily used in Allomancy for storing There are special items unique to the Scadrial setting that
charges. Each vial can be bought empty or with metal charges expands on the established rules. These are items can be
from a metallurgist’s shop. The Vials table provides a cost for provided at the DM’s discretion, who should carefully note the
the empty vials and its weight when filled. suitability of the item to the setting’s period. For example,
unkeyed metalminds were introduced in the second era of
In general, the cost of the vial is equal to the amount of Mistborn and more closely match the Industrial Era’s style. In
metal ores required to craft the charges. The Allomantic Vials a different and similar vein, more advanced weapons like
Table shows the costs for a vial of Allomantic charges. pistols would properly service the Industrial Era, but may
cause issues with a Lurcher’s ability to properly deflect
Vials Cost Weight when filled projectiles.
Vial 1 gp 1/4 lb.
Small, empty 2 gp 1/2 lb. Aluminum Helm
Medium, empty 5 gp 1 lb.
Large, empty Armor, uncommon
When worn, you have advantage on saving throws made to
Allomantic Vials Small Vial Medium Large Vial resist the rioting and soothing effects of zinc and brass
Type Cost Vial Cost Cost Allomancy.
75 gp 150 gp 300 gp
Aluminum 10 gp 20 gp 45 gp Koloss Sword
Bendalloy 5 gp 10 gp 20 gp
Brass 5 gp 10 gp 20 gp Weapon (greatsword), very rare
Bronze 10 gp 20 gp 45 gp You can only wield this sword if you have a Strength score of
Cadmium 20 gp 40 gp 85 gp 24 or higher. It is a greatsword with the following changes:
Chromium 2 gp 5 gp 10 gp
Copper 100 gp 200 gp 400 gp ● This weapon has the reach property
Duralumin 40 gp 75 gp 150 gp ● Whenever you score a critical hit with this weapon, you roll
Electrum 20 gp 40 gp 85 gp
Gold 2 gp 5 gp 10 gp two additional damage dice.
Iron 40 gp 85 gp 175 gp
Nicrosil 2 gp 5 gp 10 gp When you make an Intimidation check, you can slam the
Pewter 5 gp 10 gp 20 gp sword into the ground to gain advantage on the roll. You can
Steel 2 gp 5 gp 10 gp use this feature again when you finish a short or long rest.
Tin 2 gp 5 gp 10 gp
Zinc Unsealed Metalmind
Wondrous item, legendary
This special metalmind contains a number of Feruchemical
charges of any combination of types (at the DM’s discretion)
that anyone can access A creature holding this metalmind can
use the Feruchemy feature to gain the benefits of the stored
charges as detailed in the appropriate Feruchemical Key
section.
Primer Cube
Wondrous item, legendary
When you use an Allomantic or Feruchemical feature, you can
choose to delay its effect and store it inside the Primer Cube,
provided you are holding it. Another creature holding the
Primer Cube can later use a bonus action to flip the switch and
gain the benefit of the effect stored for the duration. The
creature must fulfill any requirements as if it was the original
Allomancer or Feruchemist that stored it, such as
concentration.
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 94
Appendix C: References
This section provides additional references for Scadrial.
Allomantic Metals Table
PHYSICAL Pushing Pulling Pulling Pushing MENTAL
External
External Steel Iron Zinc Brass Internal
Pushes on metals Pulls on metals Amplify emotions Dampen emotions Internal
External
Internal Pewter Tin Copper Bronze
Increase physical power Increase physical senses Hides Allomancy Detects Allomancy TEMPORAL
Internal Duralumin Aluminum Gold Electrum
Enhances metal burned Reveals future self
Removes metal reserves Reveals past self
Bendalloy
External Nicrosil Chromium Cadmium Speeds up time
Enhances target’s metal Removes target’s metal Slows down time
burned reserves Pushing
ENHANCE Pushing Pulling Pulling
Feruchemical Metals Table
PHYSICAL COGNITIVE
HYBRID
Steel Iron Zinc Brass
Stores speed Stores weight Stores mental speed Stores warmth
Pewter Tin Copper Bronze
Stores strength Stores senses Stores memories Stores wakefulness
Duralumin Aluminum Gold Electrum
Stores connection Stores identity Stores health Stores determination
Nicrosil Chromium Cadmium Bendalloy
Stores investiture Stores fortune Stores breath Stores energy
SPIRITUAL
Fan content. Permission granted to reproduce document for personal use only. Not for resale. 95