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Published by PDF runner, 2024-02-25 11:11:26

Scadrial Handbook _ GM Binder_compressed

Scadrial Handbook _ GM Binder_compressed

SCADRIAL HANDBOOK


2 4 4 6 6 8 9 9 14 17 20 22 24 27 29 31 33 35 37 38 42 47 48 49 51 53 55 57 59 60 66 71 73 74 75 76 77 78 78 79 77 82 82 84 85 86 87 88 91 91 92 93 94 95 Contents Welcome to Scadrial Chapter 1: Running a game Additional Rules .................................................................. Chapter 2: Scadrian Races Kandra .................................................................................... Kolossborn............................................................................... Chapter 3: Class Options Allomancer........................................................................ Coinshot Focus .................................................................... Lurcher Focus ...................................................................... Pewterarm Focus ................................................................ Pulser Focus ......................................................................... Rioter Focus .......................................................................... Seeker Focus ........................................................................ Slider Focus .......................................................................... Smoker Focus ...................................................................... Soother Focus ...................................................................... Tineye Focus ......................................................................... Mistborn Focus .................................................................... Optional Focus ..................................................................... Feruchemist ....................................................................... Bloodmaker Key .................................................................. Brute Key ................................................................................ Firesoul Key .......................................................................... Skimmer Key ........................................................................ Sparker Key ........................................................................... Steelrunner Key ................................................................... Windwhisperer Key ............................................................ Keeper Key ............................................................................. optional Keys ........................................................................ Hemalurgist ....................................................................... Path of the Bindless .......................................................... Path of the Inquisitor ........................................................ Path of the Kandra ............................................................. Path of the Koloss .............................................................. Fighter Archetype........................................................ Chapter 4: Multiclassing Twinborn........................................................................... Compounding ....................................................................... Appendix A: Foes and Monsters Allomancer ....................................................................... Chimera .................................................................................. Hazekiller ............................................................................... Kandra ..................................................................................... Koloss ...................................................................................... Mistwraith.............................................................................. Steel Inquisitor .................................................................... Twinborn................................................................................. Appendix B: Scadrial Items Twinborn............................................................................ Compounding ....................................................................... Twinborn................................................................................. Compounding ....................................................................... Appendix C: References Credits Designer Kwanpo Cheng Editor Ananya Rajgarhia GM Binder Compiler Jonas Vael Original Ruleset Dungeons & Dragons 5th Edition by Wizards of the Coast LLC Based On The Mistborn Saga by Brandon Sanderson Cover Art Vin - Mistborn by Elizabeth Peiró [CC BY-NC-ND 3.0]


Y Welcome to Scadrial ou have just arrived on the isolated wartorn planet of Scadrial. You have marveled at cloaked figures trailing through midnight skies without visible means of propulsion. You have narrowly avoided a defending scholar who has grown to the size of an elephant - his bulging muscles straining against his bracers’ confines. You have watched a noble bend time around her to duck out of a bullet’s path. Where do you even start? This Guide provides insight into the rich world of Scadrial. Here, there are no heroes or villains - only good intentions and a storied history of endless struggle. Using this book This guide encompasses a set of new homebrewed rules developed for a D&D game using elements of Brandon Sanderson’s Mistborn Series. Because these mechanics and rules are specific to its lore, Dungeon Masters should be careful when combining Scadrial and other published D&D settings. Chapter 1 presents a short overview of Scadrial and offers background knowledge of the source material. Chapter 2 provides advice for running a game using the new mechanics. Chapter 3 includes two new character race options for players native to Scadrial: the kandra and the kolossborn. Chapter 5 presents three new class options that use a special subclass methodology: the Allomancer, the Feruchemist, and the Hemalurgist. This chapter also includes a new fighter archetype called the Hazekiller. Chapter 6 includes new monsters and NPCs drawn from the world of Scadrial such as massive koloss ancients to twisted chimera. Chapter 6 includes new items and other treasures specific to Scadrial like metal ores and modified metal-free armor. Spoiler Warning This guide includes major spoilers for Brandon Sanderson’s Mistborn series and minor spoilers for the Cosmere shared universe. Five Things to Know What is Scadrial? Here are the key things to know: 1. A Setting of Two Eras. The first Mistborn trilogy is set in Era 1: a medieval time period transformed by literal world-changing events. The cruel Lord Ruler governed Scadrial with an authoritarian centuries-spanning Empire until it was overthrown by the Resistance. The second Mistorn series is set in Era 2: an industrial time period years after the fall of the Empire. Though centuries have passed, the undertones of social unrest still remain. Each Era has unique restrictions and stories to explore. 2. Cosmic Shards. Like other planets in the cosmere, Scadrial was created and controlled by cosmic entities called Shards. They remain consistent influences on their world through whispers to their mortal agents. Conflicts between Shards serve as driving forces behind many of Scadrial’s events. Hostile Shards and world travelers occasionally emerge and threaten the established peace. 3. A World of Metal. Allomancers, Feruchemists, and Hemalurgists use specially crafted metals to unlock incredible powers. In the right hands, even the smallest nail can be transformed into an instrument of death. 4. A Land of Secrets. Both eras have their share of mysteries. Neither the Lord Ruler nor even the Shards know the complete history of this planet. A malevolent Shard carefully changes the written histories despite the scholars’ best efforts to preserve it. Factions of nobility war endlessly with each other and the slave lower class. An ancient hunter re-emerges from obscurity and threatens the peace. News of a previously undiscovered continent of people changes the face of this planet. 5. Not Like D&D. Scadrial is generally devoid of magic and fantastic creatures. You will find it shares very few similarities with traditional D&D. Not every class, race, monster, spell, and magic item found in officially published content is appropriate in Scadrial, though parts of Scadrial can be incorporated into a whole new setting.


1


History of Scadrial In the dawn of time, two cosmic beings called Preservation and Ruin shared in the creation of the planet Scadrial. Known as Shards, their combined powers of creation and destruction formed a delicate cycle. But Preservation sought to let his creatures flourish and imprisoned Ruin, which finally allowed humanity to spread. However, the vengeful Ruin set an elaborate plan to destroy Scadrial. From his prison, he manipulated Scadrial’s written history to trick the Scadrians into releasing him. But before he could succeed, an adventurer named Rashek discovered this plot and absorbed Ruin’s power instead, which let him briefly ascend to Shardhood. Now known as the Lord Ruler, Rashek established a cruel Final Empire to continue protecting Scadrial from Ruin. The world became shrouded in frequent ashfalls and nightly mists. Society was redesigned with an upper noble class and an enslaved lower class called skaa. The Lord Ruler viciously maintained his empire and prevented technology from progressing beyond a medieval level. A band of heroes later overthrew the Lord Ruler and unwittingly released Ruin. Realizing their mistake, they destroyed both vessels for Preservation and Ruin, which allowed a scholar to absorb both Shards and ascend to Shardhood. With Scadrial finally free from the Lord Ruler’s oppression, society began developing in earnest. Three hundred years later, technology advanced to a point analogous to the Industrial Age. Yet, the peace is far from settled. Whispers of revolution spread amongst disgruntled inhabitants and a new mystery develops as the remnants of the Final Empire re-emerge. Scadrian People The world is mainly inhabited by humans. The charted world comprises only a single central continent, though there are murmurs of unknown Southern Scadrians beyond the Burnlands. Other rare races like the shapeshifting kandra, the monstrous koloss, and their kolossborn descendants also roam the world in small isolated groups. The Metallic Arts The magic system encompasses three Metallic Arts: Allomancy, Feruchemy, and Hemalurgy. An Allomancer can burn specific metals to release power; a Feruchemist can store attributes inside metal for retrieval at a later time; a Hemalurgist uses a bloody sacrifice to transfer power. Each Metallic Art uses sixteen standard metals – each with distinct effects detailed in their respective class sections. Other rare “God” metals produce different stronger effects. Allomancy and Feruchemy is genetic. Allomancy is usually restricted to the nobility and their descendants and Feruchemy runs in the Terrisfolk bloodline. This inheritance of power often caused friction along many racial and socio-economic divisions. The Two Eras Each Era in the Mistborn series offers a unique setting and has heavy restrictions on the classes, subclasses, and races available for play. Era 1. Technology in Era 1 is analogous to the medieval level. The Lord Ruler suppressed technological development and restricted knowledge of the Metallic Arts to basic metals: tin, pewter, iron, steel, zinc, brass, copper, bronze, gold, and atium. Furthermore, Feruchemists were mostly eradicated and nearly all Hemalurgists worked as agents of the Lord Ruler or Ruin. The kandra were rare and kolossborn were not yet created. Era 2. Technology in this setting is industrial. Vehicles and trains traveled long distances and the police wielded firearms far stronger than Allomancers of old. Metallic Art researchers have discovered all sixteen metals and the more adventurous practitioners even combined effects of Allomancy and Feruchemy with extremely powerful results


2 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T Chapter 1: Running a Game he world of Scadrial is very different from those in officially published D&D content. Veteran players and Dungeon Masters are advised to thoroughly understand the implications of this setting like the lack of magic and other races. This chapter offers some advice and a set of new rules to successfully run a D&D game set on Scadrial. Preparing the Setting Determine if your setting will be set in Scadrial or if your story will draw from established canon. The lore in the books can be restrictive in its scope due to its non-magical and human-centric setting. A great alternative to setting your story on Scadrial is transplanting portions of this guide to another setting instead. Carefully consider the time period. Some Metallic Arts rely on the presence of metals in the environment, so a medieval age setting will vary greatly from an industrial age setting. Allomancers may have difficulty obtaining their metal if certain metallurgic practices have not been developed. Designing the Game You should carefully read the rules and familiarize yourself with its implications. Here are some things to consider when setting up stories and maps: General locations of metal. Keep track of metal weaponry and metal vials. Allomancers using Metalsense can easily detect the presence and location of metal, so experienced NPCs will avoid wearing metal. Traps triggered by weight. Some characters can alter their weight to potentially avoid these traps. Overall passage of downtime. Feruchemists regain their primary resource over time unlike other classes that regain resources over a rest. Cost of metal items. A secondary limiter for an Allomancer’s resource is cost. You can start with prices provided in Appendix B: Items. Allomancer/Feruchemist NPCs. Hemalurgists need opportunities to steal their powers from others. Additional Rules New classes and features in this book are built upon new mechanics that are heavily relied upon. DMs should have an intimate understanding of their use. Metallurgy Allomancers must ingest small pieces of metal to fuel their magical abilities. This metal usually comes in the form of metal shavings mixed in an alcohol solution stored in vials. Vials come in three sizes and can be composed of any mixture of charges from different metals. Metallurgic Vial Categories Size Maximum Charges Stored in Vial Small Vial 2 Medium Vial 4 Large Vial 8 If you have a set of metallurgist’s tools with which you are proficient, a metal ore (refer to Appendix B: Scadrial Items), and vials with enough space to hold new charges, you can begin crafting metal charges. This process requires careful attention and takes one hour to complete. This action is considered a light activity and can be taken during short rests or only once as part of a long rest. At the end of each one hour duration, you craft one charge from your ore, which is consumed. Some classes and subclasses like Allomancers and Smokers are able to craft more charges from one metal ore. Metallurgist's Tools Artisan's tools 50 gp, 5 lb. Metallurgist's tools enable a character to produce mixtures of metals with specific purities. Components. Metallurgist's tools include a small mortar and pestle, a small mallet, a chisel, a sieve, two glass beakers, and a pouch of common metallurgy ingredients, including alcohol solution and purified water. Arcana. Proficiency with metallurgist's tools allows you to unlock more information on Arcana checks involving metals and similar materials.


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Weight Class Some subclasses of the Mistborn magic system rely on weight. For example, Coinshot Allomancers who push on metal objects use the weight difference between the pusher and the object to determine the strength of their power. An individual creature or object can be one of seven weight classes as shown in the Weight Categories table. Where multiple creatures or objects are securely attached to each other, you combine their total weight to determine their overall weight class. For example, a coin pushing against a building would be considered Immovable. Weight Categories Class Weight (lbs) Examples Floatweight 0-24 Cats, Books, Kettles, Coins Featherweight 25-49 Dogs, Tables, Armors Lightweight 50-99 Chimeras, Cannonballs Middleweight 100-249 Humans, Kolossborn, Kandra Heavyweight 250-499 Mature Koloss, Ogres Superweight 500-999 Giants, Statues Immovable 1,000+ T-Rexes, Buildings, Nails hammered in buildings


4 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T Chapter 2: Scadrian Races he world of Scadrial is populated primarily by humans organized into various states and factions. However, most inhabitants spend their entire lives not knowing of other races that live amongst them. This chapter offers two new playable races for your character to choose from: the kandra and the kolossborn. As you make a character from one of these races, this section can help you understand your character's place in a world ruled by humans. Kandra are secretive shapechangers who can disguise themselves as other people and beasts. Kolossborn are descended from the monstrous koloss who once violently roamed the country. Kandra When the Lord Ruler offered his plan to his Feruchemist friends—the plan to change them into mistwraiths – he was making them speak on behalf of all the land's Feruchemists. Though he changed his friends into kandra to restore their minds and memories, the rest he left as nonsentient mistwraiths. [...] From these children of the original mistwraiths, he made the next generations of kandra. — Sazed The Hero of Ages Kandra are a secret race of shapeshifters. After all the Terris people were changed into mindless mistwraiths by the Lord Ruler during the First Ascension, some were granted sentience by Hemalurgic spikes called Blessings. The kandra race is generally isolated and prefer to remain hidden or disguised. Most are not inclined to the wandering lifestyle, emerging only when necessary. Diversity of Body Most kandra spend their lives in many humanoid forms. Kandra’s natural forms are similar to mistwraiths in appearance: medium-sized amorphous translucent blobs. However, the kandra’s chosen forms can range from a small 3-foot beast to a large, imposing 6½-foot tall human. To shapeshift, kandra simply mold their body around a set of bones, often taken from a freshly digested creature. Most frown upon taking a beast or inhuman form, calling it indecent. Kandra’s versatile bodies also allow them to hide objects or weapons inside themselves. Although kandra bodies are immune to most forms of damage, the bones they wear are not. If the bones crack or crumble, it becomes difficult for kandra to move or speak. Kandra typically carry custom bones to form personal bodies. Some build fancy, shiny bones of quartz and crystal for display while others build strong and sharp bones for combat. Elusive Society Kandra are rarely found outside their homeland and emerge only to take Contracts. Very few people had the money to open these contracts, making kandra almost mythical in nature. Some kandra wander the earth in search of a purpose, occasionally taking new Contracts. Kandra like to remain in the shadows and draw little attention to themselves. Due to their shapeshifting nature, they also excel at mimicry and disguise. The best of them are nearly indistinguishable from their originals, which makes them excellent spies. Kandra Names Kandra do not reproduce, but are created. Kandra are given names at “birth” when they are granted sentience by their Blessings. They can choose their gender if they wish. Names BalTaad, FhorKood, Haddek, HanKaar, HunFoor, JanSoon, MirNoon, ParNott, PlaTor, TarKavv, TerLin. Kandra Traits Your kandra heritage grants you a variety of abilities. Class Restriction. At 1st level, you must choose the Hemalurgist class unless allowed by the Dungeon Master. Ability Score Increase. Your shifting body makes you agile. Your Dexterity score increases by 2. Age. Kandra grow quickly after their creation. They learn to absorb bones and flesh within hours, forming their first bodies within weeks. They attain the size and development of a 10-year-old human child by the age of 1 and reach adulthood by 3. They live indefinitely and do not visibly age. Alignment. Kandra tend to be lawful because of their Contracts. Kandra often side with the Whisperers who control them. Size. Kandra typically average between 4 and 5 feet in height, with a slender build. Your size is Medium and your weight is Middleweight. Speed. Your natural form’s walking speed is 5 feet.


5 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Shapeshift. You can transform your body and take on another appearance. You can digest a humanoid or a beast over the course of an hour and then shapeshift into its physical form using its bones, nails, and hair. The creature cannot have a CR higher than your player level divided by four. You can only shapeshift into a creature of your size. Your clothing and other equipment don’t change in appearance, size, or shape to match your new forms. You assume the creature’s Armor Class, speed, special senses, and Strength, Dexterity, and Constitution scores. If the creature is a beast, you gain its attacks. Finally, you retain the ability to speak. The first time you shapeshift into a humanoid body requires 1 hour of concentration. Subsequent shapeshifts into that body require 10 minutes of concentration. Shapeshifting into a beast or a creature with substantially more hair or scales (such as a wolf or lizard) requires a duration 6 times longer. If you are interrupted during shapeshifting, your body is incomplete and you make every attack roll, ability check, and saving throw with disadvantage until you finish shifting. The final body is physically indistinguishable from the original. If you are missing bodily materials, the body is incomplete and you can be noticed. If you have spent at least 1 day studying the creature’s behavior, you can also mimic its mannerisms perfectly. Amorphous Body. You can store or withdraw up to 1 small, light object inside your body as an action. Languages. You can speak, read, and write Common and another language of your choice. Subrace. Choose one of the two subraces presented below based on your choice of personal skeleton. Forger Body Forger kandra are focused on the art of impersonating their targets. They are quick changers, often finding the need to quickly switch bodies for a Contract. They are impressively indistinguishable from their original counterparts and pride themselves on their skill. Ability Score Increase. You are well-versed in social interaction. Your Charisma score increases by 1. Unmatched Mimicry. You have proficiency with the Deception skill. You only have to spend 1 hour studying a creature’s behavior to mimic its mannerisms perfectly. Shapeshift Feature. You have a set of custom humanoid bones made of your choice of crystal or stone. You can carry up to 3 additional sets of bones, but only one set can belong to a beast. The duration required to shapeshift into a known body is halved. Combat Body Combat kandra build and wear stronger bones for combat. They locate their vital organs in unorthodox locations to avoid major damage. A favored tactic of combat kandra is hiding a small weapon inside their bodies for backup. Ability Score Increase. Your custom bones are strong. Your Strength score increases by 1. Combat Skeleton. Your custom bones are sharp. When you make an unarmed strike, you deal slashing damage equal to 1d4 + your Strength modifier. Concealed Weapon. If the object you hide using your Amorphous Body feature is a small weapon, such as a dagger, you can withdraw it as a bonus action. If you immediately attack with the weapon after withdrawing it, you have advantage on the first attack roll against an unsuspecting creature. If you hit, you deal bonus damage equal to your level. Shapeshift Feature. You have a set of custom humanoid bones made of your choice of reinforced material. You can carry up to 2 additional sets of bones, but only one set can belong to a beast.


6 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Kolossborn Originally, we assumed that a koloss was a combination of two people into one. That was wrong. Koloss are not the melding of two people, but five, as evidenced by the four spikes needed to make them. Not five bodies, of course, but five souls [...] however, each spike also distorts the koloss body a little more, making it increasingly inhuman. Such is the cost of Hemalurgy. — Sazed The Hero of Ages Koloss once roamed the country plundering villages and massacring innocents as an invincible, mind-controlled army. When the world was reshaped, the koloss who resisted the bloodthirst were granted the ability to reproduce, creating the first generation of kolossborn. Feared for their short temper, many kolossborn become adventurers and wanderers to distance themselves from human society. Some even return to their original tribes. Endless Growth Kolossborn always stand out with their mottled granite-like complexion, bluish skin, thick necks, and large build. Like their ancestors, kolossborn continue growing as they age. Adolescents stand between 5 and 6 feet tall and weigh around 180 pounds; they continue to grow to a towering 7½ feet and can weigh 350 pounds when they reach seniority. Some older kolossborn even exhibit tears in their skin as their muscles outgrow it. Trapped in their Skin The creation of koloss came at the cost of their hosts' humanity and intelligence. The corrupted DNA was passed on to the next generation, rendering most kolossborn stronger, but less intelligent. Kolossborn are more inclined to action than contemplation and to fighting than arguing. They prefer the simplest solutions – often ones that can be accomplished by force. They are determined to prove themselves and refuse to be sullen. Humans often discriminate against kolossborn, viewing them comparatively brutish and simple. Kolossborn find they are more welcomed by their koloss ancestors – a willing few may undergo a Hemalurgic ritual to become a full koloss. Whether they are chasing ambitions or taking odd jobs for a living, kolossborn get by on their physical might and endurance. Kolossborn Names Kolossborn usually have names appropriate to the culture in which they were raised. Kolossborn living among the koloss tribes may have simpler names that reflect their childhood or role, regardless of gender. A kolossborn in human society may have a human name. Some even combine human and koloss names if they find a home in both worlds. Names Bastion, Fisher Lex, Fiver, Granite Sam, Hunter Jules, One-Eye, Rabbit, Splitter Kel, Stone, Survivor Kolossborn Traits Your koloss heritage grants you a variety of traits and abilities. Era Restriction. The kolossborn were created at the end of Era 1 and did not exist prior to the Catacendre. Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1. Age. Kolossborn reach adulthood around age 18. They continue to grow as they age and rarely live longer than 75 years. Alignment. Kolossborn tend towards chaos like their parents and generally are not inclined towards good. Those who still live in the koloss tribes are usually evil. Size. Kolossborn are usually larger than humans, growing from 5 feet tall at a young age to well over 7 feet when they grow old. Your size is Medium and your weight can vary from Middleweight to Heavyweight. Speed. Your base walking speed is 30 feet. Natural Athlete. You are proficient in Athletics. Speedy Recovery. When you complete a long rest, you regain three additional spent hit dice. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Languages. You can speak, read, and write Common and another language of your choice.


7 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


T Chapter 3: Class Options he Allomancer quickly swallows metal from a vial and burns it to fly across the rooftops. The Feruchemist thrusts a superheated palm through a melting wall as he releases his stored heat in one powerful burst. The lone Steel Inquisitor stalks his prey through the city slums with supernatural abilities that rival the other Metallic Arts. This chapter introduces three new class options with over twenty-four new subclasses and a new Fighter archetype called the Hazekiller. Allomancers ingest and burn metal in their bodies to fuel their martial techniques. Feruchemists store attributes for later use, which can be released in a powerful burst. Hemalurgists steal power from the other Metallic Arts through a deadly sacrifice. These new classes use a special interchangeable system called subclass levels. For most Allomancers and Feruchemists, subclasses are as straightforward as the traditional D&D system. Hemalurgists, Mistborn Allomancers, and Keeper Feruchemists have special abilities that let them gain multiple types of subclass levels. Additionally, Allomancer and Feruchemist proficiencies are granted by subclasses instead of the class because each of the subclasses are so diverse. This book also introduces the Hazekiller Archetype, who are fighters that cannot practice the Metallic Arts, but are specially trained in defeating those who can. Allomancer Perched on an iron spire against the full moon, a figure peers into the darkness of his city, catching quick glimpses of people and their conversations below. Guided by levitative pushes of steel, a woman streaks through the air with her mistcloak fluttering, firing coin after coin at the unnatural koloss brutes, piercing their flesh with sickening splashes. Burning with an unnatural rage, throngs of villagers storm their master’s castle, spreading unrestrained destruction as a man smiles and carefully riots their anger into a seething crescendo. Whether pushing their bodies beyond the physical limits or altering the pace of time, Allomancers are forces of nature that can shape the course of history through their quest for power, glory, or revolution. They are not all adventurers and heroes, but it is all but guaranteed that every legend will always have one. Power of Preservation Allomancers get their power through a special connection to the Shard of Preservation. By ingesting and “burning” certain metals, Allomancers focus their connection to Preservation, who grants them abilities in return. Allomancers who can burn only one metal are called Mistings, whereas Allomancers that can burn all metals are called Mistborn. Normally, an Allomancer can either burn one or all metals, but Mistings can be granted the ability to burn more metals through Hemalurgy. Allomancy is hereditary – throughout the Final Empire, it was restricted to nobility by the Lord Ruler. Allomancy is awakened when the Allomancer undergoes heavy emotional or physical stress. This event triggers a crack in the soul that allows them to use that power. Allomancers tend to prefer non-metallic armor and weaponry to avoid the influence of Steel Metalpushes or Iron Metalpulls. However, metals inside the body, whether pierced or ingested, cannot be affected by other Allomancers. Creating an Allomancer Allomancers come from all spectra of alignment. As you build your character, think about their connection with the power. Allomancy is strongly tied to nobility and the Lord Ruler, which actively affects the Allomancer’s life. Your character may have inherited noble blood, but your motivations can vary. You may be the illegitimate offspring of a noble and a commoner, hidden from the empire for safety. Perhaps you still serve the Lord Ruler and seek to restore the old social order. You may have stumbled upon a dark secret about your fellow ruling class and vowed to disown the symbol of your status. Quick Build You can make an Allomancer quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Wisdom. Second, choose the Urchin background. For your Allomantic Focus subclass, choose Tin.


8 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


Class Features As an Allomancer, you gain the following class features. Different Allomantic Focus subclasses will grant additional features normally provided by other classes. Hit Points Hit Dice 1d10 per Allomancer level Hit Points at 1st Level 10 + your Constitution modifier Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per Allomancer level after 1st. Proficiencies Armor Light armor (Allomancers prefer to not wear metal armor) Weapons Simple weapons (Allomancers prefer to not use metal weapons, substituting it for wood, stone, or obsidian) Saving Throws Refer to Focus proficiencies Skills Refer to Focus proficiencies Equipment You start with the following equipment, in addition to the equipment granted by your background: (a) Any weapon you are proficient with, or (b) a shield (a) Leather armor, (b) ballistic vest armor if proficient, or (c) obsidian mail armor if proficient. (a) A shortbow and 20 stone arrows or (b) two stone handaxes (a) a diplomat’s pack or (b) an explorer's pack A set of metallurgist's tools and 4 small metal vials filled with your choice of metals The Allomancer Level Proficiency Bonus Maximum Metal Charges .. Metallurgy Bonus ...... Features ..................................................................................... 1st +2 4 1 Allomancy, Allomantic Focus 2nd +2 4 1 Allomancy Style, Metallurgic Discipline, Focus Feature 3rd +2 5 1 Focus Feature 4th +2 5 1 Ability Score Improvement 5th +3 6 1 Extra Attack 6th +3 6 2 Energizer 7th +3 7 2 Focus Feature 8th +3 7 2 Ability Score Improvement 9th +4 8 2 Metal Reserve 10th +4 8 2 Rapid Recharge 11th +4 9 3 Focus Feature 12th +4 9 3 Ability Score Improvement 13th +5 10 3 Metal Reserve (2) 14th +5 10 3 Additional Allomancy Style 15th +5 11 3 Focus Feature 16th +5 12 4 Ability Score Improvement 17th +6 13 4 Focus Feature, Metal Reserve (3) 18th +6 14 4 Improved Rapid Recharge 19th +6 15 4 Ability Score Improvement 20th +6 16 4 Focus Feature


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Allomancy At 1st level, your heritage allows you to burn and activate the power from metals in your stomach. These metals must have a specific purity or chemical composition. Metal Charges Your Allomantic abilities are represented by a number of charges. If you have the ability to burn multiple metals, each metal is represented by its own charge. You can spend these charges to fuel your powers. As an action, you can ingest and activate a vial of metals (see the Metallurgy section in Chapter 1: Running a Game) to regain charges in that metal. The maximum amount of charges you can hold in your body increases as you gain levels in Allomancy as shown on the Allomancer table. Burning Metals Your choice of Allomantic Focus allows you to burn specific metals. When you burn that metal in your stomach, you are spending metal charges to activate special abilities. Some metals grant you benefits while you are burning them and others only require that you burn the metal as part of an action to use an ability. You immediately stop burning metals if you have no metals left, if you fall unconscious, or if you are affected by the draining effects of aluminum or chromium. Flaring Metals. Flaring is a stronger form of burning. While flaring, you use up more charges, but the effects of your abilities are more powerful. When flaring a metal, you are still considered to be burning it. Improper Metals. If you attempt to burn a metal that you cannot burn, or a metal that is improperly mixed, you gain 1 level of exhaustion. Metal Poisoning If you have charges remaining at the end of a long rest, the metal poisons you and you suffer from exhaustion based on the number of charges you have remaining, as shown on the table below. Metal Poisoning Charges Remaining Levels of Exhaustion 1-2 1 3-5 2 6-9 3 10 or more 4 Variant Rule for Obtaining Charges Instead of using rules for ingesting charges and metal poisoning, players can instead gain all charges at the end of a short or long rest. Allomantic Focus At 1st level, you choose a Focus subclass to specialize in, such as Pewter or Mistborn, and you gain a Focus level in that metal. A Focus level is a subclass level, a concept important for players with multiple subclass Focuses. When you gain a level in Allomancy, you gain a Focus level in your chosen Focus. You gain the bonus proficiencies and features detailed in your chosen Allomantic Focus. You gain additional features at 2nd, 3rd, 7th, 11th, 14th, 17th, and 20th Focus levels. Ascended Focus. When you reach 20th level in a Focus, you become either an expert or savant. Experts in their Focus gain a mastery of their metal through extensive experience and exhaustive study. Savants, on the other hand, have burned their metal so extensively they gain incredible benefits at great physical cost. Metallurgic Discipline At 1st level, you know how to purify and produce superior metal shavings for your use. You craft additional charges each time you use your metallurgist's tools to craft charges for a metal you can burn The number of extra charges you craft is shown in the Metallurgy Bonus column of the Allomancer table. Allomancy Style At 2nd level, you develop a particular style of Allomancy as your specialty. Choose an Allomancy Style from the list of optional features. You can't take the same option more than once, even if you get to choose again. Blade Flurry While you are dual-wielding two daggers with the light property, you can make an additional attack whenever you take the attack action. Cache You can use an action to keep up to two charges of metal in your mouth, and ingest it whenever you spend charges. This charge cannot be affected by Allomantic Pushes or Pulls because it is in your body. Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.


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Metallurg You craft one additional charge each time you use your metallurgist's tools to craft charges for a metal you can burn. Scout You have advantage on initiative rolls and cannot be surprised. Survivor While you have no charges remaining, you have a +1 bonus to your AC. Ability Score Improvement 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. Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Energizer Starting at 6th Focus level, you can use a bonus action to spend 1 charge and regain hit points equal to 1d8 + your Allomancer level. Once you use this feature, you can’t use it again until you finish a short or long rest. Metal Reserve At 9th level, your body becomes adapted to a Focus metal of your choice. When you finish a long rest with 2 charges of the chosen metals remaining, you do not suffer the side effects of metal poisoning. This increases to 3 charges at 13th level, and 4 charges at 17th level. Rapid Recharge Beginning at 10th level, you can ingest and activate the contents of a small vial as a bonus action instead of an action. Additional Allomancy Style Starting at 15th level, you learn another Allomancy Style. You cannot take the same Style twice. Improved Rapid Recharge Starting at 18th level, you can ingest and activate the contents of a medium vial as a bonus action instead of an action.


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Allomantic Focus As an Allomancer, you are either a Misting or a Mistborn. Mistings can only burn one type of metal whereas Mistborn can burn all of them. This specialization is represented by your Focus, which grants you additional features. Each Focus may also grant you additional proficiencies and equipment. When you gain a level in Allomancer, you gain a level in your chosen Focus. If you are a Mistborn, you follow a different set of rules detailed in the Mistborn Focus section. Of the sixteen standard metals and three god metals, only ten are fully developed into subclasses, which are presented in this section. The remaining metals are considered impractical for a character, but some of their features are detailed in the Optional Focuses section at the end of the Allomancer class Allomantic Focuses . Focus . Metal ... Description ... Primary Ability Saving Throw Proficiencies . Bonus Armor and Weapon Proficiencies Coinshot Steel Pushes on metals to take flight and launch deadly shrapnel Dexterity Strength and Dexterity Dueling canes, hand crossbows, longswords, shortswords Lurcher Iron Pulls on metals in careful, measured lurches Strength Strength and Dexterity Medium armor, heavy armor, shields, martial weapons Pewterarm Pewter Draws on a large reserve of strength and power Strength or Dexterity Strength and Constitution Medium armor, shields, martial weapons Pulser Cadmium Slows the passage of time to entrap and disable enemies Strength and Intelligence Wisdom and Intelligence Medium armor, heavy armor, shields, martial weapons Rioter Zinc Riots emotions of others to disrupt and enrage Charisma Wisdom and Charisma Dueling canes, hand crossbows, longswords, rapiers, shortswords Seeker Bronze Detects the presence of Allomancy as a relentless hunter Wisdom Strength and Wisdom Medium armor, shields, martial weapons Slider Bendalloy Squeezes in extra time for concealment and retaliation Dexterity and Intelligence Dexterity and Intelligence Hand crossbows, longswords, rapiers, scimitars, shortswords Smoker Copper Masks Allomantic signatures as a protector of allies Strength and Charisma Wisdom and Charisma Medium armor, heavy armor, shields, martial weapons Soother Brass Soothes emotions of targets to calm and incapacitate threats Charisma Constitution and Charisma Medium armor, shields, martial weapons Tineye Tin Heightens senses to avoid danger and gain the upper hand Dexterity and Wisdom Dexterity and Intelligence Medium armor, shortswords, scimitars, longswords, rapiers Mistborn All Types Wields the power of every Allomantic Focus Any Dexterity and Charisma Mistcloaks, battleaxes, hand crossbows, pikes, shortswords, scimitars


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Coinshot Focus Allomancer who burn steel gain the ability to push all metal except aluminum away from themselves. Known as Coinshots, they are often seen soaring through city skylines by levitating on their metalpushes. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Weapons Dueling canes, hand crossbows, longswords, shortswords. Saving Throws Strength, Dexterity Skills Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, and Stealth Metalpush Beginning at 1st Focus level, you can burn steel as detailed by your Allomancy feature to metalpush metal objects away from you. You can spend 1 charge as an action to push on one metal object within range, such as a vial of metals, a metal weapon, a suit of metal armor, or a cooking tool. The resulting effect varies based on the Weight difference between you and the object, as shown in the Metalpush Interactions table. You cannot pull on aluminum or metals inside a body. Metalpush save DC = 8 + your proficiency bonus + your Strength modifier Some Metalpush effects require targets to make a saving throw. The saving throw DC is calculated as follows Metalsense Starting at 1st Focus level, you have Metalsense up to 120 feet as long as you are able to burn steel with your Metalpush feature. You can sense the presence of all metals except aluminum within the specified range. It appears as translucent lines radiating from the chest towards metal, and creatures with this ability have advantage on Wisdom (Perception) checks made to find specific metal objects. Metalpush Interactions . Object Weight class ... Effect Two or more weight classes lighter than you If the object is not being worn, you can metalpush it in a straight line away from you. The object is moved up to a number of feet equal to your Metalpush range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpush it as described. A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. When the object hits a creature, you immediately stop metalpushing it and it falls to the ground. If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics) check, knocking the creature prone on a success. Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you have disadvantage if the creature is one weight class heavier than you and you automatically fail if the creature is two or more weight classes heavier. Within one weight class of you ............................................. If the object is not being worn or carried, you metalpush the object towards you across the ground, up to a distance equal to half your Metalpush range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpush it as described. If the object is being worn, the creature must make a Strength saving throw or be pushed up to 10 feet towards you. Two or more weight classes heavier than you, or is immovable You fly in a straight line away from the object. If you travel more than twice your speed in a single turn and collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to a maximum of 20d6, provided gravity or a Dexteritybased maneuver has not reduced your impact (DM’s discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot moved. If a creature is in your path, you stop at the first unoccupied space in front of it.


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Steel Flare At 2nd Focus level, you can flare steel. Whenever you spend charges of steel, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you have advantage on Strength checks and saving throws you make when you use your Metalpush feature. When you flare steel to use your Metalpull feature to target an object, you can target one additional object as part of the same action, provided you are not using a steel technique. Coinshot Starting at 2nd Focus level, you can shoot tiny metal objects like coins or nails at lethal speeds. As an action, you can draw a coin (range 30/60) and spend 1 charge to shoot it at a creature you can see. Make a ranged attack. On a hit, it deals bludgeoning damage equal to your Dexterity modifier + 1d6 for each coin fired. At the end of combat, you can recover half the coins you fired by searching the combat area. The number of coins you can fire increases by one at 7th Focus level (2 coins), 11th Focus level (3 coins), and 17th Focus level (4 coins). If you flare steel to use this technique, the d6 damage dice become d12s. Steel Technique Starting at 3rd Focus level, you learn new ways to metalpush. You learn three techniques of your choice: Buoyant. While your Metalsense is active, your base move speed increases by 10 feet. The bonus becomes 15 feet at 11th Focus level and 20 feet at 17th Focus level. Charging Tackle. When you metalpush yourself towards a creature and stop within 5 feet of it, you can attempt to shove the creature as a bonus action. You make this check with advantage. On a success, you choose whether the creature is either knocked prone or pushed 15 feet away from you. Coin Spray. You can spend 2 charges as an action to launch a spray of 20 tiny metal objects in a 20-foot cone. Each creature in the cone must make a Dexterity saving throw, taking 3d6 bludgeoning on a failure and half as much on a success. This damage increases to 5d6 at 11th Focus level and 7d6 at 17th Focus level. If you flare steel to use this technique, the d6 damage dice become d12s. Coin Dodge. When you are subject to a Dexterity saving throw, you can spend 1 charge and 1 tiny metal object to gain advantage on the save. Extra Coin. You can use a bonus action to fire one tiny metal object as detailed in the Coinshot feature. Locksmith. You can attempt to manipulate a lock’s tumblers with a metalpush. When you try to pick a metal lock, you can spend 1 charge to gain advantage on the check. Magnet Bomb. As an action, you can spend 2 charges to target every metal object of your choice within 5 feet of you with a metalpush. This range increases to 10 feet at 11th Focus level and 15 feet at 17th Focus level. Magnet Ward. If you are hit by an attack made with a metal object, you can spend 1 charge as a reaction to reduce the damage taken by 1d4. This increases to 2d4 at 11th Focus level, and 3d4 at 17th Focus level. If you flare steel to use this technique, you roll twice as many dice instead for the damage reduction. Metal Punch. While holding a piece of metal, you empower your punches with a slight metalpush. When you hit a creature with an unarmed strike, it takes bludgeoning damage equal to 1d4 + your Strength modifier and its speed is reduced by 10 until the end of its next turn. Nudge. You can use a bonus action instead of an action to metalpush a Floatweight metal object within range. Repelling Fall. When you are falling, you can use a reaction to drop a metal object against the surface below and slow your fall. You take no fall damage. Steel Bolt. As a bonus action, you drop a metal object and spend 1 charge to metalpush yourself up to 10 feet in a direction of your choice. This movement does not provoke opportunity attacks. Steel Dash. You can spend 1 charge as a bonus action to metalpush on a metal object two or more weight classes heavier than you, and you fly in a straight line up to your speed away from it. If you flare steel to use this technique, you can fly up to twice your speed instead. Violent Push. You can metalpush objects farther, up to an additional 10 feet. This bonus increases to 20 feet at 11th Focus level and 30 feet at 17th Focus level. You learn an additional technique at 7th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can also replace one technique you already know with a different one. One Step Ahead Starting at 3rd Focus level, when a creature ends its movement within 5 feet of you, you can use your reaction to move up to 10 feet without provoking attacks of opportunity. Steel Flight When you reach 7th Focus level, metalpushing becomes natural to you for mobility. As part of your movement, you can spend 1 charge to metalpush on a metal object two or more weight classes heavier than you and fly up to your speed away in a straight line. If you flare iron to use this feature, you can fly up to twice your speed in that direction.


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Advanced Steel Technique Beginning at 11th Focus level, you learn one of the following special techniques. You can replace one advanced technique with another one when you gain a Focus level in this subclass. At 20th Focus level, you learn another advanced technique. Hole Punch. You explosively punch a piece of metal at your targets. As an action, you can spend 1 charge and make a melee attack. On a hit, the target takes 3d10 piercing damage and it cannot until the start of its next turn. Shove. Prerequisite: Nudge. When you use your Nudge technique, you can target metal objects that are Featherweight or lighter. Shrapnel. Prerequisite: Extra Coin. When you deal damage with Extra Coin, you can force the target to make a Constitution saving throw. On a failure, the target is incapacitated until the end of your next turn. Steel Slash. Prerequisite: Steel Dash. Immediately after using your Steel Dash technique, you can use your reaction to make a melee weapon attack against a creature within range. Steel Chains. As an action, you can spend 1 charge and metalpush a metal object against a creature to restrain it. Make a Strength (Athletics) check, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature is restrained for 1 minute or until you lose concentration (as if concentrating on a spell). At the end of its turn, the creature can make another check to end the effect. The prerequisites for advanced techniques must be met for you to learn it. If you replace a technique required for an advanced technique, that technique must also be replaced. Magnetic Levitation Starting at 14th Focus level, you can spend 1 charge as a bonus action to metalpush against three or more immovable metal objects within range to hover in the air. You can hover at a height up to your Metalpush range for 1 minute or until your concentration ends (as if concentrating on a spell). On subsequent turns, you can drift up to half your speed, provided there are new immovable metal objects at the destination. Move Mountains Beginning at 17th Focus level, you can burn steel in a burst to move extraordinary weight. You can use your action to spend 6 charges and metalpush on a metal object up to two weight classes heavier than you within range, provided you are securely anchored and the object is movable. The object is pushed up to a number of feet equal to your Metalpush range, and creatures that make Strength saving throws as a result of this action do so with disadvantage. You then gain one level of exhaustion. Steel’s Ascent At 20th Focus level, you can choose either the expert or savant path for steel: Expert. You master the art of iron Allomancy and flight. You gain the following benefits: The cost of flaring steel is reduced by one charge. You learn one additional steel technique of your choice. You reduce the damage taken from metalpush flight collisions by 30 if you are not incapacitated, to a minimum of 0 damage. Savant. You have burned steel excessively to the point your body relies on it. You have replaced normal sight with Metalsense as your primary sense. You gain the following benefits and drawbacks: You no longer suffer the effects of metal poisoning. While conscious, you create a magnetic field that repels metal. Whenever you take damage from a metal object, you can roll a d6 and subtract that from the damage taken. You automatically fail any Wisdom (Perception) and Intelligence (Investigation) checks made to search for non-metal objects or creatures without metal.


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Lurcher Focus Allomancers who burn iron gain the ability to pull all metals except aluminum towards themselves. Known as Lurchers, they often work in teams with their Coinshot counterparts to push and pull metals. More adventurous Lurchers enjoy flying through cities by pulling on buildings up to dangerous heights. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Armor: Medium armor, heavy armor, shields Weapons: Martial weapons, shields Saving Throws: Strength, Dexterity Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Sleight of Hand, and Stealth Metalpull Beginning at 1st Focus level, you can burn iron as detailed by your Allomancy feature to metalpull metal objects toward you. You can spend 1 charge as an action to pull on one metal object within range, such as a vial of metals, a metal weapon, a suit of metal armor, or a cooking tool. The resulting effect varies based on the Weight difference between you and the object, as shown in the Metalpull Interactions table. You cannot pull on aluminum or metals inside a body. Some Metalpull effects require targets to make a saving throw. The saving throw DC is calculated as follows: Metalpush save DC = 8 + your proficiency bonus + your Strength modifier At 1st Focus level, your Metalpull range is 30 feet. This range increases to 40 feet at 7th Focus level, 50 feet at 14th Focus level, and 60 feet at 20th Focus level. Metalsense Starting at 1st Focus level, you have Metalsense up to 120 feet as long as you are able to burn iron with your Metalpull feature. You can sense the presence of all metals except aluminum within the specified range. It appears as translucent lines radiating from the chest towards metal, and creatures with this ability have advantage on Wisdom (Perception) checks made to find specific metal objects. Metalpull Interactions . Object Weight class ... Effect Two or more weight classes lighter than you If the object is not being worn, you can metalpull it up to any distance in a straight line towards you, and you can catch it with a free hand if you are able. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpull it as described. A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. If you let the object hit you, you also take this damage. When the object hits a creature, you immediately stop metalpulling it and it falls to the ground. If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics) check, pulling the creature prone on a success. Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you have disadvantage if the creature is one weight class heavier than you and you automatically fail if the creature is two or more weight classes heavier. Within one weight class of you ............................................. If the object is not being worn or carried, you metalpull the object towards you across the ground, up to a distance equal to half your Metalpull range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpull it as described. If the object is being worn, the creature must make a Strength saving throw or be pulled up to 10 feet towards you. Two or more weight classes heavier than you, or is immovable You fly in a straight line towards the object. If you travel more than twice your speed in a single turn and collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to a maximum of 20d6, provided gravity or a Dexteritybased maneuver has not reduced your impact (DM’s discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot moved. If a creature is in your path, you stop at the first unoccupied space in front of it.


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Iron Flare Starting at 2nd Focus level, you can flare iron. Whenever you spend iron charges, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you have advantage on Strength checks and saving throws you make when you use your Metalpull feature. When you flare iron to use your Metalpull feature to target an object, you can target one additional object as part of the same action, provided you are not using an iron technique. Deflector Plate At 2nd Focus level, you gain a lurcher plate, a thick piece of wood and leather designed to absorb heavy blows to the chest. You are proficient with this plate. When you are hit by an attack you can see, you can use your reaction to reduce the damage by 1d4. If the attack is made with a metal object, you can spend 1 charge to roll 1d10 instead. The damage reduction increases at higher levels. You roll two dice at 7th Focus level and three dice at 14th Focus level. If you flare iron to use this feature, you double the number of dice you roll. Iron Technique Starting at 3rd Focus level, you learn new ways to metalpull. You know three techniques of your choice: Anchor. You can use a bonus action to shift into a stable stance. You count as one weight class heavier and one size larger until the start of your next turn. Arms of Iron. When you metalpull yourself towards a creature and stop within 5 feet of it, you can attempt to grapple it as a bonus action. You make this check with advantage. On a success, you deal the creature is grappled and takes 1d6 bonus bludgeoning damage. This bonus damage increases to 2d6 at 11th Focus level and 3d6 at 17th Focus level. Full Heave. You can spend 2 charges as an action and target every metal object of your choice within a 15-foot cone with your metalpull. The range of this technique becomes a 30-foot cone at 11th Focus level and a 40-foot cone at 17th Focus level. Iron Curtain. When an allied creature within 5 feet of you is hit by an attack made with a metal object you can see, you can spend 1 charge as a reaction to grant it the benefits of your Deflector Plate feature. The range increases to 10 feet at 11th Focus level and 15 feet at 17th Focus level. Iron Dash. You can spend 1 charge as a bonus action to metalpull a metal object two or more weight classes heavier than you within range, and you fly towards it up to your speed in a straight line. If you flare iron to use this technique, you can fly up to twice your speed instead. Lethal Spear. You can spend 1 charge as an action to violently metalpull on a coin-sized Floatweight object within range, and you can catch it provided you have a free hand. Each creature in the object’s path must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The damage increases to 2d10 at 11th Focus level and 3d10 at 17th Focus level. If you flare iron to use this technique, you roll twice as many damage dice. Magnetic Fingers. You gain proficiency in the Sleight of Hand skill. If you are already proficient in this skill, you double your proficiency bonus. Metalwalk. You can spend 1 charge as a bonus action to walk on vertical metal surfaces for 1 minute at no cost to your speed. You cannot be wearing heavy armor to use this feature. If you flare iron to use this feature, you can also walk upside-down on metal surfaces for the duration. Quick Draw. You can use a bonus action instead of an action to metalpull a Floatweight metal object within range and you can catch it provided you have a free hand. Plate Protector. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. The attack does not need to include metal. Prospector’s Reach. Your base Metalpull range increases by 10 feet. This bonus increases to 20 feet at 11th Focus level and 30 feet at 17th Focus level. Secret Strike. When you use your Metalpull feature and successfully deal damage to a creature with an object collision, the creature must succeed on a Constitution saving throw or it has disadvantage on its next attack roll. If you flare iron to use this technique, the creature has disadvantage on the save. This technique cannot be used in combination with another technique. You learn an additional iron technique at the 7th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can also replace one technique you already know with a different one. Bulwark of Battle Starting at 3rd Focus level, while you are wearing your Lurcher Plate, you can use a bonus action to make one melee weapon attack against a target within 5 feet of you. If the attack hits, the target takes 1d4 bludgeoning damage and is pushed 10 feet away from you. You use your Strength modifier for the attack and damage rolls.


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Iron Flight When you reach 7th Focus level, metalpulling becomes natural to you for mobility. As part of your movement, you can spend 1 charge to metalpull on a metal object two or more weight classes heavier than you and fly up to your speed towards it. If you flare iron to use this feature, you can fly up to twice your speed in that direction Advanced Iron Technique Beginning at 11th Focus level, you learn one of the following special techniques. You can replace one advanced technique with another one when you gain a Focus level in this subclass. At 20th Focus level, you can learn another advanced iron technique. Crushing Iron. Prerequisite: Arms of Iron. When you successfully use your Arms of Iron technique to grapple a creature, you can forego the extra damage to knock it prone. Iron Slash. Prerequisite: Iron Dash. Immediately after using your Iron Dash technique, you can make a melee weapon attack against a creature within range. Metalrunner. Prerequisite: Metalwalk. You can ignore the heavy armor restriction when using your Metalwalk technique. Plate Defense. Prerequisite: Plate Protector. When you are wearing a Lurcher Plate, you gain a +1 bonus to your AC. Quick Pick. Prerequisite: Quick Draw. When you use your Quick Draw technique, the metal object can be Featherweight or lighter. Slingshot. You can spend 1 charge as a bonus action to carefully metalpull on an anchored metal object and swing in an arc around it. You can release to fly in any direction, using angular momentum to gain extra movement equal to twice your base speed for that turn. The prerequisites for advanced techniques must be met for you to learn it. If you replace a technique required for an advanced technique, that technique must also be replaced. Locate Metal Starting at 14th Focus level, you can spend 1 minute in deep concentration to locate a metal object within 1000 feet that is familiar to you. If the object is in motion, you know the direction of its movement. You can locate a specific object or the nearest of a specific kind. You cannot locate aluminum objects or objects encased in aluminum. Once you use this feature, you can't use it again until you finish a short or long rest. Move Mountains At 17th Focus level, you can burn iron in a burst to move extraordinary weight. You can use your action to spend 6 charges and metalpull on a metal object up to two weight classes heavier than you within range, provided you are securely anchored and the object is movable. The object is pulled up to your space, and creatures that make Strength saving throws as a result of this action do so with disadvantage. You then gain one level of exhaustion. Iron’s Ascent At 20th Focus level, you can choose either the expert or savant path for iron: Expert. You master the art of iron Allomancy and flight. You gain the following benefits: The cost of flaring iron is reduced by one charge. You learn one additional iron technique of your choice. You reduce the damage taken from metalpull flight collisions by 30 if you are not incapacitated, to a minimum of 0 damage. Savant. You have burned iron excessively to the point your body relies on it. You have replaced normal sight with Metalsense as your primary sense. You gain the following benefits and drawbacks: You no longer suffer the effects of metal poisoning. While conscious, you create a magnetic field that can hold up to 1 pound of metal objects against your body. These objects are immune to the metalpull and metalpushes of other creatures. While you have these objects on you, you have a +1 bonus to your AC. You automatically fail any Wisdom (Perception) and Intelligence (Investigation) checks made to search for non-metal objects or creatures without metal.


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Pewterarm Focus Allomancers who burn pewter have increased physical strength, speed, durability, and balance. Colloquially called Thugs, Pewterarms serve primarily as enforcers or soldiers due to their physical prowess. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Armor Medium armor, shields Weapons Martial weapons Saving Throws Strength, Constitution Skills Choose two from Acrobatics, Athletics, Animal Handling, Intimidation, Nature, and Survival Pewter Burn At 1st Focus level, you can burn pewter as detailed by your Allomancy feature. As a bonus action, you can spend 1 charge and start to burn pewter. While burning pewter, you gain the following benefits: You have a +2 bonus to damage rolls made with a melee weapon and a +2 bonus to Strength and Dexterity checks. This bonus increases to +3 at 7th Focus Level, and +4 at 14th Focus Level. Your walking speed increases by 10 feet. To continue burning pewter, you must spend 1 charge at the start of each turn, which lasts until you end it early (no action required), have no charges remaining, or die. When it ends, you must use another bonus action to start burning pewter again. Pewter Flare Starting at 2nd Focus level, you can flare pewter for additional power. While burning pewter on your turn, you may choose to spend 3 charges (no action required) and increase it to a flare, which lasts until the start of your next turn. While flaring pewter, you gain the following benefits: The bonus to your damage rolls, Strength checks, and Dexterity checks for burning pewter is doubled. Your walking speed increases by an additional 10 feet. Undying Spirit Beginning at 2nd Focus level, while you are burning pewter, you ignore the negative effects of exhaustion. When you begin a short or long rest, you can choose to sleep and burn pewter to recover from exhaustion. At the end of the rest, you can remove one additional level of exhaustion for each charge of pewter you spend. Mighty Attacks Beginning at 3rd Focus level, you can throw all of your strength into your attacks. When you make your first attack on your turn, you can decide to attack with all your might. When you do, you can make one additional attack and you have advantage on your attacks until the end of your turn. Then you gain one level of exhaustion. Pewter Recovery Starting at 3rd Focus level, you can use a bonus action to gain temporary hit points equal to your Focus level + double your Constitution modifier, and you gain one level of exhaustion. Dauntless Strength Beginning at 7th Focus level, whenever you fail a check or saving throw using Strength or Constitution, you can choose to re-roll the die and use the new result. You then gain one level of exhaustion. Enhanced Physique Starting at 11th Focus level, your base walking speed increases by 10 feet. Additionally, you exhaust your opponents in combat. When you hit a creature with a melee attack, you can spend 1 charge and force it to make a Constitution saving throw (DC = 8 + your proficiency + your Strength modifier). On a failure, the creature gains one level of exhaustion, up to a maximum of three. Pewter Drag When you reach 14th Focus level, you can sprint for long distances by continually burning pewter. As an action, you can spend 4 charges to start a Pewter Drag. For the next minute, your base walking speed increases by 60 feet and you can take the Dash action as a bonus action. After the duration, you gain one level of exhaustion. Undying Strength Starting at 17th Focus level, pewter pushes you past your limits. While you are burning pewter, if you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious and immediately take an Attack action. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When you finish your attack, you immediately fall unconscious. Once you use this feature, you can't use it again until you finish a long rest.


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Pewter’s Ascent At 20th Focus level, you can choose either the expert or savant path for pewter: Expert. You master the art of pewter Allomancy and gain the following benefits: The cost of flaring pewter is reduced by one charge. When you take the attack action on your turn, you can spend 1 charge to make a weapon attack as a bonus action. Savant. You have burned pewter excessively to the point your body relies on it. You gain the following benefits and drawbacks: You no longer suffer the effects of metal poisoning. Your Strength and Dexterity scores increase by 4 and your maximum for those scores is now 24. Your Charisma score permanently decreases by 4. At the start of your turn, you gain temporary hit points equal to your Constitution modifier (minimum of +1). When you stop burning pewter, the temporary hit points are lost. You always have a minimum of two levels of exhaustion, though its negative effects can still be mitigated by your Undying Spirit feature.


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Pulser Focus Allomancers who burn cadmium can create a bubble where time is slowed. Creatures inside the bubble perceive time outside as passing faster and creatures outside the bubble perceive time inside as passing slower. Pulsers use their powers to great effect by potentially taking an enemy or harmful effect out of combat for a time. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Armor Medium armor, heavy armor, shields Weapons Martial weapons Saving Throws Intelligence, Wisdom Skills Choose two from Arcana, Athletics, History, Investigation, Religion, and Stealth. Pulser Bubble At 1st Focus level, you can burn cadmium as detailed by your Allomancy feature to slow time. As a bonus action, you can spend 1 charge to start creating a 10- foot radius spherical bubble originating from your space. Before the Pulser bubble fully forms, each creature in the bubble makes a Dexterity saving throw. On a success, the creature can use its reaction to move up to half its speed, potentially out of the bubble’s radius. The DC is calculated as follows: Pulser save DC = 8 + your proficiency bonus + your Intelligence modifier Bubble Ef ect. Each creature still inside the bubble must skip its next combat round and its turn is removed from the initiative order for that round. If an object or effect in the bubble has a duration, its duration is similarly extended based on the number of rounds it skips. Duration. The bubble lasts until the start of your next turn (which excludes the round you skipped) or until you lose concentration (as if concentrating on a spell). Bubble Boundary. The bubble’s boundary is visible as a shimmering surface. The bubble ends early if you touch the boundary. A creature or object can only pass through the boundary if it is Superweight or heavier, or if it is a fast-moving projectile. A projectile passing through the boundary is deflected off-course and automatically misses. Allomantic Shield. Allomancy cannot pass through the bubble boundary. If the bubble boundary separates a creature using Allomancy from the Allomantic target, the Allomantic effect ends. Intersecting Bubbles. If two Pulser bubbles intersect, creatures, objects, and effects must skip combat rounds for both bubbles. If a Pulser bubble and a Slider bubble intersect, both bubbles immediately end. Skipping Rounds at Higher Levels. When you reach certain Focus levels, you can create Pulser bubbles that skip more combat rounds by spending additional charges. You can spend up to 2 charges at 7th Focus level and up to 3 charges at 14th Focus level, and the Pulser bubble skips a number of rounds equal to the charges spent instead. Bubble Radius. The bubble’s radius increases to 15 feet at 7th Focus level, 20 feet at 11th Focus level, 25 feet at 14th Focus level, and 30 feet at 17th Focus level. Cadmium Flare Starting at 2nd Focus level, you can flare cadmium. Whenever you spend charges of cadmium, you can instead spend 4 times as many charges to flare it. If you flare cadmium to use your Pulser Bubble feature, your bubble’s radius increases by 10 feet and you impose disadvantage on the Dexterity saving throw made to escape the bubble. Shield Pulse When you reach 2nd Focus level, you learn to flash your bubbles to deflect ranged projectiles. When you or an allied creature within 5 feet are the target of a ranged attack you can see, you can spend 1 charge as a reaction to impose disadvantage on the attack roll. You cannot use this feature if you cannot create a Pulser bubble. Broaden Perspective When you reach 3rd Focus level, you have learned to study the world through temporal variations. Whenever you skip a combat round because of your Pulser bubble, you gain a Pulser die, which is a d6. The maximum number of Pulser dice you can have at one time is equal to your Intelligence modifier (minimum of 1). You lose any remaining Pulser dice you have when you begin a long rest. Whenever you hit a creature with a weapon attack, you can expend one Pulser die and add the number rolled to the damage roll. Your Pulser die size increases as you gain Focus levels. The die becomes a d8 at 7th Focus level, a d10 at 11th Focus level, and a d12 at 17th Focus level. Quantum Disorientation Starting at 3rd Focus level, you can briefly confuse enemies with your Pulser bubbles. When your Pulser bubble ends, choose any number of creatures in the bubble that skipped at least 1 combat round. The first attack roll made against the chosen creature before the end of your next turn has advantage.


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Expanded Insight When you reach 7th Focus level, you learn to study your surroundings through experience in your bubbles. Whenever you make a Wisdom (Insight) or Wisdom (Perception) check, you can spend a Pulser die and add it to the roll. Desynchronized Field Beginning at 11th Focus level, you can selectively manipulate time around you. As an action, you can spend 1 charge to create a field of compressed time that lasts for 1 minute. For the duration, each creature of your choice within 30 feet must spend 2 feet of movement for every 1 foot moved. You cannot use this feature if you cannot create a Pulser bubble. As a bonus action, you can spend 1 charge to emit a pulse of desynchronous energy. Each creature affected by the field must make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to your Pulser die and its speed is reduced to zero. Time Skip Starting at 11th Focus level, you can create a Pulser bubble where time passes ten times slower. If each creature within your bubble’s range is willing, you can spend 1 charge to create a bubble that skips 10 rounds. For every six seconds that pass inside the bubble, a minute passes outside of it. Cadmium Body Starting at 14th Focus level, your physical form surges with Investiture. Whenever your Pulser bubble ends, you can spend 1 Pulser die and gain a bonus to your AC equal to the roll until the start of your next turn. Quantum Destabilization Beginning at 17th Focus level, when your Pulser bubble ends choose a number of creatures equal to your Intelligence modifier (minimum of 1) that were inside it. The next successful attack you make against the chosen creature deals bonus weapon damage equal to 1d8 for each round you forced the creature to skip. Timeless Body At 17th Focus level, spending time in your Pulser bubble ages you relatively slower. For every 10 years that pass, your body ages only 1 year. Cadmium’s Ascent At 20th Focus level, you can choose either the expert or savant path for cadmium: Expert. You master the art of cadmium Allomancy. You gain the following benefits: The cost of flaring cadmium is reduced by one charge. When you create a Pulser bubble, you can spend 1 additional charge to shape it into any form you wish, provided its form stays within your maximum range and you are inside the bubble. Savant. You have burned cadmium excessively to the point your body relies on it. You gain the following benefits and drawbacks: You no longer suffer the effects of metal poisoning. Your Intelligence score increases by 4 and the maximum for that score is 24. If each creature within your bubble’s range is willing, you can spend 1 charge to create a bubble that skips 100 rounds. For every six seconds that pass inside the bubble, 10 minutes pass outside of it. You automatically fail Intelligence and Wisdom checks if you have not burned cadmium within the past 10 minutes (relative to you).


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Rioter Focus Allomancers who burn zinc gain the ability to riot and amplify the feelings of a creature. Called Rioters, they are often charismatic and egotistic because they can bend almost anyone to their will. If Rioters do not exert self-control, even their friends will grow to distrust them. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Weapons Dueling canes, hand crossbows, longswords, rapiers, shortswords Saving Throws Wisdom, Charisma Skills Choose three from Arcana, Deception, History, Intimidation, Insight, Perception, Performance, and Persuasion. Zinc Rioting Starting at 1st Focus level, you can burn zinc as detailed by your Allomancy feature to influence another creature’s emotions and will. The creature must have an Intelligence score of 3 or higher, and cannot be a construct or undead. When you force a creature make a saving throw as a result of rioting, the saving throw DC is calculated as follows: Riot save DC = 8 + your proficiency bonus + your Charisma modifier Your Riot range is 30 feet. This range increases to 40 feet at 7th Focus level, 50 feet at 14th Focus level, and 60 feet at 20th Focus level. Manipulate Emotions Starting at 1st Focus level, you learn to riot certain emotions to your advantage. You can spend 1 charge as an action to target a number of creatures you can see equal to half your Focus level. An affected target must make a Wisdom saving throw. It has advantage on the save if you or your allies are fighting it, or if it is already charmed, frightened or otherwise affected by another strong emotion. On a failed save, you have advantage on one Charisma check you make to interact with the creature within the next minute. The creature has advantage on saving throws to resist further rioting attempts for the next hour. After each successful save, the creature can choose to make a Wisdom (Insight) check to determine whether its mood has been influenced. Stoke the Flames Beginning at 1st Focus level, you can briefly inspire your allies. As a bonus action, choose a creature other than you within your Riot range that can hear you. For the next minute, when the creature rolls a total of 20 or higher on a melee attack roll and hits, it can roll one additional weapon damage die, and this benefit ends. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses on a short or long rest. Zinc Flare Starting at 2nd Focus level, you can flare zinc. Whenever you spend charges of zinc, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you impose disadvantage on all saving throws a target makes against your Riot save DC, but the target knows it has been influenced when the rioting ends. Beguiling Glamor Beginning at 2nd Focus level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier. Zinc Aspect At 3rd Focus level, you learn special ways to riot a creature’s emotions, which are represented by the Aspects listed below. As an action, you can spend 1 charge to use a Zinc Aspect and target eligible creatures within range that can see or hear you. When the effects end, the target knows it has been influenced when the rioting ends. If an Aspect forces a target to make a saving throw, the target has advantage on saving throws made to resist the same Aspect for the next hour. If you use an Aspect that requires concentration (as if concentrating on a spell), you cannot another Aspect that requires concentration. You learn five Zinc Aspects of your choice and you learn one additional Zinc Aspect at 7th, 11th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can replace one Aspect you already know with a different one. Riot Anguish. The target must make a Strength saving throw. On a failed save, it is charmed for 1 minute, or until you lose concentration (as if concentrating on a spell). While restrained, the target can make a Strength saving throw at the end of its turn, taking 2d4 necrotic damage on a failure or ending the effect on a success. The necrotic damage increases to 3d4 at 11th Focus level, and 4d4 at 17th Focus level.


23 This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used are property of Wizards of the Coast. ©Wizards of the Coast LLC.


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