Riot Arrogance. The target makes a Charisma saving throw. On a failed save, the target takes 2d8 psychic damage and the next attack roll made against it before the end of your next turn has advantage. The damage increases to 3d8 at 11th Focus level, and 4d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage. Riot Betrayal. The target must succeed on a Wisdom saving throw or become charmed for one minute. While charmed, it must use its action on its next turn to move and make one melee attack against a creature other than itself that you choose. At the end of its turn, an affected target can repeat the saving throw to end the effect. The target has advantage on its saving throws if you or your allies are currently fighting it, and automatically succeeds if it does not have a creature to attack. Riot Compassion. The target must make a Wisdom saving throw. On a failed save, it is charmed for 1 minute, or until you lose concentration (as if concentrating on a spell) or your allies do anything harmful to it. The creature has advantage on the saving throw if you or your allies are currently fighting it. While charmed, the creature regards you as a friendly acquaintance and tries its best to assist you without being harmed. Riot Dread. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects, and both the target and another creature of your choice within 10 feet of it takes 1d8 psychic damage. The bonus damage increases to 2d8 at 11th Focus level and 3d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage. Riot Emotions. You probe the target for emotions. The target must make a Charisma saving throw. On a failed save, you discover the two strongest emotions the target is currently feeling. Riot Fatigue. The target must succeed on a Constitution saving throw, or it takes 2d8 psychic damage and its speed is reduced by half until the start of your next turn. The damage increases to 3d8 at 11th Focus level, and 4d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage. Riot Fear. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened, the target must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. This condition ends early until you lose concentration (as if concentrating on a spell) or if the target cannot see you. At the end of its turn, the affected target can repeat the saving throw to end the effect. Riot Greed. Up to 2 targets you choose must make an Intelligence saving throw. On a failed save, each target is enthralled by an object you choose and have disadvantage on Perception checks for the next minute or until you lose concentration (as if concentrating on a spell). You can affect one additional creature when you reach 7th, 11th, 14th, and 17th Focus levels. Riot Misery. The target must succeed on a Wisdom saving throw or become incapacitated until the end of your next turn. If you flare zinc to use this Aspect, the target is paralyzed instead. Riot Nerves. The target must succeed on an Intelligence saving throw or it has disadvantage on ability checks until the end of its next turn. Riot Pain. The target must succeed on a Wisdom saving throw or take 2d8 psychic damage. If the target is missing any of its hit points, it instead takes 2d12 psychic damage. The damage increases by one die when you reach 11th Focus level (3d8 or 3d12) and 17th Focus level (4d8 or 4d12). If you flare zinc to use this Aspect, you roll twice as many dice for damage. Riot Panic. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects and it has disadvantage on the first attack roll it makes before the end of its next turn. Riot Rage. The target makes a Wisdom saving throw. On a failed save, it must use its reaction to move up to 10 feet towards you. If it ends its movement within 5 feet of you, you can make a melee weapon attack against it as a reaction. You can force the target to move up to 20 feet at 11th Focus level, and 30 feet at 17th Focus level. Riot Shock. Each creature within 5 feet of you must succeed on a Charisma saving throw or it takes 2d6 psychic damage and cannot take reactions until the start of its next turn. The damage increases to 3d6 at 11th Focus level, and 4d6 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage. Riot Suf ering. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects and takes 1d10 bonus psychic damage. The bonus damage increases to 2d10 at 11th Focus level and 3d10 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.
24 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.
Listen to Me When you reach 7th Focus level, you naturally influence others to become more agreeable. As an action, you can choose a number of creatures equal to half your Focus level within range that can hear and understand you, and suggest a reasonable course of action for them. Each creature must succeed on a Wisdom saving throw against your Riot save DC or it must follow the suggestion to the best of its ability for up to 1 hour. If the suggestion is unreasonable or harmful, the influence fails. If you or any of your companions damage the targets, the influence immediately ends. You can continue to make additional suggestions before the duration ends. Each time you do, an affected creature repeats the saving throw. On a failed save, the creature follows the new suggestion. On a success, the effect ends and the creature immediately becomes hostile. Once you use this feature, you can’t use it again until you finish a long rest. Broad Influence Beginning at 11th Focus level, whenever you use a Zinc Aspect on your turn, you can target another creature within range by spending 2 charges for each additional creature. If you must make an attack to use the Aspect, you can make one for each target as part of the same action. Rioting Instinct Starting at 14th Focus level, if a creature you can see within Riot range attacks you or an ally, you can use a Zinc Aspect on that creature as a reaction. You can choose to apply the Aspect’s effects before or after the attack hits. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses at the end of a long rest. Control Hemalurg When you reach 17th Focus level, you can attempt to control Hemalurgic creatures with Allomancy. As an action, you can spend 10 or more charges to control a Hemalurgic creature you touch and force it to make a Wisdom saving throw (DC = the number of charges you spent + your Charisma modifier). On a failed save, it falls under your control for up to 24 hours. If the creature is hostile, it has advantage on the saving throw. For the duration, you can use a bonus action to give the Hemalurgic creature one command, which it tries to perform to the best of its ability. The duration ends early if you move more than 60 feet from the creature, you fall unconscious, or the construct falls under someone else’s control. If you attempt to control a creature that is already controlled, you must first succeed on a Charisma check contested by the controlling creature. Zinc’s Ascent At 20th Focus level, you can choose either the expert or savant path for zinc: Expert. You master the art of zinc Allomancy. You gain the following benefits: The cost of flaring zinc is reduced by one charge. You learn two additional Zinc Aspects of your choice. You draw zinc from an internal reserve. On your turn, you can use a Zinc Aspect without spending charges and treat its effects as if you were flaring zinc. Once you use this feature, you can’t use it again until you finish a short or long rest. Savant. You have burned zinc 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 Charisma score increases by 4 and your maximum increases to 24. Choose one Zinc Aspect that you know. You can now use this Aspect at will without spending a charge. You automatically fail Wisdom and Charisma checks if you have not burned zinc within the past 10 minutes.
25 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.
Seeker Focus Allomancers who burn bronze have the ability to detect Allomantic pulses. Called Seekers, they relentlessly track their targets and often work as Allomancer bounty hunters. Seeing one stalking through a city can strike fear into the hearts of anyone. 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, Wisdom Skills Choose two from Acrobatics, Athletics, Insight, Investigation, Medicine, Perception, Stealth, and Survival Detect Allomancy Starting at 1st Focus level, you can burn bronze as detailed by your Allomancy feature. You can spend 1 charge as an action to open your awareness to Allomancy. You discover the presence of any Allomancy within 60 feet of you unless it is copper or otherwise masked by a coppercloud. You perceive Allomancy as invisible pulsing pushes and pulls, which provide the following information: The number and direction of Allomantic sources The direction of each Allomantic source Whether the Allomantic source metal is currently flared Your seeking range increases to 120 feet at 11th Focus level and 300 feet at 17th Focus level. Seeker’s Eye At 1st Focus level, you learn to defend against specific types of Allomancy. At the end of a short or long rest, you can choose one specialization from the following list. Ferrosist. Whenever you make a Strength check or saving throw to resist the effects of iron or steel Allomancy, you can spend 1 charge as a reaction to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). Mentalist. Whenever you make a Wisdom or Charisma saving throw to resist the effects of zinc or brass Allomancy, you can spend 1 charge as a reaction to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). Neutralist. If a creature targets you with a melee attack using chromium Allomancy to leech your charges, you can spend 1 charge as a reaction to impose disadvantage on the attack roll. Physicalist. When you are hit by an attack empowered by tin or pewter Allomancy, you can spend 1 charge as a reaction to reduce the damage you take by an amount equal to your Wisdom modifier (minimum of 1). Temporalist. If a creature starts to use cadmium or bendalloy Allomancy, you can spend 1 charge as a reaction to move up to your speed towards or away from the creature before its temporal bubble finishes forming. If you use your Detect Allomancy feature and detect a form of Allomancy on this list, you can replace your current specialization with the one you detected. Bronze Flare Starting at 2nd Focus level, you can flare bronze. Whenever you spend charges of bronze, you can instead spend 4 times as many charges to flare it. If you flare bronze to use your Detect Allomancy feature, your seeking range is doubled for the duration. Natural Hunter At 2nd Focus level, you gain proficiency in the Survival skill. If you are already proficient in this skill, you can double your proficiency bonus. Relentless Hunter Beginning at 3rd Focus level, you hunt your quarry with perseverance. As a bonus action, you can spend 1 charge to place a Bronze Mark on a creature you can see within 60 feet. The Mark lasts for 1 minute, or until you lose concentration (as if concentrating on a spell) or place a Mark on another creature. If you flare bronze to use this feature, you can place a Mark on two creatures instead. You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to find and track Marked creatures. Whenever you hit a creature you have Marked with a weapon attack, you deal 1d6 bonus weapon damage. At the end of each of your turns, if you have dealt bonus damage this way, the bonus increases by 1d6, up to a maximum of 2d6. The maximum bonus damage increases to 3d6 at 11th Focus level and 4d6 at 17th Focus level. When the creature is no longer Marked, the bonus resets to 1d6. Improved Burn When you reach 3rd Focus level, you burn your metals more efficiently. While out of combat, spending 1 charge of bronze to detect Allomancy will last 1 minute. This increases 10 minutes at 7th Focus level and 10 minutes at 14th Focus level. Hunter’s Shadow At 7th Focus level, when you have detected a creature with bronze, you and your group have advantage on Dexterity (Stealth) checks made to evade the creature.
26 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.
Improved Mark At 11th Focus level, tracking your prey can turn your misses into a hit. When you miss an attack against a creature you have Marked, you can spend 1 charge of bronze to re-roll the d20 and must use the new result. Detect Compounding When you reach 11th Focus level, you can detect more complex forms of Allomancy. If you flare bronze to use your Detect Allomancy feature, you also know if an Allomantic source you detect has been compounded with Feruchemy. Seeker’s Eye Improvement Starting at 14th Focus level, the specialization you choose grants the following improvements: Ferrosist Improvement. When a creature using iron or steel Allomancy to move ends its movement within 5 feet of you, you can spend 1 charge of bronze as a reaction to move up to half your speed in a direction of your choice. Moving this way does not provoke attacks of opportunity. Mentalist Improvement. As an action, you can spend 1 charge to end an effect on you created by zinc or brass Allomancy. Neutralist Improvement. If a creature attempts to harm or influence you with Allomancy enhanced by nicrosil or duralumin, you can spend 1 charge as a reaction to treat the effect on you as if it were not enhanced. Physicalist Improvement. Whenever you make a check or saving throw to resist the effects of tin or pewter Allomancy, you can spend 1 charge to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1). Temporalist Improvement. As an action, you can spend 1 charge to pass through the boundary of a temporal bubble, provided you spend at least 5 feet of movement. Cloud Piercer Beginning at 17th Focus level, you learn to pierce copperclouds. When you flare bronze to use your Detect Allomancy feature, you can detect Allomantic sources even if they are masked by a coppercloud. If the creature creating the coppercloud is flaring copper, you must succeed on a Wisdom (Perception) check contested by the creature’s Charisma (Deception) check to detect any Allomantic sources inside the cloud. Detect Feruchemy When you reach 17th Focus level, you can detect other forms of the Metallic Arts. If you flare bronze to use your Detect Allomancy feature, you can detect the presence of Feruchemy within range, unless it is masked by a coppercloud. You learn the following information about it: The number and direction of Feruchemical sources The direction of each Feruchemical source The rate at which the Feruchemist is tapping charges Bronze’s Ascent At 20th Focus level, you can choose either the expert or savant path for bronze: Expert. You master the art of bronze Allomancy. You gain the following benefits: The cost of flaring bronze is reduced by one charge. You ignore resistances and immunities of creatures you have Marked. You have advantage on Constitution saving throws you make to maintain concentration on your Bronze Marks. Savant. You have burned bronze 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. When you flare bronze to use your Detect Allomancy feature, you can detect the presence of Wells and Shards. Whenever you make an attack roll against a Marked creature, you have a bonus to the roll equal to your Wisdom modifier. You automatically fail Wisdom and Charisma checks if you have not burned bronze within the past 10 minutes.
27 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.
Slider Focus Allomancers who burn bendalloy can create a bubble where time passes quickly. Creatures inside the bubble perceive time outside as passing slower and creatures outside the bubble perceive time inside as passing faster. Sliders often use their powers to slip around battlefields or take much needed breaks during combat. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Weapons Dueling canes, hand crossbows, longswords, rapiers, scimitars, shortswords Saving Throws Dexterity, Intelligence Skills Choose two from Acrobatics, Arcana, History, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth. Slider Bubble At 1st Focus level, you can burn bendalloy as detailed by your Allomancy feature to speed up time. As a bonus action, you can spend 1 charge to start creating a 5-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: Slider save DC = 8 + your proficiency bonus + your Intelligence modifier Bubble Ef ect. The bubble inserts a special combat round called a Slider Round, which is taken after the current round ends. During a Slider Round, only creatures still inside the bubble can take a turn using their current initiative order. If an object or effect in the bubble has a duration, its duration is similarly shortened based on the number of extra rounds and turns it takes. Duration. The bubble lasts until the start of your next turn in a normal combat round or until you lose concentration (as if concentrating on a spell). If the bubble ends during a Slider Round, combat returns to regular rounds when the current Slider Round is complete. 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 Slider bubbles intersect, both bubbles insert Slider Rounds to the end of the current round in the order they were created. If a Pulser bubble and a Slider bubble intersect, both bubbles immediately end. Inserting Slider Rounds at Higher Levels. When you reach certain Focus levels, you can create Slider bubbles that insert more Slider 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 Slider bubble inserts a number of Slider Rounds equal to the charges spent instead. Bubble Radius. The bubble’s radius increases to 10 feet at 7th Focus level, and 15 feet at 14th Focus level. Bendalloy Flare Starting at 2nd Focus level, you can flare bendalloy. Whenever you spend charges of bendalloy, you can instead spend 4 times as many charges to flare it. If you flare bendalloy to use your Slider Bubble feature, your bubble’s radius increases by 5 feet and you impose disadvantage on the Dexterity saving throw made to escape the bubble. Sliding Action Beginning at 2nd Focus level, when your bubble ends on your turn, you gain a special bonus action you can use until the end of your turn. You can use it to take the Dash, Disengage, or Hide action. Flash Bubble Starting at 3rd Focus level, you learn to use brief Slider bubbles to empower your attack in the following ways: Impulse Rush. You use several brief Slider bubbles to cover long distances. As an action, you can spend 1 charge to gain movement equal to twice your speed. You cannot use this feature if you cannot create a Slider bubble. Mass Driver. Immediately before you make a ranged weapon attack, you can spend 1 charge as a bonus action to accelerate the projectile. If the attack hits, you deal 1d8 bonus weapon damage. You cannot use this feature if you cannot create a Slider bubble. Steady Aim. You create a brief Slider bubble to aim carefully. You can spend 1 charge as a bonus action to give yourself a bonus to the next attack roll you make before the end of your turn. The bonus is equal to your Intelligence modifier (minimum of 1). You cannot use this feature if you cannot create a Slider bubble.
28 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.
Honed Instincts Beginning at 7th Focus level, your bubbles allow you to act faster. You have a bonus to your initiative rolls equal to your Intelligence modifier (minimum of 1). Bendalloy Domain Starting at 11th Focus level, whenever you hit a creature inside your Slider bubble, you deal 1d8 bonus weapon damage. This increases by 1d8 for each complete Slider Round that has passed for the duration of your Slider bubble. Flash Over Starting at 14th Focus level, when you are the target of a ranged attack you can see, you can spend 1 charge as a reaction to impose disadvantage on the attack roll. Whether the attack hits or not, you can move up to half your speed immediately afterwards. You cannot use this feature if you cannot create a Slider bubble. Forced Burn Beginning at 17th Focus level, if you fail your concentration saving throw to maintain your Slider bubble, you can spend 1 charge to re-roll the die and you must take the new result. Bendalloy’s Ascent At 20th Focus level, you can choose either the expert or savant path for bendalloy: Expert. You master the art of bendalloy Allomancy. You gain the following benefits: The cost of flaring cadmium is reduced by one charge. When you create a Pulser bubble, you can spend 1 additional charge to shape it into any form you wish, provided its form stays within your maximum range and you are inside the bubble. Savant. You have burned bendalloy excessively to the point your body relies on it. You gain the following benefits and drawbacks: You no longer suffer the effects of metal poisoning. If each creature within your bubble’s range is willing, you can spend 10 charges to create a bubble that lasts for 1 minute. For the duration, 1 hour passes inside the bubble and you and your allies can use it to perform a light activity like a short rest. Once you use this feature, you can’t use it again until you finish a long rest. You automatically fail Intelligence and Wisdom checks if you have not burned bendalloy within the past 10 minutes (relative to you).
29 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.
Smoker Focus Allomancers who burn copper can prevent the detection of Allomancy within range. Due to their critical but single-purpose ability, they often take up other responsibilities like in preparations and leadership. No crew is complete without a Smoker to mask them from hunters. 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 Wisdom, Charisma Skills Choose two from Arcana, Athletics, Deception, History, Insight, Medicine, Perception, and Survival. Coppercloud Starting at 1st Focus level, you can burn copper as detailed by your Allomancy feature. You can spend 1 charge as a bonus action to create a coppercloud, which is an invisible 10-foot radius sphere centered on you where Allomancy cannot be detected. The coppercloud moves with you and lasts for 1 minute, or until you end it early as a bonus action, create a new coppercloud, fall unconscious, or die. While inside your coppercloud, a creature using Allomancy cannot be detected by creatures outside the cloud that use bronze Allomancy, though Allomancy can still be deduced through observation or other means. Conversely, creatures that use bronze Allomancy inside your coppercloud cannot detect Allomancy outside. The radius of your coppercloud increases to 20 feet at 7th Focus level, 30 feet at 14th Focus level. Copper Soul Beginning at 1st Focus level, while you are burning copper, you have advantage on saving throws made to resist the effects of zinc and brass Allomancy. If you are charmed or frightened, you can immediately repeat the saving throw to end the effect. Natural Leader Starting at 1st Focus level, you easily lead your party on your travels. While traveling for more than an hour, your group can move stealthily at a normal place and remains alert to danger even when engaged in another activity while traveling (such as foraging, navigating, or tracking). Copper Flare Starting at 2nd Focus level, you can flare copper for additional power. On your turn, while your coppercloud is active, 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 copper, you gain the following benefits: Your coppercloud’s range is doubled. You have advantage on your attack rolls. If a creature using bronze Allomancy attempts to pierce your flared coppercloud, you can make a Deception (Charisma) check to contest the creature’s Wisdom (Perception) check. You have advantage on the check if you are in another creature’s coppercloud. Metallurgy Adept When you reach 2nd Focus level, you can efficiently craft vials of Allomantic metals. Whenever you use your Metallurgy feature to craft charges, you craft one additional charge. Additionally, you have built up a rapport with local blacksmiths and metal trade workers. You can always find the nearest forge and foundry at local towns and the workers are friendly to you. Copper Blitz Starting at 3rd Focus level, your copperclouds can empower your allies in battle. When you first create a coppercloud, each allied creature inside it deals an additional 1d8 weapon damage on the first attack it makes before the end of its next turn. Starting at 17th Focus level, this bonus becomes 2d8. If you flared copper to create this coppercloud, your allies double the bonus damage dice they roll. Smoker’s Rally Cry Beginning at 3rd Focus level, you can bolster your allies in your coppercloud. When you hit a creature with a weapon attack, you can spend 1 charge of copper use one of the following rally cries: Fall into Position. Each allied creature of your choice in your coppercloud can use its reaction to move up to half its speed in a direction of your choice. Flanking Maneuver. One allied creature of your choice can use its reaction to make one melee attack against the creature you hit. At 17th Focus level, you can choose up to 2 allied creatures to gain this benefit. Hold The Line. Each allied creature of your choice in your coppercloud can use its reaction to make an attack of opportunity against any creature that first enters its reach.
30 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.
Improved Burn When you reach 7th Focus level, you burn your metals more efficiently. While out of combat, your coppercloud lasts 10 minutes instead of 1 minute. Starting at 14th Focus level, it lasts for 1 hour. Copper Strike Starting at 11th Focus level, you deal an extra 1d8 weapon damage whenever you hit a creature inside your coppercloud with a melee weapon attack. Metallurgy Master Beginning at 11th Focus level, when you craft charges using your Metallurgy feature, the process for you only takes 30 minutes. Copper Haze Starting at 14th Focus level, when a hostile creature first enters your coppercloud or starts its turn there, its speed is halved until the end of its turn. Mind Shield Beginning at 17th Focus level, each ally in your coppercloud have advantage on saving throws to resist the effects of emotional Allomancy from zinc and brass Allomancy. If the ally was charmed or frightened when you create a coppercloud, the ally can immediately repeat the saving throw to end the effect. If you are flaring copper when your ally is benefiting from this feature, the ally automatically succeeds on the save. Copper’s Ascent At 20th Focus level, you can choose either the expert or savant path for copper: Expert. You master the art of copper Allomancy. You gain the following benefits: The cost of flaring copper is reduced by one charge. When you make a Charisma check to resist a creature attempting to pierce your coppercloud with bronze Allomancy, you have advantage on the roll. Savant. You have burned copper 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. Whenever you deal damage to a creature with your Copper Strike feature, you can spend a charge to disrupt the creature’s Allomancy. The creature must make a Wisdom saving throw (DC = 8 + your proficiency + your Charisma modifier). On a failed save, any ongoing effects created by the creature’s Allomancy are suppressed until the end of your next turn. While you are not burning copper, you automatically fail Wisdom and Charisma saving throws.
31 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.
Soother Focus Allomancers who burn brass gain the ability to soothe or dampen the feelings of other creatures. Although they often use their powers to calm and relieve stress, they are still capable of emotionally manipulating their foes. Known as Soothers, they often work with Rioters to control massive crowds from both angles. 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 Constitution, Charisma Skills Choose three from Animal Handling, Arcana, Deception, History, Insight, Medicine, Performance, and Persuasion Brass Soothing Starting at 1st Focus level, you can burn brass 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 soothing, the saving throw DC is calculated as follows: Soothe save DC = 8 + your proficiency bonus + your Charisma modifier Your Soothe range is 10 feet. This range increases to 20 feet at 7th Focus level, and 30 feet at 14th Focus level. Manipulate Emotions Starting at 1st Focus level, you learn to soothe 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 soothing attempts for the next hour. After each successful save, the creature can choose to make a Wisdom (Insight) check to determine whether its mood had been influenced. Calming Words Starting at 1st Focus level, you can calm the hostility in others. As an action, you can choose any number of creatures within range. Each creature must succeed on a Charisma saving throw or immediately cease hostility to creatures you choose for up to 1 minute. A creature can choose to fail the saving throw. You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses on a long rest. Brass Flare Starting at 2nd Focus level, you can flare brass. Whenever you spend charges of brass, 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 Soothe save DC, but the target knows it had been influenced when the rioting ends. Additionally, if you flare brass to use your Calming Words feature, you can remove your choice of frightened or charmed conditions from your targets. Calm the Fire When you reach 2nd Focus level, you can speak words to calm your allies during a short rest. If you or any friendly creatures who can hear you speak regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points becomes a d8 when you reach 7th Focus level, and a d10 when you reach 14th Focus level. Brass Aspect At 3rd Focus level, you learn ways to soothe negative emotions from your allies, which are represented by the Aspects listed below. You can spend 1 charge as a bonus action to use a Brass Aspect. You and each creature within range temporarily gains the benefit detailed by the Aspect you chose. The benefit lasts until the start of your next turn, after which it disappears. At the end of each long rest, you can prepare three Brass Aspects of your choice from the following list to use throughout the day: Stay Agile. The target has a bonus to Dexterity and Charisma checks and saving throws equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2). Stay Determined. The target gains temporary hit points equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the temporary hit points instead equal double your Charisma modifier (minimum of 2).
32 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.
Stay Focused. The target has a bonus to Intelligence and Wisdom checks equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2). Stay Nimble. The target’s speed increases by 10 feet, and opportunity attacks made against the target have disadvantage. When you flare brass to use this feature, the target’s speed increases by 20 feet instead. Stay Strong. The target has a bonus to Strength and Constitution checks equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2). Focus the Pain Starting at 3rd Focus level, you can briefly soothe all feelings but pain from your targets. Once during each of your turns, when you hit a creature with a melee attack, you can spend 1 charge to deal an additional 1d8 psychic damage. If you have damaged this creature on your previous turn, you can deal this damage without spending a charge. The additional damage increases to 2d8 at 11th Focus level, and 3d8 at 17th Focus level. If you flare brass to use this feature, you roll twice as many bonus damage dice instead. Of Sound Mind Beginning at 7th Focus level, when you make an Intelligence check, you can add your Charisma modifier to the roll. Once you use this feature, you can’t use it again until you finish a short or long rest. Charming Instincts Beginning at 11th Focus level, you naturally charm your other creatures. At the end of a long rest, you ward yourself from harm until the start of your next long rest. While warded, any creature who targets you with an attack or harmful spell must first make a Wisdom saving throw against your Soothe save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This ward doesn’t protect you from area effects, such as explosions. If you make an attack, cast a spell, or use a feature that affects an enemy creature, the ward ends. Empty Soul Starting at 14th Focus level, you use a powerful soothing burst to shut down a creature. As an action, you can spend 4 charges and attempt to wipe all emotions from a creature you can see. The creature must succeed on a Charisma saving throw or become stunned for 1 minute, or until it takes damage. Control Hemalurg When you reach 17th Focus level, you can attempt to control Hemalurgic creatures with Allomancy. As an action, you can spend 10 or more charges to control a Hemalurgic creature you touch and force it to make a Wisdom saving throw (DC = the number of charges you spent + your Charisma modifier). On a failed save, it falls under your control for up to 24 hours. If the creature is hostile, it has advantage on the saving throw. For the duration, you can use a bonus action to give the Hemalurgic creature one command, which it tries to perform to the best of its ability. The duration ends early if you move more than 60 feet from the creature, you fall unconscious, or the construct falls under someone else’s control. If you attempt to control a creature that is already controlled, you must first succeed on a Charisma check contested by the controlling creature. Brass’ Ascent At 20th Focus level, you can choose either the expert or savant path for brass: Expert. You master the art of brass Allomancy. You gain the following benefits: The cost of flaring brass is reduced by one charge. You can prepare an additional Brass Aspect at the end of a long rest. The die from your Calm the Fire feature becomes a d12. Savant. You have burned brass 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 Charisma score increases by 4 and your maximum increases to 24. If you have burned brass within the past hour, creatures that can be soothed are generally not hostile to you or your allies, unless you or your allies have attacked or harmed them. You automatically fail Wisdom and Charisma checks if you have not burned brass within the past 10 minutes.
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Tineye Focus Allomancers who burn tin have greatly increased physical senses. Known as Tineyes, they excel at scouting dangerous locations or investigating crimes. Most groups or crews will recruit a Tineye to provide safety for their operations. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies: Armor Medium armor, shields Weapons Dueling canes, shortswords, longswords, and rapiers Saving Throws Dexterity, Intelligence Skills Choose two from Arcana, Insight, Medicine, Religion, Perception, and Survival. Tin Burn At 1st Focus level, you can burn tin as detailed by your Allomancy feature to heighten your senses. You can spend 1 charge as a bonus action to begin burning tin. The tin burn lasts for 1 minute or until you end it early as a bonus action, lose concentration (as if concentrating on a spell), fall unconscious, die. While burning tin, you gain the following benefits: The range of your darkvision increases by 30 feet. When you roll for initiative, you can add a bonus to the roll equal to your Wisdom modifier (minimum of +1). You can add a bonus to your Passive Perception and Wisdom (Perception) checks equal to your Wisdom modifier (minimum of +1). You can see through lightly obscured environments and they do not impose disadvantage on Wisdom (Perception) checks you make that rely on sight. If you are affected by any overpowering sensory stimuli (such as a loud noise or bright light) while burning tin, you also make a saving throw to maintain concentration. Overpowering stimuli are especially strong and normally require an action to create. Tin Flare At 2nd Focus level, you can flare tin for additional power. On your turn, if you are burning tin, you may choose to spend 3 additional charges (no action required) and increase it to a flare, which lasts until the start of your next turn. While flaring tin, you gain the benefits of tin burn through the Tineye feature, in addition to the following benefits: Attacks rolls made against you have disadvantage. You have advantage on any Wisdom (Perception) or Wisdom (Insight) checks you make. The range of your darkvision increases by another 30 feet. You have blindsight up to 10 feet. While you are flaring tin, the minimum DC for the saving throw made to maintain your tin burn is 15. On a failure, you immediately stop burning tin and you are incapacitated until the end of your next turn. Tin Sense At 2nd Focus level, your Allomancy gives you an edge in dodging away from danger. While burning tin, you have advantage on Dexterity saving throws against effects you can see or hear, such as traps and Allomancy. You cannot be incapacitated to gain this benefit. Tinsight Starting at 3rd Focus level, you can try to analyze your opponents’ moves. As a bonus action, you can roll a Wisdom (Insight) check against a creature you can see or hear within 30 feet, contested by the creature’s Charisma (Deception). On a success, you deal additional damage to the creature for the next minute, or until you can no longer see or hear the creature. You can only deal this bonus damage once per turn and the attack must use a finesse or ranged weapon. The extra damage is 1d6 and increases by another 1d6 at 11th, and 17th Focus levels. If you are burning tin when you deal this damage, the number of extra damage dice is doubled. If you are flaring tin, the number of extra damage dice is tripled instead. Sensory Shock Beginning at 3rd Focus level, when you are stunned, you can use a bonus action to spend 2 charges and end the effect. Improved Burn When you reach 7th Focus level, you burn your metals more efficiently. While out of combat, your tin burn lasts 10 minutes instead of 1 minute. Starting at 14th Focus level, it lasts for 1 hour.
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Heightened Senses Starting at 7th Focus level, you gain proficiency in the Perception skill and you can make a Wisdom (Perception) check as a bonus action. While you are flaring tin, you can double your proficiency bonus to any Wisdom (Perception) checks you make. Tinstincts Beginning at 11th Focus level, when a creature that you can see or hear hits you with an attack and you are burning tin, you can use your reaction to halve the attack's damage against you. If you are flaring tin, you can also choose to make a melee attack against the creature as part of that reaction. Tinspect Starting at 14th Focus level, if you have spent at least 1 minute observing or interacting with a creature, you can spend 1 charge to identify subtle details about it. The DM tells you one of the following characteristics of your choice. Alternatively, when you deal damage to a creature you have analyzed with your Tinsight feature, you can forego the bonus damage from burning tin to gain this information. The creature’s base walking, swimming, climbing, hover, and flying speeds, if any. The creature’s highest and lowest ability score. The creature’s damage immunities, resistances, or vulnerabilities, if any. The creature’s condition immunities, if any. The creature’s AC. Whether the creature’s total class levels, if any. The most threatening or dangerous move the creature can take, at the DM’s discretion. A detail of the creature’s history or personality, at the DM’s discretion. Watchful Eye Beginning at 17th Focus level, you can add your Wisdom modifier to the first attack roll you make each turn against a creature you have analyzed with your Tinsight feature. Tin’s Ascent At 20th Focus level, you can choose either the expert or savant path for tin: Expert. You master the art of tin Allomancy and gain the following benefits: The cost of flaring tin is reduced by one charge. You ignore resistances and immunities of creatures you have analyzed with your Tinsight feature. You have advantage on Constitution saving throws you make to maintain concentration on your tin burn. Savant. You have burned tin 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. While burning tin, you have blindsight up to 30 feet and you double your proficiency bonus to any Wisdom (Perception) or Wisdom (Insight) checks you make. While you are not burning tin, you automatically fail Dexterity and Wisdom checks.
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Mistborn Focus Most Allomancers are Mistings and can only burn a single metal, but there are some who can burn every metal. These rare and powerful Allomancers are called Mistborn, and their unrivaled prowess is often feared. A character with a Mistborn Focus is played as if multi-subclassing into various Allomantic Focuses. Players with a Mistborn character should be comfortable with juggling a lot of information and are encouraged to have working knowledge of every Focus subclass. First Level Proficiencies When you choose this Focus at 1st character level, you gain the following proficiencies instead of those provided by each individual Allomantic Focus. Armor Mistcloaks Weapons Battleaxes, hand crossbows, pikes, shortswords, scimitars Saving Throws Dexterity, Charisma Skills Choose two from Acrobatics, Athletics, Deception, History, Intimidation, Persuasion, Stealth, and Survival. Bonus Equipment When you choose the Mistborn Focus at 1st level, you start with extra equipment in addition to those granted by your class or background. You gain 2 additional small vials and a Mistcloak, which is a cloak made with long strips of fabric, designed to obscure the Mistborn while traveling through the mists. Way of the Mist Starting at 1st Focus level, when you are not wearing armor or wielding a shield, and you are wearing a Mistcloak, you gain the following benefits: Your Armor Class equals 10 + your proficiency + your Dexterity modifier. You have advantage on Stealth checks when you are in lightly obscured conditions. You are prominently identified as a Mistborn in social situations. Depending on their background, others may treat you with fear, hatred, or respect, at DM’s discretion. Mistborn Allomancy Beginning at 1st Mistborn level, you have the ability to burn every type of metal, which is represented by the Focus levels you gain in each metal’s respective Allomantic Focus. Allomancy at 1st Mistborn Focus Level. You have one Focus level in all Allomantic Focuses. You gain the features granted by each subclass as if you are at 1st Focus level, but you do not gain any of the bonus proficiencies listed. Allomancy at higher Mistborn Focus Levels. When you reach certain Mistborn levels, you gain additional Focus levels as detailed in the Mistborn Leveling table, which you can assign to other Allomantic Focuses of your choice to progress your abilities. You can choose to assign multiple Focus levels to one Focus, or divide them amongst multiple Focuses. You can have up to a number of Focus levels in each Allomantic Focus equal to 1 + half your Mistborn Focus level (rounded down) and you can never have more than this amount. You cannot assign Focus levels to the Mistborn Focus. You calculate the total Focus levels you have in each Allomantic Focus and you gain the features listed for reaching the appropriate Focus level in that subclass. Mistborn Leveling Mistborn Level Focus Levels Gained 1 1, in every other Allomantic Focus 3 3 7 3 11 4 15 4 18 4 20 4 Double Burn Starting at 2nd Focus level, as part of the bonus you use to burn a metal, you can burn another metal that also requires a bonus action to burn. Mist’s Knowledge At 2nd Focus level, your dominion over all metals grants you experience in Allomancy. You gain proficiency in the Arcana skill. If you are already proficient, you can double your proficiency bonus. Well of Power At 11th Focus level, your maximum for metal charges increases by 4. Mist Ascendant When you reach 17th Focus level, you can call on your Shard for aid. As an action, you can ask one question or describe the assistance you seek, and roll a d20. If you roll a 16 or higher, the Shard answers your question or provides aid. The DM chooses the nature of the answer or aid; it would be appropriate for the Shard to send a controlled Hemalurgic creature. If your Shard assists you, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.
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Optional Focuses Not all metals are created equal. Some metals are not effective or difficult for Allomancers to use, and others are extremely rare and expensive. If the DM allows, you can choose a Focus from this section. Note these Focuses end before reaching 20th Focus level. A primary ability is provided for players who want to multiclass into Allomancy with the selected Focus (refer to Multiclassing section). Augur Focus Allomancers who burn gold can see alternate versions of themselves. These visions differ based on their past choices in life and can provide useful information for their future. Augurs are rare because the cost of obtaining gold is generally not worth the information gained. First Level Proficiencies Your Primary Ability is Intelligence. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Intelligence, Wisdom Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Religion. Gold Shadow Starting at 1st Focus level, you can burn gold as detailed by your Allomancy feature to see your alternate self, called a gold shadow When you do, you create an incorporeal version of you that only you can see appears in an unoccupied space within 10 feet. The DM chooses what the gold shadow looks like based on your backstory and origin. This process is also mentally taxing. Each time you create a gold shadow, you must succeed on a DC 10 Intelligence saving throw or you have disadvantage on Intelligence saving throws for the next hour. You can spend 1 charge as a bonus action to create a gold shadow and learn one detail about you or your past, at the DM’s discretion. Golden Eye Beginning at 2nd Focus level, your introspection discerns your future. You can spend 1 charge as a bonus action to create a gold shadow and learn whether a minor decision may be beneficial for you and your group, at the DM’s discretion. Golden Compass Starting at 3rd Focus level, your introspection guides your journey. You can spend 1 charge as a bonus action to create a gold shadow and learn one detail about what you could do next, at the DM’s discretion. Golden Fleece When you reach 7th Focus level, your introspection preserves your health. Your maximum hit points increases by 2 for every Focus level you have in gold. Additionally, your reputation for obtaining gold allows you to purchase gold ores at half the normal price. Oracle Focus Allomancers who burn electrum can see multiple possible futures of themselves. Called Oracles, they often use their precognitive powers to protect themselves from danger. First Level Proficiencies Your Primary Ability is Intelligence. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Dexterity, Intelligence Skills Choose two from Acrobatics, Arcana, History, Investigation, Nature, and Religion. Electrum Shadow Starting at 1st Focus level, you can burn electrum as detailed by your Allomancy feature to see your future selves, called electrum shadows When you do, you create several thousand incorporeal versions of yourself that only you can see. They emerge from your space and depict millions of possibilities several seconds into the future. You can spend 1 charge as a bonus action to burn electrum. Until the start of your next turn, other creatures cannot gain the benefits of atium against you. Omens Beginning at 2nd Focus level, you learn to understand your electrum shadows. Immediately before you make an ability check on your turn, you can spend 1 charge as a bonus action to roll a d4 and add the number rolled to the check. Premonitions Starting at 3rd Focus level, you can spend 1 charge as a bonus action. Before the start of your next turn, when you are hit by an attack you can see, you can reduce the damage by 1d6. Future Sight When you reach 7th Focus level, you peer further into the future. When you use your Omens feature, you can roll a d8 instead of a d4. Additionally, your reputation for obtaining electrum allows you to purchase electrum ores at half the normal price.
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Leecher Focus Allomancers who burn chromium can deplete Allomantic metal charges from other creatures they touch. Known as Leechers, they generally find positions in modern elite teams of Hazekillers due to their invaluable ability to stealthily sap an Allomancer’s primary resource. First Level Proficiencies Your Primary Ability is Strength. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Strength, Constitution Skills Choose two from Arcana, Athletics, Nature, Perception, Sleight of Hand, and Survival. Leech Metal Starting at 1st Focus level, you can burn chromium as detailed by your Allomancy feature to deplete Allomantic charges. As an action, you can make an unarmed strike against a creature with a free hand. On a hit, the target suffers the attack’s normal effects, and you can spend a number of charges up to your Focus levels in chromium to remove two Allomantic charges from your target for each charge you spend. If the target has Allomantic charges for multiple metals, you start by depleting the metal with the most charges until it has no charges remaining. If the target has the same number of charges for multiple metals, a random metal’s charge is depleted. Double Leech Beginning at 2nd Focus level, when you use your Leech Metal feature, you can target up to two creatures within range. You must finish a short or long rest before you can use this feature again. Leech Reserves Starting at 3rd Focus level, you can attempt to leech multiple charges at once. When you use your Leech Metal feature to remove Allomantic charges from a target, you can spend a number of charges in chromium up to your Focus level, and remove that number of charges from every metal in your target. Leech Ability When you reach 7th Focus level, you can briefly remove a creature’s ability to burn metal. As an action, you can make an unarmed strike against a creature with a free hand. On a hit, the target suffers the attack’s normal effects, and must make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target cannot spend Allomantic charges until the end of its next turn, though it can still maintain an ongoing Allomantic effect. Additionally, your reputation for obtaining chromium allows you to purchase chromium ores at half the normal price. Nicroburst Focus Allomancers who burn nicrosil enhance the power of another Allomancer they touch in a large powerful burst. Known as Nicrobursts, they often work in modern elite teams to push Allomancy further than normally possible. First Level Proficiencies Your Primary Ability is Intelligence. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Constitution, Intelligence Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Survival. Enhance Metal Starting at 1st Focus level, you can burn nicrosil as detailed by your Allomancy feature. As an action, you can touch one willing target who can use Allomancy. Until the start of your next turn, when the target spends an Allomantic charge, you can burn nicrosil to enhance the Allomantic effect provided you maintain contact. You spend all charges of nicrosil you have, and the target spends an equal number of charges until there are no charges remaining. The DM chooses the effect of the enhanced Allomancy, which lasts no more than 1 round regardless of the original duration. An appropriate effect is a metal flare, or the cumulative effect of spending charges equal to the combined charges of nicrosil and the target’s metal. For example, a nicrosil-enhanced Pewterarm who spends 3 charges of pewter (with 3 charges of nicrosil) might gain a +12 bonus to damage rolls for 1 round, or a nicrosil-enhanced Seeker who spends 6 charges of bronze (with 10 charges of nicrosil) may detect Allomancy from up to a mile away. At the end of its turn, the target must make a Constitution saving throw. The DC is equal to 10 + the number of nicrosil charges you spent. On a failed save, the target is stunned until the end of its next turn as they are overwhelmed by the exertion. Measured Enhancement Beginning at 2nd Focus level, you can make the process safer for your target. When you use your Enhance Metal feature, you can give the target advantage on the Constitution saving throw. You must finish a long rest before you can use this feature again.
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Reactive Burst Starting at 3rd Focus level, when a willing creature within 5 feet spends Allomantic charges, you can use your Enhance Metal feature as a reaction by touching the target with a free hand. You must finish a long rest before you can use this feature again. ####War Burst When you reach 7th Focus level, when you use your action to use the Enhance Metal feature, you can make one weapon attack as a bonus action. Additionally, your reputation for obtaining nicrosil allows you to purchase nicrosil ores at half the normal price. Aluminum Focus Allomancers who burn aluminum depletes all of their own Allomantic charges. A Misting who can only burn aluminum is known as a Gnat, since doing so produces no discernible effect. Aluminum can be force-fed to deplete a Mistborn’s Allomancy, but the precious metal is generally used as a protective material against ranged Allomancy. First Level Proficiencies Your Primary Ability is Strength. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Strength, Constitution Skills Choose two from Arcana, Athletics, Intimidation, Nature, Perception, and Survival. Drain Metal Starting at 1st Focus level, you can burn aluminum as detailed by your Allomancy feature. As a bonus action, you can spend any number of charges to remove all Allomantic charges from your body. Nullify Manipulation Beginning at 2nd Focus level, whenever you use your Drain Metal feature, you have advantage on saving throws you make to resist the effects of bass and zinc Allomancy until the start of your next turn. Nullify Time Starting at 3rd Focus level, whenever you use your Drain Metal feature, you temporarily negate temporal Allomancy. Until the start of your next turn, you can move freely through the boundary of Pulser and Slider bubbles and you can choose to ignore the round-skipping effect of Pulser bubbles. More than a Gnat When you reach 7th Focus level, when you use your action to use the Drain Metal feature, you can make two weapon attacks as a bonus action. Additionally, your reputation for obtaining aluminum allows you to purchase aluminum ores at half the normal price. Duralumin Focus Allomancers who burn duralumin enhance the power of another Allomantic power in a large powerful burst. A Misting who can only burn duralumin is known as a Gnat, since doing so produces no discernible effect. However, Mistborn or those capable of burning multiple metals can push Allomancy beyond its limits. First Level Proficiencies Your Primary Ability is Intelligence. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Constitution, Intelligence Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Survival. Boost Metal Starting at 1st Focus level, you can burn duralumin as detailed by your Allomancy feature to boost your Allomancy. As a bonus action, you can spend all charges of duralumin, and an equal number of charges in another metal until there are no charges remaining. The DM chooses the effect of the enhanced Allomancy, which lasts no more than 1 round regardless of the original duration. An appropriate effect is a metal flare, or the cumulative effect of spending charges equal to the combined charges of duralumin and the chosen metal. For example, spending 3 charges of pewter (with 3 charges of duralumin) might grant a +6 bonus to damage rolls, or spending 5 charges of steel (with 10 charges of duralumin) might allow you to fly up to 450 feet. At the end of its turn, you must make a Constitution saving throw. The DC is equal to 10 + the number of duralumin charges you spent. On a failed save, you are stunned until the end of your next turn as you are overwhelmed by the exertion. Bolstered Self Beginning at 2nd Focus level, when you make a saving throw, you can spend all charges of duralumin to gain a bonus to the save equal to the number of charges spent. Measured Boost Starting at 3rd Focus level, you can make the process safer for you. When you use your Boost Metal feature, you can give yourself advantage on the Constitution saving throw. You must finish a long rest before you can use this feature again.
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More than a Gnat When you reach 7th Focus level, when you use your action to use the Boost Metal feature, you can take one additional action on top of your regular action. Once you use this feature, you must finish a long rest before you can use it again. Additionally, your reputation for obtaining duralumin allows you to purchase duralumin ores at half the normal price. Seer Focus Atium is a special metal that does not come in vials, but as a large bead that requires an action to ingest. Allomancers who burn atium can see into the immediate future of other creatures. Called Seers, they can burn this extremely rare metal to gain the upper hand in any situation, which makes them nearly unstoppable. Atium is so valuable it is sometimes traded as currency. First Level Proficiencies Your Primary Ability is Intelligence. When you choose this Focus at 1st character level, you gain the following proficiencies: Saving Throws Intelligence, Wisdom Skills Choose two from Arcana, Insight, Investigation, Intimidation, Perception, and Survival. Atium Shadow Starting at 1st Focus level, you can burn atium as detailed by your Allomancy feature to see into the immediate future. When you do, you see an incorporeal version of every visible creature called an atium shadow, which shows the creature as it would be several seconds into the future, though you do not know how to understand it. You can spend 1 charge as a bonus action to burn atium. Until the start of your next turn, other creatures cannot gain the benefits of atium against you. Masterful Insight Beginning at 2nd Focus level, you catch glimpses of a creature’s immediate future. Choose a creature you can see. When you use your Atium Shadow feature, you also learn the action the creature intends to take on its next turn. Master Seer When you reach 3rd Focus level, you understand atium shadows enough to use them. When you use your Atium Shadow feature, you gain the following benefits until the start of your next turn: When you make an attack roll, roll a percentile die. You score a critical hit on a roll of 2-100 and miss on a roll of 1. When you are the target of an attack you can see, roll a percentile die. The attack misses on a roll of 2-100 and hits on a roll of 1. You automatically succeed on Dexterity saving throws. Malatium Focus Malatium is a special alloy of atium that is rarely seen or used, and no Mistings who burn it exist. It does not come in vials, but as a large bead that requires an action to ingest. Allomancers who burn malatium can see into the past of other creatures Malatium Shadow Starting at 1st Focus level, you can burn malatium as detailed by your Allomancy feature. As a bonus action, you can spend 1 charge to see the past self of a creature you can see. A malatium shadow appears in an unoccupied space 10 feet from the target as an incorporeal figure of the target’s past that only you can see. The appearance, age, and manifestation of the target’s past self is left to the DM. Lerasium Focus Lerasium is an extremely rare, special metal and no Mistings who burn it exist. It does not come in vials, but as a large piece of metal that requires an action to ingest. Anyone can burn lerasium, and a creature who burns it transforms into a Mistborn. For this reason, lerasium should be provided solely at the DM’s discretion. Born of Mist You can burn an ingested piece of lerasium as a bonus action. Depending on the number and type of Focus levels you already currently have, you gain one of the following benefits: If you are an Allomancer and a Mistborn, you gain two Focus levels in every Allomantic Focus, and the maximum for each Allomantic Focus increases by 2. If you are an Allomancer and are not a Mistborn, you gain one Focus level in the Mistborn Focus. You gain its 1st Focus level features except the proficiencies listed, and the maximum for your originally chosen Allomantic Focus remains at 20. When you gain another level in Allomancer, you can choose to gain a Focus level in your original Focus or Mistborn. If you are not an Allomancer, you gain a level in Allomancer and must choose the Mistborn Focus. You use the multiclass rules (see Multiclass section), but ignore the ability score requirements for multiclassing. If you have any existing Focus levels, each one is retained and the maximum for that Allomantic Focus increases by the number of existing Focus levels you have in it.
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Feruchemist Muscles and veins strain against his skin and bracers as he grows to a hulking size in preparation for the onslaught of an approaching army, gazing back at death with no trace of fear in his eyes. Sprinting faster than the eye can follow – a barely visible blur of a woman streaking through the city, landing strike after agonizing strike against the eyeless Steel Inquisitor, bringing it to its knees. Snow swirls around a bare-chested figure as it trudges over the mountain, seemingly unfazed by the frigid weather, and draws on the memories of ancient history. No matter where they go, Feruchemists respect the order of balance, drawing on the wealth of power or knowledge they hold within. On the surface, they are like any other person, but they can become an unstoppable force when they use their resource at exactly the right moment. Power of Balance Feruchemists obtain power from their connection to the Shards of Preservation and Ruin. Their power is keyed to special metal bracers called metalminds, which they can store attributes in and later tap the stored attributes. Unlike Allomancy, Feruchemy has virtually no upper limit on the amount of power they can tap in a single moment, meaning Feruchemists can occasionally draw on power ten times that of Allomancers. Attributes can range from the physical like strength and speed, to the esoteric like luck and identity. Feruchemy is called the art of balance because it is end-neutral. While storing an attribute in a metalmind, the Feruchemist temporarily loses the attribute, usually becoming weaker, in exchange for gaining the attribute when needed. Generally, tapping an attribute expends attributes faster than when they were initially stored. Feruchemists who can only store in one metal are called Ferrings, whereas Feruchemists who store in all metals are called Full Feruchemists Normally, a Feruchemist can only be keyed to one or all metals, but Ferrings can be keyed to more metals through Hemalurgy. Due to their position of power, Full Feruchemists often become Keepers – ardent scholars tasked with preserving knowledge. Feruchemy is also genetic, passed mainly through generations of Terrisfolk. Full Feruchemists have since integrated with the general populace, producing Ferrings as a result of diluting the bloodlines. Creating a Feruchemist Feruchemists prior to the Catacendre were generally considered good because the Terrisfolk who defied Lord Ruler. After the Catacendre, however, Ferrings come from many backgrounds and have different ideas for shaping Scadrial’s future – for better or for worse. Where does your Feruchemist come from? Where does your character fit into a world that has oppressed their people for a millenia? Are you continuing the Keepers' work in secret, archiving knowledge in your copperminds? Perhaps you have turned away from ancient Keeper teachings and shirked your responsibilities. Perhaps you are a hired assassin, using your supernatural abilities for your own gain. Quick Build You can make a Feruchemist quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the Soldier background. For your Feruchemical Key subclass, choose Pewter. Class Features As a Feruchemist, you gain the following class features. Different Feruchemical Key subclasses will grant additional features normally provided by other classes. Hit Points Hit Dice 1d10 per Feruchemist level Hit Points at 1st Level 10 + your Constitution modifier Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per Feruchemist level after 1st. Proficiencies Armor Light armor Weapons Simple weapons Saving Throws Refer to Key proficiencies Skills Refer to Key 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 or (b) ballistic vest armor if proficient (a) a shortbow and 20 stone arrows or (b) two stone handaxes (a) a scholar’s pack or (b) an explorer's pack
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The Feruchemist Level Proficiency Bonus Maximum Metalmind Size .. Maximum Store Rate ...... Features ..................................................................................... 1st +2 3 1 Feruchemy, Feruchemical Key, Terris Lineage 2nd +2 3 1 Feruchemy Style, Key Feature 3rd +2 4 2 Key Feature 4th +2 4 2 Ability Score Improvement 5th +3 5 3 Extra Attack 6th +3 6 3 Ancestral Expertise 7th +3 7 3 Key Feature 8th +3 8 3 Ability Score Improvement 9th +4 9 4 Key Feature 10th +4 10 4 Mind Over Body 11th +4 11 4 Key Feature, Feruchemy Adept 12th +4 12 4 Ability Score Improvement 13th +5 13 5 Terrisfolk Connection 14th +5 14 5 Key Feature 15th +5 15 5 Additional Feruchemy Style 16th +5 16 5 Ability Score Improvement 17th +6 17 6 Key Feature 18th +6 18 6 Restore Balance 19th +6 19 6 Ability Score Improvement 20th +6 20 6 Feruchemy Mastery
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Feruchemy At 1st level, your heritage allows you to store and tap attributes from metals of a specific type. The metal must have a specific purity or chemical composition for you to use it. Metal Charges Your Feruchemical abilities are represented by a number of charges you can tap or spend to fuel your abilities. If you are keyed to multiple types of metals, each metal is represented by its own charge. Metalminds You gain a metalmind, which is a band of metal that you can store and tap an attribute from. It is named after its material, like “tinmind” if you can tap from tin. Feruchemists generally wear their metalminds on their arms as bracers, but some like to wear them as piercings. Regardless of location, they generally cannot be affected by iron and steel Allomancy. The size of your metalmind is determined by your level as detailed in the Feruchemist table, regardless of how many metalminds of the same metal you own. Your metalmind is keyed to you, meaning only you can store or tap charges from it. Attempting to store or tap charges from another creature’s metalmind has no effect. If you lose your metalmind, you can spend 8 hours to create another one, provided you have metal materials worth the required amount (see Appendix B: Scadrial Items for the material cost). Storing Charges At the start of your turn, you can begin storing charges in one metalmind you are keyed to (no action required), provided you are touching it. Choose a store rate up to the maximum shown in the Feruchemist table, and you become weakened as detailed by your chosen Feruchemical Key. At the end of each uninterrupted hour of continuous storing, your metalmind gains a number of charges equal to the store rate, up to its maximum size. If this duration is interrupted, you must restart the storing process from the beginning. You can stop storing charges at any time (no action required). It also ends early if you stop touching the metalmind, start tapping charges, become unconscious, or die. Tapping Charges At the start of each of your turns, you can begin tapping any number of charges from one metalmind you are keyed to (no action required), provided you are touching it. You expend that number of charges and you gain certain benefits detailed by your chosen Key. The more charges you tap, the better the benefits will be. The benefits last until the start of your next turn, until you fall unconscious, or until you have no charges remaining. Variant Rule for Gaining Charges Instead of using rules for gaining charges, Feruchemists can instead regain all charges at the end of a short or long rest. Feruchemical Key At 1st level, you are keyed to certain types of metalminds. Choose a Key subclass to specialize in, such as Pewter or Keeper, and you gain a Key level in that Key. A Key level is a subclass level, a concept important to characters with multiple Keys. When you gain a Feruchemist level, you gain a Key level in your chosen Key. You gain the bonus proficiencies and features detailed in your chosen Feruchemical Key. You gain additional Key Features at 2nd, 3rd, 7th, 9th, 11th, 14th, and 17th Key levels. Terris Lineage At 1st level, you gain proficiency with one Artisan’s tool and one musical instrument of your choice. Whenever you make an Intelligence (History) check or Intelligence (Investigation) check to recall or gather information related to your chosen tool or instrument, you can add a bonus to the roll equal to your proficiency bonus. Feruchemy Style At 2nd Level, you adopt a style of Feruchemy as your specialty. Choose one of the following options. You can’t take a Feruchemy Style option more than once, even if you later get to choose again. Archery You gain a +2 bonus to attack rolls you make with ranged weapons. Bracer When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack. Charged While you have at least 1 charge in a metalmind, you have a +1 bonus to your AC. 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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Metalmind The maximum size of one metalmind you own increases by 2. Versatile Your maximum store rate increases by 1. 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. Ancestral Expertise At 6th level, you learn from your predecessors. Choose two skills from your Feruchemical Key’s First Level Proficiencies list. Alternatively, you can choose one skill from that list and one Artisan’s tool of your choice. If you are not proficient with the chosen skill or tool, you become proficient. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses the chosen skill or tool. Mind Over Body Starting at 10th level, your metalmind empowers and protects you from harm. When you take damage, you can use your reaction to reduce the damage taken by 1d10 + your Constitution modifier. You can reduce the damage further by spending charges, increasing the damage reduction by 1d10 for each charge spent. You can use this feature once, and you can do so again when you finish a short rest. Feruchemy Adept When you reach 11th level, your Feruchemical training has made you strong without tapping an attribute. Choose one metalmind you are keyed to. While you are not storing or tapping charges from it, you gain the benefits of tapping from that metalmind at a rate of 1 charge per round, without spending charges. Terrisfolk Connection When you reach 13th level, your Terris lineage grants you the ability to connect with other creatures through spiritual and religious dedication. Choose a humanoid or beast within 30 feet that can see you. You gain the ability to communicate with it for 10 minutes through a combination of approximate languages or cultural gestures. If the target doesn’t know a language, you instead learn its current mood and desires. You can use this feature once, and you can do so again when you finish a long rest. Additional Feruchemy Style At 15th Level, you can choose another Feruchemy Style. You can’t take a Feruchemy Style option more than once, even if you later get to choose again. Restore Balance You push your body beyond its limits. Starting at 18th level, when you roll initiative and you have no charges left, you regain 4 charges. Feruchemy Mastery At 20th level, you become a master Feruchemist. While you are not storing or tapping charges from the metalmind chosen in your Feruchemy Adept feature, you gain the benefits of tapping from that metalmind at a rate of 2 charges per round, without spending charges.
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Feruchemical Key As a Feruchemist, you are either a Ferring or Full Feruchemist. Ferrings are only keyed to one type of metal whereas Full Feruchemists are keyed to all of them. This specialization is represented by our Key, which grants you additional features. Each Focus may also grant you additional proficiencies and equipment. When you gain a level in Feruchemist, you gain a level in your chosen Key. If you are a Keeper, you follow a different set of rules as detailed in the Keeper Key section. Of the sixteen standard metals and three god metals, only seven are fully developed into subclasses, which are presented in this section organized into their pairs with their counterpart metals. The remaining metals are considered impractical for a character, but some of their features are detailed in the Optional Keys section at the end of the Feruchemist class. Feruchemical Keys . Focus . Metal ... Description ... Primary Ability.................... Saving Throw Proficiencies . Bonus Armor and Weapon Proficiencies Bloodmaker Gold Taps stored health to survive any battle and protect allies Constitution and Wisdom Constitution and Charisma Hand crossbows, shortswords Brute Pewter Draws on a reserve of strength in powerful bursts Strength Strength and Constitution Medium armor, shields, martial weapons Firesoul Brass Controls the duality of fire and ice in perfect balance Strength and Wisdom Strength and Wisdom Shortswords Skimmer Iron Changes weight for gentle movement or devastating attacks Strength Strength and Dexterity Medium armor, shields, battleaxes, mauls, warhammers Sparker Zinc Activates the mind to see attacks before they happen Dexterity and Intelligence Dexterity and Intelligence Hand crossbows, longswords, rapiers, shortswords Steelrunner Steel Speeds through battle to surprise unsuspecting foes Dexterity Dexterity and Charisma Hand crossbows, shortswords Windwhisperer Tin Heightens senses to avoid danger and gain the upper hand Dexterity and Wisdom Strength and Dexterity Medium armor, shields, martial weapons Keeper All Metals Wields the power of all Focuses as a master of all Any Intelligence and Wisdom Battleaxes, shortswords
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Bloodmaker Key Feruchemists who tap gold draw health and vitality. Called Bloodmakers, they serve as formidable frontline fighters alongside brutes and soldiers. They are often fearless because of their supernatural ability to recover from any wound. First Level Proficiencies When you choose this Key at 1st character level, you gain the following proficiencies: Weapons Hand crossbows, shortswords Saving Throws Constitution, Charisma Skills Choose two from Acrobatics, Athletics, Deception, History, Intimidation, Medicine, Nature, and Survival. Goldmind Starting at 1st Key level, you gain a special metalmind called a goldmind. You are keyed to your goldmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your goldmind, you gain the following effects for the duration: Your hit points and maximum hit points decrease by 4 for each charge of your store rate. You have a -2 penalty on Constitution saving throws for each charge of your store rate. When you begin tapping charges from your goldmind, you gain the following effects each round until you stop: At the start of each turn, you gain 2 temporary hit points for each charge of your tap rate. At the start of each turn, you regain 2 hit points for each charge of your tap rate, provided you have less than half your maximum hit points remaining. You have a +2 bonus to Constitution saving throws for each charge of your tap rate. Adrenaline Rush Beginning at 1st Key level, you can move great distances in a burst of adrenaline. You can use your bonus action to move up to twice your speed in a straight line. If you end your movement within 5 feet of a hostile creature, you can make one melee attack against it as part of this bonus action. You can use this feature once, and you regain the ability to do so when you have stored charges in your goldmind and regained at least 1 charge. Natural Athlete Starting at 2nd Key level, you can add half your proficiency bonus (rounded up) to any Strength or Dexterity check you make that doesn't already use your proficiency bonus. Life Bond Starting at 2nd Key level, you are fearless in battle and are willing to take hits for your allies. If an ally within 5 feet of you is the target of an attack you can see, you can use your reaction to switch places with your ally and take that damage instead. Break the Limit Beginning at 3rd Key level, you can convert your bodily health into ferocious attacks. When you hit a creature with a melee weapon attack and have temporary hit points remaining from your Goldmind feature, you can expend all of the temporary hit points to deal an additional 1d6 weapon damage. The additional damage increases to 2d6 at 17th Key level. Endure the Pain Beginning at 7th Key level, you can adapt your body to resist attacks. Whenever you take damage, you can use your reaction to gain resistance to the damage type until the start of your next turn. You can use this feature once, and you regain the ability to do so when you have stored charges in your goldmind and regained at least 1 charge. Innate Cure By 9th Key level, your body can resist harmful effects. While you are tapping your goldmind at a rate of 2 charges or more, you can use an action to end one disease or one of the following conditions: blinded, deafened, poisoned, paralyzed, or petrified. Paragon of Health Beginning at 11th Key level, while you are tapping your goldmind at a rate of 3 or more charges per round, each ally within 10 feet gains a bonus to Constitution saving throws equal to the number of charges you tap. Thick Skin By 14th Key level, your skin is tougher and briefly recovers from wounds. While you are tapping your goldmind at a rate of 4 charges per round, you gain a +1 bonus to your AC. For each charge you tap above 3, you gain another +1 bonus to your AC. Spark of Life Starting at 17th Key level, you subconsciously tap your goldmind during great peril. Whenever you make a death saving throw, you can spend 2 charges to add a 1d4 to the roll. If you roll a 20 or higher after you add the 1d4, you regain 1 hit point and become conscious.
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Brute Key Feruchemists who tap pewter have increased physical strength and durability. Brutes serve as excellent front-line soldiers. Simply watching their muscles swell in size can deter even the toughest of armies. First Level Proficiencies When you choose this Key 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, Animal Handling, Athletics, Intimidation, Nature, and Survival. Pewtermind Starting at 1st Key level, you gain a special metalmind called a pewtermind. You are keyed to your pewtermind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your pewtermind, you gain the following effects for the duration: You have a -1 penalty to damage rolls you make with a weapon using Strength for each charge of your store rate. You have a -2 penalty to Strength checks and saving throws for each charge of your store rate. When you begin tapping charges from your pewtermind, you gain the following effects each round until you stop: You have a +1 bonus to damage rolls you make with a weapon using Strength for each charge of your tap rate. You have a +2 bonus to Strength checks and saving throws for each charge of your tap rate. Adrenaline Rush Beginning at 2nd Key level, you can move great distances in a burst of adrenaline. You can use your bonus action to move up to twice your speed in a straight line. If you end your movement within 5 feet of a hostile creature, you can make one melee attack against it as part of this bonus action. You can use this feature once and you regain the ability to do so when you have stored charges in your pewtermind and regained at least 1 charge. Body of Pewter By 3rd Key level, your empowered body becomes more resistant to attacks. The damage you take from an attack, spell, or other harmful effect is reduced by an amount equal to twice the rate at which you are tapping charges from your pewtermind, to a minimum of 0 damage. If damage from an attack is reduced to 0 this way, you can use your reaction to make one weapon attack against the attacking creature. Strength Within When you reach 7th Key level, whenever you fail a saving throw using Strength or Constitution, you can choose to re-roll the die and must take the new result. You can use this feature once and you regain the ability to do so when you have stored charges in your pewtermind and regained at least 1 charge. Enhanced Strides When you reach 7th Key level, your speed increases by 10 feet while you are not wearing heavy armor. Brutal Critical Starting at 9th Key level, while you are tapping your pewtermind a rate of 2 charges per round, you can roll an additional damage die when you score a critical hit with a melee attack. For every charge you tap above 2, you can roll an additional weapon damage die on a critical hit. Pewter Savagery Starting at 11th Key level, each time you deal damage with a melee weapon attack, you can choose to re-roll one weapon damage die of your choice and take the new result. For every two charges you tap from your pewtermind, you can re-roll any damage die an additional time. Overwhelming Might By 14th Key level, you power through all situations with your strength. While you are tapping your pewtermind at a rate of 4 or more charges per round, you are immune to the frightened, incapacitated, stunned, and paralyzed conditions. Brutish Growth When you reach 17th Key level, drawing on strength visibly alters your physique. While you are tapping your pewtermind at a rate of 5 or more charges per round, your size becomes Large, your reach increases by 5 feet, and you roll one extra damage die whenever you hit with a weapon using Strength.
47 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.
Firesoul Key Feruchemists who tap brass gain warmth. Firesouls are dedicated travelers and often found in the most remote reaches of the undiscovered world. Their ability to regulate their internal body temperature make them excellent explorers and messengers. First Level Proficiencies When you choose this Key at 1st character level, you gain the following proficiencies: Weapons Shortswords Saving Throws Strength, Wisdom Skills Choose two from Athletics, History, Insight, Medicine, Nature, Religion, Stealth, and Survival. Brassmind Starting at 1st Key level, you gain a special metalmind called a brassmind. You are keyed to your brassmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your brassmind, you gain the following effects for the duration: You have a -2 penalty on Dexterity checks and saving throws for each charge of your store rate. Your body becomes cold to the touch. You automatically succeed on Constitution saving throws you make to resist extreme heat conditions. When you begin tapping charges from your brassmind, you gain the following effects each round until you stop: You have a +2 bonus to Dexterity checks and saving throws for each charge of your tap rate. Your body becomes hot to the touch. You automatically succeed on Constitution saving throws you make to resist extreme cold conditions. Some of your features may require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Firesoul save DC = 8 + your proficiency bonus + your Wisdom modifier Martial Arts Starting at 1st Key level, you know martial arts. You roll a d4 in place of the normal damage for your unarmed strikes. When you use the attack action to attack with an unarmed strike or a weapon you are proficient in, you can make an unarmed strike as a bonus action. Thermal Touch Beginning at 2nd Key level, you can transfer your abilities to things you touch. You gain the following benefits: Ignite. While you are tapping your brassmind at a rate of 1 or more charges per round, you can use a bonus action to ignite a flammable object you touch that is not being worn or carried. Frost. While you are storing in your brassmind at a rate of 1 or more charges per round, you can use a bonus action to freeze up to a gallon of open water you touch that is not being worn or carried. Unarmored Defense Starting at 2nd Key level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier. Elemental Technique Starting at 3rd Key level, you can manipulate the internal temperature of enemies in combat. Once per turn, when you take the attack action and hit a target with an unarmed strike, you can impose one of the following effects, provided you are tapping or storing charges in your brassmind: Searing Touch. If you are tapping charges from your brassmind at a rate of 1 charge per round, the target takes an extra 1d8 fire damage. This extra damage increases by 1d8 for every 2 charges you are tapping above 1. Freezing Grasp. If you are storing charges, the target must succeed on a Constitution saving throw or it cannot take reactions until the start of your next turn. Internal Balance By 7th Key level, you can regulate your internal homeostasis. While you are tapping your brassmind at a rate of 2 or more charges per round, you have resistance to cold damage. While you are storing in your brassmind at a rate of 2 or more charges, you have resistance to fire damage. Elemental Aura Beginning at 9th Key level, you emanate an aura of intense temperatures: Fever. While you are tapping your brassmind at a rate of 2 or more charges, a creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw or take 1d8 fire damage and have disadvantage on ability checks made with Strength until the start of its next turn. Chill. While you are storing in your brassmind at a rate of 2 or more charges, a creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw or take 1d6 cold damage and have disadvantage on ability checks made with Dexterity until the start of its next turn.
48 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.