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Published by Cooper Ramey, 2023-12-26 23:00:30

Scadrial Handbook

Scadrial Handbook

������������ Starting at 3rd Key level, you learn to charge your enemies with a deadly attack. When you use your action to Dash, you can use a bonus action to make one melee weapon attack against a creature. If you move 20 or more feet in a straight line immediately before taking this bonus action, you deal an additional 1d6 bonus damage. The bonus damage increases by 1d6 for every additional 10 feet you moved in the same straight line, up to a maximum number of d6s equal to half your Key level in this subclass. Alternatively, you can use your bonus action to make a shove attack. If you succeed, you can push the target an additional number of feet equal to five times the number of charges you are tapping from your steelmind. ������������ Beginning at 3rd Key level, while you are tapping your steelmind at a rate of 2 or more charges per round, you can use a bonus action to Disengage and move up to 10 feet. ����������������� Starting at 7th Key level, your innate speed makes it easy to dodge away from danger. While you are tapping your steelmind at a rate of 2 or more charges per round, each time you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can spend 20 feet of movement from your next turn to instead take no damage if you succeed on the saving throw and only half damage if you fail. �������������� When you reach 9th Key level, you master the art of deception and misdirection. While you are tapping your steelmind at a rate of 2 or more charges per round, you gain a bonus to any Dexterity (Sleight of Hand) or Dexterity (Stealth) checks you make equal to your Charisma modifier. ���������� Starting at 11th Key level, you can briefly move in an untouchable burst. While you are tapping your steelmind at a rate of 3 or more charges per round, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. If you immediately take the Attack action, you can deal bonus damage equal to your Charisma modifier until the end of your turn. The attack must use a finesse weapon. ������������� At 11th Key level, you have trained to become faster even without your metalmind. Your base walking speed increases by 10 feet. ������������� At 15th Key level, while you are tapping your steelmind at a rate of 4 or more charges per round, whenever you hit a target with a melee attack, you gain the benefits of the Disengage action and you gain 10 feet of movement. ��������’�������� By 18th Key level, your impressive speed lets you attack more often. When you take the Attack action, you can make additional weapon attacks at by spending 30 feet of movement for each attack, as part of the same action. ����������������� Feruchemists who tap tin have heightened senses. Called Windwhisperers, their ability to selectively heighten and dampen their senses make them excellent spies and scouts. ������������������������� When you choose this Key at 1st character level, you gain the following proficiencies: • Armor: Medium armor, shields • Weapons: Martial weapons • Saving Throws: Strength, Dexterity • Skills: Choose two from Arcana, Acrobatics, Medicine, Religion, Perception, Stealth, and Survival. 50


������� Starting at 1st Key level, you gain a special metalmind called a tinmind. You are keyed to your tinmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your tinmind, you gain the following effects for the duration: • For each charge of your store rate, you have a -3 penalty to any Wisdom (Perception), Wisdom (Insight), and Wisdom (Survival checks) you make. • The range of any darkvision you have decreases by 10 feet for each charge of your store rate. • If you are subjected to a sensory effect that requires you to make a saving throw, you have advantage on the roll. When you begin tapping charges from your tinmind, you gain the following effects each round until you stop: • For each charge you tap, you have a +3 bonus to any Wisdom (Perception), Wisdom (Insight), and Wisdom (Survival checks) you make. • For each charge you tap, the range of your darkvision increases by 10 feet. • If you are subjected to a sensory effect that requires you to make a saving throw, you have disadvantage on the roll. �������� At 1st Key level, you excel at protecting your allies with your battle awareness. While you are tapping your tinmind, you extend your awareness to a range of 10 feet for each charge you are tapping and you can use a bonus action to designate a number of creatures you can see equal to your Wisdom modifier (minimum of 1). If a designated creatures is inside the range of your awareness and makes an attack against your ally, you can make one weapon attack against it using your reaction. ���������������� Beginning at 2nd Key level, you can use your bonus action to Disengage or make a Wisdom (Perception) check. �������������������� Starting at 2nd Key level, you learn to recognize and hear voices you have studied, even from afar. When you have listened to a creature talk for at least an hour, you can hear it from up to 30 feet away, even if they are whispering. While you are tapping charges from your tinmind, this range increases to 60 feet. ������������ Starting at 3rd Key level, you can use your heightened senses to find openings in your enemies’ defenses. While you are tapping your tinmind at a rate of 2 or more charges per round, you score a critical hit on a roll of 19-20. When you tap at a higher rate, the lower range of your critical threshold decreases by 1 for every charge you tap above 2. For example, tapping at 4 charges per round will allow you to score a critical hit on a roll of 17-20. ������������� By 3rd Key level, your heightened senses protect you from attacks. When you are hit by a weapon attack you can see, you can use your reaction to defend yourself. Until the start of your next turn, you can add a bonus to your AC equal to your Wisdom modifier (minimum of 1), including against the triggering attack. You can use this feature once, and regain the use of this feature at the end of a long rest. You can use this feature twice between long rests starting at 11th Key level and three times between long rests starting at 18th Key level. �����’��������� Starting at 7th Key level, you warn your allies of incoming danger. While you are tapping your tinmind at a rate of 2 or more charges per round, whenever you or an ally that you can see within 30 feet of you suffers a critical hit, you can use your reaction to turn that attack into a normal hit. Any effects triggered by a critical hit are canceled. ��������������� Beginning at 9th Key level, while you are tapping your tinmind at a rate of 2 or more charges per round, you gain the following benefits: • You gain tremorsense up your Tinwatch feature’s range of awareness. • As an action, you can touch the ground and become aware of all creatures touching the ground within 500 feet of you. You learn the creatures’ size, groups, numbers, and direction of travel. • As an action, you can detect the presence of poisons in food that you taste. ���������������� Starting at 11th Key level, while you are using your Tinwatch feature, you can use your action to make one weapon attack against every designated creature within your range of awareness, and you make a separate attack roll for each target. If you use a ranged weapon, you must have ammunition for each target, as normal. ������� Starting at 15th Key level, while you are tapping your tinmind at 3 or more charges per round, whenever you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on a saving throw, and only half damage if you fail. ���������������� Beginning at 18th Key level, while you are tapping your tinmind at a rate of 5 or more charges per round, you gain the following benefits: • You instantly learn the resistances, immunities, and remaining hit points of a creature you designate with your Tinwatch feature. • If you can hear a creature’s heartbeat, you automatically succeed on any Wisdom (Insight) checks you make to discern if it is being truthful. • You can see clearly up to 2 miles, even in dim light. • You can hear anything that is whispered up to 1000 feet away. 51


���������� Most Feruchemists are Ferrings and are only keyed to a single metal, but there are some who are keyed to every metal. These rare and powerful Feruchemists are called Full Feruchemists, and their expanded abilities make them excellent Keepers, which are a small group of Terrisfolk dedicated to archiving ancient knowledge. Each Keeper chooses a particular field of study to collect over the course of a lifetime. A character with a Keeper Key is played as if multisubclassing into various Feruchemical Keys. Players with a Keeper character should be comfortable with juggling a lot of information and are encouraged to working knowledge of every Key subclass. ������������������������� When you choose this Key at 1st character level, you gain the following proficiencies instead of those provided by each individual Feruchemical Key. • Weapons: Battleaxes, shortswords • Saving Throws: Intelligence, Wisdom • Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, Nature, Perception, and Religion. ������’������������ Starting at 1st Keeper Key level, your ancestral knowledge provides a thorough understanding of your world and the people you meet generally respect your Keeper status. Whenever you make a Charisma check, you can display your metalminds to gain advantage on the roll. You can use this feature twice, and you regain expended uses when you finish a long rest. �������������� Beginning at 1st Key level, you are keyed to every metal, which is represented by the Key levels you gain in each metal’s respective Feruchemical Key. You gain one Key level in every Feruchemical Key. You gain the features granted by each subclass as if you are at 1st Key level, but you do not gain any of the bonus proficiencies listed. When you reach certain Keeper levels, you gain additional Key levels as detailed in the Keeper Leveling table, which you can assign to other Feruchemical Keys of your choice to progress your abilities. You can choose to assign multiple Key levels to one Key, or divide them amongst multiple Keys. You can have up to a number of Key levels in each Feruchemical Key equal to 1 + half your Keeper Key level (rounded down) and you can never have more than this amount. You cannot assign Key levels to the Keeper Key. The size of each metalmind you own is equal to the number of Key levels you have in its respective subclass, instead of the sizes shown in the Feruchemist class table. You can store and tap charges in multiple metalminds at the same time, but while storing charges, the total combined store rate cannot exceed the value indicated in the Feruchemist class table. You calculate the total Key levels you have in each Feruchemical Key and you gain the features listed for reaching the appropriate Key level in that subclass. Keeper Leveling Keeper Level Key Levels Gained 1 1, in every other Feruchemical Key 3 3 7 3 11 4 15 4 18 4 20 4 ���������� Starting at 2nd Keeper Key level, you can tap up to two metalminds at the start of each of your turns. ���������������������� When you reach 9th Keeper Key level, your knowledge of the world runs deep. Whenever you make an ability check with a skill you are not proficient with, you can replace the skill with another you are proficient in. You can use this feature once, and you regain expended uses when you finish a short or long rest. ������������� Starting at 11th Keeper Key level, you gain a +1 bonus to the maximum size of each metalmind you own. Feruchemy at 1st Keeper Key Level. Feruchemy at higher Keeper Key Levels. Keeper Metalmind Size. Keeper Store Rate. 52


������������� Not all metals are created equal. Some metals are not effective or difficult for Feruchemists to use, and others are extremely rare and expensive. If the DM allows, you can choose a Key from this section. Note these Keys end before reaching 20th Key level. A primary ability is provided for players who want to multiclass into Feruchemy with the selected Key (refer to Multiclassing section). ������������� Feruchemists who tap copper can store and retrieve memories. This ability forms the core of the Keepers, a Terris group dedicated to preserving knowledge. ������������������������� Your Primary Ability is Intelligence. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Intelligence, Wisdom • Skills: Choose any three skills. • Tools: Choose any one Artisan’s tool, and two musical instruments of your choice. ���������� Starting at 1st Key level, you gain a special metalmind called a coppermind and you are keyed to it. The coppermind does not follow typical rules as detailed by your Feruchemy feature. Instead, you can use a bonus action to touch your coppermind and store memories inside it. When you do, it disappears from your mind until you retrieve that memory as a bonus action by touching your coppermind. Any memory you retrieve is recalled perfectly. ����������������� When you reach 2nd Key level, you come across additional practical knowledge during your archival work. Choose an Artisans tool or musical instrument you are not proficient in. You are now considered proficient. ������������������ Starting at 3rd Key level, you can search your coppermind for assistance. When you make an ability check, you can gain a bonus to the roll equal to your Intelligence modifier (minimum of 1). You can use this feature once, and you regain the ability to do so when you finish a long rest. ������������������� Starting at 7th Key level, when you make an ability check using Intelligence, you can treat a d20 roll of a 7 or lower as an 8. ���������� Feruchemists who tap bronze gain wakefulness. Called Sentries, they are often hired as overnight shift or army scouts to keep watch during off-hours. ������������������������� Your Primary Ability is Wisdom. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Intelligence, Wisdom • Skills: Choose any two from Animal Handling, Medicine, Nature, Perception, Performance, and Survival. ���������� Starting at 1st Key level, you gain a special metalmind called a tinmind. You are keyed to your tinmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your bronzemind, you temporarily gain one level of exhaustion for each charge of your store rate, lasting until you stop storing. When you begin tapping charges from your bronzemind, you temporarily remove one level of exhaustion for each charge you tap until the start of your next round. �������� Beginning at 2nd Key level, while you are tapping your bronzemind, you have advantage on saving throws made to resist being put to sleep. ������������������ Beginning at 3rd Key level, you can stay awake for long periods of time. When you begin a long rest, you can spend 4 charges of bronze directly to reduce the amount of time you need to sleep by half. ���������������� Starting at 7th Key level, while you are storing charges in your bronzemind at a rate of 3 or more, you can choose to immediately fall asleep and take a short or long rest. While you rest, you cannot be roused from sleep and you can still store charges as though you are awake. While you are sleeping through a short rest, you can spend hit dice as normal, but you gain a bonus to each roll equal to your store rate. While you are sleeping through a long rest, you regain additional spent hit dice equal to your store rate. ������������ Feruchemists who tap electrum gain determination. Called Pinnacles, they are generally private people who use their power to get through difficult situations. ������������������������� Your Primary Ability is Wisdom. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Wisdom, Charisma • Skills: Choose any two from Arcana, Deception, Intimidation, Medicine, Persuasion, and Survival. ������������ Starting at 1st Key level, you gain a special metalmind called an electrummind. You are keyed to your electrummind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your electrummind, you have disadvantage on attack rolls, ability checks and saving throws for the duration. 53


When you begin tapping charges from your electrummind, you gain bolstered determination until the start of your next turn. When you make an attack roll, ability check, or saving throw, the d20 roll can never be lower than 5 + the number of charges you are tapping. If the roll is lower than that number, you use that number instead. ����������������� Starting at 2nd Key level, while you are tapping charges from your electrummind, you become determined to succeed. Until the start of your next turn, if you fail an ability check, you can re-roll the d20 and must use the new result. ����������������� Beginning at 3rd Key level, while you are tapping charges from your electrummind, you become determined to survive. Until the start of your next turn, if you fail saving throw, you can re-roll the d20 and must use the new result. ������������������ Starting at 7th Key level, while you are tapping 2 or more charges per round from your electrummind, you become determined to strike. Until the start of your next turn, if you miss an attack roll, you can re-roll the d20 and must use the new result. ���������� Feruchemists who tap cadmium gains breath, or the ability to hold one’s breath for long periods of time. Known as Gaspers, people often hire them to dive into deep waters for fish or various valuables. ������������������������� Your Primary Ability is Constitution. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Strength, Constitution • Skills: Choose any two from Deception, Medicine, Nature, Perception, Stealth, and Survival. ����������� Starting at 1st Key level, you gain a special metalmind called a cadmiummind. You are keyed to your cadmiummind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your cadmiummind, you have disadvantage on any Strength, Dexterity, and Constitution checks you make until you stop storing. When you tap charges from your cadmiummind, you immediately hold your breath for a number of minutes equal to the number of charges you tap. ����������������� Beginning at 2nd Key level, while you are tapping charges from your cadmiummind, you have advantage on Constitution saving throws made to resist poison. ��������������� Starting at 3rd Key level, while you are tapping your cadmiummind at a rate of 2 or more charges per round, you can use your action to release your breath in a powerful burst to push enemies away. Each creature in a 15-foot cone must succeed on a Strength saving throw or be pushed away from you up to a distance equal to ten times the number of charges you are tapping. The DC is 8 + your proficiency bonus + your Constitution modifier. �������������� Beginning at 7th Key level, you can use your breath to resuscitate your allies. While you are tapping charges from your cadmiummind, you can use a bonus action to assist an unconscious ally within 5 feet of you. The target gains a bonus to its next death saving throw equal to the number of charges you are tapping, and if it rolls a 20 or higher on the save, it becomes conscious and regain 1 hit point. ������������ Feruchemists who tap bendalloy gain stored energy. Aptly called Subsumers, the energy they store comes from large quantities of food they eat. The ability to not eat for days make them excellent journeyman and travelers, though restauranteers often malign them when they stop by to stock up again. ������������������������� Your Primary Ability is Constitution. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Strength, Constitution • Skills: Choose any two from Athletics, Medicine, Nature, Perception, Persuasion, and Survival. ������������� Starting at 1st Key level, you gain a special metalmind called a bendalloymind. You are keyed to your tinmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your bendalloymind, you can eat one day’s worth of food per hour for the duration. For every hour of uninterrupted eating, you store 1 charge in your bendalloymind. When you tap charges from your bendalloymind, you immediately survive for a number of days without eating equal to the number of charges you tap. ����������������� Beginning at 2nd Key level, while you are tapping charges from your bendalloymind, you have advantage on Constitution saving throws made to resist poison. 54


��������������� Starting at 3rd Key level, you can move great distances in a burst of adrenaline. You can use your bonus action to move up to twice your speed in a straight line. If you end your movement within 5 feet of a hostile creature, you can make one melee attack against it as part of this bonus action. You can use this feature once and you regain the ability to do so when you have stored charges in your bendalloymind and regained at least 1 charge. ��������������� When you reach 7th Key level, you can draw on your energy to resuscitate yourself. As an action, you can spend any number charges directly from your bendalloymind to gain the benefits of a short rest. When you spend hit dice this way, you gain a bonus to the roll equal to the number of charges you spend. You can use this feature once and you regain the ability to do so when you have stored charges in your bendalloymind and regained at least 1 charge. ������������ Feruchemists who tap aluminum gains their stored sense of Identity. Identy also represents a Feruchemist’s connection to its metalmind, which keys the metalmind and prevents unauthorized people from tapping them. Not much else is known about this ability outside of Terris communities. Because of the esoteric nature of this ability, Trueselfs are extremely rare, but are capable of changing the fate of the world with their unlimited potential. ������������������������� Your Primary Ability is Charisma. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Wisdom, Charisma • Skills: Choose any two from Arcana, Animal Handling, Deception, Nature, Religion, and Stealth. ������������ Starting at 1st Key level, you gain a special metalmind called an aluminummind. You are keyed to your aluminummind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your aluminummind, you have a -3 penalty to Charisma checks and saving throws for each charge of your store rate until you stop storing. When you begin tapping charges from your aluminummind, you have a +3 bonus to Charisma checks and saving throws for each charge you tap until the start of your next turn. ������������� Starting at 2nd Key level, while you storing charges in your aluminummind, you become more difficult to recognize. When a creature makes an ability check to search or identify you, it has a penalty to the roll equal to the number of charges you are tapping. Additionally, anything you say sounds local to a creature that hears you. �������������������� Starting at 3rd Key level, you can create a dominating personality. While you are tapping your aluminummind at a rate of 2 or more charges per round, you can use your action to suggest a reasonable course of action for a creature that can see and hear you. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) 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. ��������������� When you reach 7th Key level, you can store your Identity until you become a blank slate, which lets you bypass the keying limitations of metalminds. While you are storing 3 or more charges in your aluminummind, you do not need to be keyed to a metalmind to store and tap from it, though you still need the appropriate Feruchemical ability. When you store charges in another metalmind this way, it becomes unkeyed, and a creature with the appropriate Feruchemical ability can tap charges from it. ������������� Feruchemists who tap duralumin create connections to others. Because of the esoteric nature of this ability, Connectors are extremely rare, but can be found working as diplomats or translators. ������������������������� Your Primary Ability is Charisma. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Wisdom, Charisma • Skills: Choose any two from Animal Handling, Deception, Nature, Performance, Persuasion, and Survival. ������������� Starting at 1st Key level, you gain a special metalmind called a duraluminmind. You are keyed to your duraluminmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your duraluminmind, you have a -3 penalty to Charisma checks and saving throws for each charge of your store rate until you stop storing. When you begin tapping charges from your duraluminmind, you have a +3 bonus to Charisma checks and saving throws for each charge you tap until the start of your next turn. ����������������������� Beginning at 2nd Key level, when you start tapping charges, you can select a number of creature you can see equal to the number of charges you tap. For the next minute, you can communicate with the chosen creatures even if you do not share a language. If the creatures cannot speak at least one language, this feature fails. 55


����������������� Starting at 3rd Key level, while you are tapping your duraluminummind at a rate of 2 or more charges per round, you can use an action to attempt charming a creature you can see within 30 feet. The creature must succeed on a Wisdom saving throw (DC = 8 + your proficiency bonus + your Charisma modifier) or be charmed by you for 1 minute. ������������������� When you reach 7th Key level, your connections become permanent. At the end of each long rest, you can select any two langauges and you read, speak, and understand them until the end of your next long rest. ������������������� Starting at 7th Key level, while you are tapping your duraluminmind at a rate of 5 or more charges, you imbue your Investiture with connection. Any creature who touches the Investiture gains the ability to absorb and use it. ����������� Feruchemists who tap chromium retrieve fortune and gain luck. Because of the esoteric nature of this ability, Spinners are extremely rare, but can be found working as talented assassins or cleaning out casinos. ������������������������� Your Primary Ability is Wisdom. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Intelligence, Wisdom • Skills: Choose any two from Arcana, History, Investigation, Nature, Performance, and Sleight of Hand. ������������ Starting at 1st Key level, you gain a special metalmind called a chromiummind. You are keyed to your chromiummind and you can use it as detailed by your Feruchemy feature with a few exceptions. When you begin storing charges in your chromiummind, you gain the following effects for the duration: • Whenever you roll a 19 or 20 on a d20 for an attack roll, ability check, or saving throw, you must reroll the die and use the new roll. This range decreases by 2 for each charge of your store rate above 1. For example, while you are storing at a rate of 2 charges, you must reroll the die on a roll of 17-20 and use the new result. • If you have not made any attack rolls, ability checks, or saving throws for the past hour, something unlucky happens to you. The DM chooses this effect. When you begin tapping charges from your chromiummind, you gain the following effects each round until you stop: • Whenever you roll a 1 or 2 on a d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll. This range decreases for each charge you are tapping above 1. For example, while you are tapping at a rate of 2 charges per round, you can reroll the die on a roll of 1-4 and must use the new result. ������������������ Beginning at 2nd Key level, while you are tapping your chromiummind, you can add a d4 to any saving throws you make. ������������� Starting at 3rd Key level, while you are tapping your chromiummind at a rate of 2 or more charges per round, whenever you hit a creature with an attack, you gain the benefits of the Disengage action until the end of your turn. ���������������� Beginning at 7th Key level, when you tap your chromiummind at a rate of 4 or more charges, you are hit with a wave of luck. Roll a d6 to determine the effect. 1-2: Nothing happens. 3-4: You have advantage on your next attack roll, ability check, or saving throw. 5-6: something lucky happens. The DM chooses the effect. An appropriate outcome would be the lucky discovery of an important object or the arrival of a helpful ally. �������������� Feruchemists who tap nicrosil retrieve Investiture, which represents the ability for a creature to use the Metallic Arts. Because of the esoteric nature of this ability, Soulbearers are extremely rare, but hold the potential to change the world. ������������������������� Your Primary Ability is Wisdom. When you choose this Key at 1st character level, you gain the following proficiencies: • Saving Throws: Intelligence, Wisdom • Skills: Choose any two from Arcana, History, Investigation, Nature, Religion, and Persuasion. ������������ Starting at 1st Key level, you gain a special metalmind called a nicrosilmind. You are keyed to your nicrosilmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your nicrosilmind, for each charge of your store rate, you lose one Focus or Key level in any combination of Allomantic Focuses or Feruchemical Keys. This effect lasts until you stop storing. When you begin tapping charges from your nicrosilmind, for each charge you tap, you gain one Focus or Key level in any combination of Allomantic Focuses or Feruchemical Keys. This effect lasts until the start of your next turn. ������������������� Beginning at 2nd Key level, while you are storing charges in your nicrosilmind, your Investiture cannot be detected by any means. ����������������� Starting at 3rd Key level, you gain proficiency in the Arcana skill, if you are not already proficient. 56


������������������ When you reach 7th Key level, you can store your Investiture directly into the nicrosilmind. When you store 3 or more charges in your nicrosilmind, you can choose to lose these levels and store your Focus or Key levels permanently in the nicrosilmind until it is tapped. After it is tapped, you regain the lost Focus or Key levels. ��������� Feruchemist who tap atium gains youth. There is currently no known name for such a Ferring, and atiumminds are nearly impossible to obtain. ��������� Starting at 1st Key level, you gain a special metalmind called a atiummind. You are keyed to your atiummind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your atiummind, you become 1 year older for each charge of the store rate until you stop storing. When you begin tapping charges from your atiummind, you become 1 year younger for each charge you are tapping. This effect lasts until for 1 minute instead of 1 round. 57


����������� Empty steel eyes scanning the crowd, a man with a spikepierced head recognizes the Allomantic pulses of zinc and draws his stone axes. Moving with an unnatural strength, the koloss swings a sword nearly twice his size with the strength of five men, shattering a shield and embedding the shards into the body that wielded it. Shifting with practiced speed, a kandra swallows the bones of a guard and rebuilds a perfect replica body, preparing to infiltrate the manor grounds for a contract assassination. However different, all Hemalurgists are united by the spikes that pierce their bodies. No matter what they do, they often find themselves at the mercy of divine whispers in their mind, instructed like small cogs in the midst of a grand plan. ������������� Hemalurgists obtain their power from their connection to Ruin. Hemalurgy is considered end-negative because of the deadly ritual required to transfer that power. Hemalurgists steal the abilities of other creatures by impaling a living being with a special metal spike and spearing themselves with it. Hemalurgy can be used to steal physical strength, mental fortitude, and even other Metallic Arts. The amount and type of attributes obtained are dependent on the size of the spikes, the location of the spikes, the types of metal used, and the time between the spikes piercing both bodies. The Hemalurgic process also wears down Hemalurgists’ bodies and can expose them to beings beyond. Divine and incorporeal beings can whisper in their ears, and the more powerful beings can even control them. It is even known for some Allomancers with incredible powers to control a Hemalurgist. ���������������������� Hemalurgists are generally evil because of the the bloody ritual required to create them. After the Catacendre and the fall of the Lord Ruler who first created them, Hemalurgists gained limited independence and have begun shifting towards a good alignment. When you create a Hemalurgist, consider your origin. Were you impaled against your will or did you agree to undergo the process? Perhaps you were promised the power in exchange for servitude. What is your character’s relationship to your Whisperer? Maybe the voices in your mind has sent you on a quest to alter the course of history. Perhaps you are recently freed from the Whisperer’s control, finally experience independence. ����������� You can make a Hemalurgist quickly by following these suggestions. First, put your highest ability score in Constitution, followed by Strength. Second, choose the Acolyte background. Choose an iron and steel spike for your starting equipment. Hemalurgy and Your Game Hemalurgy can have widespread consequences for your campaign because of the its deadly nature. You should carefully consider if you are ready to run a game for a Hemalurgist. 58


The Hemalurgist Level Proficiency Bonus Spike Limit .. HemaSurge ... Features ..................................................................................... 1st +2 2 - Hemalurgy, Hemalurg’s Craft, Cognitive Whisper 2nd +2 2 d4 Fighting Style, HemaSurge 3rd +2 3 d4 Metallic Vitality 4th +2 3 d4 Ability Score Improvement 5th +3 4 d6 Hemalurgic Path 6th +3 4 d6 Blood Mending 7th +3 4 d6 Path Feature 8th +3 4 d6 Ability Score Improvement 9th +4 5 d8 - 10th +4 5 d8 Hemalurgic Endurance 11th +4 5 d8 Path Feature 12th +4 5 d8 Ability Score Improvement 13th +5 6 d10 - 14th +5 6 d10 Cleansing Blood 15th +5 6 d10 Path Feature 16th +5 6 d10 Ability Score Improvement 17th +6 7 d12 - 18th +6 7 d12 Path Feature 19th +6 7 d12 Ability Score Improvement 20th +6 7 d12 Path Feature �������������� As a Hemalurgist, you gain the following class features. ���������� Hit Dice: 1d10 per Hemalurgist level Hit Points at 1st Level: 10 + your Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per Hemalurgist level after 1st. ������������� Armor: Light armor Weapons: Simple weapons, shortswords, longswords Saving Throws: Strength, Constitution Skills: Choose two from: Athletics, Acrobatics, History, Intimidation, Medicine, Perception, Religion, and Survival. ��������� You start with the following equipment, in addition to the equipment granted by your background: • Any two weapons you are proficient in • (a) Leather armor, or (b) ballistic vest armor if proficient • An explorer's pack • A set of metallurgist's tools ��������� Starting at 1st level, you can practice Hemalurgy and you understand how to steal powers from others with a Hemalurgic spike. Like other Metallic Arts, only specific metals with a very precise purity or alloy percentage can be used as a spike. 59


����������������� To steal a power, you must first kill a humanoid creature, or donor, with a Hemalurgic spike, which charges it with an attribute. The type of metal used determines the attribute you steal, as shown in the Ability Spikes and Power Spikes tables. If the donor does not have the attribute you are trying to steal, the spike remains uncharged. As an action, you can insert the spike into your body, and gain the attribute carried by the spike. Only an uncharged spike can steal an attribute and each spike can only carry one stolen attribute at a time. When a charged spike has not pierced a host for some time, the attribute quickly decays in potency until the spike becomes uncharged. ������������������ Specific spikes can steal a physical or mental ability enhancement from the donor. An Enhancement Spike carries a +1 bonus to the chosen ability effect when it is first charged and decays after 1 minute if the spike has not been inserted into your body. Choosing the Spike. The ability enhancement you can steal is determined by the type of spike you use, as shown in the Enhacenement Spikes table. When you insert the spike into your body, you gain the stolen attribute until the spike is removed. ������������ Specific metals can steal certain Allomancer or Feruchemist powers from the donor, which are represented by Focus and Key levels that grant you features from the appropriate subclass. If the donor does not have the appropriate levels in the Allomancer or Feruchemist class for the spike to steal, the spike remains uncharged. The Focus or Key level decays by 1 for every minute the spike has not been inserted into your body. The type of power you can steal is determined by the type of spike you use, as shown in the Power Spikes table. When you insert the spike into your body, you gain the stolen Focus or Key levels until the spike is removed. Refer to the Allomantic Metals Table and the Feruchemical Metals Table in Appendix C for the various categories of powers. When you steal at least one Focus level, you gain the Allomancy feature detailed in the Allomancer class. You gain the features granted by reaching the combined total of Focus levels you have in the appropriate subclass, but you do not gain any of the First Level Proficiencies listed. Your Allomantic charge maximum is equal to 2 times the number of spikes you have in your body that grant you Focus levels. When you steal at least one Key level, you gain the Feruchemy feature detailed in the Feruchemist class. You gain the features granted by reaching the combined total of Key levels you have in the appropriate subclass, but you do not gain any of the First Level Proficiencies listed. Your Feruchemy maximum store rate is equal to half the number of spikes you have that grant you Key levels, and the size of each metalmind you own is equal to the number of Key levels you have in its respective subclass. Your DM can decide if you automatically gain a metalmind or if you must obtain one. Enhancement Spikes Metal Enhancement Effect Copper You gain a +1 bonus to any Intelligence checks and saving throws you make. Iron You gain a +1 bonus any Strength checks and saving throws you make. Tin You gain a +1 bonus to your passive Perception and any Wisdom (Perception) checks you make. Zinc You gain a +1 bonus to any Wisdom saving throws you make. Power Spikes Metal Power Effect Bendalloy You gain up to 2 Key levels in one spiritual Feruchemical power of your choice from your donor. Brass You gain up to 2 Key levels in one cognitive Feruchemical power of your choice from your donor. Bronze You gain up to 2 Focus levels in one mental Allomantic power of your choice from your donor. Cadmium You gain up to 2 Focus levels in one temporal Allomantic power of your choice from your donor. Electrum If the DM allows, you gain up to 2 Focus levels in one enhancement Allomantic power from your donor. Gold You gain up to 2 Key levels in one hybrid Feruchemical power of your choice from your donor. Pewter You gain up to 2 Key levels in one physical Feruchemical power of your choice from your donor. Steel You gain up to 2 Focus levels in one physical Allomantic power of your choice from your donor. ���������������� Over the course of a minute, you can remove a spike from a willing host, provided the spike is accessible. If the host is unwilling, it must be incapacitated and you must succeed on a Strength check (DC = 15 + the host’s Hemalurgist level) to remove the spike. When the spike is removed, the host loses 8d6 hit points and gains one level of exhaustion. Removing a spike causes its attribute to decay. When a spike is removed, the enhancement bonuses, Focus levels, or Key levels it carries each decrease by 1. If the spike is carrying an esoteric attribute, the DM can decide how it decays. The spike can be re-used, and each time it is removed, its attributes continue to decay until it is uncharged. ����������� At 1st level, you are impaled with two Hemalurgic spikes of your choice from the Ability Spikes and Power Spikes tables. If you chose a Power Spike, it is carrying either two Key levels, or two Focus levels. Choosing the Spike. Stealing Focus levels. Stealing Key levels. 60


The maximum amount of Hemalurgic spikes you can have in your body is 2 and your Spike Limit increases according to the Hemalurgist table as you gain levels. You can obtain new spikes by finding them. It is up to the story you tell to determine the type and power of spikes you obtain. If the DM allows, you may be able to craft spikes by spending an appropriate amount of time and materials. Variant Rule for Obtaining Spikes. Instead of relying on the adventure to find spikes, Hemalurgists can instead receive an Enhancement or Ability Spike whenever their Spike Limit increases, and each spike carries the maximum amount of attribute possible. ��������’������� Starting at 1st level, when you use your metallurgist's tools to craft Allomantic charges you can burn, you craft an additional charge for every two spikes you have in your body that grants you Allomancy. ����������������� Beginning at 1st level, Hemalurgy exposes you to the whisperings of a being beyond your world. You can hear voices from a Whisperer. Work with your DM to determine who may be whispering advice, commands, or darkness into your mind and how that may affect your alignment. A Shard, a cognitive shadow, or a worldhopper is an excellent choice for a Whisperer. When you do something against your Whisperer’s wishes, your Whisperer may try to control you. You must succeed on a Wisdom saving throw or become physically controlled by your Whisperer for 1 minute. The DC is 20 at minimum, and the DM can choose to raise it if appropriate. �������������� At 2nd level, you adopt a particular style of fighting as your specialty. You can't take a Fighting Style option more than once, even if you later get to choose again. �������� You gain a +2 bonus to attack rolls you make with ranged weapons. �������� While you are wearing armor, you gain a +1 bonus to AC. ���������������������� When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll. The weapon must have the two-handed or versatile property for you to gain this benefit. �������������������� When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. ��������� At 2nd level, your Hemalurgically-enhanced body makes you stronger. This power is represented by a HemaSurge die, which is a d4. You have a number of HemaSurge dice equal to your Constitution modifier (minimum of 1) and you can never have more this amount. If you have no HemaSurge dice remaining, you can use an action to take damage equal to a HemaSurge die roll to regain one die. You regain all expended dice at the end of a short or long rest. Once per turn, when you hit a creature with a weapon attack, you can spend one HemaSurge die and add it to the weapon’s damage roll. Your HemaSurge die size increases as you gain levels in the Hemalurgist class as shown on the Hemalurgist table. It becomes a d6 at 5th level, a d8 at 9th level, a d10 at 13th level, and a d12 at 17th level. ����������������� Beginning at 3rd level, you have advantage on saving throws made to resist poison. ������������������������� 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. ��������������� At 5th level, you choose a Hemalurgic Path. Each Path is dictated by the types of spikes you have used and are can be restricted by race or alignment. Each Path provides you additional features at 7th, 11th, 15th, 18th, and 20th level. ������������� Starting at 6th level, your impaled body draws upon the spike’s power to stay alive. You can use a bonus action to regain hit points equal to your HemaSurge die + double your Constitution modifier. You can use this feature once, and regain the ability to do so when you finish a short or long rest. �������������������� Beginning at 10th level, you can draw upon your blood and spikes to resist damage to your body. When you must make a saving throw, you can spend a HemaSurge die and add the roll to your saving throw. You can wait until after you roll the d20 to use this feature, but must decide before you discover whether the roll succeeds or fails. Additionally, your experience in Hemalurgy allows you to easily remove and insert spikes into your own body. When you remove a spike from your body, you only take half damage. ��������������� At 14th level, you can use your action to spend one HemaSurge die to end one Allomantic or Feruchemical effect on yourself or on one willing creature that you touch. 61


���������������� Hemalurgy is unique for its versatility and terrible requirements. Though most Hemalurgists are Inquisitors, Kandra, and Koloss, there are secret practitioners that immerse themselves in the art privately. �������������������� Although most human Hemalurgists become Steel Inquisitors, some are private practitioners. In rare cases, a creature could be Hemalurgically impaled not of its own volition, but by will of the divine. These are known as the Bindless: those who use their own skill and intelligence to find previously undiscovered combinations of Hemalurgy. ��������� Beginning at 5th level, can burn or tap multiple metals at once. You can tap up to two metalminds at the start of each of your turns. Additionally, as part of the bonus you use to burn a metal, you can burn another metal that also requires a bonus action to burn. ��������������� Starting at 7th level, you discover new methods of Hemalurgy. You gain proficiency in the History skill and metallurgist’s tools if you are not already proficient. Whenever you use your metallurgist's tools to craft Allomantic charges you can burn, you craft an additional charge. ��������������� When you reach 11th level, your body absorbs more power from your spikes. You can choose two of the following benefits of your choice from the Spike Potential table, provided you have at least one of the required spikes in your body. At the end of a short or long rest, you can replace one chosen benefit with another one available to you. �������������������� Beginning at 15th level, your impaled form is almost superhuman. When you make a saving throw using an ability score from the Unnatural Durability Table below, you can use your reaction to gain advantage on the save provided you have at least one of the corrresponding spikes in your body. Once you use this feature, you cannot use it again for saving throws made with the same ability score until you finish a long rest. ����������������������� Beginning at 18th level, your combination of spikes grant you inhuman ability to affect another creatur’s blood. As an action, you can spend 2 HemaSurge dice to use one of the following maneuvers, which last until you lose concentration (as if concentrating on a spell). Choose up to three creatures you can see within 5 feet. Each creature must succeed on a Constitution saving throw or become paralyzed for 1 minute. The DC is 15 and you can spend Allomantic Iron or Steel charges to increase it by 1 for each charge you spend. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. A creature automatically succeeds on the save if it has no blood. Spike Potential Required Spike Benefit Bendalloy or Gold Your maximum hit points increase by 10 Brass You gain proficiency in Intelligence saving throws Bronze or Zinc You gain proficiency in Wisdom saving throws Cadmium or Electrum Your speed increases by 10 feet Copper You can add half your proficiency bonus, rounded down, to any skill check you make that doesn't already include your proficiency bonus Iron You have a +1 bonus to attack rolls you make with Strength Pewter or Steel The maximum number of HemaSurge dice you can have increase by 1 Tin When you roll for initiative, you can make a Wisdom (Perception) check to determine your initiative order instead Unnatural Durability Ability Score Required Spike Strength Iron or Pewter Dexterity Cadmium or Steel Constitution Bendalloy or Gold Intelligence Copper or Brass Wisdom Tin or Zinc Charisma Brass or Electrum Choose up to three creatures you can see within 30 feet. Each creature must succeed on a Wisdom saving throw or become corrupted for 1 minute. The DC is 15 and you can spend Allomantic zinc or brass charges to increase it by 1 for each charge you spend. An affected creature is frightened of you, cannot take reactions, and must use its action on its turn to make a melee attack against a randomly determined creature within reach. If there is no creature within its reach, the creature does nothing. At the end of its turns, the affected creature can repeat the saving throw, ending the effect on a success. A creature automatically succeeds on the save if it is an undead or a construct. You automatically detect the presence all creatures with a heartbeat within 60 feet of you, and you have advantage on any Charisma checks you make towards them for 1 minute. You also learn their type, location, numbers, and mood. Choose up to three creatures within 10 feet of you, including yourself. For the next minute, the creature’s speed is doubled, it has advantage on Dexterity saving throws, and it can make one additional attack when it takes the attack action. Bind Blood. Corrupt Blood. Detect Heartbeat. Quicken Pulse. 62


������������ When you reach 20th level, you finally achieve independence from your Whisperer. You no longer hear the Whisperer’s voice in your head. You have advantage on saving throws you make to resist being controlled with Allomancy. Additionally, whenever you use your Hemalurgic Endurance feature for a Wisdom or Charisma saving throw, you can you can spend additional HemaSurge dice up to the number of zinc spikes you have in your body and add their rolls to the saving throw. ���������������������� An Inquisitor’s main distinguishing feature is two steel spikes that pierce their eye sockets and jut out the back of its head, which has since replaced their ability to see with Metalsense. This terrifying visage is enough to strike fear into a populace. For this reason, Inquisitors generally serve as law enforcement or hunters. ����������������������������� Only members of a humanoid race can follow the Path of the Inquisitor. The Hemalurgist must have a minimum of two steel spikes in the body and some form of Metalsense. Your DM can lift these restrictions to better suit the campaign. The restrictions exists for Scadrial. It might not apply to your DM’s setting. ��������� When you choose this path at 5th level, you gain the distinctive look of a Steel Inquisitor. Your two steel spikes pierce your eyes, though you can still see normally by using a variant of Metalsense to detect trace metals around you. While you have at least one spike in your eye, you can never be blinded. ��������� Beginning at 5th level, can burn or tap multiple metals at once. You can tap up to two metalminds at the start of each of your turns. Additionally, as part of the bonus you use to burn a metal, you can burn another metal that also requires a bonus action to burn. ����������������� Starting at 7th level, your reputation strikes fear into any who dare look at you. You gain proficiency in the Intimidation skill. If you are already proficient, you gain proficiency in one of the following skills of your choice: Deception, Insight, Medicine, or Survival. Your proficiency bonus is doubled for any ability check you make that uses Intimidation. You receive this benefit regardless of the skill proficiency you gain from this feature. �������������������� When you reach 11th level, your body starts to adapt to the Hemalurgic spikes. Your Spike Limit increases by 1 and it increases by 1 again at 15th and 18th level. ������������� Beginning at 11th level, if you have at least 3 Focus levels in bronze, you can pierce the copper clouds of Smokers. As an action, you can spend 4 charges of bronze and ignore the effects of a regular coppercloud that is not flared. 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. ������������������ Starting at 15th level, your appearance unnerves others. When a creature within 5 feet of you attacks you with a melee weapon, you can use your reaction to frighten it. The target must succeed on a Wisdom saving throw (DC equal to 15 + your Charisma modifier) or be frightened until the start of its next turn. If a creature succeeds on its saving throw, you can't use this feature on it again for 24 hours. ����������� Beginning at 18th level, when you roll initiative and you have no HemaSurge dice left, you regain one HemaSurge dice. �������������� When you reach 20th level, your Spike Limit increases by one up to a maximum of 11. The final eleventh spike is the Linchpin spike, which holds all the other spikes in your body. When you use this Linchpin spike in a Hemalurgic Ritual, it can steal up to two enhancement attributes, or up to three Focus or Key levels instead. When you have 10 Hemalurgic spikes and one Linchpin spike in your body, your Constitution score increases by 2 and your maximum increases by that amount. From that point on, you can no longer remove a spike or you die. ������������������ Kandra are Hemalurgically-created shapeshifters that use a target's bones to assume a physical form. As they gain more spikes, they become better at using their own abilities. A Kandra’s spikes are called Blessings because they grant them sentience and other powers. Removing the spikes would mean their reversion into mindless mistwraiths. ����������������������������� Only kandra can follow the Path of the Kandra. The character must have a minimum of four spikes in the body in any combination of copper, iron, tin, or zinc. When you gain a new spike, you can only choose from copper, iron, tin, or zinc unless otherwise allowed. Your DM can lift these restrictions, but some of these shape-shifting features would not apply to player race that is not kandra. ������������ When you choose this path at 5th level, your can shift your body to avoid damage to your bones. Whenever you are hit by an attack you can see, you can use your reaction to spend one HemaSurge die and reduce the damage you take by an amount equal to the roll. ������������������ Starting at 7th level, you can resist others taking control of your mind. If you have at least one copper or zinc spike in your body, you have advantage on Wisdom or Charsiam saving throws. 63


��������������������� When you reach 11th level, you are granted an Otherworldly Blessing of unknown metal from your Whisperer, which is a special Hemalurgic Spike. When you use it in a Hemalurgic ritual, you can use it as any Power Spike of your choice from the Power Spike table. Other creatures cannot benefit from this spike. When you reach 15th and 20th level, you gain another Otherworldly Blessing. ������������ Starting at 15th level, you can shift your body to gain an edge. You gain the following benefits: On your turn, you can move through any space that is one size smaller than you and do so without squeezing. When you stop moving, the regular squeezing rules apply. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. ������������ Beginning at 18th level, you can spend a HemaSurge die as an action to instantly shapeshift into another form you have the bones for. You immediately drop any bones you were wearing (which will require some time to pick up again). ������������������ When you reach 20th level, your shapeshifting ability is improved. The amount of time required for shapeshifting into a form you know (and have the materials for) is halved. ������������������ Koloss used to be people, but their forms have been spiked with pure strength at the cost of their intelligence. A person becomes a koloss the moment the fourth iron spike is inserted; having less than four spikes would mean their death. ����������������������������� Only members of a humanoid race can follow the Path of the Koloss. The Hemalurgist must have a minimum of four iron spikes in the body. Your DM can lift these restrictions to better suit the campaign. The restrictions exists for Scadrial. It might not apply to your DM’s setting. ����������� When you choose this path at 5th level or when you receive your fourth iron spike, you have become a true koloss. Your skin turns a pale blue and your height steadily increases. You gain proficiency with martial weapons and the Intimidation skill. ������������ Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. ������������� Starting at 7th level, you cannot be frightened. As an action, you can impart your fearlessness to your companions. For 1 minute, each creature you choose within 30 feet of you cannot be frightened. You can use this feature once, and you regain a use of this feature at the end of a long rest. ��������������������� By 11th level, your body has become grotesquely strong. For each iron spike you have in your body, your Strength score increases by one and your Strength score maximum increases by one. For every two iron spikes you have, your Intelligence score each decrease by one. ���������� Starting at 15th level, when you score a critical hit or reduce a creature’s hit points to zero with a melee weapon attack, you regain one HemaSurge die. ������������ Beginning at 18th level, your weapon feels almost weightless. If you take the Attack action on your turn and have advantage on an attack roll against a target, you can forgo the advantage for that roll to make an additional weapon attack against that target, as part of the same action. You can do so no more than once per turn. �������������� When you reach 20th level, your body grows to a tremendous size. You gain the following benefits: • Your size becomes Large unless it was already larger. • Your reach increases by 5 feet. • Your maximum hit points increases by 5 for each iron spike you have in your body. Koloss Sword A koloss sword is a large wedge-shaped sword wielded by koloss. When a koloss defeats another koloss, it claims the sword as its own. Older, more successful koloss have larger swords as they trade their old swords for them. As a DM, consider adding the sword into the game as part of the koloss’ story. Distorted. Elongated. 64


����������������� The world of Scadrial also includes a new subclass for the Fighter. ���������� Because there is no traditional spell-based magic system, the primary method for dispatching rogue Allomancers is hiring another Allomancer. If that proves too expensive, one could hire squads of well-trained fighters called Hazekillers who specialize in the capture or extermination of Allomancers and Feruchemists. Hazekillers generally take their powerless status as a point of pride. If they gained Allomantic or Feruchemical abilities, they could be ostracized by their squadmates. ������������������� When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You can expend superiority dice to gain a number of different benefits: When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. When you hit a creature with a weapon attack, you can expend one superiority die to disrupt the creature’s Allomancy or Feruchemy. The creature must make a Constitution saving throw, and you subtract your superiority die from its roll. On a failed save, it immediately stops burning, storing, or tapping their metals. The DC is 8 + your proficiency bonus + your Wisdom modifier. When you make a Wisdom or a Charisma saving throw, you can expend one superiority die to add it to the roll. You can wait until after you roll the d20 to use this die, but before the DM says whether the roll succeeds or fails. When you make an Intelligence or Wisdom check to detect, track, or investigate a Metallic Art, you can expend one superiority die to add it to the roll. You can wait until after you roll the d20 to use this die, but before the DM says whether the roll succeeds or fails. When you hit a creature with a weapon attack, you can expend one superiority die to add it to the damage roll. If the attack causes the target to make a Constitution saving throw to maintain concentration, you impose disadvantage on the save. You gain another superiority die at 7th level and one more at 15th level. ����������� Beginning at 3rd level, you can use a bonus action to bang two melee weapons or shields together to create a loud overpowering stimulus that can be heard up to 60 feet. ����������������� Starting at 7th level, whenever succeed on a saving throw against an Allomantic or Feruchemical effect, you can immediately use your reaction to move up to half your speed. Moving this way does not provoke opportunity attacks. If you end your movement within 5 feet of a hostile creature, you can make one melee weapon attack against it as part of this reaction. ����������������� At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s. ����������� Starting at 15th level, you learn to exploit each weakness of the Metallic Arts. When a creature within 5 feet of you uses an Allomantic or Feruchemical ability, you can use your reaction to make a melee weapon attack against that creature. Superiority Dice. Accuracy Training. Disruptor’s Training. Mental Training. Metallic Training. Weapons Training.


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