Mistborn

Mistborn
Level Proficiency Bonus Features Spell level Allomantic Feats
1st +2 Allomantic preparation, Allomancy 1 0
2nd +2 Allomantic Feats 1 1
3rd +2 2 2
4th +2 Ability Score Improvement 2 2
5th +3 Flaring 3 3
6th +3 Uncanny dodge 3 3
7th +3 4 4
8th +3 Allomantic Affinity, Ability Score Improvement 4 4
9th +4 5 5
10th +4 Evasion 5 5
11th +4 Metallic Specialisation (6th level (1x)) 5 5
12th +4 Ability Score Improvement 5 6
13th +5 Metallic Specialisation (7th level (1x)) 5 6
14th +5 5 6
15th +5 Metallic Specialisation (8th level (1x)) 5 7
16th +5 Ability Score Improvement 5 7
17th +6 Metallic Specialisation (9th level (1x)) 5 7
18th +6 Metallic Specialisation (6th level (2x)) 5 8
19th +6 Ability Score Improvement 5 8
20th +6 Channel the mists 5 8

Class Features

As a Mistborn

Hit Points


  • Hit Dice: 1d8 per Mistborn level
  • Hit Points at 1st Level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Mistborn level after 1st

    Proficiencies


  • Armor: Light Armor, Shields
  • Weapons: Simple Weapons, Shortswords, and 2 Martial Weapons of your choice.
  • Tools: Thieves tools, Disguise Kit
  • Saving Throws: Dexterity, Charisma
  • Skills: Choose 3 from: Acrobatics, Perception, Athletics, Investigation, Stealth, and Insight.
    
    

    Equipment:

  • (a) A Dueling Cane (Use the statistics for a quarterstaff, however it has the finesse property and loses the versatile property) or (b) 2 daggers (Made of obsidian but with the same statistics as a regular dagger)
  • (a) A Shortbow and 10 stone Arrows or (b) a Pouch containing 100 cp
  • An Explorer's pack or a Dungeoneer's Pack
  • Leather Armor, 4 vials of metals of your choice (other than atium) and a mistcloak.

Allomantic Preparation

At 1st level, you have a basic understanding of Metallurgy, you are proficient with any ability check to identify a common metal. During a long or short rest, you can prepare a combination of allomantic metals, this may mean storing some pewter filings in a bag or preparing metallic flakes in a vial. You can carry a number of allomantic vials on your belt equal to your Allomancer level divided by 5 (Minimum of 1). You can consume one of these on your turn as an action to prepare an allomantic spell. You must cast these spells within 1 hour of consumption or become poisoned and lose all remaining stores of metal.

Allomancy

At 1st level, you gain the ability to burn any metal that you have ingested. As a bonus action on your turn, you can begin to burn a number of metals equal to your wisdom modifier, provided you have at least 1 metal store for that metal, at the level listed in the Spell level column above. You can stop burning any metal as a free action during your turn. Burning a metal casts the associated spell with that metal from the Allomancer spell list below and reduces your store of that metal by the level of the spell you cast. While you are under the benefits of an Allomantic spell you are unable to concentrate on any other spells.

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.

Flaring

At 5th level, you gain the ability to flare any metal that you have ingested. As a bonus action on your turn, you can flare a metal, providing a burst of additional benefit at the cost of reducing the spells duration. When you flare a metal you can choose to either increase the spells level by 1 for one round, after which the spell ends. Or you can see the Flaring section of the appropriate spell in the Allomantic spells list for the produced effect and duration change.

Uncanny Dodge

Starting at 6th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Allomantic Affinity

Starting at 8th level, it takes 8 hours after consuming a vial of allomantic metals to become poisoned and lose your stored charges. Additionally, if you start combat without having any allomantic spells prepared, you may expend one allomantic vial and prepare an allomantic spell as a free action.


Evasion

Beginning at 10th level, when 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 the saving throw, and only half damage if you fail.

Metallic Specialisation

Beginning at 11th level you may choose certain metals to specialize in. You choose a metal and are able to use that metal at a higher level spell slot. When you level up in this class you may change which metals you are specialized in. You gain one 6th level specialization at 11th level, one 7th level specialization at 13th level, one 8th level specialization at 15th level, one 9th level specialization at 17th level, and a second 6th level specialization at 19th level.

Channel the Mists

At 20th level you have become one with the Mists, you may draw directly on their power. For 1 minute you have all allomancy spells that you are capable of using active and you can flare any of those metals without decreasing the spells duration. Once you use this ability you cannot use it again until you finish a long rest.

Allomantic Spells

Tin

Internal, Physical, Pulling metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of Tin
  • Duration: 1 hour

All of your senses heighten, allowing you to perceive more than you usually would. For the duration of this spell, you may add 1d4 to any perception check that relies upon one of these senses. If at any point during the duration you need to make a saving throw to avoid being deafened or blinded, you must make the saving throw with disadvantage.


At higher levels: For each level above 1st that you use to cast this spell, add +1 to the perception check. If you use a 3rd level spell slot or above, you also gain darkvision to 120 feet. If you use a 5th level spell slot or above, you gain blindsight within 30 feet. If you use a 7th level spell slot or above, the range of these abilities doubles and you never have disadvantage on a perception check.


Flaring: Once during the duration of this spell, if you would drop to 0 hit points, you may use a reaction to flare your tin and instead drop to 1 hit point. After flaring your tin, this spell immediately ends.

Pewter

Internal, Physical, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of Pewter
  • Duration: 1 minute

Your physical body is strengthened, making you stronger, faster, and more balanced. For the duration of this spell, you may add 1d4 to any strength or dexterity checks or saving throws. You also reduce any damage from bludgeoning, piercing or slashing damage by 1. (To a minimum of 0)


At higher levels: For each level above 1st that you use to cast this spell, add +1 damage to any weapon attacks for the duration of this spell and reduce any damage from bludgeoning piercing or slashing damage an additional 1. (To a minimum of 0)


Flaring: Once during the duration of this spell, you may add an additional 2 damage for each spell level used to cast this spell to your weapon attacks and you become resistance to bludgeoning, piercing and slashing damage until the end of this turn. After flaring your pewter this spell ends.


Iron

External, Physical, Pulling metal


  • Casting Time: 1 action
  • Range: Self
  • Components: 1 store of Iron
  • Duration: 10 minutes

Blue lines burst out from your chest to nearby sources of metal. You can instantly tell the location of any metal within 150 feet of you provided it is not magical or embedded in the body of a living creature. On each of your turns for the duration, you can use your action to use one of the following effects:

  • You may pull yourself towards a metal source in range that is your size or larger, or is attached to something that is your size or larger. You move towards it at a speed of 10 feet + 20 feet per difference in size. If you are immediately adjacent to this object, you are able to cause yourself to be grappled by the object until this spell ends or you end this effect (No action required).
  • You may pull a metal source in range that is your size or smaller towards you at a speed of 10 feet + 20 feet per difference in size.
  • You pull a small object, no larger than a 1/2 foot cube towards you. If any creature is between you and that object, make ranged spell attack against that creature. On a hit, it takes 1d4 damage of a type appropriate for the object you pull. If no creature is between the object and you, you make a ranged spell attack against yourself and on a hit take 1d4 damage.
  • For the duration of this spell you can use a reaction to brace yourself against a metal source, if you brace yourself against a metal source that is above you then you take no fall damage you may also reduce the speed you fall at to any speed between 0 and 30 feet per round. If you are grappling a creature, that creature also takes no fall damage.

In addition to the above, you may use your reaction to divert any metal projectiles within 30 feet of you, as long as you are not the target. roll 1d4 and subtract the total from the attack roll for that projectile.


At higher levels: For each level above 1st that you use to cast this spell, the speed the target moves at is increased by 5 feet and the damage of any projectiles you use increases by 1d4.


Flaring: Once per turn you may attempt to flare your iron, causing the target to move an additional 20 feet and the damage of any projectile increases by 1d10. This reduces the duration of the spell by 1 minute.

Steel

External, Physical, Pushing metal


  • Casting Time: 1 action
  • Range: Self
  • Components: 1 store of Steel
  • Duration: 10 minutes

Blue lines burst out from your chest to nearby sources of metal. You can instantly tell the location of any metal within 150 feet of you provided it is not Invested or embedded in the body of a living creature. On each of your turns for the duration, you can use your action to use one of the following effects:

  • You may push yourself away from a metal source in range that is your size or larger, or is attached to something that is your size or larger. You move away from it at a speed of 10 feet + 20 feet per difference in size.
  • You may push a metal source in range that is your size or smaller away from you at a speed of 10 feet + 20 feet per difference in size.
  • You push a small object, no larger than a 1/2 foot cube away from you you. If any creature is within 90 feet of you in the direction you push the object, make ranged spell attack against that creature. On a hit, it takes 1d4 damage of a type appropriate for the object you pull.
  • For the duration of this spell you can use a reaction to brace yourself against a metal source, if you brace yourself against a metal source that is below you then you take no fall damage you may also reduce the speed you fall at to any speed between 0 and 30 feet per round. If you are grappling a creature, that creature also takes no fall damage.
  • For the duration of this spell you can use an action to take an Allomantic leap. This allows you to jump horizontally up to a distance of 60 feet or vertically up to a distance of 30 feet.

In addition to the above, you may use your reaction to divert any metal projectiles within 30 feet of you. Roll 1d4 and subtract the total from the attack roll for that projectile.


At higher levels: For each level above 1st that you use to cast this spell, the speed the target moves at is increased by 5 feet, the damage of any projectiles you launch increases by 1d4 and the distance you can jump with an Allomantic leap increases by 30 feet for a horizontal jump or 15 feet for a vertical jump.


Flaring: Once per turn you may attempt to flare your steel, causing the target to move an additional 20 feet and the damage of any projectile increases by 1d10. This reduces the duration of the spell by 1 minute.


Copper

Internal, Mental, Pulling metal


  • Casting Time: 1 action
  • Range: Self
  • Components: 1 store of copper
  • Duration: 10 minutes

You shield yourself from magical influence, both hiding the use of magic within range around you and shielding yourself from the influence of emotional manipulation (Any magical effect to produce one of the following conditions: Frightened, Unconscious, Charmed). If a creature attempts to magically influence you or detect magic within 30 feet of you, you make a charisma saving throw. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.


At higher levels: If a spell to magically manipulate you or detect magic within 30 feet of you is a lower level than this spell, it automatically fails.


Flaring: Once per turn you may attempt to flare your copper, reducing the duration by 1 minute, until the end of your next turn, creatures you choose within 30 feet have advantage on saving throws against being charmed, frightened or unconscious.

Bronze

Internal, Mental, Pushing metal


  • Casting Time: 1 bonus action
  • Range: Self
  • Components: 1 store of bronze
  • Duration: 10 minutes

You feel the presence of nearby magic as a beat, pulsing against you. You can detect any magic within 60 feet of you.


At higher levels: You have advantage on saving throws against spells that are cast at a lower level than this for the duration. Spell attacks made against you by spells lower level than this are made with disadvantage.


Flaring: Once per turn you may attempt to flare your bronze, decreasing the duration of the spell by 1 minute and increasing the range you can detect magic to 1 mile until the start of your next turn.

Zinc

External, Mental, Pulling metal


  • Casting Time: 1 action
  • Range: Self
  • Components: 1 store of Zinc
  • Duration: 10 minutes

You expand your influence beyond the reach of your own mind, gaining the ability to manipulate the emotions of others, causing emotions in those you target to be inflamed. On each of your turns for the duration, you can use your action to target a number of creatures within 30 feet of you equal to the level of spell slot used to cast this spell. An unwilling creature may make a charisma saving throw to resist this effect, if it fails you may choose one of the following effects:

  • The creature has disadvantage on saving throws against any of the following effects until this spell ends: Frightened, Charmed
  • Combining supernatural assistance with your own charisma, you may add your spellcasting ability modifier to any persuasion, intimidation or deception checks against the target until this spell ends. The target may make an insight check against your spell DC to detect this effect, ending the effect on a success.

At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you may instead choose the following effect:

  • The target creature becomes frightened until this spell ends or you lose focus (As though concentrating on a spell)
  • The target creature(s) become charmed by you

Flaring: Once per turn you may attempt to flare your brass, reducing the duration by 1 minute.For the remainder of this turn, any creatures that make a saving throw to resist the effects of this spell do so at disadvantage.

  • Target creature must succeed on a wisdom saving throw or become frightened of you. The creature may repeat this saving throw at the end of each of its turn, ending this effect upon a success.
  • Target nonhostile creature must succeed on a wisdom saving throw or become charmed by you. It regards you as a close friend until the end of this spell. (If this is cast as a 3rd level spell or higher then the target creature may be hostile, however it has advantage on the saving throw. At 5th level or higher it no longer has advantage on this saving throw)

    
    

Brass

External, Mental, Pushing metal


  • Casting Time: 1 action
  • Range: Self
  • Components: 1 store of Brass
  • Duration: 10 minutes

You expand your influence beyond the reach of your own mind, gaining the ability to manipulate the emotions of others, causing emotions in those you target to be dampened. On each of your turns for the duration, you can use your action to target a number of creatures within 30 feet of you equal to the level of spell slot used to cast this spell. An unwilling creature may make a charisma saving throw to resist this effect, if it fails you may choose one of the following effects:

  • The creature has advantage on saving throws against any of the following effects until this spell ends: Frightened, Charmed
  • Combining supernatural assistance with your own charisma, you may add your spellcasting ability modifier to any persuasion, intimidation or deception checks against the target until this spell ends. The target may make an insight check against your spell DC to detect this effect, ending the effect on a success.

At higher levels: If you cast this spell using a spell slot of 3rd level or higher, you may instead choose the following effect: Target creature becomes restrained until the start of your next turn. If you cast this spell using a spell slot of 5th level or higher, you may instead cause a target creature to become stunned until the start of your next term if it fails this saving throw. If you cast this spell using a spell slot of 6th level or higher, you may target one additional creature for each level above 5th.


Flaring: Once per turn you may attempt to flare your brass, reducing the duration by 1 minute. For the remainder of this turn, any creatures that make a saving throw to resist the effects of this spell do so at disadvantage.


Allomantic feats

  • Born in the mists: When in the mists you can use a bonus action to hide if you are 10 feet or more away from any enemies
  • Mistsight: When burning tin in the mists, your vision is particularly attracted to living creatures. You can detect invisible or hidden creatures within 30 feet of you if they are within the mists.
  • Combat tin: While in combat you can use an action to observe your opponent and find small weaknesses in their body. The next time you hit that opponent with an attack in the next minute, double any damage die for the attack.
  • Coppershroud: While burning copper, creatures gain no benefit from using Investiture to detect you if that Investiture enhances one of their existing senses