Allomancer (5e Class)

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This content deviates from 5th standards. Its use could dramatically alter campaigns, take extreme care. DesignDisclaimer.png
Caution - Here there be monsters!
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This content intends to provide a different experience, or goes beyond the scope of the anticipated subjects and situations, than the 5th rules were intended to handle. Some portions of the content below may not be what you expect from traditional game content. When implementing this content, DMs and Players should read over all the information carefully, and consider the following specific notes of interest:
This is a rather rules heavy class with a form of resource management. There are also abilities reminiscent of addiction.

Allomancer[edit]

This is not a 1:1 Allomancer or Mistborn class from the series written by Brandon Sanderson. A lot of things have been changed and reworked as to better fit into the setting of D&D 5e to allow more diverse use of this magic system. If you are looking for a more accurate depiction of an Allomancer or Mistborn, there are other classes made that accomplish that, as well as the official Mistborn TTRPG. Thank you, and I hope you enjoy. - IGoByStar (talk)

From the Mists[edit]

"I've found that in both Allomancy and life, the person who can best judge the consequences of their actions will be the most successful." - Kelsier


Being an Allomancer is to throw caution and care to the wind, allowing the warmth of the metals you consume and burn to pave the way to your end goal. It is not an easy life, often finding yourself in the center of grand conflicts or sought after for the depths of your abilities, but it is one that many have grown fond of. The freedom of soaring through the skies, the ability to influence those around, the power to affect time. The only thing stopping an Allomancer in their tracks is their self control. How willing are you to devote your life to the metal you eat? How easily will you sell your soul to the powers they provide? No matter how little or how much you consume, one thing is certain: you will live and die by your choices, so you had better hope to choose correctly.

Creating an Allomancer[edit]

As you are creating an Allomancer, consider what event happened in their life to awaken these powers and how they utilize it in their day to day life. Are they the sole survivor of some terrible accident? Were they beaten or abused at some point in their life? Did they have a brush with death? Are their powers complimentary to their line of work? How does the consumption of metal impact their personal or professional lives? An allomancer is defined by their dependency of their metal and powers.

Quick Build

You can make an Allomancer quickly by following these suggestions. First, Strength or Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose the leather armor, two shortswords and the burglar's pack.

Class Features

As a Allomancer you gain the following class features.

Hit Points

Hit Dice: 1d8 per Allomancer level
Hit Points at 1st Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier per Allomancer level after 1st

Proficiencies

Armor: light armor, medium armor, shields
Weapons: simple weapons, short swords, rapiers, crossbows
Tools: Jeweler's Tools and one type of artisan's tools of your choice.
Saving Throws: Constitution
Skills: Choose 2 from Acrobatics, Arcana, Athletics, Investigation, Medicine, Perception, and Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

Table: The Allomancer

Level Proficiency
Bonus
Features Allomantic Aptitude Die Reserve Pool
1st +2 Allomantic Aptitude, Metal Reserves, Metallic Mixture 1d6 3
2nd +2 Fighting Style 1d6 4
3rd +2 Hardy Consumption 1d6 5
4th +2 Ability Score Improvement, Martial Versatility 1d6 6
5th +3 Extra Attack, Preservation 1d8 8
6th +3 Allomantic Aptitude Feature 1d8 9
7th +3 Metal Flaring, Metal Deficiency 1d8 10
8th +3 Ability Score Improvement, Martial Versatility 1d8 11
9th +4 Allomantic Aptitude Feature 1d8 13
10th +4 Ability Score Improvement, Martial Versatility 1d8 14
11th +4 1d10 15
12th +4 Ability Score Improvement, Martial Versatility 1d10 16
13th +5 Reliable Talent 1d10 18
14th +5 Allomantic Aptitude Feature 1d10 19
15th +5 Metal Body, Metal Deficiency II 1d10 20
16th +5 Ability Score Improvement, Martial Versatility 1d10 21
17th +6 1d12 23
18th +6 Secure Mind 1d12 24
19th +6 Ability Score Improvement, Martial Versatility 1d12 25
20th +6 Savantism, Metal Deficiency III 1d12 26

Optional Rule: Firearm Proficiency[edit]

The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your Allomancer has been exposed to the operation of such weapons, your Allomancer is proficient with them.

Variant Rule: Metallurgist's Tools Proficiency[edit]

The knowledge of melting, alloying and identifying metals with the usage of a small kit of tools and apparatus has slowly started being approached by the masses. If your Dungeon Master allows the usage of custom toolkits, you may replace your proficiency with Jeweler’s Tools with the Metallurgist’s Tools.

Allomantic Aptitude[edit]

Beginning at 1st level, you choose a subclass that determines what kind of metal you consume for your powers: Copperage, Goldeneye, Irontrail, Tinman, or Zincheart, all detailed at the end of the class description. Your subclass choice grants you features at 1st level and again at 6th, 9th and 14th.

Metal Reserves[edit]

Having developed an Allomantic Aptitude, you have the ability to consume the corresponding metal of your aptitude in order to fuel your allomancy powers. This fuel is represented by your reserve pool, a number of charges equal to your proficiency bonus + your Allomancer level. Some of your powers allow you to roll an Allomantic die to add or subtract from the result of a die roll. These Allomantic dice start as a d6, and the size increases at 5th level (d8), 11th level (d10), 17th level (d12).

Your Allomantic abilities spend charges from your reserve pool, as specified in the feature’s description, and you cannot use any powers that require you to spend your reserves if you do not have the amount needed. You regain your reserves by consuming the metal associated with your Allomantic Aptitude, so long as it has been properly treated.

Some of your Allomantic abilities require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows: Allomancy Save DC = 8 + your proficiency bonus + the modifier of your Allomantic Aptitude specified ability score.

The amount of reserves gained is determined by how much of the metal you consume. For every half ounce of metal you consume, you recover 3 charges of your reserve pool, and this number increases by two at 5th level (5), 11th level (7), and 15th level (9).

Lastly, being an Allomancer does not provide you with a resistance to metal toxicity. If you retain any charges in your reserve pool whenever you finish a long rest, the metals will be digested, removing those charges and giving you the poisoned condition for 1 hour or until removed by a spell or other means.

Metallic Mixture[edit]

The basis of allomancy is consuming the metal associated with your aptitude, though most of these metals are toxic. The core skill all Allomancer must learn is creating properly balanced mixtures of their metal, shaved and either suspended in an alcoholic beverage or mixed into some rations.

Over the course of 4 hours, you are able to prepare a number of metallic mixtures equal to your proficiency bonus, up to a maximum of your proficiency bonus. The materials needed to create your metallic mixtures is a set of jeweler’s tools or metallurgist’s tools, a valid source of your metal and a suitable delivery for ingestion (i.e. food or drink). This can be done over the course of a short or long rest.

Alternatively, if the player does not possess one or more of the required materials needed and they are within reasonable distance to a town, they may spend 5 gp during a short or long rest to purchase a number of vials equal to their proficiency bonus, up to a maximum of their proficiency bonus.

When making your metallic mixtures, you are able to determine how much of your specified metal you wish to use. You may choose to mix in shavings of your metal equal to half an ounce, a full ounce, or one and a half ounces.

It takes an action to fully down the contents of one metallic mixture, and any charges are gained immediately upon consumption.

Fighting Style[edit]

At 2nd level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting 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.
Blind Fighting
You have Blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an Invisible creature within that range, unless the creature successfully hides from you.
Defense
While you are wearing armor, you gain a +1 bonus to 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.
Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Two Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
Unarmed Fighting
Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature Grappled by you.

Hardy Consumption[edit]

Beginning at 3rd level, your body has adapted to ingesting metal on a frequent basis, granting you some minor resistance to metal toxicity. You are able to ingest any source of your metal to regain charges of your reserve pool equal to your Constitution modifier. Whenever you use this feature, you must make a DC 15 Constitution saving throw or become poisoned for 1 hour or until removed by a spell or other means.

You may use this feature any number of times, but every time after the first, the Constitution saving throw is done with disadvantage. If this saving throw is failed while already under the poisoned condition, you take a number of d6 poison damage equal to your Constitution modifier.

Ability Score Improvement[edit]

When you reach 4th level, and again at 6th, 8th, 10th, 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.

If your DM allows the use of feats, you may instead take a feat.

Martial Versatility[edit]

Whenever you reach a level in this class that grants you the Ability Score Improvement feature, you may replace your fighting style with another fighting style available to Allomancers. This replacement represents a shift of focus in your martial practice.

Extra Attack[edit]

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack Action on your turn.

Preservation[edit]

Your body has begun to adapt and grow accustomed to the intake of metals, providing your body a greater efficiency and prowess with your allomantic abilities.

Beginning at 5th level, whenever you must make a saving throw against being charmed, frightened, paralyzed, petrified or stunned, you may spend 2 charges of your metal reserves to reroll your saving throw, and you must take the new roll. Additionally, any time you use an Allomantic Aptitude feature that spends one or more charges of your reserve pool, you may regain one point. You may use the Preservation features a number of times equal to your Constitution modifier, and you regain all uses of this feature when you finish a long rest.

Metal Flaring[edit]

Beginning at 7th level, you are able to push your Allomantic abilities to their upper limits, burning through a greater amount of your reserves for a far more effective usage of your Allomantic features.

Any time you use an Allomantic Aptitude feature that spends one or more charges of your reserve pool, you may choose to spend double the amount of charges to heighten the feature. Any checks or attacks made from a feature that is flared has advantage and you are considered to have expertise in this check, allowing you to add your proficiency bonus twice to the roll. Any creatures targeted by your Allomantic Abilities have disadvantage on their saving throws and the DC is increased, adding your proficiency bonus twice instead of once. Furthermore, if the feature deals damage, you may reroll a number of dice up to your Constitution modifier, and you may take either result.

Any abilities that do not have an associated skill check or saving throw, you may double other numerical values like distances, ranges, weights, speed and toughness. The only things you are unable to extend or empower is the duration of your abilities and the number of targets you may choose.

Metal Deficiency[edit]

Your constant intake and usage of metals has led you to develop a minor dependency on your metals and the powers it provides. Whenever you spend a full day without having charges in your reserve pool, you have disadvantage on all ability checks made with the ability score determined by your subclass. These effects last until charges of your metal reserves are regained.

Reliable Talent[edit]

By 13th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Metal Body[edit]

The constant consumption of metals has led to your body developing a greater durability and resilience to poisons and toxins. Starting at 15th level, if you drop to 0 hit points from an attack while you have charges in your reserve pool, you may spend a number of charges equal to the modifier bonus of the attack you received, minimum of one, to remain at 1 hit point. After using this feature once, you may not do so again until you finish a long rest. Additionally, so long as you have charges of your reserve pool, you have advantage on saving throws to resist being poisoned and have resistance to poison damage.

Metal Deficiency II[edit]

Your dependency on metals has deepened, the line between your natural abilities and allomantic powers blurring, leaving you vulnerable when the latter is absent. Whenever you spend a full day without having charges in your reserve pool, you are no longer able to add your proficiency bonus to any skill checks made and have disadvantage on all attack rolls, as well Constitution saving throws and saving throws of the ability specified by your subclass. These effects last until charges of your metal reserves are regained.

Secure Mind[edit]

Starting at 18th level, while there are charges present in your metal reserves, you cannot gain levels of exhaustion. Additionally, whenever you make a saving throw against being charmed, frightened, paralyzed, petrified, or stunned, you may spend 5 charges of your metal reserves to automatically succeed the saving throw.

Savantism[edit]

The constant burning of metals inside of your body has caused you and your powers to evolve alongside one another, granting you access to a depth of power only the few devoted few can reach known as Savants.

As a Savant, you no longer suffer the consequences of metal toxicity, able to keep metals inside of your body at all times without suffering any negative effects. However, you are always passively burning your metals, needing to spend at least 1 charge of your reserve pool every hour. In exchange, you are granted far greater control and depth to your allomantic abilities.

Copperage Savant
You have grown far more confident and comfortable with forming your speed bubbles, able to form them into more complex shapes and control them with more freedom. Whenever you form a time bubble, so long as it does not extend 30 feet past its point of origin, you can fully determine the path and shape it takes. Additionally, you may now anchor the time bubble to yourself, allowing it to travel alongside your movements.
Goldeneye Savant
Your constant visions of the branching pasts and futures of your life has given you the ability to fine tune each and every decision you have or will face in life. The distance you are able to see past or forward in your life is now double its normal limit, and you may also fully determine what past or future actions you wish to observe.
Irontrail Savant
You are able to fully determine where you push or pull on metallic objects, as opposed to being limited to its center of mass. You are also able to better manipulate and control its speed and pattern of travel, granting you near full manipulation of metallic objects while burning iron. Your range for pushing or pulling on metallic objects is doubled and you no longer need to spend charges to manipulate small objects for any reason other than making attacks.
Tinman Savant
Your body has grown accustomed to the heightened senses and increased strength, letting you maintain some of those abilities without expending much effort. Any Wisdom or Intelligence checks that rely on sight or hearing are done so with advantage, and the range at which you are able to pick up voices and see clearly is doubled, even in darkness. Furthermore, you are naturally resistant to any bludgeoning, piercing or slashing damage from nonmagical sources.
Zincheart
Your tendency to meddle with the emotions of others has given you something of a second nature to affect those around you in the way you see fit. Any creatures within 60 feet of you are constantly under a passive effect of your Zincheart abilities, dictated by your current mood, making others more likely to match your feelings. Whenever you make a Charisma skill check to interact with any creature, you may add a roll of your allomantic die to the final result.

Metal Deficiency III[edit]

You have fully become one with your allomantic abilities, unable to separate yourself as a person from your powers and not able to function properly without them. Whenever you spend a full day without charges in your reserve pool, you have disadvantage on all skill checks, attack rolls and saving throws, and your speed is halved. These effects last until charges of your metal reserves are regained.

Copperage[edit]

A blurred figure donning a new set of clothes in the blink of an eye or a man frozen mid jump for minutes on end, the allomancers able to eat and burn copper have a reputation for living life unfettered by the flowing of time. Nearly impossible to predict or control, these men act of their own accord, to their own ends, lending credence to their title of Copperage.

When choosing Copperage as your Allomantic Aptitude, you gain proficiency with Intelligence saving throws.

Time Bubble

Beginning at 1st level, you are able to create a stationary bubble of either sped up or slowed down time.

As an action, you may spend 2 of your metal reserves to create a circular bubble that extends from you up to 15 feet away. After having made a bubble, you may spend an additional charge once per turn to extend its duration. Whenever you create a bubble, you may decide if it speeds or slows down time.

Outside of combat, up to a number of minutes equal to 5 x your Int modifier may pass within or outside the radius of the bubble in the span of a few moments. Additional charges spent may increase the duration of time affected by your Intelligence modifier per additional charge spent.

During combat, the effects of the time bubble are limited due to the stress and exertion of the fight. Any creature inside the radius of a speed bubble is allowed to act once when it is made and at the start of each round of combat, following their normal initiative order, as well as their normal turn. Any creature inside the radius of a slow bubble is not able to take their normal turn in the initiative order, instead being able to act at the end of each round, following their normal initiative order. No reactions against events that occur outside of the radius of the bubble may be made, and any attacks that would pass through the barrier are done so with disadvantage. Your bubble lasts for one round plus an additional round each time you spend an additional charge to extend it.

Whenever any creature, including its caster, passes the barrier of the time bubble, they must succeed a Dexterity saving throw or lose half of their movement speed. If you leave the radius of your time bubble, its effects immediately end.

Caught By Time

Beginning at 6th level, whenever a creature exits your reach, you may take a reaction to spend 2 charges of your metal reserves to create a momentary bubble in your immediate area, catching the retreating creature. They must succeed a Dexterity saving throw or fall prone.

Time Well Spent

Beginning at 9th level, the range of your time bubbles has increased to a maximum of 30 feet and you no longer have to make a Dexterity saving throw when leaving the radius of the bubble.

No Time to Waste

Beginning at 14th level, whenever you make a time bubble, you may spend a number of charges up to your Intelligence modifier, minimum of 1. You may choose a number of creatures equal to the amount of charges spent within the radius of your bubble to inflict the effects of either the haste or the slow spell.

Goldeneye[edit]

Wistful figures of past and future possibilities, the knowledge of what could’ve been and what could be for every path of life. What would have happened if you had chosen a different career? What will happen if you speak to the barkeep? The Goldeneye need not ask these questions, their powers allowing them insight into all aspects of their lives, letting them dictate the direction they go with clear vision.

When choosing Goldeneye as your Allomantic Aptitude, you gain proficiency with Wisdom saving throws.

Gold Shadow

Beginning at 1st level, you are able to view temporary visions of possible pasts and futures, shadows of yourself having made different decisions. When making an attack roll or ability check using a skill or a tool, you may spend 1 charge of your metal reserves to add your allomantic die to the roll, your gold shadow providing you with new information and guidance.

Using this feature, you are able to see decisions you have made up to a year in the past or decisions up to several seconds into your immediate future. You are not able to fully control what you see, but it always pertains to your current situation.

Guided Actions

Beginning at 6th level, you have grown more comfortable with the branching paths of life, able to better focus on desired paths. After using the Gold Shadow feature, or as a bonus action on your turn, you may decide to spend an additional 2 charges of your reserve pool to gain one of the following effects:

  • For the next 8 hours, you are considered to have proficiency in any skill or tool of your choice. This cannot be used to gain expertise in any skill you are already proficient in.
  • For the next minute, you have advantage on all ability checks made with an ability of your choice.
  • For one turn of combat, you may ask for the result or reaction of any movement, action or bonus action taken before doing so.

You may only benefit from one effect of this feature at a time, the current effect ending immediately upon using this feature again.

Forward Thinking

Beginning at 9th level, your time spent looking into potential outcomes has made you well adept at predicting events that will occur before you. While you have charges in your reserve pool, you have advantage on Wisdom (insight) checks to determine actions other creatures will take and you can no longer be surprised under any circumstance.

Furthermore, whenever you are targeted by a ranged or melee attack by a creature you can see, you may spend 3 charges of your reserve pool as a reaction to impose disadvantage on all attacks made by them against you for the rest of their turn.

No Time Like the Present

Beginning at 14th level, your knack for drawing on the knowledge of the past and future has made it easy for you to live each moment to its full potential. You may spend 3 charges of your reserve pool to automatically succeed any skill or tool check that you are proficient in, or take a second action during your turn in combat. You may only use this feature once per turn and you may use it a number of times equal to your Wisdom modifier. You regain all uses of this feature at the end of a long rest.

Irontrail[edit]

A cloak flapping wildly in the wind as a figure sails across the sky in a perfect arc. Weapons and coins hurling across the battlefield away from a sole fighter. Able to control any metal in the area, the Irontrail Allomancers amaze and confound even the most prolific of spellcasters and weapon masters, their unnatural powers seeming like a sight from an ancient legend.

When choosing Irontrail as your Allomantic Aptitude, you gain proficiency with Dexterity saving throws.

Push and Pull

Beginning at 1st level, whenever you have charges of your reserve pool, you are able to see blue lines extending from your center of mass towards any metallic objects within 30 feet. You can slam your weight against the object, either pushing or pulling against the weight of the chosen object.

Metal Pushing: You may spend 1 charge of your metal reserves to target any metal within 30 feet to push your weight against it. When pushing against metal objects not worn, carried or pierced through another creature, it is pushed directly away from your center of mass. If the object weighs less than yourself, you can push it up to a number of feet away equal to 5 x your Constitution modifier, minimum of 5 feet. If the object weighs more than yourself or is held in place by an object that weighs more than yourself, you are sent backwards up to a number of feet equal to 5 x your Constitution modifier.

Metal Pulling: You may spend 1 charge of your metal reserves to target any metal within 30 feet to pull your weight against it. When pulling against metal objects not worn, carried or pierced through another creature, it is pulled directly towards your center of mass. If the object weighs less than yourself, it is pulled towards you until it reaches your space or you end the effect. If the object weighs more than yourself or is held in place by an object that weighs more than yourself, you are pulled towards the object until you reach it or end the effect.

You may use this feature to make a thrown weapon attack against any creatures within range of your push or pull. If the weapon used in this feature already has the thrown property, you may add a roll of your allomantic die to the normal damage of the weapon. If the weapon lacks the thrown property, the attack counts as an improvised thrown weapon with the finesse property that you are proficient in. This attack, depending on the shape of the object, does bludgeoning, piercing or slashing damage equal to a roll of your allomantic die + your selected modifier bonus.

Nudge the Fight

Beginning at 6th level, whenever a creature within range of your metal push and pull makes an attack using a metallic weapon, you may make a reaction and spend 2 charges of your reserve pool to add or subtract a roll of your allomantic die to the final result. You may use this feature a number of times equal to your proficiency bonus, regaining all uses at the end of a long rest.

Additionally, when using the push and pull feature, you may now target metallic objects being worn or carried. When targeting an object being worn or carried, the target must succeed a Dexterity saving throw against your allomancy save DC. On a failure, they are either disarmed or knocked prone depending on the targeted object.

Extended Will

Beginning at 9th level, the maximum range of your metal push and pull is increased to 60 feet. Additionally, whenever you use the push and pull feature, you may now select a number of metallic targets equal to your Dexterity modifier, spending a charge for each target chosen.

Repel Metal

Beginning at 14th level, as an action, you may spend 3 charges of your reserve pool to create an aura around yourself that pushes away any metallic objects you desire. Any attacks made against you using metallic weapons are done so with disadvantage. This feature lasts until the beginning of your next turn, or you may spend another 2 charges to continue the effect.

Tinman[edit]

Skin as tough as stone and senses sharper than any animal, a Tinman burns their metal to heighten the abilities of their bodies to an inhuman degree. These burly and sturdy few stand as the peak of martial prowess, viewed as intimidating and imposing combatants no matter their form. If ever you find yourself on the receiving end of a Tinman’s ire, the only hope you have is running their metals dry.

When choosing Tinman as your Allomantic Aptitude, you gain proficiency with Strength saving throws.

Body of Tin

Beginning at 1st level, as an action, you may spend a number of charges equal to your Constitution modifier, minimum of one, to heighten all aspects of your physical form.

You gain a number of temporary hit points equal to a roll of your allomantic die for every charge spent. You get a +1 bonus to your AC. Your base walking speed is increased by 10 feet. You are considered proficient with unarmed strikes and they now deal damage equal to a roll of your allomantic die + your Strength modifier. Additionally, you may add a roll of your allomantic die to any Wisdom (Survival) or Intelligence (Investigation) checks that rely on sight or hearing. This feature lasts a number of rounds equal to the amount of charges spent, ending at the end of the final turn.

Power Through

Beginning at 6th level, you have grown comfortable with the physique of your tin enhanced body, pushing yourself far beyond the natural limits of a person. When under the effect of the body of tin feature, your body is cleared of any levels of exhaustion or effects caused by drugs or drunkenness. You may spend 2 charges of your reserve pool to take the dash action as a bonus action during your turn, and the first attack made after moving at least your base walking speed is done so with advantage.

Won't Stay Down

Beginning at 9th level, your body has grown capable of using the abilities of tin even while sleeping or knocked unconscious. When you are unconscious with charges in your reserve pool, you may burn a number of charges up to your Constitution modifier, minimum of 1, to gain temporary hit points equal to the roll of your allomantic die for each charge spent. These hit points last for four hours and may stabilize you while at 0 hit points. Once you use this feature, you may not do so again until the end of a long rest.

Drag it Out

Beginning at 14th level, you’ve gotten used to pushing your body for prolonged periods of time with the powers of tin. Whenever your body of tin feature would expire after having lasted its maximum number of rounds, you may spend 2 charges to extend its duration until the start of your next turn. You may use this feature any number of times, the charge cost increasing by 1 each time after the first.

Zincheart[edit]

Touch Emotions

Beginning at 1st level, as a bonus action, you may spend 1 charge of your metal reserves to influence the specific emotions of a single creature you can see within 60 feet or a general emotion of a mass of people you are able to see within 60 feet. When touching the emotions of others, you and your allies are able to add a roll of your allomantic die to any Charisma based check towards your target(s).

When targeting a creature actively in combat, they may make a Wisdom saving throw against your allomancy save DC. If they fail, they must subtract a roll of your allomantic die from their next attack roll.

When targeting an ally, they may add a roll of your allomantic die to the next attack roll or skill check they make.

Heavy Feelings

Beginning at 6th level, your ability to target and control specific emotions has grown more precise and powerful. As an action, you may spend 2 charges of your reserve pool to create an intense emotion in a targeted individual or a large group within range, to different ends.

When using this feature to target a single creature, they must make a Charisma saving throw against your allomancy save DC. On a failed save, they take psychic damage equal to a roll of your allomantic die and you may choose one of the effects to occur:

  • Rage: The target must make an attack against the nearest creature on its next turn.
  • Fear: The target must spend its movement fleeing in the opposite direction of a creature of your choice.
  • Love: The target may not make any attacks against a creature of your choice, and that creature may add your allomantic die to any Charisma skill checks made against the target.

On a successful save, the target takes half damage and the additional effect does not occur.

When using this feature to target a large group, every creature inside of a 30-foot-radius sphere centered on a point that you choose must make a Charisma saving throw against your allomancy save DC. You may choose one of these effects to occur as a result of this feature:

  • Riot: The crowd is inflamed with anger and unrest, starting the formation of a riot in the location targeted by this feature.
  • Apathy: The crowd is subdued and disinterested in occurring events, preventing them from caring about actions taken in their surroundings.
  • Encourage: The crowd is more joyous and considerate, more likely to have their attention captured by shows or speeches.
Group Therapy

Beginning at 9th level, you’ve become quite capable and confident in your targeted functionality of your allomancy. Whenever you use an Allomantic Aptitude feature that targets a single creature, you may instead choose to target a number of creatures up to your Charisma modifier, spending charges for each creature targeted in this way.

Debilitating Mind

Beginning at 14th level, the limit you are able to influence the emotions of those around you has deepened, allowing you to fully suppress or overwhelm certain feelings. As an action, you may spend 3 charges of your reserve pool to target a single creature or a large group within range, to different ends.

When using this feature to target a single creature, the creature must succeed a Charisma saving throw against your allomancy save DC. On a failure, the creature takes psychic damage equal to 3 rolls of your allomantic die and you may choose one of the following effects to occur:

  • Suppression: The target creature is stunned until the start of their next turn.
  • Overwhelm: The target creature is unable to control their actions, moving and attacking wildly.

On a successful save, they take half damage and the additional effect does not occur.

When using this feature to target a large group, every creature inside of a 30-foot-radius sphere centered on a point that you choose must make a Charisma saving throw against your allomancy save DC. You may choose one of these effects to occur as a result of this feature:

  • Suppression: All creatures affected by this feature are unable to move or react to any stimuli or event that occurs within a number of minutes equal to your Charisma modifier.
  • Overwhelm: All creatures affected by this feature are driven wild with panic, a mass hysteria erupting from the crowd for a number of minutes equal to your Charisma modifier.

Multiclassing[edit]

Prerequisites. To qualify for multiclassing into the Allomancer class, you must meet these prerequisites: Constitution 13

Proficiencies. When you multiclass into the Allomancer class, you gain the following proficiencies: light armor, simple weapons, Jeweler's tools.

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Back to Main Page5e HomebrewClasses<!-has features from many, MANY other class bases-><!- melee and/or ranged fighters with magic less than or equal to an eldritch knight. Fighter variants and mashups are the most common homebrew classes-><!-stealthy, often with low hit points-><!-gets ability from a separate source, often doesn't have spellcasting-><!-keep this category if the class uses multiple tags->