Scadrial Handbook

by Delhaize

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SCADRIAL HANDBOOK

Contents

Welcome to Scadrial

You have just arrived on the isolated war-torn planet of Scadrial. You have marveled at cloaked figures trailing through midnight skies without visible means of propulsion. You have narrowly avoided a defending scholar who has grown to the size of an elephant - his bulging muscles straining against his bracers’ confines. You have watched a noble bend time around her to duck out of a bullet’s path. Where do you even start?

This Guide provides insight into the rich world of Scadrial. Here, there are no heroes or villains - only good intentions and a storied history of endless struggle.

Using this book

This guide encompasses a set of new homebrewed rules developed for a D&D game using elements of Brandon Sanderson’s Mistborn Series. Because these mechanics and rules are specific to its lore, Dungeon Masters should be careful when combining Scadrial and other published D&D settings.

Chapter 1 presents a short overview of Scadrial and offers background knowledge of the source material.

Chapter 2 provides advice for running a game using the new mechanics.

Chapter 3 includes two new character race options for players native to Scadrial: the kandra and the kolossborn.

Chapter 5 presents three new class options that use a special subclass methodology: the Allomancer, the Feruchemist, and the Hemalurgist. This chapter also includes a new fighter archetype called the Hazekiller.

Chapter 6 includes new monsters and NPCs drawn from the world of Scadrial such as massive koloss ancients to twisted chimera.

Chapter 6 includes new items and other treasures specific to Scadrial like metal ores and modified metal-free armor.

Spoiler Warning

This guide includes major spoilers for Brandon Sanderson’s Mistborn series and minor spoilers for the Cosmere shared universe.

Five Things to Know

What is Scadrial? Here are the key things to know:

  1. A Setting of Two Eras. The first Mistborn trilogy is set in Era 1: a medieval time period transformed by literal world-changing events. The cruel Lord Ruler governed Scadrial with an authoritarian centuries-spanning Empire until it was overthrown by the Resistance. The second Mistorn series is set in Era 2: an industrial time period years after the fall of the Empire. Though centuries have passed, the undertones of social unrest still remain. Each Era has unique restrictions and stories to explore.
  2. Cosmic Shards. Like other planets in the cosmere, Scadrial was created and controlled by cosmic entities called Shards. They remain consistent influences on their world through whispers to their mortal agents. Conflicts between Shards serve as driving forces behind many of Scadrial’s events. Hostile Shards and world travelers occasionally emerge and threaten the established peace.
  3. A World of Metal. Allomancers, Feruchemists, and Hemalurgists use specially crafted metals to unlock incredible powers. In the right hands, even the smallest nail can be transformed into an instrument of death.
  4. A Land of Secrets. Both eras have their share of mysteries. Neither the Lord Ruler nor even the Shards know the complete history of this planet. A malevolent Shard carefully changes the written histories despite the scholars’ best efforts to preserve it. Factions of nobility war endlessly with each other and the slave lower class. An ancient hunter re-emerges from obscurity and threatens the peace. News of a previously undiscovered continent of people changes the face of this planet.
  5. Not Like D&D. Scadrial is generally devoid of magic and fantastic creatures. You will find it shares very few similarities with traditional D&D. Not every class, race, monster, spell, and magic item found in officially published content is appropriate in Scadrial, though parts of Scadrial can be incorporated into a whole new setting.

History of Scadrial

In the dawn of time, two cosmic beings called Preservation and Ruin shared in the creation of the planet Scadrial. Known as Shards, their combined powers of creation and destruction formed a delicate cycle. But Preservation sought to let his creatures flourish and imprisoned Ruin, which finally allowed humanity to spread.

However, the vengeful Ruin set an elaborate plan to destroy Scadrial. From his prison, he manipulated Scadrial’s written history to trick the Scadrians into releasing him. But before he could succeed, an adventurer named Rashek discovered this plot and absorbed Ruin’s power instead, which let him briefly ascend to Shardhood.

Now known as the Lord Ruler, Rashek established a cruel Final Empire to continue protecting Scadrial from Ruin. The world became shrouded in frequent ashfalls and nightly mists. Society was redesigned with an upper noble class and an enslaved lower class called skaa. The Lord Ruler viciously maintained his empire and prevented technology from progressing beyond a medieval level.

A band of heroes later overthrew the Lord Ruler and unwittingly released Ruin. Realizing their mistake, they destroyed both vessels for Preservation and Ruin, which allowed a scholar to absorb both Shards and ascend to Shardhood. With Scadrial finally free from the Lord Ruler’s oppression, society began developing in earnest.

Three hundred years later, technology advanced to a point analogous to the Industrial Age. Yet, the peace is far from settled. Whispers of revolution spread amongst disgruntled inhabitants and a new mystery develops as the remnants of the Final Empire re-emerge.

Scadrian People

The world is mainly inhabited by humans. The charted world comprises only a single central continent, though there are murmurs of unknown Southern Scadrians beyond the Burnlands. Other rare races like the shapeshifting kandra, the monstrous koloss, and their kolossborn descendants also roam the world in small isolated groups.

The Metallic Arts

The magic system encompasses three Metallic Arts: Allomancy, Feruchemy, and Hemalurgy. An Allomancer can burn specific metals to release power; a Feruchemist can store attributes inside metal for retrieval at a later time; a Hemalurgist uses a bloody sacrifice to transfer power. Each Metallic Art uses sixteen standard metals – each with distinct effects detailed in their respective class sections. Other rare “God” metals produce different stronger effects.

Allomancy and Feruchemy is genetic. Allomancy is usually restricted to the nobility and their descendants and Feruchemy runs in the Terrisfolk bloodline. This inheritance of power often caused friction along many racial and socio-economic divisions.

The Two Eras

Each Era in the Mistborn series offers a unique setting and has heavy restrictions on the classes, subclasses, and races available for play.

Era 1. Technology in Era 1 is analogous to the medieval level. The Lord Ruler suppressed technological development and restricted knowledge of the Metallic Arts to basic metals: tin, pewter, iron, steel, zinc, brass, copper, bronze, gold, and atium. Furthermore, Feruchemists were mostly eradicated and nearly all Hemalurgists worked as agents of the Lord Ruler or Ruin. The kandra were rare and kolossborn were not yet created.

Era 2. Technology in this setting is industrial. Vehicles and trains traveled long distances and the police wielded firearms far stronger than Allomancers of old. Metallic Art researchers have discovered all sixteen metals and the more adventurous practitioners even combined effects of Allomancy and Feruchemy with extremely powerful results

Chapter 1: Running a Game

The world of Scadrial is very different from those in officially published D&D content. Veteran players and Dungeon Masters are advised to thoroughly understand the implications of this setting like the lack of magic and other races. This chapter offers some advice and a set of new rules to successfully run a D&D game set on Scadrial.

Preparing the Setting

Determine if your setting will be set in Scadrial or if your story will draw from established canon. The lore in the books can be restrictive in its scope due to its non-magical and human-centric setting. A great alternative to setting your story on Scadrial is transplanting portions of this guide to another setting instead.

Carefully consider the time period. Some Metallic Arts rely on the presence of metals in the environment, so a medieval age setting will vary greatly from an industrial age setting. Allomancers may have difficulty obtaining their metal if certain metallurgic practices have not been developed.

Designing the Game

You should carefully read the rules and familiarize yourself with its implications. Here are some things to consider when setting up stories and maps:

  • General locations of metal. Keep track of metal weaponry and metal vials. Allomancers using Metalsense can easily detect the presence and location of metal, so experienced NPCs will avoid wearing metal.
  • Traps triggered by weight. Some characters can alter their weight to potentially avoid these traps.
  • Overall passage of downtime. Feruchemists regain their primary resource over time unlike other classes that regain resources over a rest.
  • Cost of metal items. A secondary limiter for an Allomancer’s resource is cost. You can start with prices provided in Appendix B: Items.
  • Allomancer/Feruchemist NPCs. Hemalurgists need opportunities to steal their powers from others.

Additional Rules

New classes and features in this book are built upon new mechanics that are heavily relied upon. DMs should have an intimate understanding of their use.

Metallurgy

Allomancers must ingest small pieces of metal to fuel their magical abilities. This metal usually comes in the form of metal shavings mixed in an alcohol solution stored in vials. Vials come in three sizes and can be composed of any mixture of charges from different metals.

Metallurgic Vial Categories
Size Maximum Charges Stored in Vial
Small Vial 2
Medium Vial 4
Large Vial 8

If you have a set of metallurgist’s tools with which you are proficient, a metal ore (refer to Appendix B: Scadrial Items), and vials with enough space to hold new charges, you can begin crafting metal charges. This process requires careful attention and takes one hour to complete. This action is considered a light activity and can be taken during short rests or only once as part of a long rest. At the end of each one hour duration, you craft one charge from your ore, which is consumed.

Some classes and subclasses like Allomancers and Smokers are able to craft more charges from one metal ore.

Metallurgist's Tools

Artisan's tools
50 gp, 5 lb.

Metallurgist's tools enable a character to produce mixtures of metals with specific purities.

Components. Metallurgist's tools include a small mortar and pestle, a small mallet, a chisel, a sieve, two glass beakers, and a pouch of common metallurgy ingredients, including alcohol solution and purified water.

Arcana. Proficiency with metallurgist's tools allows you to unlock more information on Arcana checks involving metals and similar materials.

Weight Class

Some subclasses of the Mistborn magic system rely on weight. For example, Coinshot Allomancers who push on metal objects use the weight difference between the pusher and the object to determine the strength of their power.

An individual creature or object can be one of seven weight classes as shown in the Weight Categories table. Where multiple creatures or objects are securely attached to each other, you combine their total weight to determine their overall weight class. For example, a coin pushing against a building would be considered Immovable.

Weight Categories
Class Weight (lbs) Examples
Floatweight 0-24 Cats, Books, Kettles, Coins
Featherweight 25-49 Dogs, Tables, Armors
Lightweight 50-99 Chimeras, Cannonballs
Middleweight 100-249 Humans, Kolossborn, Kandra
Heavyweight 250-499 Mature Koloss, Ogres
Superweight 500-999 Giants, Statues
Immovable 1,000+ T-Rexes, Buildings,
Nails hammered in buildings

Chapter 2: Scadrian Races

The world of Scadrial is populated primarily by humans organized into various states and factions. However, most inhabitants spend their entire lives not knowing of other races that live amongst them. This chapter offers two new playable races for your character to choose from: the kandra and the kolossborn.

As you make a character from one of these races, this section can help you understand your character's place in a world ruled by humans.


  • Kandra are secretive shapechangers who can disguise themselves as other people and beasts.
  • Kolossborn are descended from the monstrous koloss who once violently roamed the country.

Kandra

When the Lord Ruler offered his plan to his Feruchemist friends—the plan to change them into mistwraiths – he was making them speak on behalf of all the land's Feruchemists. Though he changed his friends into kandra to restore their minds and memories, the rest he left as nonsentient mistwraiths. [...] From these children of the original mistwraiths, he made the next generations of kandra.

— Sazed
The Hero of Ages

Kandra are a secret race of shapeshifters. After all the Terris people were changed into mindless mistwraiths by the Lord Ruler during the First Ascension, some were granted sentience by Hemalurgic spikes called Blessings. The kandra race is generally isolated and prefer to remain hidden or disguised. Most are not inclined to the wandering lifestyle, emerging only when necessary.

Diversity of Body

Most kandra spend their lives in many humanoid forms. Kandra’s natural forms are similar to mistwraiths in appearance: medium-sized amorphous translucent blobs. However, the kandra’s chosen forms can range from a small 3-foot beast to a large, imposing 6½-foot tall human. To shapeshift, kandra simply mold their body around a set of bones, often taken from a freshly digested creature. Most frown upon taking a beast or inhuman form, calling it indecent. Kandra’s versatile bodies also allow them to hide objects or weapons inside themselves.

Although kandra bodies are immune to most forms of damage, the bones they wear are not. If the bones crack or crumble, it becomes difficult for kandra to move or speak. Kandra typically carry custom bones to form personal bodies. Some build fancy, shiny bones of quartz and crystal for display while others build strong and sharp bones for combat.

Elusive Society

Kandra are rarely found outside their homeland and emerge only to take Contracts. Very few people had the money to open these contracts, making kandra almost mythical in nature. Some kandra wander the earth in search of a purpose, occasionally taking new Contracts.

Kandra like to remain in the shadows and draw little attention to themselves. Due to their shapeshifting nature, they also excel at mimicry and disguise. The best of them are nearly indistinguishable from their originals, which makes them excellent spies.

Kandra Names

Kandra do not reproduce, but are created. Kandra are given names at “birth” when they are granted sentience by their Blessings. They can choose their gender if they wish.


  • Names BalTaad, FhorKood, Haddek, HanKaar, HunFoor, JanSoon, MirNoon, ParNott, PlaTor, TarKavv, TerLin.

Kandra Traits

Your kandra heritage grants you a variety of abilities.

Class Restriction. At 1st level, you must choose the Hemalurgist class unless allowed by the Dungeon Master.

Ability Score Increase. Your shifting body makes you agile. Your Dexterity score increases by 2.

Age. Kandra grow quickly after their creation. They learn to absorb bones and flesh within hours, forming their first bodies within weeks. They attain the size and development of a 10-year-old human child by the age of 1 and reach adulthood by 3. They live indefinitely and do not visibly age.

Alignment. Kandra tend to be lawful because of their Contracts. Kandra often side with the Whisperers who control them.

Size. Kandra typically average between 4 and 5 feet in height, with a slender build. Your size is Medium and your weight is Middleweight.

Speed. Your natural form’s walking speed is 5 feet.

Shapeshift. You can transform your body and take on another appearance. You can digest a humanoid or a beast over the course of an hour and then shapeshift into its physical form using its bones, nails, and hair.

The creature cannot have a CR higher than your player level divided by four. You can only shapeshift into a creature of your size. Your clothing and other equipment don’t change in appearance, size, or shape to match your new forms. You assume the creature’s Armor Class, speed, special senses, and Strength, Dexterity, and Constitution scores. If the creature is a beast, you gain its attacks. Finally, you retain the ability to speak.

The first time you shapeshift into a humanoid body requires 1 hour of concentration. Subsequent shapeshifts into that body require 10 minutes of concentration. Shapeshifting into a beast or a creature with substantially more hair or scales (such as a wolf or lizard) requires a duration 6 times longer. If you are interrupted during shapeshifting, your body is incomplete and you make every attack roll, ability check, and saving throw with disadvantage until you finish shifting.

The final body is physically indistinguishable from the original. If you are missing bodily materials, the body is incomplete and you can be noticed. If you have spent at least 1 day studying the creature’s behavior, you can also mimic its mannerisms perfectly.

Amorphous Body. You can store or withdraw up to 1 small, light object inside your body as an action.

Languages. You can speak, read, and write Common and another language of your choice.

Subrace. Choose one of the two subraces presented below based on your choice of personal skeleton.

Forger Body

Forger kandra are focused on the art of impersonating their targets. They are quick changers, often finding the need to quickly switch bodies for a Contract. They are impressively indistinguishable from their original counterparts and pride themselves on their skill.

Ability Score Increase. You are well-versed in social interaction. Your Charisma score increases by 1.

Unmatched Mimicry. You have proficiency with the Deception skill. You only have to spend 1 hour studying a creature’s behavior to mimic its mannerisms perfectly.

Shapeshift Feature. You have a set of custom humanoid bones made of your choice of crystal or stone. You can carry up to 3 additional sets of bones, but only one set can belong to a beast. The duration required to shapeshift into a known body is halved.

Combat Body

Combat kandra build and wear stronger bones for combat. They locate their vital organs in unorthodox locations to avoid major damage. A favored tactic of combat kandra is hiding a small weapon inside their bodies for backup.

Ability Score Increase. Your custom bones are strong. Your Strength score increases by 1.

Combat Skeleton. Your custom bones are sharp. When you make an unarmed strike, you deal slashing damage equal to 1d4 + your Strength modifier.

Concealed Weapon. If the object you hide using your Amorphous Body feature is a small weapon, such as a dagger, you can withdraw it as a bonus action. If you immediately attack with the weapon after withdrawing it, you have advantage on the first attack roll against an unsuspecting creature. If you hit, you deal bonus damage equal to your level.

Shapeshift Feature. You have a set of custom humanoid bones made of your choice of reinforced material. You can carry up to 2 additional sets of bones, but only one set can belong to a beast.

Kolossborn

Originally, we assumed that a koloss was a combination of two people into one. That was wrong. Koloss are not the melding of two people, but five, as evidenced by the four spikes needed to make them. Not five bodies, of course, but five souls [...] however, each spike also distorts the koloss body a little more, making it increasingly inhuman. Such is the cost of Hemalurgy.

— Sazed
The Hero of Ages

Koloss once roamed the country plundering villages and massacring innocents as an invincible, mind-controlled army. When the world was reshaped, the koloss who resisted the bloodthirst were granted the ability to reproduce, creating the first generation of kolossborn. Feared for their short temper, many kolossborn become adventurers and wanderers to distance themselves from human society. Some even return to their original tribes.

Endless Growth

Kolossborn always stand out with their mottled granite-like complexion, bluish skin, thick necks, and large build. Like their ancestors, kolossborn continue growing as they age. Adolescents stand between 5 and 6 feet tall and weigh around 180 pounds; they continue to grow to a towering 7½ feet and can weigh 350 pounds when they reach seniority. Some older kolossborn even exhibit tears in their skin as their muscles outgrow it.

Trapped in their Skin

The creation of koloss came at the cost of their hosts' humanity and intelligence. The corrupted DNA was passed on to the next generation, rendering most kolossborn stronger, but less intelligent. Kolossborn are more inclined to action than contemplation and to fighting than arguing. They prefer the simplest solutions – often ones that can be accomplished by force. They are determined to prove themselves and refuse to be sullen. Humans often discriminate against kolossborn, viewing them comparatively brutish and simple.

Kolossborn find they are more welcomed by their koloss ancestors – a willing few may undergo a Hemalurgic ritual to become a full koloss. Whether they are chasing ambitions or taking odd jobs for a living, kolossborn get by on their physical might and endurance.

Kolossborn Names

Kolossborn usually have names appropriate to the culture in which they were raised. Kolossborn living among the koloss tribes may have simpler names that reflect their childhood or role, regardless of gender. A kolossborn in human society may have a human name. Some even combine human and koloss names if they find a home in both worlds.


  • Names Bastion, Fisher Lex, Fiver, Granite Sam, Hunter Jules, One-Eye, Rabbit, Splitter Kel, Stone, Survivor

Kolossborn Traits

Your koloss heritage grants you a variety of traits and abilities.

Era Restriction. The kolossborn were created at the end of Era 1 and did not exist prior to the Catacendre.

Ability Score Increase. Your Strength score increases by 2 and your Constitution score increases by 1.

Age. Kolossborn reach adulthood around age 18. They continue to grow as they age and rarely live longer than 75 years.

Alignment. Kolossborn tend towards chaos like their parents and generally are not inclined towards good. Those who still live in the koloss tribes are usually evil.

Size. Kolossborn are usually larger than humans, growing from 5 feet tall at a young age to well over 7 feet when they grow old. Your size is Medium and your weight can vary from Middleweight to Heavyweight.

Speed. Your base walking speed is 30 feet.

Natural Athlete. You are proficient in Athletics.

Speedy Recovery. When you complete a long rest, you regain three additional spent hit dice.

Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice an additional time and add it to the extra damage of the critical hit.

Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.

Languages. You can speak, read, and write Common and another language of your choice.

Chapter 3: Class Options

The Allomancer quickly swallows metal from a vial and burns it to fly across the rooftops. The Feruchemist thrusts a superheated palm through a melting wall as he releases his stored heat in one powerful burst. The lone Steel Inquisitor stalks his prey through the city slums with supernatural abilities that rival the other Metallic Arts. This chapter introduces three new class options with over twenty-four new subclasses and a new Fighter archetype called the Hazekiller.


  • Allomancers ingest and burn metal in their bodies to fuel their martial techniques.
  • Feruchemists store attributes for later use, which can be released in a powerful burst.
  • Hemalurgists steal power from the other Metallic Arts through a deadly sacrifice.

These new classes use a special interchangeable system called subclass levels. For most Allomancers and Feruchemists, subclasses are as straightforward as the traditional D&D system. Hemalurgists, Mistborn Allomancers, and Keeper Feruchemists have special abilities that let them gain multiple types of subclass levels. Additionally, Allomancer and Feruchemist proficiencies are granted by subclasses instead of the class because each of the subclasses are so diverse.

This book also introduces the Hazekiller Archetype, who are fighters that cannot practice the Metallic Arts, but are specially trained in defeating those who can.

Allomancer

Perched on an iron spire against the full moon, a figure peers into the darkness of his city, catching quick glimpses of people and their conversations below.

Guided by levitative pushes of steel, a woman streaks through the air with her mistcloak fluttering, firing coin after coin at the unnatural koloss brutes, piercing their flesh with sickening splashes.

Burning with an unnatural rage, throngs of villagers storm their master’s castle, spreading unrestrained destruction as a man smiles and carefully riots their anger into a seething crescendo.

Whether pushing their bodies beyond the physical limits or altering the pace of time, Allomancers are forces of nature that can shape the course of history through their quest for power, glory, or revolution. They are not all adventurers and heroes, but it is all but guaranteed that every legend will always have one.

Power of Preservation

Allomancers get their power through a special connection to the Shard of Preservation. By ingesting and “burning” certain metals, Allomancers focus their connection to Preservation, who grants them abilities in return.

Allomancers who can burn only one metal are called Mistings, whereas Allomancers that can burn all metals are called Mistborn. Normally, an Allomancer can either burn one or all metals, but Mistings can be granted the ability to burn more metals through Hemalurgy.

Allomancy is hereditary – throughout the Final Empire, it was restricted to nobility by the Lord Ruler. Allomancy is awakened when the Allomancer undergoes heavy emotional or physical stress. This event triggers a crack in the soul that allows them to use that power.

Allomancers tend to prefer non-metallic armor and weaponry to avoid the influence of Steel Metalpushes or Iron Metalpulls. However, metals inside the body, whether pierced or ingested, cannot be affected by other Allomancers.

Creating an Allomancer

Allomancers come from all spectra of alignment. As you build your character, think about their connection with the power. Allomancy is strongly tied to nobility and the Lord Ruler, which actively affects the Allomancer’s life.

Your character may have inherited noble blood, but your motivations can vary. You may be the illegitimate offspring of a noble and a commoner, hidden from the empire for safety. Perhaps you still serve the Lord Ruler and seek to restore the old social order. You may have stumbled upon a dark secret about your fellow ruling class and vowed to disown the symbol of your status.

Quick Build

You can make an Allomancer quickly by following these suggestions. First, put your highest ability score in Dexterity, followed by Wisdom. Second, choose the Urchin background. For your Allomantic Focus subclass, choose Tin.

Class Features

As an Allomancer, you gain the following class features. Different Allomantic Focus subclasses will grant additional features normally provided by other classes.

Hit Points


  • Hit Dice 1d10 per Allomancer level
  • Hit Points at 1st Level 10 + your Constitution modifier
  • Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per Allomancer level after 1st.

Proficiencies


  • Armor Light armor (Allomancers prefer to not wear metal armor)
  • Weapons Simple weapons (Allomancers prefer to not use metal weapons, substituting it for wood, stone, or obsidian)
  • Saving Throws Refer to Focus proficiencies
  • Skills Refer to Focus proficiencies

Equipment

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

  • (a) Any weapon you are proficient with, or (b) a shield
  • (a) Leather armor, (b) ballistic vest armor if proficient, or (c) obsidian mail armor if proficient.
  • (a) A shortbow and 20 stone arrows or (b) two stone handaxes
  • (a) a diplomat’s pack or (b) an explorer's pack
  • A set of metallurgist's tools and 4 small metal vials filled with your choice of metals

The Allomancer

Level Proficiency
Bonus
Maximum
Metal Charges
.. Metallurgy
Bonus
...... Features .....................................................................................
1st +2 4 1 Allomancy, Allomantic Focus
2nd +2 4 1 Allomancy Style, Metallurgic Discipline, Focus Feature
3rd +2 5 1 Focus Feature
4th +2 5 1 Ability Score Improvement
5th +3 6 1 Extra Attack
6th +3 6 2 Energizer
7th +3 7 2 Focus Feature
8th +3 7 2 Ability Score Improvement
9th +4 8 2 Metal Reserve
10th +4 8 2 Rapid Recharge
11th +4 9 3 Focus Feature
12th +4 9 3 Ability Score Improvement
13th +5 10 3 Metal Reserve (2)
14th +5 10 3 Additional Allomancy Style
15th +5 11 3 Focus Feature
16th +5 12 4 Ability Score Improvement
17th +6 13 4 Focus Feature, Metal Reserve (3)
18th +6 14 4 Improved Rapid Recharge
19th +6 15 4 Ability Score Improvement
20th +6 16 4 Focus Feature

Allomancy

At 1st level, your heritage allows you to burn and activate the power from metals in your stomach. These metals must have a specific purity or chemical composition.

Metal Charges

Your Allomantic abilities are represented by a number of charges. If you have the ability to burn multiple metals, each metal is represented by its own charge. You can spend these charges to fuel your powers.

As an action, you can ingest and activate a vial of metals (see the Metallurgy section in Chapter 1: Running a Game) to regain charges in that metal. The maximum amount of charges you can hold in your body increases as you gain levels in Allomancy as shown on the Allomancer table.

Burning Metals

Your choice of Allomantic Focus allows you to burn specific metals. When you burn that metal in your stomach, you are spending metal charges to activate special abilities. Some metals grant you benefits while you are burning them and others only require that you burn the metal as part of an action to use an ability. You immediately stop burning metals if you have no metals left, if you fall unconscious, or if you are affected by the draining effects of aluminum or chromium.

Flaring Metals. Flaring is a stronger form of burning. While flaring, you use up more charges, but the effects of your abilities are more powerful. When flaring a metal, you are still considered to be burning it.

Improper Metals. If you attempt to burn a metal that you cannot burn, or a metal that is improperly mixed, you gain 1 level of exhaustion.

Metal Poisoning

If you have charges remaining at the end of a long rest, the metal poisons you and you suffer from exhaustion based on the number of charges you have remaining, as shown on the table below.

Metal Poisoning
Charges Remaining Levels of Exhaustion
1-2 1
3-5 2
6-9 3
10 or more 4
Variant Rule for Obtaining Charges

Instead of using rules for ingesting charges and metal poisoning, players can instead gain all charges at the end of a short or long rest.

Allomantic Focus

At 1st level, you choose a Focus subclass to specialize in, such as Pewter or Mistborn, and you gain a Focus level in that metal. A Focus level is a subclass level, a concept important for players with multiple subclass Focuses. When you gain a level in Allomancy, you gain a Focus level in your chosen Focus.

You gain the bonus proficiencies and features detailed in your chosen Allomantic Focus. You gain additional features at 2nd, 3rd, 7th, 11th, 14th, 17th, and 20th Focus levels.

Ascended Focus. When you reach 20th level in a Focus, you become either an expert or savant. Experts in their Focus gain a mastery of their metal through extensive experience and exhaustive study. Savants, on the other hand, have burned their metal so extensively they gain incredible benefits at great physical cost.

Metallurgic Discipline

At 1st level, you know how to purify and produce superior metal shavings for your use. You craft additional charges each time you use your metallurgist's tools to craft charges for a metal you can burn The number of extra charges you craft is shown in the Metallurgy Bonus column of the Allomancer table.

Allomancy Style

At 2nd level, you develop a particular style of Allomancy as your specialty. Choose an Allomancy Style from the list of optional features. You can't take the same option more than once, even if you get to choose again.

Blade Flurry

While you are dual-wielding two daggers with the light property, you can make an additional attack whenever you take the attack action.

Cache

You can use an action to keep up to two charges of metal in your mouth, and ingest it whenever you spend charges. This charge cannot be affected by Allomantic Pushes or Pulls because it is in your body.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Metallurg

You craft one additional charge each time you use your metallurgist's tools to craft charges for a metal you can burn.

Scout

You have advantage on initiative rolls and cannot be surprised.

Survivor

While you have no charges remaining, you have a +1 bonus to your AC.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Energizer

Starting at 6th Focus level, you can use a bonus action to spend 1 charge and regain hit points equal to 1d8 + your Allomancer level.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Metal Reserve

At 9th level, your body becomes adapted to a Focus metal of your choice. When you finish a long rest with 2 charges of the chosen metals remaining, you do not suffer the side effects of metal poisoning. This increases to 3 charges at 13th level, and 4 charges at 17th level.

Rapid Recharge

Beginning at 10th level, you can ingest and activate the contents of a small vial as a bonus action instead of an action.

Additional Allomancy Style

Starting at 15th level, you learn another Allomancy Style. You cannot take the same Style twice.

Improved Rapid Recharge

Starting at 18th level, you can ingest and activate the contents of a medium vial as a bonus action instead of an action.

Allomantic Focus

As an Allomancer, you are either a Misting or a Mistborn. Mistings can only burn one type of metal whereas Mistborn can burn all of them. This specialization is represented by your Focus, which grants you additional features. Each Focus may also grant you additional proficiencies and equipment.

When you gain a level in Allomancer, you gain a level in your chosen Focus. If you are a Mistborn, you follow a different set of rules detailed in the Mistborn Focus section.

     Of the sixteen standard metals and three god metals, only ten are fully developed into subclasses, which are presented in this section. The remaining metals are considered impractical for a character, but some of their features are detailed in the Optional Focuses section at the end of the Allomancer class

Allomantic Focuses

. Focus . Metal ... Description ... Primary
Ability
Saving Throw Proficiencies . Bonus Armor
and Weapon Proficiencies
Coinshot Steel Pushes on metals to take flight and launch deadly shrapnel Dexterity Strength and Dexterity Dueling canes, hand crossbows, longswords, shortswords
Lurcher Iron Pulls on metals in careful, measured lurches Strength Strength and Dexterity Medium armor, heavy armor, shields, martial weapons
Pewterarm Pewter Draws on a large reserve of strength and power Strength or Dexterity Strength and Constitution Medium armor, shields, martial weapons
Pulser Cadmium Slows the passage of time to entrap and disable enemies Strength and Intelligence Wisdom and Intelligence Medium armor, heavy armor, shields, martial weapons
Rioter Zinc Riots emotions of others to disrupt and enrage Charisma Wisdom and Charisma Dueling canes, hand crossbows, longswords, rapiers, shortswords
Seeker Bronze Detects the presence of Allomancy as a relentless hunter Wisdom Strength and Wisdom Medium armor, shields, martial weapons
Slider Bendalloy Squeezes in extra time for concealment and retaliation Dexterity and Intelligence Dexterity and Intelligence Hand crossbows, longswords, rapiers, scimitars, shortswords
Smoker Copper Masks Allomantic signatures as a protector of allies Strength and Charisma Wisdom and Charisma Medium armor, heavy armor, shields, martial weapons
Soother Brass Soothes emotions of targets to calm and incapacitate threats Charisma Constitution and Charisma Medium armor, shields, martial weapons
Tineye Tin Heightens senses to avoid danger and gain the upper hand Dexterity and Wisdom Dexterity and Intelligence Medium armor, shortswords, scimitars, longswords, rapiers
Mistborn All Types Wields the power of every Allomantic Focus Any Dexterity and Charisma Mistcloaks, battleaxes, hand crossbows, pikes, shortswords, scimitars

Coinshot Focus

Allomancer who burn steel gain the ability to push all metal except aluminum away from themselves. Known as Coinshots, they are often seen soaring through city skylines by levitating on their metalpushes.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Weapons Dueling canes, hand crossbows, longswords, shortswords.
  • Saving Throws Strength, Dexterity
  • Skills Choose two from Acrobatics, Athletics, Deception, Intimidation, Perception, and Stealth

Metalpush

Beginning at 1st Focus level, you can burn steel as detailed by your Allomancy feature to metalpush metal objects away from you. You can spend 1 charge as an action to push on one metal object within range, such as a vial of metals, a metal weapon, a suit of metal armor, or a cooking tool. The resulting effect

varies based on the Weight difference between you and the object, as shown in the Metalpush Interactions table. You cannot pull on aluminum or metals inside a body.

Metalpush save DC = 8 + your proficiency bonus +

your Strength modifier

Some Metalpush effects require targets to make a saving throw. The saving throw DC is calculated as follows

Metalsense

Starting at 1st Focus level, you have Metalsense up to 120 feet as long as you are able to burn steel with your Metalpush feature. You can sense the presence of all metals except aluminum within the specified range. It appears as translucent lines radiating from the chest towards metal, and creatures with this ability have advantage on Wisdom (Perception) checks made to find specific metal objects.

Metalpush Interactions

. Object Weight class ... Effect
Two or more weight classes lighter than you If the object is not being worn, you can metalpush it in a straight line away from you. The object is moved up to a number of feet equal to your Metalpush range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpush it as described.
    A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. When the object hits a creature, you immediately stop metalpushing it and it falls to the ground.
    If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics) check, knocking the creature prone on a success. Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you have disadvantage if the creature is one weight class heavier than you and you automatically fail if the creature is two or more weight classes heavier.

Within one weight class of you
.............................................
If the object is not being worn or carried, you metalpush the object towards you across the ground, up to a distance equal to half your Metalpush range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpush it as described.
   If the object is being worn, the creature must make a Strength saving throw or be pushed up to 10 feet towards you.
Two or more weight classes heavier than you, or is immovable You fly in a straight line away from the object. If you travel more than twice your speed in a single turn and collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your impact (DM’s discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot moved.
   If a creature is in your path, you stop at the first unoccupied space in front of it.

Steel Flare

At 2nd Focus level, you can flare steel. Whenever you spend charges of steel, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you have advantage on Strength checks and saving throws you make when you use your Metalpush feature.

When you flare steel to use your Metalpull feature to target an object, you can target one additional object as part of the same action, provided you are not using a steel technique.

Coinshot

Starting at 2nd Focus level, you can shoot tiny metal objects like coins or nails at lethal speeds. As an action, you can draw a coin (range 30/60) and spend 1 charge to shoot it at a creature you can see. Make a ranged attack. On a hit, it deals bludgeoning damage equal to your Dexterity modifier + 1d6 for each coin fired. At the end of combat, you can recover half the coins you fired by searching the combat area.

The number of coins you can fire increases by one at 7th Focus level (2 coins), 11th Focus level (3 coins), and 17th Focus level (4 coins). If you flare steel to use this technique, the d6 damage dice become d12s.

Steel Technique

Starting at 3rd Focus level, you learn new ways to metalpush. You learn three techniques of your choice:


  • Buoyant. While your Metalsense is active, your base move speed increases by 10 feet. The bonus becomes 15 feet at 11th Focus level and 20 feet at 17th Focus level.
  • Charging Tackle. When you metalpush yourself towards a creature and stop within 5 feet of it, you can attempt to shove the creature as a bonus action. You make this check with advantage. On a success, you choose whether the creature is either knocked prone or pushed 15 feet away from you.
  • Coin Spray. You can spend 2 charges as an action to launch a spray of 20 tiny metal objects in a 20-foot cone. Each creature in the cone must make a Dexterity saving throw, taking 3d6 bludgeoning on a failure and half as much on a success. This damage increases to 5d6 at 11th Focus level and 7d6 at 17th Focus level. If you flare steel to use this technique, the d6 damage dice become d12s.
  • Coin Dodge. When you are subject to a Dexterity saving throw, you can spend 1 charge and 1 tiny metal object to gain advantage on the save.
  • Extra Coin. You can use a bonus action to fire one tiny metal object as detailed in the Coinshot feature.
  • Locksmith. You can attempt to manipulate a lock’s tumblers with a metalpush. When you try to pick a metal lock, you can spend 1 charge to gain advantage on the check.

  • Magnet Bomb. As an action, you can spend 2 charges to target every metal object of your choice within 5 feet of you with a metalpush. This range increases to 10 feet at 11th Focus level and 15 feet at 17th Focus level.
  • Magnet Ward. If you are hit by an attack made with a metal object, you can spend 1 charge as a reaction to reduce the damage taken by 1d4. This increases to 2d4 at 11th Focus level, and 3d4 at 17th Focus level. If you flare steel to use this technique, you roll twice as many dice instead for the damage reduction.
  • Metal Punch. While holding a piece of metal, you empower your punches with a slight metalpush. When you hit a creature with an unarmed strike, it takes bludgeoning damage equal to 1d4 + your Strength modifier and its speed is reduced by 10 until the end of its next turn.
  • Nudge. You can use a bonus action instead of an action to metalpush a Floatweight metal object within range.
  • Repelling Fall. When you are falling, you can use a reaction to drop a metal object against the surface below and slow your fall. You take no fall damage.
  • Steel Bolt. As a bonus action, you drop a metal object and spend 1 charge to metalpush yourself up to 10 feet in a direction of your choice. This movement does not provoke opportunity attacks.
  • Steel Dash. You can spend 1 charge as a bonus action to metalpush on a metal object two or more weight classes heavier than you, and you fly in a straight line up to your speed away from it. If you flare steel to use this technique, you can fly up to twice your speed instead.
  • Violent Push. You can metalpush objects farther, up to an additional 10 feet. This bonus increases to 20 feet at 11th Focus level and 30 feet at 17th Focus level.

You learn an additional technique at 7th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can also replace one technique you already know with a different one.

One Step Ahead

Starting at 3rd Focus level, when a creature ends its movement within 5 feet of you, you can use your reaction to move up to 10 feet without provoking attacks of opportunity.

Steel Flight

When you reach 7th Focus level, metalpushing becomes natural to you for mobility. As part of your movement, you can spend 1 charge to metalpush on a metal object two or more weight classes heavier than you and fly up to your speed away in a straight line. If you flare iron to use this feature, you can fly up to twice your speed in that direction.

Advanced Steel Technique

Beginning at 11th Focus level, you learn one of the following special techniques. You can replace one advanced technique with another one when you gain a Focus level in this subclass. At 20th Focus level, you learn another advanced technique.


  • Hole Punch. You explosively punch a piece of metal at your targets. As an action, you can spend 1 charge and make a melee attack. On a hit, the target takes 3d10 piercing damage and it cannot until the start of its next turn.
  • Shove. Prerequisite: Nudge. When you use your Nudge technique, you can target metal objects that are Featherweight or lighter.
  • Shrapnel. Prerequisite: Extra Coin. When you deal damage with Extra Coin, you can force the target to make a Constitution saving throw. On a failure, the target is incapacitated until the end of your next turn.
  • Steel Slash. Prerequisite: Steel Dash. Immediately after using your Steel Dash technique, you can use your reaction to make a melee weapon attack against a creature within range.
  • Steel Chains. As an action, you can spend 1 charge and metalpush a metal object against a creature to restrain it. Make a Strength (Athletics) check, contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check. On a success, the creature is restrained for 1 minute or until you lose concentration (as if concentrating on a spell). At the end of its turn, the creature can make another check to end the effect.

The prerequisites for advanced techniques must be met for you to learn it. If you replace a technique required for an advanced technique, that technique must also be replaced.

Magnetic Levitation

Starting at 14th Focus level, you can spend 1 charge as a bonus action to metalpush against three or more immovable metal objects within range to hover in the air. You can hover at a height up to your Metalpush range for 1 minute or until your concentration ends (as if concentrating on a spell). On subsequent turns, you can drift up to half your speed, provided there are new immovable metal objects at the destination.

Move Mountains

Beginning at 17th Focus level, you can burn steel in a burst to move extraordinary weight. You can use your action to spend 6 charges and metalpush on a metal object up to two weight classes heavier than you within range, provided you are securely anchored and the object is movable. The object is pushed up to a number of feet equal to your Metalpush range, and creatures that make Strength saving throws as a result of this action do so with disadvantage. You then gain one level of exhaustion.

Steel’s Ascent

At 20th Focus level, you can choose either the expert or savant path for steel:

Expert. You master the art of iron Allomancy and flight. You gain the following benefits:

  • The cost of flaring steel is reduced by one charge.
  • You learn one additional steel technique of your choice.
  • You reduce the damage taken from metalpush flight collisions by 30 if you are not incapacitated, to a minimum of 0 damage.

Savant. You have burned steel excessively to the point your body relies on it. You have replaced normal sight with Metalsense as your primary sense. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • While conscious, you create a magnetic field that repels metal. Whenever you take damage from a metal object, you can roll a d6 and subtract that from the damage taken.
  • You automatically fail any Wisdom (Perception) and Intelligence (Investigation) checks made to search for non-metal objects or creatures without metal.

Lurcher Focus

Allomancers who burn iron gain the ability to pull all metals except aluminum towards themselves. Known as Lurchers, they often work in teams with their Coinshot counterparts to push and pull metals. More adventurous Lurchers enjoy flying through cities by pulling on buildings up to dangerous heights.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor: Medium armor, heavy armor, shields
  • Weapons: Martial weapons, shields
  • Saving Throws: Strength, Dexterity
  • Skills: Choose two from Acrobatics, Athletics, Intimidation, Perception, Sleight of Hand, and Stealth

Metalpull

Beginning at 1st Focus level, you can burn iron as detailed by your Allomancy feature to metalpull metal objects toward you. You can spend 1 charge as an action to pull on one metal object within range, such as a vial of metals, a metal weapon,

a suit of metal armor, or a cooking tool. The resulting effect varies based on the Weight difference between you and the object, as shown in the Metalpull Interactions table. You cannot pull on aluminum or metals inside a body.

Some Metalpull effects require targets to make a saving throw. The saving throw DC is calculated as follows:

Metalpush save DC = 8 + your proficiency bonus +

your Strength modifier

At 1st Focus level, your Metalpull range is 30 feet. This range increases to 40 feet at 7th Focus level, 50 feet at 14th Focus level, and 60 feet at 20th Focus level.

Metalsense

Starting at 1st Focus level, you have Metalsense up to 120 feet as long as you are able to burn iron with your Metalpull feature. You can sense the presence of all metals except aluminum within the specified range. It appears as translucent lines radiating from the chest towards metal, and creatures with this ability have advantage on Wisdom (Perception) checks made to find specific metal objects.

Metalpull Interactions

. Object Weight class ... Effect
Two or more weight classes lighter than you If the object is not being worn, you can metalpull it up to any distance in a straight line towards you, and you can catch it with a free hand if you are able. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpull it as described.
   A creature in the path of this object must succeed on a Dexterity saving throw or take 1d6 bludgeoning damage. If you let the object hit you, you also take this damage. When the object hits a creature, you immediately stop metalpulling it and it falls to the ground.
   If a creature is wearing the object, you can make a Strength (Athletics) check contested by the target’s choice of Strength (Athletics) or Dexterity (Acrobatics) check, pulling the creature prone on a success. Alternatively, the creature may use a reaction to remove the object if it does not take longer than one action to do so (DM’s discretion). You have advantage on this check if the creature is one weight class lighter than you and you automatically succeed if the creature is two or more weight classes lighter. Conversely, you have disadvantage if the creature is one weight class heavier than you and you automatically fail if the creature is two or more weight classes heavier.

Within one weight class of you
.............................................
If the object is not being worn or carried, you metalpull the object towards you across the ground, up to a distance equal to half your Metalpull range. If the object being held, the creature must succeed on a Strength saving throw or drop the object, and you metalpull it as described.
   If the object is being worn, the creature must make a Strength saving throw or be pulled up to 10 feet towards you.
Two or more weight classes heavier than you, or is immovable You fly in a straight line towards the object. If you travel more than twice your speed in a single turn and collide with a hard surface, you take 1d6 bludgeoning damage for every additional 10 feet you moved up to a maximum of 20d6, provided gravity or a Dexterity-based maneuver has not reduced your impact (DM’s discretion). If you are wearing heavy armor, moving this way costs two feet of movement for every foot moved.
   If a creature is in your path, you stop at the first unoccupied space in front of it.

Iron Flare

Starting at 2nd Focus level, you can flare iron. Whenever you spend iron charges, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you have advantage on Strength checks and saving throws you make when you use your Metalpull feature.

When you flare iron to use your Metalpull feature to target an object, you can target one additional object as part of the same action, provided you are not using an iron technique.

Deflector Plate

At 2nd Focus level, you gain a lurcher plate, a thick piece of wood and leather designed to absorb heavy blows to the chest. You are proficient with this plate. When you are hit by an attack you can see, you can use your reaction to reduce the damage by 1d4. If the attack is made with a metal object, you can spend 1 charge to roll 1d10 instead.

The damage reduction increases at higher levels. You roll two dice at 7th Focus level and three dice at 14th Focus level. If you flare iron to use this feature, you double the number of dice you roll.

Iron Technique

Starting at 3rd Focus level, you learn new ways to metalpull. You know three techniques of your choice:


  • Anchor. You can use a bonus action to shift into a stable stance. You count as one weight class heavier and one size larger until the start of your next turn.
  • Arms of Iron. When you metalpull yourself towards a creature and stop within 5 feet of it, you can attempt to grapple it as a bonus action. You make this check with advantage. On a success, you deal the creature is grappled and takes 1d6 bonus bludgeoning damage. This bonus damage increases to 2d6 at 11th Focus level and 3d6 at 17th Focus level.
  • Full Heave. You can spend 2 charges as an action and target every metal object of your choice within a 15-foot cone with your metalpull. The range of this technique becomes a 30-foot cone at 11th Focus level and a 40-foot cone at 17th Focus level.
  • Iron Curtain. When an allied creature within 5 feet of you is hit by an attack made with a metal object you can see, you can spend 1 charge as a reaction to grant it the benefits of your Deflector Plate feature. The range increases to 10 feet at 11th Focus level and 15 feet at 17th Focus level.
  • Iron Dash. You can spend 1 charge as a bonus action to metalpull a metal object two or more weight classes heavier than you within range, and you fly towards it up to your speed in a straight line. If you flare iron to use this technique, you can fly up to twice your speed instead.

  • Lethal Spear. You can spend 1 charge as an action to violently metalpull on a coin-sized Floatweight object within range, and you can catch it provided you have a free hand. Each creature in the object’s path must succeed on a Dexterity saving throw or take 1d10 bludgeoning damage. The damage increases to 2d10 at 11th Focus level and 3d10 at 17th Focus level. If you flare iron to use this technique, you roll twice as many damage dice.
  • Magnetic Fingers. You gain proficiency in the Sleight of Hand skill. If you are already proficient in this skill, you double your proficiency bonus.
  • Metalwalk. You can spend 1 charge as a bonus action to walk on vertical metal surfaces for 1 minute at no cost to your speed. You cannot be wearing heavy armor to use this feature. If you flare iron to use this feature, you can also walk upside-down on metal surfaces for the duration.
  • Quick Draw. You can use a bonus action instead of an action to metalpull a Floatweight metal object within range and you can catch it provided you have a free hand.
  • Plate Protector. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. The attack does not need to include metal.
  • Prospector’s Reach. Your base Metalpull range increases by 10 feet. This bonus increases to 20 feet at 11th Focus level and 30 feet at 17th Focus level.
  • Secret Strike. When you use your Metalpull feature and successfully deal damage to a creature with an object collision, the creature must succeed on a Constitution saving throw or it has disadvantage on its next attack roll. If you flare iron to use this technique, the creature has disadvantage on the save. This technique cannot be used in combination with another technique.

You learn an additional iron technique at the 7th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can also replace one technique you already know with a different one.

Bulwark of Battle

Starting at 3rd Focus level, while you are wearing your Lurcher Plate, you can use a bonus action to make one melee weapon attack against a target within 5 feet of you. If the attack hits, the target takes 1d4 bludgeoning damage and is pushed 10 feet away from you. You use your Strength modifier for the attack and damage rolls.

Iron Flight

When you reach 7th Focus level, metalpulling becomes natural to you for mobility. As part of your movement, you can spend 1 charge to metalpull on a metal object two or more weight classes heavier than you and fly up to your speed towards it. If you flare iron to use this feature, you can fly up to twice your speed in that direction

Advanced Iron Technique

Beginning at 11th Focus level, you learn one of the following special techniques. You can replace one advanced technique with another one when you gain a Focus level in this subclass. At 20th Focus level, you can learn another advanced iron technique.


  • Crushing Iron. Prerequisite: Arms of Iron. When you successfully use your Arms of Iron technique to grapple a creature, you can forego the extra damage to knock it prone.
  • Iron Slash. Prerequisite: Iron Dash. Immediately after using your Iron Dash technique, you can make a melee weapon attack against a creature within range.
  • Metalrunner. Prerequisite: Metalwalk. You can ignore the heavy armor restriction when using your Metalwalk technique.
  • Plate Defense. Prerequisite: Plate Protector. When you are wearing a Lurcher Plate, you gain a +1 bonus to your AC.
  • Quick Pick. Prerequisite: Quick Draw. When you use your Quick Draw technique, the metal object can be Featherweight or lighter.
  • Slingshot. You can spend 1 charge as a bonus action to carefully metalpull on an anchored metal object and swing in an arc around it. You can release to fly in any direction, using angular momentum to gain extra movement equal to twice your base speed for that turn.

The prerequisites for advanced techniques must be met for you to learn it. If you replace a technique required for an advanced technique, that technique must also be replaced.

Locate Metal

Starting at 14th Focus level, you can spend 1 minute in deep concentration to locate a metal object within 1000 feet that is familiar to you. If the object is in motion, you know the direction of its movement. You can locate a specific object or the nearest of a specific kind. You cannot locate aluminum objects or objects encased in aluminum.

Once you use this feature, you can't use it again until you finish a short or long rest.

Move Mountains

At 17th Focus level, you can burn iron in a burst to move extraordinary weight. You can use your action to spend 6 charges and metalpull on a metal object up to two weight classes heavier than you within range, provided you are securely anchored and the object is movable. The object is pulled up to your space, and creatures that make Strength saving throws as a result of this action do so with disadvantage. You then gain one level of exhaustion.

Iron’s Ascent

At 20th Focus level, you can choose either the expert or savant path for iron:

Expert. You master the art of iron Allomancy and flight. You gain the following benefits:

  • The cost of flaring iron is reduced by one charge.
  • You learn one additional iron technique of your choice.
  • You reduce the damage taken from metalpull flight collisions by 30 if you are not incapacitated, to a minimum of 0 damage.

Savant. You have burned iron excessively to the point your body relies on it. You have replaced normal sight with Metalsense as your primary sense. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • While conscious, you create a magnetic field that can hold up to 1 pound of metal objects against your body. These objects are immune to the metalpull and metalpushes of other creatures. While you have these objects on you, you have a +1 bonus to your AC.
  • You automatically fail any Wisdom (Perception) and Intelligence (Investigation) checks made to search for non-metal objects or creatures without metal.

Pewterarm Focus

Allomancers who burn pewter have increased physical strength, speed, durability, and balance. Colloquially called Thugs, Pewterarms serve primarily as enforcers or soldiers due to their physical prowess.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Martial weapons
  • Saving Throws Strength, Constitution
  • Skills Choose two from Acrobatics, Athletics, Animal Handling, Intimidation, Nature, and Survival

Pewter Burn

At 1st Focus level, you can burn pewter as detailed by your Allomancy feature. As a bonus action, you can spend 1 charge and start to burn pewter. While burning pewter, you gain the following benefits:

  • You have a +2 bonus to damage rolls made with a melee weapon and a +2 bonus to Strength and Dexterity checks. This bonus increases to +3 at 7th Focus Level, and +4 at 14th Focus Level.
  • Your walking speed increases by 10 feet.

To continue burning pewter, you must spend 1 charge at the start of each turn, which lasts until you end it early (no action required), have no charges remaining, or die. When it ends, you must use another bonus action to start burning pewter again.

Pewter Flare

Starting at 2nd Focus level, you can flare pewter for additional power. While burning pewter on your turn, you may choose to spend 3 charges (no action required) and increase it to a flare, which lasts until the start of your next turn. While flaring pewter, you gain the following benefits:

  • The bonus to your damage rolls, Strength checks, and Dexterity checks for burning pewter is doubled.
  • Your walking speed increases by an additional 10 feet.

Undying Spirit

Beginning at 2nd Focus level, while you are burning pewter, you ignore the negative effects of exhaustion. When you begin a short or long rest, you can choose to sleep and burn pewter to recover from exhaustion. At the end of the rest, you can remove one additional level of exhaustion for each charge of pewter you spend.

Mighty Attacks

Beginning at 3rd Focus level, you can throw all of your strength into your attacks. When you make your first attack on your turn, you can decide to attack with all your might. When you do, you can make one additional attack and you have advantage on your attacks until the end of your turn. Then you gain one level of exhaustion.

Pewter Recovery

Starting at 3rd Focus level, you can use a bonus action to gain temporary hit points equal to your Focus level + double your Constitution modifier, and you gain one level of exhaustion.

Dauntless Strength

Beginning at 7th Focus level, whenever you fail a check or saving throw using Strength or Constitution, you can choose to re-roll the die and use the new result. You then gain one level of exhaustion.

Enhanced Physique

Starting at 11th Focus level, your base walking speed increases by 10 feet.

Additionally, you exhaust your opponents in combat. When you hit a creature with a melee attack, you can spend 1 charge and force it to make a Constitution saving throw (DC = 8 + your proficiency + your Strength modifier). On a failure, the creature gains one level of exhaustion, up to a maximum of three.

Pewter Drag

When you reach 14th Focus level, you can sprint for long distances by continually burning pewter. As an action, you can spend 4 charges to start a Pewter Drag. For the next minute, your base walking speed increases by 60 feet and you can take the Dash action as a bonus action. After the duration, you gain one level of exhaustion.

Undying Strength

Starting at 17th Focus level, pewter pushes you past your limits. While you are burning pewter, if you take damage that reduces you to 0 hit points and doesn't kill you outright, you can use your reaction to delay falling unconscious and immediately take an Attack action. While you have 0 hit points during that extra turn, taking damage causes death saving throw failures as normal, and three death saving throw failures can still kill you. When you finish your attack, you immediately fall unconscious.

Once you use this feature, you can't use it again until you finish a long rest.

Pewter’s Ascent

At 20th Focus level, you can choose either the expert or savant path for pewter:

Expert. You master the art of pewter Allomancy and gain the following benefits:

  • The cost of flaring pewter is reduced by one charge.
  • When you take the attack action on your turn, you can spend 1 charge to make a weapon attack as a bonus action.

Savant. You have burned pewter excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • Your Strength and Dexterity scores increase by 4 and your maximum for those scores is now 24. Your Charisma score permanently decreases by 4.
  • At the start of your turn, you gain temporary hit points equal to your Constitution modifier (minimum of +1). When you stop burning pewter, the temporary hit points are lost.
  • You always have a minimum of two levels of exhaustion, though its negative effects can still be mitigated by your Undying Spirit feature.

Pulser Focus

Allomancers who burn cadmium can create a bubble where time is slowed. Creatures inside the bubble perceive time outside as passing faster and creatures outside the bubble perceive time inside as passing slower. Pulsers use their powers to great effect by potentially taking an enemy or harmful effect out of combat for a time.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, heavy armor, shields
  • Weapons Martial weapons
  • Saving Throws Intelligence, Wisdom
  • Skills Choose two from Arcana, Athletics, History, Investigation, Religion, and Stealth.

Pulser Bubble

At 1st Focus level, you can burn cadmium as detailed by your Allomancy feature to slow time. As a bonus action, you can spend 1 charge to start creating a 10-foot radius spherical bubble originating from your space. Before the Pulser bubble fully forms, each creature in the bubble makes a Dexterity saving throw. On a success, the creature can use its reaction to move up to half its speed, potentially out of the bubble’s radius. The DC is calculated as follows:

Pulser save DC = 8 + your proficiency bonus +

your Intelligence modifier

  • Bubble Effect. Each creature still inside the bubble must skip its next combat round and its turn is removed from the initiative order for that round. If an object or effect in the bubble has a duration, its duration is similarly extended based on the number of rounds it skips.
  • Duration. The bubble lasts until the start of your next turn (which excludes the round you skipped) or until you lose concentration (as if concentrating on a spell).
  • Bubble Boundary. The bubble’s boundary is visible as a shimmering surface. The bubble ends early if you touch the boundary. A creature or object can only pass through the boundary if it is Superweight or heavier, or if it is a fast-moving projectile. A projectile passing through the boundary is deflected off-course and automatically misses.
  • Allomantic Shield. Allomancy cannot pass through the bubble boundary. If the bubble boundary separates a creature using Allomancy from the Allomantic target, the Allomantic effect ends.

  • Intersecting Bubbles. If two Pulser bubbles intersect, creatures, objects, and effects must skip combat rounds for both bubbles. If a Pulser bubble and a Slider bubble intersect, both bubbles immediately end.
  • Skipping Rounds at Higher Levels. When you reach certain Focus levels, you can create Pulser bubbles that skip more combat rounds by spending additional charges. You can spend up to 2 charges at 7th Focus level and up to 3 charges at 14th Focus level, and the Pulser bubble skips a number of rounds equal to the charges spent instead.
  • Bubble Radius. The bubble’s radius increases to 15 feet at 7th Focus level, 20 feet at 11th Focus level, 25 feet at 14th Focus level, and 30 feet at 17th Focus level.

Cadmium Flare

Starting at 2nd Focus level, you can flare cadmium. Whenever you spend charges of cadmium, you can instead spend 4 times as many charges to flare it.

If you flare cadmium to use your Pulser Bubble feature, your bubble’s radius increases by 10 feet and you impose disadvantage on the Dexterity saving throw made to escape the bubble.

Shield Pulse

When you reach 2nd Focus level, you learn to flash your bubbles to deflect ranged projectiles. When you or an allied creature within 5 feet are the target of a ranged attack you can see, you can spend 1 charge as a reaction to impose disadvantage on the attack roll. You cannot use this feature if you cannot create a Pulser bubble.

Broaden Perspective

When you reach 3rd Focus level, you have learned to study the world through temporal variations. Whenever you skip a combat round because of your Pulser bubble, you gain a Pulser die, which is a d6. The maximum number of Pulser dice you can have at one time is equal to your Intelligence modifier (minimum of 1). You lose any remaining Pulser dice you have when you begin a long rest.

Whenever you hit a creature with a weapon attack, you can expend one Pulser die and add the number rolled to the damage roll.

Your Pulser die size increases as you gain Focus levels. The die becomes a d8 at 7th Focus level, a d10 at 11th Focus level, and a d12 at 17th Focus level.

Quantum Disorientation

Starting at 3rd Focus level, you can briefly confuse enemies with your Pulser bubbles. When your Pulser bubble ends, choose any number of creatures in the bubble that skipped at least 1 combat round. The first attack roll made against the chosen creature before the end of your next turn has advantage.

Expanded Insight

When you reach 7th Focus level, you learn to study your surroundings through experience in your bubbles. Whenever you make a Wisdom (Insight) or Wisdom (Perception) check, you can spend a Pulser die and add it to the roll.

Desynchronized Field

Beginning at 11th Focus level, you can selectively manipulate time around you. As an action, you can spend 1 charge to create a field of compressed time that lasts for 1 minute. For the duration, each creature of your choice within 30 feet must spend 2 feet of movement for every 1 foot moved. You cannot use this feature if you cannot create a Pulser bubble.

As a bonus action, you can spend 1 charge to emit a pulse of desynchronous energy. Each creature affected by the field must make an Intelligence saving throw. On a failed save, the creature takes psychic damage equal to your Pulser die and its speed is reduced to zero.

Time Skip

Starting at 11th Focus level, you can create a Pulser bubble where time passes ten times slower. If each creature within your bubble’s range is willing, you can spend 1 charge to create a bubble that skips 10 rounds. For every six seconds that pass inside the bubble, a minute passes outside of it.

Cadmium Body

Starting at 14th Focus level, your physical form surges with Investiture. Whenever your Pulser bubble ends, you can spend 1 Pulser die and gain a bonus to your AC equal to the roll until the start of your next turn.

Quantum Destabilization

Beginning at 17th Focus level, when your Pulser bubble ends choose a number of creatures equal to your Intelligence modifier (minimum of 1) that were inside it. The next successful attack you make against the chosen creature deals bonus weapon damage equal to 1d8 for each round you forced the creature to skip.

Timeless Body

At 17th Focus level, spending time in your Pulser bubble ages you relatively slower. For every 10 years that pass, your body ages only 1 year.

Cadmium’s Ascent

At 20th Focus level, you can choose either the expert or savant path for cadmium:

Expert. You master the art of cadmium Allomancy. You gain the following benefits:

  • The cost of flaring cadmium is reduced by one charge.
  • When you create a Pulser bubble, you can spend 1 additional charge to shape it into any form you wish, provided its form stays within your maximum range and you are inside the bubble.

Savant. You have burned cadmium excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • Your Intelligence score increases by 4 and the maximum for that score is 24.
  • If each creature within your bubble’s range is willing, you can spend 1 charge to create a bubble that skips 100 rounds. For every six seconds that pass inside the bubble, 10 minutes pass outside of it.
  • You automatically fail Intelligence and Wisdom checks if you have not burned cadmium within the past 10 minutes (relative to you).

Rioter Focus

Allomancers who burn zinc gain the ability to riot and amplify the feelings of a creature. Called Rioters, they are often charismatic and egotistic because they can bend almost anyone to their will. If Rioters do not exert self-control, even their friends will grow to distrust them.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Weapons Dueling canes, hand crossbows, longswords, rapiers, shortswords
  • Saving Throws Wisdom, Charisma
  • Skills Choose three from Arcana, Deception, History, Intimidation, Insight, Perception, Performance, and Persuasion.

Zinc Rioting

Starting at 1st Focus level, you can burn zinc as detailed by your Allomancy feature to influence another creature’s emotions and will. The creature must have an Intelligence score of 3 or higher, and cannot be a construct or undead.

When you force a creature make a saving throw as a result of rioting, the saving throw DC is calculated as follows:

Riot save DC = 8 + your proficiency bonus +

your Charisma modifier

Your Riot range is 30 feet. This range increases to 40 feet at 7th Focus level, 50 feet at 14th Focus level, and 60 feet at 20th Focus level.

Manipulate Emotions

Starting at 1st Focus level, you learn to riot certain emotions to your advantage. You can spend 1 charge as an action to target a number of creatures you can see equal to half your Focus level.

An affected target must make a Wisdom saving throw. It has advantage on the save if you or your allies are fighting it, or if it is already charmed, frightened or otherwise affected by another strong emotion. On a failed save, you have advantage on one Charisma check you make to interact with the creature within the next minute. The creature has advantage on saving throws to resist further rioting attempts for the next hour.

After each successful save, the creature can choose to make a Wisdom (Insight) check to determine whether its mood has been influenced.

Stoke the Flames

Beginning at 1st Focus level, you can briefly inspire your allies. As a bonus action, choose a creature other than you within your Riot range that can hear you. For the next minute, when the creature rolls a total of 20 or higher on a melee attack roll and hits, it can roll one additional weapon damage die, and this benefit ends.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses on a short or long rest.

Zinc Flare

Starting at 2nd Focus level, you can flare zinc. Whenever you spend charges of zinc, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you impose disadvantage on all saving throws a target makes against your Riot save DC, but the target knows it has been influenced when the rioting ends.

Beguiling Glamor

Beginning at 2nd Focus level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Zinc Aspect

At 3rd Focus level, you learn special ways to riot a creature’s emotions, which are represented by the Aspects listed below.

As an action, you can spend 1 charge to use a Zinc Aspect and target eligible creatures within range that can see or hear you. When the effects end, the target knows it has been influenced when the rioting ends. If an Aspect forces a target to make a saving throw, the target has advantage on saving throws made to resist the same Aspect for the next hour.

If you use an Aspect that requires concentration (as if concentrating on a spell), you cannot another Aspect that requires concentration.

You learn five Zinc Aspects of your choice and you learn one additional Zinc Aspect at 7th, 11th, 14th, and 17th Focus levels. Each time you gain a Focus level in this subclass, you can replace one Aspect you already know with a different one.


  • Riot Anguish. The target must make a Strength saving throw. On a failed save, it is charmed for 1 minute, or until you lose concentration (as if concentrating on a spell). While restrained, the target can make a Strength saving throw at the end of its turn, taking 2d4 necrotic damage on a failure or ending the effect on a success. The necrotic damage increases to 3d4 at 11th Focus level, and 4d4 at 17th Focus level.

  • Riot Arrogance. The target makes a Charisma saving throw. On a failed save, the target takes 2d8 psychic damage and the next attack roll made against it before the end of your next turn has advantage. The damage increases to 3d8 at 11th Focus level, and 4d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.
  • Riot Betrayal. The target must succeed on a Wisdom saving throw or become charmed for one minute. While charmed, it must use its action on its next turn to move and make one melee attack against a creature other than itself that you choose. At the end of its turn, an affected target can repeat the saving throw to end the effect. The target has advantage on its saving throws if you or your allies are currently fighting it, and automatically succeeds if it does not have a creature to attack.
  • Riot Compassion. The target must make a Wisdom saving throw. On a failed save, it is charmed for 1 minute, or until you lose concentration (as if concentrating on a spell) or your allies do anything harmful to it. The creature has advantage on the saving throw if you or your allies are currently fighting it. While charmed, the creature regards you as a friendly acquaintance and tries its best to assist you without being harmed.
  • Riot Dread. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects, and both the target and another creature of your choice within 10 feet of it takes 1d8 psychic damage. The bonus damage increases to 2d8 at 11th Focus level and 3d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.
  • Riot Emotions. You probe the target for emotions. The target must make a Charisma saving throw. On a failed save, you discover the two strongest emotions the target is currently feeling.
  • Riot Fatigue. The target must succeed on a Constitution saving throw, or it takes 2d8 psychic damage and its speed is reduced by half until the start of your next turn. The damage increases to 3d8 at 11th Focus level, and 4d8 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.
  • Riot Fear. The target must succeed on a Wisdom saving throw or become frightened for 1 minute. While frightened, the target must take the Dash action and move away from you by the safest available route on each of its turns, unless there is nowhere to move. This condition ends early until you lose concentration (as if concentrating on a spell) or if the target cannot see you. At the end of its turn, the affected target can repeat the saving throw to end the effect.
  • Riot Greed. Up to 2 targets you choose must make an Intelligence saving throw. On a failed save, each target is enthralled by an object you choose and have disadvantage on Perception checks for the next minute or until you lose concentration (as if concentrating on a spell). You can affect one additional creature when you reach 7th, 11th, 14th, and 17th Focus levels.
  • Riot Misery. The target must succeed on a Wisdom saving throw or become incapacitated until the end of your next turn. If you flare zinc to use this Aspect, the target is paralyzed instead.
  • Riot Nerves. The target must succeed on an Intelligence saving throw or it has disadvantage on ability checks until the end of its next turn.
  • Riot Pain. The target must succeed on a Wisdom saving throw or take 2d8 psychic damage. If the target is missing any of its hit points, it instead takes 2d12 psychic damage. The damage increases by one die when you reach 11th Focus level (3d8 or 3d12) and 17th Focus level (4d8 or 4d12). If you flare zinc to use this Aspect, you roll twice as many dice for damage.
  • Riot Panic. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects and it has disadvantage on the first attack roll it makes before the end of its next turn.
  • Riot Rage. The target makes a Wisdom saving throw. On a failed save, it must use its reaction to move up to 10 feet towards you. If it ends its movement within 5 feet of you, you can make a melee weapon attack against it as a reaction. You can force the target to move up to 20 feet at 11th Focus level, and 30 feet at 17th Focus level.
  • Riot Shock. Each creature within 5 feet of you must succeed on a Charisma saving throw or it takes 2d6 psychic damage and cannot take reactions until the start of its next turn. The damage increases to 3d6 at 11th Focus level, and 4d6 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.
  • Riot Suffering. As part of the action used for this Aspect, you must make a weapon attack against the target or this Aspect fails. On a hit, the target suffers the attack’s normal effects and takes 1d10 bonus psychic damage. The bonus damage increases to 2d10 at 11th Focus level and 3d10 at 17th Focus level. If you flare zinc to use this Aspect, you roll twice as many dice for damage.

Listen to Me

When you reach 7th Focus level, you naturally influence others to become more agreeable. As an action, you can choose a number of creatures equal to half your Focus level within range that can hear and understand you, and suggest a reasonable course of action for them. Each creature must succeed on a Wisdom saving throw against your Riot save DC or it must follow the suggestion to the best of its ability for up to 1 hour. If the suggestion is unreasonable or harmful, the influence fails. If you or any of your companions damage the targets, the influence immediately ends.

You can continue to make additional suggestions before the duration ends. Each time you do, an affected creature repeats the saving throw. On a failed save, the creature follows the new suggestion. On a success, the effect ends and the creature immediately becomes hostile.

Once you use this feature, you can’t use it again until you finish a long rest.

Broad Influence

Beginning at 11th Focus level, whenever you use a Zinc Aspect on your turn, you can target another creature within range by spending 2 charges for each additional creature. If you must make an attack to use the Aspect, you can make one for each target as part of the same action.

Rioting Instinct

Starting at 14th Focus level, if a creature you can see within Riot range attacks you or an ally, you can use a Zinc Aspect on that creature as a reaction. You can choose to apply the Aspect’s effects before or after the attack hits. You can use this feature a number of times equal to your Charisma modifier (minimum of once). You regain all expended uses at the end of a long rest.

Control Hemalurg

When you reach 17th Focus level, you can attempt to control Hemalurgic creatures with Allomancy. As an action, you can spend 10 or more charges to control a Hemalurgic creature you touch and force it to make a Wisdom saving throw (DC = the number of charges you spent + your Charisma modifier). On a failed save, it falls under your control for up to 24 hours. If the creature is hostile, it has advantage on the saving throw.

For the duration, you can use a bonus action to give the Hemalurgic creature one command, which it tries to perform to the best of its ability. The duration ends early if you move more than 60 feet from the creature, you fall unconscious, or the construct falls under someone else’s control.

If you attempt to control a creature that is already controlled, you must first succeed on a Charisma check contested by the controlling creature.

Zinc’s Ascent

At 20th Focus level, you can choose either the expert or savant path for zinc:

Expert. You master the art of zinc Allomancy. You gain the following benefits:

  • The cost of flaring zinc is reduced by one charge.
  • You learn two additional Zinc Aspects of your choice.
  • You draw zinc from an internal reserve. On your turn, you can use a Zinc Aspect without spending charges and treat its effects as if you were flaring zinc. Once you use this feature, you can’t use it again until you finish a short or long rest.

Savant. You have burned zinc excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • Your Charisma score increases by 4 and your maximum increases to 24.
  • Choose one Zinc Aspect that you know. You can now use this Aspect at will without spending a charge.
  • You automatically fail Wisdom and Charisma checks if you have not burned zinc within the past 10 minutes.

Seeker Focus

Allomancers who burn bronze have the ability to detect Allomantic pulses. Called Seekers, they relentlessly track their targets and often work as Allomancer bounty hunters. Seeing one stalking through a city can strike fear into the hearts of anyone.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Martial weapons
  • Saving Throws Strength, Wisdom
  • Skills Choose two from Acrobatics, Athletics, Insight, Investigation, Medicine, Perception, Stealth, and Survival

Detect Allomancy

Starting at 1st Focus level, you can burn bronze as detailed by your Allomancy feature. You can spend 1 charge as an action to open your awareness to Allomancy. You discover the presence of any Allomancy within 60 feet of you unless it is copper or otherwise masked by a coppercloud.

You perceive Allomancy as invisible pulsing pushes and pulls, which provide the following information:

  • The number and direction of Allomantic sources
  • The direction of each Allomantic source
  • Whether the Allomantic source metal is currently flared Your seeking range increases to 120 feet at 11th Focus level and 300 feet at 17th Focus level.

Seeker’s Eye

At 1st Focus level, you learn to defend against specific types of Allomancy. At the end of a short or long rest, you can choose one specialization from the following list.


  • Ferrosist. Whenever you make a Strength check or saving throw to resist the effects of iron or steel Allomancy, you can spend 1 charge as a reaction to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1).
  • Mentalist. Whenever you make a Wisdom or Charisma saving throw to resist the effects of zinc or brass Allomancy, you can spend 1 charge as a reaction to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1).
  • Neutralist. If a creature targets you with a melee attack using chromium Allomancy to leech your charges, you can spend 1 charge as a reaction to impose disadvantage on the attack roll.

  • Physicalist. When you are hit by an attack empowered by tin or pewter Allomancy, you can spend 1 charge as a reaction to reduce the damage you take by an amount equal to your Wisdom modifier (minimum of 1).
  • Temporalist. If a creature starts to use cadmium or bendalloy Allomancy, you can spend 1 charge as a reaction to move up to your speed towards or away from the creature before its temporal bubble finishes forming. If you use your Detect Allomancy feature and detect a form of Allomancy on this list, you can replace your current specialization with the one you detected.

Bronze Flare

Starting at 2nd Focus level, you can flare bronze. Whenever you spend charges of bronze, you can instead spend 4 times as many charges to flare it.

If you flare bronze to use your Detect Allomancy feature, your seeking range is doubled for the duration.

Natural Hunter

At 2nd Focus level, you gain proficiency in the Survival skill. If you are already proficient in this skill, you can double your proficiency bonus.

Relentless Hunter

Beginning at 3rd Focus level, you hunt your quarry with perseverance. As a bonus action, you can spend 1 charge to place a Bronze Mark on a creature you can see within 60 feet. The Mark lasts for 1 minute, or until you lose concentration (as if concentrating on a spell) or place a Mark on another creature. If you flare bronze to use this feature, you can place a Mark on two creatures instead.

You have advantage on any Wisdom (Perception) or Wisdom (Survival) checks to find and track Marked creatures.

Whenever you hit a creature you have Marked with a weapon attack, you deal 1d6 bonus weapon damage. At the end of each of your turns, if you have dealt bonus damage this way, the bonus increases by 1d6, up to a maximum of 2d6. The maximum bonus damage increases to 3d6 at 11th Focus level and 4d6 at 17th Focus level. When the creature is no longer Marked, the bonus resets to 1d6.

Improved Burn

When you reach 3rd Focus level, you burn your metals more efficiently. While out of combat, spending 1 charge of bronze to detect Allomancy will last 1 minute. This increases 10 minutes at 7th Focus level and 10 minutes at 14th Focus level.

Hunter’s Shadow

At 7th Focus level, when you have detected a creature with bronze, you and your group have advantage on Dexterity (Stealth) checks made to evade the creature.

Improved Mark

At 11th Focus level, tracking your prey can turn your misses into a hit. When you miss an attack against a creature you have Marked, you can spend 1 charge of bronze to re-roll the d20 and must use the new result.

Detect Compounding

When you reach 11th Focus level, you can detect more complex forms of Allomancy. If you flare bronze to use your Detect Allomancy feature, you also know if an Allomantic source you detect has been compounded with Feruchemy.

Seeker’s Eye Improvement

Starting at 14th Focus level, the specialization you choose grants the following improvements:


  • Ferrosist Improvement. When a creature using iron or steel Allomancy to move ends its movement within 5 feet of you, you can spend 1 charge of bronze as a reaction to move up to half your speed in a direction of your choice. Moving this way does not provoke attacks of opportunity.
  • Mentalist Improvement. As an action, you can spend 1 charge to end an effect on you created by zinc or brass Allomancy.
  • Neutralist Improvement. If a creature attempts to harm or influence you with Allomancy enhanced by nicrosil or duralumin, you can spend 1 charge as a reaction to treat the effect on you as if it were not enhanced.
  • Physicalist Improvement. Whenever you make a check or saving throw to resist the effects of tin or pewter Allomancy, you can spend 1 charge to gain a bonus to the roll equal to your Wisdom modifier (minimum of 1).
  • Temporalist Improvement. As an action, you can spend 1 charge to pass through the boundary of a temporal bubble, provided you spend at least 5 feet of movement.

Cloud Piercer

Beginning at 17th Focus level, you learn to pierce copperclouds. When you flare bronze to use your Detect Allomancy feature, you can detect Allomantic sources even if they are masked by a coppercloud.

If the creature creating the coppercloud is flaring copper, you must succeed on a Wisdom (Perception) check contested by the creature’s Charisma (Deception) check to detect any Allomantic sources inside the cloud.

Detect Feruchemy

When you reach 17th Focus level, you can detect other forms of the Metallic Arts. If you flare bronze to use your Detect Allomancy feature, you can detect the presence of Feruchemy within range, unless it is masked by a coppercloud. You learn the following information about it:

  • The number and direction of Feruchemical sources
  • The direction of each Feruchemical source
  • The rate at which the Feruchemist is tapping charges

Bronze’s Ascent

At 20th Focus level, you can choose either the expert or savant path for bronze:

Expert. You master the art of bronze Allomancy. You gain the following benefits:

  • The cost of flaring bronze is reduced by one charge.
  • You ignore resistances and immunities of creatures you have Marked.
  • You have advantage on Constitution saving throws you make to maintain concentration on your Bronze Marks.

Savant. You have burned bronze excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • When you flare bronze to use your Detect Allomancy feature, you can detect the presence of Wells and Shards.
  • Whenever you make an attack roll against a Marked creature, you have a bonus to the roll equal to your Wisdom modifier.
  • You automatically fail Wisdom and Charisma checks if you have not burned bronze within the past 10 minutes.

Slider Focus

Allomancers who burn bendalloy can create a bubble where time passes quickly. Creatures inside the bubble perceive time outside as passing slower and creatures outside the bubble perceive time inside as passing faster. Sliders often use their powers to slip around battlefields or take much needed breaks during combat.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Weapons Dueling canes, hand crossbows, longswords, rapiers, scimitars, shortswords
  • Saving Throws Dexterity, Intelligence
  • Skills Choose two from Acrobatics, Arcana, History, Investigation, Perception, Persuasion, Sleight of Hand, and Stealth.

Slider Bubble

At 1st Focus level, you can burn bendalloy as detailed by your Allomancy feature to speed up time. As a bonus action, you can spend 1 charge to start creating a 5-foot radius spherical bubble originating from your space. Before the Pulser bubble fully forms, each creature in the bubble makes a Dexterity saving throw. On a success, the creature can use its reaction to move up to half its speed, potentially out of the bubble’s radius. The DC is calculated as follows:

Slider save DC = 8 + your proficiency bonus +

your Intelligence modifier

  • Bubble Effect. The bubble inserts a special combat round called a Slider Round, which is taken after the current round ends. During a Slider Round, only creatures still inside the bubble can take a turn using their current initiative order. If an object or effect in the bubble has a duration, its duration is similarly shortened based on the number of extra rounds and turns it takes.
  • Duration. The bubble lasts until the start of your next turn in a normal combat round or until you lose concentration (as if concentrating on a spell). If the bubble ends during a Slider Round, combat returns to regular rounds when the current Slider Round is complete.
  • Bubble Boundary. The bubble’s boundary is visible as a shimmering surface. The bubble ends early if you touch the boundary. A creature or object can only pass through the boundary if it is Superweight or heavier, or if it is a fast-moving projectile. A projectile passing through the boundary is deflected off-course and automatically misses.

  • Allomantic Shield. Allomancy cannot pass through the bubble boundary. If the bubble boundary separates a creature using Allomancy from the Allomantic target, the Allomantic effect ends.
  • Intersecting Bubbles. If two Slider bubbles intersect, both bubbles insert Slider Rounds to the end of the current round in the order they were created. If a Pulser bubble and a Slider bubble intersect, both bubbles immediately end.
  • Inserting Slider Rounds at Higher Levels. When you reach certain Focus levels, you can create Slider bubbles that insert more Slider Rounds by spending additional charges. You can spend up to 2 charges at 7th Focus level and up to 3 charges at 14th Focus level, and the Slider bubble inserts a number of Slider Rounds equal to the charges spent instead.
  • Bubble Radius. The bubble’s radius increases to 10 feet at 7th Focus level, and 15 feet at 14th Focus level.

Bendalloy Flare

Starting at 2nd Focus level, you can flare bendalloy. Whenever you spend charges of bendalloy, you can instead spend 4 times as many charges to flare it.

If you flare bendalloy to use your Slider Bubble feature, your bubble’s radius increases by 5 feet and you impose disadvantage on the Dexterity saving throw made to escape the bubble.

Sliding Action

Beginning at 2nd Focus level, when your bubble ends on your turn, you gain a special bonus action you can use until the end of your turn. You can use it to take the Dash, Disengage, or Hide action.

Flash Bubble

Starting at 3rd Focus level, you learn to use brief Slider bubbles to empower your attack in the following ways:


  • Impulse Rush. You use several brief Slider bubbles to cover long distances. As an action, you can spend 1 charge to gain movement equal to twice your speed. You cannot use this feature if you cannot create a Slider bubble.
  • Mass Driver. Immediately before you make a ranged weapon attack, you can spend 1 charge as a bonus action to accelerate the projectile. If the attack hits, you deal 1d8 bonus weapon damage. You cannot use this feature if you cannot create a Slider bubble.
  • Steady Aim. You create a brief Slider bubble to aim carefully. You can spend 1 charge as a bonus action to give yourself a bonus to the next attack roll you make before the end of your turn. The bonus is equal to your Intelligence modifier (minimum of 1). You cannot use this feature if you cannot create a Slider bubble.

Honed Instincts

Beginning at 7th Focus level, your bubbles allow you to act faster. You have a bonus to your initiative rolls equal to your Intelligence modifier (minimum of 1).

Bendalloy Domain

Starting at 11th Focus level, whenever you hit a creature inside your Slider bubble, you deal 1d8 bonus weapon damage. This increases by 1d8 for each complete Slider Round that has passed for the duration of your Slider bubble.

Flash Over

Starting at 14th Focus level, when you are the target of a ranged attack you can see, you can spend 1 charge as a reaction to impose disadvantage on the attack roll. Whether the attack hits or not, you can move up to half your speed immediately afterwards. You cannot use this feature if you cannot create a Slider bubble.

Forced Burn

Beginning at 17th Focus level, if you fail your concentration saving throw to maintain your Slider bubble, you can spend 1 charge to re-roll the die and you must take the new result.

Bendalloy’s Ascent

At 20th Focus level, you can choose either the expert or savant path for bendalloy:

Expert. You master the art of bendalloy Allomancy. You gain the following benefits:

  • The cost of flaring cadmium is reduced by one charge.
  • When you create a Pulser bubble, you can spend 1 additional charge to shape it into any form you wish, provided its form stays within your maximum range and you are inside the bubble.

Savant. You have burned bendalloy excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • If each creature within your bubble’s range is willing, you can spend 10 charges to create a bubble that lasts for 1 minute. For the duration, 1 hour passes inside the bubble and you and your allies can use it to perform a light activity like a short rest. Once you use this feature, you can’t use it again until you finish a long rest.
  • You automatically fail Intelligence and Wisdom checks if you have not burned bendalloy within the past 10 minutes (relative to you).

Smoker Focus

Allomancers who burn copper can prevent the detection of Allomancy within range. Due to their critical but single-purpose ability, they often take up other responsibilities like in preparations and leadership. No crew is complete without a Smoker to mask them from hunters.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, heavy armor, shields
  • Weapons Martial weapons
  • Saving Throws Wisdom, Charisma
  • Skills Choose two from Arcana, Athletics, Deception, History, Insight, Medicine, Perception, and Survival.

Coppercloud

Starting at 1st Focus level, you can burn copper as detailed by your Allomancy feature. You can spend 1 charge as a bonus action to create a coppercloud, which is an invisible 10-foot radius sphere centered on you where Allomancy cannot be detected. The coppercloud moves with you and lasts for 1 minute, or until you end it early as a bonus action, create a new coppercloud, fall unconscious, or die.

While inside your coppercloud, a creature using Allomancy cannot be detected by creatures outside the cloud that use bronze Allomancy, though Allomancy can still be deduced through observation or other means. Conversely, creatures that use bronze Allomancy inside your coppercloud cannot detect Allomancy outside.

The radius of your coppercloud increases to 20 feet at 7th Focus level, 30 feet at 14th Focus level.

Copper Soul

Beginning at 1st Focus level, while you are burning copper, you have advantage on saving throws made to resist the effects of zinc and brass Allomancy. If you are charmed or frightened, you can immediately repeat the saving throw to end the effect.

Natural Leader

Starting at 1st Focus level, you easily lead your party on your travels. While traveling for more than an hour, your group can move stealthily at a normal place and remains alert to danger even when engaged in another activity while traveling (such as foraging, navigating, or tracking).

Copper Flare

Starting at 2nd Focus level, you can flare copper for additional power. On your turn, while your coppercloud is active, you may choose to spend 3 charges (no action required) and increase it to a flare, which lasts until the start of your next turn. While flaring copper, you gain the following benefits:

  • Your coppercloud’s range is doubled.
  • You have advantage on your attack rolls.
  • If a creature using bronze Allomancy attempts to pierce your flared coppercloud, you can make a Deception (Charisma) check to contest the creature’s Wisdom (Perception) check. You have advantage on the check if you are in another creature’s coppercloud.

Metallurgy Adept

When you reach 2nd Focus level, you can efficiently craft vials of Allomantic metals. Whenever you use your Metallurgy feature to craft charges, you craft one additional charge.

Additionally, you have built up a rapport with local blacksmiths and metal trade workers. You can always find the nearest forge and foundry at local towns and the workers are friendly to you.

Copper Blitz

Starting at 3rd Focus level, your copperclouds can empower your allies in battle. When you first create a coppercloud, each allied creature inside it deals an additional 1d8 weapon damage on the first attack it makes before the end of its next turn.

Starting at 17th Focus level, this bonus becomes 2d8. If you flared copper to create this coppercloud, your allies double the bonus damage dice they roll.

Smoker’s Rally Cry

Beginning at 3rd Focus level, you can bolster your allies in your coppercloud. When you hit a creature with a weapon attack, you can spend 1 charge of copper use one of the following rally cries:


  • Fall into Position. Each allied creature of your choice in your coppercloud can use its reaction to move up to half its speed in a direction of your choice.
  • Flanking Maneuver. One allied creature of your choice can use its reaction to make one melee attack against the creature you hit. At 17th Focus level, you can choose up to 2 allied creatures to gain this benefit.
  • Hold The Line. Each allied creature of your choice in your coppercloud can use its reaction to make an attack of opportunity against any creature that first enters its reach.

Improved Burn

When you reach 7th Focus level, you burn your metals more efficiently. While out of combat, your coppercloud lasts 10 minutes instead of 1 minute. Starting at 14th Focus level, it lasts for 1 hour.

Copper Strike

Starting at 11th Focus level, you deal an extra 1d8 weapon damage whenever you hit a creature inside your coppercloud with a melee weapon attack.

Metallurgy Master

Beginning at 11th Focus level, when you craft charges using your Metallurgy feature, the process for you only takes 30 minutes.

Copper Haze

Starting at 14th Focus level, when a hostile creature first enters your coppercloud or starts its turn there, its speed is halved until the end of its turn.

Mind Shield

Beginning at 17th Focus level, each ally in your coppercloud have advantage on saving throws to resist the effects of emotional Allomancy from zinc and brass Allomancy. If the ally was charmed or frightened when you create a coppercloud, the ally can immediately repeat the saving throw to end the effect.

If you are flaring copper when your ally is benefiting from this feature, the ally automatically succeeds on the save.

Copper’s Ascent

At 20th Focus level, you can choose either the expert or savant path for copper:

Expert. You master the art of copper Allomancy. You gain the following benefits:

  • The cost of flaring copper is reduced by one charge.
  • When you make a Charisma check to resist a creature attempting to pierce your coppercloud with bronze Allomancy, you have advantage on the roll.

Savant. You have burned copper excessively to the point your body relies on it. You gain the following benefits and drawbacks

  • You no longer suffer the effects of metal poisoning.
  • Whenever you deal damage to a creature with your Copper Strike feature, you can spend a charge to disrupt the creature’s Allomancy. The creature must make a Wisdom saving throw (DC = 8 + your proficiency + your Charisma modifier). On a failed save, any ongoing effects created by the creature’s Allomancy are suppressed until the end of your next turn.
  • While you are not burning copper, you automatically fail Wisdom and Charisma saving throws.

Soother Focus

Allomancers who burn brass gain the ability to soothe or dampen the feelings of other creatures. Although they often use their powers to calm and relieve stress, they are still capable of emotionally manipulating their foes. Known as Soothers, they often work with Rioters to control massive crowds from both angles.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Martial weapons
  • Saving Throws Constitution, Charisma
  • Skills Choose three from Animal Handling, Arcana, Deception, History, Insight, Medicine, Performance, and Persuasion

Brass Soothing

Starting at 1st Focus level, you can burn brass as detailed by your Allomancy feature to influence another creature’s emotions and will. The creature must have an Intelligence score of 3 or higher, and cannot be a construct or undead.

When you force a creature make a saving throw as a result of soothing, the saving throw DC is calculated as follows:

Soothe save DC = 8 + your proficiency bonus +

your Charisma modifier

Your Soothe range is 10 feet. This range increases to 20 feet at 7th Focus level, and 30 feet at 14th Focus level.

Manipulate Emotions

Starting at 1st Focus level, you learn to soothe certain emotions to your advantage. You can spend 1 charge as an action to target a number of creatures you can see equal to half your Focus level.

An affected target must make a Wisdom saving throw. It has advantage on the save if you or your allies are fighting it, or if it is already charmed, frightened or otherwise affected by another strong emotion. On a failed save, you have advantage on one Charisma check you make to interact with the creature within the next minute. The creature has advantage on saving throws to resist further soothing attempts for the next hour.

After each successful save, the creature can choose to make a Wisdom (Insight) check to determine whether its mood had been influenced.

Calming Words

Starting at 1st Focus level, you can calm the hostility in others. As an action, you can choose any number of creatures within range. Each creature must succeed on a Charisma saving throw or immediately cease hostility to creatures you choose for up to 1 minute. A creature can choose to fail the saving throw.

You can use this feature a number of times equal to your Charisma modifier (minimum of once), and you regain expended uses on a long rest.

Brass Flare

Starting at 2nd Focus level, you can flare brass. Whenever you spend charges of brass, you can instead spend 4 times as many charges to flare it. Until the end of your turn, you impose disadvantage on all saving throws a target makes against your Soothe save DC, but the target knows it had been influenced when the rioting ends.

Additionally, if you flare brass to use your Calming Words feature, you can remove your choice of frightened or charmed conditions from your targets.

Calm the Fire

When you reach 2nd Focus level, you can speak words to calm your allies during a short rest. If you or any friendly creatures who can hear you speak regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

The extra hit points becomes a d8 when you reach 7th Focus level, and a d10 when you reach 14th Focus level.

Brass Aspect

At 3rd Focus level, you learn ways to soothe negative emotions from your allies, which are represented by the Aspects listed below.

You can spend 1 charge as a bonus action to use a Brass Aspect. You and each creature within range temporarily gains the benefit detailed by the Aspect you chose. The benefit lasts until the start of your next turn, after which it disappears.

At the end of each long rest, you can prepare three Brass Aspects of your choice from the following list to use throughout the day:


  • Stay Agile. The target has a bonus to Dexterity and Charisma checks and saving throws equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2).
  • Stay Determined. The target gains temporary hit points equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the temporary hit points instead equal double your Charisma modifier (minimum of 2).

  • Stay Focused. The target has a bonus to Intelligence and Wisdom checks equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2).
  • Stay Nimble. The target’s speed increases by 10 feet, and opportunity attacks made against the target have disadvantage. When you flare brass to use this feature, the target’s speed increases by 20 feet instead.
  • Stay Strong. The target has a bonus to Strength and Constitution checks equal to your Charisma modifier (minimum of 1). If you flare brass to use this feature, the bonus instead equals double your Charisma modifier (minimum of 2).

Focus the Pain

Starting at 3rd Focus level, you can briefly soothe all feelings but pain from your targets. Once during each of your turns, when you hit a creature with a melee attack, you can spend 1 charge to deal an additional 1d8 psychic damage. If you have damaged this creature on your previous turn, you can deal this damage without spending a charge.

The additional damage increases to 2d8 at 11th Focus level, and 3d8 at 17th Focus level. If you flare brass to use this feature, you roll twice as many bonus damage dice instead.

Of Sound Mind

Beginning at 7th Focus level, when you make an Intelligence check, you can add your Charisma modifier to the roll.

Once you use this feature, you can’t use it again until you finish a short or long rest.

Charming Instincts

Beginning at 11th Focus level, you naturally charm your other creatures. At the end of a long rest, you ward yourself from harm until the start of your next long rest. While warded, any creature who targets you with an attack or harmful spell must first make a Wisdom saving throw against your Soothe save DC. On a failed save, the creature must choose a new target or lose the attack or spell. This ward doesn’t protect you from area effects, such as explosions.

If you make an attack, cast a spell, or use a feature that affects an enemy creature, the ward ends.

Empty Soul

Starting at 14th Focus level, you use a powerful soothing burst to shut down a creature. As an action, you can spend 4 charges and attempt to wipe all emotions from a creature you can see.

The creature must succeed on a Charisma saving throw or become stunned for 1 minute, or until it takes damage.

Control Hemalurg

When you reach 17th Focus level, you can attempt to control Hemalurgic creatures with Allomancy. As an action, you can spend 10 or more charges to control a Hemalurgic creature you touch and force it to make a Wisdom saving throw (DC = the number of charges you spent + your Charisma modifier). On a failed save, it falls under your control for up to 24 hours. If the creature is hostile, it has advantage on the saving throw.

For the duration, you can use a bonus action to give the Hemalurgic creature one command, which it tries to perform to the best of its ability. The duration ends early if you move more than 60 feet from the creature, you fall unconscious, or the construct falls under someone else’s control.

If you attempt to control a creature that is already controlled, you must first succeed on a Charisma check contested by the controlling creature.

Brass’ Ascent

At 20th Focus level, you can choose either the expert or savant path for brass:

Expert. You master the art of brass Allomancy. You gain the following benefits:

  • The cost of flaring brass is reduced by one charge.
  • You can prepare an additional Brass Aspect at the end of a long rest.
  • The die from your Calm the Fire feature becomes a d12.

Savant. You have burned brass excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • Your Charisma score increases by 4 and your maximum increases to 24.
  • If you have burned brass within the past hour, creatures that can be soothed are generally not hostile to you or your allies, unless you or your allies have attacked or harmed them.
  • You automatically fail Wisdom and Charisma checks if you have not burned brass within the past 10 minutes.

Tineye Focus

Allomancers who burn tin have greatly increased physical senses. Known as Tineyes, they excel at scouting dangerous locations or investigating crimes. Most groups or crews will recruit a Tineye to provide safety for their operations.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Dueling canes, shortswords, longswords, and rapiers
  • Saving Throws Dexterity, Intelligence
  • Skills Choose two from Arcana, Insight, Medicine, Religion, Perception, and Survival.

Tin Burn

At 1st Focus level, you can burn tin as detailed by your Allomancy feature to heighten your senses. You can spend 1 charge as a bonus action to begin burning tin. The tin burn lasts for 1 minute or until you end it early as a bonus action, lose concentration (as if concentrating on a spell), fall unconscious, die. While burning tin, you gain the following benefits:

  • The range of your darkvision increases by 30 feet.
  • When you roll for initiative, you can add a bonus to the roll equal to your Wisdom modifier (minimum of +1).
  • You can add a bonus to your Passive Perception and Wisdom (Perception) checks equal to your Wisdom modifier (minimum of +1).
  • You can see through lightly obscured environments and they do not impose disadvantage on Wisdom (Perception) checks you make that rely on sight.

If you are affected by any overpowering sensory stimuli (such as a loud noise or bright light) while burning tin, you also make a saving throw to maintain concentration. Overpowering stimuli are especially strong and normally require an action to create.

Tin Flare

At 2nd Focus level, you can flare tin for additional power. On your turn, if you are burning tin, you may choose to spend 3 additional charges (no action required) and increase it to a flare, which lasts until the start of your next turn. While flaring tin, you gain the benefits of tin burn through the Tineye feature, in addition to the following benefits:

  • Attacks rolls made against you have disadvantage.
  • You have advantage on any Wisdom (Perception) or Wisdom (Insight) checks you make.
  • The range of your darkvision increases by another 30 feet.
  • You have blindsight up to 10 feet.

While you are flaring tin, the minimum DC for the saving throw made to maintain your tin burn is 15. On a failure, you immediately stop burning tin and you are incapacitated until the end of your next turn.

Tin Sense

At 2nd Focus level, your Allomancy gives you an edge in dodging away from danger. While burning tin, you have advantage on Dexterity saving throws against effects you can see or hear, such as traps and Allomancy. You cannot be incapacitated to gain this benefit.

Tinsight

Starting at 3rd Focus level, you can try to analyze your opponents’ moves. As a bonus action, you can roll a Wisdom (Insight) check against a creature you can see or hear within 30 feet, contested by the creature’s Charisma (Deception). On a success, you deal additional damage to the creature for the next minute, or until you can no longer see or hear the creature. You can only deal this bonus damage once per turn and the attack must use a finesse or ranged weapon.

The extra damage is 1d6 and increases by another 1d6 at 11th, and 17th Focus levels. If you are burning tin when you deal this damage, the number of extra damage dice is doubled. If you are flaring tin, the number of extra damage dice is tripled instead.

Sensory Shock

Beginning at 3rd Focus level, when you are stunned, you can use a bonus action to spend 2 charges and end the effect.

Improved Burn

When you reach 7th Focus level, you burn your metals more efficiently. While out of combat, your tin burn lasts 10 minutes instead of 1 minute. Starting at 14th Focus level, it lasts for 1 hour.

Heightened Senses

Starting at 7th Focus level, you gain proficiency in the Perception skill and you can make a Wisdom (Perception) check as a bonus action.

While you are flaring tin, you can double your proficiency bonus to any Wisdom (Perception) checks you make.

Tinstincts

Beginning at 11th Focus level, when a creature that you can see or hear hits you with an attack and you are burning tin, you can use your reaction to halve the attack's damage against you.

If you are flaring tin, you can also choose to make a melee attack against the creature as part of that reaction.

Tinspect

Starting at 14th Focus level, if you have spent at least 1 minute observing or interacting with a creature, you can spend 1 charge to identify subtle details about it. The DM tells you one of the following characteristics of your choice. Alternatively, when you deal damage to a creature you have analyzed with your Tinsight feature, you can forego the bonus damage from burning tin to gain this information.

  • The creature’s base walking, swimming, climbing, hover, and flying speeds, if any.
  • The creature’s highest and lowest ability score.
  • The creature’s damage immunities, resistances, or vulnerabilities, if any.
  • The creature’s condition immunities, if any.
  • The creature’s AC.
  • Whether the creature’s total class levels, if any.
  • The most threatening or dangerous move the creature can take, at the DM’s discretion.
  • A detail of the creature’s history or personality, at the DM’s discretion.

Watchful Eye

Beginning at 17th Focus level, you can add your Wisdom modifier to the first attack roll you make each turn against a creature you have analyzed with your Tinsight feature.

Tin’s Ascent

At 20th Focus level, you can choose either the expert or savant path for tin:

Expert. You master the art of tin Allomancy and gain the following benefits:

  • The cost of flaring tin is reduced by one charge.
  • You ignore resistances and immunities of creatures you have analyzed with your Tinsight feature.
  • You have advantage on Constitution saving throws you make to maintain concentration on your tin burn.

Savant. You have burned tin excessively to the point your body relies on it. You gain the following benefits and drawbacks:

  • You no longer suffer the effects of metal poisoning.
  • While burning tin, you have blindsight up to 30 feet and you double your proficiency bonus to any Wisdom (Perception) or Wisdom (Insight) checks you make.
  • While you are not burning tin, you automatically fail Dexterity and Wisdom checks.

Mistborn Focus

Most Allomancers are Mistings and can only burn a single metal, but there are some who can burn every metal. These rare and powerful Allomancers are called Mistborn, and their unrivaled prowess is often feared.

A character with a Mistborn Focus is played as if multi-subclassing into various Allomantic Focuses. Players with a Mistborn character should be comfortable with juggling a lot of information and are encouraged to have working knowledge of every Focus subclass.

First Level Proficiencies

When you choose this Focus at 1st character level, you gain the following proficiencies instead of those provided by each individual Allomantic Focus.

  • Armor Mistcloaks
  • Weapons Battleaxes, hand crossbows, pikes, shortswords, scimitars
  • Saving Throws Dexterity, Charisma
  • Skills Choose two from Acrobatics, Athletics, Deception, History, Intimidation, Persuasion, Stealth, and Survival.

Bonus Equipment

When you choose the Mistborn Focus at 1st level, you start with extra equipment in addition to those granted by your class or background. You gain 2 additional small vials and a Mistcloak, which is a cloak made with long strips of fabric, designed to obscure the Mistborn while traveling through the mists.

Way of the Mist

Starting at 1st Focus level, when you are not wearing armor or wielding a shield, and you are wearing a Mistcloak, you gain the following benefits:

  • Your Armor Class equals 10 + your proficiency + your Dexterity modifier.
  • You have advantage on Stealth checks when you are in lightly obscured conditions.
  • You are prominently identified as a Mistborn in social situations. Depending on their background, others may treat you with fear, hatred, or respect, at DM’s discretion.

Mistborn Allomancy

Beginning at 1st Mistborn level, you have the ability to burn every type of metal, which is represented by the Focus levels you gain in each metal’s respective Allomantic Focus.


  • Allomancy at 1st Mistborn Focus Level. You have one Focus level in all Allomantic Focuses. You gain the features granted by each subclass as if you are at 1st Focus level, but you do not gain any of the bonus proficiencies listed.

  • Allomancy at higher Mistborn Focus Levels. When you reach certain Mistborn levels, you gain additional Focus levels as detailed in the Mistborn Leveling table, which you can assign to other Allomantic Focuses of your choice to progress your abilities. You can choose to assign multiple Focus levels to one Focus, or divide them amongst multiple Focuses. You can have up to a number of Focus levels in each Allomantic Focus equal to 1 + half your Mistborn Focus level (rounded down) and you can never have more than this amount. You cannot assign Focus levels to the Mistborn Focus.

You calculate the total Focus levels you have in each Allomantic Focus and you gain the features listed for reaching the appropriate Focus level in that subclass.

Mistborn Leveling
Mistborn Level Focus Levels Gained
1 1, in every other Allomantic Focus
3 3
7 3
11 4
15 4
18 4
20 4

Double Burn

Starting at 2nd Focus level, as part of the bonus you use to burn a metal, you can burn another metal that also requires a bonus action to burn.

Mist’s Knowledge

At 2nd Focus level, your dominion over all metals grants you experience in Allomancy. You gain proficiency in the Arcana skill. If you are already proficient, you can double your proficiency bonus.

Well of Power

At 11th Focus level, your maximum for metal charges increases by 4.

Mist Ascendant

When you reach 17th Focus level, you can call on your Shard for aid. As an action, you can ask one question or describe the assistance you seek, and roll a d20. If you roll a 16 or higher, the Shard answers your question or provides aid. The DM chooses the nature of the answer or aid; it would be appropriate for the Shard to send a controlled Hemalurgic creature. If your Shard assists you, you can't use this feature again for 7 days. Otherwise, you can use it again after you finish a long rest.

Optional Focuses

Not all metals are created equal. Some metals are not effective or difficult for Allomancers to use, and others are extremely rare and expensive. If the DM allows, you can choose a Focus from this section. Note these Focuses end before reaching 20th Focus level. A primary ability is provided for players who want to multiclass into Allomancy with the selected Focus (refer to Multiclassing section).

Augur Focus

Allomancers who burn gold can see alternate versions of themselves. These visions differ based on their past choices in life and can provide useful information for their future. Augurs are rare because the cost of obtaining gold is generally not worth the information gained.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Intelligence, Wisdom
  • Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Religion.

Gold Shadow

Starting at 1st Focus level, you can burn gold as detailed by your Allomancy feature to see your alternate self, called a gold shadow When you do, you create an incorporeal version of you that only you can see appears in an unoccupied space within 10 feet. The DM chooses what the gold shadow looks like based on your backstory and origin.

This process is also mentally taxing. Each time you create a gold shadow, you must succeed on a DC 10 Intelligence saving throw or you have disadvantage on Intelligence saving throws for the next hour.

You can spend 1 charge as a bonus action to create a gold shadow and learn one detail about you or your past, at the DM’s discretion.

Golden Eye

Beginning at 2nd Focus level, your introspection discerns your future. You can spend 1 charge as a bonus action to create a gold shadow and learn whether a minor decision may be beneficial for you and your group, at the DM’s discretion.

Golden Compass

Starting at 3rd Focus level, your introspection guides your journey. You can spend 1 charge as a bonus action to create a gold shadow and learn one detail about what you could do next, at the DM’s discretion.

Golden Fleece

When you reach 7th Focus level, your introspection preserves your health. Your maximum hit points increases by 2 for every Focus level you have in gold.

Additionally, your reputation for obtaining gold allows you to purchase gold ores at half the normal price.

Oracle Focus

Allomancers who burn electrum can see multiple possible futures of themselves. Called Oracles, they often use their precognitive powers to protect themselves from danger.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Dexterity, Intelligence
  • Skills Choose two from Acrobatics, Arcana, History, Investigation, Nature, and Religion.

Electrum Shadow

Starting at 1st Focus level, you can burn electrum as detailed by your Allomancy feature to see your future selves, called electrum shadows When you do, you create several thousand incorporeal versions of yourself that only you can see. They emerge from your space and depict millions of possibilities several seconds into the future.

You can spend 1 charge as a bonus action to burn electrum. Until the start of your next turn, other creatures cannot gain the benefits of atium against you.

Omens

Beginning at 2nd Focus level, you learn to understand your electrum shadows. Immediately before you make an ability check on your turn, you can spend 1 charge as a bonus action to roll a d4 and add the number rolled to the check.

Premonitions

Starting at 3rd Focus level, you can spend 1 charge as a bonus action. Before the start of your next turn, when you are hit by an attack you can see, you can reduce the damage by 1d6.

Future Sight

When you reach 7th Focus level, you peer further into the future. When you use your Omens feature, you can roll a d8 instead of a d4.

Additionally, your reputation for obtaining electrum allows you to purchase electrum ores at half the normal price.

Leecher Focus

Allomancers who burn chromium can deplete Allomantic metal charges from other creatures they touch. Known as Leechers, they generally find positions in modern elite teams of Hazekillers due to their invaluable ability to stealthily sap an Allomancer’s primary resource.

First Level Proficiencies

Your Primary Ability is Strength.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Strength, Constitution
  • Skills Choose two from Arcana, Athletics, Nature, Perception, Sleight of Hand, and Survival.

Leech Metal

Starting at 1st Focus level, you can burn chromium as detailed by your Allomancy feature to deplete Allomantic charges. As an action, you can make an unarmed strike against a creature with a free hand. On a hit, the target suffers the attack’s normal effects, and you can spend a number of charges up to your Focus levels in chromium to remove two Allomantic charges from your target for each charge you spend.

If the target has Allomantic charges for multiple metals, you start by depleting the metal with the most charges until it has no charges remaining. If the target has the same number of charges for multiple metals, a random metal’s charge is depleted.

Double Leech

Beginning at 2nd Focus level, when you use your Leech Metal feature, you can target up to two creatures within range. You must finish a short or long rest before you can use this feature again.

Leech Reserves

Starting at 3rd Focus level, you can attempt to leech multiple charges at once. When you use your Leech Metal feature to remove Allomantic charges from a target, you can spend a number of charges in chromium up to your Focus level, and remove that number of charges from every metal in your target.

Leech Ability

When you reach 7th Focus level, you can briefly remove a creature’s ability to burn metal. As an action, you can make an unarmed strike against a creature with a free hand. On a hit, the target suffers the attack’s normal effects, and must make a Constitution saving throw. The DC is equal to 8 + your proficiency bonus + your Strength modifier. On a failed save, the target cannot spend Allomantic charges until the end of its next turn, though it can still maintain an ongoing Allomantic effect.

Additionally, your reputation for obtaining chromium allows you to purchase chromium ores at half the normal price.

Nicroburst Focus

Allomancers who burn nicrosil enhance the power of another Allomancer they touch in a large powerful burst. Known as Nicrobursts, they often work in modern elite teams to push Allomancy further than normally possible.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Constitution, Intelligence
  • Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Survival.

Enhance Metal

Starting at 1st Focus level, you can burn nicrosil as detailed by your Allomancy feature. As an action, you can touch one willing target who can use Allomancy. Until the start of your next turn, when the target spends an Allomantic charge, you can burn nicrosil to enhance the Allomantic effect provided you maintain contact. You spend all charges of nicrosil you have, and the target spends an equal number of charges until there are no charges remaining.

The DM chooses the effect of the enhanced Allomancy, which lasts no more than 1 round regardless of the original duration. An appropriate effect is a metal flare, or the cumulative effect of spending charges equal to the combined charges of nicrosil and the target’s metal.

For example, a nicrosil-enhanced Pewterarm who spends 3 charges of pewter (with 3 charges of nicrosil) might gain a +12 bonus to damage rolls for 1 round, or a nicrosil-enhanced Seeker who spends 6 charges of bronze (with 10 charges of nicrosil) may detect Allomancy from up to a mile away.

At the end of its turn, the target must make a Constitution saving throw. The DC is equal to 10 + the number of nicrosil charges you spent. On a failed save, the target is stunned until the end of its next turn as they are overwhelmed by the exertion.

Measured Enhancement

Beginning at 2nd Focus level, you can make the process safer for your target. When you use your Enhance Metal feature, you can give the target advantage on the Constitution saving throw. You must finish a long rest before you can use this feature again.

Reactive Burst

Starting at 3rd Focus level, when a willing creature within 5 feet spends Allomantic charges, you can use your Enhance Metal feature as a reaction by touching the target with a free hand. You must finish a long rest before you can use this feature again.

####War Burst When you reach 7th Focus level, when you use your action to use the Enhance Metal feature, you can make one weapon attack as a bonus action.

Additionally, your reputation for obtaining nicrosil allows you to purchase nicrosil ores at half the normal price.

Aluminum Focus

Allomancers who burn aluminum depletes all of their own Allomantic charges. A Misting who can only burn aluminum is known as a Gnat, since doing so produces no discernible effect. Aluminum can be force-fed to deplete a Mistborn’s Allomancy, but the precious metal is generally used as a protective material against ranged Allomancy.

First Level Proficiencies

Your Primary Ability is Strength.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Strength, Constitution
  • Skills Choose two from Arcana, Athletics, Intimidation, Nature, Perception, and Survival.

Drain Metal

Starting at 1st Focus level, you can burn aluminum as detailed by your Allomancy feature. As a bonus action, you can spend any number of charges to remove all Allomantic charges from your body.

Nullify Manipulation

Beginning at 2nd Focus level, whenever you use your Drain Metal feature, you have advantage on saving throws you make to resist the effects of bass and zinc Allomancy until the start of your next turn.

Nullify Time

Starting at 3rd Focus level, whenever you use your Drain Metal feature, you temporarily negate temporal Allomancy. Until the start of your next turn, you can move freely through the boundary of Pulser and Slider bubbles and you can choose to ignore the round-skipping effect of Pulser bubbles.

More than a Gnat

When you reach 7th Focus level, when you use your action to use the Drain Metal feature, you can make two weapon attacks as a bonus action.

      Additionally, your reputation for obtaining aluminum allows you to purchase aluminum ores at half the normal price.

Duralumin Focus

Allomancers who burn duralumin enhance the power of another Allomantic power in a large powerful burst. A Misting who can only burn duralumin is known as a Gnat, since doing so produces no discernible effect. However, Mistborn or those capable of burning multiple metals can push Allomancy beyond its limits.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Constitution, Intelligence
  • Skills Choose two from Arcana, History, Insight, Investigation, Nature, and Survival.

Boost Metal

Starting at 1st Focus level, you can burn duralumin as detailed by your Allomancy feature to boost your Allomancy. As a bonus action, you can spend all charges of duralumin, and an equal number of charges in another metal until there are no charges remaining.

The DM chooses the effect of the enhanced Allomancy, which lasts no more than 1 round regardless of the original duration. An appropriate effect is a metal flare, or the cumulative effect of spending charges equal to the combined charges of duralumin and the chosen metal.

For example, spending 3 charges of pewter (with 3 charges of duralumin) might grant a +6 bonus to damage rolls, or spending 5 charges of steel (with 10 charges of duralumin) might allow you to fly up to 450 feet.

At the end of its turn, you must make a Constitution saving throw. The DC is equal to 10 + the number of duralumin charges you spent. On a failed save, you are stunned until the end of your next turn as you are overwhelmed by the exertion.

Bolstered Self

Beginning at 2nd Focus level, when you make a saving throw, you can spend all charges of duralumin to gain a bonus to the save equal to the number of charges spent.

Measured Boost

Starting at 3rd Focus level, you can make the process safer for you. When you use your Boost Metal feature, you can give yourself advantage on the Constitution saving throw. You must finish a long rest before you can use this feature again.

More than a Gnat

When you reach 7th Focus level, when you use your action to use the Boost Metal feature, you can take one additional action on top of your regular action. Once you use this feature, you must finish a long rest before you can use it again. Additionally, your reputation for obtaining duralumin allows you to purchase duralumin ores at half the normal price.

Seer Focus

Atium is a special metal that does not come in vials, but as a large bead that requires an action to ingest. Allomancers who burn atium can see into the immediate future of other creatures. Called Seers, they can burn this extremely rare metal to gain the upper hand in any situation, which makes them nearly unstoppable. Atium is so valuable it is sometimes traded as currency.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Focus at 1st character level, you gain the following proficiencies:

  • Saving Throws Intelligence, Wisdom
  • Skills Choose two from Arcana, Insight, Investigation, Intimidation, Perception, and Survival.

Atium Shadow

Starting at 1st Focus level, you can burn atium as detailed by your Allomancy feature to see into the immediate future. When you do, you see an incorporeal version of every visible creature called an atium shadow, which shows the creature as it would be several seconds into the future, though you do not know how to understand it.

You can spend 1 charge as a bonus action to burn atium. Until the start of your next turn, other creatures cannot gain the benefits of atium against you.

Masterful Insight

Beginning at 2nd Focus level, you catch glimpses of a creature’s immediate future. Choose a creature you can see. When you use your Atium Shadow feature, you also learn the action the creature intends to take on its next turn.

Master Seer

When you reach 3rd Focus level, you understand atium shadows enough to use them. When you use your Atium Shadow feature, you gain the following benefits until the start of your next turn:

  • When you make an attack roll, roll a percentile die. You score a critical hit on a roll of 2-100 and miss on a roll of 1.
  • When you are the target of an attack you can see, roll a percentile die. The attack misses on a roll of 2-100 and hits on a roll of 1.
  • You automatically succeed on Dexterity saving throws.

Malatium Focus

Malatium is a special alloy of atium that is rarely seen or used, and no Mistings who burn it exist. It does not come in vials, but as a large bead that requires an action to ingest. Allomancers who burn malatium can see into the past of other creatures

Malatium Shadow

Starting at 1st Focus level, you can burn malatium as detailed by your Allomancy feature. As a bonus action, you can spend 1 charge to see the past self of a creature you can see. A malatium shadow appears in an unoccupied space 10 feet from the target as an incorporeal figure of the target’s past that only you can see. The appearance, age, and manifestation of the target’s past self is left to the DM.

Lerasium Focus

Lerasium is an extremely rare, special metal and no Mistings who burn it exist. It does not come in vials, but as a large piece of metal that requires an action to ingest. Anyone can burn lerasium, and a creature who burns it transforms into a Mistborn. For this reason, lerasium should be provided solely at the DM’s discretion.

Born of Mist

You can burn an ingested piece of lerasium as a bonus action. Depending on the number and type of Focus levels you already currently have, you gain one of the following benefits: If you are an Allomancer and a Mistborn, you gain two Focus levels in every Allomantic Focus, and the maximum for each Allomantic Focus increases by 2.

If you are an Allomancer and are not a Mistborn, you gain one Focus level in the Mistborn Focus. You gain its 1st Focus level features except the proficiencies listed, and the maximum for your originally chosen Allomantic Focus remains at 20. When you gain another level in Allomancer, you can choose to gain a Focus level in your original Focus or Mistborn.

If you are not an Allomancer, you gain a level in Allomancer and must choose the Mistborn Focus. You use the multiclass rules (see Multiclass section), but ignore the ability score requirements for multiclassing. If you have any existing Focus levels, each one is retained and the maximum for that Allomantic Focus increases by the number of existing Focus levels you have in it.

Feruchemist

Muscles and veins strain against his skin and bracers as he grows to a hulking size in preparation for the onslaught of an approaching army, gazing back at death with no trace of fear in his eyes.

Sprinting faster than the eye can follow – a barely visible blur of a woman streaking through the city, landing strike after agonizing strike against the eyeless Steel Inquisitor, bringing it to its knees.

Snow swirls around a bare-chested figure as it trudges over the mountain, seemingly unfazed by the frigid weather, and draws on the memories of ancient history.

No matter where they go, Feruchemists respect the order of balance, drawing on the wealth of power or knowledge they hold within. On the surface, they are like any other person, but they can become an unstoppable force when they use their resource at exactly the right moment.

Power of Balance

Feruchemists obtain power from their connection to the Shards of Preservation and Ruin. Their power is keyed to special metal bracers called metalminds, which they can store attributes in and later tap the stored attributes. Unlike Allomancy, Feruchemy has virtually no upper limit on the amount of power they can tap in a single moment, meaning Feruchemists can occasionally draw on power ten times that of Allomancers. Attributes can range from the physical like strength and speed, to the esoteric like luck and identity. Feruchemy is called the art of balance because it is end-neutral. While storing an attribute in a metalmind, the Feruchemist temporarily loses the attribute, usually becoming weaker, in exchange for gaining the attribute when needed. Generally, tapping an attribute expends attributes faster than when they were initially stored.

Feruchemists who can only store in one metal are called Ferrings, whereas Feruchemists who store in all metals are called Full Feruchemists Normally, a Feruchemist can only be keyed to one or all metals, but Ferrings can be keyed to more metals through Hemalurgy. Due to their position of power, Full Feruchemists often become Keepers – ardent scholars tasked with preserving knowledge.

Feruchemy is also genetic, passed mainly through generations of Terrisfolk. Full Feruchemists have since integrated with the general populace, producing Ferrings as a result of diluting the bloodlines.

Creating a Feruchemist

Feruchemists prior to the Catacendre were generally considered good because the Terrisfolk who defied Lord Ruler. After the Catacendre, however, Ferrings come from many backgrounds and have different ideas for shaping Scadrial’s future – for better or for worse.

Where does your Feruchemist come from? Where does your character fit into a world that has oppressed their people for a millenia? Are you continuing the Keepers' work in secret, archiving knowledge in your copperminds? Perhaps you have turned away from ancient Keeper teachings and shirked your responsibilities. Perhaps you are a hired assassin, using your supernatural abilities for your own gain.

Quick Build

You can make a Feruchemist quickly by following these suggestions. First, put your highest ability score in Strength, followed by Constitution. Second, choose the Soldier background. For your Feruchemical Key subclass, choose Pewter.

Class Features

As a Feruchemist, you gain the following class features. Different Feruchemical Key subclasses will grant additional features normally provided by other classes.

Hit Points


  • Hit Dice 1d10 per Feruchemist level
  • Hit Points at 1st Level 10 + your Constitution modifier
  • Hit Points at Higher Levels 1d10 (or 6) + your Constitution modifier per Feruchemist level after 1st.

Proficiencies


  • Armor Light armor
  • Weapons Simple weapons
  • Saving Throws Refer to Key proficiencies
  • Skills Refer to Key proficiencies

Equipment

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

  • (a) any weapon you are proficient with, or (b) a shield
  • (a) leather armor or (b) ballistic vest armor if proficient
  • (a) a shortbow and 20 stone arrows or (b) two stone handaxes
  • (a) a scholar’s pack or (b) an explorer's pack

The Feruchemist

Level Proficiency
Bonus
Maximum
Metalmind Size
.. Maximum
Store Rate
...... Features .....................................................................................
1st +2 3 1 Feruchemy, Feruchemical Key, Terris Lineage
2nd +2 3 1 Feruchemy Style, Key Feature
3rd +2 4 2 Key Feature
4th +2 4 2 Ability Score Improvement
5th +3 5 3 Extra Attack
6th +3 6 3 Ancestral Expertise
7th +3 7 3 Key Feature
8th +3 8 3 Ability Score Improvement
9th +4 9 4 Key Feature
10th +4 10 4 Mind Over Body
11th +4 11 4 Key Feature, Feruchemy Adept
12th +4 12 4 Ability Score Improvement
13th +5 13 5 Terrisfolk Connection
14th +5 14 5 Key Feature
15th +5 15 5 Additional Feruchemy Style
16th +5 16 5 Ability Score Improvement
17th +6 17 6 Key Feature
18th +6 18 6 Restore Balance
19th +6 19 6 Ability Score Improvement
20th +6 20 6 Feruchemy Mastery

Feruchemy

At 1st level, your heritage allows you to store and tap attributes from metals of a specific type. The metal must have a specific purity or chemical composition for you to use it.

Metal Charges

Your Feruchemical abilities are represented by a number of charges you can tap or spend to fuel your abilities. If you are keyed to multiple types of metals, each metal is represented by its own charge.

Metalminds

You gain a metalmind, which is a band of metal that you can store and tap an attribute from. It is named after its material, like “tinmind” if you can tap from tin. Feruchemists generally wear their metalminds on their arms as bracers, but some like to wear them as piercings. Regardless of location, they generally cannot be affected by iron and steel Allomancy.

The size of your metalmind is determined by your level as detailed in the Feruchemist table, regardless of how many metalminds of the same metal you own.

Your metalmind is keyed to you, meaning only you can store or tap charges from it. Attempting to store or tap charges from another creature’s metalmind has no effect.

If you lose your metalmind, you can spend 8 hours to create another one, provided you have metal materials worth the required amount (see Appendix B: Scadrial Items for the material cost).

Storing Charges

At the start of your turn, you can begin storing charges in one metalmind you are keyed to (no action required), provided you are touching it. Choose a store rate up to the maximum shown in the Feruchemist table, and you become weakened as detailed by your chosen Feruchemical Key. At the end of each uninterrupted hour of continuous storing, your metalmind gains a number of charges equal to the store rate, up to its maximum size. If this duration is interrupted, you must restart the storing process from the beginning.

You can stop storing charges at any time (no action required). It also ends early if you stop touching the metalmind, start tapping charges, become unconscious, or die.

Tapping Charges

At the start of each of your turns, you can begin tapping any number of charges from one metalmind you are keyed to (no action required), provided you are touching it. You expend that number of charges and you gain certain benefits detailed by your chosen Key. The more charges you tap, the better the benefits will be.

      The benefits last until the start of your next turn, until you fall unconscious, or until you have no charges remaining.

Variant Rule for Gaining Charges

Instead of using rules for gaining charges, Feruchemists can instead regain all charges at the end of a short or long rest.

Feruchemical Key

At 1st level, you are keyed to certain types of metalminds. Choose a Key subclass to specialize in, such as Pewter or Keeper, and you gain a Key level in that Key. A Key level is a subclass level, a concept important to characters with multiple Keys. When you gain a Feruchemist level, you gain a Key level in your chosen Key.

You gain the bonus proficiencies and features detailed in your chosen Feruchemical Key. You gain additional Key Features at 2nd, 3rd, 7th, 9th, 11th, 14th, and 17th Key levels.

Terris Lineage

At 1st level, you gain proficiency with one Artisan’s tool and one musical instrument of your choice. Whenever you make an Intelligence (History) check or Intelligence (Investigation) check to recall or gather information related to your chosen tool or instrument, you can add a bonus to the roll equal to your proficiency bonus.

Feruchemy Style

At 2nd Level, you adopt a style of Feruchemy as your specialty. Choose one of the following options. You can’t take a Feruchemy Style option more than once, even if you later get to choose again.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Bracer

When you successfully start a grapple, you can deal 1d4 bludgeoning damage to the grappled creature. Until the grapple ends, you can also deal this damage to the creature whenever you hit it with a melee attack.

Charged

While you have at least 1 charge in a metalmind, you have a +1 bonus to your AC.

Dueling

When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Metalmind

The maximum size of one metalmind you own increases by 2.

Versatile

Your maximum store rate increases by 1.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.

Extra Attack

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

Ancestral Expertise

At 6th level, you learn from your predecessors. Choose two skills from your Feruchemical Key’s First Level Proficiencies list. Alternatively, you can choose one skill from that list and one Artisan’s tool of your choice. If you are not proficient with the chosen skill or tool, you become proficient. If you are already proficient, your proficiency bonus is doubled for any ability check you make that uses the chosen skill or tool.

Mind Over Body

Starting at 10th level, your metalmind empowers and protects you from harm. When you take damage, you can use your reaction to reduce the damage taken by 1d10 + your Constitution modifier. You can reduce the damage further by spending charges, increasing the damage reduction by 1d10 for each charge spent.

You can use this feature once, and you can do so again when you finish a short rest.

Feruchemy Adept

When you reach 11th level, your Feruchemical training has made you strong without tapping an attribute. Choose one metalmind you are keyed to. While you are not storing or tapping charges from it, you gain the benefits of tapping from that metalmind at a rate of 1 charge per round, without spending charges.

Terrisfolk Connection

When you reach 13th level, your Terris lineage grants you the ability to connect with other creatures through spiritual and religious dedication. Choose a humanoid or beast within 30 feet that can see you. You gain the ability to communicate with it for 10 minutes through a combination of approximate languages or cultural gestures. If the target doesn’t know a language, you instead learn its current mood and desires.

You can use this feature once, and you can do so again when you finish a long rest.

Additional Feruchemy Style

At 15th Level, you can choose another Feruchemy Style. You can’t take a Feruchemy Style option more than once, even if you later get to choose again.

Restore Balance

You push your body beyond its limits. Starting at 18th level, when you roll initiative and you have no charges left, you regain 4 charges.

Feruchemy Mastery

At 20th level, you become a master Feruchemist. While you are not storing or tapping charges from the metalmind chosen in your Feruchemy Adept feature, you gain the benefits of tapping from that metalmind at a rate of 2 charges per round, without spending charges.

Feruchemical Key

As a Feruchemist, you are either a Ferring or Full Feruchemist. Ferrings are only keyed to one type of metal whereas Full Feruchemists are keyed to all of them. This specialization is represented by our Key, which grants you additional features. Each Focus may also grant you additional proficiencies and equipment.

When you gain a level in Feruchemist, you gain a level in your chosen Key. If you are a Keeper, you follow a different set of rules as detailed in the Keeper Key section.

      Of the sixteen standard metals and three god metals, only seven are fully developed into subclasses, which are presented in this section organized into their pairs with their counterpart metals. The remaining metals are considered impractical for a character, but some of their features are detailed in the Optional Keys section at the end of the Feruchemist class.

Feruchemical Keys

. Focus . Metal ... Description ... Primary
Ability....................
Saving Throw Proficiencies . Bonus Armor
and Weapon Proficiencies
Bloodmaker Gold Taps stored health to survive any battle and protect allies Constitution and Wisdom Constitution and Charisma Hand crossbows, shortswords
Brute Pewter Draws on a reserve of strength in powerful bursts Strength Strength and Constitution Medium armor, shields, martial weapons
Firesoul Brass Controls the duality of fire and ice in perfect balance Strength and Wisdom Strength and Wisdom Shortswords
Skimmer Iron Changes weight for gentle movement or devastating attacks Strength Strength and Dexterity Medium armor, shields, battleaxes, mauls, warhammers
Sparker Zinc Activates the mind to see attacks before they happen Dexterity and Intelligence Dexterity and Intelligence Hand crossbows, longswords, rapiers, shortswords
Steelrunner Steel Speeds through battle to surprise unsuspecting foes Dexterity Dexterity and Charisma Hand crossbows, shortswords
Windwhisperer Tin Heightens senses to avoid danger and gain the upper hand Dexterity and Wisdom Strength and Dexterity Medium armor, shields, martial weapons
Keeper All Metals Wields the power of all Focuses as a master of all Any Intelligence and Wisdom Battleaxes, shortswords

Bloodmaker Key

Feruchemists who tap gold draw health and vitality. Called Bloodmakers, they serve as formidable front-line fighters alongside brutes and soldiers. They are often fearless because of their supernatural ability to recover from any wound.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Weapons Hand crossbows, shortswords
  • Saving Throws Constitution, Charisma
  • Skills Choose two from Acrobatics, Athletics, Deception, History, Intimidation, Medicine, Nature, and Survival.

Goldmind

Starting at 1st Key level, you gain a special metalmind called a goldmind. You are keyed to your goldmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your goldmind, you gain the following effects for the duration:

  • Your hit points and maximum hit points decrease by 4 for each charge of your store rate.
  • You have a -2 penalty on Constitution saving throws for each charge of your store rate.

When you begin tapping charges from your goldmind, you gain the following effects each round until you stop:

  • At the start of each turn, you gain 2 temporary hit points for each charge of your tap rate.
  • At the start of each turn, you regain 2 hit points for each charge of your tap rate, provided you have less than half your maximum hit points remaining.
  • You have a +2 bonus to Constitution saving throws for each charge of your tap rate.

Adrenaline Rush

Beginning at 1st Key level, you can move great distances in a burst of adrenaline. You can use your bonus action to move up to twice your speed in a straight line. If you end your movement within 5 feet of a hostile creature, you can make one melee attack against it as part of this bonus action.

You can use this feature once, and you regain the ability to do so when you have stored charges in your goldmind and regained at least 1 charge.

Natural Athlete

Starting at 2nd Key level, you can add half your proficiency bonus (rounded up) to any Strength or Dexterity check you make that doesn't already use your proficiency bonus.

Life Bond

Starting at 2nd Key level, you are fearless in battle and are willing to take hits for your allies. If an ally within 5 feet of you is the target of an attack you can see, you can use your reaction to switch places with your ally and take that damage instead.

Break the Limit

Beginning at 3rd Key level, you can convert your bodily health into ferocious attacks. When you hit a creature with a melee weapon attack and have temporary hit points remaining from your Goldmind feature, you can expend all of the temporary hit points to deal an additional 1d6 weapon damage.

The additional damage increases to 2d6 at 17th Key level.

Endure the Pain

Beginning at 7th Key level, you can adapt your body to resist attacks. Whenever you take damage, you can use your reaction to gain resistance to the damage type until the start of your next turn.

You can use this feature once, and you regain the ability to do so when you have stored charges in your goldmind and regained at least 1 charge.

Innate Cure

By 9th Key level, your body can resist harmful effects. While you are tapping your goldmind at a rate of 2 charges or more, you can use an action to end one disease or one of the following conditions: blinded, deafened, poisoned, paralyzed, or petrified.

Paragon of Health

Beginning at 11th Key level, while you are tapping your goldmind at a rate of 3 or more charges per round, each ally within 10 feet gains a bonus to Constitution saving throws equal to the number of charges you tap.

Thick Skin

By 14th Key level, your skin is tougher and briefly recovers from wounds. While you are tapping your goldmind at a rate of 4 charges per round, you gain a +1 bonus to your AC. For each charge you tap above 3, you gain another +1 bonus to your AC.

Spark of Life

Starting at 17th Key level, you subconsciously tap your goldmind during great peril. Whenever you make a death saving throw, you can spend 2 charges to add a 1d4 to the roll. If you roll a 20 or higher after you add the 1d4, you regain 1 hit point and become conscious.

Brute Key

Feruchemists who tap pewter have increased physical strength and durability. Brutes serve as excellent front-line soldiers. Simply watching their muscles swell in size can deter even the toughest of armies.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Martial weapons
  • Saving Throws Strength, Constitution
  • Skills Choose two from Acrobatics, Animal Handling, Athletics, Intimidation, Nature, and Survival.

Pewtermind

Starting at 1st Key level, you gain a special metalmind called a pewtermind. You are keyed to your pewtermind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your pewtermind, you gain the following effects for the duration:

  • You have a -1 penalty to damage rolls you make with a weapon using Strength for each charge of your store rate.
  • You have a -2 penalty to Strength checks and saving throws for each charge of your store rate.

When you begin tapping charges from your pewtermind, you gain the following effects each round until you stop:

  • You have a +1 bonus to damage rolls you make with a weapon using Strength for each charge of your tap rate.
  • You have a +2 bonus to Strength checks and saving throws for each charge of your tap rate.

Adrenaline Rush

Beginning at 2nd Key level, you can move great distances in a burst of adrenaline. You can use your bonus action to move up to twice your speed in a straight line. If you end your movement within 5 feet of a hostile creature, you can make one melee attack against it as part of this bonus action.

You can use this feature once and you regain the ability to do so when you have stored charges in your pewtermind and regained at least 1 charge.

Body of Pewter

By 3rd Key level, your empowered body becomes more resistant to attacks. The damage you take from an attack, spell, or other harmful effect is reduced by an amount equal to twice the rate at which you are tapping charges from your pewtermind, to a minimum of 0 damage. If damage from an attack is reduced to 0 this way, you can use your reaction to make one weapon attack against the attacking creature.

Strength Within

When you reach 7th Key level, whenever you fail a saving throw using Strength or Constitution, you can choose to re-roll the die and must take the new result.

You can use this feature once and you regain the ability to do so when you have stored charges in your pewtermind and regained at least 1 charge.

Enhanced Strides

When you reach 7th Key level, your speed increases by 10 feet while you are not wearing heavy armor.

Brutal Critical

Starting at 9th Key level, while you are tapping your pewtermind a rate of 2 charges per round, you can roll an additional damage die when you score a critical hit with a melee attack. For every charge you tap above 2, you can roll an additional weapon damage die on a critical hit.

Pewter Savagery

Starting at 11th Key level, each time you deal damage with a melee weapon attack, you can choose to re-roll one weapon damage die of your choice and take the new result.

For every two charges you tap from your pewtermind, you can re-roll any damage die an additional time.

Overwhelming Might

By 14th Key level, you power through all situations with your strength. While you are tapping your pewtermind at a rate of 4 or more charges per round, you are immune to the frightened, incapacitated, stunned, and paralyzed conditions.

Brutish Growth

When you reach 17th Key level, drawing on strength visibly alters your physique. While you are tapping your pewtermind at a rate of 5 or more charges per round, your size becomes Large, your reach increases by 5 feet, and you roll one extra damage die whenever you hit with a weapon using Strength.

Firesoul Key

Feruchemists who tap brass gain warmth. Firesouls are dedicated travelers and often found in the most remote reaches of the undiscovered world. Their ability to regulate their internal body temperature make them excellent explorers and messengers.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Weapons Shortswords
  • Saving Throws Strength, Wisdom
  • Skills Choose two from Athletics, History, Insight, Medicine, Nature, Religion, Stealth, and Survival.

Brassmind

Starting at 1st Key level, you gain a special metalmind called a brassmind. You are keyed to your brassmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your brassmind, you gain the following effects for the duration:

  • You have a -2 penalty on Dexterity checks and saving throws for each charge of your store rate.
  • Your body becomes cold to the touch. You automatically succeed on Constitution saving throws you make to resist extreme heat conditions.

When you begin tapping charges from your brassmind, you gain the following effects each round until you stop:

  • You have a +2 bonus to Dexterity checks and saving throws for each charge of your tap rate.
  • Your body becomes hot to the touch. You automatically succeed on Constitution saving throws you make to resist extreme cold conditions.

Some of your features may require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Firesoul save DC = 8 + your proficiency bonus +

your Wisdom modifier

Martial Arts

Starting at 1st Key level, you know martial arts. You roll a d4 in place of the normal damage for your unarmed strikes. When you use the attack action to attack with an unarmed strike or a weapon you are proficient in, you can make an unarmed strike as a bonus action.

Thermal Touch

Beginning at 2nd Key level, you can transfer your abilities to things you touch. You gain the following benefits:

Ignite. While you are tapping your brassmind at a rate of 1 or more charges per round, you can use a bonus action to ignite a flammable object you touch that is not being worn or carried.

Frost. While you are storing in your brassmind at a rate of 1 or more charges per round, you can use a bonus action to freeze up to a gallon of open water you touch that is not being worn or carried.

Unarmored Defense

Starting at 2nd Key level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Constitution modifier + your Wisdom modifier.

Elemental Technique

Starting at 3rd Key level, you can manipulate the internal temperature of enemies in combat. Once per turn, when you take the attack action and hit a target with an unarmed strike, you can impose one of the following effects, provided you are tapping or storing charges in your brassmind:

Searing Touch. If you are tapping charges from your brassmind at a rate of 1 charge per round, the target takes an extra 1d8 fire damage. This extra damage increases by 1d8 for every 2 charges you are tapping above 1.

Freezing Grasp. If you are storing charges, the target must succeed on a Constitution saving throw or it cannot take reactions until the start of your next turn.

Internal Balance

By 7th Key level, you can regulate your internal homeostasis. While you are tapping your brassmind at a rate of 2 or more charges per round, you have resistance to cold damage. While you are storing in your brassmind at a rate of 2 or more charges, you have resistance to fire damage.

Elemental Aura

Beginning at 9th Key level, you emanate an aura of intense temperatures:

Fever. While you are tapping your brassmind at a rate of 2 or more charges, a creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw or take 1d8 fire damage and have disadvantage on ability checks made with Strength until the start of its next turn.

Chill. While you are storing in your brassmind at a rate of 2 or more charges, a creature that starts its turn within 10 feet of you must succeed on a Constitution saving throw or take 1d6 cold damage and have disadvantage on ability checks made with Dexterity until the start of its next turn.

Fire and Ice

When you reach 11th Key level, you learn to compound your strikes. Once per turn, when you take the attack action and hit a target with at least two unarmed strikes, you can impose one of the following effects, provided you are tapping or storing charges in your brassmind:

Immolate. If you are tapping your brassmind at a rate of 3 or more charges per round, the target must succeed a Constitution saving throw or be set on fire for 1 minute. An immolated creature takes 2d8 fire damage at the start of its turn and repeats the saving throw at the end of its turns. Another creature within 5 feet of the target can use an action to put out the fire.

Frostbite. If you are storing in your brassmind at a rate of 3 or more charges, the target must succeed on a Constitution saving throw or its speed is halved until the end of its next turn.

Elemental Soul

When you reach 14th Key level, your command of heat grants you the following benefits:

Fire Soul. While you are tapping your brassmind at a rate of 4 or more charges per round, your body radiates immense heat. You automatically ignite any objects not being worn or carried within 1 foot of you. Whenever a creature within 10 feet of you hits you with a melee attack, it takes 2d8 fire damage.

Ice Soul. While you are storing in your brassmind at a rate of 4 or more charges, you emanate immense cold. You automatically freeze all open water within 1 foot of you into ice. Whenever a creature within 10 feet of you hits you with a melee attack, it takes 1d6 cold damage.

Elemental Burst

Beginning at 17th Key level, you learn to unleash extreme temperatures. You know the following techniques:

Overheat. While you are tapping your brassmind at a rate of 5 or more charges per round, you can use your action to make a melee attack against a creature you can see. On a hit, the target takes 8d8 fire damage, and must succeed on a Constitution saving throw or be blinded until the end of its next turn.

Flash Freeze. While you are storing in your brassmind at a rate of 5 or more charges, you can use your action to make a melee attack against a creature you can see. On a hit, the target takes 4d6 cold damage, and must make a Constitution saving throw. On a failed save, it has disadvantage on ability checks and saving throws made with Strength or Dexterity until the end of its next turn.

Skimmer Key

Feruchemists who tap iron can increase their weight, becoming extremely heavy or light. Expert Skimmers use this weight shift to seamlessly transition between leaping long distances or crushing opposition. The best of them can be one-person armies who exploit the conservation of momentum to their advantage.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Battleaxes, mauls, warhammers
  • Saving Throws Strength, Dexterity
  • Skills Choose two from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, and Survival.

Ironmind

Starting at 1st Key level, you gain a special metalmind called an ironmind. You are keyed to your ironmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your ironmind, you gain the following effects for the duration:

  • You become one weight class lighter for every 2 charges of your store rate.
  • You have a -2 penalty on Strength checks and saving throws for each charge of your store rate.
  • You have disadvantage on attack rolls made with heavy weapons.

When you begin tapping charges from your ironmind, you gain the following effects each round until you stop:

  • You become one weight class heavier for every 2 charges of your tap rate.
  • You have a +2 bonus to Strength checks and saving throws for each charge of your tap rate.
  • If you are moved against your will, you only move half the distance.

Refer to the weight class table (Chapter 1: Running a Game) for your normal weight class. Some of your features may require your target to make a saving throw to resist the feature’s effects. The saving throw DC is calculated as follows:

Skimmer save DC = 8 + your proficiency bonus +

your Strength modifier

Brawler

Starting at 1st Key level, you fight best with the weight of your own body. While you are not storing charges, you roll a d6 in place of the normal damage for your unarmed strikes; otherwise, you roll a d4 instead. When you make an attack with an unarmed strike, you can make an additional unarmed strike with a bonus action.

Light Weight

Beginning at 2nd Key level, while you are storing charges in your ironmind, your speed and jump distance increase by five feet for each charge of your store rate, provided you are not wearing heavy armor.

Iron Punch

Starting at 3rd Key level, while you are tapping your ironmind at a rate of 1 charge per round, the damage die for your unarmed strikes becomes a d8. The die size increases by 1 for each charge you tap above 1, up to a d12. For example, tapping your ironmind at 2 charges per turn will transform your unarmed strikes’ damage die into d10s.

Additionally, you roll twice as many bonus dice against constructs and structures you hit with your unarmed strikes provided you are not storing charges in your ironmind.

Feather Weight

By 3rd Key level, you can instinctively shift your weight to lessen the impact of a fall. When you are falling, you can use your reaction to reduce the fall damage you take for by 5 for each charge you are storing in your ironmind. As part of this reaction, you can change your store rate before you reduce the fall damage you take.

Weight Shift

At 7th Key level, you learn to bolster your body’s density to lessen the impact of an attack. When you are hit by an attack you can see, you can use your reaction to tap charges from your ironmind to reduce the damage you take. If you were already tapping charges, you can use this reaction to change the tap rate. You must choose to use this reaction before you know how much damage you take.

You reduce the damage taken by five times the number of charges you are tapping. If you reduce the damage to zero, you can make one unarmed strike against the attacking creature.

You can use this feature once and regain the ability to do so when you have stored charges in your ironmind and regained at least 1 charge.

Light-Footed

Starting at 9th Key level, while you are storing in your ironmind at a rate of 3 or more charges per round, you can dash as a bonus action and you have a bonus to Dexterity (Stealth) checks equal each charge of your store rate.

Improved Brawler

Beginning at 11th Key level, your unrivaled combat skills allow you to turn a miss into another strike. Once on each of your turns, when you miss with an unarmed strike, you can make another unarmed strike as part of the same action.

Weight Advantage

At 14th Key level, while you are tapping your ironmind at a rate of 4 or more charges per round, you can perform one of the following maneuvers:

Body Slam. You use an action to slam your opponent with your weight. Make a melee attack. On a hit, you deal 1d8 bludgeoning damage for each charge you are tapping, and push the creature up to 5 feet away from you for each charge you are tapping.

Iron Pin. You directly pin a creature. When you successfully grapple a creature, both you and the target are restrained until the grapple ends. At the end of each of your turns, the target takes 1d6 force damage for each charge you are tapping.

Trembling Earth. You use an action to stomp the ground beneath you and create an area of difficult terrain centered on you with a radius of 5 feet for each charge you are tapping. Each creature touching the ground in this area must succeed on a Dexterity saving throw or have disadvantage on attack rolls they make before the end of their next turn.

Float Weight

At 14th Key level, while you are storing in your ironmind at a rate of 4 or more charges per round, you gain the following benefits:

  • You leave no tracks and cannot be tracked by conventional means.
  • Whenever you take bludgeoning, piercing, or slashing damage, you can choose to be pushed up to 15 feet in a straight line away from the attacking creature. This movement does not provoke opportunity attacks.

Knockout Punch

When you reach 17th Key level, your fists become heavier than steel. While you are tapping your ironmind at a rate of 5 or more charges per round, if you hit a creature with two unarmed strikes in one turn, it must make a Constitution saving throw. On a failed save, the creature falls unconscious for 1 minute or until it takes damage. This feature has no effect on creatures immune to the unconscious condition.

Sparker Key

Feruchemists who tap zinc have increased mental speed, letting them think faster and improve their reaction time. Called Sparkers, they often take up positions as crew leaders because of their mental aptitude for influencing the battlefield and responding to unexpected problems.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Weapons Hand crossbows, longswords, rapiers, shortswords
  • Saving Throws Dexterity, Intelligence
  • Skills Choose three from Arcana, Deception, Insight, Investigation, Nature, Perception, Persuasion, and Survival.

Zincmind

Starting at 1st Key level, you gain a special metalmind called a zincmind. You are keyed to your zincmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your zincmind, you gain the following effects for the duration:

  • You have a -2 penalty on Intelligence checks and saving throws for each charge of your store rate.
  • You have a -1 bonus to your attack rolls for each charge you intend to store.

When you begin tapping charges from your zincmind, you gain the following effects each round until you stop:

  • You have a +2 bonus on Intelligence checks and saving throws for each charge of your tap rate.
  • You have a +1 bonus to your attack rolls for each charge of your tap rate.

Mental Training

Beginning at 2nd Key level, you prepare and study your foes between attacks. Once per turn, you can use your Intelligence modifier for an attack and damage roll you make against a creature you can see in place of your Strength or Dexterity modifiers.

Rule Tip: Once Per Turn

Unless the feature specifies an event occurs specifically on your turn, you can use the feature on another creature’s turn. For example, you can use your Mental Training feature for an attack of opportunity that you make.

Inquisitive Nature

Starting at 3rd Key level, you can give yourself a bonus to your initiative rolls equal to your Intelligence modifier, and you can use a bonus action to make an Intelligence (Investigation) check to uncover or decipher clues.

Combat Stance

When you reach 3rd Key level, your mental ability lets you adopt special stances in combat. While you are tapping your zincmind at a rate of 1 or more charges per round, you can use a bonus action to take a combat stance that you know, which lasts until the start of your next turn, or until you stop tapping your zincmind. For every 2 charges you tap above 1, you can take up to one additional combat stance you know.

The combat stance you choose provides you benefits for the duration, as detailed below:

Alert Stance. Choose one creature you can see within 30 feet. The creature has disadvantage on attack rolls against you until you take damage or lose line of sight to it.

Calm Stance. You have advantage on saving throws made to resist being charmed, frightened, or confused.

Defensive Stance. When a creature within 5 feet of you attacks an ally, you can use your reaction to make a weapon attack against the creature.

Evasive Stance. 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.

Guarded Stance. If a creature enters your reach, you can use your reaction to make a melee attack against it.

Hunter Stance. Once per turn, when a creature within 5 feet of you moves at least 1 foot, you can use your reaction to make a weapon attack against it.

Low Stance. You cannot be shoved, grappled, or knocked prone.

Nimble Stance. Your movement speed increases by 30 feet until the end of your next turn.

Rolling Stance. If an enemy ends its movement within 5 feet of you, you can use your reaction to move up to half your speed. This movement does not provoke opportunity attacks.

Shielded Stance. When you are hit by an attack, you can use your reaction to subtract 1d4 from the attack roll, potentially turning the hit into a miss.

You learn three stances of your choice. You learn an additional stance of your choice at 11th and 17th Key levels. Each time you gain a Key level in this subclass, you can also replace one stance you know with a different one

Uncanny Dodge

Starting at 7th Key level, while you are tapping your zincmind at a rate of 2 or more charges per round, you can use your reaction to halve the damage of an attack against you that you can see.

Prestigious Mind

When you reach 9th Key level, you are smarter even without your zincmind. You gain the following benefits:

  • You can add your Intelligence modifier to Wisdom saving throws you make.
  • You can read, write, and decipher messages in half the time you would normally need.
  • Whenever you make an Intelligence (Investigation) check, it takes half the time you would normally need.

Quick-Thinking

Starting at 11th Key level, you react faster to your surroundings. While you are tapping 3 or more charges from your zincmind, you gain one additional reaction. You can only use one reaction for each trigger.

For each charge you tap above 3, you gain one additional reaction.

Uncanny Exploit

When you reach 11th Key level, you have learned to turn a failure into an advantage. While you are tapping 3 or more charges from your zincmind, whenever you use your Uncanny Dodge feature, you can use another reaction to make a weapon attack against the creature that attacked you.

Mental Fortitude

Beginning at 14th Key level, while you are tapping your zincmind at a rate of 4 or more charges per round, you can use your reaction to re-roll the d20 whenever you fail a saving throw and use the new result.

Fatal Strike

Starting at 17th Key level, while you are tapping your zincmind at a rate of 5 charges per round, your accelerated mind allows you to strike at your enemy’s critical point. You ignore the damage resistance and immunities of your targets, and once per turn, when you hit a creature with a weapon attack, you can roll an extra damage die.

Steelrunner Key

Feruchemists who tap steel can move faster and farther. Known as Steelrunners, these terrifying forces of nature often dash through battles unseen, landing surprise blow after blow to whittle their opponents to nothing.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Weapons Hand crossbows, shortswords
  • Saving Throws Dexterity, Charisma
  • Skills Choose two from Acrobatics, Deception, Investigation, Performance, Persuasion, Sleight of Hand, and Stealth.

Steelmind

Starting at 1st Key level, you gain a special metalmind called a steelmind. You are keyed to your steelmind and you can use it as detailed by your Feruchemy feature. When you begin storing charges in your steelmind, you gain the following effects for the duration:

  • Your movement decreases by 5 feet for each charge of your store rate to a minimum of zero. You cannot have a store rate that decreases your movement below zero.
  • You have a -2 penalty to Dexterity checks and saving throws for each charge of your store rate.

When you begin tapping charges from your steelmind, you gain the following effects each round until you stop:

  • You gain additional movement equal to 5 feet for each charge of your tap rate.
  • You have a +2 bonus to Dexterity checks and saving throws for each charge of your tap rate.

Blitz Attack

Starting at 1st Key level, you can enhance your attacks with your speed. If you have traveled at least 20 feet in a straight line immediately before hitting a target with a melee weapon attack, you deal an extra 1d6 damage. This attack must use a finesse weapon and you can only deal this extra damage once to each target on each of your turns.

When you reach 3rd Key level, the extra damage increases by 1d6 for every additional 10 feet you have moved in the straight line, up to a maximum of 2d6. This maximum increases to 3d6 at 11th Key level and 4d6 at 17th Key level.

     You can also shove the target with your attacks. When you deal extra damage to it with this feature, you can forego any number of d6s from the extra damage and push the target 5 feet away from you for each d6. The target must be no more than one size larger or weight class heavier than you.

Unarmored Defense

Starting at 2nd Key level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Charisma modifier.

Quick Feet

Beginning at 2nd Key level, while you are tapping your steelmind at a rate of 1 or more charges per round, you can use your bonus action to take the Dash, Disengage, or Hide action.

Fast Hands

Starting at 3rd Key level, you can use a bonus action to make a Dexterity (Sleight of Hand) check, disarm a trap, open a lock, or take the Use an Object action.

Shifting Footwork

When you reach 3rd Key level, you can use your impressive speed to confuse your enemies. As a bonus action, you can spend 10 feet of movement and choose one creature within 60 feet that can see you. Make a Charisma (Deception) check contested by the creature’s Wisdom (Insight) check. If you succeed, the total distance you must travel to use your Blitz Attack feature against this target is reduced by 10 feet.

This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Evasion

Starting at 7th Key level, while you are not storing charges in your steelmind, 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.

Steel Step

When you reach 7th Key level, you can speed across difficult surfaces. While you are tapping your steelmind at a rate of 2 or more charges per round, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Quick Wit

When you reach 9th Key level, you master the art of deception and misdirection. When you make a Charisma (Deception) or Charisma (Persuasion) check, you can spend 10 feet of movement to add 1d6 to the roll.

Attack Stride

When you reach 11th Key level, you learn to strike and slip away with deftness. While you are tapping your steelmind at a rate of 3 or more charges per round, whenever you hit a target with a weapon attack, that creature can’t make opportunity attacks against you for the rest of your turn and you gain 10 feet of movement.

Ease of Movement

Starting at 14th Key level, while you are tapping your steelmind at a rate of 4 or more charges per round, you gain the following benefits:

  • You are unaffected by difficult terrain, and the penalties of the paralyzed or restrained condition.
  • Attacks of opportunity made against you have disadvantage.
  • You can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has grappled you.
  • Being underwater imposes no penalties on your movement or attacks.

Flurry of Steel

By 17th Key level, your impressive speed lets you attack more often. When you hit a target with a weapon attack on your turn, you can make one additional weapon attack against it by spending 30 feet of movement. You can only use this feature once for each target.

Windwhisperer Key

Feruchemists who tap tin have heightened senses. Called Windwhisperers, their ability to selectively heighten and dampen their senses make them excellent spies and scouts.

First Level Proficiencies

When you choose this Key at 1st character level, you gain the following proficiencies:

  • Armor Medium armor, shields
  • Weapons Martial weapons
  • Saving Throws Strength, Dexterity
  • Skills Choose two from Arcana, Acrobatics, Medicine, Religion, Perception, Stealth, and Survival.

Tinmind

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 -2 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.

When you begin tapping charges from your tinmind, you gain the following effects each round until you stop:

  • For each charge of your tap rate, you have a +2 bonus to any Wisdom (Perception), Wisdom (Insight), and Wisdom (Survival) checks you make.
  • For each charge of your tap rate, the range of your darkvision increases by 10 feet.

Tinwatch

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. If a hostile creature inside the range of your awareness makes an attack against your ally, you can make one weapon attack against it using your reaction.

Careful Movement

Beginning at 2nd Key level, you can use your bonus action to Disengage or make a Wisdom (Perception) check. Additionally, when you roll for initiative, you can make a Wisdom (Perception) check to determine your initiative order.

Whispers in the Wind

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.

Critical Eye

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 1 charge 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 1. For example, tapping at 3 charges per round will allow you to score a critical hit on a roll of 17-20.

Defensive Eye

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 you regain the ability to do so when you have stored charges in your tinmind and regained at least 1 charge.

Scout’s Warning

Starting at 7th Key level, you learn to warn your allies of incoming danger. 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.

You can use this feature once and you regain the ability to do so when you have stored charges in your tinmind and regained at least 1 charge.

Enhanced Senses

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.

Tinwatch Strikes

Starting at 11th Key level, while you are using your Tinwatch feature, you can use your action to make one weapon attack against every hostile 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.

Evasion

Starting at 14th Key level, while you are not storing charges in your tinmind, 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.

Nigh Omniscience

Beginning at 17th Key level, while you are tapping your tinmind at a rate of 4 or more charges per round, you gain the following benefits:

  • You instantly learn the resistances, immunities, and remaining hit points of any creature within your Tinwatch feature’s range of awareness.
  • 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.

Keeper Key

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 multi-subclassing into various Feruchemical Keys. Players with a Keeper character should be comfortable with juggling a lot of information and are encouraged to have working knowledge of every Key subclass.

First Level Proficiencies

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.

Keeper’s Reputation

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.

Full Feruchemy

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.

Feruchemy at 1st Keeper Key Level. 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.

Feruchemy at higher Keeper Key Levels. 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.

     Keeper Metalmind Size. 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.

Keeper Store Rate. 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

Double Tap

Starting at 2nd Keeper Key level, you can tap up to two metalminds at the start of each of your turns.

The World on your Arms

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.

Keeper of All

Starting at 11th Keeper Key level, you gain a +1 bonus to the maximum size of each metalmind you own.

Optional Keys

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).

Archivist Key

Feruchemists who tap copper can store and retrieve memories. This ability forms the core of the Keepers, a Terris group dedicated to preserving knowledge.

First Level Proficiencies

Your Primary Ability is Intelligence.
When you choose this Key at 1st character level, you gain the following proficiencies:

  • Languages Choose any two languages of your choice.
  • Saving Throws Intelligence, Wisdom
  • Skills Choose any three skills.
  • Tools Choose any one Artisan’s tool, and two musical instruments of your choice.

Coppermind

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.

Ancient Knowledge

When you reach 2nd Key level, you come across additional practical knowledge during your archival work. Choose an Artisan's tool or musical instrument you are not proficient in. You are now considered proficient.

Borrowed Knowledge

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.

Bolstered Intellect

Starting at 7th Key level, when you make an ability check using Intelligence, you can treat a d20 roll of 7 or lower as an 8.

Sentry Key

Feruchemists who tap bronze gain wakefulness. Called Sentries, they are often hired as overnight shift or army scouts to keep watch during off-hours.

First Level Proficiencies

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, Investigation, Medicine, Nature, Perception, and Survival.

Bronzemind

Starting at 1st Key level, you gain a special metalmind called a bronzemind. You are keyed to your bronzemind 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, which lasts until the start of your next turn.

Restless

Beginning at 2nd Key level, while you are tapping your bronzemind at a rate of 1 or more charges per round, you have advantage on saving throws made to resist being put to sleep.

Constant Vigilance

Beginning at 3rd Key level, you can stay awake for long periods of time. When you begin a long rest, you can spend 2 charges directly from your bronzemind to reduce the amount of time you need to sleep by half.

Peaceful Slumber

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.

Pinnacle Key

Feruchemists who tap electrum gain determination. Called Pinnacles, they are generally private people who use their power to get through difficult situations.

First Level Proficiencies

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.

Electrummind

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.

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.

Relentless Effort

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 using a skill you are proficient in, you can re-roll the d20 and must use the new result.

Unwavering Spirit

Beginning at 3rd Key level, while you are tapping 2 or more charges per round from your electrummind, you become determined to survive. Until the start of your next turn, if you fail a saving throw, you can re-roll the d20 and must use the new result.

Persistent Fighter

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.

Gasper Key

Feruchemists who tap cadmium gain 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.

First Level Proficiencies

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.

Cadmiummind

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.

Internal Strength

Beginning at 2nd Key level, while you are tapping charges from your cadmiummind, you have advantage on Constitution saving throws made to resist poison.

Force of Breath

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.

Breath of Life

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 regains 1 hit point.

Subsumer Key

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 journeymen and travelers, though restaurateurs often malign them when they stop by to stock up again.

First Level Proficiencies

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.

Bendalloymind

Starting at 1st Key level, you gain a special metalmind called a bendalloymind. You are keyed to your bendalloymind 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.

Internal Strength

Beginning at 2nd Key level, while you are tapping charges from your bendalloymind, you have advantage on Constitution saving throws made to resist poison.

Adrenaline Rush

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.

Compounded Rest

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.

Trueself Key

Feruchemists who tap aluminum gain their stored sense of Identity. Identity 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.

First Level Proficiencies

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.

Aluminummind

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 -2 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 +2 bonus to Charisma checks and saving throws for each charge you tap until the start of your next turn.

Become No One

Starting at 2nd Key level, while you are 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.

Force of Personality

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 target, the influence immediately ends.

Remove Identity

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.

Connector Key

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.

First Level Proficiencies

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.

Duraluminmind

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 -2 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 +2 bonus to Charisma checks and saving throws for each charge you tap until the start of your next turn.

Master of Languages

Beginning at 2nd Key level, when you start tapping charges, you can select a number of creatures 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.

Social Connection

Starting at 3rd Key level, while you are tapping your duraluminmind at a rate of 2 or more charges per round, you can use an action and attempt to charm 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.

Master of Communication

When you reach 7th Key level, your connections grow beyond the boundary of languages. If you are tapping your duraluminmind at a rate of 2 or more charges per round and you use your Master of Languages of feature, you can communicate with the target creature even if it cannot speak a language. Creatures that cannot speak a language communicate in short gestures, emotions, or other methods.

Connect Investiture

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.

Spinner Key

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.

First Level Proficiencies

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.

Chromiummind

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 your chromiummind 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.

Blessed Protection

Beginning at 2nd Key level, while you are tapping your chromiummind at a rate of 1 or more charges per round, you can add a d4 to any saving throws you make.

Lucky Stumble

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.

Winds of Fortune

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. At the start of each of your turns, roll a d6 to determine the effect.

  • 1-2 You take your turn as normal.
  • 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.

Soulbearer Key

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.

First Level Proficiencies

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.

Nicrosilmind

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, choose any combination of Focus or Key levels you have. For each charge of your store rate, you lose one level in the chosen Focus or Key level, which lasts until you stop storing. Record the subclass level that was lost.

When you begin tapping charges from your nicrosilmind, for each charge you tap, you gain one Focus or Key level of your choice from those you have previously stored in the nicrosilmind. This effect lasts until the start of your next turn.

Conceal Investiture

Beginning at 2nd Key level, while you are storing charges in your nicrosilmind, your Investiture cannot be detected by any means.

Spiritual Studies

Starting at 3rd Key level, you gain proficiency in the Arcana skill, if you are not already proficient.

Remove Investiture

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.

Atium Key

Feruchemists who tap atium gains youth. There is currently no known name for such a Ferring, and atiumminds are nearly impossible to obtain.

Atiummind

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 for 1 minute instead of 1 round.

Hemalurgist

Empty steel eyes scanning the crowd, a man with a spike-pierced 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.

Power of Ruin

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.

Creating a Hemalurgist

Hemalurgists are generally evil because of 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 have sent you on a quest to alter the course of history. Perhaps you are recently freed from the Whisperer’s control, finally experiencing independence.

Quick Build

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 its deadly nature. You should carefully consider if you are ready to run a game for a Hemalurgist.

Class Features

As a Hemalurgist, you gain the following class features.

Hit Points


  • 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.

Equipment

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
  • (a) a dungeoneer’s pack or (b) an explorer's pack
  • A set of metallurgist's tools

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

Hemalurgy

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.

Hemalurgic Ritual

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.

Enhancement Spikes

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 Enhancement Spikes table. When you insert the spike into your body, you gain the stolen attribute until the spike is removed.

Power Spikes

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.

Choosing the Spike. 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.

     Stealing Focus levels. 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.

Stealing Key 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 1 + 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.

Removing a Spike

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 attribute decreases to 0, it becomes an uncharged spike. A spike can be reused, but each time it is removed, its attributes continue to decay. If the spike is carrying an esoteric attribute, the DM can decide how it decays.

Spike Limit

At 1st level, you are impaled with two Hemalurgic spikes of your choice from the Ability Spikes and Power Spikes tables. If you choose a Power Spike, it is carrying either two Key levels, or two Focus levels.

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.

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.

Variant Rule for Obtaining Spikes.

Instead of relying on the adventure to find spikes, Hemalurgists can instead receive an Enhancement or Ability Spike of their choice whenever their Spike Limit increases, and they can replace an existing spike they have with another one. Each spike carries the maximum amount of attribute possible.

Fighting Style

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.

Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

Defense

While you are wearing armor, you gain a +1 bonus to AC.

Great Weapon Fighting

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.

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

HemaSurge

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 than 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.

Metallic Vitality

Beginning at 3rd level, you have advantage on saving throws made to resist poison.

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 by1. As normal, you can't increase an ability score above 20 using this feature.

Hemalurgic Path

At 5th level, you choose a Hemalurgic Path. Each Path is dictated by the types of spikes you have used and can be restricted by race or alignment. Each Path provides you additional features at 7th, 11th, 15th, 18th, and 20th level.

Blood Mending

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.

Hemalurgic Endurance

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.

Cleansing Blood

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.

Hemalurgic Paths

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

Path of the Bindless

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.

Key Focus

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.

Hemalurgy Adept

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.

Spike Potential

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.

Unnatural Durability

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, you can use your reaction to gain advantage on the save provided you have at least one of the corresponding spikes in your body.

Whenever you use this feature, you cannot use it again for saving throws made with the same ability score until you finish a long rest.

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

Hemalurgic Transcendent

Beginning at 18th level, your combination of spikes grant you inhuman ability to affect another creature'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).

Bind Blood. 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.

Corrupt Blood. 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.

Detect Heartbeat. You automatically detect the presence of 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.

Quicken Pulse. 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.

True Freedom

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 spend additional HemaSurge dice up to the number of zinc spikes you have in your body and add their rolls to the saving throw.

Path of the Inquisitor

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.

Restrictions: Race and Spikes

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 exist for Scadrial. It might not apply to your DM’s setting.

Iron Eyes

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.

Key Focus

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.

Terrifying Visage

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.

Improved Spike Limit

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.

Piercing Eyes

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.

Unnerving Presence

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 become frightened by you 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.

Steel Surge

Beginning at 18th level, when you roll initiative and you have no HemaSurge dice left, you regain one HemaSurge dice.

Linchpin Spike

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.

Path of the Kandra

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.

Restrictions: Race and Spikes

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 races that are not kandra.

Inhuman Form

When you choose this path at 5th level, you 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.

Improved Blessings

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 Charisma saving throws.

Otherworldly Blessing

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.

Twisted Form

Starting at 15th level, you can shift your body to gain an edge. You gain the following benefits:

Distorted. 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.

Elongated. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.

Quick-Change

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).

Shapeshift Mastery

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.

Path of the Koloss

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.

Restrictions: Race and Spikes

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 exist for Scadrial. It might not apply to your DM’s setting.

True Koloss

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.

Extra Attack

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

Fearless Mind

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.

Immeasurable Strength

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 decreases by one.

Blood Fury

Starting at 15th level, when you score a critical hit or reduce a hostile creature’s hit points to zero with a melee weapon attack, you regain one HemaSurge die.

Primal Burst

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.

Endless Growth

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.

Fighter Archetype

The world of Scadrial also includes a new subclass for the Fighter.

Hazekiller

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.

Hazekiller Training

When you choose this archetype at 3rd level, you gain a set of abilities that are fueled by special dice called superiority dice.

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:


  • Accuracy Training. 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.
  • Disruptor’s Training. 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.
  • Mental Training. 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.

  • Metallic Training. 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.
  • Weapons Training. 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.

Harsh Sound

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.

Hazekiller Stance

Starting at 7th level, whenever you 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.

Improved Training

At 10th level, your superiority dice turn into d10s. At 18th level, they turn into d12s.

Haze Slayer

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.

Chapter 4: Multiclassing

The ancient historical texts of Scadrial do not have much to say about the intermingling of Allomantic, Feruchemical, and Hemalurgic powers. Much of this knowledge may have been purposely hidden away, over time, the mixing of the Metallic Arts have become more common. The offspring of Allomantic and Feruchemical ancestry can produce mysterious and powerful effects. Some combinations have yet to be explored, for their discovery may change the fate of the world.

The rules in this section should be followed in addition to the normal multiclass rules described.

Prerequisites

To qualify for a new class, you must meet the ability score prerequisites for both your current class and your new one, as shown in the Multiclassing Prerequisites table.

Multiclassing Prerequisites
Class Ability Score Minimum
Allomancer Subclass Primary Ability 13
Feruchemist Subclass Primary Ability 13
Hemalurgist Constitution 17

Proficiencies

When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies, as shown in the Multiclassing Proficiencies table.

Multiclassing Proficiencies
Class Proficiencies
Allomancer Light armor, simple weapons
Feruchemist Light armor, simple weapons
Hemalurgist Light armor, medium armor,
simple weapons

Multi-subclass

The Allomancer, Feruchemist, and Hemalurgist classes use a special mechanic that allows them to gain a variety of levels in different subclasses. Refer to the Mistborn Allomancy, Keeper Feruchemy, and Hemalurgy features in their respective section for more rules. Hemalurgists have the most flexibility in choosing which subclasses they gain, but they follow modified rules when they use Allomancy and Feruchemy.

When you gain a Focus or Key level through any of these features, you gain the features granted by reaching the combined total of Focus or Key levels you have in the appropriate subclass, but you do not gain any of the First Level Proficiencies listed.

Multi-subclassing Example.

Vin is playing a 5th-level Allomancer with Tineye Focus, which grants her 5 Focus levels in tin. Their character later encountered Hemalurgy and gained a level in the Hemalurgist class for a total of 2 Hemalurgic Spikes. Vin chose a steel spike that has 2 Focus levels in Allomantic tin and a pewter spike that has 2 Key levels in Feruchemical iron. As a result, the character can use the 7th Focus level feature from the Tineye Focus (Heightened Senses) and the 2nd Key level feature from the Skimmer Key (Lightweight). However, the character does not gain any of the proficiencies listed in the Skimmer Key’s First Level Proficiencies feature (like Strength saving throws).

Optional Rules

Certain combinations of classes presented in this guide can create special interaction. At the DM’s option, you can choose to use the rules presented below.

Twinborn

A character born with one Allomantic and one Feruchemical powers is called a Twinborn. To create a 1st level Twinborn, start by creating a 1st-level Allomancer with the following changes:

  • Your Maximum Charges in the Allomancer class is 2.
  • You gain the Feruchemy and Feruchemical Key features as if you were a 1st-level Feruchemist, and your Maximum Metalmind Size is 2.
  • When you reach 2nd character level, you must take 1 level in Feruchemist and your Maximum Charges and Maximum Metalmind Size returns to normal.

Compounding

The interaction of Allomancy and Feruchemy with the same type of metal can produce extreme effects. If you can Allomantically burn a metal you have stored a Feruchemical charge in, the benefits you receive are compounded and grants more power than normally.

To compound a charge, you must store at least one charge in a tiny metalmind and ingest it as an action. You can use a bonus action to spend up to 4 charges from the metalmind via your Allomancy feature, provided it is of a metal you can burn. For each charge you spend, you gain a benefit as if you were tapping 10 charges with your Feruchemy feature.

Appendix A: Foes and Monsters

The inhabitants of Scadrial are primarily human, but an adventurer is far from safe. Collected here are notable creatures you might face on your journey, ranging from the vicious chimera to the brutish koloss. Though Scadrial is mostly free of monstrous creatures, you are welcome to add creatures from a typical Dungeons & Dragons setting or creatures based upon interpretations of Sanderson’s other works, such as Voidbringers or Chasmfiends.

Allomancer

Allomancers are the most common practitioners of the Metallic Arts. They can be found as mercenaries, captains, law enforcement, spies, rebels, or even bureaucrats. Allomancers command respect and inspire fear wherever they go, partly for their power and partly for their noble blood.

Metalborn. The sixteen ordinary metals and godmetals grant a diverse range of effects. Mistings that burn the more common metals like pewter and copper develop into specialized types of Allomancers. For example, every Allomancer team usually has a Pewterarm, a Tineye, a Coinshot, and a Smoker to mask their tracks. These archetypes are represented here.

Allomantic Preparations. Allomancers are usually hired to fight other Allomancers, so they take special precautions to keep their vials close. Enemy Coinshot and Lurchers can easily eliminate their vital metal resource, so Allomancers tend to keep as much metal in their body as possible before an important battle.

Coinshot

Coinshots can telekinetically push metals and take their namesake from launching small coins at deadly speeds. This unique ability makes Coinshots the perfect ranged assassins and integral to an Allomancer team. The most agile Coinshots are found soaring through city skylines, propelled by their pushes.


Coinshot Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 15 (Toughened Leather)
  • Hit Points 46 (7d8 + 14)
  • Speed 30 ft., fly 30 ft. but cannot hover

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)

  • Saving Throws Str +3, Dex +5
  • Skills Acrobatics +5, Perception +2, Stealth +5
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 3 (700xp)

Metalsense. The Coinshot can sense the presence of metal within 30 feet while it has metal ingested.

Actions

Multiattack. The Coinshot makes two melee weapon attacks.

Coinshot. Allomantic Ranged Attack +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Dueling Cane. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

***Coinspray (Recharge 5-6.***). Allomantic Each creature in a 30-foot cone makes a DC 11 Dexterity saving throw, taking 14 (4d6) bludgeoning on a failure and half as much on a success.

Metalpush. Allomantic The Coinshot can use an action to push on a metal object. If the object is worn or held by a creature, the creature must succeed on a DC 11 Strength saving throw or drop the object. If the metal object hits a creature, the object deals 3 (1d6) bludgeoning damage.

Lurcher

Lurchers telekinetically pull on metals. Allomancer teams usually recruit Lurchers for their ability to disarm targets of metal weapons and the protection they provide by pulling metal projectiles away from their intended targets. The most daring Lurchers perform iron flight without any means to avoid a high speed collision.


Lurcher Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 18 (Obsidian Mail, Lurcher’s Plate, Shield)
  • Hit Points 52 (8d8 + 14
  • Speed 30 ft., fly 30 ft. but cannot hover

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 11 (+0) 13 (+1) 10 (+0)

  • Saving Throws Str +5, Dex +3
  • Skills Athletics +5, Deception +2
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 2 (450xp)

Brave. The Lurcher has advantage on saving throws against being frightened.

Metalsense. The Coinshot can sense the presence of metal within 30 feet while it has metal ingested.

Actions

Multiattack. The Lurcher makes two melee weapon attacks.

Obsidian Shortsword. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.

Magnetic. Allomantic The Lurcher can use a bonus action to pull on a Floatweight metal object within 30 feet and catch it.

Metalpull. Allomantic The Lurcher can use an action to pull on a metal object. If the object is being held by a creature, the creature must succeed on a DC 11 Strength saving throw or drop the object. If the metal object hits a creature, the object deals 3 (1d6) bludgeoning damage.

Reactions

Iron Curtain. Allomantic When the Lurcher or a creature within 5 feet of the Lurcher is hit by a metal projectile, the Lurcher can use a reaction to reduce the damage by 1d6.

Manipulator

Rioters and Soothers both fall into a similar category of Allomancers who influence emotions to subtly control the masses. Manipulators tend to stay behind the scenes, waging a political war and nudging their targets into doing their bidding. They are sly, lazy, slick, and manipulative – getting one on the right side can turn the tides of war.


Manipulator Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 14 (Leather Armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 11 (+0) 12 (+1) 15 (+2)

  • Skills Deception +4, Persuasion +4
  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Metalsense. The Coinshot can sense the presence of metal within 30 feet while it has metal ingested.

Actions

Multiattack. The Manipulator makes two melee weapon attacks.

Dueling Cane. Melee Weapon Attack +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) bludgeoning damage + 3 (1d6) psychic damage.

Fear. Allomantic As an action, the Manipulator forces up to three creatures it can see within 30 feet to make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute and can repeat the save at the end of its turns.

Riot. Allomantic As an action, the Manipulator forces up to three creatures it can see within 30 feet to make a DC 12 Wisdom saving throw. On a failed save, the creature must use its reaction to move up to its speed and make a melee weapon attack against a creature that the Manipulator chooses.

Pewterarm

Pewterarms are rarely seen as anything beyond brutes. Often found serving in the front lines of any battle, their pewter-enhanced strength and healing power makes them formidable foes.


Pewterarm Allomancer

Medium Heavyweight humanoid (any race), any alignment


  • Armor Class 15 (Ballistic Vest)
  • Hit Points 97 (15d8 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 15 (+2) 10 (+0) 10 (+0) 12 (+1)

  • Saving Throws Str +6, Dex +4, Con +5
  • Skills Athletics +6, Intimidation +4
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 4 (700 XP)

Pewter Burn. Allomantic The Pewterarm deals 3 additional weapon damage whenever it hits a creature with a melee weapon attack (included in the attack).

Pewter Recovery. Allomantic . The Pewterarm regains 7 hit points at the start of its turns.

Actions

Multiattack. The Pewterarm makes three melee weapon attacks.

Stone Handaxe. Allomantic Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) slashing damage.

Adrenaline Rush. The Pewterarm moves up to its speed and makes a Stone Handaxe attack.

***Flaring Cleave (Recharge 5-6.***). Allomantic The Pewterarm makes a Stone Handaxe attack using both hands. On a hit, it deals 10 (3d6) additional damage.

Smoker

Wherever Seekers go, Smokers counter them with a coppercloud. This slow-burning metal conceals the presence of Allomancy. Their primary role is keeping their team safe and making noise to disrupt Tineyes.


Smoker Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 14 (Bamboo Plate, Shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 15 (+2) 10 (+0) 14 (+2) 12 (+1)

  • Saving Throws Wis +4, Cha +3
  • Skills Insight +4
  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Coppercloud. Allomantic Creatures who burn bronze cannot detect the presence of Allomancy within 30 feet of the Smoker.

Actions

Multiattack. The Smoker makes two melee weapon attacks.

Obsidian Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Shield Noise. The Smoker makes a loud noise, forcing Tineyes to make a saving throw to resist overpowering stimuli.

Timeshifter

Timeshifter is the colloquial name for Pulser and Slider Allomancers, who have the ability to affect time around them. They are extremely deadly on the right support team. Pulsers can catch unaware enemies and bring them out of combat while Sliders offer their allies a quick respite from dangerous situations.


Timepulser Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 17 (Obsidian Mail, Shield)
  • Hit Points 29 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 14 (+2) 11 (+0) 10 (+0)

  • Skills Athletics +4, Religion +4
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Actions

Stone Battleaxe. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.

***Time Pulse (Recharge 5-6.***). Allomantic As a bonus action, the Timepulser creates an impenetrable 10-foot radius sphere, which requires concentration (as if concentrating on a spell)
     A creature inside the sphere makes a DC 12 Dexterity saving throw. On a failed save, the Timeshift and the creature skips its turn on the following round. On a success, the creature can move up to half its speed outside the sphere.


Timeslider Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 14 (Toughened Leather)
  • Hit Points 29 (5d8 + 5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 14 (+2) 9 (-1) 12 (+1)

  • Skills Acrobatics +4, Persuasion +3
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Actions

Obsidian Scimitar. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hand Crossbow. Ranged Weapon Attack +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

***Time Pulse (Recharge 5-6.***). Allomantic . As a bonus action, the Timeslider creates an impenetrable 5-foot radius sphere, which requires concentration (as if concentrating on a spell)
     A creature inside the sphere makes a DC 12 Dexterity saving throw. On a failed save, the Timeslider and the creature take a turn on an extra combat round. On a success, the creature can move up to its speed outside the sphere.

Tineye

Tineyes serve primarily as scouts with their Allomantically-enhanced senses. They lead their team safely through dangerous situations and protect them from hunters. While in combat, they also burn tin to augment their aim.


Tineye Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 14 (Toughened Leather)
  • Hit Points 34 (5d8 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 14 (+2) 10 (+0) 16 (+3) 12 (+1)

  • Skills Insight +5, Perception +7
  • Senses Darkvision 30 ft., passive Perception 16
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Keen Hearing and Sight. The Tineye has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Sensitive. The Tineye’s Allomancy requires concentration to maintain.

Actions

Multiattack. The Tineye uses Tinsight. Then it makes two melee weapon attacks.

Obsidian Shortsword. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.

Hand Crossbow. Ranged Weapon Attack +4 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 2) piercing damage.

Perceptive. Allomantic The Smoker makes a loud noise, forcing Tineyes to make a saving throw to resist overpowering stimuli.

***Tinsight (Recharge 5-6.***). Allomantic As a bonus action, the Tineye carefully studies a creature.
     The chosen creature makes a DC 13 Charisma saving throw. If the creature fails, once per turn, the Tineye deals 7 (2d6) additional damage against the chosen creature for 1 minute or until it loses line of sight.

Artwork: mistborn by ma chun

Mistborn

Mistborn are a force of nature. Besides having unmatched skills and a command of all Allomantic metals, their access to atium makes them especially potent. Mistborn are both excellent assassins and deadly soldiers. Legends tell of Mistborn who single-handedly destroyed armies.

Noble Blooded. Mistborn are extremely rare descendants of noble birth. A family lucky enough to welcome a Mistborn into their house is capable of securing their political standing for years to come. Enemies think twice before launching an attack against a noble house with a personal assassin.


Mistborn Allomancer

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 16 (Mistcloak)
  • Hit Points 135 (18d8 + 64)
  • Speed 40 ft., fly 60 ft. but cannot hover

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 16 (+3)

  • **Saving Throws: ** Str +9, Dex +6, Wis +6
  • Skills Athletics +9, Insight +6, Perception +6, Persuasion +7
  • Condition Immunities charmed, exhaustion, frightened
  • Senses Darkvision 30 ft., passive Perception 20
  • Languages any one language (usually Common)
  • Challenge 10 (5,900 XP)

Atium Resistance (3/Day). Allomantic If the Mistborn fails a saving throw, it can choose to succeed instead.

Coppercloud. Allomantic Creatures who burn bronze cannot detect the presence of Allomancy within 30 feet of the Mistborn.

Metalsense. The Mistborn can sense the presence of metal within 30 feet while it has metal ingested.

Mistcloak. The Mistborn has advantage on Stealth (Dexterity) checks in lightly obscured conditions.

Pewter Burn. Allomantic The Mistborn deals 4 additional weapon damage whenever it hits a creature with a melee weapon attack (included in the attack).

Pewter Recovery. Allomantic The Mistborn regains 8 hit points at the start of its turns.


Actions

Multiattack. The Mistborn makes three melee weapon attacks or two ranged weapon attacks with the obsidian dagger.

Coinshot. Allomantic Ranged Weapon Attack +8 to hit, range 30/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Obsidian Dagger. Allomantic Ranged Weapon Attack +8 to hit, range 30/60 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Obsidian Dagger. Ranged Weapon Attack +8 to hit, reach 15 ft., one target. Hit: 6 (1d4 + 4) slashing damage. The weapon is lost or reobtained at the discretion of the DM.

Atium Attack (1/Rest). Allomantic As a bonus action, the Mistborn burns atium. Until the end of the Mistborn’s turn, all weapon attacks are rolled with a d100. The Mistborn scores a critical hit on a roll of 2-100, missing on a roll of 1.

Fear. Allomantic As an action, the Mistborn forces up to three creatures it can see within 30 feet to make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute and can repeat the save at the end of its turns.

LEGENDARY ACTIONS

The Mistborn can take 3 legendary actions. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Mistborn regains spent legendary actions at the start of its turn.

Coinshot. Allomantic The Mistborn makes a Coinshot attack.

Metalflight. Allomantic The Mistborn scatters coins and pushes away. Each creature within 10 ft. of the Mistborn must succeed on a DC 17 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The Mistborn can then fly up to half its flying speed.

Metalpush. Allomantic The Mistborn pushes on a metal object. If the object is worn or held by a creature, the creature must succeed on a DC 17 Strength saving throw or drop the object. If the metal object hits a creature, the object deals 3 (1d6) bludgeoning damage.

Chimera

Hemalurgic chimeras are twisted creatures that were once human, but changed into beasts through Hemalurgy. Chimeras were impaled by a single Hemalurgic spike of an unknown metal, which altered their physical forms but didn't make them susceptible to the control of Shards or emotional Allomancy. Stories of monstrous beasts can be traced back to these chimeras, who are often forcefully created as a guard force.

Twisted Abominations. Chimera have canine forms with long spindly limbs that bend the wrong way at the joints. A distorted fanged mouth opens wide below two pure black eyes. Any trace of their humanity has since been lost through the Hemalurgic process.


Chimera

Medium Lightweight monstrosity, unaligned


  • Armor Class 13 (Natural Armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (+0) 14 (+2) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses Darkvision 60 ft., passive Perception 11
  • Languages Understands the language it knew when it was human, but does not speak
  • Challenge 1/2 (100 XP)

Keen Hearing and Smell. The chimera has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Pack Tactics. The chimera has advantage on an attack roll against a creature if at least one of the chimera’s allies is within 5 ft. of the creature and the ally isn't incapacitated.

Actions

Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.

Claws. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.

Hazekiller

Hazekillers are specialized warriors trained to fight and kill Allomancers. Unlike Allomancer teams, who are primarily noble-blooded and are expensive to hire, Hazekillers have no special powers. They must rely on their overwhelming numbers and intensive training to defeat their targets. Later developments in technology allowed Hazekillers to obtain special weapons designed to combat and neutralize Allomancers.

No Metal. Hazekillers pride themselves in finding success without using the nobility’s Allomancy. They carry no metals on them and most notably use duelling canes and shields to deflect projectiles. They form tight teams and are willing to die for their cause.

Preparation is Key. Hazekillers rely on carefully planned attacks to defeat Allomancers. Some Hazekillers craft specialized bolts or rounds that neutralize Allomantic abilities. The most elite of Hazekillers carry aluminum ammunition, which is immune to most forms of the Metallic Arts.


Hazekiller

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 16 (Toughened Leather, Shield)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 11 (+0)

  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 1/2 (100 XP)

Actions

Multiattack. The Hazekiller uses Shield Noise. Then it makes two weapon attacks.

Dueling Cane. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.

Sling. Ranged Weapon Attack +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.

Shield Noise. The Hazekiller makes a loud noise, forcing Tineyes to make a saving throw to resist overpowering stimuli.


Hazekiller Elite

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 16 (Ballistic Vest)
  • Hit Points 37 (5d8 + 15)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+1) 11 (+0)

  • Senses passive Perception 11
  • Languages any one language (usually Common)
  • Challenge 1 (200 XP)

Hazekiller Ammunition. When the Hazekiller Elite hits a creature with a ranged weapon attack, it can use special ammunition to impose one of the following effects :

  • Boomer The ammunition makes a loud noise. If it hits a Tineye, the Tineye makes a Constitution saving throw at disadvantage to maintain concentration.
  • Ceramic The ammunition has no metal and cannot be affected by Coinshots or Lurchers.

Actions

Multiattack. The Hazekiller Elite makes two melee attacks

Dueling Cane. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage.

Hand Crossbow. Ranged Weapon Attack +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Scatter Bolt (3/Rest). Each creature in a 30-foot cone must succeed on a DC 13 Dexterity saving throw or take 7 (2d6) piercing damage.


Hazekiller Assassin

Medium Middleweight humanoid (any race), any alignment


  • Armor Class 17 (Toughened Leather)
  • Hit Points 37 (7d8 + 21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 16 (+3) 10 (+0) 14 (+2) 11 (+0)

  • Saving Throws Str +5, Dex +6, Wis +4
  • Skills Athletics +5, Intimidation +2, Perception +4
  • Senses passive Perception 14
  • Languages any one language (usually Common)
  • Challenge 4 (1,100 XP)

Hazekiller Ammunition. When the Hazekiller Elite hits a creature with a ranged weapon attack, it can use special ammunition to impose one of the following effects :

  • Aluminum This ammunition cannot be affected by Coinshots or Lurchers, and lodges in a target’s body. Creatures hit with this bolt cannot gain any hit points or temporary hit points using Allomancy or Feruchemy, until a creature uses an action to remove the ammunition.
  • Boomer The ammunition makes a loud noise. If it hits a Tineye, the Tineye makes a Constitution saving throw at disadvantage to maintain concentration.
  • Ceramic The ammunition has no metal and cannot be affected by Coinshots or Lurchers.

Actions

Multiattack. The Hazekiller Assassin makes two melee attacks

Aluminum Rapier. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Oaken Light Crossbow. Ranged Weapon Attack +5 to hit, range 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing damage.

Scatter Bolt (3/Rest). Each creature in a 30-foot cone must succeed on a DC 14 Dexterity saving throw or take 10 (3d6) piercing damage.

Kandra

The kandra are an artificial race of shapeshifters originally created as spies for the Lord Ruler. Their ability to perfectly mimic other bodies made them extremely rare and especially sought-after.

Blessed Kind. Unlike the Terrisfolk that became mistwraiths, the Terris Worldbringers were granted sentience via Hemalurgy. Kandra who receive additional blessings even gain the power to use Allomancy or Feruchemy.

Isolated Society. Kandra are rarely found outside their homeland and emerge only to take Contracts. Very few people had the money to open these contracts, making kandra almost mythical in nature. Kandra remain in the shadows and draw little attention to themselves.

Many Bodies. The kandra have the ability to shapeshift by devouring the bodies of a creature they have digested. This process can take from hours to even days and requires the kandra to carefully place bones, fur, and hair stolen from the digested creature. Without bones, the kandra is an amorphous mass, unable to speak or move very well.

Unmatched Mimicry. Due to their shapeshifting nature, kandra excel at mimicry and disguise. The best of them are nearly indistinguishable from their originals, which makes them excellent spies.


Kandra

Medium Middleweight humanoid (shapechanger), Lawful neutral


  • Armor Class 8
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 13 (+1) 12 (+1) 15 (+2) 17 (+3)

  • Skills Deception +5, Insight +4, Performance +5
  • Senses passive Perception 8
  • Languages Common and any learned languages, but cannot speak unless it assumes a form
  • Challenge 2 (450 XP)

Emotional Resistance. The kandra has advantage on saving throws to resist being controlled through Allomancy.

Hemalurgic Creation. The kandra is susceptible to being controlled by brass and zinc Allomancy.

Mist Body. The kandra cannot be killed through normal means. When the kandra is reduced to zero hit points, the kandra becomes unconscious and its bones break.

Shapechanger. The kandra devours a dead body of size Medium or smaller over the course of an hour. While concentrating for an hour, the kandra can use the body’s bones, nails, and hair to transform into an exact physical duplicate of the creature. The creature cannot have a CR higher than the kandra. The equipment is not altered. The kandra assumes the Armor Class, Strength, Dexterity, Constitution, and Charisma scores of the creature as well as the creature’s speed, attacks, saving throws and special senses. The kandra retains its original attacks and the ability to speak.

Store. As an action, the kandra can store or withdraw a small object inside its body.

Actions

Pseudopod. Melee Weapon Attack: +2 to hit, reach 0 ft., one target. Hit: 2 (1d4) bludgeoning damage.

Reactions

Reform. As a reaction, the kandra can reduce the damage of a weapon attack by 3 (1d6).

Koloss

The koloss are large and savage beasts Hemalurgically created from humans, initially created to serve in the Lord Ruler’s army. They generally look like larger humans with bulging muscular frames and thick necks, though the Hemalurgic process has turned their skin granite blue and their eyes red. Koloss continue to grow throughout their life – the older the koloss, the larger it is. Young koloss have loose, baggy skin that is filled, stretched, and torn by their bodies as they reach maturity.

Uncontrollable Fighting. The koloss are cultivated solely for violence. They are said to have two emotional states: boredom and rage. Without something to fight, they easily turn to in-fighting, often on a whim to obtain something the other koloss owns such as larger koloss swords or new spikes from the corpses of the defeated.

Burgeoning Culture. The koloss are not mindless – merely simple and straightforward. The decaying power of their Hemalurgic spikes eventually returned to them their human intelligence. After gaining independence, koloss began to form herds isolated from human society. Gifted with the ability to reproduce, the koloss fight less often and can create long-lasting families, living long lives. Those who survive long enough become the grand Koloss Ancients.

Mature Koloss

Koloss who survive long enough are stronger and larger than the typical koloss. They usually have the largest koloss swords and commands the respect of other koloss. They lead and protect their tribes throughout their lives by using their strength to solve any problem. Stories of mature koloss who use their full power to defend their lands against trespassing armies might occasionally reach a nearby town if anyone managed to survive.

Koloss Ancient

Most koloss tend to die when their hearts can no longer support their enormous bodies, but Koloss Ancients push through into old age. They are enormous, have no noses or lips, and their eyes appear to bulge. Their skin has since fallen off from their body’s growth and they must wrap themselves in threaded leather to survive. They are cared for by the tribes they live in and in return, they impart the collected wisdom of their family history. They are reluctant to fight, but if its tribe is truly threatened, it will strike out with an unfathomable fury


Koloss

Medium Heavyweight humanoid, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 12 (+1) 16 (+3) 7 (-2) 7 (-2) 6 (-2)

  • Saving Throws Str +6, Con +5
  • Skills Athletics +6
  • Senses passive Perception 8
  • Languages Common
  • Challenge 2 (450 XP)

Aggressive. As a bonus action, the koloss can move up to its speed toward a hostile creature that it can see.

Hemalurgic Creation. The Koloss is susceptible to being controlled by brass and zinc Allomancy.

Actions

Koloss Sword. Melee Weapon Attack +6 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.


Mature Koloss

Large Heavyweight humanoid, chaotic evil


  • Armor Class 13 (Natural Armor)
  • Hit Points 51 (6d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 13 (+1) 18 (+4) 5 (-3) 7 (-2) 6 (-2)

  • Saving Throws Str +8, Con +5
  • Skills Athletics +8, Intimidation +4
  • Senses passive Perception 8
  • Languages Common
  • Challenge 4 (1,100 XP)

Aggressive. As a bonus action, the koloss can move up to its speed toward a hostile creature that it can see.

Hemalurgic Creation. The Koloss is susceptible to being controlled by brass and zinc Allomancy.

Actions

Koloss Sword. Melee Weapon Attack +7 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 5) bludgeoning damage.

Javelin. Melee or Ranged Weapon Attack +6 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.

Sword Sweep (Recharge 5-6). The koloss swings its koloss sword in an arc. Each creature within 10 feet makes a DC 15 Dexterity saving throw, taking 3d10 bludgeoning damage on a failed save or half as much on a successful one.


Koloss Ancient

Huge Superweight humanoid, any alignment


  • Armor Class 16 (Leather Armor)
  • Hit Points 161 (14d12 + 70)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
27 (+8) 13 (+1) 20 (+5) 5 (-3) 10 (+0) 4 (-3)

  • Saving Throws Str +12, Dex +5, Con +9
  • Skills Athletics +12, Insight +4, Perception +4
  • Senses Darkvision 30 Ft., Passive Perception 14
  • Languages Common, one Ancient or Forgotten language
  • Challenge 12 (8,400 XP)

Emotional Resistance. The koloss has advantage on saving throws to resist being controlled through Allomancy.

Hemalurgic Creation. The Koloss is susceptible to being controlled by brass and zinc Allomancy.

Relentless (1/Long Rest). If the adult koloss takes 20 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Sure-Footed. The koloss has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The Koloss Ancient makes two attacks with its fist or koloss sword.

Fist. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.

Koloss Sword. Melee Weapon Attack +12 to hit, reach 10 ft., one target. Hit: 21 (4d6 + 8) bludgeoning damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Strength check or be knocked prone.

Crush. Melee Weapon Attack: +12 to hit, reach 5 ft., one large or smaller creature. Hit: 17 (2d8 + 8) bludgeoning damage. The target is grappled (escape DC 20) if the koloss isn't already grappling a creature, and the target is restrained until this grapple ends. A grappled creature can try to escape by taking an action to make a DC 20 Strength check.
     While grappling the target, the koloss can use a bonus action to crush or slam the target, dealing 9 (2d8) bludgeoning damage. When the koloss moves, the grappled target moves with it.

Sword Sweep (Recharge 5-6). The koloss swings its koloss sword in an arc. Each creature within 10 feet makes a DC 20 Dexterity saving throw. It takes 4d10 bludgeoning damage on a failed save or half as much on a successful one.

Mistwraith

The mistwraith are a species of creatures created by the Lord Ruler during the first Ascension. They were originally Terris Feruchemists, transformed into mindless beasts when the Lord Ruler deemed them a threat. A typical mistwraith looks like an amalgamation of the bodies it has devoured.

Shapeless, Keyless. Mistwraiths have no definite forms or sentience. Unlike their more developed kandra cousins, the mistwraiths have amorphous translucent bodies that display various bones and organs inside. They are relatively harmless and tend to only devour dead bodies, which are used to construct imperfect bodies.

Wandering in Shadow. Mistwraiths wander the planet in search of food, constantly shifting and imitating creatures that still live, only a shadow of what they used to be. They only attack when provoked, preferring to remain in the mists that give them their name.


Mistwraith

Medium Lightweight monstrosity, unaligned


  • Armor Class 8
  • Hit Points 22 (4d8 + 4)
  • Speed 20 ft., climb 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 13 (+1) 2 (-4) 6 (-2) 1 (-5)

Damage Resistance slashing

  • Senses Blindsight 60 Ft. (blind beyond this radius), passive Perception 8
  • Challenge 1/8 (50 XP)

Amorphous. The mistwraith can move through a space as narrow as 1 foot wide without squeezing.

Mist Body. When the mistwraith is reduced to zero hit points, it becomes a shapeless blob for 7 days before it reforms.

Shapeless. The mistwraith can devour a dead body over the course of an hour and incorporates body parts like bones, nails, and hair into its translucent body.

Translucent Body. When the mistwraith is in lightly obscured conditions such as dim light or mist, it takes a successful DC 15 Wisdom (Perception) check to spot a mistwraith that has neither moved nor attacked.

Actions

Pseudopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Frightening Visage (1/Day). Each creature within 30 feet of the mistwraith that can see it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. Each creature can repeat the saving throw at the end of each of its turns.

Steel Inquisitor

The Steels Inquisitors are Hemalurgic creatures created and controlled by the Lord Ruler as his empire’s enforcers. They are easily recognized for their terrifying visage: two steel spikes driven through their eye sockets and out the back of their heads.

Ministry of Fear. The Steel Inquisitors strike fear into the hearts of all who see them. Their undead appearance and near invincibility further spread rumors and terror to the populace they control. Citizens are quick to keep their heads down, for Inquisitors can be found flying through the city on patrol on Metalpushes, observing the city with blank eyes.


Steel Inquisitor

Medium Heavyweight humanoid (any race), lawful evil


  • Armor Class 18 (Ceramic Plate)
  • Hit Points 171 (18d8 + 90)
  • Speed 40 ft., fly 80 ft. but cannot hover

STR DEX CON INT WIS CHA
22 (+6) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 14 (+2)

  • Saving Throws Dex +9, Con +9, Wis +8
  • Skills Athletics +11, Insight +8, Intimidation +7, Perception +8
  • Damage Resistance poison
  • Condition Immunities blinded, charmed, exhaustion, frightened, poisoned
  • Senses Blindsight 120 ft., passive Perception 17
  • Languages any two language (usually Common)
  • Challenge 16 (15,000 XP)

Bloodmaker. Feruchemical The Inquisitor regains 8 hit points at the start of its turns.

Coppercloud. Allomantic Creatures who burn bronze cannot detect the presence of Allomancy within 30 feet of the Inquisitor.

Emotional Resistance. The Inquisitor has advantage on saving throws to resist being controlled through brass or zinc Allomancy.

Legendary Resistance (3/Day). If the Inquisitor fails a saving throw, it can choose to succeed instead.

Pewter Flare. Allomantic The Inquisitor deals 8 additional weapon damage whenever it hits a creature with a melee weapon attack (included in the attack).

Superior Metalsense. The Inquisitor can sense the presence of all metal within 60 feet


Actions

Multiattack. The Inquisitor can use its Frightful Presence. It then makes three melee attacks.

Obsidian Handaxe. Melee Weapon Attack +11 to hit, reach 5 ft., one target. Hit: 17 (1d6 + 14) slashing damage.

Blood Binding (Recharge 5-6). A creature within 10 feet of the Inquisitor must succeed on a DC 19 Constitution saving throw or be paralyzed for 1 minute. The creature can repeat the save at the end of its turns.

Coin Sniper. (Recharge 5-6). Allomantic The Inquisitor shoots coins in a line 60 feet long and 5 feet wide. Each creature in the line must make a DC 19 Dexterity saving throw, taking 55 (10d10) piercing damage on a success and half damage on a failure.

Frightful Presence. Each creature of the Inquisitor's choice within 120 feet and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the Inquisitor's Frightful Presence for the next 24 hours.

Legendary Actions

The Inquisitor can take 3 legendary actions. Only one legendary action option can be used at a time, and only at the end of another creature's turn. The Inquisitor regains spent legendary actions at the start of its turn.

Handaxe. The Inquisitor makes an Obsidian Handaxe attack.

Metalflight. Allomantic The Inquisitor scatters coins and pushes away. Each creature within 10 ft. of the Inquisitor must succeed on a DC 19 Dexterity saving throw or take 20 (4d6 + 6) bludgeoning damage and be knocked prone. The Mistborn can then fly up to half its flying speed.

Metalpush. Allomantic The Inquisitor pushes on a metal object. If the object is worn or held by a creature, the creature must succeed on a DC 19 Strength saving throw or drop the object. If the metal object hits a creature, the object deals 10 (3d6) bludgeoning damage.

Twinborn

A descendant of an Allomancer and Feruchemist may inherit one power from each Metallic Art. Though rare, Twinborn have access to very dangerous combinations and should not be taken lightly.

Two Worlds. Twinborn find themselves belonging with neither the Allomancers of nobility nor the Feruchemists who live simply. Some Twinborn take yearly journeys to their other homes to visit their elders and ancestors to reconnect with their past. Twinborn often lead diverse lives at a variety of stations.

Endless Possibility. Twinborn have a unique ability to combine Allomantic and Feruchemical powers. Some combinations can potentially make them deadlier than a Mistborn or Keeper. This unexpected interaction of abilities, especially in the case of compounding, produce extremely powerful results that can level a city.

Blinker

Blinkers possess bendalloy Allomancy and steel Feruchemy powers, both of which allow them to move extremely fast. When Blinkers combine these powers, they can literally teleport large distances and take down enemies before they can be seen.


Blinker

Medium Middleweight (any race), any alignment


  • Armor Class 15 (Leather Armor)
  • Hit Points 78 (12d8 + 24)
  • Speed 80 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 14 (+2) 12 (+1) 9 (-1) 10 (+0)

Skills Acrobatics +7, Sleight of Hand +7, Stealth +10

  • Senses passive Perception 9
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Nimble. The Blinker can attempt to Hide as a bonus action.

Temporally Agile. Allomantic The Blinker uses brief teleports to move and does not provoke attacks of opportunity.

Actions

Multiattack. The Blinker makes two melee attacks.

Obsidian Scimitar. Melee Weapon Attack +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.

Blink. Allomantic and Feruchemical The Blinker teleports up to 40 feet to an unoccupied location it can see.

Flurry Attack. Feruchemical The Blinker makes 1 attack for every 30 feet of movement it has remaining, then ends its turn.

Slide Charge. (Recharge 5-6). Allomantic and Feruchemical The Blinker moves up to its speed and makes one melee attack against each creature within 5 feet of its path.

Time Pulse (Recharge 5-6). Allomantic As a bonus action, the Blinker creates an impenetrable 5-foot radius sphere, which requires concentration (as if concentrating on a spell)
    A creature inside the sphere makes a DC 12 Dexterity saving throw. On a failed save, the Blinker and the creature take a turn on an extra combat round. On a success, the creature can move up to its speed outside the sphere.

Reactions

Projectile Shield. Allomantic If the Blinker is the target of a ranged weapon attack it can see, it can impose disadvantage on the attack roll.

Crasher

Crashers possess steel Allomancy and iron Feruchemy. They can augment their Metalpushes by increasing their weight as an anchor or decreasing their weight to launch themselves further with Steelflight. Crashers are free and independent, preferring to choose their own destinies.


Crasher

Medium Middleweight (any race), any alignment


  • Armor Class 16 (Ballistic Vest)
  • Hit Points 78 (12d8 + 24)
  • Speed 40 ft., fly 80 ft. but cannot hover

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

Skills Athletics +7, Acrobatics +6, Stealth +6

  • Senses passive Perception 12
  • Languages any one language (usually Common)
  • Challenge 5 (1,800 XP)

Metalsense. The Crasher can sense the presence of metal within 30 feet while it has metal ingested.

Sure-Footed. The Crasher has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Actions

Multiattack. The Crasher makes three melee attacks.

Coinshot. Allomantic Ranged Attack +5 to hit, range 30/60 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage.

Iron Fist. Feruchemical Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.

Body Slam. Feruchemical Melee Attack +5 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target is pushed 15 feet away.

Coin Sniper. (Recharge 5-6). Allomantic and Feruchemical The Crasher shoots coins in a line 60 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 22 (4d10) piercing damage on a success and half damage on a failure.

Metalpush. Allomantic The Crasher can use an action to push on a metal object. If the object is worn or held by a creature, the creature must succeed on a DC 15 Strength saving throw or drop the object. If the metal object hits a creature, the object deals 3 (1d6) bludgeoning damage.

Reactions

Featherweight. Feruchemical Whenever the Crasher takes damage from a melee weapon attack, it can move up to 15 feet from the attacker without provoking attacks of opportunity.

Slowfall. Allomantic If the Crasher is falling, it can take no fall damage.

Deadshot

Deadshots possess tin Allomancy and zinc Feruchemy. Using zinc to comprehend their heightened senses, they gain ample aim and fire on their targets with superhuman accuracy. They pride themselves on never missing a shot and are lauded as expert assassins. Deadshots are entirely capable of taking out an entire team from a distance.


Deadshot

Medium Middleweight (any race), any alignment


  • Armor Class 15 (Toughened Leather)
  • Hit Points 44 (8d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 16 (+3) 14 (+2) 10 (+0)

  • Saving Throws Int +7, Wis +5
  • Skills Insight +6, Investigation +7, Perception +9
  • Senses passive Perception 19
  • Languages any one language (usually Common)
  • Challenge 7 (2,900 XP)

Keen Hearing and Sight. The Deadshot has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Hunter Stance. The Deadshot can make opportunity attacks even if creatures leaving its reach took the Disengage action.

Sensitive The Deadshot’s Allomancy requires concentration to maintain.

Actions

Multiattack. The Deadshot uses Tinsight. Then it makes two attacks.

Hand Crossbow. Allomantic Ranged Weapon Attack +10 to hit , range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

Obsidian Dagger. Allomantic Melee Attack +10 to hit, range 30/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Tinsight (Recharge 5-6). Allomantic As a bonus action, the Deadshot carefully studies a creature. The chosen creature makes a DC 14 Charisma saving throw. If the creature fails, once per turn, the Deadshot deals 10 (3d6) additional damage against the chosen creature for 1 minute or until it loses line of sight.

Reactions

The Deadshot can make two reactions.

Parry. The Deadshot adds 4 to its AC against one attack that would hit it. To do so, the Deadshot must see the attacker.

Retaliation. Feruchemical Whenever a creature misses the Deadshot with an attack, the Deadshot can make one weapon attack against the creature.

Uncanny Dodge. Feruchemical The Deadshot can use its reaction to halve the damage it takes from an attack it can see.

Hundredlives

Gold Compounders are extremely rare because they possess gold Allomancy and Feruchemy. This lucky combination renders Hundredlives nearly immortal, thanks to their ability to amplify their healing factor. When hurt, Hundredlives can heal almost immediately, and they are keen to shrug off mortal wounds in full view of their enemies. A favorite tactic of Hundredlives is detonating bombs or springing traps with their enemies, then walking away unharmed.


Hundredlives

Medium Middleweight (any race), any alignment


  • Armor Class 12 (Natural Armor)
  • Hit Points 127 (15d8 + 60)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 17 (+3) 12 (+1) 10 (+0) 15 (+2)

  • Saving Throws Str +4, Dex +6, Con +8
  • Condition Immunities blinded, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, unconscious
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 12 (8,400 XP)

Enhanced Body. Allomantic The Hundredlives deals two extra damage dice on its attacks (included in the attack)

Gold Compounding. Allomantic At the start of its turns, the Hundredlives regains 30 hit points.

Perfect Physique. Allomantic The Hundredlives has advantage on Strength and Dexterity checks.

Actions

Multiattack. The Hundredlives makes two attacks.

Dueling Cane. Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage.

Aluminum Heavy Crossbow. Ranged Weapon Attack +6 to hit, range 100/400 ft., one target. Hit: 18 (3d10 + 2) piercing damage.

Adrenaline Rush. The Hundredlives moves up to its speed and makes a Dueling Cane attack.

Dynamite (Recharge 5-6). The Hundredlives detonates a bomb with no regard for safety. Each creature within 30 feet of the Hundredlives must make a Dexterity saving throw. On a failed save, each creature takes 56 (16d6) force damage and is pushed 15 feet. On a success, each creature takes half as much on a success. The Hundredlives automatically succeeds on the save.

Juggernaut

Juggernauts possess pewter Allomancy and iron Feruchemy. Juggernauts use their pewter-augmented physicality to lift arms that can weigh literal tons and crush their foes. Their ability to barrel through any wall makes them especially reckless and dangerous.


Juggernaut

Medium Middleweight (any race), any alignment


  • Armor Class 16 (Ballistic Vest)
  • Hit Points 44 (8d8 + 8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 12(+1)

  • Saving Throws Str +8, Dex +5
  • Skills Athletics +8, Acrobatics +5, Intimidation +4
  • Condition Immunities prone, restrained
  • Senses passive Perception 10
  • Languages any one language (usually Common)
  • Challenge 7 (2,900 XP)

Pewter Burn. Allomantic The Juggernaut deals 4 additional weapon damage whenever it hits a creature with a melee weapon attack (included in the attack).

Pewter Recovery. Allomantic The Juggernaut regains 8 hit points at the start of its turns.

Unstoppable. The Juggernaut cannot be slowed by any means.

Actions

Multiattack. The Juggernaut makes three attacks.

Iron Fist. Feruchemical Melee Weapon Attack +8 to hit, reach 5 ft., one target. Hit: 15 (1d12 + 9) bludgeoning damage and the target must succeed on a DC 16 Constitution saving throw or be knocked prone.

Javelin. Allomantic Ranged Attack +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.

Charge (Recharge 5-6). Allomantic and Feruchemical The Juggernaut charges up to its speed in a straight line. Each creature in the line must make a DC 15 Dexterity saving throw, taking 21 (6d8) bludgeoning damage on a failure or half as much on a success. The Juggernaut also breaks through any solid material up to 5 feet of wood, 3 feet of stone, or 1 foot of metal.

Ground Smash. Allomantic and Feruchemical The Juggernaut smashes the ground with both fists and all ground within 15 feet of the Juggernaut becomes difficult terrain. Each creature in this area must succeed on a DC 15 Dexterity saving throw or be knocked prone.

Appendix B: Scadrial Items

This section provides a list of items relevant to Scadrial. This includes metals, metal vials, non-metal versions of traditional weapons, and their relative costs.

Non-Metal Weapons

Special non-metallic weaponry is required for those who frequently interact with the Metallic Arts. Allomancers and Hazekillers favor them for general use and as countermeasures against Allomancers who can telekinetically move metal. The Non-Metal Weapons table shows some common weapons, their price, and weight. Most of the listed weapons have an analogue in traditional D&D and share those same properties.

Dueling Cane. The Dueling Cane is the favored weapon for the nobility because it serves function and style. It is crafted from a tough, but flexible composite wood. It is a martial melee weapon with the Finesse property and deals 1d8 bludgeoning damage.

Oaken Crossbow. Oaken crossbows are versions of traditional crossbows crafted without metal that fire wooden bolts. They are lighter, but easier to break.

Stone and Obsidian. Stone is an acceptable replacement for hacking weapons, but the expensive obsidian works best for weapons with thin, slicing edges. While stone and obsidian are great replacements for metal weaponry, it is difficult to find sufficiently strong, but cheap material to reproduce longer bladed weapons such as longswords and rapiers.

Non-Metal Weapons
Name Cost Weight
Dueling Cane 1 gp 3 lb.
Oaken Crossbow, light 30 gp 4 lb.
Oaken Crossbow, hand 100 gp 2 lb.
Obsidian Dagger 10 gp 1 lb.
Obsidian Handaxe 50 gp 2 lb.
Obsidian Pike 50 gp 15 lb.
Obsidian Scimitar 150 gp 2 lb.
Obsidian Shortsword 100 gp 2 lb.
Stone Battleaxe 10 gp 4 lb.
Stone Handaxe 5 gp 2 lb.
Stone Maul 10 gp 12 lb.
Whip 2 gp 3 lb.

Aluminum Weapons

Weapons made of this rare metal cannot be affected by the metalpulls and metalpushes of other Allomancers. Any weapon made of this rare weapon will be lighter and more flexible, yet equally strong. If aluminum pierces the body of a pewter Allomancer or gold Feruchemist, it can also prevent them from healing. You can forge a weapon out of aluminum by spending 10 times the listed weapon cost. This cost represents not only the price of aluminum, but the time and expertise needed to shape this rare metal effectively.

Hazekiller Ammunition

Adventurers without abilities may invest in special ammunition designed to counter Allomancy and Feruchemy. Each one deals normal ammunition damage on a hit and produces a secondary effect. Depending on the time period or weapon of choice, this ammunition may be known as Hazekiller Bolts or Hazekiller Rounds. The more common ones are listed in the Hazekiller Ammunition Table below with their cost and weight.

Hazekiller Ammunition
Bolt or Round Cost Weight
Aluminum 25 gp 1/4 lb.
Boomer 5 gp 1/4 lb.
Ceramic-tipped 2 gp -
Powder packed 2 gp -
Scatter 10 gp 1/4 lb.
Shrapnel 5 gp 1/4 lb.

Aluminum. Although it is costly, aluminum ammunition is impervious to metalpull and metalpushes. However, Coinshots and Lurchers may be able to detect the lack of metal in this ammunition and adjust their tactics accordingly.

Boomer. This type of ammunition is designed to counter Tineyes. Whether it hits a target or not, a collapsing capsule emits a loud noise that forces Tineyes to make saving throws to maintain Concentration. If this ammunition hits a Tineye, the Tineye has disadvantage on the save.

Ceramic-tipped. This type of ammunition includes a metal and a ceramic portion. While an Allomancer may push or pull the metal section, the ceramic portion continues unaffected. If only the ceramic portion hits a target, the damage is reduced by 2 to a minimum of 1 damage.

    Powder packed. This ammunition includes an exploding pack of metal powder. On a hit, it explodes in a 10-foot radius metallic cloud that disrupts the Metalsense of creatures inside it, preventing Lurchers or Coinshots from metalpulling or metalpushing objects outside the cloud. The cloud lasts until the start of your next turn.

Scatter. This type of ammunition scatters into multiple metal pieces to cover a wider area and make it impossible to fully metalpush or metalpull. Instead of an attack roll, each creature in a 30-foot cone must make a DC 15 Dexterity saving throw to avoid taking normal ammunition damage.

Shrapnel. This ammunition is designed to counter Lurchers. When a Lurcher pulls on this projectile, it explodes in a swarm of sharp metal and automatically deals ammunition damage to the Lurcher.

Non-Metal Armor

Specialized armors can be made of strongly reinforced straps of leathers, interweaved cloth, obsidian, or ceramic to prevent Allomancers from affecting them. This armor is generally more expensive and requires expert artisans or rare materials to craft. The Non-Metal Armor Table lists armor with their cost and weight. Their statistics are shared with the analogues from traditional D&D.

Lurcher Plate. This armor consists of a piece of reinforced leather strapped to the chest so Lurcher Allomancers can harmlessly direct metal projectiles into the plate. Only Lurchers have the proficiency to wear this effectively.

Light Armor

Most light armor is made of non-metal leather or padding. The toughened leather armor is provided as an alternative to studded leather, which may have metal in it.

Toughened Leather. Like studded leather, this armor is sewn with reinforced sections of hardened leather.

Medium Armor

Most medium armor is crafted from lighter materials to allow some movement for its wearer.

Interweave Vest. This armor is made of multiple oiled and interwoven linen layers. The oils provide tensile and tactile strength for the linen, whose multiple layers offer modest resistance against projectiles.

Ballistic Vest. This armor combines the mobility of oiled linen layers and durability of hardened leather to create a vest that strategically protects vital areas from harm. This armor is favored by many Hazekillers who seek to protect themselves from projectiles.

Bamboo Plate. Made of dried, oiled bamboo worn over supple leather, this armor provides larger coverage area for the vital organs while remaining relatively unencumbered.

Ceramic Half Plate. This armor is like a typical half plate, but made of carefully fired ceramic that can withstand immense pressure and forces. The trade-off is the rare possibility the plate shatters from an impact at just the right angle.

Heavy Armor

Using a combination of tough materials, this group of heavy armors can provide the same amount of protection as their metal analogues at the cost of higher price and weight.

Obsidian Mail. Made of pieces of obsidian stone embedded into interlocking leather rings, this armor is designed to absorb the impact from heavy blows. A set of obsidian-plated gloves are also included.

Rattan Splint. This armor is made of narrow vertical strips of rattan tightly bound to a backing of leather that is worn over cloth padding. Pieces of bamboo provide protection over the joints and vital areas.

Ceramic Plate. Like the full plate, this armor provides gauntlets, leathered boots, and a visor made of smooth fired ceramic. Though it is extremely costly, the ceramic offers unrivaled protection like its traditional analogue.

Non-Metal Armor
Armor Analogue Cost Weight
Toughened leather Studded leather 40 gp 12 lb.
Interweave vest Chain shirt 70 gp 15 lb.
Ballistic vest Scale mail 100 gp 30 lb.
Bamboo plate Breastplate 500 gp 15 lb.
Ceramic half plate Half plate 1,000 gp 50 lb.
Obsidian mail Chain mail 150 gp 55 lb.
Rattan splint Splint 300 gp 60 lb.
Ceramic plate Plate armor 2,000 gp 70 lb.
Lurcher Plate - 100 gp 10 lb.

Metals

Metal is an important resource on Scadrial. In addition to currency, specially-crafted metals serve as the conduit and fuel for Allomancers, Feruchemists, and Hemalurgists alike.

Metal Ores

Ores are large rocky chunks of metal used in metallurgy. If you are proficient with metallurgist’s tools, you can use them to craft charges or other metal creations. The Metal Ores table shows the relative cost and weight for each type of metal. Extremely rare metals like atium do not have a cost and the DM can choose to distribute them.

Allomantic Charges

Provided you are proficient, you can craft charges for use Allomancy from the ores as described in the Metallurgy section (refer to Chapter 1: Running a Game). When you craft a charge, you are generally distilling the metal from the rock and purifying them into small flakes. The ore is then consumed and cannot be used again.

Feruchemical Metalminds

Metalminds are generally large blocks of pure metal shaped into a bracer. Each metalmind requires a minimum of sixteen ores’ worth of metal to produce, so the cost of each metalmind is therefore 16 times the metal ore’s cost. Though metalmind bracers are generally crafted on request by experienced blacksmiths, the DM can choose to allow players to craft them using the appropriate tools.

As normal, Feruchemists otherwise cannot use more than one of the same metalmind at a time.

Hemalurgic Spikes

Hemalurgic spikes are never sold in stores because of their gruesome nature, though a metal spike with the correct metal purity may occasionally be found. If the DM allows it, you or a willing blacksmith NPC may craft a Hemalurgic spike out of a minimum of 50 metal ores. You must be proficient with metallurgist’s tools to craft this spike.

Metal Ores
Type Cost Weight
Aluminum 35 gp 1/4 lb.
Bendalloy 5 gp 1/4 lb.
Brass 2 gp 1/4 lb.
Bronze 2 gp 1/4 lb.
Cadmium 5 gp 1/4 lb.
Chromium 10 gp 1/4 lb.
Copper 1 gp 1/4 lb.
Duralumin 50 gp 1/4 lb.
Electrum 20 gp 1/4 lb.
Gold 10 gp 1/4 lb.
Iron 1 gp 1/4 lb.
Nicrosil 20 gp 1/4 lb.
Pewter 1 gp 1/4 lb.
Steel 2 gp 1/4 lb.
Tin 1 gp 1/4 lb.
Zinc 1 gp 1/4 lb.

Allomantic Vials

Specialized vials are primarily used in Allomancy for storing charges. Each vial can be bought empty or with metal charges from a metallurgist’s shop. The Vials table provides a cost for the empty vials and its weight when filled.

In general, the cost of the vial is equal to the amount of metal ores required to craft the charges. The Allomantic Vials Table shows the costs for a vial of Allomantic charges.

Vials
Vial Cost Weight when filled
Small, empty 1 gp 1/4 lb.
Medium, empty 2 gp 1/2 lb.
Large, empty 5 gp 1 lb.
Allomantic Vials
Type Small Vial Cost Medium Vial Cost Large Vial Cost
Aluminum 75 gp 150 gp 300 gp
Bendalloy 10 gp 20 gp 45 gp
Brass 5 gp 10 gp 20 gp
Bronze 5 gp 10 gp 20 gp
Cadmium 10 gp 20 gp 45 gp
Chromium 20 gp 40 gp 85 gp
Copper 2 gp 5 gp 10 gp
Duralumin 100 gp 200 gp 400 gp
Electrum 40 gp 75 gp 150 gp
Gold 20 gp 40 gp 85 gp
Iron 2 gp 5 gp 10 gp
Nicrosil 40 gp 85 gp 175 gp
Pewter 2 gp 5 gp 10 gp
Steel 5 gp 10 gp 20 gp
Tin 2 gp 5 gp 10 gp
Zinc 2 gp 5 gp 10 gp

Special Items

There are special items unique to the Scadrial setting that expands on the established rules. These items can be provided at the DM’s discretion, who should carefully note the suitability of the item to the setting’s period. For example, unkeyed metalminds were introduced in the second era of Mistborn and more closely match the Industrial Era’s style. In a different and similar vein, more advanced weapons like pistols would properly service the Industrial Era, but may cause issues with a Lurcher’s ability to properly deflect projectiles.

Aluminum Helm

Armor, uncommon
When worn, you have advantage on saving throws made to resist the rioting and soothing effects of zinc and brass Allomancy.

Koloss Sword

Weapon (greatsword), very rare
You can only wield this sword if you have a Strength score of 24 or higher. It is a greatsword with the following changes:

  • This weapon has the reach property
  • Whenever you score a critical hit with this weapon, you roll two additional damage dice.

When you make an Intimidation check, you can slam the sword into the ground to gain advantage on the roll. You can use this feature again when you finish a short or long rest.

Unsealed Metalmind

Wondrous item, legendary
This special metalmind contains a number of Feruchemical charges of any combination of types (at the DM’s discretion) that anyone can access. A creature holding this metalmind can use the Feruchemy feature to gain the benefits of the stored charges as detailed in the appropriate Feruchemical Key section.

Primer Cube

Wondrous item, legendary
When you use an Allomantic or Feruchemical feature, you can choose to delay its effect and store it inside the Primer Cube, provided you are holding it. Another creature holding the Primer Cube can later use a bonus action to flip the switch and gain the benefit of the effect stored for the duration. The creature must fulfill any requirements as if it was the original Allomancer or Feruchemist that stored it, such as concentration.

Appendix C: References

This section provides additional references for Scadrial.

Allomantic Metals Table

PHYSICAL Pushing Pulling Pulling Pushing MENTAL
External Steel
Pushes on metals
Iron
Pulls on metals
Zinc
Amplify emotions
Brass
Dampen emotions
External
Internal Pewter
Increase physical power
Tin
Increase physical senses
Copper
Hides Allomancy
Bronze
Detects Allomancy
Internal
Internal Duralumin
Enhances metal burned
Aluminum
Removes metal reserves
Gold
Reveals past self
Electrum
Reveals future self
Internal
External Nicrosil
Enhances target’s metal burned
Chromium
Removes target’s metal reserves
Cadmium
Slows down time
Bendalloy
Speeds up time
External
ENHANCE Pushing Pulling Pulling Pushing TEMPORAL

Allomantic Metals Table

PHYSICAL COGNITIVE
Steel
Stores speed
Iron
Stores weight
Zinc
Stores mental speed
Brass
Stores warmth
Pewter
Stores strength
Tin
Stores senses
Copper
Stores memories
Bronze
Stores wakefulness
Duralumin
Stores connection
Aluminum
Stores identity
Gold
Stores health
Electrum
Stores determination
Nicrosil
Stores investiture
Chromium
Stores fortune
Cadmium
Stores breath
Bendalloy
Stores energy
SPIRITUAL HYBRID

“There’s always

another secret.” Kelsier

A stand-alone expansion to the Dungeons and Dragons roleplaying game, featuring new rules, races, classes, and monsters based on Brandon Sanderson’s Mistborn series.

Soar through the sky as a mistborn wielding preservations power of Allomancy, sneak through back alleys looking for victims for ruins Hemalurgic arts, or simply be content with recording history as a Feruchemist keeper of knowledge.

This was made by someone with way too much free time and not enough mistborn books.

Cover Art: Kelsier by Dealunart

 

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